--- PAGE 1 --- --- PAGE 2 --- --- PAGE 3 --- Live Action Role Playing ROEKRON GAME WORLD 2023 Rule Book By: Christopher Melville, Tyson Ruszler, Kim Taylor and all the FanWar players and supporters --- PAGE 4 --- --- PAGE 5 --- Dedication This book would not be possible without the combined teamwork of everyone who plays and has played FanWar. It is not the work of one or even a small group of people, but the work of countless individuals, all sharing and improving on a system over time. I could never include all the players who have added to this book, but I need to acknowledge them as co-creators of the game we enjoy. I am carrying forward the game we all designed, and for all your hours of work, thoughtful advice, and joyful involvement, I dedicate this book to you. -Christopher Melville Special Thanks to: Game Masters and Assistants: Tony Esserman Melville, Kim Taylor, Tyson Ruszler, Spencer Kelly, Allison and Karen Paley, Iris Esserman, Zac Rouse, Nick and Scott Shafer, Gabriel Perko-Engel, Cora Tobin, Ryan “Bobo” Barton, Lanelle Ruszler, Wade Estese, Josh Dorese, Richard, Connor, & Wesley Callan, Elliot Nixon, Harry, Ben, and Toby Miller, Isaac Boss, James and Bear Tolson, Devon Mirsalis, Zeke Wilson, Derek Kim, Seth Whitman, Jeremy Cohn, Niall Sulcer, Elise Perry-Hayek, Sage Turri, Jack Cochrane, Logan Takemori, Anton Komarov, Quinn & Rory Morgan, Ethan & Daniel Cintz, Theo and Mary Rose Poor, & many others! Organizers & Supporters: Molly Tichenor, Kara Shafer, Ana “Rita” Guzman, David Matheson, Andrea Sharff, Angelina Artemoff, Maureen Kelly, Sara Esserman Melville, Kim Taylor, Ali Flynn, Marianne Fisher, Tamarah Kanewske, Claire Takemori, Denaire Nixon, Pam Tellew, Rose Vasquez, Jay Hamilton-Roth, Devon Cohn, Ariadne Horstman, Benjamin Cintz & Elizabeth Eastman, Graham & Margaret Poor, Nicko Melville, John Melville, Nicholas Voltmer, Chris and Svetlana Spetzler, Keiko Sato, Raven Fleps, Andy & Bob Culbertson, Joanne White, Helios New School, Tessellations School, & many more. Cover Art: Elise Perry-Hayek Artists: Allison Paley, Elise Perry-Hayek, Katia Kishinsky, Elliot Kaiser, Maya Donovan, & Christopher Melville Photos Courtesy of: Wade Estes, Barry Langdon-Lassagne, Christopher Melville, Suzanne Paley, Molly Tichenor, Elise Perry-Hayek, & Noah Boyer All the Adult League Players, All the Junior League Players, and NERO, Richard Garfield (Magic the Gathering), & David Hargrave (Arduin). --- PAGE 6 --- How to Use This Book For New Players The chapters in this book are ordered so that the most important information comes first. It starts with the five basic rules that you need to know to start playing, and then moves on to other topics in the order that you will need to learn them. This means that you can read this book a little bit at a time as you play different parts of the game. It helps to read a chapter of the book before each event you play so that you are prepared and know how the game works ahead of time. Or, if you bring your rulebook to each event, you can look rules up if you forget them. If you do bring your rulebook to LARP events (highly recommended!), make sure you write your name on the inside cover so that someone else doesn't accidentally take your book! For Experienced Players Use this rulebook as a reference book whenever a question about the rules or a monster's abilities comes up at an event. If there is a disagreement about how an ability works, look it up in the book; each ability has been carefully worded to be as clear as possible. The glossary in the back should be your primary reference, and if the rule is worded slightly differently elsewhere in the book, always go with the glossary's version. This book should also be used as part of the “Three Before Me” system; always check the book for answers first before asking your GM about how an ability works. Sometimes while in the middle of a battle it is impractical to look a rule up in the book. In this case, your GM will often make a temporary ruling (also called an improvised ruling) to resolve the issue and move the encounter along. Accept the ruling for the rest of the battle, and then after the battle is over consult the rulebook to see how the rule actually works. That way, if it comes up again later, you'll know the answer this time! Fantasy Warplay – 2023 Rulebook --- PAGE 7 --- Table of Contents Introduction 0 The Three Rules of Life 1 Basic Rules 3 The Equipment 8 Characters 17 Character Creation 21 Trades & Crafts 29 Rules for Character Play 31 Death & Dying 33 The Classes 36 Keywords & Terms 46 Warriors 48 Semi-Martials 70 Mages 92 Prestige Training 114 Elder Sorcery 117 Adventuring 127 Hand Signs 130 Terrain & Boat Rules 130 States & Effects 136 The World 143 Settings 150 Special Items 152 Deities & the Divine 159 The Monster Field Book 164 Monsters 167 Animals 199 Undead 209 Abilities Glossary 232 Abilities Ratings 239 Price of Goods and Services 245 Fantasy Warplay - 2023 Rulebook --- PAGE 8 --- Introduction to the Game What is Fanwar LARP? In Live Action Role Playing (LARP), players pretend to be someone else, living in a different time or place, and acting out events that might happen in that world. Many of these games involve battles, and so LARPers use safe, padded props that look like weapons to act out the combat. Unlike in a play where everyone has certain lines to say and the story is set, in LARP, the players each act out a certain person and make their own decisions for that person as the game evolves. Live Action Role Playing is a combination of sports, drama, and table-top role playing games. It has many forms and settings all over the world, and has been a popular pastime for kids and adults for generations. Every child who plays at pretend has done LARP, although they didn’t know they were doing it. We are not the creators of LARP, but rather, those keeping the tradition of imaginative play alive in our culture. Our LARP is specifically medieval fantasy based, with swords, spells, and dragons, but many other settings exist with other LARP groups and players. We have created a set of rules to keep everyone playing safely, fairly, and focused. That is what the FanWar LARP Rule Book is for. Our game has been continuously added onto by all the players, so that over time it has stayed fresh and exciting. The game world we use has also been affected by hundreds of players over time, so when you step into our story, you are entering a long history of adventures, mysteries and battles! All the steps to learning to play the game have been clearly organized for you in this book, from the simplest and most important in the front, to the very complex and rare in the back. The book is broken up into chapters based on how complex of a game you are involved in. Simple battles can be done using just the first chapters. More complex stories can be told using character creation rules, and the most complex of adventures can be taken on using the entire set. Welcome to our game. We love what we do, and hope you enjoy it as well. “All the works of man have their origin in creative fantasy. What right have we then to depreciate imagination.” - Carl Jung Fantasy Warplay – 2023 Rulebook --- PAGE 9 --- The Three Rules of Life - FanWar Etiquette Before we can play the game, we need to make sure we all know how to play fairly and safely. Below are three rules that will help you, not only as a FanWar player but in the rest of your life as well! 1. Take Care of the People - Never do anything that will hurt someone. Kindness Always Wins. We are here to play and have fun. If someone is ever hurt or frustrated by the game, stop what you are doing, put your fist over your head (to show you are out of game) and ask them “Are you ok? What do you need?” Look them in the eyes and be friendly! If you have injured or angered them, apologize and wait until they are ready to join the game again before you do. If you need help, get a Game Master or a referee to help you. This rule also means take care of yourself! It's important to take breaks, drink plenty of water and know your own limits. 2. Take Care of the Things - Never do anything that damages the materials. The weapons are fragile. The FanWar equipment is expensive to make and if damaged can be dangerous. Do not be rough with the weapons or yank, smack, or step on the equipment. We spend hours of our time just making one sword. Take care of the things so that everyone can enjoy them. 3. Make it Work - Listen carefully and follow the directions. Use the procedures. Fair Play makes for Good Gaming. FanWar is a game that takes a lot of honesty and trust. In order for a LARP to work, everyone has to play fairly and honestly, even if it means their character is going to die! If you play the game by the rules and accept when you are tagged, you will do great at FanWar. You need to trust the Game Master and the game world to work. If you get wounded, it is not the end of the world, you can get healed by another player very quickly. But if you deny you were hit or argue about it, it wastes everyone’s time and ruins the game for everyone. You may have to admit that you were wrong, but that is part of life. When we all play fair and trust each other to do the same, the game is that much better! Fantasy Warplay - 2023 Rulebook 1 --- PAGE 10 --- 2 Fantasy Warplay – 2023 Rulebook --- PAGE 11 --- Basic Rules Battle The Five Rules There are five basic rules that players need to know in order to begin playing FanWar. These are the core mechanics of the game, upon which all the other rules are built. There are many rules and abilities beyond these, but they aren't necessary for starting battles – you will learn them later as you gain experience with the game. The basic five rules are as follows: 1. Wounding 2. First Aid 3. Carrying 4. Knock Out 5. Fumble 1. Wounding FanWar is essentially a game of freeze tag where players can "freeze" (Wound) and "unfreeze" (First Aid) each other. The difference is in the props we use. Instead of tagging each other with our hands, in a LARP we use specially made soft foam padded props that look like weapons. Game combat works by trying to tag a player on the body anywhere, except the head, neck, or groin, without getting tagged yourself! All you need to do is gently tag your opponent to score a hit! No real force is necessary. If you can tag your opponent's body with your weapon, they are then wounded and they immediately drop to one knee to show that they are wounded and thus out of the fight for now. When you are wounded we imagine that you are actually unconscious. You can’t shout For an attack to count, it needs for help (“Hey, come help me, I’m to be a full swinging or unconscious!”) or warn other players of thrusting motion. Rapid small anything as it would not be possible in the taps (“drumming”) won't count. world of the game. All you can do is watch the battle silently, maybe give a little groan so If an attack hits something else players around you might notice that you are first – a weapon, a shield, etc – down and consider helping you. before it hits a player, it is considered a “deflection” and Just because you're wounded doesn't doesn't count. Hits need to be mean you're out for the whole battle, so stay clean swings. This is to alert! There are all sorts of ways you can get discourage using excessive force back into the fight. to break through another player's guard. Fantasy Warplay - 2023 Rulebook 3 --- PAGE 12 --- Hit Points Sometimes in the game there are creatures that will be able to take more than one wound before dropping. Each wound removes a hit point (HP). When their HP reaches 0, that creature is unconscious, just like anyone else. Some attacks also deal more than one damage at a time. If you ever take more damage in one attack than it would take to bring you to unconsciousness, you "cap" that damage, and are only taken to 0 HP. For example, as a player with 1 HP, if I take a hit for 5 damage it only takes my HP to 0 (not -4!) and I drop unconscious. I take any hits after I am down as I normally would! Killing Blows & Dying While you are down you are still vulnerable to attack and can even be killed! Any time you take damage while down, you move further into what we call "Negative Hit Points" starting from 0 HP. Each time you take damage, call which negative point you are at, ("Negative One... Negative Two..." etc.) so players know you are taking the damage. The negative hit points are called by you, not the player dealing damage, because you may have already taken negative hits they didn't know about. You remain at whichever negative HP you called last until you are healed. If you receive healing (see First Aid below), you will be restored to consciousness at your full hit points (usually just the 1 HP for players). If you take damage while you are being healed, you still move further into the negatives and the healing you are taking is stopped and must be tried again. Players can also tag you and call "Interrupt" to stop you from healing but without damaging you. This is a good way to stop enemies from getting back up without having to kill them. When you reach -4 HP you are dead and First Aid can no longer revive you! Each form of the game handles death a little differently. Sometimes you will need to "reinforce" as a new character from your base or in advanced forms of the game there are spells that can resurrect you. Either way, don't worry, death in FanWar usually isn't too serious! 4 Fantasy Warplay – 2023 Rulebook --- PAGE 13 --- 2. First Aid You might ask why we don’t fall Now that you know how to wound down on the ground and act out and be wounded, the next thing you need being wounded. While that might to know is how to help your allies rejoin look cool on camera, it is a the battle. dangerous thing to do in any sport, especially one as active as LARP. To heal a wounded player, touch them with both hands (usually on the shoulder), Players are running all over the call "First Aid" and begin slowly counting place so if you're lying on the up from 1 to 20 at the rate of about half a ground, you're very likely to get second (called a "20 count"). When you stepped on! If you get wounded, just reach 20 that player is fully healed drop to one knee (or squat down) (important for creatures with more than 1 and keep alert to your surroundings HP!) and stands up to rejoin the combat. so that you stay safe! Note that any Hacked limbs are not healed. If you ever stop counting before your ally is revived, or if an enemy attacks them, you must start all over again from 1! Two players can work together to heal a wounded player. If both players tag their wounded ally and start their first aid count at the same time, it only takes a count of ten! No more than two players can First Aid at once, but a third helper can stand guard to keep the healers from being interrupted. If an ally joins your first aid count midway, you can start your count over to heal together (but cannot continue from where you left off). Remember, your enemies will be trying their best to keep you from helping anyone. They will try to drive you away by attacking you, making it very difficult to revive your teammates without getting wounded yourself. So teamwork is important not just to speed up the First Aid, but to watch each others' backs! 3. Carrying Sometimes in a battle you will find you need to move a wounded player; you might want to move an ally somewhere safer for First Aid, or maybe capture an enemy player. In the game we imagine that we are all full grown adults and should be able to move each other around. In reality, actually picking someone up is too dangerous. In order to move another player, you tag that player with both hands and call “Carrying” and state your size (size is assumed to be 3 unless otherwise specified, so if you aren't size 3, be sure to say so). If the player you have tagged for carrying is equal to or smaller than your size, they must then stand up and walk with you wherever you lead them. You can only walk and cannot fight or use any other abilities (like First Aid) unless you "drop" the other player. Just like with First Aid, a friend can assist you in carrying; to do so, the person with the smaller size adds a +1 carrying capacity to the person with the larger size. If two people are carrying someone, they can run. Only two people can carry someone at a time while in combat. Fantasy Warplay - 2023 Rulebook 5 --- PAGE 14 --- 4. Knock Out Wounding a player with your weapon isn't the only way to drop them. You can also knock someone unconscious by using the pommel of your weapon (the padded part on the base of the hilt or handle). This is an attack which represents clobbering someone over the head, but remember: for safety we never actually tag on the head! To do this, call "Knock Out!" and tag a player on their back, between the shoulder blades. If you successfully tag them, they drop and take a knee just as if you had wounded them normally. If you get knocked out this way, you are unconscious and need be woken up by First Aid (or other, magical, healing), just like you had been wounded normally.. The major difference between Knock Out and Wounding is that Knock Out bypasses Body Armor and Hit Points (which we will discuss later). Knock Out is also a way to safely take someone out of the fight without having to hurt them, so you can use it without fear of accidentally causing someone to die in the game. Thus, Knock Out becomes very important in more advanced versions of the game, but can still be handy in basic battles. 5. The Fumble Rule The Fumble Rule is the most important rule of the game. It is a safety rule – without this rule, the game doesn't work at all. The Fumble Rule states that if anyone does anything to you that actually hurts you (tagging with too much force, playing too rough and unsafely), you are allowed to call “Fumble” on that player. If a player calls a Fumble on their attacker, the attacker takes the effect of the attack instead of the player who was hit. This is why it is called a Fumble, because in game we imagine that the attacker bungled their attack so badly that they actually manage to hit themselves instead of their intended target! What this means out of game is if you Fumble someone, you can neither receive first aid or healing nor engage in the game in any way until the person you fumbled is ready to continue playing! This means that you are out for as long as the hurt player feels they need to be ready to play again! If they sit out for the rest of the battle, or even the rest of the entire set, you must stay with them and make sure they get any help they need, comfort them, and otherwise take care of them. Once they are ready and back in the game, you can resume play. But remember: since you took your own attack, you will still be wounded and need to get healing or first aid! We rarely have players getting hurt enough to need to sit out for any long period of time, but that is because we have the rule and players know they must be safe and maintain an attitude of fair play. Knowing that if they are too rough they will be watching rather than playing all day helps keep players from getting too forceful in battle. If you Fumble against someone, it's generally a good idea to apologize right away and explain it was an accident. Ask the person what they need (ice, or help over to a seat, etc.). Most players are fine and don’t need anything after a fumble but needed to alert you that you're hitting too hard. But it’s important to demonstrate your willingness to help! 6 Fantasy Warplay – 2023 Rulebook --- PAGE 15 --- Hold & Out of Game These two rules aren't part of the rules for battle, but are important to understand when playing at a FanWar event. If you ever hear a GM call out "Hold!" this means to immediately freeze where you are, as if someone had hit 'pause' on a movie! Sometimes the GM needs to tell everyone about a sudden change in the battle, or there may be an emergency situation, so it's important to always listen for Holds. If you hear "Hold", repeat the call to make sure everyone hears it. If you ever see a person with their fist held on top of their head, this means they are out of game. People who are out of game will not be interacting with the battle, so don't worry and don't attack them! Out of game people are usually refereeing or returning to base to change roles. On the System of Honesty Players often worry about cheating. What if a player calls fumbles but isn’t really hurt? What if I tag a player but they don't drop? These things are rare, we can usually trust players to police themselves on whether or not they are wounded or something really hurt - after all, they're the one who felt it. If you think that cheating is happening, don't confront the player. Instead, bring it up with your GM and let them resolve it with that player. You, as a player, need to maintain good relationships with your fellow players. If someone often fumbles people for no reason, maybe FanWar is not a good game for them. LARP is a physical game, and requires you to get hit. If you're not comfortable getting hit, you may want to choose an activity other than FanWar. Most importantly, FanWar is a game that takes a lot of honesty and trust. We need everyone to be able to play on the honor system. If a player can't be trusted to battle safely and fairly, then they can't be trusted to play the game at all, since it requires so much honesty in all aspects of the game. Fantasy Warplay - 2023 Rulebook 7 --- PAGE 16 --- The Equipment Once you have the five basic rules down you can select your gear and get into the game. FanWar groups weapons and other gear into Equipment Sets that must be purchased by your character in the game. If you are playing in the Battle League, you have to stick with the weapons from your set and just use those. You may have a chance to trade out equipment sets between battles. If you're playing in a Character League you will have the chance to find more weapons later or use gold to purchase more sets, then mix and match items as much as you want. Weapons & Shields Weapons are used to wound other players. Both weapons and shields can be used to block strikes with weapons as well as AV0 attacks, but only if they are being wielded (used in your hand). You can only wield one item in your hand at a time (excepting worn items like gloves or rings). Any worn weapons or shield – a belted or sheathed sword, a shield strapped to your back, etc – cannot block strikes of any kind, and if you are hit in those places the attack is considered to have damaged you. Some weapons have colorful “tags” that mark specific kinds of attack that weapon can do. The table below explains these. The only shield that can be wielded in the same hand as a weapon is the buckler shield. All other shields cannot be wielded with a weapon. You can hold items such as torches or spells in your shield hand, but those items will not count as being wielded. Throwing Weapons (green tag) - Weapons with a green stripe on their handle can be thrown. These are very useful for dealing with enemies from a distance. But they can be picked up by your enemy and thrown right back at you, so be careful where you toss that dagger! Two Handed Weapons (orange tag) - Two Handed weapons may only be wielded with both hands on them. This means you can't wield another weapon or most shields with these! Armor Piercing: (yellow tag) - Weapons with a yellow stripe on their handle can be used to cut through your opponent's body armor. To cut through armor, raise the weapon above your head in both hands and call "Invoke" then call "AV0" as you swing, to let your opponent know your attack ignores their armor! AV0 means that the value of their armor (AV) equals zero (doesn't help). AV0: (packets) - Some missile weapons, like arrows, are represented by colored packets that we throw, as shooting an actual bow is far too dangerous. In the advanced rules, many spells also take the form of packets. All packets are AV0 ("Armor Value = Zero") meaning they cut through body armor. Call "AV0" when you attack. You do not need to Invoke like you would with an Armor Piercing weapon because packets are always AV0. 8 Fantasy Warplay – 2023 Rulebook --- PAGE 17 --- Equipment Prices – Weapons and Shields Item Cost Notes Arrow 1g AV0 Ax, Throwing 4g Armor Piercing, Throwing Ax, Tall 6g Armor Piercing Ax, Halberd 10g Armor Piercing Bow 5g Broadsword 6g Buckler Shield 4g Claymore 10g Armor Piercing, Two-Handed Dagger 4g Throwing Kunai 3g Throwing Flail (Short) 4g Flail (Long) 10g Hammer, War 6g Armor Piercing Javelin 10g Throwing Jitte 4g Throwing Katana 10g Large Shield 6g Longsword 10g Ninjatu 6g Rod 6g Magelore Shortsword 4g Spear 10g Throwing, Two-Handed Staff, Battle 10g Magelore, Two-Handed Staff, Short 8g Magelore, Tower Shield 6g Wakazashi 4g Wand 2g Magelore Equipment Prices – Miscellaneous Item Cost Notes Bag 2g Cloak 2g Weather Protection. Rope 5g Torch 1g Makes light, can burn things. Ring/Amulet (Non-magic) 2g Fantasy Warplay - 2023 Rulebook 9 --- PAGE 18 --- 10 Fantasy Warplay – 2023 Rulebook --- PAGE 19 --- Equipment Sets - 10g each Set Equipment Notes 1. Javelinere Javelin Javelin is Throwing 2. Claymore Claymore Two Handed 3. Spear Spear Two Handed, Spear is Throwing, 4 Battle Staff Double Sided Staff Two Handed, Mage Lore 5. Halberd Halberd Armor Piercing 6. Longflail Longflail 7. Longsword Longsword 8. Katana Katana 9 Footman Short Flail and Buckler Shield 10. Soldier Short Sword and Large Shield 11.Shieldman Tower Shield and Dagger Dagger is Throwing 12. Franciscan Broadsword and Short Sword 13. Duelist Broadsword and Dagger Dagger is Throwing 14. Ronin Wakizashi and Ninjatu 15. Rogue Ninjatu and Jitte Jitte is Throwing 16. Impact Set War Hammer and Short Flail Hammer is Armor Piercing. 17. Axes Tall Axe and Throwing Axe Both Armor Piercing, small axe is throwing. 18. Berserker Rod and Short Flail Rod is Magelore. 19 Bow Bow and 5 Arrows (Orange Arrows are AV0 Packets) 20. Net & Dagger Net Packet and Dagger Dagger is Throwing. Net Immobilizes and player can't deal damage for a 20 count or until someone else removes it. 21. Kunai & Jitte 2 Throwing Knives and Dagger All pieces throwing. 22. Mage's Gear Rod, Wand, and Bag Rod and Wand are Magelore 23. Adventuring Kit Bag, Cloak, Rope, Torch Used torches replaced for free 24. Wanderer Short Staff, Cloak Short Staff is Mage Lore Fantasy Warplay - 2023 Rulebook 11 --- PAGE 20 --- Body Armor Body Armor affects combat by modifying where a person can be hit in order to wound them. We don’t use real armor, as that would be expensive and unsafe. Instead we use colored sashes to show which kind of armor we are wearing. Each level or armor protects increasingly larger areas of your body, called Zones. Any attacks that hit in the protected zones do not deal damage to you. Instead, your enemy must hit you in an unprotected zone or use an AV0 attack to cut through armor. Different armors protect you as below (see the Armor Zone Chart). (If you ever have bonus AV, wear the sash for your total AV, and for any innate AV you have. i.e. an Ork wearing Chain mail would have both a red AND green sash) Leather Armor (green sash - AV 1) - Protects both arms up to the elbow and both legs up to the knee. (Zones 0-1) Chain Mail (yellow sash - AV 2) - Protects arms up to the shoulder and legs up to the waist. (Zones 0-2) Half Plate (red sash - AV 3) - Protects the limbs and the upper torso (Zones 0-3) Only vulnerable in the belly, hips, and lower back Full Plate (blue sash - AV 4) - Protects all of the limbs and body (Zones 0-4) except for the belly (the Open Zone). Helm (grey mask) - Doesn't armor a zone of your body. Instead it is worn on the head and protects the wearer from Knock Out, Armor Item Equipment Notes Price A. Leather Armor Green Sash Armors zones 0-1 10g B. Chain Mail Yellow Sash Armors zones 0-2 20g C. Half Plate Red Sash Armors zones 0-3 40g D. Full Plate Blue Sash Armors zones 0-4 80g E. Helm Helm Mask Protects from Knockout 10g Note: The Open Zone is always unarmored! 12 Fantasy Warplay – 2023 Rulebook --- PAGE 21 --- The Armor Zones Fantasy Warplay - 2023 Rulebook 13 --- PAGE 22 --- Home Made Items & Costume FanWar encourages people to make their own items for the game. Whether it is a simple sword, a beautiful costume, a detailed piece of armor, or a weapon no one has ever imagined, we want players to be using their own creative energy to make their ideas a reality. If you plan to bring your own items from home, you will need to follow the guidelines below. 1. Safety - If you bring your own items, they must first pass a safety check by a GM who will inspect them for any possible hazards. If anything seems even a little unsafe, it will not be allowed in the game. LARP is very active! Even something safe to wear as a costume can be dangerous when used in a combat-like situation. If your items pass safety, you and only you are allowed to use them in the game. Weapons are approved for particular people; just because you are approved to use an item doesn't mean your friend is too. 2. Possession - Your items stay with you. If you are in a Battle League, this means you can use your items instead of a standard equipment set. If you are in a Character League you get the items in addition to any equipment sets your character already owns. These items are considered a gift from your family or friends. You are not allowed to trade or sell them. If you lose them they cannot be used again until the next session. Weapons Any weapons you make will function exactly as the version in the game. If you make an Axe, you can mark it with yellow tape to show it’s Armor Piercing. If something you make is throwing, you mark it with a green stripe. If you're not sure what class of weapon you item belongs in, ask your GM. If you have any questions on how to build good LARP weapons, ask any of the many experienced builders at our events or check out www.fanwar.com or our video guides at our youtube channel: https://www.youtube.com/user/FantasyWarplay 14 Fantasy Warplay – 2023 Rulebook --- PAGE 23 --- Armor In the case of armor, we do not allow people to simply bring a blue sash and have free full plate mail! The only types of armor we allow people to bring are costume pieces that look like traditional armor (like platemail made of foam or knitted faux chainmail) or realistic armor made of heavier materials, like actual leather or metal armors. Like with personal weapons, if you want to use your own personal armor in the game, check with a GM to safety check it and find out what it will count as in-game. Your GM will also let you know if your armor counts as “realistic armor” or just costume armor. With either type, you will then allowed to use a corresponding armor sash that relates to the type of armor you brought. For example, a full knit “chainmail” shirt will usually be considered AV2. The same rules for owning weapons apply to a character owning armor. Because realistic armor weighs down the wearer and is harder to use then a simple sash, these items both give you the relevant AV and have the added benefit of giving the wearer protection from missile weapons (as Resistance to Missile Weapons) in any area the real armor physically covers. Handy for a melee fighter looking to close the gap against ranged enemies! The photo above is an example of realistic leather armor. Costume Used mostly in the Character Leagues, but fun in Battle as well, costumes add flavor to the game. If you dress up or bring LARP safe props to use such as foam torches, hammers, and tools, you gain benefits in the game. Usually, for each unique item you bring and use your character gains a +1 to their effective level in a Craft that relates to your costume. If you wear a chef’s hat, you gain a +1 bonus in Chef. But if you dress up in court garb, you gain a +1 bonus in Courtier, for each piece of costume you are wearing. Fantasy Warplay - 2023 Rulebook 15 --- PAGE 24 --- 16 Fantasy Warplay – 2023 Rulebook --- PAGE 25 --- Characters Playing a Character LARP is a role playing game, which means that it is mostly about drama and acting. People often focus on the battles, which are very fun, but they are not all that our game is about. Our LARP is about being a character in a story and deciding what they will do, say, think, and how they will impact the world. To get an idea of how your character thinks and acts, you will need to consider what’s going on in their mind, which is determined by your character's World Window. A World Window is the way a person has grown up seeing the world and the attitude with which they perceive everything in it. Everyone looks at the world a little differently, just like looking out a real window. Because we all grew up with different lives, each of the things that happened to us has affected the kind of window we look at the world through. When you are making your character's World Window, there are many things to consider. Some of these things have to do with mechanical aspects of your character, such as what species they are or what Trade/Craft they do for a living. These things will impact not just a character's skillset but also their disposition. Some of these things are not based in game rules and mechanics, but instead in your imagination: what they like and don't like, what kind of life they had growing up, or how they talk and move. Just like a real person is much more than how well they perform on a math test or what musical instrument they play, your character should be much more than just what skills they pick up from the rules! Fantasy Warplay - 2023 Rulebook 17 --- PAGE 26 --- World Window for Game Mechanics Below are some of the things that might affect your character's World Window, and thus the way they will act: ➢ Species Species can also have a big impact on your character's World Window. It affects the culture they probably grew up in and thus the beliefs, values, and expectations they have developed. It also affects their perception of the world – an inn room built for humans is going to look very big and mis- sized to a hobbit, and a centaur may find it difficult to make use of the chairs! Keep these things in mind as well as you play your character. ➢ Alignment Alignment is a quick reference for what your character's morals and beliefs about ethics are – what they think is right and wrong. It can be used as a guide for how your character might act in a difficult situation. Alignment is very helpful for knowing the core of your characters behavior and also for playing monsters. Note that alignment is only a basic description of your character's morals; most people's morals are more complicated than this. ➢ Backstory When you roll on the backstory tables, consider what kind of impact the backstory you end up with has had on your character. Backstory events and characteristics are things that have had a big effect on your World Window and have stuck fast. Some backstories are easy and already have behavior quirks, such as being cowardly to living beings. Others take more thought. If your character's backstory gives them iceball, it might mean that they are a cold-hearted person; or it could mean that they like to take a moment to think before acting instead. ➢ Classes Each class has a style and a behavior that it brings out in people. If you're being a Thief, then you are probably not charging into battle, but being more sneaky. If you're playing a Barbarian, you're probably going to rush into things and not ask too many questions. You can find descriptions of each class's personality in the class section, and decide which of those traits might show up in your character. No two thieves are exactly the same, after all! Remember that your character's World Window can change over time. If your character believes that Orks are evil and dumb, they can change that prejudice over time as they begin to see more and more Orks who are friendly and clever. Everyone has the potential to change, but it is always hard work, so don’t worry if your character seems to be heading for trouble. Just like the greatest movies and plays, it is the characters with the most interesting personalities we remember and tell stories about for years to come - not the ones who just seem the most powerful. 18 Fantasy Warplay – 2023 Rulebook --- PAGE 27 --- World Window for Roleplaying Below are some things to consider when thinking about who your character is. They are only a starting point; you might take some time to think about the big things that make you who you are, and how your character might be similar or different! ➢ Physical Description One thing to consider is what your character looks like. If your character is a hobbit, she is going to be short; but she could be just over two feet tall – short even by hobbit standards – or closer to three feet, which would make her very tall for a hobbit! You can also think about what kind and color of hair, eyes, and skin your character has; if they have any markings, like scars or tattoos or birthmarks; and what kind of build they have (light, heavy, muscular, bony, and so on). ➢ Personality Personality is very important to consider when making a character. This includes things like your character's attitude – just because your character is a dwarf doesn't mean she can't also be gentle and friendly! It also includes things like your character's preferences: what she likes and doesn't like, what her strengths and weaknesses are, and what she is afraid of. Flaws are just as important as strengths in a character – nobody's perfect, after all. ➢ Life History Characters don't just appear out of thin air in the world the day you make them. Before they were an adventurer they had a family and grew up someplace in the world. Consider the impact their childhood had on them. Did your character like her family? Was she the youngest child, or did she have no siblings at all? Maybe she grew up in Amir, and learned to be very boisterous and friendly; or maybe she grew up in Temnor and learned to be sly and private. ➢ Walk, Talk, and Dress Once you have a good sense of who your character is, it's good to think about how that comes across. If your character is from a foreign nation, you might talk in an accent to show that. If your character is quiet or subtle, you could show this by taking careful, tidy steps; but if they are brash and bold, you might show this by stomping around everywhere! Also think about costuming for your character. If you wear certain pieces of costuming for certain characters then you can express something about your character, and people will be able to tell your characters apart more easily. Lastly, be sure to give your character a name as well. Real people have names, and other characters will need to know what to call your character! It can be something as simple as Jane or Conan or something complicated and full of meaning like Embarcarious Petrafloutous of Pinnacle. Fantasy Warplay - 2023 Rulebook 19 --- PAGE 28 --- 20 Fantasy Warplay – 2023 Rulebook --- PAGE 29 --- Character Creation Creating a Character As you are creating your character, think about who they are as a person. What they are like, what they care about, their goals, dreams, and fears. If you play your character more like a believable person, the game will be that much richer for you and everyone else. Every new character needs several things, which you will find laid out for you in the next several pages. First, you need to pick a Species to play as and choose an alignment and personality for your character. This will probably be informed by your character's history and their Backstory (if you roll for one). Next, you will choose a Trade for your character, something they do for a living when they aren't out adventuring! Lastly, you'll want to spend your starting gold on some equipment. Your character begins as a Journeyman at level 1, but as she gains experience and levels, you will have the opportunity to specialize your Trade and choose a specific Craft at level 3, and at level 6 you will be ready to choose a Class to enter. Classes are where characters get most of their powerful skills and spells, and are discussed in the next chapter. • Level 1: Species, Name, Backstory, Alignment, Trade, Starting Gear. • Level 4: May pretrain a class, and Specialize in a Craft. • Level 6: Choose First Class Fantasy Warplay - 2023 Rulebook 21 --- PAGE 30 --- Playable Species To make a character, you first must select your species. While characters of any species have just as much potential to excel at whatever they choose to do, each one has unique advantages and disadvantages a well as a different culture in the game world. All of these factors will influence who your character is and how you roleplay as them. The stats for the five major species in the world are on the following page. 22 Fantasy Warplay – 2023 Rulebook --- PAGE 31 --- Humans Size: 3 Lifespan: 100 years (Adult at 20) Looks: As humans in the real world, with all their variability. Abilities: No innate drawbacks or disadvantages! Notes: Humans are found everywhere, and will find it easy to fit in no matter where they go. They have many diverse cultures and habits. Dwarves Size: 2 Lifespan: 500 years (Adult at 100) Looks: Stocky, sturdy build with thick hair and beards, 3-4 feet tall. Abilities: Sense Secret Doors/Traps, Talented Blacksmith or Stonemason or Miner (choose one), Thick Skull (gain insanities at +1 severity). Notes: Dwarves have a temperament like rock: stoic, stubborn, and set in their ways. They tend to be gruff, but not necessarily unkind. Hobbits Size: 1 Lifespan: 135 years (Adult at 25) Looks: 2-3 feet tall with slightly pointed ears, usually curly hair, and hairy feet. Abilities: Instant Search, Low Strength. Notes: Hobbits tend to be cheerful and happy-go-lucky. They often value simple pleasures – food, friends, and comfort – over great glory. Centaurs Size: 4 Lifespan: 75 years (Adult at 12) Looks: Upper body of a human with the body of a horse from the waist down. Abilities: Beastly Strength, Fast. Must customize most clothing/armor to wear it (this costs the base cost of the item again) . Notes: Centaurs are nomadic, energetic, and adventurous. They tend to prefer taking action over waiting for long discussions. Elves Size: 3 Lifespan: Infinite (Adult at 100) Looks: Lithe or willowy build with pointed ears and four fingers and toes. Abilities: Immune to Mental Effects, Thin Soul (+5 deathbag stones/pull). Notes: Elves have both the patience and the aloof disposition that comes with a long lifespan. They value the natural world highly. Fantasy Warplay - 2023 Rulebook 23 --- PAGE 32 --- Backstories Backstory can either refer to your character's personal history or a set of mechanical abilities and flaws that will affect your character's history; in this section, we mean the latter. Many characters have special skills they learned in their past, secret powers, or odd behavior which makes them stand out. The following charts will give your character abilities, but you will have to weave the pieces together into a workable story for your character. If your character's backstory gives her talented innkeeper but she has to go on all town missions, maybe she was adopted by an innkeeper as a helper, or maybe she has a history of helping out law enforcement around town. Think about why your character has her abilities, not just what they are! There are different types of charts to roll on, each with its own flavor of backstory. You can choose whichever kind of background you wish to color your character with. Pick one of the following charts to roll on. You may choose to roll on the whole chart, or just the sub-table you are more interested in. If you choose to roll, ask your GM for their backstory charts which will be found in their source book. Backstories might be different between worlds! 1. Simple Backstories (Sub-Tables: None) This table is primarily for players new to the game – people who have been playing for a year or less. 2. Combat Backstories (Sub-Tables: Offense and Defensive) Backstories on this table are geared towards abilities that show up in combat situations and during a fight. 3. Scholarly Skills Backstories (Sub-Tables: Trades and Magic) Backstories on this table are geared towards abilities that show up in role-play situations or during strategy or puzzle-solving moments. 4. Mental Backstories (Sub-Tables: Insanities and Personality) Backstories on this table are meant to have a greater affect on your character's personality and how they perceive the world. 5. Mysterious Backstories (Sub-Tables: Origins and Secrets) Backstories on this table are meant to give your character a mystery to work out, or something unusual about their heritage. 6. Mutations Backstories (Sub-Tables: None) Backstories on this table are meant to change something big about your character, much like how many superheroes get their powers. You may, of course, choose not to roll a backstory at all, if you prefer. If you do this, be sure to come up with a history for your character, but keep in mind that while it should color and enrich your character, it may not directly affect the game in the same way as a rolled backstory might! 24 Fantasy Warplay – 2023 Rulebook --- PAGE 33 --- Alignment Next you need to choose your character's alignment, or what their ethics and morals are. In Fantasy Warplay every sentient being has an alignment that influences how that character sees the world and how they treat others etc. We use alignments common to many RP systems, so if you are familiar with them you will know how to play your character. If not, below is a reference for new players. Alignments fall into a place along two axes: Good vs Evil and Lawful vs. Chaotic. Lawful Good Neutral Good Chaotic Good Believes in compassion, Follows their conscience Favors change for the honor and duty. Does their and helps others. Will greater good, values best to always uphold the respect the law, but doesn't freedom over order. Will law and protect the well- always feel compelled to break the law to do what being of others. follow it. they feel is right. ex: Superman, ex: Katara, Bilbo Baggins. ex: Robin Hood, Katniss Wonderwoman Everdeen Lawful Neutral True Neutral Chaotic Neutral Strong belief in order, duty, Undecided between beliefs, An individualist who tradition and upholding committed to the idea of doesn't care about other's the law over all. Often balance in all things, or ideas of good or evil, shirks judges or monks. maybe just selfish and self- the law, does what suits ex: Lin Beifong, Thorin interested. them. Oakenshield ex: Black Widow, Han Solo ex: Cpt. Jack Sparrow, Catwoman Lawful Evil Neutral Evil Chaotic Evil Believes in obedience and Selfish, has no qualms No respect for rules or the well-ordered systems, about hurting others or lives of others. Sadistic and doesn't care about others' betraying allies for their usually violent or cruel for rights, will hurt others to own gain, if they can get their own enjoyment. get what they want. away with it. ex: The Joker, Bellatrix ex: Darth Vader, Dolores ex: Maleficent, Cpt. Hook Lestrange Umbridge Note: In most games, player characters are not allowed to be Evil or Chaotic Neutral (the shaded boxes). You may be asked to play monsters with these alignments however, so it's important to be familiar with them as well! These alignments are meant to describe how your character acts. They are a rough description only – real people are much more complicated than just this! Choose the one that best fits your character; it may change over time as your character grows and changes, of course, just like her personality may change too. Please note that if you are not acting out the alignment your character is, the GM may choose to change your character's alignment for you to reflect the actions they have taken. If you are acting your character out in an evil manner this may make your character unplayable, and you will have to make a new one! Fantasy Warplay - 2023 Rulebook 25 --- PAGE 34 --- Honor and Alignment Strength: Some GM's will use the stat “Honor” to reference the strength of your characters alignment. The more honor of your alignment type you have, the more steady your belief in that world view is. Honor is a stat like HP or Mana and refreshes the same way, at the start of each encounter. You can spend Honor similarly to how mana is spent on things, and being in the negatives of honor has similar negative effects on you. A GM generally won't give you a plus or minus to this stat unless (a) your character comes from a culture where honor was taught to them to be used, or (b) your character chooses to spend honor on things, or (c) your character acts in a way that would affect their connection to their spiritual center in a severely negative or positive way. Each player has 2 Honor Points to start (a bit like Mana). Some cultures use these points and others don't interact with them much. In certain cultures, far more important than one’s level is one’s honor. Since players travel in groups, usually the acts of the party will affect the honor of all of those within the group, but sometimes one individuals actions are rewarded or punished independently. Honor is a measure of a players spiritual energy and connection to their beliefs. It can be a means for divine beings to act on a player, (though it isn’t specifically divine), or a measure of how much one's beliefs (alignment) are in conflict with one's actions, causing mental trauma. Honor Effect Table- 1 or more honor = healthy spiritual connection. -1 honor = pass out due to spiritual strain. If you end the encounter still in the negatives or die while in the negatives, pull +1 stone on your next death. -2 honor = pass out as above. -3 honor = pass out as above. -4 = die due to spiritual trauma. Pull a Thin Soul (+5 Stones) on your next pull. Gain a minus 1 honor for the day “counter” (this may be removed through deeds that would repair your honor). If your Base Honor ever reaches negative, your alignment will be in flux for the day. You will be unable to spend any alignment or clan based Honor, only generic honor. You will have to see the GM at the end of the day if your Honor is still negative for them to determine if your alignment will be shifted up or down or across one step on the alignment chart. Base Honor Bonuses and Losses are permanent! There is a difference between having your honor damaged or losing honor, and getting a minus to your Base Honor. The first is like taking damage in an encounter, and the second is a permanent counter on your character. Usually, players have their honor damaged, or they spend it. But if you actually lose Base Honor, these changes do not wear off. The same is true for gains to Base Honor as well. Honor in Different than Social Status: Honor is it’s own stat, and only interacts with Social Status (see Guides and Guide Privilege) as a measure of whether the culture you are in will view you as worthy of advancement. NPC’s can assume their honor is relative to their Social Status (base 2 plus more if they are Nobles or Royalty) but players do not have the honor of their Social Status to start. 26 Fantasy Warplay – 2023 Rulebook --- PAGE 35 --- Honor has types: You honor is flavored by your clan and your alignment. If you spend honor, it will be of the type you are. Thus, if you are Crane Clan, the honor you spend is Crane Clan Honor and may affect encounters or individuals differently than someone who spends Dragon Clan Honor. Similarly, sometimes an alignment type of honor is required, and spending Chaotic Good Honor will work where Lawful Evil Honor will not. When you spend honor, you must announce the type you are spending (which is then known by those around you). This reflects the actions you are taking which would reveal what type of person you really are. You can always just spend generic honor, but this will not unlock abilities that require flavored honor. Bonus Honor (only done by a GM) (acting within your alignment and clans goals- for all good and neutral characters and clans, these rules apply) • Plus one honor for the day for over five different displays of character (heroics, integrity, fortitude, honesty, loyalty). • Plus one honor for the day for over five different displays of skill (great poet, writer, diplomat etc.) • Plus one honor for the day for over five different combats where you defeat a player of higher honor in a formal challenge for their honor. • Plus one honor for the day for over five different displays of loyalty to your clan or alignment. Permanent Adds to Base Honor (only done by a GM) 1. Acting above and beyond the expectations of your clan or alignment in a way that changes the world around you toward that aim. 2. Completing an action that serves to prove the point of your alignment or clan in a way that is clear to those around you and influences their future choices. 3. Gaining an amount of “for the day” honor bonuses equal to 1 more than your Base Honor. Damaging Honor (only done by a GM) (acting well outside your alignment and clans goals- for all good and neutral characters and clans, these rules apply). • Minus 1 honor for the day when you kill down opponents for no purpose. • Minus 1 honor for the day for losing a formal challenge for your honor from someone of lower honor. • Minus 1 honor for the day when you do several of the following displays of poor character (if the GM rules you have done many in the same day). • Taking advantage (cheating someone) • Backstabbing (attacking without warning) • Cowardliness (running away from battle) • Cruelty (causing harm unnecessarily) • Greed (not sharing treasure gained evenly) Fantasy Warplay - 2023 Rulebook 27 --- PAGE 36 --- • Lying (saying anything that is objectively false) • Disloyalty (taking an action directly opposed to your alignment or clan) • Killing (if you kill a living person). Permanent Minuses to Base Honor (only done by a GM) 1. Acting far outside the expectations of your clan or alignment in a way that changes the world around you toward the opposite aim. 2. Failing an action that serves to prove the point of your alignment or clan in a way that is clear to those around you and influences their future choices. 3. Ending the day Dishonored (through first ending an encounter at negative honor). Evil Beings and Honor: For evil beings, gaining and losing Honor are inverted. Instead of losing an honor by taking advantage (cheating someone), you instead must cheat someone in many different ways to gain an honor for the day. Similarly, you take a minuses to your honor when you do even a few good things, such as displaying real honesty, etc. Consequences of Honor in Honor Driven Societies: If you have high honor you will be allowed to suggest mission first, before others, and missions your suggest may be voted on first. You will be treated like a high ranking guild officer, will be resurrected for free, given magical gifts etc. If you have low honor people will treat you like the dirt that you are. 28 Fantasy Warplay – 2023 Rulebook --- PAGE 37 --- Trades & Crafts Just like a class, you choose your tradecraft five levels (one rank) at a time. Every five levels (at 6, 11, 16, etc) you have the option to either continue putting levels into your existing tradecraft, or to begin working your way up in a new one. Some tradecrafts are useful skills while on missions (like Tracking) and others have more useful roleplay benefits (like Innkeeper). All of them have the mechanical effect listed below, but can be used in other creative ways as well. When used against another player, the tradecraft is played “to hit”; your level in the craft has to be higher than the other player's total level, or else it won't work at all. Crafts are divided into four categories called Trades (see chart below). Artisan Scholar Craft items worth up to 2x your level for ½ cost. Knowledge of your field based on your level. • • Blacksmith - Forge armor, weapons, & other Scribe - Speak, read, and write one language metal goods. per level. Fluent at five levels. • • Carpenter or Mason - Build & repair Historian - Research past events and identify wood/stone objects. items up to your level. • • Tailor - Sew & repair clothing and other cloth Messenger - Remember words written/heard items. equal to your level. • • Fine Arts - Choose an art: create works of art at Diplomat – Legally represent others. Acts as your level in quality. courtier for political situations. • • Locksmith - Assemble (and pick!) locks. Teacher – May operate as a guild trainer for • standard classes and trade/crafts you have. Shipwright & Sailor - Build ships. Can sail up to • your level in moves from shore. Priest - Tend shrines. Ask questions of the divine • 3%/level chance of an answer. Chef - Prepare food, can bring and sell food and • drink at events. Cartographer – Read and make maps. Mediator Survivalist Social skills to impress or coerce by your level. Find and use resources, survive off the land. • • Courtier – Shifts a players attitude towards you Tracker - Find your way in the wild, follow or one step from Hostile to Neutral, Neutral to evade people your level or less. Friendly as long as you interact with them. • Hunter - Trap/hunt animals for food and hides, • Peacekeeper - Know if players your level or less know which parts are good to use. are lying. • Miner - Find your way in/out of • Gambler – If you lose your gamble to lower lvl caves/dungeons, know valuable minerals. player, you lose half of your wager instead of • all of it. Herbalist - Gather herbs and prepare herbal remedies worth up to 2x your level. • Trader – You can trade as if the @ were the • same lvl as your trader lvl. You can get full Area Searcher - Can search areas for hidden value for trade in items (max gold increase objects or hide objects yourself. per day = lvl in Trader) • Animal Tamer – Tame one animal type per 5 • Innkeeper - Find people in town 2x your level or tamer lvls, max BR up to your lvl in trainer. less. Know of extra missions. • Farmer - Grow and tend crops/gardens to • Enforcer – Other person becomes cowardly to produce food. Know edible plants. you for a 20 count. • Performing Arts - Choose an art: Impress and distract players your lvl or less. Also increases your effective lvl vs a chosen Mediator Craft. Fantasy Warplay - 2023 Rulebook 29 --- PAGE 38 --- Starting Equipment You receive 10 gold pieces to equip your character. You can use the money to buy any one of the Basic Equipment Sets to start out with (or save it if you'd prefer, but your character will start without weapons). The equipment sets are listed in the Basic Rules and each one costs 10 gold. Remember: your equipment does not determine your class. Any class can use any kind of equipment. As you get more money you can also buy several equipment sets to mix-and-match with your friends or just keep it all for yourself! Creann & Nym - Examples of Character Creation Creann's player is interested in playing a Thief, so he has decided to make a True Neutral Human. He has chosen the Craft Mediator, as he is planning on becoming an Innkeeper, to help him find targets and useful contacts. Creann feels like the sneaky sort, so he bought the Rogue equipment set to start out. Nym's player decided she wants to play a Hobbit because she thinks it will be a fun species to roleplay as. She sees Nym as a helpful but independent person, and so she chose Chaotic Good for Nym's alignment. She decides Nym is smart and curious, so she took Scholar as Nym's Craft. Finally, she wants to fight with two weapons, so Nym bought the Soldier equipment set, then traded her shield to a friend for a second short sword. 30 Fantasy Warplay – 2023 Rulebook --- PAGE 39 --- Rules for Character Play Experience & Gaining Levels As you play FanWar your character gains levels. Sets Played GM Level Levels are a measurement of how much your character (Date) knows and how good she is at what she does. Your X 1 --- character starts at level one and will gain levels from 2 there. For the first five levels you are called a Journeymen and you only get your Trade/Craft 3 abilities. Once you get to level six a guild will be ready 4 to take you on and you get to pick a class and learn new skills or spells. You can get more skills as you 5 reach higher levels. 6 7 Levels are gained by time spent playing as your character and going out on missions. This time is 8 measured in three hour play sessions called sets. Most 9 events have two sets: a morning set and an afternoon 10 set. In order to get their level for a set, a character has to have gone on at least one mission; if you baddie the 11 entire set, your character will not gain a level for that 12 set! As your character grows in level, it takes longer to gain new levels. 13 14 • Levels 1-15: Gain one level every 1 set (3 hrs) 15 • Levels 16-20: Gain a level every 2 sets (6 hrs) 16 • Levels 21-25: Gain a level every 3 sets (9 hrs) 17 • Levels 26-30: Gain a level every 4 sets (12 hrs) 18 • Level 31-35: Gain a level every 5 sets (15 hrs) 19 ◦ And so on... 20 21 There is no hard limit to what level your character 22 can achieve, but characters are always retired after two years of play. After a character is retired they can 23 only gain levels during the timejumps in between 24 years, not during the season. 25 When you play a set, mark the date in the next gray box on your character sheet. Once all the sets next to a level are finished, your character is now that level (ie. if all three sets next to 21 are marked off, that character is now level 21). When you finish a level, don't forget to have your GM sign off on your character sheet! Fantasy Warplay - 2023 Rulebook 31 --- PAGE 40 --- Levels & Ranks You will often hear the terms “level” and “rank” mentioned in the game in very similar contexts. However, they are not the same thing. A level is a measure of experience that your character has gained. It is frequently used in “skill checks” like rituals or tradecrafts – if someone's level in courtier is higher than your experience level then you will be affected by it, but if your level is higher than their courtier level, you won't be. Ranks are a measure of levels – one rank is equal to five levels. When you are a journeyman (levels 1-5) you start out at Rank 0. When you hit level 6, and every five levels after that, you gain an additional rank. At level 6 you're Rank 1, at level 11 you're Rank 2, at level 16 you're Rank 3, and so on. These are highlighted on the level sheet above. Magic Item Tiers All magic items are rated by 'tiers' representing how difficult they are to use. Each character has a magic item tier limit equal to their Rank + 1. Thus Journeymen have a tier limit of 1; at Rank 1 in a class, your tier limit is 2; and so on. If your first class is a mage class, you get an additional +1 to your tier limit. You can only use items which are under your tier limit and can only use more than one item at once if their tiers add up to the same or less than your limit. See Magic Items for more information. Mana & Mana Loss Most creatures have two mana points to spend over the course of an encounter. Mana represents the mental energy, stamina, and willpower your character can draw on. Mana is spent to use some of the more powerful abilities, cast more complex spells, and sometimes to activate magical items. Spent mana can be restored after a short rest (usually between encounters), but your character must take care of themselves between adventures or they will begin to suffer penalties to their mana for every day they go without enough food or rest. Some creatures, especially the more dangerous kinds of undead, can attack your mana instead of your HP, causing you to pass out at 0 mana. It is also possible to over-exert yourself and spend into negative mana. You can safely spend to 0 mana, but if you reach -1 mana you will pass out and become temporarily insane. This can be cured by sleeping a full night or with certain class skills. You die of mana loss if you ever reach -4 mana. If you die of mana loss or while temporarily insane, and then pick a black stone from the death bag, you will have a permanent insanity. 32 Fantasy Warplay – 2023 Rulebook --- PAGE 41 --- Death & Dying There are many ways a character might die in FanWar. Remember: either reaching -4 HP (usually by taking damage while you're down) or -4 mana will mean your character has died. There are also a few effects that can kill a character outright! But don't worry, in FanWar death isn't the end and you still have options. You may choose to have your spirit leave your body as a wisp and float slowly back toward town (or the nearest friendly Necromancer). To do this, count to 20, then stand up with an open hand over your head (the gesture for Ethereal). Your spirit is now Ethereal, exists in a dreamlike state and cannot interact with their surroundings (including most other players). Leave all of your items on the ground where your "body" is and walk back to town. Don't worry, your items are still glued until a necromancer summons your body. If you leave your body, you cannot be resurrected until a Necromancer has summoned your body with Summon the Dead. It is also possible that your body has been ruined by fire or other major damage, leaving you unable to be resurrected, even if your spirit is still in your remains. In this case, Summon the Dead can also reconstruct your body if it has been ruined or destroyed, such as by burning. After Summon the Dead is cast, any resurrection spell will work normally again. There are many ways your character might be brought back to life, most of them magical spells. Some take a 10 minute ritual, but others happen instantly during a fight! If you think your friends can save you, wait in your body for a while and give them a chance to save you. If nothing else, if they are still standing at the end of the encounter, they will likely be able to resurrect you before the next one so that you can continue on with the mission. However, just because resurrection is possible, that doesn't mean that death has no cost! Any time you have died, you must pull from the deathbag before you re- enter the inn in order to determine your character's fate. This may affect what your character remembers about the mission, so it's very important to make sure you do it. Fantasy Warplay - 2023 Rulebook 33 --- PAGE 42 --- The Death Bag While resurrection is possible, every time a character dies there is the risk that it will be permanent. Every time your character dies they gain a Death added to their spirit, which signifies the weight of the afterlife pulling them towards the eternal. If you die during a mission, at the end of it you must pull from the Death Bag before you return to the inn. Once you have pulled and checked the effects from it, you may join other players in the inn. The death bag has 20 White stones, 10 Red stones, and 3 Black stones in it. When you die, you must pull out 10 stones from the Death Bag, plus one for every death past the first since you last pulled. What happens to you is as follows • All White Stones: you suffer no ill effects. • One Black Stone: you lose the memory of how you died. • Two Black Stones: you lose a whole level. • Three Black Stones: “Death Comes”, your character is permanently dead. The Red stones represent the chance that a deity will want to save you if you PD; the more stones, the stronger the intervention. See Divine Intervention & The Red Stones for more information. Aging While adventurers tend to stay fit well into their later years, everyone eventually does grow old. When a character nears the end of the normal lifespan for their species they will have a harder time dealing with the rigors of a life spent traveling and fighting. While most characters retire before they get too old, it may be important to know the effects age has had on a character. Once a character has reached 80% of their species' lifespan, age starts to factor their health and resurrection chances. To represent this, your character will be at -1 Mana, and have a Thin Soul - meaning that they add +5 stones every time they pull. At 90% of their maximum lifespan, they will be at -1 HP and -1 more Mana (-1/-2 overall) and will now have a Frail Soul – they must add +10 stones to each deathbag pull. Once a character has reached their maximum lifespan, any pull from the death bag will result in permanent death, and they automatically pass on if they die. 34 Fantasy Warplay – 2023 Rulebook --- PAGE 43 --- Fantasy Warplay - 2023 Rulebook 35 --- PAGE 44 --- The Classes Entering a Class Upon reaching 6th Level, your character is no longer a Journeyman, and may join a class. There are fifteen classes split into three groups: Warriors, Semi-Martials, and Mages. Warriors are combat experts who prefer a practical approach. They expect to fight and take it head-on, depending on skill at arms and heavy armor. Mages are more idealistic and focus on exploring and mastering the arcane. They wield powerful spells when caught up in combat, but are vulnerable and unable to wear any armor. The Semi-Martials are individualists who tend to be hard to pin down. They can hold their own in a fight, but prefer to be flexible and take their own approach to situations. They are the only ones who can overlap with the other two types, creating novel skill-sets for themselves. Later on you will have the option to join additional classes. Warriors cannot also become Mages, nor the other way around. Semi-Martials can become Warriors or Mages (but not both!). This diagram is useful in understanding the system: Guilds & Training Each class is a set of skills taught by a specific guild. When you join a class, you are also joining that guild. As described above, level 6 is your first chance to enter a class, your character has gained enough experience to begin learning class skills or spells. Once you choose which class you want to learn, you must go to the local guild for the class and get trained. Training generally costs 20 gold for each rank and some time between missions to be taught skills or spells (you must see your GM to pick a class and pay the guild). Sometimes guilds may require other tasks or payment. At level 6 is you have your first "open rank" which you can spend on training, and your character is considered to be spending the next few levels practicing their new abilities and finishing this rank. When you first join a class, you are Rank 1 in that class and know all of the In and Out skills of that rank. Your next 4 levels are spent practicing in that class. Every 5 levels you finish your previous rank of training and get to choose new skills to spend your next open rank on (at levels 11, 16, 21, and so on). You can spend your open ranks on a class you are already a member of to become Rank 2 and learn higher level abilities in that class, or you can begin a new class at Rank 1. Either way, your next 4 levels are committed again. 36 Fantasy Warplay – 2023 Rulebook --- PAGE 45 --- Once you finish Rank 2 in a class (completed all 5 levels of training for the second rank) you are considered a Guildmaster of that class (See The World - Guilds & Guild Privilege for more info). E.g. if you are level 15 and only trained in Barbarian so far, you would be both a Rank 2 Barbarian and a Guildmaster of the Barbarian Guild. At level 16 you could start a new class. Pretraining Classes: In some game worlds players can Pretrain their classes early and use them in a limited fashion as which simulates their training over time. If your Game Master is using this system, you will be able to choose a class to begin Pretraining two levels before you are officially eligible for that Rank (level 4, level 9, etc.) Once you begin your Pretraining of a Class you choose one skill or spell that class normally gives you and you gain it except it is Gifted (costs 1 mana per use in addition to it's normal costs). This is the only ability of the class you have during that level of pretraining. Once you level up again (lvl 5, 10, etc.), you get to select another skill or spell from that class that also becomes Gifted for you. The previous skill or spell you “practiced” for already upgrades to Mana per Encounter (you may spend 1 mana to have the ability active for the encounter). Once you finally reach the usual level needed to rank up, you then gain all the abilities of the class rank in their standard forms. Note- you cannot keep the Gifted or Mana per encounter versions of abilities even if you wanted to. This is a simulation of your gradual accumulation of knowledge, not an alternative way of using the abilities. Max Armor Each class has an armor restriction labeled as Max Armor. Some classes can use any armor, but others may only use lighter armors. Mages can not use armor at all! These restrictions do not keep you from wearing heavier armor; you could Fantasy Warplay - 2023 Rulebook 37 --- PAGE 46 --- always slap it on if you really wanted to. However, while wearing that armor you would lose your ability to use all skills/spells from any classes you've trained in which have a lower armor limit than what you currently have on. For example: a mage could put on some plate mail and charge into battle but they cannot cast any of their spells while doing so! This limit is on the armor you may wear, but not your total Armor Value. Some species have natural AV When they put on armor, the two values stack for a better effect. For example, an Ork Barbarian (natural AV 1) could wear Chainmail (AV2) and have a total AV 3, equal to Half Plate which Barbarians can't wear. The Ork can still use their skills because they're only wearing Chainmail. The Ork should wear a red sash to show their total of AV3, and a green sash crisscrossed underneath to show they have innate AV 1. Calling Attacks With the addition of special items and class skills/spells, we will sometimes have special attacks that do more than the usual 1 damage. In order to tell other player’s what our attacks are doing, we use a system (inspired by NERO) where you state an attack’s damage and any special modifiers in a simple, consistent format so players always know what part of the call means what. The format is below: "Damage Amount, Zone, Damage Type" First, we state the amount of Damage the attack will deal. Some abilities boost your damage up a bracket (from 1 to 5, or from 5 to 10). Class abilities can never boost damage over 10, but some monster abilities or other effects can! Second, some abilities add Zone modifiers which change where on the body the attack can affect the target. This may make it easier or harder to get a hit that counts. Finally, we state any Damage Types which change what kind of damage the attack deals, such as “Magic” or “Fire”. Some types determine if an enemy takes the damage, some cause special effects when dealt to an enemy who is dropping or down. If an attack has more than one type, list them all at the end. 38 Fantasy Warplay – 2023 Rulebook --- PAGE 47 --- 1. Damage Amount: • 1, 5, 10, etc. (Class abilities can't boost above 10) • Hack/Impale - Instead of doing HP damage, these render the tagged body part (like an arm or leg) useless until it receives magical healing. • Deadly - Some rare attacks deal "Deadly" damage. If you would take any damage from this attack, you take enough damage to die outright. 2. Zone: • AV0 - These attacks ignore the target's body armor (Armor Value = Zero) Arrows and other packets are always AV0. • UB - Stands for Unblockable, these attacks deal their damage no matter where they hit, even on a weapon or shield! Sockballs are always UB • Vitals - These attacks only work if they hit on the torso (zones 3-4 and the Open Zone). If the attack hits anywhere else, there is no effect! 3. Damage Types: (Some of the most common listed below) "To-Hit" - tells an opponent whether or not to take the damage. Usually, but not always, based on what your weapon is made of. • Silver - Dealt by silver weapons. Many undead don't take normal damage, but will take Silver or Magic damage. Silver damage is also effective against were-creatures. • Magic - Dealt by spells and magic weapons. Some undead and magical creatures only take Magic damage. • Morganti - Almost everything takes Morganti. Any wound, damage, or death from Morganti is permanent! • Holy - If an undead player is dropped or killed with Holy damage, they are resistant to all healing and most reanimation. Only Zombify will work, and this will raise the undead as a simple zombie. Once the original undead is up, Holy clears. • Terror – If a living (non-undead) players is dropped or killed with Terror damage and they are resistant to all healing except First Aid. Only First Aid will work to get the player up. Once up, the Terror effect is cleared. • Fire - If a player is dropped or killed by fire damage, they are Burned (but not on fire! See Fire & Burning) This will stop many forms of passive self-healing, such as Regeneration. Any kind of healing from another player will work, and once up, the Burned effect is cleared. • Ice - If a player is dropped or killed by Ice damage, they are immediately Frozen for a 20 count (as Ice Ball). Frozen players cannot be interacted with until they "thaw." • Vine - If a player is dropped or killed by Vine damage, they are immediately Earthbound (lose flying and immobilized). They remain Earthbound until they are up again. Fantasy Warplay - 2023 Rulebook 39 --- PAGE 48 --- • "Special Effects" – (it italics above) these kinds of damage only apply if you are dropped or killed by them. Most of these effects can be cleared by getting a player up again. Getting up from magical healing would work, but many of these types of damage will stop magical healing, so you may need to use First Aid.. Other types of damage will clear on their own over time, and most of these will clear at the end of the encounter. There are other Damage Types that exist in the game, but they are rare. There are also some other effects like "Warded" or "Poison" that don't quite fit into this formula but might be added on to the beginning or end of a call. All damage types are called on each attack; if you forget to call the damage type, then that attack didn't deal that kind of damage. As always, if you aren't sure what something in the game means, you're encouraged to ask! The player using the ability or your GM can explain and let you know what to do. Creann is wielding a silver dagger. When he attacks he would call "Silver" so that his opponents know what type of damage they are taking from his attacks. Creann doesn't need to know if his opponents take silver or not, he simply calls it on every attack. The monsters will know if it matters for them or not. Since other players have no way to know the dagger is silver unless Creann says so, if he doesn't call it, the dagger won't deal Silver damage! Nym is a Storm Mage and decides to cast her Lightning Ray. Just like attacking with a weapon, she calls out what her spell does, both as the magical incantation to cast the spell, and so that her opponents know what the effect is.! Nym would say: "With Lightning Ray I deal 5 AV0!" In this case, the Magic type is omitted because all spells deal magic damage. 40 Fantasy Warplay – 2023 Rulebook --- PAGE 49 --- Skills & Spells When You Can Use Your Abilities Some abilities can only be used at certain times. Every class ability is tagged with either OC, BC, or IC to indicate when that ability may be used.. Those tags are explained below: Out of Combat (OC) skills and spells usually take 10 minutes to perform, such as magical rituals or physically fortifying a defensive position. These skills generally must be done while there is no combat in the area at all. Sometimes OC rituals or skills are attempted during a fight, but the user will be unable to defend themselves and must complete the full 10 minutes uninterrupted (players can damage the user or tag them and call "Interrupt") or else the skill or spell fails. Beyond Combat (BC) skills and spells must be called when you are not currently engaged in combat with an opponent. Either a battle must not have started yet, or if used during a battle then you must be out of striking distance and not actively being attacked by any opponents. In Combat (IC) skills and spells may be called while engaging with an opponent in melee. For attack-type skills, make the call before or as you swing, but before you make contact, so that your opponent knows what kind of attack you are making and how to respond. Skills & Spells: Passive vs. Called Abilities can be either passive (something that is always true about your character once you learn it) or called (something you have to choose to use). These two terms are explained below: Passive A passive spell or skill is always "on" and has its effects regardless of whether the user wants it to or not. For example, a Barbarian with Magic Resistance is always resistant to spells, even when they might like to be healed by a Medicine Ball! They do not need to say that they are choosing to resist spells, they simply always are. A few passive abilities have a called part of them, such as Flying. An Amazon with Flying can always glide over low obstacles like water, but must choose to call "Soaring" if they wish to fly up out of reach. Called Most active skills require a call to use them. This is so that other players will know what you are doing and how to react to it. Any class skill with a call will list that call along with the rules for the skill. If you don't make a required call (and gesture), the skill is not activated or isn't successfully used. All calls are known in game – if you call a skill, other players around you know that skill was called. In FanWar, we try to make our calls include a brief reminder of the skill's effect in case you are fighting a new player or your opponent has Fantasy Warplay - 2023 Rulebook 41 --- PAGE 50 --- never heard of your skill before. For example, a Ranger using Snare would call "Snare, I bind your leg!" so that their target knows they cannot move the tagged leg. Counting Time Some abilities require you to count out a certain amount of time: either how long they take to work or long they are active for. Usually this is what's called a "20 Count." Just like with First Aid, you must count slowly enough to say each number out loud and clearly (at least a half a second per count). We don't require you to count out full seconds, but we will tell you if you are counting too fast! There are two different ways we count to 20. The first will be listed as “count to 20”. This kind of count is the time it takes a player to go through the motions of the called ability they are using. The player may stop mid-count to perform a different ability if they need to, but must start again from the beginning once they resume. The other kind will be listed as “in a 20 count”. This kind of count is passive, and you can use other abilities while it is going on without interrupting your count. This will often be the duration of a skill used on you. Invoking Many called skills or spells also require you to make a gesture as part of their cost. Some skills tell you to Invoke. This means you must raise your hand in the air over your head and call "Invoke!" before you make the call for the skill. If the skill requires it then the hand you raise must be holding a certain item, listed with the skill. If you don't have the item or don't Invoke it, the skill doesn't work. For abilities like Armor Piercing, you must Invoke the item you're attacking with. 42 Fantasy Warplay – 2023 Rulebook --- PAGE 51 --- Alternative Convokes Some rare abilities allow you to use Alternative Convokes which are used instead of the usual Invoke. Doing these actions is used to pay a cost associated with an ability, just like with Invoke, but the action one takes is different and can give an advantage depending on the situation you are in. • Flourish - Twirling the weapon in a circle is a Flourish. If the item cannot be twirled (such as a cloak), than a dramatic action will do. • Transfer- This is where the item is moved from the hand it was in to the another hand as a cost. • Crouch - This is where the player must tag the ground with a hand to pay the cost. • Heft- This is where the player holds the striking surface of the weapon in their other hand. This action requires an open other hand. • Spin- This is where the player must spin around and return to facing where they started, as the cost. • Flare- This is where the hand holding the weapon must be behind the players torso. Incants Just like with skills, spells have calls as well. In the case of spells, these calls are important as reminders for the effect of the ability, but also represent the words of the magical incantation a mage must make to actually cast their spell. It is important to always say the whole spell completely and correctly or else the spell fails and has no effect. For high-level mages dabbling with Elder Sorcery, a failed or incorrect incant could even cause a disastrous miscast! Conjures For ease of game play and rulings, we draw a distinction between magic that is considered “Standard” or commonly used, and that which is more unique, like an Elder Sorcery. Any spell that is Standard is known as a “Conjure” for rules purposes. Most spells that you will gain from a class are Standard, and thus are effected by abilities that protect against Standard Spells (Conjures), but some types of magic Fantasy Warplay - 2023 Rulebook 43 --- PAGE 52 --- can be be unclear on their course and this is why we use the term. You might find an item that gives you a Charm Ray. If the spell reads “Conjure Charm Ray” then the spell is considered Standard and thus can be dispelled or resisted like it was a more common spell. Spell Deliveries & Spellstones All spells require a delivery to take effect on their target. Some spells require you to tag a player; some affect everything in an entire area. Missile spells take effect at range, but also require a specific prop to cast them: a spellstone. Spellstones can be Rays (small packets, always AV0), Balls (larger sockballs, always UB), or occasionally something more exotic like a spellsphere (large balls that affect everything they touch for as long as they stay in-motion). Some spells can be blocked, while others can only be dodged. The basic types of spell deliveries found among class spells can be found in the Elder Sorcery section. In general, spells cannot be boosted except by other spells designed to do so, and spells cannot be used to deliver skills. In all cases, to cast a missile spell, the mage must speak the incant aloud, then throw the stone and attempt to hit their target. A spellstone must hit the ground, then be retrieved by the mage before they can cast that spell again. Only the mage who cast the spell may ever interact with the spellstone, as it represents an insubstantial portion of the mage's energy. If the mage leaves their spellstones behind in an encounter after they leave, the spellstones will “refresh” when mana refreshes and be back for the next encounter. Abilities Don't "Stack" Having multiple copies of the same skill or spell (such as from your class and a magic item) doesn't do anything special, it just means there is more than one reason why your character has the ability. And if the the ability is Disabled, you can't use it from any source! For example: if your character has Fireball from their backstory, from a magic item, and from being a Flame Mage, you still only get to use one Fireball sockball and it still only does the same amount of damage. Having additional levels in a Tradecraft is different, they usually (but not always) do add up! 44 Fantasy Warplay – 2023 Rulebook --- PAGE 53 --- Fantasy Warplay - 2023 Rulebook 45 --- PAGE 54 --- Keywords & Terms Types of Attacks any time In Combat • Strike - Strikes are made with • BC - Abilities that can be used weapons, generally deal damage, during an encounter, but only and are stopped by armor or can while not in combat with be blocked with a weapon or another player. shield. Basic weaponed attacks • OC - Abilities that are usually are considered Strikes. only used between encounters. • Tag - Tags are made with a Resistances/Immunities weapon or sometimes your • Resistance - If you are Resistant hand. Tags work as long as they to an effect, that means you do contact a players body (or not take it unless it is Warded. sometimes a limb or weapon). Tags aren't stopped by armor, • Immunity - If a you are Immune but can be blocked by a weapon to an effect, that means you or shield. never take it, even if it is Warded or you are Vulnerable to it. • Touch - Touches are made with your hand and are always UB • Warded - Added to the call of an (unblockable) and work even if attack or skill when made with you touch an item a player is an item that has been magically holding. Warded. Cuts through all Ability Types Resistances but not Immunities. • Called - An ability activated by • Prevention - Preventions cancel making a call skills or damage before they would take effect, thus Ward • Modifier - An ability that doesn't get around a prevention. changes what a player can call when making an attack. Usually • Vulnerable - If you are by making an attack AV0 or deal Vulnerable to something, then it a different kind of damage will work on you even if you have an ability which would • Passive - An ability that is make you Resistant to it. always having it's effect, Costs generally only on the player that has the ability. • Invoke - Must raise the listed Zone Modifiers item over your head. • Vitals - Must hit on the torso • Alternative Convoke – Flourish, (zones 3-4 and the Open Zone) Transfer, Crouch, Heft, Spin, or to have any effect. Flare. • AV0 - Cuts through armor. • Mana - Some skills require you to spend one or more mana to • UB - Cuts through armor and activate them. cannot be blocked. It has its effect if it contacts a player's • Stationary - Stand in one spot. body or anything they are You may pivot in place, but can't holding/wearing. take a step or your skill ends. In/Out of Combat Power Sources • IC - Abilities that can be used at • Divine - Granted by, or through 46 Fantasy Warplay – 2023 Rulebook --- PAGE 55 --- a connection to, a deity. their HP to -4). • Magic - Powered by arcane, • Slow - Means you can only walk, magical energies, usually a spell. not run. (At least one foot must • Primal - Draws upon forces and be on the ground at all times) energies of the natural world. • Snare - Means that the foot of • Spiritual - Depends on an inner the Snared leg cannot leave the ground. The Snared player may willpower, deals with the spirit. pivot in place on that foot. Effects Damage Types • Aggressive (or Frenzy) - Must • Fire - If a player is drop (or kill) any player that dropped/killed by Fire damage, attacks you (and must oppose they are Burned (but not on those who oppose you). Can't fire). This stops some kinds of leave if battle is happening. May passive self-healing, like pay 1 mana to reduce this effect Regeneration. vs a specific person to purely a role play (Frenzy =Aggressive). • Hack - Hacks are damage which • Awaken -Wakes up unconscious renders a limb or body part useless. To heal a hack, a healing players, as an instant First Aid. skill must be used on the hacked • Fear - A mental effect that part, instead of healing for HP. causes anyone affected to flee • Holy - Works as Terror, but only battle. They must run away from for Undead. Undead may be the source of the effect until they Zombified (but this does not end are clear of battle and cannot the Holy effect). return for the duration (generally a 20 count). • Ice - Players dropped/killed by • Freeze - A Frozen player cannot Ice damage are Frozen for a 20 count. move or take any action or be affected by anything for the • Impale - Impaled players are duration of the effect. Any on- Immobilized until the Impale is going effects (e.g. Fear, Poison) healed, as with hack. are paused, with those counts • Magic - Some creatures are only resuming once they "thaw". harmed by Magic. • Heal - Restores HP or a Hack. • Morganti - All morganti damage Receiving any healing while dealt to a character is down (but not dead) wakes up permanent and can not be an unconscious player. healed! • Immobilized - While • Silver - Some creatures are only immobilized, you cannot move harmed by Silver. from the spot you are at. You may fight, rotate, and turn • Terror – Those dropped or around, but cannot step away killed by Terror damage resists from the spot at which you were all healing, regeneration and immobilized. resurrection until the end of the encounter or until First Aided, • Kill - Kill effects immediately (if dead) Zombified. render a player Dead (and set Fantasy Warplay - 2023 Rulebook 47 --- PAGE 56 --- 48 Fantasy Warplay – 2023 Rulebook --- PAGE 57 --- The Warrior Classes Warriors are primarily fighters and can handle themselves well in heavy melee combat. Though they all have similar combat strength, they achieve different goals in battle in order to win their objective. • Warriors cannot multi-class into any Mage classes. • All Warriors gain Limited Defensive Martial Arts, even if you didn't go Warrior first. See below: Limited Defensive Martial Arts - Wearing body armor [Passive] As long as you are wearing any body armor, your hands (arms zone 0) count as weapons that can't deal damage and your feet (legs zone 0) count as shields. Fantasy Warplay - 2023 Rulebook 49 --- PAGE 58 --- Barbarian Max Armor: Chainmail Restrictions: Non-Mages only In Combat Skills ---RANK 1--- 1) Threat - Tag (Weapon), Vitals [IC, Called, Mental Effect] Call "Threat - Vitals: run in Fear!" and tag a player in the vitals with your weapon to cause Fear on them. This means they must run away from you for a 20 count. 1) Hack - Strike, Limb [IC, Called, Modifier] Call "Hack: your limb is useless." and if you damage a player on the limb, the damaged limb is rendered useless instead until it receives magical healing. (First Aid/Awaken won't heal Hacks, but most abilities that heal HP will.) ---RANK 2--- 2) Magic Resistance (Missile) [Passive, Resistance, Primal] You are resistant to all standard missile spells used on you (even if you don't want to be - i.e. Medicine Ball won't heal you!) 2) Missile Weapon Resistance [Passive, Resistance, Primal] You are resistant to all missile weapons. This includes boulders (which are weapons while they are being thrown), but not other types of missile attacks such as Disable Ray, or effects that don't deal damage but are attacks. 50 Fantasy Warplay – 2023 Rulebook --- PAGE 59 --- Barbarian Wild and savage. They distrust magic of all kinds and put their faith in themselves before others. Always at the front of a battle, barbarians love the sport of combat and don’t like missile weapons. Not reliable as guards as they are too distracted and Barbarian are rarely very intelligent. If you are a Barbarian be larger than life, brash, not too bright and stupidly brave. Out of Combat Skills ---RANK 1--- 1) Gladiator Skills [Passive] While in any Duel or staged battle (gladiator fights, ceremonial battles, etc.) you gain +1 HP. Battle Training: Hack - Any allies with you in a Duel or staged fight may pay 1 Mana at the beginning of the fight to gain Hack for that fight. ---RANK 2--- 2) Advanced Smell [IC/OC, Passive] Can smell what type of creatures are within 30' and can tell the exact location of creatures within 10' if given at least a 20 count of circling that player. You retain the location of all targets within 10 feet, whether they or you are moving or not, so long as they are still within 10 feet of you, for the next 20 count. You then must use this ability again to relearn their location. 2) Barbarian Tracking [OC, Passive, Resistance] You can Track players at your level (Stacks with Tracking) and are resistant to Ambush outside of town. Fantasy Warplay - 2023 Rulebook 51 --- PAGE 60 --- + Barbarian Rank 3 Skills Prerequisite: Must be Rank 2 Barbarian Choose one IN Skill and one OUT Skill: ---RANK 3+ IN Skills--- 3+) Battle Cry - 1 Mana, Invoke a weapon in both hands, Aura [IC, Called/Passive, Mental Effect, Resistance] Pay 1 Mana and Invoke and Call "Battle Cry Aura: Run in Fear!" to cause fear on all players within 10 feet. This skill also makes you Resistant to Fear. 3+) Magic Resistance (Called) [Skill Improvement - Magic Resistance] You now Resist all Standard Called Spells used on you (such as Auras and Touches, etc.) 3+) Berserk [IC, Called, Status] Call “Berserk” to enter a Frenzy state and gain Adrenaline and Fearlessness. (While Frenzied, you are Inept at not killing anyone who opposes you - tries to stop you through actions or words - and you will not leave combat willingly). This effect ends at the end of the encounter, and also if you are killed or Berserk is Disabled on you. If you are dropped, but not killed, Berserk is still on for the rest of the encounter and you will remain Frenzied should you get up again. 52 Fantasy Warplay – 2023 Rulebook --- PAGE 61 --- ---RANK 3+ OUT Skills--- 3+) Throw the Bones - 1 Mana, Ritual [OC/IC, Passive, Immunity, Primal] This ritual may be performed on yourself or another player. The recipient is then Immune to the next use of a Called Spell (including Elder Sorcery) that would affect them. They must call "Thrown the Bones - No Effect". They then lose this Immunity (unless the ritual is re-cast). 3+) Intimidate [OC, Passive, Called, Mental Effect] You have Enforcer at your level in this class (Stacks with Enforcer). Whenever you successfully use Enforcer on a player you may call “Intimidate, Fear effects cause you damage this encounter!” For the rest of the encounter, whenever they would take Fear or effective Fear (such as the Cowardly effect), they take 1 damage as well. 3+) Barbarian Healing Factor [IC, Passive, Primal] While unconscious you heal 1 HP every 20 count. You also heal hacks in a 20 count while up. (Note: This will restart if interrupted, but can be deactivated by Terror effects, etc.) Fantasy Warplay - 2023 Rulebook 53 --- PAGE 62 --- Samurai Max Armor: Full Plate Restrictions: Can't use shields, Non-Mages only In Combat Skills ---RANK 1--- 1) Duel [BC, Called, Spiritual] Call "Duel: Advance and fight" and indicate an opponent within 15 feet. That player must advance and engage you in combat. No one else can interfere until one of you is unable to continue fighting, which ends the Duel. (Duels can also be ended by either player if they take no action what so ever for a 20 count.) 1) Defy Death [IC, Called, Resistance] When you would fall unconscious or die, you may call "Defy Death" and instead remain conscious for a 20 count and are resistant to death and unconsciousness for this time. After the 20 count, you die! (note you cannot trigger Defy Death again off of Defy Deaths effect) (Defy Death prevents the damage that would have dropped you and causes your death at the end. Even if you don't die or you Regenerate, you still must pull for this death!) ---RANK 2--- 2) Dueling Techniques - AV0, During Duels only, Invoke with weapon type. [IC, Called, Modifier] Invoke a specific weapon type : While in Duels you may call "Invoke: Dueling Techniques" to have the weapon type be AV0 for you for the Duel. You do not have to Invoke it each time you attack, as it is AV0 for the entire Duel. Note: You may choose a different weapon each time you use this ability, selecting a different item for each duel that you begin. Also, all weapons of that type you use in the duel will be AV0, not just the specific one you Invoked with the first time. 2) Bow Out [IC, Called, Spiritual] Call "Bow Out: I refuse your Duel" to refuse or end any type of Duel. You may also refuse parts of a Duel by calling "Denied {name of condition}" when your opponent declares Special Duels or Duel Conditions (such as Silence Duel, Ninja Duel, Chi Duel, etc.) Note- calling Denied means you are still in a Duel, but not the type they wanted, just a normal Duel. Calling “Bow Out” means the Duel never happens or ends a Duel in progress. 54 Fantasy Warplay – 2023 Rulebook --- PAGE 63 --- Samurai Honor-bound and honest to the core, Samurai are often judges and referees for duels as well as devoted warriors. Samurai prize the honor of their family above any sort of personal gain and Samurai thus strive for excellence in everything that they do. A true Samurai wins the battle before it has begun. Strategy and personal perfection are the Samurai's way. If you are a Samurai be calm, focused, well spoken and confident in yourself. Out of Combat Skills ---RANK 1--- 1) Resolve Conflict [OC, Passive] Can tell if a player is lying. Call "Resolve Conflict: Level {your level}" (stacks with peacekeeper) and if they are lower level than you, they must tell you if what they just said was a lie. If they are above your level, they can say they are not lying even if they were! You can also check the level of Honor of another player (the strength of their alignment) though not the alignment type itself. ---RANK 2--- 2) Tea Ceremony - Ritual [OC, Spiritual] Perform a tea ceremony which grants all participants Resistance to insanity from being at negative mana. This can also be performed before an encounter to give that Resistance until the end of the encounter. Players still go unconscious from mana loss and die at -4 mana! You can also check the type of Honor of another player (the alignment types) of anyone who does a Ritual that you perform with them. Fantasy Warplay - 2023 Rulebook 55 --- PAGE 64 --- + Samurai Rank 3 Skills Prerequisite: Must be Rank 2 Samurai Choose one IN Skill and one OUT Skill: ---RANK 3+ IN Skills--- 3+) Duel Swap - 1 Mana, Tag (Hand) [IC, Called, Spiritual] Pay 1 Mana and call "Duel Swap" as you tag an ally who is in a Duel. Bow to their opponent and trade places with your ally in the Duel. This does not end the Duel. Any Duel Modifiers remain in place. Free with members of your clan. 3+) Rebuke - 1 Mana [IC, Spiritual] Whenever a Duel you initiated is canceled, resisted, or ended by another class ability, you may pay 1 Mana and call "Rebuke: lose that ability". The player who ended the Duel is Incapable of the ability that ended your Duel for the rest of the encounter. Rebuke cannot be Resisted or Canceled. (Note: the initial Duel is still canceled/resisted/ended) 3+) Final Fury - Death [Skill Improvement - Defy Death] When you Defy Death, you may call "Final Fury" - Your attacks become UB and deal boosted damage for the duration of Defy Death. At the end of the count, you die and your body is Ruined. (Require Summon the Dead ritual before Resurrection) 56 Fantasy Warplay – 2023 Rulebook --- PAGE 65 --- ---RANK 3+ OUT Skills--- 3+) Iaido [Passive, Modifier] Your first strike (only) in any Duel deals boosted damage and is Warded. 3+) Hara-Kiri - 2 Mana, Ritual, Death [OC, Spiritual] You may perform this ritual as you pull from the Death Bag. Add one death to your pull, but you may divide your total pull into to groups of stones of your choice. Replace the first group before pulling the second. You take the effects of both pulls! 3+) Clan Fealty [OC] Can create a Samurai clan. Requires at least three members to start. All clan members gain Gifted Duel, a chosen ability which costs Honor to use, and a chosen Flaw for this clan - see GM. You can spend Honor on Samurai abilities instead of mana if you wish. Fantasy Warplay - 2023 Rulebook 57 --- PAGE 66 --- Veteran Max Armor: Full Plate Restrictions: Non-Mages only In Combat Skills ---RANK 1--- 1) Brace – Invoke. [BC, Called, Prevention] Invoke and Call “Brace: prevent the next 5 or less damage” and be stationary. As long as you remain stationary (in the original spot) prevent the next 5 or less damage. 1) Partner Awaken – Invoke Tag (Hand) [IC, Called] Before an encounter, choose an ally. In this encounter, you each may Invoke and call “Awaken - Body” and tag the other player (only) to instantly Awaken them from unconsciousness. ---RANK 2--- 2) Tumble [IC, Called, Prevention] When you would take damage, you may call "Tumble!" and be Knocked Back 3 steps away from your attacker, then Snared for a 20 count. (Note: you cannot Tumble while Snared!) 2) Unbreachability [IC, Passive] Armor Zones 0-2 are Resistant to AV0 attacks. 58 Fantasy Warplay – 2023 Rulebook --- PAGE 67 --- Veteran Jaded and tough, these warriors act as if they have seen it all. Obviously they are not all seasoned warriors, but the training of a Veteran involves a great deal of time in battle, so even a first Veteran rank Veteran has seen more action than other first rank warriors. The strategy of the Veteran is to be an immovable wall, and hold the line. Veterans rely on defense in battle, always working to better ensure their protection, which is why they survive to be veterans. If you are a Veteran be jaded, unimpressed, hard, and pessimistic. Out of Combat Skills ---RANK 1--- 1) Improvised Armor and Shields [OC] At the start of an encounter you can quickly use improvised/scavenged materials from the surroundings to make makeshift armor or shields (20 gold value per Rank in Veteran, see GM). Only basic items - nothing custom. These items are only usable for the encounter they are made for. ---RANK 2--- 2) Fortify Area [OC] Can build defensive fortifications (this allows you to adjust or create terrain features in the encounter, or begin the encounter in the best location– see GM). Positional HP– You and up to 9 allies may choose to pay 1 mana at the start of the encounter to gain Positional HP. As long as they are in the location they began the encounter in, they have +5 HP. Note- if they move out of these positions, they lose the HP, but regain them if they return to that exact location and Call “Invoke Positional HP.” This is a Beyond Combat Call. GM may choose to mark the location, etc. Fantasy Warplay - 2023 Rulebook 59 --- PAGE 68 --- + Veteran Rank 3 Skills Prerequisite: Must be Rank 2 Veteran Choose one IN Skill and one OUT Skill: ---RANK 3+ IN Skills--- 3+) Intercept - Tag, Take 1 Damage [IC, Called, Prevention] Whenever another player would be dropped by an opponent, you may tag them with a melee weapon or your hand and call "Intercept: prevented" to prevent them from being dropped. You take 1 damage. (Note: this is not the damage they would have taken) 3+) Armor Wound - Must have at least 1 AV [IC, Called, Prevention] As long as you have at least 1 AV, when you would take damage you may call "Armor Wound: no damage" and prevent that damage. This Shatters all of your body armor, including natural AV (you loose all AV). If your armor is Indestructible, you cannot use this ability for a 20 count, but your AV is unchanged. 3+) Improved Brace [Skill Improvement - Brace] When you are Braced you may call “Improved Brace” and as long as you remain stationary, all damage you would take is deboosted, except in the Open Zone. This effect ends if the effect of Brace is used up or Brace would be ended. (Note: the next 1 damage to the Open Zone will still be prevented by Brace, but will end both Brace and Improved Brace) 60 Fantasy Warplay – 2023 Rulebook --- PAGE 69 --- ---RANK 3+ OUT Skills--- 3+) Master Armor Smith & Runic Armor - 1 Mana/AV, Ritual [OC, Magic] Can smith Master Crafted armor, which can be enchanted (materials cost is half item's value in gold). Can also craft runic armor, granting the armor the ability to repair itself. Runic armor regains all lost/shattered AV in a 20 count. Gain +10 levels in Blacksmith. 3+) Mystic Item Repair [OC] At the beginning of an encounter, choose one item (not a weapon) you are using which is not Shattered. For the encounter, that item gains Runic and effects that would destroy it render it Shattered instead. 3+) Sentry [OC, Passive, Resistance] While on guard duty, or using a Stationary ability, you are Resistant to Ambush, Fear and Intimidation effects, and all Mediator Trade Crafts. Fantasy Warplay - 2023 Rulebook 61 --- PAGE 70 --- Knight Max Armor: Full Plate Restrictions: Non-Mages only In Combat Skills ---RANK 1--- 1) Knockback - Tag (Weapon) [IC, Called] Call “Knockback 3 - Leg!” (IC) and tag the leg of a player with your weapon to make them take 3 steps backwards away from you. 1) Improved Strength - Invoke, AV0 [IC, Modifier] You have +1 to your effective size for Carrying. You also gain Beastly Strength: you can Carry with one hand, run while Carrying someone, and can wield two- handed items in one hand. Improved Armor Piercing: Invoke with any melee Armor Piercing Weapon in one hand and you may call “AV0” on that strike. You may also use any melee weapon in both hands to Convoke AV0. ---RANK 2--- 2) Triumph - Damage Boost [IC, Called, Modifier] When you drop an opponent you may call "Triumph: Damage Boost!". The damage of your next attack with a weapon is boosted one damage bracket higher (1 to 5 to 10). 2) Giant Strength - Invoke, UB [Skill Improvement - Improved Strength] Your bonus to effective size for carrying is now +2 and you have Invoke Melee Damage Boost: Invoke a melee weapon in both hands to deal one damage bracket higher. Boulder Throwing: Invoke a boulder in one hand to throw it for 1 UB (Unblockable damage). It becomes a weapon once it is thrown (thus it's damage may be modified and effected like any other weapon that can be thrown). Note: boulders are Size 1 for carrying. 62 Fantasy Warplay – 2023 Rulebook --- PAGE 71 --- Knight The true glory seekers, knights are chivalrous to a point but have none of the Samurai's respect for battles. Knights are the weapon masters, well-armored but relying on their swift, powerful Knight attacks and powerful strength to destroy their enemy before they can counter attack. Knights are the real behemoths of the battlefield, leading troops into the fray and slaughtering all they can. If you are a Knight be looking for glory, looking for the next powerful weapon. Out of Combat Skills ---RANK 1--- 1) Improvised Weapons [OC] At the start of an encounter you can quickly use improvised/scavenged materials from the surroundings to make makeshift weapons (10 gold value per Rank in Knight, see GM). Only basic items - nothing custom. These items are only usable for the encounter they are made for. ---RANK 2--- 2) Military and Battle Training [OC] Can command players during war and train military units in skills you have (they can gain Battle Training for Rank 1 skills you train them in). Triumph- Awaken– You and up to 9 allies may choose to pay 1 mana at the start of the encounter to gain Triumph- Awaken. When you drop an opponent you may call “Triumph” and tag a player on your next action to Awaken them. Note- you must use this instead of any the Boosted damage if you already have Triumph Boost. Fantasy Warplay - 2023 Rulebook 63 --- PAGE 72 --- + Knight Rank 3 Skills Prerequisite: Must be Rank 2 Knight Choose one IN Skill and one OUT Skill: ---RANK 3+ IN Skills--- 3+) Rallying Cry - 1 Mana, Invoke, Aura [IC, Called/Mental Effect] Invoke, pay 1 Mana, and call "Rallying Cry" to heal all allied party members within 10 feet for 1 HP and cause Fear on all opponents within 10 feet. 3+) Taunt [BC, Called] Call "Taunt: we lose resistance to each other for a 20 count." at a player with 15 feet (as Duel). Each of you loses your resistance to the other for a 20 count. This ability requires a 20 count cool down. 3+) Battle Charge - Invoke, Running [BC, Called, Modifier] Call "Battle Charge" and remain running. As long as you do, you may Invoke and call "UB Knockback"and tag a player anywhere to make them take three steps away from you. 64 Fantasy Warplay – 2023 Rulebook --- PAGE 73 --- ---RANK 3+ OUT Skills--- 3+) Master Weapon Smith & Runic Weapons - 1 Mana/4 gold value, Ritual [OC, Magic] Can smith Master Crafted weapons, which can be enchanted (materials cost is half item's value in gold). Can also craft runic weapons, granting the weapon the ability to repair itself. If Shattered, a Runic weapon repairs itself in a 20 count. Gain +10 levels in Blacksmith. 3+) Mystic Weapon Repair - 1 Mana [OC] At the beginning of an encounter, pay 1 Mana and choose one weapon (only) you are using which is not Shattered. For the encounter, that weapon gains Runic and effects that would destroy it render it Shattered instead. 3+) Healing Surge & Withstand - Triumph [Passive, Primal/Called, Prevention] Healing Surge - Whenever you Triumph, add "Healing Surge" to the end of the call and instantly heal yourself for 1 HP. Withstand – Call “Withstand” when you would take damage to prevent that damage and take Impale instead. Fantasy Warplay - 2023 Rulebook 65 --- PAGE 74 --- Paladin Max Armor: Half Plate Restrictions: Non-Mages only In Combat Skills ---RANK 1--- 1) Jumpstart Heal - Tag (Hand) [IC, Called, Divine] Call "Jumpstart Heal - Body" and tag a player with your hand. They count to 20 and then they are healed. You can also choose to deal 1 Holy damage to undead with this skill. (Holy damage is resistant to healing and reanimating by Undead, other than Zombies.) (Note: Jumpstarts cannot be interrupted if being used as an attack) 1) Might Strike [IC, Called, Divine] Choose a weapon class when you learn this ability: At start of the encounter choose Holy or Terror damage. You may deal the chosen type of damage with all attacks with your chosen weapon class. (Holy damage is resistant to healing and reanimating on Undead, Terror is resistant to healing other than First Aid if used on living players). Once per encounter, you may tag a specific weapon that is within the chosen class above and Call “Might Strike Blessing”. This encounter, that specific weapon deals Magic damage. ---RANK 2--- 2) Spell Turning Shield [IC, Resistance, Divine, Magic] Your shield resists and always redirects all spells and UB (Unblockable) attacks (the spell or attack is still "active"!) 2) Remove Charm & Resist Mental Effects [IC, Resistance, Divine] Remove Charm- You may Call “Remove Charm - Body" and tag a player to remove all Charms and other mental control effects from them. This includes things such as Charm, Allure, Bindings, and magical Command Effects. It does not remove a control that is based on a species, such as the control that makes an undead obey it's creator, etc. Resist Mental Effects - You are resistant to Mental Effects. 66 Fantasy Warplay – 2023 Rulebook --- PAGE 75 --- Paladin The least martial of the warriors, their outlook on life is that of the combat medic, focusing on keeping others alive on the front lines. Paladins are often leaders, as their charismatic charm Paladin draws followers to them and everyone likes to have a healer on their side. Paladins see themselves as somewhat better than most others as they have magical powers that other warriors lack. Paladins usually have a strong guiding force in their life to help those in need and do what is right. If you are a Paladin be righteous, concerned for others, and take charge. Out of Combat Skills ---RANK 1--- 1) Divine Gift [OC, Passive, Divine] Your deity gifts you with the ability to copy a standard ability from another party member. This ability must be from their classes, and they cannot share this ability to more than one person this encounter. The Rank of the ability you can copy is equal to your Rank in Paladin (defaults to 1). You may only copy one ability at a time This requires the player you are copying from to agree to let your deity do this to them and may conflict with that players own divine connections. ---RANK 2--- 2) Exorcism & Disenchant Rituals [OC, Divine] Exorcism - Can perform a ritual which keeps an undead from regenerating or reanimating for the duration. When the ritual is finished, if you are high enough level the undead is completely destroyed. The being must pull for death with +5 stones (sometimes more, if depending on how long it has been an undead). This ability can also be used to remove other possession type effects on a player, but the deaths and extra stones pulled still apply. Disenchant - Can also perform a ritual on an item to Disenchant it, removing any magical properties and destroying the item, if you are high enough level. Fantasy Warplay - 2023 Rulebook 67 --- PAGE 76 --- + Paladin Rank 3 Skills Prerequisite: Must be Rank 2 Paladin Choose one IN Skill and one OUT Skill: ---RANK 3+ IN Skills--- 3+) Miraculous Recovery - Invoke deity's weapon/symbol, Tag (both hands) [IC, Called, Divine] Invoke, then tag another player with both hands and call "Miraculous Recovery: Heal 1 HP" to instantly heal that player for 1 HP. This skill cannot be used on yourself. 3+) Improved Might Strike- Invoke [Skill Improvement - Might Strike] When you use Might Strike, you may Invoke to make your attack deal boosted AV0 vitals damage. 3+) Righteous Aura - 1 Mana, Invoke deity's weapon/symbol, Aura [IC, Called, Divine] This skill grants you a set blessing (similar to Divine Gift) with an aura effect. Call "Righteous Aura: (Effect)" and pay any additional costs this may require. See GM for details. By default, this ability grants Righteous Aura - Holy Heal Aura which heals all allies within 10 feet for 1 HP. If your GM says otherwise, your Righteous Aura blessing will be a different effect instead of this. 68 Fantasy Warplay – 2023 Rulebook --- PAGE 77 --- ---RANK 3+ OUT Skills--- 3+) Sense Motive & Detect Alignment Ritual - Aura/Ritual [OC, Called, Divine] Call "Sense Motive: Declare your intent!" All players within 10 feet must declare whether they are Hostile, Neutral, or Friendly toward you and your party. You can also perform a ritual on a player or object to determine its alignment (if any). 3+) Undead Hunter - 1 Mana, Ritual [OC, Divine] Can perform a ritual to attempt to summon any undead level X or less (where X is your level in Paladin). If successful, the undead will appear in a battle to the death with you (as Duel). If you lose, the undead may return to where it came from. If you win, the undead is forced material (as Duel) and stays at the site of the ritual. 3+) Bless (Self) [Passive, Divine] You are Blessed with a custom ability and flaw designed around your divinity and beliefs, and then approved by your GM based on your divine connection. The power and success of this custom ability and flaw are based how balanced they are and how many Divine Points you spend on it (if you have any). Fantasy Warplay - 2023 Rulebook 69 --- PAGE 78 --- 70 Fantasy Warplay – 2023 Rulebook --- PAGE 79 --- The Semi-Martial Classes Semi-Martials are classes that fill tactical or support roles in combat. Some are very skilled in close combat and have a variety of skills to achieve their aim, and others are more suited to fighting at range. All are classes that combine well with either Warriors or Mages, making Semi-Martials the most versatile class group. • Semi-Martials have the advantage of reserving their choice to become either a Warrior or a Mage later in the game (but not both) and will gain the starting skill for whichever they choose (either Defensive Martial Arts or Staff Touch). Fantasy Warplay - 2023 Rulebook 71 --- PAGE 80 --- Assassin Max Armor: Chainmail Restrictions: Warriors and Mages In Combat Skills ---RANK 1--- 1) Martial Arts [IC, Passive] Your hands (zone 0) count as weapons and you can attack and block with them. Your forearms and feet (zone 1 arms and zone 0 feet) count as shields and you can block (only) with them. 1) Acrobatics [IC, Called ] Can Climb buildings, trees, walls, etc. Stand next to a vertical object and call "Climbing", count to 5 and put two fingers up in the air against the object. You are out of reach as Soaring, but cannot leave that object without falling or climbing back down. Can also call "Leap" and be Flying (but not Soaring) for a 5 count, and can use this ability to Descend safely. You can only leap from a surface which you could safely traverse and will move at the speed at which you could move across the surface you Leaped from. ---RANK 2--- 2) Weapons Mastery - AV0 [IC, Modifier] Choose a class of weapons when you learn this ability: You can use the chosen weapons to make AV0 attacks, which cut through body armor. Note: this choice is made when you learn the skill, not each time you use it. (The weapon classes are: Daggers, Swords, Specialty Swords, Impact, Pole-arms, Bows) 2) Slay - 1 Mana, Strike, Vitals [IC, Called, Modifier] You may call "Slay Vitals: I kill you!" and strike a player in the Vitals to kill them if you deal damage. 72 Fantasy Warplay – 2023 Rulebook --- PAGE 81 --- Assassin The shadiest of all the classes, assassins see life as expendable Assassin and unimportant. Even their own life is trivial, someone will kill them sooner or later. That’s life. Life is short and thus assassins tend to get to the point quickly, literally. Some-what of a martial artist, there is something Zen about the assassin’s way, not unlike the Samurai in that they have strong inner motivation, though care nothing for honor. Assassins try to increase hatred between people in the hopes of creating more job opportunities for themselves. If you're an Assassin, don’t think twice about killing someone, care little for your own life and cut to the chase! Out of Combat Skills ---RANK 1--- 1) Hitman [OC] You can start encounters Hidden (even in direct sunlight) in the vicinity of where your party enters the field (see Hide in Thief - While Hidding you must put your open hand over your face to indicate you cannot be seen. This lasts until you move, attack, or take any other action.). You may return to this location to Hide INSTANTLY, and may also leave the encounter at this location as if it was the edge of the field. ---RANK 2--- 2) Careful Planning [OC, Resistance] Hitman can be used to start Hidden anywhere on the half of the field your party is starting on. You are resistant to Ambush in towns. Also, when you use a timed skill for at least a full 5 count, you may end that count Hidden. Fantasy Warplay - 2023 Rulebook 73 --- PAGE 82 --- + Assassin Rank 3 Skills Prerequisite: Must be Rank 2 Assassin Choose one IN Skill and one OUT Skill: ---RANK 3+ IN Skills--- 3+) Ninja Duel [BC, Called, Spiritual] Call "Ninja Duel: Advance and fight!" and indicate an opponent within 15 feet. That player must advance and engage you in combat. No one else can interfere until one of you is unable to continue fighting, which ends the Duel. You can call "Bow Out to end a Ninja Duel you initiated. 3+) Escape - Running [IC, Called] Call "Escaping..." and count out loud to 5. If you are not interrupted for this 5 count, you are then Out of Game (place your fist over your head and step off of the field). You are out of the encounter and cannot return until the end of the encounter. 3+) Vitals Silence - Tag (Weapon/Hand), Vitals [IC, Called] Call "Vitals Silence" and tag a player in the Vitals to render them Silenced (cannot speak or use any Called abilities) for a 20 count. 74 Fantasy Warplay – 2023 Rulebook --- PAGE 83 --- ---RANK 3+ OUT Skills--- 3+) Informant [OC] Can attempt to locate and learn about any player, level X or less, who is in the same town as you. X is your level in Assassin (Stacks with Innkeeper). Careful Planning may be used to begin the encounter Out of Game and may “appear” at any time, Hidden (as Hit Man), out of 10 feet of any opponents. 3+) Disguise - Ritual [OC] Can convincingly physically disguise yourself (only) to look like any similar species within 1 size of your own size (this may be undead similar to you, something with more AV, or just someone who looks like an ally of the enemy). With GM approval, you may begin encounters with a purple jersey on over an orange jersey to indicate you seem like and enemy, but are not. Any player can count to 20 while tagging you and ask "Do you look disguised?" at which point you are revealed. Checking a disguise does not remove it from you. 3+) Poison Strike – Strike (Tag) [OC] Once per encounter, you can tag a player with a potion vial to apply poison to them as a body tag (Say Poison “Body” and tag them with the vial). Alternatively you may Call “Apply Poison” and use the vial on a weapon you have. This weapon will deal poison damage the next time you make an attack with it and for a 20 count after that strike, and then will return to normal damage. Fantasy Warplay - 2023 Rulebook 75 --- PAGE 84 --- Amazon Max Armor: Half Plate Restrictions: Warriors and Mages In Combat Skills ---RANK 1--- 1) Throwing Training - AV0 [IC, Modifier] All thrown weapons are AV0 for you. 1) Wind Shuriken - Ray, AV0 [IC, Called, Magic] Call "Wind Shuriken: 5 damage." and throw a gray packet to deal 5 AV0 damage. Note- though this skill is magic, it does not deal magic damage and strikes as a weapon (it counts as a weapon and can have damage etc. modified). 1) Impale - Strike, Vitals [IC, Called, Modifier] Call "Impale Vitals" and if you damage a player in the torso (zones 3-4) on that strike they are rendered Immobile instead (are stationary) until they are healed. ---RANK 2--- 2) Flying [Passive, Primal] You can fly and can move across areas marked as rivers, moats, etc. at will. You may also call "Soaring": count to 5 and hold two fingers up. You are then out of range of all non-missile attacks, but also can't use any non-missile attacks or retrieve thrown of dropped items. To stop Soaring, call "Descending", count to 5 and drop your hand. 2) Whirlwind Aura - Descend, Invoke (tag the ground), Aura [IC, Called, Primal] Immediately after Descending from Soaring, you may tag the ground and call "Whirlwind Aura: Knockback 3, Awaken!" to Knockback and then Awaken all players within 10 feet. 76 Fantasy Warplay – 2023 Rulebook --- PAGE 85 --- Amazon People of the sea, they are never very comfortable far from a Amazon large body of water. Amazons are wanderers and like to be on the move. Amazons tend to be humble in that they understand that nature is greater than they are and respect it for that. Amazons come from a matriarchal tradition and thus have women as leaders more often than not. If you are an Amazon, crave water and sailing, go with the flow, keep on the move, and keep things ship shape. Out of Combat Skills ---RANK 1--- 1) Swimming [Passive] You can move normally on areas marked as water. 1) Skill Share - Tag [IC, Called] At the start of an encounter, tag a player. They gain a copy of a class ability you have (other than Skill Share), until end of encounter if it is the same Rank as them or lower. You may only have one skill shared to you at a time, and can only skill share standard class skills or spells. If you are sharing a variable ability (such as Pact), you share the variation of it that you have. ---RANK 2--- 2) Cartographer & Sense Weather [OC] Can make and read maps. Can sense weather changes in your area and predict the weather in upcoming encounters. You can see the players who are out-of-game playing weather effects, and plan accordingly. Fantasy Warplay - 2023 Rulebook 77 --- PAGE 86 --- + Amazon Rank 3 Skills Prerequisite: Must be Rank 2 Amazon Choose one IN Skill and one OUT Skill: ---RANK 3+ IN Skills--- 3+) Penetrate - 1 Mana. Invoke a Missile Weapon [IC, Called, Modifer] Pay 1 Mana, Invoke a Missile Weapon and call "Penetrate: UB Impale" on your next attack (only) to deal a UB Impale with that weapon. 3+) Amplify Wind Shuriken [Passive] You gain an additional Wind Shuriken and can Multi-cast them. 3+) Combat Shimmering [BC, Called] Call "Combat Shimmering" to become Resistant to Snares, Hacks, and Immobilizations until you are dropped or the end of the encounter. Activating this does not remove any Snares, Hacks, or Immobilizations you have already taken! 78 Fantasy Warplay – 2023 Rulebook --- PAGE 87 --- ---RANK 3+ OUT Skills--- 3+) Shipwright [OC] Can build ships whose quality level is equal to your level in Amazon. Materials cost half the value of the final ship. (Note: building ships may take longer than most crafting projects). You can repair ships while at sea and improvise masts and other needed ship parts. If weather is damaging your masts or ship, you may “heal” your ship every 20 count by making improvised repairs (see GM). 3+) Diving [OC- Passive] In Deep Water, you may call "Diving" and count to 5, at which point you are out of range of non-Dived players (you cannot attack or be attacked by them, nor interact with them). You are only visible as a shadow of your size. To Surface, call "Surfacing" and count to 5, at the end of which you are in range again. You may remain Dived for up to a 20 count, at which point you must immediately begin to Surface or be wounded and begin to drown. 3+) Morale Awaken (Captain) - Tag (Hand) [IC, Called] You have Awaken for all allies aboard a ship which you are captaining. Call "Morale Awaken" and tag an ally (only) to instantly Awaken them from unconsciousness. Fantasy Warplay - 2023 Rulebook 79 --- PAGE 88 --- Archer Max Armor: Chainmail Restrictions: Warriors and Mages In Combat Skills ---RANK 1--- 1) Crit Elite - Invoke, Stationary, Vitals [IC, Called, Modifier] You may be stationary, Invoke with a weapon, and call “Crit Elite" to deal Boosted Vitals on your next attack. 1) Multi-Shot & Archery Training [IC] Can fire up to 3 missile weapons at the same time. You don't need to touch the bowstring between shots and can also block attacks with a bow without needing to restring it. ---RANK 2--- 2) Accuracy - Invoke, Stationary [IC, Called, Magic] Invoke, Call “Accuracy!” and be stationary (and use no attacks or abilities) while invoking and counting to 5. If you are not interrupted for the 5 count, then the strike of your your next attack only is Warded (Warded attacks cut through resistances). 2) Energy Blast Arrow - Ball, UB, arrow [IC, Called, Magic] Call "Energy Blast: 1 UB" and throw an orange sockball. This sockball is always UB and deals Magic damage but also strikes as an arrow (it also counts as a weapon and can have damage etc. modified). Note- this ability requires a bow to fire the arrow. 80 Fantasy Warplay – 2023 Rulebook --- PAGE 89 --- Archer As precise and accurate as a well-crafted arrow, archers don’t mess around. They prefer to keep their distance, as that is Archer where they are the most effective, never letting anyone get too close to them. Archers are direct and focused and thus make the best guards. Ever vigilant, archers are always looking ahead as, if taken by surprise, they are easily killed. If you are playing an Archer be direct, and on target, sturdy and perhaps high strung, watchful of the future and of your back. Out of Combat Skills ---RANK 1--- 1) Improvised Items [OC] At the start of an encounter you can quickly use improvised/scavenged materials from the surroundings to make a bow and makeshift arrows (up to 10 arrows total, see GM). You may also Improvise general supplies like torches, cloaks, rope, and common items that are not weapons. The total cost of these items cannot exceed 10 gold. These items are only usable for the encounter they are made for. ---RANK 2--- 2) Reflexes [Passive] You are Resistant to Missile attacks on your hands, Immune to those you catch. Also, you are Resistant to Disarm. 2) Watchman [OC, Passive] Can set up a watch on an area, while you are on guard there you have Scouting and Limited Spirit Guide (can see spirits only) , Battle Training: Scouting and Limited Spirit Guide (see only) - allies may pay 1 Mana to gain Scouting and Limited Spirit Guide (seeing only) for the encounter. Fantasy Warplay - 2023 Rulebook 81 --- PAGE 90 --- + Archer Rank 3 Skills Prerequisite: Must be Rank 2 Archer Choose one IN Skill and one OUT Skill: ---RANK 3+ IN Skills--- 3+) Vitals Hack – Tag (Weapon), Vitals [IC, Called] Tag a player in the vitals and call “Vitals Hack: [body part]” to cause that body part to become Hacked. Body parts you may call include eye, ear, or tongue. 3+) Arcane Archery - 1 Mana [IC, Called, Spell, Magic] Pay 1 Mana and call "Arcane Archery" and the name of any standard Missile Spell (Rays only) to turn your next arrow into that Missile Spell. If you have an Energy Blast Arrow, you may use Arcane Archery to cast any standard Missile Spell (Balls only) with it. 3+) Misdirect - Tag (Hand or Bow) [IC, Called] Block a melee attack by tagging an opponent's weapon with your hand or bow and call "Misdirect: take Snare" to Snare that opponent and prevent the damage or effects of that attack. 82 Fantasy Warplay – 2023 Rulebook --- PAGE 91 --- ---RANK 3+ OUT Skills--- 3+) Archery Brigade [OC] You and your allies may fire an additional missile weapon at the same time (i.e. they may fire 2 arrows at once, and Mutli-Shot now fires 4). 3+) Gamesman [OC] Can discover the species of all creatures level X or less that are near your current location. X is your level in Archer (Stacks with Hunter) You have Adept Slay with arrows only for a specific animal species you detect with this ability (call Slay for {animal species type}.” 3+) Precision Shooting [OC/IC] Any arrows you fire which are warded are also damage boosted. Fantasy Warplay - 2023 Rulebook 83 --- PAGE 92 --- Thief Max Armor: Chainmail Restrictions: Warriors and Mages In Combat Skills ---RANK 1--- 1) Hide - Stationary, In Shade only [BC, Called] While in the shade, call "Hide" and count to 5. When you reach 5, you are Hidden and may put your open hand over your face to indicate you cannot be seen. This lasts until you move, attack, or take any other action. 1) Disable Ray - Ray, AV0 [IC, Called, Magic] Call "Disable: (name a class skill or spell)" and throw a yellow packet. Anyone hit loses the named skill/spell until the end of the encounter (if they have the ability from a class or magical ability/effect). Until the end of the encounter, you may only use Disable to remove that skill/spell from players. ---RANK 2--- 2) Stealth & Backstab - Vitals [IC, Called, Modifier] You can now move slowly while using Hide. You must walk heel-to-toe. You may also make a weaponed attack from hiding which is Vitals but boosted one damage bracket higher (1 to 5 to 10). Remember: ANY attack ends Hiding! Moving any faster than a heel-to-toe walk, or leaving the shade will also end Hiding! 2) Disarm - Tag (Weapon) [IC, Called] Call "Disarm - Arm" and tag the arm of a player (zones 0-2) with your weapon to make them drop whatever they are holding in that hand. Whatever they drop must hit the ground before it can be retrieved. 84 Fantasy Warplay – 2023 Rulebook --- PAGE 93 --- Thief Almost as shady as the Assassin, a Thief is a bit more socially Thief oriented and has a much greater care for her own life. Thieves are the flip side of the Samurai and tend to follow laws and tell the truth only if it serves their purpose. Always trying to make a profit, thieves are the businessmen of the world and will cheat you without blinking an eyelash, that is their job. If you are playing a thief, lie and make up stories, be ever watchful for a chance to search or loot and look for the profit angle, never doing anything for free. Out of Combat Skills ---RANK 1--- 1) Glue - Ritual [OC] Can perform a ritual to bind an item to one player's spirit. As long as that player holds the item or keeps it on their person (and their spirit remains in their body, even if they're dead), it cannot be taken from them (i.e. by Searching or Looting). If they throw or drop the item it can be picked up by anyone else, but if they retrieve the item it is still glued. If the player's spirit leaves their body, once they are Summoned, any glued items become unglued and can be taken. 1) Unglue [IC/OC, Called, Spiritual] When searching people, you can find things after counting to 5! You can also take money and other small pocketable items from people even if they were Glued. You can spend 1 Mana and count to 20 per item to take Glued loot-ables (weapons, armor, etc.) from a player. ---RANK 2--- 2) Lie [OC/IC, Resistance] You are resistant to effects that detect the truth or your motives. You may give whichever response you like to such abilities! Fantasy Warplay - 2023 Rulebook 85 --- PAGE 94 --- + Thief Rank 3 Skills Prerequisite: Must be Rank 2 Thief Choose one IN Skill and one OUT Skill: ---RANK 3+ IN Skills--- 3+) Disruption Ball - Ball, UB [Skill Improvement - Disable] Gain a yellow sockball with which you can Disrupt Innate Standard Skills and Spells (like a Giants Giant Strength, or a fishes ability to swim). You may Disrupt a second Skill or Spell per encounter with your Disruption ball in addition to the one you Disable with Disable Ray. 3+) Combo - AV0 [IC, Modifier] After activating any Called Skill (not Spell), you next Strike is AV0 (in addition to anything else it might do). 3+) Discard - Drop at least one item [IC, Called, Prevention] When you would take damage, you may call "Discard: No damage" and drop all items held in a hand (as Disarm) to prevent that damage. You cannot use this ability a second time with the same hand for a 20 count. 86 Fantasy Warplay – 2023 Rulebook --- PAGE 95 --- ---RANK 3+ OUT Skills--- 3+) Death Grip [Passive, Resistance, Spiritual] You are Resistant to Unglue effects. If you leave your body as a wisp, all items that are Glued to you (and on your body) will go Ethereal with you. 3+) Hide Other - Touch [BC, Called] Tag another player who is out of direct sunlight and call "Hide Other" then count to 5. That player is then Hidden (as the skill Hide) until they move or take an action. 3+) Disarm: Knockback - Tag (Weapon) [Skill Improvement - Disarm] When using Disarm, you may call "Disarm: Knockback" instead, and if the player is Disarmed, they are also knocked back (must take 3 steps away from you) as well. (Note: they must drop anything in the Disarmed hand before stepping back!) Fantasy Warplay - 2023 Rulebook 87 --- PAGE 96 --- Ranger Max Armor: Full Plate Restrictions: Warriors and Mages In Combat Skills ---RANK 1--- 1) Endure [IC, Called, Prevention] When you would take damage on a limb or an item you are holding, you may call "Endure" to reduce it to a Hack of that limb instead of any other amount of damage. (Hacked limbs are useless until the Hack receives magical healing.) 1) Snare - Tag (Weapon) [IC, Called] Call "Snare - Leg: I bind your leg!" and tag a player's leg with your weapon. They cannot move that leg for a 20 count. ---RANK 2--- 2) Spell Turning Weapons [IC, Passive, Resistance, Primal, Magic] Weapons you use block and redirect all spells and UB (unblockable) attacks. 2) Avoid [IC, Called, Prevention] Call "Avoid" to prevent the effect of any standard skill used on you. 88 Fantasy Warplay – 2023 Rulebook --- PAGE 97 --- Ranger The true wanderer, they are a bit like Amazons of the land. Always on the move and scouting about, rangers never like to Ranger have much responsibility if they can help it and prefer to be on their own. Gritty and worn like old leather, these characters are unflinching and realistic at all times. If you are playing a Ranger, keep watch, seek solitude, long for the woods and be introspective. Out of Combat Skills ---RANK 1--- 1) Track [Passive] You can Track players at your level (Stacks with Tracking). 1) Scouting [Passive] You can see Hiding players. ---RANK 2--- 2) Species Lore [BC, Passive] Can detect different species (not undead) by sight. Must be within 15 feet of the player you are trying to species lore, and both you and the player must be beyond combat. You can detect if someone is Disguised as a different species, but you cannot see through their Disguise if it does not change their species, but rather makes them seem like someone they are not. 2) Hunting Party - Must have at least 10 party members [OC/IC, Modifier] Before a mission you can form a Hunting Party of yourself and at least 9 allies. Choose one creature type. For the duration of the mission you (only) can deal boosted damage with all attacks versus that specific type. Note- if two Rangers with this ability both form a Hunting Party for the same species, they both get the boosted damage. But if they wish to have hunting parties for two different species they will need 9 players each, separate from each other. Fantasy Warplay - 2023 Rulebook 89 --- PAGE 98 --- + Ranger Rank 3 Skills Prerequisite: Must be Rank 2 Ranger Choose one IN Skill and one OUT Skill: ---RANK 3+ IN Skills--- 3+) Shatter - 1 Mana, Invoke, Tag (Weapon) [IC, Called] Invoke, Pay 1 Mana, then call "Shatter: (item name)" and tag an item with your weapon to Shatter it. (Note: Shattered items do not function as normal - e.g. shattered weapons deal only vitals damage, shattered shields don't block AV0, shattered armor gives no AV, etc.) 3+) Hunter [IC, Modifier] Choose 4 species or 1 group of species: You may deal boosted damage vs. the chosen types. (Note: You must know that the player is that species type) 3+) Hibernation & Stamina [Passive, Prevention, Primal] Hibernation - If you are dropped, while you are down all damage dealt to you is deboosted. This effect ends if you are moved, or get up again. Stamina - you don't fall unconscious due to mana loss. 90 Fantasy Warplay – 2023 Rulebook --- PAGE 99 --- ---RANK 3+ OUT Skills--- 3+) Wilderness Healing - In Wilderness Areas Only [Passive, Primal] In wilderness areas, you have Limited Healing Factor (Unconscious Negatives and Hacks only). As long as you are down and at negative HP, or are Hacked, you will heal 1HP every 20 count. (Note: This will restart if interrupted, but can be deactivated by Terror effects, etc.) 3+) Wild Mana - Invoke (tag the ground), In Wilderness Areas Only [Passive, Primal] In wilderness areas, you may Invoke for Mana Storing without a Mana Storing Item. At the beginning of an encounter, tag the ground and call "Wild Mana" to have +1 to your Mana for the encounter. 3+) Storytelling - Must tell a story lasting at least 10 minutes [OC] You can tell a story (related to a Trade of your choice), at the end of which any player who listened to the whole story may gain +1 level for the day in a Craft of their choice from the Trade you chose AND is Resistant to that Craft for the day! This ability allows you to share any number of stored levels you have out to listening players (max 1 per person, caps still apply). Fantasy Warplay - 2023 Rulebook 91 --- PAGE 100 --- 92 Fantasy Warplay – 2023 Rulebook --- PAGE 101 --- The Mage Classes Mages wield powerful magical spells and each class has a different approach, but are generally all quite vulnerable in direct combat. Thus most mages prefer to hang back and cast at their enemies from afar or use their magic to control the flow of a battle while avoiding messy melees. • If your first class is a Mage class, gain +1 to your magic item tier • Mages cannot wear any armor as it disrupts their ability to cast. They can put armor on, but will lose all spells while wearing it. (does not include shields!) • Mages cannot multi-class into any Warrior classes. • All Mages gain Staff Touch, see below: Staff Touch - Wielding a Mage Lore item [Passive] The end of any Mage Lore item you wield counts as your hand (can cast Touch Spells though them etc.) Mage Lore items also count as weapons for you (can deal damage with them). Fantasy Warplay - 2023 Rulebook 93 --- PAGE 102 --- Flame Mage Max Armor: No Armor Restrictions: Non-Warriors only In Combat Skills ---RANK 1--- 1) Flame Ray - Ray, AV0 [IC, Called, Spell, Magic] Call "Flame Ray: I deal 5 AV0 Fire" and throw a red packet to deal 5 Fire damage. 1) Fireball - Ball, UB [IC, Called, Spell, Magic] Call "Fireball: I deal 5 UB Fire" and throw a red sockball to deal 5 Fire damage. ---RANK 2--- 2) Flame Rotators [OC, Spell, Magic] You may pick one of the spells below or create your own (See Flame Elder Sorcery - Words). Once you've mastered this class, you may rotate between these spells, having one Elder Sorcery spell from this class prepared at a time. • Crown of Flame: Burning Touch - Invoke (a UB touch that does 1 magic fire damage) & Inferno Aura - 1 Mana, Invoke (deals 1 magic fire to all within 10 feet) • Rupture Mark: Invoke, Body Tag. Call “Rupture Mark: lose preventions.” Anyone tagged cannot use non-cap preventions for this encounter (Brace, Tumble, Avoid, Dispel Magic, Endure, Hibernation, Deboosting, etc.) • Bellows: Invoke and be Stationary, call "Bellows" to boost the damage of your next attack spell. (If you move, Bellows is canceled) • Melting Grasp: 1 Mana, Invoke, Call "Melting Grasp: I shatter your item" & tag an item to shatter it. • Fire Control & Resistance: Your attacks deal Magic Fire. You Resist damage that is Fire (note- this also protects from torches and Cremate). 94 Fantasy Warplay – 2023 Rulebook --- PAGE 103 --- Flame Mage Fierce and brazen, these mages are always at war. The arms dealers of the world, their magic is completely focused on Flame Mage destruction and thus they seek to create bigger and better ways to blow things up. Passionate, wild and a bit chaotic, these mages like the mountains and underground spaces. If you are playing a Flame Mage be hot tempered, war-like, ready for battle, and consuming everything. Out of Combat Skills ---RANK 1--- 1) Mage Light [Called, Spell, Magic] Can create fire on your hand at will, call "Mage Light", your hand then counts as a torch (can be used to light things on fire and lights dark areas out to 10 feet). You can also perform a ritual to create a light on your hand that lights up dark areas out to 100 feet, which lasts until you turn it off. 1) Self Detonate (self only) [Called, Spell, Magic] Self-Detonate: A Ritual done on yourself only that causes the next standard missile spell cast on you by another player to Detonate! You call “{Name of spell}: Aura!" ---RANK 2--- 2) Flame Elder Sorcery - Words [OC, Spell, Magic] You gain access to the Flame Elder Sorcery Words and one Elder Sorcery spell slot. You may use this slot and the Words for this class (and any other classes you have Elder Sorcery Words from) to create a custom spell. You have to talk to the Game Master to choose your Words and intent and then make a spell. The GM will roll to see how your spell comes out. You may only have one Elder Sorcery spell (either your spell or a rotator) prepared at a time, but can spend 10 minutes Out of Combat to switch between spells. If you chose a rotator to start with, you can still create your one spell, but must first master this class before you can rotate into your spell. Note- the OP of words you can use is 1 in Celestial and this Element, but increases by 1 each level you go up after gaining Elder Sorcery Words of this Elemental Type. Thus, if you learned this ability at level 11, you would be OP 4 at level 14. However, if you learned this at level 16, you would only reach OP 4 at level 19. Fantasy Warplay - 2023 Rulebook 95 --- PAGE 104 --- + Flame Mage Rank 3 Spells Prerequisite: Must be Rank 2 Flame Mage Choose one IN Spell and one OUT Spell: ---RANK 3+ IN Spell--- 3+) Flame Rotator Locked In [OC, Spell, Magic] Choose one Rotator Spell of this class that is now locked in - meaning that you always have that spell prepared. For each Rank you gain in this class above Rank 3, you may lock another Rotator. (note this means you would have two Rotators active every encounter at Rank 3, 3 active at Rank 4, etc.) 3+) Amplify and Multi-cast: Flame [Spell Improvement - Ball, Ray, Multi-Cast] Each Rank you have in this class from Rank 3 on, gain one of the following once only. A second Rank 1 Ball Spell of this type, a second Rank 1 Ray Spell of this type, or Multi-cast (ability to cast like spells of this type as one combined throw). 3+) Cremate - 1 Mana, Invoke, Strike, Vitals [IC, Called, Modifier, Spell, Magic] Invoke and call "Cremate Vitals: lose 1 size!" and strike a player in the Vitals to have them instantly lose one size in flame (killing them) if you deal damage. May be used to strike with a damaging spell, but must still strike in the Vitals to be effective. 96 Fantasy Warplay – 2023 Rulebook --- PAGE 105 --- ---RANK 3+ OUT Spell--- 3+) Flame Elder Sorcery Additional Spell Slots [OC, Spell, Magic] For each Rank you gain in this class above Rank 3, you gain an additional Spell Slot for Elder Sorcery that uses this type of magic.(note this means you would have two Elder Sorcerers available every encounter at Rank 3, 3 active at Rank 4, etc.) 3+) Spell Strikes- Once per enc. per spellstone, Invoke, Tag (AV/0 or UB) [IC, Called, Spell, Magic] Invoke and Call “[Name of Missile Spell] Strike: [effect]” to make the end of your Mage Lore count as a named standard missile spell you could cast, for that strike only. You may only use each missile spell you have once per spellstone of that type you have active. (Note- these strike do not cost mana to use. If you have this ability from more than one Rank 3 mage, the uses of it stack) 3+) Scholarly and Combat Discipline:Flame - [OC, Passive] The first time in an encounter that you use a Spell from this Class that would take 10 minutes, it takes 5 minutes instead. The first time in an encounter that you would use a Spell from this class that costs a mana, it costs 1 less mana instead. Fantasy Warplay - 2023 Rulebook 97 --- PAGE 106 --- Storm Mage Max Armor: No Armor Restrictions: Non-Warriors Only In Combat Skills ---RANK 1--- 1) Lightning Ray - Ray, AV0 [IC, Called, Spell, Magic] Call "Lightning Ray: I deal 5 AV0" and throw a blue packet to deal 5 damage. 1) Ice Ball - Ball, UB [IC, Called, Spell, Magic] Call "Ice Ball: I freeze you" and throw a blue sockball to freeze a player for a 20 count. (Frozen players can't move, attack or take any other action. They also can't take damage or be affected by anything.) ---RANK 2--- 2) Storm Rotators [OC, Spell, Magic] You may pick one of the spells below or create your own (See Storm Elder Sorcery - Words). Once you've mastered this class, you may rotate between these spells, having one Elder Sorcery spell from this class prepared at a time. • Crown of Ice: Shock Touch - Invoke (a UB touch that freezes a player) & Blizzard Aura - 1 Mana, Invoke (Freeze all players within 10 feet) • Teleport & Displace: Teleport - Ritual, You can move a person to a studied location (2x your mage levels in miles. Max studied locations = your Tier). Missile Spell Displace - When you cast a Missile Spell, call “Displace” to go out of game and travel for a 5 count in any one direction (only). • Spell Trigger: Whenever you are dropped you get to cast one spell in response - call “Spell Trigger - " and then the normal incant. • Dispel Magic: Invoke, Cancels any standard spell in 10 feet. Call "Dispel Magic: {spell}." • Effects Resistance: You passively resist all skills (not spells) used on you (even if you don't want to - i.e. Jumpstart Heal won't work on you!) 98 Fantasy Warplay – 2023 Rulebook --- PAGE 107 --- Storm Mage The true wonder seeker, these mages are the philosophers of the world, always seeking out more knowledge and more wisdom. Storm Mage The Storm Mage is a logician, a tactical intellectual who prefers to neutralize opponents rather than destroy them. Often cold, the Storm Mage is also tumultuous and crafty. If you are playing a Storm Mage, be curious, hungry for information, always in the clouds, tricky and clever, eluding rather than confronting. Out of Combat Skills ---RANK 1--- 1) Identify - Ritual [OC, Spell, Magic] Can do a ritual to Identify objects and discover what they do and what their magical properties are. 1) Simple Illusion Creation and Detection - Passive [OC, Spell, Magic] Can create minor illusions (mundane items and effects that fit in your hand and must stay in your hand). You also can detect illusion by touch. ---RANK 2--- 2) Storm Elder Sorcery - Words [OC, Spell, Magic] You gain access to the Storm Elder Sorcery Words and one Elder Sorcery spell slot. You may use this slot and the Words for this class (and any other classes you have Elder Sorcery Words from) to create a custom spell. You have to talk to the Game Master to choose your Words and intent and then make a spell. The GM will roll to see how your spell comes out. You may only have one Elder Sorcery spell (either your spell or a rotator) prepared at a time, but can spend 10 minutes Out of Combat to switch between spells. If you chose a rotator to start with, you can still create your one spell, but must first master this class before you can rotate into your spell. Note- the OP of words you can use is 1 in Celestial and this Element, but increases by 1 each level you go up after gaining Elder Sorcery Words of this Elemental Type. Thus, if you learned this ability at level 11, you would be OP 4 at level 14. However, if you learned this at level 16, you would only reach OP 4 at level 19. Fantasy Warplay - 2023 Rulebook 99 --- PAGE 108 --- + Storm Mage Rank 3 Spells Prerequisite: Must be Rank 2 Storm Mage Choose one IN Spell and one OUT Spell: ---RANK 3+ IN Spell--- 3+) Storm Rotator Locked In [OC, Spell, Magic] Choose one Rotator Spell of this class that is now locked in - meaning that you always have that spell prepared. For each Rank you gain in this class above Rank 3, you may lock another Rotator. (note this means you would have two Rotators active every encounter at Rank 3, 3 active at Rank 4, etc.) 3+) Amplify and Multi-cast: Storm [Spell Improvement - Ball, Ray, Multi-Cast] Each Rank you have in this class from Rank 3 on, gain one of the following once only. A second Rank 1 Ball Spell of this type, a second Rank 1 Ray Spell of this type, or Multi-cast (ability to cast like spells of this type as one combined throw). 3+) Reflect Magic: 1 Mana, Invoke, Aura [IC, Called, Spell, Prevention, Magic] Call “Reflect Magic: [name of spell].” to reflect the named standard spell (as it is being cast, if it is within 10 feet) back on the caster, who take the effect instead of the intended target. 100 Fantasy Warplay – 2023 Rulebook --- PAGE 109 --- ---RANK 3+ OUT Spell--- 3+) Storm Elder Sorcery Additional Spell Slots [OC, Spell, Magic] For each Rank you gain in this class above Rank 3, you gain an additional Spell Slot for Elder Sorcery that uses this type of magic.(note this means you would have two Elder Sorcerers available every encounter at Rank 3, 3 active at Rank 4, etc.) 3+) Spell Strikes- Once per enc. per spellstone, Invoke, Tag (AV/0 or UB) [IC, Called, Spell, Magic] Invoke and Call “[Name of Missile Spell] Strike: [effect]” to make the end of your Mage Lore count as a named standard missile spell you could cast, for that strike only. You may only use each missile spell you have once per spellstone of that type you have active. (Note- these strike do not cost mana to use. If you have this ability from more than one Rank 3 mage, the uses of it stack) 3+) Scholarly and Combat Discipline:Storm - [OC, Passive] The first time in an encounter that you use a Spell from this Class that would take 10 minutes, it takes 5 minutes instead. The first time in an encounter that you would use a Spell from this class that costs a mana, it costs 1 less mana instead. Fantasy Warplay - 2023 Rulebook 101 --- PAGE 110 --- Life Mage Max Armor: No Armor Restrictions: Non-Warriors only In Combat Skills ---RANK 1--- 1) Light Ray - Ray, AV0 [IC, Called, Spell, Magic] Call "Light Ray: You cannot attack for a 20 count." and throw a white packet. Anyone hit cannot make attacks for a 20 count. They can't attack anyone but can still be wounded! 1) Medicine Ball - Ball, UB [IC, Called, Spell, Magic] Call "Medicine Ball: I heal you" and throw a white sockball to heal anyone hit instantly. (Can be used to instead deal 5 damage to undead etc.) ---RANK 2--- 2) Life Rotators [OC, Spell, Magic] You may pick one of the spells below or create your own (See Life Elder Sorcery - Words). Once you've mastered this class, you may rotate between these spells, having one Elder Sorcery spell from this class prepared at a time. • Crown of Light: Light Touch - Invoke (UB touch - anyone hit can't attack for a 20 count) & Light Aura - 1 Mana, Invoke (All players within 10 feet can't attack for a 20 count) • Healing Touch & Cure Illness: Healing Touch - UB touch to heal 1HP in a 20 count & cleanse poisons instantly. This can also be used to deal 1 damage in a 20 count to an Undead. Cure Illness - Ritual to cure diseases or mental illnesses (note- some disease require high levels to cure as well). • Rebirth: 1 Mana, Invoke. Call "Rebirth - Body: Rise and live again!" Tag a player with both hands on the body to instantly resurrect them or to instantly kill an undead. • Blessing: Ritual 1 mana. Choose one ability from your domains charts for each Rank you have. You may bless with any one of the chosen abilities each time you use this spell. Gives X party members your Blessing (See above) where X is 2 times your Rank. • Ward: Choose an item/spell. For this encounter you can Invoke, tag it and call "Ward, this item ignores resistances" to Ward its next attack. 102 Fantasy Warplay – 2023 Rulebook --- PAGE 111 --- Life Mage The true healers of the world, they are committed to sustaining all life. The truly altruistic characters, Life Mages are known to Life Mage enter battles on neither side, healing anyone and everyone who they can. Obsessed with keeping people alive and conquering death, Life Mages are not as righteous as the Paladin but much more humble and kind. Shying away from combat, they prefer to stand behind the troops, healing when needed. If you are playing a Life Mage be helpful, kind and loving, protective but committed to saving lives and fighting death. Out of Combat Skills ---RANK 1--- 1) Resurrect - Ritual [OC, Spell, Magic] You can perform a 10 minute ritual to restore a dead player to life. This will also clear most poisons and status effects in the process, though resurrection generally does not cure any diseases. In order to resurrect a player, their remains must be present and their spirit must still be in the body. If a player's spirit has left their body or if the body has been destroyed, such as by fire or devour, then Summon the Dead will have to be cast first to return the spirit to the body and/or reform the remains. (See Necromancer) 1) Hibernation Shield – Triggered Tag [Triggered, Called, Spell, Magic] When you are dropped you may tag players within reach to give them Hibernation until up again (they deboost damage until moved)(see Ranger Rank 3) ---RANK 2--- 2) Life Elder Sorcery - Words [OC, Spell, Magic] You gain access to the Life Elder Sorcery Words and one Elder Sorcery spell slot. You may use this slot and the Words for this class (and any other classes you have Elder Sorcery Words from) to create a custom spell. You have to talk to the Game Master to choose your Words and intent and then make a spell. The GM will roll to see how your spell comes out. You may only have one Elder Sorcery spell (either your spell or a rotator) prepared at a time, but can spend 10 minutes Out of Combat to switch between spells. If you chose a rotator to start with, you can still create your one spell, but must first master this class before you can rotate into your spell. Note- the OP of words you can use is 1 in Celestial and this Element, but increases by 1 each level you go up after gaining Elder Sorcery Words of this Elemental Type. Thus, if you learned this ability at level 11, you would be OP 4 at level 14. However, if you learned this at level 16, you would only reach OP 4 at level 19. Fantasy Warplay - 2023 Rulebook 103 --- PAGE 112 --- + Life Mage Rank 3 Spells Prerequisite: Must be Rank 2 Life Mage Choose one IN Spell and one OUT Spell: ---RANK 3+ IN Spell--- 3+) Life Rotator Locked In [OC, Spell, Magic] Choose one Rotator Spell of this class that is now locked in - meaning that you always have that spell prepared. For each Rank you gain in this class above Rank 3, you may lock another Rotator. (note this means you would have two Rotators active every encounter at Rank 3, 3 active at Rank 4, etc.) 3+) Amplify and Multi-cast: Life [Spell Improvement - Ball, Ray, Multi-Cast] Each Rank you have in this class from Rank 3 on, gain one of the following once only. A second Rank 1 Ball Spell of this type, a second Rank 1 Ray Spell of this type, or Multi-cast (ability to cast like spells of this type as one combined throw). 3+) Swift Sleep Aura: 1 Mana, Invoke, Aura. [IC, Called, Spell, Magic, Aura, Mental Effect] Call “Swift Sleep Aura: you are unconscious.” to cause all players within 10 feet to take Sleep [Mental Effect] which causes them to become unconscious. 104 Fantasy Warplay – 2023 Rulebook --- PAGE 113 --- ---RANK 3+ OUT Spell--- 3+) Life Elder Sorcery Additional Spell Slots [OC, Spell, Magic] For each Rank you gain in this class above Rank 3, you gain an additional Spell Slot for Elder Sorcery that uses this type of magic.(note this means you would have two Elder Sorcerers available every encounter at Rank 3, 3 active at Rank 4, etc.) 3+) Spell Strikes- Once per enc. per spellstone, Invoke, Tag (AV/0 or UB) [IC, Called, Spell, Magic] Invoke and Call “[Name of Missile Spell] Strike: [effect]” to make the end of your Mage Lore count as a named standard missile spell you could cast, for that strike only. You may only use each missile spell you have once per spellstone of that type you have active. (Note- these strike do not cost mana to use. If you have this ability from more than one Rank 3 mage, the uses of it stack) 3+) Scholarly and Combat Discipline:Life - [OC, Passive] The first time in an encounter that you use a Spell from this Class that would take 10 minutes, it takes 5 minutes instead. The first time in an encounter that you would use a Spell from this class that costs a mana, it costs 1 less mana instead. Fantasy Warplay - 2023 Rulebook 105 --- PAGE 114 --- Necromancer Max Armor: No Armor Restrictions: Non- Warriors only In Combat Skills ---RANK 1--- 1) Death Ray - Ray, AV0 [IC, Called, Spell, Magic] Call "Death Ray: I kill you" and throw a black packet to kill anyone hit. 1) Terror Ball - Ball, UB [IC, Called, Spell, Magic] Call "Terror Ball: I deal 5 UB, resist healing" and throw a black sockball to deal 5 Terror damage. (Terror damage is resistant to healing.) ---RANK 2--- 2) Necromancy Rotators [OC, Spell, Magic] You may pick one of the spells below or create your own (See Necro Elder Sorcery - Words). Once you've mastered this class, you may rotate between these spells, having one Elder Sorcery spell from this class prepared at a time. • Crown of Fear: Fear Touch - Invoke (UB touch that causes Fear - target must run away for a 20 count) & Fear Aura - 1 Mana, Invoke (Causes Fear on all players within 10 feet) • Spirit Bury: Invoke, tag a down/dead player with your hand to trap their spirit in their body until end of encounter or they get up. You heal 1 HP instantly (20 count cool down) • Necro. Ethereal Shift: Gain Ethereal Shift: Call “Necro. Ethereal Shift” and count to 20 to go ethereal.” Call “Manifesting" and count to 20 to re-manifest on the material plane. • Undead Reanimation: Zombify - Invoke, makes willing dead allies into Zombies you control. Animate Dead - Cumulative mana cost per enc, invoke, instantly reanimate a dead player (instantly brings an undead back to life). • Death Rattle & Augment Undead: Death Rattle - When you die, you may take any one action. Call “Death Rattle” and then take the one action. Augment Undead - Choose one ability from the Common Undead Ability Chart each Rank in Necro. At start of encounter announce one of the chosen abilities undead allies gain. Players may only have 1 ability at a time. (you losing this ability does not cause them to lose their Augment). 106 Fantasy Warplay – 2023 Rulebook --- PAGE 115 --- Necromancer The true dealer of death, Necromancers are most at home in the cemetery digging up future minions. Shunned by most of society, Necromancer these dark mages are not necessarily evil, they simply see death as full of potential energy while others see it as the end of life. Necromancers fear nothing, as they are always facing death. If you are playing a Necromancer be unafraid, kill without remorse and be interested in dead bodies, close to death yourself, almost in another world. Out of Combat Skills ---RANK 1--- 1) Summon the Dead - Ritual [OC, Spiritual, Primal, Magic] If the spirit of a dead player is in your presence, you can summon and reform their body and then return their spirit to it, even if their body was completely Destroyed. If a player's spirit is still in their body, but their remains are Ruined (too damaged to resurrect, but not destroyed) you can repair it so that resurrection spells will work. You can also sense which part of their remains their spirit is in. Player who began the mission with you today may travel to you as a wisp if they die. This spell also brings ethereal people back to the material plane. 1) Spirit Guide [Passive, Spell, Spiritual, Primal, Magic] Can see, hear, and speak to spirits and Ethereal beings. ---RANK 2--- 2) Necromancy Elder Sorcery - Words [OC, Spell, Magic] You gain access to the Necro Elder Sorcery Words and one Elder Sorcery spell slot. You may use this slot and the Words for this class (and any other classes you have Elder Sorcery Words from) to create a custom spell. You have to talk to the Game Master to choose your Words and intent and then make a spell. The GM will roll to see how your spell comes out. You may only have one Elder Sorcery spell (either your spell or a rotator) prepared at a time, but can spend 10 minutes Out of Combat to switch between spells. If you chose a rotator to start with, you can still create your one spell, but must first master this class before you can rotate into your spell. Note- the OP of words you can use is 1 in Celestial and this Element, but increases by 1 each level you go up after gaining Elder Sorcery Words of this Elemental Type. Thus, if you learned this ability at level 11, you would be OP 4 at level 14. However, if you learned this at level 16, you would only reach OP 4 at level 19. Fantasy Warplay - 2023 Rulebook 107 --- PAGE 116 --- + Necro Mage Rank 3 Spells Prerequisite: Must be Rank 2 Necro Mage Choose one IN Spell and one OUT Spell: ---RANK 3+ IN Spell--- 3+) Necro Rotator Locked In [OC, Spell, Magic] Choose one Rotator Spell of this class that is now locked in - meaning that you always have that spell prepared. For each Rank you gain in this class above Rank 3, you may lock another Rotator. (note this means you would have two Rotators active every encounter at Rank 3, 3 active at Rank 4, etc.) 3+) Amplify and Multi-cast: Necro [Spell Improvement - Ball, Ray, Multi-Cast] Each Rank you have in this class from Rank 3 on, gain one of the following once only. A second Rank 1 Ball Spell of this type, a second Rank 1 Ray Spell of this type, or Multi-cast (ability to cast like spells of this type as one combined throw). 3+) Spirit Pact – Ritual (once only), [Ritual, Passive, Divine/varies] You make a Pact with a Spirit, Elemental, or Outsider and gain a custom ability and flaw designed around that beings abilities, powers, and alignment, and then approve this ability with your GM based on the severity of the flaws you agree to take. The power and success of this custom ability is based on these flaws. 108 Fantasy Warplay – 2023 Rulebook --- PAGE 117 --- ---RANK 3+ OUT Spell--- 3+) Necro Elder Sorcery Additional Spell Slots [OC, Spell, Magic] For each Rank you gain in this class above Rank 3, you gain an additional Spell Slot for Elder Sorcery that uses this type of magic.(note this means you would have two Elder Sorcerers available every encounter at Rank 3, 3 active at Rank 4, etc.) 3+) Spell Strikes- Once per enc. per spellstone, Invoke, Tag (AV/0 or UB) [IC, Called, Spell, Magic] Invoke and Call “[Name of Missile Spell] Strike: [effect]” to make the end of your Mage Lore count as a named standard missile spell you could cast, for that strike only. You may only use each missile spell you have once per spellstone of that type you have active. (Note- these strike do not cost mana to use. If you have this ability from more than one Rank 3 mage, the uses of it stack) 3+) Scholarly and Combat Discipline:Necro - [OC, Passive] The first time in an encounter that you use a Spell from this Class that would take 10 minutes, it takes 5 minutes instead. The first time in an encounter that you would use a Spell from this class that costs a mana, it costs 1 less mana instead. Fantasy Warplay - 2023 Rulebook 109 --- PAGE 118 --- Nature Mage Max Armor: No Armor Restrictions: Non-Warriors only In Combat Skills ---RANK 1--- 1) Empathic Ray - Ray, AV0 [IC, Called, Spell, Primal, Magic] Call "Empathic Ray: I heal you" or "I deal 5 damage" and throw a green packet to heal or deal 5 damage to anyone hit. This deals 1 damage to you, but you are healed in a 20 count unless interrupted. 1) Treeform Ball - Ball, UB [IC, Called, Spell, Primal, Magic] Call "Treeform Ball: I change you into a tree" and throw a green sockball to change anyone hit into a tree (Trees can't act or be affected). That player can freely revert (if conscious) or anyone else may tag them and pay 1 Mana to revert them (call Force Revert). You can throw this spell and call "Revert" to revert other players for free. ---RANK 2--- 2) Nature Rotators [OC, Spell, Magic] You may pick one of the spells below or create your own (See Nature Elder Sorcery - Words). Once you've mastered this class, you may rotate between these spells, having one Elder Sorcery spell from this class prepared at a time. • Crown of Vines: Earthbind Touch - Invoke (UB touch - target is immobilized and loses flying for a 20 count) & Earthbind Aura -1 Mana, Invoke (all players within 10 feet are immobilized and lose flying for a 20 count) • Polymorph 1Mana, 10min ritual – change someone into a common (non- magical) animal for the encounter (they cannot revert or use any other abilities until the end of the encounter). Can only turn into animals with a maximum BR equal to 2x your Rank in Nature. • Regeneration Touch: Invoke, brings a players back to life or restores them of 1 HP in a 20 count. Fails if the player cannot be Regenerated. • Wildborn: Choose one animal ability each Rank in Nature from the Common Animal Ability Chart. You chose which one to gain each encounter. You may speak to plants and animals. • Unforge: 1 Mana, Invoke, Call "Unforge!" and tag an item to destroy it. 110 Fantasy Warplay – 2023 Rulebook --- PAGE 119 --- Nature Mage The enchanter of the woods, these wandering spell casters resemble Rangers in their wanderlust. More comfortable with Nature Mage animals than people, Nature Mages are always heading to the woods and keeping to themselves. Ever in defense of the land, Nature Mages are like environmentalists. Nature Mages are in tune with the world at all times. If you are playing a Nature Mage be reclusive, avoiding people if you can, happy in nature and eager to leave any civilization. Out of Combat Skills ---RANK 1--- 1) Oracle - Ritual [OC, Spiritual, Magic] Can receive visions from your deity (clarity and frequency depends on deity power and area etc). If you wish to ask a question of your deity, requires 10 party members to agree and/or spending Years Prep. Cumulative Cost per Day. 1) Familiar – (Ritual- once only) [Passive, Primal, Magic] Can do a Ritual (once only) to bond forever with an animal companion you sense feelings and emotions from. You can speak to animals of that type and have Animal Tamer @ lvl for that type of animal.. At Rank 2, you gain an ability while your familiar is around (See Animals). ---RANK 2--- 2) Nature Elder Sorcery - Words [OC, Spell, Magic] You gain access to the Nature Elder Sorcery Words and one Elder Sorcery spell slot. You may use this slot and the Words for this class (and any other classes you have Elder Sorcery Words from) to create a custom spell. You have to talk to the Game Master to choose your Words and intent and then make a spell. The GM will roll to see how your spell comes out. You may only have one Elder Sorcery spell (either your spell or a rotator) prepared at a time, but can spend 10 minutes Out of Combat to switch between spells. If you chose a rotator to start with, you can still create your one spell, but must first master this class before you can rotate into your spell. Note- the OP of words you can use is 1 in Celestial and this Element, but increases by 1 each level you go up after gaining Elder Sorcery Words of this Elemental Type. Thus, if you learned this ability at level 11, you would be OP 4 at level 14. However, if you learned this at level 16, you would only reach OP 4 at level 19. Fantasy Warplay - 2023 Rulebook 111 --- PAGE 120 --- + Nature Mage Rank 3 Spells Prerequisite: Must be Rank 2 Nature Mage Choose one IN Spell and one OUT Spell: ---RANK 3+ IN Spell--- 3+) Nature Rotator Locked In [OC, Spell, Magic] Choose one Rotator Spell of this class that is now locked in - meaning that you always have that spell prepared. For each Rank you gain in this class above Rank 3, you may lock another Rotator. (note this means you would have two Rotators active every encounter at Rank 3, 3 active at Rank 4, etc.) 3+) Amplify and Multi-cast: Nature [Spell Improvement - Ball, Ray, Multi-Cast] Each Rank you have in this class from Rank 3 on, gain one of the following once only. A second Rank 1 Ball Spell of this type, a second Rank 1 Ray Spell of this type, or Multi-cast (ability to cast like spells of this type as one combined throw). 3+) Transmute & Advanced Hack Healing [IC, Called, Prevention, Spell, Primal, Magic] Transmute-When you would take a standard skill or spells, you may Call "Transmute [named body part]" to transform it to a Hack of the named part of the body instead of any other effect it would have. Advanced Hack Healing: Whenever you take healing, you also heal a Hack. 112 Fantasy Warplay – 2023 Rulebook --- PAGE 121 --- ---RANK 3+ OUT Spell--- 3+) Nature Elder Sorcery Additional Spell Slots [OC, Spell, Magic] For each Rank you gain in this class above Rank 3, you gain an additional Spell Slot for Elder Sorcery that uses this type of magic.(note this means you would have two Elder Sorcerers available every encounter at Rank 3, 3 active at Rank 4, etc.) 3+) Spell Strikes- Once per enc. per spellstone, Invoke, Tag (AV/0 or UB) [IC, Called, Spell, Magic] Invoke and Call “[Name of Missile Spell] Strike: [effect]” to make the end of your Mage Lore count as a named standard missile spell you could cast, for that strike only. You may only use each missile spell you have once per spellstone of that type you have active. (Note- these strike do not cost mana to use. If you have this ability from more than one Rank 3 mage, the uses of it stack) 3+) Scholarly and Combat Discipline:Nature - [OC, Passive] The first time in an encounter that you use a Spell from this Class that would take 10 minutes, it takes 5 minutes instead. The first time in an encounter that you would use a Spell from this class that costs a mana, it costs 1 less mana instead. Fantasy Warplay - 2023 Rulebook 113 --- PAGE 122 --- Prestige Training The standard 15 classes are not always the only options characters have for training. Depending on the game world, location, and GM, other options may or may not be available. If special training options are available, they will almost always require special permission and meeting certain in-game requirements. For example your character may need to pass certain tests or find someone who is able and willing to train them. Check with your GM. Some of these optional rules are below: Tradesman Characters may opt to spend an open Rank training intensively in a specific Craft, rather than in a class. If they do, they gain no class skills this rank, but instead learn a single Craft "at-level". This means they have levels in that Craft equal to their total level, and it will continue to level up with them. The character does still get the normal five levels in a Craft of their choice for this rank. This can be the same as the Craft chosen for this rank of Tradesman, or it can be a different Craft. A character can only take a rank in Tradesman once for any given Craft, but could take ranks in Tradesman for other Crafts. Expanded Standard Classes (Ranks 3+) The first and simplest option for customized training is to continue spending ranks training in one of the standard classes, beyond Rank 2. Each standard class has several skills you can choose from to "build-your-own" rank. To access this training, you must already be at least Rank 2 in a class and have an additional rank available to spend on training. Not all towns can train you beyond Rank 2! Check with your GM to see if you can train above Rank 2 with your local guild, or if you will need to travel. Most classes may choose one In Skill and one Out Skill from their class' list for each additional rank of training spent beyond Rank 2, thus building their own rank. These skills are all considered standard skills, which means they can be Avoided, Disabled, Skill Shared, etc. Specializations Certain special or secret groups require their members to train in specific combinations of the standard classes, but also have additional training for their members. Specializations are not classes on their own, but are additional abilities gained alongside the class abilities at each rank. Specializations require that a character meet all of the prerequisites to join the group, including training in the 114 Fantasy Warplay – 2023 Rulebook --- PAGE 123 --- appropriate standard classes, and then complete specific tasks at each rank. Specializations usually give only one In and one Out skill for each rank. Each ability from the specialization then requires successful In-Game Training to learn. Prestige & Custom Classes Some special or secret groups in the world have their own classes or specializations. There are always strict requirements one must meet before joining, and any skills you learn from the class will require in-game training to learn. Players can, with GM approval only, create a custom class, but it must be carefully balanced, often less powerful than a standard classes, and must make sense thematically. Even then, players will usually be told no. All prestige and custom classes must meet guidelines to keep them balanced with each other and the standard 15 classes. Prestige and custom classes can grant access to standard abilities in different combinations, though usually at higher ranks, and may include one unique ability. However, they are generally required to be less powerful overall to balance out the advantage of diverse and unique abilities. Prestige or Custom classes all follow the below template: Class Name: Restrictions: AV Limit, Warrior/Semi/Mage, Any other flaws Prerequisites: Tasks required to join and for each rank trained Rank 1 • Core In Skill (Limited) • Out Skill • In Skill • In Skill Rank 2 • Core In Skill (Full) • Out Skill • In Skill • In Skill • Unique Ability The class must have significant prerequisites for joining and training, and all skills will require in-game training to fully learn. All abilities must already exist in the standard classes, and must be placed at the same rank or higher than in their standard class. In Skill slots in one rank can be traded for additional Out Skill slots at the same rank, but not the reverse. If any of the abilities chosen are Spells, then No Armor must be one of the class' Restrictions. You can add additional Restrictions to get around some of the rules here, if your GM approves it. The "Core" skill for the class should reflect the flavor of the class, and you get a limited version of this ability at Rank 1 which becomes the full version at Rank 2. Fantasy Warplay - 2023 Rulebook 115 --- PAGE 124 --- The Core skill may be an Out instead of an In. A class may have one Unique ability, which must either be an Out skill or "Invisible", meaning that no one but you needs to know it for the ability to work seamlessly (i.e. it must use calls/effects that already exist!). An existing, non-standard ability, such a monster ability, may also work. In Game Training As discussed above, once you've managed to join a non-standard class, you will still have to complete In Game training to learn each of it's skills or spells. In order to do In Game training, you must choose one of the abilities you are trying to learn and, at the beginning of a set, let your GM know you are training for it. Your GM will give you a task to do which represents your character training at the ability. For the rest of that set you must actually roleplay this training while you play your character and go on missions. Usually, how much you practice will affect your chances of success. The task you are given will generally be acting as though you are trying to use that ability correctly, but with no in-game effect. For example, to learn Snare, you might have to practice by tagging opponents legs while In Combat and calling "No Damage". (Make sure that no one thinks your ability actually worked on them!) Notice that you will have to do this in actual combat and against opponents. Just tapping your friend on the leg all day while they stand there and let you doesn't require much effort, so you won't learn anything from it! Keep track of how many times you use the ability correctly and it would have worked. (So in our example, how many times you tagged an opponent's leg successfully.) At the end of the set, let the GM know and they will make a roll to determine if you successfully learned that ability. The more you practice the better your odds of success. If you fail the roll, you will have to start all over on that particular ability in another set. If you pass the roll, you now know the ability and it will work normally. If you have any more abilities to train, then pick another one to work on for the next set that you play in. 116 Fantasy Warplay – 2023 Rulebook --- PAGE 125 --- Elder Sorcery Elder Sorcery Elder Sorcery is the art of naming the world using the true words of creation to alter reality. This art was first mastered by the dragons and taught to mortals in the elder days. As it is meddling with the raw “stuff” of the world, Elder Sorcery requires a great deal more preparation and mana to create and successfully cast than the common "prefabricated" spells. The first step is to learn Elder Sorcery Words, which are the ancient first names for things given by the dragons as the world was created. These words can be used to make sentences to create an effect. When a character reaches Rank 2 in a mage class, they gain access to Elder Sorcery of that mage type and one custom spell "slot" for that class. They can either learn one of the standard Rotator spells from the guild or create one unique spell of their own. They are stuck with this choice until they master the class. Mages in multiple classes can use words from multiple schools in the same spell. Creating Spells In order to make an Elder Sorcery spell so you can learn and cast it, you must create an incantation using words from that mage type which describe the desired effect of the spell. But before you can cast the spell, you must first perform a ritual to formalize the spell and make it permanent. To do this you need five things: Words, Intention, Delivery, and Mana, and Flaws. If all of the below factors are not carefully managed the spell will fail or, worse, fumble on the creator with horrific effects. Elder Sorcery is a language used mostly by non-native speakers, the potential for mistakes is great! Fantasy Warplay - 2023 Rulebook 117 --- PAGE 126 --- 1. Words - Use words you know to make a sentence appropriate for the intent. There are two basic types of Elder Sorcery words: • Celestial words are a universal form of Elder Sorcery that all Elder Sorcerers use and make up the basics of the language. Anyone who learns Elder Sorcery may use Celestial words. • Elemental Words are based on the five types of magic: Flame, Storm, Life, Necromancy, and Nature. The Elemental forms are learned separately and make up the major verbs and nouns of a mage class' style. Mages may try to read words of an Elemental type they don't know, but the risks are great! 2. Intention - A clear idea of what you want the spell to do when cast. The sentences must always have a particular format: Type(s) of Elder Sorcery + the delivery + the words for the spell's effect. “With the Elder Sorcery of Flame, I use a ray to deal 10 damage!” “With the Elder Sorcery of Nature, I use my touch to grow my strength!” “With the Elder Sorcery of Storm, I use an aura to control your mind!” 3. Delivery - Choose the way the spell is cast on it's target - ex. ritual, ball, etc. Elder Sorcery can use any standard delivery or one of many special rare ones! The more difficult deliveries take more power and are more dangerous to use. You may use these delivery words in the spells you make. See the table on the next page for more info. 4. Mana - Mana is the 'fuel' that powers spells. Spent to make and cast the spell. You must spend at least as much mana to create the spell as it will cost. You must use enough in your ritual to make the spell, and choose a cost to cast the final spell. Spend enough for the spell to work right, but using more power than you can manage can be dangerous! 5. Flaws - Flaws are the counterweight to a spell that balances it out and seeks to keep the spell fair and usable. Mana can provide the raw fuel for a spell, but Flaws allow the spell to draw energy and power from the negative side effects it has and thus gives a spell more power without undo mana costs. All spells have flaws, whether you are aware of them or not, so it is best to try to build some in that makes sense for this spell. To have your spell created, you must get it cleared with a GM. Fill out a copy of the Elder Sorcery Spell Sheet in pencil and include your details on all of the five factors above. Give this sheet to the GM to review and they will roll to see how well your spell works out, and return the sheet to you with the spell in it's finalized form and 118 Fantasy Warplay – 2023 Rulebook --- PAGE 127 --- with their signature. Be sure to check the final spell! The GM likely made some changes based on their rolls. It's important to use the spell as the GM determined that it actually works! Delivery Types: Rolling for Spell Creation Many factors go into Type Effect Cost determining whether a spell works as the mage intended it Ritual Performed as an Out. Affects Low to. How well do the chosen targets within the ritual space. words fit the intended effect? Does the spell have a high Ray Affects anyone struck by the Low enough cost to actually power packet, AV0. the effect? How much care did Touch Tag a player/object with your Medium the mage put into the ritual to hand to affect it, UB. create the spell and are there any special considerations such Ball Affects anyone struck by the High as blessings, special abilities, or sockball, UB. unusual rituals? Your GM will consider these factors and Aura Affects all players within 10 feet. High more, and then make several rolls to determine if a spell Detonate Affects player hit by the spell Very works or if it fails. The system (usually a different delivery), High below is only an example! I then all players within 10 feet. encourage GMs to come up with Field Variable, effects a set area or a Variable their own systems to roll for single target. May be passively spells. "on" after it is cast. First, a GM looks at the Sphere Affects all players hit by the Very mages total level to see how sphere as long as it remains in High experienced they might be at motion, UB. using magic. I multiply the mage's level by 5%. Thus a level Cascade* Affects anyone hit by the spell Extreme 11 mage has a 55% chance of (usually a different delivery), success. There is also a fumble then another player within 10 chance of 10% - mage level feet (May cascade multiple times, divided by ten. or just once). Next, the GM considers Fork* As above, but affects two players Extreme how well the words, intention, within 10 feet (may continue to delivery and intended mana cascade and fork multiple times). cost all fit. If the spell as *Not commonly available! There are other possible intended is fair for it’s power deliveries Elder Sorcery, but they must be learned and cost and seems well- in game. Talk to a GM or your local Dragon. crafted, the GM may add to the success chance by up to double Success % = (5x Mage Level) + Extra Mana + (Up to the mages level. But if the 2x Mage Level) - (Problems) intention doesn't fit the words, the mana cost is unreasonable, Fumble % = 10 - (Mage Level/10) + (Problems) or the spell has other problems, Fantasy Warplay - 2023 Rulebook 119 --- PAGE 128 --- the GM subtracts from the success chance and adds to the fumble chance instead! Mana spent on creating the spell beyond what the spell is intended to cost helps to buffer your chance of success. Once the GM has the success chance they secretly roll to see if the spell works in each of the four areas: words, intention, delivery, mana cost, and flaws. If the roll is under the mage's success chance that part of the spell works. If the roll is above the success chance but within the success chance plus any extra mana spent, then that part works but perhaps with some complications. A roll that is above the mage's success chance plus mana means that part has failed and will not work right! Finally, should our unfortunate mage happen to roll within the fumble range, that particular part of the spell has been grievously bungled and will operate in negative ways, anything from casting on the wrong target to blowing up in the mage's face! Note also that using words beyond your ability (high OP or wrong class) can have withering effects on the caster, such as physically aging their body. Spellsheets and Spellbooks Once you have created your spell it must be recorded. Keep the signed sheet your GM gave you as a record of how your spell works. If you take your character to another league, that GM will need to see your spellsheet before you may use your spell. That GM also may rule your spell works differently there. You must use the spell as the local GM rules it works! Any spells you know or create MUST be cleared with your GM before beginning an event, or they can't be used. I recommend keeping your spells in a Spell Book - a prop that you can keep your spells organized in to avoid losing loose spellsheets, and can carry the book around in character. Either keep all your spell sheets in the folder or book, or use a book to record them in the first place (Your GM will still need to sign off on each spell). Celestial Elder Sorcery Words: OP Nouns Verbs Adjectives Adverbs Pronoun Prepositions Conjunctives Articles 1 chair am good now I at and a 1 color are bad then me on or the 1 cup use this here my in but one 1 dagger did little today you for so an 1 foot be big as your to as 1 hand begin long carefully that of 1 hat may short there this by 1 skin might bright pretty off 1 torch stand clean 1 wand tend small 2 hands was better rarely he after before two 2 feet were worse once him near since 2 flesh had farther very her with unless 2 sword been less not she from until 2 damage would more how what about after 2 cloak could much first each out 2 eye made some soon which down 2 ear fix down quite these up 2 rod draw hard really who 2 rope put soft slowly 120 Fantasy Warplay – 2023 Rulebook --- PAGE 129 --- Celestial Elder Sorcery Words Continued: OP Nouns Verbs Adjectives Adverbs Pronouns Prepositions Conjunctives Articles 3 torso cause best always it between because three 3 weapon is farthest never we before although 3 clothing do least tonight them across if 3 belt can most usually our during while 3 arm make worst up ours into when 3 leg like many no yours above than 3 staff go far tomorrow theirs below 3 food will well later others over 3 rune have all sometime 3 mirror invoke other 4 head open alert quickly against four 4 shield close broken still around 4 sound repair colorful yet behind 4 container eat curious away 4 coin drink circular fast 5 potion dance dense anywhere beyond five 5 scroll sing dull back except 5 herb act light alone like 5 window drop blunt seldom until 5 orb fill sharp immediately without 6 heart give ugly nowhere inside six 6 armor get pretty again outside 6 door jump dark 6 ritual kick slippery 6 someone let stiff 7 structure look stupid together seven 7 body must elegant 7 friend need huge through 7 missile pull smart 7 tunnel push brittle 8 building say regularly mine eight 8 wall shall 8 street 8 touch 8 item 9 brain new absolutely nine 9 fortress 9 foe 9 shop 9 bridge 10 city young everywhere ten 10 energy old yesterday zero 10 castle aged 10 spell 10 object Fantasy Warplay - 2023 Rulebook 121 --- PAGE 130 --- Flame Elder Sorcery OP Flame Verbs Flame Nouns OP Flame Verbs Flame Nouns 1 deal anger 5 cleave fire 1 warm warmth 5 scald ruin 1 damage light 5 char smoke 1 temper flame 5 wreck pillage 1 illuminate spark 5 combust pandemonium 1 kindle ash 6 incinerate incendiary 1 dry cinder 6 disintegrate sandstorm 1 crack ember 6 explode war 1 rush tinder 6 ambush disaster 1 glow howl 6 raze wildfire 2 heat rock 7 corrode destruction 2 injure hate 7 smash stone 2 hack frustration 7 boil bolt 2 hurt brightness 7 scorch jet 2 craze flash 7 implode desert 2 inflame coal 8 destroy inferno 2 parch fever 8 erupt pressure 2 rust blaze 8 collapse cliff 2 fracture flare 8 pulverize fallout 2 ignite pyre 8 ruin mania 3 burn insanity 9 seethe tremor 3 maim berserk 9 cremate hill 3 crush furnace 9 immolate chasm 3 break rage 9 demolish chaos 3 blast battle 9 infuriate anarchy 3 desiccate assault 10 annihilate mountain 3 rupture hostility 10 obliterate earthquake 3 attack disorder 10 exterminate lava 3 torch combat 10 dissolve magma 3 blister fight 10 sunder volcano 4 rend fervor 4 melt steam 4 shatter hysteria 4 burst fury 4 outrage roar 122 Fantasy Warplay – 2023 Rulebook --- PAGE 131 --- Storm Elder Sorcery OP Storm Verbs Storm Nouns OP Storm Verbs Storm Nouns 1 shock emotion 5 control flight 1 cool study 5 fly storm 1 slow vision 5 move wisdom 1 read mist 5 disrupt sage 1 look cloud 5 switch logic 1 speed mind 6 electrify water 1 stun sand 6 change thoughts 1 distract drop 6 vanish wave 1 identify breeze 6 command air 1 float attention 6 charge displacement 2 chill idea 7 counter blizzard 2 write wings 7 trick illusion 2 learn knowledge 7 reveal river 2 entrance shower 7 warp distance 2 daze veil 7 teleport glacier 2 swim trance 8 discover wind 2 sort fog 8 dispel sky 2 deny spray 8 shift passions 2 flow ice 8 return group 2 glide intent 8 stop moral 3 take confusion 9 steal will 3 see memory 9 avoid duration 3 hear sight 9 escape lake 3 thaw lightning 9 distance tornado 3 charm thunder 9 mimic reality 3 shimmer desire 10 manipulate ocean 3 confound hail 10 reflect ethics 3 immobilize snow 10 reform population 3 know tide 10 gain moon 3 assert rain 10 remain time 4 freeze alignment 4 obscure dreams 4 interchange intelligence 4 delay betrayal 4 bend sense Fantasy Warplay - 2023 Rulebook 123 --- PAGE 132 --- Life Elder Sorcery OP Life Verbs Life Nouns OP Life Verbs Life Nouns 1 heal joy 5 vanquish resistance 1 mend health 5 rebirth martyr 1 prevent valor 5 honor divinity 1 detect wounds 5 defy diplomacy 1 defend hurt 5 contain curse 1 calm illness 6 reduce justice 1 shelter burn 6 gain peace 1 restrain amulet 6 enlighten grace 1 soothe talisman 6 erase right 1 repel symbol 6 dismiss progress 2 protect life 7 infuse essence 2 resurrect blood 7 abolish sanctuary 2 restore boundary 7 excise emissary 2 return courage 7 sacrifice exorcism 2 renew rest 7 rescue wrath 2 replenish light 8 craft hope 2 cease cairn 8 build faith 2 guide artifact 8 raise enlightenment 2 numb glory 8 banish religion 2 inspire friendship 8 imbue temple 3 guard belief 9 transcend immunity 3 purify sleep 9 bless truth 3 cleanse barrier 9 enchant pacifism 3 judge guardian 9 sanctify dawn 3 condemn mind 9 forgive being 3 sustain relic 10 create plains 3 disenchant zealot 10 absolve spirit 3 disempower medicine 10 reverse soul 3 pacify discipline 10 exemplify sun 3 turn celebration 10 embody celestial 4 ward love 4 absorb idol 4 gather agreement 4 shield shrine 4 unify ancestor 124 Fantasy Warplay – 2023 Rulebook --- PAGE 133 --- Necromancy Elder Sorcery OP Necro Verbs Necro Nouns OP Necro Verbs Necro Nouns 1 scare fear 5 drain carnage 1 summon grave 5 die doom 1 sicken pain 5 exhume demise 1 spoil woe 5 sever dread 1 taint darkness 5 wither flaw 1 wrench seizure 6 fester undead 1 intimidate stench 6 kill dead 1 twist tears 6 rend despair 1 shame filth 6 infect bane 1 force blemish 6 cripple crime 2 rot spirit 7 flay famine 2 reanimate bones 7 corrupt crypt 2 bury terror 7 devour disease 2 darken vengeance 7 abandon moor 2 zombify wail 7 tax shade 2 famish scream 8 murder plague 2 graft greed 8 slay death 2 extract coffin 8 blackmail barrow 2 cut cruelty 8 haunt tomb 2 leach wrath 8 distort ancestor 3 putrefy corpse 9 curse night 3 poison carrion 9 exterminate tendril 3 raise horror 9 enslave umbra 3 exhaust sadism 9 torment dusk 3 defile pit 9 warp shadow 3 torture wickedness 10 eradicate swamp 3 siphon gloom 10 massacre void 3 sacrifice misery 10 slaughter atrocity 3 paralyze contagion 10 end degeneration 3 agonize ghost 10 betray outsider 4 decay ethereal 4 weaken nightmare 4 embalm skeleton 4 madden virus 4 shred agony Fantasy Warplay - 2023 Rulebook 125 --- PAGE 134 --- Nature Elder Sorcery OP Nature Verbs Nature Nouns OP Nature Verbs Nature Nouns 1 increase toughness 5 predict ferocity 1 touch reach 5 entwine terrain 1 grow size 5 weave soil 1 nourish path 5 stomp herd 1 bloom leaf 5 cultivate fauna 1 lull twig 6 transform species 1 lure vine 6 polymorph canopy 1 augment fruit 6 transmute vegetation 1 ripen dirt 6 magnify hush 1 shrink grass 6 mature instinct 2 conjure armor 7 trample symbiosis 2 divine strength 7 harvest tranquility 2 snare shape 7 regenerate woods 2 blend web 7 refresh primal 2 reform bite 7 amplify flourish 2 find root 8 recover forest 2 ask fur 8 overrun momentum 2 climb feathers 8 unforge crops 2 leap scales 8 invigorate wings 2 commune foliage 8 regrow cycle 3 renew tree 9 repopulate breed 3 animate plants 9 rejuvenate paradise 3 improve nutrient 9 wander cartography 3 call might 9 decompose land 3 thrive garden 9 overflow balance 3 hide claws 10 populate nature 3 locate flower 10 generate utopia 3 snag pollen 10 evolve earth 3 scry senses 10 morph seasons 3 change flora 10 harmonize age 4 vitalize form 4 birth animal 4 become seeds 4 scout thicket 4 hunt sinew 126 Fantasy Warplay – 2023 Rulebook --- PAGE 135 --- Adventuring As you move beyond the basics and begin adventuring in FanWar, you will need to know some of the ways we simulate things other than combat. In this chapter you will find rules and mechanics that you might run into on your adventures, such as how to loot other players or how we represent weather. Basic Adventuring Healing Healing your allies is an important focus for any party. Any healing done to a player while they are up/conscious will only heal 1 HP (or one Hack, etc.) at a time. Since most characters only have 1 HP, this will rarely be a problem, but is important to remember when playing as a monster. If a player is down/unconscious, any healing done on that player restores them to consciousness and also restores them to full Hit Points. Finishing a First Aid count will do the same. Either way, any Hacks they might have taken will still need to be healed one at a time. Read Magic Anyone can, with just a little practice, learn to sense if something is magical by touch. All you have to do is tag the object and call "Read Magic". Either your GM or the player using the object will let you know if the object 'feels' magical. This can be used to detect whether an item is enchanted (though not how to use it!) or sometimes to feel for other traces of magic in objects or left behind by spells. Looting & Searching (or "Taking What Doesn't Belong to You") Looting is the term we use for taking larger items from other players. "Loot-ables" are usually things which are held (like swords or shields) or larger worn items like armor or cloaks. These are things that are too big to be pocketed or tucked in a bag. To loot a player, simply tag the item you wish to take, call "Loot!", and count to 20 and the player will either hand it over or let you know that the item is Glued to them. Note: Armor always takes a count of 10 per AV to put on or take off of someone! It also follows the rules of Carrying. Glued items are items which have been 'stuck' to a player's spirit through a special technique known only to the Thieves Guild. Glued items cannot be taken off of a player's body (except through another secret Thieves Guild Technique™, of course!). If the item is not glued, then the looted player must hand it over. For a Glued item to be protected, it's owner must have it on them. Thus items which are left on the ground, such as a thrown dagger, can be picked up by anyone, even if it was still glued when the owner dropped it. If an item is not in its owner's possession at the end of an encounter, the item will be unable to stay glued and anyone can take it. Most people (and adventurers) will have their important possessions Glued, if they've had time to stop by a Thieves Guild. Searching is how you check a player for smaller "pocketable" items. To search Fantasy Warplay - 2023 Rulebook 127 --- PAGE 136 --- someone, tag them with both hands (usually on their shoulder), call “Search” and state something specific that you are searching for - Papers, Rings, Amulets, Keys, etc. - and then count to 20. When you have completed your count, they will tell you what you have found (if anything) and if it is not glued, they will hand it over. Note: Only Thieves can search for money by using their special Unglue ability! Consumables and Vials - Potions, Herbs, and Scrolls These uncommon items can generally only be used outside of combat as a ritual, but give the resourceful adventurer access to a wide range of useful and unusual effects. When used in combat, the use of a small blue “Vial” or “Potion Bottle” physrep is used to show other players the item is in play. Potions and herbs are both single use items, many of which are used to heal wounds, poisoning, illnesses, or even mana loss. Some potions have lots of purposes, such as glowing or creating an instant supply of rope, or simulating class skills. Both can only be made or used by someone with the right training. Scrolls are much more difficult to come by, but usually allow for a single use of a spell or skill, sort of like a disposable magic item. Scrolls usually can be used by anyone. See your GM's sourcebook for what kinds of consumables are available in their world. Sleep & Food Many adventures are too intensely focused on their quests to remember to do such mundane things as sleep and eat. But be warned, ignoring one's bodily needs can take a serious toll on one's mental and physical state! If you do not sleep, you will be unable to refresh your mana. For every day after the first that you go without sleep, you will be at -1 to your base mana. Likewise, for every day past the first that you neglect to eat, you will be at -1 to you base HP. These negatives can only be recovered by taking care of yourself. Once you begin sleeping and eating normally, you will recover at a rate of one point restored per day of proper sleep and nourishment. Take care, if you don't you can eventually starve or go insane altogether! Illness & Disease Characters that become sick or ill will be at reduced HP and mana while the symptoms last, and may have other symptoms as well. The severity depends on the specific illness. Most illnesses pass with rest and treatment, but some more serious diseases can be long-term or even permanent and may cause greater harm, such as hacks, insanities, or death. Diseases can be caught in the same ways one might get sick in real life, and there are also some stranger diseases out there that can affect you in ways unique to the game world. Your GM will give you any details you need to know about a disease if you catch one. Depending on the disease, it may need to be treated through rest, medicine, herbs, or magic. Insanities In Fanwar, an Insanity is a temporary or permanent change to a character's mind and mental state. The character's player must roleplay this change, which might alter a character's abilities, how they interact with certain situations, or things they believe are true about the world and the people in it. Some insanities in Fanwar can have outlandish affects on a character, but others are based on real-world 128 Fantasy Warplay – 2023 Rulebook --- PAGE 137 --- mental illnesses so it is important to be respectful when roleplaying insanities. Insanities can be gained in a number of ways, most commonly through mana loss or sometimes spells or curses. Whatever the source, when a character gains an insanity, the GM will let the player know what it's effects are and how severe the insanity is. Keep in mind that your character doesn't know that they are insane even if you, the player does! Depending on the kind of insanity, they may find out or be told, but the insanity itself may mean they won't (or can't) believe it! Usually you will be given a card which explains how to roleplay the insanity and lists what it's effects are at different severity levels. Insanities can be Minor, Moderate, Severe, or Extreme. If a character already has one insanity, effects that would give you another insanity will usually increase the severity of the existing one instead. If you have a temporary insanity and would gain a permanent insanity, (such as by dying and pulling a black stone) the temporary one becomes permanent instead. Each step up makes the insanity harder to cure and comes with added complications. You will have more severe downsides you must roleplay and may sometimes have upsides as well. Refer to your GM or your insanity card for specific details. Curing an insanity can be done by receiving appropriate treatment, usually from a Life Mage who can cast Cure Mental Illnesses. The mage must be high enough level to treat your severity of insanity. The level needed will be listed on your card or given by the GM. If a mage of high enough level casts Cure Mental Illness on you, you will have begun a month-long process of reducing the severity of your insanity. For that month, you can pay 1 mana to temporarily reduce the severity of your insanity by one step for one encounter. If, at the end of a full month, you haven't gained any new insanities then you will be permanently at the next step down. If, however, you would gain an insanity during this month, the treatment fails and your existing insanity goes up one step from where it started. Higher severity insanities take higher level mages to treat, but with time and care an insanity can eventually be reduced to Minor severity, and then removed entirely. However, if an insanity ever goes from Severe to Extreme, it becomes untreatable for the rest of the season, and can only be cured over several years as a Timejump goal for your character. Pain Damage The effects of pain are often overlooked as players (thankfully!) don't actually feel the wounds their characters receive in battle. Sword wounds, broken bones, and burns from fireballs would hurt a lot! When a character is dealt pain damage, this is representing extreme forms of pain, beyond what even adventurers are used to. Pain damage is called as “Pain level X”. If you are hit by the attack and your character's total level is less than the number called, then you take a -1 counter to your mana. Each hit will add another such counter. If your level is X or higher, then you don't take the counter, even if you get hit several times. Losing mana in this way is not the same as spending it or having it drained. A -1 counter means that you will stay at -1 to your mana, even if your spent mana refreshes between encounters, until that -1 counter can be removed. Removing pain damage will generally require the use of the Life Mage spell Cure Mental Illness. If you die and are resurrected, these counters will also be cleared. Fantasy Warplay - 2023 Rulebook 129 --- PAGE 138 --- FanWar Hand Signs The first thing you will need to know for some of the following rules to make sense are the different hand signs we use in FanWar. Certain parts the game, like flying or magically turning into a tree are a little tricky to actually do, so instead we use special gestures to help players see what is going on in the world of the game. Soaring Diving/Digging Out of Game Hiding (Two fingers up) (Two fingers down) (Fist on head) (Open hand over face) Invoke Treeform Burning Ethereal (Item/Hand raised up) (Hands held up) (Fingers wiggling) (Open hand on head) Terrain FanWar is a game of imagination in which we picture a fantastical world around ourselves as we play. But for ease of play, it helps to use real, visible markers for different types of terrain. Below are rules for terrain and how to use it. Walls & Cover Some types of terrain are simulated with markers placed on the field, such as ropes and cones. Ropes laid on the ground can mean many things but, unless your GM says otherwise, they usually mark a Low Wall. Low Walls are barriers that would be difficult to step over mid-battle without getting hurt, but can be fought across. Players are allowed to attack and throw missile weapons and spells across 130 Fantasy Warplay – 2023 Rulebook --- PAGE 139 --- Low Walls in either direction. However, if you step across the rope, even on accident, your character is knocked unconscious. Low Walls can only be passed by going around them or by using abilities like Gliding, Leap, or Climbing (though everyone is assumed to be able to Climb over most Low Walls in a 20 count if they take no other actions, call Climbing, and mime scaling the wall). Sometimes a rope or other marker indicates a High Wall. In this case, you cannot fight or shoot past the wall, but might still be able to Soar, Leap, or Climb over it. Cones can represent many different things, but when used as part of a wall, a cone represents a pillar or taller section of wall that you can take cover behind. To use this Cover, tag the cone with your foot. As long as you have one foot in contact with the Cover, your waist down in considered not able to be hit, to represent that you can take shelter behind your cover. You can still shoot and fight from cover. Red ropes (or Red and White Jump-ropes) with small red cones on them are used to indicate rock or other taller features that can be climbed up onto for additional Cover. High Terrain operates like a one way Low Wall in that you must climb over it by calling “Climbing” and taking no other actions while you mime scaling the wall, and then you may step across the line unharmed, but unlike a Low Wall, you may step out of this area freely without any penalty. This type of terrain grants anyone inside the marked area Cover (waist down is not able to be hit), no matter where they move inside the High Terrain. Others within this marked area CAN strike these players on the legs as if they had no Cover. Flying, Soaring, and Winged Flight Some creatures and characters have the ability Flying, either because they have wings or some kind of power. Flying creatures can simply Glide over obstacles like water. They can also choose to Soar up out of reach of other players. To Soar, call "Soaring" and count to 5, then hold your fist in the air, with your first two fingers pointing up. This indicates you are flying up high, out of reach of all melee attacks. You can only be hit with missile weapons and missile spells and can also only attack with the same! To get things you have thrown, make melee attacks, or interact with players on the ground in any way, you must first call "Descending", count to 5 again, then put your fist down. You're then back in range. Winged Flight - Some creatures are able to fly because of magic, but other creatures are simply using their wings to do so. Creatures with winged flight rather than magical flight have slightly different abilities. Beings with Winged Flight have Speed if they are Soaring and not carrying anyone. (Can leave an encounter by calling Escape and counting to 5. You may return to the encounter from any edge after counting to 20). Beings with Winged Flight have the disadvantage that if they are wounded they drift to the ground and are considered touching the surface of whatever they land on. Beings with magical flying are always considered to be Gliding off the ground, even while unconscious. Digging Digging allows you to perform a stationary Escape (see Rank 3+ Assassin) if you are in soft soil or sand (see GM). Fantasy Warplay - 2023 Rulebook 131 --- PAGE 140 --- Water, Diving & Drowning Often times you will find yourself adventuring near or over rivers and oceans in the game world. We usually assume any paved areas in our play space represent water (this also helps keep us out of the way of pedestrians!). We often mark out areas that are considered Water as well by enclosing parts of the field with a blue rope (or blue and white jump rope) with small blue cones along it. Sometimes we mark out boats (see Boats) or bridges where you can cross safely. Certain skills also allow a player to swim in or fly over water, but for most players stepping into water can be very dangerous! If you step into water (even just one foot) you are immediately wounded, just like you were knocked out. This represents someone without training struggling to swim. You are effectively unconscious and cannot move yourself. As long as you stay in the water you are Drowning: every 20 count you take 1 damage, starting at 0 HP and moving down through the negatives. At -4 you will die of drowning. Water can be either Shallow or Deep. Unless your GM says otherwise, assume paths and other water areas are Shallow Water. Shallow Water works as above, but can be forded safely by big creatures (size 5+) who are immobilized if they step in water and can take a step every 20 count only. Undead are similarly unaffected by drowning and thus can also move this way through water. Creatures size 8+ completely ignore Shallow Water as it would not hinder them in any way. Items dropped in shallow water sink to the bottom, but can be reached and fished out with other items or after the battle. No one can Dive out of reach in shallow water. Deep Water, such as at sea, is different in that it is deep enough to Dive in, and far too deep to ford. Items that sink are gone and out of game, but might be retrievable with Diving after the battle. Undead who decide to walk through deep water sink to the bottom and are out of game as well. Characters with Swimming can enter water with no ill effect and move freely. Players with Diving can move underwater. You are visible only as a shadow of your size. Unless you can breathe underwater, however, you must begin to Ascend again within a 20 count! Climbing & Trees Certain creatures and classes have the skill Climbing which allows them to scale objects like walls, cliffs, and trees to get up out of reach of other players. While we generally use trees in our play space to represent trees or other terrain, we never actually climb these trees as it would be unsafe for us and might harm the trees. To use Climbing to “climb” up or down an object, just stand next to it and call "Climbing" or "Descending" (just like Soaring above). Until you descend, you must stay by the tree or other object you climbed up, with your fist in the air touching it. Light & Blindness When adventuring in dark places such as caverns or dungeons, or when it is night in game we use special mechanics to simulate light and darkness. Torches are props that are held in one hand and provide light in a 10' radius around their holder. Other abilities, such as the spell Mage Light, can also provide light and sometimes in much larger areas. 132 Fantasy Warplay – 2023 Rulebook --- PAGE 141 --- Any player without a light source or a special ability to see in the dark is considered Blind. For safety, we don't actually close our eyes to simulate blindness. Instead, blinded players must keep their chin held to their chest and only look down at the ground. This limits your field of vision to simulate how hard it is to see in the dark. You may, of course, use all of your other senses freely, so listen carefully! Rough Terrain & Slow In places like swamps or thick snow, you may be Slow which means you can only walk due to the bad terrain. Until you leave that area, you can't run! Some areas may even Snare you if you run, or even every time you take a step. Your GM will let you know where these areas are or mark the field with double stacked cones. Other Terrain You may run into new and different kinds of terrain or special ways of staging encounters to represent strange or dangerous environments, anything from precipitous mountain cliffs to the deck of a speeding airship. In any unusual encounter like this, your GM will lay out the special conditions and rules at the beginning of the encounter. These conditions may differ from the usual game rules, depending on what the GM determines is the best way to represent the situation. Pay attention to the special conditions and remember Rule of Life #3: Make it Work! Weather Sometimes you have to contend with extreme weather. Weather can cause all kinds of effects, such as high winds that Knockback travelers, extreme heat that deals damage over time, Freezing cold blizzards. If severe weather is present in an encounter, either the GM will announce it's effects or it may be represented by players acting as the weather instead of monsters. They will deliver the effects of the weather by calling the effect and tagging you or using props like packets, balls, sashes, hula hoops, etc. Adventurers can protect themselves from weather by dressing for it with cloaks, hats, etc. The right gear will reduce the effects of weather. Equipment which provides Weather Protection will deboost damage from weather by one bracket. Additional different items will help deboost the damage further, but it takes five more items to deboost an additional bracket. Usually this will only protect you from the damage that weather might do. Other effects, like Knockback or Slow, will still apply. Boats & Missions at Sea Some missions don’t take place on land at all, but instead happen on a ship or boat! Since we don’t want to try to run our missions in actual water, we have some Fantasy Warplay - 2023 Rulebook 133 --- PAGE 142 --- basic procedures for how to do a mission when it takes place on the deck of a ship. Instead of trying to move the boat around on the field, we imagine that the ship is moving and just have creatures and other boats along the way set up next to the marked area so it is easy to role play. Sometimes you will run into pirates trying to steal your ship and treasure, rampaging sea monsters, or even a storm that threatens to destroy your masts and leave you stranded. No matter what the mission, sailing can make for an exciting and perilous style of adventure. Boat Rules On the next page are detailed rules on how we represent and interact with the various parts of the ship. Usually we mark out an area with ropes or pipes in the shape of the deck of the boat. Another area next to the "deck" is marked as the hold (if there is one) and characters that are standing in that area are considered to be inside the ship, not on the deck and they can't interact with players "above decks". Your GM may allow battle in the hold, or may consider entering the hold to be "leaving the encounter". Everywhere outside of the marked boat area is considered to be water. The sides of a ship function similarly to High Terrain, which means that players can attack over them in either direction, but can't easily move past them. Players on the inside can simply step off the side of the ship (but will be drowning unless they can swim!) Players on the inside can also Carry another player aboard freely. Players on the outside of the ship must count to 20, without being interrupted, in order to climb aboard. If a player has the skill Climbing, they can climb on with a 5 count. Players with Gliding can simply move over the wall. We also set up some markers, usually buckets, to be the masts of the ship. If the masts take too much damage (represented by balls dropped into the buckets) they will break, leaving the ship unable to sail and her crew (you!) stranded at sea. The hull of the ship itself, while tough, might be damaged by larger foes like whales and sea serpents or even ballistae fired from enemy vessels! For a ship to stay on course and under control, it must be sailed by an experienced sailor or corsair who knows how to both navigate at sea and manage all the complex rigging of a large sailing vessel. An off-course ship could leave a crew stranded and an out of control vessel is a danger to everyone in the area! Row Boats Smaller boats like row boats and dinghies are represented with hula hoops laid on the ground. Most larger sailing ships are assumed to come with a few row boats (often one per mast). These row boats can be deployed to engage other vessels 134 Fantasy Warplay – 2023 Rulebook --- PAGE 143 --- Row boats are size 4 (to Carry them out of water), but can hold any number of passengers that can all fit at least one foot in the hoop. Down players in the hoop will move along with it. Row boats may be moved by anyone standing inside of them by simply calling "Row... row..." and moving the hula hoop with their foot. If opposing players both want to move the boat, it will not move until one or the other player gives up or is dropped. (Don't try to use physical force to move the hoop!) Fantasy Warplay - 2023 Rulebook 135 --- PAGE 144 --- States & Effects Resistance, Immunity & Vulnerability Before we talk about effects in the game, we should know how to talk about whether or not they will work on a character. If a character is resistant to a specific effect, it means that effect will fail on them. For example, a Barbarian with Magic Resistance will take no effect from a Fireball! However resistances are not absolute. Attacks which have been warded will cut through as though the resistance weren't there! For an absolute defense, a character must be immune to the effect. For example, an Elf with her Immunity to Mental Effects won't be affected by that same Barbarian’s Threat Vitals, even if it is warded! Lastly, if a character is vulnerable to something, that means that they can never gain a resistance to that thing. A Barbarian who is Vulnerable to Magic would take every spell that hits her, regardless of any skills she might know. Immunities, on the other hand, are not countered by vulnerabilities. For example, an Elf could be Vulnerable to Charm, but would still not be affected by a Charm spell, as they are immune to mental effects. Devouring Some creatures, specifically large and carnivorous ones, will eat characters in combat. To devour a player, a monster will tag the player with both hands and call "Devouring" then count to 20. After a 20 count, one 'size worth' of the player is eaten. If they were not already dead, this kills them. Monsters usually will devour a number of 'sizes' equal to their own size, before being full. If a player has all of their 'sizes' devoured, their body is then Ruined (too damaged for them to simply be resurrected or to Regenerate). They must first have a Summon the Dead ritual cast to reassemble it. Any items the player was wearing, such as armor, are Shattered and any small pocketables, like gold, will have been eaten. Items they were holding (such as weapons) are usually left behind on the ground. Fire & Burning A down player can be set on fire by holding a torch to them for a 20 count. During this time, and while burning, any regenerating is paused! Anyone can put out a burning player by calling "Extinguishing" and tagging them for a 20 count. As with Devour, fire will consume a player's body at a rate of one 'size' every 20 count unless it is put out. After the first size is gone, the player is killed if they were not already dead. If a player has all of their sizes consumed, their body is Ruined and will need to be summoned before they can be resurrected. Any items the player was wearing, such as armor, are shattered by the heat, as well as any small pocketables. Held items will be left undamaged. Items are still glued, as the body is not Destroyed. Shattered & Destroyed Items Certain abilities and effects in the game can damage or even completely destroy items. If an item is shattered, it no longer functions as it did before. A shattered weapon only deals vitals damage. A shattered shield will no longer blocks AV0. 136 Fantasy Warplay – 2023 Rulebook --- PAGE 145 --- Shattered body armor gives no protection. Other shattered items likewise can longer do what they are meant to do. You don’t have to drop the shattered item, since you can fix it later, but it won’t work as well for the rest of the fight. Items that have been destroyed are completely gone. There is nothing left of them to repair later. If an item is destroyed in the game, you must drop it and remove it from play (set it out of the game space, or have a GM take it for you). If you are in the middle of a fight and can’t take off the item immediately you can inform those around you, or ask to call a hold. Poison Some enemies or creatures may use poisoned weapons or bites. If an attack Poisons you, you begin taking -1 to your HP every 20 count. At 0 HP you will fall unconscious. At -4 you will die from poison. These are -1 counters, not damage, and thus can't be simply healed or regenerated, like damage. Antidotes in the form of potions or herbs can cure Poisons, as can the Life Mage spell Healing Touch. The default type of Poison applies -1HP counters, but there are also other kinds of poisons which have effects other than damage. These poisons will always have an effect stated in their call and, instead of dealing damage, will repeatedly apply that affect to the victim on every 20 count. For example, the call "Knockout Poison" means the victim will take a Knockout every 20 count until the poison is cured. In this case, the Knockout Poison would continually interrupt attempts to First Aid the victim, since both effects take the same 20 count, and instant healing like Medicine Ball would only keep the player up for a few seconds at a time. Venom Some enemies or creatures may use venom, which counts as a Poison, but doesn't have a count. With Venom attacks, the damage or effect called counts as being caused by Poison and only clears in a way that Poison would clear. Thus, if someone calls “AV Venom Hack,” the Hack caused by that strike cannot be healed except by effects that will clear poison such as Healing Touch, Antidotes, or Herbs (out of combat). Venom is called like a damage type, not a modifier, and usually can only trigger from a damaging attack. Some creatures might have Enhanced Venom which can trigger of non-damaging attacks like Snare, Earthbind, or even Shock Touch! Beings with Enhanced Venom will usually state which abilities they have can be Venomous. Treeform Characters in Treeform are transformed into an actual tree. They are totally immobile and can't take any actions but are fully aware. While they can't be targeted by skills/spells or harmed normally by attacks, it is possible to affect Treeformed players in the same way as you might a normal tree and do things like slowly cut them down. The player inside is still unharmed and may still revert to their normal form at will. Other players may tag a Treeformed player with both hands, pay a mana and call "Force Revert" to force them out of Treeform. An unconscious player who is Treeformed remains unconscious and thus unaware. They can't revert on their own. Fantasy Warplay - 2023 Rulebook 137 --- PAGE 146 --- Hiding & Invisibility Some characters and monsters can become Hidden. If someone is hidden, they will hold their hand in front of their face with their fingers spread out. Unless you have special abilities, like Scouting, you can't see a player who is hiding! This can be tricky, but do your best to pretend you don't see them and play like they aren't there. Remember that you can hear them, listen for snapping twigs or sneezing monsters! If a hiding player attacks or moves something, they are revealed. Some rare creatures have the ability to be truly Invisible. This works much like Hide, except that Scouting and most other abilities won't let you see them and they can often move and attack without becoming visible. The handsign for true Invisible is the same as Hiding, but the player must continually open and close their hand. Ethereal You may encounter some creatures with the ability to move between the real world and the ethereal plane, the native plane of spirits, such as ghosts or other undead. If a player is ethereal, they will hold an open hand on top of their head. While a player is ethereal, they can't be seen by, and cannot interact with, anyone who is material (not ethereal). This means if someone is ethereal, you have to pretend like you don't know they are there and you can't talk to or attack them. They can't talk to or attack you either but they can see you! If two players are both ethereal, they can see and hear each other but they still can't interact, nor can they use any abilities! Any ongoing effects used on them while they were material will continue and finish while the player is ethereal. If they want to fight each other, one of them must call "Duel" on the other (all ethereal players can call Duels on each other, see Samurai). They are now visible to players on the material as well, but are effectively in a Duel. The loser is left on the material plane, the winner returns to the plane they started on. This is actually true of Duels in general, including those called using the Samurai skill Duel, but since both players probably started on the material plane, it usually won't matter. Mounts & Riding If you are mounted, such as on a warhorse, suit up as your character but wear an animal print sash hanging from your belt. When you are riding a mount, you have all of its transportation abilities (such as flying or swimming), but none of your own. You do not gain any of the mount's other abilities unless you train a specialization that allows you to do so. Only Domesticated animals can be easily ridden as mounts; other animals are not trainable by normal means. When riding a mount, you and your mount count as one entity and if dropped both you and your mount drop. You only have the HP and other stats of whichever being you are playing as. Often, a GM will rule that a mounted players legs and feet have certain traits of their Mount (protection from fire, weather, etc.), while their torso and arms do not, simulating enhanced effects without making the rider impossible to target. If your mount has HP, a GM may allow your legs to Deboost damage to simulate your mounts ability to absorb damage. 138 Fantasy Warplay – 2023 Rulebook --- PAGE 147 --- Illusions Sometimes you may run into people or things in the world which might not actually be there! There are many different ways in which an illusion of a person, thing, or sound might be created. Illusions behave just like the real thing and can even hurt or kill you if you aren't careful! However, it is possible to pay 2 mana and call "Disbelieve" at a specific Illusion. If it was really an illusion, this will (usually) cause it to vanish immediately. If it wasn't this does nothing. Being Resistant or Immune to Mental Effects makes you Adept at this (it only costs 1 mana). Charm, Binding, & Allure There are three types of control that can happen to you in the game that will make your character switch sides or be taken over by another player. The first, Charm, is the only kind you will encounter in battle. The other two might happen to you, but would be out of combat where the GM will have time to explain what happens. Remove Charm will work on any of these types of control unless the spell or effect specifically states Remove Charm will not work. You must be aware that you are charmed, bound, or allured to someone for the effect to work, as you can't act on something you, the player, don't know about! For example, if you are "Bound to all Musicians" you must follow all the requirements below toward anyone you know is a musician, but only once you know or think they are a musician. Charm Your allegiance has flipped completely. Whoever you perceived your allies to be, they are now your enemies, and whoever your enemies were, they are now your allies. This is without regard for who Charmed you! You don't look to be in your right mind and players may ask "Do you look charmed?" To which you must answer "Yes." Charm does not end when you go unconscious, but does end if either Remove Charm is used on you, you die, or the Encounter ends. Any time you are charmed, your mental state “refreshes” regarding targets that have opposed you for aggressive etc. Fantasy Warplay - 2023 Rulebook 139 --- PAGE 148 --- Binding You will not allow your master to come to harm through action or inaction. You will treat your master's allies as your allies (you will not attack them unless provoked). Your alignment has not changed and your personality is unaffected, but you must protect and keep your master alive but that is all. They cannot command you to turn over you items or do specific things for them. Bindings aren't obvious or visible like Charms, so players can't tell by asking if you look Bound. Bindings don't end at the end of the encounter. Allure You want to do whatever your master tells you to do. You are totally loyal to your master and will not allow them to come to harm through action or inaction. You will do whatever they ask because you are so fanatically loyal (the magic isn't forcing you to take action, it makes you want to take the action). This rare and dangerous type of control is usually employed by Nymphs, Vampires, and other manipulative, generally evil, creatures. Note that in bindings you are aware you are under the control of the other person and can attempt to thwart them within the confines of their control over you, much as an animal on a leash will attempt to yank or bite the tether. With allure you are not aware, it is more akin to being insane, blurring reality and reshaping it to change what you believe to be true. Allure does not end at the end of the encounter. Charm is cast as a Tag. It costs 1 mana to use and can only be used once per encounter per Tier of the user. Bindings and Allures are usually applied as a 10 minute Out of Combat Ritual cast upon the target. Thus the target must either be knocked out or willing to sit still for 10 minutes! Bindings sometimes come from flaws of magic items, in which case they apply immediately and for as long as you are using the item, and go away if you stop using or lose the item. This means some bindings can turn "on" and "off" suddenly! Abilities Sometime Scale There are some abilities which use a scaling system so that small points can be added up to gain advantages. Strength and Intelligence are two of these stats that can be broken down by points if a GM chooses to do so. What follows is the abilities associated with various levels of Strength and Intelligence and the corresponding names we use for those levels. Strength Scaling Chart • ¼ Strength, Can’t use anything but custom sized items. • ½ Strength, Can only use weapons two feet long or smaller • 1 Strength, Can’t use two handed weapons. • 2 Strength, Average • 3 Strength, Average • 4 Strength (Beastly Strength), Can use Two handed weapons in one 140 Fantasy Warplay – 2023 Rulebook --- PAGE 149 --- hand. Can carry with one hand. Can run while carrying. • 5-10 Strength (Improved/Ogre Strength) - Improved Armor Piercing +1 Carrying Capacity • 11-15 Strength (Giant Strength) - Melee damage boost with two handed convoke. Boulder Throwing. +2 Carrying Capacity • 16-20 Strength (Supernatural Strength) -Deboost any melee attack to make it AV0. Can spend a mana to shatter any held item in a 20 count.+3 Carrying Capacity • 21-25 Strength (Monstrous Strength) - Deal base 5 with all attacks. Can Invoke AV0 with all attacks.+4 Carrying Capacity • 26-30+ Strength (Colossal Strength) – Deboost any melee attack to make it UB. Can shatter the weapon you are making the strike with to Call “Shatter: Adept” on that strike. +5 Carrying Capacity Intelligence Scale Chart- [note- Animal Intelligence describes the beings type, not level of intelligence] • ¼ Pre-Verbal • ½ Stupid Stupid creatures are easily tricked and don't know when they are in danger or not. They'll leap off cliffs in pursuit of enemies, etc. and have a basic disregard for the laws of nature and their own safety. • 1 Dense They have a basic sense of reality but often forget what they're not immediately concerned with. They don’t retreat even if they can’t win a fight (don’t realize they can’t win). They don’t search people for goods, forget items are magic, can't fake their intents well, and hide things in rather obvious places. • 2 Low You are basically not very bright and take longer than normal to assess what is going on and what to do about it. You will think of things in rather simple terms, and may get confused by complex problems. You tend to prefer action to strategy and do things rather than think them through. • 3 Average • 4 Bright* (+1 effective level at all trade crafts and saving rolls) • 5-10 Brilliant* (can use alternative convokes in combat in place of Invoke) • 11-15 High (can use alternative convokes to deboost an attack by calling “Deboost” - max uses = to your Rank per enc. - journeymen get no uses, innate Ranks don’t count either) • 16-20 Very High (at start of encounter select an ability from the Very High Int Chart). • 21-25 Extreme - as above, but gain 3 of the listed abilities for the encounter at any time and Deboost effect becomes a full prevention. • 26-30+ Divine Like* These beings have a profound understanding of the universe that only deities could begin to fathom. You are allowed to meta- game in order to role play this kind of intelligence effectively and can Fantasy Warplay - 2023 Rulebook 141 --- PAGE 150 --- assume you know the answer to any question posed to you. Generally speaking a being with Divine Like Intelligence will never take any effects from beings that are not at least Very High Intelligence, having predicted everything anyone would do. Very High INT Predicted Abilities Chart: These abilities are gained at start of encounter and last until the end of encounter. 1.Resist Chosen Spell 6. Reflect Mental Effects 11:Any Standard skill or spell. Delivery 2. Resist Chosen 7. Reflect Immobilization 12:Gain Spell Immunity Elemental Damage effects (Hack, Earthbind, Hexproof (Chosen Class Spells) Type Snare, etc.) (vs opponents only) 3 Prevent effects that 8. Gain Improved Accuracy 13. Count as a specific other strike your held items (passive once called) species instead of what you are. (weapons/shields etc.). 4. Resist Death Effects 9. Gain Improved Dispel Visual Detection (Spirit and Death while down. Magic (dispels all spells, not Guide,Scouting, and Detect just named spell). Illusion – sight only) 5. Immune to damage 10. Gain Skill Immunity 15. Resistant to one chosen in a specific zone (or Hexproof (Chosen Class Trade/Craft (Tracking, Courtier, open zone) Skills) (vs opponents only) Diplomacy, etc. 142 Fantasy Warplay – 2023 Rulebook --- PAGE 151 --- The World Game Worlds (Roekron, Teriock) The world where your character lives is called the Game World, because it isn’t the same as our world. The Game World is like another planet where the rules of science may be different, and where people from that world have developed through their own history. The world we play in has two main regions where characters adventure: Roekron and Teriock. In this world, there are all the things you would expect, such as mountains, rivers, forests, swamps, and oceans. The parts of the world that the people of Roekron and Teriock know about is mapped out, but there are many more places yet to discover that characters can find out about. Towns & Cities At a FanWar event we usually have a city or town that we imagine is our character's home and all the characters live there. Some towns are poor and only have simple items for sale. Others are very wealthy and have expensive things to buy. The wealth of your town is called it’s “at” or @. If you are in an @20 town, the most expensive things for sale cost 20 gold, and you can’t buy things that are more expensive in that town because they simply aren't available. There are also local leaders, referred to as "Innkeepers". These are characters in the world like local rulers, important guild leaders, or sometimes even just the actual innkeeper. These are influential people who rule or work in the town or region. The Game Master usually plays one of these "innkeepers" in the inn to tell the players what’s going on in the world and inform them of missions that are available. Innkeepers are also an important source of information, but keep in mind that each one of them is their own character with their own perspective and agenda. The Inn Usually when the game begins, all the characters gather together in what we call the Inn. We imagine that all the characters are sitting inside with food and drinks and they are meeting with someone who is in charge of the town or city. This is usually the Local Lord or Lady, but sometimes it is simply someone who runs the Inn. Whoever it is, they are your contact for what’s going on around town and they post the missions that can be chosen on the Mission Board. Characters then discuss and debate what the best course of action is and what they should do to protect their town, gain more resources, solve pieces of the plot, or explore for new missions. Fantasy Warplay - 2023 Rulebook 143 --- PAGE 152 --- Voting on Missions You don’t always get to do whatever mission you want. Sometimes you will be ordered out on a mission and it isn’t a choice. The Inkeeper may just tell you what to do and you will be under orders to do it. But most of the time you get to vote. The Innkeeper will ask people for suggestions of what should be done and characters may have a chance to argue in favor of a particular mission. This is called “Soap Boxing” where you stand up and tell everyone why you think your idea is good. Once a few missions have been suggested, each is voted on. In FanWar you can usually vote for as many of the items as you wish. You can vote for all the missions except one, or just your two favorite missions. This ensures that the mission that has the most overall interest gets done, and helps to establish the second place mission which usually is done right after the first. Baddying & Playing Characters In LARP we all must take turns being monsters. If everyone went on every mission, who would play the creatures to battle or the people you meet? We have to have someone to play the other team or "baddies". The players on the mission are taking their turns as the main characters of the story. Whoever doesn’t go on the mission puts on purple jerseys (or pinnies) and gathers up with the Game Master to hear what roles they will play. After the mission, these roles reverse and the baddies get to switch and play as their characters for the next mission. It's a bit like preparing for a play. Each person gets a role from the GM and then tries to act out that role exactly as the GM tells them to. When you are being a helper in this way we call it playing a “baddy” because you are often something bad that the heroes must fight. But not always! Sometimes you will not be bad at all, but something very friendly, so listen carefully to how the GM asks you to act and don’t let the name confuse you. Baddies aren't always trying to beat the goodies in a fight, sometimes you're likely to lose the fight, but make the scene fun in another way. To be the best baddy, focus on acting and playing your role well! Missions A mission is the quest that the characters pick to do. It might be fighting some troublesome Ogres that are attacking the town, helping some farmers to drive off dangerous animals, or even investigating the death of another character. A mission usually involves players suiting up (putting on all their characters equipment and costume), gathering up where the GM tells them to, and then beginning the roleplay - acting out their characters on the mission. Since we don’t want to hike all over the park we usually carry out missions in small sections called moves, which are like scenes in a play. 144 Fantasy Warplay – 2023 Rulebook --- PAGE 153 --- Moves A move is an amount of travel in the Game World. If you're on a mission and it is far away, it might take you several moves to get there. Each move is a chance for an encounter if something unexpected happens on the way to or from your quest. Missions on the board show how far they are with >'s to show the number of moves. Encounters Each mission usually consists of several Encounters, a few encounters to get where you are going, one to do the actual mission, and possibly more to return home. We usually run all the Encounters in a row, so that players can be ready to pick the next mission they want to do when their mission ends. It's assumed that the characters are traveling between encounters and have some time to rest. Between encounters your mana will refresh, unless the GM says you can't take time to rest. Waves & Reinforcing Each encounter can be further broken down into waves. Since we don’t often have enough people to run an entire army of monsters all at once, we simulate this by running the battles in waves of enemies. The Game Master will call a hold and all the baddies will gather up (the characters usually must remain where they are!) and then they will enter the battle again as the next group (or wave) of monsters that has arrived on the battlefield. A single battle can have dozens of waves in it! Sometimes, instead of pausing the battle to set up a new wave, the baddies will be told that that can reinforce. This is like having multiple lives. When their monster is defeated, they can put their fist on their head to be out of game and go back to a "base" (usually a specific tree or edge of the field) and then rejoin the fight Fantasy Warplay - 2023 Rulebook 145 --- PAGE 154 --- as a new monster. If the baddies are going to be reinforcing, the GM will tell them how many reinforces (lives) they have for the battle. Either way, these are not new Encounters, but just representing more baddies in the same encounter. This means that your mana won't refresh yet, and any effects that last for the encounter won't have worn off either. Market One kind of Mission is called the Market, and usually takes place in the town the characters are living in. The Market is the place where all the local people of the town gather to buy, sell, and trade their goods with travelers and merchants from far away. There are often many games of sport happening in the Market (such as gladiator matches, archery tournaments, or cards and dice games). Players usually go to the Market to buy supplies they need for their missions and search for hard to find items. Just like on other missions, some people need to be the “baddies” and act out the scene. Some people will be merchants selling armor or swords, some will be travelers seeking to trade, and others may even be thieves seeking to rob the players of their hard-earned gold! Usually, the traders, merchants, and gladiators all wear purple jerseys just like on other missions, to show that they are not part of the characters team right now, and that they could be dangerous. Players in orange usually are playing Law Enforcement and are people that the characters can go to if there is a problem in the Market, such as someone attacking them or someone robbing them. It is best to remember that LARP is as much about acting as it is about battle, and Market is mostly about the acting part. If your character gets robbed or attacked in the Market, remember that the game is about adventure, and sometimes chasing down a thief or dealing with a drunken warrior is what makes the Market fun, so play along and don’t take it personally! The “baddies” aren’t out to get anyone, they are acting out the scene as the GM intends, just like when they play monsters on any other mission. If you're confused about what’s going on, ask your friends and see if they can help you. 146 Fantasy Warplay – 2023 Rulebook --- PAGE 155 --- Guilds & Guild Privilege Guilds Each of the classes are organized into guilds which, like real guilds, offer services, training and help to their members, but require you to pay dues and follow their rules in exchange. Each guild exists to protect the interests of its members and to train new members in the skills or spells the guild knows. Guild Privilege Once you are a member of a Class you are under the jurisdiction of the Guild Officers, Guild Masters, and Guild Commanders of that class and must obey their orders. If you are in more than one class you will have to follow orders from the officers, masters, and commanders of both guilds. If your orders are conflicting, which ever class you are higher level in takes precedence. Once you become 6th level in a class you can become a Guild Officer, and at 10th a Guild Master. At 30th level in a class you are considered a Guild Commander. As such you gain the following privileges:  Guild Officer: The guild will help you in legal matters and may provide some other services for you. Members of this class that are lower level in this class than you must obey you if you give them an order, but you are then held responsible for their actions as they follow that order  Guild Master: Your total level is now considered your level in this class (so skills that read your level in this class now read your total character level instead!) This also applies to your level for giving Guild Orders to members who are lower level in the class than you.  Guild Commander: You can oversee the training of new members of this guild and players can train in this guild with you acting as the guild for them. You are responsible for all members of the class trained under you. Fantasy Warplay - 2023 Rulebook 147 --- PAGE 156 --- Legacy or Social Status: 0. Tenant (no title): A farmer/workers child you are owned by the local lords. You cannot leave the area or seek a profession without their leave. Even if you do, you are still a tenant and bound to the service of the local lords. 1. Commoner (no title): Your family owns nothing, they live day to day. You are likely their hope for the future. You have been brought up poor. You are free to make a new life, though it will be difficult given your rank. You are below Freeholders and thus almost everyone looks down on you. 2. Free Holder (no title): Your family owns a small bit of land or building. You are free to choose to follow in their footsteps or aspire to something greater. You will have no additional duties or requirements or dues. 3. Man at Arms (Guardsmen): Bound into service like the tenant, your life is not your own. You have shown promise as a guard in the service of the realm. Perhaps your family were also Men at Arms or you have recently been brought up in rank from another station. You may not leave the province without leave and can be Guild Ordered by any guild member of the region You are required to become a become a specific class to guard the realm at lvl 6. 4. Craftsmen (name of tradecraft- i.e. “Katie Ann Tailor”): Better off than most, your family has a skill at a particular trade or craft. You are expected to follow in their footsteps and become a master of said skill as well. If, at that time you wish to take up another profession, you can speak to your family about it, who will make the decision. Roll randomly for your family trade/craft. You will have 4 levels in that trade/craft to start. Add your tradecraft to your name. 5. Merchant (“the” and tradecraft- i.e. “Laura Sue the Blacksmith”: Much the same as the Craftsmen though better off and of higher standing, your family is in the business of high finance. In addition to 4 lvls in the family rolled craft, you also start with lvl 5 Trader. Add “the” and your tradecraft to your name 6. Gentry (Sir or Miss i.e. “Miss Chantalla Blackwell”) : Of high birth but having no titles or rulership. Your family has its own land, but no governance. You might be the illegitimate child of a noble or other vassal of middling birth and rank Your family is likely to let you choose your own course in life, though your rank may keep you from acting as freely as many others. Add “Sir” or “Miss” to your name. 7. Lesser Noble (title and “of” province- i.e. “Baron Michael Orik of Drengaurd”): Of a house of little power of prestige, your rank is all in name. Your family has the rulership of a small, insignificant piece of land or holdfast. You will have had a good upbringing however, and 148 Fantasy Warplay – 2023 Rulebook --- PAGE 157 --- likely your family will seek to improve their status by wedding you higher up, or through conquest. You will have duties as per the GM. Your class has been predetermined by your family and you must attain at least 5th lvl in key scholarly and mediator trades and crafts (i.e. Courtier, Arts, Diplomacy, Scribe, or Historian) You have three levels in one Random Trade Craft that you took an interest in as a child. Add “of” and the title of the province to your name. You may also add the tiles below (see GM) ◦ Baronet, Lady Baronet. ◦ Baron, Baroness 8. Noble (Lord/Lady and title- i.e. “Lady Melissa Holihocks, Countess of Echos”): As above, but you are of a powerful house. Your family is a major player in regions politics and ruling. You are likely being groomed for rulership yourself and always watched and judged by all around you. You start with two level 3 trade crafts at random.. Add Lord/Lady to your name. You might also add the titles that follow depending on how high up of a noble you are (ask your GM). ◦ Viscount, Viscountess ◦ Earl, Count, Countess ◦ Marquis or Marquees, Marquise or Marchioness 9. Distant Royalty (Duke/Duchess): Either of Royal blood far from home, or of a house that once held the throne. Your life is likely to be fraught with politics. You requirements are as above though you have had much tutoring and begin with three level four random Trade Crafts. ◦ Duke, Duchess 10.Close Royalty (title then name- i.e. Queen Rachel Aramir): You are a member of the current royalty of the region, and a member of the royal family, though not necessarily in line to the thrown. Your requirements are as above though you have four level five random trade/crafts of interest. You will have a great deal of duties and politics to deal with and may be required to be guarded at all times, escorted by family, etc. ◦ Prince, Princess ◦ King, Queen ◦ High King, High Queen ◦ Emperor, Empress Fantasy Warplay - 2023 Rulebook 149 --- PAGE 158 --- The Settings Sourcebooks Each Game World uses a Setting, which is the type of terrain, plants and animals, and culture in which the players are living. Your region may be very different than another leagues'. You may be dealing with desert sands and strange dust monsters while another league plays in the jungle and must battle poisonous frogs. The people may be different as well. In one setting, the people might be mostly Human, but in another, you may be living in a Dwarven province and humans are scarce. To find out all these more specific details about your league, you will want to take a look at your League Source Book. If you are playing in Teriock, you will check the local conditions, species, and monsters you might run into there in the Teriock Source Book. If playing in Roekron, you will want to reference the Roekron Source Book. A Source Book for a world can contain the following kinds of information: • Current Political Maps • Cultures of the region • Happenings and Events for the region • Backstory Charts to flesh out your characters history • Climate Information and Common Weather • Monsters that are native to the region • Special Species that can be played in this League • Special Classes that can be learned in the region • Encounter Charts for GM’s Time Jumps Usually, at the end of each calendar year the setting experiences a "Time Jump". Many years go by in the world usually around twenty, but it may be less or much, much more. During this Time Jump, many things may shift politically in the world, and players can find themselves in a very different situation than the way they left things. At the beginning of a Time Jump, characters go into a retired state. After the jump, new characters are made and for the first few months of the new season we only play the new characters. This way new and inexperienced players have a chance to play at the same level as the more seasoned ones and learn the game. And new characters have a chance to gain levels and develop their own story. Characters return from their retired state, usually a few months into the season, and then players are allowed to choose which of their two characters they will play and gain levels with each session: their new character or their old character. Time Jump Goals & Events The Time Jump is the time when characters can take on major, long term projects. This represents what a character spent all of this time on, rather than adventuring. Each character can choose one Time Jump Goal; something like starting a family, working on a large research or crafting project, focusing on training certain 150 Fantasy Warplay – 2023 Rulebook --- PAGE 159 --- skills, or maybe attempting to influence the political situation over the jump. Tell your GM which kind of general goal you want to pursue and they will make rolls to determine the outcome of your goal, good or bad. Characters will gain one level over the time jump (sometimes more depending on your Goal and Event). They are also assumed to save up some of the money they earn over the years, and will have earned gold equal to their level after the jump multiplied by the number of years of the jump. Characters must also roll for a Time Jump Event: something major and possibly life-changing that happened to them over the years. Events can be good or might be very bad, but everyone gets one! If you choose not roll a Time Jump event, you must turn in your character sheet to your GM and you lose control of your character. The GM may ask you for a broad goal for the character and continue to factor your character into events as an NPC, but this is up to the GM. Descendants Players often want their characters to start families in the world, and sometimes hope to play as their previous character's child. This is a way to keep their old character involved in the story and pass on information and treasure they have collected. However, having children is not as simple as it might seem. Having a family is no small job (ask your parents sometime!) and takes a tremendous amount of energy and love to do right. If you want to start a family, you have a few options. First, you can find another character and if your characters begin a romantic relationship together, you can later decide to have them try to have kids. If this doesn't work out, you can attempt to find an NPC (non-player character) in the world who wants to start a family, but that must be rolled for by the GM. Then, if you are lucky you may be able to have children and after many years in the game they can grow up and maybe be new adventurers. Not all children will be playable as characters. You cannot play any of your children yourself so long as you still are playing the parent. You must hand off these children to be played by others unless you have Pded already. Your kids also may not happen to be interested in adventuring and have plans of their own! Raising children is a tricky art, so you must talk to your GM about your plans and they will roll to see if your are indeed successful at having and maintaining a family and if any of your children are playable. Some players opt for adoption, but the odds of getting to play the child are still low and depend on how young they were adopted. Remember, you don't get to play just any character in the world. Many players would like to play as a local lord or someone who inherited an adventurer's horde of treasure, but it wouldn't be fair for them to get all that reward with no effort or risk. Thus your descendants are people in their own right and not necessarily your characters to control! You can raise them up and hope for the best, but in the end, they choose their own path, not you, and that is as it should be. Fantasy Warplay - 2023 Rulebook 151 --- PAGE 160 --- Special Items Runic Items can be engraved with special magical runes which allow them to repair themselves. Any runic item which is shattered will restore itself in a 20 count. Runic items can not, however, repair themselves if they are completely destroyed (such as due to an Unforge spell). Runic items are difficult to make, and cost twice the standard price. Silver Silver metal is somewhat difficult to use in practical arms and armor, but has a few properties which makes working with it worth the effort. These weapons may be represented with silver tape on the edges of the physrep. Silver weapons can deal damage to many magical creatures, such as were-creatures and up to full undead. Silver items are also immune to Mana Drain attacks. Any Mana Drain taken directly on a silver weapon or silver armor has no effect and it is totally blocked. Weapons and armor can both be forged from solid silver, which costs double their standard price. Master Crafted Master Crafted items cost double their standard price, but are very well-made and often ornate. Only Master Crafted items are fine enough to enchant. Note that it is very difficult to enchant an item that is also Silver or Runic. Magelore Magelore items are the spellcaster's tools of the trade: Staffs, Rods, and Wands. In Fantasy Warplay some spells require you to do something with a magelore item, usually invoking it (raising it over your head and calling "Invoke!"). This is a cost of some spells, thus if you do not have an appropriate item, you can't cast the spell! The major differences between the Staff, Rod and Wand are as follows: The wand is only a prop, as a weapon it is useless, you cannot block or attack with it (if you have Staff Touch, however, that changes) but are small and easy to carry. The wand also counts as an extension of any missile spell you cast while invoking it, thus allowing you to Ward a wand to cast a Warded Fireball, and then Ward the wand again to cast a Warded Flame Ray. The rod is the next step up, is larger than a wand and does count as a weapon which can block and deal damage. Finally we have the staff, which is a much longer weapon which you can use both ends of to attack, as well as being magelore. 152 Fantasy Warplay – 2023 Rulebook --- PAGE 161 --- Thus a wizard must choose their style. If they are going to use shields or weapons they might want a wand for easy carrying and quick access (though staff touch will be much weaker, missile spells may be enhanced). Other mages may prefer the staff for it's long reach. In any case, the mage needs their magelore once they get up to higher levels so be prepared. Some custom magelore come in nonstandard types, like rings. Mana Storing Items Some rare items can store extra mana. This is listed on an item card as "Mana Storing X" where X is the number of uses per day. To access the mana stored in one of these items, you must invoke the item and declare that you are using it at the beginning of an encounter. You then have a +1 to your mana for the encounter. This can be done in as many encounters as the number on the card, but then the item is out of uses for the day. You can't use more than one mana storing item at a time, though you can draw more than one maan out of it at a time if the amount it stores is 5 or greater. For every 5 additional mana storing beyond that point, you can draw an additional mana out. (5-9 mana can draw a +2 for the encounter, and items that store 10-14 can draw a +3.) Roekron Game World Metals There are a number of metals that are found in Roekron that have strange properties that can be useful, or dangerous depending on their use. These metals are special as rather than calling the individual effects they might have when making an attack, the name of the metal is called when making an attack (Ie, Astamori Hack, or Morganti Slay). These metals range from mundane to mythical and the ones found here are just a sample of some of the materials you may encounter! Darksteel Darksteel or Dirty dark is a rare and dangerous metal imported from the east that is often illegal to own or use. Dirty dark items are a dark gray black and may be represented with a metallic black tape on the physrep. This metal seems to resist any magical effects that strike them directly. Because of this, these items cannot have magic cast through them (Ie magic strikes/touches/tags). Additionally, these items also cause horrific wounds that can take years to heal if they heal at all, and are especially feared by magical beings. All dirty dark weapons deal terror damage innately and also count as silver. While weapons and armor made of this are powerful, they often leave users and victims alike suffering from Blackrot, an incurable sickness that slowly rots the body away and resists magical healing. It also cannot typically be bought outside a black market. Mithril Mithril is an incredibly rare and valuable metal mined exclusively in the northern dwarven nations. Mithril is a bright blue silver colored metal and may be represented by blue swirls on a physrep (To note, do not call “mithril” when making an attack as it has no damage properties). This metal is nearly impossible to work, requiring incredible skill and time, but praised for its incredible strength and lightness. Any mithril item is resistant to destroy effects and lighter than steel. Two handed items made with mithril will lose the two handed requirement. Additionally, Fantasy Warplay - 2023 Rulebook 153 --- PAGE 162 --- armor made out of mithril is resistant to Av0 attacks anywhere the armor covers, and mithril helms give resistance to vitals specific attacks. As time goes on, mithril is believed to harden, with ancient works of the metal being all but truly indestructible. Despite its beauty and usefulness, it is nearly impossible to find, often being touted as hundreds of times the cost of steel items, just for the metal and not the craftsmanship. Morganti In our game world there are special, very dangerous weapons called Morganti, soul eating weapons whose wounds cannot be healed! These weapons are marked in the game by covering the blade with black tape or cloth, and if your character is near a morganti weapon, they will feel their soul become afraid and trying to run away. Damage dealt by a morganti weapon is permanent with no exceptions. A character hacked by Morganti permanently loses the use of that limb, and a player brought to Unconsciousness will be in a coma. If killed by a Morganti weapon you cannot be resurrected, your soul is gone. Morganti is illegal for most characters to use or even possess, so if you try to get it you will likely end up in prison for the rest of your character's life or executed. The law usually requires you to turn in any Morganti you find to the local law enforcement. Sometimes you will get a reward, sometimes you'll just avoid being arrested. It is most often seen being used by official Law Enforcement, leaders of evil armies, or other powerful and usually evil beings. These items are horrific in a way that can be hard to consider, but when roleplaying around Morganti, you should treat it with a supernatural fear beyond any comparison unless given good reason. See the Source Books for more info on the history, nature, and destruction of Morganti. (From left to right: Master Crafted, Silver, Silver & Master Crafted, Morganti) Silveel Silveel, or elven silver-steel is a near mythological metal originally thought to have been created by the now extinct Nerigoth Elves. These items are almost always works of art that shine even brighter than normal Silver. All silveel counts as silver, but is innately indestructible and deals boosted damage against undead. Additionally, silveel is one of the few metals that deals magic damage innately and is known for its ability to damage undead beings of great power that normally are immune to all damage. Silveel has not been produced in centuries, and because of such is almost impossible to find. These priceless items are often found in the hands of great adventurers, held in reverence by governments, or used by guardians of ancient places, but can often show up in times of need. 154 Fantasy Warplay – 2023 Rulebook --- PAGE 163 --- Astamori Astamori is a relatively recently appearing metal that was first “discovered” within the last few hundred years. These items are often in an elegant elven style and may be represented with a dark gray core and a golden edge. This elven forged metal was produced by the high elves of Andionion to enforce their belief that time should be taken in all things, including the healing of wounds. These items are much like Silveel in that they are indestructible and deal magic damage innately. However, instead of dealing boosted damage to undead, the wounds made with them cannot be healed by magical means at all! Hacks and impales made with Astamori items must heal naturally over the course of months, and even simple wounds linger. Anyone killed with Astamori cannot be brought back from the dead outside of truly mythical circumstances. Any wound taken by an Astamori weapon will not heal except over the course of one to several months, although unlike Morganti, the victim may be first aided and return to combat despite the injury. These items are often illegal to own, and the elven governments will try and reclaim these, claiming them as mistakes from a previous age. Rarely these will appear in the hands of elven officials conducting grave legal matters or battling monumentally dangerous foes, but they are slowly becoming a weapon of the past. Fantasy Warplay - 2023 Rulebook 155 --- PAGE 164 --- Magic Items Magical items usually grant their user abilities such as Fireball or Snare. If an ability from an item reads a level, that level is always 5. A magic item can not be used properly until it has been Identified (a magical ritual) to find out how it works and what it's abilities are. After an item is identified, it's owner is given a card listing it's abilities. Magic items are recorded on cards as both a record of how it works and as proof that the character really has that item, so don't lose it! Magic Item Cards Magic Item cards have a picture of the item and also tell an item's name, type, history, abilities and flaws, as well as it's tier. These are all explained below. Cards are folded in the middle ↴ Item Name Item art is on front of a card: Item Type - sword, ring, etc. Notes and History - This is where you can find the story behind an item. It's always good to know where a magic item came from and why it was made! Item histories can even contain important plot clues. Abilities - Mana-activated (Blue) and/or Passive abilities (Green) Elder Sorcery abilities (Purple) Built-in/non-magic (Black) Other colors have other meanings Flaw(s) (Red) Tier - given as a number Item Names Every magic item has a name, like Randwin Garb or Bramblethorn Bow. There may be more than one copy of the same kind of item in the world with the same name, but they will all work the same way! Item Types and Equipping Items An item's "item type" means what kind of prop you should use to represent the item in the game, such as a ring or a longsword. You can only equip as many items of one type as you have "slots" open for that type. For some items, this is obvious: you can only wield one weapon, shield, wand or other such item in each hand "slot". You can only wear one suit of armor at a time, magic or not! You can wear more than one piece of magic clothing, but only one of each type. So, you could wear a magic hat, shirt, cloak and boots, but couldn't wear two magic cloaks and have them both work. Nor can you wear two pairs of magic boots. You only have one "slot" for each. 156 Fantasy Warplay – 2023 Rulebook --- PAGE 165 --- For some item types this is less obvious. Even though you could of course cram many mundane rings onto your hands, more than one magical ring will not work on the same hand. Thus you only have two ring "slots" (one for each hand). Similarly, you can only use one amulet at a time in your amulet "slot" and have it work, only one magic helm, crown, or hat in your head "slot", and only one magic belt in your belt "slot". Each magic item also takes up a certain amount of your magic item tier limit, explained below. Magic items can be wielded as mundane items if their tier is too high for you, but do not do magic damage or give you abilities. Mana Activated Abilities Many magic items are enchanted to allow a single use of some spell or ability if the user spends mana to power or 'activate' the item. These abilities are called Mana Activated. For example: A ring of mana activated Fireball would allow it's wearer to cast a Fireball once every time that player paid the mana cost. If the ability is a passive (rather than called) skill, such as Magic Resistance, the ability only lasts for a 20 count. If the ability is an Out skill, like Blacksmith or Peacekeeper, it would allow a single use (ie. craft one item or question one person). These items are low in power, but low tier and easier to use. Some magic items are enchanted with both Mana Activated and Passive abilities. Passively Magic Abilities Some enchanted items have Passively Magic abilities. These items do not require their user to spend mana and instead have abilities which are always 'on'. For example: a ring of passive Fireball would allow it's user to cast that same Fireball as often as they wish! Some passive items might also include mana activated abilities. These items may seem very strong, however, passive items are generally higher tier (limiting how many you can use at once) and are much more likely to have some sort of unpleasant flaw or curse! Magic Weapons Sample Flaw Chart Most enchanted weapons deal magic 1. Ability required to use item 11. Ability works differently damage (important when fighting 2. Downgraded item -Limited, 12. Item has random different undead or magical Passive to Activated, etc. ability instead creatures). This 3. Only usable by: X 13. Item Mana Drains User tends to increase the (species, class, gender, etc.) each encounter tier of a weapon and the chance that it 4. User Vulnerable to an effect 14. User can't use item class will have a flaw, thus 5. Bearer Inept at skill/trade 15. Bearer can't tell lies some enchanted weapons are 6. Item glows in the dark - 10' 16. Owner is reverse blessed designed without the 7. Creature Caller: attracts a 17. Item is fragile - if it is ability to deal magic random monster type! Shattered it is destroyed damage. Assume a magic weapon deals 8. User clumsy (use off hand!) 18. +1d4 to item's Tier magic damage 9. Bearer deaf/mute/blind 19. ITEM CURSED - roll again unless the item card says that it does not. 10. User can't run (only walk) 20. Roll on another chart Fantasy Warplay - 2023 Rulebook 157 --- PAGE 166 --- Flaws & Curses Unfortunately, magic items are often imperfect. There are many theories as to why this is - the soul residing in them is unhappy or tainted, the metal used was impure, etc. Whatever the reason, the effects are evident. Flaws on items are listed in red at the bottom of the card. Flaws will affect you whether you like it or not and can be considered the 'drawback' of a magic item. Flaws take effect under certain conditions. The flaw will say if it affects you using one of the words below: • User - as long as you have the item out and are using the object the way one normally would (wearing a cloak or ring, holding an orb or sword, etc.) • Bearer - if you are carrying the item with you at all, even in a pocket or a bag, the flaw still affects you! • Owner - the flaw affect you if you own the item, even if you left it back in town or someone else is holding it for you! • Lingering - the flaw affect you if you have used the item this encounter, even if you put it away, lose it in the encounter, or the item is destroyed! Curses are a special kind of flaw. Once you use a cursed item, that curse is now 'stuck' to your character. It is like a flaw that never stops affecting you (even if you lose the item!) until you can have the curse removed or cleansed. This can be done by some powerful elder sorcerers (if you can afford it) or by simply having the item taken from you while you are dead (if you're willing to die). Your character can never have more than three curses at once; if they would gain a fourth, the older curses will begin to fuse into stronger, nastier curses! Tier This is the last thing listed on a magic item's card, but one of the most important! Every character has a magic item tier limit which determines how powerful of items (and how many) they can use at once. A character's tier is equal to their rank (at Journeymen you have 1, at Rank 1 in a class you have 2, etc.) and mages get +1 to their tier limit. If a magic item's tier is equal to or under your tier limit, you may use it. If the tier is too high, your character is unable to use it at all. You may use more than one item at once, as long at their tiers add up to a total that's equal to or less than your character's tier limit. A character can own and carry more items than they have the tier for, but the items won't do anything unless character is using or wearing them. Remember you also can only equip one item per slot you have for that item type. Nym is a Rank 1 Storm Mage, thus her magic item tier limit is 3 (2 from her levels and +1 as a mage). This means she can use Shiver Twins (Tier 1), her pair of magic short swords, at the same time as her belt of Healing Factor (Tier 2) as these add up to a total of 3, which is equal to her tier limit. However, if she wishes to use Pramblin's enchanted spellbook (Tier 1), Nym would have to either put away Shiver Twins or take off her belt to open up the needed tier! 158 Fantasy Warplay – 2023 Rulebook --- PAGE 167 --- Deities and the Divine The world of FanWar has goddesses and religions just like most fantasy worlds. We use a system adapted from many fantasy role-playing games which incorporates all the mythos of Earth and many others that have been invented. The premise is that each Pantheon of Gods and Goddesses is vying for power in a given universe. The way gods usually gain power in the world is by acquiring worshipers and having temples to them built and tended in order that they may gain more of a foothold in the world. Thus, not only will you have the classic rivalries between gods such as Zeus and Hera of the Greek Myths, but one might discover they are involved in a feud between the Egyptian god Set and the Nordic Goddess Freya, each using their influence to sway the world more in their direction. This system influences game play in that characters often worship gods and goddesses and are thus steered towards certain quests by their deities. For characters such as the Paladin this is a particularly critical aspect of their class and will determine the nature of their Bless Self skill. For more information on gods that can be worshiped, ask other players, look in the source books, or look online for resources like the AD&D Deities and Demi-Gods. Divine Intervention & The Red Stones When a player pulls from the death bag, there are 10 red stones which may be pulled out along with the others. These stones are called the Divine Intervention Stones because if one or more are pulled from the bag during a pull in which you would permanently die (PD), your character is miraculously saved by the deities, and lives to die another day. Divine Intervention can only be received once per soul, after that Divine Intervention Stones do nothing. If you pull from the Death Bag, but don't pull enough black stones to PD, any red stones simply count as white stones. Players who receive Divine Intervention are often somewhat reborn, sometimes gaining new abilities and new disadvantages as well. The gods rarely give a gift without expecting something in return. The GM will usually ask you some questions about your character to determine what will affect your chances of the deities helping you. Perhaps your character is a Paladin, and very influential with their god. Or perhaps you have done nothing that your deity would approve of. Your GM will consider these factors, as well as how many Divine Intervention Stones you pulled, and then let you know what the effects of your Divine Intervention are. Fantasy Warplay - 2023 Rulebook 159 --- PAGE 168 --- Blessings, Pacts, and Divine Gifts Some class abilities grant characters abilities from their deities. Different deities grant different kinds of abilities. Every deity has a set of “domains” which are sets of themes associated with them, and these vary deity to deity. For example, the Elder Goddess's domains include Celestial, Healing;, and Hearth whereas Artemis's domains include Hunting , Celestial, and Spirit. Each player chooses three domains that they associate with their beliefs of their divinity and only uses those three domains to determine abilities and flaws for their abilities that relate to that deity. These three domains must follow the theme of this divinity and are not simply the three domains your character wants to use abilities or flaws from but must be connected to your divinities themes. Below are a set of tables of broad domains; some examples of sub-domains are listed under each one. When your deity gives you abilities, it will be from one of their domains and limited to the list below. When picking abilities to take, you may select abilities from any domain your deity has. The first ability you pick (if you are able to choose more than one) comes with no downside. However, for every additional ability you pick after that, you must also pick a flaw to come with it from the domain you have picked the ability from. Each domain also has a single righteous aura (listed in the “A” row) if a righteous aura ability is needed. All righteous auras cost 1 mana. The Universal System In addition to the more complex domain charts, there is also a simpler system for choosing divine gift type abilities. This system is designed to be used by baddies who need to suit up quickly, but can also be used by characters who want a simpler system or a domain that doesn't fit into the broad groups. Abilities: Choose any Rank 1 Skill/Spell: Costs 1 Flaw. Choose any Rank 2 Skill/Spell or 2 Rank 1 Skills/Spells: Costs 2 Flaws. Choose any Rank 1&2 Skill/Spell or 3 Rank 1 Skills/Spells: Costs 3 Flaws. Flaws: 1. If targeted by a skill/spell which shares the class of the ability you chose, take a damage. 2. If targeted while down by a skill/spell which shares the class of the ability you chose, you die. 3. Vulnerable to and Incapable of other skills/spells which share a class with the ability you chose. 160 Fantasy Warplay – 2023 Rulebook --- PAGE 169 --- Knowledge Crafting Nature Healing Magic, Mystery, Art, Making, Animal, Plant, Life, Protection, Wisdom Inspiration Earth Good 1 Identify Magelight Treeform Ball Healing Touch 2 Oracle & Detect Accuracy Empathic Ray Cure Illnesses Illusions 3 Sense Motive Improvised Armor Snare Remove Charm 4 Detect Alignment Improvised Tools Earthbind Touch Medicine Ball 5 Might Strike Fortify Area Species Lore Gifted Exorcism 6 +1 INT point (not Spellturning Items Advanced Smell Partner Awaken step) (only 1 item) 7 Scouting Improvised Polymorph (1 Regen. Touch Weapons animal only) (down players only) 8 Spirit Guide Simple Illusion Wilderness Healing Rebirth (Inept vs Create and Detect opponents) 9 Species Lore Mystic Weapon OR Speak to animals & Party Resurrect Item Repair Hibernation. (effects whole party) 10 Gifted Dispel Magic Fire Resistance Martial Arts Ward: Healing only Righteous Aura Righteous Aura Righteous Aura Righteous Aura A Reveal Unseen Dispel Destruction Empathic Ray Aura Cleansing Aura Anything hit is Prevents any effect An Aura of Clears Poison, visible to all for a that would destroy Empathic Rays- this Mental Effects, and 20 count . This an item. deal 1 to you as also heals for 1 HP reveals Illusions. usual. in a 20 count. Flaws Flaws Flaws Flaws 1 Cannot harm Damage to your Each enc. Choose Can't refuse someone w/o items damages you Cowardly or healing to anyone speaking to first Aggressive. who asks 2 Vulnerable to Vulnerable to items Incapable of Dropping a player damage from reverting others kills you opponents. 3 Cowardly to those Incapable of Bound to down Can't kill down who drop you. harming items animals players Fantasy Warplay - 2023 Rulebook 161 --- PAGE 170 --- Trickster Weather Hearth Destruction Chaos, Mischief, Storms, Seafaring, Family, Home, War, Hunting, Evil Discord Rain Fertility 1 Hide Resist Standard Magelight Hack Storm Spells 2 Unglue Swimming Partner Awaken Threat Vitals 3 Acrobatics Lightning Ray Brace Crit Elite 4 Hide Other Iceball Skill Share Fireball (opponents only) 5 Lie: 1 m/enc Ice Resistance Sense Ambush Impale 6 Disable Ray Sense Weather Immune to Fear Improved Strength 7 Avoid (warrior Shock Touch Watchman Fire Control skills only) 8 Polymorph (1 Glide. Gifted Flying Blaze Adept Triumph: 1 animal only) with Whirlwind Rebirth (non- weapon/spell only Aura. undead only) 9 Self Detonate (self) Take deboosted Hibernation Shield Melting Grasp (up from weather players only) 10 Disguise (your size Ice Control +2 carrying size Hunting Party: 1 only) type only Righteous Aura Righteous Aura Righteous Aura Righteous Aura A Disruption Aura Ice Blast Aura Prevent Attacks Rupture Mark Makes all hit Freeze all, then Prevents all attacks Those hit can no Incapable of the deals 1 magic Ice being made within longer use non-cap named Standard when people thaw the Aura. preventions this Skill/Spell even if (note- this is not encounter. it's innate. weather damage) Flaws Flaws Flaws Flaws 1 Inept at telling Immobilization is Can't leave down Incapable of first truth deadly to you allies aid 2 Incapable of Incapable of using Inept at actions Aggressive (Frenzy obeying direct fire and fire spells that drop party if already orders members aggressive) 3 Aggressive to your Treeform deals Learning an ally Must kill all down own party 1dmg to you has died deals you opponents at end 1 damage of enc. 162 Fantasy Warplay – 2023 Rulebook --- PAGE 171 --- Spirit Death Fortune Celestial Spirits, Law, Murder, Death, Wealth, Luck, Sun, Moon, Stars Afterlife Killing Travel 1 Summon the Dead Spirit Guide Unglue Familiar 2 Resolve Conflict Summon the Dead Scouting Oracle and Night Vision 3 Tea Ceremony Death Ray Cartographer Medicine Ball 4 Ethereal Travel: Terror Ball Evasive Shimm: Resist Death 1m/enc 1m/enc Effects while up 5 Duel Death Rattle Disarm (with your Might Strike hands only) 6 Resist Mental Spirit Bury 1m/enc Gifted Escape Missile Magic Effects (holding no items) Resist: (ball spells only) 7 Bow Out: (Duels Slay (specific +5 lvls in a Dispel Magic (Ray from others only) weapon only) survivalist craft Spells only) 8 Spirit Bury Zombify Avoid (semi skill Spelltrigger (from 1m/enc only) opponents only) 9 Spirit Guide Animate Dead Tumble: (non- Gifted Exorcism spells only) 10 Defy Death Partial Undead Acrobatics +1 INT point (not step) Righteous Aura Righteous Aura Righteous Aura Righteous Aura A Vitals Silence Kill Wounded Aura Avoid Aura Isolation Aura Those hit cannot Anyone who is Prevents any skill Those hit cannot use any Called down is killed by as it is being used touch other players Skills or Spells for a this Aura. within this Aura. this encounter. 20 count. Flaws Flaws Flaws Flaws 1 Bound to haunts Must kill those you Must rob anyone Inept at skills and already dropped you drop spells while inside this enc. 2 Cannot wisp Frenzy to anyone Inept at giving up Vulnerable to Sleep who drops you items you acquire and Oracle. 3 Incapable of Incapable of being Bound to anyone Can't interrupt disobeying a direct rebirthed or who pays you visions/messages / order regenerated money worshipers. Fantasy Warplay - 2023 Rulebook 163 --- PAGE 172 --- Monster Field Book How to Play Monsters (Playing Baddies) Playing a monster (often called a “baddie”) is different from playing your character. When you play a character, you get to decide who your character is and what choices your character makes. As a baddie, you are there to help act out a scene that the GM has designed. The GM will tell you what monster you're playing, what its alignment is, and what it should be doing in the scene. Your job is to act that out and help tell the story that is going on in the encounter. It is important to listen to the GM's directions, because if you don't know what to do, you might accidentally act out the wrong scene! Below are a few guidelines for how to play baddies: ➢ Baddies are not always evil. We often call monsters “baddies” because it's easier to say, but not all baddies are bad. “Baddie” just means that you're not in the same group as the characters. Baddies can be a group of ogres looking for people to eat, but they can also be a group of men at arms who got lost in the woods. Always ask about your alignment and motive! ➢ The best baddies are the best actors. As a baddie, your job is not to fight the best you can against the characters in battle and win. Often, that's the exact opposite of what you're supposed to do! Instead, your job as a baddie is to act out the role you're given as well as possible. This means if you're playing something like a goblin, you might have to fight very badly and might lost the fight. That's okay – as a baddie, that's your job. The most interesting and powerful baddie roles are usually given to the best actors, so if you want to play those, practice acting other baddies well! ➢ Baddies and equipment. When you're playing a baddie, which weapons you use don't usually matter. It's more important to be listening and ready to go quickly, so it's best to use whichever weapons you're already holding or else pick up the nearest equipment. You should always assume that your equipment is glued (as the thieves' skill) and that players cannot loot your weapons unless they are able to “unglue” them. For amounts of equipment, baddies usually have 1 equipment set, plus two more per Rank they are. ➢ Look up your stats. Each monster has a set of stats that describe its abilities and behavior. Look up your monster in the bestiary to see what stats it has. Below is an example stat block to show you how they work. 164 Fantasy Warplay – 2023 Rulebook --- PAGE 173 --- Species Name HP: Mana: STR: Size: AV: Int: BR: Looks: (What a monster looks like, you should tell players what they see at the start of an encounter!) Abilities: Each ability a monster has is listed here. Sometimes these are drawbacks or reminders too! Notes: Information on how a monster lives, acts and fights. Sometimes includes things they will or won't do based on how they behave. Example Stat Block HP is how many hits a monster can take before it drops unconscious. Mana is how much mental energy the being has each encounter. STR is how much physical power the being has. Size is how big a creature is compared to other creatures. AV is the natural armor a monster has, which can add to any worn armor! Int is how smart a monster is - how well to fight and how easily tricked you are. BR is a monster's "Battle Rating" which measures how dangerous creatures are. Effects of Size on Game Play There are a few important differences in how we play creatures that are much larger or smaller than average. ➢ Tiny Creatures: Creatures which are size ½ or smaller must hang a gray "size sash" from their belt to show that they look much smaller than those around them. Their armor, clothing, and shields are not useable by larger creatures. They always have Tiny Strength (can only use weapons 2 feet long or smaller), as anything bigger is huge to them! Tiny creatures have Limited Attack Resistance (zones 0-2 only Non-Zone Specific Attacks are resisted), as they are so small as to be very difficult to hit. They also do not cap damage, so if they take five damage, most of them die outright! ➢ Big Creatures: Creatures which are size 5 or larger must wear a gray “size sash" to show they look much larger than those around them. Their armor, clothing, and shields are not usable by smaller creatures. They always have Beastly Strength (can use two handed weapons in one hand), as large weapons aren't large to them. They may also wade through shallow water (one step every 20 count) ➢ Massive Creatures Creatures which are size 8 or larger must wear two gray “size sash" in a crisscross pattern to show they look massive. Their armor, clothing, and shields are not usable by smaller creatures. They always have Giant Strength (can use two handed weapons in one hand), as large weapons aren't large to them. They may also move through shallow water and over low walls at full speed (call “I'm Gigantic!”). ➢ Colossal Creatures Creatures which are over size 10 deboost all damage due to their overall mass compared to attacks Fantasy Warplay - 2023 Rulebook 165 --- PAGE 174 --- Monster Props Below are some props we use as baddies to let players see what sort of creatures we look like from a distance: ➢ Baddie Pinnies - Purple and Orange: The purple and orange jerseys are used to show possible enemies or known allies. Purple pinnies are used for baddies that are probably hostile - like beasts or people who might be bandits. Orange pinnies worn by the 'baddies' who are probably friendly and familiar to the party - like local townsfolk or the guards in the region. ➢ Size Sashes – Gray: These sashes show players that you are unusually small or large, depending on how you wear them. Tiny creatures wear a gray size sash hanging from their belt. Big creatures wear the same sash over their shoulder like any other sash. ➢ Animal sashes are usually a leopard print and are used to show that a creature is non-humanoid - shaped like an animal or monster, not a human. ➢ Partial Humanoid sashes usually have horses on them, and are used to show that this being does not have the usual humanoid look to it (such as Centaur, Harpies, Trolls, and Mutants. ➢ Undead sashes are black with white bone patterns and are used to show a baddie is clearly some thing undead, like a zombie or a ghost. ➢ Elemental sashes are mutli colored splatter paint style and are used to show a baddie is clearly some thing not made of flesh but more like flames, air, or water moving about on it's own. ➢ Plant sashes are green and patterned with leaves and plants and are used to show a baddie is clearly some thing not made of flesh but more like a plant or something made of leaves like a Tree Ent. ➢ Armor Sashes – Some creatures have natural AV and wear armor sashes. This armor is part of them, not something they are wearing, so it cannot be looted (but could be hunted). Any creatures with a natural AV of 3 or 4 also have a Natural Helm and cannot be knocked out. ➢ Other Sashes (there are many other sashes a GM may use to help players recognize creatures in their world but most are optional by region) ➢ Animal Packets - Leopard-print packets are used for any natural ranged attacks a creature has, like shooting webs. These are represented by throwing an animal packet. Animal packets are AV0 like all other packets. 166 Fantasy Warplay – 2023 Rulebook --- PAGE 175 --- The Monsters ANGELS Angels are Outsiders, creatures from another plane of existence and thus are not governed by the rules of any world they are in. They may have many other abilities not listed here. Spirit Messenger [Outsider] HP: 1 Mana: 2 STR: Ave Size: 3 AV: 0 Int: Average BR: 10 Looks: Appears as a human, or other species, but with wings. Abilities: Winged Flight, All armor is Spellturning, Medicine Ball, Jumpstart Heal, Minor Party Blessing (two others). Notes: Seraphim of divine origin Spirit Messengers are angelic, but are themselves not angels. They are usually support troops for divine and lawful groups. Terrasalind [Outsider] HP: 1 Mana: 5 STR: Ave Size: 3 AV: 0 Int: Ave-High BR: 15 Looks: Appears as a human, or other species, but with wings and a Halo Abilities: High Intelligence in Divine Zones, Immune to Unconsciousness, only takes magic damage, Immune to Mental Effects, Soul Drain, Spirit Bury. Notes: Seraphim of divine origin Terrasalind are angelic, but are themselves not angels. They are usually leader types for divine and lawful groups. Sunknight [Outsider] HP: 3 Mana: 3 STR: Ave Size: 3 AV: 4 Int: High BR: 20 Looks: Like a suit of armor with nothing but bright light bursting forth from it! Abilities: Only takes magic damage, Life Rotator Rouge, Immune to Unconsciousness, Immune to Mental Effects, UB Sleep Touch (Mental Effect), Winged flight. If you make eye contact with Fantasy Warplay - 2023 Rulebook 167 --- PAGE 176 --- this being you are Blinded and Lighted for a 20 count- look straight down). Innate 2nd Rank Life Mage and 1st Rank Paladin Notes: Looking at this being is difficult and causes temporary blindness- see above. They are usually the main heavy hitter for divine and lawful groups. Angel [Outsider] HP: 20* Mana:5* STR: Gia Size: 3 AV: 0 Int: Extreme BR: 40+ Looks: Appears as a human, or other species, but with wings. Abilities: Angels only take Magic damage. Divine Mana Regenerating, Divine Gift, Bless Self, Instant Ethereal, Flying, Jumpstart Heal, Rebirth, Outsider Regenerating, Shattering Armor, Spellturning Shield. Innately Rank 2, may have other skills. Notes: - Archangel [Outsider] HP: 30* Mana:5* STR: Sup Size: 4 AV: 0 Int: Extreme BR: 50+ Looks: Appears as a human, or other species, but with wings. Abilities: Archangels only take Magic damage. Divine Mana Regenerating, Divine Gift, Bless Self, Dispel and Reflect Magic (Passive), Instant Ethereal, Flying, Jumpstart Heal, Rebirth, *Outsider Regenerating, Shattering Armor, Spellturning Shield. Innately Rank 6, may have other skills. Notes: Often wear magical full plate armor, and any armor they wear does not impede their ability to cast spells. Baroosh HP: 1 Mana: 2 STR: Imp Size: 1 AV: 0 Int: Dense BR: 1 Looks: Baroosh look like hobbits with a dwarf’s build and a pig-like nose. Abilities: Climbing, Immune to Fall Damage. [Partial Humanoid] Notes: Originally from another world these people came across during the early ages of Roekron. Now a rarely seen species, these people are sturdy and aren’t the brightest as they never know when to leave. Baroosh cannot flee from battle 168 Fantasy Warplay – 2023 Rulebook --- PAGE 177 --- BEASTS Large, dangerous wildlife native to many regions. Armored Beast HP: 5 Mana:2 STR: Gia Size: 5 AV: 3 Int: Animal BR: 7 Looks: Usually bulky and covered in heavy, bony, plates. Abilities: Bite AV0, Devour, Giant Strength, Martial Arts, Night Vision, Shattering Armor. [Quadruped, No Hands] Notes: - Common Beast HP: 5 Mana:2 STR: Bea Size: 5 AV: 1 Int: Animal BR: 3 Looks: Usually ugly, gorilla-like monsters with or without hair. Abilities: Bite AV0, Devour, Night Vision, Martial Arts [Partial Hands, Partial Bipedal,] Notes: - Mountain Beast HP: 4 Mana:2 STR: Ave Size: 4 AV: 3 Int: Animal BR: 8 Looks: Usually muscular and covered in shaggy fur. Ram-like horns. Abilities: Bite, Battle Charge and Trample, Devour, Martial Arts, Night Vision. [Quadruped, No Hands] Notes: - Rourge HP: 5 Mana:2 STR: Bea Size: 5 AV: 2 Int: Animal BR: 11 Looks: Purplish, long-jawed beasts with claws and horns. Abilities: *Magic damage and magical attacks instantly heals Rourges to full HP and Mana, Resurrecting them if dead. Bite, Devour, Leap, Martial Arts with Weapon Mastery, Night Vision, [Partial Hands, Partial Bipedal,] Notes: - Fantasy Warplay - 2023 Rulebook 169 --- PAGE 178 --- Vroat HP: 5 Mana: 2 STR: Bea Size: 5 AV: 2 Int: Animal BR: 5 Looks: Like a massive toad with a crocodile's head. Abilities: Bite AV0, Devour, Leap, Martial Arts, Night Vision, [Quadruped, No Hands] Notes: - Sea Beast HP: 5 Mana: 2 STR: Bea Size: 5 AV: 3 Int: Animal BR: 6 Looks: Come in a wide variety of forms, often look like something somewhere between a huge predatory fish and a sea snake with very heavy scales. Abilities: Bite AV0, Devour, Martial Arts, Night Vision, Water Native. [Quadruped, No Hands] Notes: - Serpent Beast HP: 5 Mana: 2 STR: Bea Size: 5 AV: 3 Int: Animal BR: 7 Looks: Like very large snakes. Abilities: Bite AV0, Devour, Night Vision, Martial Arts. May have Poison (GM Discretion).[Quadruped, No Hands] Notes: - Sky Beast HP: 2 Mana: 2 STR: Ave Size: 2 AV: 1 Int: Animal BR: 2 Looks: The most common type are flying, monkey-like creatures. Abilities: Bite, Devour, Flying, Night Vision, Martial Arts. [Partial Hands, Partial Bipedal,] Notes: - Swamp Beast HP: 5 Mana: 2 STR: Bea Size: 4 AV: 2 Int: Animal BR: 7 Looks: A cross between a snake and a hippo. Abilities: Bite AV0, Devour, Night Vision, Martial Arts, May have Poison. [Quadruped, No Hands] Notes: Usually solitary and territorial. 170 Fantasy Warplay – 2023 Rulebook --- PAGE 179 --- Brittlemen HP: 5 Mana: 2 STR: Ave Size: 2 AV: 0 Int: Stupid BR: 5 Looks: Strangely elongated and carnivorous goblins, almost appear to be on stilts. Brittlemen's origin is unknown, possibly a form of Drakespawn, some believe them a failed species creation attempt. Abilities: Adrenaline, Endure (passive, no choice!), Bite, Limited Martial Arts (Attack only). [Partial Humanoid] Notes: They tend to attack in hordes, eating whatever they can find. They use weapons if they can find them. Cobben HP: 1 Mana: 2 STR: Ave Size: 3 AV: 0 Int: Average BR: 1 Looks: Cobbens look like humans with horse heads and horns. Abilities: Every Cobben gets a spirit item that cannot be looted from them (this item counts as a magical item). They must pay a mana to manifest the item, and after 30 minutes it disappears again unless they pay another mana. This item is determined randomly, and gains one new ability every rank, Cobben can never use more than 2 magic items. Notes: Originally from another world these people came across during the early ages of Roekron. Now a rarely seen species, Cobben societies are historically matriarchal and exclusively have women in positions of power. DRAGONS Dragons are powerful magical creatures of extreme intelligence and influence. Believed to have been involved with creation of the universe they are often viewed as gods. The language of magic, Elder Sorcery, is the language of dragons, thus dragons can make things happen simply by saying so. Greatly feared and revered by all, and rightly so, Dragons embody the very mystery of the universe itself and the raw power of nature unleashed. Fantasy Warplay - 2023 Rulebook 171 --- PAGE 180 --- Dragon HP: 30 Mana: 10 STR: Mon-Col Size: 10-30 AV:4 Int: Extreme BR: ∞ Looks: Massive reptilians with wings, looks vary by type. Abilities: 10 Mana, Battle Roar, Bite AV0, Improved Devour, Dragon Scales (all body armor counts as a Shield!), Dragon Sight (True Sight & Instant Identify), Flying, Martial Arts, Night Vision, Shattering Armor.+10 HP per Size over 10. +50 per size over 20. Colossal Strength above Size 20. Innately at least Rank 5 in one class (by type) and have a breath weapon (by type). Their breath weapon costs 1 Mana and takes its effect on anyone within 30 feet in the direction the dragon is facing. See "Dragon Types" below for more information. All Dragons have innate Elder Sorcery. Adept at Elder Sorcery and Class skills/spells by type. Improved Healing & Energy Factor in vicinity of their lair. [Non-Humanoid, Partial Bipedal] Notes: Dragons are extremely intelligent, and natively speak the language of creation! May have other abilities not listed. Dragon Types: There are many different types of dragon, each with it's own appearance, set of abilities, and specific breath weapon: • Red Dragons - Innately Flame Mages. Breath Weapon: call "Red Dragon 172 Fantasy Warplay – 2023 Rulebook --- PAGE 181 --- Breath:” Deals 20 Magic Fire damage. • Blue Dragons - Innately Storm Mages. Breath Weapon: call "Blue Dragon Breath:” Freezes all for hit for the encounter. • White Dragons - Innately Life Mages. Breath Weapon: call "White Dragon Breath:” All hit cannot deal damage for the encounter. • Black Dragons - Innately Necromancers. Breath Weapon: call "Black Dragon Breath:” Deals 20 Magic Terror damage. • Green Dragons - Innately Nature Mages. Breath Weapon: call "Green Dragon Breath:” Unforges all magic items. • Iron Dragons - Innately Barbarians. Breath Weapon: call "Iron Dragon Breath:” Hacks all limbs. • Golden Dragons - Innately Samurai. Breath Weapon: call "Golden Dragon Breath:” +5 deaths to next pull, +10 if you attack the dragon. • Mithril Dragons - Innately Veterans. Breath Weapon: call "Mithril Dragon Breath:” Immobilizes all hit for the encounter • Steel Dragons - Innately Knights. Breath Weapon: call "Steel Dragon Breath:” 20 Magic damage and Knockback 10. • Platinum Dragons – Innately Paladins. Breath Weapon: call "Platinum Dragon Breath:” Divine Effect (usually kills undead and Exorcises them). • Shadow Dragons - Innately Assassins. Breath Weapon: Call "Shadow Dragon Breath:” Kills all players hit (magic damage). • Sea Dragons - Innately Amazons and are Water Native. Breath Weapon: call "Sea Dragon Breath:” Impales and deals 20 Magic Vitals damage to all hit. • Needle Dragons – Innately Archers. Breath Weapon: call "Needle Dragon Breath:” Deal 20 individual points of Magic damage. • Copper Dragons - Innately Thieves. Breath Weapon: call "Copper Dragon Breath:” Unglue Search/Loot all items (gone from the enc.) • Leather Dragons – Innately Rangers. Breath Weapon: call "Leather Dragon Breath:” Shatter all non-magic items hit. -------------------------------------------------------------------------------- Fantasy Warplay - 2023 Rulebook 173 --- PAGE 182 --- Drake HP: 15 Mana: 2 STR:Imp Size: 5 AV: 2 Int: Animal BR: 13 Looks: Similar to dragons, but half the size and much more bestial. Abilities: Flying, Bite AV0, Devour, Martial Arts, Night Vision, Battle Cry. Innately Rank 1 in a class and a breath weapon (by type). Their breath weapon costs 2 Mana and takes the form of a blast (10' cone). See "Dragon Types" for more information [Non-Humanoid, Partial Bipedal] Notes: These "half-dragons" are a hybrid of Dragons made by Elder Sorcery. Dragons hate these beasts, who posses little intelligence beyond the desire to kill. Drakes can be ridden and are often found as mounts for imperial guards. They spawn drakespawn. Drakes are Domesticated. DRAKESPAWN Drakes breed at a frantic pace. Each clutch has six eggs: three drakes, three random creatures (a remnant of Dragons' innate Elder Sorcery). These drakespawn usually appear as a cross between two animals, but with strange abilities. 174 Fantasy Warplay – 2023 Rulebook --- PAGE 183 --- Common Drakespawn HP: V Mana:V STR: V Size: V AV: V Int: Animal BR: V Looks: Usually look like a cross between two normal animals, though they can look like anything. Abilities: Aggressive. Drakespawn have have 1d10 random abilities (50% normal animal ability 40% class-type spell or skill, 10% new ability) [Non-Humanoid, Partial to Full hands, Partial to Full Bipedal] Notes: Drakespawn are the offspring of Drakes. They can breed on their own and are very aggressive. Spawnmen HP: V Mana:V STR: V Size: V AV: V Int: Stupid BR: V Looks: Usually look like a cross between a normal animal and a humanoid though they can look like anything. Abilities: Aggressive (very amoral and sociopathic). Spawnmen have 1d5 random abilities (50% normal animal ability 40% class-type spell or skill, 10% new ability) [Partial Humanoid, Partial to Full hands, Partial to Full Bipedal] Notes: Spawnmen are the offspring of Drakes. They can breed on their own and are very aggressive. They tend to be sociopath killers and Amoral, living alone, or in very small groups of their type only. They treat all species not their own as things to be killed/destroyed. -------------------------------------------------------------------------------- Dolynx HP: 1 Mana: 2 STR: Ave Size: 2 AV: 0 Int: Average BR: 1 Looks: Looks like larger hobbits with dog like head Abilities: Innate Elder Sorcery (Gain a random verb and noun, an Elder Sorcery Slot, and OP 1 Celestial words. Every 3 levels they gain one of the following; a random word, an OP of Celestial words, an Elder Sorcery slot, a random delivery. Any spells they make using this ability costs 1 mana. Notes: Friendly creatures on the whole, they have a hobbit way of life. Fantasy Warplay - 2023 Rulebook 175 --- PAGE 184 --- Elemental [Outsider] HP: V Mana:5 STR: Bea+ Size: V AV:0 Int: High BR: 7-21+ Looks: Appear as a mass of their element (fire, rock, water, etc.) Elementals can also take a human form (resembling a human with an odd skin color) Abilities: Elementals only take magic damage. Immune Hexproof to all magic of their own mage type (only take it if they wish to). Can deal damage of their type by touch (needs no hands to do this). Mana Regenerating by type. Dark Vision, Immune to Unconsciousness. Innate Mage by type equal to half their size (rounded up). • Fire - Innate Flame Mage • Water - Innate Storm Mage • Air - Innate Life Mage • Shadow - Innate Necromancer • Earth - Innate Nature Mage [Non-Humanoid] Notes: If an elemental takes on it's humanoid form, it retains all of its immunities but cannot use it's innate spells. Elementals can "revert" between forms at will. 176 Fantasy Warplay – 2023 Rulebook --- PAGE 185 --- ENTS Protectors and shepherds of the forest, these ancient beings are believed to be descendants of nature elementals or fae. Each is native to a particular forest which it protects and maintains for hundreds of years. Ents are slow, patient beings, ever on the watch for threats to nature and protecting beings who can't protect themselves. Common Ent HP: 10* Mana:4 STR:Mon Size:8+ AV:4 Int: Average BR: 15+ Looks: Walking tree with a rough face, branches for arms, roots as feet. Abilities: Healing Touch, *Improved Healing Factor, Martial Arts, Night Vision, Rebirth (free in home forest), Instant Treeform (self), Treeform Ball. [Non-Humanoid, Partial Hands] Notes: Use a flail as one arm, cast spells with the other hand. Ents, if unprovoked, will usually heal anyone in need, but will attack anyone with an ax! Ironwood Ent HP: 10* Mana:3 STR:Mon Size:8+ AV:4 Int: Low BR: 20+ Looks: Walking tree with a rough face, heavy, weapon-like branches, and roots for feet. Abilities: Dark Vision, *Improved Healing Factor, Martial Arts, Instant Treeform (self), Unbreachability. [Non-Humanoid, No Hands] Notes: Use any weapons as arms. Ironwood Ents will attack anyone with an axe as well as anything that doesn't seem like nature to them! Elder Ent HP: 20* Mana:5 STR:Mon Size:10+ AV:4 Int: Average BR: 30+ Looks: Walking tree with a rough face, branches for arms, roots as feet. Abilities: Dark Vision, *Improved Healing Factor, Martial Arts, Rebirth (free in home forest), Instant Treeform (self), Treeform Ball, Unbreachability, Ward.+10 HP per Size over 10. Innately have Elder Sorcery of Nature at double proficiency. [Non-Humanoid, Partial Hands] Notes: Use a flail for one arm, cast spells with the other hand. Elder Ents Fantasy Warplay - 2023 Rulebook 177 --- PAGE 186 --- are very rare, thought of as the true shepherds of the forests. They are believed to be only one per forest. Elder Ents are very reclusive and spend most of their time dormant (in Tree Form). --------------------------------------------------------------------------------- FAERIE FOLK Faerie Folk take many shapes and forms but usually appear as tiny elfin people with wings. They are deeply interwoven with the forces of nature and are believed to be caretakers, protectors, and messengers of the wild. Much like elves they are immortal and wrapped deeply in their own world of timeless feuds and plots, making them appear extremely chaotic to mortals. Fae have innate magic much like dragons do, but their magic is more unconscious and usually not completely under their control, triggered by intense emotion or need, making them extremely dangerous if provoked. Faerie HP: 1 Mana:4* STR: Tiny Size: ½ AV: 0 Int: Average BR: 16+ Looks: Humanoid with wings, and small size. Abilities: Flying, *Mana Regenerating, Limited Damage Resistance (Zones 0-2), Night Vision, One chosen Mage spell, Innate Elder Sorcery (see GM). 178 Fantasy Warplay – 2023 Rulebook --- PAGE 187 --- Notes: The great mages of their race, Fairies are dangerous spell Casters. Pixie HP: 1* Mana:3 STR: Tiny Size: ½ AV: 0 Int: Average BR: 16+ Looks: Humanoid with wings and small size. Abilities: Flying, Limited Damage Resistance (Zones 0-2), *Regenerating, Night Vision One chosen Warrior skill. Innate Elder Sorcery (see GM). Notes: Pixies are the warriors of their race. Nymph HP: 1* Mana:4* STR: Ave Size: 3 AV: 0 Int: Average BR: 21+ Looks: Very attractive elf-like beings. Abilities: Adrenaline, Allure, Charm, *Mana Regenerating, Night Vision, *Regenerating, Treeform Ball. Innate Elder Sorcery (see GM). [Cannot wear armor] Notes: Seductive and dangerous creatures, Nymphs lure their prey into an intoxicating dream world. Nymphs never wear armor (or much else for that matter). Madwing HP: 2* Mana:4* STR: Ave Size: 2 AV: 0 Int: Average BR: 21+ Looks: Larger Faerie with a set of dragonfly-like double wings. Abilities: *Mana Regenerating, Night Vision, Flying, *Regenerating. One chosen Warrior skill and one chosen Mage spell. Innate Elder Sorcery (see GM). Notes: Madwings are very rare elite forces of the fae. Gnome HP: 1 Mana: 2 STR: Tiny Size: ½ AV: 0 Int: Average BR: 1 Looks: Often resemble tiny dwarfs. Fantasy Warplay - 2023 Rulebook 179 --- PAGE 188 --- Abilities: Paranoid, Greedy, Thin Soul. Notes: Very paranoid and avoids most other races. Super greedy! Brownie HP: 1* Mana:3 STR: Tiny Size: ½ AV: 0 Int: Average BR: 26+ Looks: Brownies appear like elfin gnomes, always in hats and nicely made clothes. Abilities: Instant Teleport, Limited Damage Resistance (Zones 0-2), Night Vision, *Regenerating, True Invisibility (at will!). Innate Elder Sorcery (see GM). Notes: They love magic items and bartering and often won't take "No" for an answer! --------------------------------------------------------------------------------- GIANTS Giants are solitary and prefer fighting alone (though they will come to each others aid). They are arrogant and will only attack if they see a large group worthy of battle or are attacked themselves. Hill Giant (Lesser) HP: 10 Mana:2 STR:Gia Size: 6 AV: 0 Int: Low BR: 8 Looks: Humanoid, though of great size and build Abilities: Notes: The major fighters of their race, Hill Giants are straightforward, and often Warriors. Stone Giant (Lesser) HP: 15 Mana:2 STR:Gia Size: 7 AV: 0 Int: Average BR: 12 Looks: Humanoid, though of great size and build. Abilities: Notes: The craftsmen of the Giant Clans, they tend to specialize in one area and master it. 180 Fantasy Warplay – 2023 Rulebook --- PAGE 189 --- Greater Giant (All Types) HP: 20 Mana: 3 STR: Mon Size: 8+ AV: 0 Int: Average BR: 21+ Looks: Humanoid, though of great size and build, skin colors and features varying by their natural mage-type. Abilities: Greater Giants have all of the 1st Rank spells (Innately) of the Mage class that matches their color. They also have the Mage Crown of their type. • Flame Giants - Innate 1st Rank Flame Mage • Storm Giants - Innate 1st Rank Storm Mage • Life Giants - Innate 1st Rank Life Mage • Death Giants - Innate 1st Rank Necromancer • Nature Giants - Innate 1st Rank Nature Mage Notes: --------------------------------------------------------------------------------- GOBLINS A species of underground people with thousands of variations and mutations, Goblins have a very odd culture. They breed extremely fast and reach adulthood in under a year. Most do not live much longer, as they are known for a lack of intelligence that often leads them into deadly circumstances. Goblins are not evil, but are often used by evil armies because they are easy to manipulate and are extremely numerous. Common Goblin HP: 1 Mana:2 STR: Low Size: 1 AV: 0 Int: Stupid BR: ½ Looks: Green skinned, with a slight build, wide eyes and sharp features. Abilities: Digging, Tunneling. [Partial Humanoid, Partial Speech] Notes: Goblins have only a loose grasp on reality and are easily fooled.In combat, they prefer to attack in large numbers. Fantasy Warplay - 2023 Rulebook 181 --- PAGE 190 --- Goblin (Types) HP: 1 Mana:2 STR: Low Size: 1 AV: 0 Int: Stupid BR: 2 Looks: Like Common Goblins, but with different skin colors and body features due to their different adaptations. Abilities: Digging, Tunneling. Special Abilities by type: • Cliff Goblin - Knockback, Leap. • Prairie Goblin - Rebirth. • Swamp Goblin - Spirit Bury. • Sand Goblin - Dispel Magic. • Wood Goblin - Threat, Defy Death. • City Goblin – Unglue, Swiftsleep Aura. • Academy Goblin – Called Magic Resistance. • Sea Goblin – Water Native, Disable Ray Aura. • Bone Goblins – Partial Undead, Death Ratttle • Giant Goblin – Stats as Hill or Stone Giant, but Stupid INT • Popup Goblins – Triumph (Awaken all Goblin in the encounter!) • Ice Goblins – Crown of Ice, Spelltrigger. [Partial Humanoid, Partial Speech] Notes: These unusual breeds of goblins have developed various natural abilities which make them marginally more threatening than their more common kin. Hobgoblin HP: 1 Mana:2 STR: Low Size: 1 AV: 0 Int: Dense BR: 2* Looks: Slightly larger, more alert goblins. Abilities: Digging, Tunneling.*Goblins in the presence of a Hobgoblin will go Berserk in combat. [Partial Humanoid, Partial Speech] Notes: These creatures are slightly more intelligent than goblins, often acting as leaders of goblin packs. Will fight alone. --------------------------------------------------------------------------------- 182 Fantasy Warplay – 2023 Rulebook --- PAGE 191 --- GOLEMS Golems are built as sentries to guard particular spots or items and have a trigger system that activates them (Mana spent to activate them will resets all their HP and Mana as well!). They generally follow a set "program" while active. Their construction and abilities vary (see below) but some universal traits of golems follow. Golems only take Magic Damage, have Immune to Spells. Immune to Unconsciousness, Immune to Mental Effects, and Shattering Armor. . Their Strength generally relates to their size (size 1-2 =Beastly, 3 Improved, 4-5 Giant, 6-7 Supernatural, 8-10 Monstrous, 11+ Colossal). False Golem (Basic Construct) HP: 1 Mana:V STR:Ave+ Size: V AV: 0 Int: Average BR: 6+ Looks: Humanoid statue made of usually inanimate materials. Abilities: False Golems are one of the few Constructs that DO take normal damage. They are not Immune to Spell but often just Resistant. Usually are Immune to Unconsciousness, and Immune to Mental Effects. Unlike real Golems, when they are Activated they do NOT restore their Mana. Clay Golem HP: as size Mana:2 STR:Bea+ Size: V AV: 0 Int: Dense BR: 10+ Looks: Humanoid statue made of clay. Abilities: HP = Size. No Innate Ranks Wood Golem HP: sizeX2 Mana:2 STR:Bea+ Size: V AV: 1 Int: Low BR: 12+ Looks: Humanoid statue made of wood. Abilities: HP = 2xSize. Innately 1st Rank in one Class. Stone Golem HP: sizeX3 Mana:2 STR:Bea+ Size: V AV: 2 Int: Average BR: 16+ Looks: Humanoid statue made of stone. Abilities: HP = 3xSize. Innately 2nd Rank in one Class. Fantasy Warplay - 2023 Rulebook 183 --- PAGE 192 --- Iron Golem HP: sizeX4 Mana:3 STR:Bea+ Size: V AV: 3 Int: High BR: 26+ Looks: Humanoid statue made of iron. Abilities: HP = 4xSize. Innately 3rd Rank in one Class, 2 Fireballs. Silver Golem HP: sizeX5 Mana:4 STR:Bea+ Size: V AV: 4 Int: Very High BR: 36+ Looks: Humanoid statue made of silver. Abilities: HP = 5xSize. Innately Rank 4, 2 Lightning Rays and 2 Elder Sorcery Thunder Rays (deal 5 AV0 Knockout) Steel Golem HP: sizeX6 Mana:4 STR:Bea+ Size: V AV: 4 Int: Very High BR: 46+ Looks: Humanoid statue made of steel. Abilities: HP = 5xSize. Innately Rank 4, Dragon Scales, All attacks will Passively Shatter. Mithril Golem HP: sizeX10 Mana:5 STR:Bea+ Size: V AV: 4 Int: Extreme BR:56+ Looks: Humanoid statue made of mithril. Abilities: HP = 10xSize. Innately Rank 5., All attacks are Passively Warded and will destroy items they strike. --------------------------------------------------------------------------------- Griffin HP: 4 Mana:2 STR:Bea Size: 5 AV: 1 Int: Low BR: 6 Looks: Like a large cross between an eagle and a lion. Abilities: Bite AV0, Devour, Flying, Martial Arts, Night Vision. [Non-Humanoid, Partial Hands] Notes: Griffins have a particular fondness for shiny objects and riddles, as well as fresh meat! Griffins are Domesticated. 184 Fantasy Warplay – 2023 Rulebook --- PAGE 193 --- Harpy HP: 3* Mana:2 STR: Ave Size: 2 AV: 1 Int: Low BR: 9 Looks: Bird-like, but with a human features. Abilities: Flying, *Improved Healing Factor, Swimming [Partial Humanoid, Partial Hands, Partial-Bipedal] Notes: Harpies are generally cruel, and prefer to attack in bands from the air. Usually live near the coast. HYDRA Hydras are tricky to play, as they require multiple players acting as one creature: one player for the body and many players for the heads. The heads must stay within 30 feet of the body. The body can't be dropped until all the heads are killed and Burned, Treeformed, or all heads have their regeneration stopped! Hydra - Head HP: 5* Mana: 2 STR: Gia-Mon Size: 2 AV: 2 Int: Animal BR: 8 Looks: A massive lizard with multiple snake-like heads. Abilities: Acidic Blood, Bite AV0, Devour, Glide, Reach, *Regenerating (and remember they can Carry!). Flying if part of a Greater Hydra. [Non-Humanoid] Notes: Heads cannot move more than 30 feet away from their body! Greater Hydras (Size 8+) have Monstrous Strength as do their heads. Hydra - Body HP: 5+(headsX5) Mana: 3 STR: Gia-Mon Size: 5-10 AV: 3-4 Int: Animal BR: 16+ Looks: A massive lizard with multiple snake-like heads. Abilities: Acidic Blood, Martial Arts w/ Weap. Mastery. Hydra Bodies have 5 HP per head they start with. The body cannot be dropped until all of the heads are killed and Burned, Treeformed, or all heads have their regeneration stopped! Greater Hydras (Size 8+) have Monstrous Strength as do their heads. [Non-Humanoid] Notes: Heads cannot move more than 30 feet away from their body! --------------------------------------------------------------------------------- Fantasy Warplay - 2023 Rulebook 185 --- PAGE 194 --- Kobold HP: 1 Mana: 2 STR: Low Size: 1 AV: 2 Int: Low/Ave. BR: 5 Looks: Small lizard-men. Abilities: Aggressive. Fight as though they had Average Intelligence. [Partial Humanoid] Notes: They usually attack in large numbers. Their innate scale armor makes them very dangerous, as they only need to put on leather armor to have AV 3! They are a little dull, and are aggressive and territorial. KRAKEN Krakens are tricky to play, as they require multiple players acting as one creature: one player for the body and many players for the arms (tentacles). The arms must stay within 30 feet of the body. If the body dies, so do all of the arms! Kraken - Arm HP: 1 Mana 2 STR: Gia-Mon Size: 4 AV: 1 Int: Animal BR: 7 Looks: A huge, scaly tentacle! Abilities: Endure, Glide, Reach, Snare. [Non-Humanoid] Notes: Use a long-flail as the end of the tentacle to attack and carry! Arms cannot move more than 30 feet away from their body! Drop enemies and bring them to the body to be devoured. Greater Krakens (Size 8+) have Monstrous Strength as do their arms. Kraken - Body HP: 10+(armsX5) Mana 3 STR: Gia-Mon Size: 5-15 AV: 3-4 Int: Animal BR: 18 Looks: An enormous squid covered in scaly armor. Abilities: Bite AV0, Devour, Martial Arts w/ Weap. Mastery, Shattering Armor, Water Native. Kraken Bodies have 10 HP + 5 HP per arm they start with. If the body is killed, all of the arms die as well! Greater Krakens (Size 8+) have Monstrous Strength as do their arms. [Non-Humanoid] Notes: Arms cannot move more than 30 feet away from their body! --------------------------------------------------------------------------------- 186 Fantasy Warplay – 2023 Rulebook --- PAGE 195 --- Mastiff Bears HP: 10-20 Mana: 3 STR: Gia-Mon Size: 6-8+ AV: 2 Int: Animal BR: 18 Looks: Polar Bears the size of various giants Abilities: Martial Arts, Bite AV0, Carrying, Swimming, Berserk, Triumph, Advanced Smell, Battle Cry, Snow Native. Innate Elder sorcery of one type. Notes: Almost exclusively found very far north, these giant bears are magical in nature and always in pairs. Merfolk HP: V Mana V STR: V Size: V AV: V Int: V BR: 1 Looks: As aquatic versions of many land species with gills, fins and other "fishy" features. Abilities: Water Native *Stats and abilities as species type. Notes: Territorial about their waters, lay claim to anything below the waves and raid ships. Can be as friendly or hostile as anyone. OGRES These people look like bigger and stronger Orks. Ogres have a wild culture, tending towards solitude and hunting smaller humanoid species for food. Relying on superior strength and toughness in combat, Ogres are known to underestimate their foes. Often recruited by evil armies due to the Ogre's hunting instincts for humanoids, which are their natural prey. Common Ogre HP: 5 Mana: 2 STR: Imp Size: 5 AV: 0 Int: Low BR: 4 Looks: Ugly muscular humanoids with sharp teeth. Abilities: Vulnerable to Necromancy, and pull with a Thin Soul if killed by Necromancy. [Partial-Humanoid] Notes: Grey Ogre HP: 5 Mana: 2 STR: Imp Size: 5 AV: 0 Int: Low BR: 4 Looks: Ugly muscular humanoids with sharp teeth and grayish skin. Abilities: Vulnerable to Necromancy, and pull with a Thin Soul Fantasy Warplay - 2023 Rulebook 187 --- PAGE 196 --- if killed by Necromancy. [Partial-Humanoid] Notes: Terrified of magic (as Cowardly), will flee is any is used on them! Dark Ogre HP: 5 Mana: 2 STR: Imp Size: 5 AV: 1 Int: Average BR: 5 Looks: Ugly muscular humanoids with sharp teeth, blue-green skin. Abilities: Night Vision, Vulnerable to Necromancy, and pull with a Thin Soul if killed by Necromancy. [Partial-Humanoid] Notes: Dark Ogres are a cross between Death and Common Ogres. Smarter and solitary, they tend to be cruel and dangerous. Death Ogre HP: 5 Mana: 2 STR: Imp Size: 5 AV: 1 Int: High BR: 6 Looks: Ugly muscular humanoids with sharp teeth and olive skin. Abilities: Dark Vision, Vulnerable to Necromancy, and pull with a Thin Soul if killed by Necromancy. [Partial-Humanoid] Notes: Very smart and solitary. Often cruel and evil. --------------------------------------------------------------------------------- ORKS An often misunderstood group of people, Orks have a wide range of cultures and behaviors. They have evolved to be tougher and more resilient than many other species, but due to the harsh climate and demands of their region their culture is similarly rough and brutal. They are not evil, but more survival driven, making them prone to control by evil forces who tend to use then as troops for their strength and resilience. 188 Fantasy Warplay – 2023 Rulebook --- PAGE 197 --- Common Ork HP: 1 Mana: 2 STR: Ave Size: 3 AV: 1 Int: Dense* BR: 1 Looks: Humanoids with a sturdy, strong build and heavier features. Abilities: Night Vision. Notes: Good fighters and resilient but rarely mages. Common Orks receive very little training or education. Playable as characters with GM permission. Common Orks increase in their INT by 1 point each Rank until they reach Brilliant INT though this intelligence is usually accessible only through metaphor and instinct. Urukai Ork HP: 1 Mana: 2 STR: Ave Size: 4 AV: 1 Int: Low-Average BR: 1 Looks: Tall, heavily muscular Orks. Abilities: Aggressive, Armor Piercing, Night Vision. Notes: High status Orks chosen young for intensive physical and mental conditioning, Urukai are very smart and are good fighters and mages. They prefer to fight alone unless leading other Orks. Playable as characters with GM permission. Turuk Ork HP: 1 Mana: 2 STR: Ave Size: 3 AV: 1 Int: Low BR: 4 Looks: Tall muscular Orks. Abilities: Berserk, Fearless, Night Vision. Notes: Tougher, battle-hardened Orks chosen young for harsh training. Turuk Orks tend to be very combat-oriented, and are rarely mages. Known for their wild yet effective battle tactics, Turuks are very deadly foes. Ogrekai Ork HP: 4 Mana: 2 STR: Imp Size: 4 AV: 1 Int: Average BR: 5 Looks: Tall, heavily muscular Orks. Abilities: Notes: Ogrekai Orks are a cross-breed between Orks and Ogres. They are very rare and tend not to breed well. --------------------------------------------------------------------------------- Fantasy Warplay - 2023 Rulebook 189 --- PAGE 198 --- Phoenix [Outsider] HP: 20* Mana: 5 STR: Gia-Mon Size: 5-20 AV: 3 Int: Anim./High BR: 26 Looks: A huge red-orange bird with feathers made of fire. Abilities: Phoenix only take Magic damage. Bite AV0, Devour, Flying, Adept at Flame Magic, Immune to Fire, Warded ES Inferno Aura (Innate, free!), Martial Arts, *Outsider Regenerating, Red Mana Regenerating. [Non-Humanoid] Notes: Phoenixes are actually Outsiders as they are not native to this plane. Size 8+ have Giant Strength and 11+ have Monstrous usually. These beings don't take Mental Effects that target animal intelligence beings, as they are too alien/divine. Phraint HP: 1 Mana: 2 STR: Ave Size: 3 AV: 2 Int: Average BR: 5 Looks: Phraints look like sexless insectoid people. They are like praying mantises, but with only two arms and two legs. Abilities: Leap, Immune to Fear, Incapable of Swimming, Must have custom armor, Cannot wear armor above AV2. Notes: Phraints are from the southern Teriock deserts and have a hive-like culture in which they are constantly serving the queen. Phraints do not feel emotions though they are often “afraid” of water and incapable of swimming. Most common phraints are green and incapable of going mage, though rarely there are red phraints which must go mage and only resist fear. Phraint Queen’s are gold and extremely rare and the only type that can show emotion (no fear protection) 190 Fantasy Warplay – 2023 Rulebook --- PAGE 199 --- Sea Serpent HP: 20 Mana: 2 STR: Mon Size: 10-15 AV: 4 Int: Animal BR: 20 Looks: Like a giant, aquatic snake Abilities: Battle Roar, Bite AV0 (Poison?), Martial Arts, Improved Devour, Dragon Scales (all natural AV counts as a shield), Natural Helm, Water Native. +10 HP per Size over 10. In the vicinity of its lair: Improved Healing Factor for HP & Mana [Non-Humanoid, No Hands] Notes: (Sea Serpents are essentially Water Native Wyrms) Slime HP: as size Mana: =½ size STR: Low-Gia Size: V AV: 0 Int: Animal BR: 7-12 Looks: A pool of thick, opaque liquid with the color of the matching Mage type. Abilities: Damage Reduction (all damage taken is reduced by one bracket). HP equal to size unless over size 10 and then +10 HP per size over 10. Immune to Mental Effects and Unconsciousness. Acidic Blood, Advanced Smell, Blind-fighting, Dark Vision, Devour, Effects Resistance, Slow, Immune to Vitals. Slimes have innate Mage spells of their color: Slimes have Ranks = to half their size rounded up. [Non-Humanoid, No Hands] Notes: Slimes are basically a conglomeration of semi-sentient ooze. STR is Low at size 1-2, Ave at size 3-4, Bea at 5-7, Imp at 8-10, and Gia at 10+ Schooooooop! Fantasy Warplay - 2023 Rulebook 191 --- PAGE 200 --- SPIDERS The Spiders of our game world are no different than those of the real world, except in size. These creatures look and behave just as their real world counterparts might, if they were much larger. Most are animals, just like any other, but on a scale we wouldn't recognize in the real world. Big Spider HP: 3 Mana: 2 STR: Imp Size: 2 AV: 1 Int: Animal BR: 6 Looks: Just like a normal spider, but about the size of a dog. Abilities: Acidic Blood, Acrobatics, Adrenaline, Bite, Dark Vision, Devour, Poison (Bite only), Snare, Unbreachability, Web (AV0 packet & UB ball, as Earthbind). [Non-Humanoid] Notes: Use a flail in each hand as your arms. Huge Spider HP: 5 Mana: 2 STR: Imp Size: 4 AV: 2 Int: Animal BR: 9 Looks: Just like a normal spider, but about the size of a horse. Abilities: Acidic Blood, Acrobatics, Adrenaline, Bite, Dark Vision, Devour, Poison (Bite only), Snare, Unbreachability, Web (AV0 packet & UB ball, as Earthbind). [Non-Humanoid] Notes: Use a flail in each hand as your arms. Giant Spider HP: 10 Mana: 2 STR: Gia Size: 6 AV: 3 Int: Animal BR: 12 Looks: Just like a normal spider, but about the size of a Hill Giant. 192 Fantasy Warplay – 2023 Rulebook --- PAGE 201 --- Abilities: Acidic Blood, Acrobatics, Adrenaline, Bite, Dark Vision, Devour, Poison (Bite only), Snare, Unbreachability, Web (AV0 packet & UB ball, as Earthbind). [Non-Humanoid] Notes: Use a flail in each hand as your arms. Monstrous Spider HP: 20 Mana: 2 STR: Mon Size: 8+ AV: 4 Int: Animal BR: 16+ Looks: A spider the size of a greater giant! Abilities: Acidic Blood, Acrobatics, Adrenaline, Bite AV0, Dark Vision, Devour, Poison (Bite only), Snare, Unbreachability, Web (AV0 packet & UB ball, as Earthbind). [Non-Humanoid] Notes: Use a flail in each hand as your arms. Spiderknights HP: 20 Mana: 2 STR: Mon Size: 4 AV: 4 Int: High BR: 16+ Looks: Humanoid spiders with incredibly hard natural armor. Abilities: Immune to Mental Effects, Acidic Blood, Acrobatics, Adrenaline, Bite AV0, Dark Vision, Devour, Snare, Web Ball & Ray, Dragon Scales, Shimmering, Thin Soul, Deals poison damage with each weapon (pick between 3 types). Notes: Extremely dangerous troops that act as the generals of Morgoth armies. They have elf like abilities and are often rank 2 at least, always having magic items. Spiga [Outsider] HP: 20 Mana: 5 STR: Mon Size: 10-20 AV: 4 Int: Very High BR: 26+ Looks: Monstrous, metallic gunmetal-grey spider-like creature with a human-like face. Abilities: Spiga only take Magic Damage, Acidic Blood, Acrobatics, Immune to Unconsciousness, Bite AV0, Dark Vision, Devour, Poison (Bite only), Snare, Unbreachability, Web (AV0 packet & UB ball –Immobilize indefinitely).+10 HP per Size over Fantasy Warplay - 2023 Rulebook 193 --- PAGE 202 --- 10. Innately 3rd Rank in one mage type. Adept with that type. [Non-Humanoid] Notes: Use a flails as your arms. Carrying Capacity of 10 needed to free anyone from Spiga Snares/Webs. Snared/Webbed players have their Carrying Capacity halfed. Spiga are powerful spider-like Outsiders. --------------------------------------------------------------------------------- Spinemen HP: 5 Mana: 2 STR: Ave Size: 4 AV: 2 Int: Stupid BR: 7 Looks: Broad reptilian creature covered in sharp spines with bladed forelimbs Abilities: Improved Hack (Invoke for AV0), Unbreachability [Non-Humanoid, No Hands, Partial Bipedal] Notes: Use swords in each hand, pointing backwards along the forearms as the spineman's bladed forelimb. Toiroar HP: 5 Mana: 2 STR: Imp Size: 5 AV: 0 Int: Dense BR: 5 Looks: Huge bipedal wolves Abilities: Endurance. [Partial Humanoid] Notes: Toiroar’s are native to another world and are rarely seen due to their small numbers. Usually found traveling either alone or in large packs, and little in between. TROLLS These predominately nocturnal creatures are well known and feared across many lands. While goblinoid in appearance, they have many variations in their builds and habits. Their primary trait is that they all Regenerate, even when dead! This amazing ability is the reason they are feared by all but the most knowledgeable of adventurers. Tough and resilient, Trolls are not necessarily evil, but are predators of most player species, leading to poor relations between the two groups. Wood Troll HP: 5* Mana: 2 STR: Ave Size: 2 AV: 1 Int: Dense BR: 5 Looks: Dwarf-sized, ugly and hunched with a lanky build and chameleon- like skin. Abilities: Hide & Stealth, Martial Arts, Night Vision, 194 Fantasy Warplay – 2023 Rulebook --- PAGE 203 --- *Regenerating. [Partial Humanoid] Notes: Wood trolls are very wild and not much smarter than cave trolls. War Troll HP: 10* Mana: 2 STR: Ave Size: 4 AV: 1 Int: Low-Ave. BR: 7 Looks: Ugly, and hunched with a lanky build and thick, leathery skin. Abilities: Night Vision, *Regenerating. [Partial Humanoid] Notes: War trolls are much smarter than cave trolls and are commonly found in evil armies as front running troops. Cave Troll HP: 20* Mana: 2 STR: Ave Size: 8-10 AV: 2 Int: Dense BR: 16 Looks: Huge and ugly with a hunched, muscular build, claws, and rocklike skin. Abilities: Adrenaline, Dark Vision,Martial Arts, Monstrous Strength,*Regenerating. [Partial Humanoid] Notes: Cave trolls are not very smart but extremely resilient. Rarely mages. Dark Troll HP: 10* Mana: 2 STR: Bea Size: 5 AV: 1 Int: High BR: 20 Looks: Ugly and hunched with a lanky build and dark leathery skin, long razor sharp claws and huge yellow cat-like eyes. Abilities: Acidic Blood, Adrenaline, Dark Vision, Martial Arts with Weapon Mastery, *Regenerating. [Partial Humanoid] Notes: Dark Trolls are nocturnal and wilder than War Trolls. They are often deadly mages. Rift Troll (Flame, Storm, Dune, Shadow, Rock) [Outsider] HP: 15* Mana: 5 STR: Mon Size: 7 AV: 1 Int: High BR: 30 Looks: Ugly, and hunched with a lanky build and dark, thick, colored, Fantasy Warplay - 2023 Rulebook 195 --- PAGE 204 --- leathery skin, long razor sharp claws and huge yellow cat-like eyes. Abilities: Only takes Magic damage, Acidic Blood, Dark Vision, Immune to Unconsciousness, Martial Arts with Weapon Mastery, *Outsider Regenerating. Immune to one type of magic & Element Shaping by elemental type. [Partial Humanoid] Notes: Rift Trolls are Elemental trolls that have come to this plane and are thus Outsiders. They are partial Elementals and have the same Immunity of Elementals. They also have an ability to shape their element at will (GM discretion). Their control range is usually 1 foot per level they are. --------------------------------------------------------------------------------- Were-Creature HP: V Mana:V STR: V Size: V AV: V Int: V BR: V Looks: A monstrous cross between an animal and a humanoid species. Abilities: Can only be Killed by Silver or Magic damage. Do not regenerate these types of damage. Bite, Improved Strength, *Regenerating (Non Silver or Magic Damage only) Any abilities their animal-type would have. *HP as animal + 1 HP per level, Size as animal +1, AV as animal, Int varies + Animal. [Partial Humanoid] Notes: Anyone killed by a were-creature's bite may become a Lycanthrope of the same type. Lycanthropes change during their particular moon phase into a Chaotic half beast of themselves and begin attacking everything nearby. The rest of the time they appear as a normal humanoid (but still Regenerate). All werecreatures are 196 Fantasy Warplay – 2023 Rulebook --- PAGE 205 --- infertile and will go were in the presence of animal-summoning effects. While were, a were creature will treat no one as an ally. (Note: Were-Creatures are not undead!) Windrunner HP: 1 Mana: 2 STR: Ave Size: 2 AV: 1 Int: Low BR: 5 Looks: Windrunners look like skinny, very light cats that stand upright to fight. Abilities: Aggressive, Flying, Martial Arts, Speed. Have Triumph- Awaken and Positional HP when in groups of 3 or more. [Non Humanoid, Partial Bipedal] Notes: They usually attack in large numbers. These creatures are ferocious protectors of their territory, and often use weapons to excellent effect. Their lack of a bipedal stance means that they cannot run while holding weapons so they tend to wear baldrics and sheaths for this. Wolfmen HP: 1 Mana: 1 STR: Ave Size: 2 AV: 1 Int: Low-Average BR: 4 Looks: Bipedal wolf people built like a dwarf Abilities: Bite, Acrobatics, Advanced Smell, Aggressive, Vulnerable to Fire, Packduel (uses = item tier, other wolfmen only), Snow Native [Partial Humanoid] Notes: Found almost exclusively in the northern regions of Roekron, Wolfmen fight in packs and are territorial. These beings also have a strong hatred for dwarves due to their history of being oppressed and massacred, and as such are Frenzied vs Dwarves. Wurdein Beyoni: HP: 1 Mana: 2 STR: Ave Size: 3 AV: 0 Int: Ave BR: 2 Looks: Humans with colors and themes of their mage type. Abilities: Minor (out) shaping of their element by level in inches. Alternative Convoke Dispel Magic by their type. Alternative Convoke Reflect Magic by their type (note- this still costs a mana), Can’t use the same Alternative Convoke twice in a row. Don’t cap magic damage (except your type). Vulnerable to opposed elemental types of spells and damage (Holy, Terror, Fire, Ice, Vine) Notes: Wurduin Beyoni are not of this world, having traveled here around the same Fantasy Warplay - 2023 Rulebook 197 --- PAGE 206 --- time the doorways opened from other dimensions. This explains their strange powers even though they are human, as it appears that in their dimension, all humans have these powers. Wyrm HP: 20 Mana: 2 STR: Mon Size: 10-15 AV: 4 Int: Animal BR: 21 Looks: Like a smaller, longish dragon without wings. Abilities: Battle Roar, Bite AV0, Improved Devour, Dragon Scales, Martial Arts, Monstrous Strength. +10 HP per Size over 10. In the vicinity of it's lair: Improved Healing Factor for HP & Mana [Non-Humanoid] Notes: (Wyrms are essentially Land Native Sea Serpents.) 198 Fantasy Warplay – 2023 Rulebook --- PAGE 207 --- ANIMALS Every once in a while, adventurers encounter common animals during the course of a mission. Animals are also used with certain spells and to generate drakespawn. Because of this, we have included the stats of some common animals below. GMs may decide to use a different set of stats for any of the animals listed, or make up stats for one that is not in the list. The stats below are only guidelines, as individual animals can vary in their abilities just as widely as people can. All animals are assumed to be Non-Humanoid, have No Hands, and No Speech. Note: Common non-magical Animals are shy of fire and torches will cause Fear on contact (AV0). Additionally, each animal has a pair of abilities listed which you may choose between if you gain the animal as a Familiar. In general players are not allowed to play their familiar or have a friend play it, and the familiar ability you choose represents having that animal with you as you adventure. Common Animal Abilities Chart 1. Martial Arts 11. Hide 2. Bite AV0 12. Sense Ambush 3. Night Vision & Scouting 13. Improved Strength 4. Serrated Claws (AV0 Hack with Hands) 14. +1 AV (natural) 5. Advanced Smell (or Hearing) 15. Knockback 6. Acrobatics 16. Snare 7. Swimming 17. Reflexes 8. Winged Flight (Flying) 18. Maul 9. Digging 19. Battle Cry 10. Terrain Native (pick one) 20. Endurance ANIMALS 1- Badger HP: 1 Mana: 2 STR: Ave Size: 2 AV: 1 Int: Animal BR: 6 Abilities: Martial Arts, Bite (Hack/Impale/Vitals Hacks), Berserk, Digging, Advanced Smell. Familiar: Advanced Smell or Fearless. 2- Bat HP: 1 Mana: 2 STR: Tiny Size: ¼-1 AV: 0 Int: Animal BR: 1 Abilities: Flying, Night Vision, Sonar, Climbing, Bite 0 (Infect - GM discretion). Familiar: Night Vision or Fear Touch. Fantasy Warplay - 2023 Rulebook 199 --- PAGE 208 --- 3 - Bear HP: 2-11 Mana: 2 STR: Ave-Imp Size: 2-5 AV: 2 Int: Animal BR: 8 Abilities: Martial Arts, Bite AV0, Carrying, Swimming, Berserk, Triumph, Advanced Smell, Battle Cry.+3 HP per size above 2. Plus 1 STR bracket per Size as well (max Imp). Familiar: Battle Cry or Endure. 4 – Bird, Raptor HP: 1 Mana: 2 STR: Low-Bea Size: ¼-1 AV: 0 Int: Animal BR: 2 Abilities: Flying, Limited Martial Arts (Vitals damage only), Scouting, Carrying, Bite, Owls: Night Vision. Eagles: Beastly Strength. Falcons: Crit Elite. Familiar: Scouting or Gifted Accuracy. 5 – Bird, Songbird HP: 1 Mana: 2 STR: Tiny Size: ¼ AV: 0 Int: Animal BR: 1 Abilities: Flying, Hide, Sense Ambush, Courtier 5. Familiar: Talented Courtier or Sense Ambush. 6 – Birds, Waterfowl HP: 1 Mana: 2 STR: Tiny Size: ½-1 AV: 0 Int: Animal BR: 1 Abilities: Flying, Swimming, Diving, Bite (Vitals Hack). Familiar: Swimming or Sense Weather. 7 - Boar HP: 1-9 Mana: 2 STR: Low-Gia Size: 1-5 AV: 3 Int: Animal BR: 12 Abilities: Bite AV0, Martial Arts, Berserk, Battle Charge, Trample, Defy Death, Advanced Smell. +2 HP per size above 1. Plus 1 STR bracket per Size as well (max Imp) Familiar: Defy Death or Talented Enforcer. 8 - Buffalo HP: 5 Mana: 2 STR: Imp Size: 4 AV: 2 Int: Animal BR: 5 Abilities: Martial Arts, Knockback, Battle Charge, Trample. Water Buffalo: Swimming. Bison: AV3. Cow: AV1, Domesticated. Familiar: Skill Share or Partner Awaken. 200 Fantasy Warplay – 2023 Rulebook --- PAGE 209 --- 9 – Camel (Alpaca, Llama) HP: 3 Mana: 2 STR: Imp Size: 4 AV: 1 Int: Animal BR: 4 Abilities: Desert or Mountain Native, Bite, Animal Packet (Vitals Blind, 1m), Limited Martial Arts (Vitals only), Strength, Endurance. Domesticated. Familiar: Disable or Endure. 10 – Cat, Big HP: 3-7 Mana: 2 STR: Ave-Imp Size: 2-4 AV: 1 Int: Animal BR: 8 Abilities: Bite AV0, Martial Arts w/ Weap. Mast., Slay, Careful Planning, Acrobatics. +2 HP per size above 2. Plus 1 STR bracket per Size as well (max Imp) Lion: Battle Cry. Tiger: Swimming. Cheetah: Speed. Familiar: Martial Arts or Gifted Slay. 11 – Cat, House HP: 1 Mana: 2 STR: Tiny Size: ½-1 AV: 0 Int: Animal BR: 1 Abilities: Bite (vs Size ½ and smaller only), Defensive Martial Arts, Acrobatics, Snare, Spirit Guide. Domesticated. Familiar: Spirit Guide or Acrobatics. 12 – Crocodile (Alligator, Caiman) HP: 1 Mana: 2 STR: Tiny-Gia Size: 1-5 AV: 3 Int: Animal BR: 6 Abilities: Bite AV0, Martial Arts, Swimming, Diving, Hide, Leap (Water Only), Hack, Night Vision. +4 HP per size above ½. Plus 1 STR bracket per Size as well (max Gia) Familiar: +1 AV or Hack. 13 - Deer HP: 1 Mana: 2 STR: Ave Size: 3 AV: 1 Int: Animal BR: 2 Abilities: Defensive Martial Arts, Leap, Strength, Advanced Hearing. Familiar: Sense Ambush or Light Touch. Fantasy Warplay - 2023 Rulebook 201 --- PAGE 210 --- 14 - Dog HP: 2 Mana: 2 STR: Ave Size: 2 AV: 0 Int: Animal BR: 2 Abilities: Bite (Hack/Impale/Vitals Hacks), Defensive Martial Arts, Advanced Smell/Hearing, Tracking, Cure Mental Illnesses. Domesticated. Familiar: Cure Mental Illnesses or Talented Tracking. 15 – Echinoderms (Sea Stars/Urchins/Cucumbers) HP: 1 Mana: 2 STR: Low Size: ¼ AV: 2 Int: Animal BR: 1 Abilities: Water Home, Regenerating (OOC), Slow, Resistance to Skills. Familiar: Brace or Limited Effects Resistance (one class only – perm. choice). 16 - Elephant HP: 15 Mana: 2 STR: Gia Size: 8 AV: 3 Int: Anim./Ave. BR: 12 Abilities: Trample, Knockback, Battle Charge, Martial Arts, Prehensile Appendage, Battle Cry. Familiar: Limited Giant Strength (+Carrying Only) or Skill Share. 17 - Fish HP: 1-10 Mana: 2 STR: Tiny-Gia Size: ¼ - 5 AV: 1 Int: Animal BR: 1 Abilities: Water Home, Bite (if size 1+), Escape, Leap, Hide. +2 HP per size. +1 STR bracket per size over 1 (Max Gia) Familiar: Swimming or Duel. 18 - Fox HP: 1 Mana: 2 STR: Low Size: 1 AV: 0 Int: Animal BR: 3 Abilities: Defensive Martial Arts, Bite (Hack/Impale/Vitals Hacks), Hide, Stealth, Advanced Hearing/Smell. Familiar: Scouting or Hide. 19 – Frog (Toad) HP: 1 Mana: 2 STR: Tiny Size: ¼ AV: 0 Int: Animal BR: 1 Abilities: Water Native, Leap, Gifted Poison (GM discretion). Familiar: Earthbind Touch or Leap 202 Fantasy Warplay – 2023 Rulebook --- PAGE 211 --- 20 - Goat HP: 1 Mana: 2 STR: Ave Size: 2 AV: 0 Int: Animal BR: 2 Abilities: Knockback, Battle Charge, Climbing, Defensive Martial Arts. Domesticated. Familiar: Knockback or Impale. 21 - Hippopotamus HP: 15 Mana: 2 STR: Gia Size: 6 AV: 3 Int: Animal BR: 14 Abilities: Bite 5 AV0, Berserk, Swimming, Martial Arts, Trample, Gifted Deadly (Bite Only for sizes less than 5, 1m). Familiar: Threat Vitals or Swimming. 22 - Horse HP: 2 Mana: 2 STR: Imp Size: 4 AV: 0 Int: Animal BR: 7 Abilities: Speed, Bite, Martial Arts, Trample, Battle Charge, Endurance, Advanced Hearing. Domesticated. Donkey: Resistance to Mental Effects. Zebra: Missile Resist., not Domest. Familiar: Endurance or Improved Strength. 23 - Hyena HP: 2 Mana: 2 STR: Ave Size: 2 AV: 1 Int: Animal BR: 4 Abilities: Bite (Hack/Impale/Vitals Hacks), Maul, Defensive Martial Arts, Advanced Smell, Night Vision. Familiar: Spirit Bury or Spirit Guide. 24 – Insect, Large HP: 1 Mana: 2 STR: Tiny Size: ¼ - ½ AV: 2 Int: Animal BR: 4 Abilities: Bite 0 (Infect – GM Discretion), Climbing, Flying, Digging, Night Vision, Scouting. Familiar: Fear Touch or Bite. 25 – Insect Swarm HP: 0 Mana: 2 STR: N/A Size: (3) AV: 0 Int: Animal BR: 11 Abilities: Only take area effects (immune to all else). Abilities by type. Familiar: Fear Aura or Gifted Tumble. Fantasy Warplay - 2023 Rulebook 203 --- PAGE 212 --- 26 - Lizard HP: 1 Mana: 2 STR: Tiny Size: ½ AV: 1 Int: Animal BR: 1 Abilities: Climbing, Hide, Digging. Familiar: +1 AV or Evasive Shimmering. 27 - Monkey HP: 1-11 Mana: 2 STR: Tiny-Gia Size: ½-3(4-5) AV: 0 Int: Anim./Ave. BR: 6 Abilities: Acrobatics, Hands, Unglued Search, Defensive Martial Arts, Bite (Hack/Impale/Vitals Hacks), Prehensile Appendage. +2 HP per size above ½. Plus 1 STR bracket per Size as well (max Gia) Ape: Martial Arts, Battle Cry and +2 Size instead of Prehensile Appendage. Familiar: Improvised Weapons or Acrobatics. 28 – Moose HP: 5 Mana: 2 STR: Imp Size: 6 AV: 2 Int: Animal BR: 10 Abilities: Martial Arts, Bite, Trample, Knockback, Impale, Battle Charge, Swimming, Berserk. Elk: Leap instead of Berserk. Familiar: Knockback or Gifted Triumph-Boost. 29 – Mouse (Rat) HP: 1 Mana: 2 STR: Tiny Size: ¼ AV: 0 Int: Animal BR: 2 Abilities: Climbing, Hide, Stealth, Bite 0 (Infect - GM Discretion), Partial Hands. Familiar: Hide or Talented Area Search. 30 – Octopus (Squid, Cuttlefish) HP: 1-23 Mana: 2 STR: Tiny-Gia Size: ½-5 AV: 0 Int: Anim./Ave. BR: 6 Abilities: Water Home, Hands, Hide, Stealth, Snare, Disguise (as aquatic only), Escape (in water only), Bite 0 (Poison - GM Discretion Call “Bite 0, no damage- take Poison.”) +2 HP per size above ½. Plus 1 STR bracket per Size as well (max Gia) Familiar: Lie or Evasive Shimmering. 204 Fantasy Warplay – 2023 Rulebook --- PAGE 213 --- 31 - Opossum HP: 1 Mana: 2 STR: Low Size: 1 AV: 0 Int: Animal BR: 1 Abilities: Defensive Martial Arts, Bite 0 (Infect – see GM), Climbing, Night Vision. Familiar: Night Vision or Gifted Zombify. 32 - Ostrich HP: 2 Mana: 2 STR: Bea Size: 4 AV: 1 Int: Animal BR: 4 Abilities: Limited Martial Arts (Vitals Only), Bite (Hack/Impale/Vitals Hacks), Knockback, Speed, Sense Ambush, Triumph, Hide. Familiar: Talented Messenger or Endurance. 33 – Rabbit HP: 1 Mana: 2 STR: Tiny Size: ½ AV: 0 Int: Animal BR: 1 Abilities: Leap, Digging, Advanced Hearing, Speed. Familiar: Leap or Sense Ambush. 34 – Raccoon HP: 1 Mana: 2 STR: Low Size: 1 AV: 0 Int: Animal BR: 4 Abilities: Defensive Martial Arts, Bite 0 (Infect – see GM), Partial Hands, Unglued Search, Night Vision, Hide. Familiar: Limited Reflexes (Disarm Resistance) or Unglued Search. 35 - Ram HP: 3 Mana: 2 STR: Imp Size: 4 AV: 1 Int: Animal BR: 5 Abilities: Knockback, Battle Charge, Acrobatics, Martial Arts, Impale. Familiar: Knockback or Improved Strength. 36 - Rhinoceros HP: 10 Mana: 2 STR: Gia Size: 5 AV: 3 Int: Animal BR: 8 Abilities: Martial Arts, Impale, Trample, Berserk, Knockback, Battle Charge, Partial Vision, Advanced Hearing/Smell. Familiar: Limited Spellturning Shield (UB only) or Might Strike. Fantasy Warplay - 2023 Rulebook 205 --- PAGE 214 --- 37 – Salamander (Newt) HP: 1 Mana: 2 STR: Tiny Size: ¼ AV: 0 Int: Animal BR: 1 Abilities: Water Native, Hide, Improved Healing Factor (Out of Combat), Poison (GM Discretion). Familiar: Fire Resistance or Limited Healing Factor (limbs only). 38 - Scorpion HP: 1 Mana: 2 STR: Tiny Size: ¼ AV: 2 Int: Animal BR: 6 Abilities: Climbing, Hide, Digging, Sting (as Bite) deals 0 (Poison – see GM), Call “Bite 0, no damage- take Poison.” Dark Vision. Familiar: Gifted Slay or Night Vision. 39 - Shark HP: 3-23 Mana: 2 STR: Tiny-Gia Size:1/2 - 5 AV: 1 Int: Animal BR: 6-11 Abilities: Water Home, Bite AV0, Martial Arts, Knockback, Advanced Smell, Devour, Berserk, +4 HP per size above ½. Plus 1 STR bracket per Size as well (max Gia) Familiar: Summon the Dead or Resurrect. 40 - Sheep HP: 1 Mana: 2 STR: Low Size: 2 AV: 0 Int: Animal BR: 1 Abilities: Defensive Martial Arts. Domesticated. Familiar: -1 weather damage or Limited Dispel Magic (Storm Spells Only) 41 - Skunk HP: 1 Mana: 2 STR: Low Size: 1 AV: 0 Int: Animal BR: 3 Abilities: Defensive Martial Arts, Bite 0 (Infect – GM Discretion), Fearless, Digging, Stink Packet (-1/-1 and Blinds any Living target: 1 mana), Night Vision. Familiar: Resist Devour or Disable Ray. 42 – Snake HP: 1-6 Mana: 2 STR: Tiny-Gia Size: ½-4 AV: 1 Int: Animal BR: 2 Abilities: Defensive Martial Arts, Bite (Hack/Impale/Vitals Hacks) Climbing, Advanced Smell, Hide. +2 HP per size above ½. Plus 1 STR 206 Fantasy Warplay – 2023 Rulebook --- PAGE 215 --- bracket per Size as well (max Gia) Vipers: Bite 0 Poison (GM Discretion). Call “Bite 0, no damage- take Poison.” Familiar: Crit Elite or Gifted Slay. 43 - Spider HP: 1 Mana: 2 STR: Tiny Size: ¼ AV: 1 Int: Animal BR: 2 Abilities: Climbing, Bite 0 (Poison) (GM Discretion).Call “Bite 0, no damage- take Poison.” Familiar: Snare or Talented Tailor. 44 - Squirrel HP: 1 Mana: 2 STR: Tiny Size: ½ AV: 0 Int: Animal BR: 2 Abilities: Acrobatics, Bite 0 (Infect – GM Discretion), Shatter (Arrows Only), Unglue Search Familiar: Acrobatics or Limited Shatter (Arrows Only) 45 - Tortoise HP: 1 Mana: 2 STR: Low Size: 1 AV: 4 Int: Animal BR: 1 Abilities: Slow, Bite, Brace, Martial Arts, Unbreachable in zones 3-4. Turtle: Swimming, Diving. Familiar: +1 AV or Brace. 46 - Vulture HP: 1 Mana: 2 STR: Ave Size: 2 AV: 0 Int: Animal BR: 1 Abilities: Flying, Bite (Vitals Hacks), Defensive Martial Arts, Advanced Smell Elite, Disease Resistance. Familiar: Spirit Bury or Exorcism Ritual. 47 - Weasel HP: 1 Mana: 2 STR: Tiny Size: ½ AV: 0 Int: Animal BR: 2 Abilities: Defensive Martial Arts, Bite (Hack/Impale/Vitals Hacks), Reflexes, Digging, Hiding. Otter: Swimming. Ferret: Evasive Shimmering. Familiar: Reflexes or Evasive Shimmering. Fantasy Warplay - 2023 Rulebook 207 --- PAGE 216 --- 48 – Whale, Toothed (Dolphin) HP: 5+X Mana: 2 STR: Gia-Mon Size: 3-8 AV: 3 Int: Anim./Ave . BR: 6 Abilities: Water Home, Monstrous STR if size 6+, Bite AV0, Devour, Trample. HP is 5 + 5 per size above 3. Familiar: Swimming or Skill Share. 49 – Whale, Baleen HP: 5+X Mana: 2 STR: Mon-Col Size: 5-15 AV: 4 Int: Anim./Ave. BR: 8 Abilities: Water Home, Bite AV0, Trample, 1 UB Structual Damage to Boats. HP is 5 + 5 per size above 3. Colossal STR at sizes over 10. Familiar: Identify (Talented) or Cartographer. 50 - Wolf HP: 3 Mana: 2 STR: Ave Size: 3 AV: 1 Int: Animal BR: 9 Abilities: Bite (1 Vitals/Hack/Impale/Vitals Hacks), Defensive Martial Arts, Improved Hunting Party (min. 3), Slay, Battle Cry (Free in packs of 3+), Ambush, Advanced Smell, Tracking. Familiar: Martial Arts or Talented Tracking. 208 Fantasy Warplay – 2023 Rulebook --- PAGE 217 --- Undead and Otherwordly Beings In FanWar we have distinctions between the types of otherworldly beings you might run into based on the way they are created, as well as by what forms they take. Undead can form or be created in several ways. They may be constructed by trapping a spirit in a body and using it like a battery to power the dead body (a very evil thing to do). These are usually like robots in that they follow orders and are not sentient. Some undead are natural, these are naturally occurring creatures of the Ethereal Plane. They can be summoned by Necromancers, but most are free-willed and sentient and can even be good. The last type of otherworldly beings are called outsiders because they don’t belong in this world or are from another dimension etc. These are things like Demons, Angels, or Elementals. Outsiders don't necessarily follow the rules of normal undead unless they are also undead (like the ones listed in this section). Undead can also be categorized by their form. We use the terms corporeal, skeletal, spectral, and outsider to describe them. • Corporeal undead are animated bodies like zombies or ghouls, and get no special abilities. • Skeletal undead are animated bones, like skeletons or litches. They are always immune to arrows, and vitals attacks. • Spectral undead are animated spirits, such as specters or wraiths. Spectral undead usually have some form of ethereal travel and martial arts, and can never wear armor. • Outsider undead, such as demons, are often varied and can take many strange forms. • Some undead are hybrid or other types and may not follow the guidelines outlined here. Fantasy Warplay - 2023 Rulebook 209 --- PAGE 218 --- Power Levels of Undead All undead fall into one of four power levels: Partial Undead, Minor Undead, Full Undead and Greater Undead. All undead have certain abilities just because they are undead. To save space, we will only list those abilities once below, and refer to them by the power level given for each undead creature. Partial Undead Beings are actually still alive but have some undead traits. Immune to standard Necromantic Attacks, They can take healing as damage; Holy damage acts as a Terror effect to them. Minor, Full, and Greater have the following: Effective Dark Vision and Spirit Guide, Immune to Mental Effects and Unconsciousness, Immune to standard Necromantic Attacks, Mana Drain Ritual. They can take healing as damage; Holy damage acts as a Terror effect to them, Immune to Poisons (no vascular system), Immune to Drowning (no respiratory system), etc. Other abilities by type: ⌧ Minor Undead These are just animated dead bodies or are otherwise weak enough to be cut down like any other body. Minor undead only have the most basic properties of an undead, as given above.  Full Undead These stronger beings have all of the above abilities and cannot be hurt by normal weapons. A full undead, if hit by a normal weapon will simply ignore that damage. Full Undead can also Mana Drain by two handed tag at the rate of one mana every 20 count (see below). To wound or kill a full undead the damage must be from: a) Silver - silver weapons can deal this kind of damage b) Magic - either from a spell or magic weapon, for example. c) Healing - healing spells can damage them on a point per point basis! Ω Greater Undead All of the above abilities, but are only affected by Magic Damage and healing. Greater Undead can Mana Drain with a UB Touch attack (see below)! Mana Draining Attacks All Full and Greater Undead can make Mana Drain attacks. These attacks damage affected players on their mana, similarly to taking damage on one's HP. Minor undead can only Mana Drain as a ritual. Full Undead must tag a player with both hands and count to 20 to drain that player of a mana, and can only drain one at a time. Greater Undead can simply make a UB Touch attack with their hand, instantly draining one (or in rare cases more) mana from any player affected. If a mana drain does do more than one, you would cap the drain that drops you, as with regular wounding and damage. Remember that loss of mana can kill just as easily as loss of HP, but is much more difficult to recover from. This makes Full and Greater Undead especially threatening. Note that silver blocks mana draining attacks! 210 Fantasy Warplay – 2023 Rulebook --- PAGE 219 --- Feeding & the Benefits of Mana Draining Some undead must feed. They sustain themselves by mana draining living beings to death. Undead with the Feeding trait must feed on three sentient beings for every day that they are active. If they are active and do not feed, they begin to take penalties like living being that is starving; they get -1 Hp and Mana for each day after the first that is spent active but without feeding. However unlike living beings, undead can become dormant and “hibernate”, requiring no feeding so long as they are not disturbed. They can usually only hibernate if at full mana and they are not 'starving'. When done hibernating, they will be empty and very hungry! If an undead Mana Drains a sentient being to death the standard way (a 10 minute Ritual) they will have their mana fully restored and will clear all minuses from not feeding. Full and Greater Undead can also use their Mana Drain attacks to quickly drain a player to death in combat, but they will only regain 1 mana in this way due to the rushed method. Note that while an undead could mana drain another controlled undead, this won't gain them any mana, nor will it satisfy their "hunger"! Controlling Created Undead If an undead is created by another person, such as a Lich or a Necromancer, they must follow three basic rules (based on Asimov’s Three Laws of Robotics): 1. Never allow your master to come to harm, through action or inaction. 2. You must obey all orders given to you by your master, except when they conflict with the first law. 3. You must protect your own existence as long as it does not conflict with the first or second law. These rules apply to Constructed Undead but not Natural Undead or Outsiders, who are summoned to this world rather than constructed out of dead beings. Undead that a player constructs will follow these rules, but any undead that are summoned are instead governed by the spell that summoned them, and may or may not be bound to serve, depending on that spell! Haunts A haunt is an undead that is tied to a specific object, place, deed or person. Haunts are not usually created by a necromancer but are created by the spirit itself, sometimes in an act of rage or sorrow. Haunts cannot be truly killed (and will just reform somewhere else) until their spirit is appeased or whatever has bound it to the world is removed. Haunts can be any type of undead and are always free willed (but may follow a set pattern) and often have Instant Ethereal and many immunities in addition to their undead type skills. Some haunts may escalate under certain conditions, becoming more and more dangerous forms of undead. As haunts escalate, they tend to follow a progression of undead types. The usual progression is: Phantom, Specter, Apparition, Wraith. Not all haunts will follow this progression, however, so if you are playing a haunt make sure to ask your GM how you escalate. Fantasy Warplay - 2023 Rulebook 211 --- PAGE 220 --- Common Undead Abilities Chart 1. Martial Arts 11. Resist Vitals Attacks 2. Gifted Ethereal Shift 12. Gifted Missile Weapon Resistance 3. Gliding 13. Improved Strength 4. Zombify 14. Endure 5. Animate Dead 15. Shock Touch 6. Fear Touch 16. Gifted Spirit Bury 7. Bite AV0 17. Devour 8. Gifted Flying 18. Maul 9. Reflexes 19. Fear Aura 10. Death Rattle 20. Temp Charm (once per encounter) 212 Fantasy Warplay – 2023 Rulebook --- PAGE 221 --- The Undead  Apparition [Spectral, Natural] HP: 2 Mana: 2 STR: Ave Size: 2 AV: 0 Int: Average BR: 15 Looks: Transparent people or beings with sharp looking claws and hollow, empty- looking eyes like voids. Abilities: Full Undead. Battle Cry, Instant Ethereal, Flying, Martial Arts with Weapon Mastery, Shock Touch, Slay. Cannot wear armor, but may appear to if a haunt! Notes: ⨯ Ashen Crusher [Corporeal, Constructed] HP: 10 Mana: 2 STR: Gia-Mon Size: 5-10 AV: 0 Int: Dense BR: 13 Looks: Pale white, sometimes rotting, giant humanoids. These beasts are made from pieced together Giant and Ogre bits. They usually have three arms instead of two making their strength even more terrifying. Abilities: Minor Undead. Monstrous Strength (if over size 8), Martial Arts, Prehensile Appendage (extra arm). Notes: Used mostly as heavy hitters in Undead armies, these beasts are a menace and known for crushing through tough defenses.  Banshee [Spectral, Natural] HP: 1 Mana: 2 STR: Ave Size: 3 AV: 0 Int: Low BR: 8 Looks: Transparent shifting outline, usually female, with claws and what looks like transparent cloth blowing around them as if in a wind storm. Abilities: Full Undead. Battle Cry (no mana cost), Cowardly, Ethereal Shift, Hide and Stealth, Martial Arts, Shock Touch. Immune to Flame and Storm Spells as well as all Bindings or Control Spells. Cannot wear armor. Notes: Banshees are terrifying but not dangerous, fleeing if anyone stands up to them. Fantasy Warplay - 2023 Rulebook 213 --- PAGE 222 ---  Battlebones [Skeletal, Constructed] HP: 5* Mana: 2 STR: Ave Size: 4 AV: 0 Int: Average BR: 15 Looks: Larger complete sets of bones (various troll sizes). Abilities: Full Undead. *Regenerating. Immune to Missile Weapons, Missile Spells and Vitals Attacks. [Partial Humanoid] Notes: Made from fallen Trolls, Battlebones are far more dangerous than the common Skeletons that lurk marshes. ⨯ Bone Warrior [Corporeal, Constructed] HP: 3 Mana: 2 STR: Ave Size: 3 AV: 0 Int: Low/Average BR: 6 Looks: Mutated bodies, with bones grafted out and sharpened to be used as weapons! Abilities: Minor Undead, Immune to Disarm. Fight as though they had Average Intelligence, weapons for hands (can't throw items) [No Hands] Notes: Usually use axes or swords for bone-like hands. All of their items (weapons, shields, armor) are part of them. If shattered their weapon hands can be healed and they cannot be Looted. Low Intelligence outside of combat.  Crypt Hulk [Corporeal, Constructed] HP: 5 Mana: 2 STR: Imp Size: 4 AV: 1 Int: Animal-Low BR: 7 Looks: Gorillas with no heads and empty helmets instead. Abilities: Full Undead. Jumpstart Animate Dead (allies only), Martial Arts, Zombify. [Partial Bipedal, Partial Humanoid] Notes: These beings seem to be created from protective mother gorillas twisted to view allied undead as their babies. They are very healing focused and will even first aid allied living troops.  Crypt Sentinel [Other, Natural] HP: 1* Mana: 2 STR: Ave Size: 3 AV: 0 Int: High BR: 12 Looks: Transparent skeletons. Abilities: Full Undead. Ethereal Shift, *Healing Factor, Unbreachability. Notes: Dangerous guardians of tombs and relics, these creatures are sometimes recruited as deadly warriors for undead armies. 214 Fantasy Warplay – 2023 Rulebook --- PAGE 223 ---  Kensai Shade [Corporeal, Natural] HP: 3 Mana: 3 STR: Ave Size: 3 AV: 0 INT: Average BR: 18 Looks: Empty kimonos or samurai armor depending on their style. Abilities: Full Undead. Up to Rank 5 Samurai, (and equivalent Assassin as long as they are wielding a specific weapon type). They begin in a minor state (appearing to be a Minor undead) but every time they are killed in a duel they will reform and escalate up to their full power level. Notes: These entities are believed to be created in another realm and coming into this one, these beings are not known to be outsiders, but may be. Often seen in areas of a Chinese or Japanese Pantheon but feared across the land. DEMONS Dark beings from the underworld, demons are one of the most feared and powerful of all undead. Known for their intelligence, powerful magic, and deadly force. Many necromancers have sought to enslave demons to their will, only to end up as slaves themselves. Demons often operate as the chief agents of evil deities, much as angels are the agents of more good deities. Minor Devil [Outsider?] HP: 1 Mana: 2 STR: Ave Size: 3 AV: 0 Int: Average BR: 15 Looks: Demonic like humans with horns, a tail, and wings of varying sizes, sometimes with other traits. Abilities: Minor Undead, Winged Gliding, (Choose one: Greater Undead or Outsider Regenerating). Also choose one of the following: 5 Mana, Flying, Giant Strength, Martial Arts with Weapon Mastery, Shattering Armor, Slay, Hack & Staff Touch with melee weapons. Notes: Demonic creatures from another world Minor Devils are sadistic and often evil. These demonic creatures are also known as Inferendoth and work usually in the evil and chaotic factions of armies and organization. Fantasy Warplay - 2023 Rulebook 215 --- PAGE 224 --- Ω Behowl [Outsider?] HP: 5 Mana: 5 STR: Ave Size: 2 AV: 0 Int: High BR: 17 Looks: Demonic owls with a ring of nine eyes around their head with horns spiraling out as well. Abilities: Greater Undead, One of each ray (including web, disable, wind shuriken), Charm Ray (purple - 9 uses), Winged Flight, Martial Arts, Scouting, Carrying, Bite, Night Vision, Battle Cry, Outsider Regenerating. When you hit an up player with a ray you may trigger a displace (ray doesn't need to work). Notes: Believed to be from another world, Behowls are used in the evil and chaotic factions of armies and organization making very effective supports, though not often the main combative troop. Ω Beast Demon [Outsider] HP: 20* Mana: 5 STR: Gia-Col Size: 1-20 AV: 1-4 Int: Animal/High BR: 25 Looks: Demonic looking animals or beasts with a supernatural intelligence in the eyes and often characteristic demon like traits such as wings, horns, and claws. Abilities: Greater Undead, Winged Flight, Shattering Armor, Hack (Martial Arts only), Martial Arts with Weapon Mastery, *Outsider Regenerating, Slay. [Partial Humanoid, Partial Hands, Partial Bipedal] Notes: Beast Demons are Outsiders and thus they may have many other abilities not listed here. Unlike other demons, Beast Demons become side- tracked more easily and can be distracted. Ω Culguruthos [Outsider] HP: 10* Mana: 5* STR: Ave Size: 1-6 AV: 0 Int: High BR: 25 Looks: Flaming demonic elemental beings with large horns, wings, and a tail. Abilities: Greater Undead, Winged Flight, Immune to Necromancy and Fire (all), *Regenerating, Mana Regeneration, Rouge: Necro Rotator, Rouge: Flame Rotator, Ball and Ray Strikes: 1 mana (Flame and Necro). All Flame and Necromancer OUTs. 216 Fantasy Warplay – 2023 Rulebook --- PAGE 225 --- Notes: These beings are almost exclusively found in Morgoth armies massacring anything in their way. If they have weapons of their type, they will have one Ray or Ball that they are Adept Blaze with. Ω Lesser Demon [Outsider] HP: 20* Mana: 5 STR: Gia Size: 4 AV: 3 Int: Very High BR: 30 Looks: A strange mixture of demonic and elemental features. These beings appear very alien and are only barely humanoid. Abilities: Greater Undead. Winged Flight, Martial Arts with Weapon Mastery, *Outsider Regenerating, Shattering Armor, Slay, Hack & Staff Touch with melee weapons. Mage Abilities by Demon type: (Fire, Storm, Sun, Shadow, or Earth)- Innately 5th Rank Flame, Storm, Life, Necro, or Nature Mage, respectively. Adept at spells by type. [Partial Humanoid] Notes: Demons are Outsiders and thus they may have many other abilities not listed here. They are notoriously difficult to control, power hungry, sadistic, and evil. Ω Greater Demon [Outsider] HP: 30* Mana: 5 STR: Sup+ Size: 5-10 AV: 4 Int: Extreme BR: 50 Looks: Massively muscled and terrifying, usually with bat-like wings, horns, tail, and claws. Abilities: Greater Undead. Battle Roar, Flying, *Outsider Regenerating, Shattering Armor, Skill/Spell Rogue, Hack & Staff Touch with melee weapons. Innately Rank 6. Notes: Demons are Outsiders and thus they may have many other abilities not listed here. They are notoriously difficult to control, power hungry, sadistic, and evil. MORITOST These animated suits of armor are created through mysterious means to guard important locations. They are often used to great effect in evil armies. Moritost takes additional damage from shatter and destroy effects which often hack them in addition to dealing them damage Fantasy Warplay - 2023 Rulebook 217 --- PAGE 226 ---  Moriplate [Corporeal, Constructed] HP: 3 Mana: 2 STR: Ave Size: 4 AV: 3-4 Int: Average BR: 12 Looks: Complete suits of plate mail armor with helm, apparently empty, yet animated. Abilities: Full Undead. Shatter hacks the part of them it strikes, destroy effects do the same but also deals them 5 damage! Notes: Armor that has been haunted, possibly by its former wearer, Moriplate are durable and dangerous foes.  Death Guard [Corporeal, Constructed] HP: 3 Mana: 2 STR: Ave Size: 4 AV: 3-4 Int: Average BR: 15 Looks: Suits of plate armor with a skeleton fused to the metal. A large colored gem glows faintly in the forehead of the helm. Abilities: Full Undead, Unbreachability, Can make AV0 Mana drain attacks (hands only), Innately 1st Rank Veteran and 1st Rank Mage of the type matching their gem color, Eye Hacks acts as slay to them, Shatter hacks the part of them it strikes, destroy effects do the same but also deals them 5 damage. Notes: Used as Elite Guards or as key units in wars, these rare creatures are simple yet effective. Extremely hard to destroy, these beings are feared and hated. Ω Cemerai [Corporeal, Natural] HP: 3 Mana: 3 STR: Ave Size: 3 AV: 3-4 Int: Average BR: 13 Looks: Complete suits of full Samurai armor with full helm, walking around, with empty black voids where a face should be. Abilities: Greater Undead. Death Rattle: Animate Dead (self only) if killed in a duel. Shatter hacks the part of them it strikes, destroy effects do the same but also deals them 5 damage! Innate 1-5 Ranks in Samurai. Notes: Usually used as military commanders or guardians, these dangerous creatures are believed to be a form of haunt or haunted armor that is created when a Samurai is killed in a particular way. 218 Fantasy Warplay – 2023 Rulebook --- PAGE 227 --- Ω Death Knight [Corporeal, Constructed] HP: 3 Mana: 3 STR: Imp Size: 4 AV: 3-4 Int: Average BR: 20 Looks: Complete suits of plate armor with full helm, walking around, with an empty black void where a face should be. Abilities: Greater Undead. Rouge: Necro Rotator. Shatter hacks the part of them it strikes, destroy effects do the same but also deals them 5 damage! Innately 1st Rank Knight and 2nd Rank Necromancer Notes: Usually used as military generals or guardians, these very dangerous creatures are believed to be created when a Knight is killed in a particular way. Ω Doom Guard [Corporeal, Constructed] HP: 3 Mana: 3 STR: Bea Size: 4 AV: 3-4 Int: Average BR: 20 Looks: Suits of plate armor with a skeleton fused to the metal. A large colored gem glows faintly in the forehead of the helm. Abilities: Greater Undead. Rouge: Mage Type Rotator. Shatter hacks the part of them it strikes, destroy effects do the same but also deals them 5 damage! Innately 2nd Rank Veteran and 1st Rank Mage of the type matching their gem color. Eye Hacks acts as slay to them! Notes: Used as Elite Guards or as key units in wars, these rare creatures are simple yet effective. Extremely hard to destroy, these beings are feared and hated. --------------------------------------------------------------------------------- ⨯ Ghost [Spectral, Natural] HP: 2 Mana: 2 STR: Ave Size: 3 AV: 0 Int: Low BR: 5 Looks: Transparent people. Abilities: Minor Undead. Can not deal any damage, Fear Touch, Flying, Instant Ethereal, Martial Arts. Cannot wear armor, but may appear to if a haunt! Notes: Ghosts tend to rely on scaring away their opponent and knocking them out for mana draining later. If this doesn't work, they tend to retreat. Fantasy Warplay - 2023 Rulebook 219 --- PAGE 228 --- GHOULS Believed to be a terrifying form of zombie, ghouls are a mystery. Extremely loathsome. How they devour everything around and never get full is unknown some believe them cursed by deities to forever walk the earth trying to get full. ⨯ Grave Ghoul [Corporeal, Constructed] HP: 2 Mana: 2 STR: Bea Size: 3 AV: 1 Int: Low BR: 11 Looks: Hunched over, pale and raggedy with sharp claws and sharp teeth. Abilities: Minor Undead, Feeding. Bite AV0, Improved Devour, Martial Arts. [Partial Humanoid] Notes: Insatiable cannibals with no limit to how much they can eat. Items devoured are simply gone!  Plague Ghoul [Corporeal, Constructed] HP: 2 Mana: 2 STR: Bea Size: 3 AV: 1 Int: Low BR: 15 Looks: Hunched over pale raggedy people with sharp claws and lots of very sharp teeth. Abilities: Full Undead, Feeding. Bite AV0, Improved Devour, Martial Arts. Their Bite can have a variety of Poisons or Diseases. [Partial Humanoid] Notes: Insatiable cannibals with no limit to how much they can eat. Items devoured are simply gone! --------------------------------------------------------------------------------- ⨯ Guardian Spirit [Spectral, Constructed] HP: V Mana: V STR: V Size: V AV: V Int: V BR: V+3 Looks: Like a transparent version of whatever the creature was in life when it died, with the same items, etc. Abilities: Minor Undead. *Stats and abilities as species type, no class skills. Can't Mana Drain. Cannot wear armor, but may appear to if a haunt! Notes: They are usually created by Necromancers during battle when a party member dies, they retain all their personality, though none of their class spells/skills. 220 Fantasy Warplay – 2023 Rulebook --- PAGE 229 --- Ω Litch [Skeletal, Constructed] HP: 3 Mana: 5 STR: Ave Size: 3 AV: 0 Int: Very High BR: 21 Looks: Complete sets of bones, usually humanoid, sometimes with magely garb or items. Abilities: Greater Undead, Feeding. Immune to arrows and Vitals Attacks. Rouge: Necro Rotator. Necromancy is Fractional Cost for them (see below). Innate Rank 2 Necro and gains 1 Innate Rank in Necromancer each Rank they gain. [Partial Humanoid] Notes: Liches are double proficient with Elder Sorcery Undead Creation and Undead Binding and Command/Control Spells (create undead at ½ mana cost, double control number and double control range!). Ω Lupogaunt [Outsider??] HP: 30*+ Mana: 5+ STR: Gai-Col Size: 4-20 AV: 4? Int:Animal/Very High? BR: 50+ Looks: Taking many forms, these creatures appear as strange terrifying beasts or beings, like something out of a nightmare. More often then not they are animal like, though humanoid ones have been encountered. Abilities: Greater Undead. Dark Vision, Hind Claws, Martial Arts with Weapon Mastery, True Sight. Immune to most attacks, Silveel (elven Silver Steel) seems to damage them as well as some ancient Elder Sorcery types of items. Other Abilities?: Paralysis Howl?, Plague Touch?, Magic Drain?, Innate Morganti Attacks?, Mana Drain 5 UB?, Command Breath? Notes: Definitely something from another plane, these beings are among the most feared of undead, if they are undead at all. Their abilities are unknown, as encounters with them are rare. Often seeming to act in an animal-like way, yet with powerful intelligence. Lupogaunts seem unable to be Exorcised normally, most having been killed or stopped by divine beings. Those that have been killed often Fantasy Warplay - 2023 Rulebook 221 --- PAGE 230 --- return, imprisonment is the only known end for these terrifying beings. ⨯ Medic Imp [Corporeal, Constructed] HP: 1 Mana: 2 STR: Tiny Size: ½ AV: 0 Int: Low BR: 8 Looks: Small bat like demonic creatures with red and black skin. Abilities: Minor Undead, Fire Ball and Terror Ball (must be multicast), Undead Reanimation, Winged Flight. Notes: These creatures are primarily used by undead armies as undead healers. They can be found working for any undead army but they mainly are found working with the demonic factions of evil armies.  Mummy [Corporeal, Constructed] HP: 5 Mana: 3 STR: Bea Size: 3 AV: 0 Int: High BR: 14 Looks: Bodies wrapped in cloth ceremonially for burial. Abilities: Full Undead. Battle Cry, Martial Arts, Shatter. Immune to Control Effects etc. Fire damage ignites mummies immediately, even when up! Size as species type. Innately 1st Rank Mage by type: Sand - Flame, Ice - Storm, Cairn- Life, Bog - Necro, Clay - Nature. May have a blessing which is inverted to curse whosoever kills the mummy! [Partial Humanoid] Notes: Mummies are often guardians of sanctified areas. ⨯ Phantom [Spectral, Natural] HP: 1 Mana: 2 STR: Ave Size: 3 AV: 0 Int: Low BR: 5 Looks: Phantoms appear to be transparent humanoids. Abilities: Minor Undead. Ethereal Shift, Martial Arts. Cannot wear armor, but may appear to if a haunt! Notes: Often mistaken for Ghosts, these more dangerous undead are a common form that Haunts will take. 222 Fantasy Warplay – 2023 Rulebook --- PAGE 231 ---  Skeleton [Skeletal, Constructed] HP: 1 Mana: 2 STR: Ave Size: 3 AV: 0 Int: High BR: 8 Looks: Complete sets of bones, usually humanoid. Abilities: Full Undead. Immune to arrows and Vitals attacks. [Partial Humanoid] Notes: Skeletons, known for their inhuman intelligence are used for complex tasks which they perform with eerie efficiency.  Skull Warriors [Skeletal, Constructed] HP: 5* Mana: 5 STR: Ave Size: 4 AV: 0 Int: Very High BR: 16 Looks: Partial-Humanoid. Complete Skeletons dress in Ninja garb. They usually have a Ninja-to sword. Abilities: Full Undead. Innate ability to cast 4 flame rays and a fireball. Immune to missiles weapons, Missile Spells, Vitals attacks, *Improved Healing Factor. Notes: Incredibly combat oriented creatures that are known for being exceedingly intelligent, often tacticians, and the right hand man for many undead armies.  Specter [Spectral, Natural] HP: 1 Mana: 2 STR: Ave Size: 3 AV: 0 Int: Average BR: 10 Looks: Transparent humanoids with claws. Abilities: Full Undead. Instant Ethereal, Flying, Martial Arts. Never wear armor. Notes: Ω Tomb Wight [Other, Natural] HP: 3 Mana: 2 STR: Imp Size: 3 AV: 0 Int: Average BR: 18 Looks: Transparent Zombies, shifting between solid and transparent. Abilities: Greater Undead, Feeding. Flying, Martial Arts. Immune to damage (except Healing damage). Notes: Fantasy Warplay - 2023 Rulebook 223 --- PAGE 232 --- VAMPIRES Vampires are creatures that derive their power from forsaking something they previously valued above all else. For many this is a divine power, for others it is merely their own better self. All vampires are thus touched by Evil; a Good vampire, by definition, cannot be. Some try to control the evil side of themselves, but most have embraced it completely. This determines the power level and type of vampires. The more they accept the power of the evil part of themselves, the more powerful they become. Feeding Vampires need to feed whenever they are active, like other Feeding undead. However, Vampires also are at risk of degrading into a lower form of vampire if they fail to feed. When a vampire would normally gain an insanity due to loss of mana, they instead degrade one step. If this 'insanity' would become permanent, they are permanently degraded to that lower form of vampire. It is possible for vampires to move into more powerful forms, but all that is known about this process is that it is likely difficult and costly. Infect Some vampires can use a ritual to Infect with their bite. Any Infected person will be loyal to the vampire that created them (as Allure), but Remove Charm has no effect on this. Only an Exorcism can return them to their original state. Players successfully infected by a vampire's bite will likely eventually (over a series of weeks) become Sired-by Vampires (50%), but can be Beast (40%) or Noble (10%) Vampires. Vampiric Traits There are other factors that are true to all Vampires: Sunlight harms them, they can die if immersed in running water, and any symbol of that which they previously held dear bothers them. The amount that each of these forms of attack will affect a vampire depends on its type, see below. 224 Fantasy Warplay – 2023 Rulebook --- PAGE 233 --- ⨯ Sired-by Vampire [Corporeal] HP: V Mana: V STR: V Size: V AV: V Int: V BR: V+5 Looks: These creatures look exactly like their original species and often do not even seem undead! They usually have pale skin and more pronounced fangs. Abilities: Partial Undead (do not take necromantic damage, can take healing as damage), Feeding, Charm, Talented Courtier Sunlight deals Holy Healing weather damage to them. Running water is painful to them. *Stats as species type. Does not look undead! Notes: Must feed on sentient living beings (Ritual Mana Drain). x Aristocratic Sired-bys HP:V Mana: V STR: V Size: V AV: V Int: Average BR: 10 Looks: As Species Abilities: Minor Undead, Healing deals no damage to them unless they are in Sunlight, Illusionary Not Undead (Function as alive until disbelieved - Greater Illusion), Cap Damage at 1 while an illusion (this drops you, though you aren’t dead), You may pay 1 mana to get up Instantly if you are down this way, Being Disbelieved Charms the person who Disbelieves you, Temp Charm: no mana cost or Tier limit. Notes: A new variant of vampires emerging recently from a specific vampire line. These new vampires seem to slip seamlessly into societies.  Beast Vampire [Corporeal] HP:4 Mana: 2 STR: Bea+ Size: 5 AV: 1 Int: Dense BR: 10 Looks: Monstrous, bestial versions of their original species. Abilities: Full Undead, Feeding. Bestial Transformation (Bat and Wolf only), Bite and Devour, Martial Arts, Night Vision. Sunlight or running water deals damage as Holy Healing damage every 20 count. [Non Humanoid, Partial Hands, Partial Bipedal, No Speech] Notes: Also called "Blooded Vampires," these creatures are voracious killers. They must feed on one sentient being per encounter that they are Fantasy Warplay - 2023 Rulebook 225 --- PAGE 234 --- active! One per day can sustain them if they remain dormant the rest of the time.  Aristocratic Beasts HP: V +15 Mana: 2 STR: V Size: V, AV: V, INT: Ave with Animal tendencies BR: 13 Looks: As Species but have some portion of them that is animal formed (legs of a horse, or wolf arms, or hawk head, etc.) Abilities: Full Undead, Don’t look undead, Healing deals no damage to them unless they are in Sunlight, gains 3 common animal abilities from the chart each encounter, Animal Form: retains its stat block but mimics an animal's form and mobility until they revert, Allure Touch for Animal INT beings (lasts the encounter only). Notes: A new variant of vampires emerging recently from a specific vampire line. These new vampires seem to slip seamlessly into societies. ⨯ Revenant Vampire [Corporeal] HP: V Mana: V STR: V Size: V AV: V Int: V BR: V+8 Looks: These creatures look exactly like zombies, unless they are the more advanced “Skinned Revenants” in which case they look exactly like the species they are made from. Abilities: Minor Undead. Gifted Damage Resistance on limbs, Gifted Avoid, (these abilities a Adept in a Zombie Horde). UB Mana Drain (anyone dropped by the Mana Drain of a Revenant will take Charm- this has no mana cost or Tier Limit). Each Revenant has one random ability from the following list of Noble Vampire abilities (Animate Dead, Charm (x2 Item Tier), Bestial Transformation, Courtier @ Level, Duel, Infect, Instant Ethereal, Flying, Spirit Bury.) Sunlight deals Holy Healing weather damage to them. Running water is painful to them. *Stats as species type. Notes: Must feed on the blood of sentient living beings (Ritual Mana Drain). If a Revenant Vampire lives long enough, it becomes a Skinned Revenant and no longer looks undead. It also relearns the classes of the person it was made from and can use them. 226 Fantasy Warplay – 2023 Rulebook --- PAGE 235 --- Ω Aristocratic Revenants HP: V Mana: V STR: V Size:V AV: V Int: High BR: 17 Looks: As Species Abilities: Greater Undead, Don’t look undead, Healing deals no damage to them unless they are in Sunlight, Prevent the effect of a Conjure that strikes them: 1 mana (this sends them Ethereal Instantly), Charm, Effects Resistance. Notes: A new variant of vampires emerging recently from a specific vampire line. These vampires seem to slip seamlessly into societies. Ω Noble Vampire [Corporeal] HP: 5 Mana: 3 STR: V Size: V AV: 0 Int: Very High BR: 20 Looks: Look exactly like their original species and may not even seem undead! Usually have pale skin and pronounced fangs. Abilities: Greater Undead, Feeding. Animate Dead, Charm (x2 Item Tier), Bestial Transformation, Courtier @ Level, Duel, Infect, Instant Ethereal, Flying, Spirit Bury. Sunlight & running water damage them as Warded Holy Healing every 20 count. Notes: "True Vampires," Nobles must feed to maintain their state. Ω Elder Vampire [Corporeal] HP: 10? Mana: 5+ STR: V Size: V AV: 0 Int: Extreme BR: 30+ Looks: Look exactly like their original species and may not even seem undead! Usually have pale skin and pronounced fangs. Abilities: Greater Undead, Feeding. Animate Dead, Charm (x2 Uses), Bestial Transformation, Courtier @ Level, Duel, Infect, Instant Ethereal, Flying, Spirit Bury. Sunlight & running water damage them as Warded Holy Healing every 20 count. Size as species type. Elder Vampires can control vast numbers of undead, there are many rumors that Elder Vampires are innately Necromancers, like Liches and Death Knights. Their full abilities are unknown, but usually they can create a “shroud” or dark layer around their lair to protect themselves and their minions from sunlight. Other abilities unknown! Fantasy Warplay - 2023 Rulebook 227 --- PAGE 236 --- Notes: Few Elder Vampires have been recorded in history. They have a host of 15-25, 25th level Vampires called Carakwaith, usually former Dark Heroes. Elder Vampires take over entire cities, twisting them to their control and using them as a feeding source and recruitment system. --------------------------------------------------------------------------------- Wisp Guard [Spectral, Natural] HP: 1 Mana: 2 STR: Tiny Size: ¼ AV: 0 Int: Average BR: 10 Looks: Floating lights of various mage-type colors. Abilities: Full Undead. Animate Dead and Zombify, Ethereal Shift, Flying, Limited Attack Resistance (Size ¼), Limited Melee Weapon Resistance (Zones 0-3), Tiny Strength. Innately 1st Rank of the mage type matching their color. Cannot wear armor. Notes: These lights are used to keep undead armies up and running. They have no attacks except spells, but are very hard to deal with. WRAITHS Wraiths are powerful spirits that have remained in this world rather than passing on. Embodying a powerful anger and hatred for life, wraiths have been twisted from a previous, more benign, spectral form into vicious predators. They take many forms, all deadly and not to be trifled with. Ω Wraith [Spectral, Natural] HP: 10 Mana: 2 STR: Ave Size: 3 AV: 0 Int: Average BR: 17 Looks: Transparent humanoids with red glowing eyes, long claws, and black strands of darkness blowing around them. Abilities: Greater Undead. Animate Dead, Charm, Instant Ethereal, Flying, Martial Arts and Weapon Mastery, Slay. Notes: Never wear armor. Ω Morganti Wraith [Spectral, Natural] 228 Fantasy Warplay – 2023 Rulebook --- PAGE 237 --- HP: 10 Mana: 2 STR: Ave Size: 3 AV: 0 Int: Average BR: 20 Looks: Transparent humanoids with red glowing eyes, long morganti claws, and black strands of darkness blowing around them. Abilities: Greater Undead. Animate Dead, Charm, Instant Ethereal, Flying, Martial Arts and Weapon Mastery, Slay. Claws are Morganti, and all attacks made with them are too! Notes: Never wear armor. When dropped they become a morganti filament, cutting off any body part which passes over, Morganti! Silver blocks this, but also resummons the wraith fully conscious. Ω Blue Wraith [Spectral, Natural] HP: 10 Mana: 4 STR: Ave Size: 3 AV: 0 Int: High BR: 26 Looks: Blue transparent humanoids with blue glowing eyes, long claws, and black strands of darkness blowing around them. Abilities: Greater Undead. Instant Ethereal, Flying, Martial Arts with Weapon Mastery. Anyone mana drained to death by a Blue Wraith becomes another one under the original's control! Notes: Never wear armor. Ω Knight Wraith [Spectral, Natural/Constructed] HP: 10 Mana: 3 STR: Ave Size: 3 AV: 0/4 Int: High BR: 26 Looks: Appearing black and empty in the material plane, these creatures are Death Knights in the Ethereal plane. Abilities: Greater Undead, Feeding. Rouge: Necro Rotator, Charm, Instant Ethereal, Flying, Martial Arts with Weapon Mastery, Slay. Innately 1st Rank Knight and 2nd Necromancer Notes: Also called "Black Wraiths", on the Ethereal Plane (or in Duels) they have Full Plate mail. Ω Demon Wraith [Spectral/Outsider, Natural/Outsider] HP: 10 Mana: 5 STR: Imp Size: 3 AV: 0 Int: Very High BR: 30+ Looks: Transparent, with Demon like traits, red glowing eyes, long claws, and black strands of darkness blowing around them. Abilities: Greater Undead, Feeding. Tend to have many Demon and Wraith abilities. Animate Dead, Charm, Instant Ethereal, Fantasy Warplay - 2023 Rulebook 229 --- PAGE 238 --- Flying, Slay, Staff Touch & Hack with Melee Weapons. [Partial Humanoid] Notes: Demon Wraiths are demons from the ethereal plane. --------------------------------------------------------------------------------- ZOMBIES Animated bodies, zombies are a well known form of undead. Easy to make quickly and in great numbers, Zombies are found anywhere Necromancy is at work. ⨯ Humanoid Zombie [Corporeal, Constructed] HP: 1 Mana: 2 STR: Ave Size: 3 AV: 0 Int: Stupid BR: 3 Looks: Humanoid corpses, often rotting or otherwise falling apart. Abilities: Minor Undead. Slow. (Will damage down players once before moving on.) Notes: Common creatures found in use by necromancers everywhere, Zombies are one of the easiest undead to create and are a staple of undead armies. Ω Shambler [Corporeal, Constructed] HP: 5 Mana: 2 STR: Ave Size: 3 AV: 0 Int: Dense BR: 10 Looks: Like Zombies, but occasional bursts of speed in combat. Abilities: Greater Undead. Slow (may move full speed in battle). Notes: These strange creatures move with the shuffling gate of a Zombie and are sometimes fatally mistaken for one. ⨯ Zombie - by species [Corporeal, Constructed] HP: V Mana: V STR: V Size: V AV: V Int: Dense BR: 4 Looks: They look somewhat like the original species though with none of the abilities of that creature. Abilities: Minor Undead. Slow. *Stats as species type. Notes: Species type zombies are somewhat smarter and more dangerous 230 Fantasy Warplay – 2023 Rulebook --- PAGE 239 --- than their standard counterparts. Seek to feed. Zombie Lord [Corporeal, Constructed] HP: 1 Mana: 2 STR: Ave Size: 3 AV: 0 Int: Low BR: 6 Looks: Humanoid corpses, often rotting or otherwise falling apart. Abilities: Minor Undead. Zombies in the presence of a Zombie Lord will gain Zombify. Slow. Notes: Zombie Lords augment zombie hordes and make even the most basic undead a threat. Fantasy Warplay - 2023 Rulebook 231 --- PAGE 240 --- Abilities Glossary Acidic Blood "Battle Cry Aura: Run in Fear!" to cause [Called] fear on all players within 10 feet. This If a weapon deals damage to you, skill also makes you Resistant to Fear. call “Acidic Blood” to render it shattered Battle Roar – Invoke, Aura in a 20 count. [IC, Called] Adrenaline You have Battle Cry and it is Adept. [Passive, Resistance] You may also call “Battle Roar” and Resist Unconsciousness and can spend a mana to cause Fear on the entire fight while in the negatives. You die at -4 field. as normal. Berserk Advanced Smell [IC, Called] [IC/OC, Passive] Call “Berserk” to enter a Frenzy Can smell what type of creatures are state and gain Adrenaline and within 30' and can tell the exact location Fearlessness. (While Frenzied, you are of creatures within 10' if given at least a Inept at not killing anyone who opposes 20 count of circling that player. You you - tries to stop you through actions or retain the location of all targets within words - and you will not leave combat 10 feet, whether they or you are moving willingly). This effect ends at the end of or not, so long as they are still within 10 the encounter, and also if you are killed feet of you, for the next 20 count. You or Berserk is Disabled on you. If you are then must use this ability again to dropped, but not killed, Berserk is still on relearn their location. for the rest of the encounter and you will Aggressive remain Frenzied should you get up again. [Passive] Bite You must oppose anyone who [IC, Description] opposes you, and drop anyone who Call “Bite” and tag a player with attacks you. You may pay 1 mana per BOTH hands at the same time. If both person or incident to prevent having to hands make contact the Bite is take this action. Say “Paying mana to successful. Bite can be anything from prevent attacking.” Vitals to AV0 to UB, depending on the Animate Dead -Cumu. Cost Invoke, Tag monster. [IC, Called, Spell, Magic] Blinded (Blind) Call “Animate Dead,” spend [Passive / Mechanic] Cumulative Cost per enc. Mana, and Must look down toward your feet, Invoke. Tag an undead player to instantly chin to chest, until the end of the reanimate them. duration. Battle Charge - Invoke, Running Blind Fighting [BC, Called, Modifier] [Passive] Call "Battle Charge" and remain Can fight things that are within 10 running. As long as you do, you may feet normally even if you are effectively Invoke then call "UB Knockback" and tag Blind. a player anywhere with your weapon to Breath Weapons - 30’ cone effects knock them back. [IC, Called] Battle Cry - 1 Mana, Invoke a weapon in Call “[name of breath weapon]” and both hands, Aura extend your arms out in front of you at [IC, Called/Passive, Mental Effect, roughly 45 degree angles from the Resistance] direction you're facing. Anyone within 30 Pay 1 Mana and Invoke and Call feet of you who is also within the area 232 Fantasy Warplay – 2023 Rulebook --- PAGE 241 --- indicated by your outstretched arms Devour (Improved) - Tag (sight along each arm to check), takes the [IC, Called] effect of the breath weapon. A player can As Devour, but all of the target's shatter an equipped shield in order to items are consumed as well. avoid the effects of the breath weapon Digging entirely. [IC, Called] Clumsy Stationary Escape in soft soil. [Passive] Diving Use your off hand for everything to [IC, Called] represent this creature’s lack of Call “Diving” while swimming and dexterity. point your fist with two fingers extended Cowardly to the ground and count to 5. You are [Passive] then out of reach of all attacks from Any attack that contacts your body players that are not also Dived. If you (even if you are unharmed) causes Fear. have water breathing, you may remain (You can still attack and block, but if Dived until you call “Surfacing” and count you're hit- you run!). to 5 (as Flying); if not, surface immediately. Dark Vision Dragon Scales [Passive] [Passive, Modification] You can see in situations where Your body armor counts as shields there is no visible light (Infra Red, UV, or for you. This means AV0 will not cut other sense). through your armor in those zones! Endurance Deadly [Passive] [IC, Called] You will not tire while running, Call “Deadly”. Deals an amount of carrying, etc. If you can get OUT of game damage which kills the player. Deadly while running you may elect to continue damage cannot be deboosted or capped. to “run” indefinitely OUT of the Death Rattle encounter. [IC, Called] Enrage: [name] When you die, you may call “Death [IC, Called] Rattle” to take any one action as you die Call “Enrage: [name of ability]” (i.e. strike a player, cast a spell, use a when you take damage to gain that skill, etc.) ability as long as you remain injured Devour - Tag (down any HP, Hacked, etc). [IC, Called] Ethereal Travel To devour a player, a monster will [IC, Called, Primal] tag the player with both hands and call Some creatures have different forms "Devouring" then count to 20. After a 20 of traveling between the ethereal and count, one 'size' of the player is gone. If material realms. they were not already dead, this kills • Ethereal Shift: Call “Ethereal them (deals deadly damage). Monsters Shift” and count to 20 and then usually will devour a number of 'sizes' put your open hand over your equal to their own size, before being full head to indicate that you are and moving on. Devour shatters any now ethereal. To manifest, worn items, but does not fully destroy count to 20 again and then the body (instead the body must be immediately drop your hand to “summoned” to put it back together). and call “Manifest” to manifest. Fantasy Warplay - 2023 Rulebook 233 --- PAGE 242 --- • Instant Ethereal: Call “Instant Healing & Energy Factors [Passive] Ethereal” to vanish immediately Creatures with a Healing Factor are and put your open hand over healed every 20 count, as long as the your head. To manifest, call Healing Factor is working (see below). “Manifest” followed by a five Creatures with an Energy Factor recover count and then drop your hand, one Mana every 20 count, as long as the after which you are material. Energy Factor is working. These factors Evasive Shimmering exist on a continuum from weak to very [IC, Called] strong. Call “Evasive Shimmering” to gain Resistance to Snare and Immobilization • Low - Only works after battles, as long as you not Stationary and are as an Out. avoiding combat. • Healing Factor - Only works Fast while you are conscious. [OC] If you leave a battle or encounter, • Improved Healing Factor - you may return in two minutes unless Works even when unconscious. the GM says otherwise. • Regenerating - Always Fearless working, see Regenerating [Passive] below. You are Resistant to Fear. Hidden Frenzy [State] [State] While Hidden, other players cannot While in a Frenzy state you must kill see you – regardless of whether you are anyone who opposes you. You will not in sun or shade - unless they have an leave combat willingly, You may pay 1 ability like Scouting. Hidden players put mana per person per incident to prevent their hand over their face to show that yourself from having to do this. Say they are Hidden. “Paying mana to prevent killing.” Humanoid Appearance Gliding [Passive] [Passive] Some creatures may have different Flying without the ability to “Soar.” kinds of appearance listed in regards to Hands how humanoid (or not) they look. [Passive] • Humanoid: Looks roughly Some creatures have abilities that human in shape and affect their manual dexterity as follows: proportion. Assumed unless • Hands: Able to hold, otherwise noted. manipulate, and use items • Partial Humanoid: Looks without issue. Hands is slightly human, could pass for a assumed if not otherwise state. human or similar species in the • Partial Hands: You do not have dark etc. real opposable thumbs, thus • Non-Humanoid: Looks like an holding things is difficult. You animal or a beast (though may must wield all items with both have arms and legs and walk hands. upright). May need to wear an • No Hands: Cannot use items in animal sash. your hands, as you don’t have Immobilized any! 234 Fantasy Warplay – 2023 Rulebook --- PAGE 243 --- [State] the laws of nature and their While immobilized, you cannot own safety. move from the spot you are at. You may • Dense (1 INT point): Dense fight, rotate, and turn around, but cannot creatures are a step up from step away from the spot at which you Stupid. They have a basic sense were immobilized. of reality but often forget what Instant Teleport they're not immediately [IC, Called, Magic] concerned with. They don’t Call “Instant Teleport” and choose a retreat even if they can’t win a location by line of sight you wish to fight (don’t realize they can’t Teleport to, then make a “POP!” sound win). They don’t search people and put your fist over your head (Out of for goods, forget items are Game). Proceed directly to that location. magic, can't fake their intents Once you arrive you must immediately well, and hide things in rather make the “POP!” sound again and drop obvious places. If you are your hand, returning to the In Game playing a Dense creature, be state. (Note: Dispel Magic will not dispel just that, dense, and have fun this, it is not a standard class spell!) with it. Intelligence [Passive] • Low (2 INT points): You are We use a scale of intelligence to basically not very bright and describe how a creature thinks. There is take longer than normal to a system of points which can be used to assess what is going on and associate with each of these levels of what to do about it. You will intelligence and allows players to scale think of things in rather simple their developments in each direction. terms, and may get confused by The different types are as follows: complex problems. You tend to prefer action to strategy and do • Animal: Animal intelligence things rather than think them vary widely, but a creature with through. Animal Intelligence approaches situations from the mindset of • Average (3 INT points): an animal. Animals usually have Thinks with the skill and fairly simple, straightforward mindset of an average person. motivations, but vary in how Players cannot usually have cleverly they go about things. higher than average intelligence. • Pre-Verbal (¼ INT point): Pre-Verbal creatures think like • Bright (4 INT points): You are toddlers and are completely a bit smarter than most, and focused on the immediate have +1 effective level at all situation, a bit like animals, but trade crafts and saving rolls) can make noises to indicate • Brilliant (5-10 INT points): needs or feelings. You are quite intelligent and • Stupid (½ INT point): Stupid can use Alternative Convokes in creatures are easily tricked and place of Invokes in combat) don't know when they are in • High (11-15 INT points): You danger or not. They'll leap off are much smarter than the cliffs in pursuit of enemies, etc. average individual and and have a basic disregard for anticipate the actions of others Fantasy Warplay - 2023 Rulebook 235 --- PAGE 244 --- and react accordingly. become full preventions Occasionally, with GM (regardless of their source). permission, you are allowed to • Divine Like (26-30+) You have meta game to simulate this a profound understanding of level of intelligence. You will the universe that only deities learn your opponent’s could begin to fathom. You are weaknesses quickly and exploit allowed to meta-game in order them. Crafty and cunning, you to role play this kind of will always make the smart intelligence effectively and can move. You can use an assume you know the answer Alternative Convoke to deboost to any question posed to you. an attack by calling “Deboost.” The GM may give you additional Max uses is equal to your your abilities in combat to simulate Rank minus 1 your level of intelligence in • Very High (16-20 INT points): battle. Generally speaking a The ability to think in an being with Divine Like exceedingly advanced way, Intelligence will never take any anticipate the actions of others effects from beings that are not and react accordingly before at least Very High Intelligence, events begin. You fight far having predicted everything better than average and are anyone would do. allowed to meta-game to Invisibility simulate this level of [IC, Called, Magic] intelligence. You get to select Call “Invisibility” to become an ability each encounter from invisible. Alternate quickly between a fist the Very High INT Predicted and an open hand in front of your face to Abilities Chart. alert players that you're Hiding state is • Extreme (21-25): The ability not usual and their Scouting isn’t working. You may continue to move to think far beyond the abilities around as normal. (Note- Advanced of most other beings. You know Smell or Hearing still reveals you). the skills, abilities and motives Night Vision of most everything you meet. [Passive] You have a profound You can see in areas with low light. understanding of the universe Partial Bipedal that others cannot begin to [Passive] fathom. You are allowed to You cannot run with anything in meta-game in order to role play your hands because this creature runs on this kind of intelligence all fours. Can only walk while holding effectively and can assume you items. know the answer to almost any Poison question posed to you. The GM [IC, Called, Modifier] may give you additional Call “[Type] Poison” as a Modifier to abilities in combat to simulate your attack; anyone damaged by the your level of intelligence in attack will take the listed effect every 20 battle. You can swap your Very count. The default type of poison High INT ability for another (assume if not otherwise stated) is instantly (max 6 times per damage poison, which puts a -1 counter encounter), and deboost effects on your HP every 20 count. 236 Fantasy Warplay – 2023 Rulebook --- PAGE 245 --- Prehensile Appendage Shattering Armor - Stationary [Passive] [IC, Called] You have the use of another part of Call “Shattering Armor” and be the body as if it where a hand (like a stationary. As long as you remain monkey tail or an elephants trunk). You stationary, any damaging attacks that may use abilities with one hand as if it that strike your body armor, but do not were a two (but only one hand may do damage you, shatters the items being this per Prehensile Appendage you used to make the attack. have). You may also count as “wielding”a Slow belted item if you don't use this ability in [Passive] any other way. You can't move faster than a walking Quadruped pace at any time, no matter how you are [Passive] traveling (Flying, Swimming, etc.). You walk on all fours. You cannot Speech walk or run while holding anything, and [Passive] must drop items if you want to move Some creatures have abilities that from your spot. affect their speech and ability to talk. Reach - Stationary • Partial Speech: Can only speak [BC, Called] in broken sentences. Call “Reach” and be stationary. As long as you remain stationary you may • No Speech: Can't talk, but can call “Reach” before making an attack to make grunts and noises. have that attack count as though you had Speed Flying. [Passive] Regenerating Can leave an encounter by calling [Passive] Escape and counting to 5. You may return A type of Healing Factor that keeps to the encounter from any edge after you alive and healing even at -4 (though counting to 20. you do drop at -4 even if you have Strength Adrenaline or are Immune to [Passive] Unconsciousness and are considered There are several levels of Strength, Critically Injured instead of dead). all listed below. Each level is assumed to Usually requires Terror Damage or include all of the previous ones. applying the Burned state to stop it. • Tiny Strength - Can't wield any Regenerating recovers HP, Regenerating weapons longer than two feet. Mana recovers mana. • Low Strength - Less than • Outsider Regeneration: As average, can't wield two- regeneration, but resists handed weapons. interruption and only paused • Average Strength - Normal or stopped by an exorcism, strength, no limits or benefits. Treeform, Freezing, or effects that change you into something • Beastly Strength - Can wield without this ability. two-handed weapons in one Shatter - 1 Mana, Invoke hand. Can carry with one hand [IC, Called] and can run while carrying. Invoke and call "Shatter: I shatter • Improved Strength – Gives +1 your [item name]" & tag an item with to carrying capacity and your weapon to Shatter it (makes it no Improved Armor Piercing: longer work normally). Fantasy Warplay - 2023 Rulebook 237 --- PAGE 246 --- Invoke with any melee Armor are Slow on land. Piercing Weapon in one hand Water Home and you may call “AV0” on that [Passive] strike. You may also use any Water Native and Water Breathing. melee weapon in both hands to Cannot move on land. (Note: Air Convoke AV0. breathing creatures with Water Home • Giant Strength – Gives +2 to still are effectively Water Breathing for one encounter at a time). carrying capacity, Boulder Web - Animal Packet, AV0 (or UB) Throwing: can invoke and [IC, Called,] throw boulders for 1 UB, and Call "Web: Earthbind AV0 (or UB)" and Invoke Damage Boost: Invoke a throw an animal print packet (or Ball) to weapon in both hands to deal Earthbind anyone hit. one damage bracket higher on your next attack. MODIFIERS • Supernatural Strength Adept at [name] -Deboost any melee attack to [Passive] make it AV0. Can spend a mana Using the named ability(s) costs one to shatter any held item in a 20 less mana than normal. (May cost zero) count.+3 Carrying Capacity Blaze • Monstrous Strength - Deal [Called] base 5 with all attacks. Can Call Blaze [Ability] to have that ability for Invoke AV0 with all attacks.+4 a 20 count. Carrying Capacity Conjure [name] [Called] • Colossal Strength – Deboost Any ability with the word “Conjure” any melee attack to make it UB. called before the name counts as a Can shatter the weapon you are Standard Spell for the purposes of making the strike with to Call resistances, Dispel Magic, etc. “Shatter: Adept” on that strike. Double Proficient at [name] +5 Carrying Capacity [Passive] Trample - Invoke, UB For skills with a lvl attached, you [BC, Called] perform the skill you are double Call “Trample” and run for a five proficient in at twice your effective lvl count to then Invoke and Call “Trample: with it. 1 UB!” to make your attack UB. Effective [Skill] Triumph: [name] [Called] [IC, Called] Any skill with the word “effective” Call “Triumph: [name of ability]” called before the name, does the effect of when you drop an opponent to gain a the skill without counting as the skill for one-time use of the named ability (as the purposes of resistances, avoid, etc. Gifted or mana activated abilities). Gifted [name] True Sight [Passive] [Passive] Can use the named ability even Scouting, Spirit Guide, and can see though you aren't trained in it. Costs 1 Invisible things. See through Illusions, mana per use. Note: as with mana Polymorphed or shape changes, etc. activated items, passive abilities last for a Water Native 20 count, rituals and crafts are one full [Passive] use per mana, and any ability that reads You have Swimming and Diving, but 238 Fantasy Warplay – 2023 Rulebook --- PAGE 247 --- your level reads 5 instead. DELIVERIES Immune to [name] Blast [Passive, Immunity] [Delivery] The named effect always fails to As a breath weapon cone, but with a work on you, even if it is Warded/would range of 10' instead of 30'. bypass a Resistance. You are Immune. Burst [Delivery] Incapable of [name] A UB strike. Can be done with a thrown [Passive] weapon and does not require magelore. You can never gain/use the named Mage Blast ability through any means, including [Delivery] magic items, training and blessings. Extend your magelore item at arm's Inept at [name] length and spin in a circle. All players [Passive] nearby should duck. Anyone inside the Using the named ability(s) costs one range of your magelore is affected by the more mana than normal. (May add a cost ability you have called. when there was none before) Ripple Jumpstart [name] [Delivery] [Passive] If you are hit by a ripple effect, tag all The named effect works just like it players within reach for the same effect. normally would (see the appropriate They then tag all players within their skill rules) but only after a 20 count reach, continuing until there are no more delay. Jumpstarts cannot be interrupted players within reach of the ripple. if being used as an attack. Resistant to [name] Ability Build Chart Cost [Passive, Resistance] Accuracy 13 The named effect fails to work on you unless it is Warded/would bypass a Acidic Blood 39 Resistance. Acrobatics 8 Rogue for [name] Adrenaline 20 [IC, Called] You may gain one of the named type Advanced animal riding: drake, 31 wyrm, other of skills/spells by calling Rogue and then Advanced Hack Healing 8 name of the desired skill/spell, and then counting to 20. You may only have one Advanced Smell 5 Rogued ability at a time and must cycle Aggressive -3 out of one to gain another. Amplify [spell stone] 16 Talented at [name] [Passive] Amplify Wind Shuriken 6 Naturally skilled at the named Craft Animal riding 7 and have it equal to half your total level. Vulnerable to [name] Animate Dead 11 [Passive] Arcane Archery 10 You count as level 0 versus the named Archery Brigade 4 effect and cannot be Resistant to it, no matter what other skills or abilities you Archery Training 5 have. Does not invalidate immunities. Armor Wound 14 Avoid 22 Fantasy Warplay - 2023 Rulebook 239 --- PAGE 248 --- Backstab 6 Crit Elite 10 Barbarian Healing Factor 12 Crown of Fear 11 Barbarian Tracking 12 Crown of Flame 24 Battle Charge 10 Crown of Ice 23 Battle Cry 12 Crown of Light 23 Crown of Vines 15 Battle Roar 36 Cure Illness 4 Battle Training: Hack 4 Dark Vision 10 Battle Vows Pacifism 29 Deadly 180 Bellows 15 Death Grip 14 Berserk 18 Death Ray 15 Bite (unmodified) 5 Deboost Damage 60 Bless Self 24 Defy Death 10 Blessing (Party) 12 Detect Alignment Ritual 5 Blind Fighting 17 Devour 4 Blinded (Blind) -10 Devour (Improved) 36 Blizzard Aura 9 Digging 16 Bonus Item Tier 15 Disable Ray 9 Boulder Throwing 10 Disarm 14 Bow Out 9 Disarm-Knockback 20 Brace 7 Discard 23 Breath Weapons 30' (cost varies 45 by delivery) Disembowel 28 Burning Touch 14 Disenchant 7 Called Magic Resistance 21 Disguise 12 Can’t be Reverted 50 Dispatch 29 Cap Damage 40 Dispel Etherial 40 Careful Planning 15 Dispel Magic 19 Cartographer 3 Disruption Ball 17 Chain Lightning (costs 1 mana) 33 Divine Gift 8 Charm (costs 1 mana) 27 Diving 7 Chi Strike (costs 1 mana) 13 Dragon Scales 138 Clan Fealty 2 Duel 12 Clumsy -6 Duel Swap 6 Combat Shimmering 10 Dueling Techniques 12 Combo 14 Each additional HP once more 5 Cremate 26 than one is already had 240 Fantasy Warplay – 2023 Rulebook --- PAGE 249 --- Earthbind Aura 7 Gladiator Skills 5 Earthbind Touch 8 Gliding 9 Effects Resistance 17 Glue 3 Elder Sorcery Spell Slot 18 Grapple 14 Empathic Ray 7 Hack 6 Endurance 5 Hands (No Hands) -12 Endure 9 Hands (Partial) -6 Energy Blast Arrow 10 Hara-Kiri 16 Energy Shield 97 Having more than 1 HP 31 Enhanced Familiar 8 Healing Factor (Improved- while 18 Enrage [name] -6 unconsious also) ES Dispel Aura (costs 1 mana) 41 Healing Factor (Low) 5 Escape 13 Healing Factor (while up only) 12 Ethereal Chase 28 Healing Surge 8 Ethereal Shift 16 Healing Touch 9 Evasive Shimmering 8 Hibernation 12 Exorcism 12 Hide 6 Familiar 6 Hide Other 8 Fast 5 Hide/Stealth in Sunlight 24 Fear Aura 4 Hitman 6 Fear Touch 7 Holy Damage (all weapons) 6 Fearless 6 Holy Wrath 5 Final Fury 17 Howling Gale (costs 1 mana) 30 Fire Ball 14 Humanoid (Non-Humanoid) -2 Fire Control 9 Humanoid (Partial) -1 Fire Damage (all weapons) 7 Hunter 12 Fire Resistance 8 Hunting Party 10 Flame Elder Sorcery Words 25 Iaido 16 Flame Ray 11 Ice Ball 14 Flying 13 Ice Damage (all weapons) 6 Force Field (costs 1 mana) 29 Identify 7 Force Zombify (costs 1 mana) 32 Identify Sight 64 Fortify Area 4 Immune to [Magic Type] (including 101 ES) Frenzy -7 Immune to Mana Drain 85 Gamesman 6 Immune to Mental Effects 24 Giant Strength 20 Immune to Missile Weapons 40 Fantasy Warplay - 2023 Rulebook 241 --- PAGE 250 --- Immune to Vitals Attacks 19 Mana Drain (UB) 49 Impale 7 Mana Lock Strike 27 Improved Armor Piercing 7 Martial Arts 10 Improved Brace 17 Master Armor Smith 5 Improved Might Strike 15 Master Rogue 140 Improved Strength 9 Master Weapon Smith 5 Improvised Armor and Shields 8 Maul 5 Improvised Arrows 4 Medicine Ball 15 Improvised Weapons 6 Melting Grasp 9 Inferno Aura 10 Metamorph 134 Informant 9 Might Strike 10 Instant Climbing 28 Military and Battle Training 8 Instant Ethereal 80 Mind Lock 58 Instant Search 17 Miraculous Recovery 11 Instant Teleport 146 Misdirect 13 Intelligence (Animal) -18 Missile Magic Resistance 17 Intelligence (Dense) -10 Missile Spell Displace 11 Intelligence (Extreme) 192 Missile Weapon Resistance 15 Intelligence (High) 48 Morale Awaken (Captain) 10 Intelligence (Low) -6 Multi-Shot 9 Intelligence (Stupid) -14 Mystic Item Repair 8 Intelligence (Very High) 96 Mystic Weapon Repair 8 Intercept 12 Natural AV (stacks with Armor) 15 Intimidate 5 Nature Elder Sorcery Words 25 Invisibility 152 Necromancy Elder Sorcery Words 25 Invoke Melee Damage Boost (Two 11 Night Vision 3 Handed) Ninja Duel 18 Jumpstart Heal 8 Oracle 6 Knockback 7 Partial Bipedal -6 Lie 9 Partner Awaken 10 Life Elder Sorcery Words 25 Penetrate 8 Light Aura 9 Poison 48 Light Ray 12 Light Touch 14 Poison Strike 12 Polymorph 10 Lightning Ray 9 Positional HP 10 Mage Light (Mage Torch) 6 242 Fantasy Warplay – 2023 Rulebook --- PAGE 251 --- Precision Shooting 13 Shipwright 6 Prehensile Appendage (one hand 25 Shock Touch 14 as two) Shroud 32 Quadruped -10 Silence Duel 44 Rallying Cry 11 Skill Share 8 Reach 14 Slay 18 Rebirth 18 Slay Arrows 22 Rebuke 11 Sleep Strike (AV0) (cost 1 mana) 24 Reflect Magic 22 Slow -7 Reflexes 6 Slow Regen. 38 Regenerating 56 Snare 8 Regenerating (Outsider) 144 Soul Drain 56 Regeneration Touch 20 Species Lore 3 Speed 19 Remove Charm 10 Spell Mastery Ball 27 Resist Damage 105 Spell Mastery Ray 23 Resist Mental Effects 12 Spell Trigger 14 Resistant to [Magic Type] 34 (including ES) Spell Turning Shield 16 Resistant to Death (effects) 19 Spell Turning Weapons 15 Resistant to Death (flat) 110 Spiga Snare 67 Resistant to Death (while down) 14 Spiga Snare Ball 50 Resistant to Mana Drain 32 Spiga Snare Ray 35 Resolve Conflict 5 Spirit Bury 11 Resurrect 7 Spirit Guide 9 Righteous Aura 13 Spirit Pact 24 Runic Armor 3 Staff Touch 7 Runic Weapons 2 Stamina 21 Rupture Mark 22 Stealth (without Hide) 6 Scouting 7 Storm Elder Sorcery Words 25 Selective Shielding 29 Storytelling 10 Self-Detonate 5 Strength (Beastly) 3 Sense Motive 7 Strength (Low) -2 Sense Weather 2 Strength (Monstrous) 60 Sentry 3 Strength (Tiny) -5 Shatter 13 Strong Soul (don't pd first time) 30 Shattering Armor 25 Summon the Dead 7 Fantasy Warplay - 2023 Rulebook 243 --- PAGE 252 --- Swift Sleep Aura 22 Undead Type (Full) 62 Swimming 6 Undead Type (Greater) 124 Taunt 18 Undead Type (Minor) 42 Tea Ceremony 8 Unforge 14 Teleport 9 Unglue 9 Temporary Charm 13 Vine Damage (all weapons) 6 Terror Ball 14 Vitals Hack 13 Terror Damage (all weapons) 10 Vitals Knockout (cost 1 mana) 21 Thick Soul (-5 stones) 45 Vitals Silence 13 Thin Soul -6 Voice (No Speech) -6 Threat 6 Voice (Partial Speech) -2 Throw the Bones 11 Ward 18 Throwing Training 7 Warrior Martial Arts 4 Thunderbolt (costs 1 mana) 29 Watchman 2 Track (@ level) 5 Water Home 18 Trample 32 Water Native 8 Transcend 21 Weapon Dedication 18 Transmute 20 Weapons Mastery 18 Treeform Ball 12 Web (Ball) 12 Triumph 13 Web (Packet) 9 Triumph [name] -5 Whirlwind Aura 10 Triumph-Awaken 15 Wild Mana 9 True Duel 29 Wildborn 16 True Sight 57 Wilderness Aspect 8 Tumble 19 Wilderness Healing 7 Unbreachability 22 Wind Shuriken 8 Undead Creation 84 Winged Flight 29 Undead Hunter 9 Withstand 15 Undead Lore 38 Zombify 5 Undead Reanimation 16 244 Fantasy Warplay – 2023 Rulebook --- PAGE 253 --- Prices for Goods and Services Items Cost Notes Food And Beverages --Groceries for a week 2g Assuming you are cooking. --Full Meal 1g Restaurant or Inn Food --Rations for 1 week 1g Not tasty but edible --Fancy Meal for two 5g Dress codes and rare items Room and Board --Sleeping on the Road 1g day Sheltering where you can. --Inn or Tavern 5g day Two meals and roof. --Guild Master/Keep Quarters 25g day Security, fine meals, servants, etc. Selling Items --Non-Magic Items ½ value Most things sell for half price --Customized Items ¼ value Often the market is small for them --Magical Items ¾ value High demand- sometimes full price --Items above the @ Full value Hard to get so sell above market --Land and Ships Full value Hold their value, create income Customizing and Add On's --Two Handed 2x Making a weapon two handed --Master Crafted 2x These can be enchanted sometimes --Solid Silver Items 2x To fight and defend against undead --Runic 2x Can't add this to existing items. --Silver Plating 1per foot Lasts only one encounter. Repairing Items --Most general Items ½ value --Magical Items (75% success) ½ value Needs a mage school/enchanter Work and Income --Ten minutes of skilled work 1g Basic Journeymen tasks. --Being hired as a guard etc. LvlxRank Assumes risk of attack or harm --Working at a Market/Town 10g Assumes one hour in game --Completing a Mission 5g If the party was large- low level --Defeating enemy military 10g A threat to local people/troops --Accomplishing a major goal 20g Assumes major risk/loss of life Mounts --Basic Riding Horse(lvl 3 Riding) 100g Requires you to have Riding lvls. Fantasy Warplay - 2023 Rulebook 245 --- PAGE 254 --- --War Horse(lvl 11 Riding) 200g Able to be ridden during battles Items Cost Notes --Destrier (Riding lvl 16) 300g Able to function in full barding. --Camel 400g --Non-Magical Wild Animal BRx50g At least lvl 16 riding needed. --Magical Mounts BRx200g Varies a great deal by training Potions --Common/One Use“Blue” 10g Goose-Egg Vials, Antidote --Uncommon/Reuseable “Blue” 20g Burning Liquid, Evercandles, etc. --Rare/Combat Changing “Blue” 50g Goblin Grease, Skunk Spheres --Custom/Special “Purple” 100g Illusion Vials, Potion of Hunger Special Services --Healing someone 1g --Resurrection 5g --Summoning the Dead 5g --Identifying a Magic Item 1xitem lvl Higher pay gives more details, etc. --Tracking/Locating Someone 1xtheir lvl More if the person is dangers. --Assassination (2x if success) Lvl x lvl Level of target times Assassins lvl. --Teleportation (friendly area) 20g+miles This does not ensure safe arrival. --Ship Rental 100g (add 100g per mast beyond first) --Hiring Ship Pilot (per move) Mast x Lvl Assumes they bring their sailors Houses, Holdings, Land --Rent on a small room (in town) 3g week --Rent on large room (in town) 6g week --Rent on house (in town) 12g week --Rent on farmland 3g week --Acre of desert 105g Basic unusable piece of land --Acre of poor land 120g Might have some use. --Acre of Average land 150g Has general utility --Acre of Good land 200g Farming, Ranching, Building, etc. --(Increase if next to town) 5xArea@ High @ area increase land value --(Increase if in a town or city) 10xArea@ (double if city has magical defense) --House (Quality lvl 20) 200g Basic house (doesn't include land) --Stone instead of Wood 3x value Durable and long lasting --Farm (or Craftsman Shop) 400g --Village (8 houses, 3 shops) 2,800g 246 Fantasy Warplay – 2023 Rulebook --- PAGE 255 --- --Town (300 houses, temple, etc) 132,500g (15 guilds, 30 shops, manor, wall) Items Cost Notes --Guild Hall 4,000g Trains one class --Wizard Tower 6,000g Trains one mage type --Keep (Large tower, manor) 6,200g --Castle (8 acres outside, 4 inside) 26,040g (20 houses, 8 shops, barracks, etc.) --Minor Shrine 1,000g --Major Shrine 5,000g --Temple 10,000g Boats and Carts --Push Cart 5g --Donkey driven cart 100g One pack animal and vehicle --Boat (rowing or small sail) 100g --Ship (large sailing) 400g (add 400g per extra mast desired) --Battle Ship (designed for war) 1,200g (add 1,200 per extra mast) Magical Items (if available) --Common Item (Mana Activated) 100g More if abilities are more useful --Uncommon Item (High utility) 300g Can vary a lot by fit and function --Rare Item (powerful abilities) 1,000g Always more useful than not --Mythic Items (unique powers) 5,000g Almost never for sale for just gold. Fantasy Warplay - 2023 Rulebook 247 --- PAGE 256 --- 248 Fantasy Warplay – 2023 Rulebook --- PAGE 257 --- Fantasy Warplay - 2023 Rulebook 249