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Midnights Shadow A Modern Day Alternative Reality LARP System

This document provides an introduction and overview for a live action roleplaying (LARP) game called "Midnights Shadow". Players take on the role of characters who are trying to help loved ones affected by a mysterious sleeping sickness. The game blends reality with an "aetheric realm" where combat and magic rules apply. Character abilities are represented by basic Life and Essence stats. There are 10 skills that can be leveled up to gain abilities. The game aims to introduce rules in an immersive way through gameplay. It offers a variety of character builds and focuses on storytelling over combat.

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Joel Fowler
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0% found this document useful (0 votes)
123 views12 pages

Midnights Shadow A Modern Day Alternative Reality LARP System

This document provides an introduction and overview for a live action roleplaying (LARP) game called "Midnights Shadow". Players take on the role of characters who are trying to help loved ones affected by a mysterious sleeping sickness. The game blends reality with an "aetheric realm" where combat and magic rules apply. Character abilities are represented by basic Life and Essence stats. There are 10 skills that can be leveled up to gain abilities. The game aims to introduce rules in an immersive way through gameplay. It offers a variety of character builds and focuses on storytelling over combat.

Uploaded by

Joel Fowler
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Midnights Shadow

A modern day alternative reality LARP system


Everything in the world is not quite as it has always seemed to most, reality by its very
nature is not fixed but merely a consensus view on how things should be. There comes a
time when a new Aeon is beginning and power is shifting those with real influence can
place themselves to help determine a new reality a new way of being that when it comes
into place will once again seem like the only possible reality that has ever been or will be
so the stakes in this game are high. But for now when the old reality begins to break down
then some of the wonders and horrors that once have been or could be can be glimpsed
or experienced and that is why you are here.
A few months ago people started falling into a coma like state of deep sleep, it took days
before the medical community realised the scale of this and now the total number of
people affected is believed to run into the tens of thousands. There is no confirmed
medical diagnosis that can explain this, Doctors and health officials cannot even confirm if
the cause is viral, environmental or purely psychological. You know someone who has been
affected you are close to them maybe a friend, a family member or a loved one and when
you visit them you know that something doesn't feel right. The reasons will vary it may be
that you seem to lose time around them, that the shadows in their room seem to move out
of sync with the lighting and almost certainly you cannot shake that feeling that they are
there with you trying to talk to you or communicate some how even though their body
never reacts.
I am here today to tell you that they need your help, they are in grave danger and that you
in some way can sense this while others around you do not means that you are gifted,
attuned enough to help them if you might just dare to.

Basic Setting
Drawing inspiration from a variety of sources I wanted to create a setting where the
mundane hides a place of magic, wonder and horror. Think Pans Labyrinth meets Silent Hill,
or SLA industries meets a Neil Gaiman graphic novel and all strongly influenced by a series
of video games from Japan called the Shin Megami Tensei series.
The above in character ramblings are the basic intro you play a character who knows
someone affected by the mysterious sleeping sickness and after months of worry and
unease and no explanations from the doctors and old man approaches you telling you that
you can help them but with no small risk to yourself. So you need to have a strong enough
connection to the person affected to take a chance to help them.
Some of the game will take place in the real world for which there will be no rules really
required and no combat but with out giving too much away there will be times and places
where it will switch to another realm an aetheric realm, an umbral plane, the dreaming, the
spirit realm call it what you will really it has many names. In that place there will be a rules

system for character development and combat that I have endeavoured to keep as simple
and easy to understand as possible. My aim is by and large to introduce as much of this as
possible in game so as your character struggles to come to terms with this strange place
and the rules that govern it you pick up the rules as you go along. A few basics relating to
health and safety will obviously be covered off first but the rest can be picked up in game.
My aim is not to have purely combat driven scenarios but a nice mix with the choice of
how to deal with issues being largely down to the players and their preferred style. Combat
will be a mix of larp style melee weapons, nerf guns and magic with a balance between it
all, with a strong emphasis on healing, enhancing and crafting skills it would also be
possible to be invaluable in combat with out ever hitting anything.
That is basically the pitch so if interested then let me know and I will keep you in touch, I
am more than happy to involve anyone regardless of how much experience they have had
with role-playing or live action role-playing a good imagination and interest in story telling
is all that is required. However as I am effectively play testing this system if you have lots of
experience or are just curious then please read on the rules as laid out below and feel free
to make suggestions and point out holes and errors with in (except grammar).

Rules
Life and Essence are the only stats as such you need to worry about effectively they
represent hit points and magic or special ability points. The numbers for each are generally
quite low and easy to keep track of for instance at level 0 you have 3 life and 0 essence and
then when you reach level 1 you have the choice of 6 life / 3 essence, 8 life / 2 essence or 4
life / 4 essence. Damage will follow the format of single, double, triple, etc so if you get hit
by a single you lose 1 life, double 2 life and so on. Every time you level up you have the
choice of gaining either 2 life or 1 essence (3/2 post level 10) and certain levels of certain
skills will also give you boosts to these.
At 1 life you feel noticeably unwell at 0 you are unconscious and at -1 you have 5 minutes
to be revived before you suffer death back in the real world. Should it be found at the end
of a combat that someone should have reached 0 or minus health during a battle then
they collapse at the end and if revived have a life penalty for the rest of the scenario. Also if
essence drops below 0 then a penalty to maximum essence is applied for the rest of the
scenario.
There are no locations to damage as such, harking back to this being a symbolic and
spiritual realm where injury is tearing your soul apart rather than chopping arms off.
There are 10 basic skills to chose from all of which can be purchased up to level 10 :
Attack (Melee)
Defence
Shot
Destruction Magick
Hex Magick
Healing
Support Magick
Magic Control
Aether Knowledge
Crafting

You gain a number of skills points every time you level up and can only take a specific skill
up by one level each time you level up. There are a number of advanced paths that open
up then once you reach at least level 10 which require you to have certain levels in certain
skills. This then allows you to purchase skills from lists which do represent the more
powerful abilities available in game. There are however no restrictions on which skills you
choose to level up and at higher levels it will be possible to have skills high enough to then
purchase abilities from 2 or more paths. This means there are many different combinations
that can be put together and no 2 characters should be the same.
The advanced paths are : and skill requirements are
Blade Master : Attack 10 / Defence 6 / Craft 5
Gun Fu : Shot 10 / Defence 6 / Craft 5
Bastion : Defence 10 / Support 6 / Heal 5
Spell Sword : Destruction 8 / Attack 8 / Magick Control 5
Magic Bullet : Shot 8 / Destruction 4 / Hex 4 / Magick Control 5
Enhancer/Hexer : Support 8 / Heal 8 / Hex 5
Shot Mage : Destruction 10 / Magick Control 6 / Hex 5
Synther : Aether Knowledge 10 / Craft 10
Characters will start with no armour and only basic weapons, there is a quality coding on
weapons that determines the maximum level of damage they are capable of doing a
Bronze weapon can only do up to double damage, silver up to triple, gold up to quad and
legendary has no limit. If someone capable of doing higher damage does so with a
weapon that cannot then it is destroyed at the end of the encounter. Armour will have one
of two effects it will either block the first certain number of hits taken in any encounter or it
will reduce the damage taken by a certain damage type by a level so triple down to
double, etc with a single hit always being taken as a minimum.
Under normal circumstances quad is the highest damage call available even if the
combination of weapon bonuses, skill bonuses and enhancer boosts would take you higher
than this. However several paths include limit break skills which remove this cap. It also
does not change damage taken by creatures with weaknesses so a creature taking double
effect from fire would take 8 hits from a fire quad call.
Damage Types :
Slash (Melee)
Fire
Electric
Magic
Entropy
Nerve

Shot (Gun)
Ice
Force
Expel
Almighty
Mind

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

Mind and Nerve may on rare occasions be damage types but more often refer to status
effects which are :
MIND : effect
Enrage : unless resisted must attack caster
Charm : unless resisted may not attack caster unless they attack first
Sleep : unless resisted unconscious until attacked or for 10 secs
Amnesia : unless resisted all skills forgotten except for basic attacks
NERVE : effect
Bind : unless resisted cannot move from spot for 10 secs
Poison : unless resisted you take damage after 10 secs
Blind : unless resisted blinded for 10 secs
Paralysis : unless resisted unable to move at all for 10 secs even if hit
The effects will be called with single, double, etc. after them this refers to damage with the
poison and with the rest it does not change the effect but simply makes it harder to resist.
Certain skills and armour will allow you to resist lower level status effects and some
enhancer abilities allow you to resist one status effect regardless of its level. A healer with
the right abilities can also instantly undo status effects.
Guide to XP and levelling up :
XP is gained in large from killing creatures and is in effect your character absorbing their
life to become stronger, as a rough guide 1 lvl x creature will give x xp to all the party. The
cost is cumulative so it takes 8 xp to reach level 2 then another 12 (20 in total) to reach 3
etc.
Level
0
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20

XP to Lvl Up
SPCL
8
12
16
20
28
40
52
75
100
128
140
156
176
208
236
262
304
344
400

Skill points
2
2
2
2
2
2
3
3
3
3
3
3
3
4
4
4
4
4
4
4

Skill and Abilities :


Ok down to the nitty gritty of skills, many spells and abilities will need some kind of
activation but I am hoping not to need to get to prescriptive on what this is, it may be
special words spoken, gestures made, stance held, etc. The important factor is for game
balance it should take a certain length of time to complete that needs to be stuck to.
As listed above you gain 2 skill points when you level up to level 2 and then more at each
level they do not have to be spent straight away but the limit on only one level in a skill
each time you level up still remains so you cannot save up 5 points then put all 5 in the
same skill even if you have levelled up 5 times with out spending on it. Up to level 10 it is
going to be fairly easy to wipe yourself clean and respend points which will be the one
exception to the above rule and is purely designed for if some one is really not enjoying
the play style that their skills have pushed them towards.
General Skills :
Basic attack : anyone can hit something with a weapon they have. This will be for a single
slash damage. To keep combat more paced and dramatic there is a 3 hit flurry limit so after
swinging at someone 3 times you need to pause and reset before launching another
attack. In general it will not be possible to take weapons from fallen enemies or even from
another player as the weapon is an extension of your soul and a way of chanelling your
inner strength to cause harm.
Basic shot : As above but with a gun is the short version. Mess with gun to reload after 3
shots even if you do not need to actually reload and damage is single shot.
Certain first learnt skills for mages and healers while not available to everyone will count as
basic in as far as they cannot be removed by amnesia.
Skill Trees :
ATTACK

Skill
Critical Strike

Cost / Time
0 / 2 secs

Counter
+ 3 Life

1 Ess / none
Permanent Passive

Shocking blow
+1 Damage

1 Ess / 1 sec
Permanent Passive

Counter Critical
+ 3 Life

2 Ess / none
Permanent Passive

Counter shock
Critical Triple strike
+1 Damage

2 Ess / none
1 Ess / 2 sec
Permanent Passive

Effect
+1 damage grade on next strike
Upon being struck free return strike, can be
combined with guard.
+3 maximum life
Stuns opponent for a few secs or until struck
+1 Damage with melee weapon
Upon being struck free return +1 damage
strike can combine with guard
+3 maximum life
Upon being struck free return shocking strike
can combine with guard
+1 damage grade on next 3 hit flurry
+1 Damage with melee weapon

SHOT

Skill
Critical Strike

Cost / Time
0 / 2 secs

Counter
+ 3 Life

1 Ess / none
Permanent Passive

Shocking blow
+1 Damage

1 Ess / 1 sec
Permanent Passive

Counter Critical
+ 2 Essence

2 Ess / none
Permanent Passive

Counter shock
Critical Triple strike
+1 Damage

2 Ess / none
1 Ess / 2 sec
Permanent Passive

Stuns opponent for a few secs or until struck


+1 Damage with melee weapon
Upon being struck free return +1 damage
strike can combine with guard
+2 maximum essence
Upon being struck free return shocking strike
can combine with guard
+1 damage grade on next 3 hit flurry
+1 Damage with melee weapon

Skill
Guard 1
Dodge 1
+ 3 Life
Guard 2
Dodge 2
+ 2 Essence
Guard 3
Dodge 3
Guard 4
Dodge 4

Cost / Time
1 Ess / none
1 Ess / none
Permanent Passive
1 Ess / none
1 Ess / none
Permanent Passive
1 Ess / none
1 Ess / none
1 Ess / none
1 Ess / none

Effect
Block dmg from a single effect melee atk
avoid dmg from single effect spell or shot
+3 maximum life
Block dmg from a double effect melee atk
avoid dmg from double effect spell or shot
+ 2 maximum essence
Block dmg from a triple effect melee atk
avoid dmg from triple effect spell or shot
Block dmg from a quad effect melee atk
avoid dmg from quad effect spell or shot

Skill
Dia
Media
Purge Mind
Diarama
Mediarama
Recarm
Purge Nerve
Diarhenia
Mediarhernia

Cost / Time
1 Ess / 2 sec
2 Ess / 2 secs
1 Ess / 1 sec
1 Ess / 3 sec
2 Ess / 3 secs
2 Ess / 5 secs
1 Ess / 1 sec
2 Ess / 3 secs
4 Ess / 3 secs

Samecarm

4 Ess / 5 secs

Effect
5 life back to individual target
5 life back to group max 5 metre range
Cure mind effects individual target
10 life back to individual target
10 life back to group max 5 metre range
Return target from zero/ minus life to 5 life
Cure nerve effects individual target
20 life back to individual target
20 life back to group max 5 metre range
Return party from zero/minus life to 5 life +
ability to lock off 4 ess and automatically
revive self on 0 hp,to be logged with ref.

GUARD

HEAL

Effect
+1 damage grade on next strike
Upon being struck free return strike, can be
combined with guard.
+3 maximum life

SUPPORT

HEX

Skill
Shield
Barrier
+ 2 Essence
Rage
Focus
Resist Mind
Resist Nerve
+ 3 Essence
+ 2 Max life
+2 Max essence

Cost / Time
1 Ess / 1 sec
1 Ess / 1 sec
Permanent Passive
1 Ess / 1 sec
1 Ess / 1 sec
1 Ess / 1 sec
1 Ess / 1 sec
Permanent Passive
1 Ess / 1 sec
2 Ess / 1 sec

Effect
+1 Physical Armour (encounter) max stk 2
+1 Magical Armour (encounter) max stk 2
+ 2 maximum essence
+1 phys dam next blow (encounter) no stk
+1 mag dam next blow (encounter) no stk
+1 lvl resist mind effects (enc) max stk 2
+1 lvl resist nerve effects (enc) max stk 2
+ 3 maximum essence
(encounter) max stk 2
(encounter) max stk 2

Skill
Bind
Enrage
Poison
Charm
+1 Hex effect level
Blind
Sleep
Paralysis
Amnesia
+ 1 Hex effect level

Cost / Time
1 Ess / 2 secs
1 Ess / 2 secs
1 Ess / 2 secs
1 Ess / 2 secs
Permanent Passive
2 Ess / 2 secs
2 Ess / 2 secs
2 Ess / 2 secs
2 Ess / 2 secs
Permanent Passive

Effect
Nerve
Mind
Nerve
Mind

Cost / Time
Permanent Passive
Permanent Passive
Permanent Passive
Permanent Passive
X life / 2 secs
+1 essence on top of cost
+1 essence on top of cost
+1 essence on top of cost
+1 essence on top of cost
Permanent Passive

Effect
+1 damage with Elemt 1 damage type
+1 damage with Elemt 2 damage type
+1 damage with Elemt 3 damage type
+1 damage with Elemt 4 damage type
once per encounter / max 5
chain up to 3 of effect
chain up to 3 of effect
chain up to 3 of effect
chain up to 3 of effect
+ 5 maximum essence

Magick Control
Skill
Element 1 Boost
Element 2 Boost
Element 3 Boost
Element 4 Boost
Life to Essence
Chain Element 1
Chain Element 2
Chain Element 3
Chain Element 4
+ 5 Essence

Nerve
Mind
Nerve
Mind

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

DESTRUCTION MAGICK

Skill
Element 1 Single
Element 2 Single
Element 3 single
Element 4 single
Element 1 double
Element 2 double
Element 3 double
Element 4 double
Magick / Expel / Entropy
double
Almighty Double

Cost / Time
1 Ess / 2 sec
1 Ess / 2 sec
1 Ess / 2 sec
1 Ess / 2 sec
2 Ess / 2 secs
2 Ess / 2 secs
2 Ess / 2 secs
2 Ess / 2 secs

Effect
Single target / range 3 metres
Single target / range 3 metres
Single target / range 3 metres
Single target / range 3 metres
Single target / range 3 metres
Single target / range 3 metres
Single target / range 3 metres
Single target / range 3 metres

2 Ess / 2 secs
2 Ess / 2 secs

Single target / range 3 metres


Single target / range 3 metres

The choice of Magick / Expel / Entropy damage is based on alignment Law (Expel), Neutral
(Magick) or Chaos (Entropy) this is a joint storyteller / player call.
CRAFT
This is not as prescriptive per level as the other skills for each level you purchase you gain a
higher ability of :
Identify artifact
Repair artifact
deconstruct artifact
craft artifact
And you also gain 1 recipe per level 1-5 and 2 per level 6-10. These could be for potions,
stones, armour, weapons, bullets or much more. Resources will have to be gathered in
game also to then use for crafting as well as a lab or a forge obtained or borrowed.
AETHERTECH
Blatantly a bit of a blag skill but as your level increases you will be able to recognise
different daemons and shades and have an idea about their:
Weaknesses
Resistances / Nulls / Reflects
Damage Types used / Special Skills
Alignment / Family group
Uses for their essence in crafting
Likelihood for them attacking you on sight if you....
ADVANCED PATHS
So once you have reached level 10 and have certain skills at the required levels you can
start purchasing abilities from the advanced paths. Unlike the normal skill trees you do not
need to purchase these in order you can pick and choose the ones you want first. Many of
them are somewhat reliant on you having decent enough gear to support them too, ie.
Legendary sword or gun, a stave or potions to restore essence, etc.

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

Ability
Armour Break

Cost / Time
2 Ess / 2 Secs

MultiGuard

2 Ess / instant

Tail of the Dragon

3 Ess / 1 sec

Heavens Gate

3 Ess / 1 sec

Force of the Dragon

5 Ess / 1 sec

Hells Gate

5 Ess / 1 sec

Weapon Break
+1 melee damage

2 Ess / 2 Secs
Permanent Passive

Limit Break

5 Ess / 3 secs

Guard/ Counter Spin

5 Ess / instant

GUN FU

Ability
Armour Break

Cost / Time
2 Ess / 2 Secs

Multi Dodge

2 Ess / instant

Rapid Shot

3 Ess / 1 sec

Pierce shot
Rapid Bind Shot

3 Ess / 1 sec
5 Ess / 1 sec

Pierce knockback shot

5 Ess / 1 sec

ARM Snipe
+ 1 Shot damage

3 Ess / 1 sec
Permanent Passive

Limit Break

5 Ess / 3 secs

Dodge / Counter Rapid

5 Ess / instant

Effect
Destroy physical armour
Block damage from up to 3 strikes landed in
a flurry / multiple opponents up to the
maximum level you can block.
Spin attack max melee dmg to all targets in
range / time freeze effect
straight line rush attack up to 3 metres max
melee damage to all targets enroute
Spin attack as above with added Bind effect.
Rush attack as above with added shock
effect.
Only works versus melee weapons of lower
quality than wielders.
+ 1 maximum melee damage
Removes quad maximum damage limit for
rest of encounter
Guard versus up to 3 blows followed by spin
effect as above in counter.

Effect
Destroy physical armour
Dodge up to 3 shots or damage spells from a
flurry or multiple opponents up to the
maximum level you can dodge.
4 shot burst fired off quickly / time freeze
effect
Pick target if shot hits them then every other
target between you and them also takes
damage / time freeze effect.
As above rapid shot with added bind effect.
As above pierce shot with added knock back
to all targets.
-1 physical damage effect to target, counts as
physical attack for resists.
+ 1 maximum gun damage.
Removes quad maximum damage limit for
rest of encounter
Dodge followed by rapid effect as above in
counter.

BASTION

Ability
Resist Armour Break

Cost / Time
1 Ess / instant

Multiguard

2 Ess / instant

Taunt Crowd
Wake up Soldier

4 Ess / 3 secs
2 Ess / 2 secs / X life

Fight the good fight


Immoveable object
Craft Shield
Iron Mind
Nerves of Steel

X essence / 2 secs
1 Ess / instant
Permanent Passive
3 Ess / 1 sec
3 Ess / 1 sec

Lord of Armour

5 Ess / 3 secs

SPELLSWORD

Ability

Cost / Time

Flame Blade

3 Ess / 3 secs

Icicle Blade

3 Ess / 3 secs

Thunder Blade

3 Ess / 3 secs

Force Blade
Magick / Expel / Entropy
Blade
Magic Blade Boost

3 Ess / 3 secs

Limit Break

5 Ess / 3 secs

Magic Armour

3 Ess / 3 secs

Magic Blade Vortex

4 Ess / 1 sec

Magic Blade Rush

5 Ess / 3 secs
3 Ess / 1 sec

Effect
Null armour break ability
Block damage from up to 3 strikes landed in
a flurry / multiple opponents up to the
maximum level you can block.
Enrage affect on all enemies in clear ear
shot / 5 metres if easier to determine.
Revive target with x life.
Once per encounter up to 5 essence turned
into life.
Null knockback / shock / armsnipe
Craft a shield useable only by self
Null Mind abilities
Null Nerve abilities
All incoming damage except almighty is
reduced to a single damage effect, the
maximum damage done by the character is
also capped at single damage.

Effect
Sword summoned for encounter doing
double Fire damage.
Sword summoned for encounter doing
double Ice damage.
Sword summoned for encounter doing
double Electric damage.
Sword summoned for encounter doing
double Force damage.
Sword summoned for encounter doing
double alignment damage.
Blade ability raised to base triple damage
Removes quad maximum damage limit for
rest of encounter
5 armour versus magical attacks, lasts till end
of encounter.
Spin attack usable only with summoned
blade weapon.
Rush attack usable only with summoned
blade weapon.

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

MAGIC BULLET
Ability
Flame Shot
Ice Shot
Thundershot
Force Shot

Cost / Time
1 Ess / 1 sec
1 Ess / 1 sec
1 Ess / 1 sec
1 Ess / 1 sec

Effect
3 bullets fire double damage.
3 bullets Ice double damage.
3 bullets Electric double damage.
3 bullets Force double damage.

Magick / Expel / Entropy Shot

2 Ess / 1 sec

Magic Shot damage up

3 Ess / 3 secs

Limit Break
Blind Shot
Paralysis Shot
Amnesia Shot

5 Ess / 3 secs
4 Ess / 1 sec
4 Ess / 1 sec
4 Ess / 1 sec

3 bullets alignment double damage.


Magic Shot damage increased by 1 garde for
rest of encounter.
Removes quad maximum damage limit for
rest of encounter
Add Blind effect to any magic shot
Add paralysis effect to any magic shot
Add Amnesia effect to any magic shot.

ENHANCER/HEXER
Ability

Cost / Time

Hells Fury

6 Ess / 3 Secs

Heavens Wrath

6 Ess / 3 Secs

Devils Shield

4 Ess / 3 secs

Divine Barrier

4 Ess / 3 secs

Effect
+1 Phys damage to whole party for rest of
encounter, max range 5 metres.
+1 Mag damage to whole party for the rest
of encounter, max range 5 metres.
Totally block next physical attack for all party
members. Max range 5 metres, does not
stack.
Totally block next magical attack for all party
members. Max range 5 metres, does not
stack.

Natures Boon
Mass Sleep
Mass Paralysis
Mass Amnesia
Mass Bind
Mass Blind

5 Ess / 3 secs
5 Ess / 3 secs
5 Ess / 3 secs
5 Ess / 3 secs
5 Ess / 3 secs
5 Ess / 3 secs

Null next status effect for all party members.


Max range 5 metres, does not stack.
Mass sleep effect (Mind)
Mass Paralysis effect (Nerve)
Mass Amnesia effect (Mind)
Mass Bind effect (physical)
Mass Blind effect (Nerve)

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

SHOT MAGE

Ability
Field of Flames
Glacier of Ice
Storm of Thunder
Wall of Force
Sheet of Magick / Expel /
Entropy
Vortex of Almighty
+ 1 Magic damage

Cost / Time
4 Ess / 3 secs
4 Ess / 3 secs
4 Ess / 3 secs
4 Ess / 3 secs

Effect
Area effect Double Fire Damage
Area effect double Ice Damage
Area effect Double Electric damage
Area Effect double Force Damage

6 Ess / 3 Secs
8 Ess / 3 secs
Permanent Passive

Limit Break

5 Ess / 3 secs

Area effect alignment double damage.


Area effect double almighty damage.
+1 maximum magic damage
Removes quad maximum damage limit for
rest of encounter

Element 1 Focus attack

As base spell + 2 Ess

Unlimited chain attack of single target


element 1 spell, essence cost each time used.

Alignment Focus attack

As base spell + 2 Ess

Unlimited chain attack of single target


alignment spell, essence cost each time used.

SYNTHER
This is the art of forging legendary or artefact items that can be made for yourself or
someone else you have a good connection with. Each skill pick gives you one artefact
recipe that with the right components (usually hard to gather) can be crafted more than
once if required.
A few examples are needed really to give you an idea of the possibilities :
SORROWFUL THUNDER
Legendary Sword (no damage limit) Electric Damage
(3 essence put into sword adds +1 damage for an encounter)
(1 essence allows shock effect to be added to next blow)
BLESSED STAVE
Legendary Stave (no damage limit)
Can store up to 6 Essence in it to draw on at any time
All healing effects add +5 health to the recovered amount
RED RAIN
Legendary Gun (no damage limit) Fire Damage
(3 essence put into gun adds +1 damage for an encounter)
(3 more essence allows another +1 damage for an encounter but each shot drains 1 life
from the wielder)
ROBE OF SHADOWS
Legendary armour Reduce all gun / destruction magic attacks by one damage grade
(Add 5 essence to reduce all gun / destruction magic attacks by another damage grade for
one encounter) minimum single damage still taken.

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