SOVEREIGN SCROLLS. v A Medieval Fantasy LARP - Page 1

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SOVEREIGN SCROLLS v3.0.1 - A Medieval Fantasy LARP - Page 1

Sovereign Scrolls And the Campaign World of Ya Ria Founded by Thomas Rocap, Erin DeLeon, and Ben Braddock With the excellent support of their family Tony, Cheyenne, and Colt Rules Director and Editor Wesly Powers Current Rules Team Adam Able Joe Snyder Johnathan Soap Montgomery Steven Neel Tom FitzChivalry Mefford Micah Sam Houston Montgomery Previous Rules Contributors Albert Smith Blaise Dileo Seph Wolf Tim Gath Johnson Special Thanks Erin Ambelina Mefford Hope Powers Jennifer Smith Lynne McGee Manfred Wolf Page 2

Contents Rules of Play... 20 Age Limits... 20 Cost to Play... 20 NPC Shift... 20 Advancement... 20 Level... 21 Rules of Arms... 21 Weapon Size, Damage, & Length... 21 Weapon Construction... 21 Homemade Guidelines... 21 Special Weapons... 22 Ranged Attack Packets... 22 Shields... 22 Bows... 22 Arrows... 23 Rules of Safe Combat... 23 Point Blank... 24 Constant and Maximum Weapon Damage... 24 Weapons Types... 24 Standard Weapons... 24 Silver Weapons... 24 Steel Weapons... 24 Mythril Weapons... 24 Magic Weapons... 25 Shields... 25 Armor... 25 Armor Definition... 25 Cloth Armor... 25 Leather... 25 Hard Leather... 25 Studded Leather... 26 Thick Leather... 26 Chainmail... 26 Scale Mail... 26 Brigandine... 26 Lamellar and Plate... 26 Armor Bonuses and Penalties... 26 Evaluating Armor... 26 Armor & Waylay... 26 Armor by Class... 26 Multi-Classing & Armor... 27 Immersion Effect... 27 Armor Repair... 27 Soak... 27 Rules of Magic... 27 Spells... 27 Rituals... 28 Scrolls... 29 Crafting... 29 Active Effects, Latent Spells, and Stacking... 30 Baptism... 30 Types of Effects... 31 Area Effects... 31 Attunements... 31 Break, Sever, Shatter Effects... 31 ON BODIES... 31 ON ITEMS... 31 Channeled Effects... 31 Imprisonment and Sanctuary Effects... 32 Mind Effects... 32 Movement Effects... 32 Over-Time Effects... 32 Page 3

Pins and Binds... 32 Pool Effects... 32 Sleep... 33 Stances... 33 Stealth Effects... 33 Stun... 33 Surprise Effects... 33 Teleportation Effects... 33 Unconsciousness... 33 Wards... 34 Life and Death... 34 Essence... 34 Death Count... 34 Dead... 35 Permanent Death... 35 Character Creation... 35 Step One: Determine Starting Build... 35 Step Two: Choose a Race... 35 Step Three: Choose a Class... 35 Step Four: Choose a Subclass (if desired)... 36 Step Five: Flesh out your Character... 36 Multi-Classing... 36 Old god classes... 36 New god classes... 36 Nature god classes... 36 Character Cards and Tags... 36 Life Tag... 37 Armor Tag... 37 Mana and Vigor Tags... 37 Races of Man... 37 Dwarf... 37 Hill Dwarf... 37 Shield Dwarf... 37 Deep Dwarf... 37 Dwarf Skill List... 38 Stone Footing... 38 Resist Alchemy... 38 Suppress Magic... 38 Call Ranks... 38 Elf... 38 High Elf... 38 Wild Elf... 38 Wood Elf... 38 Dark Elf... 39 Elf Skill List... 39 Founder of the Written Word... 39 Mana Flow... 39 Resist Alchemy... 39 (Racial) Sanctuary... 39 LORE... 40 Domination... 40 Human... 40 Citizen... 40 Arcan... 40 Barbarian... 40 Gypsy... 40 Human Skill List... 40 Call to Arms... 41 Call Ranks... 41 Suppress Magic... 41 Touch of Magic... 41 LORE... 41 Master of Diplomacy... 41 Races of the Gods... 41 Page 4

Djinn... 41 Efreet... 41 Djann... 41 Marid... 42 Silat... 42 Djinn Skill List... 42 Ancient Pact... 42 Fiend Skin... 42 Grip of Torment... 42 Tools of War... 42 LORE... 42 Titem's Breath... 42 Gargoyle... 43 Gargoyle Skill List... 43 Resist Alchemy... 43 Stone Flesh... 43 Stone Footing... 43 Stone Sanctuary... 43 Halfling... 43 Wandering Halfling... 43 Settled Halfling... 43 Halfling Skill List... 44 Quick Reflexes... 44 Stubborn... 44 Throw... 44 Wanderer's Knowledge... 44 Races of Magic... 44 Amalgam... 44 Warbeast... 44 Domestic... 44 Amalgam Skill List... 45 Quick Reflexes... 45 Poison Claw... 45 Feral Instinct... 45 Piercing Claws... 45 LORE... 45 Feral... 45 Orc... 45 Orc Skill List... 46 Hard Headed... 46 Savage Fortitude... 46 Torn from Servitude... 46 Unnatural Resilience... 46 LORE... 46 Terrifying Presence... 46 CLASSES... 46 Arcane Class... 46 Elder Priest Class... 46 Martial Class... 46 Nature Priest Class... 46 Young Priest Class... 47 Sub-Class... 47 Bard... 47 Bard Base Skills... 47 Armor Proficiency Light... 47 Backstab I, II... 47 Bard Spell... 47 Bardic Knowledge... 47 1 Essence... 47 Evaluate Item... 49 Florentine... 49 Florentine Master... 49 Florentine Proficiency I, II... 49 Literacy... 49 Page 5

Mana... 49 Meditate... 50 Missile Master... 50 One-Handed Weaponry... 50 Performer... 50 Pick Pocket... 50 Teach... 50 Utilize Component... 50 Vigor... 51 Weapon Proficiency I, II... 51 Bard Vigor Skills... 51 Block... 51 Bypass Armor... 51 Conceal Item... 51 Disarm... 51 Dodge... 51 Escape Bonds... 52 Escape Magical Bonds... 52 Pick Locks... 52 Retain... 52 Stun... 52 Bard Performance Skills... 52 Empathic Performance... 53 Magical Performance... 53 Motivating Performance... 53 Purifying Performance... 53 Essence Pool... 53 Mana Pool... 53 Vigor Pool... 53 The following is the build cost for all 3 Pools:... 53 Bard Battle Performances - Anthem of Arms... 53 1st Rank Spells... 53 Call Forth a Light... 53 Charm Your Mind... 53 Lull You to Sleep... 54 Stunning Shout... 54 2nd Rank Spells... 54 Cast You Away... 54 Create a Sonic Shield... 54 Disarm You... 54 Grant a Heal... 54 3rd Rank Spells... 54 Knock... 54 Shatter Your Weapon... 54 Sonic Blast... 55 War Cry... 55 4th Rank Spells... 55 Cause You Terror... 55 Greater Knock... 55 Hold You in Trance... 55 Slow Your Weapon... 55 5th Rank Spells... 55 Hysteria... 55 Mimic Ability... 55 DeadCaller... 55 Dead Caller Base Skills... 56 Commune with Spirits... 56 Concentration... 56 Consecration... 56 Dagger... 57 Dead Caller Ritual... 57 Dead Caller Spell... 57 Death Lord... 58 Page 6

1 Essence... 58 Literacy... 59 Mana... 59 Meditate... 59 Soul Gem... 59 Soul Hook... 59 Staves... 59 Summoner... 59 Teach... 60 Utilize Component... 60 Vigor... 60 Warden of the Dead... 60 Dead Caller Vigor Skills... 61 Interrogate... 61 Resist Interrogation... 61 Cantrip... 61 1st Rank Spells... 61 Detect Unlife... 61 Feign Death... 61 Grant Shield of the Virtuous... 62 Hear Death s Voice... 62 Repel Undead... 62 Siphon Your Soul... 62 Siphon Your Strength... 62 2nd Rank Spells... 62 Bestow Death's Grasp... 62 Borrow Your Knowledge... 62 Command Lesser Undead... 62 Grant Soul Shield... 63 Shred Your Soul... 63 Turn Undead... 63 Summon Skeleton... 63 3rd Rank Spells... 63 Command Undead... 63 Destroy Undead... 64 Extend Your Service... 64 Grant You the Blood of Rakus... 64 Heal Unlife... 64 Siphon Your Might... 64 Share Your Soul... 64 4th Rank Spells... 64 Borrow Your Skill... 64 Create a Barrier to Undeath... 64 Create a Death Tether... 65 Purge the Dead... 65 Summon Death's Exhaustion... 65 Summon a Skeletal Champion... 65 5th Rank Spells... 66 Command Greater Undead... 66 Grant Knowledge of the Ages... 66 Ravage the Dead... 66 Spirit Tether... 66 Swallow Your Soul... 66 Dead Caller Rituals... 67 1st Rank Rituals... 67 Death Armor... 67 Ritual of Death... 67 Zombie Summoning... 67 2nd Rank Rituals... 68 Ghoul Summoning... 68 Render Soul... 68 Ritual of Necromancy... 68 3rd Rank Rituals... 69 Banshee Summoning... 69 Page 7

Rakus's Touch... 69 4th Rank Rituals... 69 Ritual of Nether Weapon... 69 Wraith Summoning... 70 5th Rank Rituals... 70 Mummy Summoning... 70 Séance... 71 Druid... 71 Druid Base Skills... 71 Armor Proficiency Light... 71 Champion of the Elements... 72 Concentration... 72 Dagger... 72 Druid Ritual... 72 Druid Spell... 72 Elemental Attunement... 73 1 Essence... 73 Literacy... 73 Mana... 73 Meditate... 73 Sanctify Grove... 74 Staves... 74 Teach... 74 Utilize Component... 74 Vigor... 75 Cantrip... 75 1st Rank Spells... 75 Create Bark Skin... 75 Feather Fall... 75 Grant a Lesser Heal... 75 Rust This Lock... 75 Root Your Leg... 75 Bestow Stone Blood... 75 Strike You With (Element)... 75 2nd Rank Spells... 76 Call a Pulling Gust... 76 Bloom Component... 76 Create Stones of (Element)... 76 Mend Limb... 76 Root Your Weapon / Shield... 76 Shield You From (Element)... 76 Summon Fog... 76 3rd Rank Spell... 76 Blast You With (Element)... 76 Command Elemental... 76 Entangle You... 77 Freeze Your Shield... 77 Freeze Your Weapon... 77 Grant a Greater Heal... 77 Rust Your Weapon... 77 4th Rank Spells... 77 Bind to the Earth... 77 Create a Blade of (Element)... 77 Extend Your Service... 77 Heat Metal... 77 Summon a Gust of Wind... 78 Transform Component... 78 Encase You in Ice... 78 5th Rank Spells... 78 Bestow Codladh s Shield... 78 Rust Armor... 78 Summon a Whirlwind... 78 Titem s Fury... 78 Druid Rituals... 79 Page 8

1st Rank Rituals... 79 Blade of the Elemental... 79 Incantation of the Element... 79 Lesser Elemental Summoning (Water)... 79 2nd Rank Rituals... 79 Shield of the Elemental... 79 Lesser Elemental Summoning (Air)... 79 3rd Rank Rituals... 80 Feast of the Druids... 80 Lesser Elemental Summoning (Earth)... 80 4th Rank Rituals... 80 Bow of the Elements... 80 Lesser Elemental Summoning (Fire)... 81 5th Rank Rituals... 81 Greater Elemental Summoning... 81 Living Armor... 81 Evoker... 82 Evoker Base Skills... 82 Arcane Dervish... 82 Concentration... 82 Dagger... 83 1 Essence... 83 Evoker Spells... 83 Literacy... 83 Mana... 83 Sorcerer s Tools... 83 Staves... 84 Teach... 84 Utilize Component... 84 Vigor... 84 War Mage... 84 Wellspring of Magic... 84 Vigor Skills... 84 Block... 84 Withdraw Power... 84 Cantrip... 85 Sliver of Force... 85 1st Rank Spells... 85 Channel Magic... 85 Destroy Light... 85 Empower Your Strike... 85 Release You... 85 Return Your Damage... 85 Summon a Lesser Damage Shield... 85 Summon an Iron Bolt... 85 2nd Rank Spells... 85 Burn Your Enchantments... 85 Cast You Away... 85 Destroy Your Concentration... 86 Negate Your Defense... 86 Shatter Your Weapon... 86 Summon a Scarring Light... 86 Summon a Steel Bolt... 86 3rd Rank Spells... 86 Drain Your Mana/Vigor... 86 Greater Damage Shield... 86 Scar Your Flesh... 86 Shatter Your Limb... 86 Shock Your Mana / Vigor... 86 Strip Your Stamina... 86 Summon a Shard of Silver... 87 4th Rank Spells... 87 Displace Myself... 87 Shock Your Armor... 87 Page 9

Splinter Your Shield... 87 Summon a Conduit of Magic... 87 Summon a Shard of Magic... 87 Summon Armor of Destruction... 87 5th Rank Spells... 87 Bestow Strength of Vigor... 87 Drain Your Mana/Vigor... 87 Obliterate Your Sanctuary... 88 Strike You with a Shard of Light... 88 Summon an Arcane Storm... 88 Fel Knight... 88 Fel Knight Base Skills... 88 Armor Proficiency Light... 88 Armor Proficiency Medium... 88 Backstab I... 88 Bladed Weaponry... 89 Blade of War... 90 1 Essence... 90 Fel Knight Rituals... 90 Fel Knight Spells... 90 Florentine... 91 Florentine Master... 91 Florentine Grand Master... 91 Florentine Proficiency I, II, III, IV... 91 Literacy... 91 Mana... 91 Stamina... 91 Teach... 91 Utilize Component... 92 Vigor... 92 Weapon Proficiency I, II, III, IV... 92 Fel Knight Vigor Skills... 92 Break Limb... 92 Break Shield... 92 Break Weapon... 92 Bypass Armor... 92 Critical Strike... 93 Disarm... 93 Interrogate... 93 Resist Interrogation... 93 Retain... 93 Sever Limb... 93 Stun... 94 Waylay... 94 Withdraw Power... 94 Fel Knight Spells... 94 Weapon Casting... 94 1st Rank Spells... 94 Create a Blade Aura: Steel... 94 Create a Blade of Precision... 95 Grim Coil... 95 Incite You to Battle... 95 Sap Strength... 95 2nd Rank Spells... 95 Create a Blade Aura: Silver... 95 Block Healing... 95 Create a Life Tap... 95 Create Desperate Measures... 95 3rd Rank Spell... 95 Create a Blade Aura: Iron... 95 Drain Your Vigor... 95 Hold You Still... 96 Killing Strike... 96 4th Rank Spells... 96 Page 10

Create a Blade Aura: Mithral... 96 Riposte... 96 Pierce Sanctuary... 96 Channel Death's Rending... 96 5th Rank Spells... 96 Create a Blade Aura: Magic... 96 Stop Your Mana/Vigor... 96 Weaken Shield... 96 1st Rank Rituals... 97 Render Soul... 97 Ritual of Death... 97 2nd Rank Rituals... 97 Slayer's Stance... 97 Spear of Reparations... 97 3rd Rank Rituals... 97 Dark Stand... 97 Gladiator's Stance... 97 4th Rank Rituals... 98 Ritual of Blood Armor... 98 Ritual of the Blood Knight... 98 5th Rank Rituals... 98 Blade of Dark Blessings... 98 Strike of the Life Stealer... 98 Healer... 98 Healer Base Skills... 99 Armor Proficiency Light... 99 Armor Proficiency Medium... 99 Commune with Spirit... 99 Consecration... 100 1 Essence... 100 Healer Ritual... 101 Healer Spell... 101 Link Minds... 101 Literacy... 101 Mana... 101 Shield... 101 Requires Shield... 101 Staves... 101 Teach... 101 Utilize Component... 102 Vigor... 102 Healer Vigor Skills... 102 Block... 102 Perfect Aim... 102 Healer Spells... 102 Cantrips... 102 Bless You... 102 Grant you Light... 102 Purify this Food/Drink... 102 Create Holy Water... 103 Invoke a Prayer... 103 1st Rank Spells... 103 Bestow Healer's Grace... 103 Create an Enchanted Flask... 103 Cure Disease... 103 Grant Lesser Heal... 103 Grant Mercy's Strength... 103 Halt Death's Embrace... 103 Repel You... 103 2nd Rank Spells... 103 Bestow Flowing Health... 104 Cause You to Lose Your Grip... 104 Cause You to Sleep... 104 Grant You Tarry... 104 Page 11

Grant a Heal... 104 Make You Calm... 104 Mend This Limb... 104 3rd Rank Spells... 104 Grant a Greater Heal... 104 Grant Esmara's Sanctuary... 104 Regenerate Limb... 105 Cure Blindness... 105 Bestow Blessed Endurance... 105 4th Rank Spells... 105 Bestow Defender s Blessing... 105 Cleanse Your Mind... 105 Grant You Resurrection... 105 Grant Vhundaris' Gift... 105 Seal These Wounds... 105 5th Rank Spells... 106 Regenerate All... 106 Revive You... 106 Summon Vhundaris' Reach... 106 1st Rank Rituals... 106 Death Watch... 106 Field Resurrection... 106 Symbol of Tithing... 106 2nd Rank Rituals... 106 Generosity of the Faithful... 106 Shield of Warding... 107 Symbol of Light... 107 3rd Rank Rituals... 107 Spell Shielding... 107 Symbol of Sundering... 107 True Resurrection... 107 4th Rank Rituals... 107 Esmara s Blessing... 107 Ethereal Armor... 107 Ward of the Safe Heart... 107 5th Rank Rituals... 108 Font of Healing... 108 Protect the Flock... 108 Mesmer... 108 Mesmer Base Skills... 108 Concentration... 108 Dagger... 108 1 Essence... 108 Link Minds... 108 Literacy... 109 Mana... 109 Meditate... 109 Mesmer Ritual... 109 Mesmer Spell... 109 Teach... 110 Utilize Component... 110 Vigor... 111 Mesmer Vigor Skills... 111 Willpower... 111 Cantrip... 111 Dagger of Secrets... 111 1st Rank Spells... 111 Charm Your Mind... 111 Create an Audible Glamour... 111 Create a Light of the Beyond... 111 Create a Sword of Shadows... 112 Erase/Restore Page... 112 Grant You Slumber... 112 Slow Your Speech... 112 Page 12

2nd Rank Spells... 112 Create Tendrils of Despair... 112 Cure My Vision... 112 Dim Your Vision... 112 Implant Command... 112 Make You Quiet... 112 Mask Your Wounds... 113 Mental Block... 113 3rd Rank Spells... 113 Bestow a Mental Fortress... 113 Hold You in Thrall... 113 Illusionary Resistance... 113 Slow Your Weapon... 113 Summon a Lance of Darkness... 113 Suppress Proficiency... 113 Write Thought... 114 4th Rank Spells... 114 Bestow Domination... 114 Break Channeling... 114 Break Your Will... 114 Condemn You to Shouting... 114 Grant You an Illiterate Mind... 114 Meld With Shadow... 114 Steal Ritual... 114 5th Rank Spells... 115 Bestow Greater Domination... 115 Grant You Spell Inefficiency... 115 Mind Cloud... 115 Summon a Dreaming Ally... 115 Summon Caster's Bane... 115 Summon a Knowledge Barrier... 115 1st Rank Rituals... 115 Ritual to Find the Way... 115 Shadow s Reach... 115 Shadow s Whisper... 116 2nd Rank Rituals... 116 Ritual of the Fatespinner... 116 Ritual of the Dreamwalker... 116 Watchful Eyes... 116 3rd Rank Rituals... 116 Illusionary Race... 116 Ritual of Divine Intervention... 116 Trade Knowledge... 116 4th Rank Rituals... 116 Ritual of Memory Lock... 116 Ritual of Second Sight... 116 Shadow Stalker... 117 5th Rank Rituals... 117 Phantasmal Transformation... 117 Ritual of the Nightmare Mind... 117 Ritual of Shadow Calling.... 117 Paladin... 117 Paladin Base Skills... 117 Armor Proficiency Light... 117 Armor Proficiency Medium... 118 Armor Proficiency Heavy... 119 Aura of Courage... 119 Divine Health... 119 Divine Stamina... 120 1 Essence... 120 Literacy... 120 Mana... 120 One-Handed Weaponry... 120 Paladin Rituals... 120 Page 13

Paladin Spells... 120 Shield... 120 Shield Proficiency... 120 Teach... 121 Two-Handed Weaponry... 121 Utilize Component... 121 Vigor... 121 Weapon Proficiency I, II... 121 Vigor Skills... 121 Armor Patch... 121 Block... 121 Critical Strike... 122 Disarm... 122 Knockback... 122 Intercede... 122 Interrogate... 122 Parry... 122 Retain... 123 Stun... 123 Paladin Spells... 123 1st Rank Spells... 123 Charge... 123 Grant Mercy's Strength... 123 Immovable Stance... 123 Lesser Heal... 123 Repel Beast... 123 2nd Rank Spells... 124 Command You to Attack Me... 124 Defensive Stance... 124 Silence Beast... 124 Smite Beast... 124 3rd Rank Spells... 124 Divine Judgment... 124 Protector s Stance... 124 Purge... 124 Rally... 124 4th Rank Spells... 125 Essence Shield... 125 Holy Armor... 125 Holy Weapon of the Light... 125 Meditative Stance... 125 5th Rank Spells... 125 Hero s Mercy... 125 Holy Strength... 125 Vanguard Stance... 125 1st Rank Rituals... 125 Oath of Allied Command... 126 Ritual of Blessed Guidance... 126 2nd Rank Rituals... 126 Oath of Honor Combat... 126 Ritual of Blessed Protection... 126 3rd Rank Rituals... 126 Oath of Blessed Resolve... 126 Ritual of Divine Intervention... 126 4th Rank Rituals... 126 Oath of Blessed Victory... 126 Ritual of Divine Resurgence... 127 5th Rank Rituals... 127 Ritual of Blessed Restoration... 127 Rogue... 127 Rogue Base Skills... 127 Armor Proficiency Light... 127 Armor Proficiency Medium... 127 Backstab I, II, III, IV... 127 Page 14

Blind Fighting... 128 Disarm Traps... 128 1 Essence... 128 Evaluate Item... 129 Feint... 129 Florentine... 129 Florentine Master... 129 Florentine Proficiency I... 130 Literacy... 130 Mana... 130 Missile Master... 130 One-Handed Weaponry... 130 Pick Pockets... 130 Poison Immunity... 130 Syndiliss Kiss... 130 Teach... 131 Tricks of the Trade... 131 Utilize Component... 131 Vigor... 131 Weapon Proficiency I... 131 Rogue Vigor Skills... 131 Break Concealment... 131 Bypass Armor... 131 Conceal Item... 132 Counter Strike... 132 Critical Strike... 132 Disarm... 132 Dodge... 132 Escape Bonds... 132 Escape Magical Bonds... 133 Evade... 133 Hamstring... 133 Interrogate... 133 Master Concealment... 133 Master Disarm... 133 Pick Locks... 133 Quick Search... 134 Resist Interrogation... 134 Retain... 134 Shadow Strike... 134 Stun... 134 Trap Dodge... 135 Trip... 135 Use Poison... 135 Waylay... 135 Warrior... 135 Warrior Base Skills... 136 2 Essence... 136 Armor Efficiency... 136 Armor Proficiency - Light... 136 Armor Proficiency Medium... 137 Armor Proficiency Heavy... 138 Bastard Proficiency I, II, III... 138 Blind Fighting... 138 Feint... 138 Florentine... 138 Florentine Master... 138 Florentine Grand Master... 138 Florentine Proficiency I, II, III... 138 Literacy... 139 Mana... 139 Missile Master... 139 Shield... 139 Shield Proficiency... 139 Page 15

Strength +1... 139 Sundered Arms... 139 Teach... 139 Utilize Component... 139 Vigor... 140 Warrior s Stamina... 140 Weapon Master... 140 Weapon Proficiency I, II, III... 140 Warrior Vigor Skills... 140 Armor Patch... 140 Block... 140 Break Limb... 140 Break Shield... 141 Break Weapon... 141 Bypass Armor... 141 Cleave Armor... 141 Critical Strike... 141 Disarm... 141 Feat of Strength... 142 Hamstring... 142 Intercede... 142 Knockback... 142 Lock Weapon... 142 Master Disarm... 142 Parry... 143 Power Strike... 143 Retain... 143 Riposte... 143 Sever Limb... 143 Shield Bash... 143 Stun... 144 Sure Shot... 144 Willpower... 144 Warrior Kata Skills... 144 Kata of Essence... 144 Kata of Martial Expertise... 144 Kata of Skill... 145 Kata of Vigor... 145 Wizard... 145 Wizard Base Skills... 145 Concentration... 145 Dagger... 145 Discipline of Direfang... 145 1 Essence... 145 Evaluate Item... 146 Literacy... 146 Mana... 146 Meditate... 146 Ritual Efficiency... 146 Staves... 146 Teach... 147 Utilize Component... 148 Vigor... 148 Wizard Ritual... 148 Wizard Spell... 148 Cantrips... 148 Create Wizard s Armor... 148 Call a Dart of Mana... 148 Knock... 148 Sense Magic... 149 Summon Light... 149 Tie/Untie Knots... 149 Wizard s Mark/Unmark... 149 1st Rank Spells... 149 Page 16

Create a Wizard s Lock... 149 Detect Magic... 149 Enhance Your Defense... 149 Pin Your Leg... 150 Stay Your Distance... 150 Summon a Mana Bolt... 150 2nd Rank Spells... 150 Become a Mana/Vigor Bridge... 150 Bestow Shimmering Skin... 150 Bind Your Limbs... 150 Create an Aura of Defense... 150 Seal This Scroll to Memory... 150 Summon a Mana Ball... 150 3rd Rank Spells... 151 Bestow Backlash of the Arcane... 151 Bestow Titan s Strength... 151 Fortify Your Defenses... 151 Grant Mana/Vigor Shield... 151 Shatter Your Weapon... 151 Summon a Mana Blast... 151 4th Rank Spells... 151 Create an Imprisonment... 151 Dispel Magic... 151 Energize This Blade... 152 Make You Fumbled Tongued... 152 Steal Your Sanctuary... 152 Summon a Mana Storm... 152 5th Rank Spells... 152 Become a Bridge of Latency... 152 Create a Charm of Following... 152 Force You to Use Your Defenses... 152 Mimic Your Spell... 152 Spell Lock... 152 1st Rank Rituals... 153 Bolster Your Mana... 153 Enchant Item... 153 Ritual of Entry... 153 Stone of Resurrection... 153 Transform Aura... 153 2nd Rank Rituals... 153 Dispel Ritual... 153 Mana Font... 154 Revitalize Ritual... 154 Ritual of Attunement... 154 Ritual of Recharge... 154 3rd Rank Rituals... 154 Dissipate Energy... 154 Enchant Gem... 154 Greater Enchant Item... 154 Ritual of Recall... 155 Ward of Barring... 155 4th Rank Rituals... 155 Enchant Gem of the War Mage... 155 Magical Beacon... 155 Magical Blade... 155 Ritual of Lingering Enchantment... 155 Ward Your Magic... 156 5th Rank Rituals... 156 Armor of the Magus... 156 Astral Projection... 156 Ritual of Destruction... 156 Ward of Blocking... 156 DEMONBLADE... 156 1st Circle of the Sword... 157 Page 17

Detect Demon... 157 Call the Glow of Na'ia... 157 Call forth Demon Fire... 157 Ritual of Lord Atritoc... 157 2nd Circle of the Sword... 157 Invoke the Demon s Grip... 157 Request an Infernal Boon... 157 Tether a Lesser Demon... 157 Ritual of Lord Surkrel... 158 3rd Circle of the Sword... 158 Hold you at Bay... 158 Invoke the Blood Pact... 158 Ritual of Lord Milamber... 158 Demon Slayer... 158 4th Circle of the Sword... 158 Bestow an Abyssal Blade... 158 Cast an Infernal Reflection... 159 Ritual of Lord D'ivertine... 159 5th Circle of the Sword... 159 Banish the Corrupting Foe... 159 Possess the Inconyu Mind... 159 Ritual of Lady Gorthra... 159 Master Demon Slayer... 159 LOREKEEPER... 159 Novice... 159 Scrivener... 160 Detect Magic... 160 Apprentice... 160 Scribe... 160 Decipher Script... 160 Identify Magic... 160 Journeyman... 160 Historian... 160 Copy Scroll... 160 Bestow Invulnerability... 160 Expert... 160 Chronicler... 160 Scroll of Inspiration... 161 Bestow Negation... 161 Master... 161 Archivist... 161 Replicate Recipe... 161 Bestow Absorption... 161 PHYSICIAN... 161 Novice Skills... 161 Medicine... 161 First Aid... 161 Stabilize... 162 Apprentice Skills... 162 Awaken... 162 Bind Wounds... 162 Examination... 162 Journeyman Skills... 162 Create Poultice... 162 Diagnosis... 162 Set Limb... 162 Treat Disease... 163 Expert Skills... 163 Cure Poison... 163 Forensics... 163 Preventative Medicine... 163 Reattach Limb... 163 Master Skills... 163 Master of Anatomy... 163 Page 18

Reattach Head... 163 Resuscitate... 164 Tireless Surgeon... 164 Page 19

Rules of Play Age Limits Players must be 18 years old to play without a consent form and at least 15 with a parent permission form and owner approval. Children 11-15 are allowed to play with a responsible parent on site and owner approval. Children 10 and under may attend but are considered noncombatants and must remain with a guardian at all times. People with medical conditions must report them to the owner. We reserve the right to refuse service to anyone. Cost to Play Admission is based on the amount of time spent in game. Players can also purchase an additional build each event. FULL EVENT 2/3 EVENT 1/3 EVENT 15+ hours 9-14 hours less than 9 hours Requires 5 Requires 3 Requires no hours NPC hours NPC NPC Cost $45 Cost $35 Cost $25 3 Tag Rings 2 Tag Rings 1 Tag Ring Cost of Play Chart +1 Build may be purchased at each event for $5 +10 Build may be purchased once per character for $50. May be purchased in smaller increments. All purchased build is permanently gained to character slot. Should your character in that slot permanently die, or become retired, all purchased build will carry over to the new character. Build from events, service points, and special awards will not carry over to the new character. Any player can purchase the full event no matter the time. Players may play more than one PC over the course of an event. They must play each of the characters for a full tag ring. Your total tag rings for the event are divided amongst the characters. The fee to do this is $10 administration fee in addition to their event fee. Items, coin, or any IG items cannot be transferred between characters NPC Shift There are two types of characters. Player characters or PCs are the people who play the game. The second group is more important to the game. These are the NPCs or Non-player characters. NPCs provide the rich conflicts of the game through combat and role play. NPCs are so vital to the game that all players are required to NPC for a portion of the weekend. We will have non-combat NPC positions for those people who want to play but not fight. Playing a NPC is a great way to learn the world of Sovereign Scrolls. One can act, fight, and learn without risking one's PC. Subplot NPC lead positions are available, as are long term NPC contracts Advancement As a person's character interacts with the world his/her character will grow in power and influence. This is represented by build. All skills are purchased in-game with build. New Characters begin the game with 30 build. Players coming to Sovereign Scrolls from other systems will receive an additional 5 build for their first character. This is a thank you to the LARPing community for its support. Each event PCed has a potential for receiving 4 build. (1 for the Event, 1 for NPC Shift, 1 purchased for $5, 1 for spending 50 service points) NPCing can gain you 5 build. (1 For the Event, 2 for NPCing, +1 purchased for $5, +1 for spending 50 service points) NPCing costs $10 Page 20

Level A character s level is defined as Total Build -5 divided by 10. 25-34 Build is 2nd Level. 35-44 is 3rd Level, 45-54 is 4th level, and 415-424 Build would be 41st level. Rules of Arms Weapon Size, Damage, & Length The following chart shows the various types of weapons you will find in the game, their base damage, and their minimum/maximum size. In a case where a weapon s damage is listed as 2/3, the 2 indicates damage if the weapon is wielded in one hand and the 3 is the damage when it is used in two hands. Weapon Damage Min/Max Small Weapon 1 12 / 24 One-Handed 2 24 / 46 Bastard 2 / 3 44 / 49 Two-Handed 3 45 / 62 Bow / Crossbow 4 See Description Small Claws 1 18 / 24 Large Claws 2 24 / 46 Pole Arm* 3 / 2 60 / 78 Bastard Spear 2 / 3 40 / 60 Staff 2 60 / 72 Thrown Weapon 1 6 / 18 Weapon Chart When using the blade end of a pole arm, it will swing for 3 damage. When striking with an approved combat pommel, the pole arm will strike for 2 damage. The pommel must be strike legal if it is intended to be used in this manner. Weapon Construction Latex weapons will be judged on a case by case basis by a safety marshal at check-in. If your weapon has not been approved, then it is not allowed to be used in combat until such time. Proper safe use of latex is the responsibility of the player, if not observed, the use of latex weapons will be banned for that player until such a time as they prove to understand the proper and safe usage of such weapons. At Sovereign Scrolls, we encourage creative design in weapons and shield, but reserve the right to fail any weapon or shield that is not deemed fit and safe for combat use. All weapons and shields must be approved by a safety marshal before used in combat. Homemade Guidelines All weapons must be built using these following rules: Acceptable weapons cores include fiberglass tubes and rods, carbon tubes and rods, PVC, bamboo, graphite golf shaft. Other options will be examined and considered. All cores must be capped on both ends with alternating layers of tape and/or foam until it is decidedly dull. Strike legal portions of a weapon must have a minimum of 3/4" closed cell foam. The strike legal padding depth may never be less than the diameter of the weapon core. The minimum strike legal surface for a slashing weapon is 12". Minimum strike legal length for a stabbing weapon is only 6". All portions of the weapon above the handle that are not strike legal must be courtesy padded with at least 1/2" of closed cell foam. These sections will not be allowed to deliver a legal shot. All stab tips must have a minimum of 1/2" closed cell foam plus 2" of open cell, or 1" of closed cell past the core. Two-handed weapons, but not bastards, require one inch of closed cell foam plus two inches of open cell or 1.5" closed cell. Handles on weapons may be up to 14" or 1/3 of the weapons length, whichever is greater. Weapons more than 60" in length may have a handle that is 2/3 its length. Stab only weapons less than 60" may have 30" handles. Pommels must be 1.25" in width and covered on the sides Page 21

and end with a minimum of 1/2" of closed cell foam. Crossguards must meet this diameter requirement and may not have a rigid core. Basket hilts and such on any weapon are allowed as long as they do not exceed maximum shield dimensions. These must be padded with at least 1/2" of closed cell foam. These weapons will never be considered shields for the purposes of armor points. Any weapon may have a stab legal pommel. This pommel must have an appropriate stab tip and must be 6" of strike legal surface. Special Weapons Specially designed weapons may be thrown by characters with the appropriate skills. Throwing weapons must be 2.5" in diameter at minimum. These may be from 6" to 18" of strike legal surface. Only weapons approved as throwing weapons may be thrown at other players in combat. Staves are special weapons of 5' to 8' that must have 12 inches of Strike-legal surface on both ends with proper tips. Each end must be padded at least 1/3rd the total length of the staff. Flails are special weapons with a single articulating head. The chain of a flail is not a legal striking edge and must be wrapped in foam with less than half an inch of the rope exposed at any point. The combined rope and striking edge may not exceed 18 inches in length and the total length of the weapon may not exceed 36 inches. The top half of the non-rope and Strike-legal portion of the weapon must be padded. Ranged Attack Packets Packets are used to deliver a variety of attacks. Packets must be filled with fine birdseed which does not contain overly large or rough seeds. The seed must be wrapped in fabric and bound by a rubber band. The amount of seed must be between 1oz. and 3oz. The preferable fabric to be used would be a biodegradable fabric such as cotton. In the event that a specific site does not allow birdseed for environmental reasons, biodegradable airsoft pellets are an acceptable substitute at these sites only. Shields Shields may be made out of such materials as plastic, wood, foam, or aluminum snow disks. Please use common sense when selecting shield material, anything too brittle or unsafe will be denied for combat use. Any edges must be rendered dull and then covered with at least 1/2" of closed cell foam. No bolts, wing-nuts, or protrusions may be exposed on the outer facing. Any bolt heads or washers on the outer facing must be smooth and dull; no more than 1/4" tall. The minimum shield size is 12 inches as the shortest length or width. The maximum shield size can be no larger than 42 Inches in length or width. The maximum considers all vertical and horizontal dimensions as well as cutouts as part of the measurement. Bows We allow actual bows and crossbows with strict rules and guidelines. They are accepted on a case by case for safety of everyone involved. For safety reasons, a bow cannot be used to block weapon attacks. Any unintentional blocks will deliver the damage to the player as if struck in the forearm. The maximum limit for a bow s pull is 35 pounds with a maximum 28-inch draw length. Bows may not be pulled past 28". Crossbows are limited to no more than 450 foot-pounds. No compound bows are allowed. Broken or mended arrows are not to be used. A bow should only be drawn halfway if target is within 20 feet and you may not shoot at a target that is within 10 feet. Crossbows may be fired within 20 feet, but not within 10. Page 22

Arrows Acceptable arrows are limited to those made of graphite, carbon or aluminum. All arrows must have fletching and nocks in good repair and may not be bent. Arrowheads must be removed from the arrow shaft, with a special cap in its place. The arrow tip must be built up and capped with a sufficiently strong material, such as a washer, bottle cap, or penny, to at least 3/4". Strike legal arrowheads must have a minimum of 2" of closed cell foam past the cap and at least 2.5" in diameter. The arrowhead may not protrude more than 1.5" through a 2.5" ring. It is suggested that a layer of open cell foam or closed cell of a lower density, like a stress ball, is used to reduce the recoil of the arrow when it strikes a solid surface. The arrowhead must be cloth covered and securely fastened to the arrow in such a way that movement is minimal. All arrows must be clearly labeled with their owner s name on the shaft or fletching. Arrows may not be drawn beyond 28 inches, and must have a stopper in place if they are longer. Any arrows that are not constructed properly will not be allowed to be carried into game, so if you have doubts ask questions before an event. Rules of Safe Combat Weapon shots must be thrown from a 60 degree angle at minimum. Shots may be thrown in as quick a succession as a player can call the damage clearly. Repeated shots to the exact same spot in succession beyond the second are not valid. Weapons may not be wielded by the strike legal portion. Only one weapon or shield may be wielded in a hand. Dusts (poisons) may not be held in a hand wielding a weapon. Strikes to an item held that is not being wielded will result in the strike carrying to the lower arm. Lightest touch from projectiles and packets must be taken. However, projectiles that strike only shields or garb that would not have struck true do not count. Packet delivered attacks count as long as they touch anything the player is carrying or wearing no matter how lightly. Bounces never count on either projectiles or packets. Packets that strike any item worn, carried, or wielded by a player, or that strike ANY part of a player are valid. It is the discretion of the receiving player whether to take shots to the groin. Valid hit locations are defined as anywhere below the neck. A shot to the area below the ankle of a foot in contact with the ground will not register a valid hit. A shot to the hand which is wielding either a weapon or a shield will not register a valid hit. Deflections off of an illegal target to a legal target (such as the head to the shoulder) do not count as legal hits. Simultaneous strikes to both a legal and illegal target do not count as valid hits. Deflections from a legal target that continue on to strike an illegal target will count for the legal target strike. Deliberate blocking with illegal targets is prohibited. Shots that are blocked still count if 50 percent of the shot carries through to a legal target. If you are unsure whether a shot was "good enough," it was. Shots that knock aside a block and then strike also count as valid hits. Physical role-play in a safe manner with permission is acceptable. No grappling, rough, shield-bashing, or physical contact without the Page 23

express consent of all people involved will be allowed. Violation of this rule can easily result in a player being removed from combat. The tunic area is defined as the area above the knee above the elbow and below the neck. This definition excludes the head, lower arms and lower legs. Point Blank Point Blank is a special rule that any archer may use if he is being charged or risks shooting an arrow where it cannot be recovered (i.e. lakes, fire). Since an archer may not shoot at a target that is within 10 feet of them, they may call Point Blank Damage. Point Blank means that the target is hit for that damage without an arrow being shot. The strike automatically hits regardless of shields. Note that an appropriate defensive effect will still be effective. Point Blank may only be called if the archer already had an arrow nocked when the person came within 10 feet. This rule may not be combined with any skills that use vigor, but proficiencies are still applied. Point Blank may only be used once every minute. Constant and Maximum Weapon Damage Every weapon has a maximum amount of constant damage that it can strike a target for. Constant damage can be defined as the amount of damage dealt by a weapon type for consecutive blows that range over a minute without the expenditure of Mana or Vigor. The amount of damage that is able to be constantly swung is determined by a combination of factors. 1. Weapon Type 2. Constant permanent strength 3. Weapon Proficiencies determined by class. A player may further enhance the amount of constant damage done with a weapon through use of enchantments, alchemy and mundane effects. However, a player may only increase their constant damage through these methods in an additional two ways. After that any damage enhancing effects that will raise a player s damage will fail. Weapons Types As a world at war, common weapons lie available to all people in need. These weapons are shoddy of make, unable to hold together in the face of real power. Standard Weapons Standard weapons require no tag, but if broken must be taken back to an armory or forge to be replaced for no cost. Standard weapons deal base weapon damage in "Normal" damage. The constant damage of a Standard weapon cannot increase more than 1 point from any source. Silver Weapons Silver weapons are treated as tagged Standard weapons dealing "Silver" damage. As a tagged item, Silver weapons are only available from proper in game sources. Steel Weapons Steel Weapons are tagged weapons dealing "Normal" damage. Steel weapons are sturdy and well-made allowing full use of constant damage bonuses as per the rules of constant damage. As a tagged item, Steel weapons are only available from proper in game sources. Mythril Weapons Mythril weapons are treated as Steel weapons dealing "Mythril" damage. As a tagged item, Mythril weapons are only available from proper in game sources. Page 24

Magic Weapons Magic Weapons have special properties and deal "Magic" damage. Magic weapons allow all constant damage bonuses per the constant damage rules. Magic weapons are special and require an item tag, a Mana tag, or a ritual note with tags. Shields Besides keeping harmful strikes from reaching you, certain shields give armor points if you have the training. Reinforced shields require the skill Shield Proficiency and grant 10 armor points. The armor that is granted by the shield does not count towards the armor totals required by the armor proficiency skills for soaks. A shield that is struck with a damaging swing does not reduce the armor points awarded for the shield. Also, if the armor that was awarded by the shield is expended, that shield is still usable as a shield. In order to repair the armor points of a shield, it must undergo the same process as normal armor Armor Even the heartiest of adventures appreciates some protection from his enemies blows. Armor provides this protection by granting an additional amount of damage the character can take. While wearing armor, the breast and back pieces provide the major part of the protection. This is demonstrated by the amount of armor points provided by wearing armor that covers both of these sections. Every section of armor worn after the chest piece will provide more protection. Sections considered for armor purposes: Torso (which counts as five spots if front, back and shoulders are covered.) Upper Arms Lower Arms Upper Legs Lower Legs One Optional Section: Head and Neck, Hands, or Feet. The following table shows the armor s rank which corresponds with the armor point values per section. The max value indicated is for class limitations on maximum armor points wearable. Armor Type Rank Max Value Cloth or Fur 0 5 Soft Leather 1 20 Heavy or Studded 2 30 Chain or Scale 3 40 Plate or Brigandine 4 50 Armor Chart To gain full points for a section, a player must have at least 3/4 of the area covered. To gain the full bonus for lower legs the player must be wearing two greaves that cover at least 3/4s of the front 180 degrees of the shin. If only one greave is worn, then the player will only be awarded half of the armor value for that section. The final armor total must be a whole number, any remaining value less than 1 is rounded down. Armor Definition Cloth Armor Two layers of cloth sewn together with padding in the middle (quilted) or four layers of a cloth with denim type thickness sewn together. Fur is defined as actual animal hide that is light and flexible. It may have hair attached or be actual suede. Leather A minimum 1/8" thick animal hide. Hard Leather Hard Leather is leather at minimum of 1/8" thick that has been harded by boiling, soaking in wax, etc and is no longer flexible. Page 25

Studded Leather Studded Leather is Leather 1/8" thick that has been studded with metal no further than 2" apart. Thick Leather Thick Leather is leather with a 3/8" thickness or more. Chainmail Metal rings woven together with a minimum size of 18g. Riveted or welded rings are exempt from this size requirement. Scale Mail 20g minimum plates woven into chainmail that overlap. If this requirement is met, these sections automatically garner the +1 bonus. Brigandine Metal plates at least 20g in thickness attached to either Cloth, Fur, or Leather garments that are held in contact, and cover the majority of the garment area. Lamellar and Plate 20g or thicker metal plates that overlap to cover or are shaped in such a way to cover the entire area. If these requirements are met, these areas automatically garner the +1 bonus. Armor Bonuses and Penalties Any armor may receive a bonus by being of exceptional construction or quality, by being of a greater thickness than the minimum, by wearing cloth, fur or soft leather armor underneath or above it, or by being studded with metal studs no more than 2" apart. The bonus will be a maximum of one point per section, resulting in the value being that of the next higher armor level, but it will still count as the original armor level. For example, a wizard may wear studded cloth armor and receive the points that leather would usually garner. This will not allow plate or lamellar totals to exceed the maximum total of 50. Any Armor may receive a penalty for being a detraction from immersion, if it doesn t look like it armor at all, or is being below the minimum requirements. This penalty will never result in the armor getting more than one negative point per section. Upon first inspection, the penalty may be waived for up to three months to allow for improvement. Evaluating Armor Armor will be evaluated by starting with the score of the armor it is or it most closely resembles. Consideration will be given based greatly on aesthetic value, as well as protective value. Armor may only be evaluated by a weapon marshal or Staff member. Each Character will be issued an armor card that must be carried to use the armor points. If the player has a dispute with their armor total awarded a second marshal may be asked to review the armor total under the supervision of a Director who was not involved in the original evaluation. Should this award a different armor total than the original evaluation, the Director will modify the existing armor card and sign off on it. Armor & Waylay The Waylay skill can be prevented by wearing chain head and neck protection or better. The head and neck must be covered in at least chain armor to prevent waylay. The waylay protection is granted from the worn protection, mystical armors and virtual armor rules will not provide the waylay protection. Armor by Class Each class is limited in the armor type they can wear. Each classes highest armor available to them: Bard Leather 20 Dead Caller Leather 20 Druid Hard/Thick Leather 30 Evoker Cloth 5 Page 26

Fel Knight Chain 40 Healer Chain 40 Mesmer Leather 20 Paladin Plate 50 Rogue Studded/Heavy Thick Leather 30 Warrior Plate 50 Wizard Cloth 5 Armor by Class Chart Multi-Classing & Armor A character that purchases a multiclass option will have their effective armor rank changed. The character will always be able to wear the best type of armor that any of their classes allow, but when they do they will not be able to use abilities of the more limited classes. Due to their diverse training, they are able wear an average of armor rank across all classes trained. For example, if a Warrior were to multiclass with a Healer, they could wear the average of armor of the two classes. Plate armor is considered rank 4 armor, whereas Chain is considered rank 3 armor. The average of the two armors equals 3.5, which rounds down to 3. If the player were to continue to wear armor higher than rank 4 armor, the character would lose all casting abilities associated with that class. However, that player may invoke any latent effects that they already possess. The Average of the armor ranking is rounded down. Immersion Effect By being a true part of the world of Ya'Ria, characters that are both a visual and experience addition to the game are granted a benefit for helping make the world of Sovereign Scrolls a more immersive and enjoyable experience. For having good costuming and appropriate racial make-up, you gain 5 points of magical armor. This armor is not affected by anything that targets or requires armor or an armor value. This armor can only be repaired through 5 minutes of in-game interaction. This armor does not count towards the armor totals required by the armor proficiency skills for soaks. Armor Repair Armor is destined to fall to pieces, saving the wearer from a similarly gruesome fate. When the inevitable comes to pass, armor wearers may seek out a forge or workshop to repair the damage to their equipment. It costs 1vigor and 1 griffon per 5 points of armor repaired. In addition, it takes 1 minute of role-play per 5 points repaired. This role-play can include, but is not limited to, reforging armor pieces, sewing back straps, and reworking the links and ties. Soak Soak reduces a physical numeric damage by 1. This reduction counts only for Weapon, Thrown Weapon, and Archery Delivered attacks. Soak does not apply to spell damage, essence damage, poisons, or packet delivered damage. Every strike will still do a minimum of 1damage, regardless of the defender s total soak. The minimum total for soak armor skills are as follows: Amor Proficiency 1 Amor Proficiency 2 Amor Proficiency 3 Soak Chart 20 points minimum 30 points minimum 40 points minimum Rules of Magic Spells Spells are the end result of a caster s extreme will and command over the flows of magic. The style in which a spell is cast is dependent on the class of the caster and the concept behind their magic. For example, the Wizard class has precise formulas, whereas a Mesmer has a more natural affinity that is closely connected to their strength of personality. Whatever the origin or style, spells are tools for any caster. Page 27

To cast a spell, one must first possess Mana. Mana is the measure of the connection a character has to the flows of magic in the world. The more Mana a character possesses the more spells that character may cast. However, when a caster depletes their reservoir of Mana, also commonly known as their Mana Pool, they can no longer cast spells. If a caster attempts to cast a spell, this spell is known as Overdraw. Overdraw is where the caster draws power from their very life to cast one last spell. The consequences of this casting, is that the caster will immediately drop into the critical stage of the Death Count. Note: A character may only receive a life effect once an event please see section on Life & Death. Once the caster has Mana to spend, they must call forth the spell by loudly calling the spell s incant. To be valid, the incant must be as loud as normal speaking volume, and the target must be able to hear the spell being cast. Once you have said the incant of the spell and the spell s name, you must throw the spell packet at the target. If the spell packet misses the target, no effect is taken by the target, but Mana is still spent from casting of the spell. The spell packet is considered a hit on anything attached to the target including capes, clothing, shields, and weapons. If a caster is hit for any damage during the casting of a spell, the spell will fail. This is unless the caster is wearing armor, then once the armor is bypassed will the spell then fail. Casters may defend themselves while casting. If a spell does damage in its description, the damage a spell will do is normal damage unless otherwise stated. The highest level damaging spell in the list of the class is considered their tier damage spell. This spell will deal magic damage to the target. Spells must be learned in order and in columns. In order to get a 2nd rank spell you must first learn a 1st rank spell. If you want to learn a second 2nd rank spell, you must also learn a second 1st rank spell All Spells or Effects that deal numeric damage or healing must include the amount of dealt at the end of the call or incant. If it is normal spell damage, only the number need be said. If it deals a special damage flavor that is not listed in the spell name, then the damage flavor must be called as well. Rituals Rituals are spells of longer durations, or greater utility than a normal spell. These rituals take longer to cast and are encouraged to be customized by each player for individual castings. The term "ritual is intended to include rituals, sacraments, and some other special skills that are specified as belonging to this group. Unless otherwise specified, casting rituals requires that the character is able to fulfill all of the same requirements of spell casting. This means the character must be able to read and write, speak, move freely, think clearly, and the character must not be interrupted during the casting of the ritual with damage or another effect that would cause interruption. Rituals often have additional requirements beyond the normal requirements for spells. Unless otherwise specified, all ritual abilities require one minute per rank of the ritual to cast. Most rituals require one mana per rank of the ritual to cast. In addition, rank one, two, and three rituals will require one vigor and essence, rank four and five rituals will require two vigor and essence. Essence costs paid for rituals are considered aggravated unless otherwise specified. Some rituals may require different costs, but in these cases, the description of that Page 28