World Of CRUX
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The Rules


If you haven't yet read the story of CRUX, consider starting by reading the World of CRUX.



The Gates

Gates have various colors as well as various attributes and effects when interacted with. Currently, any race which travels through the white Gate on their home island is ported to the Island of Imperium. Returning through that same Gate will return them to their home island. Attempts to pass through another gate while not on your home island will have varying results and effects, usually detrimental. In many cases, you may simply not be able to pass through and nothing occurs. A gate is a portal, doorway or archway to another location in the world. Do not confuse a gate with a Rift. A Rift is a fracture or opening on this world which leads to another world, plane or dimension. These will appear more like shimmering walls, hanging strands of energy or other forms of light which do not resemble a doorway or arch.

Weapons

The world of CRUX has a very wide variety of weapons due to the multitude of racial origins and cultures. While some weapons may be complex or intricate in design and others plain and simple, all weapons fall into basic categories of size and type for the purposes of training (meaning CP purchase of a skill). You do not need to be trained in a specific weapon type in order to pick one up and use it, unless that weapon is connected to a certain fighting style/ability (i.e. Two weapons at the same time). However, you may not use that weapon to deliver or defend against any weapons related skills unless you are trained in that weapon type. Thus, you may never deal more than base damage with a weapon, nor can you block any incoming attacks other than base damage. Should you be attacked for more than base damage or by a special attack while wielding a weapon you are unskilled with, even if you physically block the attack with the weapon you are attempting to wield, you must either drop that weapon or take the effect (this rule is in playtest).

Sizes

When it comes to weapons, there are four different sizes. Shield dimensions are also listed within each size category, because the measurements are not the same as those listed for weapon lengths. See rules below for more requirements on shield use as well as specific area and measurement details. While projectile weapons do fall into size categories, they are not listed among the examples because you must additionally train in the Ranged Style in order to use them.

Small Weapons
Small weapons are generally less than 24” in length and may be wielded with one hand. Some of the common weapons which fall into this category are; Dagger, Sap, Hammer, Hatchet and Buckler.
Medium Weapons
Medium weapons are between 24” and 36” in length and may be wielded with one hand. Some of the common weapons which fall into this category, called short weapons, are; Sword, Club, Hammer, Axe and Small Shield.
Large Weapons
Large weapons are between 36” and 46” in length and may be wielded with one hand. Some of the common weapons which fall into this category, called long weapons, are; Sword, Club, Hammer, Axe, Spear and Large Shield.
Grand Weapons
Grand weapons are between 46” and 72” in length and must be wielded with two hands to use effectively. There are some skills in the game which allow you to wield Grand weapons with one hand, but that use is specific to the skill description. Some of the common weapons which fall into this category are; Sword, Axe, Hammer, Polearm, Staff and Tower Shield.

Types

Weapon size is only a category, but when it comes to weapon types, the various skills must be trained. There are many different types of weapons and each requires a different measure of training in order to use them effectively. Hitting a target with a club is much easier then splitting a piece of wood with an axe. Even though anyone may pick up and wield any weapon without training, you may only use weapon skills with weapons of the type which you have trained.

Basic Weapons     1
The basic weapons are those which are simple to use effectively with little to no technique required. Most small weapons and bludgeoning weapons fall into this category. Some examples are clubs, hammers, daggers, staves and crossbows.
Martial Weapons     2
Weapons in this category, while simple, require some measure of skill in order to wield proficiently. Even though anyone may be able to swing a sword, it takes a trained person to consistently strike with the edge of the blade. Swords, Axes, Bows and Shields are among the weapons in this category.
Exotic Weapons     3
Some weapons require more training in order to master their full potential because their effective use is a combination of power, precision and even form. Some special weapons and siege equipment fall into this category.

Styles

Weapons are also grouped in a style category. The various styles of fighting allow you to use combinations of weapons or weapons which require more than basic training in order to use effectively. Even though anyone may pick up and wield any weapon without training, you may not use a style without training it first.

Off-Hand     3
This ability allows you to wield one weapon or shield in your off hand one size smaller than the weapon you wield in your primary hand. Thus, if you were trained in Martial weapons, you could wield a long sword in your primary hand as well as a short sword or small shield in your off-hand. You may not wield two same sized weapons, to include small weapons, in both hands. You must be skilled in one of the three weapon Types in order to train this skill.
Dual Wield     2
You must have the Off-Hand skill in order to train this. This skill allows you to wield a single handed weapon or shield of any size you are skilled with in each hand. Thus, if you were skilled with Martial weapons, you could wield a long sword in each hand simultaneously.
Great Weapons     1
Great weapons are two handed versions of any of the other types of weapons and require a little more training to use with proficiency. You must be skilled in one of the three weapon Types in order to train this skill.
Ranged     3
This skill allows you to use projectile weapons of any size you are trained in. Some of the common weapons which fall into this category are; Sling, Wand, Bow, Thrown and Siege. You must be skilled in one of the three weapon Types in order to train this skill.
This chart shows the various weapon categories.




Armor

Armor points count as hit points above and beyond your Vitality. These points are added in order to represent the armor's ability to mitigate the amount of damage you would normally take from an attack. For the purposes of keeping track of your total hit points, these armor points are the first to be deducted when taking damage. Once these points are lost, your armor must be refit or magically restored in order to provide you the full benefit once again. Armor can be refit outside of combat by taking the time to adjust and reposition the various pieces you are wearing. If you are not in combat, this requires 10 seconds of roleplaying for each point of armor you are refitting. There may also be some skills or abilities which allow the refit to occur at a more rapid rate and some which do not have the requisite of being out of combat.

Armor Points are determined from a scale of points made up of the pieces of armor you are wearing, their type and how much area they cover. This number is calculated to determine how many points of protection you have. The higher the protection, the more Armor Points you have.

Coverage
There are 7 areas of coverage on your body. Though defined specifically for the sake of logistics in the chart below, they are simply referred to as the following parts of the body; Head, Upper Arms, Lower Arms, Upper Legs, Lower Legs, Chest and Back. The combined area of the chest and back is also commonly called the torso. For each of these areas of coverage to be considered "covered," the piece of armor being worn on that area must cover at least 50% of the area. When referring to arms or legs, this means both left and right represent the entire coverage area. This also means that fully covering one side would be the same as having at least 50% of that coverage area protected. (i.e. Covering your entire left upper arm would count as 50% of coverage for your Upper Arms.)

Armor Types
There are three classes of armor; Light, Medium and Heavy. Light armor is usually made of leather and studded materials. Chain or ring mail would be considered Medium armor. Plate or scale armor would be Heavy. Light armor provides 1 point of protection, medium provides 2 points and heavy provides 3. Thus, a chainmail shirt covering your chest and back would provide 2 points of protection to both coverage areas, giving you a total of 4 points of protection.
The table below outlines the points of protection you receive for each coverage area based on the type of armor you are wearing.



Once you have defined your suit of armor and can see how many points of protection it gives you, you can derive how many Armor Points you have. For simple calculations, every three points of protection gives you one Armor Point. As an example, a suit made up of a chain shirt, knee high leather boots and plate bracers would give a player 8 points of protection equal to 3 Armor Points. If the chain shirt had sleeves covering the Upper Arms, this would be 2 more points of protection bringing their total to 10 which is equal to 4 Armor Points.


Combat

Any time you use an ability which carries an effect, there is a verbal call which must be made so that others may know what the effect is in order to roleplay and react accordingly. There are up to five parameters which may be called while performing a skill or delivering an effect. While not all of them must be used for each call and the order may change, it is important to understand each aspect and how they work to help the flow of the game.

Augment --> Effect --> Target --> Type --> Delivery

Augments

These are supplemental to the effect and usually enhance or diminish the standard effects called. Some augments may affect the duration of the effect, while others may affect the power or potency of the effect being delivered. Common augments are Minor, Major and Delayed. Damage as a numeric value is also considered an augment. Augments may also be stacked to provide multiple affects to the delivered effect. (e.g. "Direct Permanent Sleep" is a sleep effect with two augments preceding it which indicates it cannot be shielded or blocked and also lasts until dispelled/countered.)

Effects

An effect is what happens to you when you are the target of an attack or ability. Some of the common effects in the game are; Damage, Healing, Sleep and Paralyze. A full list of game effects and their descriptions are contained in the next section.

Targets

The target is an Individual, Group, Area or Item to which the effect is intended to affect. This is indicated either vocally, physically, by specific rule or by default that which a weapon or packet strikes (i.e. If a weapon or packet strikes your leg, then your leg is the target of whatever effect that weapon or packet is delivering.) For attacks which are not delivered by a weapon or packet, the target must be called. A called target may also be identified by any aspect of their character. This could be any characteristic from race to profession or a special marking or even as specific as their name. These aspects are called Affinities. For example, if an effect was intended to target undead creatures the call would be “<effect> to Undead.”

Delivery of Effects

The types of effect, and their delivery methods, are both considered the means by which the effect is channeled and/or how it is delivered. For example: Fire, Poison, Magic, Weapon. These are sometimes duplicative in nature and therefore combined or they are assumed and not required as part of the call to deliver the effect. See below for specific examples. Understand also the two basic classifications of effects, Physical and Magical. An effect or damage delivered by a weapon strike is a Physical attack. Almost all packet delivered attacks are Magical, save for weapon projectiles.

Calling Damage

When you swing your weapon or launch a projectile, it does damage or causes an effect. All weapons deal a basic amount of damage, 1 point. This damage does not have to be called as it is the most common form of damage and is understood as such when you are struck with a weapon, packet or projectile which is not accompanied by a called attack. This is called “base damage.” If you are struck with a weapon or packet and do not hear a called attack, then you can assume you have taken 1 point of damage from the attack. All augmented damage calls are stated during the attack by stating the number of damage followed by the delivery type before striking your target. So an attack for more than one point of damage would be called as “3 Damage.”
Effects other than damage can be a bit more involved. However, most of the effects delivered via spells contain the Augment, Effect and Type within the spell's incant. A spell causing Paralysis, for instance, would be cast by the following incant, "I invoke a Curse of Paralysis upon you." Here there are no augments, but the effect and target is clear. So anyone being struck with this spell would suffer the Paralyze effect. There are only a dozen or so offensive effects in the game, so it's fairly easy to learn them all. If for some reason the incant did not include the necessary information to derive the effect or the effect was delivered in another manner, then the call would come after the incant and would include the effect and delivery. The delivery or type can come before or after the effect. So, the call would be something like "Elemental Paralyze" or "Paralyze by <element>" if delivered by a specific element.

Assumptions

In an effort to reduce calls during combat, there are a few “standard” calls which do not always need to be stated. Damage, Weapons and Magic: An effect delivered by a weapon or packet striking an object or person is physically represented by the actual strike and the target is where the strike lands and thus does not need to be included in the call. This is why you do not add the target and delivery to the call. As with the example of “3 Damage” above, if you were delivering this attack by striking your target with a weapon, you would not need to call “3 Damage to You by Weapon.” Also, numeric values by default are considered to be a damaging effect unless followed by a different effect call, such as Healing. So, when a delivery type needs to be stated “damage” can be assumed. For example, if those 3 points were delivered via a spell, the call could be “3 Magic.” A delivery type always overrides the standards of Damage, Weapon or Magic. If the damage was of a type “Fire” and you strike a target with a weapon to deliver the attack you don’t have to say “3 Damage to You by Fire by Weapon.” That’s just silly! The call would simply be “3 Fire.” So, most calls require a delivery or type to be stated, but not necessarily both.
Another assumption relies on Player Onus.

Player Onus

The responsibility of the player to know; what they can and can't do, what does and doesn't affect them, and their current state and stats.
In an effort to keep the rules and calls simple, Player Onus allows you to call your damage or effect without also having to identify the exclusions. For instance, just because Elves are inherently immune to sleep, you would NOT call an effect like "Sleep except for Elves". You would simply say "Sleep." It is up to the player playing an Elf to know this and call "No effect."
This also means it is the player's responsibility to know the durations of effects for when he is affected by them. This way, you would also not have to say "Sleep for 1 minute." A player affected by the Sleep effect, and not the caster, is the one responsible to know the duration of the spell and keep count of it during roleplay. If you cast Sleep on three people, you obviously can't be expected to keep all their counts for them.

Incants

Another important part of the combat calling system is the Incantation. Some abilities in the game, such as spells, require specific and unique vocalization in order to activate or use the ability. The correct pronunciation and delivery of an incant is required in order to perform the ability. Mispronouncing or missing words from an incant can cause the ability to fail as well as be consumed. A "known" spell means one which the character has learned and can memorize. You can see some of the more common incants
here.

Effects

Effects are meant to be intuitive in nature. If someone casts a spell on you as you lie dead on the ground and says "Life," it can be assumed they have healed you from Death. Similarly, if you had never read or learned how to roleplay the effect, but you were struck by a Sleep spell, you can assume you should fall to the ground unconscious and maybe even start snoring.
Keep in mind, some of these effects might not even be used in the game of CRUX. This is merely a complete list of possible effects and how to relate them to other players during the game.

Offensive

Bind This effect causes the target to be bound to the nearest contact point. For certain effects, the contact point is standard. Binding someone’s foot causes their foot to be “rooted” to the ground. Binding someone’s hand causes their hand to be “stuck” to their side. Specific target effects and how to roleplay them can be found in the skills' description.
Command This effect allows the caster to exert a measure of control over the will of the target and their actions.
Create This effect creates an object or transforms the target item, effect or attribute.
Curse This ability causes a physical illness or affliction to the target which affects their skill use, abilities or damage.
Death This effect kills the target causing them to fall unconscious and begin their 2 minute death count. See
Death and Dying for more detail.
Destroy This effect destroys or removes the target item, effect or attribute.
Fear This effect causes the target to become afraid and lose control of their sanity and physical body.
Force This effect creates a magical energy used to manipulate movements and object much like telekinetics.
Inflict This effect causes a physical illness or affliction to the target which causes them to writhe or cry out.
Paralyze This effect causes the target to be frozen in place.
Sleep This effect causes the target to fall unconscious.
Stagger This effect causes the target to lose their footing or be knocked to the ground.
Stun This effect causes the target to be dazed or confused.

Defensive

Absorb Negates an attack or effect while simultaneously Imbuing or creating an alternate effect. You may only Absorb one effect at a time. If you Absorb a second effect, the previous effect is no longer Imbued.
Barrier This is a magical barrier upon the target which becomes impenetrable until removed, overcome or expired. The specific requirement to overcome or remove the barrier varies within each skill and is denoted in the skill's description along with duration, if applicable.
Block An ability which reduces an attack or effect.
Dodge Negates any attack or effect which is not area based.
No Effect This defensive means that the target is unaffected by the action, ability or attack and immune to it. The target will call “No effect” which means that he is invulnerable to the specified action, ability or attack and further attempts are not necessary to test the vulnerability. (e.g. Monster Magril is immune to anything delivered by "Magic” and would call “No effect” to any of these types of attacks including beneficial effects such as “2 Magic Healing.”)
Parry Negates a single physical (weapon delivered) attack or effect.
Reflect An ability which instantly returns a single attack or effect back upon the attacker.
Reduce Reduces the damage or effect to a lesser or specified effect.
Resist Negates a single specified effect.
Shield Negates an attack or effect.

Blessings

Bestow This effect allows a player to grant a defense or vestment to another player. (e.g. A spell which granted you a single defense verse a magical attack, "I bestow upon you a Magic Shield.")
Healing A spell or effect which restores any amount of your Vitality attribute is considered to be a Healing effect. (e.g. “2 Healing”)
Identify This effect allows the caster to learn the details, properties or other aspects of the target which may have been previously unknown.
Imbue This augment grants the target the ability of the effect. (e.g. A caster wanted to grant you the ability to cast a Magic Shield spell, "Imbue, Magic Shield," or if they could grant you the ability to Parry, "Imbue, Parry.")
Restore This effect restores or mends a target item, effect or attribute.

SPECIAL EFFECTS!

Some of the effects in the game exist to provide a very particular or special effect and they are not used frequently. These are Special Effects or Event Effects, meaning they might not follow the standard rules for duration or even combat delivery and are usually only used for one or two events depending on the plot. These kinds of effects are not considered part of the core rules and will be identified at the beginning of any event in which they are to be used. Below are two such examples.

Bleeding If you are struck for bleeding damage, i.e. “2 Bleeding,” you take the initial damage. Every time you are struck by a damaging effect you continue to take the bleeding amount of damage in addition to whatever damage you are struck with. Thus, a person bleeding for two damage who is struck for "5 damage" would essentially take 7 points of damage for that attack. If you leave combat and are resting or remain motionless like falling unconscious due to another effect, you will continue to take the minimal effect from bleeding which is 1 point of damage every 60 seconds until the effect is removed or until you lose all your Vitality from the damage. Should you fall from damage and begin Dying while under the Bleeding effect, your Dying count is reduced to 30 seconds instead of an entire minute. If you rest and then reengage in combat without having the effect cured/removed, you will again begin taking the full effect from the bleeding damage every time you are struck. The First Aid or Bandage skill will cure this effect. Being healed to your full Vitality will also remove this effect. If no damage amount is specified, then the damage is always 1. Bleeding is a special effect.

Carrier A Carrier attack is any effect other than damage delivered by a player with their weapon. An example would be a player having an ability which allowed them to swing their weapon for a Sleep effect. The call for this would simply be "Sleep." It could also be similarly augmented like any other call to identify other special parameters such as the attack being elemental or magical in nature. Then the call would be "Elemental Sleep" or "Magic Sleep," respectively, or if it were to bypass your defenses it would be "Direct Sleep."

Augments

Augments are used to change the standard delivery or duration of an effect as stated in the rule for that effect.
Ambient This augment is used to denote that a spell or effect occurs in an area designated. Ambient effects cannot be Dodged.
Damage This is the numeric value which is removed from your Vitality attribute when suffering the effect. Any damaging spell or effect which does not designate a numeric value will be assumed to be for 1 point of damage, such as uncalled strikes with a weapon.
Direct Any effect delivered with this augment cannot be stopped physically and bypasses Protectives. The only defense which works against an effect delivered in this way is Dodge.
Delayed This augment is used to explain the effects of a spell which does not happen instantly or perhaps has a delayed effect or requisite time to activate, like a regenerative healing spell which heals over time instead of instantly. The verbal for such an effect would be "Delayed, 3 Healing." This effect would mean a player will be healed for 3 points of damage if they remained out of combat and took no action for one minute.
Extended This augment is used to create duration for abilities or spells beyond the standard length of time. It must be placed as a prefix to the effect it augments in the verbal. (e.g. The Standard call for the spell which grants you a single defense verse a Magic attack is "Bestow, Magic Shield." This could be augmented to give you immunity to Magic attacks for 60 seconds. The augmented call for that would be "Bestow, Extended Magic Shield.")
Focused This augment means the effect continues indefinitely, so long as the caster's Focus is maintained. Focus is further defined under The World of Magic .
Minor This augment reduces the duration of an effect. A standard 1 minute effect would be reduced to 5 seconds by this augment.
Major This augment increases the duration of an effect. A standard 1 minute effect would be increased to 5 minutes by this augment.
Permanent An effect or spell which has this augment changes the duration of that effect to Countered.
Standard This is an uncalled augment and is the base of 1 minute for all timed durations.

For Delayed and Extended assume the Standard 1 minute counter or timer. Further modifiers of Double and Triple are used to increase the timer to account for two and three minute durations. Also keep in mind that times for incanting or casting Rituals are casting times and not the same as durations.

Duration

A lot of the effects in the game occur instantly, but some of them have a timed duration for which they last. The base duration (Standard) of any timed effect is 1 minute. This constant is set in place to avoid confusion and for easy math when augmenting spell effects. Duration augments are Minor, Major, Extended, Delayed, Focused and Permanent. The duration of an effect is not called.
Instant This effect occurs immediately and does not have a duration. Most common are damage, healing and counter effects such as “Remove Paralysis.”
Timed While standard for most timed effects is 1 minute, these may be anywhere from 3 seconds to the entire event.
Countered This duration is for effects which last until cured or removed. The Bleeding effect is one example of this type of duration.
Line of Sight This type of effect lasts until the user/caster can no longer see its target.
Concentration/Focus So long as the user of the ability maintains focus, the effect remains active. Concentration means the effect may require a physical component as well, such as keeping your forearms crossed above your head for a spell to stay active. When a physical or continuous verbal somatic is also required, the same rules for maintaining focus or having your focus broken still apply as well as the addition physical component which must be maintained.
Charged This type of effect lasts until it has been expended or used. A Magic Shield is one example of this type of duration.


Death and Dying

There are three phases to dying; Dying, Dead and Spiritform. Dying is when you take enough damage to fall unconscious and begin bleeding to death. Dying lasts for 1 minute and, if you are not healed during that time, then you become Dead. A Death effect or spell can also cause you to fall dead, bypassing the Dying phase. After being dead for 2 minutes, if you do not receive a Life spell, then you become a Spiritform. When you die, you travel in Spiritform to one of the specifically designated resurrection points.
Once you have arrived at the resurrection point you will be greeted by one of the Aspects. They may speak with you or they may simply record your death, draw the necessary Spirit from you in order to reform your body and shove you back out into the world. This is known as Resurrecting.

Resurrecting

Resurrection costs Spirit Points (SP). Similar to the way Vitality is tracked; losing or gaining SP is not a permanent change to the maximum of your Spirit Attribute. Your
attribute defines your max SP. When you lose or gain a point of Spirit this is called a weakening or strengthening of the spirit, respectively. In most cases, when you resurrect it causes a weakening of the Spirit. There are few occasions where plot effects or character abilities may diminish or even negate this cost, but this is not typical. Special adventures, modules or plot events may also weaken your Spirit via a plot delivered effect. Any time you suffer a weakening of the Spirit, you also immediately suffer the effects of a Curse of Weakness. The cost in SP to resurrect is determined by the number of consecutive deaths you have accrued. A consecutive death is considered to be any time you have died and gone to resurrect where you have not had your Spirit strengthened since the last time you resurrected. Each death adds 1 to the cost for resurrection. e.g. It costs 1 SP to resurrect after your first death, 2 SP for the 2nd, etc. A qualified Marshall must be present in order to make an account of your character’s death and qualify your ability to resurrect. This is done in game through roleplay. If you have SP, but you die and do not have enough SP to resurrect, you may be dead permanently. Your Spirit is not strong enough to reform your body so you are in Limbo and stuck in Spirit form. Should you find yourself still in Limbo at the event’s end, you will remain there until your character can be rescued or can afford to pay the required SP to return. Note that you will still gain 1 CP for this event attendance, but you may not pay for training or stamp your character while in Limbo. There are plot effects and other means by which players may be able to resurrect a player in Limbo. If your character is in Limbo, every event that passes in which you are unable to play will earn you 1/2 SP. This does not count as a strengthening of the Spirit. This Limbo point system is only for the purposes of plot to determine if and how your character may return to the game. You may choose to forgoe Limbo and simply allow your character to permanently die instead. If you die while your character has zero SP, you cannot resurrect and are permanently dead. Undead have no Spirit Points and do not resurrect. See specific rules under Races for how they are raised again.

How do I get back SP?
Any event which you attend where you do not die and resurrect, or suffer a Weakening of the Spirit by other means, will Strengthen your Spirit by 1 point, not to exceed your max SP. There are some abilities or circumstances where you may not have to pay SP in order to resurrect. If you resurrect at all this rule still applies. The resurrection still counts as a penalty and you would not gain an SP at the end of the event. The same goes for any effect which weakens your spirit. Special adventures, modules or plot events may strengthen your Spirit via a plot delivered Imbue or Refresh Effect. You may spend AP between events to raise your Spirit Attribute. This does counts as a Strengthening of the Spirit. Any time you gain a Strengthening of the Spirit, your Vitality is fully healed and you are Cured of any ill Effect and the cost for your next resurrection would begin at 1 SP again.

~Examples of SP scenarios~
For the purpose of each of these examples, let’s assume the player has a 6 in their Spirit attribute making his max SP equal to 6. You can never receive or have your SP strengthened beyond your character’s max. Example 1: A Player begins an event with 6 SP, dies and spends 1 SP to resurrect. He dies a second time at the same event and must spend 2 more SP to resurrect. He now has 3 SP left. He dies a third time and must spend his remaining 3 SP to resurrect. If he should die a fourth time at this event he will be permanently dead. Example 2: A Player begins an event with 6 SP, dies and spends 1 SP to resurrect. He now has 5 SP. He begins the next event with 5 SP, dies and must spend 2 SP to resurrect. He now has 3 SP He goes on an adventure and plot Imbues him with 1 SP. He now has 4 SP. He dies later that event and only has to spend 1 SP to resurrect. He now has 3 SP. Example 3: A player dies twice during an event and leaves the event with 3 SP remaining. The player begins the next event with 3 SP. He survives the entire event and gains back 1 SP. He begins his third event with 4 SP. Dies and must spend only 1 SP to resurrect. He now has 3 SP again. He dies a second time at the same event and must spend 2 more SP to resurrect. He now has 1 SP. He dies a third time and does not have 3 SP to be able to resurrect. He is in Limbo. He must either wait 4 events to gain 2 more SP to afford to resurrect, increase his Spirit Attribute by 2 points before the next event, or be resurrected via some plot device. All is not lost in this case. We always welcome players to come NPC for us in order to help keep the game alive, even if your character isn’t!

Permanent Death If you die while you are at zero SP, you are permanently dead. This usually means your character will not return to the game. There are many other things that could still occur after your character’s permanent death which involve your character. First, it is determined by plot and other various factors the circumstances and category of your demise. Your character may have died heroically, viciously, peacefully, alone or among friends. All of these factors and more will help plot to determine what happens to your character beyond death. Your character might become an epic guardian spirit of some entity or an evil spirit of the haunt who continues to harass other players. Either way, you will be allowed to be a part of this decision with plot. The second important aspect of your character permanently dying is in creating your next character. As a player, we don’t want you to feel as though you have to completely start over with your new character. This is why we have created the CP Recovery concept. As a player with a permanently dead character, you may recover a portion of the earned CP from your dead character and apply it to a new or existing character. Below is an example of how your earned CP is calculated and transferred to another character.

Each player starts with 20 CP. If a player had played their character for two years and accumulated a total of 39 CP, they would have earned 19 CP (39 – 20 = 19). If this character had permanently died and the player wished to recover and transfer the CP to a new character, half of this amount, rounded up (10), would be added to your new character. Thus, this player would start a new character with a total of 30 CP (20 starting CP + 10 recovered CP). Alternately, a player may choose to add this recovered CP to an existing character. If you had been successfully playing two different characters and one of them died permanently, you could add the recovered CP to the alternate character. Only CP may be transferred in this way, and not any skills, attributes or even relationships from other characters may be transferred. Abuse of this concept with intent to “power-level” will not be allowed. A player may not make a new character that is a copy, a reincarnation, an alternate version or a relative of the character they played previously which has died permanently. Nor may a player play two characters simultaneously with a similar relation. This is to avoid confusion for other players and the intent of this rule should be clear. Though there may be instances where some aspects of this concept are allowed, it would require distinct visual contrasts between characters as well as implicit plot approval.


Other Common Phrases


Some other common words or phrases used in the game to explain rules, abilities or effects are listed here.
Invoke To activate an ability or item. This is done by invoking the item by name. "Invoke <item name>"
Innate Taking an action or using a skill or ability without the normal requisites. Something a creature or character is able to do naturally.
Trained Having spent the CP to learn a skill.
Adjuration A roleplay symbolized by Prayer, Meditation or other Concentration effort.
Conjuration A roleplay symbolized by Gestures, Movements or other Manipulation effort.
Creature Augments Creature Augments are adjectives which incline the power of a being or creature. They are Lesser, Basic, Greater and Special.
Landed or Struck This refers to a weapon or packet delivered attack which hits an opponent, as opposed to a miss.
Affinity This is an unseen link or tether to something specific such as an Element, Race, Being or Plane. Affinities can be the target of an effect.
Material(s) This often refers to the physical representation (Phys Rep or Rep) of an item or prop. Most Materials represent their properties plainly, however there are times when a description tag may be affixed to a prop.