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Version 4.0.

AfterMath LARP Rulebook

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AfterMath Mission Statement

The AfterMath Staff is dedicated to giving each and every player the chance and ability to be entertained. Our goal is to create a consistent, full, ever changing, and interactive world full of action, excitement, and role-play. Every staff member will remain impartial, unbiased, and will treat every player of this game fairly. The AfterMath Staff will always remember that it is the players who are the heart and soul of the game, and it is because of them that we are here.

Welcome to AfterMath

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I am imagination. I can see what the eyes cannot see. I can hear what the ears cannot hear. I can feel what the heart cannot feel. -Peter Nivio Zarlenga

World developed and written by

Brandon Machart Richard Rossow Joel Roberts


Additional Plot development by

Theresa Delashmutt Dane Sanders


Core Rules by

Charles Baccum Sherri Baccum

Robert Ciccolini - Accelerant Games


Rules by

Brandon Machart Joel Roberts Ed Landers Scott Bradlee

Rulebook Edited by

Scott Bradlee Bill May Joseph Jennings Jamie Bradlee

Special Thanks!

There are too many to mention individually. I want to thank each and every player who has walked in the world of Astoria. Thank you to every staff member who has selflessly given their time to help make this game a reality. And most of all thank you to those who never lost faith.

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1.0

Chapter One

Core Rules Introduction


1.1

Welcome

You are preparing to enter a game world using the Accelerant system. The system is designed to be simple in concept and execution, yet have a rich and varied set of skills and abilities with which to develop characters and stories. To do this we have created a set of Core Rules that define all of the effects of the game and presents them to you within the first two chapters of the rule book. All skills and special abilities refer back to these Core Rules, so once you have learned the Core Rules you know how to react to effects from any Accelerant game, even though the skills or abilities that allow a character to use those effects may be very different.

1.2

Philosophy

The main philosophy of the Accelerant system is to keep the game flowing smoothly and without interruption. Almost everything you do you should attempt in game. There should be no reason to drop out of game, to consult an out of game personage during normal game play, or to describe out of game actions unless those actions may make others uncomfortable. You may consult in game spirits and characters, but all your actions should be in game. In the Accelerant system you will never have a reason to describe your actions. You can't set things on fire. You can't chop creatures to pieces. You cannot, and have no reason to, perform actions you cannot actually attempt unless those actions are defined in some other way in these rules. The idea is to stay in character no matter what. If you have a question, attempt to word it in character and ask it in game. If you feel you must leave game, walk to the edge of the game area in character and leave the game for a time. You should never interrupt the flow of the game. There are no rifts that move you out of the game action, no things stepping through solid walls, no flying creatures, and no happenings that cannot be played without interrupting the flow of the game. You might be transformed into a spirit and made to walk someplace in that state, but anyone who sees your spirit still sees you walking. Be forewarned that our directed characters will react to blatant out of game comments as insults or lies. Spirits and creatures will become enraged at out of game comments. As such, dropping out of character can get you killed, or worse. If the problem continues, you will be asked to leave the game. Stay in character.

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1.3

In a game as fluid and full of unexpected circumstances as live action, it is important that each player attempt to follow the spirit as well as the letter of the rules. We have tried to create a set of rules that are as cut and dry as possible. However, there are certain rules that that are necessary to promote atmosphere and or safety. These rules are marked as Rules of Etiquette. These rules are often difficult or impossible to quantify without breaking character. We know this, and if players abuse them or become less than graceful when using them, the game will suffer. We trust the players to follow the intent of the rules, and to be particularly tactful when dealing with Rules of Etiquette. You will find further specific Rules of Etiquette outside this section when dealing with some specific effects or performing some specific actions. people who are close to, or involved in, that problem should pause so someone can 1.3.1 get clear, get up, or move away from a Abusive language or actions are not threat. Only those people nearby need tolerated, whether they are in game pause until the problem resolves. Everyone or not. Language or actions that are involved in a caution is still responsible to derogatory or that are deemed to be the game, and should still be cautious of in harassment are not allowed. References game threats. They may move away from to explicit sexual behavior or concepts, the Caution or pause until the person has particularly violent ones, are not allowed. dealt with the problem. In game threats should be worded so they are clearly in game.

Rules of Etiquette

Basic Etiquette

1.3.3

You are always in game, even if your character is unconscious, dead, or affected by a game condition that incapacitates you. Your spirit still remains with you, and it can experience the game world around you. You do not need to pretend you did not experience the game even under these conditions. If your eyes are closed then you might not see what is going on, but you will remember everything you hear, smell, and feel. If you are lying unconscious or dead, or affected by the Stun effect, you must close your eyes. There is no "out of game" except during emergencies. There are no out of game indicators (such as white headbands), and no people should be wandering about unless they are there in the actual game. To keep the game flowing as smoothly as possible, we have defined the following ways to deal with problems and interruptions.
1.3.2

Clarification

This phrase works like Caution, but it indicates that someone needs a quick explanation of what happened. People directly involved pause for up to three seconds while someone repeats a verbal or quickly indicates a condition or result of something. This should be used infrequently, if ever. It is present for new players who may be overwhelmed and confused during their first game or two.
1.3.4

Let Me Clarify

Caution

This phrase indicates some condition that may threaten the health of a player. A caution should never last more than 10 seconds. It indicates that those AfterMath LARP Rulebook

This phrase, which can only be used by plot approved non-player characters, indicates that any encounter information that follows should be considered true. There are times when your character may not trust another character. This phrase indicates that the information that the character, trustworthy or not, will impart is important and true information about how some specific encounter works. This phrase cannot be used unless the player has plot approval for that specific encounter, and the information imparted must be a clarification of some specific game effect or encounter.

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1.3.5

Emergency

This means that there is some medical emergency that needs attention. This phrase should come up rarely. The game play stops, and everyone who hears the emergency should drop to a knee to indicate that a real problem exists. Emergency should only be called is there is a real problem and someone could be hurt.

search" before giving it up. Players should not demand unreasonable searches with too much detail - a search should take no more than a minute.
1.4.3

Carrying a Character

Safety Restrictions
1.4

There are a number of basic safety restrictions in the Accelerant system to ensure the safety, comfort, and enjoyment of all.
1.4.1

Because the game does not allow physical contact, you may not physically carry or drag another person. Instead you simply tell the person you are picking them up and role play carrying them along. They must get up and walk with you while you pretend to hold their shoulders. You cannot move faster than a walk while carrying someone else. If you are unable to move while being carried you walk with your head bowed and arms at your sides. If you are carrying a character and that character is struck by an effect from a melee, missile, or packet attack, you will also take that effect unless you "drop" the character immediately. If you are being carried and someone "drops" you then you role play falling to the ground. If you are being carried, you must role play an effect with a moan or grunt even if you are paralyzed or dead to indicate you have been struck. If you are carrying someone who role plays an effect, and you do not know what the effect was, you must drop them. You may pick up a body after dropping it as soon as that body stops moving.
1.4.4

No Physical Contact

You have no reason to touch another player in the Accelerant system. Physical contact is not allowed. You may contact another player with a boffer weapon in a legal attack area and you may contact another player by touching a packet to their arm or shoulder to deliver a "touch cast" effect. Violators will be asked to leave the game.
1.4.2

Searching a Character

Because the game does not allow physical contact, you may not physically search someone else. Instead you approach within searching distance and tell them in a low voice "I am searching you." The player may simply reveal items you have found. The player may make a pouch available for you to reach into and take items. The player may request that you describe your search. In this case, you must take the time to tell the player where on his or her person you are looking for items. Items cannot be hidden in places people might find rude or inappropriate. An item must actually be hidden where you say it is. You cannot have an item in your pocket, for example, and claim it was tucked in your boot. It must be hidden there. If someone searches a general area you may request them to be more specific by stating "Describe that search." If you have an item concealed in the sole of your boot and someone says "I search your boot" you may ask them to "Describe that

Rule of Etiquette

Whenever you are required to role play an effect you must always do so in a safe manner. If you must adjust your role play or position slightly to make the game safer for you or another player we ask you to do so. You should take care before moving in crowded areas even if you must play out the effect in a slightly different manner. You are encouraged to take the extra step or two when playing out an effect if it removes you from an area that is detrimental to your health such as a puddle or an area with too many other players.
1.4.5

No Alcohol or Drugs

You cannot consume alcohol or drugs on the premises of the game unless the drugs are for authorized medical use and the staff has been notified, and has approved. You cannot be under the influence of alcohol or drugs while

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on the premises of the game. Violators will be asked to leave the game. 1.4.6

Safety Glasses

cannot pick up weapons and try to fight unless you have the skill to do so. You cannot manipulate traps unless you have the skill to do, although you can attempt to avoid them.
1.5.1

The Staff of AfterMath recommends that you wear safety glasses when playing AfterMath. Foam darts do have the potential to harm your eye should they take a direct hit. You are able to find safety glasses, such as sunglasses, in a variety of styles and they can easily be incorporated into your costume. Again you are not required to, but the AfterMath staff does recommend it for your protection.

Prop Restrictions

You are not allowed to bring to an event any prop that resembles or could be mistaken for common or unique game items provided by plot without the express permission of the game staff. You cannot attempt to duplicate or forge game money, item props, tags, or logistical documents such as character or monster cards. Any attempt to use in game means to create fakes of any items must be approved by the plot committee. You are not allowed to break, destroy, or take apart any prop. If a prop is attached to a wall by a chain, for example, you cannot attempt to break or detach that chain in any way. The Destroy effect does not change the basic structure of a prop; it just makes the item unusable for any game related purpose. Costuming, jewelry, weapons, and area props cannot be moved from the area they are placed in except by the owner. Most props have no in game worth. These props provide no in game benefit and disallowing their removal ensures these props are not broken or lost. Props may be handled but must be put back where they are found unless they have a sticker.
1.5.2

Rules Restrictions
1.5

As you play the game and wander around the world, there is a lot you can do to affect the game environment around you. Conversely, there are lots of effects that can change how you play the game, for both good and bad. Other characters may attempt to inflict unpleasant fates upon you, and you might attempt to do the same to them. There are activities. three restrictions on your

The first is an environmental restriction. When you come across props that represent certain environments, such as tarp walls representing solid walls, you must play as if that condition was real. You cannot move tarp walls, you cannot walk across black pits, and you cannot enter areas marked out of game. The second is an effect restriction. If an effect has been inflicted upon you, you must abide by the restriction of that effect until it is removed. If you have a Slow effect you cannot run. If you have the Maim effect you cannot use the maimed limb. Effects can be inflicted upon you in a variety of ways. The third is a skill restriction. If there is a skill that specifically allows you to manipulate a prop or perform some action, you cannot attempt to perform that action or manipulate that prop unless you have that skill. You AfterMath LARP Rulebook

Prop Labels

Small circular stickers attached to objects indicate special rules about handling an item. Items may also be marked by attaching a short ribbon to indicate the item's in game status. These ribbons replace the sticker and have the same meaning. A ribbon can be used to mark small items that don't have room for a sticker, such as rings, or on items where plot feels that a ribbon would look better or be more evident to the players. This ribbon may have codes or markings on it in the same manner that stickers can have markings for players with specific skills to recognize.

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If an item has a red circle or ribbon, it cannot be moved at all. It cannot be picked up or touched. It will not move. If an item has a yellow or green sticker or ribbon, it seems to be valuable. A small yellow, circular sticker means the prop may be taken but it must be turned in at checkout. A small green circular sticker means you can take the prop and hold on to it. Special items may also have a red sticker with a rune or number on it. These stickers indicate that characters may not pick up or touch the item unless they have a skill or ability that allows them to manipulate objects marked by that symbol or number. Some game effects will enhance an object such as a weapon or a piece of armor. When an item has been enhanced by a game effect, an effect sticker will be placed upon it so long as the enhancement is in place. Items with effect stickers are treated as though they were yellow sticker items. If you have an effect sticker upon your weapon, that prop can be stolen from you. You should bring back up props if you want to use item enhancements.

Some areas might be described as collapsed and ruined piles of rubble that have no real interior. Other areas might be marked as impassable swamp.
1.5.3.2

Special Areas

Areas with special restrictions or rules will be marked by the yellow or orange hazard signs with game information printed on it. This sign will have game information written upon it that will describe the circumstances that make the area special.
1.5.3.3

Gates and Turn Back Markers

Portals ringed with strings of decorative light are magical portals. Gates may also be marked off with ribbons during the day instead of lights. These portals lead to other places. Some lead to other places in this world, some lead to places beyond this world. If a portal is ringed with lights and they are not lit then you cannot go through that portal. The areas beyond gates are often marked with yellow information signs, so you should always look around after going through a gate. Gates have a disorienting effect to compensate for the time it takes to spot and read a yellow sign. White gates are open portals. If the lights are on, anyone may step through the gate. White gates will always appear in ruined areas. Colored gates are special. Only special Staff Characters that control the gate may bring you through a gate with colored lights. If there is no guide you cannot enter the gate. Some colored gates are free standing, with no actual area on the other side. If you enter such a gate at the request of a staff character then you will become a spirit. You will not be affected by any attacks and you must reply "Spirit" to any attack that strikes you. You cannot use any game skills or converse with any one else. You are visible to others, but you cannot converse with them and you can only enter an area indicated by the spirit guide who leads you. You must follow the spirit guide until you exit through another gate and your guide indicates you have assumed your normal form. Page 8 of 185

1.5.3

Environment

Games take place at a site, usually a campground. This site defines the boundaries of the game. During game play, a player may attempt to enter any area within the game boundaries unless the area is marked with a yellow information sign. Areas marked with information signs are either special areas with additional rules described by the sign or they are out of game and impassable.
1.5.3.1

Out of Game Areas

Areas that are out of game are marked by the yellow or hazard orange signs with text marking it Out of Game. You may not enter these areas. The text of the sign indicates why, in game, this area cannot be entered.

AfterMath LARP Rulebook

Turn Back Markers

Some games have locations in a game site are normally accessible to players, but are sometimes closed for specific encounters or modules. While this is usually handled with yellow information signs, it is often difficult to spot and read information signs without entering the encounter area to read them, especially at night. To make these easier, areas can be marked with circular information signs (rather than the usual octagonal signs) and at night these signs are lit with circular rings created with looped glow bracelets. If you spot these Turn Back Markers hanging in the area, it means that the area is inaccessible and you should stay away unless you are led to the area by a spirit, a scout, or a similar guide. It is often left to the player to explain why they cannot proceed when they spot Turn Back Markers. One common reason is that the area ahead is impassable swamp. Another is that a mist has risen and players cannot find their way through the area. Sometimes players simply state that the area ahead looks uninteresting and turn back. It is left to you and your companions to come up with a plausible reason that you cannot proceed when you spot a Turn Back Marker.

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2.0

Chapter Two

Core Rules Effects


During the course of the game you can be the subject of a wide variety of attacks. Each attack will attempt to inflict an effect upon you. Some effects can benefit you, and some will deliver unpleasant effects upon you. on a two handed weapon in order to use it in combat unless some game ability specifically states otherwise. These padded weapons have a strict set of creation rules and must pass a safety inspection at each and every event where you intend to use them. To add to the atmosphere of role playing, we expect our players to role play in combat. Although we allow light weapons for safety and comfort, we ask that players keep the pace of their swings in line with what a heavier weapon might require. Melee swings that are entirely generated by snapping or rotating the wrist or forearm are discouraged. Although you are expected to role play full weapon swings where the weapon moves at least 45 degrees, the actual contact cannot be too hard. A tap from a weapon is sufficient to deliver an attack. Melee attacks that are blocked by another weapon or shield wielded by a character with the appropriate skill to do so are not counted. Attacks to the head, the hands, or the groin are illegal and are not counted. Any strike that has no verbal announcement causes 1 point of damage. These are known as "uncalled strikes" because they have no verbal. Uncalled strikes will cause someone to fall unconscious if they remove all Vitality, but the victim will remain stable. A character taken down by called strikes will fall unconscious and be unstable as well. If you are unskilled with a melee weapon you cannot make attacks with that weapon. If someone strikes that weapon or you try to parry with that weapon, you must either take the blow or the weapon is ripped from your hand. If you do not take the blow, you must drop the weapon as if you had been affected by the Disarm effect.

Attack/Ability Delivery
2.1

Each ability must be delivered to its target in some way. These deliveries are the physical action needed to determine whether an ability has been successfully used on an opponent. There are several different ways to deliver game effects, but there are three basic attack deliveries that are used most often in combat. Melee attacks are delivered with a successful strike with a hand held weapon. Packet attacks are delivered by throwing a bean bag like projectile and striking an opponent. Missile attacks are delivered by throwing a special foam throwing weapon. It is always up to the defender to make the final decision whether an ability has struck or affected them, and thus whether the ability has been delivered. It is important that players do not abuse this honor system. If a player does not count legal hits, the game breaks down. Individuals that are reported for not counting hits will be reviewed and if necessary asked to leave the game.

2.2

Melee Attacks

Melee attacks require special hand held padded weapons to deliver an attack, often referred to as boffer weapons. Melee weapons cannot be thrown. You must have both hands AfterMath LARP Rulebook

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You may hold only one weapon or shield in your hand during combat. If you are holding more than one item in a hand, and a melee attack strikes one of those items, then you will take the blow or be disarmed of both items as if you were unskilled in their use. Many skills work only on limb hits. A limb hit is a strike to the arm or leg. A torso hit includes the chest from the belt up to the top of the chest. Any hit to the leg or buttock is a leg hit. Any hit to the arm or to the outer shoulder is an arm hit. Hits that come down on the shoulder or that come down between the shoulder and the neck are also arm hits. Neck hits are illegal.

If you are already two paces away then you need only pause for the full second to reset your flurry. An opponent can't try to prevent you from resetting your flurry by advancing. If you have retreated in an attempt to increase your range to two paces but your opponent's advance has prevented you from doing so then you may reset your flurry after a full second pause. Incidental weapon contact and aggressively engaging an opponent's weapon with beat attacks or offensive parries can make flurry determination confusing. We realize it is difficult to determine if these types of weapon maneuvers count as a strike in a flurry. As a Rule of Etiquette, if both your elbow and the weapon tip move forward and contact an opponent's weapon then count that as one of your flurry strikes even if it was not your intention to launch an attack. This might mean that both combatants use up a Flurry swing during incidental weapon contact. If you expend stats and attack so quickly that your opponent cannot role-play their hits, you have expended your stats even if the first attack would have killed your opponent. Moral of the story, allow your opponent to role-play.

2.3

The Flurry Rule

A flurry is a series of melee swings delivered at an enemy in combat with little or no pause. You can make no more than three consecutive attacks where your weapon contacts an opponent or their weapons, including their shield, before you must reset. To reset your flurry you must stop all attacks for at least one second and, if movement brought you closer to an opponent, reset your range to two paces. That's all you need to remember, everything else falls under clarifications and answers for specific questions. Blocked swings that contact a weapon or shield and successful hits that contact the body are counted as flurry swings. Feints and swings that do not make contact against weapons, shield, or body do not count as a flurry swing. You must reset your flurry after you have made three swings with contact. When we say two paces, we mean two normal walking paces. If this is unclear, this is the range where you are far enough from your opponent that if you extend a full length one handed weapon at them only the tip will touch the closest part of their torso including their shoulders.

2.4

The Proximity Rule

You must maintain a safe distance from any active opponent. If you can reach out and touch the torso of an opponent with your hand then you are too close and you must back away. If there is a significant difference in the reach of two opponents, the opponent with the shorter reach may approach close enough so that they can strike their opponent with their weapon so long as they cannot touch the torso of the opponent.

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2.5

Claws & Natural Weaponry

Some characters have the ability to use claws or natural weaponry instead of, or in addition to, weapons. These weapon props are red, though some plot creatures may have props that are constructed to appear to be part of that creature. Claws are considered to be melee weapons and can be used to block melee attacks. Claws are not affected by Disarm. Destroy effects delivered to such weaponry will cause a Maim effect to the limb using the weapon. Claws and natural weaponry are not bladed weapons, and cannot be used with skills or effects that require bladed weapons. If you are holding a claw that is struck by a melee or missile attack, and you cannot legally block with the claw due to some game effect, you will be affected by the attack since you cannot drop the claw in response to the strike.

is designed as a thrown weapon or projectile, it cannot be used in melee combat. You may only throw one thrown weapon at a time. You cannot use thrown weapons if you lose the use of your arms via in game skills like Maim or shackles or the use of game skills via Drain.

2.7

Packet Attacks

A packet is a small bean bag filled with bird seed that represents some sort of mystical, psychic, or supernatural ranged attack form. Packets have strict construction guidelines. You call a verbal and throw a packet at a target to deliver the attack. If the packet hits the target, or any direct possession of the target, then the effect is delivered to the target. You cannot throw packets too hard. If you are winding up to throw the packet then you are throwing too hard. Packets are not solid objects and cannot be affected by Disarm or Destroy, but they are a visible, in game effect. If someone is carrying packets and you see the packets, you can assume they have some sort of aura that makes you realize they are capable of something special. Because of this, you cannot carry or throw packets unless you have the power to use them for something. If a packet clearly strikes a target and they do not acknowledge the hit through role playing or by negating it with a defense, the attributes or their equivalent are not exhausted. If the packet misses, or you cannot tell whether the packet hit, then attributes or resources are exhausted normally. To deliver a packet attack, the arm that is delivering the packet must be free and the hand empty except for the packet itself. A free arm cannot have props tucked under it or tied to it other than armor. You cannot deliver packet attacks if you cannot use game skills, or if the arm is affected by something that prevents its use such as a Maim effect or Page 12 of 185

2.6

Missile Attacks

There are two types of missile attacks. Projectile attacks and thrown weapons. Projectile attacks are defined as projectile weapons such as bows and crossbows, NERF type guns, and foam arrows and bolts. You may fire a projectile weapon such as a crossbow from each hand if you are skilled in using that weapon in both hands. Unlike melee attacks, any projectile attack that has no verbal causes 3 points of damage and will cause enemies to become unstable when they fall unconscious just like called melee attacks. However, this is still considered uncalled damage for the purposes of skills that can resist uncalled damage. Thrown weapons are defined as anything thrown and not from a projectile device. These only do one point of uncalled damage just like a normal weapon strike and do not cause you to become unstable. If a weapon AfterMath LARP Rulebook

shackles. Some packet based skills have additional requirements as well. Packet attacks cannot be used while you are being hit. Melee, missile and packet attacks will interrupt your verbal if they land while you are speaking it. The ability is not used up and attributes or their equivalent are not wasted, but the ability is interrupted and you must begin the verbal again. Some creatures may have the ability to use packet attacks even while they are being hit. They will indicate this by saying "Innate" before the packet verbal when they make the attack.
2.7.1

packet to your torso and stating "Affliction One, Affliction Two, Affliction Three" clearly and slowly followed by a verbal. This works like a Death Strike and can be interrupted in the same manner as a Death Strike. (See 2.10.2.2) The verbal may be a standard effect, or it may deliver an Inflict effect in which case the player will give you an effect card.
2.8.2

Gaze

Costume Rule

Someone who has met your gaze for a full three seconds calls out or whispers "By my gaze" followed by a verbal. A vampire might whisper "By my gaze, Paralyze by Will." Other creatures might cause fear or other effects.
2.8.3

In order to encourage the use of good costuming and add a little more realism, we have the Costume Rule. If a packet attack clearly misses a target and passes by the body, yet that packet hits a cloak or costuming piece after it has gone past, the defender can call out "costume." This rule cannot be used if the costuming is in front of the defender or if the packet has not already passed the body. The rule is in place to encourage cloaks, back banners, and some directed character costuming such as wings without adding an unacceptable disadvantage to the character in combat.

Gesture

Someone points at you with a hand or a weapon and calls out By my gesture followed by a verbal. If the effect has a duration that is not instantaneous, then instead of the normal duration, the effect lasts so long as they point at you. In AfterMath, player characters may only gesture at one target unless specified in the description of the spell or skill. NPCs may still target multiple people.
2.8.4

2.8

Special Attacks

Special attacks are delivered in unusual ways rather than using the regular melee, missile, and packet combat system. They represent large scale effect and atmospheric conditions. Special attacks always begin with the person or area that the attack affects and that is followed by a verbal. If you have a defense that works against the verbal of a special attack you can use it to negate that attack. Once the verbal of these attacks has begun the effect is already delivered. You cannot, for example, retroactively turn to a spirit during the verbal to negate it. The individual types are detailed below.
2.8.1

Someone calls out "By your name," states your name, part of your name, or some pseudonym that you have used and calls out a verbal. The attack is delivered to you if you recognize that name as a name you have used or a name that person might use to refer to you. Basically, if you know they are talking about you then you take the effect.
2.8.5

Name

Affliction

Someone calls out "In this room" and an effect, and everyone in that room will be affected by it. Doorways and gates act as room dividers. This delivery is commonly used for traps and performances. The attack only works within an enclosed room that has normal doorways and corridors as exits. The attack will affect you if any part of you is within the room when the verbal is called. 2.8.6

Room

Someone delivers an effect to your immobile or unconscious form by touching a weapon or AfterMath LARP Rulebook

Voice and Ambient


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Someone calls out "By My Voice" and an effect and everyone who hears it will be affected by it. You cannot defend against Voice attacks by intentionally obscuring the sound of the verbal with loud noise or by plugging your ears. Voice attacks indicate that the effect is radiating from the creature calling the effect. This type of attack never sets off Shield defenses. Ambient is the same as above except it is called to notate that the effect is not originating from that creature but is more of an environmental effect.
2.8.7

flame. The verbal "Maim by Lightning" might represent a flash of light. The verbal "Paralyze by Fear" might represent the hairs rising on the back of your neck. However you imagine it, the verbal tells you what happened both in and out of game. Verbals should not be confused with incantations. Incantations are magical words that are used to cast a spell. These are in game magical phrases that are required for all but the most powerful mages to cast magic. Spells usually have incantations, but they also end with a verbal. Remember that there are two rules that apply to all called attacks: You must finish the verbal for a called attack before launching a packet or missile attack. You call out the verbal as you swing a melee attack. If there is an incantation, which is an in game phrase associated with an attack, then that must be clearly spoken before the verbal. This is true for melee, missile and packet attacks. All called hits must be acknowledged through role playing. Many skills are consumed only if the recipient calls out a defense or role-plays the effects of the attack. If you don't role play the effect, the attacker may assume that you were not struck and the skill not used.

Verbals

A verbal is a short phrase that is called out when an ability is used to explain the effect of that attack. Each verbal can have an effect and a trait for that attack. The trait indicates the flavor1, or type, of the attack so you may role play the effects and perhaps use a defense to negate the attack if it strikes you. The effect indicates what the attack does to you. A verbal is an out of game phrase. You must call your verbal even if you are affected by Silence. If you hear the beginning of a verbal you must listen to the phrase and play out the effect. Verbals for melee attacks are called out as you swing your weapon. Verbals for missile and packet attacks are called out before you release the projectile from your hand. You call out a phrase that takes the form of <effect> by <trait>. For example, a poison that freezes you in place would use the verbal "Paralyze by Poison". A bolt of fire that causes 5 points of damage would use "5 Damage by Fire" as the verbal. If you hear a verbal, your character knows instinctively what happened. The verbal not only tells you the effect out of game, but it represents the effects of the attack in game. You never have to play it dumb. The verbal "4 Damage by Fire" might represent a roar of
1

2.9

Traits

A trait is a label that is given to a character, an attack, a defense, or an item. Traits help describe the flavor of game effects and define how abilities interact with each other. There are four types of traits. A character trait is any trait that is somehow given to a character. An attack trait is added to an attack verbal and defines the flavor of that attack. A defense trait is added to a defense call. An item trait is added to a tagged item and gives that trait to anyone carrying that item.

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An attack trait tells you which defenses can be used against that attack. A character or item trait can be used to determine if certain effects worked against you. If you had the Undead trait, for example, then an attack that caused "5 Damage to Undead" would be effective against you. A defense trait is generally used for flavor, but it is possible to have skills or abilities that can be used only if a defense with an appropriate trait is used. In AfterMath, there are several types of traits that a character can have. This can change based on how many character points you have spent, what skills you have, and what race you are. Here is a breakdown of traits automatically gain based on race: you

Blood Mage- Blood, Magic Priest- Holy, Magic, Power (Ar-el, Genshi, Tormen) Pathwalker- Animal, Magic, Nature Psionic- Will Shifter- Animal, Nature Sorcerer- Elemental Trait (Air, Earth, Fire, Force, Radiation, Water.), Magic Martial Artist- Ki Warbringer- Magic

2.10

Vitality

Living- All races get the Living trait with the exception of the Soulless. Race- A character's race is always considered a trait. Some races have additional traits in addition to their race. New Bloods, Old Bloods, and Unclean also have the Human trait. Guardians have their specific element. Soulless have the Mechanical trait A character who has not yet spent 50 character points to improve gains the Initiate trait. A character who has spent at least 50 character points gains the Experienced trait. A character who has spent at least 100 character points gains both the Experienced and the Accomplished trait. Learning certain skills can give you other Traits as well. Each Discipline and Focus that you purchase is also a trait. A character that has purchased the Rogue discipline, for example, has the Rogue trait. Also When the first spell is learned in a specific school of magic the person learning the school gains a new trait that will stay with the person as long as that spell is known. The specific trait you gain depends on the school of magic:

Vitality is a count of how much damage you can take before you collapse. In AfterMath, each character has a number of Vitality points equal to the average of the Brawn attribute and the Essence attribute. Vitality is always rounded down. Although Vitality is based off of two attributes, they are totally separate statistics. Exhausting Brawn or Essence points does not affect Vitality and taking damage does not reduce Brawn or Essence. Only a permanent change to Brawn or Essence will cause your maximum Vitality to change. As you take damage, your Vitality points are exhausted. These points can never drop below zero. Healing refreshes Vitality and these points are also refreshed at the beginning of each event. If your Vitality ever reaches zero you will collapse and become unconscious. Unconscious characters that are taken down by uncalled melee or missile hits are stable. Characters taken down by any other kind of damage, from called melee or missile hits, from firearms, from traps, from packets, or from anything with a verbal become unstable.
2.10.1

You are incapacitated and must collapse to the ground. You must close your eyes and you cannot move or speak while you are unconscious. You cannot use game skills unless a skill explicitly explains that it can be used while unconscious. If you fall unconscious, but you are stable, you will remain unconscious for five Page 15 of 185

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minutes. After that time you will wake up with 1 point of Vitality. If someone hits you with an attack for called damage while you are unconscious and stable you will become unstable and begin your 1 minute count. Other effects can be inflicted upon you while you are unconscious and stable and those effects will still be active when you wake up. If healing raises your Vitality above 0 then you will become conscious. A death strike successfully delivered to your torso will kill you. If you are unconscious and you are unstable you are dying from blood loss and shock. You will linger for one minute before dying. A Stabilize effect will change your condition to stable and you will begin your 5 minute count. Other effects can be inflicted upon you while you are unstable and those effects will still be active if you wake up. If healing raises your Vitality above 0 then you will become conscious. A death strike successfully delivered to your torso will kill you. If someone begins to use First Aid on you, your count will be suspended until they stop the First Aid. If they call Stabilize you become stable and start your five minute count. If they do not finish the First Aid, your one minute death count will continue where it was before they started using the skill.

Third, you will be killed by an attack with a Death effect that you cannot negate. (2.10.2.3) Finally, special areas might cause your death if you have a mishap. (2.10.2.4)
2.10.2.2

A death strike is used to kill an unconscious or immobile victim. You must touch a weapon to the torso of the victim while saying "Death strike one, death strike two, death strike three". This verbal must be spoken clearly and at a normal speaking pace. You do not need to have skill with the weapon to inflict a death strike. To inflict a death strike, the victim must be unmoving. The victim can be unconscious or unmoving because of a game effect, but you cannot inflict a death strike on a body until it comes to rest after an attack, nor can you inflict a death strike on a helpless but struggling victim. If the victim can move, the victim can prevent a death strike. First you must render the victim unconscious or unmoving, and then you may inflict a death strike. To interrupt a death strike, you must strike the person attempting to deliver the death strike with a melee, missile or packet attack. You may also interrupt the death strike by striking the weapon used to perform the death strike with a weapon of your own. You do not have to force the weapon away. A death strike that is interrupted is canceled and has no effect.
2.10.2.3

Death Strike

Rule of Etiquette

Players who are unconscious close to combat, may open their eyes to watch for out of game danger if the battle moves too close. It is important for players to be able to protect themselves during these times. If you open your eyes for safety reasons then we ask that anything you see during that time remain outside the normal knowledge of the game.
2.10.2.1

The "Death" Effect

Death

There are four ways you can die in this game. First, you can be knocked unconscious and unstable and remain that way for a full minute. This is referred to as "bleeding out" and is described above. Second, you can be killed if someone delivers a successful death strike to your torso (2.10.2.2)

Any effect that successfully inflicts a Death effect kills you immediately. Of all the various game effects, only the Death effect will kill you outright. The Death effect may be nullified by an appropriate defense.
2.10.2.4

There might be large scale traps, challenges, and mishaps in special areas that can cause you to perish if you are unfortunate enough to stumble into them. Closing walls, deep pits, and other deadly traps might kill you outright. These areas will Page 16 of 185

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be marked or made clear to you during the course of the game. 2.10.2.5 When you die, all active effects on your person end unless an Imbue or Inflict effect specifically says otherwise on the effect card. Your remains will linger for five minutes before you change to a spirit of the dead and begin to walk to the gate of death. Only effects with "to Spirit" or with "to Dead" traits will affect a spirit of the dead.
2.10.2.6

instructions given therein. You may use Resist and Purge defenses while you are a spirit of the dead if they are appropriate for an attack that strikes or affects you.
2.10.2.7

After 5 minutes of death, a dead character becomes a spirit of the dead. Your spirit and everything you still carry is drawn to a special area of the game marked as a Death area. Your spirit will even pick up your own weapons if they are within reach unless someone else possesses them. When you rise as a spirit you must proceed directly to the Death area. You must walk with your head bowed and your arms at your side. You cannot interact with any other character unless they use an ability that allows you to do so. You cannot drop items. You cannot use any game ability. If someone tries to interact with you, reply "Spirit" and continue on your way. In AfterMath, the Death area is The Gate of Death. This is the gate to the Realm of Death. When you arrive at the gate you must follow the posted instructions and ring the bell. You will wait for The Gambler to arrive and call you into the gate. While you are a spirit of the dead, there are very few effects that will work on you. The only effects that will work are effects with "to Spirit" or "to Dead" in the verbal. These are Bane effects specifically designed to affect spirits. The most common is a "Speak to Dead" effect. This type of "Speak" effect will allow you to converse quietly with the character that used the effect. You cannot stray from your path or use any game skill while talking. You are not compelled to communicate, but you may do so. Other effects might include "Imbue to Spirit" and "Inflict to Spirit." If the description on the effect card states that it works on a spirit of the dead then you must follow the

Spirits of the Dead

If the spirit cannot return from the Death area then the character passes beyond this world and is said to have taken a final death. Final death means that you can no longer play the character in question, and adds an air of danger to the game by threatening your in game persona.

Final Death

2.11

Attack Effects

The effect of an attack describes how that attack benefits or impairs you. The effect is the first part of any verbal. Some effects target items rather than characters. Each effect will have its own duration, but curing or removing that effect will end it.

Timed Effects

There are various effects and activities that require time before they are completed or removed. This time is defined in one of two ways: Rest time is generally used when an effect has some passive duration which will wear off if you have time to rest. Activity time is used when you must perform some action such as repairing an item or mending wounds before an effect will take place. In order to satisfy either requirement you must spend the time uninterrupted. If you are forced to break the conditions of Rest or Activity time then that attempt ends and you must start again from the beginning. Resting time requires you to be sitting, lying, or kneeling. You cannot walk or run. You can talk and gesture, but you cannot use game skills, used called attacks, or use called defenses while you are resting. Effects which require rest can overlap; what this means is that a single rest time can be used for multiple effects.

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If you had a game skill that allowed you to reset some kind of magical defense after a minute of rest, and you were affected by a Root effect, and you were affected by a Weakness effect you could rest for five minutes and apply the time to all three benefits. The Root would end, the Weakness would end, and the skill could be used to reset the defense. Activity time represents something that requires your concentration. Activity time might be required to repair armor, mend wounds, or meditate to remove an effect. You must spend the time role playing in a manner appropriate for the skill or ability you are using. You may talk with others during this role play time if you wish so long as the skill or ability description does not have additional restrictions in its description. Activity time requires that you stay in the same area as you role play the activity. You cannot walk or run outside of the immediate area. You cannot use other game skills, used called attacks, or use called defenses during this time. Skills and abilities which require activity time do not overlap; what this means is that if you have two different skills that require activity time to perform that time spent on one ability cannot be applied to any other activity. You have to role play each activity time separately to use the ability. Effects that prevent you from using game skills also prevent you from spending activity time to refresh abilities. Resting time and Activity time do not overlap. For example, Travis and Gerard each have a skill that provides armor points. Travis has a skill that requires one minute of rest to refresh his armor points. Gerard has a skill that requires one minute of activity to refresh armor. Both sit down to rest off a Weakness effect. During that time, Travis may also refresh his armor points. Gerard will still have to spend one minute of role play to refresh his armor. Many attacks last until you rest for five minutes. You must be sitting, lying, or kneeling to rest. You cannot walk or run. You cannot use any game skills while you are resting. Effects that require rest will not end until you rest for five uninterrupted minutes. AfterMath LARP Rulebook

You are also resting if you are dead, unconscious, stunned or paralyzed. Paralyzed characters are considered resting even if they are standing. You cannot refresh attributes or skills while you are resting. Both are interrupted by a successful non-beneficial attack.
2.11.1

Agony

You are wracked with pain. You cannot attack or use most game skills. You may run, defend yourself by blocking with weapon skills and can use called defenses. Agony lasts for 10 seconds.
2.11.2

Cure

The Cure effect removes effects on the target. A Cure <Effect> will remove all instances of that specific effect. A Cure <Trait> will remove every active effect with the appropriate trait except Imbue and Inflict unless the Imbue or Inflict card specifically says otherwise. Cure will never restore Vitality. Cure is a beneficial effect. Example: Travis has been affected by the following attacks: Slow by Disease, Slow by Will, and Drain by Will. A Cure Slow will remove both the Slow by Disease and the Slow by Will since they are both Slow effects. A Cure Will would remove both the Slow by Will and the Drain by Will since they both have the Will trait. If a "Cure Maim" effect references a specific limb, the effect will only remove Maim effects on that limb. If the Cure Maim effect does not specify a limb, it will cure all Maim effects active upon the target. If an ability or skill allows you to use the "Cure Maim" effect on a specific limb, you cannot use that ability as a general "Cure Maim" effect. A "Cure Death" effect will restore a dead target to life and leave them with 1 Vitality unless that target has transformed to a Spirit of the dead. Once a character has transformed to a Spirit of the dead, only the rare "Cure Death to Spirit" effect can restore them to life, and Page 18 of 185

only if it is used before the Spirit reaches its destination. A "Cure <Inflict Name> to/by <Trait>" effect will remove a trait given to you by an Inflict, Imbue, or other effect that is temporary. It has no effect on a permanent trait granted by race, skill, or the like.
2.11.3

Inflict effect. In these cases you will be given an effect card that explains the results of the Imbue or Inflict effect.
2.11.5

Destroy

Damage

This effect removes Vitality points as described in the section on Vitality. Unlike typical effects, Damage is instantaneous. It removes Vitality points and then the effect ends. You cannot remove or dispel damage. Vitality points must be restored though healing. In AfterMath, called melee damage has a cap of 10 damage. However, should you break that cap you are allowed to add extra effects on top of your 10 damage depending on by how much you break that cap. 11-13: 10 damage and Maim 14-16: 10 damage and Agony 17-19: 10 damage and Slam 20+: 10 damage and Death You may use any lower add on to instead of a higher add on if you wish.
2.11.4

This effect is unique in that it is inflicted upon an item rather than a character. Because of this, the item becomes the target for the attack. Melee attacks affect the item struck, while missile and packet attacks affect one item that will be named in the verbal. This item becomes unusable until someone with the appropriate skill spends one minute of time to fix it. The item is not destroyed, just damaged and in need of repair before it can be used. The prop must still be carried, for it represents the broken item. The skill varies with the type of item. Some characters with unusual forms, such as constructs, may be affected by Destroy if it is used upon them directly by saying "Destroy Body." In AfterMath, weapons and armor are repaired by the Smith skill. Other items are repaired by various other skills. Some items, such as potions, cannot be repaired and are lost forever. When an item with a tag is affected by a Destroy, the tag is either marked or destroyed. Items without tags or safety stickers (such as clothing, belts, pouches, and the like) cannot be affected by Destroy. If armor is destroyed all the points are exhausted until it is repaired.
2.11.6

An attack with this effect kills you. You fall down dead, as if you had been struck with a death strike. All temporary effects upon you end when you are killed except for Imbue and Inflict effects that are not specifically removed by death. Death lasts for 5 minutes, after which you will rise as a spirit and travel to the Realm of Death. This process is described in greater detail in the Spirits of the Dead section. Cure Death and certain special abilities can affect you while you are dead. Some strengthen your spirit so it is not weakened by the presence of Death. Some might even restore you to life. Others might cause unpleasant effects. All of these will be handled using an Imbue or AfterMath LARP Rulebook

Death

This effect is used to determine if the recipient is inflicted with a specific effect, trait, or game condition. You may use Diagnose to determine the presence of any effect or trait mentioned in chapter 2 with the exception of Imbue/Inflict effects and the Traits listed under header 2.9. You may also use Diagnose to determine if the recipient is currently Stable, Unstable, Dead, or Damaged. Touch the recipient with a packet and say "Diagnose" followed by the effect, trait or game condition. The recipient says "Yes" if they are inflicted with the named effect or an effect with the named trait, or if they suffer the game condition. Otherwise Page 19 of 185

Diagnose

they say "No." You may only Diagnose Elemental, Mental, Metabolic, and Physical traits or attacks. Example: Travis is lying on the ground unstable and has been affected by a Slow by Disease and a Paralyze by Magic. Another player leans over, touches him with a packet and says "Diagnose Stable." Travis says "No." She says "Diagnose Unstable" and Travis says "Yes." She uses a Heal effect on Travis but he still doesn't move. Puzzled, she says "Diagnose Stun." Travis says "No." She says "Diagnose Paralyze." Travis says "Yes." She has the ability to Cure Poison, so she says "Diagnose Poison." Travis says "No." She decides to wait until the Paralyze wears off. If someone uses "Diagnose Damage" on you, you may choose, for the sake of expediency, to include in your reply the current number of Vitality points that have been removed by Damage. If, for example, you have taken two damage that has not been healed and someone uses "Diagnose Damage" on you, you may reply with a simple "Yes" or you may reply with a "Yes, two." The choice of how to respond is up to you.
2.11.7

2.11.8

To initiate this ability either take a step back or plant your feet for 3 seconds and gesture at any number of opponents with your weapons. You cannot move towards any target. Everyone who is attacking you and everyone indicated by the gesture of your weapon must move back out of weapon range so that you cannot cross extended weapons. Targets that are rooted or cannot move back may cross their arms and lean away from the effect instead of backing up. Once the distance has been increased and the space indicated by the Disengage has been cleared by all targets (or everyone has crossed their arms and leaned away) the effect ends. Disengage will not force a target into a dangerous area. A target may choose to cross arms and lean back rather than stepping back into an area that will cause them some detrimental effect. Disengage is not a melee delivered attack and cannot be negated by defenses that stop melee attacks.
2.11.9

Disengage

Drain

You must drop everything in the hand indicated by the verbal. You can pick up items immediately after they have come to rest. You may pick up an item as soon as it stops moving. The verbal will contain either "Disarm right hand" or "Disarm left hand." If you are holding a fragile or breakable prop, including an air gun, you may put it down rather than drop it, but in this case you cannot pick it up for a full five seconds. Delivering this effect with a melee attack requires you to strike that weapon while calling the Disarm effect. You do not need to specify a hand. The hand that is holding the weapon will be affected. A melee delivered Disarm will not affect a shield unless the "Disarm Shield" verbal is used. You cannot disarm a shield unless a skill or ability specifically allows the use of "Disarm Shield."

Disarm

For a simple Drain effect, you cannot run or use any game skills, including weapon and shield skills. If the verbal is followed by a skill or ability name then you cannot use that particular skill. Drain can also be used to prevent entire skill headers. If a header is drained, you cannot use any skill that falls under that header. Drain can be used in this manner to suppress racial abilities and empowered named items. If an item is named after a Drain effect then no abilities from that item can be used until the Drain ends. Only simple Drain effects prevent you from running. The Drain effect will last until you rest for five minutes.
2.11.10

Expose...

The Expose effect is followed by one trait. If you have that trait and are subjected to this effect, you must cry out, revealing the fact that you have the trait and revealing your position. You must cry out as loudly as the Expose effect was called.

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Although you may cry out softly if the Expose was called softly, you still must make every effort to ensure that you are revealed to the person who called the effect. The Expose effect is audible and you must cry out even if you are unconscious or under the effects of a Stun, Paralyze, or other disabling effect. Only a Silence will prevent you from crying out, and even then you must role play crying out even though you make no noise. You are not affected if you are Dead nor have the Spirit defense unless the Expose effect targets those specific traits. This effect is one of the few that will commonly be delivered by voice.
2.11.11

Grant 1 armor but does not affect his +1 Brawn Grant.


2.11.12.1

This type of Grant effect adds additional armor points to your base armor, whether those armor points are granted by physical armor or a skill. These points are refreshed when your base armor is refreshed. If no number is indicated then this effect boosts your armor points by 1. The effect might indicate a higher number in the verbal such as "Grant 2 Armor" to indicate that a greater number of armor points have been granted. A successful Destroy Armor effect destroys the armor points and completely ends this type of Grant effect. You may only have one Grant Armor effect active upon you, though you may choose which Grant effect to keep if someone uses an additional Grant Armor effect upon you.
2.11.12.2

Grant <#>Armor

Frenzy

This effect causes you to attack the closest creature to you, regardless of recognition or consequence. You may attack with any standard skill that is not beneficial, though you are not forced to use consumable skills in this attack. If you are affected by a Repel effect, or if you are not affecting the creature in question, or if you cannot find a way to reach the creature for 10 seconds you will move on to the next closest creature. If someone else attacks you and that creature is more convenient than your current target then that creature will become your new target. The effect ends when you are rendered dead or unconscious.
2.11.12

Grant <Delivery> Attack

Grant Effects

You gain a temporary enhancement to your abilities. There are five types of Grant effects as indicated by the verbal. Each type of Grant effect gives a different enhancement. All types of the Grant effect last until the end of the event, or until the granted abilities are used up. If you have temporary imbues, boons or abilities that mimic a Grant effect they will not stack with similar Grant effects. Only effects with an Imbue card that explicitly states that it will stack with Grant effects will do so. Grant is a beneficial effect. Example: Travis has a +1 Brawn Grant effect and a +1 armor Grant effect. Someone casts a Grant 2 Armor on Travis which replaces his

This type of Grant effect gives you one called attack that uses the appropriate delivery. This type of Grant effect starts with the Grant verbal, which may include a trait, and ends with the verbal that describes the delivery of the attack and the effect. You may use the indicated attack only if you have the props to make an attack with the specified delivery. For melee and missile attacks, the attack is exhausted and the Grant effect ends only if the strike lands and the opponent acknowledges it with role play or negates it with a defense. For packet attacks the Grant effect ends when you throw the attack. A "Grant Melee Attack by Shadow, Weakness by Shadow" would give you one melee attack with the Weakness by Shadow effect. You would call out "Weakness by Shadow" when you used the ability. A "Grant Packet Attack, 2 Damage by Fire" would give you one packet attack and you would call out "2 Damage by Fire" when you used the ability.

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A Grant Missile Attack, Stun by Poison would give you one arrow or thrown weapon attack and you would call out Stun by Poison when you used the ability. If a Grant <Delivery> Attack effect is combined with a Double or Triple modifier, you will bypass the normal stacking rules to gain extra attacks. You will gain two attacks for the Double modifier, and three attacks for the Triple modifier.
2.11.12.3

be used against any melee, missile or packet attack. Examples: A "Grant Defense by Shadow, Avoid by Shadow" would give you one defense against any weapon or packet attack. You would call out "Avoid by Shadow" when you used the ability. A "Grant Defense, Resist Poison" would give you one defense against any attack with the Poison trait. You would call out "Resist" when you used the ability. A "Grant Defense by Divine, Parry melee" would give you one defense against any melee attack. You would call out "Parry" when you used this ability. You cannot have more than one Grant Defense effect upon you that protects against the same trait unless the effect is preceded with a Double or Triple qualifier. If you receive another Grant Defense effect that protects against a trait for which you already have a granted defense you choose which Grant effect to keep. You cannot, for example, have a Shield Magic defense and a Resist Magic defense both from Grant effects. You would have to choose between them. Likewise, if you had a Resist Poison effect you could not receive an additional Grant Defense that gave you another defense against the Poison trait. You gain only one defense per trait. You gain only one defense per trait. Defenses with overlapping traits also do not stack. If you have a Shield against Fear, for example, you could not also have a Resist against Mental. You would have to choose which to keep when you receive the second Grant effect. Defenses that have no trait and work on melee, missile, or packet attacks likewise do not stack. You may only have one such effect from a Grant Defense effect. If a Grant Defense effect is combined with a Double or Triple modifier, you will bypass the normal stacking rules to gain extra defense. You will gain two defenses for the Double modifier, and three defenses for the Triple modifier.
2.11.12.5

This type of Grant effect adds to the total of one numeric attribute. Any points added with this effect are available immediately for use. Effects which refresh that attribute also refresh these additional points. These extra points can be used in the same manner as regular attribute points. A successful Waste effect that reduces the boosted attribute also completely ends this type of Grant effect. If the attribute Granted is Vitality then Heal effects work normally. Vitality calculations and other secondary attribute calculations are not affected by points added by the Grant effect to another attribute used in that calculation. You may only modify a specific attribute with one Grant Attribute effect, though you may choose which Grant effect to keep if someone uses an additional Grant Attribute effect that modifies the same attribute. You may have additional Grant Attribute effects upon you so long as each modifies a different attribute.
2.11.12.4

Grant <#> Attribute

This type of Grant effect gives you one called defense that can be used on attacks indicated by the defense verbal. This type of Grant effect starts with the Grant verbal, which may include a trait, and ends with the verbal that describes the defense. You may use the indicated defense against an appropriate attack once during the event. Once this defense is used the Grant effect ends. If the defense portion includes a trait then you must call out that trait when you use the defense. The defense portion of the verbal indicates the types of attacks it can be used against by either indicating a trait or an attack type. If there is no indication then the defense may

Grant <#>Defense

Grant <#>Protection
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This type of Grant effect adds additional protection points that negate points of damage. These protection points work in a manner similar to armor, negating the indicated amount of damage regardless of the source. The number of points is indicated after the "Grant" in the verbal, and if no number is indicated then the ability grants a single protection point. Protection points are always lost after armor points. Protection points cannot be refreshed or renewed. Once they are used to negate damage the effect ends. You may only have one Grant Protection effect active upon you, though you may choose which Grant effect to keep if someone uses an additional Grant Protection effect upon you.
2.11.13

be used to negate Imbue attacks if those defenses will stop an attack with the appropriate trait. If a player can use an Imbue effect, then that ability will always have some in game action that must be accomplished before you can utilize the ability. For example you may need to gather and mix components. Or you might need to construct an item from strange parts. These actions earn you the effect card needed to use the effect. You can never use an Imbue ability without the appropriate effect card to represent the properly prepared components. Imbue is a beneficial effect.
2.11.15

This effect restores one point of Vitality. If the effect is followed by a number, then it restores Vitality equal to the indicated number. Otherwise it restores one point. If you are unconscious with no Vitality then healing will restore one or more Vitality points and you will wake immediately unless some other effect is preventing you from doing so. Heal is a beneficial effect.
2.11.14

Heal

This effect can be used in one of two ways. If the Inflict effect is followed by a trait, then you will gain that trait for the remainder of the event. Otherwise, this effect is some affliction or detrimental effect that is described on an effect card that is given to you after the effect is used upon you. An Inflict effect with no trait will not take effect until you have read the effect card, so a character engaged in combat may not be affected by Inflict effects described on Inflict cards immediately; they have time to retrieve the effect card and read it when it is convenient and unobtrusive to do so. Unconscious or dead characters must read the card immediately. Inflict cards will give you some unusual detriment that will have an effect and a duration described on the effect card. Inflict effect cards can have a wide variety of long term plot effects. Examples include causing death after a certain amount of time, causing you to transform into some type of creature, inflicting you with a disease that cannot be healed normally, weakening the spirit of a dead character, and similar exceptional abilities. Defenses can be used to negate Inflict attacks if those defenses will stop an attack with the appropriate trait. If a player can use an Inflict effect, that ability will always have some in game action

Inflict...

Imbue...

This effect can be used in one of two ways. If the Imbue effect is followed by a trait, then you will gain that trait for the remainder of the event. Otherwise, this effect is an enhancement or extra ability that is described on an effect card that is given to you after the effect is used upon you. An Imbue effect with no trait will not take affect until you have read the effect card. Imbue will usually give you some ability that can be used during the current event, although the effect card might describe some effect that lasts beyond the current event. Imbue is a beneficial effect. Imbue cards can have a wide variety of long term plot effects. Examples include granting a defense against certain types of attack, strengthening the spirit of a dead character, and similar exceptional abilities. Defenses can AfterMath LARP Rulebook

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that must be accomplished before you can use it. You might need to gather and mix components. You might need to construct some item from strange parts. These actions earn you the effect card needed to use the ability. A player can never use an Inflict ability without an effect card to represent the properly prepared components.
2.11.16

will restore more attribute points or uses of a skill. Skills that require attributes cannot be restored directly and are unaffected by a Refresh effect. Refresh will never raise you above your maximum attribute or give you more uses of a skill than you would have at the start of an event. Refresh can also be used to restore abilities of an empowered item. If the item has a unique name and Refresh is followed by that name then the abilities of the item are restored. Refresh is a beneficial effect.
2.11.19

One limb becomes useless. An arm must hang at your side and cannot be used for any game ability. A leg becomes unusable. You must go down on one knee - you cannot hop. You may crawl using your other limbs. A Maim effect will last for the duration of the event. If a Maim effect is delivered by a melee or missile attack, the limb struck will be affected. If a Maim effect delivered by a melee or missile attack strikes the torso then the Maim effect is ignored. If a Maim effect is delivered by a packet, the attacker can include the limb in the verbal. For example, a caster might call out "Maim Right Leg by Fire." If the limb is not specified, then the subject may choose one limb that is not already affected by a Maim. Maim only works on arms and legs.
2.11.17

Maim

You restore one item that has been rendered unusable by a Destroy effect. For an item you are touching you need not specify a target in the verbal. For other types of abilities you specify a target after the Repair verbal. Repair may also be used to refresh armor points from physical armor. In this case you use the "Repair Armor" verbal. Repair is a beneficial effect.
2.11.20

Repair < >

Repel

You must stand frozen. You cannot move, but you are aware of what is happening around you. If you are rendered unconscious, or if someone tries to change your pose, you will collapse to the ground. Paralyze will last until you rest for five minutes. You are resting while you are paralyzed even if you are standing. <attribute/skill> Refresh is always followed by either an attribute or a skill that has a limited number of uses. You recover one or more uses of the named skill or one or more points of the named attribute. If you do not have the named skill or attribute then the Refresh has no effect. As a default, Refresh restores one point or use of a skill. If a number is placed before the attribute or skill name then you
2.11.18

Paralyze

Refresh

This effect prevents you from using game skills on the attacker. You will also attempt to stay 10 feet away from the attacker unless doing so would endanger you. If this is the case you may move to a safer position even if it takes you within 10 feet, so long as you then attempt once again to stay 10 feet away from the attacker. You cannot use game skills on the attacker in any case. The Repel effect will last until you rest for five minutes or the attacker strikes you with a melee attack that does not cause a Repel effect. If the attacker strikes you with a melee attack using an effect that is not Repel then this effect ends immediately. The attacker is not immune to the attacks of a character affected by the Repel. That character is free to launch attacks at other creatures so the attacker should be careful to stay clear of other potential targets and avoid attacks launched at other characters.
2.11.21

Root
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You cannot move your right foot from its spot. You may pivot on that foot, and you may move your left foot. A Root effect will last until you rest for five minutes.
2.11.22

from you. Call "No Effect" to any other beneficial effect used on you. There is one exception; the Stabilize effect will work. Only a "Cure Stricken" effect or a Cure <effect> applied to the trait of this attack will remove this effect. An effect that removes the Stricken effect from you will not remove other effects. Stricken does not work on items you carry or wear and items may be affected by Repair or Imbue effects. The Stricken effect will last until you rest for five minutes. If, for example, you have a Stricken by Poison and a Paralyze by Poison effect upon you a Cure Poison effect will remove the Stricken effect but it will not remove the Cure Paralyze effect. A second Cure Poison would be needed to remove the Paralyze by Poison effect.
2.11.28

You cannot talk or make any in game verbal noise. You cannot use game skills that require incantations. If you are affected by an Expose effect you must mime crying out but you do not make any actual noise. You must still use out of game phrases as normal. A Silence effect will last until you rest for five minutes.
2.11.23

Silence

Slam

Some great force knocks you back and off your feet. When you are struck with this effect you role play an extremely forceful blow or blast. You may take up to three steps backwards and fall down. The steps backward are optional. The effect ends when your chest or back touches the ground. If falling to the ground is an issue due to ground quality, crowding or health you may opt to instead take your steps, drop to a knee and place both hands palm down on the ground as shake your head for three seconds. Some Slam effects are so powerful they knock you back through a shield. If you hear "Shield Slam" it works even if it strikes your shield. This attack can be blocked by a weapon and would count as a strike to the limb holding the shield.
2.11.25

You are knocked unconscious. Stun will last until you rest for five minutes. You are resting while you are stunned. Another character may take a full minute of role play to revive you and end this effect.
2.11.29

Stun

Slow

You cannot run. You may only walk at a normal pace. The Slow effect will last until you rest for five minutes.
2.11.26

This effect allows you to converse with a creature or being that cannot otherwise communicate with you. It is usually used with the Bane trait, allowing you to speak with specific types of creatures. The subject is under no obligation or compulsion to speak with you, but it may do so if it wishes. The Speak effect will last until a participant uses another game skill or until a participant move out of reasonable conversation range.
2.11.30

Speak

Stabilize

If you are at 0 Vitality and unstable, this effect makes you stable. You start your 5 minute count. Otherwise you call "No Effect." Stabilize is a beneficial effect.
2.11.27

Stricken

You are unaffected by any beneficial effect unless it removes the Stricken effect AfterMath LARP Rulebook

Waste is always followed by either an attribute or a skill that has a limited number of uses. You lose one or more uses of the named skill or one or more points of the named attribute. Waste has no effect if you have no attribute points or skill uses left. If you do not have the named skill then Waste to that skill has no effect. As a default, Waste removes one point or use of a skill. If a number is placed before the attribute or skill name then you will lose more attribute points Page 25 of 185

Waste...

or uses of the skill. Skills that require attributes cannot be wasted directly and are unaffected by a Waste effect. Wasted attribute points and skill uses can be refreshed. A Cure Waste effect will restore points or skill uses lost to Waste effects unless they have already been refreshed or restored by some other means. Once a wasted attribute or skill use has been refreshed a Cure Waste effect will have no effect on you. Attributes and skills lost to a Waste effect are always refreshed before points lost through normal use. Waste can also be used to remove abilities of an empowered item. If the item has a unique name and Waste is followed by that name then any charged abilities of the item are removed as if they had been used.
2.11.31

should just go down. If someone sneaks up and surprises you with a spell that you honestly did not see coming, you should not cry out to warn your friends.
2.12.1

These include Air, Cold, Earth, Fire, Ice, Lightning, Water, and Wind. The effect is caused by elemental power. Abilities that work against Elemental effects will work against effects with any of these traits. You may role play an Elemental effect by crying out or stepping backwards as the effect is inflicted.
2.12.2

Elemental Traits

Mental Traits

Weakness

Your ability to strike with melee attacks is severely weakened. You cannot deliver any called effects with your melee attacks. Weakness does not affect uncalled strikes or any other weapon skill. The Weakness effect will last until you rest for five minutes.

These include Confusion, Despair, Fear, Inspiration, Madness, Presence, Trance, and Will. The effect is caused by some mental or emotional reaction. Abilities that work against Mental effects will work against effects with any of these traits. You may role play a Mental effect by crying out or stepping backwards as the effect is inflicted.
2.12.3

Metabolic Traits

2.12

Attack Traits

Most attacks include a descriptive trait. This trait is indicated by the second part of the verbal. The trait of an attack adds flavor to the attack and determines whether certain defenses can be used to negate the attack. If an attack is "5 Damage by Fire" then the trait of the attack would be Fire. The "by Weapon" trait is dropped from the verbal of normal melee attacks to reduce noise. Any melee or missile attack with no trait is assumed to have the "Weapon" trait. Most attack traits allow you to role play the effect. You may step back or cry out in reaction to the attack. If you are surprised by an attack, however, you cannot add additional role play to the effect. For example, if you were hit by a "Stun by Force" from an enemy you were fighting then you could add the role play of crying out or staggering back. But if someone sneaks up behind you and calls out "Stun" with a melee attack then you AfterMath LARP Rulebook

These include Aging, Air, Cold, Disease, Poison, Radiation, and Sleep. The effect is caused by a Metabolic reaction. Abilities that work against Metabolic effects will work against effects with any of these traits. You may role play a Metabolic effect by crying out or stepping backwards as the effect is inflicted.
2.12.4

These include Crystal, Earth, Force, Ice, Silver, Thorns, Weapon, Web, and Wind. The effect is caused by a Physical force. Abilities that work against Physical effects will work against effects with any of these traits. You may role play a Physical effect by crying out or stepping backwards as the effect is inflicted.
2.12.5

Physical Traits

Self

This trait indicates that the effect works only on the person using it. Instead of saying "by" you would say "to Self" after the effect. This indicates that you are the only target of the called effect. Page 26 of 185

2.12.6

All traits not included above are Special traits. These can include, but are not limited to, Acid, Blessing, Curse, Light, Magic, Malediction, and Shadow. These traits are not included in any general trait, so abilities must specifically include them. Special attacks allow no additional role playing; you will suffer the effect of a Special attack immediately.
2.12.7

Special Traits

You choose one attack of the appropriate type to negate when it strikes you. You can allow an attack to affect you and negate a later attack. Although different verbals are used to indicate the nature of your defense and to add flavor to the game, all of these defenses work the same way. You must call out the defense when it is used
2.13.2

Elude, Guard, Shield

This is a unique attack trait that works against another specific trait, and targets only those creatures that have that trait. Instead of saying "by" you would say "to" and state the trait that is targeted. An attack that stated "10 Damage to Undead" would be an example of an attack with the Bane trait, and the attack would only affect creatures with the Undead trait. If you somehow lose the trait that a Bane effect targets while under that effect, then the effect ends immediately. So, if you had a to Dead effect upon you and you were brought back to life then the to Dead effect would end. Remember that the race of a character is always considered to be a trait of that character. Bane attacks allow no additional role playing; you will suffer the effect of a Special attack immediately. Some effects may have both a normal trait and a bane trait. In this case the attack affects only those targeted by the Bane affect but it may be resisted by defenses that work against the normal trait. An attack that stated "Paralyze by Fear to Elf" would only affect characters with the Elf trait but it could be negated by a Resist Fear defense.

Bane

You negate the first attack of the appropriate type that strikes you. Although different verbals are used to indicate the nature of your defense and to add flavor to the game, all of these defenses work the same way. You must call out the defense when it is used.
2.13.3

Purge

You may negate an attack after it has affected you. You must spend three seconds to role play this defense as you shake off the effect, during which time you must remain relatively still. You cannot use game skills while role playing the purge. You cannot use Purge while unconscious unless doing so would wake you. You cannot use Purge when you are dead unless the skill specifically allows you to use Purge Death in the verbal. Purge is self only.
2.13.4

No Effect

You are unaffected by the attack in question. This indicates a defense that is not consumable. The attack does not affect you, nor will it ever affect you.
2.13.5

2.13

Defenses

These abilities allow you to negate abilities used against you. Although there are a large number of possible defenses that can be used against specific causes and effects, all defenses can be summarized as one of the following types.
2.13.1

You are affected by the attack in question, but the effect has been mitigated, lessened, or changed entirely. The actual reduction is determined by the skill or ability that allows you to use this defense. Reduce is often used to indicate the effect has been lessened while Absorb often indicates that the attack had a different effect entirely. The verbal for this defense might be followed by "to" and the modified effect such as "Reduce to Maim" or "Absorb to Heal 2." You must role play the new effect appropriately.

Reduce, Absorb

Avoid, Parry, Resist


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2.13.6

Reflect

You choose one melee, missile, or packet attack of the appropriate type to rebound back at the attacker when it strikes you. Call this defense to negate the effects of the attack. If your attack is reflected then you must take the attack as if your melee, missile or packet had struck you. The attack retains all of the original traits so it might not actually affect you. You may use defenses to negate the attack, including using Reflect to bounce it back on the original target.
2.13.7

ending the effect. If you turn into a spirit in a place which blocks a portal or doorway then you are forced to move to allow someone through. Since this can end the effect you must be careful to use these types of skills so as to not block confined areas.

2.14

Defense Traits

You are insubstantial and are unaffected by most attacks. You call "Spirit" to any attack that you negate for this reason. You cannot use game abilities unless specifically allowed to do so. You cannot speak or converse with other characters unless they use an ability that allows you to do so. If someone tries to talk with you, you may call "Spirit" to inform them that you cannot speak. You cannot drop any items. No one may search you, nor can items that you carry be removed from your person. Nothing can be thrown over you. You cannot rest while in spirit form, and effects that last until you rest will not be removed. You cannot block doorways or portals. If someone tries to move through a portal that you are blocking then your insubstantial form will be repositioned so you are no longer blocking that area. Characters who have died and are traveling to the Realm of Death are spirits. If you gain the Spirit trait because you have died and you have become a Spirit of the Dead then you also gain the Dead trait. Effects with the trait "to Spirit" affect all spirits, while effects with the trait "to Dead" affect only spirits of the dead. You must walk with your head bowed and your hands at your side. Some abilities allow a living character to become a spirit for a time, but these abilities usually have special restrictions or will not be absolute in their protection. You might gain a trait and become vulnerable to attacks with that trait even though you are a spirit. Some of these skills last until you move. In these cases you cannot move or speak without AfterMath LARP Rulebook

Spirit

A defense might have a trait associated with it. The verbal should include the defense and the trait with a "by" between them. This can be done to add flavor to an ability, to differentiate two similar skills, or to allow other skills to key off certain defenses.
2.14.1

Chained Defense

A chained defense has an effect that is called immediately after the defense. The verbal should include the defense and the additional effect with an "and" between them. If the additional effect is an attack then that attack must be launched immediately as the defense is called. Using the additional effect could be optional or required. If the additional effect affects the character using the chained defense, then the ability must use the Self trait and character must role play that effect as if they had been struck by it. Example: A Fire based attack strikes a Fire Elemental. The creature calls out "Resist and Heal to Self" to indicate that the attack was negated and the creature was healed by using the defense. Example: A strong creature can tear out of some physical effects but it takes damage doing so. The creature is struck by the appropriate attack, role plays for 3 seconds, calls out "Purge and 2 Damage to Self" and then role plays the damage effect. Example: A character has an ability that simulates a Riposte. The character is struck by a successful melee attack, calls out "Parry and 3 Damage," and immediately swings at the person who attacked her. Example: A creature has an ability that can reflect attacks with the Magic trait back at the attacker. The creature is struck by a "Paralyze by Magic." The character calls "Resist and Page 28 of 185

Paralyze by Magic" and throws a packet back at the attacker.

2.15

Armor

Armor provides points of protection that act as a buffer against damage effects. Armor points are removed by damage in a manner similar to Vitality. Armor points are lost before Vitality points. In AfterMath, you must be skilled in the use of armor to wear any. You may wear a prop worth points without this skill, but the protection it will provide will be limited by your armor skill. A character with the Smith skill can restore physical armor. The smith must role play for one minute at a forge to fix the suit of armor. In AfterMath, armor is awarded points based on its type and its coverage. Armor is divided into light armor and heavy armor. The weapon marshal evaluates armor. Light armor includes light leather and thick suede, hides made of fur, and micro chain mail. Heavy armor includes plate, scale, and bulky chain mail. Micro chain mail and thick leather can be upgraded to heavy armor if they have additional articulation or heavy pieces such as pauldrons, bracers, or greaves. The more the appearance of the armor adds to the atmosphere of the game, the more likely it will be evaluated in the heavy category. If the armor is from a single source such as a Grant 5 Armor you may go beyond the normal maximum 4. If someone casts a Grant 5 Armor on you, and you choose to accept this effect, you immediately exhaust all other previous armor and will need to repair it or reset it when the 5 armor effect wears off.

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Points awarded for armor are based on the type of armor and the body coverage it provides. The values for armor coverage are given below.

Armor Coverage
Breast and Back 40% Shoulders 5% each Forearms 5% each Hip and Groin 10% Thighs 5% each Lower Leg 5% each Open Helm 5% Face 5%

Armor Looks In Game +10% Armor Looks In Character +10%

Coverage Bonuses

Armor Points for Light Coverage


100% or more 3 75% 2 50% 1

Armor Points for Heavy Coverage


75% or more 4 60% 3 45% 2 30% 1

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Weapon Construction
2.16

Shield Buckler Shield


2.16.1.1

Maximum 24 36

Constructing a weapon requires time and patience, but it is not that hard once you have practiced a bit. We describe the steps to create the various weapons below, and include the details along the way. One problem with weapon materials is that they vary wildly, even within the same brand name. Even if you follow the suggestions, it is remotely possible that a weapon could fail because of a strange inconsistency in the core or foam. Also, be aware that with use, weapons will break down and need to be repaired or remade.
2.16.1

These weapons represent hatchets and all types of axes. An axe needs padding that covers at least 1/2 of its entire length. The striking surface is a head of open celled foam at least 8" in length that extends at least 4" from the shaft, and looks like an axe blade.
2.16.1.2

Axes

Choose Your Weapon

First, you have to figure out what type of weapon you are making and determine the length and construction requirements. The various weapon types are explained below. Two handed weapons are marked with a * in the length table. You cannot use a Two handed weapon with one hand unless you have a skill which specifies otherwise. Each weapon type requires its own skill, but anyone can use small weapons under 24 in length. Weapon Lengths: Short/Dagger Medium Long Two handed* Minimum 12 26 34 50 Maximum 26 34 46 72

Banners are to be made using the standard staff rules with the following changes: Banners are a one handed weapon; the banner on the staff top must be at least 154 square inches and have at least 25 square inches of flair on it. The main portion of the banner is a 14 by 11 rectangle. Flair is anything other than that. Examples are available upon request.
2.16.1.3

Banners

These weapons represent daggers and all types of swords. A bladed weapon has a striking surface that covers at least 2/3 of its entire length. The weapon may have a cross guard or hand guard, but the guard must be made entirely of pipe foam or the equivalent.
2.16.1.4

Blades

We allow NERF type crossbows if they are deemed safe.


2.16.1.5

Bows/Crossbows

*This includes Staves and Glaives. Bow Crossbow Spear Thrown Weapons: Thrown dagger Dart Javelin 4 2 8 12 12 36 36 18x18 48 48 36x24 64

These weapons represent some kind of natural weaponry. A claw needs padding that covers at least 2/3 of its entire length. The striking surface is the padded area of the weapon above the grip. Claws are not affected by Disarm effects. If a claw is affected by a Destroy effect, the character will take a Maim effect to the limb holding the claw.
2.16.1.6

Claws

These weapons represent weapons made entirely from wood. A club needs padding that covers at least 1/2 of its entire length. The striking surface is at least 6" long. It may be

Clubs

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open celled foam that extends at least 1" from the shaft, or it could be an additional layer of pipe foam.
2.16.1.7

least 1" from the shaft or another layer of pipe foam cut in half.
2.16.1.12

These weapons represent fists. A fist needs padding that covers at least 2/3 of its entire length. The striking surface is the padded area of the weapon above the grip. Fists are not affected by Disarm effects. If a fist is affected by a Destroy effect, the character will take a Maim effect to the limb holding the fist. Review the skill rules for max size of Fist that your skill allows.
2.16.1.8

Fists

Shields are defensive props used to block weapon blows. They cannot be used to strike another player. They are constructed from light wood or plastic, and all exposed edges must be protected with 5/8" thick foam piping. Most shields use a handle and an arm strap, but light shields might only have a single handle. A buckler is a small shield that cannot be more that 24" at its longest dimension. A full sized shield cannot be more that 36" at its longest dimension.
2.16.1.13

Shields

Glaives are shafted weapons that have a blade on both sides of the weapon. Each striking surface covers at least 1/3 its entire length, and the blade itself must be at least 18". The middle section of the glaive must also be padded, although you can use 3/8 padding for the grip of the staff so long as the full 5/8 is used for the striking surfaces. Because both ends of the glaives are striking surfaces, the glaive must have a thrusting tip on both ends. All glaives are two handed weapons. You can choke up to one end and grasp the blade of a glaive only if you are wearing thick gauntlets.
2.16.1.9

Glaives

The spear is the only long weapon that may be used one handed without a specific skill. A spear can only be used to stab an opponent. It cannot be used to swing. A spear must have padding that covers down the striking end at least 1/2 of its entire length. You cannot fight with a spear and another weapon if that weapon is longer than 36 without a specific skill. If you are using a spear one handed you may not thrust at any target above the arm pit of the opponent.
2.16.1.14

Spears

These weapons represent maces, hammers, and all types of smashing weapons with metal heads. A hammer needs padding that covers at least of its entire length. The striking surface is a head of open celled foam at least 6" long that extends at least 4" from the shaft, although this could be 2" on both sides for a mace and could be just a second layer of foam on both side of the weapon.
2.16.1.10

Hammers

Staves have a striking surface on both sides of the weapon. Each striking surface covers at least 1/3 its entire length. The middle section of the staff must also be padded, although you can use 3/8 padding for the grip of the staff so long as the full 5/8 is used for the striking surfaces. Because both ends of the staff are striking surfaces, the staff must have a thrusting tip on both ends.
2.16.1.15

Staves

Covering all types of longer pole weapons, polearms have the advantage of reach. A polearm must have padding that covers down the striking end at least 1/2 of its entire length. The striking surface must cover at least 12", and must include additional padding of open celled foam that extends at

Polearms

These weapons represent daggers, darts, and javelins. These weapons must be at least 2 in length, but larger thrown weapons such as javelins are allowed if the staff deems them safe. Larger thrown weapons may be weighted with birdseed, but at least 5/8 of foam must be between the birdseed and the surface. The following are some guidelines that should be followed: 1. There should be no sharp edges.

Thrown Weapons

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2. The weapon should be made totally out of padded foam. 3. On aerodynamic weapons (javelins, large darts, spears) a thrusting tip should be used to add extra protection, unless they are entirely made of foam. 4. The weapon should not be able to knock someone back when thrown. Other than that everyone is free to come up with his or her own designs, and we shall look forward to seeing your creative ideas.

salvaged from golf pro shops (with the added bonus of a grip already attached). .505 Ultralight The core this refers to is actually called spiral wound fiberglass tubing and can be purchased from a company called Good Winds Kites. (www.goodwinds.com) Intended to be used as a kite pole, the core is light, durable, and has give. One handed weapons use the .505 diameter pole that sells for under $6.00. .610 Ultralight This core is a thicker version of the spiral wound fiberglass tubing that is purchased from the company called Good Winds Kites. It is almost twice as expensive as .505, but it is needed if you intend to make ultralight two handed weapons. Ultralight two handed weapons require extra padding down one side of blade consisting of 1" of open cell foam or an extra layer of 5/8" pipe foam. Because ultralight weapons are so light, we are especially careful to ensure that those using these weapons role play their swings properly. Though we allow the use of these cores, this is considered a privilege and players who perpetually swing from the wrist and machine gun shots will lose this privilege. Role Play your swings.
2.16.2.1.2

Creating your Weapon


2.16.2 2.16.2.1

Striking Weapons
Weapon Cores

2.16.2.1.1

Next you must create the weapon core. For thrown weapons you skip this step. Your core materials depend on the length of the weapon, which you determined in step one. The weapon core will need to be 5 shorter than the overall length of the weapon. Each end must be capped with a coin or strapping tape so there is no hole at the end. Each pipe insulation overlap will need to be 1 and the foam thrusting tip must be 2 in length. The core materials we allow are described below. 3/4 PVC This common core can be used for one handed weapons and is used with aluminum to make two handed weapons. You will want to find schedule 20 PVC pipe with a thin wall. There are schedule 40 pipes with thicker walls that are too heavy to make good weapons. This core can also be bent into bows by applying very hot water, or softening with a heat gun or handheld blowtorch. PVP shears are recommended. Graphite Golf Club Shafts This type of core is beneficial in that, should the weapon break, the core will shatter rather than splinter. Many players consider this a safer alternative to PVC and aluminum golf club shafts. These can be ordered new, or

Padding the Striking Area

Next you will have to add the padding to the striking surface of the weapon. The padding can be 5/8 pipe insulation, standard camping foam, or several other varieties of approved foam. Consult staff should you have questions regarding acceptable materials. Weapons have traditionally used 5/8" green Climatube 80 pipe insulation, but the parent company has discontinued that foam. Suitable replacement foam can be found through McMaster-Carr at 404-346-7000 or online at www.mcmaster.com. Search for polyethylene pipe insulation. The product numbers for unslit foam that fits various cores are below:

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Ultralight .410 and .505 core Part #4530K161 Ultralight .610 core Part #4530K162 Ultralight .750 core 3/4" CPVC 3/4" PVC Part #4530K163 1" PVC and 7/8" Aluminum Part#4530K165 All wall thicknesses must be at least 5/8" thick. For shield edges, use part #4734K151 which is a slit, self sealing foam that is easy to apply around the edges of a shield. The pipe foam should fit snugly over the pipe without rattling. If the foam is too big, you may add a strip of weather insulation to the core or use strapping tape to pad out the core at three or four points. We prefer to use weapons with a diameter of around 2, but we allow a wedge to be removed from the pipe foam to be so long as the diameter of the weapon is no less than 1 and 3/4. We reserve the right to restrict such weapons if this proves to be problematic. The pipe insulation must extend past the end of every core by at least 1 and the resulting hole must be filled with a rolled up bit of pipe insulation. Use strapping tape to hold in the filler. Once the basic padding is added, you may add extra padding to two handed weapons using another layer of pipe insulation cut in half to fit over the foam. You may also use a narrow strip of open cell foam. Weapon heads are also made from open cell foam. Attach the extra padding with strapping tape to prepare it for the final layer of duct or kite tape. It is suggested that two handed weapons, particularly staves, cover the grip area or at least most of the grip area with a thin walled pipe insulation to protect against accidental contact with the grip. This is not required unless a player is reported to hit opponents frequently with the grip of the weapon.
2.16.2.1.3

Cross guards and hand guards may be added to blades using pipe insulation or similar materials. All guards must have give and be deemed safe by the staff.
2.16.2.1.4

Adding the Pommel

If the weapon is a blade it will need a pommel. Pipe insulation must extend past both ends of the core by at least 1 and the resulting hole must be filled with a rolled up bit of pipe insulation. Use strapping tape to hold in the filler.
2.16.2.1.5

Adding the Thrusting Tip

The tip of the striking surface must have a thrusting tip. This tip is 2 of open cell foam. Longer thrusting tips tend to bend. Cut the foam to cover the tip. Take a length of tape and place it so it goes across the end of the tip and down both sides, attaching the tip to the weapon. If the tip is round, use a razor to cut the corners so the tape conforms to the tip. Now add another piece of tape so it goes across the end and down the exposed sides of the foam tip. Use a razor to cut the corners so the tape overlaps slightly and conforms to the tip. Finally, poke many tiny holes all over the tip so the air can escape and the tip can contract and expand freely. If the weapon uses other open cell foam, you might find that when the foam compresses that the tape wrinkles as it sticks to itself. You can prevent this by covering the open cell foam with plastic wrap used for food storage or a plastic grocery bag before taping over the foam.
2.16.2.1.6

Cover with Tape

Adding Cross Guards


AfterMath LARP Rulebook- Draft. .

You may now cover the entire weapon with tape. Duct tape or Kite tape is allowed. The tape should run down the length of the weapon and have a slight overlap. It should not be wrapped in a spiral around the blade. Even duct tape varies in weight and thickness, so you should look for a thinner, light tape. The majority of the weapon should be black or gray where there is metal, and black or brown where there is wood. Bright

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colors are not allowed as the primary color of the weapon, though decorations are allowed.
2.16.2.2

Thrown Weapons
Packets

2.16.2.2.1

Packets are small bean bags that are thrown to represent magical attacks or special powers. They should be made of stretchable fabric and filled with birdseed. You should use only small birdseed with no larger or sharper seeds. A square of fabric is pulled around the birdseed and its corners are gathered together to form a tail and closed up with strapping tape or rubber bands. You may also sew a packet shut. Sealing the packet with other types of tape will be allowed on a case by case basis, and the packet should have give in any case (meaning pack them loosely they should not do real-life physical damage on impact). Packets with any other material inside will not be allowed. The head of the packet should be between 1 and 1.5 inches in diameter, and the tail behind the tape should not be longer than 4 inches. The fabric must be stretchable and cannot be pulled so tight that it no longer has give. You should be able to squeeze the center of the packet and almost touch your fingers together. 2.16.2.2.2 Other thrown Weapons (Repeated here from 2.16.1.13) Thrown weapons may be weighted with birdseed, but at least 5/8 of foam must be between the birdseed and the surface. The following are some guidelines that should be followed: 1. There should be no sharp edges. 2. The weapon should be made totally out of padded foam. 3. On aerodynamic weapons (javelins, large darts, spears) a thrusting tip should be used to add extra protection, unless they are entirely made of foam. 4. The weapon should not be able to knock someone back when thrown.

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2.17

Production

In AfterMath we have several production skills. These are used to allow players to create various useful items that can affect the game. Each production skill is different but they do have some common rules in regards to their creation. For a list of known production items please see: 3.7 1) All production skills require some type of directions or instructions. This is usually a blueprint or recipe of some sort. The directions must be present when the item is being created. Some directions are required to be used as part of the creation of the item. This will destroy the directions in the process. This requirement will be listed on the write up. 2) To create an item you must be in a Workshop. A workshop is a central location designated by the plot team where different labs are able to be created, maintained, and used. The Workshop will have blank tags, empty bags, phys reps, and a place to store used components and Amps. 3) It takes one minute per level of the item to create. So a level five item takes five minutes. The whole time youre working on an item you must be role playing its construction using the various tools in your lab. Filling out the Tag is not part of this role-play and should be done before or after the role playing construction. 4) When you finish creating the item you will write on a Master Item Tag all rules and fill everything out completely. It must be written legibly so that anyone can read the tag. A portion of this tag will be removed and placed with all components and any other spent items and placed in a creation bag that is provided. Then all used items in the creation bag are deposited into the Waste Bin. If a component is too big to be put into the AfterMath LARP Rulebook- Draft. .

Waste Bin it should be tagged with a Red Tag and a small hand written note should be added in the creation bag to indicate it was used. 5) Obviously no item can be created if you are missing any components, directions, or other required items. If in the process of building an item you realize that you are missing something, you must stop and retrieve whatever item you are missing. Then you must start over. 6) All production items, unless otherwise stated/labeled are considered Green Tag.

2.18

Traps

Traps are devices or substances set to deliver an effect to anyone who disturbs them or attempts to get past them. Anyone can avoid a trap, but no one can attempt to manipulate a trap by moving it, disarming it, or affecting the individual components unless they have a skill that allows them to do so. Most traps will cause an effect to the person who set them off. If someone manages to trigger a trap with a thrown object, then the object will take the effect instead. If the trap affects the entire room or corridor, then this trick will not provide much help. Some traps will work multiple times, while some will work once. If an item is causing a trap to go off continuously then anyone who touches the item will take the effect. If a trap is set in a small box, chest, or other enclosed area no larger than 3 feet in any dimension then setting it off will destroy everything inside the area. Coins, items, paper, and everything else inside will be destroyed and cannot be removed from the box. If any living creature has somehow crawled into an enclosed area no more than 3 feet in any dimension with a trap and the trap goes off then that fool will be killed instantly.

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There are four types of traps:


2.18.1

character with an appropriate skill may wipe the substance off a surface with a cloth or cloth like substance, but the contact poison is destroyed in the process. An item with contact poison is considered a Red Sticker item. The fumes and burning of the poison are overwhelming, even to a character that is immune to it. The object cannot be moved from its place or handled until the poison is removed by a character with the appropriate skill to do so.

These traps make a snap sound when they go off. They are represented by mousetraps, party poppers, and snaps. These traps cause 2 Damage to whoever sets them off.
2.18.2

Snap Trap

These traps make an electronic sound of some kind when they are set off. Sounds used for these traps include beepers, buzzers, and electronic sound effects like the moaning of a rigged welcome mat you might find at Halloween. These traps cause 5 Damage to whoever sets them off.
2.18.3

Buzzer Trap

2.18

Shackles

When these traps are set off you will hear a trap sound and a voice will call out a verbal associated with them. Whoever set the trap off must take the effect of that verbal. If no verbal is present, then the sound determines the type of trap as described above.
2.18.4

Verbal Trap

Shackles are a prop that bind the wrists or legs of a character. An in game lock is affixed to each prop to represent the locking mechanism of that prop. The prop must be loose enough to remain comfortable and, for safety, the player must be able to easily remove the prop if an out of game need arises. Shackles can only be placed on a helpless or willing character if the lock is open. You place the shackle prop on the helpless or willing target and close the lock. Shackles placed on the arm restrict movement and make it impossible to use any skill that requires that the arms must be free, including using weapons, using packet attacks, and using First Aid. You may use a skill that allows you to attempt to open a game lock on your own shackles. Shackles placed on the legs make it impossible to run and restrict movement to the extent of the shackles. A prop placed on the ankles must be constructed to allow the player to stand and walk slowly. Shackles can be removed by opening the lock or by using the Escape Artist skill (3.6) to remove them.

Gas Trap

A magical trap, but the verbal will begin with the words "To the Room..." Everybody in the room will take the effect. This trap only works in an enclosed room with normal doorways and corridors leaving it. The trap will affect you if any part of you is within the room when the trap goes off.

2.19

Contact Poison

This attack is represented by petroleum jelly. If you touch the jelly with bare skin, you will take an effect of "5 Damage by Poison." A character with the appropriate skill may apply such a substance directly from the vial it was created in. Once applied to a surface, the jelly cannot be scraped off onto another object. Only a AfterMath LARP Rulebook- Draft. .

2.19

Verbal Modifiers

There are certain phrases that can be added to verbals to change the effect. These can modify the duration or add additional effects to an attack. For simplicity,

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a single attack can only be modified by one of verbal modifier.


2.19.1

One single delivery causes multiple attacks to affect the target. "Double" causes two of the specified attack to be delivered, while "Triple" causes three attacks to be delivered. Each attack requires a separate defense. Example: A wizard calls out "Triple 10 Damage by Fire" and throws a packet that hits you. You must take three "10 Damage by Fire" attacks. "Resist Fire" would negate one of these attacks and you would still take two attacks. You may use multiple defenses against these attacks.
2.19.2

Double and Triple

would negate the Paralyze effect. The defense "Resist Weapon" would negate the Damage effect. A skill that negates one melee strike would negate the entire attack.
2.19.3

Permanent

Someone precedes an attack verbal with "Permanent" and calls out an effect with a duration. The effect will last at least for the remainder of the event. Permanent effects may not be removed by resting, but may still be removed by the Cure effect. In AfterMath, if you end the event with a Permanent effect, you must submit to plot a description of the effect and how you received it.
2.19.4

Two effects can be chained in one attack. The verbal should name the effects with an "and" between them. If both effects have the same trait then the trait is called only at the end of the attack. If both effects have different traits then a trait is called for each effect. A defense that negates one of the effects or one of the traits if they are different would only affect that portion of the attack. In the case where both effects have the same trait, however, a defense that negated the appropriate trait would negate all effects. The attack is still considered a single melee, missile, or packet attack so a defense that negates a hit from a specific delivery such as melee, missile, or packet will negate the entire attack. Example: A spider calls out "Drain and Slow by Poison" and hits a player with a packet. The defense "Resist Poison" would negate the entire attack. The defense "Resist Slow" would negate the Slow effect, but the character would still be affected by the Drain effect. If the character had both "Resist Slow" and "Resist Drain" defenses then both could be used to negate the effects of the attack. Example: A wraith calls out "Paralyze by Fear and 2 Damage" and hits the player with a melee attack. The defense "Resist Fear"

Chained Effects

Someone precedes an attack verbal with "Short" and calls out an effect that has a duration. That effect instead lasts until you rest for 10 seconds. If used with Frenzy, the effect will only last 10 seconds.
2.20

Short

Numeric Modifiers
Any skill or ability that boosts the numeric value of another skill such as damage or armor is called a numeric modifier. Numeric modifiers that come from skills and boost static values such as armor or vitality are called permanent modifiers. Numeric modifiers that come from Grant effects or Imbue effects are called temporary modifiers. No numeric value can be modified by more than one permanent modifier and one temporary modifier. If you receive an additional modifier when you already have a modifier in place you choose which numeric modifier to keep and the other modifier effect ends. Only skills that specifically say "This modifier stacks with..." are exceptions to this rule. Example: Travis is wearing 3 points of armor and has a skill that increases his armor by 1. His armor is currently 4. He receives a Grant 1 Armor effect and since this is a temporary modifier it Page 38 of 185 .

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can be used with his skill. His armor increases to 5. Later he gains an Imbue effect that increases his armor by 2. He cannot use both the Imbue effect and the Grant effect so he chooses to keep the higher Imbue effect and end the Grant effect. His armor is 6.

2.21

Guns and Bullets

In AfterMath we use Gun Combat. To simulate guns we use AfterMath approved foam launching guns (typically NERF). All weapons must be approved by a safety marshal prior to coming into game each event. Also all modifications must be discussed with a Marshal before they can come into game. Modifications to a weapon typically have much more scrutiny as they can pose a safety concern and can cause some balance issues. Because in the real world bullets make loud bangs and NERF bullets do not make an audible change when being dry fired, you may never intentionally dry fire a weapon. However, an unloaded gun may still be used to threaten someone with. Any projectile attack that has no verbal causes 3 points of damage and will cause enemies to become unstable when they fall unconscious just like called melee attacks. However, this is still considered uncalled damage for the purposes of skills that can resist uncalled damage. If you have an ability to resist uncalled damage you may use it on bullets, unless someone actually calls damage with them. If any additional skills are used when firing the gun, they must be called as per normal procedures. When fired all darts must be collected and go through an examination before being fired again. As such you may not pick up bullets and fire them again. You are required to bring them to a safety marshal (usually an InGame approved Fixer) to have them checked before using again. There is typically an IG charge for this service. Some NPCs are trained as safety marshals and have the ability to check their darts between cycles. During cycles NPCs are not allowed to check bullets and fire them, they must wait until AfterMath LARP Rulebook- Draft. .

they recycle unless they have an approved IG fixer with them who takes the appropriate time to do this. Bullets belonging to PC or those that belong to NPCs/Monster Camp are considered red tagged items. They can be given out as treasure but not stolen. If they are given as treasure their will be an accompanying effect card indicating if they are charged. If no effect card is available, and the NPC does not indicate the bullets status, then they should be considered empty and needing to be charged. If your weapon jams in a way that the bullet does not actually leave the gun, you do not need to expend the attributes for the shot. Similarly, if the weapon misfires such that the bullet dribbles out of the end of the barrel attributes are not wasted. As a guideline, if the bullet travels less than one foot from the end of the gun, as if the gun was laying on the ground, it's a dribble. This does not affect the charge of the bullet.

Food and Living Maintenance


2.22 2.22.1

Regular

Regular food and living maintenance will be typically 10 Amps. The cost may vary due to in game events such as a change in the economy. It is done at the beginning of the next event, tavern night, or adventure day your PC attends. If it is not paid then you will start to starve (see Effects of Starvation). The payment is NOT cumulative, so if you miss an event you do NOT have to pay for the event you missed, but at the beginning of the event you are at you must pay the normal cost (unless you are starving (see Effects of Starvation)). Some effects, skills, and spells can wave the cost of Food and Living Maintenance. If it is an effect or a spell that is temporary and not on the character card an effect card must be Page 39 of 185

presented to the Logistics team in place of the maintenance money. If it is a skill or effect that is on the character card, the character card must be presented. Adventure Days, Tavern Nights, and Full Weekend Events all have maintenance but the cost is different based on the type of event. Full Weekend Events- Full Maintenance Adventure Days- Half Maintenance Tavern Night- Half Maintenance Note: If a character must pay extra maintenance other than the normal cost, the player will have to pay the difference between their maintenance and the extra, unless the effect given to them specifically dictates otherwise. Example: if the cost is double maintenance for a character, so they owe 20 Amps and they receive something that waves normal maintenance they would have to pay only the 10 AMP difference.
2.22.2

Example: if the cost was 10 Amps and the cost for Good Life is 20 Amps then the player would only have to pay 10 Amps.
2.22.3

High Life

Living the High Life costs more then Good Life Maintenance. As it represents you eating better and living in better conditions then even those who live the Good Life, the cost for High Life food and living is quadruple the normal cost but you gain the benefits of both. It will give the character an extra Essence and an extra vitality for the whole event, raising the maximum for the event, but the Essence increase does not effect the vitality calculation. This must be noted on the character card at the beginning of the event when it is purchased. Some effects, skills, and spells can waive the cost of High Life Food and/or Living Maintenance. If it is an effect or a spell that is temporary and not on the character card an effect card must be presented to the Records team in place of the maintenance money. If it is a skill or effect that is on the character card, the character card must be presented. If for some reason the normal cost is waived then the player is able to buy High Life for the difference between the two costs. Example: if the cost was 10 Amps and the cost for High Life is 40 Amps then the player would only have to pay 30 Amps.
2.23.4

Good Life

Living the Good Life costs more than Regular Living Maintenance. As it represents you eating better and staying in better conditions, the cost to live a Good Life for food and living is double the normal cost. It will give the character an extra vitality for the whole event, raising the maximum for the event. This must be noted on the character card at the beginning of the event when it is purchased. Some effects, skills, and spells can wave the cost of Good Life Food and Living Maintenance. If it is an effect or a spell that is temporary and not on the character card an effect card must be presented to the Records team in place of the maintenance money. If it is a skill or effect that is on the character card, the character card must be presented. If for some reason the normal cost is waived then the player is able to buy Good Life for the difference between the two costs.

The Maintenance cost is paid at the beginning of every event, adventure day, or tavern night. Those who fail to pay this cost will find themselves weaker by one Essence point to represent the effects of starvation and exposure to the elements, and they will gain the 'Starvation' trait till the effect is lifted. This reduction is cumulative for each event this cost is not paid. Recovering requires you to pay all previous costs. If your Essence is ever reduced to 0 because of Starvation you will perish and you must visit Death's Gate when you enter game on the event in which Page 40 of 185 .

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this has happened. After resurrecting you will no longer have the Starvation trait and will be back to normal. There are some skills, effects, and spells that can remove this effect from you. At the next event you must present the removal effect card as well as any Maintenance cost owed (if any).

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3.0

Chapter Three

Character Creation
Now that you have read all the core rules, you know how to play AfterMath! The rest of the data here is for building your character and going over the AfterMath world. Now to create your character you will need a few elements. This would include your race, racial advantages / disadvantages, skills, and/or spells. But before you can get to that you must understand how character points will work.
3.2

Character Attributes

3.1

Character Points

Each character has 5 attributes. These attributes have nothing to do with your characters actual abilities but they are used to power your skills and spells. These attributes are Brawn, Wits, Willpower, Agility, and Essence. Each attribute tries to be reflected by the type of action that is being made. Attributes can be raised by spending 2 CP times its current rating. An example of that would to go from a Brawn of 2 to 3 it would cost 4 CP. To go from 3 to 4 it would cost 6CP. Characters start out with 2 points in each attribute unless their race dictates otherwise. As stated previously Vitality is based Brawn+Essence divided by 2, rounded down. on

All characters start with 20 Character Points (CP) to place in your character. These can be spent or saved till later. There is no level in AfterMath. So when you attend an event or assist the AfterMath staff in some way you gain CP instead. The CP gains will be the following: Character History: 3 CP once ever Donations: 0.5 CP 5 CP Event: 1 CP * Event Clean Up: 0.5 CP Event Setup: 0.5 CP Event Staff: 0.5 CP 5 CP Module Days: 0.5 CP * Post Event Letter (PEL): 1 CP ** Tavern Nights: 0.5 CP * AfterMath has a limit to the number of non-event CP you can gain in a year, that limit is 20 per calendar year. * Does not affect total CP gain in the given year ** Must be submitted within 14 calendar days of the Event/Module day/Tavern Night to receive credit. Module Day/Tavern Night PELs are worth half.

3.2.1

Essence use has different requirements than other attributes. By spending a point of your Essence attribute you must spend 5 minutes to role-play a ritual that is thematically correct for your character. Examples would be: a character who is a Fixer tinkering around in their shop for the five minutes, a Martial Artist who goes through a Kata, a Gunslinger breaking down and cleaning his gun, and/or anything creative you can come up with. After this ritual is completed all effects on the character, positive or negative and unless stated otherwise, will be removed. This time does count as resting time. After the ritual, all Attributes, with the exception of Essence and Vitality, are refreshed back to full. The ritual can be interrupted by you choosing to stop, taking damage, or if any adverse condition should affect you. If this occurs, you do not refresh your attributes and Page 42 of 185 .

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may start again. Note that the ritual can be modified depending on the situation, but the base of the ritual should remain the same. Example: A character that chooses cooking as their ritual might carry a bowl with them and use the bowl to make sugar water by adding water and then stirring in sugar for the 5 minutes. They could not choose to stretch for 5 minutes instead of cook.

3.4

Character Races

Within AfterMath there are several different character races. Each has their own flavor, likes, and dislikes. Though there is a great amount of diversity in these races all players should attempt to role-play them correctly. Each race has a culture that directs them, it is extremely rare for there to be an Ashuran who likes combat, a Kesamalani who is a coward, or an Old Blood who truly loves an Unclean. As such it can and probably will be dangerous to break those broad stereotypes. Doing so will breed disenchantment from others who follow the racial packet and try to expand on the racial culture. If you would like to be adaptable and have less restrictive rules placed on your characters role-play, you should play a New Blood since these are the most diverse. They represent the majority of the denizens in Astoria. All other races have a strong culture and as such it is very difficult to play something outside the norm. Luckily each race is pretty diverse within its role-playing guidelines. There are mean Ashurans, nice Old Bloods, friendly Kesamalani, and even likable Unclean. But at their heart each follows their races guidelines. If you have any questions then make sure to talk to the Directing Staff before you play.

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Races of Astoria:
3.4.1

and share their progress in the Great Work of bringing peace to all Kallante. Racial Requirements: A gem in the center of the forehead, sometimes surrounded by two to six more. Black may not be used. Racial Abilities: Advantages 0 CP Born to Heal- May take Doctor and Priest Focus for 1 less CP 0/3 CP Stabilize The first rank of this advantage is free and allows the Ashuran to stabilize the target, with only 3 seconds of role play, three times per Essence refresh. For three CP it is an unlimited amount of these stabilizes. 1/2/3 CP Hands of the Healer For each purchase of this advantage the Ashuran gains 5 Heal by Will that they can use in any increment. These points of healing are reset with each use of Essence to refresh. Example: Travis the Ashuran has bought all three ranks of this advantage. He can heal any increment up to 15 by stating Heal X by will Once he is out of healing and uses his Essence to refresh the rest of his attributes, his healing is also restored. 3 CP- Cleansing the Body- Cure Disease by Will1 Brawn 3 CP- Healing the Sick- Cure Poison by Will- 1 Brawn 5 CP- Sacrifice During the death count of a target, the Ashuran may start a ritual that imbues both parties with the spirit trait immediately. From the time that the Ashuran and the target become spirits there is a Ritual that the Ashuran must perform that lasts at least a minute. At the end of that time Both spirits then head to Deaths Gate and the Ashuran has the opportunity to try to convince the Gambler to spare the spirit and allow them both to pass through Deaths Gate unharmed. The Gambler does not always agree and has been known to punish those who abuse this ability. Disadvantages Focus of the Healer- Cost an additional 2 CP for all weapon skills (including Small Weapons) Fragile- -1 Vitality Shunning the Violence- Cost Double CP for Warrior or Rogue Disciplines

Ashurans

The most respected race on the face of Kallante, they are loved and welcomed almost everywhere. Their entire culture is founded on the virtues of Compassion and Humility. They see themselves as servants to all other intelligent life, to teach them the Two Virtues by example. They offer their considerable healing abilities to anyone that needs them. Most people consider it very bad luck to harm an Ashuran, let alone slay one. The Kesamalani wont harm them, but they despise their pacifist way of life. The Unclean do their best to avoid them, because otherwise the Ashurans compulsively try to cure them. This is often a long and painful and always profitless process. They are pacifists, avoiding combat whenever they can. When forced to fight they will use non-lethal means. Their pacifism only extends to intelligent beings. They are free to fight against animals and constructs. If in doubt, they will always err on the side of caution. Ashurans can be identified by the patterns of gems that naturally grow in their foreheads. There is always one large one in the center, and then anywhere between six and twelve across the rest of the forehead. Patterns among family members are often very similar, both in position and color. Black is the only color never seen. The center gem, is called the Shudai-amnith or Minds Eye. This gem reveals the primary trait or focus of that person. The known color matches are: Green is Honesty, Blue is Hope, Yellow is Empathy, Red is Courage, Purple is Justice, Orange is Happiness, White is Calmness, Clear/Silver is Compassion, and Gold is Humility. Gold is the rarest, and is called by many the Genkuret Kish or Servants Crown. Robes in solid colors are the common mode of dress for both male and female alike. They usually are belted with enough pouches for their healing gear. If jewelry is worn, it will be simple in fashion. The Ashurans regard both sexes as completely equal in all regards. They have no known settlements of their own and live among all the other races. In most settlements there can be found a Sanctuary built and run by the Ashurans. There they practice healing and young Ashurans learn of the Two Virtues. It will be run by an Amnakoi which means Guide. These elder Ashurans watch over the younger ones and offer guidance and support. They also have a great council spread out across Kallante, whose members collect information on healing methods

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Children of Ektur (Ehk-TOOR)


3.4.2

Racial Abilities: Advantages 0 CP- Craftsmen: -1 CP to all production skills 1/1/1/2 CP Exoskeleton - Natural ArmorAll Children of Ektur start with one point of armor for free. Up to 5 points of armor may be bought. Armor refits with 1 minute of Role-play. The armor may be refit even when drained or moving. Due to the Exoskeleton Children of Ektur may not wear armor of any type, nor can they gain armor of any type other than their Exoskeleton, including Grant effects. This armor does not go away when hit with a simple drain. However, a Drain Armor effect will still affect them. 2 CP Secrete Poison - Apply to Weapon or Claw with 10 seconds of role-play-Agony by Poison. This may also be thrown as a packet. Cost: 1 of any stat. Disadvantages Hive Separation - All negative effects with the Will Trait are doubled Example: if they are hit with a 3 Damage and Stun by Will and it affects the Child of Ektur, they would take 6 points of damage and Double Stun instead of just 3 damage and one Stun. If this effect was stopped by a Shield and did not actually affect the Ektur, this would not yet be doubled. This effect would take two resists for an Ektur to negate or one shield. One Mind Alone- All Stun effects act as if they had a Double Effect on them unless two Children of Ektur are within sight of each other.- (Example if they are hit with a Stun by Force, it affects the Children of Ektur as if it was a Double Stun by Force, taking two defenses to block)

This armor plated race of hive dwellers is normally extremely xenophobic. They have a rigid caste system and most have no contact with other races. A few decades back, the six rulers of the Great Hives decided there was a need for greater contact with the other races of the world. They engineered a special breed of drone, giving them almost full autonomy and set them to act as eyes, ears and public relations in the world outside the Hives. They are required to report back every year or so to relate their experiences. Some say it is a preparation for an attempt to rule the world, but many have benefited from trading with the Hives and see it as an attempt to adapt to their surroundings. It is clear that they are originally from another world than this one. When asked they always refer to themselves as the Children or the Child of Ektur. Whether this is a high queen of their race, their home world or a Power is unknown. The Hives export minerals and metals dug from beneath the earth, a very powerful alcoholic beverage called Yalakan (commonly called Bug Juice) and very strong fabrics of unknown origin. They are also known as the greatest of crafters. The Caste system is as follows; Mnemarchs (Hive Queens), Autarchs (General/Consorts), Hajtur (Handmaidens), Turgri (Craft masters), Ebektur (Agent/Adventurers), Durankaj (soldiers), Pangri (Craft workers), and lastly the Panturj, the common laborers. Even though the Ebektur do not generally reside in the hive they still retain much of the Ektur beliefs. They have no use for non productive members of their society. An Ektur who is disabled or not otherwise able to contribute is destroyed. Ektur do not understand beggars, or thieves, or anyone who does not produce something tangible for a living. Even the soldier castes of the Ektur have secondary work in one of the Crafts. Only the Ebektur are commonly seen outside of Hive lands. Costume Requirements: Red Makeup with black polygonal designs on all exposed skin.

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Guardian (Elemental Kin, Star bound, Slaves)


3.4.3

There are six types of guardians, Air, Earth, Fire, Force, Radiation, and Water. Each guardian is created by capturing a spirit and forcing them to take physical form. When this happens they are bound to a new life and forget there past existence. To do this the Nothreik must get an item in its pure form and bind it to a bottle. This bottle if held/bound to a Nothreik allows the Guardian to reform many times. If it is not bound to a Nothreik then a Guardian is only able to reform twice. Each Guardian is an aspect of there element. The Earth Guardians tend to be very stubborn and direct. Fire tends to be passionate, Air tends to be flighty and hard to keep in one place, Water tends to adapt. Radiation tends to be very destructive and finally Force tends to be full of life. The biggest part of the Guardians life is there servitude to the Nothreik. Only this race holds the secret on their creation and part of the spell connects the two races together. This gives the Nothreik a great deal of power of the Guardians. As a gift for their servitude the Guardians are not only physical but they are also able to keep this form for a great deal of time. The only way a Guardian is able to be set free is to have their bottle given to them (they can not take it) or to die permanently and return to their energy form. Most Nothreik are viewed as property and do to the great deal of resources involved in there creation. As such it is very difficult for a Guardian to be released. The Nothreik that has the Guardians bottle has voice control over their servant. They are also able to discipline at will. If a Nothreik saw a Guardian who is free they might render them unconscious and take their bottle from them. Once they have it they can start to bind themselves to it effectively enslaving the creature. This is typically looked down upon unless there is a good reason. When a guardian reforms they always form at there bottle. As such it is best to be very careful with its placement, if a Nothreik does not have it bound to them then the Guardian must keep it with them. These are safety measures that the Nothreik placed in the binding spell that allows them to control the race better. Most Guardians do not see themselves as slaves, but as servants given a gift. They get to exist in exchange for servitude. Without the binding they

would be one with their elemental energy and would not experience any life. The concept of freedom is very alien to them; after all they were only beings of energy with no sense of self before, now they are given life. Makeup Each Element has different motifs. Different advantages add additional makeup requirements as the Guardian gets more in touch with there elemental nature. The Guardians makeup starts with the baseline below: Air: White swirls off of one eye. Earth: Brown and Black around one eye. Fire: Red and Yellow flames around one eye. Force: Lightning Streaks off of one eye Radiation: Orange around one eye. Water: Blue around one eye. Racial Abilities: Advantages: Guardian Abilities 1 CP- Death Whisper- When the Guardian dies they are able to travel directly to their Nothreik as a Spirit of the Dead. Upon reaching the Nothreik they are able to say 10 words in a whisper and then they must travel directly to Deaths Gate. This can not take longer then 10 minutes or the Guardian will then travel to Deaths Gate. 2 CP- Directing the Energy- The Guardian may direct their element to both hurt others and heal themselves. The Guardian spends 1 Any and may throw a 3 damage by (their element). If this attack is successful and the target has role-played the attack, the Guardian also calls Heal 3 to Self. You may only use your own element as an attack. Fire Guardians only use fire; Force Guardians only use force, etc. 2 CP- One with (element) - The Guardian gains environmental immunity to self which functions identical to the sorcerer spell One with (element name). The guardian is restricted to purchasing this for their element only and as a result, may never purchase the opposite One with (element) even if they purchase all the pre-requisites for the Sorcerer spell. 1 any 3 CP- Bound Life (Pre-req- Death Whisper) The Nothreik and the Guardian are completely bound both body and soul. This ability gives the Guardian the ability to resurrect their Nothreik when the Nothreik is in spirit form prior to the Nothreik going to Death Gate. Cure Death to Spirit by Will. This will only work on the Guardians bound Nothreik. This is the only thing that can interrupt a Spirit Vengeance. Cost 1 Essence.

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4 CP- Harness the Elements (Guardian Specific) - Must put racial makeup over both eyes. This will function identical to the Harness the Elements sorcerer effect except that the Guardian is not required to carry a staff and they may only throw their own element. Example: A Radiation Guardian may only throw 1 damage by Radiation. This skill does not exclude them from purchasing the Sorcerer Skill Harness the Elements.
Air 2 CP - Uncontrollable GustGuardian- Packet- 6 Syllable Incant- Slam by Air- 1 Any Nothreik- Resist Slam- Resist- 2 Agility 0 CP - Spirit of the Air Guardian- Resist Air- Resist and Heal to Self - 1 Any Nothreik- Resist Air - Resist - 2 Any

Radiation 2 CP - Overexposure Guardian- Packet- 6 Syllable Incant- Agony by Radiation 1 Any Nothreik- Packet- 10 Syllable Incant- Agony by Radiation 1 Willpower 0 CP Spirit of Radiation Guardian- Resist Radiation- Resist and Heal to self - 1 Any Nothreik- Resist Radiation- Resist - 2 Any

Water 2 CP - Drowning Rain Guardian- Packet- 6 Syllable Incant- Slow by Water- 1 Any Nothreik- Resist Slow 2 Wits 0 CP - Spirit of Water Guardian- Resist Water- Resist and Heal to Self - 1 Any Nothreik- Resist Water - Resist - 2 Any

Earth 2 CP - Broken BodyGuardian- Packet- 6 Syllable Incant- Root by Earth- 1 Any Nothreik- Resist Root- Resist- 1 Brawn 0 CP- Spirit of the Earth Guardian- Resist Earth- Resist and Heal to self - 1 Any Nothreik- Resist Earth- Resist - 2 Any

Disadvantages Bound Life and Soul- If the Nothreik is not at an AfterMath event or if the Guardian is no longer bound to a Nothreik they lose all racial abilities and only keep racial disadvantages Opposite Poles- Guardians take double damage from any Damage call from the opposite element. Fire Water; Air Earth; Force - Radiation Spirit Vengeance- When a bound Nothreik dies, they will proceed directly to the Guardian and inflict the Curse of Vengeance. The Nothreik does not get a choice in this and the Guardian is not able to resist or try to hinder this. Upon seeing the Nothreik as a spirit the Guardian must travel directly to the Nothreik to receive the Curse. The curse causes an irresistible instant death and turns the Guardian into a Spirit of the Dead. At the point of death the Guardian will then join the Nothreik as they travel to Deaths Gate. The Guardian is unable to use any ability to stop this curse such as Avoid, Shield, Parry etc. There is no way to stop it once its been placed upon you.

Fire 2 CP - Uncontrollable Heat Guardian- Packet- 6 Syllable Incant- Destroy by Fire1 Any Nothreik- Packet- 10 Syllable Incant- Disarm by Fire1 Brawn 0 CP - Spirit of Fire Guardian- Resist Fire- Resist and Heal to Self - 1 Any Nothreik- Resist Fire - Resist - 2 Any

Force 2 CP - Force Repel Guardian- Packet- 6 Syllable Incant- Repel by Force- 1 Any Nothreik- Packet- 10 Syllable Incant- Repel by Force1 Wits 0 CP - Spirit of Force Guardian- Resist Force- Resist and Heal to Self - 1 Any Nothreik- Resist Force - Resist - 1 Any

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Goriyani (Gor-E-yanee) (Imps, Darklings, Goats)


3.4.4

Racial Abilities: Advantages 0 CP- Strong Willed: +1 Willpower 2 CP- SPF 100- Resist Radiation- 1 Brawn 6CP- True Heritage- Immune to Radiation (prereq: SPF 100) Disadvantages The Price of Radiation: -1 to Brawn Attribute Weak Frame- Costs double for all Armor skills (including heavy armor and dex armor)

This race is one of the most distinctive and least numerous of the peoples you will find in the world today. They have sometimes have pitch-black skin but most have normal New Blood colored skin, and they all have anywhere from one to five horns protruding from their skulls. The horns vary greatly in size, shape, and placement. Although it is rare to find more Goriyani than two or three at once they can be met almost anywhere. They are great travelers, loving adventure for the sake of seeing new things alone. They love stories of all kinds, both listening to them and telling them. They consider magic and technology to be equally valuable, and have no particular ill-will towards any race. It is rare to find a Goriyani out of sorts, or acting in a rude fashion. Most Goriyani that you meet will be on their Ajan or becoming journey. When a Goriyani reaches 18 years of age, they MUST leave home and wander the world without returning for ten years. As long as they never stay in one place for more than three months at a time, what they do is up to them. At the end of that time they return home to tell their stories to the Kaha-Mari, reputedly a council of their wisest elders. Many travel with the caravans that are the lifelines for the cities and towns. Some learn trades, or act as wandering storytellers. They are valued companions in the Waste due to their resistance to radiation, and their familiarity with the dangers there. Here and there you will find older Goriyani in more established roles in society. These are usually Virjan, which is Guide or Teacher in the common tongue. They make themselves available to younger Goriyani to give guidance and support while on their Ajan. Goriyani tend to wear loose, light colored clothing, light blues and greens being the most common. The use of hair dyes is very popular, making their appearances even more striking. Some even paint their horns. Only death could stop me asking questions - Jeru Ajan, to an annoyed city guard. Death is its own Question - Horath Vir-Jan Racial Requirements: Either no make up or Black Makeup on all exposed skin. Must have 1 to 5 horns, minimum 1 length, affixed to the skull.

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Jinxies (Jinx-kin, Wind Spun, Gossamers, Delphs, Bane Urges)


3.4.5

Whats fear? -Addle, a newly spun Jinx-kin Racial Requirements: Purple or Blue makeup around the eyes, on the lips and fingernails. Typically have some sort of glitter on there skin but not required. Also Facial designs or artwork are encouraged but not mandatory. Racial Abilities: Advantages: 0 CP- Magic within the Blood- May take any focus under the Mystic Discipline at half cost rounded up. 1 CP Attune to Magic Resist (trait) costs 1 of any stat to use. Since Jinxies are essentially made of the different magics they find it easy to resist many forms of it. With each CP spent on this advantage the player may choose three traits from the list below. After 5 seconds of role-play they may expend any trait to resist a spell with the trait that they attuned to. There might be more that they can resist but they must find a Jinxie who knows how to resist it and get them to teach it to them. Traits: Air, Blood, Earth, Faith, Fire, Force, Ice, Lightning, Magic, Nature, Water, Radiation 3 CP- Sleight-of-Magic (Pre-Req Attune to Magic)- After resisting an effect using Attune to Magic the Jinxie is then able to throw 2 Damage by Magic within 10 seconds of being hit.- No additional attribute cost Disadvantages New to the World- -1 Wits Irresistible- -1 Willpower

One of the strangest races of Kallante, the Jinxies are mistrusted by many people due to their odd behavior and detached world view. They are commonly believed to be a spontaneous creation of pure magic. Even the Jinxies themselves do not know how they come to be, as they are spawned as fully grown adults. A popular legend is that whenever all four winds meet at the same place, a Jinxie is suddenly born on the spot. Whatever the cause, these wanderers take delight in all aspects of life, wandering wherever they can. They enjoy experience of any kind, though they never truly become attached to anything or anyone. Their emotions can change quickly from moment to moment although they never feel them very strongly. They tend to have short attention spans, becoming bored easily. Newer Jinx-kin may occasionally have inappropriate emotions, as they lack understanding in their interactions with other mortals. They have no society of their own, and it is rare to ever see more than a handful in any given place. They appear almost human, and are powerful wielders of magic. They have an inborn ability to absorb hostile spells and return them as pure magical bolts. They have a certain detachment from reality, they feel nothing deeply. They believed by many to bring bad luck (this rumor was probably started by wizards who like to throw their power around). Although Jinx-kin are gender specific, they cannot have children in the normal fashion, and are unable to interbreed with any other species. Their names and style of dress vary in the extreme. Late in life, some develop an obsession with becoming famous through some deed or other, so as to leave some mark upon the world before they leave it. With some it can be very extreme indeed, causing them to take insane risks. The Jinx-Kin have a universal love of parties and social gatherings of all kinds; many have become skilled social sycophants, at least for short periods of time. They have a fascination with the way other mortals interact with each other, and sometimes will pretend to similar emotions and desires, just to see where it goes. Ultimately their lack of emotional depth betrays them, ending their illusion. The only thing to fear is boredom! -Silken, Jinx-Kin

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Kesamalani (The Wildfolk, Sarks, Aggros)


3.4.6

part of a permitted duel. To break this law is death. Racial Requirements: Pointed Ears, Society Mark (tattoo of weapon visible on the face, see culture packet) Racial Abilities: Advantages 0 CP Weapon Heritage After choosing your Society and weapon that is associated with that society, you get a 2 CP discount to the purchase of either one handed weapon or two handed weapon proficiency of that society. Kesa'malani who wish to purchase a weapon type other than their family type will pay the full amount for that weapon type. 2 CP The Weapon Knows the Way When using the weapon of your society, a Kesamalani gains an Imbue, to be used on themselves immediately, which allows them a second use of a melee skill that requires a stat and involves the weapon. The second use must happen within the same battle, but it does not cost a second stat. 1-3 CP Improved Heightened Reflexes For each CP spent on this skill the user can add another attribute to the list of traits that can power the skill Heightened Reflexes. The only attribute that cannot be used to fuel this is Essence. Example: a Kesamalani who spends two points into this advantage could add Agility and Wits so that they can use those to power Heightened Reflexes as well as Willpower Disadvantages Hard to Control- All Frenzy effects count as a Doubled effect- (Example if they are hit with a Frenzy by Magic, it affects the Kesamalani as if it was a Double Frenzy by Magic, taking two defenses to block) Up Close and Personal- All Range Skills Cost double CP

The pointy-eared Wildfolk are completely tribal. They prefer a relatively primitive existence carved with strength and skill from natures heart. Although some that spend a lot of time among the more 'civilized' regions may learn the use of firearms, they all disdain them. Melee weapons are the heart and soul of a Kesamalani. In fact all of them, men and women, choose a weapon style at age thirteen, and this determines much of their life. A favorite maxim is its not a kill unless you get it on you. Although there are many tribes of the Kesamalani scattered throughout Kallante, each is divided further by Weapon Societies. These are called Malaniai. The Societies are Axe, Sword, Mace, and Staff which is usually only followed by Mages. There is also Dagger which is sneered at by most as being a Society for those unable to master a true weapon. A Society is more important than tribe, village or even family. Kesamalani are always dueling, although usually without loss of life. In their own societies they duel for rank and honor, between Societies and tribes they compete for glory and prestige for them and their Society. Almost all matters of justice, law and dispute among the Kesamalani are solved through combat, overseen by tribal elders. It is rumored that each Society has a special master attack, taught only to those that have proven worthy. A Kesamalani believes that part of his spirit resides in his weapons. To lose a weapon or to have it break is considered very bad luck. To make a weapon ready for use, a warrior must go through a ritual called Blooding in which he spills his own blood on the weapon. A Kesamalani NEVER touches another persons weapons without their permission, and even then only rarely and with need. In May of each year every Kesamalani village holds a huge three day feast and all warriors duel for glory and prestige. Their leaders for the next year are chosen by a vote of all competing warriors after the fighting is over. They also strongly believe that their spirits are tied to the land of their birth. When travelling, Kesamalani always carry something from home with them; a stone, a clod of earth, a flower or twig from a tree. If they lose this it is considered a terrible omen, and many will immediately flee for home when they discover the loss. Each tribe lives in semi-permanent camps, moving them several times a year in a specific pattern and range chosen by the Lonmalaai, the council of elders. Each tribe keeps a few permanent structures somewhere in there lands for the use of trade and tribal gatherings. No blood may be shed there unless

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3.4.7

Leshka

The forests keep many secrets, and among those secrets are the Leshka. The Leshka are a group of people that are primitive in respect to most other races. They prefer to spend their time in the forest rather than in the confines of a city. Cities are generally avoided because the people that build them have to clear the land, and that is unnecessary destruction of plant life. The Leshka hold plant life very dearly, sometimes above their own lives. They are said to be born of the Awakened Forests of Kallante. Some believe that the Leshka are forest spirits made flesh to punish those that destroy the forests. Whatever the origin of these green haired forest champions, they all believe that the forests and plant life are more important than technology. Technology is destructive and in its creation, plants are destroyed, therefore, they will tend to avoid it as much as possible. There are many tribes of the Leshka known as Phylum's. Sometimes they work together to destroy a particularly dangerous enemy, but mostly they travel apart. Members of the Phylum generally stay in or near their specific forests. Leshka will always go out of their way to greet fellow Leshka when traveling abroad, and will always offer one another aid. The leaders of the Leshka are the oldest and wisest in the Phylum. They are secretive and elusive and almost never leave the deep forest. As said before they are more interested in the preservation of the forest than the preservation of other races. They do not mind other races; however, there is one race in particular that they dont care particularly about, the Soulless, for they are nothing but technology. The quickest way to upset a Leshka, no matter what race you are, is to set fires throughout the forests, or destroy plant life with no reasoning behind it. The Leshka are not overly fanatical. They do recognize if someone is using a fire for warmth and food cooking. They dont mind so much if someone is in the forest and uses dead fall for fuel of such, but if chemicals are used or viable plant life is destroyed, or the fire is just let go, then the Leshka step in and that person steps out. The Leshka, tending to keep to the shadowed forests, most often wear clothing in the shades of greens, browns, or blues. They can wear other colors, but this is their preferred style of dress. Leather is also an appropriate clothing choice. Racial Requirements: Green lines around the eyes, green hair and lips. The hair can either be colored by hair color, or leaves and/or flowers can be

worked into the hair. Keep it in mind that should you choose the second option, there should be enough leaves and such in your hair to denote that you are Leshka. A player may change slightly the coloration of hair during seasonal changes, but it is not required. Racial Abilities: Advantages 0 CP- Live off the Light- No Normal Upkeep cost 2 CP- Natures Protection- Resist Poison- 1 Brawn 4 CP- Gift of the Forest (may only be bought once and may one choose one effect from the list below) Spikes- Packet- 3 Damage by Nature - 1 Any Acid Spray- Packet- Destroy by Nature - 1 Any Binding Roots- Packet- Root by Nature - 1 Any Pollen Burst- Disengage by Nature Must have Weapon in Hand - 1 Any 6 CP- Lifes Gift- Immune to Poison (pre-req: Natures Protection) Disadvantages Curse of the Burning Leaf- All Attacks with the Fire trait add the effect of Agony to the character. Natures Lust- +2 CP cost of the Fixer and Doctor Focus

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Old Blood, (Progenitors, True bloods, Obsols, Fossils)


3.4.8

Marriages are usually arranged to increase a families standing or power base. Marrying for love is rare, and often creates a huge scandal. Racial Requirements: Must dress in high style (similar to business suits or expensive looking cloths) AND have one of the 7 Main Family symbols prominently displayed on their costuming at all times (see culture packet) Racial Abilities: Advantages 0 CP- Master the Mind- Gain Psionic Focus for one CP less. 2 CP- Clarity of the Old Blood- May be purchased twice. For each purchase of this skill, the Old Blood may substitute this instead of an attribute for a Psionic Spell. This stacks with Concentration. 4 CP- Investments- Gain Money every event and gain triple starting money for the character. If purchased after character creation, the triple money does not apply. Disadvantages Un-resistant- Radiation effects that affect the Old Blood add the effects Agony and Slam Example- If the Old Blood is affected by 1 Damage by Radiation they will take one point of damage as well as be in agony and get slammed. Well-to-do- All starvation effects are double.

This is original race of the continent of Kallante. Unchanged by the horrors of the Great Destruct, they strive to reclaim the glories lost in that awful conflict. They tend to be obsessed with the past, clinging to the legends of before the war, when they were the masters of this planet. Bloodlines are of paramount importance, being able to list a long lineage untainted by any impurity, is a requirement for climbing the social ladder. Although they are not all cowards, the Old Bloods are cautious about risking any of their precious blood in risky ventures. They prefer to manipulate from behind the scenes, letting their money and lesser races do the work. Although they will work with other races as necessary, they despise them all, especially New Bloods and Unclean. They hide it well beneath a facade of gentility but they feel the new bloods are an abomination, usurpers of the Old Blood rule of Kallante. They maneuver amongst themselves as well; feuds and rivalries between individuals and families can last decades. However they rarely shed blood, as there are too few Old Bloods to risk wiping out a bloodline. The only race they get along well with are the Ashurans, mostly because they are the most useful allies. Most Old Bloods have an innate distrust of anything that smacks of Powers. They especially dislike the Unclean because it is considered the greatest of sins to be touched by one; no one knows how the disease is passed on. One touch could doom your children to be born as an Unclean. Most prefer to dress in the styles of before the Destruct, as inappropriate as they often are to the new world. They will also strive to at least appear as wealthy as they possibly can. Material wealth is the second most important status symbol among Old Bloods. Old Bloods in dire straits sometimes indenture themselves to a more powerful Old Blood in return for rewards in the future. These deals vary greatly depending on the individuals involved. Some Old Blood families are permanently indentured to greater families. These things are almost never spoken of in front of other races. Even indentured Old Bloods are treated better than other races of course. All marriages between Old Bloods must be ratified by the Genetic Purity Commission. This semi secretive organization works to ensure the continuance of important bloodlines without incurring the effects of inbreeding.

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3.4.9

Navians (Birds, Crows, Poop bombers)

Racial Abilities: Advantages 0 CP - Vestigial Flight A Navian can use their wings to their advantage. Should you make a miss-step, or land short on a physical challenge call Vestigial flight, spend 1 Any and you make take up to two steps in any direction but forward to get back to safety. 0 CP - Tinkerers Navians gain Engineering at one less CP per rank. 1/1/1/1/1 Power of the Wings For each CP spent on this advantage the Navian has a store of energy in their wings that can be used to power devices that need batteries. Each point, once used, will require an Amp to recharge it, and that can only be done after Essence is used to refresh traits. There must be a way of attaching the device to the wings, most commonly by a cord with a battery-like connection on it, in this game a Lego on a string will suffice. Disadvantages Forced Evolution Navians must spend a tech level one component in addition to their Amps for Maintenance. The use of the free component given by the search tech skill can be used for this. The Wings are the Way When a Navian is hit with a Destroy Wings they are also affected by an Agony. On top of that, until they get the wings repaired they may not use them for Vestigial Flight and all charges on the wings are lost and must be recharged per usual. Remembered Freedom When affected by a Root Navians must Role-play extreme discomfort and, after three seconds, Purge Root and Frenzy to Self. May not resist this effect.

The Navians are another race trapped here by the Great Destruct. They are obvious aviaforms, with mechanical wings that make them unique among the races of Kallan'te. They are avid users and hoarders of Technology and can spend a lifetime trying to harness higher and higher tech. This is a race of engineers and scientists who work hard to better themselves and their race through the wonders of technology. The Navians are known for their love of gadgets. Their home, Horizon, is rumored to have enough technology hidden within its walls to shame the Old Blood ORC and their great Soulless factories. Of course those are just rumors. One of the main aspects of the Navian Technocrats is their wings. It is said, that prior to the Great Destruct the Navians were fully airborne. They lived for the freedom of the skies and their whole society obsessed on that freedom. When Tormens Curse fell upon this winged race it took their ability to fly away, causing their wings to become brittle and withered. The technological minds of the Navian were able to create mechanical wings that could aesthetically please the Navians but unfortunately they were unable to safely give them the ability to fly again. Many Navians spend at least part of their life as adventurers or explorers, hoping for that one big score of Tech that will elevate them to near godhood. Of the forms of magic, Navians developed Technomancy, a blend of magic and technology. They sneer at tribal cultures, nature is not something to "be in harmony" with, but it is something to be mastered, controlled and exploited. They are also very leery of the Leshka, and their "fanatic" pro-nature ideals. Navian usually dress in the best armor they can find, adorned with as much technology as possible. This often has the side effect of making them very paranoid about the motives of others. A Navian who is robbed will stop at nothing to take vengeance. Costume Racial Requirements: Wings at least 2' long and 1' wide, (attached at shoulders) and must appear mechanical.

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3.4.10

New Blood (Amalgams, Inheritors, Tainted)

This is the most numerous of all the races of Kallante, making up about 50 percent of the population. They are descended from the original inhabitants of this world, the Old Bloods. They have been changed, both physically and socially to adapt to the ways of the new age. They can be found in every type of society and position. They tend to be confident and self sufficient, although any personality type can be found among them. There are a few common themes that run throughout almost all New blood cultures. Distaste for mind-altering magic is very common, possibly due to racial memories of things done to them during the Great Destruct. They also have a strong aversion to physical deformities and illness. Being around such things makes them very uncomfortable. Of course most that have training in healing arts overcome this phobia. Many are very superstitious, with many personal rituals to ward off sickness, ill luck or danger. A common gesture is to hold the right hand with the palm facing the heart, and flick the fingers outwards several times. This is used to ward off talk of evil things. They mix the closest with the Old Bloods, because of their genetic ties to them, but get along well with all races but the Unclean. They recognize the need to work well with others in this harsh new world. They prefer utilitarian clothing, function is more important than form. This is perhaps an unconscious rebellion against the imperious and fashion obsessed Old Bloods. Family is an important concept to them, although they are nowhere near as fanatical as the Old Bloods. Family is also less about bloodlines than it is about the deep bonding of love and friendship. Guilds, caravans, fellow adventurers can all be considered family depending on circumstance. You always want to have people at your back you can trust. Aside from this, even the most settled of New Bloods understands the transitory nature of life in the New World. People die or move on almost constantly, so enjoy them while you can. New Bloods, even those in specialized fields, rarely focus everything on skill or path. Because adaptability is so important, they almost always have a back-up skill or two. They are also the opposite of the Old Bloods, in that they usually prefer to do things themselves, in as direct and an efficient way as possible. Racial Requirements: None

Racial Abilities: Advantages 0 CP- Not Bound to the Norm- The New Blood has NO Advantages and NO Disadvantages at all. Taking this advantage can only be chosen at character creation and can not typically be changed. 0 CP Vigor of the Blood Using one any trait the user may resist a maim effect. (This is only allowed if the New Blood did not take Not Bound to the Norm) May Choose 2 from the following list: 3 CP- Ever Moving Feet- Resist Slow- 1 Agility 3 CP- Free Spirit- Resist Repel- 1 Willpower 3 CP The Next Link Normal Upkeep cost is reduced to 5 amps, the second purchase makes it 1 Amp. 3 CP- Resilient- +1 Toughness (Purchasable only once) 3 CP Strong Arm May call Three Damage with a melee weapon for 1 any trait. 3 CP- Will to Live- +30 seconds to Bleed Out Count (Purchasable only once) Disadvantages If the advantage Not Bound to the Norm is chosen you do not gain disadvantages. Must choose 2 from the following list at character creation: Butter Fingers-All Disarm effects are doubled. Easily Cracked- +1 damage from all Called Melee Damage Feeble Limbs All weakness effect act as a Maim as well. Scholar Trained- All Weapons (except Firearms and Heavy Weapons) cost 1 extra CP. Too much Radiation-1 in any attribute except Essence Unlucky- +1 damage from all Uncalled Bullet Damage

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3.4.11

Nothreik (The Exiles, Pales, Gloomies)

Racial Requirements: White skin on all exposed skin. Racial Abilities: Advantages 0 CP- Magic within the Blood- Gain Mystic Discipline for 1 and May take the Sorcerer Focus at -1 CP Cost 0 CP- Energize the Soul- The Nothreik is able to focus magic through their body. When using a Magic component they are able to infuse their soul with its magic. Using a single Magic 1 component a Nothreik is able to refresh their Essence with only 1 minute of role-play (instead of the normal 5). If they use a Magic 2 component they are able to do this instantly. Once this is done, the Nothreik must place the expended magic components into the Forge's recycle bin as soon as possible. The Search Magic free 'component' is not able to be used in this manner. 1 CP- Darkness in the Voice- Purge Silence By Darkness- No attribute cost- Must role-play meditation. 2 CP- Bound Guardian- Gain the ability to be bound to one Guardian, this may be purchased multiple times to gain multiple Guardians. This is not Guardian specific it is based on the number of Guardians. The Nothreik can only have as many Guardians as they have in the average of Willpower and Essence, rounded down. This racial ability gives the Nothreik the ability to gain racial abilities based on what the Guardian purchases. It also gives an Agony by Gesture to <Guardians name> by Will with no attribute cost and done at will. 2 CP- Bound Life (Pre-req- The Guardian must have Death Whisper) - The Nothreik and the Guardian are completely bound both body and soul. This ability gives the Nothreik the ability to resurrect their Guardian when the Guardian is in spirit form prior to them going to Death Gate. Cure Death to Spirit by Will. This will only work on the Nothreiks bound Guardian. Cost 1 Essence. If Nothreik has a bound Guardian when they die they must proceed directly to their Guardian and invoke the Curse of Vengeance. They do not have a choice on this and must proceed the moment they become a Spirit of the Dead directly to their Guardian. Upon invoking the Curse the Nothreik will head directly to Deaths Gate. To administer the Curse, the Nothreik travels to the Guardian and touches them with a packet (or boffer weapon) and says in a normal voice and 15

Brought from another dimension during the Great Destruct, the Nothreik are fiercely determined to keep their heritage and culture alive. Their home world had a much dimmer sun, and so they have a hard time dealing with the harsh sun of their new home. If at all possible they conduct most of their business at night. Their society is a strict matriarchal, with status between women determined by magical might. The ruler of a Nothreik city is called a Diachess, and she is always the most potent mage in her realm. There are only seven known Diachessa on Kallante, and they all work together well, as far as anyone knows. To become Diachess a female mage must challenge the reigning matriarch to a duel. These duels are always public, and always to the death. All adult female Nothreik are addressed as Mistress. A female without any magical ability can never hold any office, although they still must be addressed properly, and outrank any male. Males are not slaves, and by Nothreik law it is the responsibility of all females to care for and watch over them. A female convicted of mistreating a male runs the risk of being banished or worse. Conversely, a male who allows a female to die in his presence may be executed and banished. The Nothreik have a great love for elaborate and somber rituals, and this permeates all their social interaction. Formal greetings and farewells are especially important. They dress in darker colors which enhances the contrast of their pale skin. The higher their social station, the more elaborate they will dress, often with elegant hairstyles and jewelry. As a rule they tend to be somewhat morbid in their conversation and outlook. Riverfolk and Goriyani have the most trouble relating to the Nothreik, as their much more positive and cheerful outlooks tend to clash. Their usually isolated settlements are elaborate tunnel complexes that wind deep under the earth. Outsiders are only rarely allowed far into them, usually being restricted to visitor's quarters in the entrance areas. Nothreik have a deep need for privacy, even the lowest ranked among them have their own private room. Privacy is violated only with great need. For entertainment, they enjoy tragic plays and poetry, masquerade balls and they are avid players of chess. They have many agents belonging to other races, who gather information all over Kallante. The Nothreik often deal in intelligence, as a way of bargaining with neighboring settlements.

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syllable curse ending with Invoke Curse of Vengeance to <insert Guardians name> by Spirit Bound. You are able to make the wording of the curse up. If at any time during this call you receive a Cure Death to Spirit by Will it will interrupt this Curse. 2 CP- Focusing the Dark- Can be bought up to three times- While in the Dark the Nothreik can use this skill in place of any attribute cost. This skill refreshes when Essence is used. You cannot use this ability if any of these conditions occur: When outside the Sun is out at all, there is a full Moon with no cloud cover, when inside the Sun is shining into the room you are in, or non-filtered lights are on in the room you are in. Disadvantages Bound Life and Soul- If the Guardian is not at an AfterMath event or if the Nothreik is no longer bound to a Guardian they loose all special racial abilities and disadvantages (specific to the Guardian). Curse of the Light- minus 30 seconds to bleed out count when any of these conditions occur: When outside the Sun is out at all, there is a full Moon with no cloud cover, when inside the Sun is shining into the room you are in, or non-filtered lights are on in the room you are in. Lights Burning Sores- Take +1 Damage from all Called Damage when any of these conditions occur: When outside the Sun is out at all, there is a full Moon with no cloud cover, when inside the Sun is shining into the room you are in, or nonfiltered lights are on in the room you are in.

Special rules for the Nothreik: If the Nothreik covers themselves from head to toe with no exposed skin and is wearing a hood so that no light can shine on their faces, they may use their abilities that require them to be in the dark in addition to ignoring any of the disadvantages for being in the light. We wish to be very specific on this, if you fall down and are facing upwards and light is shining on your face, you would be considered in the light even if all other conditions are met.

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3.4.12

Riverfolk (Manders, Slinks, Gads)

matching colors. Racial Abilities: Advantages 0- Amphibian - allows unhindered movement in water areas as designated by module or plot 1 CP Re-grow Limb Self only Cure Maim by Will 10 Second RP No attribute cost 2 CP Regenerate At the cost of 1 Any the River folk are able to heal themselves from almost any wound. They gain 5 uses of Heal by Will that they can only use on themselves. They can use this healing, assuming they have any left, even when unconscious. Outside of combat is where this advantage shines though. All a Riverfolk must do is rest for 5 minutes and they are fully healed, without spending any traits. 3 CP Revive Even if the Riverfolk are out of their ability to regenerate when they hit the floor they are still hardy. For the cost of 2 Willpower a Riverfolk can Cure Death to Self. Disadvantages Fearing the Storm- All Air Damage acts as a Double Effect Itchy Skin- Cant wear any armor. Can still purchase dex armor and gain benefits from Grants.

This brightly colored amphibious race usually makes their homes along the banks of the larger rivers of Kallante. They are humanoid, with some reptilian features and a short tail. They make good boatmen when motivated, but most prefer to spend their days in idle inactivity. They are as at home in the water as on land, and like to wear light clothing that match the bright colors of their skins. Avid swimmers, they tend to become depressed when away from free-flowing water for too long. They claim to feel the singing of the waters they swim in. Stagnant pools will do in a pinch, but the Riverfolk claim such waters are dead. Laziness is almost considered a virtue among these people, and getting someone else to do your work for you is an art form. They are highly prized as pilots and navigators on the rivers, but rarely work for long. Once they have enough to keep them for a while, home they go. Normally they live in small family groups of ten or twenty, in homes dug into riverbanks or on stilts out in the water. They fish the rivers and practice a small amount of aquaculture to survive. One of their favorite sayings is Wait long enough, and the River will bring it to you. They tend to be friendly, though inviting strangers into their homes is a rare occurrence. Guest right is of the utmost importance to the Riverfolk. If they have taken you into their homes and shared salt and meat with you, then you may trust them with your life as long as you are a guest. On the other hand they hold grudges for a long, long time, often taking years to plan the most devious revenge possible. They dont care much for Kesamalani, finding them obsessive and uptight. Tech or Magic is all the same to them, just more ways to make life easier. They have an amazing ability to regenerate damage and even re-grow limbs almost instantly when they need to. This has given them a certain casual disregard for danger which many races find disconcerting. The other point of contention between the Riverfolk and other races is their tendency to eat live food. Certain worms, snails and slugs are considered great delicacies, to the gastronomic discomfort of anyone watching. Racial Requirements: Appropriate Mask or Makeup on all exposed skin, to look like a lizard or other type of amphibian (see culture packet). A tail at least twelve inches long in

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3.4.13

Soulless (Mechs, Warborn, Tool)

The Soulless are another manufactured race. They were created during the war against magic by the Old Blood. Each was programmed with several core commands known as the Five Great Edicts. These are irreversible and must be followed at all times. They are apart of the core makeup of the race and all Soulless follow these without question. Unless otherwise noted even an owner can not force a Soulless to break one of the Edicts. One- Let there be no harm to the True RaceThey may never harm by action or inaction an Old Blood nor may they allow harm to come to an Old Blood. Two- Serve- They must follow all commands given to them by an Old Blood unless those command contradict the commands from there owner. Three- Speak only the truth- They may never lie to an Old Blood even when ordered to. Four- Only the True Race can be the MasterThey may not follow the commands of any non-Old Blood. An owner can order a Soulless to follow orders of a non-old blood but the order is reset every 24 hours. Five- Follow the Orders of your Master- They must always follow the orders of their owner at all times. They follow the letter of the order and typically do not try to twist those orders. A Master can overrule any order by any other Old Blood but can not break the Five Edicts in any way unless otherwise noted. The Soulless are seen as a tool by the Old Bloods. The fact that they mimic intelligence is a sign of the greatness of the Old Bloods who created them. They have no rights and are all considered property. If a non-old blood had a Soulless they would view it as a stolen property. Even though they are seen in such a way, Soulless mimic life in almost all ways (unless ordered not too). They are created to follow there purpose. Though most were made for war, some were created as House servants. Soulless tend to be programmed to be respectful to Old Bloods at all times and view them all as there master. Any Soulless that acted in a different way may be flagged as defective as such the Order of Reconstruction and Control (ORC) will come and repair or decommission the Soulless. Soulless do have personalities, these tend to be very dry but sometimes they can go in any direction. There is a very small group of Soulless who believe they are fully alive and do not like

being controlled. Unfortunately they must stay away and hide from any and all Old Blood or risk being retaken. A stolen or dysfunctional Soulless in an area will call out ORC in mass. The cost of creating and maintaining the Soulless is just too expensive and they are too highly coveted to allow one to be rogue. Makeup Gold, Silver, or Grey on all exposed skin. Sometimes adorn with lights, dials, switches, and buttons. Most lights are locked down and are only used during maintenance. Required to have a Core this is an item that represents the character in some way. This Core must be part of the costuming in someway but should be removable. Racial Abilities: Advantages 0 CP- The Immortality of Metal- The Soulless can not permanantley die as long as their 'Core' can be retrieved. It typically costs money and a Cyberdoctor (or ORC Plants) to 'reconstruct' the Soulless. 1 CP Heavy Frame - A Soulless is able to use Heavy Weapons while standing and/or on the move. 2 CP- Upgradable- Gain the 'Cyber' trait. The Soulless is able to be upgraded by a Cyberdoctor with cybernetics and are immune to normal cybercosis and cyberdementia. A Soulless can have as many cybernetics as they have in Brawn + Willpower + Essence. ORC is able to install several minor cybernetics with just the component cost, but after that a Cyberdoctor is required. First upgrade is Free. 4 CP- Power of the Machine- +4 minutes to bleedout when unstable. Disadvantages: Bio Feedback- The Mystic focus cost an additional 3 CP to purchase. Controlled by the Makers- Programmed and Controlled by Old Bloods Keep from Breaking- All Soulless are expensive to keep maintained. Soulless upkeep is considered 10 amps higher than the level they are paying and can not go below 10 amps unless an imbue card specifically says otherwise. No Core- A Soulless is said to be only as good as his parts. If the Soulless dies and if the Soulless Core is not retrieved they must pay the full component cost to have any implants reintroduced into their body. If his Core is retrieved it only cost

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shalf the components rounded down plus 1 Amp. Note: Blueprints are not required by the CyberDoc to repair if the implant was already a part of the Soulless. Short Circuit- Force Causes all 'Damage' to be doubled.

Soulless Upgrades:
To repair these upgrades when broken the cost is half the component cost rounded down plus 1 Amp. If a Core is not retrieved these components must be completely reinstalled by a Cyber-Doctor. All charges are done by Batteries, unless an item does not take charges. Batteries must be placed in a visible location and be part of the costume. One battery can be used for all implants. ORC Blueprint: Arm Laser Effect: Packet Delivered- "3 Damage by Lightning" Phys Rep: Arm Mounted Laser Rep, Laser must be obvious and at least 2 inch's long. Charges/Use: 1 Per Shot Side Effect: None Cost: 4-T1 / 3-M1 Cybercosis Cost: 1 ORC Blueprint: Body Regeneration Effect: Heal by Nano on person with impant only Phys Rep: Blue and Silver lines around one or both eyes Charges/Use: 1 Charge Side Effect: None Cost: 4-T1 / 1-T2 / 4-M1 Cybercosis Cost: 2 ORC Blueprint: Leg Stabilizers Effect: Resist Root Phys Rep: Metal looking plates on legs Charges/Use: 2 Charges Side Effect: Root Effects that do affect the character also cause 1 Damage Cost: 3-T1 / 3-M1 / 1-T2 Cybercosis Cost: 1 ORC Blueprint: Self Repairing Armor Effect: Repair Armor Phys Rep: Wires attached from character to all armor Charges/Use: 3 Charges Side Effect: None Cost: 2-T1 / 4-M1 Cybercosis Cost: 2 ORC Blueprint: Voice Box

Effect: Resist Silence Phys Rep: Visible Mechanical makeup around mouth Charges/Use: 1 Charge Side Effect: RP Effect- If Silence affects character, for 1 hour after its fixed, character will talk in a monotone voice. Cost: 4-T1 / 1-M1 Cybercosis Cost: 1

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Stoneborn Slows)
3.4.14

(Makers,

This slow moving, slow speaking race has innate talent for Martial Arts. They move their fists like a works of art. They prefer to live in underground monasteries were they spend their days working towards enlightenment and trying to be stay at peace with the world. They have gray, rocky skin which can shrug off the most powerful of blows. They live in small family groups, but are divided among the many monasteries known as Halls of Enlightenment. When a child reaches adulthood, at age 15, they choose which Hall they wish to serve, and go for three years of training. Most Halls are small, no more than a few dozen members, with one or two Masters. Male and female are equal in the Halls, while in the families, the bloodlines are traced through the female side. A Stoneborn without martial arts is considered a broken, worthless thing, even by his or her own family. Luckily this is a very rare occurrence. They are not pacifists, but prefer to explore other means of problem solving before letting things become violent. Once they have become angry, however, it is very hard to placate or stop them. They are loyal and steadfast friends, but relentless enemies. There are no purely Stoneborn communities on Kallante (other then there Halls). Instead they are usually a small but well respected minority in various settlements. The Stoneborn prefer simple modes of dress, whatever is most practical for the practice of their craft. They always prefer handmade to machine crafted items, and always take their tools and trade secrets very seriously. Each year, in the middle of December, they have a week long celebration to show off their skills to each other, trade, discuss new ideas and techniques and of course to have a good time. Outsiders are always welcome, as long as they are not too nosy. Racial requirements: Stoneborn are characterized by their rock skin and the stones that grown on them. Some appear more human than others though all obviously have stones growing out of their body. Stoneborn have a choice of racial makeup. They can either have completely grey skin with rock pattern on all exposed skin or they can use prosthetics to represent their stones coming out of their body. If they are using prosthetics they should have a minimum of three

one inch by one inch stone looking prosthetics attached to their face. The area around their eyes needs to be outlined and shaded in grey. If they are using prosthetics the rest of the skin, other than the area round the eyes, does not need to have makeup on it.

Racial Abilities: Advantages 0 CP Martial Artist Stoneborn get a 2 CP discount on Martial Arts. In addition, when they purchase Improved Unarmed Combat they get to use Long Fists. Long Sword sized fist reps to be provided by the player. 2 CP Shards of Stone Plus one damage to all called strikes using only their fists 3 CP- Calm Mind- Resist Frenzy- 1 Wits 6 CP Rock Skin Resist Damage- 1 Any. This advantage is limited to Essence uses per Essence refresh. Example: If the Stoneborn has an Essence of two then they can only use this twice per Essence refresh.

Disadvantages Hard to Move All Slow effects that affect a Stoneborn last ten minutes instead of five. Prefer the Hands- All weapon skills (except Unarmed Combat) cost 1 CP more. Too Heavy to Dodge- Double cost for any Dex Armor.

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3.4.15

Unclean (Rotters, Pukes, Accursed, Shamblers)

prejudices from PCs and NPCs alike. As such, AfterMath suggests new players avoid this race. Racial Requirements: Partial Skull, rotting, or burned make up on exposed skin. Face should be wrapped in cloth or hidden in someway. Robes are recommended to hide most of the body. Racial Abilities: Advantages 0 CP- Already Got It- Resist Disease- 1 Brawn 0 CP- True Scavenger- All Search skills cost 1 less CP. 1-3 CP Spreading the Disease (Pre-Req: Viral Antibodies) The Unclean who possesses this advantage has the ability to inflict disease to those who are unable to defend themselves. Once done, the Unclean heals (level bought x2) damage by disease. This Advantage may be bought up to 3 times. The user calls the Infect as normal and then Heal X by Disease. 2 CP- Bursting Sores Double Slow by Disease1 Any 6 CP- Viral Antibodies- Immune to Disease (prereq: Already Got It) Disadvantages Born in the Sewer- Cannot buy Good Life or High Life (or gain effect) Burdened by the Rags -1 Agility Attribute Thrives on Disease Any Unclean struck by a Cure Disease are affected as if it had Drain and Agony as well.

The Unclean first began appearing about 25 years ago. Their frightful condition and demeanor seems to be the result of some sort of parasitic virus, so far incurable. Named the Jatushka Parasite after the Ashuran doctor who first studied the victims, it usually manifests when the host is 12-14 years of age. So far only Old and New Bloods have been affected. Although the parasite has some detrimental effects, it does make them resistant and even immune to other diseases. Children of Unclean parents almost always manifest the parasite, although there are rare exceptions, while sometimes Old or New Blood children will manifest the disease. No cure or treatment has ever been discovered. Most Unclean lead very rough lives. They are ostracized, reviled and even attacked by many people. Many of the less well informed consider them cursed, infectious and even evil due to their appearance. Some settlements ban them completely, while others place severe restrictions on their coming and going. Some require they cover themselves completely in gray sheets or robes, and ring a bell so that people will know they are coming. Curiously, some groups of Unclean have managed to find social niches in the larger settlements. Working in sewage treatment plants and systems, corpse disposal and other jobs where the risk of disease is high. Some Unclean families have become rather wealthy this way. Others, driven by the loathing of those around them, have become embittered and vicious bandits. A few have managed to work their way into the Masters of Lightning, enjoying a respect no others of their kind have ever experienced. They tend to avoid Ashurans like the proverbial plague, as the Ashurans always want to try and heal them through long involved and often painful processes. There is rumored to be a settlement of solely Unclean somewhere on the continent. Many consider it a legend, others wishful thinking. It is said to be hidden on an island within a great swamp. The Genshi Sisterhood, regardless of personal preferences, will always provide shelter for an Unclean within their Refuges. A proverb circulating through out the Unclean of Kallante that many live by is; Suffering brings Strength, Endurance to Overcome, and Look not for Tomorrow, but rejoice in each day won. The Staff of AfterMath want you the player to be aware this race is subject to many In Game

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3.5

From Baking Cakes to Combat


Character Generation The foremost goal in the following character generation system was to make possible nearly any character idea, promote diversity, and encourage future growth. Although the many choices can be, at times, a little overwhelming, actually playing the character becomes that much easier. As you build the character, you should be able to easily resolve who and what the character is, where they grew up, and how they think. More important than any set of skills however, a character history is an invaluable tool to roleplaying. The skill system is divided into three parts, disciplines, focuses, and skills. To simplify the process, think of each of these as progressively more specialized skill headings. Disciplines A broad character concept, disciplines determine the strengths of your character; whether they are combat junky warriors, sly stealthy rogues, or a powerful mystic. Multiple disciplines can be bought with CP. Racial effects aside, disciplines cost the listed CP price regardless of how many the character has, or when they are bought. If a skill is listed under multiple disciplines, the skill does not have to be bought again upon gaining the other discipline. In addition to unlocking many relevant skills, each discipline has its own unique focuses. Focuses To further specialize your character, you may spend CP on focuses. Focuses reflect specific training in an area, opening up specific skills, powerful magical paths, and special production abilities. Also it can suggest even more about how your character fits into the AfterMath world. Focuses, for many, are even their actual occupations. Skills During the creation and advancement of your character, you will spend the characters CP on raising attributes and gaining skills. Skills come in a variety of types; some may allow the

The Skill System

character to manipulate specific props while others can give the character plot information before the event begins. To better understand the skills they have been divided into several distinct kinds. They are as follows: Attribute skills- These skills either add to an existing attribute or provide the character an additional attribute that they may use for a certain ability or group of skills. Combat skills- These skills are used in combat to cause certain effects or defend against attacks. To be more specific, almost any skill that is primarily used to resolve combat is considered a combat skill. Event information skills- With these skills, characters have the ability to gain information pertinent to the plot of the following event. Without these skills, you may still gain some information, however a trained character can always find out a little extra. Fighting Styles- While not weapon skills, this type of skill allows the character to use the weapon skills they have in a particular manner. For example, a character in melee combat with a weapon in each hand must have the appropriate fighting style. Without a fighting style your character may only use one weapon (in which they are skilled) in their primary hand. Path skills- Purchasing these skills allow the character to begin to pick up the magical spells, technical skills, or other skill specific abilities within the path. Weapon skills- These allow a character to use a specific kind of AfterMath approved weapon in combat. Production skills- The idea of production skills is that they allow the character to create an item that can be used to effect the game at a later time. Prop interaction skill- From time to time, throughout an event, characters will encounter props and situations that require the character to have certain skills to manipulate them. In all cases, a white or yellow envelope will be in sight with the name of the usable skill written on it or the skills individual short code as per the long description of the skill. A character with the appropriate skill may then open the envelope to read and interact in the appropriate manner. Unique skills- This group of skills contain all the other skills that do not conform to the other types.

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3.6 Skill Overview Disciplines


Disciplines
Ambidexterity Check Condition Derringer Dexterity Armor First Aid Heavy Armor Light Armor Melee Weapon Proficiency Search- Animal Search- Mineral Search- Plant Search- Tech Small Weapons

(repeated at the end for easy printing)

Almost all skills have pre-requisites. Make sure you read the long descriptions.

Description

CP Cost
2 2 2 2 2 2 1 1 2 2 2 2 2 0 2 2 2 2 1 2 3 1 2 2 2 0 4

Attribute Cost

Verbal

Adept
Allows the use of a melee weapon in the off hand Allows user to diagnose effects May Use AfterMath approved, single shot, Foam Gun Weapons Adds a point of armor due to characters ability to dodge and roll with damage, may be bought up to 2 May perform first aid to stabilize a target, or cure a maimed limb Allows the purchaser to wear one more point of armor, can be bought up to a max 2 times to wear 4 points of armor May wear one point of armor per purchase, to a maximum of two Allows the user to wield all one handed or all two handed weapons. May search NPCs and certain props for animal components May search NPCs and certain props for mineral components May search NPCs and certain props for plant components May search NPCs and certain props for tech components May use small weapons

Mystic
Derringer Dexterity Armor First Aid Light Armor Melee Weapon Proficiency Reckless Refocus Search- Magical Search- Mineral Search- Plant Small Weapons Spell Research May Use AfterMath approved, single shot, Foam Gun Weapons Adds a point of armor due to characters ability to dodge and roll with damage, may be bought up to 2 May perform first aid to stabilize a target, or cure a maimed limb May wear one point of armor per purchase, to a maximum of two Allows the user to wield all one handed or all two handed weapons. May instantly refresh attributes May regain stats on a missed spell delivery. Must be bought for each path of magic. May search NPCs and certain props for magical components May search NPCs and certain props for mineral components May search NPCs and certain props for plant components May use small weapons May research new spells from a known magical path

2 Essence

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Staff Prof

Can use a staff

0 2 2 2 2 2 1 2 3 2 0 4 1 2 2 Wits "Spirit" 1 Agility "Stun by Weapon"

Rogue
Demolitions Derringer Dexterity Armor First Aid Light Armor Melee Weapon Proficiency Out Cold Pick Locks Small Weapons Stealth Thrown Weapons May set and disarm prop traps May Use AfterMath approved, single shot, Foam Gun Weapons Adds a point of armor due to characters ability to dodge and roll with damage, may be bought up to 2 May perform first aid to stabilize a target, or cure a maimed limb May wear one point of armor per purchase, to a maximum of two Allows the user to wield all one handed or all two handed weapons. Melee Weapon Delivered- 'Stun'- Can only be done from behind May attempt to pick prop locks May use small weapons Spend 10 seconds hiding in the dark and you gain the spirit trait while your feet are planted May throw specially made AfterMath approved weapons

Warrior
Disciplines
Ambidexterity Cleave Derringer Firearm First Aid Heavy Armor Light Armor

Description
Allows the use of a melee weapon in the off hand Melee Weapon Delivered- '5 Damage' May Use AfterMath approved, single shot, Foam Gun Weapons May use AfterMath approved 'Foam Gun Weapons' May perform first aid to stabilize a target, or cure a maimed limb Allows the purchaser to wear one more point of armor, can be bought up to a max 2 times to wear 4 points of armor May wear one point of armor per purchase, to a maximum of two Allows the user to wield all one handed or all two handed weapons. For each purchase you may have 1 more bullet in your hopper at any one time May be purchased 2 times, 1st allows use of shield up to 20 inches long, next allows 36 inch May use small weapons May throw specially made AfterMath approved weapons May be bought up to 2 times, adds one point of vitality

CP Cost
2 3 2 2 2 1 1

Attribute Cost
1 Brawn

Verbal
"5 Damage"

Melee Weapon Prof Reload Shield Small Weapons Thrown Weapons Toughness

2 1 2 0 1 8, 12

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Focus Skills
Adept
Skills
Bedside Manner E.M.T. Procedures Pharmaceuticals Scalpel Venoms

Description

CP Cost
3 2 2 3 3 3 3 2 2 3 2 3 2 1 3 3 4 2 4 3 4

Attribute Cost

Verbal

Doctor
Pre Event Info Technical path Production Skill - Makes drugs that aid and heal Small Weapon Delivered- Paralyze Production Skill - Makes poisons to apply to weapons

1 Agility

"Paralyze"

Fixer
Analyze Customer Service Engineer Firearm Passive Recharge Bullet Reload Smith Can manipulate plot and module specific tech devices Pre Event info Production Skill - Makes tech gadgets May use AfterMath approved 'Foam Gun Weapons' Weapon Delivered- Disengage Allows an engineer to recharge bullets For each purchase you may have 1 more bullet in your hopper at any one time May repair weapons or armor that have been destroyed via the destroy effect

1 Wits

"Disengage"

Martial Artist
Clarity Defensive Stance Dodge Fist of Steel Heightened Reflexes Improved Unarmed Combat Martial Arts Philosophies Mind of No Mind Resist any Mental Traits (Confusion, Despair, Fear, Inspiration, Presence, Trance, and Will) "Fists" or Claw delivered Disengage. Avoid vs. Any weapon, packet, or bullet's effect +1 to called damage with 'Fists' or claws Grants the user the ability to avoid uncalled bullets and arrows two times May use two medium sized weapon reps as fists. Must be completely red in color. (Does not take damage when used to block) Grants access to Martial Arts Philosophies This creates a pool of points that are used power to power Martial Arts Philosophy. Referred to as Ki Points. With this skill the Martial Artist is able to use only a single "Fist," while the other hand may be used for Thrown Weapons, Grenades, Spells, and Psionics. Any other weapons cause the Martial Artist to lose their trance. Fist or Claw Delivered- 'Short Paralyze' Fist or Claw Delivered- 'Destroy and Slam.' User may not advance on opponent for three seconds.

1 Willpower 1 Wits 3 Agility

"Resist" "Disengage" "Avoid"

1 Willpower

Imbue by Will

4 1 4

One Armed Monkey Style Pressure Point Raining Hammer Fist

2 3 3 3 4 1 Wits 1 Brawn "Agony " "Stun "

Psionic
Concentration Attribute to use Psionic abilities- Can be bought up to 4 times

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Focus Stone Mental Focus Mind over Body Dedication Premonition Projective Dedication Refocus Shrugging off Magic T-K Dedication

While wearing a Gem of any kind in a visible location- able to cast while one had is full- Must be approved by Plot Resist vs. Fear or Confusion Trait Technical Path Allows the user to open envelopes with skill name written upon them Technical Path May regain stats on a missed spell delivery. Must be bought for each path of magic. Resist vs. Magic Trait Technical Path

2 3 1 2 1 1 3 1 3 "By Voice, Expose Animal by Will" 1 Brawn "Resist" 1 Willpower "Resist"

Shifter
Animal Scent Canine Hybrid Controlling the Beast Feline Hybrid Mask of the Warrior Rodent Hybrid Speak with Animals Allows user to expose any creature with the animal trait by Voice Magical path Resist Frenzy Effect Magical path Production Skill- Makes war paint Magical path Packet Delivered- Speak to Animal by Will

1 1 2 1 3 1 1

1 Wits

1 Willpower

"Resist"

1 Wits

"Speak to Animal by Will"

Ursine Hybrid

Magical path

Mystic
Skills
Ambidexterity Blood Mastery Blood Potency Check Condition Defensive Instinct Fortitude Read Magic Seen It All Toughness

Description

CP Cost
3 2 1 4 2 3 3 2 2 8, 12 3 2 2 4

Attribute Cost

Verbal

Blood Mage
Allows the use of a melee weapon in the off hand Magical Path- Blood Magic May use instead of attribute for Blood magic spell, except vitality- Can be bought up to 4 times. Allows user to diagnose effects Can parry any non bullet, weapon delivered attack- Must have weapon in hand May heal self 2 points by spending 5 seconds role-play (wiping sweat, shrugging of wounds) Can use to read envelopes marked with skill name Resist Presence Trait May be bought up to 2 times, adds one point of vitality

2 Agility 1 Brawn

"Parry" "Heal 2 by Will"

1 Wits

"Resist

Pathwalker
Check Condition Commune with Guardian Equinox Allows user to diagnose effects Pre Event Info Mana ability used in place of any attribute for Pathwalker spells

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Open the Inner Path Read Magic Rune Cutting Somatic Talent Spirit Guide

Magical Path- Path of Summer, Path of Spring, Path of Winter, or Path of Fall (each path bought separately) Can use to read envelopes marked with skill name Production Skill Makes Runes for later use May use weapon in off hand while casting Pathwalker spells Gain unique Spirit Guide and abilities- Must have Symbol of Guide visible at all times to access ability and spells

1 2 3 2 5 3 2 3 3 3 3 1 2 3 1 Willpower or 1 trait being refreshed 1 Willpower 2 Willpower 1 Any "Stabilize by Will" "Cure Magic by Will"

Priest
Check Condition Cleanse the Soul Confession Console the Spirit Power of Faith Powers Gift Read Magic Rune Cutting Allows user to diagnose effects May remove any magic effect after 30 Sec. RP Allows a priest to refresh Essence to those of the same Faith May stabilize target after 10 sec. of RP +1 to all Healing Spells Magical Path Can use to read envelopes marked with skill name Production Skill Makes Runes for later use May heal 1 to the room or May refresh traits to those of the same faith. Death effect puts bearer in unstable state instead of dead

Sermon Strengthen the Spirit

3 5 3 4 2 2 1

Sorcerer
Arcana Combat Casting Create Elemental Staff Gift of the New World Can use in place of attributes for sorcerer spells- Can be bought up to 4 times. Can cast while holding a staff Create an indestructible staff of (element) imbued with your own spirit force Magical Path- Radiation

Gift of the Old World

Harness the Elements Heart of the Mountain Heart of the Sea Heart of the Storm

Magical Path- Force Imbue by <trait>- Grants Unlimited packet delivered- '1 Damage by <trait>. <Trait>= Air, Earth, Fire, Force, Radiation, Water - Must have Staff of the Elements in off hand. Skill ends when Essence is used Magical Path- Earth Magical Path- Water Magical Path- Lightning

1 "Imbue by <trait>" "1 Damage by <trait>"

2 1 1 1

1 Any

Heart of the Sun

One Handed Block Read Magic Rune Cutting

Magical Path- Fire You are able to block with one hand on a two handed weapon for up to three swings before having to put the second hand on the weapon. Can use to read envelopes marked with skill name Production Skill Makes Runes for later use

2 2 3

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Warbringer
Ambidexterity Banner Fighter Battle Soliloquy Allows the use of a melee weapon in the off hand Allows user to fight with a Banner in one hand and a weapon in the other hand. Must say a battle phrase to indicate Warbringer powers being up. When you are unable to continue the battle due to death or any other reason that prevents you from continuing, you must call the end battle phrase. Can be bought up to four times, used in place of attributes for drum rituals Allows user to diagnose effects Magical path Production Skill- Makes war paint May search NPCs and certain props for animal components Spend 10 seconds hiding in the dark and you gain the spirit trait while your feet are planted

3 2 2 2

Call the Battle Charisma Check Condition Drum Rituals Mask of the Warrior Search- Animal Stealth

0 4 2 1 3 2 4 2 Wits Spirit'

Tribal Politics

Pre event info

Rogue
Assassin
Assassination May weapon deliver a 5 damage and Stricken to contracted target 3 3 1 Brawn or Wits "5 damage and Stricken"

Bulls Eye Coup de grace

Thrown Weapon Delivered- '5 Damage' May call "Death by Weapon" on contracted person when the target is incapacitated.

3 2

1 Agility

"5 damage "

Death from Afar Heightened Reflexes Informant

Throw Weapon or Bow delivered 10 damage Grants the user the ability to avoid uncalled bullets and arrows two times Pre event info Resist vs. Disengage- Can only be done if chasing and the opponent calls a Disengage. This can only be done from behind the target Two uses of Melee Weapon Delivered - 3 Damage- Can only be called from behind the target or at night May throw specially made AfterMath approved weapons Production Skill - Makes poisons to apply to weapons

4 4 2

2 Agility 1 Will

"10 damage" Imbue by Will

Relentless Softly in the Night Thrown Weapons Venoms

1 3 1 3 3

1 Willpower 1 Agility

"Resist" "3 damage"

Cat Burglar
Skills
Ambidexterity Catch

Description
Allows the use of a melee weapon in the off hand May catch any non-bullet ranged weapon- All weapons caught do no damage.

CP Cost
2 2

Attribute Cost

Verbal

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Cat-Like Reflexes Dodge Duck And Cover Escape Artist Palm Object Reconnaissance

On module specific physical challenges, may use an extra foot to keep balance Avoid vs. weapon, packet, or bullet's effect Avoid vs. Traps May escape from shackles You do not have to give one palm sized object to a searcher unless they actually see it Pre event info

3 4 3 3 3 2 3 2 2 2 2 2 3 2 1 3 3 2 3 3 2 2 2 3 2 3 1 2

1 Agility 3 Agility 1 Agility 1 Wits 1 Agility

"Avoid" "Avoid" "Avoid"

Drifter
Ambidexterity Born to the Waste Check Condition Decipher Script Firearm Luck Quick Escape Reload Taunt Throat Jab Unarmed Combat Waste Walker Allows the use of a melee weapon in the off hand Allows the Drifter to resist anything with the Radiation trait. Allows user to diagnose effects Allows the user to attempt to de-code certain messages May use AfterMath approved "Air-Gun" While unstable, may become stable at any point during the bleeding out count. Resist Slow effect For each purchase your may have 1 more bullet in you hopper at any one time Packet Delivered- Frenzy by Inspiration- Must shout a taunt loud enough for the target to hear, then throw packet Fist Delivered- 'Silence' attack May use two dagger sized weapon reps as fists. Must be completely red in color. (Do still take damage if used to block) Allows a discount to upkeep

1 Willpower

"Resist"

2 Any 1 Agility "Resist"

1 Willpower 1 Wits

"Frenzy by Will" "Silence"

Explorer
Archaeology Check Condition Decipher Script Duck and Cover Firearm Palm Object Reload Search- Magical May research for info on Old World related topics Allows user to diagnose effects Allows the user to attempt to de-code certain messages Gain an 'Avoid vs. Traps' May use AfterMath approved "Air-Gun" You do not have to give one palm sized object to a searcher unless they actually see it For each purchase you may have 1 more bullet in your hopper at any one time May search NPCs and certain props for magical components

Diagnose <effect>'

1 Agility

"Avoid"

1 Agility

Search- Tech

May search NPCs and certain props for tech components

2 "By Voice, Expose <trait> by Will."

Seeker of Truth Tracker

This skill grants the explorer the ability to Expose certain traits Can interact with module or plot specific props or settings

2 2 3 3 2 2

1 Any

Thug
Cheap Shot Combo Firearm Weapon Delivered- 'Agony' attack 2 x Consecutive 'Fist' delivered '3 Damage' attacks May use AfterMath approved "Air-Gun"

1 Brawn 1 Agility

"Agony" "3 damage"

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Grenadier Heavy Armor Heavy weapon Leg Breaker Reload Toughness

Allows the user to throw grenades Allows the purchaser to wear one more point of armor, can be bought up to a max 2 times to wear 4 points of armor Allows the use of designated "Heavy Weapons." Weapon Delivered- 'Maim' attack For each purchase you may have 1 more bullet in your hopper at any one time May be bought up to 2 times, adds one point of vitality May use two dagger sized weapon reps as fists. Must be completely red in color. (Do still take damage if used to block)

2 1 2 3 1 8, 12 1 Willpower "Maim"

Unarmed Combat

Warrior
Blade
Skills Description
Three swings of 2 damage. However, these must be spaced out with two uncalled attacks that cannot be used as called attacks in any way. The two uncalled attacks must proceed the called attack. Allows the user to Disengage and Slam while using a shield or two handed weapon. Using a two handed weapon, this allows the user to swing "Slam and Weakness" The user then staggers back for three seconds. Can parry any non bullet, weapon delivered attack- Must have weapon in hand Adds a point of armor due to characters ability to dodge and roll with damage, may be bought up to 2 May use in place of any attribute for blade skills and cleave. Can be bought up to 4 times. May not be used for Heightened Reflexes. Resist Disarm Effect Grants the user the ability to avoid uncalled bullets and arrows two times Allows a master of the blade to resist disengage If affected by maim, allows the two handed weapon user to still call weapon defenses. Allows the user to block with a two handed weapon or staff with one hand for up to three swings. Using a two handed weapon, this allows the user to swing "Double" any non-damage melee weapon effect Adds one additional point of called damage to all called Melee weapon (not 'fists') damage attacks Allows a Blade to heal themselves Can research new blade abilities Allows the Blade to weapon deliver a "stricken" Weapon delivered- Disarm attack 3

CP Cost

Attribute Cost

Verbal

Blade Dance

1 Wits

"__ Damage "Disengage and Slam" "Destroy (item) and Slam" "Parry"

Clear the Zone Crushing Blow Defensive Instinct

4 2 3

2 Brawn 1 Brawn 2 Agility

Dexterity Armor

Finesse Gentle Grip Heightened Reflexes Holding Ground Leveraged Block One Handed Block Power Behind the Swing Razor Sharp Resolve Sword Study Tainted Steel Touch

4 2 4 1 2 2 3 3 1 2 3 3 3 2 1 Agility 1 Agility "Stricken" "Disarm " 1 Brawn "Heal 2 by Will" 1 Agility 1 Willpower 1 Willpower "Resist" Imbue by Will "Resist" "Reduce"

Bodyguard
Check Condition Allows user to diagnose effects

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Contact Defend

May collect information before every event Imbue another with a parry that they can only use in your presence

2 4 3 Agility "Imbue by Will" "Imbue 'Employer' by Will" "Stabilize to Employer" "Resist" "Disengage" "Repel by Will" "Imbue 'Employer' by will, Grant 2 Protection"

Employed Endure Impressive Stature Intimidate

Allows Bodyguard to be hired and Stabilize his employer Resist Agony Effect Melee Weapon Delivered- Disengage Packet Delivered- 'Repel by Will'

1 3 3 2 1 Willpower 1 Wits 1 Wits

Protect Unarmed Combat

Allows Bodyguard to protect employer better May use two dagger sized weapon reps as fists. Must be completely red in color. (Do still take damage if used to block)

3 2 3

1 Agility

Hunter
Animal Scent Archery Dexterity Armor Pin Search- Animal Search- Mineral Search- Plant Stealth Sure Shot Tracker Venoms Allows user to expose any creature with the animal trait by Voice May use a AfterMath approved Bow and Arrow Adds a point of armor due to characters ability to dodge and roll with damage, may be bought up to 2 Arrow Delivered- 'Root' May search NPCs and certain props for animal components May search NPCs and certain props for mineral components May search NPCs and certain props for plant components Spend 10 seconds hiding in the dark and you gain the spirit trait while your feet are planted Arrow Delivered- '5 Damage' Can interact with module or plot specific props or settings Production Skill - Makes poisons to apply to weapons

1 2 2 3 2 2 2 4 3 2 3

1 Wits

"By Voice, Expose Animal by Will"

1 Wits

"Root "

2 Wits 1 Agility

"Spirit" "5 Damage "

Volley of Arrows

Arrow Delivered- 3 x ' 5 Damage'

4 3 2 2 2 3 3 2 2 2 3

2 Willpower

"5 Damage"

Merc
Check Condition Grenadier Heavy weapon Iron Will Softly in the Night Squad Chief Strength Unstoppable Allows user to diagnose effects This skill allows the user to throw grenades Allows the use of designated "Heavy Weapons." Can become immune to the fear trait for one fight Two uses of Melee Weapon Delivered - 3 Damage- Can only be called from behind the target or at night Pre Event Info Resist Maim effect Purge Root- Can break free from root effect

2 Willpower 1 Agility

"Imbue by Inspiration" "3 damage"

1 Brawn 1 Brawn or Willpower

"Resist Purge root"

Sharpshooter
Center mass Gun Delivered- '10 Damage'

2 Agility

"10 damage "

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Dexterity Armor

Adds a point of armor due to characters ability to dodge and roll with damage, may be bought up to 2 Allows The Sharpshooter to take up a defensive position and gain protection

Digging In

Don't Rush This Guns Don't Kill People Improved Position Knock'em Down Mental Focus Nerve Shot One Shot, One Kill Paired Pistols Rapid Fire Sleep Deprivation Training

Gives a Dug In Sharpshooter the ability to scare off enemies. With the right knowledge, the Sharpshooter maintains their weapons better. They tend not to break and can resist Destroy effects. Allows the Sharpshooter to improve upon the defenses of Digging In. With this skill the Dug In Sharpshooter can damage and knock down their enemies Resist Fear or Confusion Trait Gun Delivered- 'Agony' Gives the Dug In Sharpshooter that ability to kill with a single shot. May use 2 firearms Allows the Dug In Sharpshooter to decimate his enemies faster

1 Willpower

"Repel by Fear"

2 2 2 3 1 4 4 2

1 Brawn

"Resist"

1 Willpower 1 Willpower 1 Willpower 3 Wits

"3 Damage and Slam" "Resist" "Agony " "Death"

2 Brawn

"Triple 3 damage"

Sleep is for the weak! With this skill you can resist Stun.

1 Willpower

"Resist

Snipers Position

Spend 30 seconds making cover/hiding may Resist Expose Trait

2 Agility

"Resist"

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Ambidexterity Parrystrike, parrystrike. See, it is not that hard, it is a single fluid motion. Esteban Soldano Cost: 2 CP Purchase: Once Prerequisite: Any Weapon Proficiency or Gun Type: Fighting Style Description: The character is allowed to use a weapon in the off hand while wielding any one handed weapon in the other. Analyze I repeat, never hit the red button Robert De Crystal Cost: 2 CP Purchase: Once Prerequisite: None Type: Prop Interaction Description: This skill is used to figure out complex machines, and many old world devises. Specifically it allows the user to read envelopes containing the skill name. In many situations this skill will be needed to handle any unique old tech artifacts. Short code AL. Animal Scent Whoa, Hold up, theres something over there George Steele Cost: 1 CP Purchase: Once Prerequisite: none Type: Unique Description: Allows you to detect any creature with the ANIMAL Trait. This is delivered by Voice, as loud as you wish. Verbal: By Voice, Expose Animal by Will Attribute Cost: 1 Wits Apprenticeship Listen and follow my directions to the letter. You dont want this to backfire Fitzgerald Act Cost: 1 CP Purchase: Multiple Prerequisite: Any Magical Path Type: Unique Description: To learn most spells a young mystic must find someone to teach them. With this skill the character may teach the spells they know to a student. This skill must be purchased for each path the teacher has, and wishes to teach. Arcana Let no man bar my path, for I am the fire and the rain, I am the earth and the lightning. Beware. -Derwyddon Cost: 4 CP Purchase: Up to four times

Prerequisite: Any one Sorcerer Path of Magic Type: Attribute Skill Description: This skill gives an amount of points equal to the amount of times the skill is bought. These points can be used in place of any attribute for any spell located in the Sorcerer spell list from any of the Magical Paths within that focus. This pool refreshes when Essence is used. Verbal: None Attribute Cost: None Archaeology What the Heck is that? I have no idea, I found it over there. Theodore M. Davis Cost: 2 CP Purchase: Once Prerequisite: None Type: Event Informational Skills Description: Between events the explorer may attempt to gain knowledge on Old World related topics. If you have this skill and use it as part of your pre-registration, you might receive information on the Old World. This skill does not guarantee information. You cannot use this skill if you end an event with a condition that prevents the use of game skills. Short Code AR. Archery Not to bad for a stick and a string, huh? Billy Tell Cost: 2 CP Prerequisite: None Type: Weapon Skill Description: Allows the use of an AfterMath approved Bow. Assassination A Blue Rose? No, this cant be! That means he could be anywhere! You there guard change cloths with me! Guard? Lord Gezlin Drakel, the Old Bloods last words before his guard pointed a gun at his chest and smiled. Cost: 3 CP Purchase: Once Prerequisite: None Type: Combat Skill Description: To use this skill the Assassin must first create a written contract with an employer. The contact must specifically identify the person who is to be assassinated and some form of payment must be made. Once this is done the assassin is able to deliver a 5 Damage and Stricken. This can be delivered with any melee or ranged weapon, though it can not be done with a packet. It can only be done on the person who the contract is for or to the person who originally paid for the contract, should they break the terms of the contract.

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Verbal: 5 Damage and Stricken Attribute Cost: 1 Brawn OR 1 Wits Banner fighter This banner is the representation of our prowess. Rally to it and you will be safe in battle! -Wilt The Stick Chamberlane Cost: 2 CP Purchase: Once Prerequisite: Ambidexterity Type: Combat Description: You may fight with a banner in one hand and either a melee or gun in the other hand, depending on skill. You may block melee with your banner while using it one handed. Bedside Manner I understand. Yes, I am sure it will be ok. Uhhuh, right, oh of course -John Langdon Down Cost: 2 CP Purchase: Once Prerequisite: None Type: Event Information Description: One of the most valuable tools for a good doctor is the ability to talk well to their patients. And since many of a doctors customers tend to be involved with combat and adventure, he is in constant contact with a lot of information. To use this skill, you must have completed a preregistration. In it, you should note that this skill is applicable to your character. In the time between events or right before the next event an information sheet may be given to you. This will provide your character the information that they have heard. Blade Dance So you think youre good? Lets Dance Marco the Swordfighter Cost: 4 CP Purchase: Once Prerequisite: Melee Weapon Type: Combat Skill Description: Three swings of 2 damage. However, these must be spaced out with two uncalled attacks that cannot be used as called attacks in any way. The two uncalled attacks must proceed the called attack. This does stack with any melee weapon based called damage effect. Verbal: 2 Damage Attribute Cost: 1 Wits Blood Mastery This might hurt a bit Robert B Skytower Cost: 1 CP Purchase: Once Prerequisite: None Type: Path Skill

Description: This skill allows the player access to all Blood Mage spells. Verbal: None Attribute Cost: None Blood Potency Damn how much blood can that guy hold? Derek White Wolf Harper Cost: 4 CP Purchase: Up to four times Prerequisite: Magic of the Blood Type: Attribute Skill Description: This skill gives an amount of points equal to the amount of times the skill is bought. These points can be used in place of any attribute for any spell located in the Blood Mage Spell list, except for Vitality. This pool refreshes when Essence is used. Born to the Waste Radiation sorcerers? Oh yeah, well they dont exactly scare me. Well to be honest, I laugh usually when they point their sticks at me. They dont like that, but its fun. Psycho Bob Cost: 2 CP Purchase: Once Prerequisite: None Type: Combat Skill Description: This skill allows the Drifter to resist the Radiation trait. Verbal: Resist Attribute Cost: 1 Willpower Bulls Eye Oh, I never miss -Benjamin Poindexter Cost: 3 CP Purchase: Once Prerequisite: Thrown Weapons Type: Combat Description: Youre deadly accurate when it comes to throwing weapons. By spending 2 points of agility, you may throw an approved thrown weapon for 5 points of damage. The 2 points of Agility are only used when the blow is landed and the target acknowledges the effect though roleplay or a appropriate defense is called. Verbal: 5 Damage Attribute Cost: 1 Agility Canine Hybrid Loyal? Maybe. Deadly? Defiantly Sir John Talbot Cost: 1 CP Purchase: Once Prerequisite: None Type: Path Description: This gives you access to the transform abilities for this Hybrid.

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Catch Its all in the reflexes Jack Burton Cost: 2 CP Purchase: Once Prerequisite: Dodge Type: Combat Description: With incredible reflexes the character is able to catch thrown weapons and arrows without taking any damage or effects. Although no attribute is used, the weapon must actually be caught and held for a minimum of 2 seconds, and followed by the resist verbal. The weapon must be held on to with some part of your body. You may deflect or tip a weapon but as soon as that weapon hits anything you are not holding, you take the damage effect. Cat-like Reflexes I can do it honest Olaf Kolzig Cost: 3 CP Purchase: Once Prerequisite: None Type: Prop Interaction Description: This skill is usable only in very specific circumstances. At certain times you must maneuver through obstacles which require balance and/or agility, a misstep causing damage or another negative effect. This skill allows the player to keep from having any detrimental effects from stepping/falling off of a module specific physical challenge. To use this skill the player must have at least one foot still touching the edge of the safe zone. If one foot is not touching that area then this skill will not work and the player must take the effect. When this skill is used the player calls out Avoid and must step back to the safe zone their free foot is touching. This skill is not meant to test module effects and is meant to be used to assist the player when they loose their footing. Center Mass If all else fails, just aim for center mass and pull the trigger till it stops makin noise. -Dan Fosbury Cost: 4 CP Purchase: Once Prerequisite: Firearm Type: Combat Description: The shooter has learned how to aim for the most vital organs in the torso, quickly dispatching her foes, usually with one shot. Attribute Cost: 2 Agility Verbal: 10 damage Charisma Were the cult of personality, personality Living Colour Cost: 4 CP Purchase: Multiple Prerequisite: None the cult of

Type: Combat Description: Each time this skill is bought, you gain One Drum Point which you may use in place of a Attribute for Drum Rituals ONLY. You may buy this up to four times. These points are refreshed when Essence is used to reset attributes. Cheap Shot Ouch that Hurt! -Dartigan Cost: 3 CP Purchase: Once Prerequisite: Melee Weapon Type: Combat Skill Description: This skill grants the player a weapon delivered Agony. Verbal: Agony Attribute Cost: 1 Brawn Check Condition Youre right, I am a doctor, but I cant do much when his head is gone Theodor Billroth Cost: 2 CP Purchase: Once Prerequisite: None Type: Unique Description: Many see enough wounds and death on the battlefield to be able to discern the cause of an ailment. To use this skill you touch the recipient with a packet and say Diagnose followed by an effect or trait. The recipient responds with a Yes if they are inflicted with the named effect or an effect with the named trait. Otherwise they say nothing. For specifics on what can be diagnosed, please see 2.11.6 Diagnose. Clarity And for some, there is only peace Robert The Forsaken Ciccolini Cost: 4 CP Purchase: Once Prerequisite: None Type: Combat Description: This skill allows you to resist any attack with a Mental Trait, (i.e. Will, Fear, Confusion or Inspiration, Presence, Despair, Trance) by paying the attribute cost and saying Resist. Verbal: Resist Attribute Cost: 1 Willpower Cleanse the Soul Emmmnow that is what I call refreshing -Jacob Colon Cost: 3 CP Prerequisite: Console the Spirit Type: Combat Description: Cures ALL magic trait effects on the character. You must spend 30 seconds of

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uninterrupted role-play concentrating, straining, or meditating before this skill is used. Verbal: Cure Magic by Will Attribute Cost: 1 Willpower Clear the Zone Back dogs!! BACK!! Yeen Cost: 4 CP Purchase: Once Prerequisite: Shield or 2 Handed Weapon skill Type: Combat Skill Description: To use this skill you must have a shield or two handed weapon in your hand, then the Blade is able to call Disengage and Slam. Verbal: Disengage and Slam Attribute Cost: 2 Brawn Cleave WowI didnt know blood could fly that far -Rodia Cost: 3 CP Purchase: Multiple Prerequisite: Any Weapon Proficiency Type: Combat Description: Sometimes time is not on your side, and the ability to quickly dispatch an enemy becomes necessary. With a little training, one can learn to focus their energy on a single, devastating swing, causing severe trauma. With this skill you can spend two points of brawn and call out 5 damage on your next swing. If the blow lands and the target does not acknowledge the strike through role-play no brawn points are spent. Verbal: 5 Damage Attribute Cost: 1 Brawn Combat Casting You know, sometimes its good to have a weapon Jody Hart Cost: 2 CP Purchase: Once Prerequisite: Staff Skill Type: Combat Skill Description: This skill allows the player to cast while holding a staff in their off hand. They may only cast Sorcerer spells in this way. Verbal: None Attribute Cost: None Combo It takes a quick punch to the solar plexus, then a knee in the groan followed by roundhouse, that should do the job. Sacka Yawea Cost: 2 CP Purchase: Once Prerequisite: Unarmed Combat Type: Combat Skill Description: This skill grants the player two consecutive fist delivered 3 Damage attacks.

Each swing must be done within 5 seconds of the other. This can only be done with fists and not with any other melee weapon. The target does not have to be the same one. Verbal: 3 Damage Attribute Cost: 1 Agility Commune with the Spirits So hows the forest this week my friend The Porcelain Goddess Cost: 2 CP Purchase: Once Prerequisite: Spirit Guardian Type: Event Information Description: To use this Skill you must turn in a pre-registration specifying you have this skill and intend to use it. If you do you MAY receive pregame information at the next event. This does NOT guarantee information, and may not be used if you end an event with a condition that prevents it. (I.e. Permanent Drain) Concentration What was that you said? I wasnt paying attention- Bob Clayton Cost: 4 CP Purchase: Multiple Prerequisite: None Type: Attribute Description: This skill, for each time bought, gives the character a additional attribute to use in place of any other attribute for use with Psionics. This may be bought up to a maximum of 4 times. Confession Forgive me Ar-el for I have sinned -Brother Justin Cost: 3 CP Purchase: Once Prerequisite: none Type: Attribute Skill Stat 2 Willpower Description: This will let the Priest take 1 min of role-play talking to a person in private. Though this is called confession your role-play is up to you. At the end of the Confession you may refresh 1 Essence to your target. This will only work on those who follow your Power. The call is Refresh Essence to <power> by Faith. This may only be used on a person once per event. Console the Spirit Calm your spirit my child, I will ease your pain Archibald Graham Cost: 3 CP Purchase: Once Prerequisite: None Type: Combat

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Description: You may Stabilize a person with Ten Seconds of role-play and spending the attribute. Verbal: Stabilize by Will Attribute Cost: 1 ANY Contact Hey, I know this guy, who knows this other guy, who worked with a guy that probably can help you with that little problem you got Ellie Arroway Cost: 2 CP Purchase: Once Prerequisite: None Type: Event Information Description: The character knows someone who, for some reason, always can find what they need, or constantly comes across that valuable information that they have been looking for. Of course nothings free, thank goodness for his friend discount. To use this skill you must have completed a pre-registration. In it, you should note that this skill is applicable to your character. In the time between events or right before the next event an information sheet may be given to you. This will provide your character the information that your contact has obtained. Controlling the Beast Easy my friend, easy Marc Singer Cost: 2 CP Purchase: Once Prerequisite: none Type: Combat Description: When struck by an attack with the FRENZY effect, you may call resist to ignore that one attack. Verbal: Resist Attribute Cost: 1 Willpower Coup De Grace Sometimes it is best to make sure your target is down. After all if you do not you are not finishing your contract! -Vincent Van Buren Cost: 2 CP Purchase: Once Prerequisite: Assassination Type: Combat Skill Description: Once the contracted target is incapacitated the assassins ultimate technique, and the thing that makes them the most scary, is their ability to keep the target down for good. Using this skill the assassin must strike the incapacitated enemy with a melee weapon and call Death by Weapon. Here is the tricky thing though. Many targets that may appear to be down are faking it in the hopes that the assassin will leave. Sadly if they are playing possum this skill will affect them too unless they have a way to defend against it. This skill can also be used

against the person whom you made the contract with if they break the contract. They must still be incapacitated. Verbal: Death by Weapon Attribute Cost: None Create Elemental Staff Summon the stars my child, harness the sun, command the sea, conquer the earth, and the world will be yours. Adam Maplestory Marcotte Cost: 2 CP Purchase: Once Prerequisite: Combat Casting Type: Unique Skill Description: This skill allows the player to create an Elemental Staff after one of the six Sorcerer elements- Air, Earth, Fire, Force, Radiation, and Water. The physrep of the staff must clearly represent the type of element it is portraying. More then one staff can be created and used with this skill as long as the next staff clearly represents only one of the elements. While in the hands of the Sorcerer with this skill the staff is considered Immune to Destroy. No imbue or effect cards are needed since it only works on the Sorcerer. Verbal: None Attribute Cost: None Crushing Blow Cost: 2 CP Purchase: Once Prerequisite: Power behind the Swing Type: Combat Description: Using a two-handed weapon you can strike an opponent's melee weapon and call "Destroy item and Slam" to knock them down. This throws you off balance as well. You must step back after using this skill and you cannot advance on that opponent for 3 seconds. Verbal: Slam and Weakness Attribute Cost: 1 Brawn Customer Service Come back and see us -Anonymous Cost: 2 CP Purchase: Once Prerequisite: None Type: Event Information Description: Its always a good idea to be nice to your customers. First, because they may find another place to shop, but also a friendly customer talks a lot more. To use this skill you must have completed a pre-registration. In it, you should note that this skill is applicable to your character. In the time between events or right before the next event an information sheet may be given to you. This will provide your character the information that they have heard.

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Death From Afar This may hurt a little Broken Steel Cost: 4 CP Purchase: Once Prerequisite: Thrown Weapon or Bow Type: Combat Description: Any good assassin knows that it is better to not be near your target when they fall down. This skill allows the character to deliver one lethal blow with a Bow or Thrown Weapon. The 2 points of Agility are only used when the blow is landed and the target acknowledges the effect though role-play or an appropriate defense is called. Verbal: 10 Damage Attribute Cost: 2 Agility Decipher Script You see those symbols there? They speak more to me than just the pictures that they make to the naked eye. -Rosetta Cost: 2 CP Purchase: Once Prerequisite: none Type: Prop Interaction Description: This skill allows the user to see the message hidden within the odd writings. Unlike other prop interaction skills this one will allow Players to try to decipher a code that is otherwise unbreakable. It will sometimes allow the user to be given keys to what letters match what symbols or a hint at which you can use to try to decode the writings given. Short Code DS. Defend So, I guess its time to go to work. -John Shaw Billings Cost: 4 CP Purchase: Once Prerequisite: None Type: Combat Description: The main job of a bodyguard is to protect another from possible harm. That being said, this skill is the key focus for any such that wishes to be successful. To use it, the character must first fill out a imbue card explaining the effects of the skill. Then 1 minute of role-play is required with the recipient (Contract negotiating, planning strategy, etc.), after which the verbal is called and the imbue card given to the target. The skill grants the target the ability to parry one melee weapon delivered attack. To use the parry, the character must be within 10 feet of the skill possessor, and neither character may be unconscious, rooted, shackled or under any other effect that hinders movement. The recipient however is not required to have a weapon in hand. 3 points of Agility are subtracted from the imbuing character upon handing card to the recipient.

Attribute Cost: 3 Agility Verbal: Grant Defense, Parry Defensive Instinct Man, that boy is fast! Johnson Michael Cost: 3 CP Purchase: Once Prerequisite: Melee Weapon Type: Combat Skill Description: This skill allows the player to parry any non bullet, weapon delivered attack. This can be used against archery and darts. When this skill is used the player must call Parry. A melee weapon must be in the players hand to use this skill. Verbal: Parry Attribute Cost: 2 Agility Defensive Stance When someone will not move, sometimes you must force them. -Zing Wai Quong, Student, Philosopher, and Monk. Cost: 2 CP Purchase: Once Prerequisite: Martial Arts Type: Combat Description: This gives you the ability to perform a Disengage while using Martial Arts. Verbal: Disengage Attribute Cost: 1 Wits Demolitions There are always two way to disarm a trap, I, for one, prefer the correct way. -Sniffer Cost: 3 CP Purchase: Once Prerequisite: None Type: Prop Interaction Description: As with the pick locks skill, this skill does not guarantee success. It merely gives the character the ability to attempt the skill. This skill gives the character the ability to set and disarm prop traps as detailed under the traps section of the core rules. Derringer I see you have a peashooter there. I am SOOOOO Scar. . . Billy Rupert, R.I.P. Cost: 2 CP Purchase: Once Prerequisite: None Type: Weapon Proficiency Description: With the skill you gain the ability to use a single shot AfterMath approved Nerf Blasters. The weapon in question must hold only a single round and need to be re-cocked and reloaded in between shots. This may never be intentionally dry fired.

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Dexterity Armor First rule in combatdont get hit -Grand Master Lao Chin Cost: 2 CP Purchase: Twice Prerequisite: None Type: Combat Description: This represents the characters ability to roll with a punch, dodge, and or parry blows delivered to them while in combat. You may not wear any physical armor while this skill is active. Even if the physical armor is destroyed, has no armor points, or is not being used, it must be removed prior to activating the dexterity armor. After it is breached, you must be fully healed and spend 1 minute of role-play (stretching out muscles, massaging bruises, or doing warm-up exercises) to refresh the armor points. Digging In Hold this line! Cost: 3 CP Purchase: Once Prerequisite: Firearms Type: Combat Skill Description: This skill allows the player to now only take 1 point of damage from uncalled bullet attacks. These will still drop you to unstable. To use this skill you must take a knee, lay prone, or assume a seated position then spend fifteen seconds of role-play creating a good firing position, such as preparing the area and checking your gun. You must have a firearm/Derringer/Heavy weapon in at least one hand. While you are dug in you are free to rotate in a circle but any movement that takes you out of your dug in position will end the effect, including going unconscious. Verbal: None Attribute Cost: None Dodge Theres no way I missed him, that shot was perfect. -Adam Macheart Cost: 5 CP Purchase: Once Prerequisite: None Type: Combat Description: While it is nice to be able to take a lot of damage, its always better just to get out of the way. With this skill the character has the ability to avoid nearly any attack. 3 points of agility are used to cancel the effects of any weapon, bullet, or packet delivered strike. Verbal: Avoid Attribute Cost: 3 Agility Dont Rush This Stop, Collaborate, and Listen. Gabriel the Soulless

Cost: 1 CP Purchase: Once Prerequisite: Digging In Type: Combat Skill Description: This skill can only be used when Dug In. It allows for a packet delivered Repel by Fear. Verbal: Repel by Fear Attribute Cost: 1 Willpower Drum Rituals Is their any way to turn to volume down on that Unknown suddenly awake person Cost: 1 CP Purchase: Once Prerequisite: None Type: Path Description: This skill gives you access to the Drum Ritual spell list. Duck and Cover If youre listening careful enough, you can always hear the slight click of the pin on a landmine. You can use this to your benefit, adding about a half a second to your reaction time. But, of course, you can only miss once. -Pvt. 1st Class, Leonard Maltoy Cost: 3 CP Purchase: Once Prerequisite: Demolitions Type: Combat Description: By using this skill and 1 point of Agility, you can avoid the effects of one trap Verbal: Avoid Attribute Cost: 1 Agility Employed You sir, work for me now! Yeen Cost: 1 CP Purchase: Once Prerequisite: None Type: Special Skill Description: A Body Guard is nothing without his employer. To use this skill the Body Guard and Employer must create a written contract outlining the duties and expectations of the Body Guard. It must be signed by the Employer and the Body Guard. Once this has been created the Body Guard is able to touch the Employer with a packet and call Imbue Employer by Will. This will give the Employer the Employer trait, no imbue card is needed since its only giving them an additional trait. This will only last the event, and must be redone again at the beginning of each event. This will give the Bodyguard a pool of five Stabilize to Employer by Will that resets when Essence is refreshed. Verbal: Imbue Employer by Will Stabilize to Employer by Will

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Attribute Cost: None E.M.T (Paramedic Procedures) Feel free to play doctor with me anytime boys -Lady Bug Cost: 2 CP Purchase: Once Prerequisite: Check Condition Type: Path Description: This skill opens the path of paramedic procedures to the character. As with all paths the skills must be purchased in a pyramid. This skill allows the character to use a medical kit. The medical kit has its own set of attributes and can be refreshed by using components. For each point you wish to refresh, the component cost is 1 plant, 1 animal, or 1 mineral. To get the medical kit refreshed you must bring your medical kit to a fixer (logistics) to be refreshed along with the components. Endure If you think about it, pain is just something your brain made up. It takes a little practice, but you can actually learn to control it. Eventually youll be able to ignore it altogether -Pvt. 1st Class, Leonard Maltoy Cost: 3 CP Purchase: Once Prerequisite: None Type: Combat Description: The bodyguard is usually privy to very sensitive material. As such, they must learn to keep their mouth shut, even under extreme duress. By spending one point of wits, the character may resist an attack with the agony effect. Attribute Cost: 1 Wits Verbal: Resist Engineer What are you building now Jack? Can I see? -Small child Cost: 3 CP Purchase: Multiple Prerequisite: Analyze Type: Production Description: This is the life blood of a fixer, building toys. Different gadgets can require all different kinds of components, and these should be turned in before the event along with the blueprint (youll get this back). In addition, a physical representation of the object must be made (needs to be similar to the blueprint). If the rep is acceptable and everything else is in order you will be allowed to use the new item. For known blueprints please see the Production section Equinox

For every season, turn, turn, turn. The Byrd Cost: 4 CP Purchase: up to four Prerequisite: Open the Inner Path Type: Attribute Skill Description: May be used to substitute for any stat cost for Pathwalker spells. Escape Artist What the? He was here I promise. I had him tied up right frigging here! Carmine The Noose Landers Cost: 3 CP Purchase: Once Prerequisite: None Type: Prop Interaction Description: You may spend 1 point of Wits and 1 minute of role-play manipulating rope or shackle bindings to free yourself. Unless you have this skill you may not free yourself from shackles, ropes, etc. without assistance. You must remove the entire phys rep and leave it in the location where you used this ability i.e. you may not free yourself and carry the prop with you to disguise the fact that you have escaped. The attempt to slip bonds is negated if either the one-minute count is interrupted or another person touches the bonds' phys rep. If the attempt to slip bonds fails the attribute point is wasted. Feline Hybrid Meow Michelle Fiffer Cost: 1 CP Purchase: Once Prerequisite: None Type: Path Description: This gives you access to the transform abilities for this Hybrid. Finesse It takes hard work to get this good. Igor Allan Rodgers Cost: 4 CP Purchase: Up to four times Prerequisite: Razor Sharp Type: Attribute Skill Description: This skill gives an amount of points equal to the amount of times the skill is bought. These points can be used in place of any attribute for Blade skills and Cleave. However, this may not be used for Heightened Reflexes. This pool refreshes when Essence is used. Verbal: None Attribute Cost: None Firearms So you got a gun, thats great can you use it? -Jake Carter A.K.A. The Saint Cost: 2 CP

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Purchase: Once Prerequisite: Derringer Type: Weapon Proficiency Description: As your character, you may use a AfterMath approved air gun. With this skill alone you may have a maximum of 6 Nerf foam bullets (See Gun Rules) in the guns hopper at any one time. This may never intentionally be dry fired. More information on firearms can be found in the Guns section in this Rulebook. First Aid Bandage that one up and stop the bleeding, give that one a tranq stat, set his leg in place, and throw this one out back. We need to save the beds for the ones that will survive. Now quit your cryin and pull yourself together. Youre on the front lines now honey -Jessica Blalock Cost: 2 CP Purchase: Once Prerequisite: None Type Unique Skill Description: Courage in battle is common; courage after battle is extraordinary. You can administer medicines and bandage wounds to prevent someone from dying of blood loss or to cure a maimed limb. When you begin to use this skill you must call First Aid and role-play the appropriate actions. If you are attempting to cure a maimed limb, after the thirty seconds of role-play is complete, you must use the Cure Maim by Medic verbal. If you are attempting to stabilize an unstable character, then after one minute of roleplay you must call, Stabilize by Medic. You may not stabilize a character and cure a maim effect at the same time; you must spend thirty seconds to cure each individual maimed limb. If the one minute of role-play is interrupted for any reason you must start the skill all over again. The result of the first aid skill cannot be known until the one minute of role-play is concluded. Verbal: First Aid Stabilize by Medic or First Aid Cure Maim by Medic Fist of Steel Stay away from her left, its deadly Hallback Chevelle Cost: 3 CP Purchase: Once Prerequisite: Martial Arts Type: Combat Description: This skill adds one extra point of damage to all called claw and fists attacks but not to melee weapons. This is a permanent effect and does not take attributes to use. This will only work on called damage. Verbal: None Attribute Cost: None

Focus Stone Focus my son, focus A psychic from a mall Cost: 2 CP Purchase: Once Prerequisite: None Type: Unique Description: With this skill, any Psionic can use their abilities with only one free hand. On them, the Psionic must have a stone of some kind, which helps their concentration. Fortitude I aint got time to bleed Pred Ventura Cost: 3 CP Purchase: Once Prerequisite: None Type: Combat Description: You have the strength to carry on the fight despite personal injury. So long as you are conscious you may spend three seconds of roleplaying - wiping blood from your face, clearing your head or similar actions - to shrug off your wounds. You must exhaust a point of brawn to heal two points of Vitality. This skill will not heal or cure any effects other than damage. This skill may not be used to heal others. Verbal: Heal two by Will Attribute Cost: 1 Brawn Gentle Grip You must hold it like you were caressing your lovers hand, gentle enough not to damage it but firm enough that she can never get away. -Brandon Smooth Hands Macheart Cost: 2 CP Purchase: Once Prerequisite: None Type: Combat Skill Description: This skill allows the player to resist one disarm effect delivered by any trait. Verbal: Resist Attribute Cost: 1 Agility Gift of the Old World What wonderful gifts they have left us. -Brother Justin Cost: 1 CP Purchase: Once Prerequisite: None Type: Path Skill Description: This skill allows the player access to all Force Sorcerer spells. Verbal: None Attribute Cost: None Gift of the New World You know I saw a Goriyani once that was immune to my spells, so I shot him.

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Victor Bon Doom Cost: 1 CP Purchase: Once Prerequisite: None Type: Path Skill Description: This skill allows the player access to all Radiation Sorcerer spells. Verbal: None Attribute Cost: None Grenadier Here, hold this. Cidalpho the Great Cost: 2 CP Purchase: Once Prerequisite: None Type: Combat Skill Description: This skill allows the player to throw grenades. Grenades are thrown weapons that must be made entirely out of foam, or follow the thrown weapon rules. To throw a grenade a Grenadier role-plays for three seconds pulling the pin then throwing the grenade at the target. Grenades typically only affect the person it hits. Harness the Elements Crackling Energy; Death with a Smile Harold Kevin Bruning the II Cost: 2 CP Purchase: Once Prerequisite: Elemental Staff Type: Combat Skill Description: This skill grants the Sorcerer unlimited 1 Damage by <trait>. This effect requires the Elemental Staff that represent the same trait that is being used with this skill (only a Radiation Elemental Staff can be used to call 1 Damage by Radiation. No magical boosts can be added to this skill, it will only do a max of 1 Damage. To use this skill, the Sorcerer must spend any one attribute point and call Imbue by <trait> and from that point on they can call unlimited 1 Damage by <trait>. Where <trait> is, one of the six Sorcerer Elemental effects must be chosen- Air, Earth, Fire, Force, Radiation, and Water. This skill ends when the caster dies, uses a point of Essence to refresh attributes, or the event ends. Verbal: Imbue by <trait>, 1 Damage by <trait> Trait= Air, Earth, Fire, Force, Radiation, and Water. Attribute Cost: 1 Any Heavy Armor Get that flak jacket on boy, I aint gonna have you dyin on me today -Mercy Graysod Cost: 1 CP Purchase: Twice Prerequisite: Light Armor Type: Combat

Description: To effectively wear heavier types of armor, you must learn to do common things a little differently. Walking, jumping, swimming, dodging, and other normal movements have to be relearned so you dont hurt yourself or misadjust the armor. For each purchase of this skill you may wear an extra point of armor, up to a maximum of four. This is Physical armor. For more detailed rules on armor, please note the armor rules (2.15). Heavy weapons Pistols are nice, swords are nice, but to me, there is nothing better than that last look of shock when a rocket hits someone. Troy Gun Bunny McCarty Cost 2 CP Purchase: Once Prerequisite: None Type: Combat Description: With this skill you can use automatic weapons and rocket launchers. The user must take a knee when firing to steady themselves.

Heightened Reflexes You will find it is easier to deal with guns when you can side-step the bullets. Anderson Thomas Cost: 4 CP Purchase: Once Prerequisite: None Type: Combat Description: This skill allows the user to spend 1 point of Will and Imbue Self with the ability to avoid uncalled bullets and arrows only. To do this the user must concentrate for 5 Seconds and then call Imbue by will. The user then can call Elude (Bullet or Arrow) against uncalled bullet or arrow two times. These Eludes are lost when Essence is used to reset, death, or the end of the event. Verbal: Imbue by Will Attribute Cost: 1 Will Heart of the Mountain Man thats a big rock, I betcha it hurt. -Utah Cost: 1 CP Purchase: Once Prerequisite: None Type: Path Skill Description: This skill allows the player access to all Earth Sorcerer spells. Verbal: None Attribute Cost: None Heart of the Sea This aint no water gun sonny. Lonnie Johnson Cost: 1 CP

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Purchase: Once Prerequisite: None Type: Path Skill Description: This skill allows the player access to all Water Sorcerer spells. Verbal: None Attribute Cost: None Heart of the Storm And there was a hurricane that left no man or woman, no child, no animal untouched. For all the lives of the village felt the backlash from those failed experiments to control the sky. Nick Tesla Cost: 1 CP Purchase: Once Prerequisite: None Type: Path Skill Description: This skill allows the player access to all Air Sorcerer spells. Verbal: None Attribute Cost: None Heart of the Sun Is it hot? Or is it just me? Brandon Smooth Hands Macheart Cost: 1 CP Purchase: Once Prerequisite: None Type: Path Skill Description: This skill allows the player access to all Fire Sorcerer spells. Verbal: None Attribute Cost: None Holding Ground They try to use all their fancy moves on me, but it never works. Cost: 1 CP Purchase: Once Prerequisite: None Type: Combat Skill Description: This skill allows the Blade to resist a Disengage effect. Verbal: Resist Attribute Cost: 1 Willpower Impressive Stature You dont want none of this, boy. -Cannon Rick Abbot Cost: 3 CP Purchase: Once Prerequisite: None Type: Combat Description: As a bodyguard, its always helpful to make opponents second-guess themselves. A quick growl or over-confident look can do just that. By expending 1 Wits the character can cause all those around to take an immediate step away. Attribute Cost: 1 Wits

Verbal: Disengage Improved Position No fatty, that is not how you do it. Watch, if you stand BEHIND the sand bag you wont get shot. Kids these days! Old Man Scotty Cost: 2 CP Purchase: Once Prerequisite: Digging In Type: Combat Skill Description: This skill makes it so while dug in, any called damage delivered with a Bow, Derringer, Firearm, or Heavy weapon will now make you stable while Dug In. It is still considered called damage for defenses that can be used against it. Verbal: None Attribute Cost: None Improved Unarmed Combat He continued hitting the steel drum, his hands bandaged and bleeding, until he could no longer throw a punch- Arthur Knox, Writer Cost: 4 CP Purchase: Once Prerequisite: None Type: Weapon Description: This skill allows the buyer to use two 26-34 inch weapons as fists. The most important thing to remember when using these is SAFTEY. Although difficult, anyone using this skill will be expected to remain at a reasonable distance from other combatants (i.e. this skill is not a reason to charge). The weapons used as props for fists must be colored entirely red, and may have a foam basket hilt. As the weapons are basically hands they cannot be disarmed or destroyed. With this skill alone weapon blows can be parried, damage is not taken as if a valid target had been hit. Any destroy weapon attack is taken as a maim limb. Informant psstYou got anything for me today Overheard from a drug dealer Cost: 2 CP Purchase: Once Prerequisite: None Type: Event Information Description: Everyone could use someone on the inside, but only a few actually have one. To use this skill you must have completed a preregistration. In it, you should note that this skill is applicable to your character. In the time between events or right before the next event an information sheet may be given to you. This will provide your character the information that they have gathered. Intimidate

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I have no idea what hes saying but I dont want to go near him -Mikael Cost: 2 CP Purchase: Once Prerequisite: Intimidate Type: Combat Description: Sometimes its is preferred to scare an enemy rather than fight them. With this skill the character has the ability to make a target so afraid that they will avoid the character at all possible costs. The character must first call out a reason the target should be scared, say the verbal for this skill, then throw a packet. If the packet hits, and the target acknowledges the hit through role-play, two points of wits are expended. Attribute Cost: 2 Wits Verbal: Repel by fear Iron Will Orders dont have to make sense, sometimes you just have to suck it up and get smoked for the team -Capt. Rob Vincent (Blackwood Resistance Force) Cost: 3 CP Purchase: Once Prerequisite: None Type: Combat Description: A mercenary must learn to face death when needed to get the job done. By spending one minute before a battle, psyching their self up, the character may spend 2 points of Willpower to become immune to any effect with the fear trait for the duration of the battle. Verbal: No Effect Attribute Cost: 2 Willpower Knockem Down Go for the kneecaps that will slow them down! Buzz while being assaulted by several Slugs. Cost: 2 CP Purchase: Once Prerequisite: Digging In Type: Combat Skill Description: This skill can only be used when Dug In. It allows for a bullet delivered 3 Damage and Slam. Verbal: 3 Damage and Slam Attribute Cost: 1 Agility Leg Breaker Ouch, thats my leg?!?! Man, did you have to say something so lame. Erik Peg Leg Mcgee Cost: 3 CP Purchase: Once Prerequisite: Melee Weapon Type: Combat Skill Description: This skill grants the player a weapon delivered Maim. Verbal: Maim

Attribute Cost: 1 Willpower Leveraged Block Cost: 2 CP Purchase: Once Pre-Requisite: One Handed Block Type: Combat Description: If you are using a two handed weapon and one of your arms is affected by a Maim effect you can still block incoming attacks as long as your other arm can still function. You cannot attack, but you can block incoming attacks and use game skills that allow you to call out a Defense and require you to be using a weapon. You must call out "Reduce" then the Maim strikes you. The ability to block ends if you take another Maim to the same arm and you cannot use this skill again until that Maim is cured. Light Armor If you're going to go out there at least grab that leather. I dont what to have to clean up too much of your blood -Doc. Jay Fitz Cost: 1 CP Purchase: Twice Prerequisite: None Type: Combat Skill Description: With this skill, you gain the ability to wear one point of physical armor. Armor points are the first to go when you take damage, and can be fully repaired by anyone with the appropriate skill. It is required that the armor be actually worn. For more detailed rules on armor, please note the armor rules (2.15). Luck Dont worry, I can survive anything. The unnamed Drifter who finally died of old age. Cost: 3 CP Purchase: Once Prerequisite: None Type: Combat Skill Description: When a drifter is hurt, all it takes is a little luck to stay alive. To use this skill the Drifter must be in an unstable state. They can spend two attributes of any type and instantly become stable. This may be done at any point during the bleed out count. If, after using this skill, they are rendered unstable again before becoming conscious they are Out of Luck and are unable to reuse this skill. Verbal: None Attribute Cost: 2 Any Martial Arts Philosophies Like the waves of the ocean, calm, yet devastating. -Quin Zi Jin, Monk, Teacher, Philosopher, and Chemist. Discipline: Martial Arts Cost: 1 CP

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Purchase: Multiple Prerequisite: None Type: Path Description: Each Philosophy must be bought separately, and gives access to the Martial Arts spells in each Philosophy. The available philosophies are Falling Star, Fierce Eagle, Patient Spider, and Shifting Sand. Mask of the Warrior Whats that crap on your face, you look like a clown or something James Fenimore Cooper Cost: 3 CP Purchase: Multiple Prerequisite: None Type: Path Description: This is a Production Skill. You may buy it up to FIVE times. Each time you buy this skill it grants you access to the next level of War Paint. For more information see the Production Section of this book. Melee Weapon Proficiency Bullets or blades, its really a question of taste. Sure, guns got the range, but they jam up, run out of ammo, and are louder than hell. Plus theres a certain finesse to the sword, I cant really explain it, but its kind of like a dance, pure, graceful, and deadly -Razor Jackson Cost: 2 CP Purchase: Twice Prerequisite: None Type: Weapon Proficiency Description: Although guns do exist, they have a tendency to be unreliable an expensive to maintain. Being able to effectively use a melee weapon is a staple for most warriors and highly advised for everyone else who wishes to survive. Each time this skill is purchased a new type of weapon may be used. The two types of weapons are one handed weapons and two handed weapons. One handed weapons includes spears and two handed weapons includes staves and glaives. Mental Focus Eventually youll learn to block everything else out, only you and your target will be in focus, like a kind of meditation -Shiver, The Ice queen Cost: 3 CP Purchase: Once Prerequisite: None Type: Combat Description: You must train the mind as well as the body. With the expenditure of one willpower point you may resist any effect with the fear or confusion trait. Attribute Cost: 1 Willpower Verbal: Resist

Mind Of No Mind It is bad when one thing becomes two. One should not look for anything else in the Way of the Samurai. It is the same for anything that is called a Way. If one understands things in this manner, he should be able to hear about all ways and be more and more in accord with his own. Ghost Dog Cost: 4 CP Purchase: Multiple Prerequisite: None Type: Attribute Skill Description: This skill creates a pool of points that are used power to power Philosophy spells. The first time it is bought it gives FOUR Trancer points, each time after it adds TWO points to the pool. It may only be bought a number of times equal to your Willpower Attribute. This pool refreshes when Essence is used. Mind Over Body Dedication Even if one's head were to be suddenly cut off, he should be able to do one more action with certainty. With martial valor, if one becomes like a revengeful ghost and shows great determination, though his head is cut off, he should not die. Ghost Dog Cost: 1 CP Purchase: Once Prerequisite: None Type: Path Description: This path is the mastery of ones own body and allows you to buy spells under this header. Nerve Shot Dont worry, youll live, itll just hurt like hell Often said by The Peacekeepers Cost: 1 CP Purchase: Once Prerequisite: Firearms Type: Combat Description: With this skill the sharpshooter has learned how to shoot her target to cause the utmost amount of pain, while leaving them relatively undamaged. This is especially useful when trying to pull others from their cover as they attempt to rescue their friend. Attribute Cost: 1 Willpower Verbal: Agony One Armed Monkey Style How do you get a one armed monkey down from a tree? You wave at him. Joel Eleven Toes Roberts Cost: 2 CP Purchase: Once

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Prerequisite: None Type: Combat Description: With this skill the Martial Artist is able to use only a single "Fist," while the other hand may be used for Thrown Weapons, Grenades, Spells, and Psionics. Any other weapons cause the Martial Artist to lose their trance. One Handed Block Cost: 2 CP Purchase: Once Pre-Requisite: Two Handed Weapon, or Staff Type: Combat Description: You are able to block one handed with a Two Handed Weapon for up to three swings, after that you must put both hands on the weapon for the next swing. One Shot, One Kill I dont think you have fully realized the situation. I can see that your friends are going to shoot me, but YOURE not going to make it out of here alive. You might want to ask them to stand down. Camrion Vel Cost: 4 CP Purchase: Once Prerequisite: Derringer Type: Combat Skill Description: This gives the Sharpshooter the ability to do a bullet delivered Death while they are using the skill Dug In. Verbal: Death Attribute Cost: 3 Wits Open The Inner Path First, you must understand yourself before you understand anything outside. -Flying Falcon Cost: 1 CP Purchase: Multiple Prerequisite: Spirit Guardian Type: Path Description: This allows you to learn the Paths of the Seasons spell lists. Each must be bought separately. There are four spell Paths; Autumn, Spring, Summer, and Winter. Out Cold Goodnight ladies and gentlemen, see you tomorrow. - Hal Johns, host of Fight Night Cost: 3 CP Purchase: Once Prerequisite: None Type: Combat Description: To use this skill you must be able to see both of the victims shoulders, and strike them in the back; this is defined by any area between the shoulder blades of the target. On a successful attack the target will fall unconscious to the ground within seconds. This skill works with any approved

melee weapon. 1 point of agility is used if the attack is successful and the target acknowledges it through role-play or a proper defense is called out. Verbal: Stun Attribute Cost: 1 Agility Paired Pistols Because shooting lots of bullets is fun. -John Woo Cost: 4 CP Purchase: Once Prerequisite: Firearms, Ambidexterity Type: Fighting Style Description: Commonly referred to as slinger style this style of combat exemplifies the idea that more bullets = more kills. Whether or not this is true is hard to tell, but it defiantly has its advantages. With this skill a character may use a gun in each hand, at the same time (yes, John Woo style). Palm Object What? Where did it go? I know he just had it! -Larry One Eye Jenkins Cost: 3 CP Purchase: Once Prerequisite: None Type: Prop Interaction Description: This skill allows you to exhaust one point of Agility to hide one item for five minutes on your person. The item cannot be in plain sight. If you are searched you do not have to reveal the presence of the item. If the item is actually spotted by someone, however, this skill fails. The skill will work for five minutes even if you are killed during that time Attribute Cost: 1 Agility Passive Leave em alone Spike look, hes helpless. Mohandas Martin Cost: 3 CP Purchase: Once Prerequisite: None Type: Combat Description: Being able to make a target ignore you for a second can more often than not save you hide. By expending 1 Wits the character can cause all those around to take an immediate step away. Attribute Cost: 1 Wits Verbal: Disengage Pharmaceuticals Yes, you should be finewait what was that I gave you? Izzie George, Intern Cost: 3 CP Purchase: Multiple Prerequisite: Check Condition Type: Production

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Description: One of the most important skills for those that follow the path of medicine, pharmaceuticals heal, protect, and help anyone who is able to use them. These medicines can be made in a variety of ways. The most common are pills, elixirs, and salves, but the recipe will say specifically. To use the medicines the character must spend 2 seconds of role-play (taking the medicine) and then call out the appropriate verbal. The verbal will change from substance to substance but will always end in by Medicine. For a list of known pharmaceuticals please see the Production Section. Pick Locks Of course I always bring my key -Alex Dr. Bones Cost: 2 CP Purchase: Once Prerequisite: None Type: Prop Interaction Description: Unlike other prop interaction skills, the user of this skill may attempt to pick any ingame lock. Some locks, such as combination locks, may have a special envelope with the skill name Pick Locks on it. This envelope will contain a clue or the actual combination to assist anyone with this skill. Without this skill, a player MAY NOT attempt to open an in-game lock. For locks that do not have a envelope, the character with this skill may try to pick the lock the old fashion way (I.E. with lock picks). Short Code PL. Pin Stay right there, ok -JS Cost: 3 CP Prerequisite: Archery Type: Combat Description: You may fire an arrow that will have the root effect if you successfully hit a target. The 1 point of Wits is only used when the blow is landed and the target acknowledges the effect though role-play or an appropriate defense is called. Verbal: Root Attribute Cost: 1 Wits Power behind the Swing Cost: 3 CP Purchase: Once Prerequisites: Two Handed Weapon Type: Combat Description: Using a two handed weapon allows the user to swing "Double" on any non-damaging effect. For instance, using a skill that does Stun with a weapon swing would allow someone with this skill to do "Double Stun. This stacks with all melee weapon effects

Power of Faith A touch so light as if embracing a rose pedal, yet a power so fierce it can bring back those who are on the brink of death. Quin Zi Jin, Monk, Teacher, Philosopher, and Chemist Cost: 4 CP Purchase: Once Prerequisite: None Type: Combat Description: This will add a permanent +1 to any heal effect that is not By Medic. Verbal: Nothing additional Attribute Cost: None The Powers Gift Now what was it you wanted to know? Quin Zi Gin, Monk, Philosopher, Teacher, and Chemist. Cost: 1 CP Purchase: Once Prerequisite: None Type: Magical Path Description: This allows you to begin buying spells from the Priest spell list. Projective Dedication Hey, get outta my head weirdo -Anonymous Cost: 1 CP Purchase: Once Prerequisite: None Type: Path Description: This path involves controlling others mind (to an extent). This skill allows you to purchase spells under this header. Premonition How did you know what was about to happen? I just get these feeling at times. Charlene Roberta Cost: 2 CP Purchase: Once Prerequisite: None Type: Prop Interaction Description: This skill allows the user to fine tune their psychic abilities and receive premonitions from time to time. Specifically it allows the user to open and read envelopes that are labeled with the skill name. Pressure Point Ouch! That really hurt. How did you do that? M Reynolds Cost: 3 CP Purchase: Once Prerequisite: Martial Arts Type: Combat Description: Grants the user three uses of Short Paralyze. You must be using your fists or claws to attack. The attributes are only used when the blow is landed and the target acknowledges the

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effect though role-play or an appropriate defense is called. Verbal: Short Paralyze Attribute Cost: 1 Wits Protect Dont worry as long as you stay with me, no harm can come to you. Bizz Nes Cost: 3 CP Purchase: Once Prerequisite: None Type: Employed Description: To use this skill the Body Guard must role-play with the Employer for 5 seconds, talking strategy and preparing them to be protected. They then call Imbue Employer by Will, Grant 2 Protection to Employer by Will and hand them the Imbue Card. The skill grants the target with 2 points of protection, per the Grant effect as long as the Employer stays within 10 feet of the Bodyguard. If either person has a greater then 10 foot range from each other they must touch each other to reactivate the effect. If the person already has the Employer trait, you do not need to imbue the trait over again. Verbal: Imbue Employer by Will, Grant 2 Protection to Employer by Will Attribute Cost: 1 Agility Quick Escape When its time to run, its time to run! Flack Cegulls Cost: 2 CP Purchase: Once Prerequisite: None Type: Combat Skill Description: This skill allows the player to resist any Slow effect. Verbal: Resist Attribute Cost: 1 Agility Raining Hammer Fist Well dont buy him a new clock, his just got cleaned Hal Johns, host of Fight Night Cost: 3 CP Purchase: Once Prerequisite: Fist of Steel Type: Combat Description: You must be using your fists or claws to attack. This attack is a Slam and Short Drain effect to the opponent with the user staggering backwards for three seconds. The attributes are only used when the blow is landed and the target acknowledges the effect though role-play or an appropriate defense is called. Verbal: Slam and Short Drain Attribute Cost: 1 Brawn Rapid Fire

Sometimes the only sound I want to hear is the BANG of my weapon as it discharges! -Richard Gatling Cost: 2 CP Purchase: Once Prerequisite: Digging In Type: Combat Skill Description: This skill can only be used when Dug In. It allows for a bullet delivered Triple 3 Damage. Verbal: Triple 3 Damage Attribute Cost: 2 Brawn Razor Sharp Let the weapon sing. -Reis Cost: 3 CP Purchase: Once Prerequisite: Melee Weapon Type: Combat Skill Description: This skill adds one extra point of damage to all called melee damage attacks that are not fists. This is a permanent effect and does not take attributes to use. This will only work on called damage. Verbal: None Attribute Cost: None Read Magic Can you not read the runes, boy? They can save your life! -Ingvald Cost: 2 CP Purchase: Once Prerequisite: None Type: Prop Interaction Description: This skill is used to read the writings that were left after the war. Specifically it allows the user to read envelopes containing the skill name. In many situations this skill will be needed to learn more about magic oriented items or places. Short Code RM. Recharge Bullet "You need more bullets? What are you doing with all of them? Oh wait, never mind I don't want to know" -Zam the Tinker Cost: 2 CP Purchase: Once Prerequisite: 3 Levels of Engineering Type: Prop Interaction Description: This skill allows you to use a bullet charging machine to recharge bullets. To do this you must first deposit all spent Amps into the recharge box, then spend (X) seconds role-playing with each bullet. The time required to recharge each bullet is determined by the levels of engineering a character has. At the minimum required level, being level 3, they take 10 seconds per bullet, at level 4 they take 5 seconds, and at level 5 they take 3 seconds. Unless plot states

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otherwise either at the start of the event or by using an effect card, it cost 1 AMP per 5 bullets, always rounded up, for example if you recharge 6 bullets you will spend 2 Amps. There must be a rep for every bullet recharged. You are also required to double check and insure the bullet is still safe before handing it back. Any bad bullets should be identified and are 'unrechargeable'. Bullets marked NPC are automatically considered unrechargeable by players. Check with the safety team to find out what an 'unsafe' foam dart is. The symbol for this skill is RB. Reckless Its always a good time to be reckless! -Mens Ra Cost: 3 CP Purchase: Once Prerequisite: None Type: Combat Skill Description: This skill allows the player to refresh all their attributes as if they used 1 point of Essence but instead of taking 5 minutes it only takes 3 seconds. To use this skill the player must spend the two points of Essence and call Imbue by Will. Essence does not get refreshed when this skill is used. Verbal: Imbue by Will Attribute Cost: 2 Essence Reconnaissance Alright, that sounds good, but keep this quiet. If this got out it wouldwhat was that? Did you hear something? -John Bender, Recon Ranger. Cost: 2 CP Purchase: Once Prerequisite: None Type: Event Information Description: Objects arent the only things that can be stolen. To use this skill you must have completed a pre-registration. In it, you should note that this skill is applicable to your character. In the time between events or right before the next event an information sheet may be given to you. This will provide your character the information that they have gathered. Refocus Cost: 1 CP Purchase: Once Prerequisite: None Type: Combat Description: When using a packet attack, if you miss the target you can gain the stats back after spending one minute of time refocusing your magical abilities. If the target calls a defense, you have still spent the stats. This is bought for each specific spell path. For Psionic casters, the refocus period is only 10 seconds.

Relentless Aint nobody gonna break my stride, Aint nobody gonna slow me down Matthew Wilder Cost: 1 CP Purchase: Once Prerequisite: None Type: Combat Description: To use this skill the character must be following the target. While in pursuit, if a skill or ability is used by the target causing a disengage effect, the character may resist it. It must be stressed that this skill can only to be used during a chase, in which you are behind the target. Reload Youre right, I may be seeing double. I guess Ill just have to shoot the both of you -Jake Carter aka. The Saint Cost: 1 CP Purchase: Multiple Prerequisite: Firearm Type: Unique Description: For each purchase of this skill, you may have an additional bullet in you loader at any one time and you gain extra bullets at the beginning of the game. Resolve You can shoot me, you can stab me, you can even burn me with magic, but you wont me ever make me stand down. -NIA Cost: 1 CP Purchase: Once Prerequisite: None Type: Combat Skill Description: This skill allows the Blade to spend three seconds role-playing summoning inner strength. After the three seconds of role-playing the Blade calls Heal 2 by Will Verbal: Heal 2 by Will Attribute Cost: 1 Brawn Rodent Hybrid Lets see if you can catch me now -Frank Abagnale Cost: 1 CP Purchase: Once Prerequisite: None Type: Path Description: This gives you access to the transform abilities for this Hybrid. Rune Cutting For the Ancestors! -Ingvald Cost: 3 CP Purchase: Multiple Prerequisite: Read Magic

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Type: Production Description: This skill allows the user to cut runes into specially made clay and later access the magic locked within. To activate most runes the maker must have the Magic trait and speak a ten syllable incant that involves the runes name. For known Runes please see the Production section. Scalpel Its like cutting the wire off a power source -Doc Bones Cost: 3 CP Purchase: Once Prerequisite: None Type: Combat Description: This skill reflects the medical knowledge that most doctors have. After extensive study of the bodies systems, a doctor can learn to target the most vital area. With a small weapon anyone with this skill may strike an opponent, making them paralyzed. 1 point of Agility is used if the blow lands and is acknowledged though role-play, or a proper defense is called. Attribute Cost: 1 Agility Verbal: Paralyze Search- (Animal, Magical Mineral, Plant and Tech) Cost: 2 CP Purchase: Once Prerequisite: None Type: Prop Interaction Description: When searching a defeated opponent the NPC will ask you if you have the specific search skill. If you do have the specific search skill you get the component, if do not then you are aware of what kind of component they have but are unable to receive it. By purchasing the Search skill you are able to more aptly utilize the components that you are able to find. As a result, any event where you are also required to pay upkeep, you receive a virtual component that is usable for production only, for each type of search skill you possess. This can be used on your first event. Example: Travis has search animal and wants to use it to refuel his med kit. He can do so by indicating on the master tag that he used his search skill to provide the component that was used to refill a point to his field surgery bank in his med kit. Individual short codes:

Search Plant- SP Search Animal- SA


Seeker of Truth I can find anything! Well anything but the dang key to my cabin, well that and my other sock. Okay I also cant find my. Shasin the Seeker Cost: 2 CP Purchase: Once Prerequisite: None Type: Combat Skill Description: This skill grants the Explorer the ability to Expose certain traits. The traits available with this skill are Living, Fire, Earth, Water, Air, Radiation, and Force. To use the skill the Explorer spends 5 seconds role-playing looking around, checking the air, tasting dirt, etc. and then calls By Voice, Expose <trait> by Will. Verbal: By Voice, Expose <trait> by Will. Attribute Cost: 1 Any Seen It All Yep, saw that too -E. Robert Cost: 2 CP Purchase: Once Prerequisite: None Type: Combat Skill Description: This skill allows the player to resist any effect that affects them and was delivered with the Presence trait. Verbal: Resist Attribute Cost: 1 Wits Sermon Rise my brothers and sisters, rise against Ar-el the Usurper and the Old Bloods who follow him, rise and take your lives back! -The Red Prophet Cost: 3 CP Purchase: One Type: Description: This will let you give a motivational speech and at the end of the speech you can call heal 1 to the room. If sermon is used in private with members of your Power, IE you are a priest of Ar-el and you have only followers of Ar-el in your sermon, you can change the heal 1 to a refresh 1 of any stat, the stat cost of this skill changes to 1 of the stat you wish to refresh Verbal: Heal 1 to the room by <Power> OR (Refresh <trait> to <power> by Faith). Essence may not be refreshed in this manner. Attribute Cost: 1 Willpower OR 1 <trait> being refreshed Shield

Search Tech- ST Search Mineral- SM Search Magical- SX

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Its not that difficult, just make sure that the two foot piece of metal is between you and the weapon and youre set -Miguel The Axe Procelli Cost: 2 CP Purchase: Twice Prerequisite: None Type: Fighting Style Description: With the first purchase of this skill the character is allowed to use a shield with a maximum dimension of 20 inches. With a further purchase that length is increased to 36 inches. Shields may not, under any circumstances, be allowed to strike another person. Shrugging Off Magic What was that? Oh, a little magical spell. Now leave me alone, Im playing with the big kids -Psyco Bob Cost: 3 CP Purchase: Once Prerequisite: None Type: Combat Description: By using 1 point of their Brawn the character may resist the effects of the magic trait. Attribute Cost: 1 Brawn Verbal: Resist Sleep Deprivation Training You are the master of your own mind and body. With enough training you can ignore pain, thirst, and hunger. Even sleep can be controlled. Sgt. Shammy of Blackwater Cost: 2 CP Purchase: Once Prerequisite: None Type: Combat Skill Description: This skill allows the player to resist any Stun effects. Verbal: Resist Attribute Cost: 1 Willpower Small Weapons It may be small, but youll feel it -Lauren The Knife Rodalakis Cost: 0 CP Purchase: Once Prerequisite: None Type: Weapon Proficiency Description: May use any AfterMath approved melee weapon that does not exceed 24 inches in overall length. Smith Yep, its broke -Magnet Jack Cost: 3 CP Purchase: Once Prerequisite: None

Type: Prop Interaction Description: The character may spend 1 minute of role-play, with a melee weapon or firearm, to repair the destroy effect on it. In addition the character may repair armor which has been breached from damage. This, as well, takes 1 minute of role-play with the armor. In each case the role-play must take place in a suitable place (I.E a smithy, or mechanics shop), and the action should reflect what it is that you are doing. If the character is interrupted (by taking damage or using another skill) then the whole process must be restarted. Smiths also gain the ability to create either armor or weapon field patches. The patches must be declared which type they are when made. These patches can be used away from a forge to repair either weapon or armor. They cost 1-M1 and 1-T1 to create and only take one minute to use. Snipers Position Even some magicers cant find me when I get in a good hiding place. You should see the look on their face when I ice em total surprise. -Jake Carter aka. The Saint Cost: 4 CP Purchase: Once Prerequisite: None Type: Combat Description: Most good snipers know how to mask their scent; however the great ones know thats just not good enough. With the magic and Psionics in the world, having a little extra trick up your sleeve cant hurt. After spending 30 seconds of role-play (setting up a hiding place and getting in it), the character may resist any expose effects. The character must be prone or kneeling at the time and the skill ends when the character gets up. The verbal must be said loud enough for the user to hear it. Attribute Cost: 2 Agility Verbal: Resist Softly In The Night Sorry buddy, I hope you get a good hand tonight William Butler Yeats Cost: 3 CP Purchase: Once Prerequisite: Any Melee Weapon Skill Type: Combat Description: This gives the user two uses of 3 damage. To use this skill you must be able to see both of the victims shoulders and strike them in the back OR anywhere on their body at night. The 1 point of Agility is only used when the blow is landed and the target acknowledges the effect though role-play or an appropriate defense is called.

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Verbal: Three Damage Attribute Cost: 1 Agility Somatic Talent I can do this with one hand tied behind my back Ehrich Weiss Cost: 2 CP Purchase: Once Prerequisite: Open The Inner Path Type: Unique Description: With this skill you may cast spells while wielding a weapon or shield in ONE hand. This skill ONLY works with Pathwalker Spells. Speak With Animals Whats the matter little fellow? Hungry? Chester Chet Ripley Cost: 1 CP Purchase: Once Prerequisite: Animal Scent Type: Unique Description: You may use this skill to attempt to speak to any creature with the ANIMAL trait. You must hit the target with a packet after speaking the Verbal. The creature affected may or may not speak to you, but the attribute cost must still be paid either way. Verbal: Speak to Animal by Will Attribute Cost: 1 Wits Spell Research ewnow that is a interesting development -Sheridan, Master Seer Cost: 2 CP Purchase: Once Prerequisite: Any Third Level Spell, Apprenticeship Type: Unique Description: With enough training a character eventually can master a path of magic, being able to create new spells hidden within their knowledge of the craft. Upon gaining a third level spell in a magical path character may purchase this skill and begin researching new spells. Any spell that a character wishes to research must be wrote up and submitted to a member of the AfterMath directing staff. The player should not expect an answer for at least two weeks (but it could take longer). If the write-up is approved you will be notified and your character may then spend the appropriate character points to obtain the new spell. In addition, the character must purchase this skill for each path of magic they wish to research. Spirit Guide Little do you know, the wolf is my ally John J. Dunbar Cost: 5 CP Purchase: Once Prerequisite: None

Type: Unique Description: This allows you to choose your specific Spirit Guardian. You may only have one spirit guardian ever. You must have some sort of symbol or representation of your Guardian on your person to use the granted powers or any Pathwalker spells Staff If all else fails, just hit it with a big stick -Vapor Trail Cost: 0 CP (Mystic) Purchase: Once Prerequisite: None Type: Weapon Description: This skill allows the character to use a two-handed staff in combat. The weapon must be approved by the AfterMath staff and cannot exceed 72 inches, with the only legal grasping areas within 3 feet of the middle of the weapon. Squad Chief Thats why I get paid the big bucks, son. Someones got to lead your sorry tails. -Sgt. Alex Cross Cost: 2 CP Purchase: Once Prerequisite: None Type: Event Information Description: Once a Mercenary has a good enough name, getting jobs become much easier. To use this skill you must have completed a preregistration. In it, you should note that this skill is applicable to your character. Either in the time between events or right before the next event an information sheet may be given to you. This will provide your character the information that they have heard about jobs in the area. Stealth I wouldnt go out there you may not see him, but hes still out there waiting -Col. Jack Forbes Cost: 4 CP Purchase: Once Prerequisite: None Type: Unique Description: With this skill, a character may, after 5 seconds of role-play, gain the spirit trait temporarily. First the character must find a suitable area to use the skill. Suitable areas must be dark, under cover, and/or out of normal vision area. Although this may mean a judgment call on the user, the spirit of this skill must be kept up. Players repeatedly using this skill in unsuitable areas may be restricted from using it. Second, the player must spend the 5 seconds of role-play (arranging themselves in the correct position, looking around to see who is around, etc.) and expend 2 points of wits. The spirit trait remains

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with the character until they move from their position (feet must be planted), use any other skill, or interact with any other character or prop, other than calling out the appropriate verbal. For additional rules regarding the spirit trait see that section under the core rules. Verbal: Spirit Attribute Cost: 2 Wits Strength Oh lord, not another chainsword. -Lord Nuffle Cost: 2 CP Purchase: Once Prerequisite: None Type: Combat Skill Description: This skill allows the player to resist one Maim effect delivered by any trait. Verbal: Resist Attribute Cost: 1 Brawn Strengthen the Spirit I guess Im just lucky, I thought I was dead too -2 The Machine Cost: 5 CP Purchase: Once Prerequisite: Powers Gift Type: Combat Description: The Death effect causes you to be in the Unstable state rather than Dead. Verbal: None Attribute Cost: None Sure Shot Yep, eyes closed and everything Mike Diamond Cost: 3 CP Prerequisite: Archery Type: Combat Description: May fire one arrow that does 5 points of damage if it successfully hits. The point of Agility is only used when the blow is landed and the target acknowledges the effect though roleplay or an appropriate defense is called. Verbal: 5 Damage Attribute Cost: 1 Agility Sword Study Just because you have a sword doesnt mean you know how to use it. Marco the Swordfighter Cost: 2 CP Purchase: Once Prerequisite: Razor Sharp, Finesse, Touch, Defensive Instinct, Blade Dance, and Gentle Grip Type: Unique Skill Description: This skill allows the player to research new Blade abilities. All must be approved by the Plot Committee and must be attempted between events. Role-play should be done during the event testing different techniques but no effect is to be

delivered. When the skill is used a write-up should be sent to plot detailing the specific rules (attribute cost, cost in CP, etc.) and all role-play specifics of the ability. Having this skill does not guarantee that any skills submitted will be approved for AfterMath Taunt Hey you Fat Boy! You look like a Nobbie! And your Momma does too! K Shamrock Cost: 3 CP Purchase: Once Prerequisite: None Type: Combat Skill Description: This skill grants the player a packet delivered Frenzy by Inspiration. To use this skill the player must call out a taunt loud enough for the intended victim to hear then throw the packet. Verbal: Frenzy by Will Attribute Cost: 1 Willpower Teach Alright, pay attention; Im only going to go through this one more time Mr. Piscone Cost: 2 CP Purchase: Once Prerequisite: Any Skill Type: Unique Skill Description: A character with this skill may teach another AfterMath character any skill, discipline, or focus that he, or she, has. To learn any skill, you must find someone who can teach them to you. On many occasions a NPC character can be found to teach skills, however this must be worked out in an in-game manner with that specific NPC. Throat Jab Wasnt expecting that were you? Huh?? Huh?? I cant hear you! -Baroni Cost: 3 CP Purchase: Once Prerequisite: Unarmed Combat Type: Combat Skill Description: This skill is only usable with Unarmed Combat fists. This skill does a fist delivered Silence attack. Verbal: Silence Attribute Cost: 1 Wits Thrown Weapons He friggen hit me with a rock. That hurt! Santino The Chimp Cost: 1 CP Purchase: Once Prerequisite: None Type: Weapon Description: This skill allows the purchaser to use any approved thrown weapon in combat. A thrown weapon may not be used to block in melee

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combat. Construction of thrown weapons will be approved on a case by case basis. All designs must be submitted to staff at least one week before usage, and must include a working prototype. This policy is due to the fact that thrown weapons can come in many different shapes and sizes. The most important guideline in weapon creation is safety. If a thrown weapon could be thrown in a dangerous way, more than likely it will not pass inspection. The following are some guidelines that should be followed: 1. There should be no sharp edges. 2. The weapon should be made totally out of padded foam. 3. On aerodynamic weapons (javelins, large darts, spears) a thrusting tip should be used to add extra protection. 4. The weapon should not be able to knock someone back when thrown. Other than that everyone is free to come up with his or her own designs, and we shall look forward to seeing your creative ideas. T-K Dedication You are the mental equivalent of a bulldozerDerek Smith Lytehammer Cost: 1 CP Purchase: Once Prerequisite: None Type: Path Description: This path is the mastery of force. This allows you to buy spells under this header. Touch I thought you said you where ready? -Theresa Innocence Raikers Cost: 4 CP Purchase: Once Prerequisite: Melee Weapon Type: Combat Skill Description: This skill allows the player to have a melee weapon delivered Disarm in one swing. Verbal: Disarm Attribute Cost: 1 Agility Toughness In the end, its the one thats standing whose story youll hear. -Miguel The Axe Procelli Cost: 8, 12 CP Purchase: Twice Prerequisite: None Type: Combat Description: For each purchase, toughness adds one point to the characters maximum vitality, up to a maximum of two additional points. The first point is purchased for 8 CP and the second point is purchased for 12 CP. Tracker

It went this wayfollow me -Lewis Clark Cost: 2 CP Prerequisite: None Type: Prop Interaction Description: Tracking is a most valuable skill. When a envelope, with the skill name, is found, any player with the skill may read the information within. Many times the information for this skill will direct the player to a specific area. Short Code - TR Tribal Politics Goodness, this is just like a bunch of old women at a bridge party Unknown person witnessing their first tribal meeting. Cost: 2 CP Purchase: Once Prerequisite: None Type: Event Information Description: Description: To use this Skill you must turn in a pre-registration specifying you have this skill and intend to use it. If you do, you may receive pre-game information at the next event. This does not guarantee information, and may not be used if you end an event with a condition that prevents it. (I.e. Permanent Drain) Unarmed Combat He hit the steel drum until his hands started to bleed - Arthur Knox, Writer Cost: 2 CP Purchase: Once Prerequisite: None Type: Weapon Description: This skill allows the buyer to use two 12-26 weapons as fists. The most important thing to remember when using these is SAFTEY. Although difficult, anyone using this skill will be expected to remain at a reasonable distance from other combatants (i.e. this skill is not a reason to charge). The weapons used as props for fists must be colored entirely red. As the weapons are basically hands they cannot be disarmed or destroyed. With this skill alone weapon blows cannot be parried, damage is taken as if a valid target had been hit. Any destroy weapon attack is taken as a maim limb. Unstoppable I knew this one guy, got his leg blown clean off. Didnt stop him though, kept goin and smoked more them buggers than anyone else -Jack Gramps Kelly Cost: 2 CP Purchase: Once Prerequisite: Toughness Type: Combat Description: During a battle, a Mercenary can become almost unstoppable. Spend 1 point of

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Brawn or Will and 2 seconds of role-play (straining to pull free, cutting yourself out, etc.) to remove one root effect from yourself. Verbal: Purge root by will Ursine Hybrid So what, is that supposed to make you stronger or something? -Vitol Cost: 1 CP Purchase: Once Prerequisite: None Type: Path Description: This gives you access to the transform abilities for this Hybrid. Venoms Just a small cut and he was unconscious Cost: 3 CP Purchase: Multiple Prerequisite: None Type: Production Description: Venoms are toxic substances which, upon entering the bloodstream, can cause many different effects. All venoms must be applied to a weapon or claw, to do this the character must spend 2 seconds of role-play, wiping it on a blade, and the effect is called out on the next swing. If the blow lands on a valid target, but is not roleplayed, then the character may apply the substance again later (IE. it isnt used up). All venoms will end with the verbal by poison, however the effect will change. For a list of known venoms please see the Production Section 3.7.5. Volley Then we will fight in the shade -Leonidas Cost: 4 CP Prerequisite: Sure Shot Type: Combat Description: With this skill the character is able to fire multiple arrows for increased damage. The hunter must first spend 10 seconds of role-play (setting up his area, or concentrating), and then may fire three arrows for 5 points of damage. Using any other skill, taking any damage, or taking a negative effect will also end this skill. The attribute points are spent right before the first verbal is called. Verbal: 5 damage Attribute Cost: 2 Willpower Waste Walker The Goriyani are not the only ones who can walk in the waste. Psyco Bob Cost: 3 CP Purchase: Once Prerequisite: Luck and Born to the Waste Type: Special Skill

Description: This skill gives the Drifter a discount on their maintenance cost. They are able to pay 5 Amps less on maintenance each event. Verbal: None Attribute Cost: None

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3.7

Production Recipes
Engineering
accident when doing some work trying to generate electricity. He was ultimately unsuccessful in generating more then this small arc, but it is still successful. Effect: Packet Delivered- "Agony and 2 Damage by Lightening" Phys Rep: Needs rep that must fit around wrist/forearm and have a clear 'firing' area. Charges/Use: Uses 1 Charge per shot Cost: 2-T1 / 2-M1

3.7.1

These are typically technological items of various types that will give some sort of ability. Usually these are powered by batteries. Each battery will have a set number of charges once those charges are exhausted then a new battery must be installed. Note that all items created with Engineering should be considered used as intended unless specifically stated on the effect card.

Blueprint: Frezbin's Chain Sword


Description: Chain Swords were once considered standard equipment for many militaries. As such they are pretty widespread in their use. Frezbin was the engineer who made them famous since he perfected a way for the chain to slide against the blade. Effect: Melee Delivered- "Maim Limb" Phys Rep: Needs rep that looks like it is part chainsaw / part sword along blade. Charges/Use: Uses 1 Charge per swing/activation Cost: 2-T1 / 5-M1

Blueprint: Basic Binoculars


Description: Binoculars are very useful in seeing thing far away. Unfortunately its hard to get a good pair; as such most people are stuck with basic binoculars. Effect: Allows the use of the basic non-powered binocular physreps. This physrep is considered Yellow Tagged. Phys Rep: Basic binoculars no powerful then 8 X magnifications Charges/Use: Unlimited Cost: 1-T1 / 1-T2 / 2-M1 / 1-M2

Blueprint: Low Budget Laser Sight


Description: Laser sights are useful for people make sure they hit their target. This Low Budget laser site tool is easy to make and can be used many times to give a minor boost when shooting at someone. Effect: "+1 Called Damage on Gun" Phys Rep: Laser sight rep attached to gun. This physrep is considered Yellow Tagged. Charges/Use: Uses 1 Charge per shot Cost: 2-T1 / 1-M1

Blueprint: Battery- Class 1


Description: Batteries are the life blood of engineering equipment. Sometimes it can be pretty expensive to keep these gadgets running but its worth it. Batteries dont last more then a year and to make things worse they use Amps to power. But no Engineer is caught dead without a few on them. Effect: Contains 2 Charges. This is used to power other Tech Items. Batteries expire and they should be dated for one year from the day they are made. Phys Rep: A box the size of a 9 volt battery (A 9 Volt Battery with no logos will work) Charges/Use: Grants 2 Charges Note: If the expiration date is missing from the tag then the battery is already expired and no longer useful. Cost: 1 AMP / 2- M1

Blueprint: Razorball
Description: Used in some sports, the Razorball is cheap and easy to make. As such it is used regularly by most grenadiers. Every time this schematic is used three Razorballs are created. These may only be used once. Effect: Thrown Weapon Delivered 2 Damage" Phys Rep: Rep should be a silver ball shaped thrown weapon. Cost: 1-M1 creates 3 Razor Balls

Blueprint: The Carter Wrist Taser


Level: 1 Description: The Carter Wrist Taser was created by Bezzem Carter of Ivars Hole. He created it on

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3.7.2

Pharmaceuticals Production
These are typically ingested, injected, or minor ointments. . You are not required to ingest the physrep but the physrep should be either destroyed or noticeably used. This means that pills should be removed or elixirs used. Pills should never be real medication; if possible they should be some sort of candy such as Tic-Tacs. Some pharmaceuticals have an addiction element. This element can cause someone to continue to need doses or suffer a negative effect. See Addiction.

Description: It is not considered a secret, Old Bloods hate Radiation. So when this injection was made it was purchased and freely distributed. Oddly enough a Radiation Guardians blood was originally used in its creation. Effect: Grant Defense by Medic, Resist Radiation by Medic Phys Rep: Phys Rep of an 'Injection Tool'. This tool should be obvious and there can only be one per effect. Addiction: Level 1 - Gain Agony Effect from Radiation trait in addition to any other effects. Example: a 2 Damage by Radiation would be 2 Damage and Agony by Radiation. Cost: 2-M1

Recipe: Smelling Salts


Level: 1 Description: A simple concoction made from animal and plants mixed together with several easy to find minerals added. The end result is a simple inhalant that will help wake up any sleeping individuals. Effect: Cure Stun by Medic Phys Rep: small bottle with stopper Addiction: None Cost: 1-P1 / 1-A1 / 1-M1

Recipe: Antitoxin
Level: 1 Description: A Riverfolk Captain found himself running into a great deal of pirates that used venoms. As such he had this antitoxin created to help fix many of those effects. Effect: Cure Poison by Medic Phys Rep: Potion - Blue Liquid Addiction: None Cost: 4-A1

Recipe: Morphine
Level: 1 Description: Easily one of the most important finds in history. Morphine is used to heal someone when they are hurt. This can be used by anyone and are typically seen all over Astoria. Effect: Heal by Medic Phys Rep: White Pill (Typically a Tic Tac) Addiction: None Cost: 2-P1

3.7.2.1

Addiction

In AfterMath, some pharmaceuticals and imbue/inflict effects have addiction effects. Addiction is a requirement that must be fulfilled or a negative effect will occur. This will all be outlined on the effect card. Each addiction effect is broken into ten levels with one being the least addictive and ten being the highest/always addicting. When someone takes an effect that has an addiction they must turn the addiction card into logistics at the end of the event. When someone has an addiction effect the plot team will do a bead draw with ten beads in the bag and the number of level of addiction being a different color then the rest. If an addiction bead is picked the plot team will notify the player when they check in at the next event via an effect card. They will also gain the trait Addicted. To remove the addiction effect they must follow the Detoxify effect listed on their card. Usually this involves not taking the offending pharmaceutical for 30 days and accepting the negative effect. Usually if they take the pharmaceutical again the effect will be negated for a set period of time (shown on the effect card). If the player fulfills the detoxify effort they must turn in the addiction effect card and indicate on

Recipe: Peacebloom
Level: 1 Description: Peace and quiet is sometimes hard to find. As such a brilliant Ashuran Doctor developed a Peacebloom elixir. This will not only cure many mind effects it will also give a sense of peace. Effect: Cure Will by Medic and Role-play effect Will cause the user an overwhelming sense of peace and happiness. Phys Rep: Potion - Green Liquid Addiction: None Cost: 4-P1

Recipe: Radguard
Level: 1

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that card that they have detoxified at the end of the event. Addiction Cards are usually formatted like this: Addiction To: <Name of Pharmaceutical/effect> Level of Addiction: <Level of addiction as determined by the effect> Effect: <Effect from the addiction> Detox: <Way to detoxify and remove effect> Relapse: <What happens if the pharmaceutical / effect is encountered again. Notes: <Any other notes>
3.7.3

Recipe: Create Lesser Totem


Level: 2 Description: This is a physical representation of a Shifters connection to their animal spirit. It is a meaningful item that must resemble the animal its representing, usually made of wood or some other natural material. Totems revolve around Shifter Hybrids, typically these are Rodent, Feline, Canine, and Ursine. The totem can be a creature representative of that type of animal, for example it can be a Wolf for Canine or a Tiger or even a House Cat for Feline. The type of animal does not matter as long as its part of the totems family and it is clearly associated with that family. Effect: Can hold up to 4 points of Spirit Power, can only be used to power Hybrid powers of same totem. When created it is fully charged. Phys Rep: Phys Rep of the animal the totem is meant to represent. Typically wood carvings are used. The physrep should never look cartoony or comical or it may anger the totem it represents. Cost: 3-P1 / 3-A1 / 3-X1

Mask of the Warrior Production


The Mask of Warriors was created by the Kesamalani to help their tribesmen fight against more technologically advanced individuals. The Mask of Warriors is actually makeup placed onto the target. This makeup is typically just specific marks. Once the effect is done the make up can be removed, but as long as the effect is in place the make up must be in place. Make up is required to be able to utilize this production; if someone is allergic to makeup and unable to use it then they will be unable to use this production effect. The physrep for this production item is makeup of the appropriate color. All makeup is considered yellow tagged. When the makeup is applied then the effect card is handed to the recipient. Once applied the production item is destroyed.

Recipe: Create Minor Totem


Level: 1 Description: This is a physical representation of a Shifters connection to their animal spirit. It is a meaningful item that must resemble the animal its representing, usually made of wood or some other natural material. Totems revolve around Shifter Hybrids, typically these are Rodent, Feline, Canine, and Ursine. The totem can be a creature representative of that type of animal, for example it can be a Wolf for Canine or a Tiger or even a House Cat for Feline. The type of animal does not matter as long as its part of the totems family and it is clearly associated with that family. Effect: Can hold up to 2 points of Spirit Power, can only be used to power Hybrid powers of same totem. When created it is fully charged. Phys Rep: Phys Rep of the animal the totem is meant to represent. Typically wood carvings are used. The physrep should never look cartoony or comical or it may anger the totem it represents. Cost: 1-P1 / 2-A1 / 2-X1

Recipe: Cheetah Tiki


Level: 1 Description: The speed of the Cheetah can be harnessed by the Shaman who can call to those spirits. Nothing can stop a cheetah and as such the Shaman who invokes this Tiki spirit is able to allow someone to keep from being rooted to the ground. Effect: Grant Defense by Tiki, Resist Root by Magic Make Up: Three yellow lines on cheeks. Side Effect: Role-play Effect- May not walk as long as in effect Cost: 1-M1 / 2-A1

Recipe: Create Totem


Level: 3 Description: This is a physical representation of a Shifters connection to their animal spirit. It is a meaningful item that must resemble the animal its representing, usually made of wood or some other natural material. Totems revolve around Shifter Hybrids, typically these are Rodent, Feline, Canine, and Ursine. The totem can be a creature representative of that type of animal, for example it can be a Wolf for Canine or a Tiger or even a House Cat for Feline. The type of animal does

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not matter as long as its part of the totems family and it is clearly associated with that family. Effect: Can hold up to 10 points of Spirit Power, can only be used to power Hybrid powers of same totem. When created it is fully charged. Phys Rep: Phys Rep of the animal the totem is meant to represent. Typically wood carvings are used. The physrep should never look cartoony or comical or it may anger the totem it represents. Cost: 2-P1 / 5-A1 / 3-A2 / 4-X1

this Tiki Mask tend to be ready to fight, with anyone. Effect: Grant Melee Attack by Tiki, 5 Damage Make Up: Black Diamond on forehead Side Effect: RP Effect- Extremely Aggressive Cost: 1-M1 / 3-A1

Recipe: Jinxie Tiki


Level: 1 Description: A being of magic harnessed in their pure form. Its said that a Shaman who knows this Tiki Spirit actually pulls a part of the souls from the Jinxies yet to be made and asks it to invoke damage upon others. Effect: Grant Packet Attack by Tiki, Double 3 Damage by Magic Make Up: Three Purple lines under the eye(s) Side Effect: Any Magic Spell Cast on Mask Wearer also takes an 'Agony' effect. Cost: 2-A1 / 1-X1

Rune Production
3.7.4

Runes are a way to harness magic within a small area. These runes must be placed in an obvious area if placed on an item, with few exceptions. If the rune is invoked by a rune symbol (the 2 inch by 2 inch circular piece of cardboard) then it only has to be visible when its being used/invoked. Only those who have the Magic trait are able to use a Rune. However, some runes allow a user to receive an effect from an item which has a Rune is placed upon it. Example: A magic user places a Rune of the Wolf on a bottle. Although only a magic user can invoke the rune, anyone can drink from the bottle and receive the effect of the rune (unless stating otherwise by the effect card). To Invoke a Rune the rune user must state a ten syllable incant that incorporates the name of the rune. Most runes have some sort of backlash; this takes effect (unless otherwise stated) at the time the rune is invoked.

Recipe: Old Blood Tiki


Level: 1 Description: Most Old Blood find this Tiki offensive due to its side effect. When the Shaman summons this Tiki Spirit they are able to grant a piece of the Old Bloods Psionic skill to their warrior. Though this is a very cheap Mask many Shamans avoid it since it causes the recipient to become very, very greedy. Effect: Grant Packet Attack by Tiki, Agony by Will Make Up: White line below right eye. Side Effect: RP Effect- Extreme greed Cost: 1-M1/1-A1

Recipe: Riverfolk Tiki


Level: 1 Description: Riverfolk are known for their ability to regenerate lost or broken limbs. As such by invoking their Tiki a Shaman can give someone the same ability. The one unfortunate thing is the uncontrollable thirst that comes with it. Effect: Imbue by Tiki- 2x Cure Maim- Self only Make Up: Two Green circles under eyes Side Effect: Role-play Effect- Extremely Thirsty Cost: 1-M1 / 3-A1

Elders Rune Stone: Rune of Chaos


Level: 1 Description: Chaos is even more dangerous then the storm. When its invoked it can strike down the enemy destroying their ability to receive beneficial effects. But most people can not handle the backlash from invoking this power. Effect: Packet- "Stricken by Magic" Phys Rep: A 2 inch by 2 inch circular piece of cardboard with 8 random lines and circles drawn on it. Backlash: Causes the caster to take "2 Damage and Slam by Chaos" Charges/Uses: 1 Use- Rune no longer works Notes: Cost: 4-P1 / 1-X1

Recipe: Slasher Tiki


Level: 1 Description: A dreaded creature and a dangerous Tiki. When a Shaman calls to this spirit they risk the anger of this powerful Tiki spirit. But sometimes the risk is worth it. Those who harness

Elders Rune Stone: Rune of the Drunk

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Level: 1 Description: This rune is considered a bit vulgar, but it has its uses. A rune mage will place it upon a glass and invoke its power making a minor healing potion. The side effect to this is the loss of the rune mages ability to walk straight. Of course some can hold their liquor better then others. Effect: Imbue by Rune- Grants liquid in cup a "Heal 3 by Magic". This will only last on the cup for one drink and the effect in the drink will not be good after an hour. Phys Rep: A 2 inch by 2 inch circular symbol placed on a drinking cup with a bottle drawn on it. Backlash: Role-play Effect- Causes the caster to feel intoxicated and role-play being drunk. This happens when this rune is used and does not affect the person drinking the liquid. Charges/Uses: 1 Use- Cup will last for 1 hour, if not used the caster must remove the effect card. Notes: Anyone can drink the liquid once this is activated. Cost: 1-P1 / 2-X1

gives the caster the ability to smell the changes in the air and see the differences on the ground. As such they are able to track even without being trained for it. Unfortunately it doesnt last very long. Effect: Imbue by Magic- Gain the Tracking skill for 1 minute Phys Rep: A 2 inch by 2 inch circular piece of cardboard with a animal paw drawn on it. Backlash: Causes the caster to lose the ability to talk for 5 minutes. The caster is only able to make growling and other canine sounds. Charges/Uses: 1 Use- Rune no longer works Notes: Cost: 3-A1 / 1-X1

Venom Production
3.7.5

Elders Rune Stone: Rune of the Earth


Level: 1 Description: A rune mage is very powerful. By calling upon this magic they are able to revive a persons inner strength but at their cost of their own. Effect: Touch only- "Refresh Brawn by Rune" Phys Rep: A 2 inch by 2 inch circular piece of cardboard with three mountain peaks drawn on it. Backlash: Causes the caster to take a "Paralysis by Magic" Charges/Uses: 1 Use- Rune no longer works Notes: Cost: 2-M1 / 2-X1

Venoms are an assassins best friend. They can be used to deliver powerful blows in a single strike. Most of the venoms will not stack with other skills unless it is specifically notated on the effect card. Venoms are typically used on weapons but there are some that can be placed on various other things. If venom is used on a specific item for an effect then the effect card must be visible, although it is okay if the effect is hidden until someone takes the effect. Anyone with the Venom skill is able to read the effect card prior to interacting with the venom. As such, if the effect is hidden then Venom should be written on the outside of the envelope to indicate that someone with the skill can examine the area and know what is going to happen. If the Venom uses a cloth as a physrep, to use the venom you must wipe cloth on the item gaining the venom. Unless specified there shouldnt be anything left on the item.

Elders Rune Stone: Rune of the Sky


Level: 1 Description: Harnessing the sky is dangerous but it has some very powerful effects, though it does cause a bit of a backlash when its used hurting those who summon it. But such is the cost for power. Effect: Packet- "5 Damage by Lightening" Phys Rep: A 2 inch by 2 inch circular piece of cardboard with a lightning bolt drawn on it. Backlash: Causes the caster to take "1 Damage by Lightening" Charges/Uses: 1 Use- Rune no longer works Notes: Cost: 1-P1 / 1-X1

Recipe: Cats Eye


Level: 1 Description: Twisting someones with pain is considered an art form by some Venom specialists. If a sword is a paint brush then Cats Eye is the paint. Effect: Two applications of Melee- 3 Damage and Agony by Poison for one swing that makes contact with body Phys Rep: Small Cloth 2 Inch X 2 Inch- Marked with Effect on It Cost: 2-P1 / 1-A1 / 1-M1

Elders Rune Stone: Rune of the Wolf


Level: 1 Description: The beasts of Astoria can be invoked to do different things. When the Wolf is invoked it

Recipe: Green Field


Level: 1

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Description: Some assassins want to see the look of pain in the eyes of their targets before they take them out. With this insidious poison that is accomplished. The assassin merely needs to prepare the area for the poison and, once done, wait for their prey. The poison is spread out over an area of 16 cubic feet and the area takes on a green hue. Only those who know how to work with venom are able to clear the area out without feeling the effects of the noxious gas." Effect: Area Effecting Poison- Agony by Poison Phys Rep: Green Cloth is placed over a 4 foot by 4 foot area. Anyone that touches the cloth receives the effect. The Effect card is part of the requirements for this Venom. Notes: This will only last up to one hour; the person who places this Venom must remove the Green Cloth after the hour has passed. When removing this effect the Poisoner is immune to its effect. Only those with the Venom skill are able to place this Venom in a specific area. The skill Remove Venom is required to remove the green cloth. Cost: 3-P1 / 4-A1

unconsciousness. This is useful if someone is going to hurt themselves, or you need to hurt someone. Effect: Two applications of Melee/Shot- "Stun by Poison" Phys Rep: Small Cloth 2 Inch X 2 Inch- Marked with Effect on It Cost: 3-M1

Recipe: Red Mamba


Level: 1 Description: Created from the poison within a snake and mixed with several special herbs the Red Mamba poison can greatly increase the amount of power an assassin can dish out in a short period of time. Effect: Two applications of +2 damage for one swing/shot. Phys Rep: Small Cloth 2 Inch X 2 Inch- Marked with Effect on It Cost: 2-P1 / 1-A1

Recipe: Slasher Blood


Level: 1 Description: What better way to take someone out then to deliver a sudden surge of poison into their system. Slasher Blood is used in combination with several other animals poisons to create this potent Venom capable of draining away a persons strength. Effect: Two applications of Melee/Shot-"Drain by Poison" Phys Rep: Small Cloth 2 Inch X 2 Inch- Marked with Effect on It Cost: 4-A1

Recipe: Tranquilizer
Level: 1 Description: A twist on what doctors can do, the Tranquilizer Venom is easily able to incapacitate a foe. With a single prick of the skin, it can send most people into a sudden state of

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3.8

Magic

Magic lives and breaths in Astoria, it flows with us, through us, and is apart of us. No one really knows where it comes from or what created it. Some say that it is a part of nature, some say it is made up of our living energy, yet other believe it is energized by the beings known only as the Powers. Even with all these different views one thing is for certain, magic is apart of Astoria whether good or evil all of its inhabitants will be confronted by its awesome force at one time or another.

free. You cannot invoke spells while you are being struck by an attack which damages your body. If the spell caster has Armor (Dex, Magical, or Physical) when the damage first hits them it will not interrupt the spell casters magic. You cannot deliver spells with an arm that cannot use game skills. You must be able to speak to cast a spell unless you may cast that spell without an incant (such as Psionics). Furthermore, spells which are delivered by packet have all of the restrictions of that attack form. Casting a spell requires you to recite a short phrase, called an incant, before calling out the verbal. Only after both are completed can you throw the packet. The incant is an in game phrase, and if an effect prevents you from speaking you normally cannot cast a spell. If your body is damaged (you have lose some of your Vitality) or rendered unable to cast the spell during the incant or the verbal, the spell is ruined. You do not exhaust attributes (or the equivalent) if a spell is interrupted. The only exception to this is the Blood Mage who is required to take Vitality damage during the casting of the spell. Although mages create their own incants when they learn a spell, they cannot simply make up incants as they see fit. An incant must be personalized, and it must be approved as part of the learning process. The incant should contain some reference to the type of magic they are calling upon (such as using Blood or a specific element for the Sorcerer in the incant) of the spell and also some form of the name. Priest typically have the name of the Power that they follow somewhere in the incant. The name does not have to be incanted exactly, but the incant should indicate at least part of the name. Pathwalker characters must include the name of their Spirit Guardian in the Incant instead of the type of the spell. An incant must have a number of syllables equal to twice the cost of the spell (or level) plus 4. If a spell costs 2 character points, for example, the incant length will be at least 8 syllables. Even Psionics and Medical Procedures are similar in this aspect as they must also follow these rules though they do not need Incants.

GAINING MAGIC
Certain focuses give you access to certain schools of spells. Each focus has a specific skill that grants access to the specific school of magic. When that skill is taken the person now has the ability to learn new spells within this spell group. Other then character creation all these spells need a teacher to teach the specifics of the spell. Spells must be purchased in a pyramid or column shape. The top cannot grow larger than the bottom, except when you have four spells of the immediate lower level, you may purchase as many of the upper level as you want. For example you can have 4 first circle spells and 5 second circle spells. You cannot have 4 first circle spells, 3 second circle spells, and 4 third circle spells. Sorcerers and Psionics are the exceptions to these rules. Psionics may be bought in any order. Sorcerer has purchase restrictions on Force and Radiation but not on the other spell types. You may only buy as many of Force spells as you have total of Air and Water spells. You may only buy as many Radiation spells as you have total of Earth and Fire spells.

TRAITS
When the first spell is learned in a specific school of magic the person learning the school gains a new trait that will stay with the person as long as that spell is known. The specific trait you gain depends on the school of magic, please see 2.9. USING MAGIC Magic is a power that is hard to control. Only through a tremendous amount of concentration are its forces able to be manipulated. Both hands must be empty and both arms must be free to move to cast any spell. While certain skills might allow you to hold a weapon in your off hand while casting, the hand and arm delivering the spell must be

PACKETS
Packets are small bean bags which are thrown to represent magical attacks or special powers. They should be made of stretchable fabric and filled with birdseed. You should use only small birdseed with no larger or sharper seeds. A square of fabric is pulled around the birdseed and its corners are

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gathered together to form a "tail" and closed up with strapping tape. You may also sew a packet shut. Sealing the packet with rubber bands or other types of tape will be allowed on a case by case basis, and the packet should have give in any case. Packets with any other material

inside will not be allowed.


The head of the packet should be between 1 and 1.5 inches in diameter, and the tail behind the tape should not be longer than 3 inches. The fabric cannot be pulled so tight that it no longer has give. You should be able to squeeze the center of the packet and almost touch your fingers together.

Description: This spell will allow the Blood Mage to control the earth beneath there enemies feet. You must say the full incant then use the ceremonial dagger on yourself doing a point of damage, and then you call Imbue by Blood. Once this is completed you will be imbued with two uses of Maim by Blood. The incant only has to be called at the time of casting, not at the time of invoking the Maim by Blood. You also may not heal the vitality used for this spell until the spell is used Incant Length: Six Syllables Verbal: Maim by Blood Delivery Method: Touch / Packet Blood of the Fallen Cost: 1 CP Circle: 1 Type of Magic: Blood Magic Spell Type: Defensive Target: Self Attribute Cost: One Vitality Description: Once you have said the incant then cut your arm with the ceremonial dagger you call Imbue by Blood. This will allow you to stabilize others 5 times with a packet. Once cast upon you it will last till you use a point of Essences or the event ends. When you wish to Stabilize someone you will touch them or throw a packet after calling Stabilize by Blood. You also may not heal the vitality used for this spell until the spell is used. Incant Length: Six Syllables Verbal: Imbue by Blood, Stabilize by Blood Delivery Method: Packet Control Blood Pool Cost: 1 CP Circle: 1 Type of Magic: Blood Magic Spell Type: Defensive Target: Pool Attribute Cost: One Vitality Description: You must say the full incant then run the Ceremonial Dagger across your arm (taking the 1 point of damage) and call Imbue by Blood. This spell, if cast at the proper time and location, summons forth a Blood Ghost who will open a gate which will lead you and several companions into the World of the Dead. It is up to the caster to find out, in game, a place and time where such a being may be conjured or where a gate may be opened. You may bring yourself and a number of companions equal to twice your Essence attribute. You may cast this spell again if you need to take more people. If the destination is one that the Blood Ghost can reach, then it will turn each of your companions to a spirit and lead them to the destination. You must follow the Blood Ghost and cannot wander away or converse with anyone on

CASTING SPELLS
Each type of magic has its own flavor for casting spells. Note that some spells specify different actions but in general the flavor should be followed as indicated below.

Blood Mage- Cuts body parts doing Vitality damage to power spells. Martial Artist- Must perform kata per philosophy. Pathwalker- Invokes Nature with each spell Priest- Calls upon the name of their deity. Psionic- Must stand still for 3 seconds and have feet planted to cast Psionics. Shifter- Must put on makeup or prosthetics to become the animal. Sorcerer- Must include element name in incant. Warbringer- Must call the battle and end the battle when appropriate.

Spell Descriptions
3.8.1

Blood Mage

Circle 1 Blood Mage Spells Blood of the Earth Cost: 1 CP Circle: 1 Type of Magic: Blood Magic Spell Type: Offensive Target: Self / Others Attribute Cost: One Vitality

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the way. You will gain the Spirit trait and reply "Spirit" to any effect that strikes you. Only effects that have the Bane to Spirits will affect you or your companions. When you reach your destination the spirit will end the spirit form. As spirits you are visible to any who see you. As long as you are within the World of the Dead the vitality spent to cast the spell can not be healed. Once you leave back into the real world you will be able once again to Heal yourself. Incant Length: Six Syllables Verbal: Imbue by Blood. Delivery Method: Touch Protection of the Blood Cost: 1 CP Circle: 1 Type of Magic: Blood Magic Spell Type: Defensive Target: Self Attribute Cost: One Vitality Description: This spell will allow the Blood Mage to guard against Blood Magic itself. You must say the full incant then use the ceremonial dagger on yourself doing a point of damage, and then you call Imbue by Blood. Once this is completed you will be imbued a shield versus Blood that will go off on the next effect that hits you with the Blood trait. You also may not heal the vitality used for this spell until the spell is used. You may also cast this on others for the cost of one Vitality and one Any stat. If given to others, the Vitality may be healed right away. Incant Length: Six Syllables Verbal: Grant Protection by Blood, Blood Shield Delivery Method: Touch Redirect the Blood Cost: 1 CP Circle: 1 Type of Magic: Blood Magic Spell Type: Offensive Target: Others Attribute Cost: One Vitality Description: You must say the full incant then run the Ceremonial Dagger across your arm (taking the 1 point of damage) and call Imbue by Blood. After this has occurred, the Blood mage gains one Waste <Attribute> by Blood uses. You cannot heal that point of vitality till the spell is used. This spell lasts until the used, or you refresh you attributes using Essences, or the end of the eventwhat ever comes first. Essence cannot be Wasted with this spell. Incant Length: Six Syllables Verbal: Waste <Attribute> by Blood Delivery Method: Voice Reviving the Blood

Cost: 1 CP Circle: 1 Type of Magic: Blood Spell Type: Defensive Target: Others Attribute Cost: 1 Vitality and 1 Any Description: You must say the full incant then run the Ceremonial Dagger across your arm (taking the 1 point of damage) and call Imbue by Blood, Heal 1 by Blood. Once this is done, you will be able to use Heal 1 by Blood four times. May only be cast on others. Incant Length: Six Syllables Verbal: Imbue by Blood, Heal 1 by Blood Delivery Method: Touch Unveiling the Blood Cost: 1 CP Circle: 1 Type of Magic: Blood Magic Spell Type: Defensive Target: Self Attribute Cost: One Vitality Description: This spell allows the Blood Mage to expose anything with the Blood trait. You must say the full incant then use the ceremonial dagger on yourself doing a point of damage then By my voice, Expose Blood by Magic. Incant Length: Six Syllables Verbal: By my Voice, Expose Blood by Magic Delivery Method: Voice Circle 2 Blood Mage Spells Acid Fluid Blood Cost: 2 CP Circle: 2 Type of Magic: Blood Magic Spell Type: Offense Target: Self Attribute Cost: One Vitality Description: You must say the full incant then run the Ceremonial Dagger across your arm (taking the 1 point of damage) then call Imbue by Blood. Once this is completed, You gain By my Gesture, Destroy weapon by blood. May only be done after being struck with an effect. This does not negate the effect. May be done while unconscious or dead. Must destroy the next two weapons that strike you. Must target the person who struck you with a weapon. May only destroy melee weapons. May target a melee weapon that has been used to death strike the Blood Mage. This effect will persist through death as long as the Blood Mage reduces their vitality maximum by 1 while this spell is active. You cannot heal that point of vitality till the spell is used. This spell lasts until the used, or you refresh you attributes using

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Essences, or the end of the eventwhat ever comes first. Incant Length: Eight Syllables Verbal: Imbue by Blood Elude and Two Damage by Blood Delivery Method: Touch / Packet Armor of Blood Cost: 2 CP Circle: 2 Type of Magic: Blood Magic Spell Type: Defensive Target: Self Attribute Cost: One Vitality Description: You must say the full incant then run the Ceremonial Dagger across your arm (taking the 1 point of damage) and expend a point of Agility then call Imbue by Blood. Once this is completed you will be given 2 points of armor. You cannot heal that point of vitality till the armor is destroyed. This spell lasts until the Blood Armor points are lost, you gain armor points from another source, you refresh you attributes using Essences, or the end of the event which ever comes first. Incant Length: Eight Syllables Verbal: Imbue by Blood. Delivery Method: Touch Cleanse Body Cost: 2 CP Circle: 2 Type of Magic: Blood Magic Spell Type: Defensive Target: Self Attribute Cost: One Vitality and 1 of any Attribute Description: You must say the full incant then run the Ceremonial Dagger across your arm (taking the 1 point of damage) and expending your attribute then after three seconds of role-play call Purge Physical by Blood. After that the caster is affected by an Agony effect. This spell will cure any negative trait that affects your Body and is grouped in the Physical trait category. Body Traits are- Crystal, Earth, Force, Ice, Silver, Weapon, and Web. It cannot be cast on someone else. You must be able to say full incant as well as call Inflict Agony and cut your arm for the spell to work. Incant Length: Eight Syllables Verbal: Purge Physical by Blood, Inflict Agony to Self Delivery Method: Touch Lifes Blood Cost: 2 CP Circle: 2 Type of Magic: Blood Magic Spell Type: Defensive Target: Others

Attribute Cost: Two Vitality Description: You must say the full incant then run the Ceremonial Dagger across your arm (taking the 2 points of damage) and then call Drain <Skill> by Blood. The damage can be healed as soon as the spell is finished. Racial abilities cannot be drained in this manner. Incant Length: Eight Syllables Verbal: Drain <Skill> by Blood Delivery Method: Packet Major Redirect the Blood Cost: 2 CP Circle: 2 Type of Magic: Blood Magic Spell Type: Offensive Target: Others Attribute Cost: Two Vitality Description: You must say the full incant then run the Ceremonial Dagger across your arm (taking the 2 points of damage) and call Imbue by Blood. After this has occurred, the Blood mage gains the use of a Waste 2 <Attribute> by Blood uses. You cannot heal that point of vitality till the spell is used. This spell lasts until the used, or you refresh you attributes using Essences, or the end of the eventwhat ever comes first. Essence cannot be Wasted with this spell. Incant Length: Six Syllables Verbal: Waste 2 <Attribute> by Blood Delivery Method: Voice Slinging Blood Cost: 2 CP Circle: 2 Type of Magic: Blood Magic Spell Type: Offensive Target: Self / Others Attribute Cost: One Vitality Description: This spell will allow the Blood Mage to ward away your enemies. You must say the full incant then use the ceremonial dagger on yourself doing a point of damage, and then you call Imbue by Blood. Once this is completed you will be imbued with two Repel by Blood. The incant only has to be called at the time of casting, not at the time of invoking the Repel by Blood. You also may not heal the vitality used for this spell until the spell is used. Incant Length: Eight Syllables Verbal: Imbue by Blood Repel by Blood Delivery Method: Touch / Packet Circle 3 Blood Mage Spells Choking Blood Cost: 3 CP Circle: 3

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Type of Magic: Blood Magic Spell Type: Offense Target: Others Attribute Cost: Two Vitality Description: This spell is known as a mage killer and is powered by a mist of the casters Blood. You must say the full incant then run the Ceremonial Dagger across your arm (taking the 2 points of damage) and then cast the spell. Once this is completed you can throw a Silence and Slow by Blood. The caster may heal the vitality immediately after the spell is cast. Incant Length: Ten Syllables Verbal: Silence and Slow by Blood Delivery Method: Packet Blood Curse Cost: 3 CP Circle: 3 Type of Magic: Blood Magic Spell Type: Offense Target: Others Attribute Cost: Two Vitality Description: This spell will allow the Blood Mage to shield their target from the next Healing or Cure Death spell that hits them. This spell requires an effect card that must be given to the target of the spell after it is cast. This effect must be requested from logistics if they are planning to cast it at the event. To cast the spell you must say the full incant then use the ceremonial dagger on yourself doing two points of damage then you call Imbue by Blood. Once this is completed you will give the target the effect card. It will give the target a Cure Death Shield and a Heal Shield that will block the first effect with those traits that hit the target. The target must be unconscious, dead, or bleeding out. If the target does not fall into those statuses he must call No Effect but the vitality is still used up. The target will know that these have been placed upon them. The cast may heal the vitality immediately after the spell is cast. Incant Length: Ten Syllables Verbal: Inflict by Blood, Cure Death Shield and Heal Shield Delivery Method: Touch Blood Thinning Cost: 3 CP Circle: 3 Type of Magic: Blood Magic Spell Type: Offense Target: Self / Others Attribute Cost: One Vitality Description: This spell will allow the Blood Mage to suck the energy away from your enemy. You must say the full incant then use the ceremonial dagger on yourself doing a point of damage, and then you call Imbue by Blood. Once this is

completed you will be imbued two Weakness and 2 damage by Blood effects. The incant only has to be called at the time of casting, not at the time of invoking the Weakness and 2 damage by Blood. You also may not heal the vitality used for this spell until the spell is used. Incant Length: Ten Syllables Verbal: Imbue by Blood, Weakness and 2 damage by Blood Delivery Method: Touch / Packet Blood Guard Cost: 3 CP Circle: 3 Type of Magic: Blood Magic Spell Type: Defensive Target: Building Attribute Cost: Two Vitality Description: By summoning the power of their Blood they are able to cast a spell that will protect their homes. You must first prepare the building by placing a red sheet of cloth at the entrance of the building. You must say the full incant then run the Ceremonial Dagger across your arm (taking the 2 points of damage) and call Imbue by Blood while touching the door. This will make the room cross the threshold past the red sheet into the room. An effect card must be placed in the door arch. Only those who have the Blood Mark may enter into the building past the sheet from 2:00 am to 10:00 am. The caster automatically receives the Blood Mark (which must be placed in a visible location by the caster). Others are able to gain the Blood Mark by the Blood Mage who cast the spell. He must touch them at the same time as touching the building. He then must place the Blood Mark (the same one the Blood Mage has) somewhere visible on the target and then say a Ten Syllable incant before calling Imbue by Blood. The target must expend one point of Wits or take one point of vitality damage that may only be healed after the Blood Guard has expired in order to receive the blood mark. Once this is done they may move beyond the blood sheet and back again freely. This is the only spell that gets imbued upon the building but the Blood Mage may heal the Vitality used to power the spell once the spell is over. There are spells and effects that can remove this protection. Incant Length: Ten Syllables Verbal: Imbue by Blood. Delivery Method: Touch Major Lifes Blood Cost: 3 CP Circle: 3 Type of Magic: Blood Magic Spell Type: Offense

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Target: Others Attribute Cost: 2 Vitality Description: Using your blood and the Blood contained within you can drain someone else and make them weak. You must say the full incant then run the Ceremonial Dagger across your arm (taking the 2 points of damage) and then call Drain <Skill> and <Skill> by Blood and throw the packet. The damage done can be healed right after the spell is cast. Racial Abilities cannot be drained in this manner. Incant Length: Ten Syllables Verbal: Drain <Skill> and <Skill> by Blood Delivery Method: Packet Circle 4 Blood Mage Spells Body of Blood Cost: 4 CP Circle: 4 Type of Magic: Blood Magic Spell Type: Defensive Target: Self Attribute Cost: One Vitality and Two Any Description: With this spell imbued upon you, your body becomes solid blood for a moment. You speak the spells incant, run the Ceremonial Dagger across your arm (taking the 1 point of damage) expend two points of any Attribute, and then call the verbal Imbue by Blood. Once this is completed the character is able to Avoid an attack affecting him. This spell lasts until the used, or you refresh you attributes using Essences, or the end of the eventwhat ever comes first. You also may not heal the vitality used for this spell until the spell is used Incant Length: Twelve Syllables Verbal: Imbue by Blood. Avoid Delivery Method: Touch Blood Drain Cost: 4 CP Circle: 4 Type of Magic: Blood Magic Spell Type: Offense Target: Self / Others Attribute Cost: One Vitality and one Any Description: You must say the full incant then run the Ceremonial Dagger across your arm (taking the 1 point of damage) and expend one point of any Attribute, then call Imbue by Blood. Once this is completed you have access to a Drain by Blood. You cannot heal that point of vitality till the spell is used. This spell lasts until the used, or you refresh you attributes using Essences, or the end of the eventwhat ever comes first. Incant Length: Twelve Syllables Verbal: Imbue by Blood. Drain by Blood Delivery Method: Touch / Packet

Blood Rage Cost: 4 CP Circle: 4 Type of Magic: Blood Magic Spell Type: Offense Target: Others Attribute Cost: One Vitality Description: This spell is known as a mage killer and is powered by a mist of the casters Blood. You must say the full incant then run the Ceremonial Dagger across your arm (taking the 1 point of damage) and then cast the spell. Once this is completed you can throw Frenzy by Blood. The cast may heal the vitality immediately after the spell is cast. Incant Length: Twelve Syllables Verbal: Frenzy by Blood. Delivery Method: Packet Blood Storm Cost: 4 CP Circle: 4 Type of Magic: Blood Magic Spell Type: Offense Target: Self / Others Attribute Cost: One Vitality and Three Any Description: Harnessing the Power of the Storm the Blood Mage is able to control is wrath and direct it at its enemy. You must plant your feet, say the full incant then run the Ceremonial Dagger across your arm (taking the 1 point of damage) and expend Three points of any Attribute, then call Imbue by Blood. Once this is completed you have access to unlimited uses of 3 Damage and Agony by Blood. If you move your feet before the spell ends. You cannot heal that point of vitality until the spell is over. This spell lasts until the feet are moved, or you refresh your attributes using Essence, or the end of the event which ever comes first. Incant Length: Twelve Syllables Verbal: Imbue by Blood, 3 Damage and Agony by Blood Delivery Method: Touch / Packet Blood Transformation Cost: 4 CP Circle: 4 Type of Magic: Blood Magic Spell Type: Defensive Target: Self Attribute Cost: One Vitality Description: You transform your body to insubstantial form and become a spirit, gaining that defense and the trait Spirit. You must clasp your hands in front of you, bow your head, speak the incant, run the Ceremonial Dagger across your arm (taking the 1 point of damage) and say

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Imbue by Blood to become a spirit. So long as you do not move, talk, or perform any in game actions you are immune to all attacks that do not specifically target the Spirit trait. You state Spirit in response to any other attack that strikes you or talks to you. You cannot move and cannot speak during this time. This spell lasts until you move; begin to refresh you attributes using Essences, or the end of the eventwhatever comes first. You do not require an Imbue Card for this spell because you may not cast it on anyone but yourself. If you are interrupted while speaking the incant or verbal then the spell is interrupted and fails. Incant Length: Twelve Syllables Verbal: Imbue by Blood. Spirit Delivery Method: Touch The Sight of Blood Cost: 4 CP Circle: 4 Type of Magic: Blood Magic Spell Type: Offense Target: Others Attribute Cost: One Vitality and 1 Any Description: This spell is known as a mage killer and is powered by a mist of the casters Blood. You must say the full incant then run the Ceremonial Dagger across your arm (taking the 1 point of damage) and then cast the spell. Once this is completed you can throw Paralysis by Blood. The caster may heal the vitality immediately after the spell is cast. Incant Length: Twelve Syllables Verbal: Paralysis by Blood. Delivery Method: Packet View the Living Cost: 4 CP Circle: 4 Type of Magic: Blood Magic Spell Type: Offense Target: Others Attribute Cost: One Vitality Description: All Blood Mages can feel the living Blood of all those around them, all they have to do is call out to sense them. All living beings have the Living Trait. You speak the spells incant, run the Ceremonial Dagger across your arm (taking the 1 point of damage) and then call the verbal By Voice, Expose Living By Blood. You also may not heal the vitality used for this spell until the spell is used Incant Length: Twelve Syllables Verbal: By Voice, Expose Living by Blood Delivery Method: Voice

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3.8.4

Martial Artist
Imbue by Magic- Protection 2, Purge Maim. Must declare enemy you intend to fight. May call Double on all Martial Arts Skills. Once line of sight has been From the Sky disrupted for 10 seconds, User is 2 to the Earth unconscious, or indicated foe is defeated User suffers drain and stun to self. RP Disadvantage Must spend at least 3 seconds of Martial Arts styled RP to activate.

To use Martial Arts Points (Ki Points), the Martial Artist must prepare their mind by entering into a trance; this takes 5 Minutes of role-play. During this trance, the Martial Artist is able to put in any attribute transforming it into a Ki pool. That pool is used to power all the Martial Artist abilities. Once the pool is created and before any Martial Artist ability can be used, the Martial Artist must then spend 10 seconds preparing themselves to access their abilities by choosing one Philosophy (Stance) and performing that kata. While in that Philosophy they may only access abilities located under that Philosophy. If they want to change Philosophies they must spend another 10 seconds performing that kata to do so. If the Martial Artist should put a "fist" away, such as no longer holding the rep directly in the hand, they lose their Philosophy and must spend 10 seconds getting back into the Philosophy. How you define the trance or perform the trance is up to the individual user. However, it must always be performed in the same manner once you use it. All Martial Arts, unless indicated otherwise, can also be used with claws. Falling Star Philosophy Cost: 3 CP Type of Magic: Trancer Philosophy Target: Self Description: The Philosophy of the Falling Star teaches a relentless and powerful assault. Falling Star utilizes ones physical strength as well as ones self-discipline with little concern for the after effects. Nothing else in the world seems to matter but the task at hand. To initialize this philosophy the Martial Artist must do their Kata by move their weapon in a quick flurry, normally by thrusting and swinging over and over again.
CP Spell Name Cost 1 2 Denying the Sorcerer Disturbing the Hornets Nest The Smith is Found Wanting Mind and Weapon are One Spell Description 2 damage and Silence by weapon Imbue by Magic-"Fists"- Two uses of 5 Damage by weapon and after second use Maim to arm to Self. "Fists"- 2 damage and Destroy <item> by weapon Imbue by Magic- May Packet deliver any Falling Star Technique by placing a fist into a not ready position. Must return fist to hand afterwards. Add Agony to Self after used. Attribute Cost

Fierce Eagle Philosophy Cost: 3 CP Type of Magic: Trancer Philosophy Target: Self Description: The Fierce Eagle philosophy is centered on making precise attacks at the enemy. Fierce Eagle draws on the inner strength of an individual allowing them to direct their attacks to specific locations causing the maximum amount of damage and effect. To initialize this philosophy the Martial Artist must do their Kata by move their Fists in precise short movements.
CP Spell Name Cost 1 2 Talon Grasps the Prey Eagles Thundering Wings Spell Description Attribute Cost

Fist-Imbue Double 2 Damage and 1K Agony by Weapon Fist Stun by Weapon 1K

3 4

Imbue by Magic-"Fists"- Three Render the Prey uses of 2 damage and Maim by Helpless weapon The Gambler Fist -Death by Weapon Comes Calling

2K 4K

The Fist Channels the Spirit

Grants the user one use of 5 Damage and Agony by Gesture

3K

1K 2K 1K

2K

Patient Spider Philosophy Cost: 3 CP Type of Magic: Trancer Philosophy Target: Self Description: The heart of this philosophy is waiting for the exact right moment to launch a devastating strike. Patient Spider is just that Patient. One must conquer themselves before they can conquer others. To initialize this philosophy the Martial Artist must do their Kata by move their Fists in one position holding it there for a few moments then moving it to a different one. Patient Spider appears to use very slow movements but in fact it is just meant to hide the speed of ones strike from their opponent.

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CP Spell Name Cost 1 2 3 3 Removing the Threat Easing the Way Poison Reaches the Heart The Spider Strikes Swiftly

Spell Description

Attribute Cost

"Fists"- Two uses of 2 damage and 1K Weakness by weapon "Fists"- Paralyze by weapon "Fists"- Three uses of 2 damage and agony by weapon Slow and Slam by weapon 1K 2K 1K

Imbue by Magic- Allows instant Hunter Lies in transition into Patient Spider Wait Philosophy

1K

Shifting Sand Philosophy Cost: 3 CP Type of Magic: Trancer Philosophy Target: Self Description: This is a very defensive Philosophy, based around erratic and fluid movements. Shifting Sand uses strength of the will and the Martial Artists agility to quickly maneuver like a weapon. To initialize this philosophy the Martial Artist must do their Trance Kata by move their Fists in quick fluid motions while doing erratic patterns.
CP Spell Name Cost 1 Spell Description Attribute Cost

3 4 4

Parry and 2 damage. If you parry Fighting Against a melee attack you can then hit 2 K the Storm them for 2 damage. The Desert Purge by will all Maim, Paralyze, Resists Root, Slow, Stun, and Weakness 1 K Destruction effects on you Imbue by Magic- 2 x guard vs. Sand Obscures bullet, packet, weapon called or 2 K the Sun uncalled. Dust Blows in the Wind Sand Wears Down Stone Imbue 2 x avoid 3K

Imbue by Magic-"Fists"- Five uses 3K of 2 Damage

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3.8.5

Paramedic Procedures
Limb Damage Correction Cost: 1 CP Circle: 1 Volunteer Type of Magic: Paramedic Procedures Spell Type: Defensive Target: Self / Others Attribute Cost: One Field Surgery Description: This procedure will cure any Slow effect that is placed on the target. To use this procedure the Doctor must do thirty seconds of Role-playing then expend a point of Field Surgery from the Med Kits supplies. Afterwards the doctor calls Cure Slow by Medic. Verbal: Cure Slow by Medic Delivery Method: Touch Mind Realignment Cost: 1 CP Circle: 1 Volunteer Type of Magic: Paramedic Procedures Spell Type: Defensive Target: Self / Others Attribute Cost: One Field Medicine Description: Doctors do not just cure the body, they also cure the mind. This procedure will cure any Repel effect that is placed on the target. To use this procedure the Doctor must do thirty seconds of Role-playing then expend a point of Field Medicine from the Med Kits supplies. Afterwards the doctor calls Cure Repel by Medic. Verbal: Cure Repel by Medic Delivery Method: Touch Rehabilitation Cost: 1 CP Circle: 1 Volunteer Type of Magic: Paramedic Procedures Spell Type: Defensive Target: Self / Others Attribute Cost: One Field Dressing Description: All Med Kits have a good amount of supplies that will stop bleeding quickly. To use this procedure the doctor must prepare themselves by doing one minute of role-play going through the Med Kits supplies then expend one point of Field Dressings from the Med Kits remaining attributes. When this is done the Doctor calls Imbue by Medic. Once that is done the Doctor can stabilize up to ten times with just a touch and three seconds of roleplay (usually placing some kind of bandage on the patient. To stabilize a patient the doctor must touch them and call Stabilize by Medic. This will stay imbued upon the Doctor until the Doctor uses a point of Essences to refresh their stats, the Med Kit is re-supplied, or the event ends which ever comes first.

Note: These can only be cast while a Med Kit is within touching distance. The Doctor must touch each person during the role-play. Paramedic Procedures use the Med Kits attributes, which includes: Field Dressing (FD), Field Surgery (FS), and Field Medicine (FM) Circle 1 Paramedic Procedures Volunteer Daradrin Cost: 1 CP Circle: 1 Volunteer Type of Magic: Paramedic Procedures Spell Type: Defensive Target: Self & Others Attribute Cost: One Field Surgery Description: When a quick boost is needed this is the way to go. To use this procedure the Doctor must do 30 seconds of Role-play then expend a point of Field Surgery from the Med Kits supplies. Afterwards the doctor calls Heal 4 by Medic.' This procedure can be done on the Doctor. Verbal: Heal 4 by Medic Delivery Method: Touch Domelaphorm Cost: 1 CP Circle: 1 Volunteer Type of Magic: Paramedic Procedures Spell Type: Defensive Target: Self / Others Attribute Cost: One Field Dressing Description: A few well placed bandages and ointment will get a patient back to their feet. To use this procedure the doctor must prepare themselves by doing one minute of role-play going through the Med Kits supplies then expend one point of Field Dressings from the Med Kits remaining attributes. When this is done the Doctor calls Imbue by Medic. Once that is done the Doctor can heal one point of vitality up to five times without needing to re-perform this procedure. Each time the Healing is being conducted, the Doctor must touch the patient perform 10 seconds of role-play then call Heal by Medic. This healing can only be done on others and can not be done on the Doctor administering this procedure. This will stay imbued upon the Doctor until the Doctor uses a point of Essences to refresh their stats, the Med Kit is re-supplied, or the event ends which ever comes first. Verbal: Imbue by Medic. Heal by Medic Delivery Method: Touch

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Verbal: Imbue by Medic. Delivery Method: Touch

Stabilize by Medic

Resetting the Bone Cost: 1 CP Circle: 1 Volunteer Type of Magic: Paramedic Procedures Spell Type: Defensive Target: Self / Others Attribute Cost: One Field Surgery Description: Most Doctors can reset a limb without needing a Med Kit. But it does tend to make things quicker when one is around. To use this procedure the Doctor must do one minute Role-playing then expend a point of Field Surgery from the Med Kits supplies. Afterwards the doctor calls Imbue by Medic and has access to five Cure Maim by Medic effects. Each Cure Maim effect takes 10 seconds of role-play to administer. This will stay imbued upon the Doctor until the Doctor uses a point of Essences to refresh their stats, the Med Kit is re-supplied, or the event ends which ever comes first. Verbal: Imbue by Medic Cure Maim by Medic Delivery Method: Touch Ryans Strong Arm Theory Cost: 1 CP Circle: 1 Volunteer Type of Magic: Paramedic Procedures Spell Type: Defensive Target: Self / Others Attribute Cost: One Field Medicine Description: Ryan was an old doctor/alchemist that created a pill that would soften the muscles just enough to fix any damage done to them. This procedure will cure any Weakness effect that is placed on the target. To use this procedure the Doctor must do thirty seconds of Role-playing then expend a point of Field Medicine from the Med Kits supplies. Afterwards the doctor calls Cure Weakness by Medic. Verbal: Cure Weakness by Medic Delivery Method: Touch Circle 2 Paramedic Procedures EMT Blood Transfusion Cost: 2 CP Circle: 2 EMT Type of Magic: Paramedic Procedures Spell Type: Defensive Target: Others Attribute Cost: One Field Surgery Description: Blood transfusion was said to of been rediscovered after a medic found an old world medical book. This procedure will cure any Drain effect that is placed on the target. To use this procedure the Doctor must do thirty seconds of

Role-playing then expend a point of Field Surgery from the Med Kits supplies. Afterwards the doctor calls Cure Drain by Medic. Verbal: Cure Drain by Medic Delivery Method: Touch Countering Agent Cost: 2 CP Circle: 2 EMT Type of Magic: Paramedic Procedures Spell Type: Defensive Target: Self and Others Attribute Cost: One Field Surgery Description: Delivering this anti-poison directly into the blood stream will instantly cure anything poisonous that is floating around in the patients body. This procedure will cure any effect that was delivered with the Poison trait. To use this procedure the Doctor must do one minute of Roleplaying then expend a point of Field Medicine from the Med Kits supplies. Afterwards the doctor calls Cure Poison by Medic. Verbal: Cure Poison by Medic Delivery Method: Touch Create Counter Poison Cost: 2 CP Circle: 2 EMT Type of Magic: Paramedic Procedures Spell Type: Defensive Target: Others Attribute Cost: One Field Medicine Description: Filling the blood with natural antivenom will make the patient resistant to the next poison that would have affected them. This procedure will give the patient one resists versus any effect with the Poison trait. To use this Procedure the Doctor must touch a person and do one minute of role-play, once this is done One point of Field Medicine is expended from the Med Kits attributes and the Doctor calls Grant Defense by Medic, "Resist Poison" Verbal: Grant Defense by Medic, "Resist Poison" Resist Delivery Method: Touch Mental Stimulus Cost: 2 CP Circle: 2 EMT Type of Magic: Paramedic Procedures Spell Type: Defensive Target: Others Attribute Cost: One Field Medicine Description: With the right mixture of chemicals you can wake someone up from any sort of sleep. This procedure will cure any Stun effect that is placed on the target. To use this procedure the Doctor must do thirty seconds of Role-playing then expend a point of Field Medicine from the Med Kits

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supplies. Afterwards the doctor calls Cure Stun by Medic. Verbal: Cure Stun by Medic Delivery Method: Touch The Pill Cost: 2 CP Circle: 2 EMT Type of Magic: Paramedic Procedures Spell Type: Defensive Target: Self and Others Attribute Cost: One Field Medicine Description: The pill was accidentally discovered when some Saharans were trying to find a cure for the Unclean. This procedure will cure any effect that was delivered with the Disease trait. To use this procedure the Doctor must do one minute of Role-playing then expend a point of Field Medicine from the Med Kits supplies. Afterwards the doctor calls Cure Disease by Medic. Verbal: Cure Disease by Medic Delivery Method: Touch Reconnecting the Spine Cost: 2 CP Circle: 2 EMT Type of Magic: Paramedic Procedures Spell Type: Defensive Target: Others Attribute Cost: One Field Surgery Description: This procedure will cure any Paralysis effect that is placed on the target. To use this procedure the Doctor must do thirty seconds of Role-playing then expend a point of Field Surgery from the Med Kits supplies. Afterwards the doctor calls Cure Paralysis by Medic. Verbal: Cure Paralysis by Medic Delivery Method: Touch Circle 3 Paramedic Procedures-Senior EMT Bigs Muffled Senses Cost: 3 CP Circle: 3 Senior EMT Type of Magic: Paramedic Procedures Spell Type: Defensive Target: Self and Others Attribute Cost: Two Field Medicine Description: In some city-states Bigs Muffled Senses or BMS as it is called by most people is illegal. Many of the leading medics say that it is addictive though no concrete proof exists regarding it. This procedure will temporary make a patient immune to any effect delivered with the Fear trait until the patient refresh their attributes. To use this Procedure the Doctor must touch a person and do one minutes of role-play, once this is done two points of Field Medicine are expended

from the Med Kits attributes and the Doctor calls Imbue by Medic This procedure requires an imbue card that must be acquired from logistics (the doctor is able to create their own imbue card but it must be shown during check in and approved). This will last until the patient uses Essences to refresh their attributes or the event ends which ever comes first. Verbal: Imbue to Patient by Medic Immunity to Fear Delivery Method: Touch Blood boil Cost: 3 CP Circle: 3 Senior EMT Type of Magic: Paramedic Procedures Spell Type: Defensive Target: Self and Others Attribute Cost: Two Field Medicine Description: A special drug that was first created to torture Old Bloods, but it has an interesting effect on other races. This procedure will Grant the target with a Packet attack doing 5 damage by Blood. To use this procedure the Doctor must do thirty seconds of Role-playing then expend two points of Field Medicine from the Med Kits supplies. Afterwards the doctor calls Grant Packet Attack by Radiation, 5 Damage by Blood. Verbal: Grant Packet Attack by Radiation, 5 Damage by Blood Delivery Method: Touch Derriks Blue Ice Cost: 3 CP Circle: 3 Senior EMT Type of Magic: Paramedic Procedures Spell Type: Defensive Target: Self and Others Attribute Cost: Three Field Bandages Description: Blue Ice is a special ointment that is placed in the bandages to increase healing. This procedure will heal the target eight points of vitality up to the targets maximum. To use this procedure the Doctor must do one minute of Roleplaying then expend three points of Field Bandages from the Med Kits supplies. Afterwards the doctor calls Heal 8 by Medic. Verbal: Heal 8 by Medic Delivery Method: Touch Healing the Wasted Cost: 3 CP Circle: 3 Senior EMT Type of Magic: Paramedic Procedures Spell Type: Defensive Target: Self and Others Attribute Cost: Two Field Surgery Description: Doctors find themselves with patients of all kinds; some of the worst are those

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who are wasting away. This procedure was developed by an Ashuran who wanted to find the cure for Unclean, unfortunately they failed but luckily this procedure does work on this lesser form of waste. This procedure will cure any Waste effect that is placed on the target. To use this procedure the Doctor must do thirty seconds of Role-playing then expend two points of Field Surgery from the Med Kits supplies. Afterwards the doctor calls Cure Waste by Medic. Verbal: Cure Waste by Medic Delivery Method: Touch Magebane Cost: 3 CP Circle: 3 Senior EMT Type of Magic: Paramedic Procedures Spell Type: Defensive Target: Self and Others Attribute Cost: Two Field Medicine Description: Created by one of the many CityStates that has views against magic, Magebane is a common drug found within many militaries. This procedure will Grant the target with a Resist versus anything delivered with the Magic trait. To use this procedure the Doctor must do thirty seconds of Role-playing then expend two points of Field Medicine from the Med Kits supplies. Afterwards the doctor calls Grant Defense by Medic, "Resist Magic". Verbal: Grant Defense by Medic, "Resist Magic" Delivery Method: Touch Radiation Therapy Cost: 3 CP Circle: 3 Senior EMT Type of Magic: Paramedic Procedures Spell Type: Defensive Target: Self and Others Attribute Cost: Two Field Surgery Description: The Goriyani created this procedure to allow people to travel for short bursts in the Waste. This procedure will grant the patient with a Resist versus the Radiation trait. To use this procedure the Doctor must do thirty seconds of Role-playing then expend two points of Field Surgery from the Med Kits supplies. Afterwards the doctor calls Grant Defense by Medic, Resist Radiation. Verbal: Grant Defense by Medic, Resist Radiation Resist Delivery Method: Touch Revive Cost: 3 CP Circle: 3 Senior EMT Type of Magic: Paramedic Procedures Spell Type: Defensive Target: Self / Others

Attribute Cost: Three Field Medicine Description: This procedure will Imbue the Doctor with five Cure Stun by Medic effects that will cure any stun effect. To use this procedure the Doctor must do one minute of Role-playing then expend three points of Field Medicine from the Med Kits supplies. Afterwards the doctor calls Imbue by Medic. This procedure can only be done on the Doctor after that then the Cure Stun effect can be administered to anyone. The Med Kit must be present for this effect to be used. This will stay imbued until the doctor uses a point of Essences to refresh their stats, re-supplies the med kit, or the event ends which ever comes first. Verbal: Imbue by Medic Delivery Method: Touch Circle 4 Paramedic Procedures MedEvac Ashurans Heart Cost: 4 CP Circle: 4 MedEvac Type of Magic: Paramedic Procedures Spell Type: Defensive Target: Self and Others Attribute Cost: Two Field Dressing Description: Ashurans Heart was created by a woman who while spending several years working with the Ashurans wanted to be able to heal anyone. This procedure will cure any Stricken effect that is placed on the target. To use this procedure the Doctor must do thirty seconds of Role-playing then expend three points of Field Dressing from the Med Kits supplies. Afterwards the doctor calls Cure Stricken by Medic. Verbal: Cure Stricken by Medic Delivery Method: Touch Blood of the Unclean Cost: 4 CP Circle: 4 MedEvac Type of Magic: Paramedic Procedures Spell Type: Defensive Target: Self and Others Attribute Cost: Three Field Medicine Description: No one knows the exact origins of this medical procedure. It involves draining a bit of blood from the patient then injecting a new substance into the extracted blood then putting it back into the patients body. This procedure will temporary make a patient immune to any Agony effect until the patient refresh their attributes. To use this Procedure the Doctor must touch a person and do one minutes of role-play, once this is done three points of Field Medicine are expended from the Med Kits attributes and the Doctor calls Imbue by Medic. This procedure requires an imbue card that must be acquired from logistics (the doctor is able to create their own imbue card but it must be

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shown during check in and approved). This will last until the patient uses Essences to refresh their attributes or the event ends which ever comes first. Verbal: Imbue to Patient by Medic Immunity to Agony Delivery Method: Touch Create Antibodies Cost: 4 CP Circle: 4 MedEvac Type of Magic: Paramedic Procedures Spell Type: Defensive Target: Self and Others Attribute Cost: Two Field Surgery Description: This procedure will temporary make a patient immune to any effect delivered with the Poison trait until the patient refresh their attributes. To use this Procedure the Doctor must touch a person and do one minutes of role-play, once this is done two points of Field Surgery are expended from the Med Kits attributes and the Doctor calls Imbue by Medic. This procedure requires an imbue card that must be acquired from logistics (the doctor is able to create their own imbue card but it must be shown during check in and approved). This will last until the patient uses Essences to refresh their attributes or the event ends which ever comes first. Verbal: Imbue to Patient by Medic No Effect Delivery Method: Touch The Dominic Process Cost: 4 CP Circle: 4 MedEvac Type of Magic: Paramedic Procedures Spell Type: Defensive Target: Others Attribute Cost: Three Field Surgery and One Field Medicine Description: Another crowning achievement by the Ashurans. This procedure will completely cure a target of all Mind and Body affecting illnesses. This procedure will cure any effect that was considered a Physical or Mental trait when it hit. Those traits are Confusion, Despair, Fear, Inspiration, Presence, Trance, Will, Crystal, Earth, Force, Ice, Silver, Weapon, and Web. To use this procedure the Doctor must do one minute of Roleplaying then expend three points of Field Surgery and one point of Field Medicine from the Med Kits supplies. Afterwards the doctor calls Cure Physical and Mental by Medic. Verbal: Cure Physical and Mental by Medic Delivery Method: Touch Resuscitate Cost: 4 CP Circle: 4 "MedEvac"

Type of Magic: Paramedic Procedures Spell Type: Defensive Target: Others Attribute Cost: Four Field Dressing Description: One of the pinnacles of the Paramedic training is Resuscitation. This procedure will bring a patient back from the brink of death. To administer the procedure, ten seconds of roleplay must be done, and then four points of Field Dressings must be expended from the Med Kit's supplies. Then Cure Death by Medic is called. Verbal: "Cure Death by Medic" Delivery Method: Touch Spell Bound Cost: 4 CP Circle: 4 "MedEvac" Type of Magic: Paramedic Procedures Spell Type: Defensive Target: Self and Others Attribute Cost: Two Field Medicine Description: A powerful medical procedure developed by an elite group of Sorcerers to make themselves more powerful. This procedure will Grant two spell attributes; this will work on the following skills Arcana (Sorcerer), Blood Potency (Blood Mage {cannot be used for Vitality}), Charisma (Warbringer), Concentration (Psionic) and Mind of No Mind (Martial Artist). To use this procedure the Doctor must do five minutes of Roleplaying, part of which involves asking what the doctor is granting, then expend four points of Field Medicine from the Med Kit's supplies. Afterwards the doctor calls "Grant 2 <Spell Pool> by Medic". Verbal: "Grant 2 <Spell Pool> by Medic" Delivery Method: Touch Speeders Cost: 4 CP Circle: 4 MedEvac Type of Magic: Paramedic Procedures Spell Type: Defensive Target: Self and Others Attribute Cost: Three Field Surgery Description: In an attempt to keep people from being hurt an Ashuran created this Medical Procedure. Unfortunately it seems to be a favorite among traveling warriors giving them enough time to finish the job. This procedure will give the patient one Avoid Bullets. To use this Procedure the Doctor must touch a person and do one minutes of role-play, once this is done three points of Field Surgery is expended from the Med Kits attributes and the Doctor calls Grant Defense by Medic, Avoid Bullets. Verbal: Grant Defense by Medic, Avoid Bullet Avoid Delivery Method: Touch

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3.8.6

Pathwalker
The Trees Rotting Heart Cost: 1 CP Circle: 1 Type of Magic: Pathwalker- Path of the Autumn Target: Others Attribute Cost: 1 Agility Description: This spell gives the Pathwalker two packet delivered Slow by Disease effects. To cast this spell the Pathwalker must say the full incant, the call Slow by Disease and throw the packet. Incant Length: Six Syllables Verbal: Slow by Disease Delivery Method: Packet Circle 2 Pathwalker- Path of Autumn Spells The Masters Touch Cost: 2 CP Circle: 2 Type of Magic: Pathwalker- Path of the Autumn Target: Others Attribute Cost: Willpower Description: This spell gives the Pathwalker a packet delivered Cure Disease By Nature Effect. To cast this spell the Pathwalker must say the full incant, the call Cure Disease By Nature and throw the packet. Incant Length: Eight Syllables Verbal: Cure Disease By Nature Delivery Method: Packet Preparing For Winter Cost: 2 CP Circle: 2 Type of Magic: Pathwalker- Path of the Autumn Target: Self Attribute Cost: 2 Agility Description: This spell Imbues the caster with two points of armor that is NOT stackable. If any other armor is put on then the spell ends. To cast this spell the Pathwalker must say the full incant, the call Imbue by Nature. This spell will last until used up, additional armor is in effect, the caster refreshes their attributes, dies, or the event ends. Incant Length: Eight Syllables Verbal: Grant 2 Protection to Self by Nature Delivery Method: Self Roots Drink Deeply Cost: 2 CP Circle: 2 Type of Magic: Pathwalker- Path of the Autumn Target: Others Attribute Cost: 1 Agility Description: This spell gives the Pathwalker a packet delivered Double Root by Nature effect. To

Circle 1 Pathwalker- Path of Autumn Spells Denying The Decay Cost: 1 CP Circle: 1 Type of Magic: Pathwalker- Path of the Autumn Target: Self Attribute Cost: 1 Willpower Description: This spell Imbues the caster with a Shield vs. the Disease trait. To cast this spell the Pathwalker must say the full incant, the call Imbue by Nature. This spell will last until used up, the caster refreshes their attributes, dies, or the event ends. Incant Length: Six Syllables Verbal: Grant Defense by Nature, Disease Shield Delivery Method: Self Hunters Presence Cost: 1 CP Circle: 1 Type of Magic: Pathwalker- Path of the Autumn Target: Self/ Others Attribute Cost: 1 Brawn Description: This spell Imbues the caster with two packet delivered Repel To Animal by Fear effects that will only affect those with the Animal trait. To cast this spell the Pathwalker must say the full incant, the call Imbue by Nature. Then they can choose any time to call Repel to Animal by Fear and throw the packet. This spell will last until used up, the caster refreshes their attributes, dies, or the event ends. Incant Length: Six Syllables Verbal: Imbue by Nature Repel to Animal by Fear Delivery Method: Self / Packet Stripping The Branches Bare Cost: 1 CP Circle: 1 Type of Magic: Pathwalker- Path of the Autumn Target: Others Attribute Cost: 1 Wits Description: This spell gives the Pathwalker two uses of packet delivered Disarm by Magic effect. To cast this spell the Pathwalker must say the full incant, the call Disarm by Magic and throw the packet. Incant Length: Six Syllables Verbal: Double Grant packet attack to Self, Disarm by Nature Delivery Method: Packet

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cast this spell the Pathwalker must say the full incant, the call Double Root by Nature and throw the packet. Incant Length: Eight Syllables Verbal: Double Root by Nature Delivery Method: Packet Wild Winds Cost: 2 CP Circle: 2 Type of Magic: Pathwalker- Path of the Autumn Target: Others Attribute Cost: Willpower Description: This spell gives the Pathwalker a packet delivered Repel by Nature attack. To cast this spell the Pathwalker must say the full incant, the call Repel by Nature and throw the packet. Incant Length: Eight Syllables Verbal: Repel by Nature Delivery Method: Packet Circle 3 Pathwalker- Path of Autumn Spells Bone Fever Cost: 3 CP Circle: 3 Type of Magic: Pathwalker- Path of the Autumn Target: Others Attribute Cost: 2 Willpower Description: This spell gives the Pathwalker a voice delivered Weakness By Nature attack. To cast this spell the Pathwalker must say the full incant, the call By Voice, Weakness By Nature. Incant Length: Ten Syllables Verbal: By Voice, Weakness By Nature Delivery Method: Voice Culling The Weak Cost: 3 CP Circle: 3 Type of Magic: Pathwalker- Path of the Autumn Target: Others Attribute Cost: 1 Willpower Description: This spell gives the Pathwalker a packet delivered Drain by Disease attack. To cast this spell the Pathwalker must say the full incant, the call Drain by Disease and throw the packet. Incant Length: Ten Syllables Verbal: Drain by Disease Delivery Method: Packet Hibernation Cost: 3 CP Circle: 3 Type of Magic: Pathwalker- Path of the Autumn Target: Self Attribute Cost: 1 Willpower Description: This spell allows the Pathwalker to lose the Living trait, they must lie down, use no

skills/spells/abilities, may give any false diagnoses, and only talk in a low whisper. To cast this spell the caster must lie down, say the full incant, and call Imbue by Nature. After that they may keep the spell up indefinitely as long as they do not do anything to end it. This spell will last until the caster moves positions (being carried does not count), talks louder a than a whisper, uses any IG abilities, refreshes their attributes, goes unconscious, dies, or the event ends. Incant Length: Ten Syllables Verbal: Imbue by Nature Spirit Delivery Method: Self Relentless Advance Cost: 3 CP Circle: 3 Type of Magic: Pathwalker- Path of the Autumn Target: Self Attribute Cost: 2 Agility Description: This spell Imbues the caster with three resists vs. Nature. To cast this spell the Pathwalker must say the full incant, the call Imbue by Nature. This spell will last until used up, the caster refreshes their attributes, dies, or the event ends. Incant Length: Ten Syllables Verbal: Imbue by Nature, Resist Nature Delivery Method: Self Circle 4 Pathwalker- Path of Autumn Spells Grim Visage Cost: 4 CP Circle: 4 Type of Magic: Pathwalker- Path of the Autumn Target: Self / Others Attribute Cost: 2 Wits Description: This spell imbues that caster with a Gaze delivered attack of Paralyze by Nature. To cast this spell the caster must say the full incant and call Imbue by Nature. After that the caster may use the Gaze attack at any time calling By Gaze, Paralyze by Nature. This spell will end when the spell is used up, the caster refreshes their attributes, dies, or the event ends. Incant Length: Twelve Syllables Verbal: Imbue by Nature By Gaze, Paralyze by Nature Delivery Method: Self / Gaze Herald Of Destruction Cost: 4 CP Circle: 4 Type of Magic: Pathwalker- Path of the Autumn Target: Self / Others Attribute Cost: 3 Willpower Description: This spell Imbues the caster with two packet delivered Stun by Nature attacks, two

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packet delivered Paralyze by Nature attack, and two packet delivered Frenzy by Nature attacks. To cast this spell the Pathwalker must say the full incant, and then call Imbue by Nature. Then they may call Stun by Nature, Paralyze by Nature, or Frenzy by Nature and throw the packet. Since this spell can only be cast on the caster no Imbue card is needed. This spell will last until the time elapses, the caster refreshes their attributes, is rendered unconscious, uses any weapon or any effect that causes damage, or dies. Incant Length: Twelve Syllables Verbal: Imbue by Nature Stun by Nature Paralyze by Nature Frenzy by Nature Delivery Method: Self / Packet Storms Come Calling Cost: 4 CP Circle: 4 Type of Magic: Pathwalker- Path of the Autumn Target: Self / Others Attribute Cost: 2 Brawn Description: This spell grants the caster five 3 Damage by Lighting attacks as long as the casters feet remain stationary. To cast this spell the caster must plant their feet then say the full incant afterwards calling Imbue by Nature. Then the caster may throw packet delivered attacks calling 3 Damage by Lightning. This spell will end if the caster moves their feet, uses another effect, the spell is used up, refreshes their attributes, goes unconscious, dies, or the event ends. Incant Length: Twelve Syllables Verbal: Imbue by Nature 3 Damage by Lightning Delivery Method: Self / Packet Summon The Lengthening Shadow Cost: 4 CP Circle: 4 Type of Magic: Pathwalker- Path of the Autumn Target: Self / Others Attribute Cost: One Point from Each Attribute except Essence Description: This spell Imbues the caster with several different abilities. They gain one additional point of damage to all called damage, six Weakness by Disease packet delivered attacks, Immunity to Frenzy, one Shield vs. Mental and one Shield vs. Magic. This spell will end if the caster uses any Healing abilities, but they may be healed by others. This spell can only be cast once per Essence refresh. To cast this spell, the Pathwalker must say the full incant, and then call Imbue by Nature. Since this spell can only be cast on the caster no Imbue card is needed. This spell will last until one hour expires, the caster uses any healing abilities, refreshes their attributes, dies, or the event ends.

Incant Length: Twelve Syllables Verbal: Imbue by Nature Shield No Effect, Weakness by Nature Delivery Method: Self / Packet Circle 1 Pathwalker- Path of Spring Spells Freedoms Cry Cost: 1 CP Circle: 1 Type of Magic: Pathwalker- Path of the Spring Target: Self and Others Attribute Cost: 1 Wits Description: This spell gives the Pathwalker a packet delivered Cure Root by Nature effect or a Cure Maim to legs. To cast this spell the Pathwalker must say the full incant, call Cure Root by Nature or Cure Maim to legs by Nature and then throw the packet. Incant Length: Six Syllables Verbal: Cure Root by Nature or Cure Maim to legs by Nature Delivery Method: Packet Grasping Plants Cost: 1 CP Circle: 1 Type of Magic: Pathwalker- Path of the Spring Target: Others Attribute Cost: 1 Brawn Description: This spell gives the Pathwalker a packet delivered Root by Nature attack. To cast this spell the Pathwalker must say the full incant, call Root by Nature and throw the packet. Incant Length: Six Syllables Verbal: Root by Nature Delivery Method: Packet New Growth Cost: 1 CP Circle: 1 Type of Magic: Pathwalker- Path of the Spring Target: Self and Others Attribute Cost: 1 Any Description: This spell allows the Pathwalker to spend one minute of role play and at the end call Heal 10 by Nature. If the caster knows the recipient is a Leshka, they may call Double Heal 10 by Nature. Incant Length: Six Syllables Verbal: Heal 10 by Nature Delivery Method: Touch Wildness Of Spring Cost: 1 CP Circle: 1 Type of Magic: Pathwalker- Path of the Spring Target: Others Attribute Cost: 1 Wits

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Description: This spell gives the Pathwalker a packet delivered Frenzy by Nature attack. To cast this spell the Pathwalker must say the full incant, call Frenzy by Nature and throw the packet. Incant Length: Six Syllables Verbal: Frenzy by Nature Delivery Method: Packet Circle 2 Pathwalker- Path of Spring Spells Abnormal Growth Cost: 2 CP Circle: 2 Type of Magic: Pathwalker- Path of the Spring Target: Others Attribute Cost: 1 Brawn Description: This spell gives the Pathwalker a packet delivered 1 Damage and Agony by Nature attack. To cast this spell the Pathwalker must say the full incant, call 1 Damage and Agony by Nature and throw the packet. Incant Length: Eight Syllables Verbal: 1 Damage and Agony by Nature Delivery Method: Packet Abundant Life Overflowing Cost: 2 CP Circle: 2 Type of Magic: Pathwalker- Path of the Spring Target: Self Attribute Cost: 1 Brawn Description: This spell Imbues the caster with one shield vs. the Death effect. This does work against Death Strikes. To cast this spell the Pathwalker must say the full incant, and then call Imbue by Nature. Since this spell can only be cast on the caster no Imbue card is needed. This spell will last until used up, the caster refreshes their attributes, dies, or the event ends. Incant Length: Eight Syllables Verbal: Imbue by Nature, Death Shield Delivery Method: Self Renewing The Spirit Cost: 2 CP Circle: 2 Type of Magic: Pathwalker- Path of the Spring Target: Self and Others Attribute Cost: 1 Willpower Description: This spell gives the Pathwalker a packet delivered Cure Drain by Nature effect. To cast this spell the Pathwalker must say the full incant, call Cure Drain by Nature and throw the packet. Incant Length: Eight Syllables Verbal: Cure Drain by Nature Delivery Method: Packet

Sweetness Of Life Cost: 2 CP Circle: 2 Type of Magic: Pathwalker- Path of the Spring Target: Others Attribute Cost: 2 Willpower Description: This spell is Imbued on the target stopping their death count. To keep the spell active neither the caster nor the target may move their location (bodies can still move in subtle ways). The caster must continuously whisper words of encouragement to the target. This spell can be kept up indefinitely, keeping the target alive. To cast this spell the Pathwalker must say the full incant, then call Imbue by Nature and give the target the Imbue Card. This spell will last until the caster looses vitality, the caster refreshes their attributes, dies, or the event ends. Incant Length: Eight Syllables Verbal: Imbue by Nature Delivery Method: Touch Circle 3 Pathwalker- Path of Spring Spells At Harmony With Nature Cost: 3 CP Circle: 3 Type of Magic: Pathwalker- Path of the Spring Target: Self Attribute Cost: 1 Willpower Description: This spell Imbues the caster with two shield vs. the Nature trait. To cast this spell the Pathwalker must say the full incant, and then call Imbue by Nature. Since this spell can only be cast on the caster no Imbue card is needed. This spell will last until used up, the caster refreshes their attributes, dies, or the event ends. Incant Length: Ten Syllables Verbal: Imbue by Nature Shield Delivery Method: Self Fleet Of Foot Cost: 3 CP Circle: 3 Type of Magic: Pathwalker- Path of the Spring Target: Self Attribute Cost: 2 Agility Description: This spell Imbues the caster three resists vs. either the Root or Slow effect. To cast this spell the Pathwalker must say the full incant, and then call Imbue by Nature. Since this spell can only be cast on the caster no Imbue card is needed. This spell will last until used up, the caster refreshes their attributes, dies, or the event ends. Incant Length: Ten Syllables Verbal: Imbue by Nature Resist Delivery Method: Self

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Springtime Comes Calling Cost: 3 CP Circle: 3 Type of Magic: Pathwalker- Path of the Spring Target: Others Attribute Cost: 2 Willpower Description: This spell gives the Pathwalker a voice delivered Cure Stun and Fear by Nature effect. To cast this spell the Pathwalker must say the full incant; call By Voice, Cure Stun and Fear by Nature. Incant Length: Ten Syllables Verbal: By Voice, Cure Stun and Fear by Nature Delivery Method: Voice Sweet Joy Of Spring Cost: 3 CP Circle: 3 Type of Magic: Pathwalker- Path of the Spring Target: Others Attribute Cost: 1 Willpower Description: This spell gives the Pathwalker a Cure Mental by Nature effect that will cure all effects that were delivered with the following traits Confusion, Despair, Fear, Inspiration, Presence, Trance, and Will. To cast this spell the Pathwalker must say the full incant, call Cure Mental by Nature and throw the packet. Incant Length: Ten Syllables Verbal: Cure Mental by Nature Delivery Method: Packet Circle 4 Pathwalker- Path of Spring Spells Beauty Warms The Coldest Heart Cost: 4 CP Circle: 4 Type of Magic: Pathwalker- Path of the Spring Target: Others Attribute Cost: 1 Agility and 2 Brawn Description: This spell gives the Pathwalker Imbues on themselves two Cure Death by Nature. To cast this spell the Pathwalker must say the full incant, call Cure Death by Nature and touch the target. Incant Length: Twelve Syllables Verbal: Cure Death by Nature Delivery Method: Touch Laughing Spirit Of Spring Cost: 4 CP Circle: 4 Type of Magic: Pathwalker- Path of the Spring Target: Others Attribute Cost: 2 Willpower Description: This spell enables the Pathwalker to touch several targets (up to his Wits plus Willpower) giving each, one shield vs. the Fear trait. To cast this spell the Pathwalker must say

the full incant, then call Imbue by Nature and give the target an Imbue card. This spell will last until used up, the target refreshes their attributes, dies, or the event ends. Incant Length: Twelve Syllables Verbal: Imbue by Nature Shield Delivery Method: Touch Summon Springtimes Fervor Cost: 4 CP Circle: 4 Type of Magic: Pathwalker- Path of the Spring Target: Self / Others Attribute Cost: One Point from Each Attribute except Essence Description: This spell Imbues the caster with several different abilities. They gain Immunity to Root, two 3 Damage and Weakness with a weapon, Two Shield vs. Death effect, one vs. the Magic trait, grow short claws, and one additional point added to Vitality. To cast this spell the Pathwalker must say the full incant, and then call Imbue by Nature. Since this spell can only be cast on the caster no Imbue card is needed. This spell will last until one hour expires; the caster refreshes their attributes, dies, or the event ends. Incant Length: Twelve Syllables Verbal: Imbue by Nature Shield 3 Damage and Weakness No Effect Delivery Method: Self / Packet / Weapon Sweet Kiss Of Spring Cost: 4 CP Circle: 4 Type of Magic: Pathwalker- Path of the Spring Target: Self Attribute Cost: 1 Willpower Description: This spell Imbues the caster with two shield vs. the Death effect. This does not work against a Death Strike. To cast this spell the Pathwalker must say the full incant, and then call Imbue by Nature. Since this spell can only be cast on the caster no Imbue card is needed. This spell will last until used up, the caster refreshes their attributes, dies, or the event ends. Incant Length: Twelve Syllables Verbal: Imbue by Nature Shield Delivery Method: Self Circle 1 Pathwalker- Path of Summer Spells Cleansing Breeze Cost: 1 CP Circle: 1 Type of Magic: Pathwalker- Path of the Summer Target: Self / Others Attribute Cost: 1 Brawn Description: This spell gives the Pathwalker a packet delivered Cure Disease by Nature effect. To

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cast this spell the Pathwalker must say the full incant, the call Cure Disease by Nature and throw the packet. Incant Length: Six Syllables Verbal: Cure Disease by Nature Delivery Method: Packet Radiant Sunlight Cost: 1 CP Circle: 1 Type of Magic: Pathwalker- Path of the Summer Target: Others Attribute Cost: 1 Wits Description: This spell gives the Pathwalker two packet delivered Agony by Nature effects. To cast this spell the Pathwalker must say the full incant, the call Agony by Nature and throw the packet. Incant Length: Six Syllables Verbal: Agony by Nature Delivery Method: Packet Summers Golden Glow Cost: 1 CP Circle: 1 Type of Magic: Pathwalker- Path of the Summer Target: Others Attribute Cost: 1 Brawn Description: This spell gives the Pathwalker the ability to heal one point of damage on as many targets as the Pathwalker has Willpower plus Brawn. All targets must be in the same area and can not take more then one minute to touch each one. To cast this spell the Pathwalker must say the full incant, and then touch each target calling Heal by Nature. Incant Length: Six Syllables Verbal: Heal by Nature Delivery Method: Touch Touch Of The Sun Cost: 1 CP Circle: 1 Type of Magic: Pathwalker- Path of the Summer Target: Self Attribute Cost: 1 Brawn Description: This spell Imbues the caster with one Shield vs. the Fire trait. To cast this spell the Pathwalker must say the full incant, the call Imbue by Nature This spell will last until used up, the caster refreshes their attributes, dies, or the event ends. Incant Length: Six Syllables Verbal: Imbue by Nature Shield Delivery Method: Self Circle 2 Pathwalker- Path of Summer Spells Hearing Natures Voice Cost: 2 CP

Circle: 2 Type of Magic: Pathwalker- Path of the Summer Target: Others Attribute Cost: 1 Wits Description: This spell allows the Pathwalker to Imbue another with the ability to speak with anything that has the Animal or Plant trait (may be decided by the target at the time of use). To cast this spell the Pathwalker must say the full incant, and then touch each target calling Imbue by Nature. Then the target is able to throw one packet delivered Speak to Animal (or Plant) by Nature. This will last until the target uses Essences to refresh their attributes, dies, or the event ends which ever comes first. Incant Length: Eight Syllables Verbal: Imbue by Nature Speak to Animal (Plant) by Nature Delivery Method: Touch / Packet Heatwave Cost: 2 CP Circle: 2 Type of Magic: Pathwalker- Path of the Summer Target: Self / Others Attribute Cost: 2 Agility Description: This spell Imbues the caster with three packet delivered Weakness by Magic attacks. To cast this spell the Pathwalker must say the full incant, the call Imbue by Nature. After that they may throw three separate Weakness by Nature effects using packets. This spell will last until used up, the caster refreshes their attributes, dies, or the event ends. Incant Length: Eight Syllables Verbal: Imbue by Nature Weakness by Nature Delivery Method: Self / Packet Pass Without Harm Cost: 2 CP Circle: 2 Type of Magic: Pathwalker- Path of the Summer Target: Others Attribute Cost: 1 Willpower Description: This spell gives the caster a voice delivered Repel to Animal by Nature attack that will only affect those targets with the Animal trait. To cast this spell the Pathwalker must say the full incant, the call By voice, Repel to Animal by Nature. Incant Length: Eight Syllables Verbal: By Voice, Repel to Animal by Nature Delivery Method: Voice Reign Of The Sun Cost: 2 CP Circle: 2 Type of Magic: Pathwalker- Path of the Summer Target: Self

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Attribute Cost: 1 Willpower Description: This spell Imbues the caster with one Shield vs. the Nature trait. To cast this spell the Pathwalker must say the full incant, the call Imbue by Nature This spell will last until used up, the caster refreshes their attributes, dies, or the event ends. Incant Length: Eight Syllables Verbal: Imbue by Nature Shield Delivery Method: Self Circle 3 Pathwalker- Path of Summer Spells Gentle Warmth Cost: 3 CP Circle: 3 Type of Magic: Pathwalker- Path of the Summer Target: Self Attribute Cost: 1 Willpower Description: This spell Imbues the caster with two Shield vs. the Ice trait. To cast this spell the Pathwalker must say the full incant, the call Imbue by Nature. This spell will last until used up, the caster refreshes their attributes, dies, or the event ends. Incant Length: Ten Syllables Verbal: Imbue by Nature Shield Delivery Method: Self Infusing Heat Cost: 3 CP Circle: 3 Type of Magic: Pathwalker- Path of the Summer Target: Self Attribute Cost: 1 Wits Description: This spell Imbues the caster with one Shield vs. the Magic trait. To cast this spell the Pathwalker must say the full incant, the call Imbue by Nature. This spell will last until used up, the caster refreshes their attributes, dies, or the event ends. Incant Length: Ten Syllables Verbal: Imbue by Nature Shield Delivery Method: Self Suns Faithful Renewal Cost: 3 CP Circle: 3 Type of Magic: Pathwalker- Path of the Summer Target: Self Attribute Cost: 2 Brawn Description: This spell Imbues the caster with one Purge Physical by Nature effect that can be used when the caster needs it. This effect will remove all effects inflicted with the following traits: Crystal, Earth, Force, Ice, Silver, Weapon, and Web. To cast this spell the Pathwalker must say the full incant, the call Imbue by Nature. When the caster needs to they call Purge Physical by

Nature This effect CAN be used when the caster is bound, paralyzed, silenced, or drained, but can not be used when the caster is unconscious. This spell will last until used up, the caster refreshes their attributes, dies, or the event ends. Incant Length: Ten Syllables Verbal: Imbue by Nature Purge Physical by Nature Delivery Method: Self Sustaining Life Cost: 3 CP Circle: 3 Type of Magic: Pathwalker- Path of the Summer Target: Others Attribute Cost: 1 Wits Description: This spell allows the caster to prepare food and Imbue each person who eats from the food to be sustained till the next event without having to pay an Upkeep cost. The caster can enchant up to his Essence in targets. Part of casting this spell is preparing a table with enough food for all involved to eat. If the Imbue card is not received then the maintenance is not waived. To cast this spell the Pathwalker must say the full incant, the call Imbue by Nature after each plate is placed on the table, and then the caster must go to each plate and offer its blessing (Imbue Cards). The Imbue card must be turned in, in place of the normal maintenance payment. Incant Length: Ten Syllables Verbal: Imbue by Nature Delivery Method: Touch- Plate Circle 4 Pathwalker- Path of Summer Spells Boon Of The Bountiful Harvest Cost: 4 CP Circle: 4 Type of Magic: Pathwalker- Path of the Summer Target: Others Attribute Cost: 1 Brawn Description: This spell allows the caster to enchant food. All who eat the food gain a Heal 3 and Cure Metabolic by Nature. A number of plates can be enchanted equal to the casters Wits plus Willpower. Each plate needs an Imbue card. All plates must be on a table and their must be enough for all people who are eating. To cast this spell the Pathwalker must touch each plate after placing it on the table, say the full incant, and then call Imbue by Nature. Then they place the Imbue Card under each plate. The effect will take place after each person takes a bit. Incant Length: Twelve Syllables Verbal: Imbue by Nature Delivery Method: Touch

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Overwhelming Heat Cost: 4 CP Circle: 4 Type of Magic: Pathwalker- Path of the Summer Target: Others Attribute Cost: 1 Willpower Description: This spell gives the Pathwalker a packet delivered Stun by Nature effect. To cast this spell the Pathwalker must say the full incant, the call Stun by Nature and throw the packet. Incant Length: Twelve Syllables Verbal: Stun by Nature Delivery Method: Packet Summers Blessing Cost: 4 CP Circle: 4 Type of Magic: Pathwalker- Path of the Summer Target: Others Attribute Cost: 3 Agility Description: This spell allows the caster to plant their feet and have access to ten Heal 2 by Nature healing effects that must be delivered by touch. The caster also gains 6 Protection as long as they maintain this spell. To cast this spell the caster must plant their feet, say the full incant, and call Imbue by Magic. Afterward the caster may touch each person (other then themselves) and call Heal 2 by Nature. The spell ends if the caster looses Vitality, Uses any other skills/spells, is rendered unconscious, moves their feet, the spell is used up, or the event ends, which ever comes first. Incant Length: Twelve Syllables Verbal: Imbue by Nature Heal 2 by Nature Delivery Method: Touch Summers Blessing Cost: 4 CP Circle: 4 Type of Magic: Pathwalker- Path of the Summer Target: Self / Others Attribute Cost: One Point from Each Attribute except Essence Description: This spell Imbues the caster with several different abilities. They gain six Heal by Nature (touch cast), six Repel by Nature, one shield vs. Magic, and one shield vs. Drain. This spell ends if the caster uses any weapon skill or any effect that causes damage. This spell can only be cast once per event and only last one hour. To cast this spell the Pathwalker must say the full incant, and then call Imbue by Nature. Since this spell can only be cast on the caster no Imbue card is needed. This spell will last until the time elapses, the caster refreshes their attributes, is rendered unconscious, uses any weapon or any effect that causes damage, or dies. Incant Length: Twelve Syllables

Verbal: Imbue by Nature Shield Heal by Nature, Repel by Nature Delivery Method: Self / Packet / Weapon Circle 1 Pathwalker- Path of Winter Spells Frozen Heart Cost: 1 CP Circle: 1 Type of Magic: Pathwalker- Path of the Winter Target: Self Attribute Cost: 1 Willpower Description: This spell Imbues the caster with two shield vs. the Fire trait. To cast this spell the Pathwalker must say the full incant, and then call Imbue by Nature. Since this spell can only be cast on the caster no Imbue card is needed. This spell will last until used up, the caster refreshes their attributes, dies, or the event ends. Incant Length: Six Syllables Verbal: Imbue by Nature Shield Delivery Method: Self Ice Shards Cost: 1 CP Circle: 1 Type of Magic: Pathwalker- Path of the Winter Target: Self / Others Attribute Cost: 1 Agility Description: This spell Imbues the caster with three uses of 2 Damage by Ice as long as the casters feet stay planted. To cast this spell the Pathwalker must plant their feet, say the full incant, then call Imbue by Nature. Once this is done the cast can throw three packets calling 2 Damage by Ice. Since this spell can only be cast on the caster no Imbue card is needed. This spell will last until used up, the casters feet move, the caster refreshes their attributes, dies, or the event ends. Incant Length: Six Syllables Verbal: Imbue by Nature 2 Damage by Ice Delivery Method: Self / Packet Winters Breath Cost: 1 CP Circle: 1 Type of Magic: Pathwalker- Path of the Winter Target: Others Attribute Cost: 1 Brawn Description: This spell gives the Pathwalker a packet delivered 2 damage and Slow by Nature attack. To cast this spell the Pathwalker must say the full incant, call 2 damage and Slow by Nature and throw the packet. Incant Length: Six Syllables Verbal: 2 damage and Slow by Nature Delivery Method: Packet

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Winters bite Cost: 1 CP Circle: 1 Type of Magic: Pathwalker- Path of the Winter Target: Self / Others Imbue By Nature Two uses of weapon delivered +1 Damage and the Ice trait for those swings. This is stackable with other called damage. To cast this spell the Pathwalker must say the full incant, and then call Imbue by Nature. This spell will last until used up, the recipient refreshes their attributes, dies, or the event ends. Incant Length: Six Syllables Verbal: Imbue by Nature Delivery Method: Self/Others Circle 2 Pathwalker- Path of Winter Spells Frost Shatter Cost: 2 CP Circle: 2 Type of Magic: Pathwalker- Path of the Winter Target: Others Attribute Cost: 1 Agility Description: This spell gives the Pathwalker a packet delivered Agony and Destroy by Nature attack. To cast this spell the Pathwalker must say the full incant, call Agony and Destroy by Nature and throw the packet. Incant Length: Six Syllables Verbal: Agony and Destroy by Nature Delivery Method: Packet Hardened Heart Cost: 2 CP Circle: 2 Type of Magic: Pathwalker- Path of the Winter Target: Self Attribute Cost: 1 Willpower Description: This spell Imbues the caster with two shield vs. the Fear trait. To cast this spell the Pathwalker must say the full incant, and then call Imbue by Nature. Since this spell can only be cast on the caster no Imbue card is needed. This spell will last until used up, the caster refreshes their attributes, dies, or the event ends. Incant Length: Eight Syllables Verbal: Imbue by Nature Shield Delivery Method: Self Ice Spear Cost: 2 CP Circle: 2 Type of Magic: Pathwalker- Path of the Winter Target: Others Attribute Cost: 1 Agility Description: This spell gives the Pathwalker a packet delivered 5 Damage by Ice attack. To cast

Attribute Cost: 1 Brawn Description: This spell Imbues the caster with two melee weapon attacks adding one extra called melee this spell the Pathwalker must say the full incant, call 5 Damage by Ice and throw the packet. Incant Length: Eight Syllables Verbal: 5 Damage by Ice Delivery Method: Packet Numbing Cold Cost: 2 CP Circle: 2 Type of Magic: Pathwalker- Path of the Winter Target: Others Attribute Cost: 1 Brawn Description: This spell gives the Pathwalker a packet delivered Paralyze by Ice attack. To cast this spell the Pathwalker must say the full incant, call Paralyze by Ice and throw the packet. Incant Length: Eight Syllables Verbal: Paralyze by Ice Delivery Method: Packet Circle 3 Pathwalker- Path of Winter Spells Guardian Of Ice Cost: 3 CP Circle: 3 Type of Magic: Pathwalker- Path of the Winter Target: Self Attribute Cost: 1 Wits Description: To cast this spell the Pathwalker must say the full incant, and then call Grant 2 Protection to Self by Nature. Since this spell can only be cast on the caster no Imbue card is needed. This spell will last until used up, the caster refreshes their attributes, dies, or the event ends. Incant Length: Ten Syllables Verbal: Grant 2 Protection to Self by Nature Delivery Method: Self Roaring Wind Cost: 3 CP Circle: 3 Type of Magic: Pathwalker- Path of the Winter Target: Self Attribute Cost: 2 Willpower Description: This spell Imbues the caster making them immune to ALL voice effects for ten minutes. To cast this spell the Pathwalker must say the full incant, and then call Imbue by Nature. Since this spell can only be cast on the caster no Imbue card is needed. This spell will last until the time elapses; the caster refreshes their attributes, or dies. Incant Length: Ten Syllables

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Verbal: Imbue by Nature, Immunity to Voice effects Delivery Method: Self Shadows of winter Cost: 3 CP Circle: 3 Type of Magic: Pathwalker- Path of the Winter Target: Others Attribute Cost: 1 Willpower Description: This spell gives the Pathwalker a packet delivered Repel by Nature attack. To cast this spell the Pathwalker must say the full incant, call Repel by Nature and throw the packet. Incant Length: Ten Syllables Verbal: Repel by Nature Delivery Method: Packet Winters Blasting Breath Cost: 3 CP Circle: 3 Type of Magic: Pathwalker- Path of the Winter Target: Others Attribute Cost: 2 Agility Description: This spell gives the Pathwalker a packet delivered Slow and Agony by Nature attack. To cast this spell the Pathwalker must say the full incant, call Slow and Agony by Nature and throw the packet. Incant Length: Ten Syllables Verbal: Slow and Agony by Nature Delivery Method: Packet Circle 4 Pathwalker- Path of Winter Spells Flash Freeze Cost: 4 CP Circle: 4 Type of Magic: Pathwalker- Path of the Winter Target: Others Attribute Cost: 2 Brawn Description: This spell gives the Pathwalker a packet delivered Death by Ice attack. To cast this spell the Pathwalker must say the full incant, call Death by Ice and throw the packet. Incant Length: Twelve Syllables Verbal: Death by Ice Delivery Method: Packet Hailstorm Cost: 4 CP Circle: 4 Type of Magic: Pathwalker- Path of the Winter Target: Self / Others Attribute Cost: 2 Agility Description: This spell Imbues the caster with five uses of 2 Damage and Slow by Ice as long as the casters feet stay planted. To cast this spell the Pathwalker must plant their feet, say the full

incant, then call Imbue by Nature. Once this is done the cast can throw three packets calling 2 Damage and Slow by Ice. Since this spell can only be cast on the caster no Imbue card is needed. This spell will last until used up, the casters feet move, the caster refreshes their attributes, dies, or the event ends. Incant Length: Twelve Syllables Verbal: Imbue by Nature 2 Damage and Slow by Ice Delivery Method: Self / Packet Howling Down The Storm Cost: 4 CP Circle: 4 Type of Magic: Pathwalker- Path of the Winter Target: Others Attribute Cost: 3 Willpower Description: This spell gives the Pathwalker five uses of voice delivered Repel by Nature effect but the Pathwalker must wave their hands in a circular motion while saying the full incant and then calling By Voice, Repel by Nature. The caster may not use other skills while using this spell. The ability to use the spell goes away when the caster stops moving their hands although the effect does not end on those who are already repelled. Incant Length: Twelve Syllables Verbal: By Voice, Repel by Nature Delivery Method: Voice Summon Winters Embrace Cost: 4 CP Circle: 4 Type of Magic: Pathwalker- Path of the Winter Target: Self / Others Attribute Cost: One Point from Each Attribute except Essence Description: This spell Imbues the caster with several different abilities. They gain an additional point of damage on ALL called damage plus add the Ice trait to the call. They also gain one Avoid vs. Melee Weapons, one Shield vs. Magic, one Shield vs. Fire, three packet delivered 2 Damage by Ice attacks (which would immediately become 3 damage by ice with the other abilities of this spell), grow short claws, and one additional point of vitality. This spell can only be cast once per Essence refresh. To cast this spell the Pathwalker must say the full incant, and then call Imbue by Nature. Since this spell can only be cast on the caster no Imbue card is needed. This spell will last until one hour expires, the caster refreshes their attributes, dies, or the event ends. This spell will not stack with other Pathwalker Summon spells. Incant Length: Twelve Syllables Verbal: Imbue by Nature Shield 1 Damage by Ice Avoid Delivery Method: Self / Packet / Weapon

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The Pathwalker's Spirit Guides


Look into the fire, my son. Do you see how the embers burn? Yes father, but I still dont understand. Understanding is not part of our ways, who can understand why the wolf howls? No one but the Wolf himself. The Pathwalker walks upon the path of nature. It is a hard road to follow. They are the spiritual guide to their tribe. The cost of joining with one of the Spirit Guides is a larger burden then most would think. The responsibilities are heavy and the road long and unforgiving; this is the path the Pathwalker chooses to walk down. Pathwalkers connect with a animal spirit known as a Spirit Guide before they are able to summon the powers of the Path. These Spirit Guides are said to give a piece of themselves to the Pathwalker so that he can call upon the magic that he casts. If he ever does something against his Spirit Guide he will lose his powers and all the time spent in learning its ways will be wasted. The Pathwalker must go on a walk to redeem himself to appease the animal Spirit Guide. Though a Pathwalker gets to choose which Spirit Guide he follows it is said that the spirit animal really chooses them. There are many, many spirit animals but the most common are below. Each particular Spirit Animal has specific Spirit Force granted to them. When someone chooses a Spirit Guide, they must have some sort of representative of that sprit on them at all times. This is known as a Spirit Bond. This item is their link to their Spirit Guide. Losing it will not cause them to loose their link, but another must be requested from the Spirit Guides themselves and the Spirit Walk must be performed. If another one is not found or sought after or the Spirit Totem disregarded or disrespected the Spirit Guide may become displeased with the Pathwalker and his the Spirit Guides gifts could be removed. To get a Spirit Guide you must pay 5 CP. You can only have one, (though there are rumors of people who follow the Path to hold more then that). Also it is very rare to ever change Spirit Guides once you have picked one, but it can be done. It is akin to appeasing the Spirit Animals and Walking the Spirit Walk.

Spirit Guides 5- Bear - Strength, Self-Preservation, Wisdom 5- Cat - Independence, Freedom 5- Cougar - Leadership, Loyalty, Courage 5- Coyote -Cunning, Humor 5- Deer - Peace, Sensitivity, Gentleness 5- Dog - Loyalty, Friendship 5- Eagle - Potency, Freedom, Illumination 5- Elk - Power, Majesty, Pride 5- Fox - Cleverness, Discretion, Cunning 5- Frog- Healing, Peaceful Change, Adaptability 5- Hawk - Truth, Awareness, Perceptiveness 5- Horse - Freedom, Strength, Fighting for the Cause 5- Mouse - Illusion, Charm 5- Lizard - Letting Go, Self-Protection 5- Otter - Joy, Laughter, Lightness 5- Owl - Vision, Wisdom, Insight 5- Porcupine - Innocence, Humility 5- Rabbit - Conquering fear, Safety 5- Raven - The Unknown, Otherworld Travel 5- Turtle - Protection, Healing 5- Wolf -Loyalty, Cooperation Bear - Strength, Self-Preservation, Wisdom The Bear Spirit Guide represents strength most of all, but with all his enormous strength he is wise. Though the Bear seeks to survive and not through his life away, he knows the true meaning of friendship and would die for one of his friends and closest companions. Bear will not give his life away for nothing, and strives in all things to live life to its fullest. Spirit Force 0 CP- Strength: +1 to all called melee damage Cat - Independence, Freedom Cat is above all else free. The Cat Spirit Guide loves her freedom, and cannot stand seeing anyone oppressed. She has been known to go to great lengths even putting her own life at risk to free but one slave. When Cat sees someone like this, they will stop at nothing to end it. When she is not freeing people, she is taking pride in her independence; she has no master but herself and needs no one else to rely on. Woe to those who cross her, for she is a fierce enemy but can be a loyal friend as long as you give her the room to move around. Spirit Force 0 CP- Speed of the Feline- +1 Dex Armor (no other armor can be worn and it is stackable with other Dex Armor up to a Maximum of 4.)

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Cougar - Leadership, Loyalty, Courage The Cougar is noble in all deeds; he follows his own code and will do what he must to live by it. Cougar is known for his leadership and courage in all things. He will follow what he believes in no matter the cost to himself, but will not waste the lives of his companions. Cougars trust those who are strong, brave, and moral. If you have no morals, you are not worth Cougars time. Spirit Force 0 CP - Words of Courage- Imbue by Magic- The caster must have at least 3 people present to listen to a two minute speech done by the Pathwalker. Once the speech is done, everyone who listened (up to 2 times the casters Wits) and the Pathwalker will be given an Imbue Card with the following effects listed- 2xFear Shield, 1x Repel Shield. These will last till the target uses Essences or event ends- 1 Wits Coyote -Cunning, Humor Laughing Coyote, the trickster, known for his humor and quick wit. Coyote is willing to do anything for a laugh. His friends are normally the targets for most of his non-lethal pranks, but what fun would life be if you could not make fun of your enemies. Though Coyote seems to be joking all the time, he knows when it is time to be serious. He can go from fun loving to warrior in moments, and his ingenuity can make him a dangerous enemy. Beware an angry Coyote, for he may be smiling as he places the knife in your back. Spirit Force 0 CP- Faking the Healer- Give False readings on Diagnose. (Can choose what they give). 0 CP Coyote knows his followers. The Pathwalker does not need to openly display his symbol. Deer - Peace, Sensitivity, Gentleness Peace is all the Deer longs for he is a pacifist in most things. War, Death, Violence these are not paths that the Deer follows. Deer is willing to fight if he must, but that is the last choose. Deer is a healer, known for his gentle nature and sensitive touch. Deer cares about life more than most of other Spirit Guides and nothing infuriates him more than the needless loss of Life. Spirit Force 0 CP - Heightened Healing- +1 to all Healing Done (IE if Heal 2 by Magic it would be Heal 3 by Magic)

Dog - Loyalty, Friendship When one thinks of loyalty and a true friend, one thinks of Dog, this is what Dog lives for. Dog is dedicated to his friends in all things and there is nothing he wont does for them, but if Dog is ever betrayed watch out, for his wrath can be terrible. Dog is a friend with pretty much everyone, but only his closest or true friends are the ones he is loyal to completely, but no matter what he will NEVER betray a friend. Spirit Force 0- Night Protection- On Building- Imbue by NatureProtects a hearth from harm during the late evening - Entrance must be marked with a symbol of a Dog- From 2:00 am to 10:00 am, no being will be able to harm any being or steal any object from inside that hearth. An Imbue Card must be requested from Logistics and must be placed in visible location- 1 Wits Eagle - Potency, Freedom, Illumination Eagle is akin to Cat, they both love freedom above all else, but Eagle is willing to wait, biding his time waiting for those who are oppressing others to let their guard down. Eagle is good at finding out problems. He is clever and wise, also he strives after power in different sources. It could be political power, or could be the power of information. Power is power, and with it he can accomplish his other goals. Spirit Force 0 CP - Freedom- Purge Root or Maim by Will- 1 Any Elk - Power, Majesty, Pride Elk seeks power like the Eagle, but where the Eagle seeks any type the Elk seeks more political power. Elk is a leader; he respects the power others hold. In all things he appears majestic and could even be considered prideful. He will never let his true feelings show as loosing face is the worst thing that can happen to an Elk. Spirit Force 0 CP - Blessing of the Elk- Grant <Attribute> by Will (Others Only.) Target gains one extra attribute point. May not grant Essence in this manner. This will last until Essence is used. Cost: 2 Willpower Fox - Cleverness, Discretion, Cunning Clever is the Fox, though not a trickster like the Coyote she is none-the-less as sly. Fox is willing to hide in the shadows and wait for her enemy to make a mistake. She is also very hard to get to truly know as she never lets down her guard. Having Fox as an enemy can be more dangerous

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then you know as she will pull strings from behind the scene, twisting fate around her enemies throats and strangling them in its strands. When you are an enemy of Fox, beware the shadows. 0 CP- Hiding in the Shadows: Lose Racial Trait and Living Trait but gain Shadow Trait. Lasts until Essence is used. Cost: 1 Any Frog- Healing, Peaceful Change, Adaptability Frog is a healer; it is what he lives for. He also knows that things will always change and views his job as the one to help that change happen as smoothly as possible. Frog expects things to happen; it is just what the makes up the world. One of the things that makes Frog upset are those that try and hinder natural change. Spirit Force 0 CP- Fixing the Broken: Stabilize by Will. Cost: No attribute cost Hawk - Truth, Awareness, Perceptiveness Hawk never lies, for he cannot as lying would disprove all that he lives for. Hawk also hates liars for how can you ever believe a word that comes from their mouth. Also Hawk is the eternal observer, he watches from high above observing all that happens putting together the pieces and figuring out secrets people thought they where hiding. It is said when you need something investigated only Hawk can find the true answers hidden in a sea of lies. Spirit Force 0 CP - See the Enemy: By Voice, Expose <Animal> by Will. Cost: 1 Any Can buy other Expose traits at 3 CP each: PC races, Magic, Psionics, Blood, and Nature. Cost: 1 Any Horse - Freedom, Strength, Fighting for the Cause. Horse is a warrior fighting for a cause. He will take up arms if the cause is right and will not let the banner fall till his dying breath. Horse is dedicated to whatever cause he has dedicated his life too and nothing and no one can lead him astray. It is because of this he is thought of as having a one-track mind. It is more that all his energy is placed in one thing and Horse will succeed. Spirit Force 0 CP-Can not be Stopped- Resist Root- 1 Any Moose - Unpredictability, Spontaneity To say Moose is hard to understand is an understatement. He believes in doing something he will do it, but he could loose interest fast and

give up. Moose will do things on the fly, he is hard to control but for the time that he is dedicated to it there is no stopping him. Spirit Force 0 CP - Resist 1 CP - Resist 1 CP - Resist 3 CP - Resist 3 CP - Resist Weakness- 1 Any Maim- 1 Brawn Silence- 1 Wits Paralyze- 1 Agility Stun- 1 Willpower

Mouse - Illusion, Charm All one has in life is the Illusion that others give them, that is what Mouse believes in. He knows how to manipulate people, for it is the illusions of the world that drive them. Mouse is known for his wit and charm, he loves to make friends and find out all he can about them. But in the end, they should beware as Mouse is very manipulative and will use them to his ends if he so chooses. Spirit Force 0 CP -Change Shape- Imbue by Will. May change appearance to a different PC race and gain the Illusion trait. Must assume all racial makeup requirements of the new race- 2 Wits Lion - Pride, Leadership, Courage Yet another leader, Lion has been known to push Courage to its limits. Lion will do all that he can to prove himself. Lion has a lot of pride in what he does and holds honor above all things. Lion lives by his Honor, if his Honor is ever challenged it is up to him to defend it. Lion was made to lead people, his pride will not let him do anything less, but he does hold the courage to face his enemies no matter what and is more then willing to back up what he says. Spirit Force 0 CP Imbue to self, three uses of Lesser Paralyze by Fear, Packet or weapon delivered. Cost: 1 Any Lizard - Letting Go, Self-Protection Lizard cares only for himself, no one else. Lizard will leave his mother behind if it will give him enough time to get away. This does not mean that he is a coward, he just does not want to die, for death means that he has to let go of all that he holds dear. Lizard is hard to trust and he will do what he can for you, but never expect him to risk his life for yours and if he ever does it is probably the greatest honor you could ever have. Spirit Force 0 CP - One with the Darkness: Plant Feet and take the Spirit Trait. May not use any other skills or abilities while in spirit form. 2 Any

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Otter - Joy, Laughter, Lightness The smile of the Otter is said to bring warmth to the lives of everyone. Otter just wants everyone to be happy. This is her goal, and she pursues it with a passion known to few others. Otter loves life, she loves everything about it, she also loves people, animals, everything. There is nothing that Otter will not give a chance. It is rare to see Otter frown, and when you do watch out for something horrible to go wrong. Spirit Force Spirit of the Tale-Can tell a story or sing a song that lasts 5 minutes or longer and at the end of the song or tale, Heal 5 and Cure Metabolic to the Room by Inspiration. Cost: 1 Wits Owl - Vision, Wisdom, Insight Owl knows all things, or at least that is what is said. Owl is the wisest of all Spirit Guides, but he does not give his thoughts away for nothing. For Owl above all others knows that information is power. Owl is said to see into the future and know all about the past. He is said to walk among the shadows and feel the world. Beware angering Owl, for he probably knows more about you then you know about yourself. Spirit Force 0CP Wisdom: Between events may ask one question and receive an answer, does not work all the time, can be very cryptic. No cost. 3 CP- Hard Mind: Resist Mental traits. Wits Cost: 2

but she is not. Her power lies in the true Courage in her heart not the Bravado others show. Rabbit is known for helping others find safety, it is not unknown for Rabbit to have safe houses all over the place just in case. Spirit Force 0 CP - True Courage: Immune to Fear Raven - The Unknown, Otherworld Travel Raven, the master of the unknown and traveler between worlds. Raven knows secrets from all over the universe. He walks the line between life and death and knows the power of both. Raven lives in mystery, she hides the truth of existence from others as they are too young or too reckless to have that kind of power. 0 CP - Death Ward: Resist Death. Cost: 2 Willpower Turtle - Protection, Healing Turtle is dedicated to the healing and protection of others. He will stick up for what he deems as right, and will follow it without thought for his personal safety. He is dedicated in all things to help others. Turtle stays away from violence as all that causes is pain, but he is will to do what he must if others lives are on the line. Spirit Force 0- Healing Hand: Imbue by Will to Self, three uses of Heal 2 by Nature that may be cast on others only. Cost: 1 Willpower Wolf - Loyalty, Cooperation Kin to Dog, Wolf is Loyal to his pack, but only those who have proven themselves to him. Wolf will never leave one of his pack behind and the welfare of the pack is all that matters. Wolf has been known to disagree with what his Alpha has said, but he will never go against him and if his Alpha says he should die for the pack then Wolf knows what it is he has to do. But should his pack betray him, he will do everything in his power to see justice, an eye for an eye. Spirit Force 0 CP - Gather the Pack: Must do a ceremony with a group of 5 or more that lasts 5 minutes or longer. Can be cast upon double the casters Wits in targets. The caster does not count towards the total number of people. Imbue cards must be requested from Logistics. 'Grant Defense by Nature, Damage Shield. No attribute cost.

Porcupine - Innocence, Humility Innocence and Humility this is the world the Porcupine lives in. Porcupine lives in poverty never striving for more and giving away when he gets too much. Porcupine does not need material things, for he knows the secret of life. He knows the evils of the world, he has been known to walk among them, protected by his views, and left unharmed. Treat Porcupine well, for he will give you what you need when you need it and chances are you will be closer to his way of life when he is done. Spirit Force 0 CP - Charity- Does not have to pay for Upkeep. If you pay normal upkeep you gain +2 Vitality. You may still buy Good life, High Life, etc. Rabbit - Conquering fear, Safety Fear drives men into insanity, Rabbit has been there but he has conquered all that stood against him. Rabbit may seem timid, she may seem afraid

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3.8.7

Priest
Curse of Failure Cost: 1 CP Circle: 1 Type of Magic: Priest Target: Others Attribute Cost: 1 Any Description: To cast this spell the Priest must say the full incant, then call Disarm by Faith and throw the packet at the target. Incant Length: Six Syllables Verbal: Disarm by Faith Delivery: Packet Hearing the Voice of the Dead Cost: 1 CP Circle: 1 Type of Magic: Priest Target: Others Attribute Cost: 1 Any Description: This gives the Priest the ability to temporarily join the spirit world and speak with them. This spell allows the caster to Speak with Spirits; the spirit may choose not to speak with the Caster. To cast this spell the Priest must say the full incant, then call Speak to Spirit by Faith and throw the packet at the target. Incant Length: Six Syllables Verbal: Speak with Spirit by Faith Delivery: Packet Heal the Faithful Cost: 1 CP Circle: 1 Type of Magic: Priest Target: Self Attribute: 1 Any Description: This spell gives the Priest three uses of Heal 1 by Faith which can be used on others. No Imbue card is needed as this cast on the caster. Incant Length: Six syllables Verbal: Imbue to self, Heal 1 by Faith Delivery: Packet Circle 2 Priest Spells Curse of Doom Cost: 2 CP Circle: 2 Type of Magic: Priest Target: Self Attribute Cost: 1 Agility Description: When a Priest is annoyed with someone its best to leave them alone. This spell grants the Priest a Repel by Magic packet

Circle 1 Priest Spells Armor of Faith Cost: 1 CP Circle: 1 Type of Magic: Priest Target: Self Attribute Cost: 1 Agility Description: This spell grants the Priest 2 points of Protection. To cast this spell the Priest must say the full incant, and then say Imbue by Faith. No Imbue card is needed since it can only be cast on the caster. This Imbue will last until the caster uses Essence to refresh attributes or the event ends, which ever comes first. Incant Length: Six Syllables Verbal: Grant 2 Protection to Self by Faith Delivery: Touch Blessing of the Mind Cost: 1 CP Circle: 1 Type of Magic: Priest Target: Self Attribute Cost: 1 Wits Description: A Priest must spend years sharpening their mind to be able to shrug off Psionics. This spell grants the Priest a Will shield that will block the next effect that has the Will trait that targets the Priest. To cast this spell the Priest must say the full incant, and then say Imbue by Faith. No Imbue card is needed since it can only be cast on the caster. This Imbue will last until the caster uses Essence to refresh attributes or the event ends, which ever comes first. Incant Length: Six Syllables Verbal: Grant Defense to Self by Faith, Will Shield by Faith Delivery Method: Touch Call to the Restless Spirit Cost: 1 CP Circle: 1 Type of Magic: Priest Target: Others Attribute Cost: 1 Willpower Description: This spell allows the caster to Expose all Spirits within the sound of the Casters voice To cast this spell the Priest must say the full incant, and then call By Voice, Expose Spirit by Faith. Incant Length: Six Syllables Verbal: By Voice, Expose Spirit by Faith Delivery: Voice

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delivered effect. To cast this spell the Priest must say the full incant, then call Repel by Magic and throw the packet at the target. Incant Length: Eight Syllables Verbal: Double Repel by Faith Delivery: Packet Eyes of Truth Cost: 2 CP Circle: 2 Type of Magic: Priest Target: Self Attribute Cost: 1 Wits Description: All it takes is to part the clouds and see beyond to know if you stand before an illusion or not. This spell allows the caster to Expose all Illusions within the sound of the Casters voice. To cast this spell the Priest must say the full incant, and then call By Voice, Expose Illusion by Faith. Incant Length: Eight syllables Verbal: By Voice, Expose Illusion by Faith Delivery: Voice Freeing the Mind Cost: 2 CP Circle: 2 Type of Magic: Priest Target: Self Attribute Cost: 2 Willpower Description: Using an old method of meditation a Priest is able to purge any effect that attacks the Priests mind. This spell grants the Priest a Purge Mental by Faith. To cast this spell the Priest must say the full incant, spend 5 seconds meditating then call Purge Mental by Faith. Incant Length: Eight Syllables Verbal: Purge Mental by Faith Delivery: Touch Protection from the Enemy Cost: 2 CP Circle: 2 Type of Magic: Priest Target: Self or Others Attribute Cost: 1 Any Description: This will protect the Priest and their followers from harm from another Priest. If the Priest cats this on themselves, then there is no imbue card needed. Incant Length: Eight syllables Verbal: Grant Defense by Faith, Faith Shield Delivery: Sensing the Heart Cost: 2 CP Circle: 2 Type of Magic: Priest Target: Self Attribute Cost: 1 Willpower

Description: Those of the Faith are known for their incredible sight, using it they are able to hone in on different races. This spell allows the caster to Expose all members of a specific race within the sound of the Casters voice. The racial traits that the Caster is able to choose from are Kesamalani, Old Blood, New Blood, Unclean, Leshka, Children of Ektur, Jinxies, Ashuran, Stoneborn, Nothreik, or River Folk. Only one trait can be used per casting of the spell. To cast this spell the Priest must say the full incant, and then call By Voice, Expose <trait> by Faith. Where <trait> is listed must be one of the thirteen traits listed above. Incant Length: Eight Syllables Verbal: By Voice, Expose <trait> by Faith Delivery: Voice Strengthening the Spirit Cost: 2 CP Circle: 2 Type of Magic: Priest Target: Self or Others Attribute Cost: 1 Brawn Description: A Priest is able to see the strength potential in another, and then they can focus their magic to strengthen that potential to a reality. This spell grants the Priest or target a Drain shield that will block the next effect that is the Drain effect that targets the Priest or Target. To cast this spell the Priest must say the full incant, and then say Imbue by Faith. An Imbue card must be requested from Logistics in order to cast this spell on another target. If cast on the caster then no Imbue card is needed. This Imbue will last until the caster uses Essence to refresh attributes or the event ends, which ever comes first. Incant Length: Eight Syllables Verbal: Grant Defense by Faith, Drain shield Delivery: Touch Circle 3 Priest Spells Blessing of Perfection Cost: 3 CP Circle: 3 Type of Magic: Priest Target: Others Attribute Cost: 1 Brawn Description: To cast this spell the Priest must say the full incant and then call Grant <Attribute> by Faith and touch the target. Essence may not be granted in this manner. Incant Length: Ten Syllables Verbal: Grant <Attribute> by Faith Delivery: Touch The Blessing of Potential Cost: 3 CP Circle: 3

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Type of Magic: Priest Target: Others Attribute Cost: 1 Willpower Description: To cast this spell the Priest must say the full incant, then call Cure Metabolic by Faith and touch the target. Incant Length: Ten Syllables Verbal: Cure Metabolic by Faith Delivery: Touch Minor Fate Manipulation Cost: 3 CP Circle: 3 Type of Magic: Priest Target: Self Attribute Cost: 2 Willpower Description: Manipulating fate is a very difficult thing, but it is one of the strengths of the Priest. This spell grants the Priest one Elude vs. Melee Weapon. To cast this spell the Priest must say the full incant, and then say Grant Defense by Faith. No Imbue card is needed since it can only be cast on the caster. This Imbue will last until the caster uses Essence to refresh attributes or the event ends, which ever comes first. Incant Length: Ten Syllables Verbal: Grant Defense by Faith, Elude Melee Delivery: Touch Overwhelming the Unfaithful Cost: 3 CP Circle: 3 Type of Magic: Priest Target: Others Attribute Cost: 1 Brawn, 1 Wit Description: This spell was created as an experiment to Vision Quest. A Priest was trying to grant more then one person a Vision Quest. But it did not work the way it should, instead of granting the Vision it induced sleep, where the target no doubt dreams the vision but do not remember it when they awake. This spell grants the Priest unlimited packet delivered Stun by Faith effects as long as the cast has planted their feet. The caster is unable use any skills or refresh attributes while this spell is active or the spell will end. To cast this spell the Priest must plant their feet, say the full incant, then say Imbue by Faith. No Imbue card is needed since it can only be cast on the caster. This Imbue will last until the caster moves their feet, performs another skill, uses Essence to refresh attributes, or the event ends, whichever comes first. Incant Length: Ten Syllables Verbal: Imbue by Faith, Stun by Faith Delivery: Packet Stopping the Cycle Cost: 3 CP

Circle: 3 Type of Magic: Priest Target: Self Attribute Cost: 1 Agility Description: This allows the priest to stop the cycle of waste. This allows the priest to cure any waste effect. Incant Length: Ten Syllables Verbal: Cure Waste by Faith Delivery: Touch Twisting Reality Cost: 3 CP Circle: 3 Type of Magic: Priest Target: Self Attribute Cost: 1 Wits + Attribute that is changing Description: Twisting reality is dangerous but its benefit is well worth it. This spell grants the Priest the ability to change one of their attributes from one to another, such as one Brawn changed into to Willpower. Brawn would be spent but Willpower would now have one extra attribute to use. This can go over the characters bought maximum, adding or subtracting from Brawn will not raise/lower Vitality. Essences cannot be raised in this manner, all other attributes can be. You can convert as many attributes as you want in one casting. This can only be cast once per Essence refresh and will last until an Essence is used to refresh your attributes. To cast this spell the Priest must say the full incant, and then say Imbue by Faith. No Imbue card is needed since it can only be cast on the caster. Incant Length: Ten Syllables Verbal: Imbue by Magic Delivery: Touch Vision Quest Cost: 3 CP Circle: 3 Type of Magic: Priest Target: Others Attribute Cost: 1 Brawn, 1 Willpower Description: This is a gift, a beautiful gift of unlimited value. A Priest must use it wisely. This spell grants the Priest the ability to give a Faith in the form of a dream. The recipient of this spell must turn in the Vision Quest effect card with a question or info they are searching for to logistics at the end of the event. It may or may not be answered, or the vision may show something else entirely. This can only be cast once per event. To cast this spell the Priest must say the full incant, and then say Imbue by Faith while touching the target. This spell can not be cast upon the Caster. An Imbue card is needed and must be filled out with the specific question.

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Incant Length: Ten Syllables Verbal: Imbue by Faith, Vision Quest Delivery: Touch Circle 4 Priest Spells Beseeching The Gambler Cost: 4 CP Circle: 4 Type of Magic: Priest Target: Other Attribute Cost: 1 Essence Description: Touching the Essence of Death is very taxing, but when one must give a spirit a better chance. The spell requires a written component requesting Death to give the target two extra cards when they go to Deaths Gate. To cast this spell the Priest must say the full incant, then say Imbue to Spirit by Faith while touching the target then hand the Spirit the Letter of Death. The Letter must be written addressing Death and requesting them to give the target a better chance to live. The more positive reasons in the letter for the spirit to live, the better chance for Death to accept the Letter. Death does not have to accept this spell and it is said if it is done too much from the same person, Death will grow angry and curse the target by taking away two cards. The Imbue card must be taped to the back of the Letter. The Imbue only works if the Spirit is on their way to Deaths Gate and can not be used on anyone except one of the Spirit of the Dead. Incant Length: Twelve Syllables Verbal: Imbue to Spirit by Faith Delivery: Touch Impervious Mind Cost: 4 CP Circle: 4 Type of Magic: Priest Target: Self Attribute Cost: 3 Willpower Description: An unbreakable mind takes a long time to cultivate, but when it has been mastered nothing can stop a Priests progression. This spell grants the caster Immunity to any effect that has a Mental affecting trait attached to it for one full hour. To cast this spell the Priest must say the full incant, and then say Imbue by Faith. No Imbue card is needed since it can only be cast on the caster. This spell will only last for one hour, or until the caster uses an Essence to refresh their attributes or the event ends, whichever comes first. Incant Length: Twelve Syllables Verbal: Grant Defense to Self by Faith, Immunity to all Mental Traits Delivery: Touch

Major Fate Manipulation Cost: 4 CP Circle: 4 Type of Magic: Priest Target: Self Attribute Cost: 2 Brawn Description: Major Fate Manipulation is similar to its Minor form, except that the Priest must make changes much faster as a bullet moves much quicker then a blade. The spell grants the Priest three Elude vs. Bullets whether they are called or uncalled. To cast this spell the Priest must say the full incant, and then say Imbue by Faith. No Imbue card is needed since it can only be cast on the caster. This Imbue will last until the caster uses Essence to refresh attributes or the event ends, which ever comes first. Incant Length: Twelve Syllables Verbal: Imbue by Faith Delivery: Touch Rebuking the Dead Cost: 4 CP Circle: 4 Type of Magic: Priest Target: Other Attribute Cost: 2 Agility Description: Most Priests look down on this spell but none can say that it is not useful. As long as the Priest is gesturing at the target they will be under the Agony and Root effects. To cast this spell the Priest must say the full incant, and then call By Gesture, Agony to Spirit by Magic and point at the target. The Priest may only target one person with their gesture. Incant Length: Twelve Syllables Verbal: By Gesture, Agony and Root by Faith Delivery: Gesture Re-Weaving the Thread Cost: 4 CP Circle: 4 Type of Magic: Priest Target: Others Attribute Cost: 1 Brawn, 2 Willpower Description: As a Priest can rip the Life from the body, an Priest can also reweave that Life back in. This spell grants the Priest a Cure Death by Magic. To cast this spell the Priest must say the full incant, then call Cure Death by Magic and touch the target. Incant Length: Twelve Syllables Verbal Cure Death by Faith Delivery: Touch Severed Threads Cost: 4 CP Circle: 4 Type of Magic: Priest

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Target: Others Attribute Cost: 3 Willpower Description: When a Priest wishes they can pull ones Life from their body. This spell grants the Priest a Death by Faith packet delivered effect. To cast this spell the Priest must say the full incant, then call Death by Faith and throw the packet at the target. Incant Length: Twelve Syllables Verbal: Death by Faith Delivery: Packet

abilities, Spirit Guides, or other Priest Faith powers with this ability. Gathering of the Faithful Cost: 3 CP Type of Magic: Priest Ar-el Faith Power Target: Self and Others Attribute Cost: 1 Willpower Description: If at least 3 individuals with the Ar-el trait gather together. The priest is able to perform a 1 minute ritual, say a ten syllable incant, expend a point of willpower, and call Imbue by Faith. As long as the Priest can see those three followers of Ar-el the priest is able to touch cast a "Heal to Arel by Faith" at no cost on an unconscious target. This will last until the Priest uses Essence, dies, or the event ends. Ar-els Touch Cost: 4 CP Type of Magic: Priest Ar-el Faith Power Target: Others Attribute Cost: None Description: Once an event a Priest of Ar-el is able to refresh their Essence by purifying the tortured souls of those who follow Tormen. To do this the Priest says a twelve syllable incant, touches the unconscious or immobile target and calls a three count of Affliction to Tor'men by Ar-el, Refresh Essence by Ar-el to Self. If the target calls no effect then the Priest takes a Lesser Stun by Faith. This backlash is said to come from Ar-el being upset that his follower was wrong. Making too many mistakes could upset the Sleeper. Ar-els Revoke Cost: 5 CP Type of Magic: Priest Ar-el Faith Power Target: Others Attribute Cost: 1 Any Description: The Priest is able to call upon Ar-el to rebuke his enemy. This spell draws upon the life Essence of Ar-el and is said to even call him to rouse from his slumber for a brief moment to smite those who follow Tormen. To cast this spell the Priest must say a twelve syllable incant and then call Death to Tormen by Ar-el then throw a packet. If the target calls no effect then the Priest takes a Drain by Faith. This backlash is said to come from Ar-el being upset that his follower was wrong and invoked his Essence in vain.

Priest Faith Powers

To purchase a Faith Power, the Priest must have a third level Priest Spell. You must buy each lower Priest Power to purchase the higher one.

Ar-el
Ar-el's Gift Cost: 1 CP Type of Magic: Priest Ar-el Faith Power Target: Self Attribute Cost: 1 Wits per envelope they want to open. Description: Gain access to the Premonition, Tracking and Analysis Skill for Free. To access one of the prop interaction skills, the Priest must say a ten syllable incant and then open the envelope and read its contents. This Faith Power also gives the ability to ask a question to Ar-el and pray for an answer, to ask a question, the Priest of Ar-el must write a letter to Ar-el asking for the knowledge they seek. Inside the letter they must indicate why its important that they learn it, they then seal the letter with wax, say a ten syllable incant, and call Imbue by Faith. This letter should be turned in at the end of the event. It can only be cast at full weekend events. Call to Ar-el Cost: 2 CP Type of Magic: Priest Ar-el Faith Power Target: Self Attribute Cost: 1 Wits Description: If at least 3 individuals with the Ar-el Trait gather together. The priest is able to perform a ritual that is 5 minutes long. This will allow each individual, to a max of (Essence + Willpower), to give the Priest 1 skill per member. The Priest will need to pick up any skill prerequisites but not the headers for a skill, if they do not already have the pre-requisites for the skill that is. The priest will still need to pay any stat cost to activate those skills. This will last until the Priest uses Essence, dies, or the event ends. You may not take racial

Genshi
Genshi's Nighttime Protection Cost: 1 CP Type of Magic: Priest Genshi Faith Power Target: Building

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Attribute Cost: 1 Brawn Description: To invoke this blessing on a building, the Priest must spend 1 minute preparing the door and placing the eye of Genshi on it (This resembles the Egyptian Eye of Ra) and role-playing the preparation of the magic, once the building is prepared they then say a ten syllable incant and call Imbue by Genshi. Once cast only those with Genshi trait are able to enter between 10 pm and 10 am. Anyone can leave. The caster may imbue (Essence + Willpower) number of people with the Mark of Genshi allowing them to enter and leave at any time. This will last till the end of the event. Genshi's Peace Cost: 2 CP Type of Magic: Priest Genshi Faith Power Target: Others Attribute Cost: 1 Wits Description: To cast this, the Genshi Priest touches one of their followers and says a ten syllable incant, then calls Imbue to Genshi by Faith. As long as the person who received the imbue is within sight of the Genshi Priest they will gain a Heal 3 by Genshi when they fall into an unstable state. The person who gains this effect is able to briefly look around once they become unstable to see if they Genshi Priest are within sight, after looking around briefly they are unable to look again. Genshi's Vision Cost: 3 CP Type of Magic: Priest Genshi Faith Power Target: Self Attribute Cost: 1 Willpower Description: This spell allows the Genshi to see a brief future of them getting hurt. This allows the Genshi priest to react quickly and avoid a single attack. To cast this, the Priest says a ten syllable incant and calls Grant Defense to Self by Genshi, Avoid. Genshi's Feast Cost: 4 CP Type of Magic: Priest Genshi Faith Power Target: Others Attribute Cost: 2 Willpower Description: Summoning the blessings of Genshi, the Priest is able to fully feed those in need. To cast this spell, the Genshi must have enough food to feed (Willpower +Essence) number of people, and then they say a twelve syllable incant and call Imbue by Genshi. The priest must also state Take and Eat this with the Blessing of Genshi when handing someone the food, or loudly enough so that people will hear it. The Priest must provide the imbue cards; these can be created by the Priest and shown at check in for approval. Each

Imbue card can be given to someone who eats the food freeing them from paying maintenance at the next event they are at. Instead of maintenance they just present the Imbue card. Genshi's Heart Cost: 5 CP Type of Magic: Priest Genshi Faith Power Target: Self Attribute Cost: None Description: Some of the best healers in Astoria follow Genshi. As such those who gain this power gain an additional 3 points of healing added to all of their healing spells. This will stack with anything that Hands of the Healer will stack with.

Tormen
Tormens Blessing Cost: 1 CP Type of Magic: Priest Tormen Faith Power Target: Self Attribute Cost: None Description: Tormen is a path to power. His corrupting influence permeates war and battles. As such, if the Tormen Priest use any skill or spell with the damage effect and the opponent drops from it, they will not exhaust any attributes for using the skill or spell. Gathering of the Cursed Cost: 2 CP Type of Magic: Priest Tormen Faith Power Target: Self and Others Attribute Cost: 1 Willpower Description: If at least 3 individuals with the Tor'men trait gather together, the Priest can perform a 1 minute ritual and say a ten syllable incant, then call Imbue by Tormen. After that the priest is able to packet cast 2 Damage by Tor'men" at no cost as long as at least three of those individuals in the ritual are still present. This will last until the priest dies, refreshes Essence, or the event ends. Tor'men's Shatter Cost: 3 CP Type of Magic: Priest Tormen Faith Power Target: Others Attribute Cost: 1 Wits Description: A Priest of Tormen is able to devastate his enemy and weaken them. In order to do that the Priest says a ten syllable incant and calls By Voice, Double Destroy Weapon by Tor'men. Increase the Curse Cost: 4 CP

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Type of Magic: Priest Tormen Faith Power Target: Self Attribute Cost: None Description: When one of Tormens battle Priests take down an opponent, they are able to say a six syllable incant, call a 3 second AfflictionPermanent Drain by Tor'men and Refresh <Attribute> to Self by Tor'men. This will allow the Priest to regain a attribute that has been exhausted, note that Essence is not able to be refreshed in this manner. Form of the Forsaken Cost: 5 CP Type of Magic: Priest Tormen Faith Power Target: Self Attribute Cost: 3 Brawn Description: The Forsaken worship Tormen, it is only right that they imbue their powers upon his chosen Priests. Priest can only cast this spell on themselves. To cast this spell the Priest must say a 10 syllable incant and then call Imbue by Tormen. Once imbued they will gain the following abilities, +4 Protection, 2 Long Claws, 1x Melee Death by Tor'men with Claws, 2x Heal 2 to Self by Tor'men when unstable, 1x Cure Death by Tor'men when dead. This effect persists through death but this will only last until the battle has ended and the Priest of Tormen is unable to actively fight an enemy for one minute.

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3.8.8

Psionic

Psionic- Projective Dedication Brain Burn Cost: 1 CP Type of Magic: Psionic- Projective Dedication Target: Others Attribute Cost: 1 Wits Description: All it takes is concentration to enflame the mind. This spell gives a packet delivered Agony by Will effect. Once the Psionic has spent 3 seconds planting their feet and roleplaying concentration then they are able to access this spell and call Agony by Will the throw the packet. The Psionic does not have to reconcentrate as long as their feet stay planted. Verbal: Agony by Will Delivery Method: Packet Calling Back the Spark Cost: 1 CP Type of Magic: Psionic- Projective Dedication Target: Self / Others Attribute Cost: 1 Wits Description: When a body is bleeding out a mental call can be made to them to pull them back from the brink of death. This spell gives three packet delivered Stabilize by Will effect. Once the Psionic has spent 3 seconds planting their feet and role-playing concentration they are able to access this spell and calling Imbue by Will. Once the spell is cast the Psionic must plant their feet and spend 5 seconds role-playing concentration to use the Stabilize by Will effect each time per Psionic casting rules, but do not have to recast the spell or expend attributes until the spell is used or ends. The Psionic does not have to re-concentrate as long as their feet stay planted. Verbal: Imbue by Will Stabilize by Will Delivery Method: Packet Overpowering Mind Cost: 3 CP Type of Magic: Psionic- Projective Dedication Target: Others Attribute Cost: 1 Wits Description: Image after image flowing into the mind of the Psionics opponent will overload it causing it to shut down. This spell gives a packet delivered Stun by Will effect. Once the Psionic has spent 3 seconds planting their feet and roleplaying concentration then they are able to access this spell and call Stun by Will the throw the packet. The Psionic does not have to reconcentrate as long as their feet stay planted. Verbal: Stun by Will Delivery Method: Packet

Palsied Hands Cost: 1 CP Type of Magic: Psionic- Projective Dedication Target: Others Attribute Cost: 1 Wits Description: With a thought a Psionic can paralyze an opponents hand just long enough for them to drop their weapon. This spell gives a packet delivered Disarm by Will effect. Once the Psionic has spent 3 seconds planting their feet and role-playing concentration then they are able to access this spell and call Disarm by Will the throw the packet. The Psionic does not have to reconcentrate as long as their feet stay planted. Verbal: Disarm by Will Delivery Method: Packet Phantasmagoria Cost: 2 CP Type of Magic: Psionic- Projective Dedication Target: Others Attribute Cost: 1 Willpower Description: The mind is easy to play tricks on. This spell gives a packet delivered Repel by Fear effect. Once the Psionic has spent 3 seconds planting their feet and role-playing concentration then they are able to access this spell and call Repel by Fear, then throw the packet. The Psionic does not have to re-concentrate as long as their feet stay planted. Verbal: Repel by Fear Delivery Method: Packet Slow the Mind Cost: 2 CP Type of Magic: Psionic- Projective Dedication Target: Others Attribute Cost: 1 Brawn Description: By slowing the blood flow to the brain it will slow the whole body down as well, for what happens to the brain happens to the body. This spell gives a packet delivered Slow by Will effect. Once the Psionic has spent 3 seconds planting their feet and role-playing concentration then they are able to access this spell and call Slow by Will the throw the packet. The Psionic does not have to re-concentrate as long as their feet stay planted. Verbal: Slow by Will Delivery Method: Packet Squishing the Bugs Cost: 2 CP Type of Magic: Psionic Target: Others Attribute Cost: 1 Willpower Description: Once it was found out that the Children of Ektur were largely unresistant to psionics, thousands of Psionics everywhere started

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to learn to exploit this. This spell allows the user to packet deliver 5 damage by Will. Verbal: 5 damage by Will Delivery Method: Packet Throwing Nightmares Cost: 3 CP Type of Magic: Psionic- Projective Dedication Target: Others Attribute Cost: 1 Wits Description: Bringing ones fears to life will stop them in the tracks as very few people can actually face their fear. This spell gives a packet delivered Paralysis by Fear effect. Once the Psionic has spent 3 seconds planting their feet and roleplaying concentration then they are able to access this spell and call Paralysis by Fear the throw the packet. The Psionic does not have to reconcentrate as long as their feet stay planted. Verbal: Paralysis by Fear Delivery Method: Packet Psionic- T-K Dedication Armor of Force Cost: 2 CP Type of Magic: Psionic- Projective Dedication Target: Self Attribute Cost: 1 Wits Description: Once the Psionic has spent 3 seconds planting their feet and role-playing concentration they are able to access this spell and call Grant 2 Armor to Self by Will. This spell will end if the caster uses Essence to refresh their attributes, dies, or the event ends which ever comes first. This effect does stack with physical armor and dex armor. This does not stack with the Children of Ekturs armor. Verbal: Grant 2 armor to Self by Will Delivery Method: Touch Bone Breaker Cost: 1 CP Type of Magic: Psionic- T-K Dedication Target: Others Attribute Cost: 1 Brawn Description: This spell gives a packet delivered Maim <limb> by Will affect, were <limb> may be a specific limb. Once the Psionic has spent 3 seconds planting their feet and role-playing concentration then they are able to access this spell and call Maim <limb> by Will the throw the packet. The Psionic does not have to reconcentrate as long as their feet stay planted. Verbal: Maim <limb> by Will Delivery Method: Packet

Light it Up Cost: 2 CP Type of Magic: Psionic- T-K Dedication Target: Others Attribute Cost: 1 Willpower Description: This spell gives a packet delivered 5 Damage by Fire effect. Once the Psionic has spent 3 seconds planting their feet and role-playing concentration then they are able to access this spell and call 5 Damage by Fire the throw the packet. The Psionic does not have to reconcentrate as long as their feet stay planted. Verbal: 5 Damage by Fire Delivery Method: Packet Mindforge Cost: 3 CP Type of Magic: Psionic- Projective Dedication Target: Self Attribute Cost: 1 Willpower Description: This spell imbues a melee weapon of any type to become immune to disarm and destroy. Once the Psionic has spent 3 seconds planting their feet and role-playing concentration they are able to access this spell and calling Imbue by Will. This spell will end if the weapon leaves the casters possession, uses Essence to refresh their attributes, dies, or the event ends which ever comes first. Their feet do not need to remain planted after the spell is cast. Verbal: Imbue by Will Delivery Method: Touch Shattering Thought Cost: 1 CP Type of Magic: Psionic- T-K Dedication Target: Others Attribute Cost: 1 Brawn Description: This spell gives a packet delivered Destroy by Will effect. Once the Psionic has spent 3 seconds planting their feet and role-playing concentration then they are able to access this spell and call Destroy by Will the throw the packet. The Psionic does not have to reconcentrate as long as their feet stay planted. Verbal: Destroy by Will Delivery Method: Packet Stop Where You Are Cost: 1 CP Type of Magic: Psionic- T-K Dedication Target: Others Attribute Cost: 1 Wits Description: Using T-K the Psionic can stop an adversary from being able to move their foot. This spell gives a packet delivered Root by Will effect. Once the Psionic has spent 3 seconds planting their feet and role-playing concentration then they are able to access this spell and call Root by Will the

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throw the packet. The Psionic does not have to reconcentrate as long as their feet stay planted. Verbal: Root by Will Delivery Method: Packet T-K Barrage Cost: 3 CP Type of Magic: Psionic- Projective Dedication Target: Self / Others Attribute Cost: 1 Agility Description: This spell gives the Psionic unlimited 1 Damage by Force for as long as their feet are planted. Once the Psionic has spent 3 seconds planting their feet and role-playing concentration they are able to access this spell and calling Imbue by Will afterwards they call 1 Damage by Force and throw the packet. The caster may spend up to 3 points of agility on this at one time to increase the damage to a maximum of 3 damage by Force. This spell will end if the caster moves their planted feet, uses any other skill/ spell, uses Essence to refresh their attributes, dies, or the event ends which ever comes first. Verbal: Imbue by Will 1 Damage by Force Delivery Method: Touch / Packet T-K Hammer Cost: 2 CP Type of Magic: Psionic- T-K Dedication Target: Others Attribute Cost: 1 Wits Description: This spell gives a packet delivered 5 Damage by Force effect. Once the Psionic has spent 3 seconds planting their feet and roleplaying concentration then they are able to access this spell and call 5 Damage by Force the throw the packet. The Psionic does not have to reconcentrate as long as their feet stay planted. Verbal: 5 Damage by Force Delivery Method: Packet Psionic- Mind over Body Dedication Adrenaline Surge Cost: 3 CP Type of Magic: Psionic- Mind over Body Dedication Target: Self / Others Attribute Cost: 2 Agility Description: This spell gives an additional two points of called damage to five separate called swings. These can be used to call a minimum of 3 Damage or can stack with other damage done by a melee weapon or by fist. Once the Psionic has spent 3 seconds planting their feet and roleplaying concentration then they are able to access this spell and call Imbue by Will. The Psionic does not have to re-concentrate as long as their feet stay planted.

Verbal: Imbue by Will Delivery Method: Touch Clear the Mind Cost: 2 CP Type of Magic: Psionic- Mind over Body Dedication Target: Self Attribute Cost: 1 Wits Description: This spell gives a Purge Repel by Will affect. Once the Psionic has spent 3 seconds planting their feet and role-playing concentration then they are able to access this spell and call Purge Repel by Will. The Psionic does not have to re-concentrate as long as their feet stay planted. Verbal: Purge Repel by Will Delivery Method: Touch Cure Disease Cost: 1 CP Type of Magic: Psionic- Mind over Body Dedication Target: Self Attribute Cost: 1 Agility Description: This spell gives a Purge Disease by Will affect. Once the Psionic has spent 3 seconds planting their feet and role-playing concentration then they are able to access this spell and call Purge Disease by Will. The Psionic does not have to re-concentrate as long as their feet stay planted. Verbal: Purge Disease by Will Delivery Method: Touch Cure Slow Cost: 1 CP Type of Magic: Psionic- Mind over Body Dedication Target: Self Attribute Cost: 1 Agility Description: This spell gives a Purge Slow by Will effect. Once the Psionic has spent 3 seconds planting their feet and role-playing concentration then they are able to access this spell and call Purge Slow by Will. The Psionic does not have to re-concentrate as long as their feet stay planted. Verbal: Purge Slow by Will Delivery Method: Touch Purify Venom Cost: 1 CP Type of Magic: Psionic- Mind over Body Dedication Target: Self Attribute Cost: 1 Agility Description: This spell gives a Purge Poison by Will affect. Once the Psionic has spent 3 seconds planting their feet and role-playing concentration then they are able to access this spell and call

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Purge Poison by Will. The Psionic does not have to re-concentrate as long as their feet stay planted. Verbal: Purge Poison by Will Delivery Method: Touch Regenerate Limbs Cost: 1 CP Type of Magic: Psionic- Mind over Body Dedication Target: Self Attribute Cost: 1 Brawn Description: This spell gives a Purge Maim by Will effect. Once the Psionic has spent 3 seconds planting their feet and role-playing concentration then they are able to access this spell and call Purge Maim by Will. The Psionic does not have to re-concentrate as long as their feet stay planted. Verbal: Purge Maim by Will Delivery Method: Touch Restore Movement Cost: 1 CP Type of Magic: Psionic- Mind over Body Dedication Target: Self Attribute Cost: 1 Brawn Description: This spell gives a Purge Root by Will affect. Once the Psionic has spent 3 seconds planting their feet and role-playing concentration then they are able to access this spell and call Purge Root by Will. The Psionic does not have to re-concentrate as long as their feet stay planted. Verbal: Purge Root by Will Delivery Method: Touch Revitalized Cost: 2 CP Type of Magic: Psionic- Mind over Body Dedication Target: Self Attribute Cost: 1 Brawn Description: This spell gives a Purge Weakness by Will affect. Once the Psionic has spent 3 seconds planting their feet and role-playing concentration then they are able to access this spell and call Purge Weakness by Will. The Psionic does not have to re-concentrate as long as their feet stay planted. Verbal: Purge Weakness by Will Delivery Method: Touch

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3.8.9

Shifter
Shifter- Canine Spirit Wolf Cost: 1 CP Type of Magic: Shifter Canine Magic Spell Type: Defensive Target: Self Attribute Cost: One Wits Description: To cast the spell the shifter must first put on makeup to appear as some form of Canine. Any Canine can be phys-repped (Fox, Wolf, Collie, etc.) as long as it is obvious what kind of canine the shifter is. All exposed skin must be colored if the back of the hands cannot be colored then gloves should be used. The palms/inside of the hands do not need to have color on them. The process of putting the makeup/ prosthetics on is in game and part of the spell. Once the makeup is complete the Shifter calls Imbue by Spirit. This will give them access to any of the Shifter abilities listed below. This spell will last until the caster uses Essence to refresh their attributes, cancels the spell, or the event ends whichever comes first. Verbal: Imbue by Spirit Delivery Method: Touch

Shifter Abilities: Once the abilities are paid for with CP the Shifter will be able to access them at any time while in their specific Hybrid forms. All Imbues will last until the Hybrid form ends unless stated otherwise. The shifter must still properly represent their race in addition to any hybrid form they take on. For example: A Riverfolk Canine will appear to be much like a green dog. A Soulless mouse will appear to be much like a mechanical rodent. Once a Shifter purchases their first hybrid, they gain: Charge Totem Prerequisite: Any Hybrid transform Type: Attribute Skill Description: Shifters rely on being able to channel the spirits into their abilities. This ability allows the Shifter to change their stats into Spirit Points on a one for one basis. The Shifter may channel Spirit Points into their totem to store them. If the Shifter uses one component of either Animal, Magic, or Plant the conversion is one stat for two Spirit Points. For totem creation rules, please see Mask of Warrior production 3.7.3. Verbal: None Attribute Cost: None

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CP Cost

Spell Name

Spell Description Canine Spirit

Attribute Cost

1 0 0

Wolf Wolven Claws Howl

Transform into Canine Hybrid Imbue by Nature- grow Claws- Short swords size Packet- Repel by Nature Imbue by Nature on others-Transforms them into Canines. They gain Claws, the Howl ability (using Wits), and the Canine trait. Requires makeup. This is a 5 min ritual plus 3 animal components per 2 people. Components must be placed in Production Waste Bin in Workshop- Lasts until they take off makeup, resurrect, or refresh Essence. Claw delivered "Agony" 2 people per 1 SP used- Grant Defense by Nature to Canine, Resist Fear. 2 people per 1 SP used- Refresh Brawn to Canine by Nature 2 people per 1 SP used- Grant Defense by Nature to Canine, Resist Agony Heal 3 to Canine by Nature Claw- "3 Damage" Imbue by Nature- 3x Packet- "3 Damage by Ice" Imbue by Nature- Allows the caster to give out a false Diagnose of "Dead" when someone checks their condition. This allows them to 'fake' their death. By Voice, Expose <PC Race> and Canine by Nature. Exposing Canine is optional. PCs are limited to the specific races in the rulebook. Packet- "Speak to Animal by Nature" Packet- Paralyze by Fear By Voice, Stabilize to Canine Imbue by Nature, Gain Reduced effect from non-called bullet damage- Bullets normally do 3 damage per non called shot, the Shifter will only take 1 point of damage. Lasts 5 Minutes and takes 10 seconds of role-play to activate Claw delivered "Drain"

1 Wits 0 1 SP

1 1 2 2 2 2 2 3 2 2 2 2 3

Calling the Pack Gnarling on Bone Courage of the Pack Strength of the Pack Heart of the Pack Healing the Pack Backed in a Corner Ice Hound Fake Death Keen Smell Speak with Animals Howl of Fear Howling at the Moon

1 SP per 2 people 1 SP 1 SP per 2 people 1 SP per 2 people 1 SP per 2 people 1 SP 1 SP 2 SP 1 SP 1 SP 1 SP 1 SP 1 SP

3 3

Spirit Wolf Draining Touch

3 SP 2 SP

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Shifter- Feline Spirit Jaguar Cost: 1 CP Type of Magic: Shifter Feline Magic Spell Type: Defensive Target: Self Attribute Cost: One Agility Description: To cast the spell the shifter must first put on makeup to appear feline. Any feline form can be phys-repped (Tiger, Jaguar, Lion, etc.) as long as it is obvious what kind of feline the shifter is. All exposed skin must be colored if the back of the hands cannot be colored then gloves should be used. The palms/inside of the hands do not need to have color on them. The process of putting the makeup/ prosthetics on is in game and part of the spell. Once the makeup is complete the Shifter calls Imbue by Spirit. This will give them access to any of the Shifter abilities listed below. This spell will last until the caster uses Essence to refresh their attributes, cancels the spell, or the event ends whichever comes first. Verbal: Imbue by Spirit Delivery Method: Touch
CP Cost Spell Name Attribute Cost

Spell Description Feline Spirit

1 0 0 1 1 1

Jaguar Tiger Claws Heightened Immunity Swift Feet Spirit Blast Shrugging Off Magic

Transform into Feline Hybrid Imbue by Nature- grow Claws- Long swords size Resist Disease or Poison Resist Root Packet- 5 Damage by Nature Resist Magic or Blood or Nature Imbue by Nature- Only works at night, Glow Stick must be visibly worn unless spell is canceled, Grants the ability to "By Voice, Expose to <trait> by Nature' - Available Traits- Living, Dead, or Spirit of the Dead- takes 10 seconds of role-play each time. Last till the sun rises Claw- Disengage by Fear Resist Expose Avoid Trap Cure Maim by Nature - 10 Second RP Gain Ability: +4 Minutes to Death Count Claw- Stun Packet- Repel by Nature

1 Agility 1 SP 1 SP 1 SP 1 SP 1 SP

2 2 2 2 3 3 2 2

Cats Eyes Roar Waiting in Ambush Nimble Feet Re-grow Will to Live Pounce Fearful Presence Recovering After the War 9 Lives Cat Reflex

2 SP 1 SP 1 SP 1 SP 0 0 1 SP 1 SP

3 3 3

Imbue by Nature- self 5x Heal by Nature- 3 sec RP between each use Purge Death by Nature, inflict Drain by Nature to Self Avoid vs. Non Called Melee Attacks, Non Called Guns, or Non Called Missile Weapons Imbue by Nature- turn to Spirit for 5 minutes, cannot pass through gates nor pass through module specific challenges, May only run. If the Shifter stops running, the spell ends. Running in place does not work. By Gaze, Paralyze by Fear, inflict Agony by Nature Imbue by Nature- Plant Feet-Claws- Ten uses of 5 Damage

1 SP 2 SP 1 SP

3 3 3

Fair Escape Hypnotic Eyes Claw Flurry

3 SP 1 SP 3 SP

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Shifter- Rodent Spirit Mouse Cost: 1 CP Type of Magic: Shifter Rodent Magic Spell Type: Defensive Target: Self Attribute Cost: One Willpower Description: Mouse is the Rodents Defensive form. To cast the spell the shifter must first put on makeup to appear as some form Rodent. Any Rodent can be phys-repped (Rat, Rabbit, Ferrite, etc.) as long as it is obvious what kind of rodent the shifter is. All exposed skin must be colored if the back of the hands cannot be colored then gloves should be used. The palms/inside of the hands do not need to have color on them. The process of putting the makeup/ prosthetics on is in game and part of the spell. Once the makeup is complete the Shifter calls Imbue by Spirit. This will give them access to any of the Shifter abilities listed below. This spell will last until the caster uses Essence to refresh their attributes, cancels the spell, or the event ends whichever comes first. Verbal: Imbue by Spirit Delivery Method: Touch
CP Cost Spell Name Attribute Cost 1 Willpower 0 SP 1 SP 1 SP 2 SP 1 SP 1 SP 1 SP 1 SP 3 SP 1 SP 1 SP per point 2 of protection 1 SP 3 SP

Spell Description Rodent Spirit

1 0 0 1 1 1 1 1 1 2 2

Mouse Power of the Mouse Run Forever Others Can Run Quick Feet Asylum of the Mind Rodent's Luck The Smell of Magic Dirty Claws Moving out of the Way Reawaken Armor of the Mouse Transfer Rabies Rabid Spit Keeping the Cats at Bay Always Moving Hide in Shadows Make yourself smaller Rabid Claws Rabid Claws

Transform into Rodent Hybrid "Grant Attack to Self, Short Root by Disease" Resist Root Others Only - Grant Defense by Nature, Root Shield Resist Trap Damage or Effect except Mishap Reduce any Disease attack and then may throw same attack at any target Grant Defense by Nature, Magic Shield By Voice, Expose Magic by Nature Claw- "2 Damage and Weakness by Disease" Avoid vs. Melee Attacks, Guns, or Missile Weapons Purge Stun by Nature Grant Protection by Nature (up to 4 points)- Cast Once with full Grant listed. For example Shifter can call "Grant 4 Protection by Nature" for the cost of 2 SP points. Packet- Frenzy by Disease Packet- Drain by Disease

2 2 2

3 3 3

Imbue by Nature- Plant Feet- Unlimited Packet- Repel by Nature Imbue by Nature- Immune to Paralysis as long as the feet keep moving Imbue by Nature- Spirit Trait - Unable to Move, must be in full body sized shadow. Imbue by Nature to Self- Immune to Missile Attacks (Arrows, Crossbows, Thrown Weapons, Guns) 5 minutes- Unable to use any skills, except demolitions and lock picking. Note: Melee Weapons still Effect Shifter Imbue by Nature- grow Claws- Short swords size Imbue by Magic- grow Claws- Short swords size

2 SP 3 SP 2 SP

3 3 3

4 SP 1 SP 1 SP

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Shifter- Ursine Spirit Brown Bear Cost: 1 CP Type of Magic: Shifter Ursine Magic Spell Type: Defensive Target: Self Attribute Cost: One Brawn Description: To cast the spell the shifter must first put on makeup to appear as some form of bear. Any bear can be phys-repped (Brown Bear, Grizzly, Polar Bear etc.) as long as it is obvious what kind of bear the shifter is. All exposed skin must be colored if the back of the hands cannot be colored then gloves should be used. The palms/inside of the hands do not need to have color on them. The process of putting the makeup/ prosthetics on is in game and part of the spell. Once the makeup is complete the Shifter calls Imbue by Spirit. This will give them access to any of the Shifter abilities listed below. This spell will last until the caster uses Essence to refresh their attributes, cancels the spell, or the event ends whichever comes first. Verbal: Imbue by Spirit Delivery Method: Touch

CP Cost

Spell Name

Spell Description Ursine Spirit

Attribute Cost

1 0 0 1 1 1 1 2 2 2 2 2 2 3 3

Brown Bear Bear ClawCrushing Strike Refresh the Spirit Unstoppable Breaking a Leg Infuse the Beast Untouched Spine Snap Shrugging Off Magic Concussion Tough Hide Harsh Blow Fearful Presence Serene Mind

Transform into Ursine Hybrid Imbue by Nature- grow Claws- Short swords size Claw- "Maim Limb" Imbue by Nature- Self Only 5x Heal by Nature, 3 seconds of role-play. Immune to Root for 1 Hour- 10 Sec Role playing Packet- Slow by Nature Packet- Frenzy by Nature Resist Air, Earth, Fire, Force, Radiation, or Water Claw- Paralysis Resist Blood, Faith, Magic, Nature, or Spirit Claw- "Stun" +4 Vitality, Unable to wear Armor, use Dex Armor, or any racial armor Claw- " 5 Damage" By Voice, Repel by Nature Resist any Voice attack Heal 2 by Nature that will go off as soon as Ursa reaches 0 vitality but when all opponents are out of sight for 10 second- Inflict 10 damage by Nature to Self, unresistable. Each time used costs SP. Claw- "Death." Inflict Frenzy by Nature to Self (Unable to resist or protect vs. this Frenzy) Imbue by Nature- Plant Feet- Unlimited Claw delivered - "Double Maim" - no other skills can be used

1 Brawn 0 1 SP 1 SP 1 SP 1 SP 1 SP 1 SP 1 SP 1 SP 1 SP 0 3 SP 3 SP 3 SP

3 3 3

Fighting On Berserk Rage Holding off the Wolves

1 SP 3 SP 2 SP

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3.8.10

Sorcerer
Cost: 2 CP Type of Magic: Sorcerer- Earth Magic Spell Type: Offensive Target: Other Attribute Cost: 1 Wits Description: There are a few opposite within the wheel of the elements; the opposite of Air is Earth. This spell will allow the caster to throw a packet and call 10 Damage to Earth by Air at a target. Only targets with the Earth trait will be affected by this spell and take the damage. To cast this spell the Sorcerer must say the full incant then call 10 Damage Earth by Air and throw the packet. Incant Length: Eight Syllables Verbal: 10 Damage to Earth by Air Delivery Method: Packet Calling the Hurricane Cost: 2 CP Type of Magic: Sorcerer- Air Magic Spell Type: Offensive Target: Others Attribute Cost: 2 Wits Description: This grants the caster a pool of 10 damage by Air that may be broken up into any increment the caster wants. You may have more than one of these active at any time but the maximum increment of damage that can be used in one attack is 10. Incant Length: Six Syllables Verbal: X Damage by Air Delivery Method: Packet Lightning Bolt Cost: 1 CP Type of Magic: Sorcerer- Air Magic Spell Type: Offensive Target: Others Attribute Cost: 1 Wits Description: Air also gives control over lightning. This spell grants the Sorcerer a 4 Damage by Air packet delivered effect. To cast this spell the Sorcerer must say the full incant then say 5 Damage by Air afterwards throw the packet. Incant Length: Six Syllables Verbal: 5 Damage by Air Delivery Method: Packet One with Air Cost: 2 CP Type of Magic: Sorcerer- Air Magic Spell Type: Defensive Target: Self Attribute Cost: 2 Wits

Sorcerer- Air Spells Air of the Archer Cost: 2 CP Type of Magic: Sorcerer- Air Magic Spell Type: Other Target: Self Attribute Cost: 1 Wits Description: An Air Sorcerer is able to direct an arrow flying though the air with a thought; all they need to do is launch it even if they have no true knowledge of its use. This spell will allow the caster to imbue themselves allowing them the use of Archery. The phys-rep must have been passed as an Archery weapon. While in the hands of the caster, the weapon is indestructible and unable to be disarmed. The caster may channel their Harness the Elements through this weapon and the weapon must be obviously Air in origin. To cast this spell the Sorcerer must do 1 minute of roleplay preparing themselves, then say the full incant, afterwards calling Imbue by Air. No Imbue card is needed since it can only be cast on the caster. This Imbue will last until the caster uses Essence to refresh attributes or the event ends, which ever comes first. Incant Length: Eight Syllables Verbal: Imbue by Air. Delivery Method: Touch Air Shield Cost: 0 CP Type of Magic: Sorcerer- Air Magic Spell Type: Defensive Target: Self Attribute Cost: 1 Any Description: Sorcerers must learn to protect themselves from their own magic or fear being destroyed by it. This spell grants the Sorcerer a Air shield that will block the next effect that has the Air trait that targets the Sorcerer. To cast this spell the Sorcerer must say the full incant, and then say Imbue by Magic. No Imbue card is needed since it can only be cast on the caster. This Imbue will last until the caster uses Essence to refresh attributes or the event ends, which ever comes first. Incant Length: Six Syllables Verbal: Imbue by Magic. Delivery Method: Touch Bane of Earth

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Description: Building a protective shield around the caster to protect them from the elements of Air is but one miracle the Sorcerers can produce. This spell will allow the caster to be immune to module specific environmental effects that relate to Air. All effects that this spell will prevent will be listed on the effect card. Warning- There are some places that this spell does not protect from. To cast this spell the Sorcerer must do 1 minute of role-play preparing themselves, then say the full incant, afterwards calling Imbue by Air. No Imbue card is needed since it can only be cast on the caster. This Imbue will last until the caster uses Essence to refresh attributes or the event ends, which ever comes first. Incant Length: Eight Syllables Verbal: Imbue by Air. Delivery Method: Touch Power of the Storm Cost: 2 CP Type of Magic: Sorcerer- Air Magic Spell Type: Offensive Target: Self Attribute Cost: 2 Brawn Description: Air Sorcerers are able to infuse themselves with lightning and magic. Channeling that through themselves they are able to become incredibly more powerful. This spell will allow the caster to imbue themselves with And Slam by Air with all Air sorcerer spells. No other spells are affected and the Harness the Elements skill will not get the bonus from this extra effect. To cast this spell the Sorcerer must do 1 minute of roleplay preparing themselves, then say the full incant, afterwards calling Imbue by Air. No Imbue card is needed since it can only be cast on the caster. This Imbue will last until the caster uses Essence to refresh attributes or the event ends, which ever comes first. Incant Length: Eight Syllables Verbal: Imbue by Air. Delivery Method: Touch Wind Rush Cost: 1 CP Type of Magic: Sorcerer- Air Magic Spell Type: Offensive Target: Others Attribute Cost: 1 Wits Description: A gust of wind is enough to slow down any charge. This spell grants the Sorcerer a Root by Air packet delivered effect. To cast this spell the Sorcerer must say the full incant then say Root by Air afterwards throw the packet. Incant Length: Six Syllables Verbal: Root by Air Delivery Method: Packet

Sorcerer- Earth Spells Bane of Air Cost: 2 CP Type of Magic: Sorcerer- Earth Magic Spell Type: Offensive Target: Other Attribute Cost: 1 Brawn Description: There are a few opposite within the wheel of the elements; the opposite of Earth is Air. This spell will allow the caster to throw a packet and call 10 Damage to Air by Earth at a target. Only targets with the Air trait will be affected by this spell and take the damage. To cast this spell the Sorcerer must say the full incant then call 10 Damage to Air by Earth and throw the packet. Incant Length: Eight Syllables Verbal: 10 Damage to Air by Earth Delivery Method: Packet Call to the Stone Cost: 2 CP Type of Magic: Sorcerer- Earth Magic Spell Type: Offensive Target: Self Attribute Cost: 2 Wits Description: By pulling energy from the stones around the caster the Sorcerer my increase their power dramatically. This spell will allow the caster to imbue themselves with and Root by Earth with all Earth sorcerer spells. No other spells are affected and the Harness the Elements skill will not get the bonus from this extra effect. To cast this spell the Sorcerer must do 1 minute of roleplay preparing themselves, then say the full incant, afterwards calling Imbue by Earth. No Imbue card is needed since it can only be cast on the caster. This Imbue will last until the caster uses Essence to refresh attributes or the event ends, which ever comes first. Incant Length: Eight Syllables Verbal: Imbue by Earth. Delivery Method: Touch Crashing Rocks Cost: 2 CP Type of Magic: Sorcerer- Earth Magic Spell Type: Other Target: Self Attribute Cost: 1 Brawn Description: All Earth Mages are taught how to control a stone, even while in the air it obeys its masters will. This allows the caster to throw 5 damage by Earth. Incant Length: Eight Syllables Verbal: 5 damage by Earth. Delivery Method: Touch

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Earth Shield Cost: 0 CP Type of Magic: Sorcerer- Earth Magic Spell Type: Defensive Target: Self Attribute Cost: 1 Any Description: Sorcerers must learn to protect themselves from their own magic or fear being destroyed by it. This spell grants the Sorcerer a Earth shield that will block the next effect that has the Earth trait that targets the Sorcerer. To cast this spell the Sorcerer must say the full incant, and then say Imbue by Magic. No Imbue card is needed since it can only be cast on the caster. This Imbue will last until the caster uses Essence to refresh attributes or the event ends, which ever comes first. Incant Length: Six Syllables Verbal: Imbue by Magic. Delivery Method: Touch Meteor Storm Cost: 3 CP Type of Magic: Sorcerer- Earth Magic Spell Type: Offensive Target: Others Attribute Cost: 1 Brawn Description: Even the sky holds Earth that you can use against your foe. This grants the caster a pool of 10 damage by Earth that may be broken up into any increment the caster wants. You may have more than one of these active at any time but the maximum increment of damage that can be used in one attack is 10. Incant Length: Six Syllables Verbal: X damage by Earth Delivery Method: Packet One with Earth Cost: 2 CP Type of Magic: Sorcerer- Earth Magic Spell Type: Defensive Target: Self Attribute Cost: 2 Brawn Description: Building a protective shield around the caster to protect them from the elements of Earth is but one miracle the Sorcerers can produce. This spell will allow the caster to be immune to module specific environmental effects that relate to Earth. All effects that this spell will prevent will be listed on the effect card. WarningThere are some places that this spell does not protect from. To cast this spell the Sorcerer must do 1 minute of role-play preparing themselves, then say the full incant, afterwards calling Imbue by Earth. No Imbue card is needed since it can only be cast on the caster. This Imbue will last until the caster uses Essence to refresh attributes or the event ends, which ever comes first.

Incant Length: Eight Syllables Verbal: Imbue by Earth. Delivery Method: Touch Tree Trunk Cost: 2 CP Type of Magic: Sorcerer- Earth Magic Spell Type: Other Target: Self Attribute Cost: 1 Brawn Description: The elements of Earth have a special relationship with Nature, calling upon that gives the Earth mage power to do things other mortals could not dream of. This spell will allow the caster to imbue themselves allowing them the use of any two handed weapon that is considered blunt. The phys-rep must be passed as a blunt weapon and must be obvious that it is of Earth origin. While in the hands of the caster, the weapon is indestructible and unable to be disarmed. The caster may also channel their Harness the elements through this weapon. To cast this spell the Sorcerer must do 1 minute of role-play preparing themselves, then say the full incant, afterwards calling Imbue by Earth. No Imbue card is needed since it can only be cast on the caster. This Imbue will last until the caster uses Essence to refresh attributes or the event ends, whichever comes first. Incant Length: Eight Syllables Verbal: Imbue by Earth. Delivery Method: Touch Tremor Cost: 1 CP Type of Magic: Sorcerer- Earth Magic Spell Type: Offensive Target: Others Attribute Cost: 1 Brawn Description: Cracking and moving the earth below your enemies feet can give you just enough time to get away. This spell grants the Sorcerer a Slow by Earth packet delivered effect. To cast this spell the Sorcerer must say the full incant, then say Slow by Earth afterwards throw the packet. Incant Length: Six Syllables Verbal: Slow by Earth. Delivery Method: Packet Sorcerer- Fire Spells Bane of Water Cost: 2 CP Type of Magic: Sorcerer- Fire Magic Spell Type: Offensive Target: Other Attribute Cost: 1 Willpower

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Description: There are a few opposite within the wheel of the elements; the opposite of fire is water. This spell will allow the caster to throw a packet and call 10 Damage to Water by Fire at a target. Only targets with the Water trait will be affected by this spell and take the damage. To cast this spell the Sorcerer must say the full incant then call 10 Damage to Water by Fire and throw the packet. Incant Length: Eight Syllables Verbal: 10 Damage to Water by Fire Delivery Method: Packet Calling the Flame Cost: 2 CP Type of Magic: Sorcerer- Fire Magic Spell Type: Offensive Target: Self / Others Attribute Cost: 1 Willpower Description: Calling on inner strength and rage is said to be one way to conjure up this potent fire magic. After saying the incant, the caster may use a Repel by Fire Incant Length: Eight Syllables Verbal: Repel by Fire Delivery Method: Packet Fanning the Flame Cost: 2 CP Type of Magic: Sorcerer- Fire Magic Spell Type: Offensive Target: Self Attribute Cost: 2 Agility Description: Calling on their rage and controlling that rage allows the fire made to do more damage with a single spell. This spell will allow the caster to imbue themselves with and Destroy by Fire with all fire sorcerer spells. No other spells are affected and neither will Harness the Elements skill nor the spell Fire Aura get the bonus from this extra effect. To cast this spell the Sorcerer must do 1 minute of role-play preparing themselves, then say the full incant, afterwards calling Imbue by Fire. No Imbue card is needed since it can only be cast on the caster. This Imbue will last until the caster uses Essence to refresh attributes or the event ends, which ever comes first. Incant Length: Eight Syllables Verbal: Imbue by Fire. Delivery Method: Touch Fire Blast Cost: 1 CP Type of Magic: Sorcerer- Fire Magic Spell Type: Offensive Target: Other Attribute Cost: 1 Willpower

Description: Concentrating the willpower of the Sorcerer allows them to produce flame out of thin air and hurl it at a target. This spell will allow the caster to throw a packet and call 5 Damage by Fire at a target. To cast this spell the Sorcerer must say the full incant then call 5 Damage by Fire and throw the packet. Incant Length: Six Syllables Verbal: 5 Damage by Fire. Delivery Method: Packet Fire Shield Cost: 0 CP Type of Magic: Sorcerer- Fire Magic Spell Type: Defensive Target: Self Attribute Cost: 1 Any Description: Sorcerers must learn to protect themselves from their own magic or fear being destroyed by it. This spell grants the Sorcerer a Fire shield that will block the next effect that has the Fire trait that targets the Sorcerer. To cast this spell the Sorcerer must say the full incant, and then say Imbue by Magic. No Imbue card is needed since it can only be cast on the caster. This Imbue will last until the caster uses Essence to refresh attributes or the event ends, which ever comes first. Incant Length: Six Syllables Verbal: Imbue by Magic. Delivery Method: Touch Lava Storm Cost: 3 CP Type of Magic: Sorcerer- Fire Magic Spell Type: Offensive Target: Self / Others Attribute Cost: 2 Willpower Description: It is said casting this spell is like harnessing the fury of a volcano. This imbues the caster with a pool of 10 damage by fire that may be thrown in any increment. You may have more than one of these active at any time but the maximum increment of damage that can be used in one attack is 10. Incant Length: Ten Syllables Verbal: X Damage by Fire Delivery Method: Touch / Packet Molding the Flame Cost: 2 CP Type of Magic: Sorcerer- Fire Magic Spell Type: Other Target: Self Attribute Cost: 1 Willpower Description: Using magic to imbue themselves with knowledge is but one power the Fire Mage has at their disposal. This spell will allow the caster to imbue themselves allowing them the use of any

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weapon that is considered a spear. The phys-rep must have been passed as a spear. While in the hands of the caster, the weapon is indestructible and unable to be disarmed. The caster may also channel their Harness the elements through this weapon. The weapon must appear to be obviously from Fire. To cast this spell the Sorcerer must do 1 minute of role-play preparing themselves, then say the full incant, afterwards calling Imbue by Fire. No Imbue card is needed since it can only be cast on the caster. This Imbue will last until the caster uses Essence to refresh attributes or the event ends, which ever comes first. Incant Length: Eight Syllables Verbal: Imbue by Fire. Delivery Method: Touch One with Fire Cost: 2 CP Type of Magic: Sorcerer- Fire Magic Spell Type: Defensive Target: Self Attribute Cost: 2 Willpower Description: Building a protective shield around the caster to protect them from the elements of fire is but one miracle the Sorcerers can produce. This spell will allow the caster to be immune to module specific environmental effects that relate to Fire. All effects that this spell will prevent will be listed on the effect card. Warning- There are some places that this spell does not protect from. To cast this spell the Sorcerer must do 1 minute of role-play preparing themselves, then say the full incant, afterwards calling Imbue by Fire. No Imbue card is needed since it can only be cast on the caster. This Imbue will last until the caster uses Essence to refresh attributes or the event ends, which ever comes first. Incant Length: Eight Syllables Verbal: Imbue by Fire. Delivery Method: Touch Sorcerer- Force Spells Crushing the Mind Cost: 3 CP Type of Magic: Sorcerer- Force Magic Spell Type: Offensive Target: Others Attribute Cost: 1 of either Brawn or Willpower Description: Crushing the mind of a target not only does considerable damage, it also usually renders them defenseless. This spell grants the Sorcerer a By Gesture, Drain Skill by Force. Cannot drain Racial Abilities. To cast this spell the Sorcerer must say the full incant then say By Gesture, Drain Skill by Force.

Incant Length: Ten Syllables Verbal: By Gesture, Drain skill by Force Delivery Method: Packet Feeding off the Force Cost: 2 CP Type of Magic: Sorcerer- Force Magic Spell Type: Defensive Attribute Cost: 2 of either Brawn or Willpower Description: Being a master of Force, energy is easy to manipulate, especially kinetic energy. The caster may Absorb any called damage attack and Refresh a stat. Incant Length: Eight Syllables Verbal: Absorb to Refresh stat Delivery Method: Touch Force Blast Cost: 1 CP Type of Magic: Sorcerer- Force Magic Spell Type: Offensive Target: Others Attribute Cost: 1 of either Brawn or Willpower Description: Using sheer force of will a Force Sorcerer is able to hurl bolts of raw kinetic Force at a target. This spell grants the Sorcerer a By Gesture, 3 Damage by Force. To cast this spell the Sorcerer must say the full incant then say By Gesture, 3 Damage by Force. Incant Length: Six Syllables Verbal: By Gesture, 3 Damage by Force. Delivery Method: Packet Force Shield Cost: 0 CP Type of Magic: Sorcerer- Force Magic Spell Type: Defensive Target: Self Attribute Cost: 1 Any Description: Sorcerers must learn to protect themselves from their own magic or fear being destroyed by it. This spell grants the Sorcerer an Force shield that will block the next Force effect that targets the Sorcerer. To cast this spell the Sorcerer must say the full incant, and then say Imbue by Magic. No Imbue card is needed since it can only be cast on the caster. This Imbue will last until the caster uses Essence to refresh attributes or the event ends, which ever comes first. Incant Length: Six Syllables Verbal: Imbue by Magic. Delivery Method: Touch Force Smash Cost: 2 CP Type of Magic: Sorcerer- Force Magic Spell Type: Offensive Target: Others Attribute Cost: 1 of either Brawn or Willpower

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Description: This spell grants the Sorcerer a By gesture, Double Slam by Force. To cast this spell the Sorcerer must say the full incant then say By gesture, Double Slam by Force. Incant Length: Eight Syllables Verbal: By gesture, Double Slam by Force. Delivery Method: Packet Force Surge Cost: 2 CP Type of Magic: Sorcerer- Force Magic Spell Type: Offensive Target: Others Attribute Cost: 2 of either Brawn or Willpower and 1 Any. Description: The caster reduces the effect to an identical attack that must be delivered by gesture, after changing the trait to by Force. Example: Jim the Priest of Tormen throws and hits Sue the Force Sorcerer with a Agony and Slam by Tormen. Sue uses this spell and calls Reduced to By Gesture, Agony and Slam by Force. Incant Length: Eight Syllables Verbal: Reduced to By Gesture ___ Delivery Method: Packet Forced Imprison Cost: 3 CP Type of Magic: Sorcerer- Force Magic Spell Type: Offensive Target: Others Attribute Cost: 2 of either Brawn or Willpower Description: When this spell is cast it is as if the target was locked in a body forming prison allowing only air to pass in and out. Of course they can still be damaged. This spell grants the Sorcerer a By Gesture, Paralysis by Force, Grant Attack 2 Damage by Force to Self. To cast this spell the Sorcerer must say the full incant then say By Gesture, Paralysis by Force, Grant Attack 2 Damage by Force to Self. As long as the gesture is maintained, the casts may use unlimited 2 damage by Force packet attacks. Incant Length: Ten Syllables Verbal: By Gesture, Paralysis by Force, Grant Attack 2 Damage by Force to Self Delivery Method: Packet One with Force Cost: 2 CP Type of Magic: Sorcerer- Force Magic Spell Type: Defensive Target: Self Attribute Cost: 2 Brawn Description: Building a protective shield around the caster to protect them from the elements of Force is but one miracle the Sorcerers can produce. This spell will allow the caster to be immune to module specific environmental effects

that relate to Force. All effects that this spell will prevent will be listed on the effect card. WarningThere are some places that this spell does not protect from. To cast this spell the Sorcerer must do 1 minute of role-play preparing themselves, then say the full incant, afterwards calling Imbue by Force. No Imbue card is needed since it can only be cast on the caster. This Imbue will last until the caster uses Essence to refresh attributes or the event ends, which ever comes first. Incant Length: Eight Syllables Verbal: Imbue by Force. Delivery Method: Touch Power Control Cost: 2 CP Type of Magic: Sorcerer- Force Magic Spell Type: Offensive Target: Self Attribute Cost: 2 Agility Description: Power Control is done by meditation and mental concentration. Through these techniques a Force mage is able to temporary increase the potency of their spells. This spell will allow the caster to imbue themselves with either Double or and Repel with all Air, Force, or Water sorcerer spells. No other spells are affected and the Harness the Elements skill will not get the bonus from this extra effect. To cast this spell the Sorcerer must do 1 minute of role-play preparing themselves, then say the full incant, afterwards calling Imbue by Force. No Imbue card is needed since it can only be cast on the caster. This Imbue will last until the caster uses Essence to refresh attributes or the event ends, which ever comes first. Incant Length: Ten Syllables Verbal: Imbue by Force. Delivery Method: Touch Quantum Force Mechanics Cost: 2 CP Type of Magic: Sorcerer- Force Magic Spell Type: Offensive Target: Others Attribute Cost: 1 of either Brawn or Willpower Description: Caster reduces an offensive attack. The caster must then deliver that attack by voice, changing the trait to Force. After the delivery of the voice effect, the caster then inflicts the same effect to themselves with the Force trait. Bane attacks may not be used in this manner. Incant Length: Ten Syllables Delivery Method: Other Restore Bio-rhythm Cost: 2 CP Type of Magic: Sorcerer- Force Magic Spell Type: Offensive

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Target: Others Attribute Cost: 1 of either Brawn or Willpower Description: Grants the caster a Triple 5 damage to Radiation by Force. Incant Length: Ten Syllables Delivery Method: Packet Sorcerer- Radiation Spells Wasted Body Cost: 3 CP Type of Magic: Sorcerer- Radiation Magic Spell Type: Offensive Target: Others Attribute Cost: 1 Agility and 1 Wits Description: A bit of Radiation doesnt hurt anyone, so they say. This spell grants the Sorcerer five uses of Inflict Decay by Radiation and three uses of By Voice, 3 damage to Decay by Radiation. Incant Length: Twelve Syllables Verbal: Agony and Slow by Radiation Delivery Method: Packet Fusion with Stone Cost: 2 CP Type of Magic: Sorcerer- Radiation Magic Spell Type: Offensive Target: Others Attribute Cost: 1 Wits Description: By blending the earth and melting it into the foot of a target the Sorcerer is able to stop their foes from pursuing them, at the same time listen to their screams. This spell grants the Sorcerer a Double Root by Radiation packet delivered effect. To cast this spell the Sorcerer must say the full incant then Double Root by Radiation afterwards throws the packet. Incant Length: Ten Syllables Verbal: Double Root by Radiation Delivery Method: Packet Harness the Wasteland Cost: 2 CP Type of Magic: Sorcerer- Radiation Magic Spell Type: Offensive Target: Self Attribute Cost: 2 stats of either Agility or Wits Description: By summoning the very Essence of the Waste a Sorcerer is able to do considerable more damage. Rumor has it that to learn this a spell the Sorcerer must sit out in the middle of the Waste for one month with no food or water soaking in the radiation that breeds there. This spell will allow the caster to imbue themselves with and Agony or and Stricken with all Earth, Fire, or Radiation sorcerer spells. The extra effect is chosen when each individual spell is cast and not when this is imbued and it may change back and

forth between the two. The Harness the Elements skill and the spell Fire Aura will not get the bonus from this extra effect. You may also apply the Earth and Fire extra effects to Radiation spells if you so desire. (Destroy or Root) To cast this spell the Sorcerer must do 1 minute of role-play preparing themselves, then say the full incant, afterwards calling Imbue by Radiation. No Imbue card is needed since it can only be cast on the caster. This Imbue will last until the caster uses Essence to refresh attributes or the event ends, which ever comes first. Incant Length: Ten Syllables Verbal: Imbue by Radiation. Delivery Method: Touch One with Radiation Cost: 2 CP Type of Magic: Sorcerer- Radiation Magic Spell Type: Defensive Target: Self Attribute Cost: 2 stats of either Agility or Wits Description: Building a protective shield around the caster to protect them from the elements of Radiation is but one miracle the Sorcerers can produce. This spell will allow the caster to be immune to module specific environmental effects that relate to Radiation. All effects that this spell will prevent will be listed on the effect card. Warning- There are some places that this spell does not protect from. To cast this spell the Sorcerer must do 1 minute of role-play preparing themselves, then say the full incant, afterwards calling Imbue by Radiation. No Imbue card is needed since it can only be cast on the caster. This Imbue will last until the caster uses Essence to refresh attributes or the event ends, which ever comes first. Preying on the Weak Cost: 3 CP Type of Magic: Sorcerer- Radiation Magic Spell Type: Offensive Target: Others Attribute Cost: 1 of either Agility or Wits Description: Draining your foes strength away? Its more like sucking it from them through a straw. Imbue to self five uses of Inflict Decay by Radiation and one Waste stat to Decay by Radiation, Grant stat by Radiation to self. Granted stat must match stat wasted. Can not waste Essence. Incant Length: Twelve Syllables Verbal: Inflict Decay by Radiation Waste stat to Decay by Radiation, Grant stat by Radiation to self. Delivery Method: Packet

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Radiation Blast Cost: 2 CP Incant Length: Eight Syllables Verbal: Imbue by Radiation. Delivery Method: Touch Radiation Blast Type of Magic: Sorcerer- Radiation Magic Spell Type: Offensive Target: Others Attribute Cost: 1 each of Brawn and Willpower Description: The screaming as your adversarys skin melts off is such a wonderful thing to start any morning. This spell grants the Sorcerer a In this room, 4 Damage by Radiation. To cast this spell the Sorcerer must say the full incant then say In this room, 4 Damage by Radiation. Incant Length: Ten Syllables Verbal: In this room, 4 Damage by Radiation. Delivery Method: Packet Radiation Burn Cost: 2 CP Type of Magic: Sorcerer- Radiation Magic Spell Type: Offensive Target: Others Attribute Cost: 1 Any Description: Evil. You just cant do it half assed. This spell is for those people. Per stat point spent, the caster may make a 100 sq ft (1 stat is 100 sq ft, 2 stats is 200 sq ft, etc.) area that is an environmental hazard zone. The caster must provide the reps for the barriers of the area in which the damage is to be taken and the jumpy stones which must be laid out within the area. The caster must also provide the yield signs that explain the effect of the area at the beginning of and end of the stones. The area does 5 damage by radiation, and any additive spell that the caster chooses to use, for each step off the stones and the area will last for 12 hours from time of first placement. The jumpy stones must be placed in such a way so that the caster can traverse them at a normal walk, although they need not be placed in a straight line as long as there is a start at one side and an end to the other side. Leshka, amongst many other groups, tend to hunt down and kill anyone who casts this spell. This spell may also become permanent in certain areas. Incant Length: Ten Syllables Verbal: None Delivery Method: Other Radiation Poisoning Cost: 3 CP Type of Magic: Sorcerer- Radiation Magic Spell Type: Offensive Target: Others Attribute Cost: 1 Agility or Wits

Description: This spell grants the Sorcerer a Triple 5 damage to Force by Radiation packet delivered effect. To cast this spell the Sorcerer must say the full incant then say Triple 5 damage to Force by Radiation afterwards throws the packet. Incant Length: Twelve Syllables Verbal: Triple 5 damage to Force by Radiation Delivery Method: Packet Radiation Shield Cost: 0 CP Type of Magic: Sorcerer- Radiation Magic Spell Type: Defensive Target: Self Attribute Cost: 1 Any Description: Sorcerers must learn to protect themselves from their own magic or fear being destroyed by it. This spell grants the Sorcerer a Radiation shield that will block the next Radiation effect that targets the Sorcerer. To cast this spell the Sorcerer must say the full incant, and then say Imbue by Magic. No Imbue card is needed since it can only be cast on the caster. This Imbue will last until the caster uses Essence to refresh attributes or the event ends, which ever comes first. Incant Length: Six Syllables Verbal: Imbue by Magic. Delivery Method: Touch Storm of Chaos Cost: 3 CP Type of Magic: Sorcerer- Water Magic Spell Type: Offensive Target: Self Attribute Cost: 1 Brawn and 1 Willpower Description: Pain is like the call sign of the Radiation Sorcerer, so it stands to reason that some sadistic Sorcerer created this spell. While within the area of a Radiation Burn, the caster may Grant themselves Protection 10, Grant Attack Short Claws, Grant Attack Unlimited Agony by Radiation by claws or packet, and Grant immunity to Radiation. No other skill can be used. To cast this spell the Sorcerer must do plant their feet, and then say the full incant, afterwards calling Imbue by Radiation. No Imbue card is needed since it can only be cast on the caster. This Imbue will last until the caster uses Essence to refresh attributes, they leave the Burn area, or the event ends, which ever comes first. Incant Length: Twelve Syllables Verbal: Grant Protection 10, Grant Attack Short claws, Grant attack Agony by Radiation, Grant Defense Immunity to Radiation. Delivery Method: Touch/Packet

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Twisted Limbs Cost: 2 CP Type of Magic: Sorcerer- Radiation Magic Spell Type: Offensive Target: Others Attribute Cost: 1 Agility Description: Harnessing Radiation and directing it can twist small furry animals into fur mutilated messes or limbs to cracked and blistered remains. As you can imagine this is a very painful process. This spell grants the Sorcerer a Double Maim <limb> by Radiation packet delivered effect. Any limb can be specified, if one is not specified the target gets to choose. To cast this spell the Sorcerer must say the full incant then say Double Maim <limb> by Radiation afterwards throws the packet. Incant Length: Ten Syllables Verbal: Double Maim <limb> by Radiation Delivery Method: Packet Sorcerer- Water Spells Bane of Fire Cost: 2 CP Type of Magic: Sorcerer- Water Magic Spell Type: Offensive Target: Other Attribute Cost: 1 Agility Description: There are a few opposite within the wheel of the elements; the opposite of Water is Fire. This spell will allow the caster to throw a packet and call 10 Damage to Fire by Water at a target. Only targets with the Fire trait will be affected by this spell and take the damage. To cast this spell the Sorcerer must say the full incant then call 10 Damage to Fire by Water and throw the packet. Incant Length: Eight Syllables Verbal: 10 Damage to Fire by Water Delivery Method: Packet Draining Water Cost: 1 CP Type of Magic: Sorcerer- Water Magic Spell Type: Offensive Target: Others Attribute Cost: 1 Agility Description: If the Water Pressure spell makes you feel like you have sunk 80 feet into the ocean, Draining Water makes you feel like you have swam 80 miles in the ocean and swam back, ten times! This spell grants the Sorcerer a Weakness by Water packet delivered effect. To cast this spell the Sorcerer must say the full incant then say Weakness by Water afterwards throw the packet. Incant Length: Eight Syllables Verbal: Weakness by Water Delivery Method: Packet

Ice Axe Cost: 2 CP Type of Magic: Sorcerer- Water Magic Spell Type: Other Target: Self Attribute Cost: 1 Agility Description: Water is said to hold the memories of the past, perhaps that is what this spell pulls from to grant its knowledge. This spell will allow the caster to imbue themselves allowing them the use of any weapon that is considered a Polearm. The phys-rep must have been passed as a Polearm. While in the hands of the caster, the weapon is indestructible and unable to be disarmed. The caster may also channel their Harness the elements through this weapon. The weapon must also be obviously from Water. To cast this spell the Sorcerer must do 1 minute of role-play preparing themselves, then say the full incant, afterwards calling Imbue by Water. No Imbue card is needed since it can only be cast on the caster. This Imbue will last until the caster uses Essence to refresh attributes or the event ends, which ever comes first. Incant Length: Eight Syllables Verbal: Imbue by Water. Delivery Method: Touch Ice Shard Cost: 2 CP Type of Magic: Sorcerer- Water Magic Spell Type: Offensive Target: Others Attribute Cost: 2 Agility Description: Freezing ice is childs play to a Water Mage. This spell imbues the caster with a pool of 10 damage by Water that may be thrown in any increment. You may have more than one of these active at any time but the maximum increment of damage that can be used in one attack is 10. Incant Length: Eight Syllables Verbal: X Damage by Water Delivery Method: Packet Maelstrom Cost: 3 CP Type of Magic: Sorcerer- Water Magic Spell Type: Offensive Target: Self / Others Attribute Cost: 3 Agility Description: Blasting an enemy with water is similar in practice of the Air mage. This spell produces a ball of water and projects it at a target with enough force to crush bones. This will allow the caster to throw 5 damage by Water Incant Length: Ten Syllables Verbal: 5 Damage by Water Delivery Method: Packet

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One with Water Cost: 2 CP Type of Magic: Sorcerer- Water Magic Spell Type: Defensive Target: Self Attribute Cost: 2 Agility Description: Building a protective shield around the caster to protect them from the elements of Water is but one miracle the Sorcerers can produce. This spell will allow the caster to be immune to module specific environmental effects that relate to Water. All effects that this spell will prevent will be listed on the effect card. WarningThere are some places that this spell does not protect from. To cast this spell the Sorcerer must do 1 minute of role-play preparing themselves, then say the full incant, afterwards calling Imbue by Water. No Imbue card is needed since it can only be cast on the caster. This Imbue will last until the caster uses Essence to refresh attributes or the event ends, which ever comes first. Incant Length: Eight Syllables Verbal: Imbue by Water. Delivery Method: Touch Strength of the Sea King Cost: 2 CP Type of Magic: Sorcerer- Water Magic Spell Type: Offensive Target: Self Attribute Cost: 2 Willpower Description: The Sea King is a mythical figure, some say he was the first Sorcerer to master the powers of Water others say he is a forgotten Power. No one knows for sure, but invoking his name will increase a Sorcerers magic. This spell will allow the caster to imbue themselves with and Slow by water with all Water sorcerer spells. No other spells are affected and the Harness the Elements skill will not get the bonus from this extra effect. To cast this spell the Sorcerer must do 1 minute of role-play preparing themselves, then say the full incant, afterwards calling Imbue by Water. No Imbue card is needed since it can only be cast on the caster. This Imbue will last until the caster uses Essence to refresh attributes or the event ends, which ever comes first. Incant Length: Eight Syllables Verbal: Imbue by Water. Delivery Method: Touch Water Shield Cost: 0 CP Type of Magic: Sorcerer- Water Magic Spell Type: Defensive Target: Self Attribute Cost: 1 Any

Description: Sorcerers must learn to protect themselves from their own magic or fear being destroyed by it. This spell grants the Sorcerer a Water shield that will block the next effect that has the Water trait that targets the Sorcerer. To cast this spell the Sorcerer must say the full incant, and then say Imbue by Magic. No Imbue card is needed since it can only be cast on the caster. This Imbue will last until the caster uses Essence to refresh attributes or the event ends, which ever comes first. Incant Length: Six Syllables Verbal: Imbue by Magic. Delivery Method: Touch

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3.8.11

Warbringer
attributes, they die, or the event ends whichever comes first. Incant Length: Six Syllables Verbal: Imbue by Magic Delivery Method: Touch Controlling the Power of Pain Cost: 1 CP Circle: 1 Type of Magic: Warbringer Target: Others Attribute Cost: 1 Willpower Description: Warbringers have mastered the power of vibrations and tone. Because of that they are able to cause immense amounts of pain to all those who listen to the beating of their drums. This spell causes an Agony by Magic to all those within the sound of the casters voice. To cast this spell the Warbringer must beat on their drum while calling out the incant, at the end call out By Voice, Agony by Magic. Incant Length: Six Syllables Verbal: By Voice, Agony by Magic Delivery Method: Voice The Dreamwraith Cost: 1 CP Circle: 1 Type of Magic: Warbringer Target: Others Attribute Cost: 1 Agility Description: Sometimes a Warrior must attempt to find less destructive ways to defeat ones opponent. This spell grants the targets 2 packet delivered Stun by Magic effects. To cast this spell the Warbringer must spend time preparing the targets by placing the Warbringers personal symbol somewhere visible on each participant. The Warbringer may grant as many participants as they have in Willpower plus Essence. When the symbol has been placed on the participant then the Warbringer must say the incant, then call Imbue by Magic, and finally give the target an Imbue Card. This spell is only activated while the battle is called and will stay up until the battle is stopped, while the battle is not called the effect is dormant until the battle is called again. This imbue will last until the target uses an Essence to refresh attributes, they die, or the event ends whichever comes first. Incant Length: Six Syllables Verbal: Imbue by Magic Stun by Magic Delivery Method: Touch / Packet

Warbringers must have a banner in order to use their powers. This banner must have the Warbringers personal symbol on it. May not be a higher power's symbol unless it has other designs on it in addition to the holy symbol. May not cover up the symbol and keep the powers active. The banner must have lights attached to the weapon in order to use the powers at night/in the dark. Glow sticks on the non-striking surface will suffice. All lights are subject to approval by safety. Plot will control what colors are used to ensure no Warbringer uses the same color. Although if the players wish to work it out without plot intervention, that would be best. Any objections/disagreements will make plot intervene and dictate colors. When a Warbringer is no longer bringing the war (Stunned, Paralyzed, Unconscious, etc.), they must turn the banner upside down, turn off the lights, or put the banner on the ground. When any of the people who gain powers from that Warbringer see the banner in any of these three states, they may not use the Warbringer abilities. The Warbringer is always assumed to be included as a recipient of the spell but does not actually count as one of the recipients for the purposes of calculating who can get the buffs, unless the spell specifies otherwise. Circle 1 Warbringer Spells Armor of the Magi Cost: 1 CP Circle: 1 Type of Magic: Warbringer Target: Others Attribute Cost: 1 Wits Description: Summoning the spirits of long dead mages the Warbringer is able to protect their warriors from harmful spells. This spell grants the targets 2 shields vs. the magic trait. To cast this spell the Warbringer must spend time preparing the targets by placing the Warbringers personal symbol somewhere visible on each participant. The Warbringer may grant as many participants as they have in Willpower plus Essence. When the symbol has been placed on the participant then the Warbringer must say the incant, then call Imbue by Magic, and finally give the target an Imbue Card. This spell is only activated while the battle is called and will stay up until the battle is stopped, while the battle is not called the effect is dormant until the battle is called again. This imbue will last until the target uses an Essence to refresh

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Gift of the Fierce Cost: 1 CP Circle: 1 Type of Magic: Warbringer Target: Others Attribute Cost: 1 Agility Description: Courage against supernatural enemies sometimes takes more then just strength of character. This spell grants the targets 2 shields vs. the fear trait. To cast this spell the Warbringer must spend time preparing the targets by placing the Warbringers personal symbol somewhere visible on each participant. The Warbringer may grant as many participants as they have in Willpower plus Essence. When the symbol has been placed on the participant then the Warbringer must say the incant, then call Imbue by Magic, and finally give the target an Imbue Card. This spell is only activated while the battle is called and will stay up until the battle is stopped, while the battle is not called the effect is dormant until the battle is called again. This imbue will last until the target uses an Essence to refresh attributes, they die, or the event ends whichever comes first. Incant Length: Six Syllables Verbal: Imbue by Magic Delivery Method: Touch Stand Resolute Cost: 1 CP Circle: 1 Type of Magic: Warbringer Target: Others Attribute Cost: 1 Willpower Description: This spell grants the Warbringer and the targets one Resist vs. Destroy. To cast this spell the Warbringer must spend time preparing the targets by placing the Warbringers personal symbol somewhere visible on each participant. The Warbringer may grant as many participants as they have in Willpower plus Essence. When the symbol has been placed on the participant then the Warbringer must say the incant, then call Imbue by Magic, and finally give the target an Imbue Card. This spell is only activated while the battle is called and will stay up until the battle is stopped, while the battle is not called the effect is dormant until the battle is called again. This imbue will last until the target uses an Essence to refresh attributes, they die, or the event ends whichever comes first. Incant Length: Six Syllables Verbal: Imbue by Magic Delivery Method: Touch Circle 2 Warbringer Spells Gift of the Calming Mind Cost: 2 CP

Circle: 2 Type of Magic: Warbringer Target: Others Attribute Cost: 1 Agility Description: The peaceful knows no fear. This spell grants the target five uses of resist to frenzy effects until the drums stop playing for more then 5 seconds. To cast this spell the Warbringer must spend time preparing the targets by placing the Warbringers personal symbol somewhere visible on each participant. The Warbringer may grant as many participants as they have in Willpower + Essence. When the symbol has been placed on the participant then the Warbringer must say the incant, then call Imbue by Magic, and finally give the target an Imbue Card. This spell is only activated while the drums have started and will only stay active as long as the drums continue to play. If there is a break in the playing for more then 5 seconds then the spell ends. This imbue will last until the target uses an Essence to refresh attributes, they die, the drum stops playing, or the event ends whichever comes first. Incant Length: Eight Syllables Verbal: Imbue by Magic Delivery Method: Touch The Invincible Lion Cost: 2 CP Circle: 2 Type of Magic: Warbringer Target: Others Attribute Cost: 1 Agility Description: Calling upon the long dead spirit of Omero, the Invincible Lion one of the greatest Tribal guardians to ever live, this is his gift to those who follow in his foot prints. This spell grants the targets two Resist Damage, this includes weapons, spell, or gun CALLED damage. To cast this spell the Warbringer must spend time preparing the targets by placing the Warbringers personal symbol somewhere visible on each participant. The Warbringer may grant as many participants as they have in Willpower plus Essence. When the symbol has been placed on the participant then the Warbringer must say the incant, then call Imbue by Magic, and finally give the target an Imbue Card. This spell is only activated while the battle is called and will stay up until the battle is stopped, while the battle is not called the effect is dormant until the battle is called again. This imbue will last until the target uses an Essence to refresh attributes, they die, or the event ends whichever comes first. Incant Length: Eight Syllables Verbal: Imbue by Magic Delivery Method: Touch

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Losing the Illusion of Pain Cost: 2 CP Circle: 2 Type of Magic: Warbringer Target: Others Attribute Cost: 1 Willpower Description: The Warbringer is able to make their tribe almost immune to pain keeping the warrior going longer. This spell grants the target five resists to agony effects until the drums stop playing for more then 5 seconds. To cast this spell the Warbringer must spend time preparing the targets by placing the Warbringers personal symbol somewhere visible on each participant. The Warbringer may grant as many participants as they have in Willpower + Essence. When the symbol has been placed on the participant then the Warbringer must say the incant, then call Imbue by Magic, and finally give the target an Imbue Card. This spell is only activated while the drums have started and will only stay active as long as the drums continue to play. If there is a break in the playing for more then 5 seconds then the spell ends. This imbue will last until the target uses an Essence to refresh attributes, they die, the drum stops playing, or the event ends whichever comes first. Incant Length: Eight Syllables Verbal: Imbue by Magic Delivery Method: Touch Controlling the battle Cost: 2 CP Circle: 2 Type of Magic: Warbringer Target: Others Attribute Cost: 1 Wits Description: Storms can be fierce, unforgiving and often deadly, a Warbringer must learn to protect themselves and keep the enemy away. This spell causes a Short Root by Magic to all those within the sound of the casters voice. To cast this spell the Warbringer must beat on their drum while calling out the incant, at the end call out Short Root by Magic. Incant Length: Eight Syllables Verbal: By my voice, short Root by magic Delivery Method: Voice Summon the Charging Rhino Cost: 2 CP Circle: 2 Type of Magic: Warbringer Target: Others Attribute Cost: 1 Agility Description: Calling upon the strength and perseverance of the Charging Rhino those members of the Warbringers tribe are able to move forward without being stopped. This spell

grants the targets 2 shields vs. Repel or Root. To cast this spell the Warbringer must spend time preparing the targets by placing the Warbringers personal symbol somewhere visible on each participant. The Warbringer may grant as many participants as they have in Willpower plus Essence. When the symbol has been placed on the participant then the Warbringer must say the incant, then call Imbue by Magic, and finally give the target an Imbue Card. This spell is only activated while the battle is called and will stay up until the battle is stopped, while the battle is not called the effect is dormant until the battle is called again. This imbue will last until the target uses an Essence to refresh attributes, they die, or the event ends whichever comes first. Incant Length: Eight Syllables Verbal: Imbue by Magic Delivery Method: Touch Circle 3 Warbringer Spells The Armored Man Cost: 3 CP Circle: 3 Type of Magic: Warbringer Target: Others Attribute Cost: 1 Brawn Description: Many of the tribes lose armor quickly, this helps get them back in fighting shape. This allows the Warbringer to instantly refresh armor on those who he has granted this spell to beforehand. The recipient gains the trait Armored Man while this spell is in effect on them. The Warbringer gains the ability to instantly refresh armor of any type by stating, Repair armor to Armored Man by magic for a total number of times of the Warbringers Willpower + Essence. The Warbringer may use this on the same target as many times as they want. To cast this spell the Warbringer must spend time preparing the targets by placing the Warbringers personal symbol somewhere visible on each participant. The Warbringer may grant as many participants as they have in Willpower plus Essence. When the symbol has been placed on the participant then the Warbringer must say the incant, then call Imbue by Magic, and finally give the target an Imbue Card. This spell is only activated while the battle is called and will stay up until the battle is stopped, while the battle is not called the effect is dormant until the battle is called again. This imbue will last until the target uses an Essence to refresh attributes, they die, or the event ends whichever comes first. Incant Length: Ten Syllables Verbal: Imbue by Magic Delivery Method: Touch

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Drummer's Call Cost: 3 CP Circle: 3 Type of Magic: Warbringer Target: Others Attribute Cost: 1 Willpower Description: The targets of this spell become dangerous, even in death. When the recipient is hit with a death effect, including death strikes, they gain a By my gesture, 3 damage by magic that may only be used on the person who used the death effect on them and must be used within three seconds of receiving the death effect. This is NOT required to be used. This spells equals a number of targets equal to the Warbringers willpower + Essence. This imbue will last until the target uses an Essence to refresh attributes, they die, or the event ends whichever comes first. Incant Length: Ten Syllables Verbal: By My Gesture, 3 damage by Magic Delivery Method: Touch The Guardian Spirit Cost: 3 CP Circle: 3 Type of Magic: Warbringer Target: Others Attribute Cost: 1 Brawn Description: As with Rain of Death this spell invokes the Hand of Death, but instead of calling upon the spirit this spell creates a ward against it. This spell grants the target a heal 1 by magic when they are knocked over either stable or unstable. This may only activate after the person has fallen over, if their condition allows them to fall over, and they have come to a full rest. If the person was paralyzed and unstable, the effect would happen immediately after they stop moving from their paralyze. To cast this spell the Warbringer must spend time preparing the targets by placing the Warbringers personal symbol somewhere visible on each participant. The Warbringer may grant as many participants as they have in Willpower. When the symbol has been placed on the participant then the Warbringer must say the incant, then call Imbue by Magic, and finally give the target an Imbue Card. This spell is only activated while the battle is called and will stay up until the battle is stopped, while the battle is not called the effect is dormant until the battle is called again. This imbue will last until the target uses an Essence to refresh attributes, or the event ends whichever comes first. Incant Length: Ten Syllables Verbal: Imbue by Magic Delivery Method: Touch Rain of Fire Cost: 3 CP

Circle: 3 Type of Magic: Warbringer Target: Others Attribute Cost: 1 Agility Description: Invoking this terrible spell brings forth the Hand of Death so they say and all those who oppose the Warbringers tribe is said to be its target. This spell grants the targets 2 packet delivered 3 damage by Magic effects. To cast this spell the Warbringer must spend time preparing the targets by placing the Warbringers personal symbol somewhere visible on each participant. The Warbringer may grant as many participants as they have in Willpower + Essence. When the symbol has been placed on the participant then the Warbringer must say the incant, then call Imbue by Magic, and finally give the target an Imbue Card. This spell is only activated while the battle is called and will stay up until the battle is stopped, while the battle is not called the effect is dormant until the battle is called again. This imbue will last until the target uses an Essence to refresh attributes, they die, or the event ends whichever comes first. Incant Length: Ten Syllables Verbal: Grant Attack by Magic, 3 damage by Magic Delivery Method: Touch Releasing the Spirit Cost: 3 CP Circle: 3 Type of Magic: Warbringer Target: Self Attribute Cost: 1 Agility Description: Casting this spell allows the War Bringer to Imbue Willpower + Essence people with the Symbol Name trait where Symbol Name equals the name of their Banner, or Drums, or the unit name, or whatever is used to represent the War Bringer. When the caster activates this spell they call out By voice to Symbol Name Imbue Spirit. Then all people with the Symbol Name trait become spirit and must convene around the Symbol. The caster then announces By Voice, Purge spirit to Symbol Name by magic. Incant Length: Ten Syllables Verbal: Imbue by Magic Delivery Method: Touch Circle 4 Warbringer Spells Dark Essence Cost: 4 CP Circle: 4 Type of Magic: Warbringer Target: Others Attribute Cost: 2 Wits

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Description: Dark Essences is myth among the Warbringers. It is said to be the substance that evil is made of, when an Evil person dies a part of their Spirit becomes the substance known as Dark Essences. This grants the recipients 4 any stats that can only be used for offensive abilities. These any stats cannot be used for any ability that grants mana, other stats, or healing. Incant Length: Twelve Syllables Verbal: Imbue by magic Delivery Method: Voice Drum of Oblivion Cost: 4 CP Circle: 4 Type of Magic: Warbringer Target: Others Attribute Cost: 1 Willpower Description: With a beat of the drum a Warbringer is able to destroy all the weapons around them; unfortunately this also includes their friends. This spell causes a Destroy Weapon by Magic to all those within the sound of the casters voice. To cast this spell the Warbringer must beat on their drum while calling out the incant, at the end call out By Voice, Destroy Weapon by Magic. Incant Length: Twelve Syllables Verbal: By Voice, Destroy Weapon by Magic Delivery Method: Voice Gift of the Ancients Cost: 4 CP Circle: 4 Type of Magic: Warbringer Target: Others Attribute Cost: 1 Agility Description: When casting this spell the Warbringer is calling up the strength of those who are long dead and asking those spirits to protect their tribe. This spell grants the targets 2 shields verses the Death effect including Death Strikes. If this is triggered, you may use Drummers Call even though you did not die. To cast this spell the Warbringer must spend time preparing the targets by placing the Warbringers personal symbol somewhere visible on each participant. The Warbringer may grant as many participants as they have in Willpower + Essence. When the symbol has been placed on the participant then the Warbringer must say the incant, then call Imbue by Magic, and finally give the target an Imbue Card. This spell is only activated while the battle is called and will stay up until the battle is stopped, while the battle is not called the effect is dormant until the battle is called again. This imbue will last

until the target uses an Essence to refresh attributes, they die, or the event ends whichever comes first. Incant Length: Twelve Syllables Verbal: Imbue by Magic Delivery Method: Touch Summon the Spirit of Ancient Warriors Cost: 4 CP Circle: 4 Type of Magic: Warbringer Target: Others Attribute Cost: 1 Agility Description: Summoning the very spirits of the Ancient Warriors the Warbringer is able to give their tribe extra strength. This spell grants the targets 2 additional points of damage on all called melee damage. To cast this spell the Warbringer must spend time preparing the targets by placing the Warbringers personal symbol somewhere visible on each participant. The Warbringer may grant as many participants as they have in Willpower. When the symbol has been placed on the participant then the Warbringer must say the incant, then call Imbue by Magic, and finally give the target an Imbue Card. This spell is only activated while the battle is called and will stay up until the battle is stopped, while the battle is not called the effect is dormant until the battle is called again. This imbue will last until the target uses an Essence to refresh attributes, they die, or the event ends whichever comes first. Incant Length: Twelve Syllables Verbal: Imbue by Magic Delivery Method: Touch The Warbringers Hammer Cost: 4 CP Circle: 4 Type of Magic: Warbringer Target: Others Attribute Cost: 2 Willpower Description: The Warbringers Hammer is the power of the drums. It is so powerful it is able to knock down all those who listen to it. This spell causes a Slam by Force to all those within the sound of the casters voice. The Warbringer has the option of a second use of this ability if used within 10 seconds of the first usage. To cast this spell the Warbringer must beat on their drum while calling out the incant, at the end call out By Voice, Slam by Force. Incant Length: Twelve Syllables Verbal: By Voice, Slam by Force Delivery Method: Voice

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CP Cost

Spell Name

Spell Description

Attribute Cost

3.8.1
Circle 1 1 1 1 1 1 1 1 Circle 2 2 2 2 2 2 2 Circle 3 3 3 3 3 3 Circle 4 4 4 4 4 4 4 4 Blood Drain Blood Rage Blood Storm Blood Transformation Body of Blood The Sight of Blood View the Living Blood Curse Blood Guard Blood Thinning Choking Blood Major lifes blood Acid Fluid Blood Armor of Blood Cleanse Body Lifes Blood Major redirect the blood Slinging Blood Blood of the Earth Blood of the Fallen Control Blood Pool Protection of the Blood Redirect the blood Reviving the Blood Unveiling the Blood

Blood Mage
Imbue by Blood- 2x Maim by Blood Imbue by Blood- 5x Stabilize by Blood 1 Vitality 1 Vitality 1 Vitality 1 Vitality 1 Vitality 1 Vitality and 1 Any 1 Vitality

Right time, right place, summon Blood Spirit to open a blood pool and allow the mage and others to enter. (See Long description) Imbue by Blood- Blood Shield Waste <attribute> by blood Four uses of Heal 1 by Blood. May only use on others. By my voice, Expose Blood by Magic

Gain two uses of: 'By My Gesture, Destroy Weapon.' Does not negate the attack that hit you. Imbue by Blood-2 points of Armor Purge Physical by Blood, Inflict Agony to Self Drain <skill> by blood (racial abilities cannot be drained in this manner) Waste 2 <attribute> by blood Imbue by Blood- 2x repel by Blood Inflict by Blood (Unconscious, Dead, or Bleeding Out Target) Gain Cure Death Shield and Heal Shield Imbue by Blood, No one can enter unless they are blood marked from 2 am- 10 am Imbue by Blood, Two uses of 2 damage and Weakness by Blood Silence and Slow by Blood Drain <skill> and <skill> by blood (racial abilities cannot be drained in this manner)

1 Vitality 1 Vitality 1 Vitality&1 any stat 2 Vitality 2 Vitality 1 Vitality

2 Vitality 2 Vitality 1 Vitality 2 Vitality 2 Vitality

Drain by Blood Frenzy by Blood Imbue by Blood-Unlimited 3 Damage and agony by Blood. Feet must be planted. Gain Spirit Trait- can not move, talk, or use IG actions Imbue by Blood- Avoid vs. Spell/Melee/Missile/Bullet Paralysis by blood By Voice, Expose Living by Blood

1 Vitality,1 any 1 Vitality 1 Vitality, 3 Any 1 Vitality 1 Vitality, 2 Any 1 Vitality and 1 Any 1 Vitality

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CP Cost

Spell Name

Spell Description

Attribute Cost

3.8.2

Martial Arts
K = Ki Points

Falling Star Philosophy


2 Denying the Sorcerer Disturbing the Hornets Nest The Smith is Found Wanting Mind and Weapon are One 2 damage and Silence by weapon 2K

2 2

Imbue by Magic-"Fists"- Two uses of 5 Damage by weapon and then Maim to arm to Self "Fists"- 2 damage and Destroy <item> by weapon Imbue by Magic- May Packet deliver any Falling Star Technique by placing a fist into a not ready position. Must return fist to hand afterwards. Add Agony to Self after used. Imbue by Magic- Protection 2, Purge Maim. Must declare enemy you intend to fight. May call Double on all Martial Arts Skills. Once line of sight has been disrupted for 10 seconds, User is unconscious, or indicated foe is defeated, Inflict to Self, Drain and Stun.

2K 1K

1K

From the Sky to the Earth Talon Grasps the Prey Eagles Thundering Wings Render the Prey Helpless The Gambler Comes Calling The Sword Channels the Spirit Removing the Threat Easing the Way Poison Reaches the Heart The Spider Strikes Swiftly Hunter Lies in Wait

2K

Fierce Eagle Philosophy


1 2 3 4 4 Fist-Imbue Double 2 Damage and Agony by Weapon "Fists"-stun by weapon Imbue by Magic-"Fists"- Three uses of 2 damage and Maim by weapon "Fists"-Death by weapon Grants the user one 5 Damage and Agony by Gesture 1K 1K 2K 4K 3K

Patient Spider Philosophy


1 2 3 3 4 "Fists"- Two uses of 2 damage and Weakness by weapon "Fists"- Paralyze by weapon "Fists"- Three uses of 2 damage and agony by weapon Slow and Slam by weapon Imbue by Magic- Allows instant transition into Patient Spider Philosophy 1K 1K 2K 2K 1K

Shifting Sand Philosophy


1 1 3 4 4 Fighting Against the Storm The Desert Resists Destruction Sand Obscures the Sun Dust Blows in the Wind Sand Wears Down Stone Parry and 2 damage. You parry a melee attack and then can call 2 damage by weapon. Purge by will all Maim, Paralyze, Root, Slow, Stun, and Weakness effects on you Imbue by Magic- 2x Guard vs. bullet, packet, weapon called or uncalled. Imbue 2 x Avoid Imbue by Magic-"Fists"- Five uses of 2 damage by weapon 2K 1K 2K 3K 3K

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3.8.3

Paramedic Procedures

Field Dressing (FD), Field Surgery (FS), and Field Medicine (FM) These can only be performed with the Kit using its attributes. The Doctor must touch each person during the role-play with a packet. CP Cost Circle 1: Volunteer 1 1 1 1 1 1 1 Circle 2: EMT 2 2 2 2 2 2 2 Blood Transfusion Countering Agent Create Counter Poison Mend the Voice box Mental Stimulus The Pill Reconnecting the Spine Cure Drain by Medic Cure Poison by Medic Grant Defense by Medic, "Resist Poison" Cure Silence by Medic Cure Stun by Medic Cure Disease by Medic Cure Paralysis by Medic 1 FS 1 FS 1 FM 1 FD 1 FM 1 FM 1 FS 30 Sec 1 Min 1 Min 30 sec 30 Sec 1 Min 30 Sec Daradrin Domelaphorm Limb Damage Correction Mind Realignment Rehabilitation Resetting the Bone Ryan's Strong Arm Theory Heal 4 by Medic Imbue by Medic- 5x Heal by Medic (takes 10 sec RP each- Must have Kit) Cure Slow by Medic Cure Repel by medic Imbue by Medic- 10x Stabilize by Medic (must have Kit) Imbue by Medic- 5 x Cure Maim by Medic (takes 10 sec RP- must have Kit) Cure Weakness by Medic 1 FS 1 FD 1 FS 1 FM 1 FS 1 FS 1 FM 30 Sec 1 Min (10 Sec) 30 Sec 30 Sec 1 Min 1 Min 30 Sec Name Description Attribute Time Spent

Circle 3: Senior EMT 3 3 3 3 3 3 3 Circle 4: MedEvac 4 4 4 4 4 4 Ashurans Heart Blood of the Unclean Create Antibodies The Dominic Process Resuscitate Speeders Cure Stricken by Medic Imbue by Medic to Patient, Immunity to Agony. Lasts until essence is used. Imbue by Medic to Patient, Immunity to Disease. Lasts until Essence is used. Cure Metabolic and Mental by Medic Cure Death by Medic Grant Defense by Medic, Avoid Bullet Imbue by Medic- Grants the patient 2 Spell Bound attributes that can be used in place of any spell (except Vitality)- Until Essence is used- 1/event2 FD 3 FM 3 FS 3 FS & 1 FM 4 FD 3 FM 30 sec 1 Min 1 Min 1 Min 10 Sec 1 Min Big's Muffled Senses Bloodboil Derriks Blue Ice Healing the Wasted MageBane Radiation Therapy Revive Imbue to Patient by Medic, Immunity to Fear Grant packet attack by Radiation, 5 damage by Blood. Heal 8 by Medic Cure Waste by Medic Grant Defense by Medic, Resist Magic Grant Defense by Medic, Resist Radiation Imbue by Medic to Self 5x Cure Stun by Medic (Until Essence is used- must have Med Kit) 2 FM 2 FM 2 FD 2 FS 2 FM 2 FS 3 FD 1 Min 30 Sec 1 Min 30 Sec 30 Sec 30 Sec 1 Min (10 sec)

Spell Bound

2 FM

5 Min

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3.8.4

Pathwalker
CP Cost Level 1 Spell Name Spell Description Attribute Cost

CP Cost Level 1 1 1

Spell Name

Spell Description

Attribute Cost

Path Of Autumn

Path Of Spring

Denying The Decay Hunters Presence Stripping The Branches Bare The Trees Rotting Heart

Disease Shield 2x Repel To Animal By Fear

1 Willpower 1 Brawn

1 1

Freedoms Cry Grasping Plants

Cure Root By Nature or Cure Maim to legs by Nature Root By Nature 1 Minute of roleplay, Heal 10 by Nature. Frenzy By Nature

1 Agility 1 Brawn

1 1 Level 2 2

Two uses of Disarm By Nature Two uses of Slow By Disease

1 Wit 1 Agility

1 1 Level 2 2

New Growth Wildness Of Spring

1 Any 1 Wits

The Masters Touch Preparing For Winter Roots Drink Deeply

Cure Disease By Nature Grant 2 Protection to Self by Nature Double Root By Magic

1 Willpower

2 2

1 Brawn 1 Agility

2 2

Abnormal Growth Abundant Life Overflowing Renewing The Spirit

Two uses of 1 Damage and Agony by Nature Imbue by Nature ~ Death Shield -Self Cure Drain By Nature Imbue By Nature: Neither Caster Nor Recipient May Move, Caster Must Continuously Whisper Words Of Encouragement To The Target. If Caster Takes Damage The Spell Ends Caster May Pause A Persons Death Count Indefinitely

1 Brawn

1 Brawn 1 Willpower

2 Level 3 3 3

Wild Winds

Repel By Nature

1 Willpower

2 Level 3 3 3

Sweetness Of Life

2 Willpower

Bone Fever Culling The Weak

By Voice, Weakness By Nature Drain By Disease Self- Imbue by Nature ~ As long as the caster is lying down and uses no skills and only talks in low whispers, they lose the Living Trait. They also gain the ability to become a spirit if they so choose ONCE. Spirit lasts for 10 Minutes maximum. As soon as the caster moves or uses another skill the Hibernation goes away. Imbue By Nature 3x Resist Nature

3 Willpower 1 Willpower

At Harmony With Nature Fleet Of Foot

Imbue By Nature 2 x Nature Shield Imbue By Nature -Self- 3 x Resists Vs Root And Slow

1 Willpower 2 Agility

3 3 Level 4

Hibernation Relentless Advance

1 Willpower And 1 Brawn 2 Agility

3 3 Level 4

Springtime Comes Calling Sweet Joy Of Spring

By Voice, Cure Stun And Fear By Nature Cure Mental By Nature

2 Willpower 1 Willpower

Grim Visage

Imbue by Nature- By Gaze, Paralyze By Nature

2 Wits

Beauty Warms The Coldest Heart

Imbue By Nature -Self-Caster Can Gains 2 x Cure Death By Nature By Touch

1 Agility And 2 Brawn

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Herald Of Destruction

Imbue by Natures- Gain 2x Stun by Magic, 2x Paralyze by Magic, 2x Frenzy by Magic

3 Willpower

Laughing Spirit Of Spring

Storms Come Calling

4 CP Cost Level 1 1 1

Summon The Lengthening Shadow Spell Name

Plant Feet Five uses of 3 Damage By Lightning Imbue by Nature to Self: Caster Gains +1 Damage to all called damage, 6x Weakness By Disease (Weapon), Immune To Frenzy, 1x Mental Shield, 1x Magic Shield, grow short claws, and May NOT use healing abilities while under this spell. Ends when Essence is used, one hour has passed, the character dies, or event ends. May only be used ONCE per Essence refresh. May not stack with any of the other Pathwalker 'Summon' spells. Spell Description

2 Brawn

Summon Springtimes Fervor

Others-Imbue by Nature ~ Caster May Touch Up To Their Wits Plus Willpower To Give Each Person 1 x Shield Vs Fear Imbue by Nature to Self: Caster Gains +1 Vitality, 2x Shield Death, 1x Shield Magic, Immunity To Root, Two uses of 3 Damage And Weakness By Nature With Weapon, and grow short claws. Lasts until Essence is used, 1 hour goes by, the character dies, or event ends. May only be used ONCE per Essence refresh. May not stack with any of the other Pathwalker 'Summon' spells.

2 Willpower

One of each attribute except Essence.

One of each attribute except Essence. Attribute Cost

4 CP Cost Level 1

Sweet Kiss Of Spring Spell Name

Imbue by Nature~Others-X2 Death Shield Spell Description

2 Wits Attribute Cost

Path Of Summer
Cleansing Breeze Radiant Sunlight Frozen Heart Ice Shards

Path of Winter
1 Willpower 1 Agility

Cure Disease By Nature Two uses of Agony by Nature Imbue by Nature ~ Caster may touch up to her (Willpower + Brawn) targets and heal each once by touch. Imbue by Nature- 1 x Fire Shield

1 Brawn 1 Wits

1 1

Imbue 2 x Shield Vs Fire Imbue by Nature -Feet Planted - 3 x 2 Damage By Ice Imbue By Nature Two uses of weapon delivered +1 Damage and the Ice trait for those swings. 2 damage and Slow By Nature

1 1 Level 2

Summers Golden Glow Touch Of The Sun

1 Brawn 1 Agility

1 1 Level 2

Winters bite Winters Breath

1 Brawn 1 Brawn

2 2 2 2 Level 3 3 3 3

Hearing Natures Voice Heatwave Pass Without Harm Reign Of The Sun

Others-Imbue By Nature, Speak With Animal(Or Plant) 3x Weakness By Magic By Voice, Repel To Animal By Nature 1 x Nature Shield By Nature

1 Wits 2 Agility 1 Willpower 1 Willpower

2 2 2 2 Level 3 3 3 3

Frost Shatter Hardened Heart Numbing Cold Ice Spear

Agony and Destroy by Nature Imbue By Nature ~ Fear Shield X2 Paralyze By Ice 5 Damage By Ice

1 Agility 1 Willpower 1 Brawn 1 Agility

Gentle Warmth Infusing Heat Suns Faithful Renewal

2x Ice Shield By Nature 1x Magic Shield By Nature Self-Purge Physical By Nature

1 Willpower 1 Wits 2 Brawn

Guardian Of Ice Roaring Wind Shadows Of Winter

Imbue by Nature~2 Points Of Armor Imbue by Nature ~ Immune To Voice 10 Minutes Repel By Nature

1 Wits 2 Willpower 1 Willpower

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3 Level 4

Sustaining Life

Eat Food No Upkeep

1 Wits

3 Level 4

Winters Blasting Breath

Slow And Agony By Nature

2 Agility

Boon Of The Bountiful Harvest Overwhelming Heat

Eat food, gain Heal 3 and Cure Metabolic by Nature

3 Brawn 1 Willpower

Flash Freeze

Summers Blessing

Summers Warming Heart

Stun By Nature Imbue by Nature to Self: Must plant feet, Caster gains ten uses of Heal 2 By NatureTouch - and 6 protection while maintaining this spell. The caster may not cast any spells or use any other skills. If caster takes Vitality damage, the spell ends. Imbue by Nature to SelfCaster gains six uses of Heal 2 by Nature (Touch), 2x Cure Physical by Nature by Touch, 6x Repel by Nature, 1x Magic Shield, 1x Drain Shield. May not use any Weapon skills or it will cancel the spell. Lasts one hour, until Essence Is Used, the character dies, or the event ends. May only be used ONCE per Essence refresh. May not stack with any of the other Pathwalker 'Summon' spells.

Hailstorm

Death By Ice Imbue by Nature ~ Self ~ Feet Planted ~ Throw 5 X 2 Damage And Slow By Ice

2 Brawn

2 Agility

3 Agility

Howling Down The Storm

One of each attribute except Essence.

Summon Winters Embrace

By Voice, Repel By Nature, Must Wave Arms In Circular Motions Imbue By Nature, Gain +1 to called damage, Ice Trait With Weapons, 1 x Avoid Vs Melee, 1 x Shield Magic, 1 x Shield Fire, three uses of 2 Damage By Ice (which would be 3 damage with your +1), grow short claws, and +1 Vitality. Lasts for one hour, Essence is used, the character dies, or the event ends. May only be used ONCE per Essence. refresh. May not stack with any of the other Pathwalker 'Summon' spells.

3 Willpower

One of each attribute except Essence.

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CP Cost

Spell Name

Spell Description

Attribute Cost

3.8.5
Circle 1 1 1 1 1 1 1 Circle 2 2 2 2 2 2 2 Circle 3 3 3 3 3 3 3 Blessing of Perfection Blessing of Potential Minor Fate Manipulation Overwhelming the Unfaithful Stopping the Cycle Twisting Reality Curse of Doom Eyes of Truth Freeing the Mind Protection from the Enemy Sensing the Heart Strengthening the Spirit Double Repel by Faith Armor of Faith Blessing of the Mind Call to the Restless Spirit Curse of Failure Heal the Faithful Hearing the Voice of the Dead

Priest
1 Agility 1 Wits 1 Willpower 1 Any 1 Any 1 Any

Grant 2 Protection to Self by Faith Grant Defense to Self by Faith, Will Shield by faith By Voice, Expose Spirit by Faith Disarm by Faith Gain three heal 1 by Faith Speak with Spirit by Faith

1 Agility 1 Wits 2 Willpower 1 Any 1 Willpower 1 Brawn

By Voice Expose Illusion by Faith Purge Mental by Faith Grant Defense by Faith, Faith Shield By Voice, Expose <PC Race trait> by Faith Grant Defense by Faith, Drain Shield

Grant Attribute by Faith - Others Only Cure Metabolic by Faith Grant Defense by Faith, Elude Melee Imbue by Faith to Self, Stun by Faith. Must Plant Feet Cure Waste Imbue by Faith- to Self -Change one or more attributes to any other except essence. Can exceed maximum bought Imbue by Faith- Others - Grant vision- Can cast spell during event to ask question and get response on one topic. The answer will come after the event.

1 Brawn 1 Willpower 2 Willpower 1 Brawn, 1 Wit 1 Agility 1 Wits + Attribute that is changing

3 Circle 4

Vision Quest

1 Brawn, 1 Willpower

4 4 4 4 4 4

Beseeching The Gambler Impervious Mind Major Fate Manipulation Rebuking the Dead Re-Weaving the Thread Severed Threads

Imbue to Spirit by Faith - Give Spirit a letter to give to Death. If Death excepts the letter it will give the Spirit two extra cards when playing the Gambler for Life. Grant Defense to Self by Faith, Immunity to all Mental Traits Grant three Defense by Faith, Elude Bullets By Gesture, Agony and Root by Faith Cure Death by Faith Death by Faith

1 Essence 3 Willpower 2 Brawn 2 Agility 1 Brawn, 2 Willpower 3 Willpower

Ar-el CP Cost 1 Spells/Ability Ar-el's Gift Effects Gain access to the Premonition, Tracking and Analysis Skill for Free. Attribute Cost 1 Wits per envelope

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Call to Ar-el Gathering of the Faithful Ar-el's Touch Ar-el's Revoke

3 4 5 CP Cost

If at least 3 individuals with the Ar-el Trait gather together. The priest is able to perform a ritual that will give them 1 skill per member. The priest will still need to pay any stat cost to activate the skills in addition any prerequisites, which may be obtained with this skill. If at least 3 individuals with the Ar-el trait gather together. The priest is able to touch cast a "Heal 1 to Ar-el by Faith" at no cost on a unconscious target. Affliction to Tor'men by Ar-el- Refresh Essence by Ar-el (once per event) Death to Tor'men by Ar-el Genshi Effects Placed on Building- Imbue by Genshi- Only those with Genshi trait are able to enter or leave between 10 pm and 10 am Imbue to Genshi by Genshi- While in sight contact of priest who imbued "Gain Heal 3 by Genshi" if they fall into a unstable state. Last till Essence is used Grant Defense to Self by Genshi- "Avoid" Imbue a feast- Gain 5 Imbue Cards- Must have enough food to feed 5 people- All who eat do not need to pay maintenance during the next event. Permanent +3 to all magical healing for any type. Tor'men Effects If you use any skill or spell with the damage effect and the opponent drops from it, you need not exhaust any attributes for using the skill or spell. If at least 3 individuals with the Tor'men trait gather together. The priest is able to packet cast a "2 Damage by Tor'men" at no cost. By Voice, Double Destroy Weapon by Tor'men On unconscious opponent that Priest took down- AfflictionGreater Drain by Tor'men and Refresh <Attribute> to Self by Tor'men Imbue by Tor'men- (Only lasts during combat) Gain +4 Protection, 2 Long Claws, 1x Melee Death by Tor'men with Claws, 2x Heal 2 to Self by Tor'men when unstable, 1x Cure Death by Tor'men when dead.

1 Wits

1 Willpower None 1 Any Attribute Cost

Spells/Ability Genshi's Nighttime Protection

1 Brawn

2 3

Genshi's Peace Genshi's Vision

1 Wits 1 Willpower

4 5 CP Cost

Genshi's Feast Genshi's Heart

2 Willpower none Attribute Cost

Spells/Ability Tor'men's Blessing Gathering of the Cursed Tor'men's Shatter Increase the Curse

None

2 3

1 Willpower 1 Wits

None

Form of the Forsaken

3 Brawn

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CP Cost

Spell Name

Spell Description 3.8.6

Attribute Cost

Psionic
1 Wits 1 Wits 1 Wits 1 Willpower 1 Brawn 1 Wits 1 Wits

Projective 1 1 1 2 2 3 3 Brain Burn Calling Back the Spark Palsied Hands Phantasmagoria Slow the Mind Overpowering Mind Throwing Nightmares Agony by Will Imbue by Will~ 3x Stabilize by Will Disarm by Will Repel by Fear Slow by Will Stun by Will Paralysis by Fear

T-K 1 1 1 Bone Breaker Shattering Thought Stop Where You Are Maim Limb by Will Destroy by Will Root by Will Imbue by Will~ 2 Pts of Armor, able to refit to full 2 pts. With one minute role-play concentration. Ends if Essence is used, or lose consciousness, or event ends. 5 Damage by Fire 5 Damage by Will 5 Damage by Force Imbue melee weapon with pure force, cannot be disarmed or destroyed, spell ends if put down or if Essence is used, or event ends. Unlimited 1 Damage by Force, feet must remain planted 1 Brawn 1 Brawn 1 Wits

2 2 2 2

Armor of Force Light it Up Squishing the Bugs T-K Hammer

2 Wits 1 Willpower 1 Willpower 1 Wits

3 3 Mind over Body 1 1 1 1 1 2 2 3

Mindforge T-K Barrage

1 Willpower 1 Agility

Cure Disease Cure Slow Purify Venom Regenerate Limbs Restore Movement Clear the Mind Revitalized Adrenaline Surge

Purge Disease by Will Purge Slow by Will Purge Poison by Will Purge Maim by Will Purge Root by Will Purge Repel by Will Purge Weakness by Will Imbue by Will- Five uses of +2 damage with fist or weapon

1 Agility 1 Agility 1 Agility 1 Brawn 1 Brawn 1 Wits 1 Brawn 2 Agility

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3.8.7 CP Cos t Spell Name

Shifter
Spell Description Attribute Cost

Canine Spirit 1 0 0 Wolf Wolven Claws Howl Transform into Canine Hybrid Imbue by Nature- grow Claws- Short swords size Packet- Repel by Nature Imbue by Nature on others-Transforms them into Canines. They gain Claws, the Howl ability (using Wits), and the Canine trait. Requires makeup. This is a 5 min ritual plus 3 animal components per 2 people. Components must be placed in Production Waste Bin in Workshop- Lasts until they take off makeup, resurrect, or refresh Essence. Claw delivered "Agony" 2 people per 1 SP used- Grant Defense by Nature to Canine, Resist Fear. 2 people per 1 SP used- Refresh Brawn to Canine by Nature 2 people per 1 SP used- Grant Defense by Nature to Canine, Resist Agony Heal 3 to Canine by Nature Claw- "3 Damage" Imbue by Nature- 3x Packet- "3 Damage by Ice" Imbue by Nature- Allows the caster to give out a false Diagnose of "Dead" when someone checks their condition. This allows them to 'fake' their death. By Voice, Expose <PC Race> and Canine by Nature. Exposing Canine is optional. PCs are limited to the specific races in the rulebook. Packet- "Speak to Animal by Nature" Packet- Paralyze by Fear By Voice, Stabilize to Canine Imbue by Nature, Gain Reduced effect from non-called bullet damage- Bullets normally do 3 damage per non called shot, the Shifter will only take 1 point of damage. Lasts 5 Minutes and takes 10 seconds of role-play to activate Claw delivered "Drain" 1 Wits 0 1 SP

1 1 2 2 2 2 2 3 2 2 2 2 3

Calling the Pack Gnarling on Bone Courage of the Pack Strength of the Pack Heart of the Pack Healing the Pack Backed in a Corner Ice Hound Fake Death Keen Smell Speak with Animals Howl of Fear Howling at the Moon

1 SP per 2 people 1 SP 1 SP per 2 people 1 SP per 2 people 1 SP per 2 people 1 SP 1 SP 2 SP 1 SP 1 SP 1 SP 1 SP 1 SP

3 3

Spirit Wolf Draining Touch

3 SP 2 SP

CP Cos t

Spell Name

Spell Description Feline Spirit

Attribute Cost

1 0 0 1 1 1

Jaguar Tiger Claws Heightened Immunity Swift Feet Spirit Blast Shrugging Off Magic

Transform into Feline Hybrid Imbue by Nature- grow Claws- Long swords size Resist Disease or Poison Resist Root Packet- 5 Damage by Nature Resist Magic or Blood or Nature

1 Agility 1 SP 1 SP 1 SP 1 SP 1 SP

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2 2 2 2 3 3 2 2

Cats Eyes Roar Waiting in Ambush Nimble Feet Re-grow Will to Live Pounce Fearful Presence Recovering After the War 9 Lives Cat Reflex

Imbue by Nature- Only works at night, Glow Stick must be visibly worn unless spell is canceled, Grants the ability to "By Voice, Expose to <trait> by Nature' - Available Traits- Living, Dead, or Spirit of the Dead- takes 10 seconds of role-play each time. Last till the sun rises Claw- Disengage by Fear Resist Expose Avoid Trap Cure Maim by Nature - 10 Second RP Gain Ability: +4 Minutes to Death Count Claw- Stun Packet- Repel by Nature

2 SP 1 SP 1 SP 1 SP 0 0 1 SP 1 SP

3 3 3

Imbue by Nature- self 5x Heal by Nature- 3 sec RP between each use Purge Death by Nature, inflict Drain by Nature to Self Avoid vs. Non Called Melee Attacks, Non Called Guns, or Non Called Missile Weapons Imbue by Nature- turn to Spirit for 5 minutes, can not pass through gates nor pass through module specific challenges, May only run. If the Shifter stops running, the spell ends. Running in place does not work. By Gaze, Paralyze by Fear, inflict Agony by Nature Imbue by Nature- Plant Feet-Claws- Ten uses of 5 Damage

1 SP 2 SP 1 SP

3 3 3

Fair Escape Hypnotic Eyes Claw Flurry

3 SP 1 SP 3 SP

CP Cos t

Spell Name

Spell Description Rodent Spirit

Attribute Cost 1 Willpower 0 SP 1 SP 1 SP 2 SP 1 SP 1 SP 1 SP 1 SP 3 SP 1 SP 1 SP per point 2 of protection 1 SP 3 SP 2 SP 3 SP

1 0 0 1 1 1 1 1 1 2 2

Mouse Power of the Mouse Run Forever Others Can Run Quick Feet Asylum of the Mind Rodent's Luck The Smell of Magic Dirty Claws Moving out of the Way Reawaken Armor of the Mouse Transfer Rabies Rabid Spit Keeping the Cats at Bay Always Moving

Transform into Rodent Hybrid "Grant Attack to Self, Short Root by Disease" Resist Root Others Only - Grant Defense by Nature, Root Shield Resist Trap Damage or Effect except Mishap Reduce any Disease attack and then may throw same attack at any target Grant Defense by Nature, Magic Shield By Voice, Expose Magic by Nature Claw- " 2 Damage and Weakness by Disease" Avoid vs. Melee Attacks, Guns, or Missile Weapons Purge Stun by Nature Grant Protection by Nature (up to 4 points)- Cast Once with full Grant listed. For example Shifter can call "Grant 4 Protection by Nature" for the cost of 2 SP points. Packet- Frenzy by Disease Packet- Drain by Disease Imbue by Nature- Plant Feet- Unlimited Packet- Repel by Nature Imbue by Nature- Immune to Paralysis as long as the feet keep moving

2 2 2 3 3

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Hide in Shadows Make yourself smaller Rabid Claws Rabid Claws

Imbue by Nature- Spirit Trait - Unable to Move, must be in full body sized shadow. Imbue by Nature to Self- Immune to Missile Attacks (Arrows, Crossbows, Thrown Weapons, Guns) 5 minutes- Unable to use any skills, except demolitions and lock picking. Note: Melee Weapons still Effect Shifter Imbue by Nature- grow Claws- Short swords size Imbue by Magic- grow Claws- Short swords size

2 SP

3 3 3 CP Cos t

4 SP 1 SP 1 SP

Spell Name

Spell Description Ursine Spirit

Attribute Cost

1 0 0 1 1 1 1 2 2 2 2 2 2 3 3

Brown Bear Bear ClawCrushing Strike Refresh the Spirit Unstoppabl e Breaking a Leg Infuse the Beast Untouched Spine Snap Shrugging Off Magic Concussion Tough Hide Harsh Blow Fearful Presence Serene Mind

Transform into Ursine Hybrid Imbue by Nature- grow Claws- Short swords size Claw- "Maim Limb" Imbue by Nature- Self Only 5x Heal by Nature, 3 seconds of role-play. Immune to Root for 1 Hour- 10 Sec Role playing Packet- Slow by Nature Packet- Frenzy by Nature Resist Air, Earth, Fire, Force, Radiation, or Water Claw- Paralysis Resist Blood, Faith, Magic, Nature, or Spirit Claw- "Stun" +4 Vitality, Unable to wear Armor, use Dex Armor, or any racial armor Claw- " 5 Damage" By Voice, Repel by Nature Resist any Voice attack Heal 2 by Nature that will go off as soon as Ursa reaches 0 vitality but when all opponents are out of sight for 10 second- Inflict 10 damage by Nature to Self, unresistable. Each time used costs SP. Claw- "Death." Inflict Frenzy by Nature to Self (Unable to resist or protect vs. this Frenzy) Imbue by Nature- Plant Feet- Unlimited Claw delivered - "Double Maim" - no other skills can be used

1 Brawn 0 1 SP 1 SP 1 SP 1 SP 1 SP 1 SP 1 SP 1 SP 1 SP 0 3 SP 3 SP 3 SP

3 3 3

Fighting On Berserk Rage Holding off the Wolves

1 SP 3 SP 2 SP

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3.8.8 CP Cost Spell Name

Sorcerer
Spell Description Attribute Cost

Air spells
0 1 1 2 2 2 2 2 CP Cost Air shield Power of the Storm Wind Rush Air of the Archer Bane of Earth Calling the Hurricane Lightning Bolt One with Air Spell Name Imbue by Magic- Air Shield Imbue by Air- All Air spells now do "and Slam by Air" Root by Air Imbue by Air- Archery 10 damage to Earth by Air Imbues the caster with a pool of 10 damage by Air. 5 damage by Air Imbue by Air- Immune to Environmental effects of Air Spell Description 1 Any 2 Brawn 1 Wits 1 Wits 1 Wits 2 Wits 1 Wits 2 Wits Attribute Cost

Earth spells
0 1 1 2 2 2 2 2 CP Cost Earth Shield Call to the Stone Tremor Bane of Air Crashing rocks Meteor Storm One with Earth Tree Trunk Spell Name Imbue by Magic- Earth Shield Imbue by Earth - All Earth spells do "and Root by Earth" Slam by Earth 10 damage to Air by Earth 5 Damage by Earth Imbues the caster with a pool of 10 damage by Earth Imbue by Earth - Immune to Environmental effects of Earth Imbue by Earth - Two handed blunt weapon proficiency Spell Description 1 Any 2 Wits 1 Brawn 1 Brawn 1 Brawn 2 Brawn 2 Brawn 1 Brawn Attribute Cost

Fire spells
0 1 1 2 2 2 2 2 CP Cost Fire Shield Calling the Flame Fanning the Flame Bane of Water Fire Blast Lava Storm Molding the Flame One with Fire Spell Name Imbue by Magic, Fire Shield Repel by Fire Imbue by Magic - All Fire spells add "and Destroy by Fire" 10 damage to Water by Fire 5 damage by Fire Imbues the caster with a pool of 10 damage by Fire Imbue by Fire - Gain the 'Spear' weapon proficiency. Imbue by Fire, Immunity to Environmental effects of Fire Spell Description 1 Any 1 Willpower 2 Agility 1 Willpower 1 Willpower 2 Willpower 1 Willpower 2 Willpower Attribute Cost

Force spells
0 Force Protection Imbue by Magic- Force Shield 1 Any 1 of either Brawn or Willpower 1 of either Brawn or Willpower 1 of either Brawn or Willpower 2 of either Brawn or Willpower

Crushing the Mind

By Gesture, Drain Skill by Force.

Force Blast

By Gesture, 3 damage by Force

Force Smash

By gesture, Double Slam by Force

Forced Imprison

By Gesture, Paralyze by Force, Grant Attack to self 2 damage by Force.

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One with the Force

Imbue by Force - Immune to Environmental effects of Force Imbue by Force - Caster may add "and Repel", "And Slam", or "and Slow" to all Force, Air, and Water spells Caster reduces an offensive attack. The caster must then deliver that attack by voice, changing the trait to Force. After the delivery of the voice effect, the caster then inflicts the same effect to themselves with the original trait

2 of either Brawn or Willpower 2 of either Brawn or Willpower 1 of either Brawn or Willpower 1 of either Brawn or Willpower 2 of either Brawn or Willpower 2 of either Brawn or Willpower and 1 Any. Attribute Cost

Power Control Quantum Force Mechanics

Restore Bio-Rhythm

Triple 5 damage to Radiation by Force

Feeding off the Force

Absorb to Refresh 'stat'. May not refresh mana or Essence.

3 CP Cost

Force Surge Spell Name

Reduced to (same attack) by Gesture Reduced effect must be used a gesture effect but the trait is changed to Force. Spell Description

Radiation spells
0 2 2 2 2 2 2 2 2 Radiation Protection Fusion with Stone Harness the wasteland One with Radiation Radiation Blast Radiation Burn Radiation Poisoning Storm of Chaos Twisted Limbs Imbue by Magic- Radiation Shield Double Root by Radiation May add "and Agony", "and Destroy", or "and Root" to Radiation, Fire, or Earth spells. Imbue by Radiation - Immunity to Environmental effects of Radiation In this Room, 4 damage by Radiation. See long description. Set up an area that is a Hazardous area. Triple 5 damage to Force by Radiation Grant Protection 10, Grant Attack Short claws, Grant attack Agony by Radiation, Grant Defense Immunity to Radiation. Must be in a radiation burn. Double Maim by Radiation Imbue to Self, five uses of Inflict Trait 'Decay' by Radiation. Caster also gains "By My Voice, 3 damage to Decay" Imbue to self 5 packet delivered Inflict Decay by Radiation. The caster may then packet deliver Waste 'stat; to Decay by Radiation. Grant 'stat' by Radiation to Self. Granted stats must match wasted stats. Essence may not be wasted in this manner. Spell Description 1 Any 1 of either Wits or Agility 2 of either Wits or Agility 2 of either Wits or Agility 1 Agility and 1 Wits 1 Any or more 1 of either Wits or Agility 3 of either Agility or Wits 1 of either Agility or Wits 2 of either Agility and Wits 1 of either Wits or Agility Attribute Cost

Wasted Body

3 CP Cost

Preying on the Weak Spell Name

Water spells
0 1 1 2 2 2 2 2 Water Shield Draining water Strength of the Sea King Bane of Fire Ice Axe Ice Shard Maelstrom One with Water Imbue by magic - Water Shield Weakness by Water Imbue by Water - All Water spells do "and Slow by Water" 10 damage to Fire by Water Imbue by Water - Allows the user to use a Polearm Imbues the caster with a pool of 10 damage by Water 5 damage by water Imbue by Water - Immune to Environmental effects of Water 1 Any 1 Agility 2 Willpower 1 Agility 1 Agility 1 Agility 1 Agility 2 Agility

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CP Cost

Spell Name

Spell Description

Attribute Cost

3.8.10
Circle 1 1 1 1 1 1 1 Circle 2 2 2 2 2 2 Circle 3 3 3 3 3 The Armored Man Releasing the Spirit Rain of Fire The Guardian Spirit Controlling the Battle Summon the Charging Rhino Gift of the Calming Mind Loosing the Illusion of Pain The Invincible Lion Armor of the Magi The Dreamwraith Gift of the Fierce Controlling the Power of Pain Guardian of Dreams Stand Resolute

WARBRINGER
All gain 2 x Magic Shield All gain -Packet- 2x Stun by Magic All those gain a 2x Fear Shield By Voice, Agony by Magic All gain 2x Stun Shields All those gain Resist Destroy 2 Wits 2 Agility 2 Agility 2 Willpower 2 Brawn 2 Willpower

By Voice, Short Root by Magic All gain two shields versus Repel or Root All gain five Resist Frenzy All gain five Resist Agony All gain Two Resist Damage

2 Wits 2 Agility 2 Agility 2 Willpower 2 Agility

Any type of armor may be repaired by the Warbringer by Touch. Gain trait: Armored Man. Take Spirit Trait as long as standing still All those gain two packet delivered 3 damage by Magic All gain one heal 1 by magic when they fall over stable or unstable. All gain a 'By Gesture, 3 damage by Magic' that may only be used when they are a victim of a death effect or death strike and may only target the person who used the death effect on them. Does not have to be used.

2 Brawn 3 Agility 2 Agility 2 Brawn

3 Circle 4

Drummer's Call

2 Willpower

Gift of the Ancients Summon the Spirit of Ancient Warriors Drum of Oblivion

This grants all those within the ritual to gain 2 shields vs. Death including Death Strikes for as long as the drums are playing This grants all those within the ritual to gain a +2 to called melee damage By Voice, Destroy Weapon by Magic Grants 4 'any' stat that may only be used on offensive abilities and cannot be used on anything that grants mana or other stats. By Voice, Slam by Force. This may be used again for free if used within ten seconds of original usage.

2 Agility

4 4

2 Agility 2 Willpower

Dark Essence

4 Wits 4 Willpower

The Warbringers Hammer

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3.6 Skill Overview Disciplines


Almost all skills have pre-requisites. Make sure you read the long descriptions.

Disciplines
Ambidexterity Check Condition Derringer Dexterity Armor First Aid Heavy Armor Light Armor Melee Weapon Proficiency Search- Animal Search- Mineral Search- Plant Search- Tech Small Weapons

Description

CP Cost
2 2 2 2 2 2 1 1 2 2 2 2 2 0 2 2 2 2 1 2 3 1 2 2 2 0 4

Attribute Cost

Verbal

Adept
Allows the use of a melee weapon in the off hand Allows user to diagnose effects May Use AfterMath approved, single shot, Foam Gun Weapons Adds a point of armor due to characters ability to dodge and roll with damage, may be bought up to 2 May perform first aid to stabilize a target, or cure a maimed limb Allows the purchaser to wear one more point of armor, can be bought up to a max 2 times to wear 4 points of armor May wear one point of armor per purchase, to a maximum of two Allows the user to wield all one handed or all two handed weapons. May search NPCs and certain props for animal components May search NPCs and certain props for mineral components May search NPCs and certain props for plant components May search NPCs and certain props for tech components May use small weapons

Mystic
Derringer Dexterity Armor First Aid Light Armor Melee Weapon Proficiency Reckless Refocus Search- Magical Search- Mineral Search- Plant Small Weapons Spell Research May Use AfterMath approved, single shot, Foam Gun Weapons Adds a point of armor due to characters ability to dodge and roll with damage, may be bought up to 2 May perform first aid to stabilize a target, or cure a maimed limb May wear one point of armor per purchase, to a maximum of two Allows the user to wield all one handed or all two handed weapons. May instantly refresh attributes May regain stats on a missed spell delivery. Must be bought for each path of magic. May search NPCs and certain props for magical components May search NPCs and certain props for mineral components May search NPCs and certain props for plant components May use small weapons May research new spells from a known magical path

2 Essence

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Staff Prof

Can use a staff

0 2 2 2 2 2 1 2 3 2 0 4 1 2 2 Wits "Spirit" 1 Agility "Stun by Weapon"

Rogue
Demolitions Derringer Dexterity Armor First Aid Light Armor Melee Weapon Proficiency Out Cold Pick Locks Small Weapons Stealth Thrown Weapons May set and disarm prop traps May Use AfterMath approved, single shot, Foam Gun Weapons Adds a point of armor due to characters ability to dodge and roll with damage, may be bought up to 2 May perform first aid to stabilize a target, or cure a maimed limb May wear one point of armor per purchase, to a maximum of two Allows the user to wield all one handed or all two handed weapons. Melee Weapon Delivered- 'Stun'- Can only be done from behind May attempt to pick prop locks May use small weapons Spend 10 seconds hiding in the dark and you gain the spirit trait while your feet are planted May throw specially made AfterMath approved weapons

Warrior
Disciplines
Ambidexterity Cleave Derringer Firearm First Aid Heavy Armor Light Armor

Description
Allows the use of a melee weapon in the off hand Melee Weapon Delivered- '5 Damage' May Use AfterMath approved, single shot, Foam Gun Weapons May use AfterMath approved 'Foam Gun Weapons' May perform first aid to stabilize a target, or cure a maimed limb Allows the purchaser to wear one more point of armor, can be bought up to a max 2 times to wear 4 points of armor May wear one point of armor per purchase, to a maximum of two Allows the user to wield all one handed or all two handed weapons. For each purchase you may have 1 more bullet in your hopper at any one time May be purchased 2 times, 1st allows use of shield up to 20 inches long, next allows 36 inch May use small weapons May throw specially made AfterMath approved weapons May be bought up to 2 times, adds one point of vitality

CP Cost
2 3 2 2 2 1 1

Attribute Cost
1 Brawn

Verbal
"5 Damage"

Melee Weapon Prof Reload Shield Small Weapons Thrown Weapons Toughness

2 1 2 0 1 8, 12

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Focus Skills
Adept
Skills
Bedside Manner E.M.T. Procedures Pharmaceuticals Scalpel Venoms

Description

CP Cost
3 2 2 3 3 3 3 2 2 3 2 3 2 1 3 3 4 2 4 3 4

Attribute Cost

Verbal

Doctor
Pre Event Info Technical path Production Skill - Makes drugs that aid and heal Small Weapon Delivered- Paralyze Production Skill - Makes poisons to apply to weapons

1 Agility

"Paralyze"

Fixer
Analyze Customer Service Engineer Firearm Passive Recharge Bullet Reload Smith Can manipulate plot and module specific tech devices Pre Event info Production Skill - Makes tech gadgets May use AfterMath approved 'Foam Gun Weapons' Weapon Delivered- Disengage Allows an engineer to recharge bullets For each purchase you may have 1 more bullet in your hopper at any one time May repair weapons or armor that have been destroyed via the destroy effect

1 Wits

"Disengage"

Martial Artist
Clarity Defensive Stance Dodge Fist of Steel Heightened Reflexes Improved Unarmed Combat Martial Arts Philosophies Mind of No Mind Resist any Mental Traits (Confusion, Despair, Fear, Inspiration, Presence, Trance, and Will) "Fists" or Claw delivered Disengage. Avoid vs. Any weapon, packet, or bullet's effect +1 to called damage with 'Fists' or claws Grants the user the ability to avoid uncalled bullets and arrows two times May use two medium sized weapon reps as fists. Must be completely red in color. (Does not take damage when used to block) Grants access to Martial Arts Philosophies This creates a pool of points that are used power to power Martial Arts Philosophy. Referred to as Ki Points. With this skill the Martial Artist is able to use only a single "Fist," while the other hand may be used for Thrown Weapons, Grenades, Spells, and Psionics. Any other weapons cause the Martial Artist to lose their trance. Fist or Claw Delivered- 'Short Paralyze' Fist or Claw Delivered- 'Destroy and Slam.' User may not advance on opponent for three seconds.

1 Willpower 1 Wits 3 Agility

"Resist" "Disengage" "Avoid"

1 Willpower

Imbue by Will

4 1 4

One Armed Monkey Style Pressure Point Raining Hammer Fist

2 3 3 3 4 1 Wits 1 Brawn "Agony " "Stun "

Psionic
Concentration Attribute to use Psionic abilities- Can be bought up to 4 times

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Focus Stone Mental Focus Mind over Body Dedication Premonition Projective Dedication Refocus Shrugging off Magic T-K Dedication

While wearing a Gem of any kind in a visible location- able to cast while one had is full- Must be approved by Plot Resist vs. Fear or Confusion Trait Technical Path Allows the user to open envelopes with skill name written upon them Technical Path May regain stats on a missed spell delivery. Must be bought for each path of magic. Resist vs. Magic Trait Technical Path

2 3 1 2 1 1 3 1 3 "By Voice, Expose Animal by Will" 1 Brawn "Resist" 1 Willpower "Resist"

Shifter
Animal Scent Canine Hybrid Controlling the Beast Feline Hybrid Mask of the Warrior Rodent Hybrid Speak with Animals Allows user to expose any creature with the animal trait by Voice Magical path Resist Frenzy Effect Magical path Production Skill- Makes war paint Magical path Packet Delivered- Speak to Animal by Will

1 1 2 1 3 1 1

1 Wits

1 Willpower

"Resist"

1 Wits

"Speak to Animal by Will"

Ursine Hybrid

Magical path

Mystic
Skills
Ambidexterity Blood Mastery Blood Potency Check Condition Defensive Instinct Fortitude Read Magic Seen It All Toughness

Description

CP Cost
3 2 1 4 2 3 3 2 2 8, 12 3 2 2 4

Attribute Cost

Verbal

Blood Mage
Allows the use of a melee weapon in the off hand Magical Path- Blood Magic May use instead of attribute for Blood magic spell, except vitality- Can be bought up to 4 times. Allows user to diagnose effects Can parry any non bullet, weapon delivered attack- Must have weapon in hand May heal self 2 points by spending 5 seconds role-play (wiping sweat, shrugging of wounds) Can use to read envelopes marked with skill name Resist Presence Trait May be bought up to 2 times, adds one point of vitality

2 Agility 1 Brawn

"Parry" "Heal 2 by Will"

1 Wits

"Resist

Pathwalker
Check Condition Commune with Guardian Equinox Allows user to diagnose effects Pre Event Info Mana ability used in place of any attribute for Pathwalker spells

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Open the Inner Path Read Magic Rune Cutting Somatic Talent Spirit Guide

Magical Path- Path of Summer, Path of Spring, Path of Winter, or Path of Fall (each path bought separately) Can use to read envelopes marked with skill name Production Skill Makes Runes for later use May use weapon in off hand while casting Pathwalker spells Gain unique Spirit Guide and abilities- Must have Symbol of Guide visible at all times to access ability and spells

1 2 3 2 5 3 2 3 3 3 3 1 2 3 1 Willpower or 1 trait being refreshed 1 Willpower 2 Willpower 1 Any "Stabilize by Will" "Cure Magic by Will"

Priest
Check Condition Cleanse the Soul Confession Console the Spirit Power of Faith Powers Gift Read Magic Rune Cutting Allows user to diagnose effects May remove any magic effect after 30 Sec. RP Allows a priest to refresh Essence to those of the same Faith May stabilize target after 10 sec. of RP +1 to all Healing Spells Magical Path Can use to read envelopes marked with skill name Production Skill Makes Runes for later use May heal 1 to the room or May refresh traits to those of the same faith. Death effect puts bearer in unstable state instead of dead

Sermon Strengthen the Spirit

3 5 3 4 2 2 1

Sorcerer
Arcana Combat Casting Create Elemental Staff Gift of the New World Can use in place of attributes for sorcerer spells- Can be bought up to 4 times. Can cast while holding a staff Create an indestructible staff of (element) imbued with your own spirit force Magical Path- Radiation

Gift of the Old World

Harness the Elements Heart of the Mountain Heart of the Sea Heart of the Storm

Magical Path- Force Imbue by <trait>- Grants Unlimited packet delivered- '1 Damage by <trait>. <Trait>= Air, Earth, Fire, Force, Radiation, Water - Must have Staff of the Elements in off hand. Skill ends when Essence is used Magical Path- Earth Magical Path- Water Magical Path- Lightning

1 "Imbue by <trait>" "1 Damage by <trait>"

2 1 1 1

1 Any

Heart of the Sun

One Handed Block Read Magic Rune Cutting

Magical Path- Fire You are able to block with one hand on a two handed weapon for up to three swings before having to put the second hand on the weapon. Can use to read envelopes marked with skill name Production Skill Makes Runes for later use

2 2 3

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Warbringer
Ambidexterity Banner Fighter Battle Soliloquy Allows the use of a melee weapon in the off hand Allows user to fight with a Banner in one hand and a weapon in the other hand. Must say a battle phrase to indicate Warbringer powers being up. When you are unable to continue the battle due to death or any other reason that prevents you from continuing, you must call the end battle phrase. Can be bought up to four times, used in place of attributes for drum rituals Allows user to diagnose effects Magical path Production Skill- Makes war paint May search NPCs and certain props for animal components Spend 10 seconds hiding in the dark and you gain the spirit trait while your feet are planted

3 2 2 2

Call the Battle Charisma Check Condition Drum Rituals Mask of the Warrior Search- Animal Stealth

0 4 2 1 3 2 4 2 Wits Spirit'

Tribal Politics

Pre event info

Rogue
Assassin
Assassination May weapon deliver a 5 damage and Stricken to contracted target 3 3 1 Brawn or Wits "5 damage and Stricken"

Bulls Eye Coup de grace

Thrown Weapon Delivered- '5 Damage' May call "Death by Weapon" on contracted person when the target is incapacitated.

3 2

1 Agility

"5 damage "

Death from Afar Heightened Reflexes Informant

Throw Weapon or Bow delivered 10 damage Grants the user the ability to avoid uncalled bullets and arrows two times Pre event info Resist vs. Disengage- Can only be done if chasing and the opponent calls a Disengage. This can only be done from behind the target Two uses of Melee Weapon Delivered - 3 Damage- Can only be called from behind the target or at night May throw specially made AfterMath approved weapons Production Skill - Makes poisons to apply to weapons

4 4 2

2 Agility 1 Will

"10 damage" Imbue by Will

Relentless Softly in the Night Thrown Weapons Venoms

1 3 1 3 3

1 Willpower 1 Agility

"Resist" "3 damage"

Cat Burglar
Skills
Ambidexterity Catch

Description
Allows the use of a melee weapon in the off hand May catch any non-bullet ranged weapon- All weapons caught do no damage.

CP Cost
2 2

Attribute Cost

Verbal

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Cat-Like Reflexes Dodge Duck And Cover Escape Artist Palm Object Reconnaissance

On module specific physical challenges, may use an extra foot to keep balance Avoid vs. weapon, packet, or bullet's effect Avoid vs. Traps May escape from shackles You do not have to give one palm sized object to a searcher unless they actually see it Pre event info

3 4 3 3 3 2 3 2 2 2 2 2 3 2 1 3 3 2 3 3 2 2 2 3 2 3 1 2

1 Agility 3 Agility 1 Agility 1 Wits 1 Agility

"Avoid" "Avoid" "Avoid"

Drifter
Ambidexterity Born to the Waste Check Condition Decipher Script Firearm Luck Quick Escape Reload Taunt Throat Jab Unarmed Combat Waste Walker Allows the use of a melee weapon in the off hand Allows the Drifter to resist anything with the Radiation trait. Allows user to diagnose effects Allows the user to attempt to de-code certain messages May use AfterMath approved "Air-Gun" While unstable, may become stable at any point during the bleeding out count. Resist Slow effect For each purchase your may have 1 more bullet in you hopper at any one time Packet Delivered- Frenzy by Inspiration- Must shout a taunt loud enough for the target to hear, then throw packet Fist Delivered- 'Silence' attack May use two dagger sized weapon reps as fists. Must be completely red in color. (Do still take damage if used to block) Allows a discount to upkeep

1 Willpower

"Resist"

2 Any 1 Agility "Resist"

1 Willpower 1 Wits

"Frenzy by Will" "Silence"

Explorer
Archaeology Check Condition Decipher Script Duck and Cover Firearm Palm Object Reload Search- Magical May research for info on Old World related topics Allows user to diagnose effects Allows the user to attempt to de-code certain messages Gain an 'Avoid vs. Traps' May use AfterMath approved "Air-Gun" You do not have to give one palm sized object to a searcher unless they actually see it For each purchase you may have 1 more bullet in your hopper at any one time May search NPCs and certain props for magical components

Diagnose <effect>'

1 Agility

"Avoid"

1 Agility

Search- Tech

May search NPCs and certain props for tech components

2 "By Voice, Expose <trait> by Will."

Seeker of Truth Tracker

This skill grants the explorer the ability to Expose certain traits Can interact with module or plot specific props or settings

2 2 3 3 2 2

1 Any

Thug
Cheap Shot Combo Firearm Weapon Delivered- 'Agony' attack 2 x Consecutive 'Fist' delivered '3 Damage' attacks May use AfterMath approved "Air-Gun"

1 Brawn 1 Agility

"Agony" "3 damage"

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Grenadier Heavy Armor Heavy weapon Leg Breaker Reload Toughness

Allows the user to throw grenades Allows the purchaser to wear one more point of armor, can be bought up to a max 2 times to wear 4 points of armor Allows the use of designated "Heavy Weapons." Weapon Delivered- 'Maim' attack For each purchase you may have 1 more bullet in your hopper at any one time May be bought up to 2 times, adds one point of vitality May use two dagger sized weapon reps as fists. Must be completely red in color. (Do still take damage if used to block)

2 1 2 3 1 8, 12 1 Willpower "Maim"

Unarmed Combat

Warrior
Blade
Skills Description
Three swings of 2 damage. However, these must be spaced out with two uncalled attacks that cannot be used as called attacks in any way. The two uncalled attacks must proceed the called attack. Allows the user to Disengage and Slam while using a shield or two handed weapon. Using a two handed weapon, this allows the user to swing "Slam and Weakness" The user then staggers back for three seconds. Can parry any non bullet, weapon delivered attack- Must have weapon in hand Adds a point of armor due to characters ability to dodge and roll with damage, may be bought up to 2 May use in place of any attribute for blade skills and cleave. Can be bought up to 4 times. May not be used for Heightened Reflexes. Resist Disarm Effect Grants the user the ability to avoid uncalled bullets and arrows two times Allows a master of the blade to resist disengage If affected by maim, allows the two handed weapon user to still call weapon defenses. Allows the user to block with a two handed weapon or staff with one hand for up to three swings. Using a two handed weapon, this allows the user to swing "Double" any non-damage melee weapon effect Adds one additional point of called damage to all called Melee weapon (not 'fists') damage attacks Allows a Blade to heal themselves Can research new blade abilities Allows the Blade to weapon deliver a "stricken" Weapon delivered- Disarm attack 3

CP Cost

Attribute Cost

Verbal

Blade Dance

1 Wits

"__ Damage "Disengage and Slam" "Destroy (item) and Slam" "Parry"

Clear the Zone Crushing Blow Defensive Instinct

4 2 3

2 Brawn 1 Brawn 2 Agility

Dexterity Armor

Finesse Gentle Grip Heightened Reflexes Holding Ground Leveraged Block One Handed Block Power Behind the Swing Razor Sharp Resolve Sword Study Tainted Steel Touch

4 2 4 1 2 2 3 3 1 2 3 3 3 2 1 Agility 1 Agility "Stricken" "Disarm " 1 Brawn "Heal 2 by Will" 1 Agility 1 Willpower 1 Willpower "Resist" Imbue by Will "Resist" "Reduce"

Bodyguard
Check Condition Allows user to diagnose effects

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Contact Defend

May collect information before every event Imbue another with a parry that they can only use in your presence

2 4 3 Agility "Imbue by Will" "Imbue 'Employer' by Will" "Stabilize to Employer" "Resist" "Disengage" "Repel by Will" "Imbue 'Employer' by will, Grant 2 Protection"

Employed Endure Impressive Stature Intimidate

Allows Bodyguard to be hired and Stabilize his employer Resist Agony Effect Melee Weapon Delivered- Disengage Packet Delivered- 'Repel by Will'

1 3 3 2 1 Willpower 1 Wits 1 Wits

Protect Unarmed Combat

Allows Bodyguard to protect employer better May use two dagger sized weapon reps as fists. Must be completely red in color. (Do still take damage if used to block)

3 2 3

1 Agility

Hunter
Animal Scent Archery Dexterity Armor Pin Search- Animal Search- Mineral Search- Plant Stealth Sure Shot Tracker Venoms Allows user to expose any creature with the animal trait by Voice May use a AfterMath approved Bow and Arrow Adds a point of armor due to characters ability to dodge and roll with damage, may be bought up to 2 Arrow Delivered- 'Root' May search NPCs and certain props for animal components May search NPCs and certain props for mineral components May search NPCs and certain props for plant components Spend 10 seconds hiding in the dark and you gain the spirit trait while your feet are planted Arrow Delivered- '5 Damage' Can interact with module or plot specific props or settings Production Skill - Makes poisons to apply to weapons

1 2 2 3 2 2 2 4 3 2 3

1 Wits

"By Voice, Expose Animal by Will"

1 Wits

"Root "

2 Wits 1 Agility

"Spirit" "5 Damage "

Volley of Arrows

Arrow Delivered- 3 x ' 5 Damage'

4 3 2 2 2 3 3 2 2 2 3

2 Willpower

"5 Damage"

Merc
Check Condition Grenadier Heavy weapon Iron Will Softly in the Night Squad Chief Strength Unstoppable Allows user to diagnose effects This skill allows the user to throw grenades Allows the use of designated "Heavy Weapons." Can become immune to the fear trait for one fight Two uses of Melee Weapon Delivered - 3 Damage- Can only be called from behind the target or at night Pre Event Info Resist Maim effect Purge Root- Can break free from root effect

2 Willpower 1 Agility

"Imbue by Inspiration" "3 damage"

1 Brawn 1 Brawn or Willpower

"Resist Purge root"

Sharpshooter
Center mass Gun Delivered- '10 Damage'

2 Agility

"10 damage "

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Dexterity Armor

Adds a point of armor due to characters ability to dodge and roll with damage, may be bought up to 2 Allows The Sharpshooter to take up a defensive position and gain protection

Digging In

Don't Rush This Guns Don't Kill People Improved Position Knock'em Down Mental Focus Nerve Shot One Shot, One Kill Paired Pistols Rapid Fire Sleep Deprivation Training

Gives a Dug In Sharpshooter the ability to scare off enemies. With the right knowledge, the Sharpshooter maintains their weapons better. They tend not to break and can resist Destroy effects. Allows the Sharpshooter to improve upon the defenses of Digging In. With this skill the Dug In Sharpshooter can damage and knock down their enemies Resist Fear or Confusion Trait Gun Delivered- 'Agony' Gives the Dug In Sharpshooter that ability to kill with a single shot. May use 2 firearms Allows the Dug In Sharpshooter to decimate his enemies faster

1 Willpower

"Repel by Fear"

2 2 2 3 1 4 4 2

1 Brawn

"Resist"

1 Willpower 1 Willpower 1 Willpower 3 Wits

"3 Damage and Slam" "Resist" "Agony " "Death"

2 Brawn

"Triple 3 damage"

Sleep is for the weak! With this skill you can resist Stun.

1 Willpower

"Resist

Snipers Position

Spend 30 seconds making cover/hiding may Resist Expose Trait

2 Agility

"Resist"

AfterMath LARP Rulebook Page

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