| Garb: Must wear a white belt
and have a Black Phoenix openly displayed on clothing or armor. |
| Armor: 4 |
| Shields: Large |
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Shields are considered wooden
for purposes of being targeted by spells or monster abilities.
All shield measurements are the exterior surface area on a
flat plane.. All shields must either be strapped to an arm
or gripped in a hand. A blow that strikes a non-wielded shield
strapped to a player, such as a shield slung across a back,
is considered to strike the player as if the shield had not
been there. A player may only wield one shield at a time.
Non-round shields may not be wider than two feet. |
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Small Shields:
A small shield is no larger than three square feet (23.45
inches in diameter).
-Bucklers are a type of small shield that is strapped to a
forearm instead of wielded in a hand. Anyone allowed to use
a small shield may use a single buckler. Note: This does not
allow use of both a shield and a buckler. |
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Medium Shields:
A medium shield is no larger than five square feet (30.28
inches in diameter). |
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Large Shields:
A large shield is no larger than eight square feet (38.3 inches
in diameter). |
| Weapons: All Melee, javelins |
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Dagger:
1 point damage.
Slashing or piercing weapon up to 18 inches long. At least
ten inches of its total length must be strike-legal. |
Short:
1 point damage.
Slashing, piercing, or bludgeoning weapons more than 18 inches
up to 36 inches in total length. The pommel and handle of
the weapon can be no longer than 1/3 of the weapon’s
total length. At least 2/3 of its length must be strike legal.
|
Long:
1 point damage.
Slashing, piercing, or bludgeoning weapons more than 36 inches
up to a maximum of 48 inches. The pommel and handle of the
weapon can be no longer than 1/3 of the weapon’s total
length. If used to slash or bludgeon, at least 2/3 of its
length must be strike legal. |
Reach:
1 point damage. (Unless red, 2)
Slashing, piercing, or bludgeoning weapons more than 48 inches
up to a maximum of 60 inches. The pommel and handle of the
weapon can be no longer than 1/3 of the weapon’s total
length. If used to slash or bludgeon, at least 2/3 of its
length must be
strike legal. |
Hinged:
1 point damage.
Weapons with a single articulating (chain-like) head. The
chain of a hinged weapon is not a legal striking edge. Chains
on these weapons must be wrapped in foam with less than half
an inch of the rope exposed at any point. The combined rope
and striking edge of a flail may not exceed 18 inches in length
and the total length of the weapon may not exceed 36 inches.
The top 50% of the non-rope and strike-legal portion of the
weapon must be padded. |
Madu:
1 point damage (Unless red, 2).
A shield joined to a polearm. The polearm portion of the madu
may be shorter than the normal five feet. Only usable if a
class can use both a polearm and a shield. If any portion
of the weapon is broken, heated, or otherwise rendered unusable,
all of it is disabled. Considered wooden for purposes of being
targeted by spells or affecting monsters. Magic and abilities
that affect any part of the madu, such as Imbue Shield, affect
its entirety. Madus may never be considered great weapons.
If a madu is built to slash at least 1/3rd of its length (excluding
the shield portion) must be strike legal (including the 12
inch minimum for a slashing surface) and the rest must be
courtesy padded. Any shield with weapons affixed to it in
any form is considered a madu and must conform to these rules. |
Spear:
1 point damage (Unless red, 2)
Stabbing-only weapons at least five feet in length and should
not be confused with the javelin, which may be thrown (must
have padding on upper 1/3 of length). Considered wooden for
purposes of being targeted by spells or affecting monsters. |
Staff:
1 point damage. (Unless red, 2)
Bludgeoning weapon (ends may be used to thrust, but it is
a bludgeon attack) of 5 ft to 8 ft that must have legal striking
surfaces of at least 1 foot in length on both ends. Each end
must be padded at least 1/3rd the total length of the staff.
Considered wooden for purposes of being targeted by spells
or affecting monsters. |
Pole arm:
1 point damage (Unless red, 2)
At least five feet in length. Includes spears but may also
have slashing edges (minimum 1 foot in length for a striking
edge, must have padding on upper 1/3 of length). Considered
wooden for purposes of being targeted by spells or affecting
monsters. |
Projectiles:
1 point damage.
Javelins - Between 36 and 72 inches long and may be used as
a thrusting weapon in melee. |
Immunities: Control
| Awe/Fear |
Charm |
Confusion |
| Feeblemind |
Legend |
Lore |
| Mute |
Truth |
Yield |
|
| Lives: 4 |
| Abilities & Traits: |
| Levels |
| 1st |
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None |
| 2nd |
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Touch of Death (ex) (1/game)
As per the Touch of Death enchantment except may only be
placed on self.
I: Enchantment cloth
E: Repeat x20 “Touch of death,” tie strip on
person. (self only)
L: Bearer of enchantment’s touch kills (via either
hand).
N: Will work through clothing, but not armor of any sort.
Does not have to be discharged on the next person touched
after the enchantment is cast, but can be saved until it
is needed; must be announced when discharged. The magic
itself is Sorcery, but its effect when released is Death
magic. Targets may not be touched in an illegal, dangerous,
or offensive manner. Counts as one hit against invulnerability
and invulnerable armor. One use only.
|
| 3rd |
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Poison Weapon (ex) (1/game)
M: Denoted with black ribbon
E: May poison one weapon. People who are wounded by poisoned
weapons die if they are not cured in a 100 count. A person
may only poison one of his own weapons. This effect remains
on the weapon for the entire life.
|
| 4th |
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Steal Life (m) (1/game)
S: Death
M: Dead person
I: Touch target on their shoulder and recite “I take
your life”
R: Touch
E: Target loses one life from their total and the user gains
one life. This life is in addition to
the person already being dead. You cannot steal lives from
those already shattered.
N: This effect may be used on any dead person who has not
yet reached nirvana, even if they have moved from where
they died. May be used while moving.
|
| 5th |
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Innate Ability (choose one before
game starts):
a. Poison Weapon becomes (2/game)
b. Touch of Death becomes (1/life)
|
| 6th |
| |
Immunity: Flame
| Call Lightning |
Fireball |
Flameblade |
| Flamewall |
Immolation |
Heat Weapon |
| Lightning Bolt |
Pyrotechnics |
Sword of Flame |
|
| |
Innate Ability (choose one before game
starts): |
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a. Fear (m) (2/game)
As per the Awe/Fear spell
I: For repeat x3 “I make thee afraid.”
R: 20 ft.
E: Target may not attack or cast magic at the caster and
must remain at least 20 ft away from the caster at all times
for a 300 count.
L: If the caster attacks or casts another magic at the target,
this spell’s effect is negated.
N: Victims may still cast area-effect magic (like Doomsday)
that would affect the caster but do not specifically target
him.
|
| |
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b. Reanimate (m) (1/game)
As per the Reanimate spell.
M: Enchantment cloth
I: Repeat x10 “Rise and fight again,” tie cloth
on player
E: Player temporarily comes back from the dead to loyally
serve the caster. This enchantment lasts for a 200 count
or until the player’s death count is finished. When
the time has elapsed the player is once again dead and may
return to life when his normal death count has expired,
or immediately at his base if his death count expiring ended
the Reanimate. Any player having Reanimate cast on them
is affected as per Sever Spirit.
L: Dispel will kill. Wounds (other than the one which killed)
and damage to armor remain, but may be Healed or Mended
as normal. Reanimated players may not use magic or per life/
game abilities though any that were already in effect (i.e.
a
warrior who had already Improved their shield would retain
his Improved Shield).
N: As Reanimate is an enchantment, person does not retain
enchantments carried before death unless they are able to
bear two enchantments (e.g., 6th level scouts and wizard
Stack). Even if this is the case, if they were bearing two
enchantments only one may be retained.
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