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Rulebook

(v1.0)

2013 Watchers of Easthaven LARP (this edition 2014)


Developed and written by Joe Mills, Tiffany Crown, Gavan Keamy, Andrew Kyllo,
Lisa Kyllo, Rhianna Kyllo, Phillip Leeder, Hannah Stanley

Contents
What Is This Game?

Safety

Game Calls

13

The Glossary

15

Combat & Conflict

19

Magic

22

Creating a Character

24

Creed

27

Instinct

28

Race

29

Culture

35

Fighting Style

47

Skillset

55

Twist

73

Skills

78

Advancement

81

Blank Character Sheet

84

What is this game?


Remember when you had a real imagination? When you could play a game
with your friends, and strangers, and pretend you were cops, or explorers, or
animals, or monsters, or knights, or wizards? That was fun. And I had a really
great time doing that. Lets have another go.
This club is about putting on a costume and pretending to be something more
fun, more epic, more heroic. This game is about a chance to save the world
from elemental evils, vicious thugs, and monstrous, slimy things that want to
eat you. This game is about being a hero.
This, my friend, is a Live Action Role Playing game.

The Fundamental Principles


LARP or Live Action Role Playing is a form of improvisational theatre. Similar
to acting, the goal is to take on a character, though instead of following a script
you act and react as your character would if she found herself in the situation before you. Its very much like the make believe games that children play,
though somewhat more involved.
There are hundreds of different kinds of LARPs, but from here on we will only
be describing LARP as it applies to Watchers of Easthaven.
In Watchers of Easthaven, you are an actor playing a character, and your
character is your role. You are always on screen. This means that you should
talk as your character would talk and do as your character would do. You also
get to play scriptwriter, creating your own background story, motivations, dark
secrets and heroic dreams plus, you get to be the costumier, bringing your
character to life with detailed costumes and props.

A Note on Gender
Watchers of Easthaven is a gender-blind setting that is, anyone is capable
of being a hero, and there are no differences in the way genders are treated.
Weve randomly picked gendered pronouns wherever one is necessary for
decent prose. No slight is intended to anyone.

Rulebook v1.0

The Most Important Rules


This is a game. It is supposed to be fun.
Play fairly and safely. Dont ruin it for the other participants; we get to have
nice things because we treat them sensibly and with respect.
All GM calls are final. The time to play rules lawyer is after the game, when
were happy to discuss disrupting play for a rules discussion is no fun for
anyone, and we will not do it.

The Other Rules


Watchers of Easthaven is a game, and games have rules. The rules are intended
to abstract and represent the way the world works. Characters have their own
personality and abilities, which may not bear much resemblance to the player
controlling them. They have some of these things written on a Character Sheet
to help the player remember what their character can do.
The rules are intended to be specific and clear about what you can and cant
do, but if youre in doubt or theres a conflict, check with a GM. Were always
happy to explain anything you dont understand, or discuss your character concept and how to realise it within the game.

Dropping Out Of Character


Players are expected to stay in-character at all times that means that unless
The Most Important Rules dictate otherwise, you act as your character would
act, and speak as your character would speak. Anyone in a play area is assumed
to be in play.
If you really need to say something out of character, or clarify a rules situation,
you can put your hand on your head (indicating an out-of-character comment)
briefly to ask. Do this sparingly.
A participant with their hand on their head is not present in the game world
and should be ignored by all in-character participants. Abuse of this signal is
extremely annoying and strongly discouraged.

The Narrative Objective


LARP is also about telling a story. This is a collaborative enterprise. The writers
of Watchers of Easthaven events have created the world in which your character resides, full of plots and stories just begging for your characters entanglement - but it is up to you to take part and the outcome is determined by the
people who turn up and make a difference.
Watchers of Easthaven is primarily a linear-style game. What that usually
means is that the GMs will present you with a choice of quests or plots to get
involved in, and its up to you to follow the trail and find out what awaits.
Youll usually have a GM nearby wherever you are who can help you out, tell
you about the in-game world and referee the rules.
That said, you have significant choice, and your actions will have in-world consequences. Its not heroism if there is no chance to fail, and its not fun if you
dont have genuine choices.
Indeed, your characters actions will often have a lasting impact on the game
world. The world changes based on the actions of players.
A detailed world and culture brief can be found in A Wanderers Guide To Mercator. This booklet will also give you a good idea of the style of the Watchers of
Easthaven setting.
Of course, this is not only improvisational theatre, its also a game and that
means we need rules, and referees. The rules are needed;
to create balance (stopping one character from being able to do everything),
to make it possible for you to play a character vastly different from yourself
(by giving you capabilities that you cant approach in the real world),
to make it safer (by ensuring that people are not harassed or bullied),
to simplify the world and how it works (because were not all wizards with
decades to study),
because playing with numbers is fun!

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The referees or GMs are there to ensure the rules are being followed, answer
questions about the world and game, to fill in the blanks (when its not possible
to re-create something they are there to describe it) and, of course, to find out
what happens in the story!
We cant do everything in life and neither can our characters. What a character
can and cannot do will depend on their talents, tricks and training or what
we commonly refer to as stats. All you need to know about building a characters stats can be found in the Creating a Character chapter.

Character Skill Vs Player Skill


One of the key elements of roleplaying games is the dynamic between character
skill and player skill. The game is more fun if you as a player get to do stuff just
as your character would do. In many situations it is impractical for you to do
exactly what your character would do (like hit someone with a great big mace)
so improvised tasks are used to simulate the action the character would be
making (like using a foam mace).
Your character will have certain Skillsets, and certain abilities.
Usually, your character can do whatever you the player can do to solve a
problem. However, many tasks in the world will require somebody of a certain
skillset to complete your character needs the Pick Lock skill to open a locked
door without a key, and tracking people through the forest needs someone with
the Tracking skill. If you want to try and use a skill that your character has to
solve a problem, ask a GM, and they will tell you if its appropriate. At times, a
GM may ask you if you have a particular skill, and disallow you from attempting a task if you do not.
Always attempt to roleplay the task as best you can; if you are healing a
wound, you must pretend youre really bandaging them up and looking after
them; dont just crouch next to them for thirty seconds and tie a cloth around
their arm.

Conflict and Consequences


Combat in Watchers of Easthaven primarily takes the form of simulated fights
using LARP weapons. All props must be approved by an organiser before being
used in Watchers of Easthaven events. You can read more in the How To Play
and Combat and Conflict chapters, but there are a few things to note, particularly if you are familiar with battlegame LARPs.
Watchers of Easthaven is primarily a PvE (Player vs Environment) game. If
youre after a game that focuses on inter-player conflict, then we have some
excellent other games for you to go to.
Watchers of Easthaven aims to have a low character fatality rate. The system is
designed around the idea that heroes die rarely and only for dramatic reasons.
When they do die, though, death is permanent. There is no way to resurrect
or otherwise revive a character that has died. The GMs will not rewind time to
alter the situation under any circumstance.

Costume
Players must wear genre-appropriate costume. The bare minimum is a simple
tabard clinched with a belt, a pair of baggy tracksuit pants, and genre-appropriate footwear.
Players are also expected to come with whatever props they need to approximate the equipment of their character.
NPC characters will have some costumes and most props provided for them.
Please speak to an organiser about what can and cannot be provided.

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Safety
Players will occasionally engage in simulated combat using weapon props to
represent either melee weapons (such as swords or clubs) or ranged weapons
(such as bows). Several measures must always be taken to ensure that such
combat remains safe for all players involved.
All players will be required to pass a short weapons training test, which will
cover melee combat, ranged combat and spells, before being allowed to participate in combat at Watchers of Easthaven.
All weapons will be represented by props in game. All props must be checked
by the organisers before being used in game play. Props that are not approved
will be removed from the game play area.
Players using non-approved weapon props, or using melee weapons without
having passed the weapons training test, will be subject to harsh penalties.

In combat, participants must:


Maintain self-control and behave in a safe fashion.
Call Code Red if anyone is injured. (see Game Calls, in The Glossary)
Be aware of your surroundings and take steps to avoid unsafe areas. If combat becomes unsafe, call Time Out (see Game Calls, in The Glossary)
Count your own hits and take appropriate damage. Act as if you have suffered the blow.
Use only approved weapon props.
Pull your blows at all times. A hit should never leave a bruise.
Never aim to hit the head or throat. If you hit someone in the head, that hit
will not count, and you must stop and make sure theyre okay. Unsafe participants should be reported to a GM, who may remove the participant from
combat.
Never crouch or duck in melee, and do not fight from the ground if you fall
or slip; this makes your head vulnerable.
Never strike outside your field of vision.

Unarmed combat of all kinds is prohibited. Do not touch another player in


combat. If you wish to engage in a brawl as a roleplaying experience, you
must gain the permission of the other player first. The two players must decide in advance which will win, based on character abilities.
Never grab an opponents weapon.
Never use a shield to attack or push an opponent.
Never use a ranged weapon for melee combat (or vice versa!) without express clearance from the Orgs.
All bows have a minimum safe range of five metres. If your target is within
five metres of your weapon, you must use a half-draw or lighter. Players
who are consistently unsafe with a bow will be warned, then banned from
archery at WOE events.
Do not attempt to block arrows with your weapon. If an arrow hits your
weapon, it hits your character. You may use a shield to block arrows.
If your character is incapacitated in combat, you should be pretending to be
incapacitated but ensure that youre safe. This may mean moving out of the
field of combat and then lying down again.

Weapon props
Melee weapon props must be latex or rubber foam LARP-safe weapons in good
condition. Short one-handed melee weapons have a maximum total length
of 85cm. Long one-handed melee weapons have a maximum total length of
115cm. Two-handed weapons have a maximum length of 155cm. Polearms
have a maximum length of 210cm.
Throwing weapons must be specifically approved for throwing.
Bows must be a 28lb draw or less, and appropriate arrows, such as IDV, must
be used.
Bandguns and crossbows are not allowed at Watchers of Easthaven.
Whips, flails, morning stars and similar flexible melee weapons are not allowed for safety reasons.

Rulebook v1.0
Shields must be made of plywood, plastic or metal with latex or rubber foam
covering the edges. See Shield Break Points, under Combat, for more.
Armour must not damage weapons used against it.
When kitting out your character, be aware that the Watchers are often sent
on missions in confined spaces such as tight city alleys, dungeon corridors and
sewer tunnels.

Protection
Players may wish to wear armour, a protective groin cup or in-genre protective
headwear. This or other protective gear is purely optional and the responsibility
of individual players.

Age Restrictions
This game involves physically hitting other people with prop weapons, and
there are certain limitations imposed by that. Players under 16 cannot be involved in combat, except in scenarios designed for childrens involvement.
Players under the age of 18 will require prior and informed consent of a parent
or guardian, and children under the age of 16 will need to be supervised by a
responsible adult.

Feeling Comfortable
In-character situations may arise that make a player feel uncomfortable or distressed. In such situations, players should know that they are able to call Time
Out (see Game Calls, below) to sort things out with the people around them.
Any form of harassment will be treated extremely seriously.
Participants should be aware that other participants may be distressed by certain topics for personal reasons, have issues with touching or personal space, or
have illnesses or conditions which mean that certain behaviours or activities are
off-limits. All participants must respect such boundaries; Watchers of Easthaven
will not hesitate to ban players for infringing.
Participants who have allergies, medical conditions or other special requirements should make them known to the organisers before play commences,

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preferably well before an event. The organisers will do their best to accommodate the needs of all participants where possible.
Players who have an out-of-character problem or grievance with another participant should feel welcome to express their concerns to an organiser. We will
listen, and we will do our best to help.

Alcohol
Participants under the effects of alcohol are not permitted to engage in combat
activities. A rough limit of .05 blood alcohol content should be used to determine if a Participant is under the effects of alcohol. If we think youre fighting
drunk, well ask you to leave the combat, or possibly the game.
If youre drunk, and your character has no way out of the game situation that
doesnt conflict with their personality, then your character must instead take
advantage of the Passed Out Drunk rule; your character has passed out drunk
and is considered out of the scene. Put your hand on your head and remove
yourself from the play area. your character will not be affected by anything that
happens in play after that.

Harassment Policy
We are dedicated to providing a harassment-free gaming experience for everyone, regardless of gender, gender identity and expression, sexual orientation,
disability, physical appearance, body size, race, religion, or experience of LARP.
We do not tolerate harassment of players in any form. Players violating these
rules may be sanctioned, expelled from the game [without a refund], placed on
probation, or banned at the discretion of the organisers.
If you are being harassed or have concerns please talk to any of the organisers
or email us at Watchersofeasthaven@gmail.com

Please note:
Certain characters will be prejudiced in one way or another, and the playing of
that experience is an integral part of roleplay. A number of cultures or organisations are prejudiced against Wight characters, for example. Tthis play must
be kept in-character, and not allowed to negatively affect a players experience.

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Watchers of Easthaven is a gender-blind setting; that means that no character
will be sexist or homophobic. These comments will always be out of character,
and should be referred to organisers as a breach of this policy.
Harassment includes offensive verbal comments related to:
Gender
Gender identity and expression
Sexual orientation
Disability
Physical appearance
Body size
Race
Religion
Experience or lack of experience LARPing
Sexual images in public spaces
Deliberate intimidation
Stalking
Harassing photography or recording
Inappropriate physical contact
Unwelcome sexual attention.
Participants asked to stop any harassing behaviour must comply immediately.
If a participant engages in harassing behaviour, the conference organizers may
take any action they deem appropriate, including warning the offender or expulsion from the game, event or venue [with no refund].
If you are being harassed, notice that someone else is being harassed, or have
any other concerns, please contact an Organiser immediately.
Organisers will help participants contact local law enforcement or otherwise assist those experiencing harassment to feel safe for the duration of any Watchers
of Easthaven Event. We value your attendance.

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Game Calls
Game calls are keywords that change the world somehow. Out of Game Calls
affect participants, and In Game Calls affect characters. Game calls must always
be announced clearly.

Out of Game Calls


Code Red The most important game call. This call can be made by anyone. Code
Red indicates that an injury has taken place or there is a medical or other emergency. Anyone who hears Code Red called should immediately stop whatever
they are doing, repeat the call loudly and kneel down that lets our first aid
people see where the problem is. Code Red stops game play and play will not
recommence until a GM calls Time In.
Time Out This game call can be made by anyone. Time Out stops game play. Use
this call to clarify a situation or when an unsafe situation has arisen in order to
make the situation safe for gameplay. Play recommences when a GM (or, if appropriate, the player who called Time Out) calls Time In.
Time Freeze This call can only be made by a GM. Time Freeze pauses gameplay.
Players who hear Time Freeze should stand perfectly still, close their eyes and
sing to themselves. GMs usually use this to set up an instantaneous in-game
effect that takes characters by surprise, like teleporting monsters, or explosions.
Play recommences when a GM calls Time In.

In Game Calls
Certain effects in game will affect your character. A call takes effect when:
a spell packet with that call hits you, your shield or your weapon
an arrow with that call hits you or your weapon
a melee or throwing weapon with that call hits you
Number Take that many HP in damage.
Blast Immediately move two metres directly away from the source of the call.
Blind Close your eyes tightly for two seconds. Do not make attacks while blind.

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Disarm Drop any weapons you are holding in either hand. Disarm has no effect
on shields or natural weapons (claws, etc).
Dispel All upkeep spells affecting you expire. Any spell you are currently casting
expires and does not take effect, though the MP is still spent.
Disrupt This call only affects undead under the control of a necromancer. The
control link between the undead and the necromancer is broken. The undead
acts according to its own instincts.
Dodge Ignore all effects or damage from one arrow, throwing weapon, spell
packet or melee attack.
Drain Deal one less rank of damage with melee or ranged weapons for the remainder of the scene. Drain cannot reduce damage below 1. A target may only
be affected by Drain once per scene.
Grip Ground You may not move your feet for five seconds.
Howl of Fury If an ally calls Howl of Fury, your next melee attack deals an additional rank of damage.
Immune Ignore all damage and effects.
Mass Taunt If an enemy calls Mass Taunt, attack that enemy. You will attack
that enemy unless directly threatened by another enemy.
Poison This is bad. See a GM after the fight.
Silence You may not speak or make any vocal noise for ten seconds.
Slow You may not call damage more than once per two seconds per weapon,
rather than once per second.
Stun You may not move at all for two seconds.
Sunder If a Sunder attack hits a shield, that shield is sundered as if it had taken
an attack stronger than its break point. Sunder has no effect if it hits something
other than a shield.
Thorns, Two Certain characters will call Thorns if they are hit in melee. If you
hit a character who calls Thorns, take two points of damage. If you call Thorns,
you still take the damage from the attack.

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The Glossary
Here are some terms we use a lot throughout this book.

The People Involved


Participants: anyone that comes to an Watchers of Easthaven event including players and crew.
Characters: the imaginary people who inhabit the game world. This includes
NPCs and PCs.
Player Characters (PCs): Characters that are usually written by a player for
themselves to play. They are self-governed.
Non-Player Characters (NPCs): Characters written by the Orgs and played
by volunteers. Many of these characters will be directed by GMs in order to
facilitate the story.
Game Masters (GMs) are responsible for the running of the event once it
has begun. They also act as referees.
Organisers (Orgs) are the people that organise the events. Theyre who you
call when you want to speak to the manager.

Acronyms
LRP: Live Role Playing. Functionally identical to LARP.
LARP: Live Action Role Playing.
WOE: Watchers of Easthaven.
HP: Health Points, equal to double a characters Resolve.
MP: Mana Points, equal to double a characters Essence.
AP: Armour Points, accessible while armoured and defined by a characters
Fighting Style.

Timing
Scene: The space between one significant event and the next. Think in terms
of movies or theatre, if the action distinctly shifts (not necessarily the location)

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Rulebook v1.0
then it is a new scene. Generally, players will define where the scene shifts
for themselves; when required for the story, GMs will define the scenes for all
characters.
Scenes should generally last no less than fifteen minutes.
Example 1: An adventuring party leaves town to try their luck in a dungeon. On
the way they are attacked by monsters. This consists of four scenes - being in
town, being on the road, the combat and aftermath & arriving at the dungeon.
Example 2: Two heroes sit in a tavern enjoying their evening meals. One finishes early and after eating & swapping tales with their comrades, they move
away to concoct some alchemical potions. Suddenly the door bursts in and a
shadowy figure enters with dire tidings. For the first hero this consists of three
scenes - the meal, concocting potions and the proclamations of the figure. For
the other it is only two - the meal & the proclamation.
Day: From sunrise to sunrise. Yes, this technically means that you can use a
once-per-day ability at 5am then again at 6am.
Week: Once per week means that you can only use it once during any Watchers of Easthaven event. A full week of out-of-game time must pass before you
can use that ability again.

Character Stats
Your characters Stats tell us about her raw talents and basic abilities. Stats all
start at 1, but various choices throughout the character creation process can
increase them. No Stat may ever increase higher than 4 for any reason. Effects
that would increase a Stat to higher than 4 have no effect.

Brawn
How mighty and strong your character is. The higher her Brawn stat, the
stronger she is. Brawn determines damage output with melee weapons.

Finesse
How quick and agile your character is. The higher her Finesse, the more graceful she will be. Archery depends on Finesse.

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Resolve
How strong-willed and determined your character is. The higher her Resolve,
the greater her ability to stay the course. Resolve determines your HP.

Wits
How intelligent and perceptive your character is. The higher her Wits, the less
chance she will be outsmarted or tricked. Wits determines perceptiveness.

Essence
How connected to the magic of the world your character is. The higher her
Essence, the greater her knowledge and mastery of magic, divine, elemental or
otherwise. Essence determines MP.

Character Standing
Your characters Standing tells us about where he stands in the world, how connected, wealthy or well-known he is.

Resources
A measure of the wealth of your character. Your character will gain a number
of coins equal to 20 times their Resources at the beginning of each event. A
characters Resource stat begins at 0; your Hero has spent their last coin, and is
living paycheck to paycheck. Any coins a character has not spent at the end of
an event are saved for that character to have in addition to their Resources at
the next event.

Circles
A measure of how well-connected your character is. For each point of Circles,
your character gains one Contact per event. A characters Circles starts at 0.
Your character can spend a Contact to ask a GM if she knows anyone who can
help. The GM may direct the character to a person they know, or provide an
entirely new NPC contact, or point the character somewhere useful, or refuse. If
the GM refuses, the Contact is not spent.

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Reputation
A measure of how well-known your character is, and what for.
A characters Reputation starts at 0. She is unknown. If her Reputation is not 0,
then your character is known in the world.
Choose what she is known for: if your Reputation is below 0, then this is a
hindrance to her; a limitation, or a danger. Perhaps she is a wanted criminal, or
perhaps there is a popular song that points out an incidence of her stupidity or
cowardice.
If her Reputation is above 0, then this is an advantage for her; an assistance or
help in times of trouble. Perhaps she saved lives, or led an important defense,
or defeated a mighty monster.

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Combat + Conflict
Health
Characters have a number of Hit Points (HP) equal to double their Resolve Stat
(so a character with 1 Resolve has 2HP, and a character with 2 Resolve has
4HP). If a character reaches 0 HP, they are Incapacitated, near-death, and incapable of action. It is impossible for a character to be reduced to less than 0 HP.
Characters who are Incapacitated cannot speak, move, or act in any way (although the player may move to a safe location if they are in danger of being
trampled or the like).
If your character is Incapacitated, you must act like it. Nothing ruins the game
more than a player walking around because their character is bleeding out.
If an Incapacitated character is healed for any number of HP, they are no
longer Incapacitated.

Armour
Armour grants the wearer Armour Points (AP), which function identically to
HP, except that they cannot be healed, and must instead be repaired. AP must
be lost before the wearer begins to lose HP.
If a character is wearing armour, they gain their Fighting Styles armour bonus
in AP. If they gain additional armour bonuses from advancement, magic, or
another special ability, these stack. In addition, characters who wear a helmet
gain +1 AP.
The WOE system is designed to encourage heroic costume; that is, that armour
should be appropriate for a characters Fighting Style, and the armour bonus
for each Style is based on how much armour we expect those characters to
wear. Armour should appear genuinely protective and appropriate for a characters Culture and Fighting Style. If you are in any doubt over whether your
planned costume will be considered to be armour, check with an Organiser.

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Damage
In melee, characters deal damage ranks equal to their Brawn.
With bows or throwing weapons, characters deal damage ranks equal to their
Finesse.
A player must call the amount of damage they deal whenever they think they
have hit their opponent e.g. Two!
A player may not strike their opponent more than once per second per weapon.
When hit by a weapon, a player should act as if they have been hit. Dramatic
combat rules are in effect; that is, it should look like you are fighting properly.
If you are genuinely hurt, or need a break, call Code Red or Time Out respectively; otherwise it will be assumed you are just an excellent roleplayer.
Targeting-safety limitations apply to all weapons: no deliberate shots should
be made against the groin or head. If you accidentally hit someone in the head,
that hit does no in-game damage, and you must immediately call Time Out and
ensure your victim is uninjured.

Shield Sunder Points


If a shield takes a hit that calls more damage than its Sunder Point in a single
attack, it is rendered useless and must be discarded. If the design of the shield
makes it impossible or unsafe to discard, then further hits to the shield in that
encounter are considered to have hit the character. The shield may be repaired
by a character with the Repair skill. Repairing a sundered shield takes thirty
seconds of roleplayed repair.
A shields Sunder Point depends on its size, measured from the longest diagonal
line, as per the following table.
Shield

Size

Sunder Point

Buckler

<40cm

Small shield

<70cm

Medium shield

<90cm

Large shield

<110cm

Huge shield

>110cm

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Healing
Unless magically or medically healed, characters recover 1 Hit Point per Scene.
Rules for magical healing are in the appropriate spell descriptions. Rules for
medical healing are listed under the Medicine ability.

Death
Death is always permanent and irreversible. Certain evil magics may reanimate
the body after death, but the character is gone forever.
A player character dies if they are Incapacitated, and then an opponent declares
a killing blow and strikes them before they are healed. Other than extreme
environmental hazards, this is the only way in which a character may be killed.
Remember The Most Important Rules.
A non-player character dies if they are Incapacitated by a lethal weapon, except
where it is interesting for the story that they do not, or where a player character quickly does something exceptional to save them from death.

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Magic
Characters become Spellcasters by choosing certain Fighting Styles or Skillsets,
which will also define their spell lists. Characters who are not spellcasters may
have certain skills or abilities that allow them to cast spells.
All characters have Mana Points equal to double their Essence. MP are represented by tokens. The number of MP it takes to cast a spell is called its Cost.
It takes 5 seconds to cast a spell, unless otherwise noted. This time must be
spent roleplaying casting the spell, with a loud and appropriate incantation.
The Cost of the spell in MP is considered spent at the beginning of this time.
Spent MP are set aside. Regain spent MP at the beginning of each Scene.
Some spells use spell packets. These are LARP-safe props that represent magical projectiles. They have no effect until empowered by a spell. After being
empowered, a spell packet must be used in the same scene, or the spell has no
effect. The caster must hit her target with a spell packet to affect them. A caster
may throw a maximum of one spell packet per second.
Spells may not be blocked by shields or weapons. A spell that hits a shield or
weapon is considered to have hit its wielder.
Spells with ongoing effects are noted as Upkeep Spells. The MP spent on
Upkeeps should be given to the person who is affected by the spell. When the
caster wishes to end the spell, they can take the tokens back from that person
and they are considered Spent. The spells effect ceases at that point. A target
may only be affected by one instance of each upkeep spell at a time -e.g. you
could have Enhance Weapon and Ward on the same target, but not two instances of Enhance Weapon. Upkeep spells also cease if the target moves more
than a hundred metres away from the caster, if the caster dies, or if the target
is hit by a Dispel.
Some powerful spells also have physical ingredients. These ingredients are
consumed by the magic when the spell is cast, and should be discarded or given
to a GM as appropriate.

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Summon The Spirits


In addition to the spells they know from their lists, a spellcaster may also Summon the Spirits. To do so requires a ritual of at least ten minutes, in the presence of a GM. These summonings are done for specific purpose appropriate to
the casters skillset, and require the expenditure of significant numbers of MP
and physical ingredients; often they will require multiple spellcasters.
For example: Air Mages often use Summon the Spirits to keep ships safe during
a storm. This will usually require the Air Mage to continue their ritual throughout the storm, and a sacrifice of value from the captain of the vessel; or for
extreme weather, from everyone on board the ship.
Summon the Spirits is extremely versatile and powerful, but the GMs will enact
a cost equivalent to the power you wield, and some of the cost may be hidden.
Be wary.

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Creating A Character
Before you attend a Watchers of Easthaven event, youll need to write your role
which we refer to as your character. You can use the blank character sheet at
the end of this book to help you, or ask an organiser.

Character Concept
The first step is to come up with a good idea. It can be pretty vague at this
point. We call it your Concept.
Think of who your character is: What makes them a hero? What is special
about them? What do you want them to be able to do? Most important, what
do you want to do in the game? Make sure youre happy filling the role of your
character over a number of events. Make them interesting. Fighter in plate
with a longsword is not interesting. A grizzled ex-soldier who solves all problems with a bottle or a blade is a much better start it has BAM!
Note that all races in the world live similar lifespans to humans, with the sole
exception of Wights, who do not age. Characters in the Watchers of Easthaven
game may not be older than 60, for plot reasons.
Now, before you go any further; this is a cooperative game about heroes. Its not
about you, its about you and the other players and if your character is not going to be fun for the other players to interact with, nows the time to come up with
a new concept.

Character Abilities
Next, you will need to decide on your characters abilities - the rules side of
character creation. To create a character in Watchers of Easthaven, choose:
a Race
a Culture
a Fighting Style
a Skillset
a Twist
These options will fill in the rest of the numbers for you. Youre ready to play!

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Words on your Character Sheet


Creed
A Creed is an ethical or moral statement that encompasses how the character
views their world.
Instinct
An Instinct is a habit or thoughtless reaction.
Race
The characters genetic stock. Races come with Traits and Physreps.
Culture
Where they grew up, the place they call home. Maybe the characters family
was not originally from that place, but this is the society that character really
comes from.
Fighting Style
This is how the character approaches fights, and the means they use in combat.
Skillset
This is what the character does when theyre not fighting; the skills that make
them a useful member of society.
Twist
This is something that makes your character special and different. Some Twists
have Physreps attached.
Stats
The characters basic talents. Stats start at 1.
Standing
The characters place in society, measured by their number of useful contacts,
wealth and reputation. These start at 0.
Traits
Traits are cool things your character can do. Sometimes they are always in-effect, like the +2 hit points from Tough, or sometimes you can choose when
they trigger, like the elven Supple as Yew, which can be used once per Scene.

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If a character gains a trait from two different sources, then the character gains
additional uses of that trait rather than a more powerful version (i.e. an Orc
from a warrior culture might have two Mighty Blow traits - that character
would be able to use Mighty Blow twice per scene, but could not use both on
one strike for +4 damage. Alternatively, she might have both Furious Vengeance and Glory in Death; if she became incapacitated, she would remain active
for two strikes or six seconds, and deal one additional rank of damage for those
strikes.) Additional sources of Resistance are useless - i.e. a Waylin Lizardfolk
with the Natural Magic Resistance racial trait would be ill-served by taking the
Natural Magic Resistance trait for that culture.
Different traits stack together - i.e. a Tough Lizardfolk with Amphibious would
gain +2HP from Tough and +1HP from Amphibious for a total of +3HP.
Physrep
What props, makeup or cosmetics you have to use to play a character of a particular Race or with a particular Twist.
Gear
The stuff your character is allowed to have with them. Things like weapons,
shields, potions, ingredients, magic items and valuables are limited by your
character sheet; other props you bring along are considered entirely cosmetic.
All characters may begin with:
One non-magical melee weapon of their choice
Clothes and armour
The Gear listed in their Fighting Style
The basic tools of their Skillset.
Want more? Buy it in game.

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Creed
A Creed is an ethical or moral statement that encompasses how the character
views her world. Creeds should speak to some higher purpose. They shouldnt
be goals you can accomplish; they are ideals you live up to.
One characters Creed might be: It matters not what you fight, but what you
fight for. This statement informs all of his decisions. He is fighting for a higher
purposenot glory or personal successbut for honour and for the safety of
innocents.
Another might be: A true hero acts with a mind unclouded by emotion. Her
decisions will be coldly logical and evaluated. She believes firmly in the greater
good, the needs of the many.
While characters should generally act according to their Creed, characters are
people, and their personalities should grow and develop. If a character chooses
to act against their Creed, this should be a moment of deep personal conflict,
and they should consider changing their Creed. You may change your Creed
after or between WOE events, but not during an event.

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Instinct
An Instinct is a habit or thoughtless reaction. Its something your character always does, an obvious and regular pattern of behaviour. Your Instinct helps you
develop your characters personality; its a trigger to keep you thinking in-world
and behaving in-character.
One characters Instinct might be: Never delay when on a mission. This Instinct
is good because it has a clear triggering condition and it encourages a certain
mode of thought in-game. This character will be pushing for haste!
Another character might have the Instinct If theres work to be done, always
offer help. Again, there is a clear triggering condition, and a mode of thought
unique to the character. It will also provide interesting inter-party discussions!
Good characters grow and change during play. You may find that your characters Instinct doesnt work for them any more. A character who had the Instinct
Always use magic to solve any problem might have found too many problems
magic didnt solve, and uses a more varied approach now. That character is going to need a new Instinct. Discuss it with a GM during debrief.

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Race
The species of the character says a lot about them in Watchers of Easthaven,
but it is not everything. All cultures are mixed-race cultures in the world of
Mercator, and characters with conflicting traits are often interesting.

Dwarf, the Ironborn

A raw hunk of iron is dull and unglamorous, but when it has been worked and molded it becomes a
tool that is unparalleled in its task. The iron-born are sturdy with an incredible ability to excel in a
particular skill over years of training, though they can be predictable or excessively pragmatic. The
inhabitants of Mercator named these creatures Dwarves.

Physrep: Dwarves of any gender have long braids hanging down the sides of
their face - males often braid these into their beards.
Dwarven Craftmanship: Choose one skill from your skillset. Increase your
level in that skill by one rank.
Tier 1 Advancements:
Tough: +2 HP.
Crafters Without Equal: Add one rank to any of the following skills Appraise, Disarm/Set Traps, Pick Lock, Repair.
Tier 2 Advancements:
Natural Magic Resistance: Take one less point of damage if taking damage
from a spell.
Bang It Into Shape: Once per week, spend five seconds hammering on your
armour to restore all lost AP. You do not need to remove the armour.

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Elf, the Woodborn

A tree trunk stands tall and unyielding, while a bough may bend with the winds without breaking. The
wood-born are flexible in both mind and body and carry the wisdom of the ages, but are also known for
being stubborn and unyielding at the most inappropriate of times. The inhabitants of Mercator named
these creatures Elves.

Physrep: Elves have pointy ears.


Supple as Yew: Once per scene, call Dodge.
Tier 1 Advancements:
Stubborn as Oak: Once per day, call Immune when hit by a spell packet.
Ageless Beauty: Once per scene, empower a spell packet that calls Stun. The
target must stand still and silent for two seconds, gaze locked upon the elf.
The elf must maintain eye contact with the target for the duration, but may
move.
Tier 2 Advancements:
Souls of our Ancestors: You may speak to trees and other plant life. They
only dimly perceive the world around them, but they will treat you with
respect.
Like a Leaf on the Wind: Once per week, perform a five second meditation.
Add one to your Finesse for the remainder of the scene. This is an exception
to the rule that no stat may exceed 4.

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Human, the Dirtborn

The other gods laughed when the goddess of fertility created creatures from simple soil. But the
creatures of the dirt grew to be the most numerous in all the lands, and the most prosperous. Dirt is
everywhere, and it interacts with everything. Dirt is the glue that binds the world together. And dirt
is what will be left when everything else has been and gone. The inhabitants of Mercator named these
creatures Humans.

Physrep: Must appear human.


Family Heritage: Add one rank to any one of the following skills - Arcane Lore,
Culture Lore, History, Nature Lore, Navigation, Religion Lore, Repair, Streetwise and explain why your family taught you this.
Tier 1 Advancements:
Tenacious: Once per day, heal yourself for 1 hit point. You may do this while
Incapacitated.
Dominant Species: Humans gain +1 Circles.
Tier 2 Advancements:
Adaptable: Choose a Tier 2 Advancement from your Culture, Skillset or
Fighting Style. This counts as a racial advancement rather than an advancement of that type.
Heroes In Unexpected Places: Once per week, call My Time To Shine; add
+2 to any stat for the remainder of the scene. This may not take any stat
above 4.

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Lizardfolk, the Waterborn

A single drop of water is insignificant, but put enough together and you have a flood. The water-born
do not believe in strict rules as their lives change with the ebb and flow of the water around them.
However, they do have a penchant to take whatever option is the easiest - the path of least resistance so
to speak. The inhabitants of Mercator named these reptilian creatures Lizardfolk.

Physrep: Scaly skin and lizard-like tails.


Amphibian: Move in water as easily as on land. Scaly skin grants +1 HP.
Tier 1 Advancements:
Tough: +2 HP.
Natural Poison Resistance: Poisons are considered to be one rank lower
against you. This has no effect during combat. Remind the GM that you have
this ability when you are hit by a Poison call.
Tier 2 Advancements:
Oldblood: Your scaly skin grants +3 HP instead of +1.
Natural Magic Resistance: Take one less point of damage if taking damage
from a spell.

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Orc, the Stoneborn

Crafted from the rocks of the high mountains, the stone-born are strong, cold and unforgiving. They
have a natural resilience and amazing brute strength, but have been accused of having rocks for brains.
The inhabitants of Mercator named these creatures Orcs.

Physrep: Orcs have green skin, though the shade varies, tusks and pointy ears.
Furious Vengeance: If incapacitated while in melee, stay active for long
enough to strike back once (or three seconds, whichever is shorter), dealing an
additional rank of damage if you hit.
Tier 1 Advancements:
Tough: +2 HP.
Mighty Blow: Once per scene, call Mighty Blow. Deal two additional damage
ranks the next time you call damage in melee.
Tier 2 Advancements:
Scars Are Honour: Once per day, when you take 3 or more damage from
a single attack, you may immediately heal 4 HP. You should add suitable
modification to your costume or physreps.
Bloody Rage: Once per week, perform a five second ritual. Add one to your
Brawn for the remainder of the scene. This is an exception to the rule that no
stat may exceed 4.

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Wight, the Deathborn

There is another kind of creature of note in Mercator, that the gods did not create, that were brought
into being by the Blight.
Those who have been pulled back from the arms of the gods, to serve again in the mortal realms. They
have seen the other realm, and the gods want their souls returned to them. Some men wish for immortality, while others wish for the peace of the final rest. The death-born carry both a blessing and a
curse. The inhabitants of Mercator named these creatures Wights.

Physrep: These people look dead. They need to use makeup and prosthetics to
look dead. They must also use the appropriate prosthetics for whichever race
they were when alive.
Living Dead: Do not need to breathe. Immune to effects targeting living beings.
Tier 1 Advancements:
Dead (Race): Choose one of the tier 1 racial advancements that your character could have chosen when alive - e.g. a Dead Lizardfolk could take Tough or
Natural Poison Resistance.
Im Already Dead: Once per day, when struck by a melee attack, arrow or
throwing weapon, call Immune.
Tier 2 Advancements:
Living Dead (Race): Choose one of the tier 2 racial advancements that your
character could have chosen when alive - e.g. a Living Dead Lizardfolk could
take Natural Magic Resistance or Oldblood.
Power of the Blight: Once per day, spend MP to heal yourself that many HP.

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Culture
Where they grew up, the place they call home. Maybe their family was not
originally from that place, but this is where the character really comes from.

Arcane Cultures
Arcane Culture: Gain +2 MP. Increase Arcane Lore by one rank.
Tier 1 Advancements:
Old Family Recipe: Choose one Alchemical potion. You know the recipe for
that potion and can use it as if you had the Make Potion skill.
Natural Magic Resistance: Take one less point of damage if taking damage
from a spell.
Tier 2 Advancements:
Immersed in the Arcane: When you concentrate, you can sense the presence
and general direction of active magic within 100m of you.
Elemental Savant: Choose Gust of Wind (Air Mage List), Stone Form (Earth
Mage List), Flare (Fire Mage List) or Freezing Grip (Ice Mage List). You can
cast that spell as if you were a spellcaster.

Marshlight
Ability: When analysing latent magical effects in the environment, your Arcane
Lore counts as one rank higher.
Travelers forced to cross the Blasted Plains are guided by the beacon at Marshlight; a swamp city
surrounded by the arcane. A series of purifiers filter most of the taint from the water coming from the
Plains, but eventually most Marshlighters start to show symptoms of The Dirge, as such much of the
population is transitory.
Marshlight is also run by the Watchers. They have plenty of respect for the guys who keep the fresh water coming and save them from the nasties that crawl out of the Blasted Plains. At the same time, some
residents resent the Watchers for attracting the bad stuff that happens around Marshlight.

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Skollgart
Ability: When analysing magical items, your Arcane Lore counts as one rank
higher.
In their towers in the frozen north the mages of Skollgart hone their arcane mastery. The various
colleges compete for power and prestige (and students!). They are the foremost authority on magic in
Mercator, and are bound by ancient oaths to serve.
Skollgart considers itself to be of similar old Highguard origins to the Watchers, and therefore worthy
of camaraderie and respect. Skollgart cares more about tradition and rules than the Watchers do, but
both get on well and help each other. In Skollgart, Watchers are treated with proper respect and their
rules are to be respected. People from Skollgart are most likely to join the Watchers out of a sense of
duty, or to improve their chances of increasing through the mage ranks via experience and prestige.

Confederate of Waylin
Ability: When analysing the effects of rituals, your Arcane Lore counts as one
rank higher.
The people of Waylin were settlers from Highguard back many hundreds of years ago, but have since
merged cultures a little with the jungle peoples of the Akka-Tinga. The result is spicy cajun cooking
and some very superstitious folks. But beware all ye travellers to the Waylin bayou - dont mess with
voodoo...
Waylin gets along with the Watchers as well as they do with anyone else. Marshlight is technically in
Waylin according to the old maps, and ostensibly the people of Waylin are glad that the Watchers are
keeping back the bad guys, but honestly, theyre a pretty suspicious bunch of anyone who lives more
than 5 minutes away to begin with. Waylin work with the Watchers but dont trust them, and will
ignore their authority/rules if they feel it worthwhile. People from Waylin are most likely to join the
Watchers for a change of scenery, or some sense of a greater cause.

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Commercial Cultures
Commercial Culture: +1 Resources. In addition, increase Navigation by one
rank.
Tier 1 Advancements:
Its Not What You Know: Increase Streetwise by one rank.
Its Who You Know: +1 Circles.
Tier 2 Advancements:
Who Does He Think He Is?: Once per scene, ask a GM about a character by
name. The GM will provide a general description of the characters history
and reputation.
Sea Legs: Ignore the Blast call.

Bel Voyage
Ability: When gaining money from Resources at the beginning of an event,
gain an additional ten coins.
An independent city-state on the coast of Lliira, Bel Voyage has been built by the All Merchants Alliance
into the largest trading port in all of Mercator. From arms and armour to livestock & clothes, no matter the good or service if there is coin to be made off it, youll find it in Bel Voyage. Beneath the shiny
veneer of commerce lies a cut-throat world where there is only one real rule; profit.
Bel Voyage is all smiles and glorious affectations when they describe the valorous Watchers who defend
them from the perils of the Blasted Plains. Behind closed doors, the merchant princes of Bel Voyage will
use the Watchers to their own ends without a seconds hesitation, and have no qualms screwing them
over or assassinating their people if it seems convenient. The main reasons people from Bel Voyage
may join the Watchers is because they are starry-eyed and naive; they are trying to run away from
something; or they are trying to prove their worth as a merchant under the toughest possible conditions
for political gain back home.

Easthaven
Ability: Once per event, while in the city of Easthaven, you may use a Contact
without drawing on your Circles.
In the two centuries after The Great War, Easthaven has grown from a refugee camp in the ancient
ruins to a city at the centre of most of Mercators safe trade routes. In recent times the Watchers have
stepped in to offer relief to the city beset as it is by a great variety of issues.

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The Halls of the Mountain Kings


Ability: Once per event, when looking for a crafter, you may use a Contact
without drawing on your Circles.
The denizens of the mountain are fond of well-defined structure, in terms of standards of work,
expected duties and social hierarchy.. This most likely stems from many years of experience with poor
practices leading to cave-ins or worse deep underground. It also means that when someone is introduced to you as a master weaponsmith, that means something very specific and worthy of respect.
Most of the people living in the Great Halls are miners or crafters of some fashion or other, all seeking
perfection in their own art.
The Watchers and the citizens of the Great Halls dont have alot to do with each other, but get on very
well when they do meet. There is a clearly defined charter between the two entities declaring the scope
of responsibilities of each and their required commitments on any foreseeable matters regarding both
parties. Both groups treat the other with honesty and respect. A Great Halls character is most likely to
join the Watchers as an honourable way to gain experience top-side.

The Spice Islands


Ability: Once per event, you may add your Resources stat to one damage call
that you make.
Across the Blackwater Seas lie the Spice Islands, a volcanic island chain famed for its unique fruits
and spices. These items make life good for the natives, business profitable for the traders and targets
plentiful for the pirates. Riches to make a king weep are scattered throughout these islands, if one has
enough of a taste of adventure to seek them.
While there is no real central governing body the people of the Spice Islands fall into one of two main
categories; Pirates & merchants. The merchants are usually on good terms with the Watchers, and
will respect their laws in order to foster trade. The pirates? Not so much. Adventure, profit or trade
networking benefits are the main reasons for Spice Islanders to join the Watchers.

38

Feudal Cultures
Feudal Culture: You begin with +2 Reputation. Choose why you are known.
Tier 1 Advancements:
Defender of the Weak: Once per scene, instantly heal another character for
two hit points by touching their shoulder and blessing them. This ability may
not target Wights.
Scholars Without Peer: Choose a Lore skill. Increase that skill by one rank.
Tier 2 Advancements:
Shield of the Paladins: Once per scene, when struck by a spell packet, call
Immune.
Political Animal: Once per day, give a Reputation modifier as per the Make
Reputations skill.

The Kingdom of Highguard


Ability: When defending an unarmed person, gain +2AP.
Consisting of the old imperial capital Calastiel & the surrounding lands Modern Highguard retains the
values of their ancestors; honour, chivalry & integrity. With their order of paladins, Modern Highguard
is a shining beacon of light for all of Mercator.
Highguard treats the Watchers as the equivalent of another noble nation. They both respect each others laws completely, and are bound by them. Anyone in Highguard may volunteer to join the Watchers,
and this is considered an honourable choice. Any criminal punishment (except treason) may instead be
deferred if the accused volunteers to join the Watchers. If their deeds during their 5 year service suitably
exonerate the penalties of the crimes they have committed, they may return to Highguard a free man. If
it does not however, they will be arrested upon re-entry to the country.The main reason for people from
Highguard to join the Watchers is for honour - to bring honour to their family or to remove a blight on
their own personal honour.

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Lliira
Ability: When researching written information, your relevant Lore rank is considered one rank higher.
Faced with regular raids from the Frozen Isles & no longer receiving help from the Imperials the former
fishing peoples turned to knowledge for salvation. Lliira possesses the greatest educational system in the
known world, attracting academics and bards from every nation to study and teach.
Lliirans arent terribly fond of strict regulations steeped in antiquity. The two see each other as neutral
parties and work together towards agreed goals. The most common motivation for a Lliiran to join the
Watchers is for the experience - to see the world, learn new things, and expand ones mind to a new
world of possibilities.

The Duchy of Mynaren


Ability: Once per event, give a Reputation modifier as per the Make Reputations skill. You may only use this to give negative modifiers, and only against
someone who has offended you.
The blood of Imperial nobility runs strong in Mynaren, particularly because without it you arent a
person, therefore laws & courtesy dont apply. With social status and personal power being the bread &
butter of Mynaren life, blackmail, backstabbing and manipulation have become almost an art form. In
Mynaren the most dangerous animals are the political ones.
On paper, Mynaren is highly cooperative with the Watchers and espouses many grand affectations
upon the organisation and the magnanimous work it does. Behind closed doors, Mynaren uses and
abuses the Watchers and is more than happy to lie to, cheat or murder anyone in the organisation if
it helped their cause.People in Mynaren are most likely to join the Watchers because their master told
them to, they were forced to because the jails were full, theyre an opportunist, or they really, really
didnt want to be in Mynaren anymore.

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Religious Cultures
Religious Culture: Increase Religion Lore by one rank. Once per week, you can
pray for guidance regarding a binary choice. The gods will provide some kind
of sign to assist you in deciding. The signs are always cryptic.
Tier 1 Advancements:
Theologian: Increase Religion Lore by one rank.
Indomitable Soul: Ignore the effects of the Drain call.
Tier 2 Advancements:
Divine Guidance: Choose Dispel (Combat Mage List), Heal (Support Mage
List) or Premonition of Danger (Divination List). You can cast that spell as if
you were a spellcaster.
Hands of a Healer: Whenever you use a skill, ability or spell that allows you
to heal someone, add 2 to the HP healed.

Alantis
Ability: Gain an additional Religion Lore specialisation for your chosen god.
The mountains of Alantis have been touched by the gods & its citizens are devout to a fault. Great
temples and monasteries house the Alanteans as they train in the ways of the god whose star sign they
were born under. For the Alanteans the gods are very real and very present & life proceeds according to
- very literal - divine will.
The people of Alantis do not have a lot to do with anybody, even the Watchers. When dealing with the
Watchers they are respectful, however in their opinion if a god has decreed something then that something takes precedence over the Watchers. The most likely reason that a character from Alantis would
join the Watchers is because they felt they served a divine purpose by doing that.

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Norna
Ability: Your Wits are considered one rank higher when determining whether
you are being watched or tracked.
Ruled for centuries by the High Priests family the Nornese people have been subjected to ever increasing levels of paranoia and fanaticism, brutally enforced by the Temple Guard. The only place safe from
their rule is the army, in which every citizen serves three years. Thanks to the current High Priest, the
capital (and only) city Norvale & all roads leading to it are illuminated at all times - the light of the
gods must reach all.
Norna has never made any pretences to having any kind of alliance or agreement with the Watchers.
The Watchers prefer not to piss off Norna, but Norna doesnt recognise the Watchers in any formal capacity and wouldnt spit on them if they were on fire. People from Norna may join the Watchers if they
are on the run from the Powers-that-be in Norna.

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Survivalist Cultures
Survivalist Culture: Increase both Navigation and Nature Lore by one rank.
Tier 1 Advancements:
Hunt or Be Hunted: Increase Tracking by one rank.
Welcome To The Jungle: Increase Disarm/Set Traps by one rank.
Tier 2 Advancements:
Dont Let It Know Youre There: Increase Sneak skill by one rank.
Natural Poison Resistance: Poisons are considered to be one rank lower
against you. This has no effect during combat. Remind the GM that you have
this ability when you are hit by a Poison call.

Akka-Tinga Jungle
Ability: When identifying plants and information about them, your Nature Lore
is considered one rank higher.
In the depths of the Western Marshes lies the Akka-Tinga Jungle. Filled with deadly wildlife and
sunken treasure this untamed region is a prime choice for those seeking adventure or fortune. The
people of the jungle are a resilient and exotic lot, capable of dealing with everything their homeland
throws at them.
The jungle dwellers dont have much knowledge of the Watchers. Both consider the other to be an exotic
curiosity. The limited dealings between the two cultures have gone down well, provided both sides treat
each other with respect. The main reasons for someone from the jungle to join the Watchers is because
they wanted to travel, or because they got in trouble somewhere while travelling.

Ferrnight Forest
Ability: When identifying animals and information about them, your Nature
Lore is considered one rank higher.
Huddled together against the gloom cast by the ancient branches, the villagers of Ferrnight Forest are
beset on all sides by monsters. Gruff and self sufficient, the people of Ferrnight have learnt to fend for
themselves, hunting the predators that stalk beneath the shadowy boughs - both natural and not.
The communities of Ferrnight are apprehensive about the Watchers. They feel neglected by the Watchers, and entitled to help they rarely receive. The people of Ferrnight could be accurately described as
complaining about the Watchers when they arent around and fearing them when they are. They do
not respect the Watchers rules, and only offer token cooperation when the Watchers make requests of
them. Ferrnight citizens join the Watchers to prove themselves, or to run away from something that
scares them more than being in the Watchers.

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Penrith
Ability: For the purposes of manual labour, your Brawn stat is considered one
rank higher. This is an exception to the rule that no stat may go above 4.
With the largest expanses of fertile farmland in all of Mercator, Penrith supplies food to anyone and
everyone in the known world. In general a laid back & gregarious people they tend to defer to their
protective neighbour Dalamar on most matters, content to tend their fields for the most part.
Penrith likes the Watchers, but then again they like pretty much everybody. They certainly wouldnt deliberately deceive the Watchers or do anything untowards - that is, unless Dalamar made them. People
from Penrith are most likely to join the Watchers because they are looking for adventure!

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Warrior Cultures
Warrior Culture: Gain +2 HP.
Tier 1 Advancements:
A Single Perfect Strike - Once per scene, call Mighty Blow. Deal two additional damage ranks the next time you call damage in melee.
Glory in Death: If Incapacitated while in melee, stay active for long enough
to make one melee attack (or three seconds, whichever is shorter), dealing
an additional two damage ranks.
Tier 2 Advancements:
Warrior Spirit: Once per week, call Howl Of Fury. This ability affects all
allies in earshot. Their next melee hit deals an additional rank of damage.
Unbent, Unbowed, Unbroken: Once per scene, instantly heal yourself for 2
HP. You may do this while Incapacitated.

Dalamar
Ability: When healed whilst Incapacitated, heal an additional HP.
Where Penrith is relaxed, Dalamar is tightly wound and structured. As essentially a nation of warriors
they possess the single most well trained fighting force in the world, often hiring out regiments of their
army as mercenaries. Trained for combat from birth Dalamarans consider themselves the toughest
people in the whole of Mercator & with good reason.
Dalamar pays lip service to the Watchers as required, but only sends troops when it is convenient.
Dalamar treats the Watchers as a rival army - sometimes their ally, sometimes not. They have no
qualms with playing games with their opponents and like to see what they can get away with regarding
the Watchers.
People from Dalamar are most likely to join the Watchers for the varied combat experience, or the
personal recognition.

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The Frozen Isles


Ability: Once per scene, when you have at least 2HP, lose 2HP. Deal two additional damage ranks the next time you call damage in melee.
For centuries the Vykiins (roughly translated it means sea travellers) struggled against the elements
on their rocky islands, stockpiling what they harvested during the green summers to weather the
brutal winter storms. As the clans on each island grew, their ability to produce food dwindled, until in
desperation one island converted their fishing boats into transports and took their neighbours stores by
force. So began both a tradition of raids back and forth and the Vykiin warrior culture.
Again no real central governing body but in general the people of the Frozen Isles view the rest of the
world in terms of who would give them the best fight. To that end the Watchers rank highly on that
list, and are therefore generally worthy of respect. The Frozen Islanders will in general show respect to
the decisions of the Watchers, provided it is convenient for them.
People from the Frozen Isles would join the Watchers to seek adventure, to prove themselves to their
hold or gain experience in battle.

Southlands
Ability: Once per event, you may cast Ward (Support Mage List) one time without costing Essence. It expires at the end of the scene.
The nomadic tribes of the Southlands have a rather chequered history; many of their people joined
Drakknor at the start of the Great War; and even 200 years later some tribes have not fully recovered.
A proud people, the Southlanders generally have little contact with the outside world; their tribes are
self-sufficient and each embodies a totemic animal of one of the gods - a concept foreign to many in the
rest of Mercator.
The Southlands have a sort of hand-shake agreement with the Watchers. They are on good terms for
now, but everyone remembers they were on different sides during the Great War. The Southlands tribes
fear the power of the Watchers, so mostly they comply with requests. But honestly, if the Eyes of the
Beast Walkers tell them to betray the Watchers, they will.
People from the Southlands are most likely to join the Watchers because they wanted something more
than what they had, and the Watchers were a convenient way to do it.

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Fighting Style
This is how the character approaches fights, and the means they use in combat.

Archery
Stats: +1 Finesse
Weapons: Bow, 1-handed melee weapon.
Armour Bonus: 2
Gear: Bow, arrows and a quiver.
Tier 1 Advancements:
Once per scene, empower an arrow as if it was a spell packet that calls Drain
instead of calling damage.
Can dual-wield 1-handed short melee weapons.
Tier 2 Advancements:
Once per scene, hold aim on your target for three seconds. On your next shot
call an additional three ranks of damage.
+1 Brawn.

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Combat Magic
Stats: +1 Essence, +1 Resolve
Weapons: Polearm, 1-handed melee weapon.
Abilities: Spellcaster. Can cast spells from the Combat Magic Spell List.
Armour Bonus: 0
Tier 1 Advancements:
When casting Strike, empower a number of spell packets equal to your
Essence +2
Reduce the casting time of Stun to one second.
Tier 2 Advancements:
Once per day, perform a 5 second ritual to regain all your spent mana.
Once per week, perform a 10 second ritual; for this Scene, all your spells
that empower spell packets empower twice as many spell packets.

Combat Magic Spell List


Thorns
If damaged in melee combat, call Thorns Two.
Range: Self, Cost: 2, Upkeep: Yes

Strike
Empower a number of spell packets equal to the casters Essence. Each packet calls damage equal to the casters Essence.
Casting Time: One Second, Range: Thrown packet, Cost: 2, Upkeep: No

Stun
Empower a spell packet that calls Stun.
Range: Thrown packet, Cost: 1, Upkeep: Yes

Dispel
Empower a spell packet that calls Dispel.
Range: Thrown packet, Cost: 2, Upkeep: No

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Heavy Armour
Stats: +1 Resolve.
Weapons: Any melee weapon, shield.
Armour Bonus: 6
Gear: Shield. One additional melee weapon.
Tier 1 Advancements:
+2 Armour Bonus.
Once per scene, issue a challenge. Roleplay your challenge, and end it by
calling Mass Taunt. All enemies within earshot will attack you, if able.
Tier 2 Advancements:
Once per week, pray for protection. Your prayer must be roleplayed for at
least ten seconds and you may do nothing else during this time. You are immune to physical damage for the next 30 seconds.
When you use a shield, its Sunder Point is increased by 2.

Skirmisher
Stats: +1 Wits, +1 Brawn
Weapons: Any 1-handed melee weapon, throwing weapons, shields.
Armour Bonus: 3
Gear: Extra melee weapon or shield, up to three throwing weapons.
Tier 1 Advancements:
Once per Scene, call Dodge.
Gain a rank of the Sneak skill.
Tier 2 Advancements:
Once per day, cast Thorns (Combat Magic List) as if you were a spellcaster;
the spell takes effect when your shield is struck, and not when you are
struck. The spell expires at the end of this scene.
+1 Finesse.

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Streetfighter
Stats: +1 Brawn, +1 Wits
Weapons: Dual-wield 1-handed short melee weapons, throwing weapons.
Abilities: Can call Backstab once per scene. A backstab melee attack that hits
an opponent from behind deals three additional ranks of damage.
Armour Bonus: 1
Gear: May begin play with an extra melee weapon and up to three throwing
weapons.
Tier 1 Advancements:
Can wield 1-handed long melee weapons. May dual-wield one long and one
short melee weapon.
You may use backstab twice per scene.
Tier 2 Advancements:
+1 Finesse.
Once per week, use Flurry of Blades. For the next thirty seconds, your melee
attacks deal an additional three ranks of damage.

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Support Magic
Stats: +1 Essence, +1 Resolve
Weapons: Polearm, 1-handed short melee weapon.
Abilities: Spellcaster. Can cast spells from the Support Magic Spell List.
Armour Bonus: 2
Tier 1 Advancements:
Add Thorns (Combat Magic List) to your spell list.
Add Stone Shield (Earth Magic List) to your spell list.
Tier 2 Advancements:
Once per day perform a 5 second ritual to regain all your spent mana
Once per week cast MASS HEAL: all allies are healed for 3HP instantly.

Support Magic Spell List


Sanctuary
The caster must cross their arms in front of their chest and stand without moving their
feet. They must continue their casting chant for the duration of the spell. While the spell
continues, the caster may not do anything except maintain the spell. Call Immune to all
damage and effects (except Dispel) while maintaining Sanctuary.
Range: Self, Cost: 2, Upkeep: No

Ward
The target of this spell gains 2 armour points for as long as the spell is upkept.
Range: Touch, Cost: 1, Upkeep: Yes

Enhance Weapon
A weapon affected by this spell deals an additional rank of damage per hit. It may not
be used on bows, but may affect a single-shot arrow.
Range: Touch, Cost: 1, Upkeep: Yes

Heal
Target regains 2 HP. This spell has no effect on Wights.
Range: Touch, Cost: 1, Upkeep: No

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Swashbuckler
Stats: +1 Circles, +2 Finesse.
Weapons: 1-handed long melee weapon. Shield no larger than 40cm diameter.
1-handed short melee weapon in off-hand.
Abilities: In any scene, call Dodge a number of times equal to your Finesse.
Armour Bonus: 0
Gear: May begin play with one additional melee weapon or buckler.
Tier 1 Advancements:
Once per day call Disarm instead of calling damage.
Once per scene call Grip Ground instead of calling damage.
Tier 2 Advancements:
Once per week, use Coup D Main. For the next ten seconds, call Dodge as
often you want. These calls are not counted against any other source of
Dodge you have access to.
Add your Finesse to your Hit Point total.

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Totemic Magic
Stats: +1 Wits
Weapons: Totemic characters grow claws, talons, or other natural weapons.
Due to the limitations of LARP combat, they may only use shapeshifted weapons on their hands.
Abilities: Spellcasters. Choose a Totem animal to worship. At will, the character can assume the aspect of their Totem, changing parts of their body to
match. This grants +2 Brawn and +3 HP until the character chooses to dispel
the aspect. The character also gains the natural weapons of their chosen Totem.
While assuming the aspect of their Totem, the character may not speak.
When the aspect is dispelled, if the character has taken damage, that damage is
applied to their current HP (e.g. a character with 5 HP who shifted would have
8 HP. If they took 5 damage while shifted, then the shift back would leave them
with 0 HP and they would become Incapacitated).
Armour Bonus: 0.
Gear: Must carry a symbol of their chosen Totem.
Tier 1 Advancements:
While shapeshifted you have +5 HP instead of +3.
Once per scene, while shifted, use Lick Your Wounds. You may do nothing
else for five seconds. Heal two damage points.
Tier 2 Advancements:
Once per week, while shifted, call Howl Of Fury. This ability affects all
allies in earshot. Their next melee hit deals an additional rank of damage.
+1 Resolve.

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Unarmoured
Stats: +2 Brawn
Weapons: Can wield any melee weapon.
Armour Bonus: 0
Gear: Two additional melee weapons.
Tier 1 Advancements:
Once per scene, use Mighty Blow. Deal two additional damage ranks the
next time you call damage in melee.
At any time, call Blast instead of calling damage.
Tier 2 Advancements:
Once per week, go into a battle trance (or berserk rage). Every time you
incapacitate an opponent in this scene, recover all your hit points.
Can dual-wield 1-handed short melee weapons.

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Skillset
This is what the character does when theyre not fighting; the skills that make
them a useful member of society. Skills come with skills; those skills and what
they do are listed after the Skillsets in this book.

Alchemist
Stats: +1 Wits, +1 Essence
Abilities: Make Potion Rank 1
Skills: Arcane Lore +1, Nature Lore +1
Tier 1 Advancements:
Increase any Alchemist skill by one rank
Increase Make Potion by one rank
Tier 2 Advancements:
Choose one common Alchemy ingredient. You always have access to that
ingredient.
Increase Make Potion and Nature Lore by one rank each.

Make Potion
Alchemical potions are prepared in two parts, which are then mixed carefully just before
use. Mixing a potion must be roleplayed with the appropriate equipment. It takes five
seconds to mix a potion, and it must be used within a minute. An alchemist may make
a number of potion ranks equal to double their Wits each scene (e.g. an alchemist with
Wits 2 could make one rank 2 and two rank 1 potions per scene).
Making less-volatile potions that do not have to be used immediately requires additional
reagents as described in the Alchemical Potions List, and take ten minutes per rank to
manufacture.
Rank 1: Choose a number of recipes equal to your Wits from the Alchemical Potion list;
your character knows how to make those potions.
Rank 2: Choose additional recipes equal to your Wits.
Rank 3: Choose additional recipes equal to your Wits.

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Alchemical Potion List
Poison
Rank 2: Smeared onto an edged weapon or arrow, adds one additional rank of damage
to the next successful hit. Alternatively, can be prepared as an ingestible poison, with
effects ranging from sickness to lingering death; negotiate with a GM.
Reagents: Powdered Belladonna berries, Red lead, Cobra venom

Explosive Potion
Rank 1: Creates a spell packet that calls BLAST
Reagents for non-volatile: Charcoal, Sulphur, Guano

Acid
Rank 2: Creates a spell packet that does two damage or can be used to open level 1 or 2
locks. Acid potions require 5 minutes to open locks of equivalent level.
Reagents for non-volatile: Vitriol, Saltpeter, Refined Alum

Healing Potion
Rank 1: Instantly heals three hit points when ingested.
Reagents for non-volatile: Brandy, willow bark, sea salt

Gluebomb Potion
Rank 2: Creates two spell packets that call Grip Ground
Reagents for non-volatile: Pine Tree sap, Beeswax, egg white

Cloud of Smoke Potion


Rank 1: Sneak for 2 seconds or up to 3 paces, whichever is shorter. Cloud of Smoke is
activated by hurling the potion to the ground at the users feet.
Reagents for non-volatile: Raw Sugar, Saltpeter, Soda, Raw Umber powder

Potion of Strength
Rank 3: Drinking this potion will give +1 to Brawn for one scene. The non-volatile version gives +1 to Brawn for one day. Repeated application of Potions of Brawn grants no
additional benefit and will have negative intoxicating effects.
Reagents for non-volatile: Alcohol, Bulls Blood, Powdered Bear Claw

Potion of Toughness
Rank 3: Drinking this potion will give +1 to Resolve for one scene. The non-volatile version gives +1 to Toughness for one day. Repeated application of Potions of Toughness
grants no additional benefit and will have negative intoxicating effects.
Reagents for non-volatile: Alcohol, Mule hair, granite powder

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Bard
Stats: +1 Resources, +2 Circles, +1 Wits.
Abilities: Make Reputation
Skills: Appraise +1, Culture Lore +1, History +1, Navigation +1
Tier 1 Advancements:
Increase any Bard skill by one rank
Tier 2 Advancements:
+1 Circles. In addition, increase Navigation by one rank.
+1 Resources. In addition, increase Appraise by one rank.

Make Reputation
The capability to alter the reputations written on another characters sheet. You can
make people famous, or infamous.
Bards will be able to put official stamps on Rumours; GMs will alter the reputations of
characters based on rumours, songs, bragging and stories told of them.
This is more effective and rapid when used on NPCs.
You may not use the Make Reputation skill on yourself. The Make Reputation skill has
no ranks and cannot be increased.

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Enchanter
Stats: +1 Essence
Abilities: Spellcaster: Enchant Item Rank 1
Skills: Arcane Lore +1, Repair +1
Tier 1 Advancements:
Increase any Enchanter skill by one rank
Increase Enchant Item by one rank
Tier 2 Advancements:
When enchanting items, halve the length of time that the ritual takes.
Increase Enchant Item and Repair by one rank each

Enchant Item
A temporary enchantment requires a five minute roleplayed ritual in the presence of a
GM. At the point of casting the enchantment, a coloured ribbon or equivalent prop must
be tied to the item in a prominent position so that the enchantment can be clearly seen
by all players/NPCs. Enchantments and spells with similar effects will add together.
Temporary enchantments expire each sunrise and sunset. Permanently enchanted items
do not count against the enchanters temporary enchantment daily allowance and may
not be dispelled.
To enchant a permanent item requires a thirty minute ritual and the use of reagents as
described in the item description; many of these will be expended as part of the ritual.
Casters may remove the enchantment from items they have created at will. The item
need not be present for the owner to remove the enchantment.
Rank 1: Can maintain a number of temporary enchantments equal to their Essence.
Can maintain up to 2 permanent enchanted items.
Rank 2: Can maintain a number of temporary enchantments equal to double their Essence.
Rank 3: Can maintain up to 6 permanent enchanted items.

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Enchanted Item List


Enchant Armour
The target of this enchantment gains an additional 2 AP. A white ribbon must be tied to
the armour. This enchantment cannot be cast on an unarmoured target. Enchanted AP
are repaired in the same way as mundane AP.
Reagents for Permanent: Arcanix, Diamond, Minotaur Hide, White Hot Flame

Enchant Weapon
A weapon affected by this enchantment deals an additional rank of damage per hit. This
can only be applied to a melee weapon. A red ribbon must be tied to the weapon.
Reagents for Permanent: Arcanix, Pristene Wolfs Fang, Ettercap Venom, A Body Of Flowing Water.

Two-way Communication Link


A pair of items are enchanted to act as an audio conduit between two places. Both items
must be held in order for sound to travel through. There is no known maximum distance
for this enchantment.
Reagents for Permanent: Arcanix, A Single item split in two, A Ravens Feather, Strong Winds

Cloak of Camouflage
Enchants a cloak. Anyone wearing it gains an additional rank of the Sneak skill.
Reagents for Permanent: Arcanix, Drider Silk, Wax of A Spent Candel, Moonlight

Item of Power
Allows someone holding the item to cast the spell held within it once per scene, using
their own Essence, as if they were a spellcaster with that spell on their spell list. Creating this item requires the assistance of a character who can cast the spell to be held
within the item. That character must take part for the entire length of the enchantment
ritual. Spells with a range of SELF may not be used in an Item of Power.
Reagents for Permanent: Arcanix, A symbolic representation of the spell being cast, Heart of an Ogre,
Bare Untilled Soil

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Priest
Stats: +1 Essence, +1 Resolve
Abilities: Healing Touch Rank 1, add your rank in Religion Lore to your HP.
Skills: Religion Lore +1, History +1
Tier 1 Advancements:
Increase any Priest skill by one rank.
Increase Healing Touch by one rank.
Tier 2 Advancements:
Cast Disrupt (Necromancer List) as if you were a spellcaster with that spell.
Increase Healing Touch and History by one rank each.

Healing Touch
Rank 1: roleplay a healing ceremony over a wounded person to heal 3 HP per minute
that the ceremony lasts, and prevent any poison or disease from getting worse. This
ability does not affect Wights.
Rank 2: in addition, the ritual cures common poisons and diseases
Rank 3: in addition, the ritual acts as a dispel against curses

Ranger
Stats: +1 Finesse, +2 Wits
Skills: Nature Lore +1, Tracking +1, Sneak +1, Navigation +1, Disarm/Set
Traps +1
Tier 1 Advancements:
Increase any Ranger skill by one rank.
Tier 2 Advancements:
Increase Nature Lore and Tracking by one rank each.
Increase Sneak and Disarm/Set Traps by one rank each.

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Rogue
Stats: +2 Wits, +2 Circles.
Skills: Appraise +1, Cultural Lore +1, Sneak +1, Pick Lock +1, Disarm/Set
Traps +1, Streetwise +1
Tier 1 Advancements:
Increase any Rogue skill by one rank.
Tier 2 Advancements:
Increase Streetwise and Sneak by one rank each.
Increase Pick Locks and Disarm/Set Traps by one rank each.

Sage
Stats: +1 Resolve, +1 Resources, +1 Circles
Skills: Arcane Lore +1, Cultural Lore +1, Religion Lore +1, History +1, Medicine +1, Nature Lore +1
Tier 1 Advancements:
Increase any Sage skill by one rank.
Tier 2 Advancements:
Increase any two Sage skills by one rank each.
Choose one: Whispers on the Wind (Air Magic List), Lay of the Land (Nature
Magic List) or Reverse the Sands of Time (Divination List). You may cast that
spell as if you were a spellcaster.

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Labourer
Stats: +1 Brawn, +1 Resolve, +1 Circles
Skills: Streetwise +1, Repair +1
Tier 1 Advancements:
Increase any Labourer skill by one rank.
Add one rank of Nature Lore or Culture Lore, depending on your work.
Tier 2 Advancements:
+2 HP.
+1 Circles and increase Streetwise by one rank.

Soldier
Stats: +1 Resources, +1 Circles, +1 Resolve
Abilities: Add +2 to your Fighting Styles Armour Bonus.
Skills: Culture Lore +1, History +1, Repair +1
Tier 1 Advancements:
Increase any Soldier skill by one rank.
Add +1 Reputation and choose a descriptor that suits your previous actions.
Tier 2 Advancements:
+1 Resources and an additional +1 to your Fighting Styles Armour Bonus.
+1 Circles and +1 Repair.

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Thug
Stats: +1 Brawn, +1 Circles, +1 HP
Skills: Streetwise +1, Appraise +1, Sneak +1
Tier 1 Advancements:
Increase any Thug skill by one rank.
+1 HP
Tier 2 Advancements:
+1 Sneak and +1 Streetwise
+1 Resolve

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Air Mage
Stats: +1 Essence, +1 Finesse
Abilities: Spellcaster: Air Magic
Skills: Arcane Lore +1, History +1
Tier 1 Advancements:
Increase any Air Mage skill by one rank.
Reduce the cost of Gust of Wind to 1.
Tier 2 Advancements:
+1 Finesse
Add Dispel (from the Combat Magic Spell List) to your spell list.

Air Magic Spell List


Mage Hand
The caster can exert enough force to lift and clumsily control an object up to 1kg in
weight within the casters line of sight. Objects may not be moved faster than a slow
walking pace. The force may also be used to push or pull. Caster must maintain concentration while the spell is in effect.
Range: 10m, Cost: 2, Upkeep: Yes

Feather Fall
The caster and nearby allies take no damage from falling.
Casting Time: Instant, Range: 10m, Cost: 1, Upkeep: Yes, Ingredients: A feather.

Whispers on the Wind


Choose a target by name up to ten kilometres away. You may speak a number of syllables equal to five times your Essence, which will be heard by the target and no other.
This spell can be cast no more than once per day.
Range: Special, Cost: 1, Upkeep: No

Gust of Wind
The caster empowers a number of spell packets equal to her Essence that call Blast.
Range: Thrown packet, Cost: 2, Upkeep: No, Ingredients: Focus Item (Fan).

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Earth Mage
Stats: +1 Essence, +1 Resolve
Abilities: Spellcaster: Earth Magic
Skills: Arcane Lore +1, History +1
Tier 1 Advancements:
Increase any Earth Mage skill by one rank.
Mending now works at the speed of Repair rank 3.
Tier 2 Advancements:
Add Footsteps of the Earth (from the Divination Spell List) to your spell list
+1 Resolve

Earth Magic Spell List


Might of the Earth
The caster gains +2 Brawn.
Range: Self, Cost: 4, Upkeep: Yes

Statue Form
The target of this spell literally turns into a stone statue. The target must be willing, or
non-sentient. As a statue, the target becomes immune to most forms of damage, cannot
move in any way, and is aware of everything happening around them. Statue Form
expires at the next sunset or sunrise.
Range: Touch, Cost: 2, Upkeep: Yes

Stone Shield
A shield reinforced with this spell is immune to Sunder.
Range: Touch, Cost: 1, Upkeep: Yes

Mending
The caster can repair anything made from earth, stone or metal. This spell works at the
same speed as Repair rank 2 and stops working if the caster breaks concentration.
Range: Touch, Cost: 2, Upkeep: No

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Fire Mage
Stats: +1 Essence
Abilities: Spellcaster: Fire Magic
Skills: Arcane Lore +1, History +1
Tier 1 Advancements:
Increase any Fire Mage skill by one rank
Incineration calls 30 damage when you cast it
Tier 2 Advancements:
Add Enhance Weapon (from the Support Magic Spell List) to your spell list
+1 Brawn

Fire Magic Spell List


Ignite
The caster sets a flammable object on fire. Once the spell has been cast, the resulting
flames are considered non-magical.
Range: Touch, Cost: 1, Upkeep: No

Flare
The caster empowers a spell packet that calls Blind. This spell may also be used as a
signal.
Range: Thrown packet, Cost: 1, Upkeep: NO

Incineration
The caster empowers a spell packet that calls 20 damage. The spell packet must be
thrown within a minute of the rituals completion.
Casting Time: One minute, Range: Thrown packet, Cost: 2, Upkeep: No

Scorch
The casters finger tip becomes searing hot. This allows the caster to write on any surface by burning the characters into it.
Range: Touch, Cost: 1, Upkeep: Yes

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Ice Mage
Stats: +1 Essence
Abilities: Spellcaster: Ice Magic
Skills: Arcane Lore +1, History +1
Tier 1 Advancements:
Increase any Ice Mage skill by one rank
Ice Armour provides 6 Armour Points when you cast it
Tier 2 Advancements:
Add Strike (from the Combat Magic Spell List) to your spell list
Add Ward (from the Support Magic Spell List) to your spell list

Ice Magic Spell List


Ice Armour
The caster encases the target in a veil of shifting ice and fog. This provides the target
with 4 Armour Points. This replaces the targets Armour Bonus, if they have one.
Range: Touch, Cost: 2, Upkeep: Yes

Freeze Water
The caster causes a body of water to freeze, such as part of a river. Once cast, the frozen
water is considered non-magical ice.
Range: Touch, Cost: 2, Upkeep: No

Silence of Winter
The caster empowers a spell packet that calls Silence.
Range: Thrown Packet, Cost: 1, Upkeep: No

Slow
The caster empowers a spell packet that calls Slow.
Range: Thrown Packet, Cost: 1, Upkeep: No

Freezing Grip
The caster empowers a spell packet that calls Grip Ground. The target may not move
their feet for five seconds.
Range: Thrown packet, Cost: 1, Upkeep: No

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Nature Mage
Wights may not take this Skillset.
Stats: +1 Essence, +1 Resolve
Abilities: Spellcaster: Nature Magic
Skills: Arcane Lore +1, Nature Lore +1
Tier 1 Advancements:
Increase any Nature Mage skill by one rank.
Your Aspect of the Beast may never be dispelled unless you allow it.
Tier 2 Advancements:
Lay of the Land reveals two answers instead of one.
Choose a second totem. When casting Aspect of the Beast, you may choose
which of your totems to invoke.

Nature Magic Spell List


Aspect of the Beast
When creating a Nature Mage, choose one aspect from the following list as your Totem.
While this spell is upkept, the caster gains the benefit of that Aspect.
Owl: +1 Wits / Cat: +1 Finesse / Bear: +1 Brawn / Boar: +1 Resolve /
Tortoise: +3 Armour / Snake: +1 Sneak / Wolf: +2 Tracking
Range: Self, Cost: 2, Upkeep: Yes, Ingredients: Focus Item: A symbol of the totem to be invoked.

Lay of the Land


The caster breathes in the essence of the land and senses where to find one of:
the closest body of water, the closest settlement, nearest animal of a chosen category
(bird, wolf, snake, humanoid, etc), the closest plant bearing edible food, the closest
plant of a specific type (useful for alchemy, potion-making, etc)
Range: Self, Cost: 1, Upkeep: Yes

Natures Cleanse
The caster removes one poison or disease affecting the target.
Range: Touch, Cost: 2, Upkeep: No

Leech Seed
The caster empowers a spell packet that calls 3 damage. If the packet hits a living target,
the caster heals 2 hit points.
Range: Thrown packet, Cost: 2, Upkeep: No

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Necromancer
Stats: +1 Essence, +1 Resolve
Abilities: Spellcaster: Necromancy
Skills: Arcane Lore +1, History +1, Medicine +1
Tier 1 Advancements:
Increase any Necromancer skill by one rank.
Heal Undead now heals 4 HP when you cast it.
Tier 2 Advancements:
At will, spend HP as if they were mana points.
When you concentrate, you can sense the presence and general direction of
undead creatures within 100m of you.

Necromancy Magic Spell List


Enfeeblement
The caster empowers a number of spell packets equal to their Essence. Each packet calls
Drain.
Range: Spell Packet, Cost: 1, Upkeep: No

Heal Undead
Target undead creature regains 2 HP.
Range: Touch, Cost: 1, Upkeep: No

Cast/Remove Curse
The caster may choose to curse a target, or remove a curse cast by another caster.
Curses may be role playing things such as may never lie or more combat-oriented such
as target is always stunned for the first 2 seconds of combat. To cast or remove a curse,
please speak to a GM.
Range: Special, Cost: Varies, Upkeep: Yes, Ingredients: Varies

Disrupt Undead
The caster empowers a spell packet. If the packet hits an undead creature, call DISRUPT.
The creature is no longer linked to its creator, and will act according to its own instincts.
Note this does not usually grant the creature free will.
Range: Spell Packet, Cost: 2, Upkeep: No

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Raise the Dead *IT IS FORBIDDEN FOR A WATCHER TO CAST THIS SPELL*
This spell animates a corpse, turning it into a zombie subject to the will of the caster. An
equivalent of 1 humanoid worth of flesh may be animated for every 15 minutes spent
using this ritual, to a maximum of one hour. Once animated, the undead take orders
from the lead ritual summoner and will stay animated until destroyed. Large undead
monstrosities may be created by merging the corpses of multiple smaller creatures.
Multiple casters may involve themselves in this ritual; each caster increases the amount
of flesh that can be animated in 15 minutes.
Range: Touch, Cost: 6, Upkeep: No, Ingredients: One corpse per Zombie.

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Seer
Stats: +1 Essence
Abilities: Spellcaster: Divination, Visions (Occasionally, a GM may possibly give
you a cryptic and unreliable hint of the future. Once per week, you can also ask
a GM and go looking for an omen.)
Skills: Appraise +1, Arcane Lore +1, History +1
Tier 1 Advancements:
Increase any Seer skill by one rank.
Premonition of Danger now grants two Dodge calls rather than one.
Tier 2 Advancements:
Footsteps of the Past now adds two ranks to Tracking when you cast it.
Premonition of Danger is Range: Touch when you cast it.

Divination Spell List


Footsteps of the Past
The caster may call upon the powers of divination to discover what has occurred in a
place or to follow a quarry. It increases the casters Tracking skill by one rank.
Range: Self, Cost: 1, Upkeep: Yes

Guide my Hand
The caster may ask the gods regarding a choice that must be made. The gods will provide some kind of sign to assist the caster in deciding. The signs are always cryptic. This
spell may be cast no more than once per scene.
Range: Touch, Cost: 1, Upkeep: No

Premonition of Danger
The next time the caster is damaged by an attack, call Dodge, then Premonition of Danger expires.
Range: Self, Cost: 1, Upkeep: Yes

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Scry
The caster may conduct a ritual to see an object or person at a distance. The vision presented may be murky, or may relate to the metaphorical state of the target rather than
their literal surroundings. The upkeep cost is required for the duration of the ritual, and
for as long as the viewing link is maintained.
Range: Touch, Cost: 4, Upkeep: Yes, Ingredients: A symbolic link to the target - such as a lock of the
persons hair, the scabbard that used to house the sword, etc - and a reflective surface such as a mirror or natural still pool.

Reverse the Sands of Time


The caster touches a person or object and receives a flash of insight into their past
and/or where they have been. This vision will be brief and cannot be used to rewind to
a specific point in time - it will give a flash or a glimpse into a key point of time from the
targets perspective.
Range: Touch, Cost: 2, Upkeep: No

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Twist
What makes you special? What makes your character different from all the
other orcish swashbuckler alchemists from the Marshes? Twists are essentially a
way to tell the GMs a bit about the sort of story you want to play through with
your character, and help them to come up with personalised plots and sidequests. Weve listed some ideas here. Feel free to pitch your own.
True Nobility
In their homeland, aristocrats are treated as major nobility, and they have
similar advantages in countries that respect such things. You may be a card-carrying member of the Pipe-Smokers Club.
Secret Nobility
Not all those of noble birth embrace their responsibilities, or even know their
true heritage. Characters with Secret Nobility have either abandoned their life
or never knew it in the first place. If the characters true identity is ever dramatically exposed Secret Nobility changes into True Nobility and their Creed or
Instinct, if linked, should change as well.
Hunted
Wanted criminals, victims of blood oaths and renegades on the run. Hunted
characters are always looking over their shoulder, as they have someone doggedly pursuing them.
Glorious Destiny
Characters with a Glorious Destiny are called by the gods to a greater purpose.
While mortals may not see the full weave of fate, they know that their thread is
an important one.
Wanderer of the Blasted Plains
Prolonged exposure to the environs of the Blasted Plains leaves its mark on any
mortal, this is never healthy. Characters with this twist have spent just a little
too long in the Plains and have contracted The Dirge. There are only two outcomes of this malady if it is allowed to progress; death or becoming a Wight.

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Lost Fortune
Throughout Mercator fortunes are made and lost every day; buried treasures
can be found, trade deals can go poorly and natural disasters pick no favourites. Characters with this twist are the unlucky ones, who have lost their riches
through one means or another.
Blood Oath
You have sworn a mighty oath that drives everything you do. It may be connected to the Watchers, or not; but consider the in-game consequences before
you choose your oath. If you ever break this oath, your character will permanently lose a point of Resolve.
Secret Identity
While most people are content to be themselves, there are some who find it
necessary to disguise their identity from the world. Characters with this twist
may don a mask or other disguise to conceal their identity. Reputation modifiers will only be applied to one of your characters identities, unless your secret
identity is dramatically exposed; in which case all modifiers will be transferred
to your true identity.
Hard-Knock Life
Life just keeps knocking you down. Youre at home on streets, amongst the
dregs of society and the lowest of the low.
Lucky
Whether its the result of a blessing, a lucky charm or you were born under the
right star, sometimes things just go right. While it is not consistent enough to
rely on your good fortune will occasionally steer you towards what you need...
or away from trouble.
Mixed Luck
Nine times out of ten, youll roll a 20 or a 1. Extreme circumstances just seem
to turn up around you.
A Warriors Hands
Yours are the hands of battle, any weapon you can lay your hands on fits like
a tailored glove. However tailoring a glove & other finepoint skills are beyond
your reach.

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Member of Bluntaxe Search and Rescue


You are a card-carrying Bluntaxeman. You must be from the Great Halls to
begin the game with this Twist. See the setting documents for details.
Youre The Voice
You are a card-carrying member of the Voice. SSee the setting documents for
details.
Undercover Agent
You are a member of the Veil of Morden, and acting under orders of a Great
House of Mynaren. See the setting documents for details. You must be from
Mynaren to take this Twist.
Travelling Salesman
You are a member of the All Merchants Alliance, with all rights and responsibilities pertaining thereunto. See the setting documents for details.
Well-travelled
You have been everywhere..
Bookworm
You love to read.
Animalkin
Choose an animal type, your character has an innate connection to creatures of
that type. Your character must have some visible aspect of the animal; ie yellow
eyes, elongated canines, clawed fingernails etc.
Famous
Your name is associated with a glorious act of some kind, whether it be something you did yourself or an honoured ancestor.
Infamous
Your name is associated with a terrible act of some kind, whether it be something you did yourself or a reviled ancestor.
Veteran Watcher
If you have played a character through to retirement, you can take the Veteran
Watcher Twist. This character is not a new recruit to the Watchers, as other
new player characters are.

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Feyblood:
More on Feybloods in The Wanderers Guide to Mercator; note that this state
carries with it significant social stigma. Wights may never be Feyblood.
Feyblood (Dryad)
Physep: Dryads have skin like bark.
Feyblood (Nymph)
Physrep: Nymphs have blue skin and gills.
Feyblood (Satyr)
Physrep: Satyrs have prominent horns and furred legs.
Two-Headed Ogre
Physrep: Two-headed Ogres have a second head, which must be appopriately
propped.
You must take the Orc race and the Southlands culture to take this Twist. The
two-headed ogre is a strange mutation of the Southland orcs; each head has its
own personality but shares control of the body.

Other Inspiration For Twists?


Innocent
Rose-coloured Glasses
Untrustworthy
Truthful
Sworn Protector
Born at Sea
Exceptional Focus
Iron Stomach
Easily Distracted
Sheltered Upbringing
Paranoid
Phobia
Oblivious/Off With The Fairies
True Faith
Family Artifact

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Spell-scarred
Blessed
Cursed
Well-connected
Charlatan
Professional Craftsman
From a long line of (social class)
Military title
Property
Unique markings
Never at home anywhere
Priestly background (social)
Raised by wolves/bears/goats/otters/scorpions
Itinerant merchant
Spoiled childAbilities

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Skills
Appraise
Know the value of gems, jewelry, trade goods and magic items
Rank 1: know the value of common items, gems, jewelry and common magic items
Rank 2: know the value of rare items, gems, jewelry and rare magic items
Rank 3: know the value of unique items, gems, jewelry and unique magic items

Arcane Lore
Knowledge of magic, magical items, magical creatures, magical potions, etc.
Rank 1: in-depth knowledge of all things arcane
Rank 2: choose a speciality (e.g. elementals, enchanted swords, cursing spells, etc).
You are a renowned expert in that topic.
Rank 3: choose a second speciality.

Cultural Lore
knowledge of cultural traditions, rank structure, etiquette, etc.
Rank 1: a locals knowledge of every culture
Rank 2: choose a speciality (e.g. Mynaren, aristocracy, dinner etiquette). You are a
renowned expert in that topic.
Rank 3: choose a second speciality.

Disarm/Set Traps
By default, traps require Wits 2 to detect, and require the Disarm/Set Traps ability to
disarm. Traps require five minutes per rank to build and ten seconds per rank to set.
When designing a trap, a character has Trap Points equal to their Wits multiplied by the
rank of the trap. Characters may only design traps up to their rank in the Disarm/Set
Traps ability.
Spend Trap Points to add effects to the trap as follows; these stack. Any effect targets
the person who set off the trap. Materials for traps cost a coin per TP.
* Set off an alarm (1 TP)
* Deal damage (1 damage per TP spent on this option)
* Only detectable by Wits 3 or higher (1 TP)
* Only detectable by Wits 4 or higher (2 TP)
* Immobilise a target (target must have Brawn equal to or less than the amount of
TP spent on this option (* TP)
* Area of effect (effect targets within one metre per TP spent on this option)

History
Knowledge of the past, as it has been written down by the winners.
Rank 1: a strong knowledge of historical facts

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Rank 2: choose a speciality (e.g. the Great War, military developments, architecture).
You are a renowned expert in that topic.
Rank 3: choose a second speciality.

Medicine
This skill requires appropriate props, such as needles, thread, bandages, healing herbs
and poultices, etc. Without a genre-appropriate healing kit, the Medicine skill may not
be used.
Rank 1: When performing medical healing, heal 3 hit points per minute of roleplayed
medical attention. Diagnose and create remedies for common illnesses, diseases and
poisons.
Rank 2: When performing medical healing, heal 5 hit points per minute of roleplayed
medical attention. Diagnose and create remedies for rare illnesses, diseases and poisons.
Rank 3: When performing medical healing, heal 7 hit points per minute of roleplayed
medical attention. Diagnose and create remedies for nearly any illness, disease or
poison.

Nature Lore
Knowledge of plants, herbs, animals, etc.
Rank 1: in-depth knowledge of the natural world.
Rank 2: choose a speciality (e.g. healing herbs, fruit trees, herd animals). You are a
renowned expert in that topic.
Rank 3: choose a second speciality.

Navigation
Able to use landmarks, the stars, maps, compasses and other navigational tools to
determine your direction and location in the wilderness.
Rank 1: You can get your party to their destination. All travel times are reduced by
10%. You do not get lost in the wilderness, unless magic is involved.
Rank 2: All travel times are reduced by a further 10%, and you can accurately map
anywhere that you have travelled.
Rank 3: All travel times are reduced by a further 10%. You do not get lost in the wilderness.

Pick Lock
Allows a character actively role-playing to pick a lock open as listed below
Rank 1: pick simple locks of level 1
Rank 2: pick complex locks of level 2
Rank 3: pick intricate locking mechanisms of level 3

Religion Lore
Knowledge of the gods, theological minutiae, church dogma, etc.

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Rank 1: in-depth knowledge of all things religious
Rank 2: choose a speciality (e.g. Gods of the Western Marshes, church hierarchies, the
Sun God). You are a renowned expert in that topic.
Rank 3: choose a second speciality.

Repair
The ability to fix what is broken. Characters must use an approximation of the appropriate tools and materials for the job at hand to use this skill, and the repair must be
roleplayed.
Rank 1: Repair 2 Armour Points per minute, fix simple items (shields, walls, crockery)
Rank 2: Repair 3 Armour Points per minute, fix complicated items (gears, portcullis,
tools)
Rank 3: Repair 5 Armour Points per minute, fix almost anything

Streetwise
A character with this skill has knowledge of who to contact and what not to do
Rank 1: Knowledge of how not to make faux pas with the underground
Rank 2: Knowledge of who to go to when you need something
Rank 3: Having influence with the powers behind the scenes on the streets, bargaining
will be easier (but not necessarily easy)

Sneak
Allows characters to briefly disappear once per Scene. A character using Sneak places
their hand on their head and is considered invisible. If a character using Sneak makes an
attack, Sneak expires.
Rank 1: Sneak for 2 seconds or up to 3 paces, whichever is shorter.
Rank 2: Sneak for 4 seconds or up to 6 paces, whichever is shorter.
Rank 3: Sneak for 8 seconds or up to 12 paces, whichever is shorter.

Tracking
Allows characters to track animals and humanoids
Rank 1: follow tracks in most outdoor settings
Rank 2: follow tracks and know approximately how many creatures made the tracks
and how long ago
Rank 3: follow tracks in difficult terrain and passage through city streetsAdvancement

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Advancement
At the end of each event, debrief with a GM.
If you wish, you may change your Creed and Instinct.
Tell the GM a story about a time you acted in accordance with your current
Creed - or a time in which your character had to act against it and the impact
of that decision.
Tell the GM a story about a time you acted according to your current
Instinct.
Then select an advancement option from your fighting style, your skillset,
your race, or your culture.
If you have a fighting style, skillset, race and culture advancement, at your next
advancement you may add one to any Stat instead. No character may do this
more than once. Keep in mind that no Stat can ever have a value higher than 4.
You may not take a Tier 2 advancement of a particular type until you have a
Tier 1 advancement of each.
You may take a maximum of two advancements of any type, and a maximum of
one Stat advancement.
If you advance after taking two advancements of each type, and a Stat advancement, choose one:
nothing happens
replace one of your advancements with another you could have taken
replace your Fighting Style with another Fighting Style. You lose all
advantages from your previous Style
replace your Skillset with another Skillset. You lose all advantages from your
previous Skillset
retire your character: the GMs will work with you to create suitable closure
for your character
join an Order that your character has been invited into; this may force your
character to leave the Watchers and retire as a player character

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What Do Things Cost?


These numbers are generalised, and to be used as a rough guide to judge the
value of thingies.
A cheap meal; one coin
A good meal; three coins
A glass of beer; one coin
A daily enchantment for a weapon; ten coins
Repairing broken armour; a coin per AP
A new throwing dagger; fifteen coins
A new sword; fifty coins
A gram of Arcanix: half a coin
Rank one Potion of Healing: 5 coins
Rank two Potion of Healing: 10 coins
Rank three Potion of Healing: 20 coins
Potion of Brawn: 10 coins
Potion of Toughness: 10 coins

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The Bad Guys


These numbers are generalised, and to be used as reference by players who
wish a point of comparison for their character. The number in brackets is how
many players that guys probably worth.
Goblins ()
3 HP, 1 damage, throwing weapons/short melee
Ogre (1 )
10 hp, 3 damage, two-handed melee
Ogre Champion (3)
20 hp, 5 damage, two-handed melee, once per fight shieldbreak
Bandits ()
5 hp, 2 damage, short/long melee
Town Guards (1)
8 hp, 2 damage, long melee + shield
Zombie ()
3 hp, 1 damage, varies

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Watchers of Easthaven Character Sheet


Character Name:
Concept:
Player Name:
Creed:
Instinct:
Race:
Culture:
Fighting Style:
Skillset:
Twist:
Stats:
Brawn
Resolve
Finesse

Traits:

Wits

Essence

Derived Stats:
Hit Points
Armour Points
Mana Points

Standing:
Reputation
Circles
Resources

Abilities:

Watchers of Easthaven Character Sheet


Reputation

Spells:

Gear:

Advancements:

Background:

Racial
Cultural
Fighting Style
Skillset
Stat
Racial
Cultural
Fighting Style
Skillset

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