4) Developing a Character
Getting to Know You


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This chapter goes into detail on how to develop and understand your character including understanding your statistics, your character token's options and how to handle your inventory.

Your character will be 1 of 20 races - either male or female - each with their own racial abilities. No two players will have the same race nor will a race be represented more than once in a campaign. Your character will also receive a few talents, a gift and a bank account supplied to them by your clan. Once everyone has developed their character, the campaign will begin.

Note that if you enter a game that is already in progress, and no one has acquired the 'Knowledge of the Mystic Realm' yet, you can still create a character and join. You'll just have some catching up to do.


4.1 - Choosing a Clan

All players are the representative of a particular clan. The clans have no influence on game play ...they just identify a player side and clan tags are used to identify ownership of various things in the game. How the players select their clans is up to the group. Some groups just let the players grab a clan when they log in. Others have everyone log in as an Observer and then they roll a D20 and the highest roll selects the clan of their choice via the Change Sides icon. The remainder roll again and so on until everyone has an established clan. Here are the clans:

         

Your clan will provide you with a bank account to begin the campaign with. Hopefully, they won't be stingy in their support. They will also give you a gift of some kind. If your character should die and no rival has the 'Knowledge of the Mystic Realm' yet, you'll be able to start fresh with a brand new character and the balance of funds in your previous character's bank account (which actually belongs to your clan) will be available to your new character.


4.2 - Choosing a Race

All players roll a D20 and the highest roll will develop their character first. If 2 or more players tie as the highest roll, they roll again.

Let's say that it's your turn to create a character. You would click the Inventory icon and select your clan to open your inventory window. Everyone else can also open your inventory and follow along, if they like. Remember that everyone may look at anyone's inventory at any time. You would then right-click the shield in the 'Card Drop' area of your inventory and select [Get Race Choices]. You'll be presented with a male and female token, usually of different races but it is possible to get a choice between a male and female of the same race.

A message will be posted to show what choices you have received. You would then drag the tokens down to make them easier to see and begin evaluating them based on their descriptions and abilities. Each token will have an [Info] option that will show you a general description of the race. This will include the race's starting alignment (good, neutral, evil) and what that race may be converted to. If a race shows the starting alignment as 'Any', you will be asked to select an alignment if you choose that race.

Each token will also have an [Attributes] option that will show you the race's special abilities and a graph of the 5 main attributes (power, psychic, swift, skill, social) showing how each of the attributes for this race compares to the average. Let's say you are presented with the following example of a choice between a Male Achnaroid and a Female Shadwerl. You would open the [Info] and [Attributes] of each and study them to make a choice.

As you can see here, the Achnaroid has some good physical combat capabilities, including good power and swift attributes. The Shadwerl isn't very powerful but has some sneaky abilities and a high degree of magical skill as well as being able to attack psionically ...an ability that only a few races have. Once you've decided what you'd like to be, you would close the description scrolls, either by using the [Close] option or clicking the red X in the upper right corner and then you would use the [Select Race] option on the race token of your choice. For rule books purposes, I've chosen the Shadwerl.

The game will ask you to name your character. You can skip this, if you like, and name it later or change its name later. I'm going to call this character Grisha the Calm. If the race you choose can be of any alignment, the game will ask you to choose one. I'm going to go with Evil.

The game will now take a few moments to create your character. When it's done, the message window will show you that a spell has been sent to your spellbook (if you picked a race that gets a starting spell), how much money your clan has provided to you and your starting location.

Game Quirk: If you are the first to select a character that has a starting spell, an error message will appear. I have not been able to trace down why this error message occurs as there is no error ...everything is working fine. However, the error points out what spell your character is getting. Since you probably don't want the other players knowing what spell you have, click the Undo Button and re-select your character. Once the error message has appeared, it won't appear again so, this time, you'll get a spell without it being announced.


4.2.1 - Finding Your Token

Using the Maps icon, open the Kingdom map. It may take a few seconds to display. Then scroll down to the Mariah Lowlands and find your token in the location mentioned in the message window.

If that hex is surrounded by red borders, meaning it's impassable (and your character's not allowed to be in that hex), or if it's in the same hex as another character, move the token to any neighboring hex that is not occupied nor impassable to your character. As this example shows, the character I'm creating got dropped in a River at ML-47. I've chosen to move it to the Theurgist's Shop at ML-50.

 

On your first turn, after the game begins, you may have your character encounter the location they started on instead of moving, if you wish. After that, you must move your character via normal movement rules.


4.2.2 - Reviewing Your Stats

At this point, you'll want to review your stats as you're about to receive some talents and these are directly connected to your attributes. Right-click your new character token and use the [Stats Sheet] option. A stat sheet should appear that looks like this:

You'll note that your 5 main attributes, listed down the left-hand side, have received their initial starting values. Sometimes new characters get low starting values so an adjustment may be needed if yours is one those who were unfortunate. If the sum of all 5 attributes is less than 15, you'll get the difference in Flex Points. In this example, the sum of attribute points that Grisha has is 13 so she's going to get 2 flex points.


4.2.2.1 - Flex Points

At various times during the game, you will earn Flex Points. These are simply points that you may add to any attribute of your choice. Once they are added, they are permanent.

If you're receiving flex points because of low starting values (as shown here), hold off an deciding where to put them until you've had a chance to review your new talents. Besides this instance, any flex points you receive during the game must be applied immediately.


4.3 - Talents   

You will now receive a few special abilities in the form of talents. These talents are only active if you have at least 4 points in specific attributes required by the talent, if they have a requirement. Once active, these talents remain in effect for as long as your character lives.


4.3.1 - Natural Talent

A natural talent is a talent that your character is born with, or learned at a very young age, and will be provided randomly. Go back to your inventory window and right-click your clan shield in the 'Card Drop' area and select [Get Natural Talent]. You will be provided with a talent. If it requires 4 points in one or more attributes, it will have a large 'X' on it as it is not yet active.

Grisha has received the 'Looking Out' talent and is examining its [Info]. Note that it shows that Grisha will need 4 points of Skill to activate this talent. Upon looking at Grisha's stats, we see that she already has 4 points in Skill so she may select the [Activate] option on the talent card.


4.3.2 - Chosen Talent

Besides a natural talent, your character also gets a chosen talent, something they have an interest in and have become proficient at over time and practice. Right-click your clan shield again and select [Get Chosen Talent Choices]. You will be given 4 talents to choose from. Spread them out and examine their [Info]. Compare them against your character's stats to see if they will be active immediately or if they'll need points in specific attributes to activate them. If, like Grisha, your character has flex points coming, because of low starting values, choosing the right talents may also help you decide where to place those flex points. Once you decide what talent you want to give your character, close the descriptions and select [Select Talent] on the talent card and the other talents will be removed.

Grisha's been looking over her talents and she likes this 'Clairvoyant' talent as it'll keep her from getting blindsided by a rival's spells. It requires 4 points of psychic to activate and she only has 2. However, she has 2 flex points coming. So, she's going to keep the Clairvoyant talent and add the 2 flex points to psychic allowing her to active the talent.

Keep in mind that you can choose a talent that your character doesn't have the 4 point requirements for yet, they just can't use it (activate it) until they get the 4 point requirements.


4.3.3 - Talent Color Coding

It's also important to note that the point requirements are color coded to match the stats sheets. You'll note that the 'Looking Out' talent above needed 4 points of skill and it has a blue orb on the front. The 'Clairvoyant' talent needed 4 points in psychic and it has a purple orb on the front. So, you can quickly glance at the cards to see what's needed to activate them. Some cards require 4 points in more than one attribute and they will have a colored orb for all the attributes required. Some talents will need 4 points in one attribute OR another. In this case, you will see colored rings instead of orbs to show that you just need 4 points in one or the other but not necessarily both. Here's a few examples:

     

The Outdoorsman talent has no markings at all, which means it has no 4 point requirement and starts as an activated talent. The Assassin talent requires 4 points in swift, power & skill in order to be active. The Climber talent shows a blue and green ring meaning 4 points are required in either skill OR swift to activate, but not both. The Smart Fighter talent shows that it requires 4 points in skill and 4 points in either psychic OR power to be active.


4.4 - Receiving a Gift

Your clan will now give you a gift of some kind as a show of support in your quest to become ruler of the Kingdom. Go back to your shield in your inventory and select the [Get Gift] option. You will be given 4 choices to look over and you would select one as a gift for your character. Here's the 4 choices that Grisha has received:


All the stuff that's been offered to Grisha is really nice but she can only pick one item. So, she's decided, since we're just getting started, to go with the Hikers Pack as this will increase her carrying capacity. She'll select the [Accept Gift] option on the item card, the other cards will be removed and her ownership tag will appear on the card. With that, her character has been created as she is ready to go.



4.4.1 - Non-Receivable Gifts

Sometimes your clan isn't too smart and they'll offer you choices that you can't accept. You cannot accept a Cart or a Wagon as the description states it requires a Donkey or Ox to tow it. Since you don't have either, you obviously cannot accept a cart or wagon as a gift.

Another thing to consider is an arcane item's Arcane Point Cost (APC). Arcane Points (AP) will be discussed in more detail later but for now, each race has a certain amount of AP they may spend per round. A quick look at Grisha's stats shows that she has 6 AP. Since the highest APC you'll find on a magic item is 5, she can accept any magical items offered to her. You'll note that one of the items offered to her is the Elemental Crystal, which has an APC of 2.


There are some races that only have 1 or 2 AP. Normally, a race such as that would only accept a magical item for its value. In other words, they don't have the magical ability to use it but they might get a pretty decent price for it from the Theurgist. Might be worth it if your clan's providing a paltry bank account.


4.5 - Starting the Game

After a player has completed creating their character, the remaining players who don't have a character roll a D20 and the high die creates their character and so on.

When all players have a character, the host will click the "New Round" button in the Shields window. The game will provide the merchants with a random assortment of goods, the palace rooms and relics will be randomly distributed and several of the doors will be locked, rooms will be randomly distributed in the catacombs, a few other internal processes will take place and the clan shields for the active players will be displayed in the Shields window showing the turn sequence for the first round. The game has begun.


4.6 - Character Statistics

This section will explain your statistics sheet in detail. As shown before, to access your statistics, use the [Stats Sheet] option on your character token. Use the [Close] option on the stats sheet to close it. Here's Grisha's current statistics:


Here's a few things to know concerning the stat sheets:

Although you are capable of opening another player's stat sheet, you should ask to see their stats and let them open them. Of course, attempting to alter anyone's statistics without their consent is strictly forbidden and would obviously be considered cheating.

The stats sometimes takes a moment to update when you click an arrow button to adjust them. Basically, if you hear a click sound when you click something, your action has been recorded and adjustments are being made even though they may not appear right away.

I've found that it's good practice, after moving your token, to open your stat sheet and leave it open until the end of your turn. That way, all your statistics are easily seen and/or adjusted depending on what occurs during the turn. Although you can open your stats at anytime, it is also good etiquette to only open them if you need to. If you do wish to open them, move them out of the way of what other players may be doing so as not to interfere.

It's up to you to keep your stats properly adjusted and up to date. Watch for messages in the chat window, especially at the beginning of a round. Sometimes you may make adjustments because of an item or a special ability. Make sure to adjust your stats back to what they should be if you lose those items or abilities.


4.6.1 - General Information



This area shows a picture of your character, a tag to show your character's clan affiliation, your character's race & sex, your character's name, and a summary of your character's racial abilities. This summary will only give you the highlights of your character's abilities for quick reference. For a more detailed explanation of these abilities, use the [Attributes] option on your character token. Also note that you may use the [Change Name] option on the stat sheet to add or change your character's name.


4.6.2 - Miscellaneous Stats




4.6.2.1 - Alignment

This will display your current alignment: Good, Neutral or Evil. This will be either pre-determined or selected by you depending on what race you selected. If you're converted to a different alignment, you would use the arrow buttons to change to the new alignment. If that alignment is not available, then you may not be converted into that alignment and the instructions to convert are ignored. You can click the arrows now to see what alignments are available. This info is also shown on your character token's [Info].


4.6.2.2 - Arcane Points (AP)

Your AP Max is the number of arcane points you will have at the beginning of each round as determined by race & sex. During the course of the round you may cast spells and/or use arcane items. Each of these magical items have an Arcane Point Cost (APC). You would deduct this cost from your AP with the down arrow.

At the beginning of the next round, your AP will be automatically reset to match the AP Max. The Kingdom News displayed in the chat window will note this and remind you that if you have active arcane items (explained in more detail later but basically items that remain 'active' for as long as you wish to spend the AP), you would immediately deduct AP for those items currently in use.

Basically, you cannot use a arcane item or spell in a round if its cost to use it would exceed their current AP.


4.6.2.3 - [No Longer Used]


4.6.2.4 - [No Longer Used]


4.6.2.5 - Experience Points (XP)

You receive 1 XP automatically at the beginning of a round. You also gain XP in combat vs. creatures. Combat will be discussed more extensively in Chapter 7 but, for the purposes of earning XP in combat, here's what you need to know. A creature combat encounter can end in one of four ways: You run, the creature runs, the creature dies or you die.

You Die - You obviously don't collect XP as you're dead and you no longer need them.

The Creature Dies - You would increase your XP the amount equal to the creature's power or psychic depending on the type of battle. If it's a 'power only' creature, you would receive the creature's power in XP. If it's a 'psychic only' creature, you would receive the creature's psychic in XP. If a creature has both, you would receive the creature's power in XP, if the kill occurred in a segment of physical combat, or you would receive the creature's psychic in XP, if the kill occurred in a segment of psionic combat.

The Creature Runs - If the creature runs, you would receive half of the creature's power/psychic, based on the same rules shown for a kill and rounded down. For example: if you chase off a creature with a power of 7 in physical combat, you would receive 3 XP.

You Run - You only receives 1 XP if you run from combat.

For every 10 XP, you accumulate, you get one flex point. If you have 10 or more XP, you may convert 10 XP into a flex point using the conversion button shown here: You will be asked which attribute you would like to increase and the game will complete the conversion.

You may make this conversion at any time and you are not under obligation to make a conversion as soon as you accumulate 10 XP. In other words, you may wait until you find yourself in a situation where having an extra point in a particular attribute would be extremely helpful and you can make the conversion then.


4.6.2.6 - Racial Spell Limits (SpMin & SpMax)

The SpMin & SpMax indicates the minimum and maximum number of spells you may possess, unless you have an item or ability that allows you to exceed this limit. The number of spells you may have at any particular moment depends on how much psychic you have, which will be explained below.

If your SpMin is 1 or 2, this means that you will always have at least 1 or 2 spells. In other words, any time your number of spells drops below the minimum, you may draw a new spell immediately by using the [Get me a Spell] option on your character token. A spell will be sent to your spell book and a message will appear informing the players that you have received a spell.


4.6.2.7 - Funds

Your funds are basically a bank account that you would use to make purchases using a sort of script (like checks) that are universally accepted throughout the Kingdom. Unless taxes are being collected, you don't have to worry about losing money secured in the bank ...unlike any gold or gems you pick up. You begin the game with a bank account supplied by your clan and various investors.

Use the Up Arrow if you are making a deposit into the bank account ...like selling a gem or a collectible. Use the Down Arrow to adjust for money spent. In both cases, you'll be asked how much to deposit or spend and it will add/subtract this amount from your funds.

Your clan will also deposit funds into the clan account at random intervals as a show of support. The Kingdom News will announce when this occurs along with how much they gave you.


4.6.2.8 - Hit Points (Hit Pts & HPMax)

Just below Funds is the Hit Point trackers. You start a new character with a Maximum Hit Point Level (HPMax) of 25 and a current HP (Hit Pts) of 25. As you incur damage from various conflicts and encounters, you would click the Hit Pts down arrow and enter the number of HP damage. As you heal and gain HP, you would use the up arrow.

If your current HP is less than your HPMax, you are considered to be wounded. If you are wounded (and you are not poisoned or diseased), you will automatically receive an HP of natural healing at the beginning of each round. This will be announced in the chat window as part of The Kingdom News.

As you progress through your travels, your health, stamina and overall constitution will increase. This will be reflected by the game occasionally increasing your HPMax by 5 points at random times up to a top limit HPMax of 50. The Kingdom News will announce when this occurs. You will not received an HP of healing on the round when your HPMax is increased but you will receive a healing HP on every round thereafter until your HP equals the HPMax.

If your HP ever reaches zero, you are dead.


4.6.2.8.1 - Healing vs. Gaining HP

You may have an encounter that states you HEAL HP. You would only get these HP if you are wounded. If your current HP equals or exceeds your HPMax, you are healed and, therefore, this encounter would be ignored.

If you have an encounter that states you GAIN HP, then you would receive those HP even if it exceeds your HPMax ...sort of like being on steroids for a while. Even though your HPMax stat is limited to 50, your actual HP can go as high as 90.


4.6.3 - Attributes

The remainder of the stat sheet pertains to your five major attributes - power, psychic, swift, skill, and social - and all of the minor attributes they affect. Before we breakdown each one, here some notes that apply to all of them:

Each attribute has an up and down arrow that will adjust that attribute by 1 point up or down. This will also automatically adjust any minor attributes that are attached to that major attribute. These adjustments may take a moment for the game to complete. If you hear a click, your adjustment has been recorded, even though your stats make take a moment to update.

Also, you will get generally better in all your attributes though your experiences. Therefore, the game will occasionally give you a point in a random attribute to show that you've built up your abilities in that area. The Kingdom News will announce when this occurs informing you which attribute got a boost.


4.6.3.1 - Personal vs. Addon Points

You'll note that each of your major attributes has an 'Addon' box. At various times during the game, you may have an item that adds two points to your skill, for example. These 2 points would be added as a skill "Addon" as they are temporary for as long as you have that item that provides them. But, they are not part of your "personal" rating.

Automatic adjustments made to any minor attributes attached to a particular major attribute will take into consideration the total amount (Personal + Addon) but it's important to know the difference as you may have an encounter that only applies to your personal rating. In these instances, the addon points would be ignored.

Also, keep in mind that if you have an item that gives you addon points and you lose that item, you need to remove those addon points from your stats.


4.6.3.2 - Maximum Attribute Points (Max)

Next to each major attribute is a Max value. This is the maximum number of 'personal' points you may have in that attribute. It does not take into consideration 'Addon' points. For example, if Grisha has 15 points in power, she's maxed out and if she has an encounter that states she receives a point in power, it would be ignored. However, she can still have and use an item that gives her an extra 2 points in power as that would be an "Addon". So, she would effectively have 17 points of power.


4.6.3.3 - Power

Your power rating (color coded: Red) depicts a measure of strength and physical fighting ability. A low power rating makes for a weak defenseless character while a very high rating makes for a powerful dude who can kick butt. Power is primarily used in physical combat vs. rivals and creatures that have a power rating. Here's a breakdown of the minor attributes associated with power and physical combat.


4.6.3.3.1 - Physical Damage (Phy Dam)

This indicates the die roll that would be used to inflict damage if you are NOT using a weapon or if the damage rating of the weapon being used is less.


4.6.3.3.2 - Additional Damage (Dam+)

The damage adj bonus is for a high power rating ...the more powerful you are, the more damaging the hit. You get a +1 damage adjustment for every 5 points of power. This damage adjustment would apply to a hit whether you use a weapon or not.


4.6.3.3.3 - Additional 'To Hit' (Hit+)

For every 5 points of swift you have, you get a +1 To Hit or TH adjustment. High swift indicates that you are better able to dodge, parry and strike your opponent quickly. This hit adjustment applies whether you use a weapon or not.


4.6.3.3.4 - Smash Locks (SL%)

This is your percentage chance to smash locks. You must use a weapon to smash locks as you cannot do so with your bare hands (unless you have that ability). Smashed locks are [Trashed] as they are too damaged to be re-used. Review Palace Locks for more information.


4.6.3.4 - Psychic

Your psychic rating (color coded: Purple) depicts a measure of your psychic and spiritual abilities. A low psychic rating makes for a character with little or no spell abilities while a very high rating makes for a powerful spell and arcane item user and psionic fighter. Psychic is primarily used in psionic combat the same way that power would be used in physical combat except that it's used vs. rivals and creatures that have a psychic rating.


4.6.3.4.1 - Psionic Damage (Psi Dam)

Exactly the same as Power Damage (above) except that it would apply to psionic combat.


4.6.3.4.2 - Additional Damage (Dam+)

Exactly the same as the power damage adjustment (above) except that it would apply to psionic combat. Your damage adjustment increases 1 point for every 5 points of psychic.


4.6.3.4.3 - Additional 'To Hit' (Hit+)

For every 5 points of skill you have, you get a +1 To Hit or TH adjustment. High skill indicates that you are extremely intelligent and skillful and can use your psionic abilities effectively and wisely.


4.6.3.4.4 - Current Number of Spells (#Spls)

Earlier we discussed your racial spell limits. But, since spells are something you "know", as opposed to a tangible object that you can carry, the numbers of spells that you may know at one time is dependent on your psychic rating. The number shown here indicates the maximum number of spells you may know at this time. If this number has not reached your maximum racial spell limit yet, this number will increase as your psychic increases.

Keep in mind that you may lose your knowledge of a spell if you lose an addon item. For example, let's say you have an item that gives you 2 addon points in psychic. As a result, you may know 3 spells and you do know 3 spells. Then you lose the item and, along with it, the 2 addon points. This may drop the number of maximum spells you may know at this time to 2. If this occurs, you must immediately trash a spell.


4.6.3.4.5 - Psionic Combat Attack Capability (PCAC)

Most races may not attack psionically ...they can only defend except in specific situations. This box will show whether you may attack psionically or not as 'yes' or 'no'. Use the arrows to adjust this if it should change at any point in the game.


4.6.3.5 - Swift

Your swift rating (color coded: Green) depicts a measure of how agile and quick you are. A low swift rating makes for a slow lumbering character who may have trouble getting away from a bad conflict while a very high rating makes for a speedy individual that can fight better, dodge projectiles more easily, and run/travel faster. High swift also enhances physical combat.


4.6.3.5.1 - Movement Point Bonus (MP+)

You normally begin the game with 6 movement points or MP per turn. A very high swift will increase the distance traveled by providing additional MPs. You'll get an extra MP per 6 to 8 points of swift, depending on your race. These extra MP will apply to travel outside and in the palace. They do NOT add to your MP in the catacombs.


4.6.3.5.2 - Run From Combat (Run%)

When you run from a conflict as the attacker, you may run with immunity and the conflict ends. However, when you run from combat as a defender, you may have to fight off your attacker at a disadvantage for one more segment of combat as you're busy dodging, parrying and trying to get away. This roll determines whether you were successful at running away without having to fight your way out. If you fail, you must fight one more segment of combat at -1 to Hit & Damage (-1 TH&D). Then the conflict will end. See Run Check for details.


4.6.3.6 - Skill

Your skill rating (color coded: Blue) depicts a measure of intelligence, stealth, craftiness and spell casting success. A low skill rating makes for a rather dumb character that has a hard time figuring things out, casting spells properly, and avoiding conflicts while a very high rating makes for a clever, sneaky and smart character who can solve problems, find things in a hurry, cast spells effectively, and easily surprise or avoid an opponent. High skill also enhances psionic combat.


4.6.3.6.1 - Stealth (Stlh%)

Your chance of surprising or avoiding an opponent successfully. See Stealth in combat for details.


4.6.3.6.2 - Pick Locks (PL%)

Your chance of picking a lock successfully. Picked locks may be kept and re-used as they are undamaged. Review Palace Locks for more information.


4.6.3.6.3 - Cast Spells (Cast%)

Regardless of how many spells you may have or how much AP you have, casting a spell successfully requires skill. This is your chance of the spell behaving as expected when cast. See Spells for details on using spells.


4.6.3.6.4 - Finding Things

The following 3 ratings are known collectively as your FIND percentages. In all cases, these may be increased with the help of assisting companions.


4.6.3.6.4.1 - General Find (Find%)

This is the percentage chance of finding something that isn't specific to either the Cat% or FS% below. You may add 5% per assisting companion.


4.6.3.6.4.2 - Find Catacomb Doors (Cat%)

You may discover a catacomb doorway as a random event while you are exploring the palace. When you do, you would tag it as [Known by..] to show that you have knowledge of this door and you may use it anytime you like.

If you enter a location with an existing catacomb doorway that you do not have knowledge of, you may make a Cat% roll, after all other activity has been completed, in an attempt to find that door. If you do, you may also tag it as [Known by..].

The Cat% would also be used in an attempt to rotate rooms in the catacombs. Review Catacomb Movement for more information.

You may add 5% per assisting companion to your Cat% rolls.


4.6.3.6.4.3 - Find Stuff/First Sight (FS%)

In most cases, if a player leaves any goods behind, they may be picked up by anyone ...including some kingdom inhabitant that may wander by. However, there are special instances where players may hide collectibles (boats, rafts, goods at the palace entrance, etc).

If you enter a location that contains stuff hidden by a rival, you may make an FS% roll, after all other activity has been completed, in an attempt to find that stuff. If successful, you may immediately take possession of it and/or re-hide it (if allowed to). You may add 5% per assisting companion.

First Sight is another use of this die roll. In this case, you may add 10% per assisting companion.


4.6.3.7 - Social

Your social rating (color coded: orange) depicts a measure of how successfully you interact with other beings. A low social rating makes for a character that never gets a bargain and never has any companions while a very high rating makes for a character that always gets the great deals and has an entourage of helpful beings traveling around with them. High social may also increase your chances of visiting merchants when you're on the Great Throne.


4.6.3.7.1 - Dickering (Dick)

All prices given for goods and/or services throughout the game is a base price. The actual price you may pay (or receive, if you're selling) depends on how well you can dicker with the merchants. Of course, the higher your dicker rating, the greater the likelihood of getting a good deal. In fact, a lousy dicker rating may have some merchants shut the door in your face and not deal with you at all.

The only places in the game where a financial amount is set and is not dickered is the Infirmary in the palace and paying fines at the court or jail.

To dicker with a merchant, use the [Dicker] option on the terrain tile for the merchant you're visiting. If you're dickering with a specific individual, like a companion for hire or a random event card that may require a financial transaction, the [Dicker] option will be on the card itself. When dickering, make sure the chat window is NOT covered up with another window as you'll need to see the dickering messages.

If buying more than one item, you have the option to dicker on each one individually or you can combine their base values together for a bulk purchase. When selling more than one item, you must dicker on each one individually.

You will be asked a series of questions: Are you buying/hiring or selling? What is your dicker rating? What is the base price in question? It will then display the amount offered. If it's offering the base price or worse, the dickering system will then ask if you wish to make a counter offer. If you say ,"Yes", if will ask you what your counter offer is. It will then display a final offer. If your accept it, add (if receiving money) or subtract (if paying money) from your funds (and/or use any gold coins your may have). Be careful when making counter offers. If you try to offer a price that is too great a difference from the original offer, don't be surprised is they laugh at you and walk away.


4.6.3.7.2 - Attract Companions (AC%)

When you meet a companion via a random event, you may make this roll in an attempt to convince them to join your party for free. If you succeed, add them to your inventory. If you fail, you may still be able to hire them. The companion must have the attribute "Attract: Y" for you to attempt to attract them and "Hire: Y" for you to hire them. Companions at the Guild may only be hired. You may not attempt to attract them at the Guild.


4.6.3.7.3 - Steal Companions (SCx)

Anytime your character token is in the same location as a rival (or adjacent to a rival in the palace), even if you're just passing through or a rival is passing through your location, you may attempt to steal a companion from the rival if the companion has the attribute "Steal: Y" and you have more social than the rival.

You may attempt to do this regardless of what else happens, even if the two character's don't physically encounter each other. You may do this even if it's in a [P] location where two rivals may not normally encounter each other as the attempt is being made through conversation with the rival's companion and not between rivals directly.

The steal factor is the number that is multiplied to the difference between your social and the rival's social. For example: Let's say you have a social of 6 and you're in the same location as a rival with a social of 2. The difference between the two socials is 4. If you have a SCx = 4, you would have a (4 x 4) = 16% chance of convincing the rival's companion that they would be better off working for you. Only one steal attempt may be made per encounter. See Companions: Steal for more info.

You may not attempt to steal a companion from a rival in the Mystic Realms, Palace Grounds or Waterway.


4.7 - Character Token Options

The following is a list of the right-click options attached to your character token as well as an explanation of those options.



4.7.1 - Stats Sheet

This opens your attributes and statistics, as shown before.


4.7.2 - Trackers

This presents you with a list of trackers (left pic below) for keeping track of various long-term events. In the example shown here, Grisha has had an event that has put her to sleep for 3 rounds. To note this, click one of the entry boxes and enter an explanation of some kind for the tracker and then use the up arrows to set the number of rounds.

As you can see, Grisha has created the entry "Sleeping" and increased the tracker to 3. She has also placed a [Reminder Flag] on her token to remind her to reduce her tracker by one at the end of her next turn. A tracker has a [Close] option and, like the stats sheet, it will retain its values so you can close and open it at will.

 


4.7.3 - Info & Attributes

As was shown when your character was created, these two options provide a general description of your character's race, details on their special abilities and their range of attributes compared to the average.


4.7.4 - Safety Check

Whenever you enter a location with a yellow triangle with an asterisk (*), you must make a safety check. You must also make a safety check whenever you use a rope and there may be encounters that tell you to make a safety check. This basically means that you are doing something inherently risky and the potential for you, or a member of your party, to become injured or killed has increased substantially.

When you must make a safety check, simply use the [Safety Check] option on the token and the message window will tell you whether you passed safely, your character has been injured or a party member has died. The chances of danger are low so you shouldn't run into a problem often but ...it happens.

If you don't have to make a safety check for a specific reason (like being immune to safety checks in [M] terrain], for example), you must still make a safety check if you have living beings in your party. You may be immune to personal injury and would ignore any message indicating HP damage, but a party member may not be so careful and fall off a cliff.


4.7.5 - Get Me a...

This is a handy list of items that you may need to retrieve or you've been told to get. When an item is selected, it will be sent to your character token except spells, which will be sent to your spell book. Here's some additional notes on a couple of items.



4.7.5.1 - Boat or Raft

These items would be retrieved when you've declared that you are building a raft or a boat. You may also have an encounter that informs you that there's a boat or a raft hidden at a specific location. This option would be used to get the boat or raft. After [Claiming Ownership] on the item, you would use the [Send to...] option on the boat or raft chit to send it to where it needs to be. You may have to manually move it to a specific hex after sending it.


4.7.5.2 - Gold Coin

If you receive gold coins as a random event, the number of coins will already be noted on the gold coin chit. If you are told to collect gold coins, you would use this option to get a coin and you will be asked for the value of the gold coin (the actual number of coins). That number will appear on the gold coin chit. See Gold Chits for details.


4.7.6 - Reminder Flag

This simply toggles a green hand with a ribbon on one finger to appear or disappear on your character token. It's handy for reminding yourself of something that you need to address when your next turn begins.


4.7.7 - Health

You may become poisoned or diseased or both. If you do, use this option to display your particular malady on the front of the token.


4.7.7.1 - Poison & Disease

When you're poisoned and/or diseased, you will suffer a set of penalties until you are cured. Sometimes the condition will last for a specific period of time or it may last until you're cured or you die.

If it's a specific number of turns, use the character token's [Trackers] to keep track. Reduce the tracker by 1 at the end of your turn. When it reaches zero, you are no longer afflicted.

You may become both poisoned AND diseased. If this should occur, the penalties are doubled, as shown below. If you have an encounter that states you are poisoned while already poisoned or diseased while already diseased, the strain on your system will be too much and you immediately drop dead.

The Healer merchant may have antidotes and vaccines available for purchase and they may also cure you providing you can pay for the services.

Here's a list of the effects of being poisoned and/or diseased. You'll also find a Poison/Disease Effects chart for quick reference under the Charts icon in the game.

The penalties for being poisoned OR diseased:

- Instead of healing a HP at the beginning of a round, you lose D4 HP until your HP drops below 12. At that point, you lose 1 HP per round. This is handled automatically by the game and The Kingdom News will inform you as to how much damage you've received.
- Your travel is reduced by 1 MP per turn as travel will be slower and sluggish.
- In combat, you are -1 TH&D and -10 Stlh% and -10 Run% as your stamina is severely compromised.
- When casting a spell, your Cast% is cut in half as you find it hard to concentrate.
- You may not use a normal rope & hook for fear of falling. If you have the rope of command or an ability to climb without a rope, you may still climb but you must make 2 safety checks.

The penalties for being both poisoned AND diseased:

- Instead of healing a HP at the beginning of a round, you lose D8 HP until your HP drops below 24. At that point, you lose 2 HP per round. This is handled automatically by the game and The Kingdom News will inform you as to how much damage you've received.
- Your travel is reduced by 2 MP per turn as you can barely stay on your feet.
- In combat, you are -2 TH&D and -20 Stlh% and -20 Run% as you're not in any shape to be fighting anything.
- You are incapable of casting spells in this condition.
- You may not use a rope or climb at all because you simply can't.


4.7.8 - Leap to...

This is a handy way to move your character token to a specific location or directly to a [Rival] anywhere in the game without having to drag it around to where you want it. If you are moving to a specific location not listed in the menu, send the token to a nearby location and them manually move it to the specific spot.



4.7.9 - Kill Me (Death)

If your HP ever reaches zero, you are dead. If this should occur, select [Kill Me]. This will effectively remove your character from the game and dump most of your belongings in the location where you died. You may see error messages. Ignore them. Everything is working and I don't know why the error messages appear.

On the next round, during your normal turn, and if no other player has received the Knowledge of the Mystic Realm (KotMR), you may create a new character the same way you did at the beginning of the game. The main difference being, you will not have a choice of race or sex ...you will simply be given a new character. You will inherit some of the previous character's things like their funds.

Creating your new character is the only action you may make during that round, just as if it were Round 0. You may begin your adventure with your new character on the next round.

If any player has received the (KotMR), no new characters may enter the game. If the only players that have the (KotMR) should die, then the players that have lost their characters may create new ones on their next turn.


4.8 - Managing Inventory

This section will describe the various areas of your inventory sheet, what goes in each section and how to use them. As mentioned before, you may view anyone's inventory sheet at any time. Here's a blank inventory sheet for reference:



Here's an example of a character who's managed to collect a lot of stuff:



4.8.1 - Card Drop

Whenever you use the [Send to Inventory] option on an item, it is sent to this 'Card Drop' box. You should then drag those items to the appropriate area on the inventory sheet. As we've seen in the character creation section, the clan shield was used to create your character, receive your character's talents and their gift.


4.8.2 - Relic Box

When you [Get Your Quest] from Zerox the Kingmaker, the relic that you must find will appear in this box with the notation 'FIND' on it (as shown in the above example). This shows that you have your quest. When you find your relic in the palace and you [Send to Inventory], the relic will appear here without the 'FIND' notation. This shows that you have your relic. When you bring it back to Zerox, you would use the [Give to Zerox] option on the relic and the [Receive the Knowledge of the Mystic Realm] from Zerox and your relic will be replaced with a KoTMR token showing that you have the KotMR.


4.8.3 - Talents Box

This is where you would place the talents that you received when your character was created. Review Talents for more information.


4.8.4 - Pouch Boxes (Gold & Gems)

Gold and gems have their own pouches. As you can see in the example, this character has 3 gems in their gem pouch and 13 coins ($1300) in their gold pouch. Each pouch is considered a single item as far as victory spoils are concerned. When you beat a rival in a single segment of combat or persuasion, you may take the pouch with all the rival's gold or the pouch with all the rival's gems. Keeping this in mind, when you have gold and/or gems, you may want to get them to the Bank (deposit gold) or the Lapidary (examine and sell gems) before you lose them in a confrontation.


4.8.5 - Tygal Box

If you've hired a Tygal, you would place the Tygal chit here to show that you have the ability to communicate with your independents. Review Tygals for more information.


4.8.6 - Locks & Misc Box

This is where you would place locks that you find randomly or by successfully picking a lock in the palace. Review Locks for more information.

You may receive other miscellaneous counters or chits that don't have a specific area on the inventory sheet. Just place them here along with the locks.


4.8.7 - Collectibles Box

This is where you would display your collectibles. If you do not have a carrier of some kind, you may only have 6 collectibles. The above example shows that this character has six collectibles but they also have a Hiker's Pack which is a carrier that does not count towards collectible limits and allows the character to carry two extra non-living collectibles that will fit inside of it. You'll note the two cards that are under the hiker's pack card to show that these extra items are inside the pack.

How you display your collectibles is up to you but they should be displayed in a way that makes it easy for you and others to determine where something is being carried. As will be pointed out later, some things need to be in-hand or carried by you personally in order to be effective so make sure you don't have a necessary 'in hand' item shoved in a hikers pack or on a donkey.


4.9 - Personal Issues

You may become stuck in a location for a period of time for a variety of reasons. If this occurs, you would use the character token's [Trackers] to keep track of the number of turns while in this condition. You would reduce the tracker by 1 at the end of each turn thereafter. When it reaches zero, you are no longer afflicted by the condition and you may begin playing normally on the next round. Here's a break down of the various conditions you may find yourself in.


4.9.1 - Losing Turns

This simply means that you can't travel anywhere. However, you are fully aware and can react normally to anything that happens to you and may perform any other activity that would normally be allowed ..except travel. You do NOT draw events or re-encounter your current location when losing turns.


4.9.2 - Incapacitation

Whether passed out, sleeping, knocked out, drugged, paralyzed, whatever, an incapacitated character has no clue as to what is happening around them. If a character enters a location with an incapacitated rival, they may take victory spoils as if they just bested them in combat. They may NOT cause them injury and they may only encounter the incapacitated rival once per affliction. Other living beings will ignore an incapacitated character as they'll assume they're dead.


4.9.3 - Catatonia

Although rare, you may have an encounter that is so traumatic that you become catatonic. It will last for 3 turns during which time you will wander around aimlessly. At the beginning of your turn, the next player in sequence will move you one location in any direction of their choosing (under normal movement rules) and you would draw events normally. Events will be executed as follows:

-- If you discover something you could normally keep (collectible, gold, gem, etc.) you'll simply leave it there.
-- If you encounter something you would normally interact with (except occurrences & creatures), the event is ignored.
-- Occurrences are encountered normally.
-- Creatures will strike you for normal damage and then leave you alone. The creature will remain in the location where encountered. You will earn no XP for this.
-- If a rival enters your location, they may treat you as incapacitated (see above).


4.10 - The Built-In-Failure Factor

Let's face it. It doesn't matter if you're the foremost expert in the world (or the Kingdom) on a particular skill, everyone is bound to make a mistake once in awhile. This game is no different. The "built-in-failure" factor simply means the % chance of success at anything you would roll a D% on can never exceed 90%. In other words, regardless of how high your attributes are or how good you are at something, there is always a 10% chance of failure. This will be reflected in your stats. So, even if you have an incredibly high skill rating, you Cast% will stop rising at 90%.

This may apply to other situations as well. Let's say you have an encounter that states something like "roll a D20 under the sum of your attributes". Well, if you have 35 points, it's a sure thing so there's no need to roll the die. However, the "built-in-failure" factor must be taken into account. So, in a situation like this, consider the top roll as a failure. In this case, if you roll a 20, you failed.


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