Rules and Rituals update

The Rules and Character Creation Guide, as well as the Religious Rituals documents have been updated.

The Rules changelog is as follows:

Page 3 Complaints, removed “There will be a complaints process flowchart on the website.”

Page 7 call Curse, added: “You know if you are Cursed”

Page 8 <Magic Barrier, amended to: “Sprites the only beings known to be able to destroy magic barriers”

Page 8 <Yellow Headband>, added: “You can walk over Magic Barriers.”

Page 10 Curse Friendly Gesture, bolded: “you must shake that person’s hand”

Page 10 Thor Blessing, changed from Second Breath to: “Dual Breath”

Page 11 Blessing: Spirit Cloak, amended: “You are vulnerable to Invoke Duel, and can walk over Magical Barriers” and “Freyja watch as I perform, Turn me into spirit form. Incorporeal I travel, Let my earthly frame unravel.”

Page 11 Curse: Alluring step, added: “You may use the ‘Entice’ call on a target. Only humans are affected by this. Other beings are not affected, e.g. Draugr, Sprites, Valkyrie etc. Once cast, you may continue using the Entice call on your chosen target as many times as you wish until you are no longer looking at the target,” and amended: “Cunning Frejya call my mark, Bring them near with this remark, Let them think that I am nice, Summon them with CURSE ENTICE.”

Page 11 Facets, added: “…or the separate document on Religious Rituals.”

Page 11 Facets, added: “Acolyte: Required for Godi after character creation. You choose 3 Religious Magic rituals you can lead, and may take the Godi facet next game.”

Page 12 Berskerker, bolded: “one and only one,” moved “Berserker Ritual” information to here, and added “You must repeat the ritual to use Berserker again.”

Page 12 Calming Influence, amended to: “You can remove "Terror" effects on people. You must guide a person one-on-one to breathe In for 5, Hold for 5, and Out for 5, and repeat these 5 times. The pace of each count should be equivalent to “one-Skylding, two-Skylding…” etc, with you setting the pace out loud.”

Page 12 Godi, added: “Requires Acolyte if taken after character creation.”

Page 13 Hornblower, amended to: “You may, once, blow your prepared Enchanted Horn. All allies including yourself cease being Terrified. You must prepare the horn once each day with the Runesmith ritual Enchant Horn. You may use this while Terrified yourself. You can revive your ability to use the horn through a Second Wind.”

Page 13 One handed melee weapon master, amended: “A Runesmith must first enchant your melee weapon. You then expend one VP to bond to it. You may use one "Knockback" call as you strike someone with your Enchanted Weapon. You may use a Second Wind to replenish your ability to use the Enchanted Weapon.

Weapon must be prepared each day by the Runesmith ritual Enchant Lesser Weapon.

You may only have one weapon master facet prepared at a time. Cannot be used while Terrified.”

Page 14 Second Wind, added: “- Replenish the use of an Enchanted Weapon, Drum, or Horn ability” and “Cannot be used while Terrified.”

Page 15 Two handed weapon master, amended: “A Runesmith must first enchant your melee weapon. You then expend one VP to bond to it. You may use one "Sunder" call as you strike someone with your Enchanted Weapon. You may use a Second Wind to replenish your ability to use the Enchanted Weapon.

Weapon must be prepared each day by the Runesmith ritual Enchant Greater Weapon.

You may only have one weapon master facet prepared at a time. Cannot be used while Terrified.”

Page 15 War-drummer, amended: “Once you have stopped beating the rhythm you will need to use a Second Wind before you can use this facet again,” and “Cannot be used while Terrified.”

Page 16 vitality, added: “...to a maximum of 4 VP (3 if you permanently expend one during a healing process).”

Page 16 Godi Blessing Vitality Boost, added: “…that lasts until your next meal.”

Page 16 Second wind, added: “…or several other effects…”

Page 16 Berserker, added: “…except when using the Dual Breath ability of the Thor path.”

Page 16 War-drummers, amended to: “can spend 1 VP to use an Enchanted Drum,” and added: “…Second Wind or Berserker (once per Berserker ritual)…” and “Terror still stops these abilities being used (though see Berserker above).”

Page 16 Enchanted and Blooded items, amended to: “…require 1 VP (from the wielder) as part of bonding to it during the enchanting ritual.”

Page 16 Healing and Death, amended: “Laeknir’s can heal your injuries by using a bandage, fake blood, and/or surgical procedures.”

Page 17 amputee amended to: “…though remaining limbs are still vulnerable to them.”

Page 17 permanent injuries, amended to: “…If you receive more than one permanent injury you must pick a different type of injury or a more severe version of one you already have (e.g. you may pick major head wound or locked jaw if you already have mild head wound, and you cannot lose both eyes without GM approval).”

Page 18 Healers Table, reformatted and amended.

Page 18 Treat Wound, added: “Note: Medical Aids cannot be used after the runes have been thrown in step 2).”

Page 18 Drunk a healing potion, amended to: “Flip one face-up Rune down,” and added: “This penalty is not cumulative”

Page 20 Break the Barrier, bolded: “You must shake that person’s hand.”

Page 20 Magic Ward, amended to: “Please note: Sprites may break down magic barriers on touch, and spirits (beings with yellow headbands) may pass over them.”

Page 21 Shadow form, added: “The circle must be open to the sky.”

Page 21 Sprite Duel, added: “or spirit”

Page 21 Unwither, amended to: “Once the weave is complete, you may unweave it to remove a Wither effect from someone.”

Page 23 Healing potion, amended to: “These may be taken multiple times. This potion makes your prognosis worse.”

Page 25 Enchant Greater Weapon, amended to: “Enchantment only lasts till midnight, after which must be enchanted again” and added: “Wielder expends 1 VP to bond to the item.”

Page 26 Enchant Lesser Weapon, amended to: “Enchantment only lasts till midnight, after which must be enchanted again” and added: “Wielder expends 1 VP to bond to the item.”

Page 26 Enchant Armour, added: “Wielder expends 1 VP to bond to the item.”

Page 26 Enchant Horn, amended to: “Hold at each end, raise horn and breathe along length” and added: “Wielder expends 1 VP to bond to the item.”

Page 26 Enchant Drum, amended to: “Enchantment only lasts till midnight, after which must be enchanted again” and added: “Wielder expends 1 VP to bond to the item.”

Page 27 Blooded item bond, added: “and expend 1 VP to bond to the item.”

The Ritual Magic changelog is as follows:

Page 8 See the Unseen, added: “…or for a Godi to pass the effects of a Sight Potion on to another person.”

Page 8 Spirit Quest, amended requirements to: “One dose of Sight Potion for the Godi,” and amended step 4 to: “Participants stop chanting, the Godi uses the See the Unseen ritual to pass the effects of the potion on to the other participants.”

Page 10 Augury, amended to: “May ask up to three questions of the gods about one specific topic. The answer will be cryptic to a varying degree depending on the scope of the question and the whims fate,” removed requirement for: “Sight Potion,” and amended to: “…or give to a GM if nearby. Answers will usually come at a later time, sometimes through something or someone you encounter.”

Tickets for game 2 on sale now!

Tickets for our second installment Saga 2: Into the wild now on sale.

Buy your ticket here.

Character update guide

Check out our character update guide, and remember to update your character sheet so that we can know what happened in game 1 and plan accordingly.

Save the Date for game 2

Game 2 will be running 27-29 July at Hunua Falls Camp, Hunua, Auckland. More details to come soon, watch this space.

Updated FAQ regarding incest

Something we didn't realise we even needed to consider. Ah the minds of players...

You can find the answer to the question at the bottom of the FAQ Page.