Creating a character can be a fun and rewarding process. The following pages will walk you through the process and answer many common questions.

Character Concept
Character History
Character Sheets
Character Possession
Sample Starting Characters
Further Reading



Character Concept

All new characters must have at least an approved character concept before they play in their first event. If you submit a character history before the first time your character enters game, you do not need a separate character concept.

What is a character concept?

A character concept is a quick out line of your character's history. It may be a paragraph or two, point form or even discussed verbally with the ADs.

What should be included in a character concept?

Who and what your character is. Where they come from. Where they're going.
Any disadvantages you plan on taking and how your character acquired the disadvantage.

What do the AD's look for in approving a character concept

The AD's will check your character concept to ensure it is consistant with the Epoch Toronto world.

Who do I send my character concept too?

After you have written your character concept, you should submit it to the Artistic Director(s).




Character History

What is a character history?

A character history is a work of fiction that fleshes out who your character is. It would include information such as where your character comes from, and what their motivations are. The character history explains why your character behaves they way they do.

Who do I send my character history too?

After you have written your character history, you should submit it to the Artistic Director(s).

Character History Rating System

The Artistic Director(s) will evaluate your character history and assign you extra XP on the following scale:

  • 1 XP – For creating a history that will be of interest and might intrigue other players.
  • 1 XP – For integrating your character into the Epoch world.
  • 1 XP – For introducing something new that fits into the existing framework of the Epoch world. (This is a difficult point to achieve. This involves a lot of work, and generally, this info could go towards the common knowledge of the game. As well, it should be information that is potentially accessible to other characters.)
  • 1 XP – For providing the AD something to work with.
  • 1 XP - For an exceptionally interesting character history.

Character histories submitted after the character has been played for three events shall not be evaluated for bonus experience points. A newbie's first event does not count. The count of three events begins after the character has been mulliganed, and thus been finalized.

This means that if you submit your character history to the AD within your first three events, you may receive as many as 5 extra XP to spend on your character's skills.

Example Character History




Character Sheets

What is a character sheet?

A character sheet is a page containing all the basic information about your character. It lists how your character's experience points (or XP) have been allocated and basic information about your character such as their name, race and so on. A character sheet defines what your character can do in game. See "Starting Characters" for some examples of character sheets

Who do I send my character sheet too?

Before your first game you must submit your character sheet to the Logistics Officer. The Logistics Officer will review your character sheet to ensure that you have not made any mistakes in how you have allocated your XP. You will also need to bring two copies of your character sheet to each event you attend (See "Logistics" for more information on character sheets).

Who can look at your character sheet?

The logistics officer needs to look at it as part of their job. The club president, treasurer or ombudsman can ask to see it at any time during the event if there is something that needs to be cleared up. Under some circumstance the AD may need to see your sheet (for example: if some power being changes your race).

Where do I get a blank character sheet

Epoch Toronto blank character sheets:

What you have to work with

All characters start with 20 experience points (XP). If you have 20 creation points (CRPs) you may double the XP to 40.

The club executive have decided to grant all new players 26 creation points to help them get started. This means you potentially have 40 points to construct your first character, plus any points that you get for writing a good character history or taking disadvantages.

All new players are allowed a mulligan after their first event. This means that you can either completely re-write your character or you can ajust anything that didn't work. If you put your remaining 6 free creation points toward doubling out from your first event, you can expect to have at least 52 points at the start of your second event.




Character Possessions

Clothing

Your Character can bring into game any clothing you have costumes for. Players are discouraged from wearing jeans, running shoes or t-shirts with logos. Many players find that having a good costume helps them get into character. If budget is an issue, try talking to the existing members. They will have suggestions on where to pick up costume bits cheap.

Weapons, Shields and Armour

All new players can bring into game whatever normal weapons, shields or armour they have props for. If you accumulate more amour props as you play you can bring that armour into game by submitting a story to the Artistic Director that describes how you happened to acquire the armour in game. To bring additional, weapons or shields into game they must be manufactured in-game.

If you want to bring in an exceptional or magical weapon, please speak with the Artistic Director.

All weapons, armor and shields must be safetied by one of the safety officers before they can be brought into game. If you are intending to construct an unusual weapon, it is recommended that you discuss your plans with one of the safety officers before you begin construction

Trade Tools

If your character is a healer, a smith, an alchemist or has some other sort of tradeskill you can bring in trade tools with the character. Like weapons, you can basically bring in any tools that make sense for your character. For example, if your character has been running for their life, they probably have not been hauling the family anvil with them. But if they and their family are traveling to a new home then they might caring heavier goods. Replacement of these items in-game is handled on a case by case bases.

Alchemy Recipes

Anybody who begins play with the skill of Alchemy starts play with recipes. The chart below specifies the number and level of the recipes. Recipes are very important to an alchemist, and they are often jealously guarded. The more recipes you start with, the more bargaining power you will have. You may want to take this into consideration if you are thinking of playing an alchemist.

 Level 1 RecipesLevel 2 RecipesLevel 3 RecipesLevel 4 Recipes
Alchemy 11000
Alchemy 22100
Alchemy 33210
Alchemy 44321
Other Possessions

To round out your character you may want to bring in additional props to game. These might include game, feast gear, jewelry, books, notes, letters or any other odds & sods that your character would have from their home / their travels / etc . And to keep all of this stuff in don't forget some pouches, boxes or baskets.




Creating an Epoch Character

Sample Starting Characters

This page lists some 40 point starting character concepts, and points out some of the advantages and disadvantages to each of them. Remember that all new players get a "mulligan", a chance to completely re-write their character after their first event.

Alchemist

Concept: Your master is dead, your supplies stolen and there is still much to learn but your knowledge is intact and you can make your way in the world.

Character Sheet

Advantages: Player characters that start out with the Alchemy skill will get recipes before their first game. The higher your initial starting Alchemy skill, the more recipes you start with, and the more you can do. Starting with more recipes also means that there's a good chance that you may have a recipe that another alchemist needs, and so you may be able to arrange a trade.

Disadvantages: This character has no real way to protect them self except to run away.

Props: Alchemy kit and recipe book

Costume: Character's clothes.



Hedge Mage

Concept: You've picked up a little magic here and there but have never really dedicated yourself to the study of a specific element.

Character Sheet

Advantages: This character has a lot of mana and spells to play with for a starting character. It will give you a good chance to try out the different types of magic in the game.

Disadvantages: None of these spells are very powerful. You might find it difficult to defend yourself.

Props: None.

Costume: Character's clothes and a bag for mana



Tank

Concept: Big, shiny and metal.

Character Sheet

Advantages:This character concept assumes that you have 40 points worth of armour to wear. It gives you a one-foot shield, which you can use to block spells, and the ability to ignore damage from monsters that are hitting for five health or less. The smith skill gives you the ability to repair your armour, however it will take a while.

Disadvantages: Stealth can be important in Epoch, and you may find it hard to be quiet while wearing forty points worth of armour. The majority of Epoch events are played in the summer, and you should not underestimate how hot forty points worth of armour will be. Finally, forty points worth of armour is likely to be heavy.

Props: Forty points worth of armor, a one-foot shield and a sword (long or bastard).

Costume: Character's clothes.



Healer

Concept: You’re mother was a healer; your grandmother was a healer and so on and so forth. They didn’t go in much for magic so you learned to heal the "old fashioned" way.

Character Sheet

Advantages: You can’t really run out of medical healing and there are always hurt people so there will always be something for your character to do.

Disadvantages: Healing this way takes time and is not as much use as magical healing in the heat of battle. You can only defend yourself from a distance.

Props: Medical kit, and some distance weapons like rocks, darts or even a bow with some arrows.

Costume: Character's clothes and furry hands



Scoundrel

Concept: OK, so there may be some Imperial and Confederate towns that think you’re a pirate and those at home who think you stole that big gold idol from the temple. And they maybe right. But you’re 'retired' now and just looking for a place to settle.

Character Sheet

Advantages: This character has a wide variety of skills. This should ensure very little down time for the character. If he isn’t off pursuing adventure or treasure, he can be trying to drum up a good card game in the inn.

Disadvantages: To steal things in Epoch, you must actually pick them up and walk off with them. If you have no talent for being sneaky in real life, you might find it hard to do so in game.

Props: A mace, deck of cards

Costume: Character's clothes.



Psychic Inquisitor

Concept: The spirits have given you great gifts of the mind and you have the ability to force wrong doers to speak the truth. Now you travel from town to town offering your services to the local law officials.

Character Sheet

Advantages: At the higher levels, psychics can be very powerful. They are also less prop intensive then some other skill sets so they are a good choice for a player short on resources.

Disadvantages: You states are a precious resource and you will really have to pick your moments in order to use them successfully.

Props: purple ribbon or tape

Costume: Character's clothes.



Mercenary

Concept: Have sword; will travel. People pay you to kill and protect. Thing you probably would have done anyways.

Character Sheet

Advantages: This is a good concept for someone who wants to play a straight fighter. The character starts with 20 health, which gives them the ability to take some abuse. Two handed swords have a lot of reach and can do a lot of damage.

Disadvantages: Orcs are mentally lazy, so the player will have difficulty if they decide they want their character to learn magic or literacy later on.

Props: Two-handed sword

Costume: Green face paint, tusks and character's clothes



Fire Mage

Concept: Raised in the "old ways" you attempt to make your way through this new world.

Character Sheet

Advantages: The elven racial package allows you to learn magic without a teacher.

Disadvantages: As an elf, you are bound to the Elven Code, which has the potential to cause your character serious problems. The verbal intolerance to all humans may make it hard to make friends.

Props: None

Costume: Character’s Cloths (elves must dress elegantly), pouch for mana and latex ears.



Smith

Concept: Sharp and pointy things... get your sharp and pointy things here... out fit your whole army with sharp and pointy things...

Character Sheet

Advantages: Dwarves don't need a teacher for smithing so you will be able to progress in this field quickly.

Disadvantages: Forges are large props that are not easily moved during a crisis so they can make easy targets.

Props: Smithing phys reps, a boffer hammer and a boffer mug

Costume: beard and character's clothes



Bodyguard

Concept: The woods can be dangerous; the town id worse. You stand ready to help those with more money then you have.

Character Sheet

Advantages: This character should not run out of customers so long as she maintains a good reputation. This character comes from a colourful family history, this gives you a lot to draw on for roleplaying purposes if you choose.

Disadvantages: No matter how much weapon skill you buy if you can't hit your opponent, it doesn't matter.

Props: Long sword and some sort of musical instrument

Costume: Character's clothes.




Further Reading

So You Want To Be...
Warrior
Mage
Alchemist
Rogue

Peoples of Epoch:
Imperials
Confederates
Fey
Wastelanders




So you want to be a warrior?

by Tony 'Ratboy' Walsh

What is a Warrior? A warrior is someone who can fight with weapons, usually someone who employs their combat skills frequently. Because the Epoch rules system is not a 'class' or 'stereotype' based, a warrior is not restricted to any particular skill set. When creating your warrior character, the skills you purchase are your decision alone.

Do I have to be good at fighting in real life? The answer to this question is yes and no. No, you don't' have to be good at fighting with real weapons, yes you have to be good at fighting using "boffer" weapons. Boffer wepons are the mainstay of Epoch combat. They are padded foam weaopons which we hit each other with during In Game combat. here is no In Game skill in Epoch that can make you more agile, a better shot, or better at parrying. This means that if you want to play a warrior, you will be more effective if you practise fighting with boffer weapons. The only skill in Epoch which will help you is your Proficiency in a given weapon. The higher your weapon Skill, the more damage you can call for if you actually strike your opponent's body.

Will I get hurt? We certainly hope not. If you follow our safety rules, you are far less likely to get hurt. Our weapons are built to overcompensate for any safety issues. It's more common to get hurt while running through the woods than it is while fighting. Refer to the section in this book, and or speak to your chapter to get a briefing on our important safety rules.

Building your Warrior: Character and roleplaying

In the world of Epoch, there are many cultures that are known for being combative. You may want to read up on Orcs, Dwarves, the Skae people, the Order of the Talon, or the Rogue Armies. Of course, virtually every culture has their warriors, so don't be afraid to pick any society or race to belong to. What kind of warrior are you? Where did you learn how to fight? Did you teach yourself, or did you have a mentor? Why are you a warrior? Was it by choice, by necessity or by treachery? By answering these questions, and coming up with some of your own questions and answer, you can begin to define your warrior character. Writing a Character History, can give you some extra starting points to spend on skills, and or, more importantly, give you a solid foundation for roleplaying your character. Character Histories are submitted your chapter's Artistic Director, who might make suggestions for revisions, and who eventually judges the History, allocating your bonus points from 1 to 5.

Fighting Tips – Practice, Practice, Practice! You aren't going to be much of a fighter if you don't know how to fight! If possible, make your boffer weapon and have it approved well before an Epoch Event. That way you can try to set up practice sessions ("sparring sessions") with other players in advance. It's useful to practice against a single opponent, and very challenging to fight more than one. For another challenge, try fighting someone with a shield, or someone who is using magic. Keeping yourself in decent physical condition won't hurt either. Faced with combat In Game, players often experience a huge adrenalin rush, which always quickly leading to fatigue. The more in shape you are, the longer you'll likely be able to go before having to rest. As stated before, choose your weapons carefully. Sure, that two handed sword might look pretty cool, but can you handle it? If possible, try out a few different weapons to get a feel for what you're comfortable using. Depending on how you fight, certain weapons might be more suitable than others. Chose weapons and armour that you can handle, practice often and you should make a decent warrior.

Fighting Style – Fighting can also be a roleplaying decision. Perhaps a club isn't your best weapon, but you really want to play an Orc with a club. That would be more challenging, but perhaps more rewarding. You could even chose to limit your natural fighting ability in order to achieve a characterization. If you are an Orc, perhaps you might rush straight into combat, even though you know it's a stupid idea. Depending on other aspects of your character, you could choose to employ a certain fighting style. If you are a soldier, or have a military background, you might fight differently than a highwayman or an assassin. Certain cultures might favour different weaspons, or combat styles as well. Some might not use any weapon at all, relying only on one's Unarmed Striking ability. Consider these possibilities when creating your warrior.

Building your warrior: Skills, Props and Costumes

Health – How Healthy do you want to be? Your Health determines how much damage you can suffer before dying. The average human has 5 health. The average heavy crossbow does 5 damage. Therefore, if you want to be able to take more than one hit from a crossbow bolt, you'll need at least 6 health.

Armour – Armour is like another layer of Health, and is the first layer to be damaged by attacks. You can bring as much armour as you wear to your first game, so if you have the costuming bits, (the more the better), this could be an advantage for you. If you have lots of spare armour, you can take more damage. However, armour is generally heavy, bulky, loud, hot and costs a lot to repair In Game.

Fighting Skills – This is where you determine how much of a warrior you trully are. The Epoch rulebook has many options available for combat skills, including weaponless combat. The types of skills you take will shape the kind of fighter youa re, and could lead to some ideas for roleplaying your character.

Melee Weapons – Choose your weapons carefully. You'd be surprised how different a Short Sword is from a Long Sword. Generally, shorter weapons are lighter and faster than their longer counterparts, but obviously lack in reach. Also, short weapons do less basic damage than longer ones. Our weapons must be made to strict safety codes, so if you want to build you own weapon, please ask for instructions.

Missile Weapons – We allow most "Nerf' weapons, under the conditions that any suction cups are removed, and the weapon is made to look appropriate for the fantasy genre. Boffer throwing weapons include Shuriken, axes, daggers and darts. These are all lightweight foam weapons and contain no internal core. Bows and arrows are permitted (the arrows have big sections of foam at the end end) but as with all weaspons, you MUST get them approved before using them in play. Bows may not have a pull in excess of 30 lbs.

Shields – Shields offer lots of protection against weapons in the Epoch rules. They completely absorb damage and never wear out! However, like armour they can be heavy, and bulky. It's not hard to build your own shield, but, like our weapons, you must adhere to our safety codes.

Overall, play fair, play for fun, and play safe. Combat is definitely not the solution to every problem, but it certainly helps when your intellectual friends are in danger of being attacked!




So you want to be a Mage?

What is a Mage?
A mage is anyone who has magical powers. We also call them wizards, witches, druids, shaman, sorcerers, warlocks, etc. The names aren't important, but in this article, we'll be calling them Mages. It should be noted that just because you're a Mage, does not mean you can't also have other skills, such as Psychic, Weaponsmaster, Traps, etc. Magic flooded the world about fifty years ago. Previous to this time, magic was mostly of legendary stature, and existed mostly in the form of Rituals. In the current Epoch world, magic is no longer the stuff of folklore.

Awareness
The first thing a mage needs is the skill "Awareness". People without Awareness are not mages. Awareness is the ability to see and touch Mana, and determines how much of a mage you are, ultimately.

Power
After Awareness, you'll need a Tier of Power in the element of your choice. The elements in Epoch are Earth, Air, Fire, Water, Essence, and Void. For a detailed commentary on each of these elements, see the Epoch rulebook. Each element is good at a certain type of spell effect, so choose your Power in accordance with the type of character you want to play. After you've chosen an element to have Power in, you'll likely want to pick a spell or two. The complete listing of spells is in the Epoch rulebook.

Mana
In Game, Mana is the raw energy of each natural element, and is used in casting spells. The only kind of magic that doesn't require Mana is Ritual Magic. Mana is represented Out of Game by 6 different colours of small packets- called "Mana Packets". When casting a spell, these packets are thrown at, or pressed against their target. Where does Mana come from? Most mages get their mana by buying, trading, stealing, or by donation. Very few mages are in contact with the Elementals themsleves, the ultimate power-source for mages. Only creatures with Awareness can see and touch mana. If you aren't a mage, you must ignore mana packets completely.

Literacy
It's important to note that most Mages learn by reading ancient books and scrolls. Therefore, a Literate mage (Literacy is an In Game skill), is an effective mage. Those without Literacy pay double the Experience Points to buy spells.

The Elementals
Elementals are said to be the "children" or "emissaries" of a given element, and seek to gain mortal followers. Elementals are known to create magical Circles, which their followers maintain and protect. In return for protecting the Circles, the followers of the Elementals are usually rewarded- most often with gifts of Mana. It is known that the easiest way to destroy an elemental Circle is to cross its boundaries with Mana of another type (like dropping an Air Mana into an Earth Circle). Those who are sworn to care for a Circle walk a tightrope between reward and punishment, for as generous as the Elementals can be, they can be equally harsh and tempermental. Every Element has an opposite. Earth and Air are opposite, Water and Fire are opposite, and Void and Essence are opposite.

Rites of Power

Rituals may be performed by anyone, even non-mages. Ritual magic has been around as long as Humans have (and possibly earlier than that). Ritual Magic is a set of instructions which must be carried out in order for the magic to take effect. Unpredictable and sometimes dire consequences result from improperly performed Rituals. Rituals are passed on in writing or by word of mouth. They can be transcribed or memorized.

What Kind of Mage can I play?

Considering the number of elements, spells, and skills associated with Magic, it's possible to create a very unique character. Here are some possibilities to consider.

The Aware Mage:
Decide on your level of Awareness. The higher your Awareness, the more effectively you manipulate Mana. A mage with first level Awareness is very effective, and could eventually learn all elements and spells. Higher levels of Awareness are expensive, so it's common for starting mages to only take one level of Awareness in favour of gaining Tiers of Power and/or spells. You might want to be a very magical creature, but not want any spells. You might make it your business to collect Mana from other Mages (willing ones or unwilling ones). You might sell yourself as a magical conduit, as highly Aware mages can boost other mages' spells. Awareness might be a major factor in your character's personality.

The Specialist Mage:
Sticking to one type of Elemental Power is the easiest way to get to the colleges of Essence and Void (the most powerful and mysterious of the elements). If you really want to "fast-track" your way to the top, you could concentrate on buying only Tiers of Power, and few (if any) Spells. Obviously this would limit you to one element, and this may or may not be the type of mage you want to play. To some players, it's worth being an ineffective mage for one or two seasons of play, just to get to the super-powered Essence or Void spells.

The Multi-Mage:
The flipside of the Specialist is the mage who practices magic in more than one element. Each element has a certain type of magic "flavour"- you can pick those which complement your character's personality. Spreading out your Experience Points into multiple elements and spells will make it slower for your character to acquire Essence and Void spells (if you care).

The Mana Mage:
Mana is the fuel of magic spells. It's possible that you could purchase the Income skill in Mana, representing the fact that you acquire Mana in between games. You could choose to purchase many levels of Income for your Mage and not much else. What good is this? Well, to some people, Mana is as good as gold. People are always running out of it. Maybe you can sell or trade your Mana for something you need. Ideally, you should incorporate an explanation of how you acquire all this Mana in your Character History write-up.

The Ritual Mage:
Ritual Magic is generally much slower to aquire and use, but doesn't necessarily require Mana, Tiers of Power, or Spells. There are no special skills required to use Ritual Magic, unless the ritual must be read, in which case you'd need Literacy (or the ritual specifically demands a certain skill). Rituals can be copied, or transferred by word of mouth. Maybe you collect or specialize in Rituals. Maybe there is a certain Ritual you are trying to create. Maybe you're making it your mission to destroy all Rituals. There are many possibilities.

The Gadget Mage:
Mages can create scrolls. To do this, they need Literacy, Ink provided by an alchemist, and knowledge of the spell they wish to scribe. Mages can also enchant items. This is usually done with a certain fire spells. Minor enchantments include "With Fire I Light the Way", which creates a long-lasting light source (make sure you have a flashlight for this). Higher-Tier mages are able to enchant weapons, and very powerful mages can enchant items permanently. Perhaps your Mage sells magic items for a living or collects items of magic power.

A Mage By Day:
The Epoch rules allow for any combination of skills. Maybe you're only a mage in your spare time. Maybe you can also use a sword. In fact, you might use a sword in one hand, and a spell-packet in the other. You might only use your magic rarely. It's all up to you. Consult the Epoch rulebook for the complete list of skills.

Handy Things for a Mage to Have

Depending on what spells you can use, you may want to carry with you safety pins or tape (for fastening "enchantments"), rope (for delineating magical Walls), and an Out of Game headband (a yellow headband that indicates you are out of play). Also useful is a small flashlight with a red gel attached (which represents the spell "With Fire I Light the Way").

Mage Skills

We already know the pre-requisite is Awareness. If you want to cast spells, you have to buy Power and a Spell in the element of your choice. Literacy makes you a more learned Mage. A useful skill is Income in a specific Mana type. With this skill you are guaranteed to have some Mana in your possession at the beginning of every event. To add interest to your character, you might want Life Skills in certain areas of mystical study. Astrology, Herbalism, and Lore are examples of this. For the full range of skills, consult the Epoch rulebook.

Quirks and Disadvantages

Consider some characteristics that will make your Mage special. You might come up with some when writing your Character History, or you might already have some ideas. Here are some things to think about:

  • Are you magical by nature (as all Elves are), or did you learn it?
  • How and Where did your character learn Magic?
  • Did you have a single teacher or multiple? Who are they?
  • Where does your Mana supply come from?
  • Have you ever seen an Elemental before? Remember that this would be rare.
  • If you've chosen an Element to study, why have you chosen it?
  • What are your goals as a Mage?
Possible Disadvantages could include:
  • Intolerance of all other types of Magic.
  • Intolerance of one other type of Magic (perhaps an Opposing element).
  • Intolerance of Psychics.
  • Intolerance of Alchemists.
  • Phobia of Elementals (or a specific type).
  • Phobia of an Elemental college (i.e. Air, Earth, Water)
  • Blind Loyalty to your teacher.
  • Blind Loyalty to your Element (represented by the Elemental).
  • Code of Conduct.




So you want to be an Alchemist?

What is an Alchemist?

Alchemists may call themselves different things. They may be chemists, researchers, pharmacists, brewer or botanists. Or they may be witches, grave robbers, healers, toxicologists, herbalists or the "crazy old woman who lives on the hill". In the EPOCH world an alchemist is anyone who collects ingredients and creates potions of some sort.

What is required to be an effective Alchemist?

Your character's ability to be an effective alchemist will be based on three things. The number of recipes they are able to acquire, their ability to acquire ingredients and their ability use the potions they create.

Recipes:

A recipe is a list of ingredients which, when combined will create a potions. All recipes have a level which indicates how difficult it is to make. No alchemist can make a recipe with a level higher then their level of alchemy. The level of a recipe is in-game information.

Which recipes your character has will determine what potions they can make. All starting alchemists are given some recipes by the AD, according to the following scale:

 Level 1 RecipesLevel 2 RecipesLevel 3 RecipesLevel 4 Recipes
Alchemy 11000
Alchemy 22100
Alchemy 33210
Alchemy 44321

Recipes are in-game items and as such can be traded, bartered, bought or stolen off other alchemists. It is also possible to rend down potions to determine information about it's content. It is common for alchemists to hide their recipe book and some go so far as to encode it.



Ingredients:

There are five major categories of ingredients: Floras (also called herbs), Minerals/Ores, Substances, in-game and dirt common. Some ingredients have more then one name. Some alchemists will refer to a ingredient by an alternate name to protect their recipes.

Water, Milk, Dirt, Cobwebs... Dirt common ingredients are those things considered so common that you do not have to prove you have it. However, you are required to know which dirt commons go into a potion and the correct order in order to make it.

Pardon Me but are You Using that Kidney? In-game ingredients are things your character must obtain in-game. These are often biological matters such as blood or body parts. All alchemist characters should be prepared to collect these things over the course of the game. As a result many alchemists get a reputation for being ghouls.

Rocks and Plants etc. Floras, minerals and substances are all tagged ingredients. With the appropriate life skill it may be possible to take income in these types of ingredients. You can also purchase them with crps, buy them off cast characters or other alchemists etc.

Delivery:

Some potions are not hard to deliver. Poultices are tied on to a fallen friend. No one will object if you give him or her a mana keeper. However, slow poison is more difficult to get people to drink. Some potions such as gas cloud, contact gel or dermal ink can be mixed with another potion to transmit it. If your alchemist is going to use gas cloud or explosives, it is useful to have high-level trap skill in order to make your own traps.

What props will you need to be an Alchemist?

Alchemy may be a poor choice for for those of you who like to travel light. Players are encouraged to bring phys reps into game to make their alchemy come alive. It is also more fun to have something to play with, if you are going to be working on potions that will take from 10-60 minutes to brew.

Alchemy Laboratory
All alchemists require a laboratory of some sort. A basic lab (suitable for a low level alchemist) would contain items to conduct the following activities.

  • Measure
  • Stir
  • Mix
  • Crush (mortar and pestle or grinder)
  • Phys reps of ingredients
For example your basic alchemy lab might contain a bowl, measuring spoons, a wooden spoon, a mortal and pestle and some small jars of ingredients. The Logistics Officer will evaluate your bowl and assign the number of potions that can be created in a batch. (The bigger the bowl the bigger the batch).



Alchemist are expected to expand their alchemy labs as their skill improve. An advanced alchemy lab might also include items to conduct the following activities.
  • Heat
  • Strain
  • Weigh
  • Decant
  • Time
For example An advanced alchemy lab might contain a cauldron, scales, spoons, a grinder, sieve, funnel, egg timer and various bottles and jars to hold ingredients.



Collection Kit
If you are going to be collecting biological ingredients you might find it useful to have a collection kit. A well stocked collection kit might include:
  • A number of empty bottles to put things in
  • A phys rep of a syringe for collecting blood
  • A small boffer knife
  • tonges or gloves (because you really don't want to know where that plague rat has been)
Other Things to Carry
Players playing alchemist characters will find it handy to carry some blank Epoch tags, some clear tape and a pen. These tags can be used to write up potions as you make them or ingredients as you collect them.



What Kind of Alchemist Can I Play?

Many alchemy characters can be made unique by specializing in the production of certain potions. This does not mean your character could not make other potions but that their training and inclination lead them in this direction. Speak to the AD if you intend to create a specialist character. It may be possible to skew your starting recipes in one direction. Some examples of the range of characters you could play include:

Pharmacist - someone who prepares and sells drugs and other medicines. This alchemist might specialize in poultices, healing, antidote etc.
Dreamer - someone driven by a specific long-term goal such as turning base into gold or achieving immortality.
Merchant - someone who specifically makes potions with an eye to sell them for profit.
Toxicologist - someone who specializes in poisons and related potions.
Pill Pusher - someone who creates and sells potions for recreational use.
Military Chemist - someone who make potions for warriors. (Strength, Caustic Tar, Dwarf Skin, Blade Oil etc.)
The Academic - whose main interest is not the potions themselves by the knowledge gained by making them.
Enchanter - whose goal is to create alchemically enchanted objects.
Trickster - someone who makes potions to use for their own amusement.
Collector - someone specializes in acquiring ingredients rather than in making potions.




So you want to be a Rogue?

Tony ‘Ratboy’ Walsh

A Rogue is someone who might be a little cheeky or sneaky. Someone who uses unconventional means to achieve what the Moral Majority may find distasteful. A Rogue might not be an outright criminal, but may employ the same tactics and techniques as criminals. Robin Hood (from English folklore) engaged in robbery, but also was somewhat of a guerilla warrior, considered an outlaw by some and a hero by others. Bilbo Baggins (from J.R.R. Tolkien's "The Hobbit") engaged in burglary, stealth and adventure. Zorro (from Spanish folklore) spent his days as a rich bachelor and his nights as a masked master of break-and-enter, a ladies' man, and hero of the people. All of these characters could be considered Rogues, even through they had different skills and goals. "Rogues" is just a title we’re using for convenience sake, in this article, not a character "class" or "slot" like in some games. What you chose to call yourself is up to you.

How underhanded do you want to be? Someone who is a little underhanded is very different from someone who steals, cheats and lies for a living. Because the Epoch rules support just about any skill combination, you can design your Rogue character however you like, allowing for a Warrior who can pick locks or a Thief who can cast spells.

How sneaky are you in real life? Most Rogue-related skills require real life physical skill to achieve. If you aren’t physically inclined, you might want to consider another career. Se the article ‘Strength, Stamina and Stealth’ for some pointers on physical skills in Epoch.

How to Steal

Anyone can attempt to steal something during an Epoch game. The important thing to remember is that you aren’t allowed to keep the things you steal after the game is over. During a game, you find someone’s sword on the ground and decide to stash it in a bag, but when the game is over, you will be expected to return the prop to it’s owner (or at least the Club, who will find the owner for you). Stealing in real life will get you kicked out of the club and reported to the police. Losing people’s stuff is almost as stupid, so be very careful with items that aren’t yours. Hiding something in the forest might seem like a good idea, but if you can’t find what you hid, you’d better be prepared to replace the item. Here’s how stealing works:

  1. You see something you want
  2. You wait until nobody is looking
  3. You take the thing you want.
If the item you are eyeing has a piece of yellow tape on it, or is inside a yellow bag (or IS a yellow bag), that item is considered “Out of Game” and can’t be stolen because it doesn’t exist In Game. Once you’ve stolen an item, check to see if it has an item ‘tag’. It will be obvious if the item is tagged or not. The item tag identifies what the object is, and that it is a safe Epoch prop. If the item is not tagged, try to find a Director or Officer ad show them (secretly) what you’ve found. You will be told what the object is, and possibly issued a tag for the item. At the end of the game, you must turn in all of your stolen goods, and are allowed to keep the tag. It is then your responsibility to find a prop to replace the item you stole. If you don’t get a tag for an item, you aren’t allowed to bring it to the next game. Stealing is actually quite easy. People are always leaving stuff around. Make sure that if you steal anything bigger than you can conceal, you will have to find a place to hide your loot. You aren’t allowed to drop “Out of Game” to hide your loot, you must hide it In Game, and you’d best do a good job. If anyone finds you sneaking around with a bunch of stolen goods, you’ll probably end up in the Land of the Dead.



How to Lie

It’s real easy. Misinformation can always be used to your advantage, especially when there’s a bit of truth thrown in for good measure. People are fairly easy to fool, you just have to know which ones. Lying to the wrong person can you into a lot of trouble, and making completely outlandish claims may result in people thinking you’re deluded. The best way to lie is to give the illusion of being trustworthy, even to the point of where people who don’t know any better will defend you. If your actions appear honest, people will generally assume you are honest. Keeping your lies consistent is another good way to create a 'truth'. For example, if you continually assert that another person is a Vampire, people might start to believe you. Another tip on forging credibility is to become known as a poor liar to that you can keep more devious lies hidden. It’s important to base your statements on information your character knows 'In Game'. If between events, you heard someone say that their character is filthy rich, keep that information to yourself. You can’t use information gained 'Out of Game' during a game. That’s not lying, that’s cheating.

How to be sneaky

If you aren’t naturally sneaky, this section isn’t going to help you a whole lot. Neither is any Epoch skill. Remember this and your won’t be disappointed, when someone hears you lumbering through the wood like a drunken bear. Speaking of bears, like all animals, you should adapt to your environment. Wearing light-coloured clothes isn’t going to help you hide during the night. In fact, the moon is quite bright and tends to make light-coloured clothing glow softly. Similarly, black clothing is often ‘too dark’ for night. You want to wear something which is dark, but not black. Try to avoid modern camouflaged clothing, though, as it doesn’t look quite right for the times. Dying your clothes in blotchy colours will make for some excellent camouflage. While armour and weapons are fine for a warrior, if you want to move silently you’ll likely want to get rid of such things. Leather or cloth armour is less noisy than metal. Short weapons are less bulky than long ones and can be concealed. If you really want to have armour and waeapons, find ways to damper the noise and reduce your encumbrance. A heavy cloak over metal armour can reduce noise. A good ‘stealth’ or strapped-down weapon can reduce bulk. A broad piece off cloth can help camouflage a light-coloured shield. Hiding is an art form all on it’s own. The best advice I can give you is ‘Be like a rabbit’ a rabbit will stand completely still when it’s in danger. A still animal is a silent animal. A silent animal can basically hear and smell anything within the limits of it’s senses, and can avoid being spotted. The best places to hide are either the least obvious places or the most obvious places. The least obvious places are below or above eye-level, and places which seems too small for a person to fit. The most obvious places are in the shadows of any night-time light sources – for example, immediately beside a lit window, or just around the corner from a lantern. Other obvious places are in any high-traffic areas under the veil of night. As long as you are still as a rock, you practically become invisible.

A Rogue’s Tool Kit

Depending on the skills you’ve chosen, or are considering, you may have to find some appropriate tools. The Locksmith skill at its base level allows you to pick a lock. To do this, you will need some "lock picks". The Traps skill at its base level allows one to attempt to disarm a trap. While you can do this with your bare hands, it really helps to have some small tools for the task. These could include pliers, scissors or a knife, tweezers, a small pry-bar and some light weights. The more resources you have at your disposal, the less likely you are to get disposed of. As with any props for Epoch, make sure they are suitable for a medieval fantasy environment, and have them checked by a Technical Officer for safety.

A Rogue’s Accessories: What are you going to put your stolen goods in? Where are you going to put your tool kit? Do you need dark face-paint for night missions? Do you need rope to tie up your hostages? Think of the kind of character you want to play, and pick your props and accessories carefully.

A Rogue’s Costume: How obvious do you want to be? Chances are, if you start a game wearing all black leather and carrying a knapsack, someone is going to pick you out as a thief. Rogues come in all flavours. Robin Hood dressed all in green. The Three Musketeers dressed in uniform. The best assassins and thieves don’t all stand out. The best Rogues might be a little more flamboyant. Consider the impact that physical appearance will have on your character and the way people perceive him/her.

Character History

A Rogue’s Origins: To make the most of your character, you really should write a detailed character history. A good history (submitted to your Artistic Director) can get you extra points to spend when creating your character. Consider how you might have become a Rogue. Where did you get your training? Are you a bored Noble person, or a gutter-running street thug? Maybe you’re out to “Rob the rich and give to the poor.” Perhaps you’re a spy, part of an elite army, a scout or an assassin. Decide whether being Roguish is a full-time job for you, or something you only to when you need to. Most of all, give yourself some rope to hang yourself, and write that into your history. It’ll spice up the game for you and those around you.

A Rogue’s Destiny: If you are heroic in the traditional sense (like Robin Hood or Zorro), you might end up with less enemies than if you steal from and lie to the moral majority. If you use your underhanded abilities for the common “good”, you could be hailed as a hero. But beware! Being underhanded with the wrong people could end up getting you killed. If you gain a reputation of being a thief, or a liar, you may never live it down. Your dishonest deeds may very well result in your demise, or at the very least the endangerment of any companions you may keep company with.