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Welcome to Gates:
Where Cthulu meets Mad Science and Steam Punk.

Please, let me welcome you to the Gates rule book. Please do your best to read
and understand the rules. We have made some changes in what are considered to be
traditional rules, so please be careful of skimming over something you think you
already know. Staff is committed to doing our best to make sure everyone, Staff
included, has a good time.

Chapter 1: Core rules, Philosophies, and Effects:
This Chapter covers Safety, Courtesy, Combat, Death and Dying, Effects, Traps
Weapon Construction and Locks.. These rules should be most of what you need to
staff at a Gates.

1.1 Philosophies:

A. What is Live Role-playing, Anyway?
No computers. No dice. No movie screen. You're not watching the action; you're
in the midst of it. You're not pretending to have an adventure-you are there! Live
Role-Playing is the attempt to create virtual reality-you actually get to become a
character in a story of heroic adventure! Combat with safe padded weapons. A
replica village to inhabit. Chests of treasure you can see, feel, and touch.
Everyone around you wears a costume and acts as though they were part of a
fantasy movie. Masks create the monsters. Simulated magic. Special effects,
sound track, and more-this the Masi experience!

B. Who Can Play?
Gates is a by invitation game which means you can be disinvited (See1.3 J Pg7).
Disinvitation can be given at any time by the Director of Gates; generally this
occurs for cheating, safety, or unsportsman like conduct. Anyone sixteen years of
age or older is welcome to attend a Gates game with signed parents permission.
Players under sixteen must have the permission of The Director of the Gates to
participate. Permission will be granted only to those who can show they have the
physical, mental, and emotional maturity to participate in a game with a horror
based theme. Gates will continue the MASI tradition of family friendly games;
however this will run more on the level of PG 13. All participants must have a
currant MASI waiver signed in order to play.

C. Rules mission:
The purpose of the following rules is to give a framework for the game. The rules
are to simulate events and effects for our enjoyment. No rule system is perfect,
most everyone will find things to like and dislike. Staff understands that mistakes
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will be made; however we ask that you do your best to follow the intent of the
rules.
The intent of the rules is what is important. BE WARNED, rules lawyers will
not be tolerated. If a problem occurs during the game, do your best to follow the
intent. Do not stop the flow of the game to argue about the rules. If you have a
question, see the rule book or contact senior staff for clarification. You may use
the call clarification to clear up a mistake if it is done quickly. Remember the flow
of the game is important. The game's director's interpretation of the rules is
final.

Cheating will not be tolerated. It destroys the purpose of having a rules system.
Complaints about cheating are to be directed to the game director. The game
director will handle the matter discretely. Continued cheating will result in
Disinvitation (see 1.3.J Pg 7). We have done our best to make the system fair and
balanced. There is no need to cheat. Please be adults and do you best to follow the
intent of the rules. Thank you.

D. How the rule book is organized:
The rule book is divided into chapters and each chapter is divided into sections.
Each section is arranged by a topic. The chapters have an overall theme and the
sections deal with a specific part of that theme. There is overlap in the rule book,
if a topic is covered more that once, I have done my best to make it consistent and
referenced in the other areas. The purpose was to organize the rules so that you
could locate a subject and reference it easily. All the topics are numbered and
lettered, so to find a particular topic you look on the contents page to find the
chapter and section. For example, all topics in Chapter One start with 1 to
represent Chapter One, and then there is a point and number to represent the
section, then a letter to show the topic. So for example this topic is found by going
to chapter one, section 1, topic D or 1.1 D.

E. Player cooperation game - A guide to player conduct:
There are many different styles of games in the Larping community. Gates is a
player cooperation game; this means a game environment that requires player
cooperation to succeed. Those seeking PVP conflict will want to choose a
different game. The towns survival depends on cooperation. You are in the
middle of an apocalypse and need everyone to survive. Actions will have in game
consequences. The staff has chosen to run this style of game because it is the style
we enjoy the most. We hope you enjoy it also.

If you wish to play an "evil" character, he or she should at least be loyal to the
player community or view the town as useful minions. Being a rude or obnoxious
character is discouraged as it may ruin others enjoyment. This does not mean your
character must like all the other characters. It just means that you both operate
under an uneasy truce.

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1.2 Safety: These are the most important rules in the book!
Follow them above all others, and at all times. Safety always overrides other rules.
A. Running at Night
The single greatest safety risk you face in live role-playing is NOT combat. It is
running at night over rough terrain, risking falling and bashing your brains out on
a rock. Always use extreme caution when running.

B. Blocking Doors
Blocking or holding a door with your body or furniture is not allowed. Do not try
to physically force doors open. There are calls and effects in place to simulate this
effect.

C. Fire
No open flames, such as candles, are allowed at any time except in the designated
areas. Citronella candles are allowed in certain areas. Fire rules may even be
stricter depending on the situation and current fire hazard in the woods. No
combat may occur within 10 feet of an open flame. Please do not yell "Fire!"
unless there is really an out-of-game emergency. If a fire is allowed in the fire pit
someone must tend it at all times.

D. Lights:
You may bring and carry a source of light from a light stick to a lantern or
flashlight. Note: flashlights must have some covering to diffuse the beam so it
cant be shined in the eyes for safety reasons. Game will not be providing
personal lighting.

E. Drugs, Alcohol, Real Weapons
These are NEVER allowed. You will be instantly "disinvited" if you are found
with these. This includes coming to an event "under the influence." You may
bring a pocketknife of similar tool for utilitarian purposes. Real swords and the
like may be used ONLY by staff as props, and only if there is a good reason.

F. Physical Contact
No physical contact is allowed without the other players permission. No direct
physical contact is allowed in combat AT ALL, and if you are within arms length
YOU ARE TOO CLOSE. However, if a person with shorter arms than yours, who
is just getting close enough to hit is allowed.

G. No Unsafe Stunts or Climbing
Please do not climb trees or buildings, or jump out of windows etc. These types of
actions are cause to be disinvited.




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H. Carrying other People
Even though we are encouraging immersion in the game, physically carrying
someone is unsafe. We only allow the act of role-play carrying someone the short
distance of 50 feet. You may only do so at a slow walk and must role-play being
encumbered. Since physical contact is by permission only you may role-play
carrying them without touching them. To move anyone further you must have the
feat of strength or Animate wounded skill. If someone is down in a position where
they are likely to be stepped on, for safety reasons you may say something like I
kick your body to the side, in which case they can move quickly out of the way.

I. Safety Calls

Caution: When you see a safety problem, call "Caution!" This is used for things
such as someone about to back over a rock or into a tree. The caution creates a
sort of mini-"Hold" during which you should be ignored by others, as should the
person at risk. When the person at risk has moved to the nearest safe location,
they call three, two, one lay on and action resumes.

Clarify: When you did not hear or do not understand a spell or in-game effect,
call "Clarify." The person should explain what has happened or answer your
question. This also creates a mini-"Hold" during which others should ignore you,
and the person answering you. Once this is resolved immediately resume game
play.

Emergency: In the case of MAJOR safety problems, injuries, lost glasses during
combat, and the like, call "Emergency." ALL action stops within line of sight, and
should start again only when the problem is resoled and a "Lay-On" has been
called. Do not call "Emergency" for in-game reasons (like someone not noticing
the spell you hit them with-this is what "Clarify" is intended for), but do not
hesitate to call one when you think it might be needed, such as for real-life
injuries. We would rather be safe than sorry!

Note: Hold is a call used in many games the same way emergency is used in
Gates. If you hear this called please treat as the Emergency call.

Safety: If you need to move or find yourself in some unsafe position make the
call Safety and move yourself to a safe place. It does not matter if you are dead,
paralyzed etc. Safety always overrides other rules. You may make this call and
move someone else if you see them in an unsafe place and they are unaware.


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1.3 Rules of Courtesy: While safety is the most important rule, this is the second
most import rule. Gates will expect courtesy at all times. No real yelling, screaming etc.
swearing will not be allowed and could be grounds for Disinvitation.
A. Do Not Use Obscenities
Swearing is poor role-playing in most settings and upsetting to some people. If
you feel the need for colorful language, practice using suitable in-game phrases,
such as "By the Tinkers backside". Continued swearing will be a cause for
Disinvitation.

B. Do Not Insult Others Out-of-Game
In-game insults are fine, of course, but we should all respect one another out-of-
game. Unpleasant, out-of-game personal remarks, slurs on sex, race, religion, or
sexual orientation are not acceptable. Treat members of the opposite sex with
courtesy and respect. No one should be made to feel uncomfortable out-of-game
by what other people are saying at a MASI event. If you feel another player is
violating this policy, please contact a member of the Game Staff as soon as
possible.

C. Religion at Gates
Do not refer to or use real Religions or Beliefs at Gates. Peoples real beliefs will
be treated with respect and are not to be role-played. Gates will not be providing
specific religions for characters, however if for role-play purposes you decide
your character follows a particular belief set, you may create one. It must not hint
at real beliefs, be tasteful and approved by Staff. You must write it up to be
submitted to staff along with your character.

D. Do Not Litter
Everything you bring to the camp should either leave with you or be placed in a
suitable receptacle.

E. Smoke in Designated Areas ONLY
MASI understands that you may wish to smoke during the course of the event.
However, there are many other players who do not want to smoke with you.
Please be courteous to them and smoke only in the designated areas. Take your
cigarette butts with you and deposit them in the trash. Do not throw cigarette butts
on the ground! If we find that this is happening, smoking may be permanently
banned from the game. While pipes would be atmospheric at the game, I and
others are allergic to smoke so these also may only be used to smoke in
designated areas, as an unlit prop in game is fine.

F. Role-Play!
MASI is about role-playing. Not everyone likes to role-play every minute of a
game, but NO ONE likes to be trying to role-play while someone else is blatantly
out of character nearby. Being out-of-character while others are role-playing is
rude, and will not be tolerated. Certain areas such as the smoking and camping
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will be designated Out of Game. It is fine to break character in Out of Game areas.
It is REQUIRED that you stay in character everywhere else. Staff will be
authorized to grant you a terrible affliction if you are blatantly out of character in
an IN Game area. We will take into consideration people who are new to Larp.

Specific Role-Playing Guidelines
You must always role-play the pain of injury in combat. You should always strive
to portray the character you are playing to the best of your ability. You are an
actor, your audience is the other players, and they will enjoy it much more if you
do your best. When dead, you should fall and lie still in a safe location, until
everyone leaves, or you are tended by your fellow comrades, if at all possible.
Having people standing around after a fight chatting with the dead TOTALLY
ruins the atmosphere of the Game.

G. Maintain Atmosphere/ Immersion
It is staff desire that Gates has a high level of immersion. Game atmosphere as
well as role-play goes a long way to adding the ease of immersion. It is hard to
enjoy the game atmosphere when modern things are strewn about. Modern, for
this purpose, in Gates is defined as anything later than 1920 such as plastic bottles,
etc. When outside your cabin or encampment, stay in costume and keep the
modern necessities out of sight. In your cabin or encampment you may do as you
like, but please help us provide the best atmosphere possible.

It is the intent of staff to provide a level of town props to add in the sense of
atmosphere. Please treat the props with respect.

H. Searching and Being Searched
Once you have defeated an enemy, you may wish to go through their clothing and
belongings looking for loot. If you wish to search someone, you should state, I
search you. The person being searched has three options at this point. They can:

Reply describe your search. In this case, the searcher describes where they are
searching on a location by location basis. If the searched has any game items that
can be taken in the location described, they should slowly bring out and hand over
those items.

Describe all of the game items they are carrying and slowly hand over any of
them that the searcher requests that can be taken.

Slowly present all of their game items to the searcher.
The searcher may take any or all game items they find in a search. The process
should take at least 30 seconds to complete, and may take considerably longer.
Physical searching is NOT ALLOWED.

Note: There are Items in gates which may be on the person you are searching but
cannot be taken. Specifically Items that are Psychic linked (see 4.1 Pg 62).
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However you are allowed to examine the items a person is carrying even if you
cant take them.

I. Stay in Control
Blatantly losing control of you actions or emotions (whether during combat or
because you are unhappy with the outcome of an encounter) leads to dangerous
situations and out-of-game offensiveness. If you feel like this is happening, just
go out of game and step back from the situation for a moment to settle down and
remember it is just a game. Feel free to go to an Out of Game area to take a break.
You may certainly role-play that your character has lost control, but even in that
situation you must always keep safely first, and stay within the boundaries of
good taste. Having someone raving and shouting in your face is rarely fun, even if
it is "part of the game." Whenever extreme emotions become involved, you
should be a bit theatrical, and try to avoid creation a tense situation between
players. The same applies to "Berserk" fighting. When your character is enraged,
leap forward; give a great shout, and then FIGHT NORMALLY.

J. Disinvitation
MASI games are run by the staff solely for their enjoyment and that of the players.
Everyone who attends a MASI event, be they staff or player, does so by invitation.
The invitation is an open one; barring age restrictions (see 1.1 B) anyone is
welcome! However, if you are not fun to play with, because you are abusive,
cheat, are discourteous, etc., you will be issued a "Disinvitation." This may
sometimes (but not always) be preceded by a warning. MASI is about fun, and we
are not interested in wasting time with people who cause problems. Disinvitation
means you must take your personally stuff and leave the site immediately. You
will not be allowed to attend the game you are Disinvited from. In some rare cases
you may be Disinvited from MASI all together. Gates will not be issuing a refund
for Disinvitation.


1.4 Definitions of Reality at Gates:

A. In Game
The term In Game refers to everything your character would be experiencing
such as other characters role-play, combat or props in the game world. It is part of
being immersed as your character in the game. It is basically being your character
and all the things that happen to your and others characters during the game.


B. Out of game
This refers to all actions that are not part of the game world. Taking a break in a
cabin or tent, going up to Staff area to resolve a question etc are all Out of
Game actions. This definition covers the nuts and bolts things that cannot be
done In Game.

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C. Game Reality
The Gates rule of reality is quite simple: What you can physically role-play safely
is what is Game Reality. What this means is if you say you are doing something
like I climb the wall all you actually have done is say it but you didnt climb it,
which will get you some odd looks, but won't save you from pursuing enemies.
Unless, of course, they decide you should be spared because you're insane. Nor
can you ask other players out of game questions, generally. Questions like "Do I
recognize you?" "What do I see?" "What happens if I do X?" are irrelevant. There
are a few cases where you will need another player to clarify a situation, but they
should be rare. It is the intent of staff to provide visual clues that answers such
questions as do I recognize you such as reoccurring staff characters wear the
same general costume.

Anything you can do without breaking the rules, endangering another player or
yourself, disrupting the flow of the game, going out of game, calling a hold, or
damaging other people's property you can do. Anything else you can't do, even if,
"realistically" your character could do it. These rules are designed to avoid having
to stop play.

D. Why the Rules of Reality?
Imagine how lame this conversation between players would be:
"O.K. I set the hut on fire. You guys must be roasting in there by now. Come on
out."
"Actually, we broke a hole in the back and snuck out."
"Well, we would have heard that, so we went around to ambush you."
"We climbed up that tree."
"Sure, but, now we're going to shoot you with arrows."
"You miss because there are too many branches."
"Did not!"
"Did too!"
This sort of thing quickly becomes ridiculous. "Play On!" is the spirit of Gates.

E. Blank is Genuine?
Sometimes there are items which are hard to tell there status, such as is it just a
prop or a significant clue. Thru years of role-playing I have been on both sides of
missing something significant because something was thought to be an accident
by Staff. A good example of this was a character known as the Warden. He had a
scar of his face that was meant to be a clue that he was possessed. The scar move
around his face but I and many others just thought it was an accident by the staff
member. So the question Blank is genuine is meant to be used in situations like
the above example to help clarify whether something is a clue without
compromising game flow. If this question is presented to staff member they will
answer yes or no. If the answer is yes then the object has In Game significance.
This Mechanic is not meant to be a way to gain plot or goodies. It should be
rarely used and not for a game of 50 questions.

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F. Forsooth
This is a Method of clarification that staff uses to set scenes and handle other
potential out of game things without breaking game. Unlike the safety calls this
does not ever stop action. This is used by staff to give some vital information that
is not readily apparent. For example, as your characters enter a cave you hear "
Forsooth, the floor is coated with ice all movement is slowed". This would tell
you that you couldn't run around and must role-play fighting on ice. You would of
course role-play this safely. Forsooth should in general is only be used by staff
and is never for carrying on an out of game conversation.

G. Watchers
Out of game Watchers are Staff members wearing a specific style of gray robes.
The purpose of this is so the can marshal encounters without breaking game. Out
of Game, you may discretely approach one to ask questions such as a clarification
of a rule. In Game at Gates, Watchers represent a strange ethereal presence that
showed up the same time as the rifts between worlds began opening. They are
considered neutral beings, which come to observe important events. However
they are known to be terrible invincible foes if their ire is raised. Sometimes they
will impart important information.

H. Game flow at Gates
Staff is committed to doing its best to achieve an environment where deep
immersion in your character is possible, this to be done thru a lot of window
dressing, costuming and role-play. Something that is very important to this
concept is for both players and staff to remain In Game as much as possible and
not interrupt the flow of the game. Doing any action that is Out of Game, such as
being out of costume, while the game is running is disruptive and tends to break
fellow players of character. If someone is breaking character and disrupting your
play remind them POLITELY to stay In Game.

I. Campaign Arc versus Weekends
Gates is meant to be a hybrid of the usual campaign style games and one shot
weekends. There is an overall arching plot holding the all the games together,
however each weekend is meant to be self contained. There will be spill over
from weekend to weekend but we will do our best to keep plots within each
weekend. The idea for this is so that a person who can only attend a limited
number of events does not feel behind the eight ball when they return.









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J. Weekend Schedule
Here is how Gates will organize its schedule for weekends. We will do our best to
adhere to following. Please help us by doing your best to be checked in and ready
by 9pm Friday.

Friday:
7-9PM Check in at the Tavern in Town
9-9:30PM Mandatory Pre-game meeting in Town for Players and at NPC
camp for staff
10PM Game start
2AM approx All Clear

Saturday:
10Am Game on
5PM Dinner hour
6-6:30PM Game on
2AM approx All Clear

Sunday:
10Am Game on
1-2PM Game over then Post Game meeting
Clean up.

K. Tags: Yellow and Skills
Tags are a way for the staff to provide more information about an area or item.
Tags should be read discretely and if appropriate using role-play. They come in
two colors, yellow and white.

Yellow tags can and should be read by everyone. They provide important
information about areas, objects and modules. Often they contain important
instructions. If you see a yellow tag with a hand symbol on it it means do not
enter unless instructed to do so by staff.

White tags pertain to a particular skill and will have that skill printed on them
such as Archivist. They often have important information that someone with that
skill may discern. You should always role-play the appropriate skill when reading
one. If you have the skill listed then you may read the tag. If there is a deeper tag
with it you may spend 1 Will and 1 minute role-playing to read it.


1.5 Combat Rules: Gates is a padded weapon and Nerf/ Buzzbee combat system.
All combat is conducted using padded weapons, Nerf style guns and beanbag packets.
The padded weapons may be hand-held (such as knives, clubs, or swords) or thrown
weapons (such as rocks or javelins). All padded weapon blows do 1 Damage unless
your opponent calls a different effect when striking you such as Maim or 3 Damage.
Thus, if you are struck with a Maim, it will not cause any actual damage, only the Maim
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effect itself. Guns do base 3 damage unless something different is called. Bows where a
packet is being thrown do 1 damage however the actual Boffer arrows designed by Peter
McFarland will do 3 damage.


A. Combat Force
When fighting with padded weapons, you must always pull your blows so as not
to strike too hard. No blow should cause real pain. If you are struck by a blow that
you think is too forceful, say "Excessive Force." The hit DOES NOT COUNT!

Everyone is different, so you will have to adjust to your opponent's level of
comfort. Blows that some players would hardly notice are quite unpleasant for
others. No one should feel uncomfortable about calling "Excessive Force." Please
help Gates be a game environment where everyone enjoys combat. Please be
polite about this call at all times. Remember if you are in pain you may be terse
when dealing with the person who just hit you, take a breath and be polite. If you
feel this is an ongoing situation, please speak to the director about it privately.

B. Combat Targets
Do not shoot at or strike the head or groin, these do not count. Be aware that if
you are receiving a lot of these types of hits you may need to adjust your fighting
style. Strikes to the hands do not count, however the hand may not be used to
block or parry a blow. The purpose of this rule is for safety and is not a fighting
technique. Wrists are a legal target area.

What Counts:
Judging when you have been hit by a foe is solely your responsibility, but
you must at all times do so in as fair and scrupulous a manner as possible.

Do Not Count:
Any weapon blow that lands on the same body part as the immediately
previous strike in quick succession. This is called machine gunning.
Before legally scoring another blow on the same part of the body a foe
must first strike at another body part, pull back for a moment (see combat
speed 1.3D), or parry a blow.

A weapon blow that strikes only cloth or a dangling pouch, and passes
through without contacting your body.

A weapon blow that is too hard. (See 1.5 A Pg 11)

A weapon blow that overcomes your physical parry by force.

A weapon blow that strikes the head, groin, or hands.


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Do Count:
Weapon blows that strike capes, backpacks, sheathed weapons and the
like, if they would have hit you had the item not been there.

Weapon blows that are very light.

Weapon blows that glance off your weapon and then hit you.

C. Weapon Safety
The staff must inspect all weapons before they are used including all Nerf/
Buzzbee style guns. It is a player's responsibility to maintain their weapons and
keep them in safe condition. Using a weapon that has become unsafe (worn out
foam, broken off tip, etc.) is grounds for dissinvitation if it becomes a problem.
See Section 1.12 Weapon Guidelines for Boffer weapons to make sure your
weapon fits within appropriate materials and Color guidelines.

D. Combat speed
Combat must be conducted carefully and deliberately, without wild flailing and
"machine-gunning" (Machine gunning is a term used in a lot of games to
represent unrealistic rapid fire hits). You should not fight wildly. Rather, you
should carefully aim a few well-placed blows. There should be a 1 second pause
between swings and the weapon should be arced back at least 12 inches. The
exception is people fighting with two weapons. They may make a swing with
each weapon then pause 1 second. They must still follow the 12 inch arc rule.

E. Non-Combatants
There may be people at an event who cannot (or do not wish to) take part in
combat with Boffer weapons. These people are considered Non-Combatants, and
will wear a prominent yellow or orange armband. At night they will wear a
Yellow light. Do not attack these players with hand held weapons. If you wish to
strike down a non-combatant, simply walk up to within 5 feet of them, point your
weapon at them, and state, I strike you down. The Non-Combatant will enter
the Fallen state. Non-combatants cannot wield weapons themselves, although they
may cast spells and use other game skills. Non-Combatants can be hit with
packets or shot with Nerf darts etc.

F. Respecting the Fallen
Once someone has fallen in battle it is considered bad luck to remain near their
body, unless of course you have plans for it such as healing, searching, or moving
it. This etiquette is in place so that the Shade of the deceased may be free to
depart, and so people dont have to lie around on the ground for very long. This
rule is most important when dealing with Staff.




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G. Weapons combat rules
The following lists specific guidelines for weapon types.

One Handed Melee Axes, clubs, maces, swords etc are allowed. Flails or any
other weapon designed around flexing or whipping actions are NOT allowed.
Fist/ claws - represent your hands or retractable natural weapons. You may
wield one or two claw weapons of 30 inch length. Your claws are immune to
Disarm call No Effect and cannot be taken from you. However, a Maim which
strikes one of your fists/ claws works.
Two handed weapons - If either of your arms is unusable you may not wield a
two-handed weapon. Pool cue style sliding thrust attacks may not be used. You
may not hold the very end with 2 hands. There has to be at least one foot of
separation between hands for safety.
Packet Bows - Archers should role-play drawing an arrow across the bow
before throwing their packet. Bows may be used to block, if you have the Bow
Defense skill, but not to make melee attacks, unless you have the Bow Stave skill.
Bows may NOT be held in one hand and used to block while a weapon is wielded
in the other hand. If you block with your bow or it is hit and you do not have Bow
Block then it suffers the Shatter effect.
Thrown weapons - may NOT be used to attack or defend in melee combat for
they are only intended to be thrown. You may carry any number of thrown
weapons, subject to reasonable role-play guidelines. If, for example, you choose
to carry around a huge sack of foam rocks, it should be role-played as a serious
burden.
Slings - there are no slingshots in the game; all slings are of the ancient whirl
around your head type, consisting of two strips of leather or cord and a pocket
for the stone. To use, you must pretend to fit the stone (a packet) into the sling,
whirl the sling with one hand, and throw the packet with the other. Expect to have
to practice this a bit.
Javelins - may only be thrown. They may not be used for melee combat.

1.6 Traps, pits and chasms

A. Traps All traps do 5 damage unless otherwise stated by a yellow tag or a Call.
Unless otherwise stated, traps only affect the person who triggered them. Traps
are represented by poppers, mousetraps and possible some props like foam rocks
that drop on you.

B. Pits and chasms Are represented by either black cloth or plastic on the ground.
They are 1 death deep unless noted by a yellow tag or call. To fall into a pit or
chasm you only need to place one foot the Phys rep. Brushing it with your toes or
heels do not count but if you have placed most of your foot upon the Phys Rep
you are falling in. It is acceptable to pretend trying to catch your balance for a 3
count to give some one a chance to role-play grabbing you. The person catching
must be in arms reach, have a rope or something like a staff to extend to you in
order to catch you.
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1.7 Common terms used at Gates

All Clear When you hear this call it means that it no more plot related things
will be occurring for the rest of the evening. Most of staff will be retiring to bed,
however it is fine to continue role-playing for as long as you want with others of
similar interest.

Bloodline Most people are pure human but some people show signs of Ancient
races from the past (See Bloodlines).

Boffer/ Melee weapon These are the padded one handed or two handed
weapons that are used to represent swords axes etc. used in combat. (See Weapon
construction)

Call This is a term that is used to refer to the act of stating an affect during
game play. In order for characters/ monsters etc to role-play doing something like
entrapping someone in a web they have to make a call, which is stating the
intended effect on the target. For example if a spider throws a spell packet at a
target and hits, the person playing the spider says bind by physical or root by
web. We refer to what the spider said as a Call.

Character sheet This is a handout that you will receive each game that has the
pertinent details of your character. Please keep it handy as things can be added to
it during game play. It will be needed to be turned in at the end of each game.

Critical The character or monster is beyond normal means of healing. It will
require some application of the Revive effect to save it from death. (See death and
dying)
Clone Is a copy of character that the owner gets to use, if chooses too, when
their character is dead. (See death and dying)
Count how long something should last by you silently count 1 second intervals.
For example a 30 count should be done as one thousand, two thousand, etc until
you reach 30.

Effects (See 1.7 A Pg 10) a description of an action that has occurred In
Game (See 1.5 A pg 8)

Etheric In Gates this refers to the ethereal realm that surrounds the mortal realm.
It is thru the Etheric that gates are formed to other dimensions. It is sort of a
subspace where some objects and beings can reside. Phase effect and Planeshift
trait deal with Etheric. An object in the Etheric will be represented by being
covered in Tulle or a Tulle tabard.

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Fallen A character or monster has run out of hit points and is slowly dying. (See
death and dying)

Game bucks - At MASI we have a system of reward which is called Game Bucks.
There are MASI Game bucks which are for things which benefit the site and
organization. There are also Game bucks for each individual game which just
benefit the Game directly. For Gates the Game Bucks are called Gate bucks. Both
MASI bucks and Gate Bucks can be spent directly on things to benefit your
characters See 2.2 A Purchasing Skill points and Boon section.

Hit points represent how much physical damage a character/ monster can take
before going into the Fallen state. (See death and dying)

Packet A small bean bag affair filled with bird seed that fits into a film canister.
(See weapon construction) Spell packets are thrown to represents spells/ mind
powers etc. If they hit, you take the effect that is called with them, such as 1
damage by fire. (See Traits 1.8.B)

Permanent Represents an effect that does not wear off due to duration. It
requires some form of cure/ purge. (See Traits 1.8.C)

Phys Rep Physical representation of an object used in game. For example, a
wooden box will represent a chest of supplies or a piece of foam shaped like a
rock to use as a thrown weapon.

PVP Player versus player. For Gates this is defined when two players fight each
other or conflict in manner that beyond mild disagreement. Completely
discouraged at Gates

Shade When you character has taken a death and is going to the cloning/
replicant machine you are a shade. Basically your spirit is corporal and can be
seen but not interacted with unless some special skill is used. You should be
slightly hunched over and shambling role playing dead but not a zombie.

Tag A piece of paper with instructions on it that indicate something is
happening in the area. Most tags require a special skill to read like Archivist. (See
Tags)

Throwback Refers to a being whos Bloodline is so obvious its hard to ignore.
Polite society is a little uneasy around Throwbacks but remain courteous.

Thrown weapon These are foam Phys reps that are used to throw in combat
suck as a throwing knife. (See weapon construction)


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Trait A descriptor that refines the definition of an effect further. For example,
Maim is an effect that makes one limb useless. If the trait fire is added it means
that fire is what caused the maiming effect. The call would be Maim by fire.
The reason for the further description is you may be immune to or take more
damage from fire. Traits allow more flexibility with our effects call. For more
information see 1.7.

Will represents your internal fortitude/ sanity. Will is used to do all skills that
are beyond basic level. For example you may fight with a sword and do base
damage of 1 at no cost, but in order to use your skill of disarm on an opponent,
you must spend 1 will, whether the disarm works or not. Will also represents your
sanity and has In Game consequences if it goes to zero. (See character building)


1.8 Effects:

A. Definition of an Effect
For those new to Larping, effects are how we simulate actions between characters
from combat and other interactions. How do you know what that gob of spit
(represented by a spell packet) the monster hurled at you did, the effect the
monster calls tells you. If the creature calls paralyze by poison as it throws the
packet at you, your character will be paralyzed (see 1.8 E Pg 22) unless you have
a way to resist either paralyze or poison. Effects will describe to you what is
happening to your character. The definitions of effects are described below.

B. Calling Effects
Effects can be delivered in a variety of ways, but they must always be called
BEFORE the weapon, packet, or whatever strikes the target. For example, you
cannot swing a weapon, strike another player, and then call "Maim". You must
call the Maim before the blow hits for it to count. Called effects do only their
stated effect, and do no other damage. In most MASI games being hit with a
sword (or any padded weapon) does 1 point of damage, but if someone calls
"Maim" before they hit you, you DO NOT take a point of damage. You only
suffer the "Maim" effect (see below). However called effects can be combined, if
they call 1 damage maim or maim 1 damage you will both take a point of
damage and suffer the maim effect.

C. Duration of Effects
Unless otherwise stated in the skill or definition, effects last for a 300 count (5
minutes) or until purged.

D. Rare effects
Some effects will have the condition that they are rare in their definition. This
means that players are unlikely to achieve them as something they can do. It can
take over 2 years of playing to achieve and is mostly likely in a limited capacity.
Gates will not stop you from pursuing them but it probably isnt worth your time.
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E. Effects definitions

Afflict you with <Affliction>
You have received the indicated affliction. This has no immediate effect. At your earliest
convenience, you must travel to the Wall of Woe. This will be a pre-determined place in-
game that contains listings of possible afflictions you may encounter, with descriptions of
the effects of each and the required Cures. Read the description of your Affliction. If it is
a progressive Affliction, there may be postings for Day 1, Day 2, etc., in which case you
should only read the appropriate one. Most Afflictions will have a Cure or Cures. Your
character will not know what Cure is needed, but you as a player must read these so that
if the Cure is applied to you in-game, you will know that it has worked. However, unless
your character already knew what the Cure was before being afflicted, you cannot
use it on yourself or others until you learn about it in-game. Afflictions may include
horrible wasting diseases, fiendish curses, madness, amnesia, possession, parasitic
infestations, allergies, or addictions to obscure potions. Afflictions are attached to your
spirit, unless the Wall of Woe lists death as a cure, an Affliction will last until cured, even
if a character dies and returns to life. As an alternate system, someone may say "Afflict,"
and hand you a card describing the effects. This form of afflictions takes effect as soon as
you have read the card (which should be as soon as is practical.)

Agony
You are in such pain that you collapse to the ground or stand helpless for 10 seconds,
writhing, screaming, or otherwise role-playing pain as you see fit. During this time you
cannot attack, defend, retreat, or use any game abilities.

Animate wounded
Allows the person calling the effect to cause the recipient to move at a shambling walk
within arm's reach, under the caster's control. The caster must keep their palm directed at
the recipient. For example, "Animate Wounded" could be used to move a wounded or
incapacitated character to a safe place to perform healing. Any damage sustained to the
caster ends the effect and the recipient falls to the nearest safe place.

Assassinate
The use of this effect on a character causes them to go straight to dead. (See 1.13 E Pg 39)
The recipient is not allowed to make any sound as you do so. This effect cannot be used
while the target is in line of sight of combat and must be preformed from behind. Surprise
is not necessary. Note there may be some creatures that are immune to this effect.

Battle Thirst
This effect functions as Critical to target, Revenant and Bloodlust to the one whom the
effect is called upon. Each of those effects is described elsewhere in this chapter. This
effect only works when you are either entering or in the fallen or critical state. When you
hit the fallen state again due to damage or the combat has ended you immediately go to
the critical state. (See 1.13 C Pg 38)


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Barred
This effect when called means a portal is closed and being held by physical means. You
may only open it by either by using a Shatter effect or following the directions of the
Yellow tag if one is near by.

Bloodlust
You enter a state of complete focus upon combat, in which your own safety ceases to
matter. This state may be due to rage, a preternatural calm, or any other role-playing
method that works for you. You will fight with utter disregard for your own life, though
this is not an excuse for unsafe fighting. You may possibly attack your friends and
compatriots, but only if they appear to be opposing you this is intended to be a
relatively beneficial berserk state. Loud noises will draw your attention. You will not
accept offers of surrender, and indeed you will ignore most conversation or speech. Its
unlikely that your friends will be able to stop you long enough to heal you, and you
should consider any unsuccessful attempt to stop your Bloodlust as an attack and deal
with it appropriately. You may cast combat related skills while in Bloodlust, but no
healing, protective, or other skills. Note the effect calm will act as a purge.

Bind:
Your arms are bound to your sides and you cannot use them. You may still use your
hands to grasp, but may not wield weapons in melee combat for the sake of safety. You
may still move your feet.

# Brutal
Indicates a strike that is either powerful or well-aimed enough to carry through any
attempt to block it. If a Brutal attack strikes your weapon, shield or body, you must take
the indicated damage. A Brutal strike cannot be blocked by a weapon or shield, nor can it
be parried. Brutal damage CAN be Dodged or Grazed and there is a skill which allows
you to resist it.

Calm
You become completely peaceful. You will stop attacking and will remain placid for the
duration of the effect or until you receive damage or a harmful effect. Additionally, if you
are under the effects of a Frenzy or bloodlust when Calm is used on you, it will act as a
Purge removing those effects.

Charm:
You become favorably inclined toward the person who called the effect. You will not
attack the caster unless attacked first by the caster, and will tend to go along with any
reasonable suggestion he or she makes. You are NOT a mindless slave and will not give
away (important) possessions, attack friends, or betray a trust, etc. The effect is broken
if/when the caster or caster's allies do something unfriendly towards you.



19
Compel you to <Instruction> You are compelled to follow the instruction to the best of
your ability. The instruction must be a short, uncomplicated action. If there is no duration
given as part of the instruction, the compulsion ends after you have followed the
instruction.

Critical
You enter the Critical state unless you have some form of protection against like Resist.
(See 1.13 C Pg 38)

Curse you to <Curse>
You suffer from the stated Curse. For example: "By my will, I curse you to howl like a
wolf," or "I curse you to take double damage from fire by magic." Curses last for a battle
or a 300 count (5 min) whichever is longer or until Purged (See 1.8 E Pg 23). A purge
curse or a purge of the delivery trait will remove the curse. (See 1.9 B Pg 28)

# Damage or Damage #
You take the indicated damage and subtract it from your current hit points. (See 2.1 A Pg
42) If you take more damage than you currently have in hit points you go to the fallen
state. (See 1.13 B Pg 38)

Detect <Type or Item>
If you fit the type or possess the item being detected, you must indicate this to the caster.
You must state here as loudly as call was issued, even if you are mute or silenced.
Detects make the aura of the target glow so anyone around when the detect goes of will
notice, they act like an Area Effect. There are skills that will allow you to remain hidden
during a detect call.

Diagnose
This effect allows someone to ask you various questions regarding your characters
health and well-being. These questions are detailed in the skills which allow them to be
asked. You must reply quietly; ideally, no one but the asking character should hear your
response. You must answer, regardless of whether your character is currently capable of
speech. Note there may be occasions where an Affliction or something else directs you to
say No Effect to the diagnosis.

Disarm
Your weapon or hand-held item falls from your hand. You must drop it in front of you,
and then do a silent 3-count after it hits the ground before you can pick it up. If you
are holding more than one item and the person using the Disarm effect did not either
strike or specify one of them, you may choose which one to drop.

Disengage
You must fall back from the person calling a disengage until a distance of about 10'
separates you, or if you can't get that far back for whatever reason, as far as you can
safely. The spirit of this effect is that the person calling it drives their enemies back to get
some breathing room. You should always honor this. Disengage cant force you into a
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damaging area, and doesnt work through doorways or narrow gaps; you cant use it to
push defenders out of a fortification. You can use it once you get inside such a
fortification to make room for others to follow, but this is its ONLY offensive use. Do
NOT simply jump into the middle of a group of enemies and call Disengage this is a
violation of the spirit of the effect.

Disintegrate
You instantly become Shade/Dead and all items physically in your possession suffer the
Shatter no defense. ( See 1.8 E Pg 24, 1.9 B Pg 29)

Dodge
A weapon or packet attack misses as if you had moved out of the way. You should role-
play evading the attack. While this particular blow or spell was ineffective, it was an
effort to ward off, and another one might succeed. You cannot dodge Area Effects or
Outside effects.

Doom
You will fall into a "Critical" state after approximately one minute (a 60 count) (See 1.13
C Pg 38). Most commonly encountered as "Doom by Poison," to represent a venom that
does not take effect instantly. If you receive a cure for the trait of the attack within one
minute, you will suffer no ill effects. You must role-play the effect of the doom during
the minute, but can still fight and use skills normally. Note that you should keep track of
the time as best you can, but in combat you will mostly likely have estimate it.

Drain # (Will or Health)
The character calling this effect gains the called amount of Will or Health to their current
total, while the target loses the called amount from their current total. The character
calling the Drain cannot gain more than their maximum Will or Health Drained
amounts beyond that are simply lost. If the target has less than the called number of Will
or Health, the target should call Forsooth and the number they had remaining, as only this
lesser number is lost and gained. For example, if an enemy hit you with Drain 3 Will
and you only had 1 Will remaining, you would respond with Forsooth: 1 Will left. You
would then lose that 1 Will, and the attacker would only gain 1 Will. If you are drained
to zero Health you enter the Critical state rather than the Fallen state, this is an
exception to the normal rules of going to Fallen. Note this effect can be resisted by
certain abilities. See 1.13 Death and Dying Pg 37

Enhance
You will do 2 Damage with every normal melee or ranged weapon attack for one combat,
instead of the usual 1 Damage. Enhance does not alter called Damage from abilities for
example, if you have an ability which allows you to swing for 3 Damage it will still do
that 3 Damage. You must call the increased Damage for each normal swing as 2
damage.



21
Enslave
You are a mindless automaton and cannot speak or answer questions. You are bound to
serve the caster without question. You will even slay your friends or yourself if so
ordered. You will be capable of basic skills and not able to do anything that requires the
expenditure of will. You will have no knowledge of your own memories, but will fight to
the best of your ability. You remember everything that occurred during the Enslavement
once it has ended.

Frenzy
You are overcome with rage (though Frenzy is not an excuse for unsafe fighting). You
will attack whoever currently in front of you, friend or foe. Noises will draw your
attention. You will not accept offers of surrender and indeed you will ignore conversation
or speech. You should consider any unsuccessful attempt to stop your rage as an attack
and deal with it appropriately. You may use combat or attack related skills while
Frenzied, but no healing, protective, or other skills. Note: See Calm Pg 20 for its effect on
Frenzy.

Graze
A weapon or packet attack has a lesser impact as if you had almost moved out of the way.
You should role-play nearly evading the attack. Graze is similar to Dodge, but costs 1
Health to represent a lesser injury taken to avoid the original effect.

Heal (# or Full)
Heal restores the given amount of Hit Points. Heal Full restores you to full Hit Points and
purges Maims. This effect will not work on a character in the Critical, Dead, or Shade
states. (See 1.13 Death and Dying Pg 37) Heal Full is Rare.

Knockout
You fall unconscious. Any healing or appropriate Purge effect will awaken you. Moving,
shaking, or damaging you will not.

Lend health
You temporarily regain hit points up to full. This is typically done with an amulet or
token and only last as long as you have that item. You will still take damage and can fall
back to unconscious or unstable.

# Lethal
In order to be effectively delivered the "Lethal" must strike the torso. The number which
is called with the Lethal is the amount of damage you take if the strike was successful.
For example: if you were struck with a 3 Lethal in the chest and you had no defenses
then you would take 3 damage, but if it hit your arm it wouldnt have any effect.

Life
This effect will bring a character in any state other than Disintegrated (See the
Disintegrate effect) back to life with full Health and will. This is a rare effect.

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Maim
You lose the use of the target arm or leg. If no target is specified, you may choose which
limb suffers the effect. If delivered by weapon, this will not have any effect if it strikes
your torso. With one Maimed leg, assume you can drag it around behind you slowly.
With two Maims to the legs (the same leg or different, it doesnt matter), you will have to
prop yourself up, sit down, or go down on one knee. In any case, you cant move without
help. YOU MAY NOT HOP. Hopping is silly and potentially dangerous. A normal Maim
effect can be Purged by spending 1 minute after combat tending to the limb, and is also
automatically Purged by a Full heal or Refresh. If your character receives a Permanent
Maim it will not be healed by self-tending or Refreshing, only by a Purge Maim or Full
Heal explicitly as per the Permanent trait.

No Effect
The particular blow or spell did nothing and it never will. However, a blow that is
stronger or that uses a different trait or effect might still be effective. If you are not an
animal and you were hit with a Slay Beast effect, you would reply with No Effect
because it will never work but a Slay Living certainly might. Once someone has
called No Effect to something you may not continue with that specific attack against
them. This is so that the person can accurately keep track of what is happening to them
without being confused by extraneous hits.

Not Taken
The effect was not taken because it did not hit or was not delivered properly. This may be
used if needed, but the Staff prefers that such things be role-played instead: you can reply
to missed or miss-delivered attacks with responses such as That was far too close! or
Ha! You completely missed me! for example.

Paralyze
You cannot speak or move any part of your body other than your eyes, but you are fully
aware of what is going on around you. Damage and other effects will still affect you.
Paralyzed people may be moved as though they are wounded bodies. While dramatically
holding the pose in which you were paralyzed looks great, it can be very tiring over the
course of a five minute effect. Please feel free to change your pose to something more
comfortable if you feel the need. Also, should you enter the Fallen, Critical, or Dead
states while Paralyzed it is your choice whether to fall immediately or remain frozen until
the Paralyze effect wears off.

Parry
A weapon attack does not affect you as if you had blocked it with a weapon or a shield.
This effect only works against attacks that may normally be blocked by a weapon or
shield, and you must be wielding a weapon or shield in order to call a Parry. Brutal and
Soul-strike attacks cannot be Parried.




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Phase
An object or being is moving or being moved from the mortal realm to the Etheric realm
or vice versa (See 1.7 Pg 14). You cannot affect things on the other side without a special
skill. Some beings in Gates are able to cross between the Etheric realms to the mortal
realm. Often they will make the call Phase self. An object in the Etheric will be
represented by being covered in Tulle or a Tulle tabard.

Purge <Trait or Effect>
This is a means to cure a problem, such as poison. If a persons leg is Maimed by
Poison and you have the ability, you may cure them by Purging poison or Purging
Maim. This effect removes one effect, or one effect with the stated trait. A Purge
Poison would remove one effect done by the Trait By Poison. A Purge Maim would
remove a Maim effect, no matter how it was caused. It can be used on whatever effects
the skill which grants you a purge allows. Some skills allow the purging of effects while
others cure traits, for example, poison is a trait. (See Traits, 1.9 Pg 27)

You do not have any choice about having effects removed; a Purge Life thrown at you
would remove one effect caused by Life on you, including a defensive spell caused by
Life if that was the only by Life effect on you. If there are several effects that a Purge
could remove, the recipient chooses which one is canceled. A Purge will NOT counter an
effect that happens instantly. So if you are hit by a Slay Living by Death effect, you
cant use Purge Death against it. You also cant Purge damage effects such as Damage,
Brutal, and Drain.

Note: some traits can be purged by common actions that dont need special skills like the
Flavor trait Physical ( See 1.9 A Pg 28)

Quagmire
Prevents any running and reduces all movement to a 3 count step. You may only take a
step every 3 seconds unless you have a special ability that ignores quagmire.

Refresh Restores your hit and will points to full and any armor being worn is back to
full resists.

Renew #
This call restores the specified number of Will Points. If no number is specified, you
regain all your Will Points.

Repel
You must stay at least 10 feet away from the caster. You still use ranged attacks. This
effect cannot be used to "drive back" targets; if the caster advances upon the target, the
target may hold ground.

Reset
The Reset effect immediately resets your count for the Fallen state (See 1.13 B Pg 38) to
the beginning. The count begins again as usual.
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Resist
The blow or effect hit you, but you were able to disregard it. While the particular blow or
spell was ineffective, it was an effort to ward off, and another one might succeed.

Return <effect>
Inflicts a called effect in response to a weapon or spell packet hit. THE ORIGINAL HIT
IS STILL EFFECTIVE. For example, if someone hit you with a weapon you might be
able to call Return Agony by Fire. The attacker would take the Agony by Fire effect,
but you would still be injured by the original weapon blow.

Revenant
This only affects a target that is in the Critical state and usually only affects a target who
has not received this effect since they last Refreshed. However, Revenant No Defense
will bypass the once per Refresh limitation. You are immediately restored to full health
and will. At the end of the current combat, at the end of ten minutes, or when you would
next enter the Fallen or Critical state whichever happens first you return to the
Critical state. If you have already received this effect once since your last Refresh or if
you are not in the Critical state, you should call No Effect.

Revive
This only affects someone who is in the Critical state. Your state changes to normal with
1 health and 1 will.

Root
Your feet are stuck to the ground and may not be moved from their current positions until
the effect ends or is purged. You may shift your footing slightly for the sake of comfort
or stability. You may not pivot your feet in place.

Shatter
The target item is damaged. If someone swings a weapon or throws a packet at you and
calls "Shatter," it damages whatever weapon, equipment or armor that it strikes. Note:
Area Effect or Outside Effect would apply to every thing on you. There will be
shattered tags provided in the crafting/ repair area to place on items that are shattered.
This is to avoid things like someone picking up a shield that is shattered and using it.
Please place these tags on any item that is shattered any can be left laying around. If you
have a personal item only you can use that you wear it does not have to have a tag on it.
This tag is only for items others can use that they may not know its shattered.

Shattered Melee weapons will only do base damage and be unable to be used for any
special attacks via skills or something special from the weapon itself. In game terms, a
shattered weapon is damaged, but not crumbled away to dust. A shattered sword might be
bent or broken, but would still hurt if you whacked someone with it. Place a shatter tag
on weapon until fixed until earliest convenience.

Shattered armor loses its Resists until repaired.
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Shattered shields are useless until repaired and must be dropped or held behind your back
if strapped on. Note: if you are holding a shield behind your back because it is shattered,
it provides no protection form attacks from behind. If they hit your shield, take the
damage or special attack. Place a shatter tag on weapon until fixed until earliest
convenience.

Shattered Guns/ Equipment will not work until repaired. Equipment will provide any of
its abilities until it is fixed. Note: there may be some things in game play that when
shattered have a more extreme effect then just being broken. Place a shatter tag on
weapon until fixed until earliest convenience.

Note: all of the above can be repaired with several skills (see skills)

Silence
You are unable to speak or make any vocal noise. You may still call appropriate out of
game effects.

Slay
You immediately enter the Dead state unless you some protection. This is a rare effect.

Slow
When the Slow effect is called, all affected characters must perform all actions very
slowly. You should move at no more than one step per second, and weapon swings, shots
or packet throws should take at least a couple of seconds each to complete. Slow speech
is not required, but may be hard to resist. Please make sure to role-play this appropriately.
Rare for players.

Soulturn <effect>
By sheer power of will you reflect an attack that affects you.. The attacker suffers the
designated effect, and you are unaffected by their attack. A Soulturned effect cannot be
Soulturned again. A rare effect.

Spirit bless
Your souls ties to your body are strengthened. This will remove one flaw of your choice
that you have received from the Replicator. It may also have other effects. If you receive
this effect, please note on your character sheet and indicate which flaw is being removed.
Rare effect.

Spirit wrack
Your souls ties to the mortal realm are weakened. This will cause a flaw to manifest in
your body. At your earliest convience please go to the Replicator and draw a flaw. Note
the flaw on your character sheet. It may, however, have other effects. Rare for players.



26
Stabilize
This prevents you from bleeding to death if you were in danger of doing so. In Gates, this
will prevent a fallen person going to critical. They will still need healing. You are
maintained at zero health but no longer have a count. You are not any more conscious
than the fallen state. You will however revert back to the fallen state if you take damage.
(See 1.13 B Pg 38)

Stasis
You cannot move (accept to make yourself comfortable or safe) or be affected by
ANYTHING, except the appropriate Purge. If you are hit with any effect, state Stasis.
Note: this has normal 300 count duration (5 minutes) unless Permanent or a time limit is
given.

Stun
Prevents you from doing ANYTHING for a (silent) 5 count. While stunned you can
(perhaps) stand, or reel backwards, but that's all. You may NOT use your weapons or
defend yourself, and should lower your arms to your side.

Speak to (target)
This effect allows you to communicate with a creature that does not speak the common
tongue. It both enables the target to speak your language and to understand you. Both
parties should try to keep the conversation private.

Torment
You must scream or cry out once, and briefly role-play mental anguish and horror. No
physical damage is associated with this effect, though the screaming requirement will
interrupt any action. This effect is always considered an area effect. If a trait is called
with the torment, you may resist it if you can resist the appropriate trait.

Trance
You must stand unmoving. You are mesmerized, and are not aware of what is going on
around you. Taking any damaging effect or the appropriate purge will release you, but
moving you or shaking you will not.

Threshold
This represents a physical or scientific defense to base damage. The skill or item using
this effect will tell you what amount of damage will not harm you. In most cases it is base
1 damage there may be rare instances of a better toughness. If you are struck with
damage that toughness is protecting you from state Threshold" and take no effect.
Special attacks, such as Maim, will work, unless you are normally immune or protected
in some fashion, such as armor, then you would state "resist" to the special attack. Note;
if someone states toughness, do not keep hitting them unless you are trying a special
attack or doing more damage than tried before.

An example of this is Greg the Pirate has a damage inhibitor. He is beset upon the path
by rats. Greg knows these types of rats use claws but are not stronger than normal. He
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turns on his Dr Phibanes damage inhibitor for the cost of 1 Will. He is now immune to
base 1 damage as long as the Inhibitor is working. As the first eager rat strikes him He
states "toughness". The rats now know that their normal attacks will not harm him and
should seek other prey. What Greg did not see was the giant rat behind them. This rat
strikes Greg for 2 damage. Greg's toughness only protected him from 1 point, so he takes
2 damage. However the Inhibitor is still working so he is still immune to base one
damage. Next the Giant rat shatters the Inhibitor so it is broken and he is now vulnerable
to normal attacks. Greg is eaten by a pack of rats, poor, poor Greg.

Weakness
You will do one less point of damage with all melee weapons and skills except for
firearms, firearms will do normal damage but cannot be enhanced by skills this may
render you unable to do any damage at all. You will be unable to run, and abilities which
cost Will now cost 1 more per use. You should role-play feebleness and lassitude. The
duration of the weakness effect is until purged or you Refresh.

Examples: Base damage with a melee weapon is 0, if you have a skill which normally
gives you +1 damage for the cost of 1 Will, you will swing 1 damage for 2 will. If you
have a pistol, it still does base 3 damage but your aiming skills will not apply. If you can
compel someone with your mind for 1 Will, it now costs 2 will until the weakness is
removed.
1.9 Traits are qualifiers which modify the effect they are linked with which tell you
important information about the effect. For example: "Root by Poison" in this case
Poison is the trait which means if you have protection from Poison you can Resist the
root or if purge the Poison free yourself from the root. Traits can describe the cause
(Flavor Traits), method of delivery (Delivery Traits), or modify whom or what is affected
(Modifier Traits). For example: "Slay living by Poison" Both Living and Poison are traits
in this case which means the Slay can only affect the living (Modifier trait which limits
target) and its caused by poison (Flavor Trait) so it can be resisted or purged. The Traits
used in Gates are listed below.
All players automatically have their bloodline, name and gender as a trait. You also can
incur Traits automatically such as the "Lies" trait. You would immediately gain this trait
after telling a falsehood. You have the "Foe" trait if you consider yourself an enemy of
the person calling the effect. You have the "Ally" trait if you consider yourself a friend,
(or at least fighting on the same side) as the person calling the effect.

Note: some traits can be purged by common actions that dont need special skills
like the Flavor trait Physical listed below.

A. Flavor Traits:
Flavor Traits help you to know how to role-play the effect as well as ways to
resist it. They are typically everyday, obvious words (ice, fire, fear, etc.) or
defined by game rules. For example, consider the effect Paralyze, which states
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that you cannot move. This effect could be interpreted differently for role-play
purposes depending on the trait that caused it: For example:

"Paralyze by Fear" would indicate that your character was frozen in place in
panic and horror. You would stand in place quaking or gasping until the effect
wore off.

"Paralyze by Poison" would be an effect like spider's venom. You may, for
example, curl up into a ball.

"Paralyze by Physical" would indicate being snared in bonds that you could not
break, though you could role-play struggling against them.

Common flavor traits at Gates:
Trait Represents
Dross the latent ethereal power in the surrounding world
Fear You are terrorized beyond rational thought
Fire Any form of combustion
Gas Any form of airborne vapors
Ice Any form of cold
Life Inherent life-force in living things
Lightning Anything associated with electricity
Pain Something which cause physical pain
Physical This both a flavor trait and a duration trait (see below) It represents you being
affected by the physical world such as being bound by webs.
Poison Poisonous compounds, natural or otherwise
Stench Overpowering smells

B. Delivery Traits are traits that describe how the effect hit you. There are some
cases where the trait is not called but understood like the weapon trait.
Area effect - This effect is used to simulate something that happens in a large area
like an explosion. When you hear area effect followed with a call, you take
whatever the call was unless you have some form of defenses such as a resist. For
example area effect 3 damage by fire will cause 3 damage to you unless you can
resist fire in some manner.

By Discourse - In order for an effect "By Discourse" to work on you, you must
have engaged in conversation with the person calling it. This need not be friendly
conversation (insults shouted across the battlefield count), but if you feel that you
have not actually conversed in some way, you may say "Not Taken" to the effect.


29
By Gaze - Effects called "By Gaze" require that the person calling the effect make
eye contact with you. This is difficult in the dark, in combat, or if you are
deliberately shielding your eyes. You should call "Not Taken" if someone uses an
effect "By Gaze" under these or similar circumstances where you feel eye contact
was not made. This is YOUR judgment, not the person calling it.

By Gesture - Effects called "By Gesture" only require that the person point at you
to call the effect. Note: By gesture effects can be Resisted by spending a will,
state Resist if you chose to do this.

By Packet Effect delivered by bean bag packets represent assaults that envelope
your whole person. They affect you if they strike a weapon or shield. Again, all
beanbag attacks are assumed to be "By Packet." You don't have to call them. Note:
the one exception to this is arrow packets. If someone is shooting at you with a
bow then it is an arrow packet and may be blocked.

By Weapon - Effects by weapon represent a physical attack-a dart, a sword, a
knife, a fist, etc. They must strike you in order to take effect, and they CAN be
blocked by weapons or shields. If you swing a weapon and call and effect, it is
assumed to be "By Weapon"; you do not have to say it every time. If someone
throws a packet and calls and effect "By Weapon" you CAN block it with a shield.
However Guns/ projectile weapons are a special case. They cannot be blocked
unless you have a special skill like Shield Deflection but the can be Resisted if
you have something that resists weapon blows or a Material Trait that the
bullet/projectile is composed of such as Silver.

Material Traits - Sometimes it may be important if your weapon is "silver"
"wooden" "holy" or whatever. If your weapon has such a trait, you may call it
whenever you have another effect. Thus "Maim by Silver" or "3 Damage by
Silver," etc. You may NOT call a weapon trait when you strike an ordinary,
uncalled sword blow, lest the atmosphere of combat be ruined by chants of
"Silver-wooden-blunt-holy-special-blessed" with every swing. Also, refer to the
"No Effect" rule when dealing with Material traits.

No Defense Means the effect cannot be dodged, parried, resisted, etc. in any
fashion. Nothing but a "No Effect" call will stop a "No Defense" attack that is
successfully delivered. You can still use weapons to block or real life quickness
(where applicable) to avoid a "No Defense" attack. However a Soulturn No
Defense will bypass weapons and shields thus cannot be blocked by physical
means. Note: some very powerful creatures are immune to "No Defense"

Outside effect - This effect is similar to the Area effect delivery trait with one
exception; it will not affect anyone inside of designated town areas. If you are
anywhere except the designated safe areas when you here this call, you will take
whatever the called effect is unless you have some form of protection.

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Planeshift - is a delivery trait that lets you know an effect is able to cross the
boundary between the Ethereal realm, and the physical, mortal one. (See ethereal).
Basically, Ethereal things cannot affect the physical plane, and vice versa,
UNLESS they are able to call "Planeshift."

To room - This effect works like Area effect except that it is confined to a room.
If you are in a building or a room like area in the mines or a module area, you will
take whatever effect is called with this trait unless you have a resist etc.
C. Duration Traits are traits which modify the standard 300 count duration of an
Effect
By Concentration - When an effect is called "By Concentration," it indicates that
the person who unleashed it on you must concentrate to maintain it. The effect
lasts ONLY as long as s/he remains in a suitable concentration pose If they move
(other than a pivot) or are cut down or line of sight is broken, the effect ends
immediately.

Delay # - This duration trait represents a delay in when an effect you have
received takes place. The number that is called with the Delay tells you how long
before you take the stated effect. For example if Paralyze by Poison Delay 1
minute is called, after 1 min you are paralyzed unless you have been purged or
have a resist.

Permanent - Effects that are called as "Permanent" do not wear off. You must
receive a "Purge" of the appropriate type for that effect or trait. For example,
"Permanent Weakness by Poison" would last until you receive a "Purge Poison"
or "Purge Weakness." Permanent damage cannot be healed until you receive a
cure, but you cannot be reduced below 1 HP by such effects. Death purges
permanent.

Physical - Effects with this trait are typically things like Paralyze, Root, or Bind;
and represent physical entanglements-ropes, webs, grasping vegetation, etc. You
may "Purge Physical" by role-playing hacking at the bonds with a sharp
implement for a silent 30-count otherwise this will last the normal 300 count.
Others may do it for you, but no matter how many are involved it is always a 30
second count. Note: if the effects: root, paralyze, bind do not a flavor trait then it
is automatically considered to have the Physical trait.








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1.10 Stacking Powers

The following are the rules for "Stacking" various abilities/ protections. They are
designed to prevent characters from becoming more powerful that chugging
locomotives by stacking oodles of "power-ups" on themselves. However
equipment or skills that use Will or charges do not count under stacking, this is
for things that either need to be refreshed or are active until used, such as a shield.

You may have only one type/suit of armor to give you resists from
weapons. (you may wear more but only one group will count even
if they run out or the suit is shattered)
You may only have one protection effect up at a time such as a
shield versus poison.
You may only have one "Enhancement" effect on you at a time.
Weapons and other equipment may only have one oil, blade poison,
etc. on them at a time.
You may have any number of unpleasant/detrimental effects on
you at a time, however.

1.11 Armor:

A. How armor works at Gates:
Armor in Gates does not give you extra Hit Points like some other games. Instead
it grants the wearer a Resist versus weapon attacks. These resists work against
anything that was delivered by a weapon including bullets. The only Trait which
can override this is No Defense. The number of resists depends on the armor.
Once a resist is used it is not available again until the character wearing it
Refreshes (See 1.8 E Pg 23). You chose when to use the resists that are available.
You can use them to stop a normal blow or to prevent a special attack like Lethal
(See 1.8 E Pg 21). There are two types of armor at Gates: Standard Armor and
Powered armor

Standard Armor This type does not cost any skill points but is represented by a
Phys Rep such as a Breast plate, Flak jacket, and Pith helmet etc. This armor
doesnt have to be real materials but must look like real materials. If it
convincingly looks to be a metal breastplate by the Directors opinion then it
counts as one. There is a departure here from standard fantasy games in that
things like sportswear such as Hockey shin guards act as armor. In fact medieval
chain, leather, or plate is a bit archaic in the gates setting, but perfectly acceptable
to use. You will just be considered a little nutty Thats Uncle Theodore, Hes
mad about history, thinks modern advances are unworthy. Please feel free to
Steam punk the appearance of your armor.
Note: Standard Armors Resists once used do not return until the character has
refreshed.

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Powered Armor Does cost skill points and only grant up to 2 Resists. This
armor either uses charges or direct expenditure of your will. However can be
made out of any material you desire and as comfortable as you want. The only
requirement is that whatever Phys rep you are using looks modified in some way.
This armor is found in Marvelous Devices 4.5 Powered effects Pg 64.

B. Standard Armor:
There are three levels of Standard armor. Your armor will be rated on a coverage
points system shown below that will tell how many resists it will grant. Light
armor will grant 1, Medium armor will grant 2 and Heavy armor will grant 3. It is
important to note that Heavy armor will be hard to obtain. The trade off of free
armor is the natural encumbrance of the Phys Rep. Remember these are
summer games and be careful of heat exhaustion.

Coverage points determine what level of protection you are wearing which
determines the number of resists granted, see chart below. Coverage points
are determined by this formula:
Total area points X material type modifier = Coverage points.

Level of Armor Coverage points needed Number of Resists
Light 1-3 1
Medium 4 -6 2
Heavy 7-9 3

Area points are related to the location Phys Rep is protecting. The Phys
Rep must cover at least 50% of the area it is located at to receive the
Location point. To calculate your Total area points add up the numbers
associated with areas covered from the chart below.

Location Points
Head 2
Each Arm 1
Each Leg 1
Torso 3
Total possible
location points
9

Material type measures how much protection the piece of armor provides
shown in the chart below. You can layer armor to get more points out of a
location, such as wearing a long leather glove under a chain bracer. The
location is worth one so normally the Bracer would only provide .75
(Location point 1 times Modifier = .75 but the glove provides .5 in the
same location making the total 1.25, which if that is all you are wearing
would round to 1.


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Material Type Common examples Modifier
Light Basic
leather, wood,
plastic
Leather trench coat, Knee high boots,
Basic knee pads, Pith helmet, Leather
vest, Leather gloves
.5
Moderate
Reinforced/ heavy
weight leather,
Hard plastic, Chain,
Reinforced wood.
Composites
Studded leather vest, Chain mail
gauntlets. Hockey/ football pads,
Hard hat, Boiled leather breast plate,
SCA plastic barrel armor ( as long as
it looks good)
.75
Heavy Metal
plate, reinforced
plastic, Reinforced
composites.
Actual combat helmet, Metal Helm,
Plate back and breast, Flack jacket
1


1.12 Weapons Guidelines for Boffer and Packet Weapons: This
section covers what materials and types of construction are acceptable for use in Gates
weapons. It does not provide a full guide for creating weapons; it only outlines the
permissible materials and techniques. If you are looking for help to construct or
commission weapons, we recommend asking around on the Gates email list or forums, or
contacting the Staff.

A. Weapon Safety check
All weapons must be inspected by the Staff before every event at Check in. If you
have any doubts at all about a weapon passing inspection, you should bring a back
up weapon or repair materials to make it right. Attempting to sneak unapproved
materials past inspection or using a weapon that was not inspected/ approved
will be cause for Dissinvitation.

. Here are a few things that the Staff will be watching for:
Over-taping which has made the striking surfaces too hard.
Thrusting tips which do not immediately expand after being compressed.
Uncovered foam surfaces.
Pipe insulation foam that has dents along its striking surface which reduce it
below 5/8 inch thickness.
Unusual materials that have not been pre-approved.
Notably whippy well-used Action-Flex weapons often fall into this category.
Pipe insulation foam extending more than 1 inch beyond the core.
Core ends not being plugged.
Overly long thrusting tips that flop over when used.
ANY signs of metal cores. Metal-cored weapons are never allowed.




34
B. Commercial Weapons
Action-Flex martial arts weapons need pre-approval to be used in Gates. Latex
weapons may be allowed on a case-by case basis, but are by no means guaranteed.
They must have a look suitable to the game and you will at minimum not be
allowed to make thrusting attacks with them. If you are interested in using a latex
weapon we recommend either that you have it pre-approved or that you bring a
backup weapon.

C. Weapon Tethers
Weapon tethers are not allowed for safety reasons.

D. Weapon Core approved sizes and materials
All core sizes and types of materials listed below are outside diameters (OD). NO
METAL CORES are allowed, aluminum or otherwise. Tubing is preferred to rods
as solid cores are weaker and more inclined to be whippy. Any cores other than
those listed here require pre-approval. When choosing core materials and
constructing a weapon, be sure to avoid the weapon being whippy as this will be
grounds for safety check failure. When building a bow, use an appropriate core
size for the length of the bow being made.

Fiberglass Tubes These are spun fiberglass tubing, used in kite making.
.505 OD May be used for one handed weapons up to 42 inches long.
.610 OD May be used for all weapons up to 60 inches long.
.745 OD May be used for all weapons up to 72 inches long.

Graphite Tubes Also used in kite making, graphite tends to be more
expensive than fiberglass but also tends to have fewer whip issues.
.500 (1/2 inch) OD May be used for one handed weapons up to 42
inches long.
.610 (6/10 inch) to .745 (3/4 inch) OD May be used for all weapons up
to 72 inches long.

PVC Piping This is standard plumbing water line or schedule 40 PVC.
Other forms of PVC pipe such as CPVC are acceptable as long as
measures such as strapping tape are used to prevent whip.
1/2 inch OD PVC May be used for one handed weapons up to 42
inches long. We would prefer that strapping tape be used on anything over
24 inches to prevent whip.
3/4 inch OD PVC May be used for all weapons up to 72 inches long.
We do, however, recommend that you use fiberglass or graphite tubing for
long weapons, as long PVC weapons tend to be whippy. You may mix and
match PVC with fiberglass or graphite within a weapon as long as there is
a snug fit and the connection is strong. This is commonly done to make
bows or curved weapons.


35
E. Pipe Insulation Foam This is used to cover the majority of the core when
building melee weapons or bows, and is also used by itself for building javelins.
The standard material is the sort of pipe insulation foam used to prevent water line
freezing. This kind of foam is measured by the outside diameter of the pipe it is
intended to fit and the thickness of the foam. Pipe foam should be selected to
match the OD of the core you are using. Note: There are very few ways to build
up a core to make a piece of pipe foam that is to large to fit correctly. It is
also difficult to cut the pipe foam down to fit. Both are highly discouraged
unless you are very experienced weapon builder.

The minimum foam thickness allowed for weapons is 5/8 inch, though you may
use a thicker wall if you like. You may also use a higher grade pipe foam such as
pipe insulation foam for aircraft as long as the wall thickness is 5/8 inch or greater.

F. Covering Two materials are used to cover the bare foam of Boffer weapons; Duct
tape and cloth.. Duct tape is the most commonly and easy to use material. If you
choose to use a cloth covering instead of tape make sure that it fits snugly and that
there are no abrasive seams. Some colors in Gates will donate a special weapon in
game. The following chart has the approved colors that may be used to cover the
majority of your weapon. You may use any other color to highlight or decorate
your Boffer as long as the majority of color used is from the approved colors.











G. Thrusting tips/ Weapon heads Foam:

Thrusting tips: should be 2-inch open cell foam of the kind often found at craft
stores or closed cell as long as it returns to form immediately after being squished.
Pleas do not make your thrusting tip longer than 2 inches as this tends to have
problem with fold over.

Weapon Heads: This is the additional foam used to form axe heads, maces etc. 2-
inch open cell foam is preferred; blue camp pad foam is acceptable as long as it is
not used for the thrusting tip. Thicker foam can be used for weapon heads as long
as it doesnt get to heavy. While it may be soft conservation of momentum still
causes problems with large bulky weapons.


Weapon location Approved colors
Handles for clubs, pole-arms, axes, maces, javelins,
arrow shafts etc
Brown, Black
Axe, Mace or Pole-arm heads Grey, Black
Sword/ knife blades Grey, Black
Sword hilts, guards, handles and pommels Any
Claws/ fists Red
Rocks, throwing knives, stars Grey, Black
36
H. Throwing Weapon construction
A thrown weapon is any object that is safely made from open cell foam and duct
tape and is designed to be thrown. This might include knives, axes, rocks, or even
fish heads or pieces of old cheese. Edges on such items should be rounded, and
care taken with narrow points that might be eye-socket-able. Throwing Weapons
with the exception of javelins should be constructed entirely of 2-inch open
cell foam or equivalent. Blue camp pad is also acceptable; just make sure that
there are no hard edges from your taping. Javelins should be constructed from
core-less pipe insulation foam tipped with 2-inch open cell foam.

I. Construction Guidelines
The pipe insulation foam must fit snugly over the weapon core and be taped to
prevent twisting. Do not use tape or other materials to build up the core so that the
foam fits.
No added weights are allowed when constructing any weapon. This includes
things such as bolts in the handle of a melee weapon, or pennies or extra tape used
in a thrown weapon. The one exception to this rule is javelins they may have a
spell packet weight built into the tip end.
Both ends of the weapon where the pipe insulation foam extends past the core
(weapon tip and pommel) must be plugged with foam and taped. Do not leave
more than 1 inch of insulation foam extending past the core 1/2 inch
is preferred.
Melee weapons (including, in this case, bows) must have at least a 2 inch
thrusting tip of open cell foam. Please do not use overly long thrusting tips as they
tend to bend over. Staffs and Bows must have thrusting tips at BOTH ends.
The handle end of a melee weapon must have an insulation foam pommel.
Weapon heads for axes, clubs, and so on should be proportional in size to the
rest of the weapon.
When taping weapons please make sure to cover all foam surfaces, but do not
use an excessive amount of tape, this makes the weapons striking surface harder.

J. Weapon Length Minimums and Maximums:
Bows 3060
Claws 30
Javelin 3036
One-Handed Weapons 2442
Thrown Weapon 4-10 in any dimension
Two-Handed Weapon 4260

K. Handle length
When constructing a melee weapon you can leave a certain amount of the core
uncovered by pipe insulation foam to act as a handle for the weapon. All such
handles should be covered with some other material both to improve your grip
and to lend an appropriate in-game look to the handle. There should also always
be some kind of insulation foam pommel at the end of the weapon a melee
37
weapon can never have uncovered core at either end. Acceptable handle lengths
are as follows:

One handed weapons up to 10 inches.
Two handed weapons, 60 inches or less up to 24 inches.
Two handed weapons, 61 inches or longer up to 30 inches.
Bows, 42 inches or less up to 10 inches.
Bows, 43 inches or longer up to 18 inches.

Staffs and Spears may be fully covered with pipe insulation foam, which is
preferred. However, staffs may also have a center grip handle up to 24 inches long,
and spears can follow the two handed rules above.

L. Packet Construction
Packets used for spells, arrows, and such should be constructed by placing
birdseed in the center of a 45 inch square of stretchable fabric, then securing the
fabric with string or twine. A finished spell packet should fit in a film canister.
The finished packet should have some give and not be so tightly packed as to be
painful when thrown at an opponent. Do not fill your packets with anything other
than birdseed. The birdseed should not contain any large or sharp seeds, such as
sunflower seeds.

M. Sling construction
There are no slingshots in the game; all slings are of the ancient whirl around
your head type, consisting of two strips of leather or cord no longer than 24
inches and a pocket for the stone.


1.13 Death and Dying: This section covers how character death works in Gates.
Death is a necessary part of the game. Without the possibility of character death combat
loses its excitement, many of your decisions have less weight and impact, and the game
becomes less real. The chance of your character dying is very real, and it will behoove
you to pick fights carefully. That being said, every player character is a major force in the
world and can survive far more punishment than many people you will meet. Detailed
here are the various states of unconsciousness, injury, and death, and the most common
ways to reach them. Some Cast characters may use different counts or rules for the Fallen,
Critical, Dead, and Shade states.

A. Knocked Out
If you are struck with the Knockout effect, you are knocked out. You will fall to
the ground and be unable to take any action or perceive anything that occurs. It is
acceptable and encouraged for you to take a few steps to stumble out of the way
of battle, if necessary, to avoid being stepped upon. You may also consider
keeping your eyes at least partially open while you are not being actively tended
or searched so that you are aware of any safety concerns in your vicinity. Any
healing or appropriate Purge effect will awaken you, however moving, shaking, or
38
damaging you will not. Otherwise the Knockout effect ends in 5 minutes unless
otherwise stated with the effect and you will wake up.


B. Fallen
Your total Health consists of your Hit Points. Each point of damage subtracts
from your total Health. If you are struck by a blow that reduces your Health to
zero or less, you enter the Fallen state. You will fall to the ground and be unable
to take any action or perceive anything that occurs. It is acceptable and
encouraged for you to take a few steps to stumble out of the way of battle, if
necessary, to avoid being stepped upon. You may also consider keeping your eyes
at least partially open while you are not being actively tended or searched so that
you are aware of any safety concerns in your vicinity. You will remain Fallen for
5 minutes. At the end of that time you will enter the Critical state Also, if you are
damaged at all either directly or by area effects while Fallen, you will
immediately enter the Critical state. However this additional damage can only be
done once you have come to rest, any damage that you take while falling to the
ground or stumbling away from combat to find a safe place to fall should be
ignored. If someone begins to use any kind of healing on you, you should pause
your count until they are finished or have been interrupted. Any Heal effect will
instantly restore you to consciousness, and you should take any healing done to
you while Fallen as though you have exactly zero Health. That is, no matter how
badly damaged you were when you became Fallen, a Heal 1 effect would return
you to 1 Health.

C. Critical
If you remain Fallen for 5 minutes, are damaged again while Fallen, are affected
by the Critical or Doom effect, or are reduced to zero Health by the Drain effect,
you enter the Critical state. You will fall to the ground and be unable to take any
action or perceive anything that occurs. It is acceptable and encouraged for you to
take a few steps to stumble out of the way of battle, if necessary, to avoid being
stepped upon. You may also consider keeping your eyes at least partially open
while you are not being actively tended or searched so that you are aware of any
safety concerns in your vicinity. You will remain Critical for up to 5 minutes, at
the end of which you will enter the Dead state, unless you are given the Revive or
Life effect within that time. You may choose not to wait the full 5 minutes, and
may enter the Dead state at any time after 1 minute of being Critical. If someone
begins to use any kind of Life or Revive effect on you, you should pause your
count until they are finished or have been interrupted. The Heal effect WILL NOT
work on a character in the Critical state. Revive abilities that require you to draw
marbles will send you to the Dead state immediately if all of your allowed draws
are black. IMPORTANT NOTE: if someone strikes you with the Critical effect
while you are pretending to be unconscious and you do not attempt to defend
yourself, you ARE affected by it, even if you were not actually injured. A spear
through the heart is still lethal even if you had no previous injuries. Defending
yourself in this case can be as simple as batting at the enemys weapon or rolling
39
aside when the Critical hits you, but it does require abandoning your feigned
unconsciousness.

D. Stabilize
This prevents you from bleeding to death if you were in danger of doing so. In
Gates, this will prevent a fallen person going to critical. They will still need
healing. You are maintained at zero health but no longer have a count. You are
not any more conscious than the fallen state. You will however revert back to the
fallen state if you take damage.

E. Dead
If you remain Critical for 5 minutes, are struck by the Slay effect, or draw all
black marbles during an applicable Revive attempt, you enter the Dead state.
You will fall to the ground and be unable to take any action or perceive anything
that occurs. It is acceptable and encouraged for you to take a few steps to stumble
out of the way of battle, if necessary, to avoid being stepped upon. You may also
consider keeping your eyes at least partially open while you are not being actively
tended or searched so that you are aware of any safety concerns in your vicinity.
You may gasp out a few dramatic last words, if you wish, but try not to overdo it.
Five minutes after the combat ends or moves out of sight you will become a
Shade, unless you are given the Life effect.

F. Shade
Once you have been Dead you will rise up as a Shade. You may wait up until 5
minutes if you chose to see if the Life effect is used on you. A Shade is
distinguishable by its hanging head and vacant eyes. Shades walk the Ether
between the mortal and spirit realms, and are incapable of interaction with either
one beyond a meaningless groan or two. As well, Shades are immune to any
effect that is not specifically called Shade you should call No Effect. A Shade
must travel directly to the Replicator to determine its fate. Everything that is
physically in your possession at the moment you become a Shade remains with
you and accompanies you to the Replicator. If you choose not to travel to the
Replicator, you can only remain a Shade for a short time before dying
permanently.

G. Memory
You will remember nothing that occurs while you are Knocked Out, Fallen,
Critical, Dead, or a Shade, however, you do remember everything that occurred
while you were conscious, beforehand. Thus it is difficult to murder someone
without them knowing who did it.






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H. States of Damage and Death Quick Reference:

Knocked Out
- How to get in:
* Be hit with the Knockout effect.
How to get out:
* Wait for the Knockout effect to end (5 minutes unless otherwise specified).
* Receive Healing or a Purge for either the Knockout effect or the trait
attached to it.
Fallen
How to get in:
* Take damage (other than the Drain effect) equal to or greater than your
Health.
How to get out:
* Receive the Heal or Life effect.
* Spend 5 minutes in the Fallen state and proceed to the Critical state.
* Receive the Stabilize effect.
Critical
How to get in:
* Spend 5 minutes in the Fallen state without receiving the Heal, Life,
Stabilize or Reset effect.
* Take damage while in the Fallen state.
* Be reduced to zero or less Health by the Drain effect.
* Receive the Critical or Doom effect.
How to get out:
* Receive the Revive or Life effect.
* Spend 15 minutes in the Critical state and proceed to the Dead state.
* Draw all black marbles when a Revive attempt is made using certain
abilities and proceed to the Dead state.
Dead
How to get in:
* Be hit with the Slay effect.
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* Spend 15 minutes in the Critical state without receiving the Revive, Life,
or Reset effect.
* Draw all black marbles when a Revive attempt is made using certain
abilities.
How to get out:
* Receive the Life effect.
* Spend up to 5 minutes after the end of combat in the Dead state and
proceed to the Shade state.
Shade
How to get in:
* Spend up to 5 minutes after the end of combat in the Dead state without
receiving the Life effect.
How to get out:
* Visit the Replicator.
I. Returning from death The Replicator/ Clone machine:
This building will have a sign designating it in town. Everyone who is a shade
must go here before reentering game, even those with a free death. Once in the
building follow the instructions provided.

J. Free deaths
Every character has one free death per weekend or two if the appropriate skill is
purchased. Fill out the Death sheet with your Name, a brief description of your
death and check the free death box. Once finished you may return to game at full
health and Will.

K. Replicating
If you have used your free death you may chose to Replicate. You may do this an
unlimited amount of times but eventually your Character will be unplayable. Fill
out the Death sheet with your Name, a brief description of your death and check
the Replication box. Draw a flaw from the box of flaws provided. Draw until you
get one you dont have. Record the flaw on your current character sheet. Once
finished you may return to game at full health and Will.

L. Cloning
Every character has a maximum of 3 clones. If you have used your free death,
have a clone available and do not chose to replicate, you may fill out the Death
sheet with your Name, a brief description of your death and check the Clone box.
Remove the character sheet of the clone you wish to use from your folder and
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rejoin game using that character sheet. You return to game at full health and Will.
How to clone is found in 2.4 B pg 45.

1.14 Locks and Lock picking: There are two types of locks at Gates your
standard lock, which needs a key, or a powered lock which needs a special key to open.

A. Standard Locks
This will be a simple padlock that you can either use the key if you have it or a bit
of wire such as a paper clip to pick it. You must actually pick the lock to open it.
If you have never done this there are many experienced players who will gladly
show you how. You must provide your own lock picks.

B. Powered Locks
These will be a simple board powered with a battery. It will have several metal
posts and two led lights, red and white. Your key is a strip of conductive metal
such as copper and you make connections between the posts to attempt to pick it.
If the red led lights up you have failed to pick it. If the white lights up you may
consider the lock picked and may open whatever it was attached too. If there is a
tag with a number and the word Red on it, you read that tag after you achieve that
many red lights or if a buzzer sounds read the tag with the word red on it.

C. Powered Lock Picks
When you purchase the Pick Locks skill you will automatically receive a 2 inch
strip of copper at check in as your powered lock pick. Larger picks can be found
or crafted during game. Note: You may not place two picks together to make a
longer connection unless directed otherwise by staff.

Chapter 2: Character Creation and Updating:

2.1 Stat Functions and Terms:

A. Hit points (HP)
Represent the health of your character and how much damage you can take before
going to Fallen (See 1.13.B Pg 38). All beginning characters start with 2 HP and
you can purchase more with the Health Training Regimen skill (See 3.4 Pg 54).

B. Will Points (WP)
Represents your internal Will and force of personality. Many skills in Gates
require the expenditure of will to function. All beginning characters start with 2
WP and more can be purchased with the Mental Discipline skill (See 3.5 Pg 55)
Will also represents the mental stability of your character. The lower your Will
Stat the more likely you are to go insane. When your character hits 0 WP you will
go insane for 5 minutes role-playing one of 3 predetermined insanities that you
draw at check in each game. You have to cycle thru all 3 until all 3 have been
used then starting the cycle again. You will stay insane until you regain 1 WP.
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You will regain 1 WP automatically after 5 minutes, however there are skills In
Game which can return them faster.

C. Skill Points (SP)
These points are what you use to purchase skills in Gates. Starting characters have
150 SP to start. There are several ways to gain extra SP for your beginning
character (See 2.2 A Pg 43). You will earn 15 SP each weekend you play.

2.2 Generating a character: Use the Character sheet provided at the back of
this book, fill it out with the following information.

A. Determine Total beginning Skill Points
You have a base of 150 SP to start but you may gain more points by the following
options. Add the optional SP you choose to your base of 150 and that is your
Total Skill Points to spend.

Early character submission - if you send your character to the designated e-mail
address two weeks prior to the first game you are attending you will receive an
additional 20 SP. See 2.2 E Pg 44 Submitting characters

Individual Character History If you submit a Personal Character History that is
approved you will receive an additional 15 SP.

Group History If a group of 3 people submit a collective history and it is
approved each member of the group will receive 15 Sp.

Purchase Skill points You may buy up to 20 additional Skill Points per year for
the cost of 1 SP per 2 Game bucks either MASI or Gates accepted. Note any
Purchases in your character submission and turn them it at check in.

B. Choose a Name
The world of Terra Opolis is just as varied and multi cultural as ours so you may
create a name or use a common one that already exists. We ask that you do not
use any famous/ historical names.

C. Pick a bloodline
Characters are automatically of the Human Bloodline but you may choose one of
the other bloodlines found in Section.2.3

D. Purchase Skills
Choose skills from chapter 3 Disciplines. The total Skill points spent should equal
your total skill points available found in 2.2 A.

E. Writing Character histories
Character histories should be at least a 1 Paragraph description of your characters
or Groups past. Please do not make yourself something like a long lost king,
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Princess from another world etc. You can spice it up a bit but anything considered
outlandish will be rejected. Histories will have to be approved before you receive
the points. Staff reserves the histories any way they see fit.

F. Submit Characters and Histories
Characters and histories should be e-mailed to the following address snargsuchi at
yahoo.com. The subject line should contain the following: Gates character, your
real name or Gates History, your real name or names if a group history. I will e-
mail back once I have received and approved it.

2.3 Bloodlines: Everyone is Terra Opolis is of human origin. However for some an
Ancient Races Bloodline was introduced into their Gene pool. Bloodlines have no
starting cost. Bloodlines will allow you access some skills at a cheaper cost however
there is a make-up requirement to play a particular Bloodline. The minimum requirement
will be stated with each Bloodline but if you wish you may consider yourself a
Throwback (See 1.6 Pg 11) and go all out. As far as society goes, People will ignore the
more Subtle signs of a Bloodline but will be uneasy around what is called a Throwback.

Bloodlines:
Human basic player race
Deep one A touch of Sea dweller blood is in you. You have an affinity for water
and are less affected by the cold.
Draconian Legend is blood from the Great Wryms runs in your veins. You
have an affinity for the elements Fire, Ice, and Lightning.
Lab Experiment You started off Human or a part of a human was added at the
end but you were created in the lab. Robots, Living Dolls, Frankenstein are all
examples of what can fit under this bloodline.
Fey Somewhere in the past a relative slept in a Mushroom ring giving you an
affinity for nature.
Minotaur Perhaps a distant relative wandered into a labyrinth. You are harder to
hurt and have an affinity for stone.
Troll Well some lucky or unlucky relative survived. This makes you stronger
and hardier than normal in some ways.
Vampyre Somehow your relatives mingled successfully with this Ancient
predatory race. You find some peoples minds easy to manipulate.
Were In the times of Legend an Animal blood line mingled with yours. Wolf,
Cat, Bear are the most common but it can be any animal. Note: you do not have to
be in your make at all times since you are a shape changer, but you only have
your Were abilities while in Were form.
Yithian Your ancestors served a long gone Ancient race. Knowledge tends to be
your passion.





45
Bloodline Make-up requirement Skills Cost
Human None Combat awareness
Courage my friends
Tinker
15
5
5
Deep One Gills on neck make-up or
prosthetic
Breath gas 1 Will/ 5 min
Enduring the elements(cold)
Metaphysical lore
10
5
5
Draconian Red around eyes Enduring the elements
Body restorative
Humors manipulation
5
5
20
Fey Ear tips Babble
Hypnotic voice
Finding the Trail
10
5
10
Lab
Experiment
Any combination of the following:
stitches, mask, construct costuming,
prosthetics, make-up, etc. Just make
it clear you are not one of the other
races.
By fist or claw
Repair
Picking the Bins
15
5
5
Minotaur Horns Iron body
Known weakness
Harvest Ore
15
5
5
Troll Greenish tint or patches on exposed
skin
Feat of strength
Hit them Hard
Inner fire
10
5
25
Vampyre Black around eyes Mesmerize
Carry on Mate
Travel light
5
15
5
Were Animal Make-up- spots, fur, fangs. By fist or claw
Crippling Blow
Finding the Trail
15
5
5
Yithian Birthmark-A blue star at least in
size on the face
Archivist
Metaphysical lore
Researcher
5
5
5

2.4 Cloning and updating Character sheets:

A. Character sheets at check in
You will receive a copy of your current approved character at check in. Check it
over to make sure there are no mistakes. You cannot update a character at
check in, you may only correct errors.

B. Cloning
Whenever you chose to clone yourself take the current copy of your character
sheet and put it a folder with your real name and character name. If you have
46
replicated that weekend make sure your flaw is on the sheet. You may only have a
total of 3 clones ever, so be mindful of when you choose to clone.

C. Updating
You receive 15 SP each weekend you attend. You may spend these on skills by
submitting your request to snargsuchi at yahoo dot com. Put Updating in the
subject line along with your name and character name. Submissions must be in 2
weeks prior to the next game you will be attending. Characters may not be
updated at check in.

D. Character rewrites and skill changes
We understand at gates that skills or the Game may be different than you
anticipate so you may totally rewrite your character once. This rewrite must be
submitted 2 weeks prior to the next game you will attend. Submit the rewrite to
the same submission for Characters with Rewrite, Character name, and Player
name in the subject line. Since Gates reserves the right to change or remove skills
at any time you will be allowed to spend the equivalent SP on a new skill if this
occurs.

2.5 Player staff: Gates has a unique opportunity for players. Some people like to
both staff a game and play a game. It is difficult to do both without spoiling the plot for
yourself. Also games can use all the staffing help they can get so I have created Player
Staff. You will play your character for the game but will be given assignments to do
during the game. There are three levels of player staff explained below.

Laborer You have a job in town and it has duties for you to perform. For
example: You have a job as a Lamp lighter and you must turn on the lights around town
as it grows dark and off when All Clear is called, or you are The Tavern Keeper, who
puts out the snacks provided. You may be assigned to take a group out on a task at a
scheduled time. More than one player can have these positions and split the duties among
themselves or do them together. You may pick from a list of positions found below and
write your choice on your character submission.

Foreman Not only do you have a job as above but you have responsibilities.
You will be assigned once a weekend to gather a group and take them on a module at a
specific time. At the module you will excuse yourself and go to the designated area where
you will find a costume waiting for you and a stats sheet. You will be the monster etc for
the encounter. For example, you are a Bartender so Saturday at noon you will gather a
couple of people to help you bring a barrel of wine up from the cellar. When in the cellar,
you will say you have to check the cheese room. In the cheese room you will put on the
giant rat costume and harass the players for a bit. After they kill you, you will go shed
your costume and return to game as the Bartender and lead the group up from the cellars
and give them the pay provided. You will be able to specify the type of modules you
want to run, such as role-play only, fighting, quest etc. Please do not use this to
entertain the same people ever time.

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Manager same as the other two above nut you get to write the plot you will
hook. You write and submit the plot by 1 week before the game and you will receive the
approved version at check in. You may submit up to 2 plots a weekend. Staff will provide
the needed props and additional manpower at the module area. You will be scheduled as
to the time to run your MOD. Please do not use this to entertain the same people ever
time.

2.6 Player Staff Positions: These positions can have multiple people. Also if
you have an Idea of something you would like to be just run It by the Game director.

Activities Dir. assistant
CDL liaison
Grounds Keeper lackey
Lab assistant
Lamplighter
Mechanics Lackey
Security Guard
Supply clerk
Tavern Keep


Chapter 3: Disciplines: This chapter covers the abilities that your
characters have learned to perform.

3.1 Purchasing skills:

Base cost Most skills have a base cost in Skill points abbreviated to SP. Most skills can
only be purchased once unless otherwise indicated. You may purchase as many skills as
you have Skill points for.

Progressive Cost Modifier Some skills can be purchased more than once but cost
more each time purchased representing the difficulty in acquiring more, such as Health
Training Regiment. These skills will have a Progressive Cost which means they have a
starting base cost, then they have the Progressive modifier, which is cumulatively each
time after the first purchase. For example: Hit points have a starting cost of 15 Sp (Skill
points) and PCM (Progressive Cost Modifier) of 5. This means the first time you buy an
extra Hit Point it cost 15 Skill points. The second time you purchase an additional Hit
Point it costs 20 skill points. The third time you purchase and additional Hit Point it costs
25 skill points because the PCM is added to the cumulative cost of your last purchase
which means your fourth purchase of Hit Points will cost 30 skill Points.

Requirements some skills will require the purchase of another skill before they can be
bought.


3.2 Arts Restorative:
The Miracles of Modern science used to manipulate the Humors of the body to the
benefit of all Mankind.


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Bloodletting every modern healer knows that the best way to treat poison is to let a
little blood, so there is a little loss of health but better than dying. Role-play bleeding
someone for a 10 count and then spend one will to purge poison. State Purge poison 1
damage
Base cost: 10 SP Will cost: 1

Body restorative Sometimes the body is damaged by things other than the internal
humors, by exerting your will and manipulating the humors of your patient you can stop
continuing harm. You must spend 10 count role-playing then you may spend 1 Will to
Purge whichever of the following you have learned. For each time purchased you may
chose 2 of the following traits to learn.

Traits: Fire, Ice(cold), Lightning (electricity), Gas, Stench.
Base cost: 10 SP Will cost: 1

Carry on Mate You know the drudge is severely wounded but they still got some fight
left in them. You may role-play a 10 count tending their bleeding then spend 3 will to call
Revenant by will.
Requires Triage skill to purchase.
Base cost: 20 SP Will cost: 3

Combat Restorative sometimes emergency healing is needed, like when your
Manservant is being overwhelmed with pesky weasels. With the power of your Will and
knowledge of the body you may spend 1 Will to call Heal 2 to target.
Requires Diagnose skill to purchase.
Base cost: 20 SP Will cost: 1

Comfort the fallen It has been scientifically proven that comforting words while the
victims wounds are being tended puts them in a peaceful state that prevents further
damage. For 2 Will you may target a person no more than 2 feet away who is in the
Fallen state and say Stabilize by will.
Requires Triage skill to purchase.
Base cost: 15 SP Will cost: 2

Curative of the Humors As a master of the humors you know that most ailments are
but the humors out of alignment. A gently tweaking with fire or say pincers can have
them right as rain. You must spend a 60 count role-playing diagnosing the patient then
you may apply a cure you know. If the cure does not work you may role-play some more
and attempt another cure you know. You will be given 3 cures when you purchase this
skill. You may learn further cures from books or other physicians. You must spend 15
minutes role-playing learning the cure then you may record wherever you keep a list of
your cures.
Requires Diagnose skill to purchase.
Base cost: 10 SP Will cost: 1


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Diagnose Thru extensive study you have the ability to quickly determine someones
health thru their humors. After 10 seconds of Role-play you may ask the following
questions.

What is your condition? Acceptable answers: critical, diseased, doomed, fallen,
maimed, paralyzed, poisoned, slowed, stable, tranced, unconscious, and weakened.

What are your symptoms? The afflicted may describe their symptoms from the
description of the affliction.

What is your count? The target may tell you how far their count is along for
critical, fallen. Paralyze and unconscious.
Base cost: 10 SP Will cost: 0

Firing up the blood Nothing like a rousing speech and a little manipulation of the
humors to get some one roused. You may state at least a ten word phrase such as Lets
show these lily livered scoundrels a taste of our fists, point at your target, spend 1 Will
and call Bloodlust by Gesture.
Base cost: 10 SP Will cost: 1

Humors manipulation As every learned person knows sometimes the body is out of
alignment and careful manipulation of the humors can make them right as rain. Role-play
fixing your targets humors for a 60 count then spend the appropriate amount of Will to
fix the ailment.

Maim, Trance costs 1 Will, state Purge Maim or Purge Trance
Knockout costs 2 Will state, Purge Knockout
Slow, Weakness costs 3 Will, state Purge Slow or Purge Weakness

Base cost: 25 SP Will cost: 1-3

Nurse Assistant You are trained in the vital skills of stopping blood loss and providing
the necessary tools like bone saws. If you assist someone attempting Resuscitation and
the first attempt fails, you may spend 1 Will and role-play some reason that the surgery
failed, such as you just found a bleeder, and the person you are assisting may attempt 1
more Resuscitation. You may only do this once per patient until you refresh.
Base cost: 10 SP Will cost: 1

Orderly You know how to move the infirm thru your understanding of the body. By
extending your will you may have the body move itself to safety. For 1 will you may
extend your palm at your target from no more than 5 feet away and state Animate
Wounded by Gesture. You may then direct the body to wherever you desire at a walking
pace but you must keep your palm directed at the body. If you are damaged, you will lose
control and the body will drop where it is located (Safely) and will have to spend another
will to reanimate.
Base cost: 10 SP Will cost: 1
50
Resuscitation As modern science has shown being near death can sometimes be
reversed. This skill represents surgery or any other mad science method to heal the dying.
You must role play for a 60 count (1 minute) tending to someone in a critical state then
you make a draw out of the marble bag provided. You may only draw once per person
you do Resuscitation on pre refresh unless another person with the Nurse assistant skill is
aiding you. The marble bag will consist of 5 black which are an automatic fail, 2 clear
which are an automatic success and 3 other colors red, blue and green. These 3 colors are
usually a fail but sometimes can be a success with side effects. At the beginning of each
game you will draw a color coded chart that states what the three colors represent each
weekend.
Base cost: 15 SP Will cost: 0

Triage with a bit of scientific know how you can slow the bleeding of a patient
extending their chance at survival. For 1 Will you may target a person no more than 2
feet away who is in the Fallen state and say Reset count by Will.
Base cost: 10 SP Will cost: 1


3.3 Discipline of arms:
The finest of combat skills that are taught by the Master of arms found in the cities of
Terrapolis.

Ambidextrous training Why use one hand when you can use two? This skill allows
you to use two one-handed melee weapons at the same time.
Base cost: 20 SP Will cost: none

Auto fire training your philosophy is More is better at least when it comes to bullets.
You may use auto fire guns. (Nerf guns that continue firing with one pull of the trigger.
Remember ammo is a scarce commodity)
Base cost 25 SP Will cost: none

Automatic weapon training You are trained in the use and care of weapons that hold
more than 6 shots. These weapons still only fire 1 shot per squeeze of the trigger. (Guns
with clips of 10 or more.)
Base cost: 10 SP Will cost: 0

Battle Preparation When you know you are about to enter a fight you can bring your
training to the fore. Spend a 600 hundred count (10 minutes) in uninterrupted mediation
focusing yourself. Once this is done at the beginning of the next battle you may spend 1
Will and call Enhance to self. You now call 2 Damage with your melee weapons.
This will last for a 300 count (5 Minutes).
Base cost: 20 SP Will cost: 1



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Bow defense sometimes the villains just wont die and they come upon you so you
have learned to redirect there blows without harming your bow. You may use your bow
to block. Note: blocking with your bow without this skill means your bow will be
automatically shattered.
Base cost: 10 SP Will cost: 0

Bow Stave When you get down to it a bow is a big seasoned stick. You know how to
hit people with it and not really hurt the bow. You may use you bow for Melee combat.
Base cost: 10 SP Will cost: 0

Counter Move -You know battle is like a dance. The enemy attacks and you move with
grace and counter the blow. For 1 will you may call parry against any melee attack except
Brutal.
Base cost: 15 SP Will cost: 1

Combat awareness Your experience has taught you that will not every blow can be
avoided but some can be lessened. You may 1 health and call Graze to a weapon or
packet attack
Base cost: 20 SP Health cost: 1 Will cost: 0

Crippling Blow - Street brawls were your instructor. You learned that a well placed blow
to the knee or elbow numbed that limb putting it out of action. For 1 Will you may swing
Maim at an opponents leg or arm. The call must be made before the blow strikes and
must cleanly hit the arm or leg to take affect.
Base cost: 10 SP Will cost: 1

Deadly aim You know the vital areas which are the best targets for your arrow or bolts.
Call 5 lethal before the blow firing when using this skill. This skill costs 1 Will each
time used and only works for bows and crossbows. Note lethal must strike the torso to
count.
Base cost: 20 SP Will cost: 1

Fencing You are skilled in the Gentlemans art of the sword. Like ambidextrous people
use can use two melee weapons at the same time, however the second weapon may only
be 24 long.
Base cost: 15 SP Will cost: 0

Hard Knocks - you know how to place one off the old bean putting them to rest. When
using a sling you may spend 2 Will to call Lethal Knockout. Note lethal must strike the
torso to count.
Base cost: 20 SP Will cost: 2

Heavy weaponry You like guns. You like really really big guns. This allows you to use
guns that fire more than one bullet simultaneously like the Nerf Rough Cut. You call 5
damage with each shot.
Base cost: 20 SP Will cost: 0
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Marksman You pride yourself on your steady hand when aiming weapons whether it is
pistol, rifle, bow, sling or crossbow. When you take a 10 count to aim at specific target
you will gain +1 to damage for one shot. This skill is stackable Steady Fire for Guns and
crossbows.
Base cost: 20 SP Will cost: 1

Pin them in place Some people are annoying and shouldnt be allowed to just walk
around. When using a bow or crossbow you may spend 1 will to call before you fire
Root by Physical.
Base cost: 10 SP Will cost: 1

Proper Shield Etiquette You know the ins and outs of proper shield use. You are not
merely cowering behind a large wooden barrier but have turned into a finely honed
defense. You may use a shield to block weapon blows except for bullets. Skill cost is
listed by shield size. The styles listed are round or rectangle so if you use a shield of a
different shape such as kite the cost is based on which rectangle it would fit into too.

Buckler 18 round or 12x 20 rectangle. Base cost: 10 SP Will cost: none
Medium 25 round or 20 x 24 rectangle. Base cost: 20 SP Will cost: none
Large 31 round or 24 x 30 rectangle. Base cost: 30 SP Will cost: none

Riposte The Great fencing masters of the world have taught many the risks of striking
them. For 1 will you may call Return 2 damage against any blow that strikes you.
Base cost: 10 SP Will cost: 1

Rousing Blow Give that offending thug a good slap upside the head. For 1 will you
may call Lethal Stun. Note lethal must strike the torso to count.
Base cost: 15 SP Will cost: 1

Shield Deflection You have practiced the fine art of deflecting heavy blows. No taking
the brunt of it for you with a twist of the shield you are fine! If you are hit with a brutal
call or a bullet, you may spend 1 Will and call Resist by Deflection and not take the
damage for that hit. This works with shields only.
Base cost: 20 SP Will cost: 1

Stand aside Miscreants in your way? Scallywags assaulting your person? Make them
give you room with a flourish of your weapon. For 1 Will you may call Disengage
Base cost: 10 SP Will cost: 1

Steady Fire You have been trained in the art of steadying your weapon. When you take
a knee and spend 1 will you gain +1 damage to all shots fired from this position as long
as you stay in this position. You only have to spend a Will again if you move positions.
This skill is stackable with Marksman. Please do not go prone for safety reasons. This
skill only works with guns and crossbows.
Base cost: 20 SP Will cost: 1

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Strike for the heart You know how to go for the vital areas. The best places to sink a
knife or break a rib. Call 5 lethal before the blow lands when using this skill. Note
lethal must strike the torso to count.
Base cost: 20 SP Will cost: 2

Turning the blow You have practiced the fine art of deflecting heavy blows. No taking
the brunt of it for you with a flick of the wrist your are fine! If you are hit with a brutal
call, you may spend 1 Will and call Resist by Deflection and not take the damage for
that hit. This works with melee weapons.
Base cost: 20 SP Will cost: 1

Unhand that you Cur Sometimes the scallywag thinks to use a weapon upon your
person. You dissuade him of that notion by removing the offending object. You may
spend 2 will and call Disarm then hit the opponents weapon or other object in their
hands.
Base cost: 15 SP Will cost: 2

3.4 Mastery of the Body:
Taking ones physic to levels no ordinary buffoon can manage.

By fist or claw You have turned your hands into lethal weapons or for some reason you
have claws. Maybe you were a lab experiment. You may use 2 red melee weapons 30
inches long. See 1.3 G Pg 6
Base cost: 20 SP Will cost: 0

Enduring the elements You have undergone rigorous training to overcome the hazards
of the outdoors or factory life. For each time purchased you may chose 2 of the following
traits to resist for the cost of 1 Will. Call Resist (trait) when used.

Traits: Fire, Ice (cold), Lightning (electricity), Gas, Stench, pain, physical.
Base cost: 10 SP Will cost: 1

Feat of strength The hard work of the farms or factories have given you enormous
strength. You may exert yourself more than the common drudge. When using this skill
you may spend 1 will and do one of the following tasks. Call Feat of Strength when
using this skill.

Perform something on a Yellow tag such as moving a rock.

Holding a door or gate closed. Call Barred by Feat of Strength when doing
this task.

Spend a 60 count role-playing breaking down a door/ gate then call Shatter by
Feat of Strength.

Base cost: 15 SP Will cost: 1
54
Health Training Regimen No frail body for you with the latest in medical advances
you will put yourself into peak performance. For each time purchased you gain an
additional hit point.
Base cost: 15 SP Progressive Modifier: +5 SP Will cost: none

Hit them Hard Nothing like a good wind up and a bit of concentration to give them a
solid blow. For 1 will you may call 3 brutal before your next swing.
Requirement: Feat of Strength skill.
Base cost: 10 SP Will cost: 1

Inner fire Thru ancient secret practices of the Hidden Monks you have strengthened
the connection of your body to your spirit. You have 2 free deaths a weekend instead of 1.
Base cost: 30 SP Will cost: 0

Iron body You can withstand canning, whipping and beatings with but a bit of sweat
on your brow and not a whimper. By spending 2 Will you may stand in place and call
Threshold to base 1 damage. (See 1.7 pg 24)
Base cost: 20 SP Will cost: 2

Pugilist This manly/ womanly art has taught you how to land a good punch or ringing
slap. You may spend 2 Will to call Lethal knockout before your next strike. Note lethal
must strike the torso to count.

Requirement: By Fist or Claw skill.
Base cost: 20 SP Will cost: 2



3.5 Mastery of the Mind:
Disciplines of the mental arts to confound and amaze the Masses.

Babble With but a few odd phrases you can twist the mortal mind to a state of
confusion. After 10 seconds of conversation which is pure nonsense you may state Stun
by Discourse
Base cost: 15 SP Will cost: 2

Back you brute - With the strength of your Will you will drive lesser away from you.
For 1 will you may point at your target and call Repel by Gesture. Note: By gesture
effects can be Resisted by spending a will.
Base cost: 15 SP Will cost: 1

Dominating will Your mind is strong and you can impose your will upon those who
are in disarray. For 1 Will you may call Purge fear.
Base cost: 10 SP Will cost: 1

55
Hypnotic voice You know the key words and phrases that will bring peace to even the
simplest of Drudges. For 1 will and a simply phrase such as be at peace you may call
Calm by Gesture as you point at your target. Note: By gesture effects can be Resisted
by spending a will.
Base cost: 10 SP Will cost: 1

Iron will You mind is a fortress. For each time purchased you may resist Drain X
Will once per refresh.
Base cost: 10 SP Progressive Modifier: +5 SP Will cost: 0

Mind Lash Your towering intellect makes your foes cower. For 1 Will you may call
Area effect Torment Foe
Base cost: 10 SP Will cost: 1

Mind Link Masters of mind are not bound by mere words for communication. You
may send your consciousness from your body and speak directly mind to mind with your
target. For 1 will you chose a being to engage in a conversation call Speak to <target>.
The being does not have to engage in conversation but if they chose to do so, both of you
should attempt to keep it private.
Base cost: 10 SP Will cost: 1

Misdirect You are the master of patter. You can talk rings around the dupes. After 30
seconds of conversation you may state at your target Compel you to (a simple
instruction) by Discourse. Some examples of simple instructions are open the door,
Let us pass, Give me your weapon.
Base cost: 15 SP Will cost: 0

Meditation You know many techniques for calming the body and mind. You may
refresh yourself in 5 minutes instead of 15 by sitting in quiet contemplation. If you are
interrupted you will have to start over.
Base cost: 10 SP Will cost: 0

Mental Discipline You will take your mind to states undreamed of by the ordinary
drudge. Your mind will be like a fortress. For each time purchased you gain an additional
Will point.
Base cost: 10 SP Progressive Modifier: +5 SP Will cost: none

Mesmerize To you other peoples minds are like putty. You can overwhelm their frail
wills with words or but a gesture. If you spend one minute in conversation with your
target you may state Trance by discourse or for the expenditure of 1 will you may stare
into a targets eyes and state Trance by Gaze
Base cost: 10 SP Will cost: 0/1



56
Questing Mind Your mind is like a radar dish that can sift the Ether for vibrations of
that which you seek. You may spend 1 will and ten seconds role-playing to call one of the
following detects.

Detect ally
Detect foe
Detect critical
Detect fallen
Detect living
Detect undead

Base cost: 10 SP Will cost: 1

Release the Inner beast Within the breast of all men lies a raging monster that has
only been chained by the illusion of civilization. A mastery of the mind knows how to
reach into someone and free this fierce creature. After a 60 count conversation with your
target you may spend 1 Will and call Bloodlust by discourse or spend 2 will to
immediately and point at your target to call Bloodlust by Gesture. Note: By gesture
effects can be Resisted by spending a will.
Base cost: 10 SP Will cost: 1/2


Ritual focus Performing a ritual once per day is extremely good for the mind. These
rituals can be simple things like tea time but are always the same. They take at least 15
minutes to perform and only work if not interrupted. More than one person may
participate in the ritual as long as 1 person has the skill and is performing the ritual. If the
ritual is successfully preformed it grants the participants the following plus 1 will until
used and 1 Resist versus Drain X Will.
Base cost: 15 SP Will cost: 0


3.6 Mechanical Arts:
Craftsman, engineers, scientists all find these everyday skills useful.

Engineering The workings of steam, cogs, and gears are like a book to you. You may
read engineering tags. You may spend 1 Will and 1 minute role-playing to read deeper
engineering tags. You may spend 1 Will to disarm a trap.
Base cost: 10 SP Will cost: 0/1

Harvest Ore Thru the study of rocks you have learned which rocks contain useful
metals or properties. For each time purchased you may gather 10 Ore components. Note:
These components may only be gathered in designated areas or where a yellow tag
directs you too.
Base cost: 10 SP Progressive Modifier: +5 SP Will cost: none

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Jury rig Sometimes you really dont have time to be precise, especial when a boiler is
about to blow. If you spend a 10 count working on a shattered item and spend 1 Will, it
can be used once before going back to the shattered state. When you have Jury rigged an
Item state Delay Shatter for 1 Use
Base cost: 10 SP Will cost: 1

Known weakness With your keen understanding of how things are put together you are
able to detect an objects weak point. You must spend a 60 count examining the object,
give it a whack and spend 1 Will to call Shatter by physical
Base cost: 10 SP Will cost: 1

Metallurgist /Machinist You may use any formula found in the Consumables crafting
(Section) or scroll/ book that requires Metallurgist or Machinist.
Base cost: 10 SP Will cost: 0

Repair To you there is no such thing as useless. All things can be fixed with a bit of
elbow grease. You may spend a 300 count role-playing fixing a shattered item. After the
300 count the Item is as good as new. Remove the shatter tag and return it to the box
provided. If you are working in town there is no Will cost, however anywhere else will
cost 1 will to fix per Item. The unstable Etheric interferes with proper molecular
alignment.
Base cost: 10 SP Will cost: 0/1

Shore it up With materials at hand you can make a door or gate hard to get thru. With
60 seconds of role-play you may put your hand on a door a call Barred when someone
attempts to open it. The door will stay barred until you remove your hand or a Shatter
effect is used.
Base cost: 15 SP Will cost: 0

Tinker Well with the war on there is a Parts shortage dont ya know, but thats ok you
know how to make something close fit the bill. For the cost of 1 will, you may substitute
1 component for another of the same type and rarity.
Base cost: 10 SP Will cost: 1


3.7 Mundania: Free skills
Skills that even the lowest of Drudges can perform. Everyone knows these skills and they
are free.

Bandage Whether from working in fields, factories or paper cuts while reading you
know how to tend the basic wound. After spending 1 minute binding the wound you may
state heal 1. You must use a Phys Rep and it needs to stay on the victim for at least
hour or they have refreshed. Bandaging may be done during combat and up to four
people at a time may bandage one person.

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Blast it Whether it be rattle snacks or cultist, you know to make them eat hot lead. You
may use any single shot or semi Nerf or Buzz Bee which holds 6 shots or less.

Bricks, rocks and bottles You have been to good sporting events and your have
learned the fine art of throwing whats to hand. You may use thrown weapons for base
damage.

Cut, stab or hack you know how to use either a one handed melee weapon or a two
handed melee weapon.

Missile weapons Sometimes guns are too noisy and scare away the prey. You know
how to use Bows, slings and crossbows

3.8 Scholarly Pursuits:
Education is the key to a Proper society. Let the Drudges dirty their hands.

Archivist Books are your love. You can spend time unknown wanderings the stacks of
the great libraries. Books will overtime yield secrets to you that others miss. You may
read Archivist tags. If there are deeper Archivist tags you may spend 1 Will and 1 minute
role-playing to read them. If the book states that it may be researched, you may submit 1
title between games and ask a question to gain further information on it.
Base cost: 10 SP Will cost: 0/1

Botanist/ Herbalist - You may use any formula found in the Consumables crafting
(Section) or scroll/ book that requires Botanist/ Herbalist
Base cost: 10 SP Will cost: 0

Chemist/ Alchemist - You may use any formula found in the Consumables crafting
(Section) or scroll/ book that requires Chemist/ Alchemist.
Base cost: 10 SP Will cost: 0

Courage my friends - Words can inspire even the faintest of hearts to feats of great
bravery. With a 60 count conversation and 2 Will you may call at the level of your
speaking Area effect grant a Resist versus Fear by Discourse.
Base cost: 10 SP Will cost: 2

Educating the Masses Words are artistry. You can with but a few eloquent phrases
you can lift up the unwashed masses bringing them a sense of well being. Once per day
you may spend a 60 count speaking to your audience, spend 4 will and call Area effect
Refresh by Discourse.
Special: This skill may only be used once per day.
Base cost: 30 SP Will cost: 4



59
Harvest Botany Thru the study of plants you have learned which plants are helpful or
deadly, which can be helpful. For each time purchased you may gather 10 herbal
components. Note: These components may only be gathered in designated areas or where
a yellow tag directs you too.
Base cost: 10 SP Progressive Modifier: +5 SP Will cost: none

Harvest Elements Thru the study of Chemistry you have learned how to identify
elements in their various forms in nature. For each time purchased you may gather 10
elemental components. Note: These components may only be gathered in designated
areas or where a yellow tag directs you too.
Base cost: 10 SP Progressive Modifier: +5 SP Will cost: none

Metaphysical lore The mysteries of the unknown planes will reveal themselves to you.
You may read Etheric tags. You may spend 1 Will and 1 minute role-playing to read
deeper Etheric tags.
Base cost: 10 SP Will cost: 0

PHD in Mental Health You have study the sciences of the mind. With but a few words,
you can bring someone back to sanity. If you talk to someone for a 30 count, you may
state Renew 1 will by Discourse. If the need is great, after a 30 count you may spend 1
Will to Renew 2 will by Discourse.
Base cost: 10 SP Will cost: 0/1

Philosophy Your studies of the nature of reality have shown you that it is far more
malleable than many think. If you engage a person or persons in a 5 minute lecture on the
nature of reality that is uninterrupted then you may call Refresh by Discourse to all
involved.
Base cost: 25 SP Will cost: 3

Power of words As any good lecturer knows, words have power to sway the weak
minded. The longer you can converse the more you can influence your subject. For a 30
count conversation you may call Compel by discourse or spend 1 will to Compel by
Gesture. For a 60 count conversation and 1 will you may call Charm by Discourse or
spend 2 will to call Charm by Gesture. Note: By gesture effects can be Resisted by
spending a will.
Base cost: 10 SP Will cost: 0/1/2

Researcher Studying a conundrum is your bread and better. With enough time you can
unlock the secrets of the universe. For each time purchased you may submit 1 question
between games.
Base cost: 10 SP Will cost: 0

Seductive conversation With honeyed words you sap the will of your opponent. With
a 60 count conversation you may call Drain1 will by Discourse. With a 10 word
phrase and 1 will you may call Drain 1 will by Gesture. Note: By gesture effects can be
Resisted by spending a will. Base cost: 10 SP Will cost: 0/1
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Twitting the Brute It is so simply to bring the Drudge to a state of rage. For a 30 count
conversation you may call Battle thirst by discourse or spend 1 will to Battle thirst by
Gesture. For a 60 count conversation and 2 Will you may call Frenzy by discourse or
spend 4 will to Frenzy by Gesture. Note: By gesture effects can be Resisted by
spending a will.
Base cost: 25 SP Will cost: 0/1/2/4

Umbrage There are times that boorish people have to be reminded of their place. With
a 30 count conversation with your target you may call Silence by Discourse or for 2
Will call Silence by Gesture. Note: By gesture effects can be Resisted by spending a
will.
Base cost: 10 SP Will cost: 0/2


3.9 Skullduggery:
Skills for the Thief, Spy or Scout.

Balance You are very nimble and skilled and have learned how to walk on a tight rope.
You may throw a rope no more than 15 feet in length across a pit, chasm trapped floor etc.
role-play anchoring it, then role-play crossing the rope. If you are hit while crossing you
may spend a will to call Resist or be knocked off.
Base cost: 10 SP Will cost: 0/1

Gentle persuader Some people are just unreasonable, a gentle tap placed in the right
place can be a solution. When behind an opponent and not running you may spend 1 will
and hit in the back calling Lethal Knockout. Note: Where this a physical attack armor
can resist it.
Base cost: 20 SP Will cost: 1

Fess Up Sometimes the miscreant doesnt want to own up, however the skill
application of ropes, tongs knives etc can loosen the tongue a bit. You may interrogate a
bound captive. After 30 count of role-play you may call Compel you to tell me <Insert
question> by Agony. Note: the person suffers the Agony effect then the compulsion
takes hold. The person may resist the compulsion for 1 Will but if the subject answers
they will not lie however this doesnt mean a truthful answer. The subject may not spend
themselves to 0 Will to go insane to avoid talking.
Base cost: 15 SP Will cost: 0/1

Finding the Trail - The country side is your friend from days as a child. You learned to
follow trails and tracks. You may read and Scouting or wilderness tags you see. If you are
of the Were bloodline you may also read Scent tags. If there are deeper wilderness tags
you may spend 1 Will and 1 minute role-playing to read them.
Base cost: 10 SP Will cost: 0/1

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Missed Me Sometimes the best defense is not being there. You may spend 2 Will and
call Dodge against any physical attack thus not taking any effect from the attack. Area
or Outside effects and traps cannot be dodged.
Base cost: 20 SP Will cost: 2

Pick locks Sometimes the most interesting things can be found behind closed doors.
You may attempt to pick a lock using the size pick you own. Starting players who
purchase this skill will automatically start with a 2 inch strip given at check in. See locks
section 1.14
Base cost: 10 SP Will cost: 0

Picking the Bins Sometimes people throw things away that still got a bit of life in them
or walking along the road you find something that someone dropped. For each time
purchased you get to draw an item from the scavenge bag at check in.
Base cost: 10 SP Will cost: 0

Sticky situations Sometimes you find yourself inconvenienced by ropes, chains or
handcuffs, however you have found just the right wriggling will do. After 10 seconds of
role-play and 1 will you call Escape Bonds and free yourself.
Base cost: 10 SP Will cost: 1

Shhhhhh Some people just need to go quietly into the night. You may attempt to use
the Assinate effect on your target following the rules of the effect for 5 Will. The
recipient is not allowed to make any sound as you do so. This effect cannot be used while
the target is in line of sight of combat and must be preformed from behind. Surprise is not
necessary. Note there may be some creatures that are immune to this effect. This skill is
not meant to be PVP and is murder, so it will have In Game Consequences if you are
caught. If I find it being abused I will remove it from you with no recompense.
Base cost: 25 SP Will cost: 1

Surprise - Some people cant be trusted but youre used to that. You may attempt to
disarm any trap you are aware of. If you succeed you may keep the trap mechanism to set
your own trap. If you have a trap mechanism you may set a trap for 1 will. You must
provide your own materials for doing so
Base cost: 10 SP Will cost: 0/1

That was close Curiosity almost killed the cat. Some people arent very trusting and set
traps but you have gotten good at avoiding them. For 1 Will you may call evade and
take no damage from a trap that has been set of unless it was area or outside effect.
Base cost: 15 SP Will cost: 1

Travel light Being light on your feet has kept you out of many a problem. Those
Bobbies dont move so well thru the swamps. You may spend 1 Will to ignore the
Quagmire effect for 5 minutes.
Base cost: 10 SP Will cost: 1

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What have we here A life on the streets has shown you how to acquire things mostly
from the Gentries pockets. You may spend 1 will and clip a pouch, pocket or small bag
with your clip. You may not clip any thing larger a toaster. When the person notices the
clip they must go to the Wall of Woe and place the contents of the clipped Item into the
provided pouch which has the same symbol as the clip unless there is already an Item
there tagged take this then you place the Item into the container that was clipped. You
role-play not knowing the Item is there this is to simulate someone placing something
into your pocket instead of taking something.

It is bad form and against the rules to stake out the Wall of Woe to see who picked your
pocket. However if you notice the person picking your pocket it is ok to catch them red
handed. Note: This skill is not meant to be PVP. It mostly a skill which is meant to be
plot driven and not be a get myself things skill. If Merchants keep getting robbed in
town then they will stop showing up which affects everyone not just yourself. If I find it
being abused I will remove it from you with no recompense.

The Clips, envelopes and Take tags will be provided.
Base cost: 15 SP Will cost: 1


Chapter 4 Marvelous Devices: This chapter covers the making of
gadgets to use in the Gates world. These devices can be things like powered trench coats,
hypnotic hats, shocking cuff links etc. A device can have a single or multiple abilities. It
must be decorated enough with things like wires, gears, push buttons etc to make it an
obvious device. They cannot be stolen unless you chose to have to allow this in order to
make them cheaper. You may only have as many Gadgets as you have total Will
unless you have them unlinked 4.1.


4.1 Psychic Link Unless you choose otherwise, any gadget you make is linked to
you with a psychic bond. This means the device cannot be stolen and only works for you.
It also means that you may choose to have Psychic Link Modulator as its power source
which means that you can spend your will to power it just like a skill.

Unlinked gadgets - If you chose to not have a Gadget linked, it will cost less but can be
stolen and cannot be powered by Will unless you use Will siphon 4.4 Power sources.
Unlinked Items do not count in the Gadget total and give a PCM of - 10. Note there is a
good chance of losing this Item and Skill points will not be compensated.


4.2 Power units (PU) Are the number of uses/ charges a power source gives
you. Each effect listed in the Powered Effects section 4.5 will have a PU cost listed. PU
cost equals the number of Will/ charges it costs to use the Item. In the case of Psychic
link Modulator 1 PU = 1 Will. For example you have a Hat that has 1 Resist Physical
63
with a PU Cost of 1. That means it costs either 1 Will if powered by Psychic Link
Modulator or if powered by a Battery it costs 1 Charge.


4.3 Point Cost Modifier (PCM) This number is subtracted from your total
cost of building the device. Note the cost of a Gadget cannot go below 5 SP


4.4 Power sources there are multiple ways to power your devices and some of
them can make the total cost of your device cheaper. You may use only one Power source
to run your Gadget.

Psychic Link Modulator by using your link you may spend Will to power your
device. To get a cost reduction on building your gadget you must spend more than the
normal amount of will that would be used to power the effect. For example something
that would normally cost 1 PU to power would not get a reduction unless you chose to
have it cost 2 PU then it would get a Point Cost Modifier of 5 SP as shown below.

Item costs +1 Will = -5 SP
Item costs +2 Will = -10 SP
Item costs +3 Will = -15 sp

Steam powered your gadget uses fuel to create steam to power itself. Fuel is
found in the Consumables chapter. There are 3 types of fuel: charcoal, coke, and distillate.
Each unit of fuel gives you 5 PU. The size of the Fuel tank shows Charge capacity and
its PCM. It takes 5 minutes to refuel your engine.

Large tank holds 15 PU and gives a PCM of -5 SP
Medium tank holds 10 PU and gives a PCM of -10 SP
Small tank holds 5 PU and gives a PCM of -15 SP

Batteries Your gadget has a certain amount of power units and must have the
Batteries replaced after it is used. Replacing Batteries takes 1 minute. A normal battery
has 10 PU and gives a PCM of -10 SP


Clockwork Basically your device is powered like a wind up watch. The size of
its Spring Load determines how many Charges it has, how long it takes to rewind and its
PCM. You may role-play rewinding the device or say you have placed it in its rewind
station and just wait the required time.

Large Spring Load 15 PU and gives a PCM of -5 SP. Rewind takes 45 min
Med Spring Load 10 PU and gives a PCM of -10 SP. Rewind takes 30 min
Small Spring Load 5 PU and gives a PCM of -15 SP. Rewind takes 15 min


64
Solar Capacitors self recharging but contain only enough power for 1 use a day
or once per weekend. If you have multiple skills in this item, only one of them will be
able to be used.

Capacitor 1 use per day gives a PCM of -20 SP
Capacitor 1 use per weekend gives a PCM OF -40 SP

Will Siphon You may use your will to power a device but it can be stolen. The
device will have a yellow dot placed on it at check in. These devices do not count in
Gadget total. PCM -5 SP. If you chose this option you do not get the Unlinked PCM.
Note there is a good chance of losing this Item and Skill points will not be
compensated.


4.5 Powered effects Each effect is described below and has its Power Unit per
use cost. You may put as many effects as you desire into a Gadget unless otherwise
specified. Any gadget that requires a bullet can be placed into a gun.


Name of Module Powered effect/ skill PU/
Will
SP
cost
Ammo selector Changes the bullets damage type. For each time
purchased you may choose one of the following
fire, ice, lightning, poison, acid
1 10
Analyzer Curative of the Humors skill requires diagnose
skill or Diagnostics.
1 10
Armor Resist vs. Physical You may only this twice
per combat
1 10
Atomizer silence by gas - delivered by packet or bullet* 1 10
Auto Butler Disengage by Physical 1 10
Auto Defense Parry 2 15
Auto lock pick Allows use of Pick Locks skill 1 10
Auto splint Purge maim on self
Purge maim
1
2
20
Brass knuckles Lethal knockout requires Mechanical fist/claw 1 15
Capacitor Discharge area effect torment living doesnt affect you 1 10
Cattle prod Stun by Lightning - delivered by packet or bullet
or weapon*
2 20
Crowd control Repel by Gas - delivered by packet or bullet*
Area effect repel by gas
1
5
15
Danger activated
spring
Dodge by Physical 4 20
Detangler Purge Physical Will work on bonds as well as
roots etc
1 10
Diagnostics Diagnose skill 1 10
65
Electrical muscle
stimulus
Purge weakness to self, 5 damage and agony to
self by lightning
Purge weakness 5 damage and agony by
lightning
5

7
25
Electro dart 5 lethal by lightning - delivered by packet or
bullet or weapon*
2 20
Electro field Iron body skill 2 20
Emergency cocktail Revenant to self 2 20
Emergency Wake
up
Purge Knockout to self takes 1 min
Purge Knockout and torment by gas takes 30
seconds delivered within arms reach
2
2
10
Energy Modulator Resist vs. Trait You may pick one: Fire, Ice, and
Lightning. May purchase more than once.
1 10
Enigma Device Mind link skill 1 10
Entangler Bind by Physical delivered by packet or
bullet*
2 15
Etheric Radar Detect X You may choose one of the following
each time purchased ally, foe, critical, fallen,
living, and undead.
1 10
Explosive charge X Brutal where X equals the number of charges
spent. Maximum of 5 charges
1-5 25
Freeze bolt 5 lethal by Ice - delivered by packet or bullet or
weapon*
2 20
Glue Dispenser Root by Physical delivered by packet or
bullet*
1 10
Guardian Return 1 by lightning 1 10
Guide wire Balance skill 1 10
Gurney Animate wounded 1 10
Hammer blow Maim by Physical delivered by Mechanical
fist/ claw
1 10
Hypno flash Trance by dross delivered by packet 1 10
Incendiary round 5 lethal by fire delivered by packet or bullet or
weapon*
2 20
Manservant Compel <simple command> by gas delivered
by packet or bullet*
1 10
Mechanical
advantage
Feat of strength skill 2 15
Mechanical Fury Enhance to self 2 damage by melee weapon 5 20
Mechanical fist/
claws
Allows 2 30 inch long weapons. Red with
mechanical highlights. PU cost is for a combat.
3 20
Mine Sweeper Allows use of Surprise skill (disarm trap) 1 10
Reboot Repair gadget Only works on the gadget it is in.
Takes 5 min
5 10
Riot Gas Frenzy by Gas delivered by packet or bullet*
Area effect Frenzy by Gas delivered by packet
or bullet*
2
5
25
66
Robot Doc Heal 2 to self
Heal 2 to other
2
3
20
Robot Medic Reset count on self when Fallen
Stabilize on self when fallen
1
3
25
Portal Sealant Allows a door or portal to be barred. 2 15
Poison Dart 5 lethal by Poison - delivered by packet or bullet
or weapon*
2 20
Siphon Drain 1 will by dross delivered by packet 2 10
Solvent spray 5 lethal by acid - delivered by packet or bullet or
weapon*
2 20
Sparker Purge trance by lightning can only be done to
others
1 10
Spectral analyses Tag reading, for each time purchased choose 1:
archivist, engineering, etheric, scouting,
wilderness
1 10
Stimulant Bloodlust to self 1 10
Surgical Assistant Resuscitation skill 3 15
Tazer Agony by Lightning - delivered by packet or
bullet*
3 15
Tranquilizer Dart Calm by poison delivered by packet 1 10
Trip Hammer Shatter by Physical delivered by Mechanical
fist/ claw
1 20
* Anything delivered by bullet still costs the ammo.

4.6 Gadget Templates There is a blank template for making a gadget found in
the Template Chapter of this book. You must fill out these templates and submit them
with your characters. Here is some samples.

Gadget name: Little helper Psychic link: ( Yes / No) Creator: Kevin
Power source: Psychic Link Modulator Power Units: +1 Will PCM: -5 SP
Skill point total of Modules = 60 Minus PCM equals Total Skill points spent: 55

Module Powered effect/ skill PU/ Will SP cost
Auto defense Parry 2 15
Robot Doc Heal 2 to self
Heal 2 to other
2
3
20
Robot Medic Reset count on self when Fallen
Stabilize on self when fallen
1
3
25







67
Gadget name: Little helper 2 Psychic link: ( Yes / No) Creator: Kevin
Power source: Clockwork Power Units: 5 PCM: -15 SP
Skill point total of Modules = 60 Minus PCM equals Total Skill points spent: 45

Module Powered effect/ skill PU/ Will SP cost
Auto defense Parry 2 15
Robot Doc Heal 2 to self
Heal 2 to other
2
3
20
Robot Medic Reset count on self when Fallen
Stabilize on self when fallen
1
3
25

Gadget name: Little helper 3 Psychic link: ( Yes / No) Creator: Kevin
Power source: Capacitor Power Units: 1/day PCM: -20 SP
Skill point total of Modules = 60 Minus PCM equals Total Skill points spent: 40

Module Powered effect/ skill PU/ Will SP cost
Auto defense Parry 2 15
Robot Doc Heal 2 to self
Heal 2 to other
2
3
20
Robot Medic Reset count on self when Fallen
Stabilize on self when fallen
1
3
25


Gadget name: Little helper 4 Psychic link: (Yes / No) Creator: Kevin
Power source: Capacitor Power Units:1/day PCM: -30 (20 for cap + 10 for unlinked) SP
Skill point total of Modules = 60 Minus PCM equals Total Skill points spent: 30

Module Powered effect/ skill PU/ Will SP cost
Auto defense Parry 2 15
Robot Doc Heal 2 to self
Heal 2 to other
2
3
20
Robot Medic Reset count on self when Fallen
Stabilize on self when fallen
1
3
25



Chapter 5 Consumables Crafting: Some wondrous objects get
used up when implemented but thats ok you get to make more!

5.1 Formulas
There are two types of formulas. The first is the Common formula found in the Common
lists at 5.4 in this chapter. You may make any of these items if you have the necessary
skill and components. The second types are found in books or scrolls. As long as they are
in your possession when crafting and you have the required skills you make the item.
Formulas will give you the length of role-play time need to complete them.
68
5.2 Component Tags
At the back of this book pg is a page of 10 blank component tags. A component tag only
becomes active when you date and sign it.

Each tag has a space for the following:
Component class Circle one of the following: Botany, Elemental or Ore.
Name of component - as sulfur, coal, balsam etc.
Date Harvested- event date.
Harvested by Your character name.
You may fill out as much of the tag as you like and print them for game or leave them
blank and fill them out in game. Some blank forms will be provided in the craft building.

5.3 Components and Gathering
In order to gather components you must have the Harvest skill for the type of component
you are looking to collect. Components can only be gathered in designated locations
which will be indicated with a yellow tag/ sign. Only Components from the common list
may be gathered unless a Yellow tag or staff directs you otherwise. To gather a single
component you must role-play for 1 minute in a designated area. You may gather as
many as your harvest skill allows for but you dont have to gather them all at once. Date
and sign the number of tags equal to the amount you have gathered.

5.4 Main Component Areas
There are 3 main areas that will always be open to gather your components in. All three
are outside the safety of the town. Note: these areas are dangerous and staff may choose
to entertain you. Also there will be spirit Gates in these areas

Wondrous Garden A botanical marvel with a bounty of natural and scientific
creations for you to delight in

Cogsworthy Shaft An old mine shaft that still has some ore to be found. Ignore
the condemned sign

Phinestiens water sifter Still sorting out elements form bog water after all
these years despite the unfortunate accident years ago

5.5 Crafting building
There will be a building in town designated the Workshop. All crafting must be done in
the vicinity of this building. After all cant have explosions and gas fallout all over the
entire town

5.6 Draw bags
Not all formulas are an automatic success. Some will have instructions to use a draw bag
which will be provided for you at the workshop. Just place the called for colors and
number of marbles in the bag and check the Draw chart for your results. The Draw chart
will be provided each weekend and results may vary depending on which Gate is open.
69
5.7 Item tags
At the back of this book pg is a page of 10 blank Item tags. An Item tag only becomes
active when you date and sign it. Do so immediately upon successful creation of an item.

Each tag has a space for the following:
Formula used.
Item name such as Ammo, Coke, Restorative elixir.
The effect of the item such as fuel, heal 2
Date created - event date.
Expiration date specified by formula
Created by Your character name.

You may fill out as much of the tag as you like and print them for game or leave them
blank and fill them out in game. Some blank forms will be provided in the craft building.

5.8 Common Components

Botany:
Balsam
Beetle shell
Black mushroom spores
Comfrey root
Crab apple
Dryad saddle fungus
Garlic oil
Flax oil
Marigold
Mold spores
Nightshade
Pine tar
Poppy seeds
Resin
Rose petals
Rosemary
Spider eggs
Viper poison sac
Wood

Ore:
Argentite
Bauxite
Cassiterite
Chalcocite
Chronite
Cinnabar
Coal
Galena
Hematite
Pentlandite
Petzite
Sphalerite
Uraninite

Elemental:
Arsenic
Barium
Bismuth
Calcium carbonate
Cobalt
Chlorine
Fluorine
Iodine
Magnesium
Phosphorus
Potassium
Radium
Saltpeter
Silicon
Silver Nitrate
Sulfur
Talc




70
5.9 Known Formulas
Here are listed the Common Formulas that anyone who has the skills may use.
Sometimes the Item created is used in another formula. You may make multiple batches
of the same item at the same time. For example if you have five Galena gathered you may
make five units of lead taking only 5 minutes. If the item made is going into another
formula immediately you do not have to make a tag. You must provide any Phys Reps.


Alchemist Formulas
Item created Units
made
Components
needed
Crafting
time
Draw
required
Formula scroll copy may be
used to make a copy of an existing
scroll or formula out of a book.
1 Paper, ritual ink 10 min no
Mad Ulrigs Electro weapon- Gives
a melee weapon 5 2 lightning
attacks
1 Battery,
Electrum
10 min 4 white, 1
blue
Mind bleach restore 1 Will (you
may role-play forgetting
something that just happened if
you want)
1 Chlorine. Black
mushroom
spores
5 min no
Mysterioss Mind Tap Allows
one use of Speak to target
1 Gold wire,
Hypno Dust,
Distillate
5 min no
Penelopes Hip boots allows the
wearer to ignore the Quagmire
effect for 5 min
1 Fluorine,
Mercury
5 min no
Rebreather gives 3 resist gas 1 Charcoal,
Calcium
Carbonate
5 min no
Ritual ink 1

Beetle shell, Flax
oil, lead
5 min no
Stun Gas (packet delivered)
Throw for Stun by Gas must hit
target.
1 Dryad Saddle
fungus, Mold
spores
5 min no
Timmonss Cure All may cure
certain afflictions
1 Radium, Sulfur,
Uranium, Zinc
5 min 3 white, 2
blue, 1 red
Uncle Jacks Wrist Grease May
escape bonds such as hand cuffs
after a 30 count, Must be applied
in advance
1 Slippery oil, Zinc 5 min no





71
Botanist Formulas
Item created Units
made
Components
needed
Crafting
time
Draw
required
Hypno dust (packet delivered)
Trance by Gas
1 Dryad Saddle
fungus, Talc
5 min 4 white 1
blue
Lacquer 1 Beetle shell 5 min no
Madness powder (packet
delivered) Frenzy by Gas
1 Talc, Black
mushroom
spores
5 min 4 white 1
blue
Milk of the Poppy 1 Poppy seeds,
Barium
5 min no
Miracle glue Repairs 1 shattered
item in 1 min.
1 Aluminum, Pine
tar, Resin,
Comfrey root
5 min no
Poisoned thorn (packet delivered)
Doom by poison
1 Viper poison sac,
Nightshade
5 min no
Purgative may cure certain
afflictions
1 Comfrey root,
Viper poison sac,
Barium, pine tar
5 min 3 white, 1
blue, 1 red
Reanimation Powder Animate
wounded for 15 min
1 Poppy Seeds,
Spider eggs.
1 min no
Slippery oil will Purge root or
Purge Bind
1 Flax oil, Rose
petals
5 min no
Sticky Paste resist 3 disarms
Must be applied to weapon handle
prior to use.
1 Resin, Miracle
glue
1 min no
Stink bomb (packet delivered)
Repel by stench
1 Balsam, chlorine 1 min no




Herbalist Formulas
Item created Units
made
Components
needed
Crafting
time
Draw
required
Anesthesia Resist Agony for 5
min
1 Milk of the
Poppy, Garlic oil
5 min no
Dr Brahms Stomach Balm resist
poison once, must be taken in
advance
1 Charcoal,
Calcium
carbonate
1 min no
Dr Brahms Health Restorative
Heal 2
1 Rosemary,
Garlic oil
5 min no
Dr Brahms Health Tonic may
cure certain afflictions
1 Dr Brahms
Restorative,
Balsam, Mold
spores
5 min 4 white, 1
blue
72
Dr Brahms Analgesics purge
maim
1 Poppy seeds,
Flax oil
1 min 4 white, 1
blue
Friendship tea Charm by poison.
You must offer a drink they accept
1 Rosemary,
Poppy seeds
5 min no
Ipecac syrup purge poison 1

Nightshade,
Distillate
5 min no
Mr. Pips Pick up Elixir Purge
weakness
1 Balsam, Rose
petals, Dr
Brahms Health
Restorative
5 min no
Mrs. Wiggins Soothing Vapor
(packet delivered) Calm by
stench
1 Balsam,
marigold, Garlic
oil
1 min no
Smelling Salts purge knockout 1 Potassium,
Sulfur
1 min no


Chemist Formulas
Item created Units
made
Components
needed
Crafting
time
Draw
required
Acid Grenade Makes a packet do
3 damage by acid
1 Sulfuric acid,
Glass
5 min no
Adrenaline dart May deliver
Revenant by Agony by packet
1 Chromium wire,
Mr. Pips Pick up
Elixir, Sulfuric
acid
5 min no
Antibiotics - may cure certain
afflictions
Mercury, Sulfur,
Black Mushroom
spores, Mold
spores
5 min 4 white, 1
blue
Battery worth 10 PU 1

Lead, Sulfuric
acid, Copper
5 min no
Gunpowder 1 Charcoal,
Saltpeter, Silver
nitrate
5 min. 3 white 1
blue 1 red
Grenade charge makes a thrown
weapon do 3 damage by fire
once.
1 Gunpowder,
Phosphorus
5 min 3 white 1
blue 1 red
Distillate 10 PU 1 Pine tar, wood 5 min no
Molotov cocktail - makes a thrown
weapon do Area effect 3 damage
by fire once.
Distillate,
Gunpowder,
Phosphorus

Stun grenade makes a thrown
weapon do stun by flash once.
1 Magnesium,
Phosphorus

5 min 4 white 1
blue
Sulfuric acid 1 Sulfur 1 min no
73
Machinist Formulas
Item created Units
made
Components
needed
Crafting
time
Draw
required
Ammo 10 Gunpowder,
lead, Mercury
5 min 4 white, 1
blue
Auto weapon counter attached to
a melee weapon it delivers 1
Disarm. May only have one
attached at a time.
1 Gear, spring 5 min no
Auto winder Allows a clock
work item to be wound in half the
time round up and is not used up,
however you may expend it and
fully wind something in 1 min.
1 Gear, Crank,
Spring, Shaft
5 min no
Charcoal 10 PU 1 Wood 5 min no
Dark lens grants 1 resist vs. flash 1 Glass, Cobalt 1 min no
Coke -10 PU 1 Coal 5 min no
Glass 1 silicon 5 min no
Mechanical parts: cranks, gears,
sprockets, springs etc
1 1ron 5 min no
Paper 1 Wood, Fluorine 5 min no
Powered Picklock - 3 inch 1 Copper 1 min no
Wire whatever metal you use
determines the type of wire made
1 Metal 1 min no


Metallurgist Formulas
Item created Units
made
Components
needed
Crafting
time
Draw
required
Aluminum 1 1 Bauxite 5 min no
Chromium 1 1 Chronite 5 min no
Copper 1 1 Chalcocite 5 min no
Electrum 1 1 Gold 1 silver 1 min no
Gold 1 1 Petzite 5 min no
Iron 1 1 Hematite 5 min no
Lead 1 1 Galena 5 min no
Mercury 1 1 Cinnabar 5 min 4 white 1
blue
Nickel 1 1 Pentlandite 5 min no
Silver 1 1 Argentite 5 min no
Tin 1 1 Cassiterite 5 min no
Uranium 1 1 Uraninite 5 min 3 white 1
blue 1 red
Zinc 1 1 Sphalerite 5 min no

74
Chapter 6 Environment: Here is some important information about
how World Gates, Spirit Gates, Town environment, Outside environment and the world
itself.

6.1 World Gates
Each game will have a world Gate that has opened. This gate is a connection to another
world. One of the goals of the game will be to enter the gate and recover the pieces of the
Elder Sign to close the world gate. You may only enter the Gate when the Blue lights are
lit and things will only come out of the Gate when the red lights are lit. Both sets of lights
can be on at the same time.

World gates will be themed and have an impact on the feel of the weekend. They directly
impact what is happening in the Outside environment 6.4 and Spirit Gates 6.2. If a World
Gate is not closed on a weekend, it will remain open the next weekend along with a new
World Gate. Whatever effects are occurring in the outside environs will also be
happening inside the World Gate.

6.2 Spirit Gates
These gates are themed by the area they are in and possibly by the World Gate that is
opened. They are basically mini modules that the players run themselves. Each Spirit gate
will have a set of instructions on how large of a party is needed and how to run the
module itself. Keep in mind you will have to brave the Outside environment to get to
them.

6.3 Town Environment
The Secret lab of Dr Finnegan, Professor of the Occult and leading expert on the Etheric
Gates is below the Head Quarters of the Civil Defense League Based in the wilderness
town of Silver Oaks. The town is protected by a Modulating Etheric Phase device. Its
boundaries are Marked with a Red warning lights. While inside these boundaries no
Outside Effect can harm you as long as MAP remains active. Map does offer protection
but is not perfect. Very Large Phenomenon can punch their way thru.

Ever since the Civil Defense League has taken over not much of the original town of
Silver oaks remains. It is now converted to laboratories and garrison needs. Most of the
citizens have moved away after the alarming tendencies for accidents and conscription.

6.4 Outside Environment
Because a World gate opens in Silver Oaks the surrounding countryside is twisted to a
new reality. The will be environmental effects listed at the three exits from the town.
These effects will automatically take place as soon as you leave the safety of MAP. Some
examples: Quagmire, 1 damage by gas ever 15 minutes, Silence to the point you may
only whisper.

75
Unlike most games at MASI leaving town is not a simple matter. Keep this in mind when
deciding to be a consumables crafter because all the places to collect what you need are
outside of MAP. Monsters roam freely and are often not affected by the Outside environs.
Sometimes there may be clues found about the World Gate outside of town.

6.5 World setting
Terra Opolis is an alternate earth where city states instead of countries were formed. Each
City State controls large portions of the countryside. Generally there are only several city
states per continent. Each city state has the cultural influence of our real city in that
location in the time period of 1880s to 1920s. Names of 20 City states will placed on
the web site to give you some reference points.

Your characters may come from anywhere. It will be only useful as flavor what City or
countryside you come from. Your original location on Terra Opolis will not have any
game impact. As far as costuming goes, the more steam punk like costumes tend to be
from rural areas and the button down shirts etc tend from the countryside.

The World is in the throes of a Cataclysm. Five years ago minor gates from other worlds
began appearing all over the World. They were minor annoyances at first but soon grew
into a terrible threat. Monsters of all descriptions began pouring out destroying the very
fabric of society. The Civil Defense league was formed by all the City States no matter if
they were enemies or not to defend Terra Opolis

The Civil Defense League has been fighting a losing battle. No City has been left
unscathed. A year ago the CDL took over the town of Silver Oaks and built a secret lab
for Dr. Finnegan in hopes he could find a way to permanently close the gates. Recently
there has been an accident and Dr. Finnegan and some of his staff have been trapped
below and not heard from since.

The CDL decided it was time to do whatever it took to stem the tide. They issued a Call
to Arms across the whole of Terra Opolis

The Gates storyline is totally in the hands of the players. Gates does not have to be about
saving the world. The Cataclysm is more for a feel of the world and explanation of why
resources are so tight. There is an Overarching story arc but each game is meant to be
episodic this is so missing a game will not have a large impact on your character. Gates is
not meant to be a typical Larp in that the world must be saved. We are giving you as
clean of canvas as we can to write your own story. That being said have no fear that you
have drive the game. We are just giving you the opportunity to do so. We will certainly
always provide story and plot as needed.

6.6 Call to Arms
The Civil defense League has sent out a call to all brave adventures, scholars, scientists
and all around good folk to aid in the defense of Silver Oaks. The last best hope for Terra
Opolis, Times are grim and all need to stand up and be counted. You will become
Auxiliary members of the CDL, however you will be charge of yourselves because
76
command is stretched so thin. The CDL will come in to hook modules etc but you will be
compelled to act as a military unit.

6.7 Costuming
You may draw upon period costuming from 1880 to late 1920s or innovate. Victorian
style, Zoot suits, Gangsters, Cowboys, and Coveralls etc are all acceptable. Dungarees,
button down shirts are common apparel. Goodwill can be a treasury trove. Hats are very
common apparel also. Sneakers are not acceptable unless they have some type of
covering like spats. Most boots fit in nicely like Engineer boots, Cowboy or common
hiking if leather. You may steam punk yourself up to your hearts content but it is not
required.



Chapter 7 Templates: Here is the character sheet and templates. As said
earlier, you may preprint out the templates filled out for your convenience. Staff will be
only providing a few blanks.

Gadgets Tag

Gadget name:__________________ Psychic link:( Yes / No) Creator:_______________
Power source: ___________________ Power Units:____ PCM: -____SP
Skill point total of Modules = ____ Minus PCM equals Total Skill points spent: _______

Module Powered effect/ skill PU/ Will SP cost




















77
Gates Component
Class: Botany Elemental Ore
Date harvested: ____/_____/______
Component name:__________________
Harvested by: _____________________


Gates Component
Class: Botany Elemental Ore
Date harvested: ____/_____/______
Component name:__________________
Harvested by: _____________________


Gates Component
Class: Botany Elemental Ore
Date harvested: ____/_____/______
Component name:__________________
Harvested by: _____________________


Gates Component
Class: Botany Elemental Ore
Date harvested: ____/_____/______
Component name:__________________
Harvested by: _____________________


Gates Component
Class: Botany Elemental Ore
Date harvested: ____/_____/______
Component name:__________________
Harvested by: _____________________


Gates Component
Class: Botany Elemental Ore
Date harvested: ____/_____/______
Component name:__________________
Harvested by: _____________________


Gates Component
Class: Botany Elemental Ore
Date harvested: ____/_____/______
Component name:__________________
Harvested by: _____________________




Gates Component
Class: Botany Elemental Ore
Date harvested: ____/_____/______
Component name:__________________
Harvested by: _____________________


Gates Component
Class: Botany Elemental Ore
Date harvested: ____/_____/______
Component name:__________________
Harvested by: _____________________


Gates Component
Class: Botany Elemental Ore
Date harvested: ____/_____/______
Component name:__________________
Harvested by: _____________________


Gates Component
Class: Botany Elemental Ore
Date harvested: ____/_____/______
Component name:__________________
Harvested by: _____________________


Gates Component
Class: Botany Elemental Ore
Date harvested: ____/_____/______
Component name:__________________
Harvested by: _____________________


Gates Component
Class: Botany Elemental Ore
Date harvested: ____/_____/______
Component name:__________________
Harvested by: _____________________


Gates Component
Class: Botany Elemental Ore
Date harvested: ____/_____/______
Component name:__________________
Harvested by: _____________________




78
Gates Consumable Item
Formula: _________________________
Item Name: _______________________
Item Effect: ______________________
_________________________________
_________________________________
Date Created: ___/___/___
Expiration: ___/___/___
Created by: _______________________

Gates Consumable Item
Formula: _________________________
Item Name: _______________________
Item Effect: ______________________
_________________________________
_________________________________
Date Created: ___/___/___
Expiration: ___/___/___
Created by: _______________________

Gates Consumable Item
Formula: _________________________
Item Name: _______________________
Item Effect: ______________________
_________________________________
_________________________________
Date Created: ___/___/___
Expiration: ___/___/___
Created by: _______________________


Gates Consumable Item
Formula: _________________________
Item Name: _______________________
Item Effect: ______________________
_________________________________
_________________________________
Date Created: ___/___/___
Expiration: ___/___/___
Created by: _______________________

Gates Consumable Item
Formula: _________________________
Item Name: _______________________
Item Effect: ______________________
_________________________________
_________________________________
Date Created: ___/___/___
Expiration: ___/___/___
Created by: _______________________

Gates Consumable Item
Formula: _________________________
Item Name: _______________________
Item Effect: ______________________
_________________________________
_________________________________
Date Created: ___/___/___
Expiration: ___/___/___
Created by: _______________________


79
Gates Character Sheet
Player name: _____________________________
Character name: __________________________
Bloodline: _______________________________
Base Skill Points: 150 SP Plus bonus points from below equal Total Skill Points: ______
Early Submission (+20SP): Yes/ No Character History (+15 SP): Yes/ No
Group History (+15 SP): Yes/ No Purchased Points: Year 1:___ 2:___ 3:___ 4:___
Earned Skill Points: ______ (15 per Game Attended)
Hit points: 2 + ____= _____ Total Will Points: 2 + ____= _____ Total
Number of Psychic linked gadgets: _____
Skill Known: SP cost
____________________ _______
____________________ _______
____________________ _______
____________________ _______
____________________ _______
____________________ _______
____________________ _______
____________________ _______
____________________ _______
____________________ _______
____________________ _______
____________________ _______
____________________ _______
____________________ _______
Total SP Spent: _______
Skill Known: SP cost
____________________ _______
____________________ _______
____________________ _______
____________________ _______
____________________ _______
____________________ _______
____________________ _______
____________________ _______
____________________ _______
____________________ _______
____________________ _______
____________________ _______
____________________ _______
____________________ _______
Replications Flaws:
____________________
____________________
____________________
____________________
____________________
____________________
____________________
____________________
____________________
____________________
____________________
____________________

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