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Character Creation


Mid-Land, like any story, uses characters as the catalysts of the plot. How the characters in a story interact with each other determines the mood and often the direction of the story. Unlike a normal book or play, the plot at Mid-Land is fluid and changes almost every second based on the actions of the participants. Because of this, players create their own characters allowing them to personally decide how their character will impact the on-going plot line. This plethora of variables makes Mid-Land far more dynamic than any mundane book, movie or play is even close to capable of!

The character acts as a template or script and guides a player’s action during the game. The character is a combination of fictional skills, background, and a player’s personal real world ability. Since Mid-Land is a live-action activity, a player’s personal skill, such as fighting, has enormous influence on the character. Where real world skill is not possible or safe, a character’s fictional abilities take over. For example, combat is not actually to the death, so a system of points is used to determine when a character has died or received an injury. These fictional skills also allow characters to make use of fantastic abilities such as spell casting or speaking languages not native to our own Earth. The last major function of the character creation system is as a means of balance. Characters are measured in levels of proficiency and restricted in their abilities to reflect this. Players are not permitted to enter the game and simply fabricate the abilities of their character. Low-level characters are weaker than more established characters. This system allows a character to develop as they spend time at Mid-Land. Young apprentice magic users grow to be powerful wizards, green fighters develop into generals, and below them is the next generation waiting to rise.

How a player designs their character has a direct impact on the role they will play while participating at Mid-Land. Every player takes a different approach to the design of his or her character. Some simply develop characters based on a background or concept, picking skills that just seem right and having no real concern for how powerful their character is. Other players careful calculate their character’s abilities; mixing them with their own and attempt to develop the perfect character based on statistics alone. There is no right or wrong way to create a character, and there is no magical formula for creating a “super character”. Players should focus on what interests them, and generate a character based on that. Mid-Land characters are classless and do not follow pre-set templates typical to a normal fantasy genre. Few characters are simply defined by any one title such as ‘fighter’ or ‘magic user’. It is very common in Mid-Land to see armor clad fighters casting a bit of magic or a scholarly mage who dons a suit of chain armor in times of need. It is also possible to find characters that are not dramatic personas but instead live the simple life of a shop keep or farmer. Some characters are simply jacks-of-all-trades, possessing many talents, but specializing in none.


Character sheets

Character information is stored on a document known simply as the character sheet. Character sheets are required during the game to acts as a reminder of the player’s skills and abilities. The sheet also acts as a reference for Game Masters in the event a dispute occurs between players. The Game Masters have the right to remove a player from the game if they are unable to present a character sheet upon request. Only Game Masters may request to see a players character sheet during a game and only when they are acting officially as a Game Master. Players should avoid showing their character sheet to other players whenever possible. There is no guarantee that other players will keep this information a secret or they may use the information for less than honorable reasons. Copies of the character sheet are obtained at Logistics when players sign in.


Character death

Character death is a rare but an unavoidable aspect of any Mid-Land event and most players will lose at least one character at some point. Should a character permanently die during the course of an event, the player is required to create a new character. It is required that the player waits until the next event before they are allowed to bring a new character in game. This gives the player time to prepare a new costume and develop another character background. None of the old character’s belongings, abilities, experience points, or memories transfers to the new character. Players are required to turn in all their dead character’s in-game possessions at logistics and report the death of their character. It is strictly forbidden for players to use information acquired from past characters to aid or avenge new characters!

When creating their new character, players must develop a new concept and should shy away from past goals and affiliations. Changing weapons, garb, armor, race, and skills are great ways to make one character distinct from the last. Players will find it hard to fall into old habits if their last character was an Elven fighter and their new character is a Goblin healer. Players who create a new character and simply assume the habits and affiliations of their dead characters are not welcome at events and must change their character, NPC, or leave the event.

Players attending their first event are allowed a single death or “newbie death” to give them time to acclimate to the live action environment. The first time a character dies a player is permitted to ignore that death and keep playing the same character. This only applies to players attending their first event, not veteran players that are playing new characters. Players using their newbie death are required to accept damage and wounds as normal and cannot simply “pop” back to life and continue playing. A player using a newbie death reenters the game healed of any wounds or body damage but all armor and protective spells lost as a result of death are still gone. Players using a newbie death must report to Logistics or a Game Master to report their first death. The Game Master will instruct the character what to do and introduce them back into the game when it is convenient.


Character Amnesty

Creating a bad character concept is a very common occurrence when a player first attends a Mid-Land event. In most cases, new players have little or no experience with live action role-playing when they join Mid-Land and so have no basis for decisions about their character. To counter act this, Mid-Land observes a policy of character amnesty for new players. Every new player is allowed to alter their character once at the end of their first event or before the start of their next event. Once the player enters their second event with a character, that character is set in stone. Character amnesty allows the character to change any aspect of their character or even create an entirely new character. A player using character amnesty does not loose any experience, treasure, or magic objects they obtained while playing the first version of their character. Characters that keep the same name and general background as their old character may assume the old life, goals, and affiliations of their altered character. Players creating a totally new character with character amnesty are obligated to follow the same rules as characters that died. It is recommended that new players simply alter their character as opposed to creating an entirely new concept. To use character amnesty the player must report the change to Logistics at the end of their first event or before they enter play at their second event.


Alignment

Character alignment is a common aspect of many fantasy role-playing games that does not appear in Mid-Land. A character’s motivations are viewed and judged based on the perception of other players and are fluid and subjective. What one character might perceive as good another character might view as evil. For example, one Necromancer is unlikely to view a fellow Necromancer as evil. Overall, this system proves more realistic than a set alignment system and results in more three-dimensional characters.


Character creation overview

The following is a basic overview of the steps involved in character creation. It is recommended that new players take plenty of time to create their first character, trying several combinations of skills, before they settle on a final concept.

1. Experience and levels
2. Choose a race
3. Pick skills
4. Decide on Equipment
5. Determine character background
6. Obtain Game Master approval
7. Create an archive character sheet


1. Experience and levels

Characters enter the game as novices with little or no experience as adventurers. It is assumed new characters left some form of mundane life, such as farmer or apprentice, in order to take up a life as an adventurer. From this point on, characters learn from their adventures, gain experience and transform from green novices into worldly personas. To represent this progression, characters are awarded experience points for their participation at events. Players use these experience points to buy levels that indicate their level of proficiency in relation to other characters and non-player characters. All characters start the game at level one. Primarily, levels determine when characters get new skills. Levels also allow the Game Master to make quick judgements on how well a character, or group of characters can handle in-game situations such as encountering monsters. When a character gains experience, a Game Master or Logistics official will write the amount on the player’s character sheet and sign it.

Players are awarded experience for their participation in the game as a player, non-player character, trading in wealth, and donating supplies to the club. Experience is not rewarded for every in-game action, such as killing monsters, in order to foster a better role-playing environment. Characters gain levels regardless of their in-game motivations and so are free to role-play their character as they see fit. This system allows characters to advance in level without having to run around in the woods on adventures. Players are free to portray farmers, merchants, entertainers, or even the town bum without fear of losing out on experience. Players are allowed to exchange in-game coin for experience once per event or twice per event if the character possesses the skill Fence. Other valuable objects, such as magic objects or gems, are not redeemable for experience points. This policy is designed to create an in-game economy and also cycles money back to Logistics for use by Game Masters. The amount of money allowed for turning in is limited to keep the game from developing too strong of a greed-based setting. The following chart lists and explains the various sources of experience points and the amount of experience they yield. The amounts of the rewards are strictly set and even a Game Master is not allowed to alter them! Please note that experience point awards may vary by campaign setting.


EXPERIENCE POINT REWARDS
ActivityExperience awardedNotes
Attending the event2Awarded at sign-in
Participating as a GM2Per shift
Participating as an NPC1Per shift
Participating as an assistant1Per shift
Trading in 10 copper pieces1Only once per event
Donation of OOG supplies1 per $10 in valueWith GM approval only


Once a player acquires enough experience to gain a level they can report to logistics and advance their character. A player must advance their character when they sign into the game or they must wait until the next event. Players may not advance their character during play and report the advance to logistics at a later time! Gaining levels requires ten experience points per level. This number never changes regardless of the level of the character. The following chart lists the total experience points at each level and the total number of skill points the character should have at their present level of experience. The chart only lists character levels one through twenty-eight. Character progressing above this level can obtain assistance from Logistics.


EXPERIENCE & CHARACTER LEVEL
Character levelTotal experience at levelTotal skill points
1030
21040
32050
43060
54070
65080
76090
870100
980110
1090120
11100130
12110140
13120150
14130160
15140170
16150180
17160190
18170200
19180210
20190220
21200230
22210240
23220250
24230260
25240270
26250280
27260290
28270300


2. Player character race

A large part of the appeal of fantasy live action role-playing is the opportunity to portray a race other than human. Mid-Land is rich with exotic lands and fantastic creatures, allowing players a wide range of racial options. Not every race in Mid-Land is allowed as a player character race, as some races are far too unintelligent (trolls) or powerful (undead) to consider them as fair player races. With the exception of Humans, every race requires the player to wear some form of advanced costume or make-up. For example, elves have distinctly pointed ears and players portraying them must wear latex ear prosthetics. Wearing make-up and prosthetics is very difficult, time consuming, and expensive so players should carefully deliberate playing a non-human race. The allowed player character races offer a variety of options and players should choose one that realistically fits their tolerance and pocket book. Players that fail to meet the racial requirements or wear their costume in a lax fashion will loose their character permanently! Nothing ruins the event atmosphere than players wearing low quality racial make-up and players with such habits are not welcome to play non-humans.

Players that take the time to play a non-human race do gain the advantage of knowing their native language as well as the common tongue. This small incentive is intended to reward good role-players who play quality non-human races. Offering larger special abilities often invites players that simply play a non-human race to gain special abilities and this sort of attitude ruins the atmosphere for others.

It is recommended that first time players avoid playing complex races such as Goblins or Gnomes. Players with little or no experience with make-up and live action games might consider playing simple races like Humans until they understand the difficulty involved in working with heavy make-up and prosthetics. All players portraying non-human races are required to report to Logistics for a costume check. A Logistics officer or Game Master will approve the players costume for play or disapprove the costume and instruct the player on any required improvements. A complete list of approved races will be provided in your local chapter campaign book or newsletter.


3. Pick skills

Skills represent the fantastic abilities that a character possesses but the actual player does not, such as the ability to cast magic. There are no skills that replace a player’s natural abilities, such as running, climbing, or stealth, as these are talents that the player must practice in real life. A few skills do limit a player’s natural talent to prevent the player from gaining undo advantage with every character they play. For example, Two-weapon fighting is required to use two weapons in combat, regardless of the player’s personal ability. Mid-Land is a classless character system and so it is not required that a character fit into a typical fantasy archetype. It is possible for mages to wear armor, thieves to wield two-handed weapons, or a fighter to cast healing magic.

Every character starts the game with thirty skill points to spend on purchasing skills. The player may spend these skills as they see fit buying whatever combination of skills best fits their character concept. It is permissible to save unused points for future skill purchases when the character goes up in level. Every level past first the character gains ten skill points to spend on new skill choices. As before, it is acceptable to save skill points from level to level in order to save up for the purchase of expensive skills. The experience and character level table lists the total number of skill points a character will have at certain levels and players should use this chart to check their math as they increase in level.

Many skills have prerequisites that the player is required to purchase before they are allowed to buy the new often more advanced skill. For example it is required that a player purchase a point of power before they are allowed to purchase Aura level 1. Since a character’s skill points are limited it may often take several levels before they are able to purchase all the skills they desire. Prerequisites make it difficult for characters to spread their abilities out over a wide range of skills and still gain in proficiency, often forcing them to concentrate on one or two directions.

Skill use is largely self-explanatory and each skill description includes instruction on how to use the skill, or gives reference to future chapters explaining the skill. Players are encouraged to add to the role-playing of their skill use as much as possible during play in order to improve the atmosphere of the game. For example, a character using the skill First Aid might apply fake bandages or medicines to the victim’s wounds. The skills Pick Locks and Disarm Traps require the player to carry tools in order to perform the skill and the player is required to provide these tools themselves. A suggested tool list is provided in the Locks and Traps sections of this book.

Power is a unique skill in the fact that players are allowed to purchase the same skill several times up to a maximum of twenty points of power. To save space on character sheets, players with the skill Power simply write the number times they have purchased this skill next to the skill listing on their sheet. For example, a character with ten points of power would write “Power: 10” on their character sheet.


COMBAT SKILLS
SkillCost in skill pointsPrerequisiteNotes
Armor proficiency5NoneWear armor over 2pts.
Body level one10None1 Body point
Body level two15Body level one2 Body points total
Body level three20Body level two3 Body points total
Body level four25Body level three4 Body points total
First Aid5NoneBasic medical skills
Florentine10Melee trainingLong & short weapon
Melee training10NoneUse weapons 31”-42”
Missile training10NonUse missile weapons
Shield fighting10Melee trainingFight with a shield
Throwing training10NoneUse thrown weapons
2-Handed weapon10Melee trainingUse weapons 42”+
Two-weapon fighting15FlorentineTwin weapons
Melee proficiency15Melee training2 point damage total
Missile proficiency15Missile training2 points damage total
Throwing proficiency15Throwing training2 points damage total
Melee expert20Melee proficiency3 points damage total
Missile expert20Missile proficiency3 points damage total
Melee master25Melee expert4 points damage total
Missile master25Missile expert4 points damage total


LOCK AND TRAP SKILLS
SkillCost in skill pointsPrerequisiteNotes
Build lock5Pick locks-
Create alarm trap5Disarm trap-
Create simple trap10Create alarm trap-
Create master crafted traps15Create simple trap-
Disarm trap10Pick locksRequires tools
Estimate value10None-
Pick locks10NoneRequires tools


SCHOOLS OF MAGIC & SPELLS
SkillCost in skill pointsPrerequisiteSpell at this level
AURA MAGIC
Aura level 15Power level 1Magic armor
Aura level 210Aura level 1Spirit shield
Aura level 315Aura level 2 Sanctuary
Aura level 420Aura level 3 Anti-magic aura
Aura level 525Aura level 4 Aura of reflection
BATTLE MAGIC
Battle magic level 15 Power level 1Crimson touch
Battle magic level 210Battle magic level 1Crimson dart
Battle magic level 315Battle magic level 2Crimson storm
Battle magic level 420 Battle magic level 3 Amber storm
Battle magic level 5 25 Battle magic level 4 Jade storm
ELEMENTAL MAGIC
Element magic level 1 5 Power level 1 Fire proof
Element magic level 2 10 Element magic level 1 Mend armor
Element magic level 3 15 Element magic level 2 Earth meld
Element magic level 4 20 Element magic level 3 4 pt Elemental dart
Element magic level 5 25 Element magic level 4 Petrify
ENCHANTMENTS
Enchantment level 1 5 Power level 1 Magic lock
Enchantment level 2 10 Enchantment level 1 Enchant shield
Enchantment level 3 15 Enchantment level 2 Endow weapon
Enchantment level 4 20 Enchantment level 3 Dispel magic
Enchantment level 5 25 Enchantment level 4 Enchant weapon
LIFE
Life magic level 1 5 Power level 1 Healing hands
Life magic level 2 10 Life magic level 1 Restore limb
Life magic level 3 15 Life magic level 2 Heal mortal wound
Life magic level 4 20 Life magic level 3 Purify spirit
Life magic level 5 25 Life magic level 4 Resurrection
NECROMANCY
Necromancy level 1 5 Power level 1 Final rest
Necromancy level 2 10 Necromancy level 1 Consecration
Necromancy level 3 15 Necromancy level 2 Repel undead
Necromancy level 4 20 Necromancy level 3 Control undead
Necromancy level 5 25 Necromancy level 4 Command undead
SORCERY
Sorcery level 1 5 Power level 1 Weaken
Sorcery level 2 10 Sorcery level 1 Charm
Sorcery level 3 15 Sorcery level 2 Pin
Sorcery level 4 20 Sorcery level 3 Fear
Sorcery level 5 25 Sorcery level 4 Stun


KNOWLEDGE, WISDOM, SOCIAL, & BASIC MAGIC SKILLS
SkillCost in skill points Prerequisite Notes
Identify magic 10 None -
Lore 5 None -
Medium 20 None -
Ordained 20 Level one character Religious training
Power 5 None Maximum of 20
Racial language 5 None Special
Rank 20 Level one character Social rank
Read magic 10 None Use scrolls and Tomes
Ritual, Aura 5 Aura level 1 -
Ritual, Battle magic 5 Battle magic level 1 -
Ritual, Element magic 5 Element magic level 1 -
Ritual, Enchantment 5 Enchantment level 1 -
Ritual, Life magic 5 Life magic level 1 -
Ritual, Necromancy 5 Necromancy level 1 -
Ritual, Sorcery 5 Sorcery level 1 -


Skill descriptions

Armor proficiency: Characters without this skill may wear no more than two points of physical armor (full costume, padded, light leather). This restriction does not include points gained from magical spell armor. Armor proficiency allows the character to wear any armor they choose up to four points (five points if a helm is worn).

Body (level 1-4): Body represents advanced physical conditioning that allows a character to take more hits in combat before succumbing to serious wounds. Body level one grants the character a single body point and characters without this skill have no body points. Body level two requires Body level one to buy and grants the character one additional body point for a total of two body points. Body level three requires Body level two and grants the character one additional body point for a total of three body points. Body level four requires Body level three and grants the character one additional body point for a total of four body points. No character is allowed more than four body points regardless of the source.

Build lock: This skill allows characters to create and bring into game legal Mid-Land locks. Players may use the locks for their own purposes or sell them to other characters. A player is allowed to bring as many locks into game as they are willing to provide props for. The characters are also allowed to bring in keys to go with the locks they build allowing them to open the lock without picking it. Players must provide the locks they bring into the game and Logistics must approve all locks before they enter play. More information on locks is include in the locks and traps chapter of this book.

Create trap (Alarm, Simple, Master crafted): Characters with this skill are allowed to create traps and bring them into game. Players may use the trap for their own purposes or sell them to other characters. The player is allowed to bring as many traps into game as they are willing to provide props for. The player must provide the trap prop (including the object to be trapped such as a chest) and Logistics must approve all traps before they enter play. More information on traps and trap construction is included in the locks and traps chapter of this book.

Disarm trap: This skill represents a basic working knowledge of traps and triggers, and allows the character to attempt to disarm any traps they may encounter. This skill in no way aids the character in spotting devices. Traps and triggers come in almost every shape and size from a simple pressure plate to a collapsing ceiling. Typically, electronic triggers attached to buzzers represent traps but any noise making system is acceptable. If, at any time, the device makes a noise, the trap has gone off. The skill does not guarantee success, as the player must actually disarm the trap using tools they provide themselves. Unskilled characters may not attempt to disarm traps, but may assist skilled character in a non-technical fashion such as holding a light or passing tools. Unskilled players are also permitted to spot traps and pass that information on to a skilled character. Skilled players may team up in an attempt to disarm a trap if they feel that it is required. Additional information on traps and trap tools is include in the Locks and Traps section of this book.

Estimate value: Characters with this skill are proficient in the appraisal of valuable objects such as gems, jewelry, and similar baubles. Every valuable object in game is marked with a number that acts as a code for the object’s value. A master list at Logistics lists the codes and the corresponding values of every object in game. A character with this skill is allowed to take the object to Logistics during normal hours to have its value appraised. Logistics personnel will check the object’s code, explain the value of the object to the player, and give them a tag describing the same information. This tag is nontransferable and should not be given to any other player even if the object is stolen or sold. It is the responsibility of the buyer/thief to have the object appraised again. It is possible to sell an object in game even if the value of the object has not been appraised.

First aid: First aid represents a basic knowledge of mundane healing and allows characters to assist dying characters when magical healing is not available. A character with First aid can attend to a character bleeding out from a torso wound, delaying their death until help arrives. To perform first aid on a dying character the player using First aid must kneel next to the wounded person and place their empty hand on the person’s chest. Additional role-playing, such as the placing of bandages, which adds to the atmosphere of the game is acceptable, but not required. First aid will sustain the dying character for an additional five minutes giving the dying character a total of ten minutes before they die. Neither the character using the First aid or the victim is permitted to move or perform any other action than First aid during this time. If the healing is character is forced to move or take an action, the wounded character they are treating automatically dies. A character may only use First aid on one character at a time and may not use First aid on themselves. A character with the skill First aid is allowed to administer potions or other liquids to an unconscious character, where other characters cannot. First aid also allows a character to ask simple medical based questions of a Game Master if the opportunity arises. For example, a character might use First aid to ask, “Were the wounds on this corpse caused by weapons or the attack of a natural creature”?

Florentine: Florentine allows a character to use a weapon in each hand during combat. The player may use a martial weapon (31-42” inches in length) in one hand and a non-martial (30” in length or less) in the other. The player may also choose to carry two non-martial weapons. It is against the rules for player to carry two weapons in their hands at one time without this skill and claim that they intend to use only one weapon at a time. Character with damage increasing skills such as Melee expert add their damage bonus to both weapons when attacking, however the maximum damage each blade is allowed to inflict is two instead of four.

Identify magic: Characters with this skill are proficient in deciphering the workings of magical objects. This skill does not allow a character to read scrolls nor is it needed for a character to drink a potion. Each magic object in game is marked with a number that acts as a code for the object’s function. A master list in Logistics lists the codes and the corresponding abilities of every magic object in game. A character with this skill is allowed to take the object to logistics during normal hours to have it identified. Logistics personal will check the magic object’s code, explain the abilities of the object to the player, and give them a tag describing the same information. This tag is nontransferable and should not be given to any other player even if the object is stolen or sold. It is the responsibility of the buyer/thief to have the object identified again and they are not allowed to use the object until it is re-identified even if they know the function ahead of time.

Lore: Lore represents an advanced knowledge beyond what a player is able to gather from reading the rules or rule supplements. For example, a player might use the Lore skill to research ancient runes found inside a buried tomb. To use the lore skill, the players must submit a written request for information to Logistics. Logistics will forward the request to a Game Master who may or may not provide an answer. There is no guarantee that a request will receive an answer in a certain amount of time or at all. Players will not usually receive an answer during the same event they submitted a Lore request. The player will receive notification that an answer is ready and they may pick it up at logistics. Lore does not permit a character to request objects or aid from outside sources, nor does it represent any sort of in-game contacts.

Medium: Characters with the skill Medium are assumed sensitive to spirits and are able to communicate with them. To the untrained, spirits simply remain silent or emit some form of unintelligible moan or scream. At times, more than simple conversation from a Medium is required to provoke a spirit to speak. Often the Medium must bring offerings or even remain with the spirit for extended periods of time. It is possible for spirits to speak languages other than common and the Medium skill does not allow the character to speak languages they do not know.

Melee expert: Melee expert increases the damage a character inflicts with a weapon in melee combat by two. Characters with this skill strike for a total of three points of normal damage in melee. Melee master: Melee master increases the damage a character inflicts with a weapon in melee combat by three. Characters with this skill strike for a total of four points of normal damage in melee.

Melee proficiency: Melee proficiency increases the damage a character inflicts with a weapon in melee combat by one. Characters with this skill strike for a total of two points of normal damage in melee.

Melee training: This skill allows characters to fight with a single melee weapon ranging between 31 and 42 inches in total length. Characters without this skill are limited to using a single melee weapon with an overall length of thirty inches or less.

Missile expert: Missile weapons shot by a character with Missile expert inflict two additional points of damage. Characters with this skill hit for a total of three points of normal damage with missile weapons.

Missile master: Missile weapons shot by a character with Missile master inflict three additional points of damage. Characters with this skill hit for a total of four points of normal damage with missile weapons.

Missile proficiency: Missile weapons shot by a character with Missile proficiency inflict an additional point of damage. Characters with this skill hit for a total of two points of normal damage with missile weapons.

Missile training: This skill allows characters to use mechanically propelled missile weapons in combat. This includes bows and crossbows. Characters without this skill are not permitted to use missile weapons of any sort. This skill is not required to throw spell beanbags or similar types of attacks.

Ordained: Characters with this skill are assumed to have received a religious education in one of the Mid-Land religions. The player can assume the role of a holy person (cleric, friar, etc.) of that faith if they choose, but this is not required. An ordained character does not gain any direct advantages but instead opens an area of role-playing not allowed to every character. Many creatures, like spirits, can only be laid to rest after an ordained character conducts certain rituals. Often players will encounter magic objects that only an ordained character is allowed to use or areas only an ordained character is allowed to enter. Ordained characters typically hold a higher social position in most societies. The full benefits and requirements of an Ordained character will be detailed in the local campaign book or newsletter.

Pick locks: This skill represents a basic knowledge in the working of locks, and allows the character to attempt to pick any locks they encounter. The skill does not guarantee success, as the player must actually pick the lock using tools they provide themselves. Simple luggage locks typically represent in-game locks and while not difficult to pick, they do require the player to practice to gain a decent level of proficiency. Unskilled characters may not attempt to pick locks, but may assist skilled character in a non-technical fashion such as holding a light or passing tools. Skilled players may team up in an attempt to pick a lock if they feel that it is required. Additional information on locks and lock picks is include in the Locks and Traps section of this book.

Power: Power represents an internal source of magic energy, or life force, used to cast spells. Unlike other skills, power is purchased multiple times giving the spell caster a pool of “power points”. A spell costs a number of power points to cast equal to the level of the spell. For example, casting a stun spell costs four points of power to cast. When a spell is cast the power points used are temporarily expended limiting the number of spells a magic user can cast in a game day. Characters are not permitted to purchase more than twenty power points, nor may a character’s power points exceed twenty with the use of magic objects or similar sources. A character’s power points reset every twelve hours, and at that time they may begin to cast spells again. Power points are universal to all schools of magic and so it is not required to purchase separate power for each school of magic a character possesses.

Racial language: This skill allows a character to read and write a racial language such as Goblin or Elf. This skill does not allow the character to speak the language. Spoken versions of languages must be learned and actually spoken in game and does not require the racial language skill. This skill does not allow characters to decipher player-created codes or read magic. All characters are permitted to speak, read, and write the common language (English) but may portray a totally illiterate character if it fits their background. Most often, languages are represented by envelopes with “Racial language” written on the outside (as well as the language involved), and a tag inside containing the translation of the text. Players with the appropriate Racial language skill are allowed to open the envelope and read the translation. Approved languages are include in the local plot book or listed in Logistics.

Rank: Characters with this skill are assumed to hold some sort of non-religious social rank. This can include knights, nobles, guild masters, tribal chieftains and so forth. A character with rank does not gain any direct advantages but instead opens an area of role-playing not allowed to every character. The most direct effect of rank is that the character is considered a higher social level than non-ranked characters. The full benefits and requirements of characters with rank will be detailed in the local campaign book or newsletter.

Read magic: Read magic allows the character to decipher magical text such as those found in tomes of magic and scrolls. Most often, a magical text is indicated by an envelope with “Read magic” written on the outside, and a tag inside containing the translation of the text. Players with the Read magic skill are allowed to open the envelope and read the translation. Only characters with this skill are permitted to read and use spells contained on scrolls.

Rituals: Rituals are powerful spells too strong for a magic user to learn and cast through normal means. It is impossible for a mage to learn a ritual and cast in the same manner as a normal spell. The ritual skill of the appropriate type is required for a character to use or participate in the use of a ritual. Casting a ritual often involves long ceremony, rare ritual components, and the power of several magic users. Rituals are described in full detail in the Magic and Spells section of this book.

Schools of magic and spells: Schools of magic and spells are described in the Magic and Spells section of this book. Characters with these abilities should reference that section before making choices about their character. There is no limit to the number of schools or spells a magic using character is allowed to gain. It is possible for a magic user to possess forms of magic that might normal seem conflicting in their nature for example, a character can possess both Life magic and Necromancy magic at the same time.

Shield fighting: Shield fighting allows a character to use shields and bucklers in combat in conjunction with a hand weapon. The rules for Mid-Land legal shields are included in the chapter dealing with Armor and Shields. The weapon used in the player’s off hand must measure forty-two inches in total length or less. Shields are defensive weapons only and should never come into contact with other players. Players without this skill are allowed to use a shield in place of a single weapon as long as no weapon (this does include spells and similar attacks) is used in the off-hand and they have the skill melee training.

Throwing proficiency: Thrown weapons used by a character with Throwing proficiency inflict an additional point of damage. Characters with this skill hit for a total of two points of normal damage with thrown weapons.

Throwing training: This skill allows characters to use hand-propelled missile weapons such as throwing knives and axes in combat. Characters without this skill are not permitted to use thrown weapons of any sort. This skill is not required to throw spell beanbags or similar types of attacks. Characters with damage increasing skills such as Throwing proficiency add their damage to thrown weapons when attacking, however, the maximum damage the weapon is allowed to inflict is two.

Two-handed weapon fighting: This skill allows characters to fight with two-handed weapons 43 inches in total length or longer. Due to safety, seven feet is the typical upper limit for weapon lengths. Two-handed weapons cannot be used with one hand even to block. A wounded character may carry a two-handed weapon in their good hand to prevent leaving it behind.

Two-weapon fighting: Two-weapon fighting allows a character to use a weapon in each hand during combat. Unlike Florentine, this skill allows the character to fight with twin martial weapons (31-42 inches in length), one in each hand. It is against the rules for player to wield two weapons at one time without this skill and claim that they intend to use only one weapon at a time. Character with damage increasing skills such as Melee expert add their damage bonus to both weapons when attacking, however, the maximum damage each blade is allowed to inflict is two instead of four.


4. Equipment

Equipment is an unavoidable burden that all live-action characters must face. For some players their equipment will comprise only of a weapon and armor, perhaps a tankard for water. Other players, such as thieves, will carry several pounds of gear in order to ply their trade. Every piece of equipment in game is represented by a prop that the player is required to carry in order to claim use of the item. Padded weapons, for example, are carried to represent real weapons. Players do not spend in-game money to purchase equipment, they must simply provide an approved in-game prop. Described below are the most common forms of equipment used during the course of an average game.

Armor and shields: Many players employ the use of shields and armor to protect them during the rigors of combat. Shield use and construction is described in more detail in the section covering “Armor and shields” and players with the skill Shield fighting should read this section thoroughly. A player is allowed as many shields as they can provide props for, however, since shields are indestructible spending resources on more than a couple shields might prove wasteful. Players may wear any armor they can provide and their character’s skills allow them to wear. Only real armor is permitted for use in game. Similarly, for both esthetic quality and safety, armor must be constructed in a realistic fashion. It is required that a Game Master or logistics official inspects all armor and shields before players bring them into game.

Weapons: In game, padded facsimiles called boffers represent weapons and only these weapons are allowed in combat. Instruction on the construction of a basic padded weapon is included in the chapter dealing with weapon construction. Players are allowed to bring as many weapons to the game as they feel necessary. Since weapons break down relatively quickly, it is always in the player’s best interest to have several back-up weapons. A character is only allowed to own weapons that their character is normally allowed to use. For example, a character without the skill Missile training is not allowed to own missile weapons. It is required that a Game Master or logistics official inspects all weapons before players bring them into game.

Ordinary equipment: Normal equipment describes any gear that does not grant the character any form of in game bonus, such as armor points. Examples of ordinary equipment include rope, costumes, pouches, food, water, tents, boots, and blankets. Ordinary equipment can also include items a player might wish to sell at the event for out of game cash such as costumes or armor. A player is allowed as much ordinary equipment as they think they need. Thieves’ tools are considered ordinary equipment and so a player is allowed as much gear as they deem fit. If a player is uncertain if a piece of equipment is “ordinary” they should ask the advice of a Game Master.

Out-of-game equipment: Out of game equipment describes items such as food coolers, bug spray, cooking stoves, and sunscreen. It is expected that items of this nature are required for comfort and safety, however players are required to keep all out of game items out of sight to prevent ruining the atmosphere of the game for others.

Lights: Light sources are a very common piece of equipment but are subject to very strict rules in order to maintain both atmosphere and a safe playing environment. All lights are treated as ordinary equipment and a player is allowed as many lights as they choose. While adventuring, only simple electric lights, chemical glow sticks, or non-glass candle lanterns are permitted. Adventuring is defined as any situation that places the player away from their campsite or dwelling. Players are not permitted to use flashlights or regular camping lanterns at any time during normal play. Flashlights and regular camping lanterns are permitted for use in emergencies and players are permitted to carry such lights for this purpose only. Electric light sources in the shape of small lanterns are easy to purchase or build and do not disrupt the atmosphere too much. Electric camping lanterns are often too bright and can create a safety hazard during play. A Game Master is allowed to remove lights from play he or she deems too bright. If this is the case, players must diffuse the light with tape or lens filter. Candle lanterns are permitted as long as they contain no glass and are not open flames. Chemical glow sticks are a very safe and effective light source. In game glow sticks are explained as phosphorescent worms that are indigenous to all areas of Mid-Land. In camp players are allowed a bit more leniency with lights though the above examples are still very acceptable camp lighting options. While in camp players often use torches, ornate lanterns, and fire pits to light the area. Players should avoid using modern gas or fuel lanterns, as they are too bright and present a significant safety hazard. Players are not permitted to use open flame lights inside tents and in permanent structures only when they are present to monitor the light. Before leaving a dwelling, all open light sources should be extinguished.


5. Character background

Every character in Mid-Land is expected to have some sort of established background. Without a little fleshing out, a character is nothing more than a pile of numbers and skills. Shallow characters might appeal to some people, however, two-dimensional character ruin the atmosphere for others. At the very least, a character should choose a name to use during play. Character backgrounds allow Game Masters to tailor the main plot to the characters making the game more interesting. To keep the main plot line serious, there are several rules players are required to follow when creating a background for their character. Despite these rules, players still enter play claiming outrageous and often silly things. Very often, this is due to inexperience with the plot line or game. Players who continue to violate these rules will lose their character and must create a new one under the supervision of a Game Master.

1. Players may not take names directly from history or literature. For example, a player may not choose the name Robin Hood or Arthur Pendragon. It is also not permitted for a character to assume the name of another established Mid-Land character. Players should choose only serious names for their characters and avoid silly or insulting names.

2. No player may start the game with a noble (or similar high social status such as “Bishop”) or military rank unless they have the Rank or Ordained skill. This restriction includes the use of generic titles such as “Sir”, “Lord”, or “Lady”.

3. A player may choose to come from any social background common to Mid-Land so long as the background does not grant the player any special abilities. For example, a player may not claim their character is the son of a rich merchant who sends money from time to time.

4. A player may claim to come form any country in Mid-Land even if it is not a country of their race. No player is permitted to come from a land of his or her own creation or from other non-Mid-Land fictional worlds. Based on the current local plot, restrictions are placed on the origins of some player character races.

5. A player may create as elaborate of a prehistory as they like, so long as it does not violate other background rules or interfere with the main plot. Players should avoid building too much of the character’s history before entering play so the character has room to grow. Characters should not have lived a lift time of adventure before entering the main plot as “new characters”.

6. A player may follow any religion listed in the rulebook or approved supplements. Players are not permitted to create religions of their own, even if these religions are fake or intended as hoaxes. It is permitted for characters to portray clerics of a faith so long as they posses the skill Ordained.

7. Players may create objectives or goals for their character as they see fit. Players should never expect fulfillment of these goals. For example, a character could claim to quest for an ancient magic sword, but this in no way guaranties they will discover the sword in future games.

8. In the case of death, player’s new character cannot claim to be a relative, close friend, or partner of their old character. This practice leads to bad role-playing or attempts to resurrect dead characters.


6. Game Master approval

At Adventures in Mid-Land, a player’s character sheet is treated as an official document. After completely filling out their character sheet, players must submit the sheet to logistics for approval. Logistics will approve the sheet only if it is filled out clearly, free of corrections, and neat. Players should use only black or blue ink pens to fill out their final character sheet. The Logistics official will check the sheet for mistakes, draw lines through any empty sections, and sign and date the sheet. If at any time the player needs to update their character sheet (an increase in level, for example) they will need to repeat this process and fill out a new character sheet. This system maintains a mild level of control over cheating and character progression. If a player is accused of cheating, the character sheets of everyone involved will be the first tools a Game Master will use to resolve the dispute. Presenting an improper character sheet during such a situation will not increase the chances of a ruling in the violator’s favor. Players are required to carry their character sheet at all times and failing to do so can result in the player’s removal from the game. It is suggested that character sheets be carried in a small plastic bag to protect it from the weather.


7. Archive characters

An archive character is a spare copy of a player’s character sheet stored at Logistics in the event the player’s copy is lost or destroyed. The Archive character records only the character’s skills, experience level, unspent and experience points, and personal information. Any information not recorded on the sheet is lost forever so players are encouraged to be thorough when filling out their archive character sheet. The archive does not record the character’s wealth or in game possessions such as magic objects. It is up to players to submit archive characters to logistics and they may do so whenever they feel it is necessary. The Logistics official will sign and date the archive in the same fashion as a normal character sheet.

© Copyright 2002



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