- Shaping uses mana tokens to create items that will give you new abilities, or be used in Geomancy.
- What you can create is determined by what Motives you have.
- You can choose what props you use to represent different items.
- You should keep a separate OC pouch to store cards that describe your game abilities.
- You cannot snatch or pickpocket item cards from other people.
- 1 Mana
- 2 Motives
- 3 Shaping Lists
- 4 Creating Items
- 5 Open Physrepping
- 6 Augmentations
- 7 Unshaped Items
- 8 Carrying Items
The raw power for shaping comes from mana, crystalised energy that you have drawn from the world via Geomancy. This mana is used to imbue mundane items with extraordinary power, or make potent geomantic tools with which to sculpt the world further.
Mana comes in three types, each of which appears as a different colour of token:
- Green mana is the essence of wonder, potential, and formlessness. It is used to create items that heal or inspire.
- Blue mana is the essence of harmony, workmanship, and law. It is used to create items that protect or control.
- Red mana is the essence of discontent, aggression, and change. It is used to create items that disrupt or destroy.
Mana tokens can be gifted or traded, and different types are needed in different combinations depending on what you want to create via Shaping.
There are seven different Motives, each of which will give you access to a different set of items to create and a kind of Tether you can forge. You choose your Motives during character creation, and they remain for the length of your character's life. You may choose two of the Motives favoured by your Origin, or one that is not.
- The Penitent Order favours Devotion, Influence, and Knowledge.
- The People's Combine favours Challenge, Loyalty, and Supremacy.
- The Valtarian Kingdoms favour Challenge, Devotion, and Supremacy.
- The Visions of Opportunity favour Gratification, Influence, and Knowledge.
- The Walkers favour Challenge, Gratification, and Loyalty.
Challenge represents a drive to prove oneself, grow through adversity, and receive renown.
- Having Challenge as a Motive allows you to forge Rivalries.
- Challenge battlegear provides you with weaponry that allows you to call SHANG!.
- Challenge Qualities allow you to generate all kinds of resources, at the cost of also creating Dissonance.
Devotion represents empathy, benevolence, and concern for the wellbeing of others.
- Having Devotion as a Motive allows you to forge Partnerships.
- Devotion battlegear provides you with the ability to revive allies, or draw the attention of opponents.
- Devotion Qualities allow you to generate Majesty, or remove harmful Qualities.
Gratification represents hedonism, desire, and the determination to live well.
- Having Gratification as a Motive allows you to forge Obsessions.
- Gratification battlegear provides you with weaponry that allows you to call WUMF!.
- Gratification Qualities allow you to generate green mana.
Influence represents the drive to extend your power through popularity and command.
- Having Influence as a Motive allows you to forge Patronages.
- Influence battlegear provides you with the ability to restore the Morale of your allies.
- Influence Qualities allow you to generate all kinds of resources, but open up the possibility that someone else will siphon them off.
Knowledge represents the wish to understand as much as possible about the world and its inhabitants.
- Having Knowledge as a Motive allows you to forge Tutelages.
- Knowledge battlegear provides you with weaponry that allows you to call POW!.
- Knowledge Qualities allow you to generate blue mana.
Loyalty represents a strong drive to uphold your personal responsibilities, and sense of community spirit.
- Having Loyalty as a Motive allows you to forge Kinships.
- Loyalty battlegear provides you with a number of defensive abilities.
- Loyalty Qualities allow you to generate red mana.
Supremacy represents an affinity for crushing your enemies, and seeing them driven before you.
- Having Supremacy as a Motive allows you to forge Enmities.
- Supremacy battlegear provides you with weaponry that allows you to call FZAM!.
- Supremacy Qualities allow you to harm the mana generation of your opponents, and remove their benign Qualities.
There are seven shaping lists, one for each Motive. Each of these contains a set of items that can be created by anyone who has that Motive. The contents of the shaping lists are universally known, and copies are displayed on the Shaping tables.
- Challenge shaping list
- Devotion shaping list
- Gratification shaping list
- Influence shaping list
- Knowledge shaping list
- Loyalty shaping list
- Supremacy shaping list
- Combined shaping list
Shaping lists include: battlegear, hexes, infusions, qualities, soulforging seeds, and tether hooks.
Advanced Shaping Lists
There are twenty-one advanced shaping lists, one for each pair of Motives. To gain access to an advanced shaping list, you must have both of those Motives.
Example: Engineer Widget has two Motives: Challenge and Loyalty. She can create items from the Challenge and Loyalty shaping lists, and also has access to the Zeal (Challenge & Loyalty) advanced shaping list.
Later in the game, Widget ends up in a Partnership with another character. One of the effects of her Partnership is that she gains access to one of her Partner’s Motives, in this case Devotion. She now has access to the Challenge, Devotion and Loyalty shaping lists, and three advanced shaping lists: Duty (Devotion & Loyalty), Valor (Challenge & Devotion), and Zeal (Challenge & Loyalty).
The contents of the advanced shaping lists are secret: to look at them, present your character card (and any applicable tether cards) at the Shaping tables. You will be loaned a copy. You can take notes and tell other characters about their contents, but you may not pass this information on OC.
Advanced shaping lists include: advanced battlegear, one-use battlegear, grand qualities, hextwisters, infusions.
To create an item, go to the Shaping tables and state the item that you wish to create. You should show your character card (and any applicable tether cards) to prove your ability to create that item, and hand over the amount of mana required to make it.
Example: Warden Spite is creating an Enchantment Quality. They present their character card at the Shaping tables to show that they have access to the Gratification shaping list, which Enchantment resides in, and hand over the item’s cost – 8 Green mana, in this case.
Some Qualities require you to choose a character, colour of mana, or Quality at the time they are created. If this is the case, you should also state this.
Example: Enchantments also require you to choose a character as part of their effects, and Spite says “Chosen character is me – ‘Spite’.”
If you are creating a Quality or Grand Quality, you receive it blank. You may add a description at any time, if it is in your possession. Once a description is in place, you cannot change it. A Quality must have a description on it in order to be placed, and you may not write that description during your turn at the Geomancy tables.
Example: Spite’s Quality needs a description, and they pick 'An eerie melody that lures warriors into the woods'. They write this description on the card - it is now ready for use in Geomancy.
All battlegear and infusions must be represented by a physical prop or piece of costume. However, you can choose what form this takes based on the item type, its effects, and your characterisation. The names given to items on the shaping list are examples, but by no means should restrict how you choose to manifest them.
Example: An Energy Weapon [Battlegear, One-Handed] allows its users to make the’ YOU: FZAM!’ call. It could be represented by a Combine flamethrower, a Valtarian bone wand, an Opportunity laser pistol, a Walker acid-spitting symbiote or a Penitent chakra disruptor, but it must be one-handed.
One-Handed battlegear must be represented by an object that you can safely hold in one hand. You must be holding the object in order to gain its abilities.
Alternatively, you can represent it with an object that is attached to an arm or hand: if this is the case, you are always considered to be holding it but may not use that hand to wield another One-Handed or Two-Handed item of battlegear.
Two-Handed battlegear must be represented by an object that you can safely hold in both hands. You must be holding the object in both hands in order to gain its abilities.
Outfit battlegear is represented by your clothing and/or armour. You may only ever get the benefit of one outfit at a time.
Accessory battlegear must be represented by something you wear, or that is 'embedded' in your character (such as tattoos or implants). You may get the benefit of as many Accessory items as you like, as long as each of them is represented by something unique that you are wearing.
Infusions must be represented by something that you can mimic ingesting via a means of your choice (drinking, eating, insufflating, injecting, etc) to activate it. You may use a prop that you can really eat or drink as part of your Stunt, but you should not eat or drink a prop provided by someone else unless you are OC certain of what it is.
Cards do not need to be represented; the item card itself is all that is needed.
If any item is marked as being Melee-Safe, its prop must be safe for use as a LRP weapon, or as a shield. All such props will be inspected at the beginning of the event to clear them for use.
You may create an item card without a prop. If so, it cannot be equipped or used until it is paired with an appropriate prop. Once it has been paired with a prop, it cannot be 'unpaired' again.
Example: "Mint" Deele is creating a Projectile Weapon for a client in the Combine. They create the item card without a prop, then exchange the card with their client. Their client pairs it with their pneumatic pistol. If the client's friend then wanted to borrow the Projectile Weapon, they would have to borrow the pneumatic pistol too - they could not use their own hand crossbow prop.
Between events, you may choose to change the prop that is used to represent an item. This represents a shaper's ability to subtly morph the world around them until it "fits" them. You can make any changes, as long as the prop fulfils the item requirements and the change is appropriate to your characterisation.
Example: Indigo Herald, a Protean Dynamics Relations operative, acquires a protective 'charm' from a contact in the Walkers. As useful as it might be, it is gaudy and primitive and does not coordinate well. After suffering it for the remainder of the event, Indigo Herald returns the charm's prop to its original owner, and begins to create a new one. At the next event, the charm has been replaced by a pattern of circuitry inlaid around the neck - one that bears a passing resemblance to its initial form.
Augmenting Other Items
Augmentations can be added as enhancements to existing shaped items. To create an Augmentation, go to the Shaping Desk with the item you wish to enhance, and state the Augmentation you would like to be applied to it. The Augmentation will be added as a sticker to the reverse of the item card, and its effects will 'stack' with the item's main abilities.
You may wish to represent Augmentations with a change to the upgraded item's prop, but it is not necessary to do so. You may not add an Augmentation to an item that already has one.
Alternatively, Augmentations can be created as standalone Accessories. If you wish to do this, follow the normal rules for creating a Shaped item. You will be given a blank Accessory card, and the Augmentation sticker will be added to its back.
You should represent standalone Augmentations as you would any other Accessory.
You can still use battlegear for which you do not have a shaped item card. These will provide you with basic abilities, as below:
Unshaped Melee Weapon
One-Handed or Two-Handed (Melee Safe) (Strike Safe)
- May be used to parry melee attacks
- Hit: You may call ‘HA!’
One-Handed (Melee Safe)
- May be used to parry melee attacks
Unshaped Ranged Weapon
One-Handed or Two-Handed
- Stunt: You may call ‘YOU: HA!’
Unshaped accessories, infusions and augmentations have no game effect. It is against the rules to attempt to forge or falsify an item card of any type.
The OC Pouch
Your costume should also include a second pocket, pouch, or similar means of containing cards used for reference purposes. This is referred to as the ‘OC pouch’. It should be used to store:
- Shaped battlegear cards that are represented by your outfit or equipment
- Hexes and Hextwister cards that have been used against you
- Infusions that you have used, until their effects expire (when you should discard them)
- Your character card
- Active Soulforge cards
- Active Tether cards
The purpose of the OC pouch is to provide you with an easy place to store all of the cards that affect and demonstrate your current abiltiies. You may not steal another person’s OC pouch, or look at its contents unless they show them to you.
Theft of items is extremely difficult between shapers. You may not steal the contents of OC pouches or pickpocket IC pouches. Shapers can return battlegear props to them at will (using the ‘OC RULE: THAT’S MINE!’ call). If you wish to ‘thieve’ a precious item, then you will need to either:
- ‘Stiff them’ in a trade deal, by not giving back what you promised (for this reason, when exchanging goods between rivals, an intermediary is often used).
- Take loose item cards that have been left in the IC area.
You may not take item cards that have been left in an OC area of the site. Areas of the site which are OC will be clearly stated during the briefing at the beginning of the event.
Equipping and Unequipping Items
Equipping an item is done by picking up or donning the item's physrep, and putting its card in your OC pouch. Unequipping an item is done by removing or setting aside the item's physrep, and removing its card from your OC pouch.