# GAME RULES

## Negator Spike

Type: Major Small Consumable

Stats: Total Project Cost: 600 zenit; Progress Required: 6; Flaw: Yes.

When activated and driven into the ground, this large rune-inscribed spike will prevent all creatures on the scene (friends and foes alike, which is an important flaw) from casting spells or performing Rituals. This effect lasts until the end of the scene or until the negator itself is destroyed (probably a six-sections Clock).

## Puredust

Type: Medium Small Consumable

Stats: Total Project Cost: 400 zenit; Progress Required: 4; Flaw: None.

This magically blessed dust grants the user and all nearby allies Resistance to dark and poison damage until the end of the scene.

## Pyro Oil

Type: Medium Large Consumable

Stats: Total Project Cost: 600 zenit; Progress Required: 6; Flaw: None.

A single vial of hyper-concentrated fire elemental essence. When shattered, it unleashes a vortex of flames and deals minor fire damage to every creature in a vast area. Flammable items of small size might also be set on fire.

## Sleep Gas

Type: Major Small Consumable

Stats: Total Project Cost: 800 zenit; Progress Required: 8; Flaw: None.

An alchemical vial containing enough gas to fill a room, putting everyone to sleep for a few hours — they will still awaken if harmed, slapped or shaken vigorously enough, but they will sleep through loud noises.

## Underwater Helm

Type: Medium Individual Permanent

Stats: Total Project Cost: 1000 zenit; Progress Required: 10; Flaw: None.

A magical mask that allows the wearer to breathe underwater.