======Supplementary Rules====== =====Refunding XP===== * If a skill is ever changed after you have bought it, you may choose to un-buy it, which refunds the XP. * If this would cause you to lose the pre-requisites for later skills, you may un-buy those skills too. =====Item Attunement===== * You can only attune to one set of equipment (e.g. a loadout) at the start of each encounter. * You can only gain the benefit of instillments in items you have attuned to. =====Throwing Dagger Sets===== * A set of throwing daggers is six daggers, preferentially of the same type, so we can easily track which daggers are whose and reduce the chance of them going missing. =====Carrying Multiple Weapons===== * It is possible to carry multiple weapons (e.g. weapon(s) in addition to the one(s) you are carrying), but these must be physrepped. * When picking weapons at the start of the LARP, and you want to take multiple weapons, you should give due consideration to a) make sure that each player gets a pick before you take any additional weapons; b) don't deprive the monster party of all of a particular type of weapon unless the GM says this is OK. =====Weapon Categories===== * The LARPOs have the final say in which weapons and shields belong to which categories. =====WOUND calls and weapon loadouts===== * If you are carrying a 2h weapon, and take a WOUND in one arm, you may defend yourself by moving the 2h weapon safely in the other hand, but you may not attack with it. * If you are carrying a single 1h weapon, and take a WOUND in that arm, you may take that weapon with your un-WOUNDed arm and fight with it as normal. =====Alternative Psychic Combat (Experimental)===== * Instead of fighting a one-on-one psychic combat, you may choose to play rock paper scissors: * Every time you lose a round of RPS, lose a psyche hit. * The first to 0 loses. =====Leaving an Encounter====== * It is possible to leave an encounter once it has started. * Unless otherwise specified, it takes the following to leave an encounter: * 60s of fleeing whilst not being actively pursued * 60s of hiding whilst not being discovered. * Choosing to leave the encounter after meeting these conditions is voluntary. * Once you have left an encounter, place your fingers in the air and call DISAPPEARING. * Once you have left an encounter, you cannot rejoin it. =====Retirement===== * Retirement will permanently render a character unplayable. * Any character may retire by using any skill they know if they can think of an appropriately dramatic use; * Consult a GM or call a TIME FREEZE as necessary. * Certain skills within the game grant specific retirement abilities. * Retirement is intended to be the opportunity to end your character's story in a dramatic fashion on your own terms. =====Fluff Freeforms===== * Animus encourages the running of multiple fluff freeforms. * The LARPO should approve the time/date of the freeform. * The runner/host gets 1XP, once they have submitted a writeup. * The writeup should at minimum contain a list of bulletpointed facts. * PCs cannot use per adventure abilities or do anything which would require a GM call. * These freeforms do not trigger downtime actions or end-of-adventure abilities. =====Herald of Echoes===== * Noncombatants may elect to play a Herald of Echoes, who are part of the player party. * Heralds are visible and audible, but intangible. * Heralds should keep two fingers in the air during combat to indicate they are not valid targets. * Heralds cannot purchase skills, have no hits, cannot wield weapons and may call VOID to any effect. * Heralds should not be counted by GMs when determining player:monster ratios. * Herald players will gain a special brief and a roleplaying effect. * If they wish, Heralds gain access to the following ranged calls each encounter, depending on the level of the adventure. * Level 1: +1 FIGHT ON!, 1 REPEL, 1 ROLEPLAY INSPIRATION or ROLEPLAY DETERMINATION * Level 2: +1 FIGHT ON!, 1 REPEL * Level 3: +1 STASIS, 1 REPEL * Level 4: +1 STASIS, 1 REPEL * Level 5: +1 STUN, 1 REPEL