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corerules
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Introduction
Start
What is LARP?
What is Animus?
Themes & Accessibility
Safety Rules
Social Contract
Setting information
History
Geography
Shaping
Black Ichor
The Congruent Planes
The Forest of Loss
The Blessed
Rastaban
The City of Cities
The Great Houses
The Imperial Muses
The Guilds
A Good Citizen
Festivals & Customs
Crime & Punishment
System information
Core Rules
Standard Calls
Character Creation
Print & Play Characters
General Skills
Favour
Downtime
Available Classes
Paladin
Throne
Wheel
Torch
Rod
Shroud
Plane Weaver
Connection
Perfection
Conflict
Erosion
Ichor Savant
Ichorwerk
Mutations
Shaper
Item Guide
Forest Touched
Supplementary Information
Supplementary Rules
Nonstandard Calls
Afflictions
Epic Skills
Qualities
GM Guide
Character Naming Guide
Ranks in Society
Resources
Character Information
OC Goals
Adventure Summaries
NPC index
Bestiary
Places of Interest
Fanworks
Other
Acknowledgements & Influences
Changelog
Design Blog
Privacy Policy
corerules
Table of Contents
Core Rules
What Any Player Character Can Do
Death & Dying
Bleeding Out
Death
Psyche
Concentration
Medical Roleplay
The Golden Rule
Core Rules
What Any Player Character Can Do
NB
:
This does not apply to human monsters by default.
Call HEAL 1 to someone after 10s of medical roleplay.
Wield one weapon.
Have 3 hits.
Wear armor to gain 3 more hits, if they wish. This does NOT need to be physrepped.
Have 6 psyche.
Regain all hits and psyche between encounters.
Die 4 times per character lifetime without being rendered unplayable.
Speak quietly on their death count.
Have enough to live on. (You can be anything from dirt poor to comfortable depending on player preference.)
Source a set of standard equipment between adventures.
Source 2 Imperial Essence (call FIGHT ON! to a target within sword reach by scattering ash across them) between adventures.
Execute an unresisting target by spending 10s of appropriate roleplay killing them.
Drag an unconscious or bleeding person slowly by using both hands (nb: do not actually drag them).
Every 6 adventures, gain a
Quality
on one of your items.
Death & Dying
Bleeding Out
When someone reaches 0 body hits, they enter their death count.
This is also known as 'bleeding out'.
You cannot speak, move, concentrate, or make calls when bleeding out.
After 60 seconds of bleeding out, you die.
Taking any HEAL call, including HEAL 0, stops you from bleeding out.
Medical roleplay pauses your death count.
Death
Player characters belong to a group of individuals known as the Blessed who are resistant to death.
When a player character dies, so long as they wish to persist, their body dissipates and reforms elsewhere.
In play, this means that a player character may rejoin the party after a couple of encounters at GM discretion.
(OC, we will be looking to do what is most appropriate and makes the most fun for all involved).
A player can respawn in this way up to four times.
Psyche
Psyche measures your strength of will and mental wellbeing.
A character starts off with 6 psyche and can gain more through buying skills.
Psychic Combat
Psychic combat represents your strength of will and ability to resist spiritual effects.
These combats are always fought with matched weapons.
In psychic combat, your hits are equal to your psyche.
Concentration
Some skills require the user to concentrate for a length of time.
Concentration is broken by taking offensive effect calls. (If you RESIST or DODGE your Concentration is unbroken.)
Taking damage does not break concentration, but bleeding out (starting your death count) does.
If concentration is broken the timer is reset to 0 and the user must begin concentrating again.
You cannot concentrate while under the effect of a durational call.
Whilst concentrating you should roleplay appropriately.
Medical Roleplay
Some abilities which let you call HEAL require the use of 'medical roleplay'.
Every PC can spend 10 seconds of medical roleplay to call HEAL 1 on somebody else.
Style & Conduct
Medical roleplay in Animus is performed the style of
spiritual healing
, rather than 20th century medicine.
Medical roleplay does not involve any physical contact.
Indeed, as with the rest of the system, contact is
completely forbidden
unless clear consent is given.
Rules for Medical Roleplay
The healer must be within 1m of the patient.
The healer must use both hands to gesture.
The healer must be Concentrating.
The healer cannot make calls EXCEPT reactively (e.g. DODGE, RESIST, VOID).
You can never perform medical roleplay on yourself.
When healing, the healer must take blows that hit their weapons or shields as though they had successfully hit their body.
Medical roleplay pauses the death count of the patient.
The healer should say 'STAUNCHING' to the patient if they are bleeding out, and it is unclear whether medical roleplay is happening.
Once medical roleplay is complete, these limitations cease, and the player may make the appropriate HEAL call.
The Golden Rule
When referring to game rules on this wiki, specific rules override general ones.
This does not apply to OC guidance covered in the introduction (Social Contract, Safety, Accessibility.)
corerules.txt
· Last modified: 2019/02/03 20:34 by
gm_matthew
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