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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
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Paladin
Throne
Wheel
Torch
Rod
Shroud
Plane Weaver
Connection
Perfection
Conflict
Erosion
Ichor Savant
Ichorwerk
Mutations
Shaper
Item Guide
Forest Touched
Supplementary Information
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Nonstandard Calls
Afflictions
Epic Skills
Qualities
GM Guide
Character Naming Guide
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corerules
This is an old revision of the document!
Table of Contents
Core Rules
What Anyone Can Do
Death & Dying
Bleeding Out
Death
Psyche
Concentration
Medical Roleplay
The Golden Rule
Core Rules
What Anyone Can Do
Call HEAL 1 to yourself or an ally after 10s of medical roleplay.
Wield one weapon.
Use a buckler to block damage.
Use a dagger in their offhand.
Have 6 hits.
Wear armor to gain 2 more hits, if they wish.
Have 4 psyche.
Regain all hits and psyche between encounters.
Die 4 times per character lifetime without being rendered unplayable.
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.
Execute an unresisting target by spending 10s of appropriate roleplay killing them.
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 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 4 maximum psyche and can gain more through buying skills.
Maximum psyche is restored after an extended rest (i.e between adventures).
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 duration of time.
Concentration is broken by effect calls.
Damage calls do 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.
Medical Roleplay
Requires the healer to use both hands.
Requires the healer to concentrate.
Requires the patient to stay still.
Requires the patient to not make any offensive calls.
Pauses the death count of the patient.
The Golden Rule
When referring to rules on this wiki, specific rules override general ones.
corerules.1507314410.txt.gz
· Last modified: 2017/10/06 18:26 by
gm_seb
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