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supplementary_rules [2017/10/02 09:18] gm_seb |
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======Supplementary Rules====== | ======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====== | =====Leaving an Encounter====== | ||
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* Once you have left an encounter, you cannot rejoin it. | * Once you have left an encounter, you cannot rejoin it. | ||
- | =====Afflictions===== | + | =====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 | ||
- | * Afflictions are be characterized by three things: | ||
- | * The effect they have | ||
- | * How difficult they are to treat or remove | ||
- | * What sorts of ability can treat them. | ||
- | * When a GM comes up with a curse of affliction they should also assign it a potency and a type. | ||
- | * Skills will state which levels of potency they can cure. | ||
- | * The two main types of affliction are those of the body and those of the soul. | ||
- | * There are four potencies: feeble, strong, severe and chronic. | ||
- | * Afflictions of feeble potency are generally easy to remove for those who have the right skills. | ||
- | * This does not mean that their effects are small - just that they are easy to cure. | ||
- | * Conversely, chronic afflictions are effects which are, to all intents and purposes, permanent. | ||
- | * Removing chronic afflictions is more the realm of a character request LARP than something which a skill can achieve. | ||
- | * Certain abilities or effects reduce or increase the potency of afflictions. | ||
- | * The potency of an affliction can only ever go up or down one rank from its original potency. | ||
- |