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supplementary_rules [2018/01/27 12:57] gm_seb |
supplementary_rules [2018/10/10 18:57] (current) 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, place your fingers in the air and call DISAPPEARING. | * 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. | * Once you have left an encounter, you cannot rejoin it. | ||
- | |||
- | =====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. | ||
=====Retirement===== | =====Retirement===== | ||
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* If they wish, Heralds gain access to the following ranged calls each encounter, depending on the level of the adventure. | * If they wish, Heralds gain access to the following ranged calls each encounter, depending on the level of the adventure. | ||
- | * Level 1-5: 2 FIGHT ON! | + | * Level 1: +1 FIGHT ON!, 1 REPEL, 1 ROLEPLAY INSPIRATION or ROLEPLAY DETERMINATION |
- | * Level 2-5: 1 REPEL. | + | * Level 2: +1 FIGHT ON!, 1 REPEL |
- | * Level 3-5: 1 STAGGER. | + | * Level 3: +1 STASIS, 1 REPEL |
- | * Level 4-5: 1 STASIS. | + | * Level 4: +1 STASIS, 1 REPEL |
- | * Level 5: 1 BREAK. | + | * Level 5: +1 STUN, 1 REPEL |