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supplementary_rules

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Supplementary Rules

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.
  • 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.

Afflictions

  • 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.
supplementary_rules.1506857855.txt.gz · Last modified: 2017/10/01 11:37 by gm_seb