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supplementary_rules [2017/10/02 09:18]
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, 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. ​ 
-  
supplementary_rules.1506935924.txt.gz · Last modified: 2017/10/02 09:18 by gm_seb