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supplementary_rules [2017/11/22 23:31]
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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   * Consult a GM or call a TIME FREEZE as necessary. ​   * Consult a GM or call a TIME FREEZE as necessary. ​
   * Certain skills within the game grant specific retirement abilities. ​   * 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  ​
 +
supplementary_rules.1511393465.txt.gz ยท Last modified: 2017/11/22 23:31 by gm_seb