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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 1-5FIGHT 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: +STASIS, 1 REPEL 
-  * Level 4-5: 1 STASIS. +  * Level 4: +1 STASIS, 1 REPEL  ​ 
-  * Level 5: 1 BREAK. ​ +  * Level 5: +STUN, 1 REPEL  
  
supplementary_rules.1517057871.txt.gz · Last modified: 2018/01/27 12:57 by gm_seb