After the Fall
After the Fall
After the fall of the Empire humanity fell in to dark times. The barbarians who had ravaged the plains and cities drove their fellow man to the edge of extinction. The vaunted Civilisation of the Imperial Houses disappeared to be replaced by chaos and violence.
Eventually even this passed as tribes moved on or settled down. New cultures were formed and old ones resurfaced, but the damage was done. The Imperial Bloodline and all it stood for was ended, all that was left were scattered kingdoms and petty fiefs.
Generations passed and the lands of man finally fell silent. Eventually even the elder races returned, long persecuted by the Empire as demons or worse, and found that the new Kingdoms of Man more interested in fresh allies than old enemies.
The Elves
Hidden within the Great Forest, the Elves waited out the Imperial Crusades that ravaged the other races. They remain wary of the new Kingdoms, yet little trace remains of the Empire and the Elves are finding fast friendships amongst the mortal men.
However the Forest hides a greater secret in its depths and the Elves are not yet ready to share that knowledge with their newfound allies.
The Dwarves
Dwarven fortresses always dug deep into the mountains. When the Empire turned against the Dwarves they simply barred their gates and retreated fully underground. When the barbarians first came the Dwarves took the opportunity to exact revenge for the Great Betrayal and struck out at the Imperial Capital. Yet in that great battle the truth behind the Imperial Crusades was revealed to the Dwarves and they returned to their mountains, shaken by it’s implications. Even now the Dwarven Whitebeards have spoken to no one regarding what it was they uncovered.
It is all the more surprising then that the Dwarves have sought an alliance with several Kingdoms, the Great Betrayal seemingly forgotten.
The Guilds
Though the Kingdoms of Man sometimes war with each other an uneasy peace is the norm. Messages and trade travel along the old Imperial roads that criss-cross the landscape, now in a poor state of repair.
Out of the towns, and the rare city that still stands, the Guilds have begun to form. Collections of craftsmen and merchants seeking to turn a profit in trade or other more illicit activities. Each Guild has a hometown where their influence is felt, though they may maintain Guildhouses in many more locations. Guild members are welcome at a Guildhouse and can enjoy its hospitality as long as they need, so long as they don’t cause any trouble.
The Orders
Though the Empire has fallen its reach still extends to the current age. Several of the Imperial Orders still operate throughout the Kingdoms of Man. No Imperial Edict protects them but their usefulness is such that most Kings respect their status or at least leave them alone.
Basic Rules
These are the rules that generally apply in the After The Fall LARP.
Locations
Damage caused to any human-shaped creature is applied to the various locations on the body. These are: head, body, both legs (as two separate locations) and both arms (again as two separate locations). Locations have one hit each unless otherwise stated.
Combat
Any character may use any weapon to inflict Single point damage. If the weapon has a special effect (i.e. it is Silver or Enchanted) this automatically occurs as well.
During combat a (larp safe) weapon is used to actually strike the target. If the strike hits a damage call is made (the attacker calls out the amount of damage they do).
Damage
Damage is applied to one or more locations. No location may drop below 0 hits, though if a location at 0 is struck another time it becomes Maimed. A location at 0 is unusable. If the chest or head are unusable you are unconscious.
If an unusable location is not attended to within five minutes it is considered Crippled. If this is the head or chest the victim is dead.
There are generally four grades of damage call:
“Single” – does a single point of damage to target location.
“Double” – does two points of damage to target location.
“Crush” – 4 points of damage to the target location, and knocks you off your feet. If a Crush hits a shield it does no damage but the shield is destroyed.
“Critical” – 4 points of damage to target area and 1 to all adjacent locations, and knocks you off your feet. If a Critical hits a shield the shield is destroyed and one point of damage is done to the arm holding the shield.
Damage calls may include what type of damage is caused. Usually types of damage have no additional effect to damage, except where noted. Fire is the only general exception. Otherwise other types of damage are usually employed due to the fact that certain creatures are only vulnerable to certain types of damage.
“Silver” – Damage from a silver blade or bullet.
“Enchanted” – Damage from an enchanted melee weapon or bullet.
“Through” – Damage ignores any armour hits the location may have.
Normally the type of damage is added to a damage call as a prefix or suffix to the amount of damage caused. If one is calling a special type of damage with singles, then often the word ‘single’ is omitted from the damage call, e.g.:
“Silver!”, “Enchanted double!”, etc.
Resisting
Characters may resist any Mental power or ability used upon them. Usually mental effects take the form of commands. Unless otherwise stated physically effects (i.e. those which cause damage) may not be resisted.
To employ this ability declare “Resist!” and if possible cross your arms over your chest at the same time. Resisting costs 3 Willpower each time.
Stamina
Stamina represents a Characters ability to fight on through the pain of a wound. Spending Stamina heals points of damage on a one for one basis and takes 10 seconds per point of Stamina spent.
If a location is Crippled it requires 4 Stamina to restore it to one hit. If a location is Maimed it requires 2 Stamina to restore it to one hit.
Resting
Stamina naturally replenishes through resting. If a character can sit down and do nothing for 2 minutes they regain one point of Stamina (called a Short Rest). If they can spend 15 minutes like this they recover all of their Stamina (called a Long Rest)
Boosting Your Resolve
Willpower may be regained by burning 2 points of Stamina to give 1 point of Willpower, but not the other way round. This process takes 10 seconds per point of Willpower.
Encounters
Many abilities have a duration listed as “Encounter”. This nebulous time period is roughly five minutes or until the end of the current combat, whichever is shorter.
Bows
Any character trained in bow use may use a (larp safe) bow or crossbow to inflict Through Single damage.
Character Creation
Each character belongs to one of three Types: Arms, Magical, or Skilled. Arms characters are focused on physical combat, Magical on spellcasting, and Skilled on skills.
Players spend points to grant their Characters various abilities, divided into Talents and Skills. Talents are fuelled by Stamina (called Physical Talents) and Willpower (called Magical Talents). Skills are more mundane but do not cost Stamina nor Willpower. No Talent or Skill may begin at a level higher than 2.
Arms characters begin with 3 points to spend in Physical Talents and 4 points to spend in Skills. They have 9 Stamina and 6 Willpower.
Magical characters begin with 3 points to spend in Magical Talents and 4 points to spend in Skills. They have 6 Stamina and 9 Willpower.
Skilled characters begin with 2 points to spend in Talents and 8 points to spend in Skills. They have 8 Stamina and 7 Willpower.
Optionally a character may elect to join a Guild or an Order.
Each character begins with 100 gold to spend on starting equipment.
| Item | Gold | Item | Gold |
| Dagger |
10 |
Level 1 Armour (Suit) |
70 |
| Short Sword |
20 |
Level 2 Armour (Suit) |
140 |
| Longsword |
30 |
Level 3 Armour (Suit) |
280 |
| Bastard Sword |
40 |
Level 4 Armour (Suit) |
420 |
| Two Handed Sword |
60 |
Level 5 Armour (Suit) |
1,400 |
| Axe |
30 |
Level 1 Armour (per location) |
10 |
| Greataxe |
60 |
Level 2 Armour (per location) |
20 |
| Warhammer/Mace |
20 |
Level 3 Armour (per location) |
40 |
| Maul |
60 |
Level 4 Armour (per location) |
60 |
| Spear |
60 |
Level 5 Armour (per location) |
200 |
| Staff |
60 |
Bow/Crossbow |
60 |
| Polearm |
60 |
Strength of Body Potion |
30 |
| Shield |
40 |
Strength of Will Potion |
30 |
Talents
Physical Talents
Physical talents are fuelled by Stamina.
Strength
This ability may only be activated once per combat and costs 1 Stamina irrelevant of the level used. It allows you to do 1 or 2 very powerful blows in hand-to-hand combat. Note: Strength does not necessarily reflect the strength of the character, merely their combat effectiveness.
| Level | Description |
|
1 |
A double blow with a weapon |
|
2 |
A crush blow with a weapon |
|
3 |
A critical blow with a weapon |
|
4 |
A critical blow and a crush blow with a weapon |
|
5 |
2 critical blows with a weapon |
Speed
This costs 1 Stamina to use, irrelevant of the level activated and may only be activated once per encounter. It allows you to dodge out of the way of any hand to hand attack that you see about to hit you. To use the ability call “dodge” as the blow hits you.
| Level | Description |
|
1 |
1 dodge per combat |
|
2 |
2 dodges per combat |
|
3 |
3 dodges per combat |
|
4 |
4 dodges per combat |
|
5 |
5 dodges per combat |
Toughness
This costs 1 Stamina to use, irrelevant of the level activated and may only be activated once per encounter. It grants extra hits to certain locations for the duration of the encounter. These hits may be replenished by spending Stamina but are lost at the end of the encounter.
| Level | Description |
| 1 | 1 extra hit to the head and chest locations |
| 2 | 1 extra hit to all locations |
| 3 | 2 extra hits to the head and chest, 1 extra hit to the limbs |
| 4 | 2 extra hits to all locations |
| 5 | Absorb – you may ignore the effects of one hit by announcing “Absorb”. No damage is inflicted, though any effects that require physical contact still occur. |
Magical Talents
Magical talents are fuelled by Willpower. Unless otherwise specified all spells have a range of 20 foot.
Sorcery
Cost is level in Willpower. Use is “By the powers of sorcery…”.
* Spell is a Mental Effect for the purposes of resisting.
| Level | Power | Description |
|
1 |
Sleep * | Puts a touched target to sleep. |
|
|
Throw Me that [object] * | Target gently throws item to caster. |
|
2 |
Hold * | Feet and lower legs of the target are paralysed for 30 seconds. |
|
|
Fear * | Target must run away for the next 30 seconds. |
|
3 |
Dart | 1 point of damage to specified limb of target. |
|
|
Negate | No mind controlling effects work against the target for the next 5 minutes. |
|
4 |
Shield | Blocks the first physically affecting spell to hit the caster, lasts till sunrise / sunset or used. |
|
|
Bone break | A crush blow to a specified limb. |
|
5 |
Fireblast | 1 hit to every location. Target is struck to the ground. |
|
|
Greater Shield | Blocks the first three physically affecting spells to hit the caster, lasts till sunrise / sunset or used. |
Magic
Cost is level in Willpower. Use is “By the powers of Magic …”
* Spell is a Mental Effect for the purposes of resisting.
| Level | Power | Description |
|
1 |
Trip * | Target falls over. |
|
|
Drop * | Target drops whatever they are currently holding. |
|
2 |
Stabilise | Cast on an item, making it immune to the first spell cast upon it. |
|
|
Shatter | Indicated item breaks into little pieces. |
|
3 |
Repair | Repairs a shattered item as long as all of the pieces are present. Will also repair a Crushed shield. |
|
|
Dispel Magic | Cancels all currently active spells on the target. |
|
4 |
Protection | Touched target gains 1 point of magical armour on every location. Lasts till sunrise or used. |
|
|
Bolt | Does 2 points of damage to targets head or body. |
|
5 |
Enchant Weapon | Touched item does enchanted damage for next combat in which it is used. Lasts till sunrise or used. |
|
|
Reflection | For the next 5 minutes all spells used against the touched target are reflected back against whoever cast them. |
Alchemy
The art of creating potions and magic brews. An Alchemist can make a maximum of 100 gold worth of potions a month. This means some potions take more than a month to make.
| Level | Power | Description | Cost |
|
1 |
Strength of Body | This is a physical restorative. One vile of this potion will restore 2 Stamina |
15 |
|
|
Strength of Will | This is a mental restorative. Enough of the potion to fill a small vile will restore 1 point of Willpower |
15 |
|
2 |
Second Sight | User enters a trance and receives a cryptic answer to a specific question. |
25 |
|
|
Strength of Mind | Allows the user 1 free resist. These are not stackable, but do last till dawn or used. |
30 |
|
3 |
Speed Heal | Any healing done is at half normal cost in Stamina (round halves up) and any long term injuries can be healed for its normal cost. |
75 |
|
|
Adrenal Boost | Gives Speed 3 and Strength 3 free for the encounter. You do not need to know the Talents. |
75 |
|
4 |
Cure All | This will remove any poisons from somebody’s body instantly. |
100 |
|
|
Ghouls Touch | If this poison enters the bloodstream of the target (e.g. If used as a blade venom the weapon must inflict damage on the target) they are paralysed for 30 seconds. |
125 |
|
5 |
Deaden Mind | Total immunity to mind effects for the next 24 hours. But all Talents requiring Willpower are used at double the normal cost. |
200 |
|
|
Stone Skin | Lasts for 5 minutes, no non-magical damage can harm the user. |
175 |
Specialisations
When a character has attained level 5 in a Talent an extra ability becomes available to them, known as a Specialisation. Specialisations have a flat cost of 5 EPs.
| Talent | Specialisation | Description |
| Strength | Control | Rather than using their two Criticals blows for the fight, the user can instead call Double with every blow. |
| Speed | Undodgeable Blow | The user can perform one blow that cannot be Dodged. Use is “Undodgeable [damage]”. |
| Toughness | Tenacious | Permanently active – locations only become Crippled after 10 minutes rather than the usual 5. Locations cannot become Maimed. |
| Sorcery | Enchant Item | For the expenditure of permanent Willpower the user can enchant spells into items. Each spell can be cast once per day for no cost from the item.
If the same spell is enchanted into an item 5 times it becomes permanent, i.e. a defensive effect is there always, so an item of Negate would make you permanently immune to mind affecting Talents. You must have a laboratory in order to make items. Loss of Willpower is which ever is the higher of the two options: Lv.1 spell – 1 Willpower or [casting cost –1], takes 1 month. Lv.2 spell – 1 Willpower or [casting cost –2], takes 2 months Lv.3 spell – 2 Willpower or [casting cost –3], takes 3 months Lv.4 spell – 3 Willpower or [casting cost –4], takes 4 months Lv.5 spell – 4 Willpower or [casting cost –5], takes 5 months |
| Magic | Inscribe Scroll | Can write a one shot scroll of a spell allowing it to be cast for free. A scroll takes 1 week and 200 gold, per point of Willpower it costs to cast the spell, to write it. |
| Alchemy | Bane of Life | If this poison enters the bloodstream it will cause the victim to writhe for 30 seconds then fall unconscious. They cannot be awoken while the poison is in their body. While unconscious 1 point of Stamina is permanently lost every 10 seconds until death occurs at 0 Stamina. |
Advanced Talents
The basic six Talents are referred to as Tier 1 Talents. Once a character has reached level 5 in a Talent they may begin researching a Tier 1 Talent of their own designing. Through consultation with the System Ref the player can lay out a set of 5 thematically linked powers, which will be costed in Time, EPs, and Gold. All three costs must be met for each level of the new Talent learnt.
Once a character has two Tier 1 Talents at level 5 they may research a Tier 2 Talent of their own design. Tier 2 Talents are more efficient or simply more complicated in effect than Tier 1 Talents.
If the character has three Tier 1 Talents and a Tier 2 Talent at level 5 they may begin researching a Tier 3 Talent. If they reach level 5 in a Tier 3 Talent they may research the final Tier of Talents, Tier 4. No character can have more than one Tier 4 Talent.
Example Tier 2 Advanced Talents
Rage
This is a Physical Talent and may only be used once per encounter.
Each level does the same effect the cost merely decreases with level. When used it lasts for 30 seconds during which time the user gains 2 free resists and can only be harmed by silver or magical damage.
| Level | Description |
|
1 |
Cost is 5 Stamina |
|
2 |
Cost is 4 Stamina |
|
3 |
Cost is 3 Stamina |
|
4 |
Cost is 2 Stamina |
|
5 |
Cost is 1 Stamina |
Necromancy
This is a Magical Talent. It creates undead creatures known as Zombies. Zombies are Mindless Undead and cannot move further than 20 foot from the place that they were raised.
Cost is the level in Willpower. Anything created by necromancy is at the creator’s command at all times. The times are for casting the creation spell, which obviously also needs a dead body, the dismiss is an instant effect. If a higher power dismiss is used than that which is required it works just as well, but a lower power dismiss will have no effect.
| Level | Zombie Created | Casting Time |
|
1 |
1 hit per, regenerating 1 hit/10 secs. Limited to ½ speed movement. | Instant effect. |
|
2 |
1 hit per, regenerating 1 hit/10 secs. Limited to ½ speed movement. Strength 3 (no activation cost). | Summon Takes 15 seconds |
|
3 |
2 hit per, regenerating 1 hit/10 secs. Can only walk (no running). Strength 3 and Speed 3 (no activation cost). | Summon Takes 30 seconds |
|
4 |
2 hit per, regenerating 1 hit/10 secs. Can only walk (no running). Strength 5 and Speed 3 (no activation cost). | Summon Takes 45 seconds |
|
5 |
3 hit per, regenerating 1 hit/10 secs. Strength 5 and Speed 5 (no activation cost). | Summon Takes 1 minute |
Example Tier 3 Advanced Talents
Multi-use
This is a Physical Talent.
Normally Physical Talents can only be used once per combat, however this ability allows multiple uses in a combat. Each use must be paid for as normal though.
| Level | Description |
|
1 |
Can now use Speed twice per combat |
|
2 |
Can now use Strength twice per combat |
|
3 |
Can now use Toughness twice per combat |
|
4 |
Can now use Rage twice per combat |
|
5 |
Can use one of Strength, Speed or Toughness 3 times per combat. You must decide which one you are specialised in when you take this level.
You may buy level 5 three times paying the standard EP cost each time to be able to use all three 3 times per combat if you wish |
Shamanism
This is a Magical Talent.
Call, “By the Power of Shamanism…” Cost is level in Willpower.
| Level | Power | Description | |
|
1 |
Animal Speech | User can talk to animals, animal has no particular compulsion to answer or tell the truth. Whatever information it gives is obviously limited by its perceptions. | |
|
2 |
Control Animal | An animal can be requested to perform a simple non-dangerous task for the user. It must be explained in such a way that the animal will understand. | |
|
3 |
Summon Animal | User chooses a specific type of animal that he has an affinity with when he gains this Talent. When used the nearest animal of the specific type will be summoned to the user. The animal will do whatever it can short of risking its life to get to the summoner. | |
|
4 |
Wolf Form | User takes on a half-man half-wolf form. Gaining 2 hits per location, Speed 3, Strength 3, Toughness 2 for free. He also grows claws that count as silver. All other Talents may be used normally. The transformation lasts for 5 minutes. | |
|
5 |
Earth control | Caster causes the earth to open and swallow the target. Damage is 1 hit to every location.
It takes 5 minutes less 30 seconds for each level of Strength possessed to dig out, or down to the target. |
|
Example Tier 4 Advanced Talents
Endurance
This is a Physical Talent
Each level of this Talent costs 1 permanent point of Stamina as well as the normal EP cost. The effects are permanent.
| Level | Description |
|
1 |
Hit points increase to 2 on head and body |
|
2 |
Hit points increase to 2 on all locations |
|
3 |
Hit points increase to 3 on head and body and 2 on all limbs |
|
4 |
Hit points increase to 3 on all locations |
|
5 |
Single point damage is no longer powerful enough to damage you.
i.e. you ignore all single point attacks but still take full damage from doubles etc. |
Wizardry
This is a Magical Talent.
Use is “By the Power of Wizardry…” Cost as level.
| Level | Power | Description | |
| 1 | Invisibility | This lasts for 5 minutes, or until the caster moves. The caster is totally undetectable whilst invisible. | |
| 2 | Teleport | User can teleport to any visible location within 30 paces of his current location. | |
| 3 | Teleport Other | User may teleport a person or item to anywhere within 30 paces of its current location that he can see. | |
| 4 | Move Invisible | Caster may move invisibly for 30 seconds, no matter what actions he performs in that time. | |
| 5 | Form of the Wind | Caster can teleport to any well known location irrelevant of distances.
It costs 1 permanent Willpower to dedicate a place to memory well enough to be able to use this discipline to return there. |
|
Skills
Armoursmith
The ability to make armour. Each level of armour gives a point of protection to applied location. Note that armour covering the torso is double cost and forging time due to the extra material needed.
Repairing Armour on adventure takes a Long Rest and requires the repairer to have Armoursmithing 1 level higher than required to create the armour. Level 5 armour can be repaired as level 4 armour, but if the location is reduced to 0 it’s immunity to Single point damage cannot be restored on adventure (it must be reforged between adventures).
Cost is per location created.
| Ability | Description/Phys-rep | Forging Time | Cost | |
|
1 |
Create Level 1 Armour | Reinforced clothing or leathers | 1 loc per day |
5 |
|
2 |
Create Level 2 Armour | Heavy leathers | 1 loc per 2 days |
10 |
|
|
Create Shield | Shield | 1 per 2 days |
20 |
|
3 |
Create Level 3 Armour | Chain Mail or Scale Mail | 1 loc per 4 days |
20 |
|
4 |
Create Level 4 Armour | Plate and Chain | 1 loc per week |
30 |
|
5 |
Create Level 5 Armour | Full Plate Mail – Armour only grants 4 hits to the location, but the location becomes immune to Single point damage | 1 loc per month |
100 |
Armour Training
This skill is required to derive the benefits of wearing armour. Without it no armour hits are gained.
| Ability | |
|
1 |
May wear Level 1 Armour |
|
2 |
May wear Level 2 Armour, may use a Shield |
|
3 |
May wear Level 3 Armour |
|
4 |
May wear Level 4 Armour, in addition when your shield is hit with a Critical no damage spills over |
|
5 |
May wear Level 5 Armour |
Escapology
The ability to remove bonds and restraints from your character. Note: under no circumstances should anyone actually be restrained in the game. Ropes and manacles should be loosely knotted or left unclipped.
| Ability | |
|
1 |
Can escape from loose or poorly tied bonds in 2 minutes. |
|
2 |
Can escape from well tied bonds in 2 minutes, poorly tied bonds in 1 minute |
|
3 |
Can escape from manacles or chains in 2 minutes, well tied bonds in 1 minute, poorly tied bonds in 30 seconds. |
|
4 |
Can escape from manacles or chains in 1 minute, well tied bonds in 30 seconds, loosely tied bonds in 15 seconds. |
|
5 |
Can escape from manacles or chains in 30 seconds, well tied bonds in 15 seconds, loosely tied bonds instantaneously. |
Herbalism
The ability to cure various afflictions using local herbs. The ref may at times declare it impossible to find any herbs for use with this ability, depending on location.
| Ability | |
|
1 |
May collect herbs on adventure. Each Long Rest provides 5 bundles of herbs. |
|
2 |
Whilst you are treating the target their locations cannot become Crippled. Costs one bundle of herbs. |
|
3 |
For the cost of one bundle you can restore any Maimed locations to 0. This takes a Long Rest. |
|
4 |
For the cost of one bundle of herbs you can restore 1 Stamina point to the target. |
|
5 |
For the cost of one bundle of herbs you may reattach a severed location. This takes a Long Rest. |
Investigation/Obfuscation
This ability not only covers illicit activities, but also detecting them. Send a thief to catch a thief.
| Ability | Description | |
|
1 |
Frisk | May find skill level in concealed items on person automatically. |
|
2 |
Conceal | Skill level in items may be hidden about person (carried by the ref OOC). |
|
3 |
Search | When searching a room/area may ask ref as many times as skill level how close to target character is. Ref will use the traditional hot to cold responses. May only be used once per room/area. |
|
4 |
Hide | When hiding an object in a room/area may add up to skill level in false “Hotspots” for the purpose of Search. Item is undiscoverable without Search. |
|
5 |
Deduction | Character may ask for up to skill level in clues from the ref per night. Only one clue per topic however. |
Laboratory
A work area for study and manufacture of magical and alchemical items. Actually creating a Laboratory or improving an existing one will require time, money, and research, at the Ref’s discretion, in addition to the regular EP cost.
| Ability | |
|
1 |
Allows you to make items and potions. You cannot do so without this Skill and the relevant Discipline. |
|
2 |
Can make an extra 250 worth of potions
Items take 1 month less time to a minimum of 1 month |
|
3 |
Can make an extra 500 worth of potions
Items take 2 months less time to a minimum of 1 month |
|
4 |
Can make an extra 750 worth of potions
Items take 3 month less time to a minimum of 1 month All items count as 1 level lower to a minimum of level of 1 for the cost in permanent in permanent Willpower. |
|
5 |
Can make an extra 1,000 worth of potions
Items take 3 month less time to a minimum of 1 month All items count as 1 level lower to a minimum of level of 1 for the cost in permanent in permanent Willpower. |
Language
Pick one initially, additional languages cost a flat 1 EP.
| Ability | |
|
1 |
Greetings, short questions and answers. Heavy accent. |
|
2 |
Still accented but can now hold a conversation and make sense of it. |
|
3 |
Knowledge of slang and some technical terms. Still slightly accented. |
|
4 |
Native accent and know most technical terms. |
|
5 |
May choose accent and have some grasp of where the language came from linguistically. |
Lock Picking
The ability to pick mechanical, non-magical, locks.
| Ability | |
|
1 |
Open Simple lock in 3 minute |
|
2 |
Open Simple lock in 1½ minutes
Open Medium Lock in 5 minutes |
|
3 |
Open Simple lock in 1 minute
Open Medium Lock in 2½ minutes |
|
4 |
Open Simple lock in 30 seconds
Open Medium Lock in 1½ minutes Open Complex lock in 5 minutes |
|
5 |
Open Simple lock in 10 seconds
Open Medium Lock in 1 minute Open Complex lock in 2½ minutes |
Mage Sight
The ability to perceive magical auras and identify them. You may not have Mage Sight higher than your highest Magical Talent.
Mage auras manifest as a golden glow around a person, object, or even location. Any creature with a Magical Talent has a Mage aura.
| Ability | |
|
1 |
Can see the auras of Mages (gold), and can see if an item is enchanted.
You may identify a level 1 item and with 1 months study learn its activation phrase. |
|
2 |
You may identify a level 2 item and with 1 months study learn its activation phrase. |
|
3 |
You may identify a level 3 item and with 2 months study learn its activation phrase. |
|
4 |
You may identify a level 4 item and with 2 months study learn its activation phrase. |
|
5 |
You may identify a level 5 item and with 2 months study learn its activation phrase. |
Tracking
This skill allows the player to question the ref on what has transpired nearby.
| Easy | Normal | Hard | Herculean | |
| Basic |
1 |
2 |
3 |
4 |
| Details |
2 |
3 |
4 |
5 |
| Minutia |
3 |
4 |
5 |
x |
| Exact |
4 |
5 |
x |
Impossible |
The table above lists the required level to gain information in certain conditions. When marked with an “x” the information is not available without a specialisation. At level 5 a tracker may spend 5 EPs to buy a specialisation, specifying a terrain type (sand, woodland, jungle, plains, etc.) when they gain information given an “x” rating.
| Conditions | Description |
| Easy | Mud, wet sand, fresh snow, clear skies, daylight |
| Normal | Wet grass, soil, woodland, etc., Easy conditions with some additional tracks |
| Hard | Dry mud, hard soil, Normal conditions in a fairly well used area, Easy with many tracks. |
| Herculean | Rocks, rivers, Normal conditions in busy areas, Hard conditions in fairly well used areas. |
| Information | Description |
| Basic | That something has passed by recently, rough numbers, animal vs. human (or other) |
| Details | Species, more exact numbers, rough time |
| Minutia | Race, height/weight, exact numbers, more precise time, speed of movement |
| Exact | Track individual people, exact time/speed/weight, walkthrough a fight, notice if they were armed |
Weaponsmithing
The ability to create various weapons.
| Ability | Description/Phys-rep | Forging Time | Cost | |
|
1 |
Forge Weapons/Blades | 1 week | See standard costs | |
|
2 |
Forge Sharp Blade/Weighted Head | First blow per day is +1 damage grade | x2 | x3 |
|
|
Forge Hardened Weapon | Ignores first Shatter per day | x2 | x4 |
|
3 |
Silver Coating | First blow per day is Silver damage | x2 | +50% |
|
4 |
Combination Forging | Can now combine any techniques smith knows into one weapon | Add multipliers | Add multipliers |
|
5 |
Forge Silver Weapon | Base damage call is Silver | x8 | x8 |
Specialities available (costing 5 EPs each) are:
| Ability | Description/Phys-rep | Forging Time | Cost | |
|
5 |
Forge Unshatterable Weapon | Cannot be Physically Shattered (Shatter spell is still effective though) | x10 | x10 |
|
5 |
Master Crafting | Permanent +1 damage grade | x10 | x20 |
Standard costs are:
| Weapon |
Base Cost |
Weapon |
Base Cost |
Weapon |
Base Cost |
| Dagger |
5 |
Sap |
5 |
Axe |
15 |
| Short Sword |
10 |
Mace |
10 |
Great Axe |
30 |
| Sword |
15 |
Maul |
30 |
Bow |
30 |
| Greatsword |
30 |
Throwing Knife |
6 |
Crossbow |
30 |
Weapons Training
Required in order to inflict Single point damage with weapons.
| Ability | |
|
1 |
May use Long Weapons or a Staff |
|
2 |
May use a Bow, Short weapons, and paired weapons |
|
3 |
May use any weapon |
|
4 |
When a weapon has a first blow per day effect instead the first two blows of the day inflict special damage |
|
5 |
When a weapon has a first blow per day effect instead the first three blows of the day inflict special damage |
Workshop
You need a separate rating in workshop for each type of activity i.e. Armoursmithing, Weaponsmithing, etc.
Costs 500 gold/lvl cumulative to set up i.e. level 1 = 500, level 2 = 1,000, etc. To go from no Workshop to a level 2 one costs 1,500 gold. To buy a level 5 workshop from scratch would cost 7,500 gold. You still need to find someone to get all the bits. Level 1 to 3 workshop equipment is relatively easy to get above that is harder, and may require an Equipment contact at Ref discretion.
| Ability | |
|
1 |
Reduces manufacturing time and costs by 10% |
|
2 |
Reduces manufacturing time and costs by 20% |
|
3 |
Reduces manufacturing time and costs by 30% |
|
4 |
Reduces manufacturing time and costs by 40% |
|
5 |
Reduces manufacturing time and costs by 50% |
Experience
At the end of every adventure players will be given Experience Points (EPs) to spend on their characters. EPs are awarded in the following manner:
| EP | Reason |
|
1 |
The character was placed in some danger during the adventure. |
|
1 |
The player portrayed the character well. |
|
1 |
The characters costume is well made and appropriate. |
|
1 |
The character fulfilled their pre-agreed role in the party (roles to be confirmed with the player before the adventure begins). |
|
1 |
The player entertained the monsters (this is a bonus EP awarded to one player only, but vote of the monster crew). |
Experience Costs
The cost in EPs to improve abilities depends on character type.
| Improve | Arms | Magical | Skilled |
| Physical Talent | Current Level | Current Level x3 | Current Level x2 |
| Magical Talent | Current Level x3 | Current Level | Current Level x2 |
| Skill | Current Level | Current Level | Current Level x½ |
| Stamina | Current Level x½ | Current Level x½ | Current Level x½ |
| Willpower | Current Level x½ | Current Level x½ | Current Level x½ |
Starting new Talents
Any character may buy level 1 of the six basic Talents for a standard EP cost, after that the cost progresses according to the table above.
| Start | Arms | Magical | Skilled |
| Physical Talent |
1 |
3 |
2 |
| Magical Talent |
3 |
1 |
2 |
Research
In order to develop new Talents players must spend EPs, time, and gold. The process begins with the player laying out five thematically linked abilities and giving the Talent a name. This is then submitted to the System Ref who discusses the Talent with the player (particularly any difficult or broken rules) and then finally costs it. In order to buy the Talent the player must spend the cost (in EPs, weeks, and gold) for each level, learning them only when the weeks required are up.
The basic cost is 1 EP/level, 20 gold/level, and 1 weeks/level of the ability. Therefore the total cost of buying a 5 level Talent would be 11 EPs, 220 gold, and 11 weeks.
The basic cost is modified in steps. Each step increases on (or all) or the costs by the basic amount again, e.g. to increase the gold cost by 2 steps would put it up to 60 gold/level.
| Factor | Effect |
| Power is linked to the character’s race | Base costs decrease by 1 step |
| Power is appropriate for character’s profession | Base costs decrease by 1 step |
| Player provides an excellent argument for why their character should have the Talent | Base costs decrease by 1 step |
| Talent is thematically appropriate for character but player makes no effort to explain it | Base costs increase by 1 step |
| Talent has nothing to do with the character and the player does nothing to explain this | Base costs increase by 2 steps |
| Character is a member of a Guild or Order that teaches the Talent (or one like it) | Base costs decrease by 1 step |
| Character seeks out a tutor for the Talent | Gold cost increases by 1 step, time cost decreases by 1 step |
| Character trains alone with no outside aid | EP cost increases by 1, gold cost decreases by 1 |
When finding the final cost work out all the step changes and ignore any modification that takes a cost below its basic level. This is the final cost per level of the Talent.
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