Heroes And Heroines
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Rules

 

Players and Monsters

A live fantasy roleplay event, which is commonly referred to as an adventure or a dungeon, involves 2 distinct groups of people.

The first group is known as the party or the players.

It contains people who will, for the course of the adventure, each play the role of a single character. The player normally supplies all costume, weapons and jewellery for this character. Each player develops the personality of the character he/she is playing, but the skills that the character has are purchased by expending character points, which are earned through adventuring.
Each player starts with 20 character points to spend on skills. The skills are purchased from one of 12 tables, depending on the profession and race of the character.

Professions available are:-
Warrior, Scout, Mage and Acolyte.
The basic races are:-
Human, Elf and Half-orc.


So one character could opt to buy all their skills from the elven mage table, whereas another could choose from the human acolyte table and a different person could pick from the half-orc warrior table.

Usually the players are given a short initial brief that explains where they are in the campaign world and what they are expected to achieve during the adventure.

The other group are known as the monsters. The monster referee supervises them. He has with him the storyline or plot for the adventure. During the adventure he will get the monsters to dress up as the various animals, spooks and other characters that the players are meant to meet according to the plot. Generally the party follow the storyline as it was envisaged by the monster referee, however things do go wrong occasionally, but in these circumstances the monster referee often has to improvise on the spot.


Time In and Time Out

Each adventure will be divided into periods of time in, time out, time freeze and sometimes - rarely though - time slow. When the referee calls time in you are expected to act as your character. During periods of time in you should avoid any references to the real world and avoid discussions about the rules of the game as doing this detracts from the role-playing going on around you.

When time out is called you are free to act as your normal as self, that is can discuss the game rules or work, etc.

When time freeze is called everyone should stand perfectly still with their eyes tightly closed and hum until something else is called by the referee. Time freezes permit items of monster kit or even people to be moved about without being seen.

Very occasionally you may hear time slow being called, when you hear it you are required to move at no more than half your normal speed. This is usually called because someone or something has just started moving VERY fast.


Methods of Attack

When you are playing a character or a monster you will find that you can be hurt by 3 main forms of attack, namely, physical, magical and power.
When physical damage is being inflicted on you, your opponent will mainly be calling one of the following as they are hitting you: -


Single / double / triple / quad / quin / quartz / sept / oct / nov / dec

Each rank does 4 points of character life or one monster hit, i.e. single does 4 points or one hit and quad would do 16 points or four hits and so on.

When magical damage is being inflicted, usually one of the following will be called: -


Magic one/magic two/magic three/magic four/magic five/magic six

Each level does 4 points of character life or one monster hit, i.e. magic one inflicts 4 points or one hit and magic three inflicts 12 points or three hits and so on.

In addition, some magical spells and missiles cause magic damage. In these instances the player or monster will call the damage inflicted,
e.g. firebolt! 48 damage/16 hits.

When power damage is being inflicted, usally one of the following will be called: -


Power one/power two/power three/power four/power five/power six

Each rank does 4 points of character life or one monster hit, i.e. power one inflicts 4 points or one hit and power three inflicts 12 points or three hits and so on.

In addition, some power invocations cause power damage. In these instances the player or monster will call the damage inflicted,
e.g. cause mortal wounds! 48 damage/20 hits.


Methods of Defence

Defensively few things stop all forms of damage from getting through. However, the following may help.
Unarmoured dexterity allows you to avoid some or all of the damage coming at you regardless of it’s type. It has
the advantage of costing only a few character points to acquire but the penalty of being totally negated if you
wear any form of armour or magical skin. For each point of unarmoured dexterity a point of damage may be
avoided. Thus 4 points of dexterity will allow you to avoid a blow doing single, magic one or power one.
Armoured dexterity is very similar but costs more character points to purchase but will stack with all forms of
physical armour and magical skins. It protects just as unarmoured dexterity does.
Enhanced reflexes may be cast on you, by yourself if you cast neutral power or by using a scroll or potion. The
amount of temporary dexterity gained is dependant on the potion or invocation used.
Against physical attacks there are generally 2 forms of defence, namely armour and magical skins. Armour
generally gives the following physical protection: -
LIGHT ARMOUR
Leather armour, Furs, Trollskin
- 2 points
MEDIUM ARMOUR
Thick furs, Combination armour
- 4 points
HEAVY ARMOUR
Banded, Chain, Scale or Plate mail
- 6 points
Any armour that is deemed to be of a particularly high quality, covers almost all of a location it is worn on, is a
lot thicker than normal, or in the case of leather armour is heavily studded, may receive and additional point of
armour class from the Dungeon Battleboarder/Referee. If you also have the appropriate skills in the armour your
character is wearing, then you add half the AC again/double the value, e.g. Heavy armour Use would increase
the protection of chain mail from AC 6 to AC 9.
Various forms of magical granted armour often referred to as 'skins'. The magic rules will show you exactly how much these 'skins' will protect you against.
Please note that physical armour and these magical 'skins' do not stack. You take the better of the
two.
Magical protection is generally only provided by magical these 'skins', such as Mages Armour which grants 1 point of
magical protection per level of the spell up to level four for 5 points of magic armour class. Power is much more
difficult to protect against. The best defence is usually a Bless invocation cast by a good power user. Evil power
users can utilise a Cloak of Evil if they can cast to a high enough rank. See the rules for more accurate and
complete descriptions.
Some lucky characters may also come across Ensorcelled or Empowered armour (or they can purchase this if
they have enough game money!) This provides 1 point of protection per point it is Ensorcelled/Empowered to.
The highest known level/rank is 4. It is worth noting, however, that some forms of magical or power attack often
sound a lot worse than they are as occasionally they will do damage around all a characters body locations
instead of the usual one. For example; Firebolt does 8 points of magic damage to each location
(Head/body/arms/legs, being 48 total) but a magical skin will reduce this total by its level, twice that if a
Fireskin. So, a Mages Armour 3 protects a character against 4 points of magic damage per location and a
Firebolt does 8 per location. 8 – 4 = 4 points of magic damage per location, 24 in total. (A lot better than 48!)


Dying

Whenever a characters armour class is exceeded by an attackers damage they lose life points. Every character starts with 30 life points and when they reach 0 they fall unconscious. Even if they go below 0, this does not necessarily mean they are going to die. Some characters have access to potions call Elixirs of life. If one of these elixirs is applied to a dying characters chest quickly after being reduced to less than 0 life points, their spirit is prevented from leaving their body and they can be healed or cured back to health (and life!) To give a character the best chance of survival, the elixir needs to be applied within a minute. Any character that spends more than 5 minutes with a negative life point number will die.

A minor elixir will save a character on –1 to –30 Life and who has been on this minus less than a minute, whereas a Major elixir will save them from –31 to –45 and up to 5 minutes. There are rumours of even more powerful elixirs, but they have not been seen yet… An elixired character is in a weakened state and cannot use any dexterity they have, or cast spells for 15 minutes. As soon as they are cured, these penalties go away. Bind wounds skill will not remove these penalties either.

Failure to be elixired is not the end however as a character can be resurrected by a powerful good priest – if they can find one. It gets more difficult to resurrect a character each time they die however. Nobody can be resurrected more than 4 times. The fifth time they die is permanent and they will need to start a new character on the next adventure.


Injury

Of course, as a result of combat characters may not be killed but could be severely injured.

A characters body is divided into 6 locations, namely the 4 limbs, the body and the head. Each location except the body has 1/3 the characters total life points, the body has 2/3.

As soon as the location reaches 0 life or less it is rendered useless. If this is the body or the head, the character falls unconscious until healed to a positive number. In addition, if the characters locational life is reduced to less than 0 by 10 or more points of damage in a single blow, the location is broken until set or healed by the good power invocation Cure Mortal Wounds. It must then be healed by curing to a positive number BEFORE it can be used again.

Additionally, if a sharp weapon strikes a location and reduces the life points there to a negative same or higher than the characters normal locational total, it is severed. This will also inflict bleeding damage (or death if the head or body is severed!) For example; a sword-wielding barbarian unfortunately catches Bob, a character with 30 life (10 locational) with no physical armour class. The barbarian is doing quin - 20 damage - with his weapon and strikes Bob in the arm reducing the location to – 10 cutting it off. If Bob had a point of dexterity or a point of physical armour class of any description, the arm would be broken rather than leaving Bob armless!

Falling over

As a general rule, monsters will not hit characters under rank 20 if they have fallen over during combat. This covers sleep spells, being knocked unconscious by damage, power drained and so on. If you are unsure about the amount of damage you have taken, the best policy is to fall over and wait for a time out to be battle boarded.


Character Creation & Advancement

Every new character starts with 30 life between 3-5 points of power (depending on their race) and 20 character points to spend.
When you first create a character and after each dungeon you can spend any free character points you have on skills and abilities. You will also gain one point for every hour played as your character and 1 point for every two hours monstering to spend when they play. There is however a limit of Rank 10 (100 points) before you must begin playing a character. After Rank 10, you must play an adventure to the same amount of monster points you wish to add to your characters total. There is also an upper limit of Rank 20 for adding monster points to a character.
These skills range from physical things such as strength and more life points, melee skills such as using a sword or dagger or increasing your ability to use a sword or dagger, medical skills like being able to set broken bones, as well as magical and spiritual abilities such as being able to cast from an element of magic or increasing the amount of spiritual power you have.
The points required for each of these things depends on two factors, your race and your class. Whilst it is true that anyone has the potential to learn any of the basic skills and abilities different races have different aptitudes. Fore example, goblinoids are more physical where as the elves are more magically inclined. These classes represent what your character spends most its time training in; the warrior spends most of his or her time training with weapons and more physical things and so will find those skills cheaper- where as the acolytes have a greater spiritual understanding and so will find those skills and abilities cheaper.
The other influence on skills and abilities open to you is your sponsor, most basic skills will be available to you however depending on which guild or sponsor you have depends on what further training in more specific areas will be available to you.

   
   

 

Heroes and Heroines (LARP/LRP)
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