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Rules
Players and MonstersA 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. Professions available are:-
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 OutEach 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 AttackWhen 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.
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: -
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, When power damage is being inflicted, usally one of the following will be called: -
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, Methods of DefenceDefensively few things stop all forms of damage from getting through. However,
the following may help. DyingWhenever 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. InjuryOf 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 overAs 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 & AdvancementEvery new character starts with 30 life between 3-5 points of power (depending
on their race) and 20 character points to spend.
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Heroes and Heroines (LARP/LRP) |
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