Presentation on theme: "“Randyland”: a Fantasy LARP Character Creation: A player is given 6 attribute points to distribute amongst four categories: Warfare, Healing, Magic, and."— Presentation transcript:
“Randyland”: a Fantasy LARP Character Creation: A player is given 6 attribute points to distribute amongst four categories: Warfare, Healing, Magic, and Skills. These determine what level ability the character can have in each category. A maximum of five can be attributed to any one stat. There is a fifth stat called Luck but it is not clearly defined. A PC may choose to put a point in with the hope that it pays off. Panther wants to be able to fight Florentine with 3’8” weapons. So, he makes sure to have 4 Warfare. With his other points he gets 2 Skills figuring that it’s better than dealing with magic and gives him the potential to fix his own armor. There are many other types of magic, skills, etc that are not listed. They can only be acquired through NPC interactions and PC quests. A starting character has twelve experience points to purchase skills, spells, weapon proficiencies, etc. Panther decides to start with a 3’8” for 3 points and Florentine for 4 points. With the next 3 points he buys the ability to wear a full suit of Light Armor. The last two are used for Bow. He is a very simple character but realizes that he can expand with more experience. Characters can earn from 1-6 experience points per event. 1 point is given for surviving the event. Three points are given for successful completion of NPC driven quests. The fifth point is given by Event Holder discretion, for excellence in one form or another. There is a sixth point available for the observant. It should be noted that a character’s attribute stats can increase by two over the life of the character. This may or may not influence your choice of starting stats. NPC QUESTS: At different points in an event a character may be given an offer to go on a quest. Whether it is to retrieve an object, kill a monster, or rescue a captive the quest must be recorded on a PC quest log. A character may accept up to three quests at any given time. For each quest completed and signed off on by the NPC, the character earns an Experience Point. Upon success with a quest a player may add an additional quest. A character may opt out of a quest to make room for an easier or more relevant quest. This can be done for a maximum of five quests. An NPC cannot and should not give a quest out to someone who has a filled ticket.
Spending Experience: 1: Buying new skills/spells/etc 2: Buying social rank a. Common Lord (usually a merchant/min to be a squire)- 2 exp b. Noble Lord (min to be a knight)- 5 exp c. Baron- 10 exp d. Duke- 20 exp e. Arch-Duke- 50 exp 3: Stat increase (maximum of two over the life of the character) 0 1: 10 exp (non-cumulative) 1 2: 20 exp 2 3: 30 exp 3 4: 40 exp 4 5: 50 exp Guilds: There are many practical reasons to join a guild. They control resources and have great influence over the daily policy- making of the state. If offered membership it would be wise to pay whatever price is asked. Types of guilds: Merchant, Alchemist, Craftsman, Assassin, and Magic to name the most likely. Knightly Orders: 1.The Templars of Light- are warrior/healers that have chosen to become defenders of the innocent and keepers of the faith. They are known for their great prowess when fighting against undead. 2.The Order of the Claw- are fierce Cavaliers which enjoy a good fight. Honor is their life. They believe that salvation will come from the hands of men, not gods. These two orders have been officially recognized by the King and the Royal Family. As such they have been given the mandate to lead. Anyone refusing an order from a knight may be sentenced to a large term in prison. The Fists of Antioch -are combat Mages that can stand confidently against any warrior. They are loyal to their guild above all other things. They have helped with the defenses of the major cities and are considered tools of the state. They have a hierarchical structure, accepting orders from those in higher orders than themselves. The Master of the Seventh Circle serves as an advisor and protector to the king. If he were ever to leave the king the land would be in chaos.
Character Death : When hit with a deathblow a character begins the process of dying. Bandaging through use of the skill will stop the dying process, but not heal the character. A bandaged character cannot be moved without restarting the dying count. Bandages are considered removed after a character has been healed in a magical way. Characters can also be instantly healed through a Revive spell or Healing Potion. After ninety seconds without treatment a character is dead. Raising the Dead: When a caster attempts to Raise a body the down PC must provide the caster with his Death Card. It is a running tally of character deaths. Every time that a Raise Dead is cast there is a chance that it will fail and a Resurrect will be needed. Raising involves an appropriate verbal as well as the down PC choosing a card from a deck of a given number of cards. If the Ace of Spades is drawn the spell fails and the soul is unreachable. Regardless of success or failure the caster signs next to the appropriate number on the death tally. Failures should be noted, but are unlikely to occur more than once on a character since they often result in permanent character death. Resurrect: If a Raise Dead fails a character’s only hope is with this spell. This is a harsh spell. Simply initiating this will result in the character losing 3-8 experience points due to the mental and physical trauma. The Healer casting this spell will be given a holy quest to complete. If successful in the allotted time, the Gods will intervene in favor of the fallen. A character cannot lose experience below the starting quota. If someone is lying on the ground you may ask if they are breathing, bleeding, etc. Unless they have a high level spell cast on them, if they are on the ground they are likely dying or dead. Poison: Unless a character has special protection, if hit by poison he falls into the dying state. On top of this, he may not be Revived until the poison has been removed from his body through a Poison Antidote or other curative. A body can be stabilized while poisoned. Disease : There are many types of diseases, some more contagious an/or deadly than others. A disease may prevent healing, limit combat and/or spells, etc. The diseases are specific in their results and cures. An infected PC will be given sufficient information to role-play it. Disease is only likely to occur as a combat call in enclosed areas, thereby providing the opportunity to speak with the PC after the infection occurs. Acid : This substance is very dangerous. If poured upon a body it will accelerate the dying process immediately by a 60 count, leaving only a 30 count for dying. This is an illegal substance within the realm and is punishable by imprisonment.
Some Things that are different: The following rules do not exist: “Flat” 10 foot weapon rule for healing Impaling monsters (unless with an in-game impaling device with a specific purpose) Other changes Circles of Protection cannot be broken by anyone but the caster, inside or outside of the circle. Circles last even after character death. Disenchants are the exception. Evil characters are encouraged to be subtle. Obvious ones will be killed by the townspeople. PCs should role-play returning from a near death experience New spells and skills need to be taught by an NPC or authorized PC. Several paths exist that are not in the rules. These will only be discovered by NPC interaction. Verbals must be audible and at a speaking pace. They do not have to be the same every time, but the intent of the spell must be clear. Players must determine character alignments upon designing the character. This is for several reasons, most notably a guide for players to think about character decisions. Contact and visual papers are notes that you must react to if you encounter them. Poison weapons are normal weapons that have been coated with doses of poisons. Although “poison” may be called players should role-play the situation instead of immediately fighting different. Calling “poison” is to notify the player of an in game effect not notify the character of an imminent threat. Obviously if someone is hit in the leg and dies there is reason to be concerned, but not if the person is hit in a kill zone while poison is called. PCs might not know all spells. This is meant to be that way. If a PC or NPC makes a call that is clear in meaning even if you are unaware of the spell’s existence take the effect. So, if hit by something with a caster calling Turn to Stone it should be obvious. You don’t need to know the cure or the duration in that moment. Verbals are meant to explain the spell. So, if a mage starts chanting about calling upon the forces of evil, it would be wise to either cut him down quick or run away. More complex spells will require more complex verbals and should warn the recipients of impending doom. Bottom line is to presume an NPC is doing something legally. They may also ask OOC for your stats to determine if you qualify for a specific skill or situation. “Faking spells” is not allowed due to OOC confusion that might result from it. Unless otherwise noted, verbals should be thirty words long, including sleep. Combat spells like Magic Missile, Paralyze, and Fear should have 10 or more word verbals prior to throwing the missile. If a verbal is not completed the spell should not take effect.
Special Magic: Alchemy - Alchemists begin each game with their allotted potions. However, they may supplement them with additional spell components, which can be found through questing or within the control of some merchants. Highly skilled alchemists have been rumored to create their own potions. This usual takes a lot of time, but is worth it for the pleasure of invention as well as the market value. Scroll-making - Mages often become rich off the art of scroll-making. It allows a great transfer of power to its buyer or finder. A lucky mage finding a special scroll might find his spell book slightly larger. Some mages are rumored to create their own spells. Power Stones- when used properly they allow access to new spells and/or additional castings. They are a strong form of currency. Thaumaturgy - some magic requires collecting blood. These are collected in specific vials which are sold by some merchants. This magic is often used to control creatures or transform the caster into different forms. It is not popular since it is usually attributed to less civilized forms of magic. Vials are sold primarily under the purpose of alchemy, which is rumored to also require occasional samples of blood. Higher Paths: Use one or more stats as prerequisites for ability level. If a path has two stats, the following must be true: 1. The character must have at least two points in each stat. 2. Adding the two stats and then subtracting two determines the potential for the path. So, someone with 3 and 3 or 4 and 2 would have the potential for a fourth level ability. Luck : This has many hidden powers, but is only for those that are interested in risking a sure thing with their stat points. Rumored Paths: Assassin (W/S), High Mage (M), Cleric (H), Templar (H/W), Cavalier (W), Ranger (H/W), Dark Mage (M/H), Monster Magic (W/M), Alchemy (S), and Bard (H/M/W/S). Characters must have the following: 1. Death Record Sheet-which must be signed by a healer when attempting to Raise a character from the dead. 2. Character Stat Sheet- should be turned in between games. Keeps track of learned abilities/etc. 3. Spell book if using Magic or Magic-based paths. (Although spells are cast from other areas, only “Mages” require a book. They are also the only ones that can copy magic scrolls into their spell books to supplement their spells. It is advised that other classes keep something to remind them of number of words needed for a verbal, number of uses, etc. However, it is not required. 4. A focus is required if casting Healing path spells. This is meant to be a connection between god and servant. It should be obvious. A focus can be destroyed. In this case the caster may not use Healing path spells until a replacement is found through interaction with the EH or one of his NPCs. 5. Quest Record to record quests given by NPCs as well as have them sign off on completed quests,
Warfare 1: 18” dagger/18” axe/18” blunt/18” shield LA: Legs/LA: Arms 2: 2’6” sword/2’6” axe/2’6” blunt/Small shield (2’)/Bow HA: Legs/HA: Arms/LA: Torso/ LA: Head 3: 3’8” sword/3’8” axe/3’8” blunt Florentine (up to 6’ combined) Crossbow (two handed weapon/AP vs. light armor-call “crossbow”) LA: Full suit/ HA: Head 4: 4’6” sword/4’6”axe/4’6” blunt Florentine (up to 7’4”) Large Shield (over 2’)/HA: Torso 5: Great Sword/Great Axe/Great Blunt Pole-arm (up to 6’6” or wielder’s height, whichever is smaller)/Pole-axe HA: Full suit *(An additional 6” of weapon can be purchased for each specific weapon 5 exp each.) **(An additional 6” of shield can be purchased for each specific shield 10 exp each.) ***(Warfare 3 is required to increase both a weapon and a shield size. Level 1-2 can choose either but not both.) Skills: 1: Bandage (halts dying count but does not reverse it)-10 seconds/Appraisal 2: Blacksmith- 120 seconds out of combat to fix weapon/Bower- 120 seconds out of combat to fix bow Leatherworker- unlimited skill, takes 90 seconds of fixing outside of combat, per piece Metal Worker-unlimited skill, takes 90 seconds of fixing outside of combat, per piece 3: Fortify Item(x2)/Merchant 4: Master Armorer- prerequisite Metal or Leather worker- applies to all armor- 15 seconds per section Master Craftsman- prerequisite Blacksmith or Bower- applies to all weapons- 30 seconds per item Leech- knows how to release “bad blood”- has a variety of uses including removing poisons from a body 5: Silver Smith-requires an event holder designated amount of silver coins per foot of weapon Regenerating Armor- full suit repairs 45 seconds out of combat **Additional castings of Level 2 Skills will reduce time of spell by 30 seconds per additional casting of a specific skill, to a minimum of 30 seconds.
Healing: 1: Diagnose (unlimited)- allows the healer to determine a wounded individual’s condition (i.e. poisoned, diseased, healing, dying)- 10 second examination Stasis (1 target at any given time, must remain in vocal and visual range)- stops dying process but does not reverse it. Moving a body will cancel this spell out. -10 seconds to activate 2: Cure Disease (x3) Dispel Fear (x3)- immediately cancels the effects of a Fear spell 3: Revive (x 4)-raises someone out of the dying state Heal Limb (unlimited)- must wait one minute between castings for energy to return. A second learning drops the wait time to 30 seconds. A third learning would drop the wait time to 15 seconds. 4: Raise Dead (x 5)- involves PC Death Card and deck of cards. Regeneration (unlimited; 1 target of spell)- Limbs heal on a slow 30 count per limb. If a second casting is cast on the same target the time drops to 15 per limb. 5: Resurrect (x1)- attempt to raise someone that has drawn the Ace of Spades. Involves a quest. Mass Raise (x 1)-all PCs are raised or revived. No cards are used and no cards are signed. Heals all within “Holy Ground.” Advanced Regeneration (self-only, pre-requisite Regeneration)- Caster rises from the dying state after 60 seconds. The healing is immediate and the caster appears to be dying until the count of 60. Poison, disease, and magic will prevent this spell from working. This spell is unlimited until the first time a spoiler blocks it from working, which cancels out the spell for the rest of the day.
Magic: 1: Light-caster only Speak with Creature 2: Read Magic- allows use of scrolls Protection from Magic Missile 3: Detect Magic(x3) Identify (item and creature) Circle of Protection (20 feet of rope, unbreakable by normal means) Wizard Lock (x1) Vision(x1)- provides a helpful clue without details Locate Object (x1) 4: Magic Missile- single one-handed missile; can be parried Sleep(1 use)- area effect spell; all PCs and NPCs (that are not immune) within 20 feet of the caster fall asleep and drop to the ground. This lasts for 60 seconds. Sleeping individuals cannot be woken up early with the exception if a Dispel Magic is cast on the individual or area. Fear Missile- single one-handed missile; can not be parried Armored Cloak (cannot be used along with armor) Resist Magic (x 3)- can resist effects targeted at others within twn feet Knock (x 1)- unlocks things with Event Holder present Dispel Magic (x1)- removes a curse/enchantment on an object/PC 5: Create Golem Create Artifact True Name Create Scroll (x1) allows two” basic” scrolls to be made or allows research to begin on scroll design for a special single use scroll. * Missile appearance- each throwing spell should be obvious. On should be able to distinguish between a Fireball and a Magic Missile. **Verbals must precede throwing missiles and should be obvious in intent before in the air. In other words role-play the casting of the spell as opposed to just throwing the bean bag and calling “Magic Missile.”