RUle Changes 2012


Rule changes, additions, addendums, errata, and updates.

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Post Thu Apr 26, 2012 9:07 am

RUle Changes 2012

I am directing you to the Winterhaven link for the 2012 rule updates. Just wanted to officially put it in this forum here. The only difference than what is presented there is that the new healer skills remain as a playtest as we continue to collect data comparing and contrasting the two systems.

http://www.winterhavenlarp.com/phpbb3/viewtopic.php?f=8&t=2712

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Post Wed May 02, 2012 2:35 pm

As the Rulebook posted over at Winter Haven includes rules that are being playtested, here are the changes to the current Rulebook.

New Wealth Levels
Two Notes: First, pay attention to the new costs for Wealth Levels. Second, each Wealth Level gains the benefits of all Wealth Levels below it. (I.E. Wealthy 2 earns one bonus from the Wealthy 2 list and one bonus from the Wealthy 1 list.)

Starving - Normal Starving rules apply.

Common - 3 Food, 2 Supplies, 1 Cloth - No positive or negative effects.

Wealthy 1 - 6 Food, 4 Supplies, 2 Cloth - Choose 1 effect
  1. Choose one Perk at Check-in that lasts until Checkout. Following all limitations of the Perk.
  2. Cure Potions consumed by you or administered to you have their effectiveness increased by 1 (this has no effect if you are at -1 LP or worse but stacks with the Administer skill).
  3. Pick an NPC group. You will gain additional favor with them.
  4. You may unlearn a skill between events as if you had not used it this event (even if you have used the skill).
Wealthy 2 - 9 Food, 6 Supplies, 3 Cloth,1 Mystic - Choose 1 effect
  1. You gain 1 Floating Hero Point at the beginning of the event. This Hero Point only lasts the event, but is transferrable to another character.
  2. +2 Combat Reflexes & +1 Life
  3. "I Know a Guy" - During the event you may travel to NPC camp once to purchase up to 3 Gold worth of Basic Items, (1) Exotic Item, (1) Commodity, or any number of Resources.
  4. If you have an Empirical Enchantment, you may also have either an Alchemical or Talisman Enhancement as well.
Wealthy 3 - 12 Food, 8 Supplies, 4 Cloth, 2 Mystic - Choose 1 effect
  1. Next event you may spend 1 LP to "Resist" curses and between events you may receive information on who cursed you.
  2. Next event you gain the "Resist Shatter" skill.
  3. Next event you gain the "Resist Charm" skill.
  4. "Augury" - Your wealth has bought you a wise-man that can help you in your quests - Once during the event you turn in your "Augury" tag and will receive information about a plot above and beyond even a Lvl.3 Sage hint. (This may also be role-played out if desired and time allows). The exact amount of information is up to the Gm's.


Rulebook Skill Changes

Cooldown Times
The use of some skills are extremely taxing and require the character to rest for a period of time before being able to use any of their skills again. When any skill with a Cool-down time is used it causes the character to be in "Cool-down Fatigue." During this time no other skill with a Cool-down may be used until the "Cool-down Fatigue" is complete. Any other skill may be used as normal, but note that using any other skill will also restart your Cool-down Fatigue count. The "Cool-down Fatigue" is interrupted as a Charge skill except that you may move normally during this time, and if interrupted the Cool-down count must be restarted.

Unlearning Skills
Sometimes you think that your character has undergone a dramatic change and their current skill set does not fit the character anymore. Over time the character may unlearn current skills to learn different skills. Once a skill is unlearned all of the points that were invested are returned to the character and can be re-spent. Listed below are the times it takes.

One event to unlearn all skills in one discipline.
One event to unlearn one part of a path (Basic, Advanced or Master)
One event to move your lifestyle in one direction.

To unlearn a path or discipline you spend an event not using any of the skills of what you are unlearning. In order to move lifestyles you do not collect money for that event and cannot use any disciplines exclusive to that lifestyle. You can unlearn one discipline or one path at a time. You may move your lifestyle at the same time you change a path or discipline.

Focus Items
Focus Items may be created at check-in by paying the full cost of the Focus item desired.
You must have a Spell skill from either Wizard or Arcanist of equal level to a Focus Item you create. ( I.E. you must have at least 1 Advanced Spell Skill to make an Advanced Focus Item). A Focus Item to be effective must be wielded in the spell caster's hand. The spell caster may combine the Advanced and Master Focus Items into the same item at creation. Craftsmen may combine Focus Items with a weapon, but it must be evident with decorative details, such as runes, etc, on the phys-rep. The Focus Item is shatterable even if not a weapon, and if shattered you must spend 1 hour for an Advanced Focus Item and 2 hours for a Master Focus Item plus the cost and visit NPC camp to receive a new tag. You are only allowed 1 Advanced and 1 Master focus item in use at one time

Sage: Utilize resource
The Sage knows how to use the resources around them more effectively and thus they may trade any combination of resources in at check-out to purchase Wealth Levels.

Sage: Necropsy
Necropsy (Timed Skill) - Given some time at a crime scene a character with Necropsy can discern details about what happened. By spending 15 Minutes observing the scene they may ask the GM information about the crime scene, details such as number of people involved, types of weapon used, approximate size of people are things that may be learned. This skill may also be used to cover up a crime scene and even incriminate someone else, by spending the same 15 Minutes you may plant evidence, or place false clues. (Multiple Necropsy Skills may work together to increase the effectiveness of this skill.)

Sage: Mimic
With this skill the Sage may mimic any first level Discipline or Basic Path skill except for Arcanist, Diplomat, Wizard Path skills or anything from the Heroes and Villians Expansion book. It takes 5 minutes to receive the skill, but the skill lasts until the Sage begins to Mimic a different skill or the end of the event. Any armor restrictions of the mimicked skill still apply.


Assassin: Disguise
Disguise - Passive/Timed Skill while changing costume -
A character with the Disguise skill takes 1 hour to disguise themselves as a non-specific member of any race. Once they are fully disguised the character must report to NPC camp where they will be re-introduced into the game within a span of time determined by the GM's. While under the effects of this skill no one can recognize the character in disguise unless they examine the character with Spot for 2 Minutes. The character with Disguise must either be willing to be examined or unable to resist the examination. When the character with Disguise dies the disguise does not automatically end, but if the dead body is searched for 1 Minute (no skill required), or 30 seconds with the Spot skill then the identity of the character is revealed.

Druid: Scout
Scout: Scout
Scout (Timed Skills) - A character must spend 15 Minutes scouting the wilderness to gain information about a specific plot, or generic information about wilderness activity in the area. The character may also track PC's or NPC's with this skill but this takes considerably less time than normal Scouting, and the GM overseeing the scene will determine how long it takes to track something. When tracking PC's, if the GM's do not know where the PC's being tracked are, you will not receive any information. You may also use the Scout skill to cover your tracks, by spending the same 15 Minutes you can cover your tracks making it harder to be tracked, or to even lay false tracks if you have multiple levels of Scout available. (Multiple Scout Skills may work together to increase the effectiveness of this skill).


Heroes and Villians

Rouge: Dive for Cover
"When a Game Stop is called for an in-game area effect (Spell, etc.) the Rogue may choose to spend 1 Life Point to move out of the area of that effect. The Rogue cannot use this skill if the area effected is "All within the sound of my voice," or one that affects the entire game and/or scene. The Rogue must move to the closest position that is out of the area of effect, but may not end that movement closer to what created the effect."

Seer: 4th Level Discipline Skill
Touch of Fate - This skill allows you to bestow to a target the ability to potentialy alter their fate. It takes an uninterrupted 5 Minutes to bestow this advantage. When the 5 Minutes are up the target gains a Seer Hero Point (that goes away at the end of the event if not used) and the Seer reduces their Maximum Life Points by 1 until the end of the event. Lastly the target may only have 1 Seer Hero Point at one time. Seer Hero Points are used just like regular Hero Points. The Seer will receive a number of Seer Hero Point tags to give out at check-in equal to his starting Maximum Life Points. If the Seer changes his/her Maximum Life Points during the event, it will not increase or decrease the number of Seer Hero Point tags they have for the event.

Tsunotaur: 4th Level Discipline Skill
Thick Skulled - A Tsunotaur may spend a life point to ignore any call with the word “Sleep” or "Knockout” in it.

Valkyn'Vi: Necropsy
Necropsy (Timed Skill) - Given some time at a crime scene a character with Necropsy can discern details about what happened. By spending 15 Minutes observing the scene they may ask the GM information about the crime scene, details such as number of people involved, types of weapon used, approximate size of people are things that may be learned. This skill may also be used to cover up a crime scene and even incriminate someone else, by spending the same 15 Minutes you may plant evidence, or place false clues. (Multiple Necropsy Skills may work together to increase the effectiveness of this skill.)

New Potion Rules
Notes: This brings the current rules up to date with what has been run at the events for the past year.


Basic Potion - Camouflage
Notes: This potion used to only last until the 'End of Scene'.
Type - Transmutation
Effect - Once Imbibed this potion increases the time it takes to discover someone under the effects of disguise by double the normal time. I.E. a body search must be done for twice as long as normal. This lasts until the Disguise skill is canceled.

Advanced potion - Amnesia
Notes: This Potion has been reworded.
Upon imbibng this potion the imbiber will have no memory of the Current Scene (this includes actually drinking the potion). As soon as the potion is consumed the imbiber falls unconcious for 1 minute (if you can resist the Sleep effect you can also resist the potion). Upon waking you are considered to have entered a new scene.

Advanced Potion - Cure 4
Notes: This potion used to be a Cure 3.
Type - Instant
Effect - Cures 4 LP of damage. This may not raise your LP above their maximum.

Advanced Potion - Strength of the Body
Notes: This potion used to only grant 2 LP.
Type - Transmutation
Effect - Your Maximum Life Points are increased by 4 and you are also healed for 4 Life (the healing effect is a one time effect and cannot be improved through Administer.) This lasts until the end of the current Combat/Scene.

Advanced Potion - Purify the Body
Notes: This potion used to be a Master level potion.
Type - Instant
Effect - This potent mixture cures the Imbiber of any Poison and/or Disease currently afflicting them. The downside is that for 1 Hour their Life Points may not be healed.

Master potion - Cure 6
Notes: This potion used to be a Cure 4.
Type - Instant
Effect - Cures 6 LP of damage.This may not raise your LP above their maximum.

Master potion - Strength of the Mind
Notes: This Potion used to be an Advanced potion and now grants immunities.
Type - Transmutation
Effect - You gain the skill "Immunity to Taunt, Fear and Charm".
This lasts until the end of the current Combat/Scene. (Used to be an Advanced potion that gave Resist Mind effects - was moved to Master potion and grants Immunities now).





New Building Rules

Creating Buildings
There are several buildings that can be created in game. Most of the building types are built off stage and are used to alter trade or military in the game, these buildings will be discussed further in the Heroes and Villians Expansion. Any building that is built on site must be physically represented and there should be some attempt at making the building "look" as it is supposed to look.

Building Types

Basic Buildings
Basic Buildings can be created in game, but must be represented by a believable physical representation. This means you can use an existing cabin structure, a portable pavilion, or tent. It is recommended that people use custom pavilions that can be made to look like hide, cloth or some similar material.

A Basic building can be destroyed by a minimum of 4 characters through various means, brute force, simulated fire, etc. See the GM staff if you are unsure if can destroy a building with the tools at hand. Regardless of the means it will take the 4 characters 15 uninterrupted minutes to destroy the building. If any of the 4 characters are interrupted the entire count must be restarted. The destruction must be made as loud and as obvious as possible by the 4 characters as well. At the end of the 15 minutes the building is destroyed and all items and characters within are destroyed/killed. If a Siege weapon is used against a Basic building see the individual Siege weapon for its effect.

Reinforced buildings
Reinforced Buildings can be created in game, but must be represented by a believable physical representation. This means you can use an existing cabin structure, a portable pavilion or tent. It is recommended that people use custom pavilions that can be made to look like stone, metal or some other hardened material.

A Reinforced building is a much stronger structure than a Basic building and requires a Siege weapon or its equivalent to destroy. See the individual Siege weapons for rules on destroying Reinforced structures.

Building Costs

Small Basic Building - Cost = 8 Supplies and 2 Secondary Resources. 10 SP
Medium Basic Building - Cost = 15 Supplies and 4 Secondary Resources. 15 SP
Large Basic Building - Cost = 22 Supplies and 6 Secondary Resources. 20 SP

Small Reinforced Building - Cost = 15 Supplies and 4 Secondary Resources. 20 SP
Medium Reinforced Building - Cost = 30 Supplies and 8 Secondary Resources. 30 SP
Large Reinforced Building - Cost = 45 Supplies and 12 Secondary Resources. 40SP

Special Building - Special buildings that require discussion with a GM to construct.

SP = Structure Points

(If you are unsure of what size your building falls under, just ask a GM).

Vaults (Special Building)

Small Vault - Cost = 15 Supplies and 4 Secondary Resources. Considered a Reinforced building for purposes of being destroyed. If built within a building the Vault is not destroyed if the building is, it must be destroyed separately. 20 SP

Medium Vault - Cost = 30 Supplies and 8 Secondary Resources. Considered a Reinforced building for purposes of being destroyed. If built within a building the Vault is not destroyed if the building is, it must be destroyed separately. 30 SP

Large Vault - Cost = 45 Supplies and 12 Secondary Resources. Considered a Reinforced building for purposes of being destroyed. If built within a building the Vault is not destroyed if the building is, it must be destroyed separately. 40 SP

General rules –

1. A Vault must be the same size as the Building it is being built in, unless GM permission is acquired that says otherwise.
2. The door to a vault may be hidden with “Spot”. In this case a tag must be placed in a hidden location inside the building that if found, indicates the finder goes to NPC camp. If the finder has “Spot” they can find the actual door.
3. A Vault starts with 1 Reinforced Vault Door, if you desire you may construct more as it is being built at no cost, save for the cost of the Doors themselves.

Doors

Basic door - 1 Supplies - All Basic Buildings come with 1 Basic door with their base cost. (30 Minutes to build). This door has 1 SP.

Reinforced door - 2 Supplies - 2 Steel - All Reinforced Buildings come with 1 Reinforced Door with their base cost. (1 Hour to build). This door has 5 SP.

Reinforced Vault Door - 4 Supplies - 6 Steel -This door may only be placed on a Vault and each Vault begins with one. (2 Hours to build). This door has 10 SP.

Special Doors - Doors that do not follow the rules for other doors, constructed with the aid of a GM.

General rules -

1. When constructing a building the player may add the cost of any additional doors into the buildings construction cost and they will be a part of the building once finished.

2. All Doors of a building must be clearly marked as what type of Door it is, otherwise it cannot be used for entering and exiting a building.

3. It takes a Craftsman 15 minutes and full access to a building to replace or remove an existing door. The only exception is the Reinforced Vault Door which takes 30 Minutes and full access to the Vault.

4. Any type Door may go on any type building, you may put a Basic door on a Reinforced building, or a Reinforced Door on a Basic building.


Structure Points

Buildings and Doors have a certain number of Structure Points that represents how much damage they can take before being destroyed or unuseable.

General Rules –

1. A character with a Headed weapon may do Structure Point damage to Doors at a rate of 1 SP per 5 minute uninterrupted count. They cannot do damage to a building without special GM approval. If the character is a Craftsman, or a Craftsman is present they can reduce the time to 2 Minutes 30 seconds to do 1 SP of damage to a Door.

2. When Repairing Structure Point damage to Buildings In-game, Craftsman get a bonus for each additional Craftsman that helps repair the building. 1 Craftsman – no bonus, 2 Craftsman reduces each Craftsman’s repair time by 30 seconds, 3 Craftsman reduces each Craftsman’s repair time by 1 Minute, and 4 Craftsman reduces each Craftsman’s repair time by 2 Minutes. No further bonus applies after 4 Craftsman.


3. When repairing a Building or Door, if the structure is being damaged the Craftsman must restart their count each time what they are repairing is hit.

4. In-between events Craftsman can be assigned to repair any SP damage that a Building or Door has from the event – this is considered a Non-action and does not take the place of any other action the Craftsman wishes to take in-between events. The Level of the Craftsman determines how many SP they may repair in-between events.
1st Level: Up to 5SP repaired between events
2nd Level: Up to 10SP repaired between events
3rd Level: Up to 20SP repaired between events
4th Level: Up to 40SP repaired between events
These Repair points may be spread between any number of buildings the Craftsman desires.


New Siege Weapon Rules

Creating Siege Weapons
Master Craftsmen can also create siege weapons. These items must be physically represented and the phys-reps must be approved by a GM before use. Below are the siege weapons that can be created. Unless otherwise noted it requires a Level 4 Craftsman to build anything in this section.

Battering Ram
Cost: 2 Supplies
Upkeep: None
Time to Create: 15 Minutes
It takes 4 people to operate and utilize a battering ram. After a 1 Minute charge they can deal 1 (one) point of Structure Damage to a Door. Anyone may create and use this item. If a Craftsman is utilizing the Battering Ram or is present during the destruction of the Door, the time to deal 1 (one) point of Structure Damage is reduced to 30 seconds.

Ballista
Cost: 4 Supplies and 3 Steel
Upkeep: 3 Silver
Time to Create: 3 Hours
Crew: 1 Character
A Ballista fires large bolts to heavily damage armored opponents. The Ballista requires 1 operator and 30 seconds to load a bolt which deals a Base damage of 5 Vorpal. If being utilized by an Archer, they may add their Discipline skills in with the Ballista. (Adding Magic to the call, Max damage = 12 Vorpal with max skill for an additional 40 second load time). Anyone may utilize a Ballista.



Light Catapult/Trebuchet Cost: 8 Supplies, 4 Steel Upkeep: 5 Silver
Time to Create: 5 hours
Crew: 2 Characters
This Siege weapon holds 1 Packet with a base damage of 5 Crush. It takes 2 characters (one of which must be a Craftsman or Grenadier) 15 seconds to load the weapon. A Grenadier may increase the load time to 30 seconds and either increase the damage of the 1 Packet to 10 Crush, or they may increase the load count of the weapon to 5 Packets, each which do 5 Crush. Once loaded anyone may fire the weapon. If used against Buildings follow all of the above rules, but the damage for a 15 second count is 2 Structure Points. If a Grenadier increases the load count to 30 seconds the weapon deals 5 Structure Points of damage.

Heavy Catapult/Trebuchet Cost: 16 Supplies, 8 Steel Upkeep: 1 Gold
Time to Create: 5 Hours
Crew: 3 Characters
This Siege weapon holds up to 10 Packets with a base damage of 5 Crush. It takes 3 characters (one of which must be a Craftsman or Grenadier) 60 seconds to load the weapon. A Grenadier may increase the number of packets by up to 5 at no cost. Once loaded anyone may fire the weapon. If used against Buildings follow all of the above rules, but the damage for a 60 second count is 10 Structure Points of damage to Buildings and Doors.

General Rules

1. When utilizing a Siege weapon any character that is part of the "Crew" must be in contact with the siege weapon during any count involved in loading the weapon or firing it.
2. If the Siege weapon or any character that is part of the “Crew” is disrupted, the count must be re-started from the beginning.

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