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Utgard Odyssey

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Utgard Odyssey Campaign Guide Version 1 The very first Heimr LARP campaign www.heimr.nl Credits Brian Bors Wilco Copperjaw Arjen-Wander Hiemstra Copyright 2009-2012 Heimr and Contributors. Permission is granted to copy, distribute and/or modify the contents of this document under the terms of the GNU Free Documentation License, Version 1.3 or any later version published by the Free Software Foundation; with no Invariant Sections, no Front-Cover Texts, and no Back-Cover Texts. For more information about Heimr or this document please visit the Heimr website at www.heimr.nl or mail us at [email protected] --I-- ABOUT THIS DOCUMENT Utgard Odyssey is the first Heimr LARP campaign. This campaign will consist of a not yet specified number of one-day LARP events. This document is a collection of the most relevant resources players who wish to participate in this event will require. You will find information about the campaign in this document. For infor­ mation about specific events please check our forum at http://forum.heimr.nl/. This document is separated into four parts. The first part contains information about the campaign and about how Heimr LARP is different from most other LARPs you might know. The second part contains the rules of the LARP game. These are the things players should know before entering the game. The third part is about how to create a and grow your character. And the forth part contains all the skills, items and conditions characters can choose from. --II-- TABLE OF CONTENT About This Document.....................II 8.1. 8.2. 8.3. 8.4. 8.5. Table of Content..........................III PART I: Utgard Odyssey..................1 1. The Campaign...........................1 9. Items.....................................10 9.1. Physreps................................10 9.2. Durability...............................10 9.3. Item cards..............................10 2. New Kind of LARP.......................1 3. Future Plans..............................2 PART II: LARP Core Rules................3 PART III: Heimr Setting................11 10. Creating a Character...............11 4. Safety......................................3 4.1. 4.2. 4.3. 4.4. Safety Calls..............................3 Combat Safety..........................3 Equipment Safety......................4 Physical Contact........................5 5. Game progression......................5 5.1. Game Masters..........................5 5.2. Time calls................................5 5.3. Signals....................................5 10.1. 10.2. 10.3. 10.4. PART IV: Domains........................13 12. Armed Combat.......................13 12.1. Single Medium Weapon..........13 12.2. Medium Weapon and Shield. . . .13 12.3. Dual Wielding........................14 12.4. Staffs and Pole Arms..............14 12.5. Archery................................14 12.6. Throwing Weapons.................14 12.7. Defensive.............................14 12.8. List of Skills..........................14 12.9. Items...................................20 12.10. Templates...........................24 Hit Points.................................6 Willpower.................................6 Skills.......................................6 Conditions................................6 Concentration...........................6 Willpower Pool..........................7 7. Combat....................................7 7.1. Weapon Types..........................7 7.2. Effects.....................................7 7.3. Movement and Restraint............8 Character Races....................11 Domains...............................11 Skills and Conditions..............11 Items and Money...................12 11. Racial Conditions....................12 6. Characters................................6 6.1. 6.2. 6.3. 6.4. 6.5. 6.6. Short Rests..............................9 Effects from trauma...................9 Physical Trauma........................9 Unconsciousness.......................9 Dying.....................................10 13. Battlefield Surgery..................24 8. Health......................................9 --III-- 13.1. 13.2. 13.3. 13.4. Treating Injuries....................24 Conditions............................30 Items...................................31 Templates.............................31 PART I: UTGARD ODYSSEY The Utgard Odyssey campaign is centred around a Midgardian merce­ nary group on an expedition through a region of the world of Heimr known as Utgard. 1. THE CAMPAIGN The Utgard Odyssey campaign will be a regular series of LARP events, held every two months on a Saturday or Sunday. The events last for an afternoon and will be held in the forests of Soest. Regular attendance will not be required, though players that have a regular character will have priority over those that do not in case the event is full. The events of Utgard Odyssey will be free of charge as long as we can manage a free terrain. Attendants of the events must be 18 years or older. Use of alcohol or drugs is not permitted during the events. Donations are very much appre­ ciated. They help us pay for costumes, equipment and server space. For details about specific events check out our forum at http://forum.heimr.nl/. 2. NEW KIND OF LARP • Characters with zero or less HP are injured. If you are not injured and take a short rest, regain your HP. • Every character has willpower, which they can spend to activate specialized abilities/powers. • The lower a character's willpower, the less likely it is they will survive getting injured. • There are cards for skills/conditions so you can reread them, and for items so that if you steal some­ thing, you only take the card. • Character skills are grouped in domains. Each domain is like a class, except you can have as many as you like. Heimr LARP is still in it's early stages. Though much has already been done, there is still much more remaining. Because of this, new player options will become available as the campaign progresses. It also means that we may come across unforeseen problems and we might have to update some of the rules between the events. We will try our hardest to keep the impact for players to a minimum. In most LARP games the rules are very similar. This is because they bor­ row many of their rules from other well known LARPs. Heimr LARP rules are build from scratch. Much thought has gone into understanding what parts of common LARPs work well, and what parts do not. This has resulted in a rule set that is somewhat experimental and may contain some ideas unfamiliar to you. The most important differences are as followed: • Most weapons do more then one HP damage. • Characters have total body HP. --1-- 3. FUTURE PLANS If attendance keeps up, we hope to run this campaign for at least a years. In this time we expect to add several new domains. These will include; Divine magic, the domain of priests and crusaders; Battlefield tactics, which empowers teams who cooperate effectively on the battlefield. In addition to this LARP Campaign, the Heimr world is also represented on Vortex Adventure LARPs. We are also currently running the very first Heimr Tabletop Campaign using a rule set similar to the LARP rules. For more information about any of these, or if you are interested in contributing, please contact us. --2-- PART II: LARP CORE RULES In the Heimr LARP Core you will find rules which are common to all char­ acters in a Heimr LARP. Players should know all of the rules in this section before attending a Heimr LARP based on this rule set. Any character specific abilities are documented in Heimr domain sections and do not require memorising. The Heimr LARP is designed to create a highly immersive game environment, in which players can bring their char­ acters to life. Because players are required to know all the rules in this section “LARP Core Rules”, this section of the document has been designed to be as short as possible, given the complexity of the LARP for which it is written. 4. SAFETY LARP is a game which involves some risk. Therefore this chapter is the most important chapter in this document, because in this chapter the rules regar­ ding safety are documented. If you violate one of these rules, you can -and will- be taken out of the game and sent home. Do not risk your own health or the health of other players for any reason. 4.1. SAFETY CALLS There are two calls that anyone can make during any game. These calls are Man down and No play and can be called whenever safety reasons require it. MAN DOWN! You must call Man down! if you or another player require immediate medical attention. When this happens the game is stopped so that medical personnel can attend the injured player. If you are near the injured player you should keep shouting Man down! and wave your arm until medical personnel knows where to go. If you hear somebody call Man down! you should stop playing and sit down. You are only allowed to move if you are in the way of medical person­ nel. Only after medical personnel have given the 'all clear' will the game resume. NO PLAY No Play should be called when a player has trouble coping with the mental or emotional stress of the game. LARP events can be tough on a person. Your character is likely to go through stressful experiences which can effect a player personally. If a player calls No play this means they are out of character and require some space. You may continue the game without this character, or pause the game temporarily. 4.2. COMBAT SAFETY The most important rule when deal­ ing with LARP weapons and combat is to never stab with these weapons. LARP weapons contain a fibre core which will break out and hurt people. For the same reason, do not place your LARP weapon on its tip. Avoid hitting a person's head, neck, groin or breasts. Note that if you duck suddenly or move unexpectedly during combat, you risk getting hit on one of these locations yourself. Take care not to force your opponent into difficult terrain. Warn him if he is about to run into trees, camp fires or other obstacles. Do not use effects that force people to act in a certain way. Instead, wait until you have cleared the obstacles and continue fighting. --3-- You should not put your full force behind your swings. Instead, swing like you would normally but just before hitting your opponent slow down your swing, such that it becomes a light tap. You will not do more damage if you hit harder, instead you will be hurting people. When you hit, or if your weapon is blocked in some way, pull back your weapon as soon as possible. When LARP weapons keep touching each other, it will tear the latex due to friction. Great weapons and pole weapons should always be held with two hands while fighting. Also, pole weapons may not be held with both hands at an end. Throwing weapons should not be thrown in an arc over people or objects, as you are very likely to hit heads and have no direct control over how the projectile lands. You are not allowed to hit enemies with a shield but you are allowed to block enemies with your shield by placing your shield against them. If you are using a blowgun, you are not allowed to use it while within two metres of an oppo­ nent. Bows may only be fired by people that have a licence to do so. These licences can be obtained on every event by completing a small test. Ask the DM's for more information. You are not allowed to use a bow while within two metres of an opponent. Out-of-character people or people wearing red-white lint may never be attacked with LARP weapons. 4.3. EQUIPMENT SAFETY All equipment must be inspected prior to the game. All equipment which is deemed unsafe will be taken by the game masters. You will get them back after the game. You will only receive item cards for equipment that has been inspected. Any equipment that does not have an item card is not allowed to be used in the game. For more information see Chapter 8. One last important rule to consider is that if the game master checking your equipment does not consider this equipment to be safe, you are not allowed to use it. This it not negotiable. The following requirements will be tested for: WEAPONS • Weapons should have a single-piece glass-fibre core. • Every part of the core should be covered in at least half a centimetre of soft foam. Exception for the part used to hold the weapon. • The foam should be attached tightly to the core. • All parts of the weapon not directly connected to the core, should be flexible enough to contract and compress. • Weapons should not bend or create a whip-like motion. • The entire weapon should be covered by a layer of latex, except for the parts that are used to holding the weapon, which can be covered by leather or a similar material. • A few small holes in the latex of up to one centimetre in diameter will be accepted, though they should be fixed as soon as possible. • Throwing weapons should not have a core. However. it is allowed to slightly weigh them using leather. BOWS • Only 30-pound bows or lower may be used. • Only flat headed LARP arrows may be used. --4-- SHIELDS 5. GAME • Shields should consist of a relatively hard grip attached to a core of harder material and padded with foam. LARP games should progress smoothly, without big interruptions. This chapter explains the mechanisms used in Heimr to prevent the game from stalling. • The foam should be covered by latex, similar to weapons. • At least all of the front surface of the shield should be covered with half a centimetre of foam, with about a centimetre of additional foam around the edges. This means that shields made out of a single piece of hard material (like wood) with soft foam around the edges are not allowed on Heimr events. • Shields should be able to bend slightly, but not enough to create a whip-like motion. ARMOUR AND CLOTHING • Try to avoid wearing armour and clothing that easily strangles people. For example, try to avoid overly long or wide sleeves. PROGRESSION 5.1. GAME MASTERS Game Masters are the directors of the game. They make sure the story progresses as it should and direct the NPCs to that end. Game masters are also there to help you if you are unsure about the rules and to referee when players have a conflict. You should fol­ low the instructions the Game Master gives. If you do not agree with a ruling you may make one, and only one, appeal to the Game master. If he or she is not convinced by your argument, the ruling is final and the game continues. You may discuss the issue after the game. 5.2. TIME CALLS • Spikes and other dangerous protrusions should be made from foam and covered by latex. The rules for throwing weapons apply to these protrusions. Note that this applies primarily to custom made equipment. Most forms of normal armour do not feature large enough protrusions to become danger­ ous. 4.4. PHYSICAL CONTACT LARP involves physically interacting with other players. It is important that players respect each other's private space. Therefore only light physical contact is allowed without consent. (for example: touching a shoulder, shaking a hand) If you are unsure the other person minds physical contact, refrain from it. Be careful when pushing or pulling people as this may lead to people falling over. There are four time calls. These calls can only be made by a Game master. • Time Freeze: The game stops and every player must close his or her eyes while humming to drown out any noise. • Time Stop: The game stops. The calling Game Master usually has some instructions for you after this. • Time In: The game starts (again). • Time Out: The game stops completely. 5.3. SIGNALS There are two signals you might see from players during a game. RAISED HAND A raised hand indicates that this player is out of character and should be ignored. You may only do this by permission of a Game master. --5-- WHITE-RED RIBBON The second signal is a white and red ribbon worn by a player. You should not attack this person. If you wish to attack the character, you instead say you attack them. For every second you remain within two metres of this char­ acter you deal weapon damage. If you have an injury which might make it dangerous for you to be attacked during combat, you should notify a Game master. 6. CHARACTERS There are four things that make up a character: Hit points, Willpower, Skills and Conditions. These thing will be explained in this chapter. Which and how many a character has depends on things such as race and equipment. Creating a character can be done using the Heimr Character Creation and Maintenance document. 6.1. HIT POINTS Hit points represent the likelihood of a character surviving an attack. Things that increase your chance of survival, such as armour or a strong body, can increase your hit points. When a char­ acter is hit by an attack, they lose hit points equal to the damage of the attack. If a character reaches zero or fewer hit points, he or she will receive a Physical Trauma. Hit points are restored after a character takes a short rest. See "Short Rest". 6.2. WILLPOWER Willpower is a character's way of pushing through tough situations or achieving extraordinary things. When your character is losing or spending willpower he or she is going through something emotional. This could be courage, fear, sorrow or anything else. You should role-play these emotions while your character is experiencing them. Characters with high willpower will feel like things are looking up for them, whereas characters with low willpower will be more inclined to give up and surrender to the situation. To restore willpower, there will be characters that can help. 6.3. SKILLS Skills let you fight better, help others, create items, etc. Players must carry skill cards for every skill they have. These are provided by the event organization. Do not use the skill if you do not have the card. A description of the skill is provided on the skill card. All skills can be found in the Heimr domain documents. You can only use one skill at a time. Using a skill may cost one or more willpower. 6.4. CONDITIONS A condition is a character's state of being. This may be physical or mental. The event organization will provide cards for all conditions. Players must carry all condition cards of their character. Conditions include such things as race, social disorders or disfigurement. A condition can override rules in this rule-book for individual characters. All conditions can be found in the Heimr domain documents. 6.5. CONCENTRATION Skills, conditions and items that require Concentration, require you to perform some action uninterrupted for a certain period of time. An action is interrupted when you receive damage, or are subject to an effect. You cannot perform any other actions than described in the skill. --6-- 6.6. WILLPOWER POOL Some skills, conditions or items do not have consistent outcomes. The outcome is determined by the total amount of willpower of all the char­ acters involved. The total of all the willpower is called the willpower pool. Some outcomes only occur if the willpower pool is equal to or higher then the pool's target. For instance, a willpower pool might require 8 willpow­ er. More random outcomes might only occur if the willpower pool can be divided by a number. For instance if the pool is divisible by 4 (so, 4, 8, 12, etc.). WEAPON TYPES Weapon type AND 7. COMBAT 7.1. WEAPON TYPES In Heimr LARP any character can wield any weapon, as long as he has an item card and physrep for it. There are several different types of weapons, depending on length and usage. When you are hit by a weapon, subtract the damage corresponding to the weapon type from your HP. If an attacker makes a damage call (e.g. Hit 3) subtract the called number rather then the default. DAMAGE Damage Description Throwing 1 LARP weapons without a solid core. Light 1 LARP Weapons with a maximum length of 60cm. Staff 1 LARP weapons that resemble wooden sticks between 150cm and 215cm long. Medium 2 LARP Weapons with a length between 60cm and 110cm. Pole 2 LARP weapons meant to resemble spears and similar weapons with a length between 150cm and 215cm. Great 3 Two handed LARP weapons with a length between 110cm and 150cm. Bow 3 Bow and LARP-safe arrows. 30 pound bows are the maximum. 7.2. EFFECTS Effects are ways in which a character is influenced by the game. Effects can be called by characters or by a Game master. Effects have a default number. If a number is called with the effect, use this number instead of the default. With Hit and Drain the number indicates how much you lose and with Break the number indicates how strong the break effect was. These have a default of 1. With all other effects the number following the effect is the number of seconds it lasts (default 2). For example "Stumble four" is a stumble effect that lasts four seconds and "hit two" is a hit effect that costs two hit points. If a term is called before the effect, this indicates the effect source. For example "Divine stumble" is a stumble effect that is caused by a divine source. You can ignore this unless you have a specific weakness or defence against such an effect source. An effect always works when it is called. Players are thus not allowed to call an effect when they are not sure all the requirements needed to call it are met. --7-- EFFECTS Effect AND DESCRIPTION Default Description Hit 1 You lose one hit point. If this effect is called while you are hit with a weapon, the effect replaces the normal damage done. Drain 1 You lose one willpower. Break 1 This effect can be called on items. If the break effect is strong enough the item is destroyed. (See Durability.) Fall 2 You fall to the ground. After two seconds you can stand up again. Drop 2 You let go of the item in the hand, it drops to the ground, after two seconds you can pick it up again. Stumble 2 You stumble about two meters away from the opponent for two seconds while you regain balance. This is the default effect of getting hit by a blow dart. No call will be made. The stumble must be performed to show the person using the blowgun that the dart has hit. Daze 2 You are disorientated for two seconds. You cannot attack, defend, use skill or run. Bind 2 This effect is called on a body part and lasts two seconds. Binds can be done on the following location: • Hands: You cannot pick up any items or use your hands. Keep your hands together. • Arm: Keep your arm attached to whatever it is touching at the moment. • Feet: You cannot walk or run, keep your feet together. You can only jump or crawl. • Leg: Keep your leg attached to whatever it is touching at the moment. • Body: You cannot move from your current position Resist - The effect of an attack was negated/blocked/resisted or reduced to a less powerful effect. Miss - An opponent's attack didn't do damage and the effect was resisted (see above). 7.3. MOVEMENT AND RESTRAINT Some characters can not move, or do not want to be moved. Do not go tugging or pushing people. To keep it friendly the following rules apply: • One character can move a willing character which has received a physical trauma on one leg. • Three characters can move an unwilling bound character. • Four characters can move an unwilling character. • Two characters can move an character unable to stand and resist. --8-- 8. HEALTH A character's health is of critical importance. This chapter explains what you can do to stay healthy, and what will happen if you do not. Skills for healing can be found in the various domains. 8.1. SHORT RESTS By taking a short rest, characters who have more then zero HP can restore all their HP. Characters who are injured (zero or less HP) can not take a short rest. The short rest must be uninterrupted for at least five minutes. During this time a character may not use skills, engage in combat, do physically straining activities such as running, get upset or angry. Any player that is not very active will find themselves meeting the conditions of being at rest most of the time. 8.2. EFFECTS FROM TRAUMA When a character is hit with an at­ tack that causes physical trauma, they receive an effect based on what body part got hit by the attack. The effect lasts as long as the character has any physical trauma. Characters can have multiple effects from physical trauma, if they are hit on multiple body parts when suffering from physical trauma. The effects are as followed: Either arm Drop item Leg(s) Fall Torso Daze 8.3. PHYSICAL TRAUMA There are three levels of physical trauma, depending on how low your HP is. The three levels are: HP Resulting injury Bloodied 0 or -1 This injury requires treatment. You can't take a short rest. Mangled The character falls unconscious after five minutes. Five minutes -2 or -3 after that, if he or she has not had medical treatment the character dies. Mutilated -4 or -5 The character falls unconscious instantly and dies after two minutes without medical attention. Some skills allow characters to be stabilized. When a character is stable they are no longer dying and regains consciousness. Moving the injured body part will cause the wound the bleed again. Restart counting your injury from zero when this happens. 8.4. UNCONSCIOUSNESS When a character becomes uncon­ scious for a longer time, the player might at some point want to leave. You can leave your unconscious character behind. To do so, leave an article of clothing of roughly the length of your body, in the place where your char­ acter lays. Leave behind all your item cards, money and your character card. Items can be stolen by taking the item cards. You can kill an unconscious character that has no player present, by ripping their character card. --9-- 8.5. DYING If your character dies you should remain lying on the spot for as long as necessary for people to finish playing with your remains. (Note: Do not remain lying on cold, wet ground or in the burning sun for long.) After this you should go see a game master to create a new character or help the team by becoming an NPC. 9. ITEMS Items are things of value which char­ acters own in the game. Every item must have an item card and will usu­ ally require a physical representation (physrep). 9.1. PHYSREPS A physrep is an object that looks like the item it represents in the game. Players must bring their own physreps. The only exception are coins. Only coins provided by Heimr may represent money inside the game. You are allowed to carry one item for which you have no physrep. This is a concealed item. If a player searches you for concealed items you must show the item card from the concealed item. A Large item may not be concealed, this will be noted by the term "Large" on the item card. One large item can be carried in your hands without a physrep. You should indicate you are carrying an item by holding your hands out in front of you, with the card resting on your palms. You should take this item to a con­ cealed location as soon as possible and leave it there until you acquire a suitable physrep. 9.2. DURABILITY Every item has a durability value. This number indicates how difficult it is to break that item in such a way that it becomes useless. If an item has a durability of 0, any player can destroy it simply by smashing it. Any item with a durability of 1 or higher can only be destroyed by the break effect. If the break is equal to or stronger than the item's durability, it is destroyed. For example a sword with durability 3 can only be broken with a break 3 or higher effect. When an item is destroyed you must remove all markers from the item card. Some item cards have more than one marker. If you find an item card with­ out markers the item is broken and cannot be used. 9.3. ITEM CARDS On a Heimr LARP, all items that are of any value, except coins and throw­ ing weapons, have an item card. An item card contains the name, average price, durability, the kind of physrep that is required and the effect given to its owner. The item card must be attached to the physrep. A physrep without an item card does not exist inside the game and should be kept at the edges of the playing field. Stealing, looting or exchanging items should only be done by exchanging the item card. Do not take other player's physreps without their permission. If you steal an item you must take the item card and attach it to your own physrep. Because most items can be concealed (no physrep), you can steal something without having the physrep with you. If a physrep is on the player's body you must remove the physrep before you can take the item card. For example if you want to steal someone's chain mail you should actually get him out of it, before you can take the item card. Difficult to remove items (like a chain mail) can only be removed from unconscious or willing characters. The unconscious character's player must help removing the item. --10-- PART III: HEIMR SETTING The Heimr setting is a dark fantasy setting, with many different races, gods and occasionally some magic. Heimr is a hard place to live, and an easy place to die. You can play char­ acter on Heimr in LARP or Tabletop games or on our forum. The following chapters contain information on how to create a character, what you can do during down time, and fills in details on the different domains used in Heimr. 10. CREATING A You can choose skills from as many domains as you like. We recommend using 1 to 3 domains for a character. To get an idea of what the domains are about, read their introduction. Some domains may suite you better then others. Currently, the following domains are available: • Armed Combat • Combat Tactics • Battlefield Surgery CHARACTER To create a new character, you must go through the following steps: 1. Pick the race of your character 2. Select the domains in which your character has expertise 3. Choose skills and conditions from your domains 4. Buy items for your character 5. (Tabletop) Set character attributes and abilities • Divine Magic A quick way to build a character is by using templates from the domains you selected. Each template has a point cost for skills and conditions in it, and a copper cost for additional items. You can spend 20 points and 500 copper on templates to complete your character. If you build a character this way, you can skip the next two paragraphs. 10.3. SKILLS AND CONDITIONS Note that you can not choose restric­ ted skills, conditions or items. 10.1. CHARACTER RACES Every character must start by choos­ ing a race. In appendix 1 of this docu­ ment all racial conditions for Heimr are listed. For most races, more then one racial condition is available. This gives players more diversity in portraying characters of the same race. When you've chosen a racial condition, move on to selecting domains. 10.2. DOMAINS A domain is a collection of skills, items, conditions and down time opt­ ions. Every domain has it's own theme and challenges players in a different way. From the domains you've selected you can start picking skills and condi­ tions. Most characters start with 20 points which they can spend on skills and conditions. You can convert up to 5 of these points to extra money for your character. For every point you get 100 copper. Skills are set up in skill trees, with basic skills at the bottom and more advanced skills at the top. To choose an advanced skill, the basic skills is required. Some skills and conditions are divided into multiple levels. The higher the level the more powerful and expensive the skill. You can not choose skills or conditions more then once. This includes skills and conditions of different levels. --11-- 10.4. ITEMS AND MONEY Characters have 500 copper to buy items for their new character. You can choose items from any domain, though you probably won't have much use for items from domains you don't have skills or conditions from except for Armed combat. Most characters will at least buy some kind of weapon and armour. Unlike many role playing games you do not require skills to use weapons or armour. Every character has basic training in every weapon and armour type. Every item has two prices, a shop price and a craft price. The shop price is the price of an item when you buy it in a shop. The craft price is how much it costs someone to craft an item. Unless you have skill that allows your character to craft an item, you must pay the shop price for your items. You can use any copper you haven't spend as starting capital for your character. If you're building a character for LARP, then at this point you're done. The next two paragraphs are for characters that are to be played in tabletop games. 11. RACIAL CONDITIONS The racial conditions for Heimr are currently in development. These will be added to the campaign in a later stage. Until that moment the following racial condition will be used for all char­ acters: condition standard race bonus You have 2 maximum HP, and 7 maximum WP bonus You have 1 indulgence per day; Spend at least 5 minutes doing something your character enjoys. You regain 2 willpower. --12-- PART IV: DOMAINS A domain is a collection of skills, items, conditions and down time opt­ ions. Every domain has it's own theme such as combat, alchemy or leader­ ship. Each domain is designed to add a unique aspect to your role playing experience, by giving you new kinds of characters to explore and new ways to approach problems. Characters with skills or conditions from a domain, will be of a similar or related occupation or calling. The domains have been design­ ed so that you as a player will experi­ ence some measure of what it is like to do the things your character does. A priest for instance, is not just a person shouting magical effects at his opponents. He is someone who main­ tains the relationship between his god and the people. The job of a priest involves conver­ sing with and coaching other char­ acters. From this work he draws his power, and his powers are only effec­ tive if he does a good job. So as a player doing these priestly duties is necessary for your character to be any good as a priest. This can be great fun, if you like that sort of thing. The experiences different domains provide are very diverse. There will more then likely be a few domains you as a player might not like, or which you're quite simply, just not very good at. Before choosing what domains to use for your character, you should read the domain introduction, to get an idea of what kind of things you'll be doing. 12. ARMED COMBAT • Crushing Strike Level 3 (Cost: 8) Also requires Focused Strike Level 3 The Armed combat domain contains skills and items needed during physical combat with weapons and armour. Players that are good at handling medieval LARP weapons will be good at playing characters centred around this domain. • Forceful Disarm Level 1 (Cost: 4) • Forceful Disarm Level 2 (Cost: 6) 12.1. SINGLE MEDIUM WEAPON • Shove Level 1 (Cost: 3) 12.2. MEDIUM WEAPON AND SHIELD • Shove Level 2 (Cost: 5) • Focused Strike Level 1 (Cost: 4) • Focused Strike Level 2 (Cost: 6) • Shield Bash (Cost: 3) • Focused Strike Level 3 (Cost: 8) • Crushing Strike Level 1 (Cost: 4) • Shield Strike (Cost: 2) • Shield Tackle (Cost: 2) • Focused Strike (Cost: 4) • Crushing Strike (Cost: 4) • Crushing Strike Level 2 (Cost: 6) Also requires Focused Strike Level 2 --13-- • Forceful Disarm (Cost: 4) • Lock Weapon Level 1 (Cost: 3) • Lock Weapon level 2 (Cost: 5) 12.3. DUAL WIELDING 12.7. DEFENSIVE • Focused Strike (Cost: 4) • Combat Mobility Level 1 (Cost: 3) • Crushing Strike (Cost: 4) • Combat Mobility Level 2 (Cost: 9) • Forceful Disarm (Cost: 4) • Side Step Level 1 (Cost: 3) • Lock Weapon Level 1 (Cost: 3) • Side Step Level 2 (Cost: 7) • Lock Weapon Level 2 (Cost: 5) • Swiftness (Cost: 3) • Deft Wield (Cost: 4) 12.4. STAFFS AND POLE ARMS • Firm Grip (Cost: 3) • Focused Strike Level 1 (Cost: 4) • Firm Stance Level 1 (Cost: 2) • Focused Strike Level 2 (Cost: 6) • Firm Stance Level 2 (Cost: 5) • Focused Strike Level 3 (Cost: 8) • Firm Footing Level 1 (Cost: 4) • Firm Footing Level 2 (Cost: 8) • Crushing Strike (Cost: 4) • Crushing Strike Level 2 (Cost: 6) Also requires Focused Strike Level 2 • Crushing Strike Level 3 (Cost: 8) Also requires Focused Strike Level 3 • Forceful Disarm (Cost: 4) • Forceful Disarm Level 2 (Cost: 6) • Sweeping blow (Cost: 4) 12.5. ARCHERY • Point blank shot (Cost: 5) • point blank shot level 2 (Cost: 10) • Pinning Shot (Cost: 4) • Pinning Shot level 2 (Cost: 7) 12.6. THROWING WEAPONS • Careful aiming (Cost: 2) • Flinch throw (Cost: 3) 12.8. LIST OF SKILLS The following skills are part of the armed combat domain. Skills fall under sub-categories, it is advisable to only pick skills from the sub-category of weapons your character uses. Every sub-category contains a skill tree with skills to choose from. If you pick a skill that names multiple weapon categories in it's condition you have to choose one of these categories when you learn the skill. You can only perform the skill with a weapon from that particular weapon category. You are allowed to learn those skills multiple times (the cost will be reduced to 1 point), every extra time you buy the skill you get to choose an additional weapon category with which you can use the skill. Skill Shove Level 1 Cost 3 points Willpower 1 Someone is within arm reach Situation while you hold a medium, pole or great weapon. Grab you weapon halfway, at Action the blade or haft and push --14-- Effect Tabletop rules towards your opponent. Don't actually hit your opponent. Call "Stumble" effect on your opponent. You are allowed to do this two times before your next short rest ever time you pay the willpower for this skill. During the tabletop the situation changes into: As a free action you can make an attack with your weapon that does no damage with a minus two consistency, you can only do this against opponents that are in your combat cluster. The effect only happens on a hit. Skill Shove Level 2 Cost 5 points Willpower 1 Someone is within arm reach Situation while you hold a medium, pole or great weapon. Grab you weapon halfway, at the blade or haft and push Action towards your opponent. Don't actually hit your opponent. Call "Stumble" effect on your opponent. You are allowed to do this three times before Effect your next short rest ever time you pay the willpower for this skill. During the tabletop the situation changes into: As a free action you can make an attack with your weapon that Tabletop does no damage with a rules minus two consistency, you can only do this against opponents that are in your combat cluster. The effect only happens on a hit. Skill Focused Strike Level 1 Cost 4 points Willpower 1 When hitting with a medium, Situation great, or pole weapon. While shouting make an Action exaggerated hit with your Effect weapon. You can only make this call when you have hit the opponent. Do not use it unless you are sure! Call a "Hit x" effect. Where x is the damage your weapon would normally do + 1. Under no circumstance may you reuse this power, before your next rest. Skill Focused Strike Level 2 Cost 6 point Willpower 1 When hitting with a medium, Situation great, or pole weapon. While shouting make an exaggerated hit with your weapon. The blow should be dealt while wielding the Action weapon with both hands. You can only make this call when you have hit the opponent. Do not use it unless you are sure! Call a "Hit x" effect. Where x is the damage your weapon would normally do + 2. Effect Under no circumstance may you reuse this power, before your next rest. Skill Cost Focused Strike Level 3 8 points 1, The first time you use this Willpower skill each day it does not cost a willpower. When hitting with a medium, Situation great, or pole weapon. While shouting make an exaggerated hit with your weapon. The blow should be dealt while wielding the Action weapon with both hands. You can only make this call when you have hit the opponent. Do not use it unless you are sure! Call a "Hit x" effect. Where x is the damage your weapon Effect would normally do + 2. Under no circumstance may you reuse this power, before --15-- your next rest. Skill Prerequi­ sites Cost Willpower Situation Action Effect Tabletop rules Skill Prerequi­ site Cost Willpower Situation Action Effect Tabletop rules Skill Prerequi­ site Cost Willpower Situation Action Crushing Strike Level 1 Focused Strike 4 points 2 While hitting a shield or weapon with a melee weapon apart from light weapons. Hit the shield or weapon 2 times, without getting hit, while remaining within 2 meters. Call a "Break 1" effect. Your own weapon also receives a "Break 1" effect. During the tabletop the situation changes into: If an opponent parries or blocks your attack. Effect Tabletop rules Skill Prerequi­ site Cost Willpower Situation Crushing Strike Level 2 Action Focused Strike Level 2 6 points 2 While hitting a shield or weapon with a melee weapon apart from light weapons. Hit the shield or weapon 2 times, without getting hit, while remaining within 2 meters and while wielding your weapon with two hands. Call a "Break 2" effect. Your own weapon also receives a "Break 2" effect. During the tabletop the situation changes into: If an opponent parries or blocks your attack. Crushing Strike Level 3 Focused Strike Level 3 8 points 2 While hitting a shield or weapon with a melee weapon apart from light weapons. Effect Tabletop rules Hit the shield or weapon 2 times, without getting hit, while remaining within 2 meters and while wielding your weapon with two hands. Call a "Break 3" effect. Your own weapon also receives a "Break 3" effect. During the tabletop the situation changes into: If an opponent parries or blocks your attack. Forceful Disarm Level 1 Focused Strike 4 points 1 When hitting someone's weapon with any melee weapon apart from light weapons. Hit an opponent twice and than your opponents weapon, while remaining within 2 meters and without getting hit yourself. Call a "Drop weapon" effect. During the tabletop the situation changes into: "Hit an opponent twice, than parry his weapon or get your weapon parried by him, without getting hit and while remaining in melee range." Skill Forceful Disarm Level 2 Cost 6 points Willpower 1 When hitting someone's weapon with any melee Situation weapon apart from light weapons. Hit an opponent and than your opponents weapon, while remaining within 2 Action meters, without getting hit yourself and while wielding your weapon in two hands. Effect Call a "Drop weapon" effect. Tabletop During the tabletop the rules situation changes into: "Hit --16-- an opponent, than parry his weapon or get your weapon parried by him, without getting hit and while remaining in melee range." Skill Prerequi­ site Cost Willpower Skill Cost Shield Bash 3 points 1, the first time you use this Willpower skill after a short rest, you don't pay the willpower. While carrying a medium or Situation larger shield. Push your opponent (lightly) Action with your shield. Effect Call a "Stumble" effect. During the tabletop the situation changes into: As a free action you can make an attack with your shield using Tabletop the ability needed to use your rules shield. You opponent cannot parry or block this attack, only dodge. The effect only happens on a hit. Skill Prerequi­ site Cost Willpower Situation Action Effect Tabletop rules Situation Action Effect Tabletop rules Skill Prerequi­ site Cost Willpower Shield Strike Situation Shield Bash 2 points 1 While carrying a medium or heavy shield. Push your opponents body (lightly) with your shield. Call a "Hit" effect. Under no circumstance may you reuse this power, before your next rest. During the tabletop the situation changes into: As a free action you can make an attack with your shield using the ability needed to use your shield. You opponent cannot parry or block this attack, only dodge. The effect only happens on a hit. Action Effect Tabletop rules Shield Tackle Shield Bash 2 points 1 While carrying a medium or heavy shield. Push your opponent (lightly) with your shield. Call a "Fall" effect. During the tabletop the situation changes into: As a free action you can make an attack with your shield using the ability needed to use your shield. You opponent cannot parry or block this attack, only dodge. The effect only happens on a hit. Lock Weapon Level 1 Focused Strike 3 points 1 When hitting someone's weapon with any melee weapon apart from light weapons. Hit an opponent twice and than touch your opponents weapon simultaneously with either both your weapons or with a shield and a weapon, while remaining within 2 meters and without getting hit yourself. Call a "Drop weapon" effect. During the tabletop the situation changes into: "Hit an opponent twice, than parry his weapon, without getting hit and while remaining in melee range." Skill Lock Weapon Level 2 Cost 5 points Willpower 1 When hitting someone's weapon with any melee Situation weapon apart from light weapons. --17-- Action Effect Tabletop rules Skill Prerequisit es Cost Willpower Situation Action Effect Hit an opponent and than touch your opponents weapon simultaneously with either both your weapons or with a shield and a weapon, while remaining within 2 meters and without getting hit yourself. Call a "Drop weapon" effect. During the tabletop the situation changes into: "Hit an opponent, than parry his weapon, without getting hit and while remaining in melee range." Action Effect Hit with a throwing weapon. Call a "Stumble" effect. Skill Cost Willpower Situation Point Blank Shot Level 1 5 points 2 While wielding a bow. Aim for at least 2 seconds while standing still, closing one eye. This is a concentration skill. You can only perform this skill as soon as an enemy steps within 2 meters of you, although you can begin aiming earlier. Call a "Hit 3" effect when using a bow. Under no circumstance may you reuse this power, before your next rest. Action Sweeping Blow Focused Strike 4 points 1 When using a staff or pole weapon against an opponent Hit an opponent on a leg with your weapon. Call a "Fall" effect. Skill Careful Aiming Cost 2 points Willpower 1 When targeting a person Situation while using a throwing weapon or dart. Aim for at least 2 seconds while standing still, closing Action one eye. This is a concentration skill. Call a "Hit" effect when using a throwing weapon. Call a "Stumble" effect when using Effect a dart. Under no circumstance may you reuse this power, before your next rest. Skill Flinch Throw Cost 3 points Willpower 1 When targeting a person while using a throwing Situation weapon, and being within 2 meters. Effect Skill Cost Willpower Situation Action Effect Point Blank Shot Level 2 10 points 1 While wielding a bow. Aim for at least 2 seconds while standing still, closing one eye. This is a concentration skill. You can only perform this skill as soon as an enemy steps within 2 meters of you, although you can begin aiming earlier. Call a "Hit 3" effect when using a bow. Under no circumstance may you reuse this power, before your next rest. Skill Pinning Shot Level 1 Cost 4 points Willpower 1 When hitting a person while Situation using a bow on his or her leg. Action None. Call a "Bind leg 10" effect Effect when using a bow. --18-- Skill Cost Pinning Shot Level 2 7 points 1, the first time you use this Willpower skill after a short rest, it doesn't cost a willpower. When hitting a person while Situation using a bow on his or her leg. Action None. Call a "Bind leg 10" effect Effect when using a bow. Skill Combat Mobility Cost 3 points Willpower 1 If a condition, item or skill stops you from running, this Situation skill will not work. If you wear any form of heavy armour this skill won't work. Action None. You regain 2 HP. Under no circumstance may you reuse Effect this power, before your next rest. Skill Combat Mobility Level 2 Cost 9 points Willpower 1 If a condition, item or skill stops you from running, this Situation skill will not work. If you wear any form of medium armour this skill won't work. Action None. You regain 4 HP. Under no circumstance may you reuse Effect this power, before your next rest. Skill Prerequi­ sites Cost Willpower Situation Action Effect Side Step Level 1 Combat Mobility 3 Points 1 When hit by a melee weapon. None. Call a "Miss" effect. Under no circumstance may you reuse this power, before your next rest. Skill Side Step Level 2 Cost 7 Points Willpower 0 When hit by a melee weapon. If a condition, item or skill stops you from running, this Situation skill will not work. If you wear any form of heavy armour this skill won't work. Action None. Call a "Miss" effect. Under no circumstance may you reuse Effect this power, before your next rest. Skill Deft Wield Cost 4 points Willpower 1 When receiving a "Drop item" Situation effect from a melee attack. Action None. Effect Call a "Resist" effect. Skill Cost willpower Situation Action Effect Firm Grip Level 1 3 points 1 When receiving a "Drop item" effect from a melee attack, while you hold this item with two hands. None. Call a "Resist" effect. Skill Firm Stance Level 2 Cost 5 Points Willpower 1 When receiving a "stumble" Situation effect from a melee attack. Action None. Call a "Resist" effect and a resist effect against any other Effect "stumble" effect from a melee attack until your next short rest. --19-- Skill Firm Footing Level 1 Cost 4 Points Willpower 1 When receiving a "fall" effect Situation from a melee attack. Action None. Effect Call a "Resist" effect. Skill Firm Footing Level 2 Cost 8 Points Willpower 1 When receiving a "fall" effect Situation from a melee attack. Action None. Call a "Resist" effect and a "Resist" effect against any Effect other "fall" effect from a melee attack until your next short rest. You cannot wear an armour item when you are already wearing a differ­ ent armour item. Each time you fall below 0 hp, remove one marker from the item card. Until you regain hit points no effect can remove additional markers. When the item card has no more mar­ kers the armour is broken and wearing it no longer provide any benefits. You may go up or down one level from the physreps you wear, except for massive armour. A "full set" means arms, legs and chest are covered. Physrep Physrep Note DTO Item Cost Durability Physrep ARMOUR Rules Rules Rules 12.9. ITEMS Item Cost Durability Item Cost Durability Light armour 150 5 Large. You have two extra hp while wearing this armour. A compete suit of armour, fully covering you with cured leather or hides. Note that soft leather can never provide more armour than "Very light". DTO Skill Cost Durability Rules Physrep DTO Item Cost Durability Rules --20-- Medium/light armour 300 5 Large. You have three extra hp while wearing this armour. A set of armour consisting of a full set of Light armour with a studded leather cuirass or a shirt of ring mail. Ring mail consist of rings fixed to a leather or canvas backing, it is not the same as chain mail. This armour can be repaired for 240c Medium armour 500 5 Large. You have four extra hp while wearing this armour. A full set of heavy studded leather or ring mail armour, with bracers, shoulder guards, cuirass and boots. This armour can be repaired for 325c Heavy/medium armour 700 5 Large. You have five extra hp while wearing this armour. Armour consisting of studded leather or ring mail arm pieces and leg guards, with a chain mail or scale mail vest or haubergeon that protects at least your torso. This armour can be repaired for 400c Heavy armour 1000 5 Large. You have six extra hp while wearing this armour. In addition to this, you are immune to damage caused by throwing weapons. (but not immune to the damage of Physrep DTO Item Cost Durability Rules Physrep DTO Item Cost Durability Rules hit effect produced by throwing weapons) A suit of armour made primarily from chain mail or scale mail. It features a hauberk covering arms, chest and upper legs, as well as chausses or plate greaves to cover the lower legs. Underneath the hauberk is a gambeson of padded canvas or leather. Note: You must wear some form of gambeson underneath your hauberk to get the benefit of this level of armour. This armour can be repaired for 500c Massive/heavy armour 1500 5 Large. You have seven extra hp while wearing this armour. In addition to this, you are immune to damage caused by throwing weapons. (but not immune to the damage of hit effect produced by throwing weapons) This type of armour is often referred to as a "half plate". It features a plate cuirass and possibly plate pauldrons and other pieces of plate. The rest of the body is covered with pieces of mail armour. Note: You must wear some form of gambeson underneath your hauberk to get the benefit of this level of armour. This armour can be repaired for 600c Massive armour 2200 5 Large. You have eight extra hp while wearing this armour. In addition to this, you are immune to damage caused by throwing weapons. (but not immune to the damage of Physrep DTO MELEE hit effect produced by throwing weapons) This armour is custom made for a specific person and cannot be worn by anyone else. This armour is custom made for:....................... A complete set of plate armour, including a helmet, a gorget, pauldrons, couters, vambraces, gauntlets, a cuirass with a fauld, tassets and a culet, a mail skirt, cuisses, poleyns, greaves, and sabatons. Note: You must wear most of these pieces, including helmet and also padding underneath the armour to gain the benefit of this level of armour. This armour can be repaired for 650c WEAPONS Light weapons Item Cost Durability Rules Physrep Item Cost Durability Rules Physrep Item Cost Durability Rules Physrep --21-- Mass produced Light weapon 20 1 Large. Weapons with a maximum length of 60 cm. Avarage quality Light weapon 50 2 Large. Weapons with a maximum length of 60 cm. High quality Light weapon 120 3 Large. Weapons with a maximum length of 60 cm. Skill Cost Durability Rules Physrep Mastercrafted Light weapon 500 4 Large. Weapons with a maximum length of 60 cm. Great weapons Item Cost Durability Rules Physrep Medium weapons Item Cost Durability Rules Physrep Item Cost Durability Rules Physrep Item Cost Durability Rules Physrep Item Cost Durability Rules Physrep Mass produced Medium weapon 50 1 Large. Weapons with a length of 60 cm to 110 cm. Avarage quality Medium weapon 80 2 Large. Weapons with a length of 60 cm to 110 cm. High quality Medium weapon 250 3 Large. Weapons with a length of 60 cm to 110 cm. Mastercrafted Medium weapon 700 4 Large. Weapons with a length of 60 cm to 110 cm. Item Cost Durability Rules Physrep Item Cost Durability Rules Physrep Avarage quality Great weapon 120 2 Large. Two-handed weapons with a length of 110 cm to 150 cm. High quality Great weapon 350 3 Large. Two-handed weapons with a length of 110 cm to 150 cm. Mastercrafted Great weapon 850 4 Large. Two-handed weapons with a length of 110 cm to 150 cm. Staff and pole weapons Item Cost Durability Rules Physrep Skill Cost Durability Rules Physrep Item Cost Durability Rules Physrep --22-- Avarage quality staff/pole 120 2 Large. Staff-like weapons with a length of 150 cm to 215 cm. High quality staff/pole 350 3 Large. Staff-like weapons with a length of 150 cm to 215 cm. Mastercrafted staff/pole 850 4 Large. Staff-like weapons with a length of 150 cm to 215 cm. Ranged Weapons Medium shields Item Cost Durability Rules Item Cost Durability Rules Physrep Wooden Medium shield 150 1 Large. Maximum diameter 75 cm. Item Cost Durability Rules Physrep Metal Medium shield 350 2 Large. Maximum diameter 75 cm. Physrep Item Cost Durability Rules Physrep Bow and arrows 60 0 Large. Larp-safe bow, quiver and arrows. Crossbow and arrows 120 0 Large. Larp-safe bow, quiver and arrows. Ammo You don't have to buy arrows and throwing weapons and you always have enough. SHIELDS Rules Physrep Item Cost Durability Rules Physrep Item Cost Durability Rules Physrep Physrep Maximum diameter 75 cm. Great shields Light shields Item Cost Durability Cost Durability Rules Mastercrafted Medium shield 850 3 Large. Item Wooden Light shield 100 1 Large. Can be worn on an arm while using a great or pole weapon. Maximum diameter 40 cm. Metal Light shield 250 2 Large. Can be worn on an arm while using a great or pole weapon. Maximum diameter 40 cm. Item Cost Durability Rules Physrep Wooden Great shield 200 1 Large. Maximum diameter 110 cm. Skill Cost Durability Rules Physrep Metal Great shield 500 2 Large. Maximum diameter 110 cm. Item Cost Durability Rules Physrep Mastercrafted Great shield 1100 3 Large. Maximum diameter 110 cm. Mastercrafted light shield 600 3 Large. Can be worn on an arm while using a great or pole weapon. Maximum diameter 40 cm. --23-- Tower shields Item Cost Durability Rules Physrep Wooden Tower shield 250 1 Large. Maximum diameter 125 cm. Item Cost Durability Rules Physrep Metal Tower shield 650 2 Large. Maximum diameter 125 cm. Item Cost Durability Rules Physrep Mastercrafted Tower shield 1400 3 Large. Maximum diameter 125 cm. 12.10. TEMPLATES Templates for this domain are currently in development and will be available in a later version of this document. 13. BATTLEFIELD SURGERY Battlefield surgery is the domain focused on treating combat related injuries. Skills from this domain are held by surgeons and their assistants. After a battle they franticly work to save the lives of those who lay dying. Treating injuries on the battlefield is a race against the clock. You will likely encounter situations where there will be more patients then you can treat. It is up to the surgeons and their assistants to quickly decide how to spread your manpower. Do you try to save everyone? Should you focus on those most likely to survive? As a player you'll have to make difficult decisions, with not much time to waste. Surgeons and assistants must work coordinated, and you'll likely do it under pressure of the friends of those who's life you're trying to save. There are several skills which can do this, depending on the severity of the injury. When the patient is stable you can then stitch and bandage the wound to close it. Skills in this domain are separated so that surgeons can focus on the first stage and assistants can focus on the second. In addition to these, there are three conditions that help you during your work as a surgeon or assistant. As you practice your craft, these condi­ tions upgrade and improve making you a better surgeon. Metal armour must be removed or stripped up (in case of chain mail) before using skills from this domain. To prevent wasting a surgeon's time with this, the patient or one of their friends should probably do this before the surgeon arrives. In LARP, keep in mind the rules of physical contact. 13.1. TREATING INJURIES Treating injuries is divided up into two stages. If the injury is life threa­ tening, the first step is to stabilize the patient so they will not bleed to death. --24-- STABILIZING PATIENTS The skills Stabilizing and Surgery are used to treat life threatening injuries. These skills require a minimum willp­ ower pool. This is the combined will­ power of the surgeon and the patient. Assistants with the Stitching and bandaging skill lower the required minimum of the pool as well. If the required pool is not met, the surgery fails and the surgeon may try a differ­ ent solution, if the patient hasn't died by then. Surgeons can only ask for the willpower of their patient after the time it takes to perform the skill. If the pool is high enough, the injury is stabilized and the patient receives a Recovering Wound condition. Stitching and bandaging must then be used to close the wound. STITCHING AND BANDAGING Stitching and bandaging is used to treat stabilized patients or patients with bloodied injuries. At this stage it is important to properly clean and dress the wound so it does not become infected. Infected wound will cause a fever and will cost downtime points to heal. There is a 20% chance a wound becomes infected. During LARP, this is done with a set of condition cards available at check in. Each time the skill is used, give the top card to the patient. Four of every five cards will be blanc, the others will be an Infected Wound condition. For tabletop a ten sided die can be used to decided if a wound is infected. --25-- SKILLS • Stitching and Bandaging Level 1 (Cost: 3) • Stitching and Bandaging level 2 (Cost: 5) • Amputate (Cost: 2) • stabilizing Level 1(Cost: 3) • stabilizing level 2 (Cost: 6) • stabilizing level 3 (Cost: 10) • surgery (Cost: 5) • surgery level 2 (Cost: 8) • surgery level 3 (Cost: 12) --26-- Stitching and Bandaging Level 1 Cost 3 points You or another player is at 0 or -1 HP or is stable. The Situation wound should not be covered by heavy or higher grade armour. Spend a minimum of 4 Action minutes cleaning binding and stitching the wounds. Call a drain effect on the patient. The patient's HP is now 1. Give an "Random injury" condition to the patient. (These are sealed conditions that are Effect sometimes blank but some contain complications.) The bandage should remain in place until the end of your next short rest (unless you have a recovering wound). A clean bandage, something Physreps to clean the wound with and a stitching kit. You can also use this skill to help surgeons with their surgery or stabilizing skills. Bonus You will increase the willpower pool of those skills by 1 if you help. Only two people can help. Every (IC) day you use this condition mark this on this Experience condition. If you have 5 marks you gain the "Medical experience" condition. 1 in 4 random injury conditions result in a complication. During tabletop you don't have to prepare Tabletop random sealed condition rules cards, you can simply throw a dice to see whether or not a complication occurs and which one of it does. Skill Stitching and Bandaging Level 2 Cost 5 You or another player is at 0 or -1 HP or is stable. The Situation wound should not be covered by heavy or higher grade armour. Spend a minimum of 4 Action minutes cleaning binding and stitching the wounds. Call a drain effect on the patient. The patient's HP is now 1. Give an "Random injury" condition to the patient. (These are sealed conditions that are Effect sometimes blank but some contain complications.) The bandage should remain in place until the end of your next short rest (unless you have a recovering wound). A clean bandage, something Physreps to clean the wound with and a stitching kit. You can also use this skill to help surgeons with their surgery or stabilizing skills. You will increase the willpower pool of those skills by 2 if you help. Only two Bonus people can help. If you spend a willpower. You can give an additional random injury condition. After reading them the player should choose one of the cards. Your wealth is 5. Every (IC) day you use this condition mark this on this Experience condition. If you have 5 marks you gain the "Medical experience" condition. 1 in 4 random injury conditions result in a complication. During tabletop you don't have to prepare Tabletop random sealed condition rules cards, you can simply throw a dice to see whether or not a complication occurs and which one of it does. Skill --27-- Skill Prerequi­ site Cost Situation Action Effect Skill Prerequisit e Cost Amputate Stitching and Bandaging (any level) 2 points Somebody needs a limb removed. The limb should not be covered by heavy or higher grade armour. Decide which injured limb will be amputated (This is an OC decision). Bind of the bloodflow of the limb. Saw off the wounded limb. This costs at least 60 seconds, during this time the patient does not die from his wounds. The patient HP is now -3 unless he has a wound on his torso. You will need to give an ''Recovering amputation'' condition card to the patient. Stabilizing Level 1 Stitching and Bandaging (any level) 3 points 1, you only pay this willpower Willpower after successfully using this skill. You or another player is at -2 or -3 HP. The wound should Situation not be covered by heavy or higher grade armour. Spend a minimum of 4 minutes stabilizing the bloodflow of any wounds, during this time the patient cannot die from his wounds. Action If a second or third player possessing the Stitching and Bandaging skill helps perform this skill, the willpower pool is reduced by 1 or 2. Willpower 12 pool Call a drain effect on the patient. The patient is now Effect stable. You will need to give a ''recovering wounds'' condition card to the patient. Physreps Some form of medical kit. Skill Cost Stabilizing Level 2 6 points 1, you only pay this willpower Willpower after successfully using this skill. You or another player is at -2 or -3 HP. The wound should Situation not be covered by heavy or higher grade armour. Spend a minimum of 4 minutes stabilizing the bloodflow of any wounds, during this time the patient cannot die from his wounds. Action If a second or third player possessing the Stitching and Bandaging skill helps perform this skill, the willpower pool is reduced by 1 or 2. Willpower 10 pool Call a drain effect on the patient. The patient is now Effect stable. You will need to give a ''recovering wounds'' condition card to the patient. Physreps Some form of medical kit. Skill Cost Stabilizing level 3 10 points 1, you only pay this willpower Willpower after successfully using this skill. You or another player is at -2 or -3 HP. The wound should Situation not be covered by heavy or higher grade armour. Spend a minimum of 4 minutes stabilizing the bloodflow of any wounds, during this time the patient cannot die from his wounds. Action If a second or third player possessing the Stitching and Bandaging skill helps perform this skill, the willpower pool is reduced by 1 or 2. Willpower 8 pool Call a drain effect on the patient. The patient is now Effect stable. You will need to give a 'recovering wounds' condition --28-- Physreps Skill Prerequi­ site Cost card to the patient. Some form of medical kit. Surgery Level 1 Stabilizing (any level) 5 points 1, you only pay this willpower Willpower after successfully using this skill. You or another player is at -4 or -5 HP. The wound should Situation not be covered by heavy or higher grade armour. Spend a minimum of 4 minutes operating on the patient. During this time the patient cannot die from his wounds. If a second or third Action player possessing the Stitching and Bandaging skill helps perform this skill, the willpower pool is reduced by 1 or 2. Willpower 12 pool Call a drain 2 effect on the patient. The patient is now Effect stable. You will need to give a ''recovering wounds'' condition card to the patient. Physreps Some form of medical kit Skill Prerequ­ isite Cost Surgery Level 2 Stabilizing Level 2 8 points 1, you only pay this willpower Willpower after successfully using this skill. You or another player is at -4 or -5 HP. The wound should Situation not be covered by heavy or higher grade armour. Spend a minimum of 4 minutes operating on the patient. During this time the patient cannot die from his Action wounds. If a second or third player possessing the Stitching and Bandaging skill helps perform this skill, the willpower pool is reduced by 1 or 2. Willpower 10 pool Call a drain 2 effect on the patient. The patient is now Effect stable. You will need to give a ''recovering wounds'' condition card to the patient. Bonus Your wealth is 6 Physreps Some form of medical kit Skill Prerequi­ site Cost Surgery Level 3 Stabilizing Level 3 12 points 1, you only pay this willpower Willpower after successfully using this skill. You or another player is at -4 or -5 HP. The wound should Situation not be covered by heavy or higher grade armour. Spend a minimum of 4 minutes operating on the patient. During this time the patient cannot die from his wounds. If a second or third Action player possessing the Stitching and Bandaging skill helps perform this skill, the willpower pool is reduced by 1 or 2. Willpower 8 pool Call a drain 2 effect on the patient. The patient is now Effect stable. You will need to give a ''recovering wounds'' condition card to the patient. Bonus Your wealth is 6 Physreps Some form of medical kit. --29-- 13.2. CONDITIONS SURGERY EXPERIENCE Condition Cost Rule Surgeon's instinct X Points Spend a few seconds investigating the wound of a patient. When you do so, you can ask the player how much willpower they have. You can use this information to decide what (if any) medical treatment that patient will require. You can do this X times per day. Condition Cost Medical experience 2 Points You can spend a single willpower before using a battlefield surgery skill to decrease the willpower pool Rule needed by 2. (note: in total the willpower pool needed has decreased by 1 because you now have one less willpower) Every (IC) day you use this condition mark this on this Field condition. If you have 5 experience marks this conditions upgrades to level 2. Condition Cost Rule Rule Medical experience level 2 3 Points You can spend a single willpower before using a battlefield surgery skill to decrease the willpower pool needed by 2. (note: in total the willpower pool needed has decreased by 1 because you now have one less willpower) You can decrease the willpower pool needed by 1 for any battlefield surgery skill by giving the patient an additional "random injury" condition. You can only do this once per use of a skill. Every (IC) day you use this condition mark this on this condition. For every 5 marks Field you gain the Surgeon's experience instinct condition or an extra use for the Surgeon's instinct condition. DISABILITY CONDITIONS The following conditions don't provide any benefit. Usually they are gained during the game and characters will try to avoid them. But you are free to start the game with any of these conditions if you want. Condition Infection Rules You might gain this condition after somebody has cleaned, stitched and bandaged the wounds you had. You now have an infection that takes a long time to heal, during downtime. If the bandage is removed, it should be replaced as soon as possible. After two hours you will develop a fever: You receive a long lasting weaken effect that lasts until this condition is removed. This infection will take 10 DTP to heal. These DTP's should be spend in the first month after you have gained this condition. You lose this condition after one month. Condition Rules --30-- Recovering wounds You might gain this condition after somebody has used a skill to stabilize the wounds you had. You now have a recovering wound that takes a long time to heal, during downtime. You will still suffer any fall(leg), drop item(arm) and daze(torso) effects from the wounds but you won't die or fall unconscious. You can however spend 2 willpower to overcome the penalties of the wounds for 5 minutes. You cannot run. You should not wear heavy or higher grade armour. If the bandage is removed, it should be replaced as soon as possible. The wounds will take 30 DTP to heal or 50 DTP if it includes a wound on the torso. These DTP's should be spend in the first month after you have gained this condition. You lose this condition after one month. Condition Rules Condition Rules Recovering amputation You will gain this condition after somebody has amputated a limb of your character. You will still suffer any fall(leg), drop item(arm) and daze(torso) effects from the wounds but you won't die or fall unconscious. 10 minutes after you receive this condition you lose 5 willpower. This wound will take 40 DTP to heal. These DTPs should be spend in the first month after you have gained this condition. After this condition is healed you gain the amputated limb condition and lose this condition. Your maximum willpower is lowered by two. Amputated limb You will gain this condition after an amputated limb has healed. You will still suffer all the penalties you had while you had the wound apart from the fact that you won't die or fall unconscious. You cannot spend a willpower to overcome the penalties of the wound. 13.3. ITEMS Item Cost Durability Rules Physrep Item Cost Durability Rules Physrep Wooden leg 40c 1 The item can only be attached to you if you have an amputated limb condition and the original wound was on your leg. You no longer suffer the wound penalties of the condition. You cannot run, you walk with a limp. Any stumble effect will also cause you to suffer a fall effect after stumbling. None. Make sure none of your actual skin is showing. Replacement hand 40c 1 The item can only be attached to you if you have an amputated limb condition and the original wound was on your arm. You no longer suffer the wound penalties of the condition but can only carry items that don't require grip. A fake hook for a hand or a wooden hand or something similar. 13.4. TEMPLATES Templates for this domain are currently in development and will be available in a later version of this document. --31--