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northernlarp.myfastforum.org A simple forum to allow easy communication between members who enjoy the hoby but live far apart.
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James
Joined: 24 May 2008 Posts: 27
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Posted: Thu May 29, 2008 8:37 am Post subject: Skills |
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Short Weapons (anything 30" or under)
1. May use any weapon in this Category. May perform basic repairs.
2. May use PARRY once per adventure.
3. May use PARRY twice per adventure.
4. May use PARRY three times per adventure. May use THROUGH once per adventure..
Crushing/Hacking Weapons (Axe, Club, Mace or Morning Star 30" to 48")
1. May use any weapon in this Category. May perform basic repairs.
2. May use THROUGH once per adventure.
3. May use THROUGH twice per adventure. May use KNOCKDOWN once per adventure.
4. May use THROUGH three times per adventure. May use KNOCKDOWN twice per adventure. May use CRUSH once per adventure.
Sword (30" to 48")
1. May use any weapon in this Category. May perform basic repairs.
2. May use PARRY once per adventure.
3. May use PARRY twice per adventure. May use THROUGH once per adventure.
4. May use PARRY three times per adventure. May use THROUGH twice per adventure. May use FATAL once per adventure.
Great Weapons (Any weapon 48" or over)
1. May use any weapon in this Category. May perform basic repairs.
2. May use KNOCKDOWN or THROUGH once per adventure.
3. May use KNOCKDOWN or THROUGH twice per adventure. May use FATAL once per adventure.
4. May use KNOCKDOWN or THROUGH three times per adventure. May use FATAL twice per adventure. May use CRUSH once per adventure.
Firearms
All damage done with Firearms is THROUGH and is cosidered to hit the body.
Effective range of a Flintlock is fifteen feet.
Effective range of a Musket is thirty feet.
1. May use any weapon in this Category. May perform basic repairs. Hit once out of three shots. Reload once per minute.
2. One FATAL per adventure. Hit once out of two shots. Reload once per forty-five seconds.
3. Two FATAL per adventure. Hit once out of two shots. Reload once per thirty seconds.
4. Three FATAL per adventure.Hit once out of two shots. Reload once per fifteen seconds.
Roleplaying missing shots will be awarded especially if it does not go in the best interests of the players.
Missile
1. May use any weapon in this Category. May perform basic repairs.
2. One FATAL per adventure.
3. Two FATAL per adventure.
4. Three FATAL per adventure..
Thrown
1. May use any weapon in this Category. May perform basic repairs.
2. THROUGH once per adventure.
3. THROUGH twice per adventure.
4. THROUGH three times per adventure. One FATAL per adventure.[/b]
Last edited by James on Mon Jun 02, 2008 9:15 pm; edited 8 times in total |
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James
Joined: 24 May 2008 Posts: 27
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Posted: Sun Jun 01, 2008 11:59 am Post subject: |
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Armour
Light Armour includes Padded Cloth, Leather, Studded Leather and Ring Mail and Hide.
Heavy Armour includes Chain Mail, Brigadine and Plate.
1. You can wear Light Armour. Gives one layer of protection in each area protected.
2. You can wear two layers of Light Armour or one Layer of Heavy Armour. Gives two layers of protection in each area protected. May ignore one THROUGH per adventure.
3. You can wear one layer of Light Armour and one layer of Heavy Armour. Gives three layers of protection in each area protected.
May ignore THROUGH twice per adventure. May ignore KNOCKDOWN or CRUSH once per adventure.
4. You can wear two layers of Heavy Armour. Gives four layers of protection in each area protected.
May ignore THROUGH three times per adventure. May ignore KNOCKDOWN or CRUSH twice per adventure.
Shield
1. Use a Small or Medium sized Shield.
2. Use a Large or Body Shield. May use PARRY once per adventure
3. May use PARRY twice per adventure. May block KNOCKDOWN once per adventure. Must stagger back from the blow but not fall over.
4. May use PARRY three times per adventure. May block KNOCKDOWN twice per adventure. Must stagger back from the blow but not fall over. May block one CRUSH per adventure. Must stagger back from the blow.
Endurance
1. One extra HIT to each Location.
2. Resistance to level one Poisons.
3. Resistance to level two Poisons. Resistance to level one Diseases. May block KNOCKDOWN once per adventure. Must stagger back from the blow but not fall over.
4. Resistance to level one Poisons. Resistance to level two Diseases. May block KNOCKDOWN twice per adventure. Must stagger back from the blow but not fall over. May block CRUSH once per adventure.
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Physique
1. One extra HIT to each Location.
2. May do KNOCKDOWN once per adventure.
3. May do KNOCKDOWN twice per adventure. May do FATAL once per adventure.
4. May do KNOCKDOWN three times per adventure. May do FATAL twice per adventure. May do CRUSH once per adventure.
Last edited by James on Mon Jun 02, 2008 9:29 pm; edited 4 times in total |
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James
Joined: 24 May 2008 Posts: 27
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Posted: Sun Jun 01, 2008 12:21 pm Post subject: |
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Magic
Blessings
1. Level one Blessing.
2. Level two Blessing. Purify level one Poison.
3. Level three Blessing. Purify level two Poison. Cleanse level one Disease.
4. Level four Blessing. Purify level three Poison. Cleanse level two Disease. Purge Madness. Sanctify.
Rune Magic
1. Level one Rune Spell.
2. Level two Rune Spell. Create level one Rune Charms.
3. Level three Rune Spell. Create level two Rune Charms. Create level one Rune Shields/Weapons.
4. Level four Rune Spell. Create level three Rune Charms. Create level two Rune Shields/Weapons. Create level one Rune Armour.
Shamanism
1. Level one Shamanic Power.
2. Level two Shamanic Power. Cast level one Ritual.
3. Level three Shamanic Power. Cast level two Ritual. Create level one Ward.
4. Level four Shamanic Power. Cast level three Ritual. Create level two Ward. Create level one Gate.
Spellcraft
1. Level one Mage Spell.
2. Level two Mage Spell. Create level one Scroll.
3. Level three Mage Spell. Create level two Scroll. Cast level one Ritual.
4. Level four Mage Spell. Create level three Scroll. Cast level two Ritual. Create level one Ward.
Blessings, Rune Magic and Spellcraft have a further prerequisite. In order to learn one you require at least one more spell of a lower level than you currently possess of the level you are trying to buy ie:
To learn your initial 2nd Level Blessing you need to have possess at least two 1st Level Blessings. To learn two 2nd Level Blessings you need to have learnt three 1st Level Blessings.
To learn your initial 3rd Level Blessing, you need to have learnt at least two 2nd Level Blessings and three 1st Level Blessings and to learn your initial 4th Level Blessing, you need to have learnt two 3rd Level, three 2nd Level and four 1st Level Blessings.
This example also applies to Rune Magic, Shamanism and Spellcraft. |
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James
Joined: 24 May 2008 Posts: 27
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Posted: Sun Jun 01, 2008 5:17 pm Post subject: |
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Professional
Academics
1. Numeracy. Literacy in own Language. Native Culture, History & Theology.
2. Literacy in own language and one additional Language. Speak one additional Language. Culture, History & Theology of one additional Country/ People. Identify and deduce Magical Scrolls.
3. Literacy in own language and two additional Languages. Speak two additional Languages. Culture, History & Theology of two additional Countries/ People. Evaluate. Read magical Scrolls. Identify and Deduce Magical Items.
4. Literacy in own language and two additional Languages. Speak two additional Languages. Culture, History & Theology of three additional Countries/ People. Anthropology and Archaeology. Use Magical Items.
Alchemy
1. Identify, deduce and create level one potions. Create 1 Drum Black Powder (50) Shots. Set Charge five minutes.
2. Identify, deduce and create level two potions. Create 2 Drum Black Powder (100) Shots. Set Charge three minutes.
3. Identify, deduce and create level three potions. Create 3 Drum Black Powder (150) Shots. Set Charge one minutes.
4. Identify, deduce and create level four potions. Create 4 Drum Black Powder (200) Shots. Set Charge thirty seconds.
Blacksmithing
1. Can repair armour, weapons and shields. Can make basic armour, weapons, shields and tools.
2. Can make basic armour, weapons, shields and tools
3. Can make normal quality armour, weapons and shields that can withstand CRUSH once per encounter.
4. Can make excellent quality armour, weapons and shields that can withstand CRUSH three times per encounter.
Courtier
1. Numeracy, Literacy one Language, Etiquette, lower Hostility by one level.
2. Charm, Fast Talk, Heraldry, Read Lips, lower Hostility by two levels. one Contact from the Court and Nobility.
3. Diplomacy, Mimic, lower Hostility by three, three Contacts from the Court and Nobility.
4. Diplomatic Immunity and War Negotiations, lower Hostility by four levels, six Contacts from the Court and Nobility.
HOSTILE
UNFRIENDLY
NEUTRAL
FRIENDLY
ALLIES
Craft
1. Can make inferior items, can repair normal items.
2. Can make normal items, can repair normal items.
3. Can make normal items, can repair excellent items
4. Can make excellent items, can repair excellent items.
Inferior items are generally worth 50% of normal and excellent items are generally worth 200% of normal items.
Some example Crafts:
Cook, Carpenter, Fletcher, Gunsmith (only avaible to Bretonians and Tolkorians, old and new) Jeweller, Potter, Sailor, Tailor, Tinker.
Engineer
1. Can be used to build small houses and earth and wooden fortifications.
2. Can be used to build large houses and small stone fortifications, small siege weapons depending on culture such as Field Cannons or Bolt Throwers.
3. Can be used to build large buildings and large stone fortifications, large siege fortification weapons depending on culture such as Catapults or Castle Cannons. Also can be used design small buildings/fortifications as well as do ground fieldwork.
4. Can be used to build massive buildings and fortifications. Can also be used to plan layouts of villages and towns.
Herbalism
1. Recognise and gather Abundant Herbs
2. Recognise and gather Common Herbs
3. Recognise and gather Uncommon Herbs.
4. Recognise and gather Rare Herbs
Physician
1. Treat Wounds, stop bleeding to location bandaged. Diagnose level one Poison.
2. Treat Wounds, restores one hit point per location bandaged. Diagnose level two Poison. Diagnose level one Disease. Set minor fractures.
3. Treat Wounds, restores two hit points per location bandaged. Diagnose level three Poison. Diagnose level two Disease. Set broken bones (CRUSH). Reconnect severed limbs.
4. Treat Wounds, restores three hit points per location bandaged. Diagnose level four Poison. Diagnose level three Disease. Set multiple fractures, protuding bones (multiple CRUSH).
Rogue
1. Evaluate, Gambling, Stealth andThieves Cant
2. Disguise, Fence Stolen Goods 50% Value, Forge Documents and Literacy one Language.
3. Backstab using THROUGH once per encounter, one local Theif Contact.
4. Backstab using THROUGH three times per encounter, three local Thief Contact.
Scout
1. Read Maps, Survival and Tracking.
2. Cartography and Disarm Traps
3. Ambush and Set Traps, one local Tribal Contact
4. Infiltrate and three Tribal COntacts.
Trade
1. Bargain, Evaluate, Haggle, Metallurgy and Numeracy
2. Market Knowledge of one area, one Contact from a Trade.
3. Market Knowledge of two areas, three Contacts from a Trade, Wealth level one.
4. Market Knowledge of three areas, six Contacts from Trade, Wealth level two. |
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James
Joined: 24 May 2008 Posts: 27
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Posted: Sun Jun 01, 2008 7:45 pm Post subject: |
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Backgrounds
Ambidexterity
1. Use a Sword or Crushing/Hacking weapon and a Short Weapon.
2. Use two Sword or Crushing/Hacking weapons. One off-hand weapon call.
3. Two off-hand weapon calls.
4. Three off-hand weapon calls.
Arcane
1. Use Level one Magic. Detect level one Magic.
2. Use Level two Magic. Detect level two Magic.
3. Use Level three Magic. Detect level three Magic.
4. Use Level four Magic. Detect level four Magic.
Artificer
1. Enchant level one items.
2. Enchant level two items.
3. Enchant level three items.
4. Enchant level four items.
Beserker
1. Ignore effects of one hit per encounter and level one Poison till the end of encounter.
2. Ignore effects of two hits per encounter and level two Poisons till end of the encounter.
3. Ignore effects of three hits per encounter, level three Poisons and KNOCKDOWN till end of the encounter.
4. Ignore effects of four hits per encounter and level four Poisons and CRUSH till end of the encounter..
Contacts
1. One Contact from any field.
2. Three Contacts from any field.
3. Six Contacts from any field.
4. Ten Contacts from any field.
Iron Will
1. Resist one level of magic.
2. Resist two levels of magic
3. Resist three levels of magic
4. Resist four levels of magic
Lucky
1. One additional White Chip.
2. One additional Red Chip.
3. One additional Blue Chip.
4. One additional Black Chip.
Noble
1. Baron
2. Viscount
3. Duke
4. Earl
Pain Tolerance
1. May carry on moving or using a limb if Location is reduced to minus one for five minutes.
2. May carry on moving or using a limb if Location is reduced to minus two for five minutes.
3. May carry on moving or using a limb if Location is reduced to minus three for five minutes.
4. May carry on moving or using a limb if Location is reduced to minus four for five minutes.
Poison Tolerance
1. Immunity to Poison level one. Level two, three and four Poisons reduced in Potency by one.
2. Immunity to Poison level two. Level three and four Poisons reduced in Potency by one.
3. Immunity to Poison level three. Level four Poisons reduced in Potency by one.
4. Immunity to Poison level four.
Rank
0. Cadet/Private or Ensign
1. Honoured Man or 2nd Lieutenant
2. Corporal or 1st Lieutenant
3. Sergeant or Captain
4. Sergeant-Major or General
Rapid Healing
1. Heals one hit per location per sixty minutes.
2. Heals one hit per location per forty minutes.
3. Heals one hit per location per twenty minutes.
4. Heals one hit per location per ten minutes.
Runes
1. Cast five Runes, read up to three Runes.
2. Cast seven Runes, read up to four Runes.
3. Cast nine Runes. read up to five Runes.
4. Cast thirteen Runes, read up to six Runes.
Wealth
1. Ten Pounds.
2. Thirty Pounds
3. Sixty Pounds.
4. One Hundred Pounds
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