13/11/2013
ok thease are the the main rules and abit about races more law and fluff to come. Game overview
The game is set in the newly discovered Island off Velorn. No one knows when it first appeared or wear it came from some say it is a land of plenty given by the gods some that it is the work off great magic and others a land off death. The citizens off the known world and its rulers have taken a great interest in this island and as such have organised a great expedition.
At the head off the Expeditions are Three Factions,
The Royalists organised and set up by mankind’s great king Urike the first man to unite the kingdoms off men now run by his son Blake. The Royalists believe that the pantheon off the gods is for all to worship and happily accept any individual from any race that worships the gods as a citizen . The imperials believe that Vellom is a gift from the Gods and as such it is only right that their beloved worshipers be the first to set foot upon the holy land.
The House off cascading bounty the known worlds biggest merchant guild run by the wealthy they organise trade between all off the races and are now a empire onto itself . Led by a council off the worlds richest merchant’s they are well known for their profiteering and their mercenaries.
The merchants guild have set forth their own Expedition to Vellom to see what lays in store for the common citizen and to spread the lands wealth throughout the Kingdoms.
The black spire ruled by the dark queen Malisipher of the dark Elves she rules over all her vast territory with ungodly dark power and a venomous smile. Rewarding her loyal followers with power and wealth and destroying all that stand in her way and those that fail her. Although her power is terrible the lands off the black tower have renowned diplomats and always get what they came for no matter the price.
Malisipher has set a expedition to Vellom to inshore diplomatic relations between all factions and to have a peaceful head start to negotiations to any local inhabitants on the island.
As a player you will start the game associated to one off these three factions.
Any race may join any off the three factions.
Each faction can portal their adventures into Vellom.
Members off the same faction may be in a group together known as a banner.
There is no limit to the number off banners per faction.
Character creation
First you must chose your characters name and race there are 7 civilised races in the known territory’s each has their own culture, look and racial ability’s.
Humans, high Elves, wood Elves, dark Elves, Norsk and Beast men.
Then chose your skills all players have 5 skill points plus their races racial ability.
Ambidexterity 1pt The ability to use a weapon in each hand.
Thrown 1pt the ability to throw larp safe weapons that do 1 point off damage on contact.
Archer 3pt the ability to use a bow or crossbow a larp safe bolt or arrow courses pierce further rules apply
Two handed fighter 2pt can use two handed weapons and polearms
Shield 2pt grants the use off shield
Heroic action 1pt goes up by 1 for each buy. Start with 2 actions at 1st buy then 1 extra with each further buy.
Resistance physical 1 pt resist 1 physical call ( hack, trip, break, disarm, stun) must shout resistance when struck by a call to negate it costs 1 heroic action.
Resistance magic 1pt resist a magical attack (range magic, silence, curse ,trap, fear, puppeteer ) must shout resistance when struck by a call to negate it costs 1 heroic action.
Rend 1pt costs a heroic action renders a body part useless (arm the character can no longer use that arm, leg the character can no longer walk he cannot hop! And falls to the ground, chest the character goes into the critically wounded state and falls)
Healing hands 1pt with 10 seconds of appropriate role play regains a character 3 hits cannot be used on themselves cost 1 heroic action
Voice off doom 1pt with 10 seconds off appropriate role-play the character can get his target out of the critically wounded state with 1 hit point this costs 1 heroic action
Trip 1pt the target falls to the floor costs 1 heroic action
Break 1pt the character breaks the target weapon , armour or shield and can no longer be used \ get benefit of that item cost 1 heroic action
Second wind 2pt regain 3 hit points with 10 seconds off appropriate role-play such as catching breath ect.
Head strong 2pt after going into critically wounded state you may get up with 1 hit point with 10 seconds off appropriate role play within 1 minute off being in that state costs 1 heroic action this does not heal cleaved or impaled limbs.
Medic 1pt you can get target character out of the critically wounded state with 1 hit point with 30 seconds of appropriate role play.
Surgeon 3 pt must have medic to buy this skill you can mend hacked or pierced limbs with 2 minuets off appropriate role-play with another surgeon reduce time by 30 seconds with a surgery table or room reduce time by 30 seconds again by having both you can also administer herbs and potions to subject .
Apothecary 2pt you can combine herbs to create potions and administer them please refer to potions/poisons you get 1 potion/poison set with this buy.
Potion/poison set 1pt per buy must have apothecary
Magic user 2pt you are able to use magic and get 8 manna per game day you also get the detect magic spell.
Extra mana 2pts you have one extra mana per game day this can be stacked but costs 1 extra experience point per buy.
Range magic 1pt must have magic user you can cast a yellow bolt off magic at a target that does 1 point off damage per hit.
Range magic fire 1pt goes up by 1 with each buy must have range magic
Range magic ice 1pt goes up by 1 with each buy must have range magic
Range magic earth 1pt goes up by 1 with each buy must have range magic
Range magic chaos 1pt goes up by 1 with each buy must have range magic
Range magic air 1pt goes up by 1 with each buy must have range magic
Mage armour 2pt must have magic user grants you 2 extra global hits
Staff use 2 pt must have mage user you can cast magic through your staff
Ritualist 1pt must have magic use also gives you the transportation ritual for free as well as commune.
Transportation ritual must be performed at a faction site ritual circle may teleport objects to your faction living things can not be teleported.
Commune use any un active ritual circle to try and commune with a deighty or individual of great power.
Ritual circles
Protection blue goes up by 1 pt per buy.
Healing white goes up by 1 pt per buy
Cage brown goes up by 1 pt per buy
Rage red goes up by 1 pt per buy
Ethereal walk 2pt goes up by 1pt per buy
More rituals to be confirmed
Enchanter 3 pt you can enchant items to have magical effects you get 1 set of enchantments
Enchantment set 1pt per buy must have Enchanter.
Silence 2pt the target can no longer speak or call out combat calls.
Curse 2pt the target and the caster suffer curse wear if they drop to zero hits they do not enter critical state but instead instantly die without the chance of resurrection.
Trap 1 pt the target cannot move his legs for 10 seconds
Fear 1pt the target must turn their back and run/jog away from you for 10 seconds
Puppeteer 2pt the mage can place a black mark/dot on a dead or critically wounded target which stops their bleed out time and temporarily revives them with 1 hit point the target must obey the mage for 2 minuets or until the target sustains damage at which point the target collapses and continues his original critically wounded state.
Thief 1pt goes up by 1 with each buy.
The Races
There are many races that live throughout the known territory’s defending there borders from apposing army’s and the powerful creatures that live beyond, each race holds a uneasy alliance with each other.
High elves
High Elves are a very proud race that has an affinity for magic. They dwell in large civilised towns, and trade openly with other races. Their cities boast beautiful elaborately designed buildings and structures only achievable by their combination of craft and magic. Although not the most aggressive choice of race, they make average fighters, but peerless mages. .
Bonus: High Elves begin with Magic Use (2pt buy)
Orcs
In time immemorial, Elves controlled the Orcs. Using them to haul rocks, build bridges and serve as frontline shock troops. Lost is the story of how the Orcs gained their freedom, but each and every one has a natural distrust of all Elven Kind. Their ancestry of labour and fighting makes them savage in battle, and strong as an ox. Orcs would serve as excellent Fighters, but dislike most things magical.
Bonus: Orcs begin with Heroic Surges(Lvl 1) and Rend (1pt buy each)
Wood Elves
Wood Elves, unlike their High elven relatives, build their dwellings among the trees and forests. Completely in tune with nature, these elves are almost be***al in the defence of their territory.
The wood Elves Have almost unnatural coordination and their bowmen ship is feared throughout the land.
Bonus: Wood Elves begin with ambidexterity and the archery skill is one point cheaper to them.
Norsk
At some point in the high peaks and mountains, the Norsk became men apart. Fighting creatures of nightmare across their homelands has forced them into the higher ground. They make their fortresses of mountain roc k and defend them with well-crafted steel. Their constitution is legendary, their stamina boundless. Drinking in their mountain holds, they are happy, but to cross a Norsk is to court disaster as they do not forget a grudge. Their stubborn refusal to fall down makes Norsk excellent Defenders
Bonus: Norsk begin with Toughness (Lvl 1) (2pt)
Humans
Their ability to reproduce, adapt, and explore has led this race to be found across most of the land. Their trading network reaches far and wide, and their cities boast the most variety of other races. Humans are ruled by a single King by right of blood, as it was his father who united them. Versatility is their key strength, and they can turn their hand to almost anything. Some can even wield the magic arts.
Bonus: Humans start with 1 additional experience point to spend at creation.
Beastmen
Beastmen are half human half animal, mostly found wandering in large packs. These nomadic people are often found trading and talking with woodelves, but show a natural caution towards other races. Beastmen are divided into smaller tribes each ruled by its own chief. Only in times of great peril do they unite as one single tribe ruled by a council formed of all cheiftans. Once the danger has passed, they drift apart and go their separate ways once again. Their animal side gives them a natural agility, and keen senses almost to the point of precognition.
Bonus: Beastmen begin with Ambidexterity and Thrown Weapons Skill (1pt each)
Dark Elves
Dark Elves, so called due to their open worship of demons are thought to be the cause of the Orcs years of oppression. Slavery is still rife in these shady towns and cities. Their worship and devotion has caused them to change over the years, unlocking a much more aggressive form of magic, bestowed upon them by their Demonic Dieties. Dark Elves seek to trade with most races and have a strong alliance with both Humans and Norsk.
The Dark Elves have a matriarchal society male member’s may only get political power by being in the military.
Dark Elven politics is seen by other races as crude as only the strongest stay in power as assassination attempts are often usually with the aid off the races favoured tool poisons.
Bonus: Dark Elves begin with apothecary (2pt)
Combat
All players start with 2 health points (HP) this can be increased by the use of Armour, potions and magical effects.
When you drop to 0 health points you are critically wounded and you start to bleed out. When you are in the critically wounded state you cannot move or take actions but you can talk.
As soon as you enter the critically wounded state you must start counting to 3 minuets if you are not healed in this time or stabilised your Character dies you will then report straight to the games operation desk (G.O.D) and make a new character.
A hit to any wear on the body counts as a hit and takes 1 HP away from you, Blows to the head do count but special effect calls such as cleave and impale do not .
Things that can lower your HP.Any Larp weapon that hits youMagic missiles of varying cullers some also do other effects please read MagicArrows if you get hit any wear with a Arrow it counts as a hit all arrows count as having pierce. Bolts if you get hit any wear with a bolt it counts as a hit all bolts count as having pierce. when a Referee says you have been hit.Poison some poisons count as hits others may have other effects please read poisons and potions.
Armour there is a buy for armour if your character is wearing armour you get the benefit.
Armour must cover at least two locations to get the armours benefit (chest, head, arms and legs) different armour types worn in conjunction with each other do not stack you can not use magic whilst wearing armour.
Light armour, thin leather, padded jack gives the player 2 more global hits.
Medium armour, thick leather aluminium chainmail or any other thick armour not made out of steel. Gives the player three extra global hits and protects them from hack on armour locations.
Heavy armour, any armour made from steel. Heavy armour gives the player 4 extra hits and protects the player from hack and pierce on armour locations.