Larp is a game of imagination and creation, writing new stories and plotlines. Sometimes that means crafting a new narrative from existing creatures and concepts, but sometimes scriptwriters may want to create a new creature, special ability or item with which to use in an adventure which has never been seen or experienced in the land of Lesia before. This is fine, however we need to make sure any in game effect is created carefully, so that we know exactly how it interacts with other aspects of the game, and that it is reasonably balanced so as not to break other facets of the game. To this end, all scripts should follow the below guidelines:
All non-standard items or effects, magic items, special abilities or special effects must be approved by a member of RAGs (the Background Admin and/or their deputy) before they are used in an adventure.
Magic items should be designed to be complimentary to the rules and not to break or missdirect the existing rules.
No restriction should be placed on points range for appearance, although more powerful items should be rarer and possibly only dropped within a plotline which spans several adventures.
The RAGs team are concerned only with the rules mechanics of a given item or effect, not the roleplay or story aspects - these should be discussed with the Plot team. For example a scriptwriter may want to propose laser weapons and scifi weaponry, and we would be concerned with the mechanical aspects or how they would damage a character or monster. However Lesia is a medieval fantasy world largely inspired by Lord of the Rings and traditional Dungeons & Dragons, which do not typically involve laser weapons or any futuristic equipment, and this would be what the Plot team would consider - does it fit into the theme of the world, how would they fit into the story? In this particular example it seems unlikely that they would be approved by the Plot team, but this would need to be discussed with them.
PAC - Physical Armour Class. A measure of how much damage you deflect from the physical portion of an attack.
THAC - Through Armour Class. A measure of how much THROUGH damage you deflect from the physical portion of an attack
FAC - Focussed Armour Class. A measure of how much damage you deflect from the focussed (magical) portion of an attack.
SAC - Spiritual Armour Class. A measure of how much damage you deflect from the spiritual/inherent (magical) portion of an attack.
TBP - Total Body Points. A measure of how much damage you can take before being knocked unconscious or dying. Reduced by attacks, restored by curing effects such as potions.
LBP - Locational Body Points. A measure of how much damage a specific location can take before being rendered useless, broken or severed. Reduced by attacks, restored by locational curing such as salves or spells.
BB - Battle Board. Your character sheet for recording damage, spell power usage, equipment and various other information.
LFO - Life Force Only. A creature without a spirit. LFO creatures are immune to inherent magic and effects, cannot be seen by pure spirit beings such as non-corp creatures and cannot see them either. Classically, Elves and Dwarfs are the main examples of LFO creatures, though other strongly magical based creatures such as elementals also fall into this category.
Non-Corp - A creature lacking a physical body and appearing as a floating, disembodied spirit. Cannot be seen by or see LFO creatures or affected by focussed or physical sources of damage or effects. (NOTE: There are rare Non-Corp creatures composed of disembodied Life Force instead of Spirit, these creatures can only interact with LFO creatures and Focussed Spells, and cannot be seen by nor directly interact with Spirited Creatures.)
Strength X - often used to represent a creature physically pushing with all their strength, as this LARP system does not allow grappling. Easily resisted by creatures with greater strength, creatures of equal strength may hold their ground but should react appropriately while creatures of lesser strength will be knocked / sent flying as appropriate, often a few steps per difference in strength (subject to OOC safety). Should be accompanied with an appropriate gesture provided it is safe to do so.
Zombie Speed - The creatures effected must move at half speed, including fighting/weapon swings unless told otherwise. This ability can affect both Players and Monsters alike, and the targets will be declared when the effect is called. If no targets are called, it applies to everyone. The call "NORMAL SPEED!" is shouted when the effect ends.
Slow - Similar to Zombie Speed, affected creatures must move at half speed for walking, running and similar movement, but may fight at normal speed and cast spells at normal pace. Like Zombie speed this may affect both Players and Monsters alike. The call "NORMAL SPEED!" is shouted when the effect ends.
Time In - Game time has started, everyone is expected to act and speak in character. Referees and people with fingers in the air are invisible and should not be directly interacted with unless necessary.
Time Out - Game time has ended. You may act and speak normally and there is no need to indicate you are not here by raising your finger.
Time Freeze - Game time is paused. Allows various effects and situations to be explained to the player party and monsters such as monsters suddenly appearing/disappearing, certain spell effects or special abilities such as Jump and more thorough use of discerns, recognition skills and senses. May also be used to battleboard during a long encounter or if situation dictates.
Time Faff - Game time is active so players may roleplay, but a little extra time is needed for monsters to set up the encounter so they should remain where they are. An informal call, but no combat can occur during Time Faff (if it would for any reason, time reverts to full Time In).
Time Passes - Used to speed up downtime between encounters either because a longer distance than actual is being travelled, blood magic rituals will finish without interruption or spell durations wearing off (such as if the the party are breaking potion kits, using rituals etc but the monsters are waiting to ambush the players round the corner so won't trigger the encounter till they finish).
Helpless - When a creature is unable to defend themselves or move to turn blows aside properly they are considered helpless, allowing an attacker to hit them in a vulnerable spot unimpeded if they choose. Damage dealt to a helpless creature by weapons may be tripled if role-play action is used instead of normal hitting. Mindless creatures cannot take advantage of a helpless foe (though they can obviously still hit them a lot).
Mindless - A Mindless creature is driven by instinct only and is unaffected by the spells Beguile, Befriend, Fear, Confusion, and Sleep of all levels along with any other effect that is listed as a mind effect. Mindless creatures do not use tactics and fight in a very straight-forward and unskilled way, usually until death. Examples include giant insects, Zombies and Skeletons.
Undead - Reanimated corpses of the dead brought back to life by evil spirits or magics. Undead are beings of pure evil and powered by negative energies and are not living creatures. Undead are spirited creatures and can be identified using the relevant Discern skills. Cure spells hurt them, a Bless spell will reduce their PAC and SAC. Cause spells will heal them and Curses raise their PAC and SAC instead. Undead are immune to mind affecting spells with the exception of the Control Undead spell list (provided the spell is cast at sufficiently high enough level).
Extra Planar Creature (EPC) - Creatures from other planes of existence such as the Elemental, Celestial, Infernal planes or the Fae Realm. These creatures come in a variety of forms, alignments and intentions, often having access to focussed magic spells and abilities or even being spiritless (LFO).
These abilities function exactly the same as though being cast by a Player. All spells require the following:
Vocals
Call upon the power of a greater being (including "By My Power")
Adequate / equivalent vocal length to spell description
Spell Effect and Hits called at the end, ie "FIREBALL! TWO HITS!" etc
A free Spell Casting Hand
A Spell Focus*
*Focussed spells will also require a Spell Focus, in most cases a book, to be held in the other hand, unless the caster is skilled enough to use a Gem-Focus or equivalent. Some rare creatures are powerful enough to bypass this requirement entirely.
Spells can be interrupted by damaging the caster or else preventing them from completing the vocals or directing the spell. They are also lost if the Caster manages to miscast their vocals "By the power of... um.... oh what's his name!...."
Not all spells are cast by the Dragons described in the Inherent and Focussed Magic sections, some casters may use other names for the Dragons in other languages, but they will all follow the above requirements.
Innate Abilities often replicate spells, but unlike spells do not require vocals or a free casting hand, only a moments thought and concentration. Because they have no vocals, they are impossible to interrupt during the casting. Innate abilities are still magical, and the effect once created is still susceptible to spells.
Innate abilities still require the OOC call for the effect so that Players and Monsters know it has happened, and is prefixed with the call of "INNATE ....!"
Example: A blast from a Fire Elemental may be "INNATE FIREBALL! TWO HITS!"
Similar to Innate abilities, Natural effects can replicate spells and do not require vocals or a casting hand. Unlike Innates however they are completely mundane and not magical, and thus not susceptible to Negates or similar Spells.
Some spells may still help, for example Protection from Red will protect you from Fire. As a note, Dragon Skin will often protect against natural effects, though in this case the PAC bonus will be used rather than the FAC bonus, since it is not a Spell.
Natural effects which replicate spells will be prefixed with "NATURAL ...!"
Example: The spit from a Siege Lizard may be "NATURAL ACID STORM! SIX HITS!", which can be prevented using either a Black Dragon Shield III, or reduced with a Dragon Skin.
A character (or Monster) who uses more magic than they have available has overcast, either overexerting their own limits or by stealing from the source of their power (usually one of the Dragons). Doing so is incredibly risky, A character who overcasts will immediately fall unconscious and be bleeding from the Chest location at -1 TBP, and any Regeneration ability they may have is immediately suppressed leaving them unstable and dying, although other creatures may heal them normally.
If the character is revived they will be in considerable pain as a roleplay effect, although may otherwise act normally. At the end of the encounter the Ref will inform them what other repercussions may befall them for stealing power from the Dragons or overusing their abilities, although in general such will be proportionate to both the degree of the overcast and the experience of the player, with Refs generally being more lenient on newer players.
It is also commonly accepted that the timely use of Power Restore potions will alleviate consequences, although not necessarily completely.
All damaging spells/spell like effects in the game follow the below templates, for simplicity all monster damaging spells & abilities should also follow the same pattern - this is to make it easier for players and monster to remember the damage calls and keep track of their damage more easily in combat.
Each such effect should fall into one of the following "Elements", which are resisted by the appropriate AC for player characters.
For example, an Earth Elemental may be able to use Innate Acid Darts (Minor) which would deal 2 Acid Hits (6 TBP). It may also be able to use the effects Acid Bolt and Acid Cloud, both of which would deal 4 Hits (12 TBP).
An Ice Elemental may also be able to use Darts, Bolts & Clouds which would deal the same amount of damage but be Ice instead of Acid. An Undead may also have access to Darts, Bolts & Clouds which again would deal the same amount of damage but be Spirit damage.
Note that creatures without a physical presence or Life Force are immune Force and creatures without a spirit are immune to Spirit effects.
Healing Magic will be either Force or Spirit for the Focussed & Inherent spell lists respectively.
A list of commonly heard weapon calls able to be performed by most players and monsters. The usual format is <type><damage><effect>.
Single/Double/Triple/.../"n" - The basic damage calls for both players and monsters indicating the amount of damage dealt by a physical attack. The blow is stopped by either PAC or THAC. For monsters, translates to 1 (Single), 2 (Double) 3 (Triple) 4 (Quad) or so on hits. For players, grants a rough idea of the damage (the exact amount of which is script dependent) your character has sustained from a blow. Can be prefixed or followed by various effects as listed (for example, Flaming Single, Double Through). It is possible to stack multiple effects on a weapon call (for example: Magic Silver Triple Through) however some effects do not stack.
One/Two/Three/.../'X' Hits - a non-physical attack which is usually either magic/elemental (Focussed) or spiritual (Inherent) in nature. As the attack is not physical it ignores any Armour (PAC) and is delivered as a Touch attack, thus also bypassing Dexterity (THAC). The strike is stopped by either magical (FAC) or spiritual protections (SAC). Each hit converts to a base of 3 TBD (& LBD) against human player characters.
Through (THRU) - Piercing damage that bypasses regular armour (PAC), usually delivered by projectile weapons though some monsters that have exceptionally long/sharp claws or special attacks may also strike for Through damage. Stopped by THAC but ignores PAC. Call = 'n' Through.
Loose - A safety call used with projectile weapons when the target is too close to release the projectile safely. The call is to be discussed under the new Bow Competency requirements when they are brought in.
Torment Minor/Moderate/Major - Used to indicate a blow poisoned to increase the damage +2 Hits per level on top of the normal damage inflicted. Poison is not stopped by PAC, THAC, FAC or SAC, however the skill Poison Immunity Minor grants complete immunity to all Torment Poisons.
Vapour Bomb Minor/Moderate/Major - A Grenade which inflicts poison damage of 1/3/5 Hits to all within 10' of where it lands. Poison is not stopped by PAC, THAC, FAC or SAC, however the skill Poison Immunity Minor grants complete immunity to all Vapour Bombs.
Concussion Bomb Minor/Moderate/Major - A Grenade which inflicts a Single/Double/Triple THRU to all within 10' of where it lands. This damage is resisted by THAC, but is not stopped by Missile Shields.
Silver - A special metal the weapon is made from that may affect certain creatures differently. Call = Silver 'n'
Cold Iron - A special metal the weapon is made from that may affect certain creatures differently. Call = Cold Iron 'n'
Spirit - Weapon has been empowered to be able to strike at creatures that require special spiritual damage to kill, such as Non-Corp creatures. The weapon still deals physical damage and is stopped by PAC/Armour, thus it still affects LFO creatures but has no additional effect on them. Permanent Spiritual weapons are also immune to standard spells that affect weapons such as Break and Fumble. Call = Spirit 'n'.
Magic - Weapon has been empowered to count as magical for purposes of bypassing certain spells (e.g Missile Shield) or to affect creatures that require require special magical damage to kill. The weapon still deals physical damage and is stopped by PAC/Armour, thus it will not affect Pure Spirit Creatures unless it is also spiritual in some way. Permanent Magic weapons are also immune to standard spells that affect weapons such as Break and Fumble. Call = Magic 'n'.
Subdue - User is attempting to use his weapon to render his target unconscious rather than kill them. Subdual hits cause damage as normal but cannot cause a target to drop below either 0 TBP or LBP or to bleed, and as such cannot be used to deliver poisons. Call = Sub 'n' (or occasionally just Subdue for Sub Singles).
Inherent - Weapon deals pure spirit damage which may affect certain creatures differently. Stopped by SAC but ignores PAC. Has zero effect on LFO creatures. Call = X Inherent Hits.
Focussed - Weapon deals pure focussed damage which may affect certain creatures differently. Stopped by FAC but ignores PAC. Has zero effect on Non-Corp creatures. Call = X Focussed Hits.
A list of effects and calls mostly performed by monsters though some effects may also be usable by certain players. May form part of a physical attack call on strike where the special condition forms part of an attack (for example, Double Through Paralysis) or be used separately on its own as a ranged or touch effect that causes no additional damage. In rare cases a script may alter the duration or affect of a call, in which case a ref will inform you of the change.
Paralysis - Causes a spirited target to stand rooted to the spot, un-moving and HELPLESS for 45 seconds unless immune or protected in some way. Does not effect LFO creatures. Usually used by Ghouls, the bigger & meaner Ghasts call "PERM PARALYSIS" which does not end until the Ghast is dead. The Referee will inform you if this is the case.
Disease Minor/Moderate/Major- Inflicts a disease (script/monster dependent) on a spirited creature unless immune or protected in some way. Incubation and effects vary and will be explained during Time Out by the referee. Monsters suffer from Monster Plague - they immediately take 1 Hit per level and an additional hit in each subsequent encounter, and this damage cannot be cured until the disease is removed.
Wight Fright - Causes the target to stand frozen to the spot in abject terror and HELPLESS for 45 seconds. (Tol Galen RAGs notes: Subject to review. Proposed change: Spirited effect. Basically becomes a paralysis you cannot be immune to. Note: Used to be Halt 3 in old rules)
Petrify - Causes the target to turn to stone and stand frozen to the spot until the monster that caused the effect is dead (or action dictated by script is fulfilled). While petrified the target loses TBP at a rate of 3 per 30 seconds (or as script dictates) until 0 or less, at which point they are permanently a statue. While under a petrify effect, the victim is immune to attacks and damage as though affected by a Tomb Glyph.
Crippling Blow - Breaks arm or leg location and causes whatever dam monster is calling. PAC will reduce the normal damage but will not stop the additional effect.
Location to Zero (LOCK ZERO) - Damages a location in such a way that it is rendered useless and put to 0 LBP regardless of armour or spell effects. Wound can be cured by normal means and at the normal rate of healing and location is useable as soon as it is back to a positive number of LBP.
Sever - Completely destroys a location (usually a limb) to the point where Regeneration is required to cure it. A rare, high-points only monster call.
Gross - is used for massive physical blows, comparable to siege weaponry. Ogre Bows are known to cause "Gross Through!", and is equivalent to a Ballista Bolt. A Gross blow is always at least 25 points worth of damage, is accompanied by a Strike Down effect, and can penetrate some protective spells or effects, including Shields and Missile Shield. In the case of being blocked by a shield, the shield will be broken (or possibly lose a life if MC) and the target will still be knocked down taking half damage. Because of the high damage, if a Gross Blow lands it can easily break bones on the first strike, therefore it is common for players to treat the struck location as broken even on first strike (note that 25 is the MINIMUM damage, it may be higher, though the damage call will not change).
Focussed - An addition to another call (e.g Focussed Fear 3!) that extends who it effects to include LFO creatures. Does not bypass specific immunities (such as those granted by the resistance skills or blood magic rituals).
Strength Drain - Reduces the damage of the target by 1 rank for all Weapons (including Natural Weapons), to the bottom of the new category. For example a Double (10-14) becomes a Single (5), while a Double Through (8-11) becomes a Single Through (3).
Dexterity Drain - Forces the target to walk at Zombie Speed, but does not impact their fighting speed.
Charm Minor/Moderate/Major - A specialised form of Beguile normally used by fey creatures. Acts as the Beguile spell of the same rank but can affect LFO creatures and ignores resistance to Beguile. Mind-effect.
Mighty Blow "X" - A prefix to an effect indicating it is done by a particularly large or heavy blow rather than a spell. In some cases, as it is being delivered by a large weapon rather than magically, LFO creatures may not be auto-immune to the effect though standard immunities and resistance skills may apply.
"10 Hits!" - A form of MIGHTY BLOW that just does a large amount of physical damage, 30 TBP & LP.
"Crush!" - A form of MIGHTY BLOW that destroys shields or breaks limbs struck. Items immune to Break effects are immune to Crush.
"Strikedown!" - A form of MIGHTY BLOW that knocks the target off its feet and to the floor. Victim must make full body contact with the floor (both shoulders must touch the ground) before standing up or may go down to one fist against the floor for ten seconds instead. Currently no immunity.
"Shatter!" - A form of MIGHTY BLOW that destroys weapons used to parry or block it. Items immune to Break effects are immune to Shatter.
"Confusion!" - A form of MIGHTY BLOW that knocks the target senseless and confuses them for 45 seconds. Immunity to the spell Confusion Major or mind-effects renders a target immune to this effect.
"Stun!" - A form of MIGHTY BLOW that stuns the opponent in a similar fashion to the Power Word Stun spell, rendering them HELPLESS for 45 seconds. Immunity to Mind Affects or Power Word Stun renders a target immune to this effect.
(Power) Drain - Removes an amount of power from a target's power pool. Spirit Drain removes inherent power points and so does not affect LFO creatures. Magic Drain removes Focussed power points. Targets without power points are unaffected.
Bleed - An attack that causes bleeding wounds that constantly injure the target until cured. Reduces TBP by 1 point per 15 seconds or part thereof until cured (though script may change this amount depending on monster). As this damage is constant, the victim cannot cast spells or use any blood magic rituals other than the Clotting ritual.
PAC Damage - Causes damage equal to the targets PAC. The target may not willingly reduce their PAC by reducing their Dexterity.
Bounce "X" - not a damage call but a response to an attack, indicating that the creature has sufficient armour to ignore it. If a Monster would Bounce an attack they will still take the equivalent of a "HALF", while a player will take 1 TBP.
No Effect "X" - a response to a spell or an effect indicating it had no effect on the target, similar to Bounce but distinguished as not being the result of armour / toughness but instead from an immunity of some form.
Reflect "X" - a response to a spell, indicating the spell is reflected back at the caster.
Absorbed "X"- a response to a spell or effect, indicating the spell or effect is absorbed by the monster, either resulting in no effect or a beneficial one for the creature.
Terror - An irresistible Fear effect, the targets to become afraid of everyone, they will flee and attempt to avoid being seen by anyone. An exceptionally rare monster call used by unique monsters (e.g the Silver Dragon).