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Post by AD on Sun May 07, 2017 7:26 pm

For the time being this thread will serve as a page for additional rules and system tweaks.
As the season is upcoming, here are (finally) the two ranger abilities talked about past season, in stunning 4KUHD for your rule viewing pleasure. One is an update of the bow's bypass and the other is a new skill entirely. We're not going to do a full overhaul of the rule book quite yet, specifically with these minimal rule tweaks, so for now this supplement thread should (hopefully) suffice for any additions.
If anyone has any questions or concerns, please do not hesitate to ask. Thank you!

ARROW BYPASS EFFECT: Now all natural and organic (GMO free) – no purchase required
Arrows loosed by shortbows or longbows of any level wielding skill carry a natural bypass effect against armour and magic armour.
The damage must be called as any given bypass damage call:
ex: '9 metal bypass'
The bypass effect will not occur unless called as such, so the natural bypass must be instigated by the archer. This is to deter potential confusion in the midst of a fight where an arrow's impact may not be noticed and the bypass effect goes unassumed.
For Nerf brand and similar branded templates for crossbows, that specifically use simple foam darts as ammo, the loading count of 5 is required. These crossbow darts carry no natural bypass effect, as their ease of use and load bearing is already more user friendly.
A bypass effect may be applied to any given bolt as it is loaded; after the initial loading count of 5 an additional loading count of 10 must be called. This counting call does not increase or decrease with crossbow levels.
However, in the case of specially made crossbows or LARP safe crossbows that more accurately represent a 1:1 loading mechanism, loading counts will be decided by cast on a case by case basis. This could possibly mean that an accurate (and safe) crossbow with actual (boffer) bolts may not require a loading count at all.
ex: '7 metal bypass'
Once the bolt is loaded the bypass effect stays on the bolt until the bolt is loosed or removed by any means from the crossbow. So long as the ranger in question remembers to call the bypass effect they applied that particular bolt is set for bypass damage regardless of however much time has passed. The bypass call must be made just as the bow's arrows with a failure to do so indicating a miscant, that is a normal shot fired without bypass effect.

Cost: 16 XP
Prerequisites: Shortbow 2 / Longbow 2
(individual purchases for each bow type)
The 'Crit Shot' skill allows any arrow nocked by the archer to carry a damage modifier. The user targets a limb on a humanoid target (not monsters or puppet mobs), that being either leg or either arm. As the arrow is loosed the user calls the intended target limb, for example: 'Left leg crit'.
This would follow suit for the right leg, left arm and right arm. Right and left in this situation is always considered in the perspective of the target and not the archer.
If the arrow makes it mark, the damage call for the shot is doubled from its regular attack value. Ex., '9 metal bypass' would be '18 metal bypass'. If the arrow misses its intended mark on any limb called out before it impacts, whether hitting another target unintentionally or even hitting another part of the target's body, any and all potential damage is negated entirely.  Natural bypass, as illustrated, is indeed allowed to apply to these stronger attacks.
In Game the reasoning for this may be played as the arrow having been loosed errantly, wavering in its trajectory and the shaft bouncing harmlessly off the target.
As the archer's intended target must be telegraphed to deter cheating and the arrow has the potential to do no damage at all this is considered a high risk and high reward skill for confident archers.

In any weapons' case any given additional effect where the arrow's or bolt's attack power is amplified (ie., magical enchanting or amplifications), the effects for a called skill still apply over the enchantment. For example, if an arrow is enchanted to hit for 30 points and the Critical Loose skill is called and fails, as per the ruling, the arrow hits for 0 damage and the enchantment has been wasted.

Last edited by AD on Wed Aug 15, 2018 3:22 pm; edited 2 times in total


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Post by AD on Thu May 11, 2017 4:43 pm

Fairly simple, last season we also introduced the ability for mages to purchase (upon learning) offensive spells for Earth and Air where there were none before. Previously only Fire and Water could cast 'With (element) I strike you (however many) points)'. The damage calculations are the same as for Fire and Water tiers.

'The Earth will strike you (number) points!'
Cost: 1 XP

'The Air will strike you (number) points!'
Cost: 1 XP

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Post by AD on Thu May 11, 2017 7:48 pm


Previously, before last season, gathering for seeking geologists and herbalists was expressed by OOG methods with the AD. Players would inform the AD that they were going OOG to gather and they would be given materials at the end of the designated period. The materials acquired would depend on their levels of herbalism or geology and any other given skills depending on other conditions such as the time of day, how long they were out, etc.

From last season, Season 3, onward, gathering has been accomplished by IG actions involving the player literally going into the woods and nearby areas on site to explore and collect materials. These materials are now expressed by yellow capsules containing various tags. These 'gather eggs' are marked with labels denoting their required skill to interact with. Bear in mind these are separate from the 'mod eggs' which carry effects and mini events for any given character who is curious and adventurous.
These skills are Herbalism I, II and III and Geology I, II and III. The character must possess the required level of these skills to interact with any given gather egg. The egg cannot be moved by the character though they may tell someone of a higher skill level about its location.
This may be roleplayed as the character finding a flower or herb but being unable or unsure of how to uproot it without killing it. Similarily, they may happen upon ore deposits but not possess the skills necessary to extract it, and certainly not without damaging the ore.
When players find gather eggs and collect their contents they must also keep the yellow capsule itself on hand. It may be delivered back to the cast cabin's entrance in a designated container for reseeding.
Gather eggs may be found all over site in generally appropriate locations. Some eggs are hidden better than others and may require the player to be a bit more adventurous in certain situations.

For the time being we will not be placing an egg collecting limit on players. Though, much like with mod eggs, it is asked that the player be considerate and not monopolize all of the materials. That being said there should presumably be plenty of resources to go around.
We as cast still intend to address this system in detail at the beginning of each event as it is new ground for players and us as well. As we all familiarize ourselves with it and get a feeling of the balance of it all hopefully it can be polished and made better for everyone adventuring out there. Happy hunting!

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Post by AD on Wed Jan 03, 2018 4:17 pm


This is a mechanic which is part of the gathering system but operates rather differently, being instigated by the player to reap – or gather – their quarry. It allows separate options for both Trapping and gathering animal and monster materials.

Note that the Traps skillset, which requires the PC to be level 3 to make functional traps, is separate from this Trapping lifeskill. Phys reps for the traps are provided by the player and are placed IG, most likely at the start of a game, in the woods in hopes of trapping some sort of game.
These phys reps are separate from the regular functional traps laid for other PCs or NPCs as they need not be functional to be utilized; they are purely phys reps and intended as ‘creature traps’. As such, they cannot trap PCs or NPCs, only creatures.

Game to be caught is represented abstractly: rather, a cast member watches for player laid traps during their forest rounds. Observing the trap, depending on where it was placed, what kind of trap it represents, or any additional factors (such as bait or special materials to fortify it), the cast member may decide that the trap indeed has ‘caught’ something. This could be anything as small as a rabbit or lizard to something larger or more arcane like some kind of monster.

The cast member will procure a simple fake fur phys rep not unlike an envelope to represent the creature snared. It may also be a special puppet or other prop depending on the situation. The trap phys rep is collapsed in some way, or even turned over, to represent its being triggered and the creature phys rep is placed on top. This creature is tagged appropriately to denote the creature caught and the arcane dissection level required to reap the contents, those being regular tags for materials tucked inside the phys rep itself.

These traps must be managed by the player and just because a trap is set does not mean they will yield rewards. Furthermore, the gathering aspect is the still the core. If the PC does not collect what they have caught, they cannot use it. To this, if a cast member has gone about and placed a creature in a trap and then later on returns to see that creature yet uncollected, they may decide to take it away (IG reasoning being it has been eaten by another animal or what not). Other PCs are still free to grief by triggering or salvaging others traps and even taking any of their catches. It pays to police your craft, as you may have as many traps out as you desire. That being said, there is grace to be had. If a trap makes a catch right before game’s end, even an hour or two and no collection has been had, the player may still take the rewards as they go about collecting their phys reps after game is called.

The trap phys rep itself, though it does not need to be functional, must follow some rules:

-it must look like a trap of some sort
-it must have a phys rep for its trigger and something to represent it being triggered
-it must be tagged appropriately to denote the user, Trapping lifeskill level, and any special materials that make up the trap, such as iron or alchemical adhesives to reinforce it, or bait

The last point also lets others know it is an IG item and also intended for creatures specifically that they cannot be snared in. Regardless of design, for the sake of simplicity, creature traps are always assumed to kill quarry instantly, never capturing alive, though there may be special circumstances.

Though function is not required, creature traps with actual rigging and trigger mechanisms are welcome and encouraged and can strongly help in not only a trap’s success rate but also determining the rarity of the creature or monster caught, as well as its size.
This is not unlike presentation bonus, but of course may change the enactment: depending on how the trap is rigged, perhaps the creature or monster snared remains alive. This would also mean that they are completely capable of trapping other PCs or NPCs in addition to creatures; though at this point it would be classified as a regular Traps skill rig and would in fact require the user to be level 3 in Traps... again, separate from lifeskill Trapping.
Please consult Cast if you are unsure what your particular build might be qualifying as; lifeskill Trapping is intended as a 'gateway' of sorts to the Traps skillset.

Some things to consider when constructing and setting creature traps:

Lethality: is this a snare that could effectively catch what you want, or could it potentially trigger the trap and escape?
Bait: different beasts like different treats or objects. Experiment and see what might catch what.
Location: is the snare set on a commonly trodden path or off in the brush? Higher up the hill? Creatures avoid certain places and roam free in others. Placement is key!
Upkeep: beasts or PCs may upend your rig without being caught. Make sure to do your own rounds to maintain your traps and to collect any bounty… and to keep others from stealing your hard work!

Final note: though you want your trap to be concealed enough to keep it safe, do not conceal it entirely. You will want cast to see your trap so that they might RP the notion of a creature stumbling across it, so certainly put it off the beaten path, but do not cover it in sticks and leaves.

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Post by AD on Wed Aug 15, 2018 2:31 pm

Sunder damage is a new damage call that is currently exclusive to the Giant Weapon class. It is meant to compliment the unwieldy nature of the Giant Weapons' girth and weighting.
This call is specific in that it is not called by default for Giant Weapons; the weapon will still call for its appropriate damage when it is regularly swung according to its material and build, whether a Metal Axe, a Wooden Sword, a Metal Hammer, etc.

Sunder damage is called for by the following In Game action:
1. At any time that the wielder desires, they plant their feet into a wide, grounded stance. They can shuffle about slowly while in this stance.
2. They chamber their weapon to their side, holding it at the ready like a baseball bat; effectively, their guard is down.
3. The charge time is called as follows: 'Sunder 1, Sunder 2, Sunder 3' - this count being called at a reasonable pace. When the 3rd count is made the charge may be held, but their 'ready stance' must stay in place or the count is reset.
4. At the 3rd count the weapon is swung and the damage is called for at its regular number value, but with its regular damage type being replaced with the Sunder damage call. ie. '10 Metal' becomes '10 Sunder'
5. If at any point in their grounded stance or 'Sunder count' the Giant Weapon wielder is interupted or forced to break their stance or make another call, raise their weapon up to guard, etc: the count is compromised and the action must be repeated to inflict Sunder damage.

Sunder damage is similar to Bypass in that it goes through Armour Points to the wearer's HP. However, it differs in a couple ways; it effectively applies damage to 2 separate thresholds of defense. To illustrate the different scenarios, the Sunder damage call affects as follows:
1. Unarmoured targets: the damage affects as normal, applying the weapon's normal damage value to the target's HP.
2. Armoured targets: the Armour receives the weapon's normal damage value and it tears through the Armour and also damages the target's HP.
3. Shields/Guarding: whether a shield or sword, an object blocking a Sunder strike has that damage travel through as a 'shockwave', affecting the target's next appropriate threshold, whether it is Armour or HP.
4. 'With Fire I Guard Myself': similarly to a blocking shield or sword, the Sunder strike's damage travels through the Fire spell to the next appropriate threshold, whether Armour or HP.

The Sunder mechanic comes inherently in Giant Weapons and requires no additional XP expenditure.
As for now, there are no other (revealed) uses for Sunder damage In Game. Please stay tuned and PM me or Rob (Cast) if you have any questions.


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Post by AD on Tue Jun 11, 2019 6:44 pm

In Game, certain creatures and NPCs may exhibit various thresholds to different types of damage and calls. These threshold policies are outlined here to give Players context for what might be occurring statistically when making calls against foes. Though individual creatures' weaknesses and resistances will not be revealed -find that out in game by observing!- this may hopefully give Players more of an idea on how to deal with certain creatures and be more aware of what specific reactions to calls might imply as far as their stats go. Please, experiment and take notes! Maybe wrangle a hellion or shrike and poke and prod at it!... Bad idea?...

RESISTANCE: Certain damage types may have little effect on the creature that holds Resistance to them: this may be any of the 6 main damage types, and will only ever deal 1 HP of damage to the creature in question, regardless of the weapon or wielder's damage output or modifiers. This will be RPd by the Caster as a little more than an annoyance: ex., if a creature Resists Metal damage, they will shrug off the damage as if it had no effect; though the Player will not hear the call 'No Effect'.

WEAKNESS: Creatures with Weaknesses take 2x the damage from calls made by damage types they hold Weakness to. This holds true for any of the 6 main damage types. Ex., if Weak to Mauling and struck by the call '15 Mauling' the creature in question will take 30 Mauling points of damage instead. This Weakness multiplier takes the damage at face value, doubling the value of the call that they hear specifically... meaning stacking of buffs and modifiers can lead to huge damage against certain creatures. Being struck by damage they are weak to, the Caster in play will RP it as intense, searing pain and in addition to the multiplied value they also lose posture and may stagger back: that is to say, it is a statistical disadvantage as well as an RP disadvantage.

ARCANE RESISTANCE: Comparable to a slow starting Strong Will ability, a creature that holds Arcane Resistance to spells of any of the Prime or Pure Elemental Magicks will be affected by the called spell initially, but after 1 minute of the spell's effect -regardless of what time duration the Mage has called for- the creature will break free of the spell's effect. This is RPd by the Caster similarly to Strong Will in that they must display exertion and force of will as they break free of the spell's effect. Ex., if Petrified by 'The Earth will Petrify You', the creature will remain still for perhaps the first 50 seconds before shaking violently as if breaking out of their petrified state as shackles.

ARCANE WEAKNESS: This Weakness specifically applies to spells of any of the Prime or Pure Elemental Magicks. A creature that holds Arcane Weakness to a specific Elemental Magic will take the effect of the called spell as normal but in addition will take 10 points of damage directly to their HP, ignoring any other thresholds it may have. Much like the Weakness policy, this will be RPd by the Caster in play as a horribly painful blow, staggering them and affecting their posture in addition to the spell also taking effect. Arcane Weaknesses apply to each Elemental Magic discipline as a whole, and are not limited to specific spells within those Elemental orders.

IMMUNITY: This is the threshold most commonly called as 'No Effect' verbally by the Caster in play. It indicates that any given method made against the creature literally does nothing -positive or negative- to that creature. Players should always know that this is the case by the explicit call made of 'No Effect'. If this call is not being made, then SOMETHING is indeed happening, however slight. Immunities can be had to any given method, running the gambit from Metal or Wood damage types, to specific Magic spells, to being impervious to Mental effects in general, whether illicited by Psychic abilities or Magic spells.

CRITICAL WEAKNESS: Fairly simple, if a creature is struck by a variance of given methods of which it holds Critical Weakness to -any of the 6 main damage types, any of the Prime or Pure Elemental Magicks, any Alchemical effects, any Psychic effects- it will instantly be felled, dropping to 0 HP. This can also be as specific as weapon classes within types: ex., a creature may specifically hold Critical Weakness to Arrows or Ranged Weapons... in some cases the arrow's called damage type may not even matter, and the creature is simply Critically Weak to Ranged weapons in general.


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RULES SUPPLEMENTS, etc. Empty Alchemical Solutions Not in Base Rulebook

Post by AD on Sun Oct 13, 2019 5:45 pm

A total of 6 new Alchemical effects have been added into game since its forming and are not reflected in the base rulebook as of yet. They are as follows:
Quilt Oil: Can only be applied to bladed weapons... prevents any damage or effects of any type from harming your weapon; the blade cannot be broken or shattered by any means, cannot be rusted, burned, heated, or magically or alchemically affected. Additionally, the Sunder damage type is unable to damage through the sword if it used to guard against it. Duration: 5 minutes
Opportune Oil: Can only be applied to bladed weapons... if striking at an opponent's back proper (not unlike Knockout's stipulations) increases the weapon's damage value by 10. This increase in damage can only be called when striking at the opponent's back but may be called as many times per encounter as desired. Duration: 5 minutes
Refine Oil: Can only be applied to bladed weapons... callows the weapon to call for Bypass damage with every strike provided it is a thrusting strike... slashing motions can be called as 'No Effect' by the assailed. The weapon will however call for 3 points less than its wielder's damage value, though never going below its base damage value. Duration: 5 minutes
Midnight Oil: Can only be applied to bladed weapons... applies Silver damage typing to the weapon for its duration, which also protects against the effects of Rust. Duration: 5 minutes
Reveal Oil: Only for use on bladed weapons and requires a full blade covering scabbard... the oil is not applied to the weapon directly but rather poured into the sword's scabbard. The sword is sheathed immediately after and may be left as long as desired. The next time it is drawn the user must strike in their next immediate action as a quick draw attack. (ie., rhe time window of a Sudden Clarity) This allows the user to call for an additional 50 points of Bypass dmaage on top of their regular damage value. The scabbard must remain sealed as though it is air tight to properly coat the sword. Duration: until brandished
Medium Poison: Once ingested or introduced into the body by other means the subject takes 1HP of damage every 1 minute. Once they lose all their HP they do not enter their Bleed Out but rather die immediately and go to the Land of the Dead. May be solved by Antidote or Untainting or Purifying spells as with other Poisons.


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