Download - Tale of the Vampyres Rule Book v1.2
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V1.2
Rules Created by: Taryn and David Elliott
Players handbook created by: Rob Windon
V1.2
Tales of the Vampyres Players Guide
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1
Table of Contents Character Creation 2-3
Were all drama l lamas really 3
Magic 4
Specials Rules 5-7
Psychic 5
Super science 5
Demon and half-Demon 5
Vampires 6-7
Werewolves 7
Slayer 8
Skills 9-12
Science 9
Occult 9
Computers 9
Contacts 9
Art 10
Languages 10
Doctor 10
Getting Medieval 10
Kung-Fu 11
Gun-Fu 11
Thrown 11
Dodge 11
Alchemy 12
Archery 12
Additional Rules 13
Fear Checks 13
Coloured Tags 13
What has it got in its pockets? 13
Fighting and Staying Alive 13
The one second rule 14
Get out the way son!! 14
Hit points and 14
damage calls
14
Healing damage 15
Carrying Unconscious 15
Characters
Calls 15
Special Attack Calls 15
Resistible Calls 16
Ref Calls 16
Safety Calls 16
Downtimes and XP 17
A random few notes 17
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2
Character Creation
Each character has 1 1 Creation P oints (CP) to spend
at creation which can buy either a special template,
stats or skills.
Stats Each character start with 1 rank in each stat. Stats can
then be purchased for a cost of one CP per rank to a
human maximum of 4 points
Stat Name Stat Description Strength - (Str) How physically strong you are, Adds to
some damage types
Constitution - (Con) How tough you are, hit points are equal to your Con x 5
Dexterity - (Dex) How nimble you are, Base dodges are equal to your Dex. Adds to some damage types
Willpower - (Will) How much force of will you have, Effects Magic and fear resistance.
Skills Each character starts with 1 point in a single skill and 0
points in each other skill. Skills can be purchased for a
cost of one CP per rank up to a maximum of 3 ranks.
Skill Name Skill Description Kung Fu
Str+Kung Fu = unarmed/claw damage call.
Contacts
Provides you with hard to get equipment and materials
Getting Medieval
Str+1 + Getting Medieval = armed melee damage call. At 2+ may ambi
Dodge
+2 dodges per point.
Gun Fu Dex+Gun Fu = ranged damage. Cannot use guns without this skill.
Art
Can interact with objects with RED tags.
Computer
Can interact with objects with YELLOW tags.
Doctor Can heal Doctor score in HP/min with appropriate RP
Languages
Can interact with objects with BLUE tags.
Occult
Can interact with objects with BLACK tags.
Science
Can interact with objects with GREEN tags.
Alchemy can use herbs to create potions with interesting results.
Thrown Str+Thrown = ranged damage. Cannot use thrown weapons without this skill.
Archery Dex = ranged damage. Reusable ammo.
Specials A special costs three CP and each character may only
have a single special applied. Stat Ranks gained from
special can take a ranks over the human
maximum.
Special Name Special Description Vampire
+2 Str, Dex, and Con. Burns in sunlight, cardboard chest syndrome.
Werewolf
In wolf form +2 Str, Dex, and Con. Cannot use non-combat skills in wolf form.
Witch/Warlock
Has Spells (See Magic section).
Psychic
+1 Will, Telekinesis, and Visions from the refs
Slayer
+3 Str, Dex, and Con, regenerate 1hp/5 min. Only 1 Slayer allowed.
Super Science
Begins each game with a super useful gadget.
Demon
+4 attribute points to spend and a special ability linked to their type.
Half Demon
Half demons may appear human but have a secret ability linked to their type
Every player may only play one special in every three
characters that they play, because there are far more
normal human beings than things that go bump in the
dark.
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The advantages of not being special It should be pretty obvious that specials add more to
stats than 3 points would just buy, so why would you
be normal? Well, two reasons; firstly, many of the
specials have drawbacks, some plainly stated in the
rules and some more hidden, such as how people will
react to you, or the number of people who want you
dead just because of what you are. The second reason
is that any character that begins the game with no
specials has a drama point cap of 5, while specials
have a cap of 3, and characters with no specials will begin each game with +1 drama point.
really (Drama points) Role-play is about being dramatic; about the big
moments that would make an audience go wow!
Nowhere is this more relevant than in the Buffy system
(which is based on a TV show, and therefore had an
audience it had to make go wow!). This system
contains a mechanic called Drama Points, these are an
expendable resource which characters generate by
and how they are spent. The refs will always be
carrying a stock of drama point tokens, and can award
these to players. Drama points are awarded for:
Quotable Quotes: Those one liners that stick with
parroting lines from the show make you own new
lines.
Heroic Acts: Those acts of greatness and risk to the
character that stand out.
There is an upper limit to the number of drama points a
character may have at any one time, this is 3 for
characters who have a special and 5 for characters who
do not. Once you have your shiny drama point, what
can you do with it? Well, several things actually:
Heroic Feat: You automatically succeed at something
you would otherwise fail at, due to running out of time,
not having the right bits,
instantly heal 50% of the damage
flesh wound and all that blood made it look worse that
it is.
Plot Twist: You just happen to have remembered that
guaranteed to work, you must ask a ref and they will
decide whether to allow it.
Act of Will:
one magic effect (spells mostly) which targets you.
Saving Grace:
cannot find the right components, spending a drama
point may allow you a way around this.
Stitch In Time: If you are missing a piece of the
puzzle, a Drama point may earn you a clue as to where
to look.
Leap of Faith: one drama point can be used to call a
time freeze whereby the character can move five
meters away from the source of impending doom
before calling time in.
Drama Point Resurrection: if a character died while
the player still had drama points then it may not be
curtains quite yet for that character, 3Dp will resurrect
them for next game. 2, for second and 1 for the third,
should the player wish to hang onto the character.
To preserve the flow of the game, you can spend a
is not immediately required, but see one as soon as
possible after.
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4
Magic
Spells
description). Characters with the Witch/Warlock
background have access to the following 2 spells:
Shield of Ra: with a wave of your hand you stop
incoming missiles and ranged monster attacks dead in
the air. If you are within one meter of the target, you
may cast this spell to shield another person. As long as
you see it coming you can repel fire from guns, thrown
Bolt of Horus: magic leaps from your fingers to strike
your foe
pointing, where X is your will.
Magic Checks Most spells can be resisted if you are mentally tough
enough. If you are on the receiving end of a spell with
in a magic check (congratulations, I guess) compare
your Will stat to the number called (the X) if it is
higher than the called number you resist the spell, call
so the caster knows what has happened. If your
Will stat is equal to or lower than the called number
then the incoming magic is too strong for you and you
take the effects of the spell (usually stated before the
Magic X call). Eg. Billy is a competent but not
spectacular warlock (His Will is 3, and he has the
Warlock special), one night he finds himself in a bad
part of town and sees a nasty looking guy with a knife
walking towards him. Fearing for his safety he casts
thug, and this is not enough to stop the spell. The bolt
slams home and the thug runs off in a panic.
Later Billy is trying to get home and is still a bit wired
from his previous encounter; he is surprised by a girl
who appears out of nowhere and panics, casting Bolt
(her Will stat is 6 because reasons) this is higher than
a forgiving mood.
Magic Addiction Magic is a drug, it just is, deal with it. Casting too
much of it will lead to addiction, and this has bad
effects. After you cast every 5th spell, you must see a
ref as soon as possible, the ref will inform you of what
happens to you. If a magic user goes 30 mins without
casting a spell they lose a magic addiction effect if
they have any and their spell count resets to zero, if
they have multiple addiction effects they lose the effect
determines how many addiction effects they can
survive at any one time.
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Specials Rules
Psychic You are a channel for The Powers That Be (TPTB) to
communicate through. This is a great honour however
it comes at a cost. These visions can be disturbing,
traumatic, painful, and almost always come at
inconvenient times. Your visions will be delivered to
you both in downtime and by refs at events, they will
give you some degree of insight into what the Powers
want of you, and hopefully how to go about it, they
will also be open to interpretation. Fortunately, TPTB
have given a bit of a leg up in bearing you visions and
defending yourself. You gain plus one willpower (can
take over max of 4), which will help you resist the
inevitable fear affects your visions will cause.
You also gain telekinesis. With this you may call your
willpower in ranged damage as you force an unseen
psychic punch at your opponent. This does have a cost
however (just like everything from TPTB), each
psychic punch you send causes 1HP of damage to you
and leaves you with a painful headache.
Make no mistake, TPTB do not see you as an ally, you
are an asset, a tool, and failure and incompetence may
well be punished, but you still provide a large asset to
any group you are with.
Super Science Sometimes madness or eccentricity breeds true genius,
talents beyond the normal and an ability to construct
amazing machines. A super scientist can build things
straight out of sci-fi, lifelike robots, freeze rays, even
machines which manipulate time.
A super scientist will begin each event with a gadget
agreed upon with the Refs. Super science may also
enhance the results of any gadgets constructed at
events, and some items may even need super science to
be constructed at all.
A super scientist is also able to create a blue-print at an
event that would allow themselves or others with the
Science skill to make a gadget relevant to the plot. It
takes 10 minutes to make a blue-print. Upon
completion, see a Ref for the required cog costs, skill
requirements, and any other component requirements.
Demon and half-demon "There are more things in heaven and earth, Horatio,
than are dreamt of in your philosophy". This also
applies to hell dimensions, alternate dimensions, and
even plain old hell, species of demon are as varied as
they are myriad. However, they all stand out in a
crowd, demons look demonic, without exception.
All demon characters must have a clearly demonic
appearance and will struggle to hide it. Due to the
varied nature of demons the exact appearance and stats
of the character must be agreed with the senior ref, but
the overall benefits and cost will follow these
guidelines:
+4 attribute points, which can take a stat over the
human limit of 4.
A unique power linked to the species and concept of
the character.
A weakness linked to the demon species; this will be a
major weakness which will greatly influence the
character in some way.
A demon maybe also, with agreement from the senior
ref, have a unique kill, this will either increase the
severity of the weakness or add another.
Half-demons have it slightly easier, they can withdraw
their demonic appearance in a manner similar to a
vampire (in fact vampires are just a very common form
of half-demon), however certain situations may force
their demonic appearance to the fore. Similar to
demons they receive a species related ability and
weakness; they do not however receive the stat
bonuses.
Remember not all demons are evil, but they do tend to
be.
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Vampires Cardboard Chest Syndrome (Stakes, Vamps,
and My friend Mr Pointy) Everyone knows that the best way to kill a vamp is a
stake through the heart, and the fastest way to a vamps
heart is through their surprisingly flimsy chests. I mean
seriously, a big buff vamp can take a hit from a
moving truck and keep going, but a primary teacher 2
years from retirement hits a vamp in the chest with a
pencil or a blunt tent peg and POOF, no more vamp. If
a vamp character is hit in the chest with a weapon
representing a stake they take 3 times the damage
called, once reduced to -10 HP the vamp is dust.
Should the vamp still be upright after the hit then
clearly the blow only grazed the heart, but still did a
spectacular amount of damage.
Attacks with these weapons should be announced by
ur normal melee
damage, the vampire you have struck must apply
appropriate multipliers.
The same but not equal (Crafted stakes and
hastily made stakes)
Not all stakes are made equal and the quality of a stake
impacts heavily on its durability.
Named stakes (crafted stakes), such as Mr Pointy, are
built with the purpose of being re-useable, they are
made of good quality hard wood with no flaws in it.
These stakes can be used repeatedly to attack with like
any other melee weapon. A ref will inform you if you
have a named stake. Hastily made stakes are a different
matter. Breaking up cheap pine furniture (or even
decent furniture), smashing convenient wooden poles,
etc., leaves you with a stake that is not particularly
tough. A hastily made stake may be used for a single
before the stake breaks, splinters, crumbles, or
otherwise becomes useless. You may not use this stake
to make any further attacks with and should hand it to
a ref as soon as is reasonable. Any stake that you have
not been told by a ref is a named stake is automatically
considered to be hastily made.
sunlight)
Sunlight is bad for vamps, plain and simple. Any
Vamp outside in during sunlight hours takes 1 point of
damage per second. Effects may occur which alter this
(up or down), these will be communicated by the refs
should they become relevant.
Vamps take no damage from sunlight while inside, this
is to avoid difficult calls about windows etc...
got red on you (vamp feeding)
character can initiate a feed on any mortal character by
CAREFULLY placing a hand on the mortal characters
vamps strength. As with other checks if the mortals
strength is higher than the called check number they
MUST take their hand of the mortals shoulder and
role-play being pushed away. If the mortals strength is
equal to or lower than the check then the mortal is
considered to be grabbed, no actual grabbing required,
while in this state the two are considered to be locked
in a struggling grapple (it will be useful if the mortal
somehow acknowledges to the vamp that they are
aware they are grabbed), as such neither character may
move or do anything with their hands/arms/legs, as all
are being used to some effect in the grapple. The
mortal may call for help (or hold a casual conversation
if they want to), the vamp may not speak as his/her
for each count the mortal loses 1 HP and the vamp
gains 1 HP until the mortal reaches 0hp and enters the
dying state, at which point the vamp can drain no more
blood.
Attacks will not necessarily cause a vamp to let go of
lose breakfast that lose your
life.
making vamps) Vamps can turn mortal characters into vamps during
the course of play. To do so a vamp character must
reduce the target character to between 0 and -9 HP, or
character who is already in that state and
perform 5 mins of appropriate role-play (feeding blood
count is bound to reach max, this is fine. If this is
successfully done then the character has not died (well,
returns to un-life as a vampire. Both players must find
a ref and the ref will inform the newly made vamp of
their stat alterations and let both players know if any
interesting effects happen due to who did what to who.
If the 5 mins is interrupted before it is over then the
turning was unsuccessful, if the player who was being
turned is healed to above 0hp before they reach their
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max death count they are fine, if not healed they will
die as normal.
There is a strong sire bond between a vamp and the
person who turned them, as such if you are made into a
vamp during the course of play the following rules will
apply to you: You will do most things your sire
asks/tells/commands you to, short of killing yourself
for no good reason (this is not an excuse for you sire to
have you fetch and carry drinks all night, unless you
are happy to). You will not attack you sire. You will
not perform actions you believe will place your sire in
danger
Within the bounds of these effects, you are still
yourself however, all be it a demon possessed, blood
thirsty, evil, yourself.
Werewolves The dangers of fine cutlery Just as a stake through the heart will mess up a vamp,
werewolves, silver weapons deal double damage called
against werewolves.
Attacks with these weapons should be announced by
damage; the werewolf you have struck must apply
appropriate multipliers.
Is that Fur coming out of your ears?? (Getting
werewolfed) Lycanthropy is bite transmissible, and a lot easier to
catch than vampirism. However it is also a lot less
obvious to begin with. If you are a werewolf and are
actively trying to turn someone (with or without their
knowledge) speak privately to a ref. If you are on the
receiving end of this or a ref sees that you are bitten by
a werewolf in a combat then they may come to you to
brief you on your new and exciting lunar lifestyle.
Werewolf characters who have bought the trait as a
three point merit may transform into their wolf form
when the moon is full and risen, this will be dictated
by the refs. The refs may also inform a werewolf they
have transformed at other points due to plot or role-
play reasons.
Werewolves are not always blessed with self-control,
however, and those who catch Lycanthropy from
another must spend years in training before they have
full control over their curse. Should a character have
the Werewolf template applied to them as a drawback,
then that characters actions under a full moon may be
directed by a ref.
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Slayer
"Into every generation a slayer is born: one girl in all
the world, a chosen one. She alone will wield the
strength and skill to fight the vampires, demons, and
the forces of darkness; to stop the spread of their evil
and the swell of their number. She is the Slayer."
Well, the legend say one girl in recent years
been entirely accurate, Billy and Troy have flown the
flag for gender equality in the most unusual of places,
that of the Slayer.
Everything else hold true though, well apart from that
whole incident were all potentials became the Slayer,
so the
whole destined to battle the forces of darkness.
You are that chosen (OK, one of them), selected by
fate (i.e. The Powers That Be) to battle evil, and
granted superhuman abilities to aid you. Within the
TOTV character base there will only ever be a single
Slayer, if you wish to play the Slayer at some point
you must discuss the request with the senior Ref team.
The Slayer gains far more than any of the other special
character classes, but with this comes an obligation to
be out there finding the things that go bump in the
night and, more importantly, bumping back. A
character with the Slayer special gains +3 in strength,
constitution, and dexterity. They also have
regenerative powers and gain 1 hit point back per 5
minutes when wounded. Finally they gain the Slayers
Sense, an innate ability to sense the presence of
vampires and approximate the number, distance and
direction. When a Slayer can sense vampires a Ref will
inform the Slayer and brief them with relevant
information.
The Slayers heritage is long, tracing back to the First
Slayer, and if appropriate justification and roleplay can
be provided then the Slayer may gain additional effects
or information. If the Slayer wishes to do this they
must consult with a Ref and discuss what they plan to
do and the desired outcome before beginning to allow
the crew time to assess the situation and prepare
appropriate responses. Remember these responses may
not always be purely beneficial.
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Skills
SCIENCE! There may be items out there that need repairing; there
may even be things you can build with bits you find.
To achieve these things requires the science skill and
10 mins appropriate role-play. Inform a ref before you
begin such an attempt and the ref will inform you of
the results once you have finished.
Increasing levels of the science skill allow characters
to do more complex things as well
1. You can interact with objects marked with
green dots and construct gadgets.
2. With appropriate tools a scientist of this lvl
can disassemble objects for components.
3. After spending ten minutes study a scientist
can work out how a science or super science
gadget works-without needing to be taught.
Cogs, dials and sprockets are tiny items that are
invaluable to a scientist because all devices require a
set amount of pieces to be assembled. Search about
regularly to see what you can find.
Science and super-science gadgets constructed at
events will break down shortly after the end of the
built to last.
Occult Ancient texts contain powerful magics, scrolls of
power sit forgotten on dusty shelves, and those in the
know are constantly seeking them. There will be
BLACK lammied items in the play area which contain
spells which can be learnt, this requires the occult skill
and 10 mins appropriate role-play. Inform a ref before
you begin such an attempt and the ref will inform you
of the results once you have finished.
Whilst learning a spell is the same for anyone with the
occult skill, casting it is a different matter. If the
character that has learned the spell has the
Witch/Warlock special then they may cast the spell
like any of their inherent magic powers so long as they
are holding the spell. If the person who has learnt the
spell does not have this special the item will be
destroyed in the casting.
Some scrolls may contain rituals rather than spells.
Any character with the occult skill can contribute their
occult level in power towards a ritual, and so
multiple people can cast a ritual. Some rituals may
require additional power. Power has been known to
solidify and show its face to the world in times of
crisis. If you encounter one of these tiny faces then you
can use this item as one power towards the cost of the
ritual. Search around regularly to see what you can
find.
Increasing levels of the occult skill allow characters
access to greater sources of knowledge as well. At an
occult skill of 2 you have access to a few personal
occult tomes. At an occult skill of 3 you have access to
rare occult books in the De Winter Library.
Computers You know your way around a computer pretty well,
use of computers in game to achieve various results,
from picking up that email from the out of town
Watcher to re-purposing traffic cameras to follow a
target. The level of the characters skill dictates the
extent of what they can achieve.
1. You can interact with objects marked with
yellow dots.
2. You can spend ten minutes on Google fu to
research any given topic.
3. You can also spend ten minutes role play to
hack into a system.
Contacts You have a link to a person who can get you stuff,
hard to come by stuff, maybe even illegal stuff. When
selecting the contacts skill the player must decide with
the Ref on a particular type of hard to come by item
that their contact can get for them such as ammunition,
alchemical potions, ritual components, fake access
the contact will be able to provide. At the start of each
event a character with this skill will receive a number
of these items which have been provided by their
contacts skill in D6 of the item, however for some
items this may be modified, eg ammunition will have
the dice result multiplied by an appropriate number
(between 2 and 6, depending on whether you are after
pistol rounds, shotgun shell, military sniper rounds
etc..).
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Art You have a keen eye for the aesthetics of the world, an
ability to see form where others do not and skill in
bringing that form out. Characters with this skill may
attempt to solve puzzles and may even be able to
create art items.
Increasing levels of the art skill allow characters to do
more complex things as well.
1. You can interact with items marked with red
spots
2. You can craft simple items using artist tools
after ten minutes roleplay (freeform but for
example well-made stakes or missing puzzle
pieces)
3. You can use your artistic ability to spend ten
minutes creating geometric patterns on the
ground to reduce the cost of a ritual or
experiment. (Effect based on entertainment
value of the roleplay)
Languages
six million forms of communication, but you can
always get by when you go on holiday. Characters
with this skill can, with ten minutes of appropriate role
play, translate various scripts and scrolls that may be
found throughout the course of an event. inform a Ref
when you wish to begin translating a text, the Ref will
then bring you an english copy of the text, you must
transcribe this so you have an IC copy of the
translation as the Ref will take back the provided
translation once you are done with it.
The level of skill dictates the age of the languages a
character can read:
1. You can read and speak all modern languages
and interact with objects marked with a blue
dot
2. You can read all classical languages and can
interact with items with two blue dots.
3. You can read all dead languages and can
interact with items marked with three blue dots
Doctor
mixed feelings about. You have some degree of
training in the proper treatment of injuries, be it a
current first aid certificate, St Johns ambulance
training, being a paramedic, or a fully qualified doctor.
Characters with this skill can treat wounded characters
and recover their hit points.
The level of skill dictates the speed you can restore HP
to a character.
1. You restore 1 HP per minute of role-played
treatment.
2. You restore 2 HP per minute of role-played
treatment.
3. You restore 3 HP per minute of role-played
treatment.
For further rules on who you can treat, and what you
need to do, see the healing section of the combat rules.
Getting Medieval (Do you like my new axe?) A characters getting medieval skill not only adds to
their damage but also dictates what sizes and
combinations of weapons they may use.
0.
melee weapon in their main hand to call Str
+1.
1. May use any single handed weapon up to 42"
in their main hand to call Str +2.
2.
either, or both hands to call Str +3.
3. either, or both hands, to call Str +4 or a two
handed weapon to call Str +5.
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Kung-Fu Contrary to what the song claims, not everybody was
in fact Kung-Fu fighting, many were just flailing,
while a small few saw the difference and moved with
true grace, you are among that graceful few and can
actually hold your own while unarmed. Characters
with this skill may make unarmed melee attacks
following the rules in the Combat section.
Increasing levels of the Kung-Fu skill allow characters
to do more complex things as well.
1. A character may call their strength plus one in
unarmed damage.
2. Plus two unarmed damage-and the character
can parry weapons and blows with a bracer.
3. Plus three damage and the character can call
*stun* along with their damage call on striking
an enemy once per encounter.
Gun-Fu Whilst firearms are rare some people know how to use
them. The military man/woman, the shooting club
member, the gun nut, the criminal element. Whatever
your reasons, with this skill you know how to hit a
target smaller than a barn door without risking injuring
yourself. A character requires this skill to use firearms
and their level in this skill indicates both their accuracy
and the types of firearms they are skilled in.
1. Call dex plus one with a handgun.
2. Call dex plus two with a shotgun/rifle or
handgun.
3. You can dual wield handguns and call dex plus
3 with any firearm.
Ranged attacks with guns cannot be dodged or parried
if they succeed in hitting their target. Characters with
this skill begin the game with weapons appropriate to
their skill level and agreed with the head ref, they will
also begin with two full magazines of ammo for each
weapon they begin with.
Thrown
with the right end of the knife, or axe, or whatever else
u have mastered this trick and as such
will always have gainful employment in the circus. A
character requires this skill to use a thrown weapon to
any effect and their level in this skill affects both their
damage and their versatility in these weapons.
1. Str plus 1 with any thrown weapon.
2. Str plus 2 with any thrown weapon. You can
use your off hand to dual throw.
3. Str plus 3 with any thrown weapon.
You can use an approved larp safe thrown stake to call
stake damage on a vampire with a ranged throw.
Thrown attacks can be dodged or parried if they
succeed in hitting their target.
Dodge The greatest defence against an attack is to ensure it
ballet of the oriental martial artist, the bob and weave
of the boxer, or the terrified flailing dive of the fleeing
Dex stat provide some dodges from natural talent and
flexibility, the dodge skill represents a level of
training, practice, or personal experience in not being
where the hurt is. Each point in dodge provides +2
dodges to a character up to the usual skill max of level
3 (+6 dodges). The dodge skill does not affect the
recharge rate of a characters dodges (see Get out the
way son!! in the combat section).
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Alchemy Mystically brewed concoctions or carefully prepared
pharmaceuticals, alchemy allows you to create potions
to aid you and your group in their endeavours.
Healing, poisons, firebombs, all are the produce of
alchemy.
Dorian Fade can teach a character about alchemy
should someone wish to enquire of him in their
downtime. This skill cannot be bought at start up.
Pre req for this skill at least one point in either occult
or science.
Ingredients are required for potions and may be found
around the site.
Alchemical mixtures must contain at least two
ingredients but may contain more. Additional
ingredients may improve the effects of the resulting
product.
1. Can interact with ingredient lammies and can
spend 10 mins rp to make a potion which can
heal 10 HP or equivalent effect.
2. 10 mins rp makes 2 potions or a single potion
with higher potential. You can add or remove
effects to potions.
3. 10 mins rp makes 3 potions or an airborne
potion that would have a mass effect with a
diameter of 10 meters.
Anyone with the skill can freeform potions from
ingredients laying around. Effects contingent on
ingredients, skill and entertainment value of the role-
play.
Archery Many great heroes have been skilled with a bow,
Robin Hood, William Tell, That chick from the film
about being hungry. You are trained in this ancient and
noble art of pushing long sticks through people from
far away.
Arrows are a reusable ammo type, after recovering an
arrow you must perform a safety check on it to ensure
it is still in useable condition, if it is you may use the
arrow again. This provides an archer with the
advantage of needing to worry much less about ammo
conservation than someone with a gun.
A character requires this skill to use bows or
crossbows and their level in this skill indicates
additional abilities they may use. Skill level does not
however affect your damage call, this is always your
Dex.
1. Call Dex in damage with a bow.
2. Call Dex in damage with a bow. May also
make a call of disarm once per encounter on a
successful hit.
3. Call Dex in damage with a bow. May use
wooden or silver tipped arrows in you can find
them.