tale of the vampyres rule book v1.2

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First review of the Buffy rule-book, fixed some formatting problems and added a few bits here and there.

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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

  • 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

  • 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.

  • 3

    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.

  • 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.

  • 5

    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.

  • 6

    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

  • 7

    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.

  • 8

    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.

  • 9

    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..).

  • 10

    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.

  • 11

    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).

  • 12

    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.