Development

Development

Here's how the different parts will combine into player guide books. Every part is divided into chapters, every chapter into sections and sections contain paragraphs.

Heimr LARP Player guide

Heimr Tabletop RPG Player guide

In addition to these player guides there will be an NPC Guide, a Game Master Guide and a Developer Guide.

Anonymous (not verified) Tue, 20-12-2011 11:49

Introduction To Role Playing And Heimr

Introduction To Role Playing And Heimr

Document maintainer: Wilco Copperjaw

Editor note: There is no active development on this document. If you are interested in authoring this document, leave a comment.

About this document

TODO

Introduction

TODO

Writing a character

Concept

The first thing you want to do when creating a character is think of what sort of character you would like to play. This might depend on what your friends are playing (if you want to create a coherent group of characters all from the same village or organization or race or religion or even family for instance). In short you need to think of your characters "concept".

Combine your race (you can choose from 15 races, if you don't know what race you want to play take a look at the 15 races in the "Heimr domains" document), your characters profession and one or two of your characters most defining character or personality traits to form its "character concept". Finally you might want to add your current life goal or current mission to your concept (although that is sometimes already covered by your profession). Things like "Rebel" (overthrow the Midgardian government!), "Trill seeker" (Try and prove to yourself your alive!), "Womaniser" (You secretly want to find yourself a good wife), or short descriptions of these goals "With political ambitions", or "That tries to establish a new mage guild". Personal goals are very important because it will give your character something to do during events. If you cannot summarize your character in one short sentence to a different person than your character concept probably isn't strong enough. Some examples:

"Handsome rich spoiled party going gnome", "Hardened mercenary orc trill seeker", "Rookie halfling scout", "Roughish Fae pirate", "Cruel Slemmering slaver with political ambitions", "Curious elven Archer who wants to travel", "Foolhardy Ogre priest of Wana infiltrator.". "Blind drunk troll war veteran".

Try and avoid character traits that are obvious for your race. Your Concept doesn't need to mention that your Ogre is aggressive, your Slemmering is lazy, or your elf is stoic because almost all are.

Don't put historic events into your concept (those go in your background). It doesn't matter much what your character did, it matters what he will do. If your thief once stole the holy magical sceptre of a high priest of Talor because the priest was at that moment under attack and heavily distracted, don't try and cramp this in your concept, instead wonder if this changed him. Does he feel overconfident because of this lucky theft? Put "Overconfident" in your concept if it did. Did he get filthy rich because of this theft, put "rich" in your concept. If the event didn't chance your character at all, wonder if it is even worth mentioning in your background.

Keep your character's concept in the back of your mind while you construct your character.

Background

This is the last step of the character creation process. Your characters background describes what happened to your character up until now and where that left your character. This is the step in which you breath life into your character.

Essentials.

Some players only spend time enough to write a paragraph or two of character background, some players wish they had enough time to write a novel. But all backgrounds should contain at least the following:

Personality

What is your characters personality? Use your racial and cultural condition as a loose guidance but fill in the details yourself.

Goals

What are your characters current goals and dreams? If you haven't thought of that during your characters concept, now is the time. Make sure that your goal justifies your involvement in the events you want to play your character. If your character doesn't even have a reason to be at the events than he might as well go home.

The simplest goal of all (and not a bad one for new players) is simply "My character wants to get rich defeating enemies and taking their stuff.". But give at least some though to what your character want to do with all that money once he is rich and how much would be "enough" for your character to retire from this dangerous life.

Don't forget that many characters might have goals tied to other characters "She saved my life, I'll go wherever she goes and do whatever she wants from me." Is a very nice goal and instantly gives you a deep relationship with a different player character. A bit more common might be "He pays me, I'll do whatever he asks of me.". Don't forget to ask permission for such relationships to the other player of course.

Home

Where do you live? With whom do you live? Do you live with your family or a spouse? Do you have children? If the place where you where born is new and you thought of it for this very character or group of characters you might want to write some lore about.

Fleshed out background

Some players may wish to flesh out their background a bit more. It is optional but you can describe what you want about your characters life up until now. Here are some ideas:

Birth and family

Where were you born? Did you have siblings? How was the relationship with your family or guardians? Are you still living with them? If not when did you move out and why? Do you still see them often? Are they still alive? What do they think about your current lifestyle? Do you love them? If not, why not?

Describe them, (if they are NPC's you can even write whole backgrounds for them, or even simply create their character stats if you want.). If they are other player characters you are allowed to describe your relationship with them but ask permission first for the things you have done together. If the place where you where born is new and you thought of it for this very character or group of characters you might want to write some lore about. Training

Where did you learn your skills and who learned them to you? Do you still meet this person (or these persons) from time to time? Is he still teaching you new skills during downtime? Did you join an organisation to learn skills?

Relationships

Who are your friends? How did you befriended them? If they are NPC's why aren't they comming to help you on the events? Do they find it to dangerous? Do you have any personal enemies? Why are they your personal enemies? To what extend do you hate them, do you want to kill them? Do you want revenge for something they have done to you? What risks would you take to hurt them? Do you have people you love apart from your family? Do they know you love them?

Describe them, (if they are NPC's you can even write whole backgrounds for them, or even simply create their character stats if you want.). If they are other player characters you are allowed to describe your relationship with them but ask permission first for the things you have done together.

Occupation

Flesh out the details of what you do during your day job. Are you working for somebody, are you self employed or do you simply do the job that the tribe or clan expects from you? Are you working for a large organisation? Are you part of a guild or is the company you work for part of a guild? How is your relationship with your employer? How is your relationship with your co-workers? If the organisation you are a part of has any ranks what is your rank? What is your daily routine? If the organisation is new and you thought of it for this very character or group of characters you might want to write some lore about.

Religion

Your cultural condition determines who you worship, but how often do you worship them? Are you really devout? What are your thougts about the other gods? What is your relationship with priests, clerics or other religious authorities? How do you vieuw divine magic? What was the first form of divine magic you saw? Did you ever saw an angel or demon? Do you know of the existence of spirits or ancestral spirits or ghosts or other manifestations from beyond this world? If so how do you view them?

Primordial Magic

What are your thoughts about magic? If you have any culture that is part of the Utgardian alliance you have a strong hatred for primordial magic, is this because you have seen the devastating effect of this foul form of manipulation of the holy elements with your own eyes or have you only been indoctrinated by stories told at the knee as a child? If you have the spark (this is a condition that determines whether or not you have the potential to cast spells), are you glad with the spark? Do you fear it's power? If you can cast spells, what was your first spell? If you can't are you jealous, distrustful, filled with hatred? What was the first primordial spell you ever witnessed if any? History

What other things happened and when?

Perks and Quirks

The little things like: "I like to take long warm baths" or "I speak with a East Asgardian accent." or "I like middle class Midgardian architecture for its efficiency" or "I am a tad afraid of spiders" or "I hiss when I cast spells" or "I feel uneasy around Lizardmen" or "I braid my hair when I am nervous." or "I like men with long hair and beards." or "I wish I had siblings." or "Whenever I perform a shield bash I check my shield for blood after the battle.". Really anything you want people to remember your character by as you play him or her.

Getting your character approved

After the last step of the character creation process (the background) you need to send or show your character to one of the game master for approval. You can also post it in the forums (which is what most people do) but some might want to keep their background or skills chosen (or some parts of their background or skills chosen) a secret. The game master will look over your background and make sure nothing contradicts the Heimr lore and he will look over your skills and conditions to see if everything went according to the rules. After that you will most likely receive feedback in the form of points where you will need to adjust your character. Don't feel ashamed or frustrated when this happens the first few times, almost every character is rejected the first time, especially because most backgrounds will be checked by at least two game masters. This is not a contest and you won't receive bonus points or penalties if your character gets accepted or rejected. Simply change the few points mentioned and send it in again. Game masters are happy to help you or give you advice. They can also point you to any lore you should read before writing your background (for example, priests of a certain god should certainly read the lore entry for that particular god and people living in Midgard should probably at least know the four laws of Midgard.).

Game masters will also warn you for any problems you might have while playing this character during certain events. You might want to adjust your character accordingly.

Some game masters have even been known to rewrite backgrounds themselves to fit in the lore, so the player can play they character they want.

Anonymous (not verified) Wed, 21-12-2011 11:44

Heimr Tabletop RPG Core

Heimr Tabletop RPG Core

Document maintainer: Brian Bors

About this document

This document is written for people familiar with the basic concepts of Role Playing and Tabletop Role Playing. No previous knowledge about Heimr is required to understand this document.

For any campaign taking place in the Heimr setting, extra documents are available in which skills, conditions, rules on character creation and rules about NPCs can be found. These documents, as well as the Heimr Tabletop RPG Core can be found at http://www.heimr.nl/rulebooks/.

Introduction

This document, the Heimr Tabletop RPG Core, features the basic rules needed to run a tabletop role playing game. This document has been designed without a specific setting or theme, so that it can be used in a variety of games from sci-fi to high fantasy. Because this document is written independent of any specific theme, it is recommended to use modules to extend this core document with additional features to include such things as weaponry, technology and armour.

The Heimr Tabletop RPG Core is designed to be fully compatible with the Heimr LARP Core, so that you can easily take characters from a tabletop game and play them in a live action role playing game. The LARP core rules, and the Tabletop core rules are based on the same concepts. The biggest difference between the LARP rules and the Tabletop RPG rules is that in Tabletop conflict is resolved using dice rolls, where as in LARP conflict is resolved by the skills of players.

Document status

This document is in development. The document as you find it on this wiki will be a living document. This document will be updated as new ideas develop. Stable playable versions of this document will be published in PDF format for people to use in their games. The version stable release is currently being prepared.

Anonymous (not verified) Tue, 20-12-2011 11:52

Abilities

Abilities

Abilities have been briefly introduced in Characters. Abilities are based on attributes and characters can train in them. Also there is no fixed set of abilities. Players write down the abilities of their characters as they gain training in them.

To make a dice challenge with an ability, you need to know the consistency and potential of that ability. For this, you will need the base values and the ability training. There are two types of ability training, trained consistency and trained potential. Both the consistency and the potential of an ability have a base value. The base values represents how good a character is in that ability, without the benefit of training. To get the actual consistency and potential, add ability training to the base value. So:

  • Base consistency + trained consistency = consistency
  • Base potential + trained potential = potential

For some dice challenges, items bonuses or situational penalties might be applied. For instance, a large shield will give a bonus when blocking, and darkness might give a consistency penalty to combat rolls.

Players will only need to write down abilities on their character sheets if their character has trained in that ability, if they have an item that requires that ability or if they are frequently used.

Consistency of abilities

The base consistency of an ability is predefined, and is the same for every character. This value may vary quite a bit from one ability to another and depends on how reliable people untrained in that ability can perform in it. The base consistency will be provided by the GM.

Base consistency should range from -2 to +3. Where -2 is an ability which people are naturally bad at, until they gain training (such as lock picking). A base consistency 0 ability is an ability that untrained characters can do well, but which requires some luck to get right (such as throwing a weapon). A base consistency 3 ability is an ability that has very little luck involved. You can either do it, or you can't. Things such as calculations and knowledge would be abilities with a base consistency of 3.

Potential of abilities

The base potential of an ability depends on what attribute(s) the ability is derived from. If the ability is based on one attribute, the base potential of that ability is the same as the attribute. For example if a character has a strength of 2, the base potential of their brawl ability will be 2. This also means that when the attribute changes, the base potential of derived abilities also changes.

If an ability is derived from multiple attributes, the base potential of that ability becomes the average of those attributes, rounded down. So with an attribute of 0 and 3, the average is 1.5, rounded down, so the base potential becomes 1.

Because ability checks are based partially on attributes, an intelligent character will find herself being better at abilities that involve reasoning through a problem, even if she has never encounter a similar problem before.

Standard abilities

There is a small set of standard abilities, one for every attribute. The standard abilities will be useful in most games. In addition to these, the GM should add extra abilities, based on the kind of campaign. The persuasion ability for example, will cover all useful bases when playing a campaign which is heavily combat centred. However for a game which will hold a lot of politics, other attributes concerning social interaction (such as intimidation, bluff and expression) might be added.

The six standard attributes are as followed:

=Attr. =Description
=Brawl Str This ability is used to punch, kick and grapple. When facing an opponent without a weapon, use brawl.
=Agility Dex Jumping, climbing and dodging is done using this ability. This ability can be used during combat to dodge attacks.
=Survival Sta Hunting, tracking, as well as lasting through the hardships of the weather and the pains of thirst and hunger are done through this ability.
=Perception Int To notice things that might not be obvious, you need perception. With perception you can attempt to spot hidden enemies, find hidden objects and discern traps.
=Persuasion Soc Persuasion is used to convince other characters of what you are telling them. When using persuasion, you will also need to provide a sound argument (one that does not contain obvious falsehoods).
=Insight Emp Insight is used to discover the emotions of other. It can also be used to spot lies and to discern intent others are attempting to hide. Insight will often be rolled opposed to persuasion.

In addition to these six standard abilities, GMs should aim to have between ten and fifteen additional abilities in their campaign. These abilities should either be taken from modules or written by the GM. The GM should strive to inform all players of the abilities they might use, so players can use them during character creation.

Because non-standard abilities might overlap, GMs should always have players roll specific abilities rather then more general abilities, when either one might be applicable. For instance if there is an intimidation ability in the game, whenever a player attempts to intimidate another character, this ability should be rolled, rather then the more general persuasion ability. Even if the character might be better at persuasion then intimidation.

Experience points

During a game, characters will play through encounters and challenges. When characters overcome these encounters, they will get the experience points (XP) equivalent to that encounter. Experience points will be divided among the characters present during the encounter, rounded down to a whole number (for example 10XP divided among four characters, means 2XP per character with 2 remaining). The remaining experience points can be carried over to the next time characters gain XP. So that the 2 XP they earned doesn't get lost.

During downtime, characters can spend XP to improve their abilities. The amount of XP you need to gain one point of ability training for either consistency or potential is the total XP spend on the previous two levels, starting at 5. So:

=New height of ability training 1 2 3 4 5 6 7
=XP cost 5 10 (5+5) 15 (5+10) 25 (10+15) 40 (15+25) 65 (25+40) 105 (40+65)
=Total cost 5 15 30 55 95 160 265

Attribute progress

Attributes can not be trained, they improve while you are training your abilities. Every attribute has a progress value, which works like a kind of XP. It is based on how much the abilities that are based on it have been trained. Every time you increase an ability training by one point, increase the attribute progress of the attribute associated with the ability with one. If an ability is based on multiple attributes, you can choose which attribute you want to increase the attribute progress of.

Once the attribute progress reaches a certain value, the attribute is increased by one. How much attribute progress is required depends on height of the attribute. When an attribute is increased, the attribute progress of that attribute becomes zero. Don't forget to update the base potential of your abilities when changing your attribute.

=New attribute value -2 -1 0 1 2 3 4 or more
=Attribute progress required 8 6 4 6 8 10 12
Anonymous (not verified) Tue, 20-12-2011 12:17

Combat basics

Combat basics

During combat, characters take turns to move against their opponents. The order in which characters take their turns is based on how high they roll initiative. During their turn character's can perform Combat actions, such as move, draw an arrow, make an attack, charge an enemy, etc.

Even though characters take their turns in sequence. In the game world, the turns of players occur almost simultaneously. Every turn lasts two seconds.

Initiative

At the start of every combat, participants throw initiative to determine in what order they will take their turns. The character with the highest score starts, down to the character with the lowest score, who goes last. The initiative roll uses the character's dexterity as his consistency, and the number of willpower a character has as it's potential. When players roll the same initiative, the player with the highest willpower goes first.

Delaying and readied actions

Players can change the order in which their characters take turns by declaring at the start of their turn, that they will delay until after or just before another character. This character is then moved in the initiative order to where they specified.

In addition to delaying your turn, players can ready one combat action. The combat action will occur as soon something the player specified to happen occurs. This is called the trigger. A trigger can for instance be: an opponent enters this square. The readied action could be; make an attack against that opponent. The action always occurs after the trigger, and can only occur if the character (as opposed to the player) becomes aware the trigger has occurred.

After the trigger has occurred, the readied action takes place. This can occur anywhere in the turn of another character. When a trigger occurs, the readied action is performed, and the initiative order is changed. The character with the readied action is moved to the turn before the character who triggered the action. If the trigger doesn't occur until the next turn of the character with the readied action, the readied action is lost.

There is a subtle difference between a trigger based on something happening, and a trigger based on a character intending for something to happen. You might trigger an attack when someone attacks you. Because your readied action is always after the trigger, you will be attacked first, and then do your attack. Or you can trigger as soon as you become aware that a character wants to attack you. In that case you need to attempt to predict your opponent's move. Your opponent must make a roll to attempt hiding the attack, which you can make a dice challenge against. Persuasion versus insight should be used for this. If you do not pass this dice challenge, you will still know by the time you are attacked, but you do not make the first attack.

Melee attacks

There are two types of attacks, melee attacks and ranged attacks. A melee attack is done using a melee weapon, such as a knife, an axe or a sword. To do these kinds of attacks, characters must be near each other. Characters can only attack each other with melee attacks when they are in the same square.

When a character attacks another character, place their character identifier together in the square. Multiple characters place together like this during combat are called a combat cluster. Characters remain in the combat cluster either until they are pushed out, move outside the square, or move outside the cluster.

Ranged attacks

With ranged attacks you can attack targets in the same square or in a different square. Range weapons have a maximum range. If the distance between the attacker and the target is greater then the range, the target can't be attacked. If a target is in a different square then the attacker, there is a situational penalty equal to half the distance to the target, rounded down.

The distance is counted by taking the shortest number of turns required to move, climb and/or jump down to the target. Movement is only possible along horizontal or vertical axes. So if the target is in a diagonally adjacent square, you need to move one horizontal and one vertical, and so the distance is two. The shot will thus have a situational penalty of one on consistency (half the distance). If the target is higher, the number of turns it would take to climb to that height is included in counting the distance. If the target is lower, there is no distance cost since jumping down is a free action.

When using a ranged attack against a target in a combat cluster, you have a situational penalty on consistency, equal to the number of characters in that cluster. If the target manages to dodge the attack, you must re-roll the attack for another character in the combat cluster, now with the situational penalty decreased by one. Keep re-rolling until all characters in the combat cluster have dodged, or until a character is hit or the attack is blocked (rather then dodged). Decreasing the situational penalty by one every roll. The order in which targets are selected, is the same as the initiative order, starting from the original target.

Effects during combat

Most of the effects last two seconds. Because a turn lasts two seconds, most effects will influence your character for one turn. Longer Effects last more then one turn. The number of turns an effect lasts is easily calculated by taking half the effect's duration, rounded down. So an effect of five seconds will last two turns.

Stumble

If your character is in a combat cluster while hit by stumble, the character is moved out of the cluster. While stumbling, you can not use ranged attacks, and you can only make melee attacks against characters that are in a combat cluster with you. Because of this, you can only make a melee attack while stumbling, if you are attacked first.

While the effect lasts, you can not move in one of the directions of the locations you are in (left, right, up or down). This is the direction from which the effect came. If multiple directions could be applicable, the player causing the effect choose which direction. This can happen if the characters are in diagonal direction to each other, or if they are in the same square.

Daze

You can not take any actions during your turn, and you can not make defensive rolls until the daze effect has passed. If the daze effect is an odd number (1, 3, 5, etc.), you can not defend until the start of the turn in which the effect ends, as opposed to after the turn you are last effected.

Anonymous (not verified) Tue, 20-12-2011 12:18

Defence

Defence

There are three ways to defend against attacks. Characters can either dodge, block or parry an attack. When defending against an attack you roll an ability. If the defence score is equal to or higher then the attack score the attack misses. You must roll defence before knowing the result of the attack roll.

Dodging is done by rolling an agility check. To block an oncoming attack, you need some kind of shield and roll the ability needed to use your shield. You can only parry against melee attacks. To parry an attack you must wield a weapon and roll the ability you use for that weapon.

Defending against multiple attacks

If you are attacked multiple times before your next turn, you will receive penalties to your defence rolls. The more you have to defend, the bigger the penalty will become. For dodging and blocking, there is a consistency penalty of two, every time you use that defence. So if you dodge three times between your turn and you want to dodge a fourth time, you will have a consistency penalty of six (2x3=6). Every type of defence has it's own penalty. So dodging multiple times will not get you a penalty on blocking. And blocking multiple times will not create a consistency penalty on dodging. For every melee weapon you wield, you can make only one parry roll between turns.

Because of this, if you are attacked multiple times between your turns, it will likely be advantageous to use different types of defence. Character using a shield will have a big advantage over characters without shields while defending, since they have an extra way to defend themselves. Your defence uses are restored again at the start of your next turn.

Positions

Positions are states a character can find themselves in during combat.

  • Prone Your character lays on the ground. The only way to move around is by crawling. While prone you have a consistency penalty of two for all attacks and defences. Ranged attacks against a prone target have a consistency penalty of two.

  • Helpless You cannot perform any action or defend yourself in any way.

  • Sleeping You are prone and helpless. You wake up if you are hit by an attack. The only action you can take is make perception checks when something happens around you. Waking up to a soft sound has a challenge requirement of nine. Waking up to a louder sound has a challenge requirement of five.

  • Unconscious You are prone and helpless and can not wake up from this state without medical attention.

  • Concealed Some (or all) of your opponents can not see you directly. But unless you are also hidden from them, they do know approximately where you are. Opponents from who you are concealed have a consistency penalty on attack rolls against you. How high the penalty is depends on how effective the concealment is. You can not be concealed from opponents who are in a combat cluster with you.

  • Hidden Some (or all) of your opponents do not know where you are. You can not be hidden from an opponent unless you are also concealed from them. You can not be attacked, unless the attacker knows you are hidden. If your opponent knows you are hidden, you can only be attacked with a luck shot. The opponent rolls a D10 before the attack roll. Only if he or she rolls 10, can they make an attack roll. The attack has a consistency penalty of one plus the penalty from being concealed. If you are hidden from an opponent, you receive a bonus potential of two, when you charge them or make a ranged attack against them.

    Every time you make any soft sound while hidden, your hide challenge is reduced by two. Making it ever easier for your opponents to find you using perception. Soft sounds include whispering, shooting a bow or blowgun or throwing a weapon. Louder sounds such as speaking, shouting, weapons clattering, etc. give you away.

  • Climbing You have a consistency penalty of two on all defences and attacks. If you are hit by an effect and climbing had a challenge requirement, you must make a new roll to see if you can hold on. Note that the position "climbing" is different from the climb action. You do not have to climb up or down every turn you are in a climbing position. You can even make an attack while in the climbing position, unless holding on requires the use of both hands. While in this position you have a consistency penalty of one to attack rolls. Because climbing requires one hand, you can not wield a shield and a sword at the same time while climbing.

Pre-rolling defence

Opponents can see how good your defensive stance is. So you should pre-roll your defence, preferably at the end of your turn, and as soon as you've used your last pre-rolled defence. You must decide which defence you use before the attack roll. The attacker chooses their target based on how someone is defending, not the defender based on how he's being attacked. The only exception is when you've parried and an opponent decides to attack you with a ranged attack. Since you can't parry a ranged attack, you must roll either dodge or block after the attack was declared, but before the attack was rolled. The parry you rolled must be used as a defence against the first melee attack. Fatigue only changes when you use the defence roll to oppose an attack.

Guarding

You can protect people, locations or objects from your opponents by guarding them. When you guard, your opponent can not reach whatever it is you are guarding without first having to get past you. By guarding you can stop one opponent from getting to their target, or you can intercept a ranged attack. When you are guarding an ally, and an opponent intends to attack them, the attack will be directed to you instead. If this is a ranged attack, the attack moves on to it's original target if you successfully dodge the attack. Blocking a ranged attack stops it.

The guard ends once you've intercepted one opponent. Once the guard ends, other characters can freely get to whatever was guarded. If multiple characters are guarding the same target, the order in which characters defend is the initiative order, starting at the character attempting to reach the target. Only the first guard can respond to the attack. Because of this, when you are defending a single target it requires one attacker more then there are guards to get to the target.

Borders can be guarded from either side. If the guard is in the same square as you, you can not cross the border, since the guard will intercept you. If the guard is in the other square, you can go across the border, but if you charge, the guard intercepts your attack. The guard ends if you move across a guarded border.

Guards can not respond to characters hidden from them. So if you are hidden from a guard, that guard can not stop you from reaching your target. You can also get past a guard by outmanoeuvre him. The guard can make an attack against you as a free action. You must dodge this attack. On this dodge roll you have a consistency penalty of one.

Forced movement and restraint

Some characters can not move by themselves, or do not want to be moved. To move or stop characters from moving, the following rules apply:

  • One character can move a willing character with a leg injury
  • Two characters can move a character unable to stand and resist
  • Three characters can move an unwilling bound character
  • Four characters can move an unwilling character
Anonymous (not verified) Tue, 20-12-2011 12:19

Heimr Setting

Heimr Setting

Editor note: This domain will contain all the information required to create and maintain a character within the Heimr setting.

Introduction

The Heimr setting is a dark fantasy setting, with many different races, gods and occasionally some magic. Heimr is a hard place to live, and an easy place to die. You can play character on Heimr in LARP or Tabletop games or on our forum. The following chapters contain information on how to create a character, what you can do during down time, and fills in details on the different domains used in Heimr.

Anonymous (not verified) Sun, 12-08-2012 17:45

Gods of Heimr

Gods of Heimr

Editor note: This page will contain a list of the gods of Heimr, with their signature blessings are and references to lore.

Anonymous (not verified) Mon, 13-08-2012 18:31

Basic Abilities (Tabletop)

Basic Abilities (Tabletop)

Editor note: Complete list. Just lacks a descriptive text.

Heimr abilities required for item use

Ability Attr. Base con. Wielding
Knife fighting Dex/Emp -1 Weapon in sword hand, empty off-hand
Each hand one weapon
Duelling Dex/Str 0 Weapon in sword hand
Each hand one weapon
Swordsmanship Str 1 Weapon in sword hand
Weapon in both hands
Shield and sword Str 1 Weapon in sword hand, shield in off-hand
Weapon in sword hand
Shield in off-hand
Pole arms Dex/Str 2 Weapon in both hands
Archery Dex/Int 4 Weapon in both hands
Blowguns Dex 3 Weapon in sword hand
Throwing Dex 2 Weapon in sword hand

Optional Heimr abilities

Ability Attr. Base con. Description
Animal ken Emp 1
Climbing Dex 3
Crafting Dex 3
Diplomacy Emp/Int -1
Intimidation Soc/Str 2
Investigation Emp/Soc 0
Medicine Int/Soc -2
Public performing Int/Soc 0
Rituals Emp/Soc -2
Scholarship Int 3
Streetwise Int/Soc 2
Swimming Str/Dex 1
Thaumatology Int 2
Thievery Dex -1 Sneaking, lock picking
Anonymous (not verified) Tue, 14-08-2012 13:22

Draft Domains

Draft Domains

A domain is a collection of skills, items and conditions. Every domain has it's own theme such as combat, alchemy or magic. Each domain is designed to add a unique aspect to your role playing experience. They giving you new kinds of characters to explore and new ways to approach problems. Characters with skills or conditions from a domain, will be of a similar or related occupation or calling. The domains have been designed so that you as a player will experience some measure of what it is like to do the things your character does.

A priest for instance, is not just a person shouting magical effects at his opponents. He is someone who maintains the relationship between his god and the people. The job of a priest involves conversing with and coaching other characters. From this work he draws his power, and his powers are only effective if he does a good job. So as a player doing these priestly duties is necessary for your character to be any good as a priest.

This can be great fun, if you like that sort of thing. The experiences different domains provide are very diverse. There will more then likely be a few domains you as a player might not like, or which you're quite simply, just not very good at. Before choosing what domains to use for your character, you should read the domain introduction, to get an idea of what kind of things you'll be doing.

Anonymous (not verified) Tue, 20-12-2011 15:23

Character challenges (draft)

Character challenges (draft)

Domain maintainer: Brian Bors

This domain will be used for generic conditions that add additional (roleplaying) challenges to your character. They generally don't come with rewards, apart from playing a cool character but some of these conditions grant rewards if you "solve" them. Most of these conditions take resources to get used to them, however if you take these conditions during character creation you can ignore that rule.

Anonymous (not verified) Thu, 13-12-2012 16:48

Added realism.

Added realism.

If you pick any of these conditions you are bad-ass and hardcore. Some of these conditions are open to interpretation and judgement calls from the player, because you go beyond the call of duty already you are given some leeway when these conditions are concerned.

=Condition Deadly infections
=Unique Rule If you have 2 infections the second one is deadly.
=Unique Rule If you have a deadly infection on you limb you can survive this by amputating the limb (with the amputate skill for example).
=Unique Rule If you have a deadly infection on your torso or it takes you longer than an hour to amputate your limb you will die from your infection. You are allowed to choose the time of death yourself with a maximum of 1 week.
=Details Infections are a common cause of death amongst combatants.
=Condition Realistic recovering times
=Unique Rule Recovering from wounds and infections take 1d6 times the amount of they would normally take.
=Unique Rule If you have the health insurance condition you must pay an additional 50¢ per month or lose it.
=Details This would be a more realistic length of time for you to be unable to perform your craft and would sometimes economically cripple you unless you have made proper arrangements.
=Condition Realistic needs
=Unique Rule If you go without food or drink for a full day you will lose 1 WP.
=Unique Rule If you go without at least 5 hours of sleep in a night you will lose 1 WP.
=Unique Rule If you go without drink for 3 days you will start losing 1 WP every hour and cannot regain WP without having a drink first; at zero WP you will die of dehydration.
=Unique Rule If you go without food for 2 weeks you will start losing 1 WP every day and cannot regain WP without having proper food first; at zero WP you will die of starvation.
=Unique Rule If you go without sleep for 2 days you will start losing 1 WP every 2 hours and cannot regain WP without having slept first; at zero WP you will either fall asleep automatically or you will start to hallucinate when forcefully kept awake.
=Details Without food or drink or sleep you will not function properly.
=Condition Realistic emotions
=Unique Rule If you experience profound loss or anguish you will lose WP. If you want you regain 1 or 2 WP after proper revenge.
=Unique Rule A child, partner, parent or similar: 4 WP.
=Unique Rule A good friend, your home or similar: 3 WP.
=Unique Rule A friend, an important item or similar: 2 WP.
=Unique Rule Money or items, every 10 minutes of torture, general personal failure or similar: 1 WP.
=Details Loss or anguish robs most people of the will to continue... or drive one to rash deeds.
Anonymous (not verified) Thu, 13-12-2012 17:36

Cultural or social limitations

Cultural or social limitations
=Condition Boon
=Points ?
=Unique Rule TODO: Geldkistje dat je kunt gebruiken in "dire need".
=Condition Friend <name>
=Points 0
=Unique Rule Once per day, spend 1 WP: Spend 20 minutes socializing with your friend, he gains 1 WP.
=Unique Rule If your friend dies: Lose 2 WP. If you enact proper revenge regain 1 of these lost WP.
=Shared Rule This condition is free after having had friendly relations with another character.
=Details You can certainly be friends without the use of this condition. This condition is not necessarily mutual.
=Condition Good Friend <name>
=Points 0
=Unique Rule Twice per day, spend 1 WP: Spend 15 minutes socializing with your friend, he gains 1 WP.
=Unique Rule If your friend dies: Lose 3 WP. If you enact proper revenge regain 2 of these lost WP.
=Shared Rule This condition is free after having had friendly relations with another character for at least 3 events.
=Details You can certainly be good friends without the use of this condition. This condition is not necessarily mutual.
=Condition Hated Enemy <name>
=Points 1
=Unique Rule If your enemy dies: Gain 1 WP.
=Unique Rule If your enemy dies because of your involvement: Gain 1 extra WP.
=Shared Rule This condition can be bought for 25¢ after having had hostile relations with another character.
=Details You can certainly be enemies without the use of this condition. This condition is not necessarily mutual. You spend unproductive time hating him (possibly intoxicated), which costs you the copper.
=Condition Health insurance
=Points 2
=Unique Rule Getting wounded or disabled won't cost you .
=Unique Rule You must pay 20¢ per month or lose this condition.
=Shared Rule This condition can be bought for 200¢.
=Details You have an agreement with an organisation (or loving family etc.). They will provide you with healthcare if you get wounded but you pay a monthly fee.
=Condition Benefactor
=Points 4
=Unique Rule You have 4 R less.
=Unique Rule You are only allowed to have items that belong to your starting equipment. Any money or items you gain will be taken from you at checkout.
=Unique Rule If your character dies, instead of starting ¢, your next character gets half of the money and items that got taken from you.
=Unique Rule Getting wounded or disabled won't cost you but will lower the money your next character gets by 2 per instead.
=Shared Rule This condition can be trained as if it was a skill.
=Details You work for an organisation that doesn't allow personal property. But they take care of you if you get wounded.
=Condition Provider 1
=Points 2
=Unique Rule You have 2 R less.
=Unique Rule If your character dies, instead of starting ¢, your next character gets half of the ¢ and items that get send to your family. If you want.
=Shared Rule This condition can be trained as if it was a skill.
=Details You provide for others. Most of the time this is a family or clan or organisation back home. You should write up a will (whether it will be followed is up to other characters).
=Condition Provider 2
=Points 4
=Unique Rule You have 4 R less.
=Rule If Your character dies: If you want, instead of starting ¢, your next character gets 3/4 of the ¢ and items that get send to your family.
=Rule This condition can be trained as if it was a skill.
=Details You provide for others. Most of the time this is a family or clan or organisation back home. You should write up a will (whether it will be followed is up to other characters).
=Condition Provider 3
=Points 6
=Rule You have 6 R less.
=Rule Your character dies: If you want, instead of starting ¢, your next character gets the ¢ and items that get send to your family.
=Rule This condition can be trained as if it was a skill.
=Details You provide for others. Most of the time this is a family or clan or organisation back home. You should write up a will (whether it will be followed is up to other characters).
Anonymous (not verified) Thu, 13-12-2012 17:33

Mental limitation

Mental limitation
=Condition Unwilling to kill
=Points 0
=Unique Rule When you kill a person since gaining this condition you will lose 4 WP.
=Unique Rule When you kill a second person since you gained this condition you will lose 2 WP.
=Unique Rule When you kill a third person since you gained this condition you will lose 1 WP and this condition.
=Details You have a moral or psychological barrier against killing which makes it emotionally traumatizing to you or gives you extreme battle fatigue.

http://www.military-sf.com/Killing.htm

=Condition Unwilling to steal
=Points 0
=Unique Rule When you steal an item since gaining this condition you will lose 2 WP.
=Unique Rule When you steal a second item since you gained this condition you will lose 1 WP.
=Unique Rule When you steal a third item since you gained this condition you will lose 1 WP and this condition.
=Details You have a moral or psychological barrier against stealing which makes it stressful to you.
=Condition Unwilling to torture
=Points 0
=Unique Rule When you torture since gaining this condition you will lose 4 WP.
=Unique Rule When you torture a second time since you gained this condition you will lose 2 WP.
=Unique Rule When you torture a third time since you gained this condition you will lose 1 WP and this condition.
=Details You have a moral or psychological barrier against torture which makes it emotionally traumatizing to you to perform.
=Condition Pacifist/Battle fatigued
=Points 0
=Unique Rule When you enter battle since gaining this condition you will lose 4 WP.
=Unique Rule When you enter battle the second time since you gained this condition you will lose 2 WP.
=Unique Rule When you enter battle the third time since you gained this condition you will lose 1 WP and this condition.
=Details You have a moral or psychological barrier against violence which makes it emotionally traumatizing to you or gives you extreme battle fatigue.
=Condition Addictive personality
=Points 0
=Unique Rule The percentage change that you get addicted or that the addiction level rises is doubled.
=Unique Rule You have 1 less WP to determine if you fall below the forced consume treshhold of the addiction condition.
=Unique Rule In addition any stimulant has a 1% chance of getting you addicted or heightening your addiction level.
=Details Some people are more susceptible to addiction.

If you choose to start your character with one of the following addiction levels you also have to determine what the percentage level of heightening your addiction level is if the substance (or action, like gambling, or sex for example) doesn't specify. We recommend anywhere in between 1% (alcohol) to 25% (heroin).

=Condition Addicted 0
=Points 0
=Unique Rule If you ever consume the substance again you instantly gain the addiction level it was at it's highest point. You also instantly gain that much WP.
=Unique Rule If you ever fall below 2 WP you have to consume the substance if it is nearby (on the event) and you know about it.
=Details You kicked the habit. But you have to stay vigilant for the rest of your life because a relapse is never far away.
=Condition Addicted 1
=Points 0
=Unique Rule You cannot gain willpower from your indulgence unless you have consumed the substance you are addicted to this week.
=Unique Rule If you ever fall below 3 WP you have to consume the substance if it is nearby (on the event) and you know about it.
=Shared Rule If you do not consume the substance for 5 months and spend 5: this condition loses a level.
=Details It felt so good the first time... I have to try it again, nothing else compares.
=Condition Addicted 2
=Points 0
=Unique Rule You cannot gain willpower from your indulgence unless you have consumed the substance you are addicted to today.
=Unique Rule If you ever fall below 3 WP you have to consume the substance if it is nearby (on the event) and you know about it.
=Shared Rule If you do not consume the substance for 5 months and spend 10: this condition loses a level.
=Details Its your poison of choice.
=Condition Addicted 3
=Points 0
=Unique Rule You cannot gain willpower unless you have consumed the substance you are addicted to today.
=Unique Rule If you ever fall below 3 WP you have to consume the substance if it is nearby (on the event) and you know about it.
=Unique Rule If the substance you are addicted to gives (extra) WP you no longer gain this (extra) WP from the substance unless you take a double dose.
=Shared Rule If you do not consume the substance for 5 months and spend 15: this condition loses a level.
=Details You need more to achieve the same high. More.
=Condition Addicted 4
=Points 0
=Unique Rule You cannot gain willpower unless you have consumed the substance you are addicted to today.
=Unique Rule If you ever fall below 3 WP you have to consume the substance if it is nearby (on the event) and you know about it.
=Unique Rule If the substance you are addicted to gives (extra) WP you no longer gain this (extra) WP from the substance unless you take a triple dose.
=Unique Rule If you do not consume the substance the days before the event you start with 2 less WP.
=Shared Rule If you do not consume the substance for 5 months and spend 20: this condition loses a level.
=Details You practically live of this stuff. You also live for it.
=Condition Illiterate
=Points 0
=Unique Rule Pick one of the languages you speak, you can't write and read in this language.
=Shared Rule Spend 40: lose this condition.
=Details Most peasants in Heimr don't learn to read or write.
=Condition Language impaired
=Points 0
=Unique Rule You only speak a single language instead of the starting two.
=Shared Rule Spend 40: lose this condition.
=Details Utgardians usually speak either low merchant language (Dutch) and their native tongue. Asgardians usually speak either high merchant language (English) and their native tongue. Midgardians usually speak both low and high merchant. But some folk only learn their native tongue or only a merchant language.
=Condition Extra language
=Points 2
=Unique Rule You can speak an extra language on top of the starting two.
=Unique Rule You gain the Illiterate condition for this language.
=Shared Rule You can train this condition as if it where a skill for 4 points instead of 2.
=Details Heimr known many languages and dialects.
=Condition Depression
=Unique Rule If you would were to regain a WP you regain only half a WP instead.
=Unique Rule Your maximum WP is reduced by 2.
=Shared Rule You have 3 less every month.
=Shared Rule Spend 200: lose this condition.
=Details Your feel bad about your life. Even if nothing is really amiss.
=Condition Deep depression
=Unique Rule If you would were to regain a WP you regain only half a WP instead.
=Unique Rule Your maximum WP is reduced by 3.
=Shared Rule You have 5 less every month.
=Shared Rule Spend 200: lose this condition and gain the "depression" condition.
=Details Your will to live is sapped from you. This hurts your work and mood greatly.
Anonymous (not verified) Fri, 21-06-2013 04:08

Physical disabilities

Physical disabilities
=Condition Missing nose/no smell
=Unique Rule Skills from the Alchemy and Apothecary domain cost 1 more to learn and maintain.
=Unique Rule You cannot gain WP from eating.
=Shared Rule The first downtime period after you've received this condition you must spend 5 getting used to the disability.
=Condition Missing tongue
=Unique Rule You cannot use, learn or maintain skills from the Combat Tactics domain apart from the "disciplined" condition.
=Unique Rule You cannot gain WP from eating or drinking.
=Unique Rule You cannot speak.
=Shared Rule The first downtime period after you've received this condition you must spend 20 getting used to the disability.
=Condition Missing eye
=Unique Rule You cannot use, learn or maintain Ranged Combat skills.
=Unique Rule You must cover one eye with a physrep.
=Shared Rule The first downtime period after you've received this condition you must spend 10 getting used to the disability.
=Condition Blind
=Unique Rule You cannot use, learn or maintain skills from the following domains: Armed Combat, Battlefield Surgery, Combat Tactics.
=Unique Rule You cannot use, learn or maintain skills that need sight (use common sense or ask a GM when in doubt)
=Unique Rule Skills from the following domains cost 1 more to learn and maintain: Alchemy and Apothecary, Primordial magic, The Marketplace, Trade and Commerce.
=Unique Rule You must cover your eyes with a physrep.
=Shared Rule The first downtime period after you've received this condition you must spend 40 getting used to the disability.
=Condition Deaf
=Unique Rule You cannot use, learn or maintain skills from the Combat Tactics domain.
=Unique Rule You cannot use, learn or maintain skills that need hearing (use common sense or ask a GM when in doubt)
=Unique Rule Skills from the following domains cost 1 more to learn and maintain:The Marketplace, Trade and Commerce, Divine Magic, Spirit Magic.
=Unique Rule You cannot act on information you have heard. If you can do it in such a way that it is not visible you must wear high-end earplugs.
=Shared Rule The first downtime period after you've received this condition you must spend 20 getting used to the disability.
=Condition Amputated Arm
=Unique Rule Use a counter to indicate which arm is amputated; 1: right, 2: left.
=Unique Rule You're missing a hand and part of your arm. You can't carry or hold things that require the use of that arm. You can't use, learn or maintain skills that need two hands (use common sense or ask a GM when in doubt)
=Shared Rule The first downtime period after you've received this condition you must spend 20 getting used to the amputation.
=Item Replacement Hand
=Cost 40c
=Toughness 1
=Unique Rule You can only use this if you have an Amputated Arm.
=Unique Rule Use the replacement hand to hold things that don't require grip. You can use items that can be strapped to the arm such as a shield.
=Physrep A fake hook for a hand or a wooden hand or something similar.
=Condition Armless
=Unique Rule You're missing both hands or arms. You can't carry or hold things that require the use of hands. You can't use, learn or maintain skills that need hands (use common sense or ask a GM when in doubt)
=Shared Rule The first downtime period after you've received this condition you must spend 40 getting used to the amputation.
=Condition Amputated Leg
=Unique Rule Use a counter to indicate which leg is amputated; 1: right, 2: left.
=Unique Rule You can't run. Stumble effects cause you to Fall. You need a crutch or staff to stand and to walk.
=Shared Rule The first downtime period after you've received this condition you must spend 20 getting used to the amputation.
=Item Wooden Leg
=Market price 40c
=Toughness 1
=Unique Rule You can only use this if you have an Amputated Leg.
=Unique Rule You can stand and walk without using a crutch or a staff.
=Physrep None. Make sure none of your actual skin is showing.
=Condition Legless
=Unique Rule You can't walk or stand. You need a wooden chart of sorts to move on your own.
=Shared Rule The first downtime period after you've received this condition you must spend 30 getting used to the amputation.
Anonymous (not verified) Thu, 13-12-2012 17:04

Combat Tactics (draft)

Combat Tactics (draft)

Document maintainer: Bas Weerdmeester

Editor note: This domain is under development.

Introduction

This domain is designed to give leaders and commanders a way to better manoeuvre their warriors in battle. It is essential for a commander that his or her troops can execute the orders given to them. A leader is therefore not only trained in coming up with good orders, but empowers the troops to follow these orders through the strength of their own will. Every army, police force, or other combat unit of any size is structured in a strict hierarchy. Strategies are devised at the top, and then propagated down to the leaders who are each given a job to do, down to the commander who stands with his warriors on the battlefield, urging them on to victory.

Every leader has a team to command. A leader is responsible for briefing a team on the tactics that will be employed during battle, so that the team can work effectively. Leadership skills use orders to give bonuses to all members of a team. For instance, if a leader uses his retreat skill to order the team to retreat, all members of that team can temporally ignore effects of wounds that prevent them from retreating. This bonus only works for members of a team that was briefed about the order.

Briefing

Briefing the team for whom you are responsible is an essential part of your job. All leadership skills require a character to brief his team before the team members can take advantage of the bonuses these skills provide. During briefings you must inform your team on battle tactics you intend to employ. If you have any skills that can give bonuses when you give specific orders, you must inform all the members of your team about this, so that they can take advantage of your leader skills. It is advisable to have a briefing with your team at least once a day, if only to let them know you are on top of things.

Team

Leaders each have their own team to work with. The size of the team a leader can command depends on a leader's skills. As a leader, you are in direct command of all the members of your team. Your character is not a member of the team you command. In character you might look at it different, but you do not get bonuses from your own skills, neither do you count towards the member limit of the team you can command. Leading a team however, does not restrict you from being a member in another team.

Team leaders can be members of a different team. You are in direct command of your team, and someone else is in direct command of you. In this scenario, the leader of your team will be indirectly in command of your team, since he commands you, and you command them. This creates a hierarchy, like a card house with the a lone commander at the top and individual troops at the bottom. Because of this hierarchy, you can not be in command of someone who is in direct or indirect command of you, since this would create circle constructions.

Characters can not be members of more then one team. This means that you are the only person who can use leadership skills to give bonuses to your team. Members of your team may take orders from others during your absence, but they do not get bonuses from those orders. Of course characters might want to switch sides or join a different team. If someone joins your team, you must first brief them about your standing orders. Characters can not switch teams in the middle of a battle. Characters must at least have (been able to) take a short rest since the last battle they or you as a leader were in before they can be part of your team.

You as a player are responsible to make sure the members of your team understand this. When briefing your team, take some time to explain how this works. These are out of character rules, so you should make sure the players who are in your team understand this.

If you are put in charge of a team that is larger then your leadership skills permit, you can select which members of your team can have the bonuses from your leadership skills. You must inform the players of this during the briefing.

Authority

Authority is essential for a commander. Your team can only function effectively as long as they are willing to follow your orders. It is essential for the entire team that the commander can rely on his troops to follow orders. Without that, the cohesion of the team quickly fails and the leader becomes just another person shouting his opinion.

If you have basic battlefield command skills, and your orders are disobeyed by anyone who is supposed to be under your command, you will be drained of willpower. This is described like this on the skill card: "If your order is disobeyed, you lose one willpower. You can lose no more then three willpower this way in one day." To avoid confusion, some extra explanation is warranted.

This rule applies to anyone who your character believes is supposed to follow his or her orders. This always includes the team you command, and it includes the teams commanded by the people who you command. But it also includes anyone who in your character's opinion is obligated to follow your orders. For instance all soldiers in an army are obligated to follow orders. And so if a general sees anyone in a soldier uniform, this rule is applicable to them.

Orders can be objected to. If there is a sound reason not to obey the order, to which you as a leader agree, then the order is nullified, which does not count as disobeyed. This might happen as new information becomes available to you, such as that the order might conflict with some other purpose or activity of greater importance of which you were not yet aware when you gave the order. It is up to your own judgement as a player to determine who your character would believe is under his authority, and when an order has not been obeyed.

----------

TODO note: It would be seriously cool if these orders would fit seamlessly into other settings as well. Some do, some don't. I think the potential is there, so it's worth a try.

Anonymous (not verified) Wed, 21-12-2011 11:31

Command skills

Command skills

Command skills

The command skills are divided into three groups. Offensive, defensive and formation. Each expertise has its own command skills.

You have an amount of authority slots (with a maximum of 14) equal to the amount of points your character has put into this domain. The amount of authority slots determines the amount of disciplined characters you can have under your command. Non disciplined characters (characters without the "disciplined" skill) take up two of these slots.

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Anonymous (not verified) Tue, 08-05-2012 12:33

Divine Beings (early draft)

Divine Beings (early draft)

Domain maintainer: Wilco Copperjaw

Divine Armoury

The divine armoury contains weapons, shields and armour inspired by those items used by angels and demons themselves. They are particularly effective when used in combination with angel or demon blessings.

=Item Paladin Blade
=Toughness 4
=Market price 1200¢
=Restore price 800¢
=Unique Use Spend 1 WP: Detect Demon
=Unique Use Call "Hit 4" when you hit a Demon detected with this weapon
=Physrep LARP safe sword or axe with a length of 60 cm to 110 cm
=Item Fiend Blade
=Toughness 4
=Market price 1200¢
=Restore price 800¢
=Unique Use Spend 1 WP: Detect Angel
=Unique Use Call "Hit 4" when you hit an Angel detected with this weapon
=Physrep LARP safe sword or axe with a length of 60 cm to 110 cm
=Item Angel's Armour
=Market price 1200¢
=Restore price 800¢
=Unique Rule Receive Divine HP damage, Spend 1 WP: Call "Resist 3"
=Physrep Leather or hide armour
=Name Demon's Shield
=Market price 1200¢
=Restore price 800¢
=Toughness 2
=Unique Rule You become injured, Spend 2WP: Regain 3HP, this item breaks
=Physrep Maximum diameter 110 cm.
Anonymous (not verified) Mon, 01-10-2012 19:37

Divine Intervention

Divine Intervention

Every deity has one or more dominions. A dominion is a subject of importance to a society in which the deity has substantially greater influence then other deities. For example you might have Mars who has a dominion of war, or Poseidon with dominion over the sea. When choosing skills or conditions form this domain you should read the lore that's created about the deity you serve and how he or she is worshipped.

Deities occasionally interfere with the regular flow of things. This is called divine intervention. A deity spends some of their divine charges to interfere with the world. This can occur on a deity's own initiative or because one of their followers requested it.

Deities only interfere with things involving their dominions. For instance a god of storms can be asked to refrain from causing a storm, but he does not intervene in matters of fertility. A divine intervention can not directly interfere with beings who have free will. This includes any mind altering interventions, as well as interventions that would clearly result in ending the life of a specific individual. Because of this, praying for the death of someone will never get them killed. Deities can however interfere by starting a lethal fire in a city, since this isn't targeted at ending the life of any specific person.

Deities spend divine charges for divine intervention. When asking for divine intervention, you need to supply sufficient DC. To do this, make an estimate of how many characters (including NPCs) would have a direct advantage or disadvantage from the divine intervention. This number is the amount of divine charges that is required for the intervention. It is important that you think through what it is exactly that you ask. For example: You pray for a castle wall to fall down so your army can invade the castle. This will directly benefit everyone in your army, and it will be a serious problem for anyone inside the castle. All of these people are directly involved in the intervention and so you add one divine charge for each of them. As a result of this the evil king may be killed and the surfs in his kingdom can now live happy free lives. All of these people however do not directly benefit, and neither do the stone masons who will have extra work afterwards.

If the game masters agree with your estimate, there is about a 75% chance that a divine intervention will be granted. An intervention will only be considered once, so if a similar thing is asked twice the chance of it happening won't improve. Divine intervention will not occur instantly. Once the request is forwarded to a GM, they decide if it will be granted. This may be random, or it may be decided based on plot or the personality of that deity. If it is granted, it will happen somewhere before the next down time period.

Anonymous (not verified) Sun, 30-09-2012 19:13

Servitars

Servitars

A servitar is an angel of demon who serves a deity. Their are specific skills for priests and crusaders specialized in dealing with servitars. With Angelology and Demonology characters can summon servitars, cast angel or demon blessings with less DC, and detect if someone is or is possessed by a servitar.

Skills

=Skill Angelology
=Points 4
=Rule Perform a Summoning ceremony, spend X times 10DC: Summon an X point angel of your deity
=Rule You can call "Detect angel" and "Detect demon".
=Rule "Angel" blessings cost 3DC less to cast.
=Requires Priest Level 2 or Crusader Level 2
=Skill Demonology
=Points 4
=Rule Perform a Summoning ceremony, spend X times 10DC: Summon an X point demon of your deity
=Rule You can call "Detect angel" and "Detect demon".
=Rule "Demon" blessings cost 3DC less to cast
=Requires Priest Level 2 or Crusader Level 2

Summoning

Servitars can be summoned with demonology or angelology. A summoning ceremony is a call to a servitar to come to the place of the summoning. Summoning does not force the servitar to come. Because of this you should give it a reason to come. Servitars have their own agenda and may not be interested in what you want it to do. To summon a specific servitar, you must know it's true name. If you don't give a name, the deity you serve decides which servitar (if any) to send.

Just like in a prayer, you can send DC to the servitar you wish to summon. They need this to construct their physical bodies. A servitar summoned this way takes 10DC for every point that character is strong. So a 15 point servitar must have 150DC to construct it's body.

Because it takes time for your request to reach a servitar, and for it to go to you and construct it's body, there will be a delay between the summoning ceremony and the moment the servitar appears. After performing the ceremony, you should contact a GM so that they can decide if the servitar will come.

Anonymous (not verified) Sat, 01-09-2012 19:28

Fighting Styles (Notes)

Fighting Styles (Notes)

This contains notes about the "Fighting Styles" additon to Armed Combat.

Ideas for Fighting Styles

  • Defender
    Gain a bonus on your defenses when standing still in Heavy Armour and wearing a Shield.
  • Skirmisher
    Gain a bonus when you attack a different enemy after each attack you make.
  • Porcupine
    Gain a bonus when fighting with a polearm and next to another with a polearm.
  • Favored of Ratish
    Gain a bonus when you are an Orc and fight with a double-headed axe.
  • Takedown
    You gain the ability to take prisoners during combat using the Bind effect. But you need to do X to achieve the bind.
  • Bruiser
    Raised in the slums of a Midgardian City, you know how to fight without weapons. When you have a free hand, you can call Stumble when paying 1 willpower.
  • Berserker
    As long as you keep attacking without taking a breath or otherwise pausing, you gain X hitpoints.

Fighting Style Bonuses

  • Skills of type X cost Y less willpower.
  • Call Hit X every Y times during combat.
  • Perform Skill X for free after Y.
Anonymous (not verified) Wed, 30-09-2015 23:08

Larceny and thievery(draft)

Larceny and thievery(draft)

These are my current thoughts on this domain. I am just putting them down to get them out of my head. Feel free to bitch about these ideas:

Currently the core rules state the following

- You are allowed to carry one item for which you have no physrep. This is a concealed item. If a player searches you for concealed items you must show the item card from the concealed item. A Large item may not be concealed, this will be noted by the term "Large" on the item card. - The core has no rules on torture; therefore torture automatically fails unless the victim wants to fail. (Threatening with death still works of course, but this only works effectively if you have several prisoners. With one it becomes a game of bluff. And there is always the change that they will kill you regardless of you telling) - The core has no rules on concealing physreps: therefore concealing physreps works with the player his OC skills. - The core has no rules about sneak attacks: therefore sneak attacks (attacks that the victim doesn't sees coming) have the same damage as normal attacks (regardless of combat mobility not working, bypassing armour, etc). - The core rules have no rules on disguises: disguises in LARP is always a tricky subject because player A probably assumes that player B plays a different character when player B is differently dressed, disguises almost always work when played by the rules, no matter how silly little they differ from the original character. Disguising yourself as a different race with IC make up doesn't work either because players have no chance to see the difference between IC and OC make-up. Currently disguises should not be allowed. - The core rules have no rules on playing dead: Playing dead in LARP has almost the same problem as disguising ourselves in a LARP. It is a silly tactic that should not be allowed without proper rules because player A cannot see whether or not player B his character is dead/dying/pretending. - The core rules have no rules on pickpocketing: This is done purely by OC skills at the moment but it is a bit tricky because should the item card be stolen? Should the physrep be stolen? How does the player gets back his physrep? Etc.

Design goals

- Allow characters to harm, steal and confront each other on a martial playing field without combat. - Should not add any core rules.

Should be able to portray the following situations

- Torture VS withstanding (VS lying during torture. VS dying during torture). - Concealing items (without physreps) VS finding concealed items. (without the need to OC strip search) - Sneak attacking (outside of combat) - Attacks of opportunities ("sneak" attack DURING combat.)

  • Downtime spying VS downtime concealing. - Pickpocketing VS detection.
  • Disguises and playing dead VS detection.
Drafts of skills

Roos and Wilco (Paraphrased by Brian): We do not want a system for this. Player can roleplay this, and that is enough.

Torture

- Torture skill (Several levels): Torture somebody for 5 minutes, spend 1 WP: He must answer all your questions truthfully and do everything you say as long as he remains your captive and loses 1 WP. You can torture somebody several times if you want. You can use this skill x times without paying WP. (x is the level of this skill+2) - Resist torture (Several levels): Spend 1 WP: You can lie instead of tell the truth when being tortured (including a simple "I don't know"), and you don't lose WP from the torture itself. You can use this skill x times without paying WP (x is the level of this skill). - Prolong torture (Several levels): Torturing you takes 2 (4, 8, 16, etc.) times as long. - Quicken torture (Several levels): Torturing somebody takes only half (1/4, 1/8, 1/16, etc.) of the time.

Roos and Wilco (Paraphrased by Brian): These sound good.

Concealing items

- Conceal item (Several levels): You do not have to show one of your item cards for which you have no physrep unless somebody calls "detect x" while searching you. (x is the level of this skill). You can buy this skill several times.

Pickpocketing

Clip a clothes-peg or sticker to a pouch/bag, or drop a stone into the pouch/bag: You get a single random item or 10% of the money in that pouch. At higher levels you get more items and a higher percentage of money.

Security

Security (Several levels): Spend 1 WP: You can call (detect x) while searching somebody. Spend 1 WP: You lose less items while being pickpocketed. Guard's patience (Several levels): You can use the security skill x times without paying WP (x is the level of this skill).

Wilco and Rowan (paraphrased by Brian): "Combat should be defined better"

Sneak attacks

Assassinate (Several levels): Spend 2 WP: Attack somebody with a non-large weapon between the shoulder blades before combat starts. Call "hit 20" and "Drain x" (x is the level of this skill -1). Attack of opportunity (Several levels): Spend 2 WP, attack somebody who is under the influence of a stumble, fall or daze attack that you did no call with a non-large weapon: Call "hit 2+x" (x is the level of this skill)

Wilco (paraphrased by Brian): Should be mingled with the NPC organisations.

Downtime spying

Spying/tracking down: Spend x: You have a x*10% change to find out what you want to find out??? Home security/laying low: Spend x: Your home security pool is raised by x*4. When somebody spies on you the they pour in are lowered by your home security pool and your home security pool is lowered by their . You are not told how high your home security pool is at any given time.

Wilco (paraphrased by Brian): Should not do. Edge case problems.

Disguise

Disguise (Several levels): You are allowed to wear a second costume that is designed to make you look like a different character. You cannot imitate specific people nor can you change your race. (maybe you can at higher levels?). If somebody calls "detect x" while searching you they notice you are disguised. (x is the level of this skill). You can buy this skill several times (every time you can pick a different costume and thus persona.)

Play dead

Play dead: You are allowed to pretend that you are unconscious/dead. If somebody examines you for longer than 10 seconds (this includes for example looting your armour) they notice you are still alive.

Anonymous (not verified) Tue, 28-05-2013 17:37

NPC organizations (draft)

NPC organizations (draft)

Design goals:

- Van een kleine gang tot politiek spel op landelijk niveau. - Word zowel door spelers als NPC's "gespeeld". - Dit systeem levert de speler geld en macht op. - De speler moet zich tijdens evenementen bezighouden met de politieke aspecten die daar aanwezig zijn. - Het domein moet game masters in staat stellen om politiek spel op het event neer te zetten. - Deze organisaties moeten met elkaar kunnen "vechten". - Geen downtime spelletje - Het spelletje moet lijken op hoe conflicten in de echte wereld werken.

Skill challange: - Je slechte daden "downplayen" of verbergen. - Je goede daden "upplayen".

Stap 1: (Event check-in) Spelers ontvangen feedback over de vorige ronde Stap 2: (Event check-out) Iedere speler mag resources uitgeven voor de volgende acties: - Capitaliseren: Haal een aantal resources uit de pool

  • Onderzoeken: Achterhaal informatie over een ander - Verdedigen: Zorg dat het lastiger wordt om je te onderzoeken en aan te vallen - Aanvallen: Vernietig resources van een andere speler Stap 3: Geef spelers de resources die ze uit de pool halen ?? Wat gebeurd er als er meer uit de pool wordt gehaald dan er in zat? Stap 4: Geef spelers een aantal 'defence' counters Stap 5: Voor alle spelers die onderzoeken; bepaald wat ze hebben ontdekt ?? Welke informatie is verkrijgbaar? Is er een random factor in? Stap 6: Voor alle spelers die aanvallen; Bepaal hoeveel ze hebben vernietigd. Geef de aanvaller en verdediger feedback over de aanval. ?? Kun je resources afpakken? Stap 7: Vul de pool aan met resources

Algaritme voor aanvallen? Attack power: X Defence power: Y Resources lost: Z Resources conquered: Q

Y = Y * 2; A = X - Y; IF A > Y THEN: Q = A - Y; Z = Y; Else if A > 0 then: Z = A;

Pay fielty Monopolize markets

- Food industry Villages -- Leisure industry Towns --- Arms industry Cities ---- Warfare industry States

Sovern vs Pay fielty/tax

- Capitalize - Attack [organisation] - Investigate [organisation/market] - Defend

Give X to Y Attack Y with X Defend with Y Capitalize Y

Aquisition Security Sabotage

Fase A: Opdrachten verzamelen

Stap 1: Sorteer spelers aflopend op hoeveel staff ze inzetten, en daarbinnen oplopend op hoeveel opdrachten ze proberen te krijgen.

Stap 2: Begin bij de laatste speler in de lijst en werk de lijst af naar boven: Iedere speler krijgt 1 opdracht per staff. Je kunt niet meer opdrachten krijgen dan je hebt gevraagd. Dit gaat door totdat alle spelers zijn voorzien of de opdrachten op zijn.

Stap 3: Begin bij de eerste speler in de lijst en werk de lijst af naar beneden: Iedere speler krijgt het aantal opdrachten waar ze om vroegen, min het aantal dat ze al hebben ontvangen in stap 2. Dit gaat door totdat alle spelers zijn voorzien of de opdrachten op zijn.

Anonymous (not verified) Mon, 22-04-2013 23:12

Primordial Magic Extensions

Primordial Magic Extensions Anonymous (not verified) Thu, 14-05-2015 21:06

Not For First Release

Not For First Release Anonymous (not verified) Thu, 02-04-2015 21:42

"Should" and "Could" and "would" things for this release.

"Should" and "Could" and "would" things for this release.

Must

ALL DONE.

Should

ALL DONE.

Could

= Skill Sacrifice Flesh
= Requires Automata Crafting
You can use the sacrifice flesh component to power automata.
= Skill Component Focus
= Requires Automata Crafting
One single component type provides twice the amount of power.
= Skill Specialised Glyph
= Requires Automata Crafting
You gain one(?) specialised glyph.
= Skill Trigger Mastery
= Requires Automata Crafting
The fixed cost of a trigger glyph type is reduced by 100.
The waiting cost of a trigger glyph type is reduced by 1.

Glyph Crafting

= Skill Glyph Crafting
= Requires Automata Crafting
You have the ability to craft new glyphs.
You can decode existing automata.
= Skill Register Saving
= Requires Glyph Crafting
The glyph multiplier for using registers is one lower, with a minimum of one.
= Skill Loop Optimisation
= Requires Glyph Crafting
The N term for looping glyphs becomes 3/4 N.

System Crafting

= Skill System Crafting
= Requires Automata Crafting
You have the ability to craft systems.
= Skill Power Transfer
= Requires System Crafting
The cost of each automata in the system is reduced by 100.
Anonymous (not verified) Mon, 06-04-2015 21:47

Countering

Countering

Countering

  • Two types: Dampen and scramble.
  • Dampen lowers field excitations in a specific area and causes modifying effects to be harder.
  • Scramble causes random spikes in the fields in a specific area and causes creation effects to be harder.
  • Both have a value attached. Each 1 increase increases power cost for that type of automata with 100.
Anonymous (not verified) Thu, 02-04-2015 21:42

Glyph Crafting

Glyph Crafting

Glyphs are the building blocks of automata, but each glyph itself consists of smaller instructions that modify reality in some small way. These instructions are provided by the spark.

Glyph crafting is the ability to create new glyphs built from the base instructions.

Creating a Glyph

Creating Dominant Glyphs

During glyph creation, you can mark a glyph as a dominant glyph of a certain element. There are two drawbacks to this. First, you are not allowed to manipulate the element's opposite type. If you do, either directly or through inputs, the glyph's code in the automata will fall apart and the flow will be interrupted, causing all stored intermediaries to be released at random. The second drawback of making a dominant glyph is that you are only allowed to use constant values of the dominant type.

Deciphering

A mage that knows how the internals of most automata work can use this knowledge to decipher automata and glyphs. However, a mage with this knowledge can only see the raw instruction chain of the automata, not the actual glyphs. This raw chain contains additional code used for handling IN/OUT parameters of glyphs and does not contain any label definitions. Jump instructions have their label destination replaced with a four dimensional coordinate that is relative to the surface of the device the automata is inscribed on and is generally impossible for mortals to figure out.

Anonymous (not verified) Wed, 08-10-2014 14:53

Glyph Language

Glyph Language

Glyph Language Rules:

  • Expressions are the basic element.
  • Expressions are separated by whitespace. Additional whitespace is ignored. Whitespace includes space, tab and newlines.
  • Comments are written using #

Expressions

  • Type:Value => Register
    Defines a constant value and stores it in Register.
  • Register1 => Register2
    Retrieves the value from Register1 and stores it in Register2.
  • processing_operation(parameter1 .. parameterN) => Register
    Performs operation with parameter1 to parameterN and stores the result in Register.
  • -> label
    Label declaration. Provides a point where jump instructions can jump to.
  • when comparison_operation(parameter1 .. parameterN) jump label
    If the comparison operation returns true, perform a jump to the named label. Otherwise, normal program flow continues.
  • jump label
    Jump unconditionally to the specified label.

Processing Operations

  • combine(param1, param2)
    Combines param1 with param2 and returns the result.
    The following happens when combining:
    • type(param1) == type(param2) > param1 + param2
    • type(param1) == inv(param2) > param1 - param2
    • else > param1
  • append(param1, param2)
    Creates an aggregate from param1 and param2.
    The following happens with an aggregate:
    • If param1 and param2 are particles, the result becomes an atom.
    • If param1 or param2 are atoms the result becomes a molecule.,

Comparison Operations

  • empty(param1)
    Returns true if param1 is empty, false if not.
  • notempty(param1)
    Returns true if param1 is not empty.
  • equals(param1, param2)
    Returns true if param1 equals param2, both in number and type. Will always return false if either param1 or param2 is empty.
  • greater(param1, param2)
    Returns true if param1 is the same type as param2 and param1 is greater than param2. Will return false if either param1 or param2 is empty or if the types do not match.
  • less(param1, param2)
    Returns true if param1 is the same type as param2 and param1 is less than param2. Will return false if either param1 or param2 is empty or if the types do not match.
  • same_type(param1, param2)
    Returns true if the type of param1 is the same as the type of param2.
Anonymous (not verified) Thu, 09-10-2014 22:59

Implementation Details

Implementation Details

These pages contain details about how the system is implemented.

Anonymous (not verified) Wed, 08-10-2014 14:44

Primordial Magic DSL Example

Primordial Magic DSL Example

An example automaton that creates a small burst of fire.

# Program start
start ->                    # 0;

# Gather energy
set R1 => 2 : Fire          # 3;
set R2 => 1 : Water         # 5;

# Wait until a target is chosen then execute the rest, this sets TARGET register
on target jump target       # 10;

target ->                   # 10;

# Combine Fire and Water to get Fire and Energy
set R1, R2 => R1 + R2       # 15;

# Combine Energy with Direction to get Force
set R2 => R2 + TARGET       # 19;

# Apply force to fire to gain a missile
set R1 => R1 + R2           # 23;

# Release the energy of the missile to finish the spell
release R1                  # 24;
Anonymous (not verified) Mon, 25-03-2013 21:21

Primordial Magic DSL Grammar

Primordial Magic DSL Grammar

WIP Grammar for a DSL that can be used to represent the Primordial Magic Automata

Tokens

$identifier ::=     [a-z][a-zA-Z0-9_]*
$number     ::=     [0-9]+
$comment    ::=     #.*\n
$typeID     ::=     [A-Z][a-z]*
$register   ::=     R[0-7] | TARGET
$eventID    ::=     touch | target

Grammar

@label      ::=     $identifier

@label_def  ::=     @label ->
             
@jump       ::=     jump @label
             
@event      ::=     on $eventType jump @label; 
# Blocking, sets TARGET when activated

@branch     ::=     branch @expr jump @label;
             |      branch @expr jump @label else @label;

@expr       ::=     $register
             |      @constant
             |      @comparison
             |      @expr + @expr
             |      !@expr
             |      isnull @expr
             
             
@comparison ::=     @expr < @expr
             |      @expr <= @expr
             |      @expr = @expr
             |      @expr > @expr
             |      @expr >= @expr
             
@constant   ::=     $number : $typeID

@set        ::=     set $register(, $register)* => @expr

@release    ::=     release $register
Anonymous (not verified) Mon, 25-03-2013 21:14

Specialised Glyphs

Specialised Glyphs
Glyph Send
= Special Pick a number from 1 to 10. This glyph creates a numbered "output port" for systems to use.
= Special When activated, the message as defined by the system is sent. IN1 is passed along as value.
Glyph Receive
= Special Pick a number from 1 to 10. This glyph creates a numbered "input port" for systems to use.
= Special Will block until a message is received.
= Return The value from the message, if any
Glyph Area Trigger
= Special Pick a radius. A circle with that radius is used as area for this trigger.
= Special Blocks until someone enters the area.
Glyph Create Living Tissue
= Special Pick an amount in grams. This glyph will create that amount of living tissue.
= Return The chosen amount of living tissue.
= Note The tissue is moldable for a few seconds after creation.
Glyph Loop control
= Special Can be used to create loops in automata. One side only allows flow from the loop control to the adjacent glyph, not the other way around. This prevents ambiguities in the flow.
Anonymous (not verified) Sun, 26-04-2015 23:45

System Crafting

System Crafting

Systems are combinations of automata that together form a larger whole.

System crafting is the ability to create systems from a number of automata.

Anonymous (not verified) Wed, 08-10-2014 14:54

Todo

Todo

First Release:

  • Skills
  • Automata Creation
  • 50(?) Glyphs
  • Several example automata
  • Touch. Word, Gesture Trigger

Later:

  • Counterspelling
  • Specialised Glyphs
  • Other Triggers
  • Glyph Creation
  • System Creation
  • Rituals
Anonymous (not verified) Tue, 24-03-2015 21:39

Spirit Magic (early draft)

Spirit Magic (early draft)

Maintainer: Wilco Copperjaw

=Skill Shaman trance
=Points ?
=Unique Rule Spend 5 minutes starting a trance, spend 1 WP: Leave a pysrep of your body. Raise your hand and search a DM.

Things shamans can do:

  • Look into the local spirit world
  • Feed spirits
  • Communicate with spirits
    • Promise spirit energy
    • Promise spirit to serve
    • Order spirit to attack
  • Call spirit connections
  • Use spirit abilities / channel spirits

Spirit ranks: - Sprite - Spectre - Phantom - Wraith

Example banes and abilities:

Sprite level: - Smear honey (worth at least 5 copper) on a tree every month. => call stumble once per hour.

Spectre: - Cause an injury to a person every month (or 2) and spend 5 copper on smelly oils => +1 HP

Phantom: - Blood sacrifice of 3 WP every day the ability is used =>

Connection type 1 (Spirit Guardian): - Spirits have needs in two categories (known, unconscious) - These needs have different point values unknown to the players but known to the DM. - Locations promise spirits a stable amount of points per time period, this is usually enough to sustain them. - Shamans can promise spirits an amount of points per time period. - The spirit will follow the power source that promises them the most amount of points. - Spirits will actively ask for the known needs. The DM will calculate the unconscious needs but the spirit won't communicate them. - Known needs come in the form off banes. If the player breaks a promise to uphold one of these banes the spirit becomes unruly and points will be deducted. - If a location is nearby that promises more points, the spirit will flee to that location.

  • Spirits will grow in power when they receive more points than it will cost to maintain their power. This will make a spirit loyal to the shaman. - A shaman his threat level is equal to the total level of loyal spirits + an amount of levels determined by shamanic skill. - A shaman his threat level should be equal to or higher than the total level of his neutral spirits. If not the shaman his WP will be reduced. If the WP reaches a certain low willpower and you go into trance the shaman will be attacked by his own spirits and might lose his soul. - As spirits grow more powerful, they will give you more abilities, and they will develop new needs. They will also periodically ask the shaman to promise to take on higher banes. After a while they will no longer be loyal, unless the shaman starts feeding them even more points. - If spirits are underfed or if you do not keep your promises they will become unruly: you cannot cast the spells associated with them. - If you order your spirits to attack one of your own (which they will only do if they are loyal), the other spirits you have with you react to this variedly (according to their personalities). They might shift from loyal to neutral to unruly. They might shift from unruly to neutral to loyal. They might gain a temporary dislike to you. They might also go away for a day (in which case they could get attacked by local spirits) - Spirits have personality quirks that modify the basis behaviour outlined above.
  • Example personality (loyalty): You gain bonus points over time. - Example personality (treacherous): You lose points over time. - Example personality (greedy): Will ask for more, over time. - Example personality (trader): Will warn you that some other shaman is outbidding you, so you have a change to outbid them. - Example personality (bluffer): Will warn you that some other shaman is outbidding you, even if they don't. - Example personality (fickle): Will periodically change needs. - Example personality (traveler): Likes shamans over locations for some amount of points. The can flee to locations that are further away. - Example personality (non-traveler): Opposite of traveller. - Example personality (location bound): cannot move from it's location. - Example personality (slightly-forgiving): Breaking banes deduces points and you won't be able to cast spells for an hour (instead of a whole day) if you apologize. - Example personality (forgiving): Breaking banes only deduces points, you will still be able to cast spells, if you apologize. - Example personality (mute): can only communicate in one of the following ways: Pictionary/sherades/miming/piglatin.

Connection type 2 (Spirit servant): - The shaman asks a spirit in a ritual to do something big. - Either the shaman or the benefactor of the ritual gains a condition stating the way in which the person now needs to serve the spirit periodically, including a consequences for not doing this.

Connection type 3 (Spirit contact): - The shaman has a way of contacting this spirit in a ritual, the shaman also known a way to get boons with this particular spirit. - If the shaman has boons at the moment, these can be redeemed for a certain standard magical effect.

Some thoughts: - Spirits should probably be a very diverse power source. One cool way to do that might be to allow a spirit to have skills, which they will perform on your behalf. We should see if we can find a way to do this, and perhaps what skills this can't be done with.

Design goals: - OC skill challange: - Onderhandelen.

Random brainstorm: - Channaling - Reizen door de grey - Spirits zijn voornamelijk "melee" buff sprueken of zijn hier in gespecialiseerd. - Groepsuitstapjes naar de grey zou kunnen met resistance gameplay? - Fetishes (Objecten waar spirits in zitten opgesloten/gebonden/belooft die het item sterker maken) - Channelen van spirits zou spirits "dichtbij" genoeg kunnen laten komen om de fetish te poweren. - Shamanen zijn het communicatie kanaal tussen de community en de spirits

  • Shamanen kunnen deze positie uitbuiten - Shamanen vechten onderling voor "klanditie" - Shamaan moet diensten van zijn spirit kunnen verkopen - Je kunt spririts substainen met prayer tokens maar het aan priests geven is veel rendabeler.
Anonymous (not verified) Wed, 18-01-2012 16:58

Spirit Magic

Spirit Magic

Spirit magic is a supernatural kind of magic in which the powers of spirits are harnessed for the benefit (or dismay) of mortals. Those who have mastered spirit magic are called Shamans. A shaman is a person who formed alliances with spirits. In exchange for some service the Shaman provides to that spirit, the spirit works for the Shaman.

Spirit magic is a dangerous forms of magic for the practitioner. Spirits are often devious and untrusting creatures. Shamans are constantly tempted by their spirits to take on greater and greater risk, for ever greater powers. But if they fail, if ever they stray from their path, his spirits may devour each other or even the shaman himself. A great shaman is one with wisdom, always knowing which paths lead to glory, and which to demise.

Anonymous (not verified) Sun, 03-01-2016 12:47

Basics of Spirit Magic

Basics of Spirit Magic

Each person with skills of a shaman or spirit guide can travel into the spirit realm, where they have a power called mana. Once there, shamans can form a relationship with a spirit, a condition known as a spirit bond. These bonds are created when a shaman makes a deal with a spirit. In exchange for a service the shaman provides for the spirit, known as a bane, the spirit will aid the shaman with some kind of feat. For this, the shaman receives a spirit contract condition.

Knowing this, you are ready to play a shaman. There are many variations and different levels of power involved in spirit magic. There are spirits as weak as a soft breeze and there are spirits more powerful than the biggest tornado's. Equally so, while some spirits will simply refuse to work with a shaman if he fails to uphold their bane, others may be so angry they'll outright kill the shaman and possibly take some of his friends with him for good measure.

Anonymous (not verified) Sun, 03-01-2016 12:50

Trade and Commerce (early draft)

Trade and Commerce (early draft)

Document maintainer: Wilco Copperjaw

Some initial thoughts: - There is a very tight relationships with the trade domain. These domains might need to be designed in sync - The essential difference between this domain and trade is that this is business to consumer (B2C) and trade is business to business. Characters playing in this domain do not have to worry about transportation. Goods are always bought and sold locally - Skills and condition in this domain give players access to cheaper items. - Prices vary based on where you buy your goods. Fish is cheaper near the sea, and metals are cheaper near a mine. The price you can buy or sell your goods for as a shopkeeper will depend on how far and how difficult it is for a trader to get the goods to you. - The idea is that the entire chain from raw materials to useful products can be traced, so that foresters sell wood to carpenters, and carpenters sell their services to shipbuilders, shipbuilders sell their ships to fishers, fishers sell their fish to shopkeepers, and the shopkeeper sells his food to foresters. The entire chain must work so that if you played the whole thing through, prices and profits would be believable - We should see if this domain is medieval, or if it can be generic - Perhaps there should be a medieval items domain, and a separate Trade and shopkeeping domain - We should somehow group items together. Perhaps based on the base material or the skill needed to create it. Maybe there should be a more formal item type system, like: melee weapon, shield, armour, amulet, potion, etc. - This system probably needs some way to do bulk discount. Otherwise merchants wouldn't make any sense. - What about merchent to merchent sale? Like the spice routes were before 16th century - The problem about trade is that IRL, the further things have to go, the more expensive they are. But for players outside the merchant domain it will be very confusing to have different prices in different locations. Perhaps we can do something by saying that the further you have to go, the larger the bulk you'll buy, since your offset area will also be bigger. And so even though the cost of long distance transport is bigger, it is offset by the discount gained from bulk buy.

There are (at least) two types of prices - Store price - Production price

To OBTAIN an item players pay store price. To SELL an item player receive production price

Shopkeepers can: - OBTAIN the items in their store for production price

Crafters can: - OBTAIN items they can make for production price - SELL materials for store price

Basic supply chain: Suppliers > Merchant > Outlet > Customer

Some occupations: - Craftsman (Weaver, Potter, Baker, Brewer, Glassblower, Bookbinder, Bricklayer, Candlemaker, Cartographer, Clothier, Cook, Dyer, Engraver, Scribe) - Artist (Acrobat, Actor, Architect, Painter, Minstrel, Bard, Storyteller, Playwright - ??? (Farmer, Fisherman, Hunter) - Leather worker - Jeweller - Stone carver - Blacksmith -- Blacksmith lvl2 --- Blacksmith lvl3 -- Armourer --- Armourer lvl2 -Herbalist -- Apothecarist - Locksmith - Miner - Peddler -- Shopkeeper - Carpenter -- Bowyer -- Shipwright

Anonymous (not verified) Wed, 21-12-2011 11:31

Non-Player Character Guide

Non-Player Character Guide

Document maintainer: Wilco Copperjaw

Editor note: There is no active development on this document. If you are interested in authoring this document, leave a comment.

About this document

TODO

Introduction

TODO

Anonymous (not verified) Wed, 21-12-2011 11:51

Game Master Guide

Game Master Guide

Document maintainer: Brian Bors

** Editor note:** This file is a work in progress. Everything in here is just notes taken during developement. Best not use them.

About this document

TODO

Introduction

TODO

To make XP of characters more managable, it is important to have an understaning of how characters (both PC's and NPC's) develop, and what stages they go through in this development. We will distinguish five levels of expertise a character can have in an ability, these are:

Name C&P XP Description
Poorly suited C+0, P-3 0 Most characters will have two attributes lower then zero. Any ability based on these attributes will be very low, and characters will be poorly suited for these tasks. Most characters will never compensate for these.
Novice C+0, P0 0 These abilities are not based on dump stat attributes. But the character has no training in them and can not use skills based on this ability
Amateur C+2, P3 15 The character has had some training in these abilities. New player characters start with several abilities at amateur level (but nothing better then that).
Professional C+3, P5 45
Veteran C+4, P6 85

Characters will not spend all their XP on the same ability. Characters will likely spend between 50% and 70% on a primary ability, and the rest on abilities that serve a utilitary function, such as agility, perception or an alternate method of attack. Amateur characters therefore have between 20 and 30XP, professionals have between 65 and 90XP, and veteran have about 120 and 170XP. Reaching the level of professional should be achievable for most characters, if their players are careful and smart about surviving. But to reach the level of veteran takes much more time and requires quite a bit more experience. GM's should aim at giving players about 2XP per session. This means it will take players roughly 40 sessions to reach the level of prefssional, and another 40 before characters are veteran level. GM info: Writing situational challanges When giving players situational challanges, you must determine two things, who can't do it, and who can always do it.

Consistency: =-2 =-1 =0 =1 =2 =3 =4 =5 =6 =7 =8 =9
=+80% success 1 1 2 4 6 7 7 8 8 9 9 9
=+50% success 2 3 4 6 8 9 9 9 9 10 10 10
=+20% success 4 5 5 9 9 10 10 10 10 10 11 11

Based on +80% success: |Base Con:||=-2|=-1|=0|=1|=2|=3|

=Poorly suited C+0, P-3 -2 -2 -1 1 3 4
=Novice C+0, P0 1 1 2 4 6 7
=Amateur C+2, P3 5 7 9 10 10 11
=Professional C+3, P5 9 11 12 12 13 13
=Veteran C+4, P6 12 13 13 14 14 15
=Master C+6, P8 15 15 16 16 17 17

Encounters

There must be a balancepoint between SP spend on skills and SP spend on weapons. For instance if one NPC has an expensive armor, this means the other characters should have on avarage less armour and more points in skills, to maintain a balance. This could also be balanced out during other encounters. But it is important that the ration skills:items remains constant. During the tabletop characters gain XP per encounter. The XP value of the encounter is based on the SP value of the NPCs they face.

Loot and rewards

Anonymous (not verified) Tue, 20-12-2011 13:17

Designing a setting

Designing a setting

Setting paramaters

What can you tweak to design your setting, And what can not be tweaked because it effects game balance.

Picking game systems and domains.

Anonymous (not verified) Fri, 06-01-2012 13:18

Heimr Bestiary

Heimr Bestiary

This document will contain creatures roaming in Heimr.

Anonymous (not verified) Sun, 11-11-2012 10:37

Utgard Odyssey Introduction

Utgard Odyssey Introduction

The Utgard Odyssey campaign is centred around a Midgardian merce­nary group (The Terrendil Reavers) on an expedition through a region of the world of Heimr known as Utgard.

The Campaign

The Utgard Odyssey campaign will be a regular series of LARP events, held every two months on a Saturday. The events last for an afternoon and will be held in the forests of Soest. Regular attendance will not be required, though players that have a regular character will have priority over those that do not in case the event is full. The events of Utgard Odyssey will be free of charge as long as we can manage a free terrain. Attendants of the events must be 18 years or older. Use of alcohol or drugs is not permitted during the events. Donations are very much appre­ciated. They help us pay for costumes, equipment and server space. For details about specific events check out our website at http://www.heimr.nl/.

New Kind of LARP

In most LARP games the rules are very similar. This is because they bor­row many of their rules from other well known LARPs. Heimr LARP rules are build from scratch. Much thought has gone into understanding what parts of common LARPs work well, and what parts do not. This has resulted in a rule set that is somewhat experi­mental and may contain some ideas unfamiliar to you. The most important differences are as followed:

Future Plans

Heimr LARP is still in it's early stages. Though much has already been done, there is still much more remaining. Because of this, new player options will become available as the campaign progresses. It also means that we may come across unforeseen problems and we might have to update some of the rules between the events. We will try our hardest to keep the impact for players to a minimum.

If attendance keeps up, we hope to run this campaign at least until September 2014. In this time we have added and will add several new domains. These will include; Battlefield tactics, which empowers teams who cooperate effectively on the battlefield. NPC organizations, which gives players control of NPC's during downtime. In addition to this LARP Campaign, the Heimr world is also represented on Vortex Adventure LARPs. We are also currently running the very first Heimr Tabletop Campaign using a rule set similar to the LARP rules. For more information about any of these, or if you are interested in contributing, please contact us.

Anonymous (not verified) Mon, 22-04-2013 19:19

Generic conditions and items

Generic conditions and items

Document maintainer: Wilco Copperjaw

Editor note: This document currently under development.

About this document

TODO

Introduction

TODO

Conditions

- Amputated arm - Amputated leg - Blind - Deaf - Mute - Family provider

Anonymous (not verified) Wed, 21-12-2011 11:48

Developer Guide

Developer Guide

Editor note: This document is intended for developers of Heimr game mechanics only. It outlines the basic principles behind the game mechanics in Heimr. This document is not under development at the moment.

Goals of Heimr RPGs

  1. Players should be able to play as many characters as possible. From a poor farmer who can barely scrape by, to a royal prince who's family struggles to retain control of their country. Not every kind of playable character should be fun for everybody. But every kind of playable character should at least be fun to players who have a playing style that suits that character type.
  2. Life in Heimr is difficult, painful and miserable for the majority of the population. The game systems must reflect that mood.
  3. The relationship between a player and other PCs should be no different then that between NPCs. PCs have the same abilities and choices as NPCs, when they find themselves in a comparable situation. NPCs behave equally rational to PCs.
  4. For every form of conflict resolution, there will be interesting choices for players to make. There is no clear 'best strategy'.
  5. Because as many characters as possible should be playable, there are many forms of conflict resolution, like fist fights, high political games and sieges on cities. Determining the outcome of conflict must happen in such a way that it is perceived as fair by the players.
  6. Where ever this makes sense in character, character should easily be transferable from one game to another.
  7. The maximum grow a character can experience is proportional to how much risk that character takes. This must remain consistent across all games and events.
  8. Where complexity is required, the learning curve of players must be managed.

Goals for domains

  1. Every domain has a skill challenge. If possible this should be an unique skill challenge.
  2. The Skill challenge should reflect the task that the character is actually performing.
  3. A domain should have enough skill to create a 30 point character (so even if two starting characters both have all their points in the same domain, they might still be different).
  4. Every domain has an introduction that explains what the domain is about and what a player can expect if he creates a character from this domain.
  5. Skills are placed in skill trees.
  6. Upgrades of skills share the same name with the lower version but have a higher level.
  7. Dependencies on other domains and non-core mechanics should be kept to a minimum.
  8. Items should have both a craft and shop price. The craft price should be around 10% lower than the shop price.
  9. Every domain should contain templates. Every template should include the amount of copper that is spent on items. Templates are always dividable by 5. A domain should contain roughly 2 of every type of template.

Future texts

Use of Alcohol and Drugs

Editor note: This text should be included in most (if not every) future Heimr event guides!

Consumption of alcohol and drugs on Heimr events is allowed insofar as permitted by law. However, if you do so, you are no longer allowed to engage in physical combat for the rest of the day, this includes touch spells and throwing weapons. If you get into a fight and you have consumed any of these substances prior to that fight, you should consider yourself to be dazed and unable to attack or defend.

Anonymous (not verified) Wed, 21-12-2011 12:52

Author instructions

Author instructions

Writing documents

TODO

Publishing documents

TODO

Releases

TODO

Translations

TODO

Crediting

TODO

Anonymous (not verified) Thu, 22-12-2011 14:53

Creating a domain

Creating a domain

Editor note: This document is under developement

What is a domain

Domain concept

Skill trees

Items

Conditions

Downtime options

Anonymous (not verified) Wed, 04-01-2012 16:29

Standard values

Standard values

THESE ARE OUTDATED! (Brian. 14 november 2013)

Default Stat
20 Points at char creation
500 Copper at char creation
20 Resources per month
5 Wealth (Copper per Resource)
2 Base HP
7 Base WP
=Char statistics
Average Stat
10 In game days per year
3 Encounters per day
30 Encounters per year
1/3 Encounters involving combat
10 Combat encounters per year
20 Months is a character's average life span
16.7 Combat encounters in an average character life
6% Of chars die in combat
X% Of chars are Mutilated in combat
X% Of chars are Mangled in combat
X% Of chars are Bloodied in combat
4 WP is lost per combat
3 WP will be restored per day
1 Restored WP will be an indulgence. This is free
1 Restored WP will come from a treat. This costs 5c
1 Restored WP will come from a service skill. This costs 15c
25 C is the cost of an extra WP
=Balancing basics
Anonymous (not verified) Wed, 24-10-2012 23:27

Pay Up Front Disadvantage

Pay Up Front Disadvantage

A very important decision you can give characters is to have them choose if they want to pay for the entire power in advance, or if they want to pay a little less in advance, but keep paying as they use the power. This occurs for example when choosing between a skill or a condition. A condition is more expensive then a skill with the same power. This is because skills must be maintained monthly. So you pay every month, and together with the cost of training the skill, you will eventually reach a point where it was cheaper to pay for the condition.

There are advantages and disadvantages to paying everything up front. The advantage you have is that in the long run you'll save money. However, in the short run you'll have less power, making you more vulnerable and less effective at gathering money on missions. The same is also true for powers that cost willpower every time you use them, as opposed to powers that can be used for free. You pay less up front for a skill/item/con that costs WP to use, but in the long run you'll have spend more money regaining the willpower you've lost.

We'll call this period the pay up front disadvantage (PUFD). For conditions compared to skills this is 20 months. Because the average wealth of a character is 5 (=1dtp) 20 months will mean 20*5=100c = 1pt extra per point. This makes condition twice as expensive as a skill of the same power.

For powers that cost willpower something interesting is going on. The more you use a certain power, the more WP you need to restore, so the greater the PUFD is. When balancing a power like this the designer should estimate how often the power will be used.

Anonymous (not verified) Sun, 12-08-2012 15:51