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