Effects May Be Delivered by Touch
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Prophecy LARP Rulebook By Area Effect An opponent may say “<Incantation> Area Effect <Effect>”. This affects EVERYONE within the sound of the caster’s voice, regardless of whether they can see the caster. Covering your ears so that you cannot hear will not stop the magic, and is considered cheating! Some area effect magic will also have a Level. In this case, it will affect anyone with a “Level of Resistance” less than the level of the effect that is within the sound of the caster’s voice. If you are so far away that you hear only a garbled cry and cannot make out what the caster is saying, you are not affected. Another type of Area Effect may be called “to the room.” In this case, all individuals in the room where the effect is called will be affected. “To the room” cannot be called outdoors. By Touch Some magical effects may be delivered by touch. This may only be done to a willing or helpless target! The caster should lightly touch the target with a hand-held spell packet to signify the “touch”. By Type Some Effects may be specific to one or more type of creature or characteristic. In this case the Type will be stated after the Effect, for example “Charm Undead”. If you are not of the indicated type, you will not be affected. By Name Some Effects may be specific to you by name. In this case the opponent will state: “By name <Your Name> <Incantation> <Effect> <Level>”. Your “Level of Resistance” is HALVED against such a spell (round down). A nickname or pseudonym that you use as your name is just as effective! If you have the Alias skill, you are safe from these magics, unless your enemy somehow manages to learn your true name! Forsooth... An opponent may say “Forsooth… <descriptive statement>”. This is a catch-all for effects not covered in the standard list. Assume that whatever comes after “Forsooth” is literally true in game. For example: “Forsooth you feel an aching sense of despair.” EFFECTS The following list describes the common effects you may encounter in the Prophecy World. Afflict yyouou with <Affliction>: You have received the indicated affliction. This has no immediate effect. At your earliest convenience, you must travel to the Wall ofof WoeWoe. This will be a pre-determined place in game that contains listings of possible afflictions you may encounter, with descriptions of the effects of each and the required Cures. Read the description of your Affliction. If it is a progressive Affliction there may be postings for Day 1, Day 2, etc, in which case you should only read the appropriate one. Most Afflictions will have a Cure or Cures. Your character will not know what Cure is needed, but you as a player must read these so that if the Cure is applied to you in game, you will know that it has worked. Unless your charactercharacter already knew whawhatt the Cure waswas before being Afflicted, you cannot use it on yourself or others until you learn about it in gamegame. Afflictions may include horrible wasting diseases, fiendish curses, madness, amnesia, possession, parasitic infestations, allergies, or addictions to obscure potions. See the description of the Physician skill for more information on Afflictions and Cures. An Affliction will last until cured, even if a character dies and returns to life. Awaken: Will remove the Charm, Enslave, Knockout, Sleep, and Trance effects. Berserk: You are overcome with rage for 5 minutes and attack the nearest person, even if it is an ally, until rendered unable to do so, or the magic ends. Bind: Your arms are bound to your sides and you cannot use them for 5 minutes. Calm : Will remove the Berserk effect and soothe other heightened emotions. Charm: You become favorably inclined toward the caster for 5 minutes. You will not attack the caster unless attacked first, and will go along with any reasonable suggestion he or she makes. You are NOT a mindless slave and will not give away possessions, attack friends, or betray a trust, etc. 48 Prophecy LARP Rulebook Compel you to <Instruction>: You are compelled to follow the Instruction to the best of your ability. The instruction must be a short, uncomplicated action. If there is no duration given as part of the instruction, the compulsion ends after you have followed the instruction. Curse you <Curse>: You suffer from the stated Curse. For example: “I curse you to howl like a wolf”, or “I curse you to take double damage from fire.” This effect will last until a way to remove it is found, even if the character dies and returns to life. Critical: You immediately fall into a Critical state (see the “Death & Dying section of the Rule Book for more information on being Critical). If you are not Revived within 20 minutes, you will be Dead. Heal, Full Heal, and Tend will not affect your state. If this blow is delivered “by Weapon” it must strike the torso to take effect. # Crushing: Indicates extra-powerful damage that will still do half-damage (round down) even if parried or blocked with a shield. Thus a strike that causes “4 Crushing” will do 4 points of damage if it strikes your body, and 2 points of damage if it strikes your shield or weapon, or if you use the Parry skill against it. # Damage: Indicates normal damage, which cannot penetrate a shield, and has no effect on a weapon. Thus a packet that causes “5 Damage” will not do anything if it strikes a shield, but will cause five points of physical damage if it hits you. Detect <Type or Item>: If you fit the type or possess the item being detected, you must indicate this to the caster. A simple wave or statement of “Here” is sufficient. Disarm: Your weapon falls from your hand. You must carefully throw it five feet away, not drop it at your feet. Disintegrate: You become a Shade instantly (see the “Death & Dying section of the Rule Book for more information on being a Shade) and all items physically in your possession suffer the Shatter effect. Disengage: when an individual calls “Disengage”, all combatants engaged with that person must move ten feet away from that person before resuming combat. Dispel: If a Type is specified, only that particular effect is removed. If Type is simply “Magic”, all magic on you is removed, just as if the mana cycle had changed. Drain <Life/Mana/Faith/Skill Point>: You are drained of one point of life, mana, faith point , or skill point as specified. Drained Life and Mana will remain lost until you die, or the changing of the Mana Cycle, whichever comes first, unless otherwise specified. Drained Faith Points are lost permanently, and you must tear up the tags. Drained Skill Points are lost permanently, but will not take effect until after the event, when you may choose which skills to give up to cover the loss. Enhancement: You will do +1 point of damage with every weapon attack, for 5 minutes. This will always have a stated duration! You may only have one Enhancement at a time. Multiple Enhancements do not stack. Enslave: You are a mindless automaton for 5 minutes. You are bound to serve the caster without question. You will even slay your friends if so ordered. If the caster orders you to kill yourself, you will do it, but it dddoesdoes not count as taking your own life as described in the “Death & Dying” section of the Rule Book. Fear: You are terrified by the caster for 5 minutes. You may roleplay this as you think most appropriate for your character. You may choose to run, or not, but under no circumstances will you initiate combat with the caster. If you are attacked, you may fight back, badly. # F# Fire:F ire: Indicates damage from fire. Heal One: One Hit Point is restored to you. This will allow an Unstable character to awaken with one Hit Point. Note that this will not work on a Critical or Dead character. Heal Half: You are restored to half Hit Points (Life Points plus Armor Points divided by 2, rounded up), and one Maimed limb is restored. Note that this will not work on a Critical or Dead character. 49 Prophecy LARP Rulebook HHHealHeal Full: All of your Hit Points are restored to you (Life Points plus Armor Points) and all Maimed limbs are restored. # Ice: Indicates damage from ice. Knockout: You are unconscious, but do not lose any Hit Points. You will awaken after five minutes. Life: Will only affect someone who is Dead. Will restore you to life, with half your full Hit Points (rounded up). # LightninLightning:g:g:g: Indicates damage from lightning. Maim: You lose the use of the target arm or leg. If no target is specified, you may choose which limb suffers the effect. If delivered by weapon, this will not have any effect if it strikes your torso. The Maim is permanent until you receive a Heal, Full Heal, or Restore. Pain: You suffer excruciating pain for 10 seconds. You must fall to the ground in agony, whimpering, crying, or screaming (unless physically unable to do so). You may still defend yourself with weapons. Paralyze: You cannot move any part of your body or speak for 5 minutes, but you are aware of what is going on around you. Putrefy: You grow rapidly sick and weakened, and cannot use any game skills. If you do not receive a Purify effect within 1 minute you will sustain the Critical effect.