Friday, January 28, 2011

New LARP - Spells and Abilities

There are 3 main classes of abilities.  We haven't assigned point values to them yet, but they will be worth 2-10 points each.  You start your character with 10 beginning points.  Each meeting you come to, you get a new skill point.  You can spend your skill points right away or save them to "buy" better abilities. There is a character max of 75 points. (The point amounts and max may change as we assign points)

You do NOT have to buy all abilities within the same class, but some higher abilities have prerequisites (we haven't written in all the prerequisites yet).  But yes, this means that you can cast fireballs, heal, and toss around a great axe all at the same time.  There are also no armor limitations - if you can make it and want to wear it, you can.  Note that all magical abilities are alchemy-based, so you can throw "lightning" while wearing plate or chainmail with no ill effects.

 Abilities are unlimited, but on a cool down.  For instance, Alchemist's Fire is a red spellball.  You can charge as many as you can carry, but it would take 5 minutes to "mix" or "charge" each one.


Weapon & Shield Abilities:

  • Short Maces (1 damage)
  • Long Maces (1 damage - must have short maces)
  • Great Maces (2 damage - must have long maces)
  • Mace Mastery (must have all mace abilities, grants +1 damage when using maces)
  • Polearms (2 damage)
  • Staves (1 damage)
  • Daggers (1 damage)
  • Short Axes (1 damage)
  • Long Axes (a damage - must have short axes)
  • Great Axes (2 damage - must have long axes)
  • Axe Mastery (must have all axe abilities, grants +1 damage when using axes)
  • Short Swords (1 damage)
  • Long Swords (1 damage - must have short swords)
  • Great Swords (2 damage - must have great swords)
  • Sword Mastery (must have all sword abilities, grants +1 damage when using swords)
  • Spears (1 damage thrust only)
  • Bow & Arrow (1 damage)
  • Single-shot Firearms (1 damage - can be taken more than once to carry different types ie: pistol, rifle, etc.)
  • Semi-Automatic Firearms (1 damage - must have single-shot firearms)
  • Throwing Weapons (1 damage - grey spellballs - act as throwing daggers, axes, or rocks)
  • Small Shields
  • Medium Shields
  • Large Shields
  • Dual Wield (can only dual wield short weapons, long weapons, daggers, and firearms or a combo thereof)
  • Weapon Mastery (must have all melee weapon skills (except masteries) gives +2 damage with any melee weapon)
  • Shield Mastery (must have all shield abilities, shields cannot be broken)
  • Ranged Combat Mastery (must have all ranged abilities, gives +1 damage with arrows, firearms, throwing, and spears)
  • Sharpened Arrow (gray - +1 arrow damage)
  • Flaming Arrow (red – +2 fire damage)
  • Stunning Arrow (purple – stuns target for 50 count)
  • Poison Arrow (green – poisons target)
  • Explosive Rounds (yellow - +1 damage)
  • Incendiary Rounds (red - +2 fire damage)
  • Armor Piercing Rounds (gray – goes through armor)
  • Freezing Rounds (white – freezes target)


Alchemy/Magic Abilities:

  • Antidote (cures poison)
  • Poison Vial (green spellball - poisons target, must be cured within 100 count or dies)
  • Poison (green ribbon applied to weapon - poisons target, must be cured within 100 count or dies)
  • Flame Oil (red ribbon applied to weapon - +2 fire damage to weapon and allows weapon to free frozen targets)
  • Frost Oil (white ribbon applied to weapon - freezes target in addition to weapon damage)
  • Healing Elixir (stops bleeding and heals lost limb)
  • Elixir of Life (resurrect)
  • Potion of Protection (1st damaging attack negated)
  • Lightning in a Bottle (yellow spellball – 1 damage)
  • Charming Mist (blue spellball - must complete one non-combat-related task per caster)
  • Frost Potion (white spellball – freezes target)
  • Alchemist’s Fire (red spellball – releases frozen targets or does 2 damage to all body areas)
  • Badge of Courage (yellow ribbon applied to upper arm - protection from fear effects)
  • Potion of Fortitude (purple ribbon applied to upper arm - protects from sleep and stun effects)
  • Warming Elixir (white ribbon applied to upper arm - protects and/or releases from freezing effects)
  • Cooling Elixir (red ribbon applied to upper arm - protects from flame or fire effects)
  • Poison Elixir (green ribbon applied to upper arm - protects from poison effects)
  • Sleeping Powder (purple spellball – puts target to sleep for 100 count target cannot be killed while asleep)
  • Hardening Oil (gray ribbon applied to weapon or shield - Makes weapon or shield indestructible)
  • Fire Wall (10 ft red ribbon – 2 damage to all body areas if passed through)
  • Wind (pushes all targets within 20 feet back 20 feet – can also be used to push a flame wall 20 feet instantly)
  • Alchemist (halves cooldowns for alchemy-based abilities)
  • Smoke Cloud (call out smoke cloud and caster may walk/run and not attack or be attacked for 10 count)
  • Swarm (Orange spellball – releases a horde of giant bees – target must run in fear for 10 count)


Physical Abilities:

  • Resuscitate (must be done within 3 minutes of player’s death and must flip a coin)
  • Beast Slayer (+1 against beasts)
  • Undead Slayer (+1 against undead)
  • Dragon Slayer (+1 against dragons)
  • Assassin (+1 against humanoids)
  • Commune with Dead (can talk to ghosts)
  • Commune with Animals (can talk to beasts)
  • Commune with Nature (can talk to plants)
  • Bane (can choose single target per day for +1 damage)
  • Steel Trap (gray 5’ ribbon - must have blacksmithing – 2 damage plus bleeding to one leg, must stay in spot but can defend self – must strike affected leg 5 times to be released – 5 strikes do not cause damage to leg – trap is disarmed after target is released)
  • Pit Trap (brown 5’ ribbon – take 1 damage to each body area and unable to move or fight for 50 count or until someone helps you out of pit)
  • Death Trap (must have steel and pit traps – 3 damage plus bleeding to each body area and must be helped to get out of pit)
  • Break Shield
  • Break Weapon
  • Deep Wound (bleed for 100-count then dead if not healed)
  • Close Wound (stops bleeding)
  • Thick Skin(+1 natural armor)
  • Ambidexterity (can throw weapons or vials with either hand)
  • Net (brown spellball – traps target – target can defend self but must hit each leg 5 times to be released)
  • Blacksmithing (mend metal)
  • Leatherworking (mend leather)
  • Tailoring (mend cloth)
  • Woodworking (mend wood)
  • Stunning Blow (stuns target for 50 count)
  • Hobble (no damage but target can only walk for 50-count)
  • Feign Death (fake dying, nobody will bother you)
  • Sunder Armor (powerful blow that destroys armor in area that is struck

There are also unlimited lives in our new game.  When you die, you must remain at your place of death for 3 minutes.  During that time, you can be resuscitated.  If you are not, you become a ghost and may wander around, cast fear spells, and perform non-combat related acts (ie. shake trees, make spooky sounds, etc.)  You cannot actually talk to anyone unless they have 'Commune with Dead' in which case you may only respond to questions asked by that person.  You can be given an Elixir of Life as a ghost to be resurrected and come back to life, restoring your body.  You may then mend your armor and get back into regular combat.

So, what do you think so far?

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