Rules for the land of Yarm
CONTENTS: Tuesday, July 15, 1997
Home Page: Balrog's Home PageRACES:
CHARACTER ALIGNMENTS AND CLASSES
Alignments
Evil
Neutral
Good
Classes
Warriors
Paladins
Clerics
Shamans
Mages
Rouges
Rangers/Trackers
Bards
Ethos behind all the magic areas
1st Level
2nd Level
3rd Level
1st Level
2nd Level
3rd Level
1st Level
2nd Level
3rd Level
2nd Level
3rd Level
1st Level
2nd Level
3rd Level
Garthos
Shakra
Julan
Mekos
How do Clerics/Priests/Shaman draw power for their spells?
How to gain access to other Clerics/Priests/Shaman levels
How to release the power for Clerics/Priests/Shaman Spells
Holy symbols
Common Clerics/Priests/Shaman spells
1st Level
2nd Level
3rd Level
1st Level
2nd Level
3rd Level
1st Level
2nd Level
3rd Level
1st Level
2nd Level
3rd Level
1st Level
2nd Level
3rd Level
Subdual Damage
Hit points
Healing
ROLE PAYING AND ABILITIES
GENERAL RULES FOR EVENTS USING THESE RULES RUN UNDER BALROG GAMING
These humanoids were created from a elemental clash, this was a time in the planets history when all the elements combined in a area called "RANKlIN". All the life in this area was believed to be extinguished, most of it was wiped out, but a few human females survived, these females found themselves with child. All gave birth at different times but all that were born were deformed in some way. The mothers were shunned by society and were forced to return to Raklin with their offspring.
Each offspring turned out to a cross between human and an animal/fish. They were all bipeds but had some of the distinctive features of the animal that they were crossed with. Time progressed and they all became races within their own right, never interbreeding with other crosses. The four races that evolved are listed below with their relevant crosses:
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These men/women have the facial characteristics of a lion, they speak with a flowing intertwined voice, very much like that of a cat breaking into a purr. Because of their mixed race they have the ability to emit a fantastic roar twice per day which may cause whoever is within earshot to run in fear for a 30 count (this will be the game co-ordinators role to establish who heard and what can be effected) the disadvantage with using this ability however is that the Liosses return back to their bestial side for a 5 minute period, this means that everything that they are carrying is dropped, and they revert to all fours and act just as a lion would in that situation, i.e. if they are confronted with numerous individuals they will run and hide or if they are feeling hungry they may attack for food etc.
These men/women have very pronounce noses with some of their skin covered in feathers, they move their heads in very bird like fashion but this is usually overcome for those who wish to blend in with other societies, although it takes quite a lot of concentration to keep this up, under times of stress they revert back to the jerkiness. These breeds have the ability to enact magic from both the earth and the air, this is because of the combining of the two elements at their initial creation. They do have the disadvantage though of being very susceptible to having broken limbs, due to the fine nature of their bone structure.
These cross breads have the facial characteristics of a rodent, they also have the ability to be extremely dexterous. In game terms this means that they can achieve various things such as picking pockets, fighting ambidextrously (With small weapons only i.e. daggers) doing severe damage with small precise weapons like killing from behind etc. Some of these abilities must be discussed with the game co-ordinator at the time of action. They have the disadvantage however that they are very easily controlled/lead by any charismatic person. They are a race that usually follows rather than leads.
These cross breads have a scaly silver skin, they have the ability use both the elemental sphere of water as well as earth, this being due to the two elements combining at the time of their creation. They do have the disadvantage however that every 5 hours they must submerse part or all of their body in water, if they do not do this then their skin starts to smolder and causes severe burning, often resulting in permanent crippling disfiguration.
These are short stout fellows max. height 5ft, they live to prove their prowess and ferocity in battle. They drink lots and are extremely loud, bowing to no one. They have extraordinary stamina and constitution marching for many days and still engaging in battle at the end of it seemingly without any disadvantage.
All the Dwarf races have facial hair and deem it shameful to be seen in adulthood without it. All the dwarves mix but all believe that their strain is the chosen one by the Gods.
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These are a cross between the now believed extinct Firblog (Resembles a giant dwarf but has total immunity to fire) and a dwarf. They are still of stocky build but can be of any height, they always have facial hair and are immune to normal fire. Their skin colour has a reddish tinge and they have golden hair. Magical fire only does half damage, but because of their interbreeding then non of this race has been able to practice any fire magic, their bodies have absorbed the fire instead of acting as a storage and conduit system.
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These are a race of dwarves that have a green complexion and green hair. They are still of stocky build and have facial hair, but their height can range from 4ft to that of normal humans. Their race are totally dedicated to nature and any Green Dwarf that decides that they cannot follow this path losses the ability of their race and their complexion slowly turns to grey. They have the ability to communicate with all animals, and can befriend all normal animals after long conversation.
They are the natural descendants of the normal dwarf but chose to stay underground. These are dwarves that absolutely hate the natural light of day. Their skin complexion is grey as well as their hair and beards, they are at one with the rock. They have the ability to pass through rock for limited distances. If exposed to daylight without some form of protection to their eyes they suffer intense pain and are totally blinded for a twenty-four hour period. Their height varies due to the fact that they can alter their body shape to move though tight areas. The only way to tell that they are descendants of the Dwarven race is the fact that they all have beards and it considered sacrilege not to have one. If anyone removes their beard at any time the tribe will hunt and kill them, that becomes the tribes soul objective in life.
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The Elven race of this world believe themselves to be the most ancient of races, they believe that they were conceived by the Earth mother herself, the saying is that they are truly the children of the earth. All the Elves can only be healed by being drawn into the ground, this requires a time consuming complex ritual Their stature is very slender with heights ranging between 5ft 8in to 6ft 6in, the majority being above six foot. They are all lovers of nature and are very protective about destruction of woodland, they follow a class system. There is only one King of the Elves and all classes follow this king, those who choose not too are shunned by both the high and the low Elves, that person is then magically branded, and all Elves across the known world will offer no help or shelter to those with the brand.
Dependent on the region from which the Elves come depends on the coloration of their skin.
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These Elves are grey skinned in colour. They are the natural born rulers to the Elves, all the other races are below them. They however do not have the initial right to rule over the lower class Elves until they have proven their worth to the king, This usually takes the form of a quest in which they must achieve a set task for the good of their race. Each of these Elves when they accept a quest are allotted a particular weapon of there choice. These weapons become bonded to that Elf. The ritual for this is quite complex and time consuming, only the shamans of the tribe know how to perform this ritual, the individual that is being joined has no recollection of how or what was done. Each weapon ends up with an ability for its owner, some have the ability to detect evil within a certain radius, others have the ability to cleave other weapons in two, others to cast a bright light. These weapons will only work in the hands of the one bonded to it. If someone tries to use the weapon of opposite alignment to that of the owner then it shatters. The weapon once bonded needs to held by its owner every 24 hours, if this is not the case it reverts back to a normal item and the owner suffers some form of loss associated with the weapons ability, for example they may loose what strength they have, or not be able to stand extreme light. This can only be overcome by returning to their shaman who must then try to re-enact the original ritual. This however has its dangers as it can leave the individual permanently disabled, it seems to link to the time scale between loosing contact with the weapon and re enacting the ritual.
These Elves have a yellow skin with yellow reddish hair, and are found in the volcanic areas of the world of "Yarm", these Elves have the ability to stand large amounts of heat and also they can breath noxious gasses for a limited period. They like all the Elves have to be healed by becoming one with the earth, this requires a complex ritual in which they are accepted into earth that is native to their birth. If they are drawn into earth without the main elements from which they were born they are only healed partially. They have to absorb the minerals from their birthplace.
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These are the true Elves of the forest, they have a green brown complexion with brown hair. They are usually the growers of the land. They have the ability to communicate with the trees, although this is a very slow thing, and precise details are hard to ascertain, due to the trees understanding of the world
There are many variants of humans dependant on the region of the land from which they come. Listed bellow are some of the regions and the types of humans that originate from those regions. There is a lot of diversity across the human race the ones listed are the ones that are only pure variants. (Consult the campaign writer for information on mixed races and climate attributes)
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These are humans with a bluish hue, they live in the western most tip of the world of "Yarm" here is the only polar ice cap within the world. There is never any true darkness here, during the evening there is a fantastic array of coloured lights which lights the land with continually differing shades of colour. It is because of this phenomena and the intense cold that this race has evolved into having heat related vision. They do not see in the normal spectrum so they are not effected by bright lights (e.g. light sunlight reflecting off the snow) they are however effected by intense heat as this effectively dazzles them, like someone flashing a bright light into a normal humans eyes in a darkened room. Because of the severity of the cold within there natural habitat they have also developed a thicker skin, this means that they have more natural resistance to damage, the downside however means that they are not as dexterous as other races, this means that the more complex semantics required for some magic is inaccessible. (consult the campaign/game co-ordinator)
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These people look the most inoffensive of all the races of humans, they are prone however to dress in fairly outlandish clothes, and talk incredibly fast with lots of animation. The people of Yarhual live in a ever changing climate, because of this and the way that the power to enact magic from this land is required means that these people are very orientated to the pursuit of magic. From an early age they are assigned an element of which they spend the rest of their life following, trying to evolve and develop more magical results to the benefit of the land. The two main elements that are followed are Air and Water, there are fewer that follow the Earth element and still fewer who follow the Fire. All the items that they use within their lands are operated by magic, for example it is common to see animated ploughing machines who are powered by magic.
These people unfortunately are at a large disadvantage when they leave their lands, in normal climates they usually cannot harness enough power to enact the magic required to defend themselves, as they have relied so long on large untapped elemental energy sources that the spells that they have evolved all require large amounts of this elemental energy. This does not mean to say that they have no power at all as there are still spells which do not require large energy conversion, some of the more common spells in the other parts of the world are known to them, but not all (Consult the campaign/game co-ordinator). Those that leave their land ether return quickly preferring their non physical life (Because they let magic do most of the heavy work). The only ones that seem to leave and not return are those who follow the other two elements Fire and Earth, it is not known whether they find their Eden or just the fact that they are not so self reliant on magic that they can survive in other lands.
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These people live at the eastern most point of this land of Yarm ,it is called "Narhill". They are all white including their hair. The reason for this is the reduced amount of daylight that their land has. These people have the ability to teleport between dark areas providing that they are within 15 paces of each other. (In game this will be done by calling a "Time Freeze" from a darkened area {established with game supervisor}. When they have moved to the new darkened area then they or the game supervisor can call a "Time In"). This ability causes them to be left in a weakened state for a period of 5 sec's unable to move, the next time they use this ability without sleep means that they are weakened for 10 sec's, the next 20 sec's, the next 40 sec's, in other words time keeps doubling up. They also have the disadvantage that they have to cover up their entire flesh during daylight or suffer intense pain from burning of the sun.
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CHARACTER ALIGNMENTS AND CLASSES.
It should be noted that any race can have any alignment, or mixture of alignments, but it should be born in mind what that race beliefs are, if you choose an alignment that is not normal for that race then this will have to be backed up with a history as to why and what has happened to you to give evidence to substantiate your deviation from the norm of that race.
Below are listed the pure alignments Evil, Good, and Neutral. These are the three base alignments, a character can have parts of all these within his/her personality. Alignment determines the fundamental beliefs of a character, not his or her total personality.
Characters who follow this alignment are only after developing anarchy and chaos, they like to dominate, and take pleasure in peoples suffering, providing they themselves do not suffer. They have no allegiances that cant or wont be broken given the right price.
These people tend to follow what is in power at the time, at least that which will benefit them. They will adapt to the surrounding systems, but only if the benefit is favourable to them.
These people are generally honest, law abiding and helpful. They respect the law, and tend to align to the surrounding laws of the land.
The Following is only a rough idea of character classes that are available, don't forget everyone is an individual so you don't have to fit into one of these classes, they are only there to prompt ideas about your character.
These people love to use weapons and devote most of their life to becoming better than the next man in the use of them. They are found all over Yarm in various guises, they may be adventures, or they may be hired by some lord as part of his force.
These people travel the land, fighting for their gods belief, they tend to get drawn into holy wars and quests set them by the various religions, or they may just wander the land enforcing their belief where necessary.
These are totally devoted to their gods, they use the powers given to then through their gods to enact whatever tasks they see fit, but only in their gods name. If they use their given power against their gods belief, it has been known for that god to smite them down.
These are tribal holy men, dedicated to the magic and power of their race, they unlike the clerics have available to them the magic specific to the race that they are the Shaman for. They can access to both a magical sphere and the common clerical spells. They usually remain with the tribe unless they feel that there is a threat to the tribe in which case they have been known to leave to try and vanquish this danger.
These people devote their life the following of magic, if this means travelling the land to acquire more spells and knowledge, or adventuring to finance their research then this is what they will do.
These tend to be your typical adventurer type out to seek their fortune, they usually have a desire to acquire items, and become quite proficient at this. They however tend to be a class that will not normally acquire items from their own, although this is not a hard and fast rule.
These people tend to be loners but can be hired as professional trackers for various causes. They are usually at one with their surroundings, and tend to prefer the outdoor life.
These are travelling minstrels or story tellers they are very charismatic people, and make enough money to survive from selling their abilities, they tend to be a jack of all trades, dabbling in all the arts. They travel to acquire new material and to seek adventure.
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This system is not a points generated character development system, the development of your character will be down to you providing evidence that you have learnt a new skill/ability/spell etc. through your role playing and development in the play by mail environment. The decision on what you will be allowed will be the responsibility of the campaign/game co-ordinators
There are five types of magic on this world, four of which apply to the four elements i.e.
The fifth and most frowned upon is that of Necromancy.
All magic works on the conversion of energies, so the more powerful the energy source the more powerful the spell that can be enacted. The problem with the use of magic however is that the energy for the spell release has to stored inside the mage, this means that dependant on the progression stage of the character depends on the amount of energy that can be stored safely. The longer a mage takes to release this energy the greater the time in which he/she has to recover after. The release of all that energy means that the mage will feel drained for a time period feeling really weak being unable to move fast, (They can still cast other spells however, but the recovery time is cumulative) below is a table with the recovery time required for the energy stored over a time period.
LEVEL OF SPELL |
TIME ENERGY STORED IS RELEASED |
TIME PERIOD FOR RECOVERY |
1 |
1 hr |
1 min |
1 |
2 hr |
2 min |
1 |
4 hr |
4 min |
1 |
8 hr |
8 min |
1 |
16 hr |
16 min |
1 |
24 hr |
30 min |
2 |
1 hr |
2 min |
2 |
2 hr |
4 min |
2 |
4 hr |
8 min |
2 |
8 hr |
16 min |
2 |
16 hr |
32 min |
2 |
24 hr |
1 hr |
3 |
1 hr |
4 min |
3 |
2 hr |
8 min |
3 |
4 hr |
16 min |
3 |
8 hr |
32 min |
3 |
16 hr |
1 hr 4 min |
3 |
24 hr |
2 hr |
Table 1
If the energy is stored past 24 hours then the magic within consumes the mage turning them into that from which the energy was taken.
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This is done by the mage enacting a ritual both verbal and semantic, the effectiveness of this will be down to the game co-ordinator. The time period to draw the power will vary on how must energy has to be stored. Table 2 below shows how long it takes to store power for level of spell. Not only is the time longer for higher level spells but the energy source must be greater. For example using the elemental magic of water a mage wishes to learn a first and a third level spell. The first level spell would need water that is moving slightly e.g. a small ambling brook, but for the third level spell energy the mage would need a small waterfall (For the exact requirements consult the game/campaign co-ordinator).
There is also a problem attached to the drawing of energies, there is a chance that all the power will be drawn off thus causing the source not to exist. For example an earth mage tries to draw power for a third level spell, but the ground from which it is drawn is not in its most fertile state i.e. winter, this causes all the life in the ground to be extinguished, the land for a large radius is dead never again being able to support life. Again consult the game co-ordinator for exact effects.
SPELL LEVEL |
TIME SPENT ACCUMULATING POWER |
1 |
10 MIN |
2 |
20 MIN |
3 |
40 MIN |
Table 2
Table 3 below shows what maximum spell levels can be learnt at what mage level. A mage can only retain enough energy for 10 spells altogether, for example Mandrake is a 4th level mage he has the capability to store 3 second level plus 7 first level, or he could choose to store 2 second level and 8 first, his final option is to store 1 second and 9 first.
MAGE LEVEL |
HIGHEST NUMBER OF SPELL LEVEL THAT CAN BE STORED |
1 |
10 x 1st |
2 |
1 x 2nd |
3 |
2 x 2nd |
4 |
3 x 2nd |
5 |
1 x 3rd |
Table 3
How to cast magic
To cast the stored energy in the form of a spell the caster must follow the procedure laid out below;
For example Charleston is a fire mage, an Orc wielding a wooden club is bearing down on him, he concentrates summoning the power within himself points at the club in the Orcs hand and says "By the power of fire Ignite club right hand" The club bursts into flames, the Orc being stupid just looks at it and suffers a point of damage to his right hand, this renders the hand useless, and it retreats screaming in agony.
Everyone has a chance to be immune to the magic that is cast at them. Certain races have the ability to be immune to magic of particular elemental energies, for example some Elves are resistant to some earth related spells where it states there is a save. Other individuals will be resistant to certain magic where saves apply dependant on there background. This will be disclosed during character creation and development.
Ethos behind all the magic areas
Only one sphere of magic is open to an individual, the way in which the body has to store and channel the energy does not make it possible to accept more than one energy transference and conversion. There are however two races that can use two magical spheres, these can be found under the "Beast Men/women" heading.
Earth magic:
Mages who follow this element become attuned to particular types of land, they can read the land, and they are usually at one with nature, and consider it a sacrilege to destroy the land. This applies to the majority, but there is a minority that will strip the land of its life purely to feed their need for power. If these two factions ever meet and they are aware of each others beliefs then usually bloodshed ensues.
It is said that the elemental of earth was created by the earth mother to enable her followers to be able to rejoice in the power that she is willing to share.
The predominant followers of earth magic are the Elven races as they have such close contact with this element, and the earth mother. They however will locate and kill all those who use this elemental power to destroy the earth.
Fire magic:
This is one of the most destructive and damaging magic elements, but the power required to use this is large because of its destructive force. It is said that the magic of this element was first encounted in the volcanic region of "Simoshull", but the Narhills use its lesser magic to enact light generating spells, and have done for thousands of years, so there is no historical evidence as to where this elemental magic originated.
Those who follow this magical sphere tend to be very cautious on their use of the magic due to its volatile destructive nature, although there are those that create wanton destruction, but these individuals unless they have a source for the energy, tend to keep their practising a secret, as they tend to be vulnerable for large amounts of time after casting.
Water magic
This magic is said to be life giving, as water is needed to feed life. The followers believe that they gave the life to the earth, so that water magic is more the controlling force, which sometimes leads to arrogance of Mages who follow this area of magic. They believe that fire is their only true opposition and shun anyone who practices fire magic.
Air magic
This magic needs the movement of air to transfer energy to the mage, this can be anything from a light breeze, to a full blown hurricane, the obvious problem with the hurricane is the proximity that the mage has to be to draw off the power, usually they will enact some form of protection from a lower level spell to allow them to draw the greater energy of the hurricane.
It is said that this magic was first enacted by a now extinct race of mountain people who constructed wings and used the power given to them by the air elemental to fly amongst the mountains to hunt.
This magic only tends to be prolific in windy climates for obvious reasons, people who tend to follow this line of magic tend to become wanderers, they like their freedom as they see the air elemental from which they draw their power as a free sprit blowing throughout the world whenever it pleases.
Necromantic magic
This magic is frowned upon and feared by most races as the power that it uses is from living beings/animals. It unlike the other magic's takes all the life force from the subject for energy transferral and conversion. In other words it kills the individual/creature from whom the power is drawn. Because of this complete power absorption that takes place the mage can be overloaded with energy which their body cannot handle, therefore they have to practice extreme caution, and take the energy from a individual/creature that possesses only the right amount of energy, consequently most practices of this art have learnt how far to destroy a individuals/creatures life-force before enacting the ritual to transfer the energy.
This magic is relatively young in the world of Yarm and is said to originate from the followers of "Garthos" who enacted sadistic rituals of pain and suffering on their people, all in the name of their god. It is believed that this religious faction has however been removed from the world of Yarm, but some believe it may have just gone underground to avoid persecution.
Range : Touch Save : N/A Duration :immediate
Range : 20 paces Save : none Duration:- Immediate
Range : 10 paces Save : Applies - negates Duration : 60 count
Range : 10 paces Save : Applies - negates Duration :Immediate
Range : Touch Save : N/A Duration :immediate
Range : 10 paces Save : Applies - negates Duration :immediate
Range : Touch Save : N/A Duration : 1 combat
Range : 10 paces Save : Applies -negates Duration :Immediate
Range : Touch Save : N/A Duration :Immediate
Range : 10 paces Save : Applies - negates Duration : 20 count
Range : 30 paces Save : Applies - negates Duration : Immediate
Range : 10 paces Save : Applies -negates Duration :Immediate
Range : Touch Save : N/A Duration :immediate
Range : 20 paces Save : None Duration : Up to a 20 count
Range : 10 feet Save : Applies - negates Duration : Immediate
Range : 15 ft Save : N/A Duration :15 mins
Range : 10 paces Save : Applies - negates Duration : Immediate
Range : 20 paces Save : Applies - negates Duration : Immediate
Range : Touch Save : N/A Duration : 1 Question
Range : Sight Save : N/A Duration : I min.
Range : 10 pace radius Save : Applies - negates Duration : 20 count
Range : 10 paces Save : Applies - negates Duration : 1 hour
Range : Touch Save : N/A Duration : 15 mins
Range : Touch Save : N/A Duration : Until struck
Range : 20 paces Save : N/A Duration : 15 mins or until slain
Range : Sight Save : See above Duration : Up to 1 hour
UNDEAD MASTERY Amount of energy required for control :-
Undead |
Spell Energy level |
Save |
Zombies |
1x3rd +1x2nd |
No save |
Zombie-killers |
2x3rd |
No save |
Skeletons |
2x3rd +1x2nd |
No save |
Ghouls |
3x3rd |
No save |
Wraiths |
5 x3rd |
Save applies |
Vampires |
10x3rd |
Save applies |
Liches |
9x 4th + 1x3rd |
Save applies |
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The four gods listed below are the main gods, this is not to say that they are the only ones, there are some that have been said to have fallen out of favour, or even some hidden ones, if you have a desire to follow the beliefs of another god then consult the game/campaign co-ordinator. These are just the known ones by all individuals.
This god is the god of war and force, he is the one who summoned the elemental of fire into being, his followers believe that those who possess the most power are the ones who hold the upper hand. They strive to collect as much power and influence as they can, always using force in place of talking. They tend to be people who do rather that contemplate. Not all followers of this god are warmongers with violent attitudes, those with the need to adventure and win through by force also align to this god.
Shakra is the god of free spirits believing that everything should be able to decide its own fate. This god summoned the element of air. Its followers believe that their duty is to free the world of tyranny and oppression, they are usually wanders who travel wildly seeing what fate will through at them.
This is the god that summoned the earth element. It's belief is that of peace and nature. Its followers believe that the land should be nurtured, that if the land dies then so will its people. Any desecration of the land is dealt with by its followers by the sacrifice of the individuals involved, trying to feed the life force which they stole back into the land which they fouled.
This is the god of change and moulding. This god summoned the elemental of water. Its followers range from manipulators to artists and even blacksmiths, anyone who shapes the way things are from what they originally were. Because of this the type of followers vary dramatically from people who devastate to people who change things for the better.
How do Clerics/Priests/Shaman draw power for their spells?
The power required to enact the clerical spells are gained by a praying ritual, this will be down to the role playing of the individual. The better the ritual, and the longer the time the more power will be given. (Consult your game co-ordinator). You will be allocated a number from 1 to 10. This number will dictate the amount of power that you can use. It requires 1 point for each level of spell. I.e. to have enough power for a third level spell you must have 3 points
How to gain access to other Clerics/Priests/Shaman levels
There are levels attached to spells for the priests, these become accessible as a character devotes more time to the worshipping of their god. This will be decided by the development of your character through your actions both in and out of game with the play by mail. You have to be the same level as the spell to be able to cast it.
How to release the power for Clerics/Priests/Shaman Spells
The Following routine must be used to release the power of the gods:
For example Rathigin is a third level cleric of Mekos, he sees an Ogre about to bludgeon his friend, in its hand is a rock. Rhathigin holds his holy symbol in his left hand, he points at the Ogres right hand, concentrates and says "By the power of Mekos Wither the right hand for 1 point" The Ogres hand becomes unable to hold the rock and it falls to the ground thus giving Rhathigin's friend a short reprieve.
It must be noted however that if power is released in the gods name and it goes against that gods belief then the god will make the priest suffer, this could mean death.
For example Gratin is a Mekos worshiper, he uses the spell "Shape" to change a cup into a symbol of Garthos. Mekos is most displeased at this and changes the symbol into one its own. In the head of Gratin a voice booms. "You have displeased me Gratin for you insolence I withdraw all the power with which I gave you". All Gratin's power is suddenly ripped from him, he sufferes intense pain and realises he will have to speak to his god in prayer to try to ask forgiveness and be able to draw more power.
These symbols vary dependant on the area from which the priest/cleric/shaman come from. The symbols however always depict the ethos behind the god that they worship, for example the god of Garthos could have the symbol of a flame encasing a sword. Discuss with the campaign/game co-ordinator when generating/developing your character what symbol you may wish to use.
There are spells that are available to all the religions and others that are only accessible by a particular religion.
Common Clerics/Priests/Shaman spells
Range : 15 ft Save : N/A Duration :15 mins
Range : Touch Save : Race dependant Duration :Immediate
Range :2 paces Save :N/A Duration :30 mins
Range : Touch Save : Race dependant Duration :Immediate
Range :5 paces Save :N/A Duration :immediate
Range :2 paces Save :N/A Duration :30 mins
Range : Touch Save : Race dependant Duration :Immediate
Range :1 pace Save :N/A Duration :Immediate
Range :Touch Save :Curse dependant Duration :Immediate
Range :5 Paces Save :Must be combustible Duration :10 secs
Range :10 paces Save :Race Dependant Duration :Immediate
Range : Till contact Save : Race dependant Duration :20 secs
Range :Touch Save :N/A Duration :1 combat
Range :10 paces Save : None Duration :Immediate
Range :20 paces Save :None Duration :Immediate
Range :20 paces Save :None Duration :Immediate
Range :20 paces Save :None Duration :Immediate
Range :20 paces Save :None Duration :Immediate
Range :Contact with both parties Save : None Duration :2 minutes to enact
Range : Individual Save : N/A Duration : 5 Mins or until dispelled
Range : Touch Save : N/A Duration : 5 mins
Range : Touch Save : N/A Duration : Permanent
Range : Individual Save : N/A Duration : 5 Mins or until dispelled
Range : Touch Save : N/A Duration : 1 Adventure
There are NO HEAD HITS. All damage is done to the rest of the body, all blows must be pulled, and all weapons will be checked. Any weapon found to be unsuitable either before of during game time will be held till after the event.
During combat it is down to you to role play. Dependant on the type of weapon used depends on the damage that is done. For instance if you are hit with a bludgeoning device such as a club the chances are that the damage done will be that of severe bruising or broken limbs, this damage will penetrate through certain armour, because of the type of weapon it is the force of being hit, this force although reduced will penetrate to the body, leaving damaged or at least badly bruised; Role play this.
This damage is done to knock someone unconscious, the individual must be taken to 0 HP or less on their torso. They recover 1 HP per 10 mins. If repeated subdual damage is done i.e. it takes an individual down to -3 on their torso then this will act as damage from a bludgeon weapon.
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The majority of races will have one hit point per location. There are some races who have more than one, these are Dwarves and Frost men. There is the facility to enhance the toughness of the body by doing body development, this will allow the bodies vulnerability to damage from physical attack to increase by one in the locations where the development is done. When the body has undergone body development there is the possibility that some magic will be inaccessible because of the extremely dextrous movements required, this will be decided on race and which parts of the body are developed. (Again consult your game/campaign co-ordinator) How you achieve your development will be up to what you do to develop your body both in and out of game (PBM used)
When your torso is at zero then you will become unconscious, if the wound was made by a sharp weapon then you will bleed to death in 15 minutes , unless there are a number of wounds in which case the blood will escape faster thus causing you to bleed to death faster.
If the damage was done by a blunt weapon then you will have broken bones, concussion etc., in other words you are unconscious because of the pain but you will not necessarily die straight away, internal bleeding may happen it will depend on the severity of the blows (The game co-ordinator will advise). You will remain unconscious for about 15 mins, when you come round if nothing has been done to mend bones etc. then the pain will start to rise again dependant on your actions. For example if you have had your legs smashed and your ribs broken, if you try to stand it will send waves of pain through your body possibly sending you into unconsciousness again. Whatever you try to do eventually you will slip back into unconsciousness again (Again the game co-ordinator will advise if you are not sure).
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Healing can be done in any number of ways, some races can only be healed fully by certain methods. For example the elves can never be truly healed unless they become one with the earth. The healing done will allow them to move around, it will stop them from dying but it will hurt like hell till they are reunited with the healing properties of the earth mother.
Anyone can apply first aid, but this must actually role played, anyone using this technique who tries to stop the flow of blood will staunch it if they maintain pressure, thus giving the individual more time before they die. In other words first aid if applied as it would be in the real world will have the same effect.
Potions can be purchased that will heal, magic can heal, or there may even be items that can heal. Clerics can call on their gods to heal, there a number of ways, your character will no doubt learn of ways as they become more experienced.
Unlike some other role playing systems there are no abilities that you buy with experience points, instead abilities will be down to character development and role playing. For example to repair armour you must have had some training in that type of armour repair in the past. It will be expected that if you are to repair leather armour for instance in game time then you will have the bits of leather, a needle and stitching to be able to repair it. So for chain repair you must carry spare links pliers and a small hammer etc., get the idea? Whether it will work will depend on your role playing.
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GENERAL RULES FOR EVENTS USING THESE RULES RUN UNDER BALROG GAMING.
The word of the people running the event is final.
All weapons and props will be checked and cleared prior to event commencement.
No illegal substances will be tolerated anyone found using them will be escorted of the site and reported to the police.
Anyone found incapable to respond satisfactorily due to inebriation will be removed from the game till they have sobered up.
No real weapons will be allowed.
If there are any members of the public there as spectators then must be treated with the utmost courtesy.
All item that are damaged by individuals will be paid for by them.
The site will be tided up before you leave, anyone not doing this will be banned from future BALROG events.