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Standing Rules for FanWar
Changes to the Base Rule set

    (1) Happenings and Events at the END of the event. This means that we will be going through each characters happenings and events after we clean up, at the end of each event.
    (2) Hack takes magic healing to heal it. This means that potions will not heal a hacked arm or leg.
    (3) Weapon Dedication (Assassin lvl 1) gives you Hack with that weapon as well (though NOT AV=0 Hack as Barbarian). What this means is that anyone with the Assassin skill Weapon Dedication can do either +1 Vitals OR 1 Hack (not AV=0) but with their chosen weapon only.
    (4) Healing Factor costs no Mana to turn on. In order to ballance out the Barbarian we added that healing factor cost mana to turn it on and last until unconscious. This turned out to be perhaps too much of a handicap as we also dropped Barbarain to Chain Armor.
    (5) Arrows are AV=0: This means that all arrows will be AV=0 like packet spellstones all the time.
    (6) Guild Master allows New Skill/Spell Creation above 10th lvl: This is by far the one most people are excited about. What this means is that once you get Guild Master you get to create ONE new skill for your class which will be considered 11th lvl in that class and will cost 16 experience points to learn. The creation of the skill is a one time thing, you don't get to keep making them you just get to make one. However, you CAN learn another characters custom skills and thus end up with a whole bunch of custom skills if you choose to spend a lot of experience points on it. The creation of these skills would be like elder sorcery in that it wouldn't always work like you want it too, the basis for success would be on how difficult for your class the skill would be to learn as well as what level you are and how much mana you have to put into making the skill.
    (7) Impact Arms deal +1 damage all the time: Just like arrows, axes and hammers are virtually useless in a larp setting where crushing someone under the wieght of your weapon is not the goal. Thus, to ballance out the inherent disadvantage of using a weapon that is so bulky and hard to target with (like arrow packets) we are adding a standing rule that all Impact Arms, regardless of size, deal +1 damage, all the time. This means that Hammers, Axes, Flails, Mace and Chain, Maces, etc will deal 2 damage all the time and 3 damage if they are two handed.