Epoch is a live-action roleplaying game set in an apocalyptic time of swords and sorcery. It is a world of warriors, bandits, mages, alchemists, and mystics. The Epoch rules allow for any profession or combination of professions, so the players have total freedom when creating a character.
Dice, cards and hand gestures are never used to determine the outcome of a situation, but rather the players’ own abilities — enhanced by rules in the game. Players really have to fight, hide, and throw spells when playing their characters.
Epoch is a safe, full contact game. Combat is played out with foam-padded weapons, better known as “boffer weapons”. Spells are represented by small throwing bean bags known as “mana”. Even fists are represented by a section of foam tubing.
Epoch uses costumes and huge puppets to represent exotic people, fearsome monsters and bizarre creatures, some of which are operated by two or more cast members!
The November event will be from November 17th to November 19th at Woodland Trails Scout Camp Big Pine Lodge (the location where we had the Stillwater event and the Demon Bar event)
The cut off for submissions will be October 11th, and I'll make the announcement at the October event
For your submission, please send an email to email@example.com with the following information:
1. Your team
2. Any cast you may already have
3. List of expenses that may be required for your event (props, costumes, etc)
4. The elevator pitch of your season's plot (including possible intended conclusions)
5. World lore changes (if any).
6. Any experience with running events if any. If you have none, don't let this discourage you, winter events are a great way to get first time experience with running events
7. Aside from all those reasons, why should I pick your team over another team
As always, feel free to message me with any questions or concerns you may have.
Thanks very much, I look forward to the applications
All current playtest skills with the exception of the Elemental Kin disadvantage are no longer available. The rules committee will review the skills and the surveys and decide which ones will be added to the rulebook by the end of the year.
That being said, we are adding one playtest to this month and next month.
This playtest is something we have designated "Skullduggery"
Skullduggery skills are skills that are done through intuition and daring.
Each skill in the Skullduggery tree requires a set amount of Grit. For the purposes of the playtest, each character will have 3 grit. Grit resets at dawn each day and cannot be replenished any other way
The following skills are available for Skullduggery
Stealth - 2 grit - Enter an out of play state for up to 10 minutes. This skill can only be activated if you are currently unobserved.
Distraction - 1 grit - Allows up to 10 seconds as an out of play state, when used, can instantly enter "Stealth" if they have the skill
Pickpocket - 1 grit - Place a clothespin with a unique symbol on a pocket or bag of the target. Once this has been seen by the target, they must go the ADs who will take the first item that is grasped from the bag/pocket to be given to the owner of the clothespin
Blind - 1 grit - Touch a plaid packet to the ground and throw it at the target to "throw dirt in their eyes" the target must roleplay as though they have had something painful in their eyes for 2 seconds and cannot use any game skills during that time. This can be blocked by goggles but not glasses
Daze - 3 grit - If the target is hit with the pommel of a weapon between the shoulder blades (see knockout) they cannot use any mental abilities (psychic, magic, alchemy, crafting, medic) for the next 5 minutes. This can be blocked by wearing a plate helmet, or by a character with toughness 5. If the dazed character sits down and does not speak or use game skills for 1 minute, the daze effect ends
Hamstring - 3 grit - You must hit the target in the leg and call "hamstring" the target then falls to the ground "as with trip" and the leg is slowed until they receive an earth regrows, healing potion, or attention from a medic (see medic)
Silence - 2 grit - If you hit a target from the front and call "Silence" the opponent has been hit in the throat and cannot speak for the next minute (see strike dumb)
1. Starting in August, it no longer costs any money to full cast for an event! This offer may be used by: the ADs, Perma-cast, and peeps who want to full cast for a single event.
(There is a limit of 10 people per event who may use this $0 pricing - the limit may be increased on a case by case basis with exec permission)
2. The corollary to this is that Mandatory Casting Opt Out now costs $15 per event you opt out of and you may no longer buy Opt-outs with CRPs.
3. The corollary to this corollary is that now full casting for an event earns you 1 Opt-Outoken for each event you cast. You may use 1 Opt-Outoken to Opt-out of 1 event's worth of Mandatory Casting.
3a. You may earn 0.5 Opt-Outokens for 12 hours of continuous casting in one event (but 11 hours or less will not earn you any percent of an Opt-Outoken.) Please track these Opt-Outokens on your Log Chart somewhere, thank you.
3b. If you have been out of the game for 2 years, you are exempt from mandatory casting for your first event back.
4. Full casting will earn you 60 CRPs and 6 XP an event that can be doubled out.
5. You can use any IG skill while casting (eg. meditate, alchemy, smithing, foraging etc. with guaranteed success)
5a. After casting for 2 hours, PCs come back into game with full health and fully repaired armor.
We are finding ourselves in need of some new safety officers for the remainder of the season. If you would like to apply for the position please send me an email at firstname.lastname@example.org
The safety officers responsibilities are to ensure that all of our players are playing in a safe manner. This involves ensuring that weapons are safe to play with and adhere to our rules, ensuring that armour is safe and appropriate, writing weapon and armour tags for new characters, and ensuring that all players are able to engage in combat in a safe manner. Safety officers will need to be available on the Friday night of the event to perform these duties
Safety officers are also responsible of giving basic safety information to new players, including things like not ringing the bell, fire safety rules, and the rules of the tower bridge
Please apply soon,
For the duration of this playtest, the disadvantage of Elemental Kin will be changed. Instead of the regular disadvantage of Elemental Kin, they will instead receive 2 damage for every spell they are affected by from the opposing element, Air Kin will still take base damage from Earth Heals
Bubbles the Water Kin is hit with “With Fire I Strike You 5 Points” Bubbles will then take 7 points of damage (the 5 damage from the spell, and the 2 damage from the disadvantage)
Rocky the Earth Kin is hit with “The Air Will Defend You” Rocky receives the air defends enchantment, but takes 2 points of damage from the disadvantage.
This damage bypasses thresholds
Traps 5 (arcane runes) – This skill allows the trapper to link a trap to a scroll. When setting the trap, the trapper must attach the scroll, with the mana attached, to the trap. When the trap is activated, the person who triggered it immediately takes the effect of the scroll
Alchemist's Fire (alchemy) - Can be made with traps 3 or any level of alchemy - allows an explosive to be thrown with a plaid mana upon hitting the target, you call “X damage, Explosive” and the target takes the damage as mauling. The damage type may be changed if the thrower has the appropriate level of traps (see traps). If the packet misses the target, the explosive is lost and no damage is dealt. This is not an area of effect
1st level potion: Clear Mind - Drink to remove all mind effects currently on the target
4th level potion: Iron Will - for 10 minutes you are immune to all mind effects
Scrolls no longer have a size restriction but must be able to have the mana attached, and be read
A scrollmaker with awareness 3 or higher may borrow spells while writing scrolls
The Air Will Knock You Out
Upon being hit by this spell, the target will be rendered unconscious as the knockout ability (see knockout) A character with Toughness 3 or a plate helmet is unaffected by this spell.
The Air Will Make Me Immaterial – While immaterial, the caster can no longer be seen
With Water I Thin Your Blood – Though this spell is an enchantment, the mana can no longer be reformed (See the power of void infects you) and, instead of cutting your bleed in half, the spell now sets your bleed time to 5 minutes, regardless of hardy con
With Fire I Cause a Blast 10 Points - This spell has been changed from the number of tiers of fire possessed by the caster, to a flat amount of 10 points
My Essence Will Blend With Fire – Non-natural created materials including buildings, roads, and weapons. Fire
Strong Will - is a skill that allows one to negate the immediate effects of a supernatural event occurring to your character. In most cases, this means that the effect burns itself out, and is of no further concern, a fire strikes that misses its target ceases to be dangerous once it hits the ground, so too are spells that are negated by a character's strong will. Mana impacts the character, fails to deliver its intended result, and then is absorbed into the ground as per normal. Psychic states are expended, find no purchase, and are used up. Alchemy however is a physical thing that remains in your system, and thus, strong will allows for some amount of time gritting your teeth through an unpleasant experience before the alchemy overcomes your character's will power. For each level of Strong Will purchased, a character may resist a supernatural (Magic, Alchemical, or Psychic) effect once per day. This resistance lasts for one minute per level purchased, so long as the number of resisted effects doesn't exceed the number uses of Strong Will remaining. For example, a character with Strong Will 4 is hit with a “The Power of Void Kills You”, they resist this effect, and the void mana expends itself on the ground. Later in the day, this same character imbibes a drink spiked with Instant Poison. They have three uses of strong will remaining, and so can resist death for three minutes, provided that they don't have to resist more than two other things. Each minute that the character spends trying to find help for the horrible stomach pains that the poison is causing reduces their number of uses of Strong Will for the rest of the day by one. Similarly, each additional thing that they resist while looking for help costs them a minute of resisting the poison that is still in them.
All magic damage bypasses thresholds including spells and weapon strikes
Magic items are indestructible (while magic) magic armour and shields can still be breached as normal
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