We don't have any new skills, but we do have some modified ones for you to try!
Long has it been that this set of skills (Strong Will Magic, Psychic, Alchemy) have been largely over-complicated and convoluted. We hope to address this. We don't want to throw off the weekend's scaling too badly, however. Imagine everyone being able to resist one Psychic, Magic, and Alchemical effect every encounter... yikes! And so: we ask that if you are playtesting this skill, and have not purchased Strong Will on your character sheet but are playtesting it, that you only take one (1) type of Strong Will. If you have previously purchased Strong Will, you may use it as specified below, and may select one (1) additional Strong Will to try out.
Strong Will Psychic:
Strong Will – Psychic: The skill Strong Will Psychic allows a character to resist the effects of a Psychic Discipline through sheer force of will. Once per combat, each level of Strong Will allows the character to fight off one Psychic effect within two (2) seconds of the effect being called; the character must call “Strong Will” in response to the effect, and Role Play shaking it off or resisting it. The Discipline is then considered to have hit the character, but their force of will nullified the effect.
Strong Will Alchemy:
Strong Will – Alchemy: The skill Strong Will Alchemy allows a character to resist the impacts or influence of an Alchemical Effect through sheer force of will. Once per combat, each level of Strong Will allows the character to fight off one Alchemy effect within two (2) seconds of the effect being called; the character must call “Strong Will” in response to the effect, and Role Play shaking it off or resisting it. The Alchemy is then considered to have hit the character, but their force of will nullified the effect.
Strong Will Magic:
Strong Will – Magic: The skill Strong Will Magic allows a character to resist the influence or impact of a Magical Effect through sheer force of will. Once per combat, each level of Strong Will allows the character to fight off one Magical effect within two (2) seconds of the effect being called; the character must call “Strong Will” in response to the effect, and Role Play shaking it off or resisting it. The Spell is then considered to have hit the character, but their force of will nullified the effect.
"With Water I Strike You (with Lightning/Ice) x Points"
As we were planning on replacing this skill, we neglected to mention that it also is benefitting from the 2x Tiers bonus that the other Strikes (Void and Fire) have received.
Additionally, for the duration of this spell, Fire and Water Kin will only heal 1x, and be damaged 1x by their associated spells. We are still not happy with this rebalance, and hope that these damage adjustments will be a "band-aid" solution until we are satisfied with Strike damage
"With Water I Untaint You, __ Minutes"
The blank in this incant is the number of tiers the caster possesses in water, essence, and void. When cast, this spell holds in abeyance all alchemical affects currently affecting the character for the duration of the spell. At the end of this period, the potion will once again have effect as if no time had passed. For example, a character suffering from the effects of a Love potion has this spell cast upon them, the Love potion does not affect the character for the duration of the spell but will return to its previous effectiveness after that time.
This is a body effect
This is a timed spell
This spell replaces With Water I Untaint You.
Amendment to Medic 3:
After five (5) uninterrupted minutes, with a patient who has suffered an alchemical effect, the Medic can cure the effects of the alchemy. The medic must be in contact with the patient for the full duration and mime removing the alchemy (for example opening up the med kit, or sucking the blood) They do not need to be in an operating theatre.
Additionally: we acknowledge that the removal of Two Weapon Fighting has left Arluru lacking an additional advantage as a species, and will be working to rectify this shortly.
If you would like to skip casting, the fee is $10 dollars an event. Otherwise each player after their 3rd event playing must cast 2 hour for each game played in a season.
If you would like to bank extra hours to not have to cast at future events or you don't feel up to casting an event you may bank hours at other events/cast more at another event to cover the time. Hours must be caught up by the end of each year. The rest of 2016 will be considered to be part of the 2017 season for hours.
E-mail Secretary@epoch-larp.ca with your 3 preferred choices for your 2 hour time slot. The slots are:
Game Start – 2 Hours after that
1am – 3 am
Popular slots will be selected by random number generators. Some slots will have more spaces then others as per casting needs.
The cut off for sign up will be the same as pre-log close. If you sign up on time, you'll know your slot by Tuesday night. Otherwise, you can sign up on site for the remaining slots first come, first served.
once again, it is time to get those sheets in order and ready to send.
Logistics will be processing all OPs submitted by noon on Monday, October 10. Any OP requests received after the 10th will be processed after the October event.
Prelog, as usual, will close at noon the Monday before the event (October 17)
As always, please double check your character and expenditure sheets before sending them in, and please use the most up to date formats, available on the downloads page.
See you at site
August's awards go to:
Christian/Shadow for Player Award - people really liked the angry doggo tantrum!
Andrea for Cast Award for her role as the Naga!
K'tlyn and Ashtin for Atmosphere Award, for their awesomely immersive tent setup!
Thanks again to everyone for their submissions
Please also note the changes to the Playtest Policy.
New Playtest Skills
Trip – Adept warriors can trip up their opponents with their cunning strikes! This skill must be taken per weapon skill it is to be combined with. It may only be used once per combat per purchased, but can be purchased multiple times. Using this skill requires only lightest touch to one of the target's legs, accompanied by a call of “Trip!” Upon being struck, the target must fall to the ground so that they are laying on their front*. As soon as they have done this, the target may get up and continue play as normal.
* If the ground is wet, the terrain is unsafe, or if the target has difficulty performing the action, they may instead use a five (5) second described action.
Negate – Whether the character is nimble and quick on their feet, or adept at putting their equipment in the way of oncoming assaults, there are those who have mastered the art of getting out of the way. Once per combat, per purchase of this skill, the character may choose to call “Negate” against any boffer, missile weapon, spell, packet effect, or strike within two (2) seconds of the effect being called; the effect is then not considered to have hit the character. Negate may only be used on effects delivered from the forward half of the character's Lateral Line*. This ability cannot be used to avoid Area of Effect abilities, or effects such as Knockout, Assassinate, or Backstab.
* Lateral Line – if you imagine dividing your body in half from left to right/right to left, the front half of your body is considered the “front half” of the Lateral Line.
For the time being, we ask that players only use one (1) Negate per combat.
New Playtest Consumable Items
Whetstones – Manufacturing a Whetstone takes a Smith ten (10) minutes, and requires one (1) unit of Metal to craft. The finished Whetstone takes 1 (one) minute to apply to a weapon, and subsequently adds 2x the Smith's level to one (1) weapon strike. The weapon's user may choose when to use the Whetstone's damage bonus. Applying a Whetstone to a weapon does not require any Smith training. The Whetstone's tag must be attached to the weapon it has been applied to.
Armour Patches – Manufacturing an Armour Patch takes a Smith ten (10) minutes of work, and requires two (2) units of Leather to craft. The finished Armour Patch takes one (1) minute to apply to a piece of armour, and subsequently adds 2x the Smith's level of “phantom Armour Points” to the wearer's armour. Multiple Armour Patches cannot be stacked, and only one (1) Armour Patch may be active at any point in time. Once the Armour Patch has been reduced to zero (0), it is considered consumed. The Armour Patch tag must be kept with the armour tag upon which it is affixed.
Modified Playtest Skills (Newest addition to the skill(s) are in italics)
Knockback – Once per combat, per purchase of this skill, you may call "Knockback" after hitting with a weapon. If you connect with any part of the target, including a shield, they are knocked back ten (10) feet.
This time around, we will be removing the damage call and making this skill more like Disarm. This removes the confusion about Thresholds. As this is a "nerf" to the power of the skill, the 10 foot distance will remain for the time being. (Please be safe about it!) For the sake of the Playtest, this skill can only be taken a maximum of three (3) times (per combat).
Those who have been targeted by Knockback are highly encouraged to look where they are going, or simply turn around and move to the 10 foot range as safely as possible.
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