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RELATHIN: THE AGE OF STRIFE

A LIVE ACTION ROLE PLAY SYSTEM


RULEBOOK 2010

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Introduction

Relathin: The Age of Strife is a first generation live-


role-play club created in 2010 by Tom Alford and Jonathan
Ellis. This is the first version of the Relathin: The Age of
Strife rulebook and will be revised regularly to allow for
consistent and enjoyable roleplay.

If you have any comments or questions please speak to a


Relathin: T.A.O.S. Referee. Suggestions are always
welcome, as are complements and constructive
criticism.

To find out more about Relathin: T.A.O.S. and how to get


involved please check out the website:

www.relathin.com

Within this rulebook the use of ‘he’ or ‘she’ is for


explanation and in no way denotes that any character
class is more suited or only available to male or female
role-players.

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BASIC PLAY
Combat

Combat is an imperative part of Relathin: T.A.O.S. and as it


is so common, the system is made to be simple to allow
players of every age and skill to enjoy and take part.

There are six body locations in Relathin: T.A.O.S. and each


location begins with but 1 hit point. These locations are as
follows: Head, Body, Right Arm, Left Arm, Right Leg
and Left Leg. Armour will boost the number of hits a
location can endure before becoming useless as will the
skill Endurance.

When a location is reduced to ZERO hit points or less (i.e.


-1, -2 etc.), it will cease to functional. If a leg has been
reduced to zero or below it cannot be used and the player
must drop to the knee of that leg and not move.
If it is an arm that is damaged, the player must drop
anything held by that arm. You will not be able to swap
what you are holding to the other hand. The player must
first drop it and then pick it up with the other arm (but
only if that arm is functional of course!). If it is the body
that is reduced to zero, the player must fall over and slip
into unconsciousness until cured.
If the head reaches zero then the character is
unconscious.

If a players LIMB or HEAD should reach -4, then it has


been shattered and can only be healed by a spell based in
the healing arts, or has been tended to by a character with
the Advanced Healing skill. This could leave the player
character with some nasty side effects, especially those
injuries to the head, at the Referee’s discretion. Limbs
reaching –6 have been severed or have received so much
damage that they are now beyond any hope of physical

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repair. Only a powerful and expensive healing spell can
regenerate or re-join the lost limb.

If the HEAD reaches –6 then it has been severed or


damaged beyond all hope of physical repair and the
character is well and truly dead. It is important to note
that head hits are TO BE AVOIDED unless it is truly
necessary (like slaying those troublesome Giants…).
However, it is understandable that they will occur on
accident. If you, or any of the other player characters,
continually deliver blows to the head there will be cause
for DIVINE PUNISHMENT.
In the case of the Body, at -8 the character is dead!

Relathin: T.A.O.S. asks all players to role-play all of


the hits you take. Having great gouges being cut
into your flesh with a sword hurts and bigger
gouges will hurt more than smaller ones! The more
you role-play, the more skill points you will be
rewarded with (see Skill points).

Bleeding Out
If at any time you find yourself at zero or below to any
location, then the location has been damaged and will
begin to bleed out. Begin a count of 60 seconds and then
repeat that count over and over again. Every time you get
to 60, any injured locations “Bleed Out” another point
(from –1 you bleed to –2 and from there you bleed to –3
etc).

As soon as a bandage or tourniquet has been applied to a


damaged or injured location, or a healing potion has been
administered the bleeding (and the counting) ceases.
A limb cannot bleed to “shattered” so if the arm, leg or
head bleeds down to –5, it can be healed as normal.
However it can bleed to “severed” as it becomes
completely useless and will have to have a high level
healing spell cast upon it.

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Subdual Damage
Sometimes you may find you don’t actually want to kill
what you come across, and so to stop them hurting
themselves (or the player party!) you wish to have them
incapacitated. To subdue an opponent properly a suitable
weapon must be used on a location that is unarmoured or,
if the attacker possesses the skill to do so, a simple punch
will suffice.

 Characters without the necessary skill, or a suitable


weapon to smack the target with, will not inflict subdual
damage to their target but instead deal lethal damage.
Don’t call ‘subdue’ if you don’t have the means or skill to
do so.

 Subduing a monster will only work if the target is


unaware the blow is coming. If this occurs, a single blow
from a suitable weapon or a character with the necessary
skill will subdue the target unless it is exceptionally
tough. If the target is ready for combat, this attack may
not work due to the fact they can see their assailant and
are prepared for a thrashing.

 If you should wish to subdue a player character, you


must do enough subdual damage to take the target
location to 0 or below. A single point of subdual damage
lasts 60 seconds, which is counted out in the same
manner as Bleeding Out.

Strength
Strength is just how much force your character can put
into attacks. In gaming terms this means that a character
or monster can call “double” if they have one point of
strength, or “triple” if they have two points and so on.
However strength is also relevant when subduing,
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restraining or throwing objects and/or creatures and
characters. It’s also useful in helping preventing such
situations, however if you don’t see the attack coming at
you, you can’t resist it.

You can increase your strength as you advance your


character, and it is gauged via levels. Characters without
the strength skill are deemed to have their strength at
level one, also known as ‘single‘. There is no need for
these characters to call strength as they have no
additional strength.
Characters who have bought levels of the strength skill
can call “strength” when performing related actions. Note
that strength can be bought more than once, and calls like
“triple strength” or “quad strength” are not unheard of,
particularly by powerful monsters.

Monster Strength Calls


Monsters usually have a strength level for purposes of
weapons, punches etc. However some creatures are so
immensely strong that they have their own calls. These
are the three typical calls:

Basic Strength: the strength of an average starting


character, with no additional strength. No need to call
‘strength’ here!

Heroic Strength: the strength of the larger creatures


that inhabit the lands of Relathin. Expect call’s of ‘double’
or ‘triple’ when fighting the likes of Ogres, Giants and
Minor Demonkin.

Demonic Strength: the strength of one of the true


Demonkin that terrorizes the lands of Relathin. Don’t
expect to be standing very long against call’s of ‘quad’ or
‘quin’, and possibly even higher…

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Damage Calls
The following damage calls may be heard during combat
whilst participating in Relathin: T.A.O.S. Note that there is
no “Single” call, as it is assumed than any blow without a
call will cause 1 point of damage.

 Double: Deals two points of damage to the target.

 Triple: Deals three points of damage to the target.

 Quad: Deals four points of damage to the target.

 Quin: This should be pretty obvious…

 Knock Down: All projectile weapons cause ‘knock


down’.

 Enchanted (number): Deals magical damage, usually


only called against magical creatures.

 Soul (number): Damages a beings soul rather than


their physical body.

 Shatter: If a blow with the call ’shatter’ hits a weapon


or piece of armour, it is immediately destroyed and will
need a ‘Mend’ spell cast upon it. If it hit’s a location with
no armour, it will immediately take the location to –4 and
it will require a healing spell cast on it or an application of
the Advanced Healing skill.

 Sever: This blow does no damage to weapons or


shields, but will sever any limb it hits instantly. If this
strikes your head or body, then you are oh so very dead!

 Pierce: This call means the blow has been delivered in


a way that it has passed through a chink in your armour
and is going straight into your soft flesh, or that it’s being
delivered by something so sharp that it can pierce the

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armour on the first hit and leave it undamaged.
If you are hit by ’pierce’ damage, then fall straight to the
floor, unless of course you have enough hits via the
Endurance skill to take the damage.

Locations and Armour


Armour can be worn to give you extra hit points and
therefore make you capable of surviving more blows. Any
unarmoured locations struck will take the full damage of
the blow. Protecting your front with a breastplate, for
example, will not protect your back, even though it is the
same location in our system.

Type of Armour Bonus Total Hits (excluding levels in


Endurance)

Light Leather, +1 to 2 hits per


Armour Hide, location location
Studded
Leather
Medium Scale Mail, + 3 to 4 hits per
Armour Chainmail, location location
Ring mail,
etc
Heavy Plate +5 to 6 hits per
Armour location location

These types of armour can be repaired using the ‘Repair


Armour’ skill or by a ‘Mending’ spell once their initial hit-
points have been expended.

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Endurance
Endurance enables you to take extra blows before you are
forced to go down. Endurance counts for blows from
unseen quarters as it‘s your body that you‘ve been
honing. However it does not heal the same way that your
starting hit point does: you must take 1extra dose of
healing potion per level of Endurance to heal yourself up
to full health.

Magic
Spell casting in Relathin varies greatly within the separate
kingdoms: most spell casters are untrained, able to
perform minor tricks and feats of prestidigitation. There
are those, however, who show a spark of talent for the
magical arts: those with the power to shape magic from
it’s rawest form and turn it to more practical uses.

It’s these individuals that are soon taken under the wing of
an experienced Mage as an apprentice: to hone their
magical skills and gain a greater insight into the
responsibility that they wield in their hands.

Spell casters use vocal commands to cast their spells: this


is usually a command like ‘I call upon the powers of the
storm to enervate my touch and cast you down with
Lightning Shock!’ The vocal commands are unique to
every spell caster, and it’s rare that any two Mages share
the same commands.
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When casting a spell, keep in mind what level the spell is:
higher level, and therefore more powerful spells, should
have more vocal commands than lower level ones. This is
to represent how long it takes to form raw magic into a
useful form and use it to the benefit of the caster.

Casting spells cost Magic Essence: every Mage gets 6


points of Magic Essence to use to cast their spells. The
higher level the spell, the more M.E. it will cost. High level
spells may also have other costs, so be careful you don’t
pay for more than you bargained for…
M.E. is restored after a full nights sleep.

Other Points to Remember

 When fighting, please do not ‘tap’ at your opponent.


Any damage given out in this way will be ignored
completely. A weapon must be swung from the elbow
for a dagger or short weapon, the shoulder for a
long weapon and the waist for a two handed
weapon. The weapons used in LARP are meant to be
large, heavy, crushing or slashing weapons, so treat them
as such.

 If you are struck by an arrow or bolt, fall over! Even if


you take the damage it’s a shaft of wood knocking you
over, not just the damage.

 Never thrust or stab with any weapon unless it is


designed to do so (see a Referee for details). All weapons
must be swung, in a manner that is safe for all
participants.

 Never lean the tips of swords on the ground, especially


borrowed ones, as this is the quickest way to break them.

 Do not deliberately aim for the groin or the head.

 Pull your blows: we’re not here to hurt people! If


someone else is not pulling their blows inform a Referee.
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Don’t take it out on other players as accidents will occur.
However, anyone caught purposely not pulling blows will
receive DIVINE PUNISHMENT.

 All weapons must be checked by a Relathin: T.A.O.S.


Referee.

 Do not shield bash or use shields as weapons. Shields


must have a foam edging and will be checked by a
Relathin: T.A.O.S. Referee.

 Do not throw weapons or other objects that are not


authorized as a Thrown Weapons.

 Please keep safety in mind, but be aware that this is a


contact hobby and Relathin: T.A.O.S. is a physical
club.

Soul Points
Every character starts off with 6 Soul Points. These are a
representation of your life essence: the power that keeps
you alive. Soul points can be affected by magical attacks,
poisons and diseases. These soul points can be regained
up to their maximum level by the use of Soul Potions,
spells or a full night’s sleep.

Most characters who reach 3 soul points or below


immediately feels weak and ill. At 1 life point, you do not
feel like fighting, walking or even standing. Any character
reaching 0 life points will fall into a state of
unconsciousness. Upon reaching -8 life points your
character is dead.

Poisons and Diseases


There are several forms of poison and disease that exists
within the kingdoms of Relathin. However, if you are just
told that you are poisoned or diseased with no other
special rules, you will immediately lose one soul point and
then lose one further soul point after every 5 minutes until
cured (or deceased).
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Blade Venoms
Each kingdom has, at some point in it’s glorious history,
developed or harvested a variety of venom unique to that
particular kingdom. Listed below are the varieties of
poisons that are available and what kingdom the poison is
created in.

Selryndar: in the lands of Selryndar, ALL varieties of


poisons are highly illegal. Anyone caught in possession of
poison, in any quantity will be imprisoned and, quite likely,
executed.

Pelryn: the Pelryn have become quite adept at fishing up


rare and exotic varieties of fish, some containing highly
dangerous venoms. They will often coat their blades in
these toxins, increasing the deadliness of their steely
weapons. There are a variety of poisons they use, but the
most common is +1 venom.

Fenderrin: the Fenderrin Blade Adepts and Rangers use a


variety of poisons extracted from the mythical creatures
that live in the Wilds. Sleep and Paralysis poisons are the
favorite coatings for the arrows and blades of these silent
and deadly warriors.

Kelryn: the Assassin’s of Kelryn will employ a variety of


alchemic poisons in their endeavors to get their job done.
This can be anything from Sleep poisons, to Paralysis or
even +1 venoms. Whatever the job, the Kelryn Assassins’
know what they need to get the job done.

Potions
Healing potions are magical liquids, brewed by alchemists
and Mages, which can close wounds and stop bleeding
almost instantly. They act so fast, that the wound appears
to heal before you, though the healing process actually
takes a few minutes to complete. Herbal poultices are

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similar in nature, though they tend to take longer to
complete the healing process. Bandages have no healing
properties, although they do stop the wound from
becoming any worse.

Anyone can administer potions and tie bandages, but to


get the most out of them you need the skill Identify
Injury. This means that you have been taught how to
administer potions and apply herbal bandages to their
maximum effect. If you do not have this skill,
administering potions becomes hit and miss…there’s a
possibility that you could end up using all of your potion
on an injured person, when they only need a single dose.

The healing process is not a painless one: the wounded


area is still extremely sore and weak even if it has been
recently healed. Please roleplay this fact. Note that it’s
impossible to heal yourself if you are unconscious.

Starting Characters may choose up to 4 points of basic


potions or bandages to start with. Potion and poultice
prices may vary depending on the campaign and the
kingdom the players are in. The Referee’s decision is final
on price.

Healing Potions: These cure the physical damage


caused by weapons, offensive magic and the like. They
are usually red in colour.

Soul Potions: These cure the spiritual damage caused to


the soul by poison, disease or spiritual attacks. They are
usually blue in colour.

Herbal Poultices: Herbal Poultices cure 1 point of


damage when applied to a specific location on the body.

Costume
It is understandable that many new players will struggle to
put together an appropriate costume, but we do expect
that after your first few adventures you will have
developed your costume to an appropriate standard. The
Relathin staff members will be more than happy to advise

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you in reaching a high standard. We have the web
addresses of several companies who make excellent
quality weapons, armour and other accessories.

Have pride in your costume. If your costume is of a high


standard, then this will encourage others to have high
costume standards and when everyone is in a realistic
costume it is easier to get into the spirit of the game.
Please try to get costumes in a medieval/fantasy style and
try to use natural fabrics, or synthetics that look real.

Relathin: T.A.O.S. strongly discourages the following items


as they are certainly not within the feel of the fantasy
setting that this system creates:
 Modern style rucksacks
 White trainers
 Bright, vibrant colours
 Water-proofs (anoraks, etc)
 Watches (OK if kept hidden…maybe)

If it’s 100% necessary for you to bring your mobile phone,


please ensure that they are hidden and switched off. Be
aware that you are responsible for them.

Monstering
Monsters are the people that players will meet during the
course of an adventure, acting out a wide variety of roles
throughout the day, whether they are the orcs the players
have been tracking the past 2 days or an injured Fenderrin
Scout. Monstering is FREE as it is hard work but is always
very rewarding. Without a monster crew, an adventure is
impossible to run. If you have been dedicated to being on
the monster crew, please turn up in dark clothing and
bring a belt, some gloves and a hood if at all possible. As
there is a limit to the amount of monster kit we can
provide, it is generally good etiquette to try to bring these
basics. Monster crew who continually make the effort to
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bring good kit are highly likely to be considered for NPC
(Non-Player Character) parts.

Sometimes a monster wearing a heavy costume or a mask


won’t hear the spells cast at them or feel every hit planted
on their body. Do not scream and yell at the monster if you
feel cheated in any way: they are doing their very best.
There may well be a very good reason as to why the
monster is ignoring the party’s efforts to butcher it, and
they are not going to disrupt the action by stopping to
explain this to every player who asks why. Referees are
your go-betweens for the monsters and the players.

If you have any queries or problems about the monsters,


or the other way around, then speak to the Referee rather
than the person involved.
To ensure a reliable monster crew, Relathin: T.A.O.S.
operates a policy of rewarding those that make our
adventures work for us. Free adventures will be awarded
for consistently good monstering.

The Referee
At Relathin: T.A.O.S. you will find a small group of highly
trained individuals who have developed their knowledge of
the system, the rules and their ability to deal with
unexpected situations to an art form. It is these individuals
that have progressed to being Referees and if you have
any questions about the system at all be it the
background, the rules or character advice, then these are
the people you need to ask. Though they may not know
everything, they can almost always help in some way. It is
also their job to make sure that everyone follows the rules
laid down in this book and make sure that the game runs
smoothly and safely for all individuals that are involved.

Referee Calls
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These are the various calls made by the Referees, and
they are instructions that you will hear the Referee and
authorized players calling.

Time Out This means play must cease immediately. You


may relax, and talk Out of Character, although you may
not talk about In Character stuff. Try to mark your position
so that you know where to return to for Time In.

Time Freeze Exactly what it says on the tin. You freeze on


the spot, close your eyes tight and hum quietly to yourself.
This call is used to allow the Referees or monsters to alter
the state of the encounter before the player characters.
You may be given specific instructions by a Referee, but
otherwise keep your eyes closed. When Time In is called,
carry on exactly as you were, even if the Giant you were
about to hit has been replaced by your healer. Carry on
with that massive bow you were about to deliver! No time
has gone by for your character, even though you may
have been left waiting for a minute two. Should you react
in a manner not conducive to good roleplay: opening your
eyes to observe what has happened, talking to the other
players or ‘magically’ discerning monsters have just
appeared behind you, you will be on the receiving end of
DIVINE PUNISHMENT.

Time In This is used to denote when we go back into


character, and ‘game time’ will be continuing from where
it was left off.

All referee’s decision are final and you are to


adhere to any decision made by any Relathin:
T.A.O.S. Referee. Do NOT openly argue with any
calls: accept it and ask to speak to the referee in
private afterwards. If you need an explanation,
speak with the Referee.

Safety Call
Man Down
This call is only ever made when someone is actually
injured and requires medical attention. If you hear this,
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stay where you are and go to a state of Time Out .
Only Referees and any other authorized players should be
moving. If you see someone who is obviously incapable of
making a Man Down call then do it for them!

Please be sensible with this: a Man Down call every time


someone falls over in a bush is totally unnecessary and
just hinders the state of play . On the other hand, a
savage blow to the face can put somebody out through
shock and pain and they may need time to recover. If this
is all they need, then let the encounter continue and call
a Referee to deal with the situation.

Character Creation

Available on our website for members to view, is the


current Character Sheet that you will use to create the
character you have decided to play is one of the many
campaigns we have available.

Before the campaign event begins, you will have the


chance to meet up with the Referee in your area, sit down
and work on creating a character to suit your play-style.
Through your choice of kingdom, class and skills they will
help you to the best of their ability to create your
character to your (almost) exact specifications.

During the adventure/s your character participates in, the


Referee will have a hold of your character sheet. This is so
you don’t have to fumbling through your pockets every
time you need to know how much armour you have on a
certain location, how many potions you have left, etc. The
Referee/s will all keep track of everything you need: if you
have any questions about the current status of your
character, speak with the Referee who has your character
sheet.

There will be some things, as noted in the ‘Notes’ section


of your character sheet, that the Referee may not be
allowed to tell you. If they can’t tell you something, don’t
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worry about it: this is to add a sense of suspense to the
campaign.

Character Backgrounds

As with any good Role Play Game, a character is only a


character when they have first been put onto paper. A
background is very important for your character, as it
makes it easier to decide on the best for you and the
Referee: choosing skills, how you act in certain situations
that would be uncomfortable for other characters, or vice
versa. It also helps the Referee to see just how much
you’re role playing your character: very important, as this
is the only way you’ll be awarded skill points to improve
your character.

Any amount of character background is helpful, but we at


Relathin: T.A.O.S. love seeing 2 or even 3 pages of
character background. If you can only write 1 pages worth,
that’s perfectly fine: that’s still plenty for us to work from
with regards to your character creation and role playing.
Just make sure you make the character comfortable for
you to play.

Skill Points

This section of the rulebook contains a full list of skills and


a description of what each one allows your character do. It
also contains a table for each if the classes showing how
many Skill Points you need to spend to purchase your
chosen skill: keep in mind that a skill like Endurance is
going to cost more for a Mage than it will for a Warrior.
To allow you to mould your character to your
specifications, we give you 10 skill points to spend on
the skills you want for your character.

At the end of each adventure you play, you will be


awarded a minimum of 1 skill point and a maximum of 5
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skill points depending on how well you have performed
during the adventure. You can spend these skill points
immediately, or they can be saved to allow you time to
decide on how best to effectively spend them.

SKILL TABLES
These are the tables detailing the variety of skills available
to characters in a Relathin: T.A.O.S. campaign to build
their chosen character class with. Some skills will cost
more depending on a characters chosen class, but others
will be cheaper.

Remember, you have 10 skill points to spend.

WEAPON SKILLS
Single Handed, Small Able to wield weapons no
more than 28’’ in length.
This category includes
daggers, short swords and
the like.
Single Handed, Long Able to wield weapons no
more than 44’’ in length.
This category includes
longswords, scimitars, and
the like.
Staff Weapon Training Able to wield a quaterstaff
or a spear effectively.
Double Handed Any weapon that requires
the use of both hands.
Greataxes, Greatswords and
the like are included in this
category.
Ambidexterity Able to use a Single Handed
weapon in either hand.
Shield Proficiency Able to use a shield in
selected hand.
Unarmed Strikes Able to attack effectively
using just a fist and brute
force. Can call damage
with unarmed attacks up to
‘triple’
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Archer Training Able to use a bow of either
Long or Short variety.
Crossbow Training Able to effectively use a
crossbow.
Thrown Weapon Training Able to use thrown weapons
effectively.
Pierce Able to use specific
weapons to penetrate
armour leaving it
undamaged. Can only be
used with Short Weapons,
Bows, Crossbows and
Thrown Weapons.

LANGUAGES

Read and Write (Common) Able to speak and


read/write in the Common
tongue.
Read and Write (Runic) Able to speak and
read/write in the Runic
Tongue. This is the
language used in the
scribing of magic and the
powerful words that must
be spoken to evoke it.
Prerequisite for Spell
Mastery.

PHYSICAL SKILLS

Strength Each rank of Strength


increases the damage dealt
with a weapon by 1. Each
rank stacks with the
previous and must be
purchased before the next
rank is taken.

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Endurance Each rank of Endurance
increases the damage you
can withstand by 1. Each
rank stacks with the
previous and must be
purchased before the next
rank is taken.

CREATION SKILLS

Alchemy Each rank of Alchemy will


allow you to craft potions,
poisons and identify such
things of that rank. Each
rank stacks with the
previous and must be
purchased before the next
rank is taken. See the a
Relathin Referee for details.

KNOWLEDGE SKILLS

Appraise Able to determine the price


of a particular piece of
treasure.
Discern Alignment Able to determine another
characters alignment by
concentrating for 60 secs.

Discern Lie Able to determine if a


character is lying by
concentrating for 60 secs.
Identify Disease Able to determine the
disease/poison that infects
a character by investigating
the wound/s for 60 secs.
Identify Religion Able to determine what
religious faction a character
follows by concentrating for
60 secs.

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Identify Undead Able to accurately identify
an undead creature by
concentrating on it for 60
secs.
Spellcraft Able to identify spells and
enchantments in place.
Requires concentrating on
the target for 60 secs.
Tracking Able to determine what
made the tracks, where
they lead and how fresh
they are. Min concentration
time of 60 secs to
determine what made the
tracks. Every additional 60
secs reveals more info.

MAGIC SKILLS

Spell Mastery 1 Able to cast 1st level spells.


Gifts your character 3 1st
level spells. Must have Read
and Write (Runic).
Spell Mastery 2 Able to cast 2nd level spells.
Must have Read and Write
(Runic).
Spell Mastery 3 Able to cast 3rd level spells.
Must have Read and Write
(Runic).
Spell Mastery 4 Able to cast 4th level spells.
Must have Read and Write
(Runic).
Spell Mastery 5 Able to cast 5th level spells.
Must have Read and Write
(Runic).

MISCELLANIOUS SKILLS

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Repair Armour Allows the character to
repair damaged armour.
This must be role played by
the character, and
appropriate tools must be
used. Takes 60 secs per
point of armour.
Repair Weapon Allows a character to repair
a damaged weapon. This
must be role played by the
character and appropriate
tools must be used.
Requires the use of a forge
for some weapons, at the
Referee’s discretion.
Craft Masterwork Weapon Allows a character to forge
a masterwork weapon that
cannot be broken by the
means of ‘Shatter’ effects.
This must be role played by
the character and
appropriate tools must be
used. Requires the use of a
forge. Time is at the
Referee’s discretion.
Craft Masterwork Armour Allows a character to forge
a suit masterwork armour
that cannot be broken by
the means of ‘Shatter’
effects. This must be role
played by the character and
appropriate tools must be
used. Requires the use of a
forge. Time is at the
Referee’s discretion.

ARMOUR TRAINING

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Light Armour Training Proficient in wearing light
armour to provide
protection against physical
attacks.
Medium Armour Training Proficient in wearing
medium armour to provide
protection against physical
attacks.
Heavy Armour Training Proficient in wearing heavy
armour to provide
protection against physical
attacks.
Shield Training Proficient in the use of
shields in a defensive
manner.

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