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Important Information for Dec 3-5 Event

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Important Information for Dec 3-5 Event Empty Important Information for Dec 3-5 Event

Post  Admin Tue Nov 30, 2010 9:46 pm

Here is the four play-test will be used at this event.

NERO® Improved First Aid Play-test
Version 1.0 11-30-10
For NERO Rules: Travis Fauber / Daniel Littleton

Bandage is an aspect of improved first aid that is implemented to both improve the role-playing aspect of providing first aid and promote the benefits of the first aid skill.

Bandage LCO Item 1 copper / 1 production point

The bandage must be be approved by a marshal prior to a bandage tag being provided. A bandage must be at least 3 inches by 75 inches in size of white fabric or gauze.

When giving first aid, if a bandage is applied to a player who is bleeding out. The player will regain 1 hit point after ONLY 5 minutes of unconiousness, than the standard 10 minutes. The bandage can only be applied once per day to each extremity (for a total of four times per day per player.) Once the bandage has been used it is no longer sterile and is therefore consumed. The tag for the bandage is then destroyed after the bandage is complete. If a player is injured or otherwise distracted from the application of first aid they must restart the first aid process, however the bandage is not consumed until first aid is complete.

On application, the bandage must be wrapped around a player’s appendage completely without obstructing circulation in order to be affective. Loosely tying the bandage in a knot around a player’s extremity will not count.

NERO® Safe Torch Play-test
Version 1.0 11-30-10
For NERO Rules: Travis Fauber / Michael Jones


This play-test is to allow players to use fake torches for both role-playing and combat situations.

Torch LCO item 3 copper / 3 production points

The making of the torch will follow the guide lines on page 82 of the NERO 8th Edition Rulebook. The torch will be made to these specifications, but the max head will look more like a more torch then a mace.

Example: Torch picture / Mace pictures (I didn't take the time to add them to this post)

The lighting of the fake torch will be done with real or fake props for flint and steel. It can also be done by doing a three count from one lit torch head to another unlit one.

The use of a fake torch allows a player to wear a RED light stick around their neck on a string. This will provide the player with light as if provided by their fake torch. During day light modules which take place in dark areas the holding of a torch will allow those around the torch bearer to see. This will also provide lighting enough for tracking skills, scrolls, formal magic, etc…

The fake torch being made with NERO safe requirements can be used in a limited fashion in combat. If wielded in combat the bearer must have one handed blunt, one handed master, or weapon master to strike in combat. But when blocking with this makeshift weapon, it can only make two blocks and on the third it must be dropped. If one does not have these skills and the torch is hit by a weapon strike it must be dropped to the ground. If for any reason the fake torch hits the ground the torch dies out. This will leave the bearer and those around him or her with out light. Please also note any one may use the torch to deliver a killing blow by flame.

Any player may use a torch to start a burning action on a tree, corpse, or other combustible items. The count for setting things on fire is up to the local chapter using this play-test.

NERO® Portable Workshop Play-test
Version 1.0 11-30-10
For NERO Rules: Travis Fauber / Michael Jones


This play-test is to give rewards to players for, putting time into making a portable in-game workshop for their character’s production skills. The play-test will allow players to buy a portable workshop tag at twenty-five gold pieces. Plus, it will also give them a bonus to their production points, which will equal half their production skill level, times four for that specific workshop.

These bonus production points do not count towards the 200 production point limit per day on all work shops as per page 32 in the NERO 8th Edition rule book. But the copper piece per point for these bonus points must be paid just like all other production points.

Example:

June’s character has twenty levels of alchemy which gives her 80 production points. She gets to double her production points with her workshop as per page 32 in the NERO 8th Edition rule book. Now because she has a portable in-game work shop prop set up she gets a bonus 40 production points to spend as well.

80 + 80 = 160 + 40 = 200

The rules for workshop on page 32 of the NERO 8th Edition rulebook still stand that a workshop can’t be used more for more then 200 production points a day and/or by more then ten people a day.

List of Portable Workshops

Smithing Workshop
Alchemy Workshop
Potion Workshop
Scroll Workshop
Trap Workshop

This play-test will be used in conjunction with the “Recipe Play-test” on making production items in-game.

NERO® Recipe Play-test
Version 1.0 11-30-10
For NERO Rules: Travis Fauber / Michael Jones


This play-test is to provide a fun harvesting type system for character’s with production skills. The play-test allows the local chapter to create recipes for each production item and/or items. These recipes will either be learned, found, piece together etc… in-game. Once a character finds a recipe they will be able to use it to find the props stated in the recipe to make production items.

The props should be put out in-game on the site or in modules for the character or characters to find. After all items for the recipe are found they can be brought back to their workshop or “Portable Workshop” if this play-test is used, to make set number of tags. The tags will be for the production item stated in the recipe the character found in-game.

The specifics on what item or items and how many tags, are given is up to the local chapter to decide.


~T




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Post  Guest Tue Nov 30, 2010 10:03 pm

One quick questions about the traveling workshops. Are they going to need a tag or any way to have them identifiable as what they are in game?

June

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Post  Admin Tue Nov 30, 2010 10:53 pm

June,

Yes, Quoted from the play-test "The play-test will allow players to buy a portable workshop tag at twenty-five gold pieces."

The props for this tag will be the workshop itself.

Alchemy - Recipes, bottles, beakers, pistol / mortor, sulfur, insects, etc...
Potions - Recipes bottles, pistol / mortor, herbs, plants, etc...
Smithing - Recipes, Bellow, anvil / hammer, grips, coal etc...
Scroll - Recipes, quill, ink pot, parchement, animal skins, etc...
Traps - Recipes (aka designs), gears, cogs, wire, spings, pilers etc...

These items together on a table, in a box, set up outside, make a portable workshop. Portable meaning they can be packed up and taken to another site. These workshop set ups will have to have their tag set up with them.

I hope this helps

~T
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Post  Guest Tue Nov 30, 2010 10:55 pm

My bad, must be getting tired and not got that part.

On another question, can you 'render' a workshop?

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Post  Vaylen Tue Nov 30, 2010 11:01 pm

I can't wait to see how fast I can wrap a bandage in the midst of a fray! Very Happy
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Post  Admin Tue Nov 30, 2010 11:02 pm

June,

A work shop is many items that come together to help you make up your workshop. So since there are many items to render it wouldn't be worth players time to render every piece. Plus these pieces will be used to make up production items which can not be rendered.

Simple answer Very Happy No

~T
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Post  Cho Kai Tue Nov 30, 2010 11:52 pm

As the Smithing Playtest is based on levels of production as opposed to production points, can I assume that a Portable Smithing Workshop would grant you 10 levels of production?
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