Rules APPENDIX 4: APPENDIX 4:
Definitions and Glossary
Lammie Properties
The following are standard descriptions of how the wording on some lammies works:
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Lammie Property
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Explanation
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Example
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Chant of Immunity
Format
‘Immune to X (CoI)’
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While continuously chanting the vocal ‘By my power, I claim Immunity’, the user becomes Immune to X, which may be a damage type, spell or effect. If the user stops the chant for any reason (other than OOC calls), they lose the Immunity. This does not prevent them restarting the chant if they are able (some lammiesrequire specific actions to start the chant). |
‘Immune to Normal Damage (CoI)’
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Basic Regeneration
Format
‘Regenerates (X)’
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The user recovers lost wounds at a faster rate, one hit per location is recovered every X time period. Any wound that could be normally recovered using the ‘Cure Wound’ or ‘Heal Wound’ effects can be regenerated. If this property is on an item, only wounds taken while wearing the item can be regenerated. If regeneration would recover a hit at exactly the same time as something else happens (e.g. Grace Period ends), the regeneration is considered to happen first. Silver damage cannot be regenerated.
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‘Regenerates (5 min)’
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Specific Regeneration
Format
‘Regenerates (X, Y)’
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The user recovers lost wounds at a faster rate; one hit per location is recovered every X minutes. Any wound that could be normally recovered using Y effects can be regenerated. If this property is on an item, only wounds taken while wearing the item can be regenerated. If regeneration would recover a hit at exactly the same time as something else happens (e.g. Grace Period ends), the regeneration happens first. Silver damage cannot be regenerated.
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‘Regenerates (5 min, Cure)’
‘Regenerates (5 min, Healing)’
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Increased Hits
Format
‘+X LHV’
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The user has more hits than normal. +LHV properties are subject to the Rule of Double (cf), so a +2 LHV item would only act as a +1 LHV item if the user only normally had 1 hit per location. Items with this property will not work if placed on a character with any location at 0 or below and if removed from a character, that character loses their ‘extra’ hits, rather than taking wounds.
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‘+2 LHV’
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Increased Base Hits
Format
‘Has X Base LHV’
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The user has more hits than normal. Base LHV properties increase the number of starting hits (normally 1) and set the cap for the Rule of Double, so a ‘Has 3 Base LHV’ item would enable full use of a +3 LHV item if the user only normally had 1 hit per location. Items with this property will not work if placed on a character with any location at 0 or below and if removed from a character, that character loses their ‘extra’ hits, rather than taking wounds.
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‘Has 2 Base LHV’
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Damage Enhancement
Format
‘May Strike for X with Y’
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The user may inflict X damage or effect with a weapon of the Y type if they can normally use Y type weapons. If Y is not stated, the user may strike for X with any weapon they can normally use.
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‘May Strike for Strikedown with Two handed Weapons’
‘May Strike for Enchanted’
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Natural Armour
Format
‘Natural Armour
(X LAV)’
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The user has natural armour in the form of thick hide, scales etc. Natural armour works the same as normal armour with the following exceptions; no Armour Use skills are required, natural armour cannot be repaired but may be recovered by any method the user could normally recover hits. Natural Armour will not stack with normal armour.
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‘Natural Armour (2 LAV)’
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Loresheet
Format
‘X, loresheet req.’
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The user is an X, which has additional special rules. These rules are on a loresheet, which must be carried in addition to the lammie with this property, or the lammie is invalid. loresheets can be collected from Game Control.
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‘Vampire, loresheetreq.’ |
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Cards required
Format
‘X, cards req.’
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The user may perform the effect X only if they have Item Spell Cards to do so. These cards are available from Game Control on presentation of the lammie.
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‘May cast Mage Bolt 3 times a day, cards req.’
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Cast effects
Format
‘May cast X’
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The user may perform the effect X. Cast X must be cast as if it were a spell, including required IC vocals and actions. For creatures and special powers, you must still meet all requirements.
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‘May cast Mage Bolt’
vocal - ‘By the power of High Magic, I strike your Torso
Mage Bolt’
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Create effects
Format
‘May create the X effect’
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The user may perform the effect X. Create X is cast as Innate, there are no IC vocals or actions required (unless stated on the lammie) and the OOC call is of the format ‘Innate X’.
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‘May create the Mage Bolt effect’
vocal - ‘Innate Mage Bolt Torso’
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Damage Reduction
Format
‘Damage Reduction (X)’
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The user takes less damage from X effects, taking only one hit instead of the special damage described by the X effect. This reduced damage still counts as the same Type and still causes any non-damaging special effects (e.g. Fatal will still ignore armour and put you in your Grace Period, but will only inflict one hit of damage). If X is not stated, the user takes a maximum one hit from any special damage effect.
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‘Damage Reduction (Crush)’
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Spell Reduction
Format
‘Spell Reduction (X)’
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The user takes less cards to cast spell from lists they know. Each spell the user casts cost X fewer cards (to a minimum of one).
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‘Spell Reduction (1)’
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Definition of Terms
The following are definitions of terms used in this Handbook or elsewhere in the system, these definitions contain rules and should be read along with the section in which they are mentioned.
Bestial intelligence
Beings of Bestial intelligence have limited reasoning capability and operate mostly by instinct. They are often subject to powerful instincts that they must follow; such instincts may be described by a loresheet, Marshal or Referee. Due to their low intellect, the ritual of peace does not cover them.
Bonded
This item is part of the character's pattern and cannot be removed, fumbled, shattered or otherwise Destroyed unless the character is dead. Upon character death, the item loses all powers. You cannot steal bonded items and if found not on a character then they should be handed into Game Control.
Charm
Charms are a sub group of Mind effects and include Befriend, Beguile, Distract and Enthral. The target is not aware of being under the influence of a charm and will not recall it being used upon them until the charm ends. The use of a charm is not considered a hostile action.
Concentration
You may only perform one action that requires concentration at a time. Attempting to perform another action that requires concentration, being reduced to unconsciousness or undertaking any other action that states it breaks concentration will break concentration.
Control (X);
If the target has a Control level equal to or lower than the rank (X); of Control cast, then they are Controlled by the caster and will do anything commanded of them by the caster, but this will not affect memories. No counter or Immunity can stop a Control unless it says so explicitly. The duration of the effect will vary depending on the Dismiss rank of the creature Controlled. This will not affect memory.
Dawn
This is defined as 6am.
Debilitated
The character cannot take any action other than walking slowly and talking. They cannot use any ability that requires Concentration, cast any spell, or wield a weapon or shield effectively (including parrying).
Destroyed
If it is a body location then it suffers a Mortal Wound and places the character in their grace period. If it is armour then it is reduced to 0. If it is an item then it cannot be used until repaired.
Detect (X);
Any character within the area designated (to a maximum of 10ft around the caster) by the caster that is (or has an item which is) of type (X); must say "Ping" in a loud clear voice. IC, this effect causes this noise, so everyone around the detected character is aware of the effect. If you are unsure whether you would ‘ping’ to a particular Detect effect, check with a Referee, Marshal or Game Control.
Dismiss (X);
Dismisses a single being with a dismiss Level of the specified power level (X); (or lower). A dismissed being is sent back to their home Plane no matter their protections, leaving no body behind and a dismissed item is Destroyed. If a creature has multiple dismiss levels, or items with a dismiss level then the Dismiss will Dismiss all effects of that level or lower. E.g. a Dismiss 30 Unliving with a dismiss 20 special item is struck by a dismiss 35. Both the dismiss levels are lower, and therefore both are dismissed.
Fear
For 10 seconds, the target fears the caster. For 10 seconds, the target will attempt to remain at least 10 feet (~3m) away from the caster. If closer than this when the effect takes place then they must move away as quickly as it is OOC safe to do so. The character must do everything within their power to flee the caster including using weapons, abilities and/or casting magic. However, they will not attack the caster by any means for the duration of the effect.
Frenzy
Upon entering frenzy, a creature becomes of Bestial Intelligence making them Immune to the Ritual of Peace. While in frenzy, the creature may continue to use unusable and Destroyed locations as if they were undamaged. Any effect that would put them in their grace period (such as a location with a Mortal Wound), or that would kill them (such as all locations with a Mortal Wound), will still do so. During frenzy, a creature is Immune to Sleep and Immobilisation effects and will treat everyone around them as an enemy that must be attacked.
Gaining and losing hits
Upon gaining extra hits via spell or item, locations on 0 or -1 will have their maximum possible hits increased, but will not gain any immediate increase. This may be combined with Body Development and with other effects, items or potions, subject to the Rule of Double. For the duration of this effect, these extra hits may be restored as normal. When this effect expires, your maximum hits per location will be reduced by reducing your current hits if necessary, but to no lower than 0.
Global
Any effect that is preceded by the word Global will affect every location of the target, regardless of the effect. Global cannot be combined with Mass unless explicitly stated by a lammie or loresheet. Global cannot be called without a lammie or loresheet that specifically allows its use.
Immobilisation
Whilst under this effect the target cannot move or speak, but can still see and hear, unless they take or have taken damage that renders them unconscious. If there are real OOC (safety) issues, you should move to a nearby safer location, or more comfortable position. Immobilisation effects do not prevent you from having an item removed from your grasp. You cannot stop this, but the character taking the item from you should not touch you directly. They should tell you OOC that they are removing the item, at which point the item must be handed over out-of character.
Immune
When a being is Immune to an effect, then that being is never affected by it. This requires no Concentration or knowledge of the effect. The target will be aware of the effect, unless the effect specifically states that the target is unaware of the effect.
Intelligent
All characters are considered intelligent unless a ref, lammie or loresheet states otherwise.
Mortal Wound and Damage
All damage is normally considered lethal damage unless the blow is specified as being Subdual. Under a Ritual of Peace, only Artefact damage is lethal damage unless specified otherwise. A mortal wound is one where the location is reduced to –1, placing the character in their grace period.
Mithril
An extremely hard metal that is very difficult to work. Mithril is Immune to the effect Shatter. Mithril Shields or Armour are also Immune to the effect Crush inflicted with a normal weapon. Mithril Shields can be repaired by anyone with the Shield Use skill.
Possession
Any character that has a possession counts as that possession Target Group as well as their normal Target Group for all effects. If the possession is removed or Dismissed then the character reverts to their normal type, note they are not killed by the Dismiss unless a lammie or loresheet states differently. For example, a human is possessed by a Daemon; they will now also count as a daemon for the purposes of daemon bane until the possession is removed or Dismissed. You can only have one possession at a time.
Resist
When a being can resist an effect, then it requires a conscious choice and effort to resist the effect. If the being is unconscious, or is unaware of the effect, they cannot resist it.
Stacking Armour
AV does not stack. If a character has AV from two different sources (e.g. a Paladin's armour effect and chainmail) then both sets of Armour will take damage at the same time if struck.
Target Group
This is a group defined by any entry on the Character card, lammie or loresheet of the Character.
Unintelligent
Unintelligent beings have no independent thought processes and may only act in the way that is set out by their creator/commander, or by their own instincts. Having no mind to affect, they are Immune to Mind Effects.
Glossary of Terms
The terms in this glossary are used throughout the Handbook or elsewhere within the system. They do not contain rules but being familiar with them will help you understand the rules
Aberrant Pattern
A pattern that has been altered, damaged or warped in some way. There are a number of ways for a pattern to become Aberrant, but mostly this is the result of ritual level magical effects, such as one might encounter or use in a ritual. Characters may not have Aberrant Patterns without a supporting lammie.
Alchemical
A sub-type of Dust, Poison or Potion. Poisons of this type may be removed by using any of the following effects: Purge Poison, Purge All Poisons and Total Heal.
Alien Life Pattern
A pattern that is not from Erdreja, such creatures are rare and often cannot spend much time on Erdreja. Alien Life Patterns require a supporting lammie and so are not available to starting characters.
Armour value (AV)
Refers to the protection value of a piece of armour or how many points of damage on a location are considered armour.
Character
The in game persona that you play within the L.T.R.P. System.
Character skill (CS)
Refers to the basic skills that each character buys at creation.
Command Group
The Staff Members that are in charge of a Faction or Guild. They often play the NPCs who run that Faction or Guild.
Dust
An alchemical preparation that may be used to enhance a character or their armour.
Effect
Effects are spells or special types of damage that will affect your character in different ways.
Game Control
Game Control is the point of contact at LT events for all IC and OOC logistics. This includes character creation, obtaining ritual results, character deaths, any forms required and any other general enquiries. At a Sanctioned Event there will normally be a Game Control desk but in some cases it may close after booking in has finished, the event Referees will be able to perform the function of Game Control in this case and you should refer queries to them.
Head of Plot
The member of LT Staff who has responsibility for all Plots at all LT events (including Sanctioned events). Has seniority in regards to all plot written and run at LT events.
Head of Referees
The member of LT Staff responsible for Referees and Marshals. Has seniority over all other Referees and Marshals.
Head of Rules
The member of LT Staff who has responsibility for overseeing and maintaining the Rules and Logistics of the L.T.R.P. System, including loresheets, the Guide to Character Advancement and this Handbook. Has final say on all rules interpretation.
In game
Anything that happens within the game world including IC actions.
In-character (IC)
All activity that happens as part of the game. This affects the Character, not the Player.
Incantation
An effect generated by the powers of Incantation. An Innate effect that generates an effect defined as an incantation. These powers are created via an Ancestor.
Innate
The ability to generate effects without the use of a free hand or full vocals.
Lammie
A Laminated Card authorised by the LT that contains the rules that concern a specific item or creature. A sanctioned event may produce a different style of lammie that will be for that event only.
Living Pattern
The pattern of a being that is alive. Characters with Living Patterns need to breathe, eat, sleep, etc. All characters have Living Patterns unless they have a Special Creature lammie stating otherwise.
Loresheet
A document detailing how a specific item or creature affects the game world. A loresheet may also contain a reference key for lore codes found on certain items.
Magical pattern
A pattern created and animated by magic. Characters may not have a magic pattern without a supporting lammie.
Mastercrafted
An exceptionally well-made item. These items are normally non-magical in nature, but superior to normal versions of such items. Any such item will have details of how it differs on a lammie.
Melee Weapons
Any weapon intended for close combat as opposed to ranged combat e.g. swords are melee weapons; bows and throwing daggers are not. If your weapon phys-rep has a core, it is a melee weapon and may not be thrown or used as a projectile.
Monster and Monstering
Monsters are characters that form part of a plotline; they may have powers unavailable to a player character and are directed by a plot team. At LT mainline events, players are encouraged to play the various monsters that are part of the plot lines at the event. You can volunteer to
monster by reporting to the Monster Room, which is located in the Market place (if in doubt where it is, you can enquire at Game Control).
Non Combat Prop (NCP)
NCPs are non-combat props, i.e. some form of game prop such as boxes/barrels/ritual phys reps, which are not for use in combat. A NCP lammie does not make the item subject to the IC stealing rules.
Non-Player Character (NPC)
A character controlled by the LT and/or a Faction or Guild plot team. Faction and Guild leaders are examples of NPC roles. They are there to provide depth and colour, and make a living, breathing game world for you to enjoy. All NPCs are answerable to the Lorien Trust and such an appointment and continued appointment is subject to LT approval.
Occupational Skill (OS)
Skills gained through training with a Guild or (occasionally) an independent master. All Occupational Skills require the expenditure of Occupational Skill Points (OSPs). (See the publication ‘Occupational Skills: A Guide to Advancement’ for more details)
Onset time
The time it takes a poison to start working from the moment it enters the targets system.
Out of Bounds
Any area that players are prohibited to enter.
Out-of-character (OOC)
All activity that concerns the Player, not the Character.
Pattern
The whole make-up of a being in Erdreja. Everything has a Pattern, but not everything has a Living Pattern.
Phys-rep
Stands for Physical Representation. Without an appropriate Phys-rep, an item cannot be considered to exist at an event. This covers all things from Characters to Castles.
Player
You, the person playing the character.
Plot Non-Player Character (Plot NPC)
These characters form part of a plot line and are directed by a plot team. They will never have powers unavailable to players.
Poison
A liquid or salve that has detrimental effects.
Potion
A liquid or salve that has positive effects.
Power
A power is a way of generating effects. Starting Characters can have access to three powers, that of Spellcasting, Incantation and Healing.
Ritual Circle
A construction built to harness and channel void energy into lasting magical effects.
Sanctioned event
Sanctioned events are events run using the LT game system and are set in the LT game world. The LT requires minimum standards to be met, but the event organisers are primarily responsible for the event.
Sharp
A weapon with a clearly defined blade or cutting edge.
Spell
An effect generated by the use of magic, also refers to the effects generated by Spell casters.
Staff Member
Staff members are mainly volunteers that spend their time at events, and sometimes their spare time in between events, helping run the LT system. Staff jobs include faction and guild NPCs, full time Referees, Game Control, site setup, maintenance and many others.
Unliving Pattern
The corrupt pattern of a creature native to the Plane of Unlife. Characters may not have an Unliving Pattern without a supporting lammie.
Zero hit creatures
A game mechanics term used to refer to illusionary creatures. Zero Hit Creatures are normally incapable of fully interacting with the world.
Weapon Oil
An alchemical preparation that may be used to enhance a weapon.