General Logistics

Money (Updated: Rules Clarifications)

There are four types of coins in use in the Lorien Trust Role-Playing system, of which the lowest denomination is the Quarter, or copper. Four Quarters make one Stell, or silver, four Stell make one Gold and four gold make one Taal (Cascataal), or that coin that is bigger than the others.

All players at LT main events are given 1 Gold per event they attend, which may be boosted with any income skills they possess.

LT coinage looks like this:

Coin Forgery

The shape and design of LT IC coins are OOC trademarks of Merlinroute Ltd. No part of these designs may be reproduced by any means, save with the written permission of Merlinroute Ltd. Any person performing any unauthorised act in relation to these designs may be liable to prosecution and claims for damages. Coins remain the property of Merlinroute Ltd, and as such cannot be sold or traded OOC.

 

Loresheets

There are two types of loresheet; one is used in relation to certain skills and the other to explain fully a lammie (usually in reference to a special creature). In both of these cases, the loresheet is considered an extension of LT rules. All loresheets must have the name of the Character that they refer to written on them (in permanent ink). Some CS and some OS require a loresheet (see Appendix one – Character Creation, page 46). If you have purchased any of these skills, you must go to Game Control and collect a loresheet for each of these Skills in order to use them. At Sanctioned Events, you may be able to collect loresheets from the Sanctioning Officer. You cannot use skills or lammies requiring a loresheet unless you have the loresheet with you.

Some loresheets have lists of lore codes printed on them that correspond to the lore codes printed on special item cards.

Any lammie that refers to a loresheet requires that both the relevant loresheet and lammie be carried at all times, otherwise the entire lammie is invalid and may not be used. If a loresheet states that phys-reps are needed, e.g. ‘Mask and claws phys-reps required’, then the character that the loresheet is applicable to cannot be played if these phys-reps are not carried. loresheets must not be shown to other players. loresheets are reissued every year, with the validity of the new loresheet commencing with the first LT main event of the year – from that point all previous loresheets are invalid and must not be used. A loresheet that is not clearly marked with the year/dates of its validity is not valid.

 

No effect

‘No Card – No Effect’

To do anything not covered by the rules, you must have a valid and authorised LT lammie. Any Special item Lammies you intend to use must be carried with you at all times whilst IC. Characters with Special Powers or Special Creature cards may not be played unless the relevant lammie is also carried as well as the character card. Lammies that are attached to a weapon intended for use in any form of combat must be placed so that there is no risk of OOC damage to either the user of the weapon or their opponents.

 

‘No Ref – No Effect’

Under specific circumstances, an on-duty Referee or Marshal may stand in the place of a lammie, loresheet or power cards.

 

‘No Phys-Rep – No Effect’

A special item lammie cannot be used unless it is attached to an appropriate phys-rep. The phys-rep must bear a reasonable resemblance to the item it is supposed to represent (for example a mace cannot be used as a phys-rep for an enchanted sword). Item Phys-reps must comply with all LT regulations and safety standards. If you do not have a suitable safe phys-rep, you will not be allowed to use your lammie (see Appendix 2 – Weapons Guidelines, page 52).

 

The Rule of Double

This rule applies to LHV, AV and Spell Cards. All of these values are limited to a maximum of double their base value no matter what means are used to increase them. A lammie, loresheet, OS, ritual effect or cast magic can all be used to increase these values but nothing can increase any value to more than double its starting amount. Anything bought with Character Points counts as the base value.

Where a character has several Base values, only the highest value will have an effect.

 

In-Character Searching

A thorough IC search of another character requires 1 minute of Concentration. When searching a character the searcher must hold their primary hand (or off hand if they have the basic CS Ambidexterity) 2 inches (~5cm) above the character being searched. Players found breaking the searching rules may be asked to leave site.

During the search, the searcher must tell the target that they are performing an IC search. The searcher must also say if they are using any skill/ability that allows them to find concealed items. Items may only be considered concealed for these rules if the target has an OS that allows them to conceal items. At no time may the searcher make any physical contact with the person being searched.

All players using these searching rules (whether to search or be searched) must be fair and honest when looking for or revealing items. Please also try to avoid keeping IC and OOC items together.

 

In-Character Theft

Nothing may be stolen during Time-out, or from OOC areas.

Only items with valid lammies, documents marked as IC, and IC coins may be stolen IC. Theft of other items will be treated as OOC theft and may lead to you being asked to leave site.

Any visible item that is clearly in one of these categories can be stolen subject to the following limitations:

– Nothing may be taken from a character without the players OOC co-operation. If you do so, you may be asked to leave site.

– Nothing may be taken from an un-lammied Bag, chest or container. No IC items may be stored in a container of any kind unless the container is visibly lammied, or carried on a character’s person.

– Unconscious and Immobilised characters must co-operate with a character attempting to steal items, may not resist having a visible item stolen, and must OOC hand the item to anyone wishing to steal it. The character taking the item should not touch the target directly. The thief should inform the target OOC that they are removing the item, at which point the item must be handed over OOC.

– Any item that is completely hidden does not have to have a lammie on display, and can only be stolen if discovered by the Searching rules above.

When an item has been stolen IC, it must be taken to Game Control as soon as possible (and definitely within 1 hour), in order to register the change of ownership.

By attaching a lammie to an item, you are giving OOC consent to have it stolen under the searching and stealing rules. You should be especially careful with attaching lammies to clothing and armour to ensure you have adequate clothing underneath in case they are stolen from you.

If possible, get a Referee or Marshal to accompany you when you are attempting to steal an item as this can help prevent disputes arising.

If you have stolen an item IC, you must not remove any lammie from the item yourself. The staff at Game Control will remove the item card and register you as the new owner of that item. They will then put the lammie on a suitable phys-rep that belongs to you (bring a suitable phys-rep with you to register change of ownership). If necessary, Game Control will retain the old phys-rep for collection by the original owner. An item powers card does not signify ownership of an item, nor does possession of any special item card that is damaged, or is not attached to a suitable phys-rep. Any Special Creature or Special Powers cards represent abilities innate to that character and cannot be stolen.

Moving Characters

Do not move players physically. A conscious character cannot be moved against their will.

To move an unconscious character without touching them, stand by their side and place both hands within 2 inches (5cm) of their shoulder and 2 inches (5cm) of their upper arm. This system does not allow for grappling and anyone found doing so risks being asked to leave site.

One person may move a character (or monster) at a slow walking pace. Two people may move a character (or monster) at a normal walking pace. No more than two people may move a single character at a time.

Moving someone requires the use of two free hands, which may not be used for anything else. At no time is it necessary for the unconscious person to be touched by those moving them.

 

Faction Wards (Updated: Rules Clarifications)

The method used for maintaining the IC protection and boundaries of faction camps, particularly at main LT events, is to use a magical ward around the camp perimeter. This is represented by a line of rope around each camp.

You can see and hear through the ward. No effect or ability including discerns or detections may pass through these barriers unless it specifically states it can, but this does not prevent the Teleport spell effect. Projectiles or weapons may not pass through or over wards.

Any character skill, lammie or ability that states that it allows you to traverse magical wards can be used to pass the Ward. This takes 10 seconds of concentration during which time you should not straddle the line of rope, but role-play pushing through the ward. Whilst crossing the ward you cannot interact with anyone or anything on either side of the barrier but you may be struck or affected by anyone from either side. You may not pause whilst crossing even if unconscious or Immobilised, although you may reverse direction, taking the same time to exit as you had already spent entering. Reversing is a conscious decision requiring effort and cannot be achieved while unconscious or Immobilised, however if you do become unconscious or Immobilised while performing this action, then you will be forced back through by the ward in the direction you came from. Faction Wards cannot be tunnelled underneath.

Wards count as a ritual level effect and any non-standard method of bypassing them must be approved by a Senior Referee. Non-standard methods will always take a minimum of 10 seconds.

Faction Gates

Faction gates are constructed from a variety of materials and are vulnerable to damage. They can be forced open IC by taking damage and this will require a Referee to be present. As a general guide, it may take several minutes of normal blows, or a minute or two of crushes, but this may vary at the discretion of the Referee based upon the construction of the gate.

All faction gates must be constructed in a safe manner and will be inspected by a member of the Lorien Trust safety team. Guidelines on safe construction can be requested from Game Control at main LT events or the event organiser at a Sanctioned event, which will be subject to change.

 

Claws

There are two types of claws, weapon claws and natural claws. Weapon claws must look artificial. Wearing and using natural claws requires a relevant lammie, loresheet or OS.

Claws cannot be used to parry. To use claws you must have passed the Claw Competency test. See Game Control or the Armourers Guild for details.

Weapons claws count in all ways as a small weapon and are considered IC to be artificial weapon claws strapped to your hands. Hands with weapons claws cannot be used to perform any other action and to use a weapons claw in your off hand requires the CS Ambidexterity.

All weapon and natural claws inflict normal damage unless a lammie, loresheet or OS says otherwise.

Natural claws are immune to the effect Shatter, but a Fumble effect will render them useless for 3 seconds. Weapons claws are affected by Shatter and are rendered useless for 3 seconds by the fumble spell.

(See Appendix 2 – Weapon Guidelines, Claws, page 52)

 

Patterns

All characters, unless they have a lammie, loresheet or OS that says otherwise, have a Living Pattern. Other types of pattern have loresheets detailing the specific rules covering them.

 

Character Skills (Updated: Rules Clarifications)

There is a 5 OSP charge to change your character skills at Games Control, you may change your Character Skill during pre-book for no OSP cost.

 

Occupational Skills

Characters develop by acquiring Occupational Skill Points (OSPs) for attending LT Events. These OSPs may then be spent to buy additional skills.

The Occupational Skill Point system is detailed in the Lorien Trust publication ‘Occupational Skills: A Guide to Advancement’, available from Game Control at any LT Main Event, downloadable from the Lorien Trust website or on request from LT Head Office.

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