SIXTH EVENT:

There is no Fate

May 24th - 26th 2013

Start Time: 7:30pm Friday (Player characters)
Start Time: 7:00pm Friday (Crew/Non player characters)
End time: 3pm Sunday

Where:
Motu Moana Scout Camp
Blockhouse Bay
Auckland
New Zealand

Cost:
Players: 
SOLD OUT 

Crew: $50
Discounts:
$10 for Payment before the 1st April 2013
Costs include food and accommodation for the weekend

Please note as there is a player limit of 70 players, and first paid first served.

Payment Details:
Transfer your payment to:

Account name: NZLARPS
Account: 02-0290-0086913-00
Bank: BNZ 262 Queen St
Reference: your name (Surname, initial).
Particulars: 'TEONN'

Registration Form: Click on this link and complete the registration form for the game.

Contact us on teonnnz@gmail.com if you have any questions or concerns.

NZLARPS is a not for profit society and all proceeds of the Teonn project go towards the society to help fund further larps.

Navigation

Skills represent your characters training and experience they have gained in the world of Teonn. Each player starts with 15 experience points (XP). On the next page you will find a list of paths that cost 10 XP each, depicting fantasy stereotypes and the skills that go along with them.

SKILL NAME

XP COST

PREREQUISITES

DESCRIPTION

Short Weapons 1   Can use a weapon shorter than 50cm in your correct hand.

1 Handed Weapons

2

 

You can use a weapon of length 50cm up to 110cm

2 Handed Weapons

4

 

You can use two handed weapons.

Ambidextrous

2

Short weapons or 1 Handed Weapons

You can wield a weapon in each hand.

Monkey Grip

2

1 & 2 Handed Weapons

You can use a two handed weapon that is between 110-115 as a one handed weapon. Note that while using a two handed weapon as one handed weapon it counts as a one handed weapon for all rules. For example it will only do one damage a hit.

Bows

3

 

Arrows fired from a bow or crossbow pierces Armour

Shield

2

 

You can wield Shields

Light Armour

1

 

You can wear light armour

Medium/Heavy Armour

3

Light Armour

May wear any armour

Armourer

3

 

Spend 5 minutes to fully repair armour that is not being worn. You must be at a blacksmith station to use this skill.

Field Armourer

2

Armourer

Spend 5 minutes to fully repair armour that is not being worn. You may use this ability when you are not at a blacksmith station. Once an armour is repaired in this way in can only be repaired at a blacksmith station or by magic.

Master Armourer

5

Field Armourer

You can improve armour. Gives an extra temporary 2 AP to light armour and 3 AP to medium and heavy armour. Takes 5 minutes of armouring to improve the armour and these extra AP are the first to be lost when armour is struck. You must be at a blacksmith station to use this skill.

Tough

3

 

You have an extra hit point. You can buy this multiple times.

Armour proficiency

3*

 

Whichever armour type you are using has 1 extra armour point. This skill can be bought multiple times but increases in cost by 1 each time you buy it.

Fast Healer

4

Tough

You can naturally heal 1 hit point per 10 min

Improved Fast Healer

5

3x Tough, Fast Healer

You can naturally heal 1 hit point every minute. Replaces Fast Healer.

Regeneration

5

Fast Healer

You can naturally heal 1 hit point when incapacitated after 10 seconds.

Knight

0

Fighter Path

Choose a Religion. You have sworn to protect members of this religion and so start with no money and all earned is tithed by the religion but instead your religion provides weapons and armour for you to use.

Literate

2

 

You can read and write your racial and the common languages.

First Aid

2

 

Stabilizes an incapacitated character in order to allow them to be moved to safer area. This does not heal any hit points. Each time you use First Aid, you must apply a 2m x 30cm bandage to each patient.

Physician

5

First Aid

When using first aid you also give the recipient one hit point back and cure poison. You can also deal with more serious medical conditions (see a GM).

Pick Locks

4

 

You can pick the lock of yellow sticker chests.

Set Traps

4

 

You set a trap, Requires Trap Kit (see equipment)

Sap

4

 

You can use a sap, Requires a Sap (see equipment)

Bola

4

 

You can use a Bola, Requires a Bola (see equipment)

Forage

2

 

5 Minutes outside lets you find the right ingredients for a single potion or poison.

Adept Forager

3

Forage

You can find ingredients in unlikely places and detect poison, once you take a sip of a drink either the poisoner or a GM will tell you that the drink is poisoned and the poison will not effect you. You can also find potion ingredients to make potions from the complex list.

Poison

3

Forage

You have the ability to create 5 vials of poison a day. These can be laced on your weapon or put in unsuspecting person’s drink. It causes the effect poison. In combat call poison when you successfully hit your foe.

Noble

6

One Retainer

You are a Noble of your race. You start with 100 Gold coins extra which you may give to your Retainer/s.

Wealth

4

 

You start with 50 Gold coins extra.

Surplus

1

 

You start with 10 Gold coins extra. Elves instead get 25 Gold coins extra. Can be bought multiple times.

Brew Potions

5

 

You can brew potions that you know the recipe of (See potion recipes).

Adept Brewer

5

4x Potion Recipe, Brew Potions

Your experience with brewing potions means that you can now reverse engineer potions that you come across. You can also now make complex potions and gain a free complex potion recipe when you buy this skill.

Potion Recipe

2

Brew Potions

Learn a new potion recipe. You can buy this skill multiple times.

Complex Potion Recipe

3

Adept Brewer

Learn a new complex potion recipe. You can buy this skill multiple times.

Healing

5

Member of The All

To buy this skill you must be a "Caring of The All" (see religion). Up to 5 times a day, you may use a ritual from the "Rituals of Healing" that you have learnt.

Seeing

5

Follower of Nenim

To buy this skill you must follow Nenim’s prophesises (see Religion). Up to 5 times a day, you may use a ritual from the "Rituals of Seeing" that you have learnt.

Channeler

5

Believer of Traktat

To buy this skill you must believe in Traktat (see Religion). Up to 5 times a day, you may use a ritual from the "Rituals of Channeling" that you have learnt.

Ritual

2

Healing, Seeing, or Channeler

Learn a new level 1 ritual of the type you can use. You can buy this skill multiple times.

Advanced Ritual

5

4x Ritual

Learn a new level 2 ritual of the type you can use. You can buy this skill multiple times.

Master Ritual

5

3x Advanced Ritual

Learn a new level 3 ritual of the type you can use. You can buy this skill multiple times.

Prolific Ritualist

3

Healing, Seeing, or Channeler

You can perform 3 more healing, or channeling rituals a day or 1 more seeing ritual a day, can be brought multiple times.

Magic

5

 

Choose one of Contract, Trade, War, or Sacrifice, you are now proficient a that type of magic. Up to 5 times a day, you may cast a spell that you know. You can only buy this skill once.

Novice Spell

2

Magic

Each time you buy this skill, choose a new level one spell for the type of magic you are proficient at for your character to learn.

Journeyman Spell

5

4x Novice Spells

Each time you buy this skill, choose a new level two spell for the type of magic you are proficient at for your character to learn.

Master Spell

5

3x Journeyman Spells

Each time you buy this skill, choose a new level three spell for the type of magic you are proficient at for your character to learn.

Abundant Spell Casting

3

Magic

You can cast 3 more spells a day of a type of your choice when buying this skill. This can be brought multiple times.

Extra Resilience of Creation

3

Ovidian

You can use Resilience of Creation three more times per day. Can be bought multiple times.

Extra Rage

3

Orc

You can use Fighting in the Blood three more times per day. Can be bought multiple times. If you do not use these by midnight each day, you must rage at midnight but everyone is counted as an enemy.

Improved Rage

3

Orc

Once you have used Fighting in the Blood and there are no enemies are in sight you are still exhausted but you don't lose any of your hit points at the end of the fight, apart from any remaining bonus ones.

Quick Recovery

3

Orc

The recovery time for Fighting in the Blood is dropped from 15 to 5 min.

Warcry

4

Orc

Three times a day you can bellow a warcry and gain one HP. For each allied Orc that replies to your cry you gain an additional HP. You can gain a maximum of 10 HP in this fashion. These additional hit points only last until the end of the current battle. This ability cannot be used multiple times in the same battle.

Aspect of Humanity

4

Human

Improve your racial ability.

Aspect of Elementalism

4

Elemental

Improve your racial ability.

Morhkin Toughness

2

Morhkin

You have an extra hit point. You can buy this multiple times. This also counts as 'Tough' for pre-requisites of other skills.