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Relathin Rulebook

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    RELATHIN: THE AGE OF STRIFE

    A LIVE ACTION ROLE PLAY SYSTEMRULEBOOK 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 JonathanEllis. This is the first version of the Relathin: The Age ofStrife rulebook and will be revised regularly to allow forconsistent and enjoyable roleplay.

    If you have any comments or questions please speak to aRelathin: T.A.O.S. Referee. Suggestions are alwayswelcome, as are complements and constructivecriticism.

    To find out more about Relathin: T.A.O.S. and how to getinvolved please check out the website:

    www.relathin.com

    Within this rulebook the use of he or she is forexplanation and in no way denotes that any characterclass is more suited or only available to male or femalerole-players.

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    http://www.relathin.com/http://www.relathin.com/
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    BASIC PLAYCombat

    Combat is an imperative part of Relathin: T.A.O.S. and as itis so common, the system is made to be simple to allowplayers of every age and skill to enjoy and take part.

    There are six body locations in Relathin: T.A.O.S. and eachlocation begins with but 1 hit point. These locations are asfollows: Head, Body, Right Arm, Left Arm, Right Legand Left Leg. Armour will boost the number of hits alocation can endure before becoming useless as will theskill 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 playermust drop to the knee of that leg and not move.If it is an arm that is damaged, the player must dropanything held by that arm. You will not be able to swapwhat you are holding to the other hand. The player mustfirst drop it and then pick it up with the other arm (butonly if that arm is functional of course!). If it is the bodythat is reduced to zero, the player must fall over and slipinto unconsciousness until cured.

    If the head reaches zero then the character isunconscious.

    If a players LIMB or HEAD shouldreach -4, then it hasbeen shattered and can only be healed by a spell based inthe healing arts, or has been tended to by a character withthe Advanced Healing skill. This could leave the playercharacter with some nasty side effects, especially thoseinjuries to the head, at the Referees discretion. Limbsreaching

    6have 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 canregenerate 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 thecharacter is well and truly dead. It is important to notethat head hits are TO BE AVOIDED unless it is trulynecessary (like slaying those troublesome Giants).However, it is understandable that they will occur onaccident. If you, or any of the other player characters,continually deliver blows to the head there will be causefor 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 ofthe hits you take. Having great gouges being cutinto your flesh with a sword hurts and biggergouges will hurt more than smaller ones! The moreyou role-play, the more skill points you will berewarded with (see Skill points).

    Bleeding Out

    If at any time you find yourself at zero or below to anylocation, then the location has been damaged and willbegin to bleed out. Begin a count of60 seconds and thenrepeat that count over and over again. Every time you getto 60, any injured locations Bleed Out another point(from 1 you bleed to 2 and from there you bleed to 3etc).

    As soon as a bandage or tourniquet has been applied to adamaged or injured location, or a healing potion has beenadministered the bleeding (and the counting) ceases.A limb cannot bleed to shattered so if the arm, leg orhead bleeds down to 5, it can be healed as normal.However it can bleed to severed as it becomescompletely useless and will have to have a high level

    healing spell cast upon it.

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    Subdual DamageSometimes you may find you dont actually want to kill

    what you come across, and so to stop them hurtingthemselves (or the player party!) you wish to have themincapacitated. To subdue an opponent properly a suitableweapon must be used on a location that is unarmoured or,if the attacker possesses the skill to do so, a simple punchwill suffice.

    Characters without the necessary skill, or a suitable

    weapon to smack the target with, will not inflict subdualdamage to their target but instead deal lethal damage.Dont call subdue if you dont have the means or skill todo 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 necessaryskill will subdue the target unless it is exceptionallytough. If the target is ready for combat, this attack maynot work due to the fact they can see their assailant andare 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 damagelasts 60 seconds, which is counted out in the samemanner as Bleeding Out.

    StrengthStrength is just how much force your character can putinto attacks. In gaming terms this means that a characteror 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 andcharacters. Its also useful in helpingpreventing suchsituations, however if you dont see the attack coming atyou, you cant resist it.

    You can increase your strength as you advance yourcharacter, and it is gauged via levels. Characters withoutthe strength skill are deemed to have their strength atlevel one, also known as single. There is no need forthese characters to call strength as they have noadditional strength.Characters who have bought levels of the strength skillcan call strength when performing related actions. Note

    that strength can be bought more than once, and calls liketriple strength or quad strength are not unheard of,particularly by powerful monsters.

    Monster Strength CallsMonsters usually have a strength level for purposes ofweapons, punches etc. However some creatures are soimmensely strong that they have their own calls. These

    are the three typical calls:

    Basic Strength: the strength of an average startingcharacter, with no additional strength. No need to callstrength here!

    Heroic Strength: the strength of the larger creatures

    that inhabit the lands of Relathin. Expect calls of doubleor triple when fighting the likes of Ogres, Giants andMinor Demonkin.

    Demonic Strength: the strength of one of the trueDemonkin that terrorizes the lands of Relathin. Dontexpect to be standing very long against calls of quad orquin, and possibly even higher

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    Damage CallsThe following damage calls may be heard during combatwhilst participating in Relathin: T.A.O.S. Note that there isno Single call, as it is assumed than any blow without acall 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 knockdown.

    Enchanted (number): Deals magical damage, usually

    only called against magical creatures.

    Soul (number): Damages a beings soul rather thantheir physical body.

    Shatter: If a blow with the call shatter hits a weaponor piece of armour, it is immediately destroyed and willneed a Mend spell cast upon it. If it hits a location withno armour, it will immediately take the location to 4 andit will require a healing spell cast on it or an application ofthe Advanced Healing skill.

    Sever: This blow does no damage to weapons orshields, but will sever any limb it hits instantly. If thisstrikes your head or body, then you are oh so very dead!

    Pierce: This call means the blow has been delivered ina way that it has passed through a chink in your armourand is going straight into your soft flesh, or that its beingdelivered 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 thefloor, unless of courseyou have enough hits via theEndurance skill to take the damage.

    Locations and ArmourArmour can be worn to give you extra hit points andtherefore make you capable of surviving more blows. Anyunarmoured locations struck will take the full damage ofthe blow. Protecting your front with a breastplate, forexample, will not protect your back, even though it is thesame location in our system.

    Type of Armour Bonus Total Hits (excluding levels inEndurance)

    LightArmour

    Leather,Hide,StuddedLeather

    +1 tolocation

    2 hits perlocation

    MediumArmour

    Scale Mail,Chainmail,

    Ring mail,etc

    + 3 tolocation

    4 hits perlocation

    HeavyArmour

    Plate +5 tolocation

    6 hits perlocation

    These types of armour can be repaired using the RepairArmour skill or by a Mending spell once their initial hit-points have been expended.

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    EnduranceEndurance enables you to take extra blows before you are

    forced to go down. Endurance counts for blows fromunseen quarters as its your body that youve beenhoning. However it does not heal the same way that yourstarting hit point does: you must take 1extra dose ofhealing potion per level of Endurance to heal yourself upto full health.

    MagicSpell casting in Relathin varies greatly within the separatekingdoms: most spell casters are untrained, able toperform minor tricks and feats of prestidigitation. Thereare those, however, who show a spark of talent for themagical arts: those with the power to shape magic fromits rawest form and turn it to more practical uses.

    Its these individuals that are soon taken under the wing ofan experienced Mage as an apprentice: to hone theirmagical skills and gain a greater insight into theresponsibility that they wield in their hands.

    Spell casters use vocal commands to cast their spells: thisis usually a command like I call upon the powers of thestorm to enervate my touch and cast you down withLightning Shock! The vocal commands are unique to

    every spell caster, and its rare that any two Mages sharethe 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, shouldhave more vocal commands than lower level ones. This is

    to represent how long it takes to form raw magic into auseful form and use it to the benefit of the caster.

    Casting spells cost Magic Essence: every Mage gets 6points of Magic Essence to use to cast their spells. Thehigher level the spell, the more M.E. it will cost. High levelspells may also have other costs, so be careful you dontpay for more than you bargained forM.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 ignoredcompletely. A weapon must be swung from the elbowfor a dagger or short weapon, the shoulder for along weapon and the waist for a two handedweapon.The weapons used in LARP are meant to be

    large, heavy, crushing or slashing weapons, so treat themas such.

    If you are struck by an arrow or bolt, fall over! Even if you take the damage its a shaft of wood knocking youover, 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 allparticipants.

    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: were not here to hurt people! Ifsomeone else is not pulling their blows inform a Referee.

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    Dont take it out on other players as accidents will occur.However, anyone caught purposely not pulling blows willreceive 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 aRelathin: 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 acontact hobby and Relathin: T.A.O.S. is a physicalclub.

    Soul PointsEvery character starts off with 6 Soul Points.These are arepresentation 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 regainedup to their maximum level by the use ofSoul Potions,spells or a full nights sleep.

    Most characters who reach 3 soul points or belowimmediately feels weak and ill. At 1 life point, you do notfeel like fighting, walking or even standing. Any characterreaching 0 life points will fall into a state of

    unconsciousness. Upon reaching -8 life points yourcharacter is dead.

    Poisons and DiseasesThere are several forms of poison and disease that existswithin the kingdoms of Relathin. However, if you are justtold that you are poisoned or diseased with no otherspecial rules, you will immediately lose one soul point and

    then lose one further soul point after every 5 minutes untilcured (or deceased).

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    Blade VenomsEach kingdom has, at some point in its glorious history,developed or harvested a variety of venom unique to thatparticular kingdom. Listed below are the varieties ofpoisons that are available and what kingdom the poison iscreated in.

    Selryndar: in the lands of Selryndar, ALL varieties ofpoisons are highly illegal. Anyone caught in possession ofpoison, in any quantity will be imprisoned and, quite likely,executed.

    Pelryn: the Pelryn have become quite adept at fishing uprare and exotic varieties of fish, some containing highlydangerous venoms. They will often coat their blades inthese toxins, increasing the deadliness of their steelyweapons. There are a variety of poisons they use, but themost common is +1 venom.

    Fenderrin: the Fenderrin Blade Adepts and Rangers use avariety of poisons extracted from the mythical creaturesthat live in the Wilds. Sleep and Paralysis poisons are thefavorite coatings for the arrows and blades of these silentand deadly warriors.

    Kelryn: the Assassins of Kelryn will employ a variety ofalchemic poisons in their endeavors to get their job done.

    This can be anything from Sleep poisons, to Paralysis oreven +1 venoms. Whatever the job, the Kelryn Assassinsknow what they need to get the job done.

    PotionsHealing potions are magical liquids, brewed by alchemistsand Mages, which can close wounds and stop bleedingalmost instantly. They act so fast, that the wound appearsto heal before you, though the healing process actuallytakes a few minutes to complete. Herbal poultices are

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    similar in nature, though they tend to take longer tocomplete the healing process. Bandages have no healingproperties, although they do stop the wound frombecoming any worse.

    Anyone can administer potions and tie bandages, but toget the most out of them you need the skill IdentifyInjury. This means that you have been taught how toadminister potions and apply herbal bandages to theirmaximum effect. If you do not have this skill,administering potions becomes hit and misstheres apossibility that you could end up using all of your potionon an injured person, when they only need a single dose.

    The healing process is not a painless one: the woundedarea is still extremely sore and weak even if it has beenrecently healed. Please roleplay this fact. Note that itsimpossible to heal yourself if you are unconscious.

    Starting Characters may choose up to 4 points of basicpotions or bandages to start with. Potion and poulticeprices may vary depending on the campaign and thekingdom the players are in. The Referees decision is finalon price.

    Healing Potions: These cure the physical damagecaused by weapons, offensive magic and the like. Theyare usually redin colour.

    Soul Potions: These cure the spiritual damage caused tothe soul by poison, disease or spiritual attacks. They areusually blue in colour.

    Herbal Poultices: Herbal Poultices cure 1 point ofdamage when applied to a specific location on the body.

    CostumeIt is understandable that many new players will struggle toput together an appropriate costume, but we do expectthat after your first few adventures you will havedeveloped your costume to an appropriate standard. TheRelathin staff members will be more than happy to advise

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    you in reaching a high standard. We have the webaddresses of several companies who make excellentquality weapons, armour and other accessories.

    Have pride in your costume. If your costume is of a highstandard, then this will encourage others to have highcostume standards and when everyone is in a realisticcostume it is easier to get into the spirit of the game.Please try to get costumes in a medieval/fantasy style andtry to use natural fabrics, or synthetics that look real.

    Relathin: T.A.O.S. strongly discourages the following itemsas 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 hiddenmaybe)

    If its 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.

    MonsteringMonsters are the people that players will meet during the

    course of an adventure, acting out a wide variety of rolesthroughout the day, whether they are the orcs the playershave been tracking the past 2 days or an injured FenderrinScout. Monstering is FREE as it is hard work but is alwaysvery rewarding. Without a monster crew, an adventure isimpossible to run. If you have been dedicated to being onthe monster crew, please turn up in dark clothing andbring a belt, some gloves and a hood if at all possible. Asthere is a limit to the amount of monster kit we can

    provide, it is generally good etiquette to try to bring thesebasics. Monster crew who continually make the effort to

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    These are the various calls made by the Referees, andthey are instructions that you will hear the Referee andauthorized players calling.

    Time OutThis means play must cease immediately. Youmay relax, and talk Out ofCharacter, although you maynot talk about In Characterstuff. Try to mark your positionso that you know where to return to for Time In.

    Time Freeze Exactly what it says on the tin. You freeze onthe spot, close your eyes tight and hum quietly to yourself.

    This call is used to allow the Referees or monsters to alterthe state of the encounter before the player characters.

    You may be given specific instructions by a Referee, butotherwise keep your eyes closed. When Time In is called,carry on exactly as you were, even if the Giant you wereabout to hit has been replaced by your healer. Carry onwith that massive bow you were about to deliver! No timehas gone by for your character, even though you mayhave been left waiting for a minute two. Should you reactin a manner not conducive to good roleplay: opening youreyes to observe what has happened, talking to the other

    players or magically discerning monsters have justappeared behind you, you will be on the receiving end ofDIVINE PUNISHMENT.

    Time InThis is used to denote when we go back intocharacter, and game time will be continuing from whereit was left off.

    All referees decision are final and you are toadhere to any decision made by any Relathin:T.A.O.S. Referee. Do NOT openly argue with anycalls: accept it and ask to speak to the referee inprivate afterwards. If you need an explanation,speak with the Referee.

    Safety CallMan Down

    This call is only ever made when someone is actuallyinjured and requires medical attention. If you hear this,

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    stay where you are and go to a state ofTime Out .Only Referees and any other authorized players should bemoving. If you see someone who is obviously incapable ofmaking a Man Down call then do it for them!

    Please be sensible with this: a Man Down call every timesomeone falls over in a bush is totally unnecessary and

    just hinders the state of play . On the other hand, asavage blow to the face can put somebody out throughshock and pain and they may need time to recover. If thisis all they need, then let the encounter continue and calla Referee to deal with the situation.

    Character Creation

    Available on our website for members to view, is thecurrent Character Sheet that you will use to create thecharacter you have decided to play is one of the manycampaigns we have available.

    Before the campaign event begins, you will have thechance to meet up with the Referee in your area, sit downand work on creating a character to suit your play-style.

    Through your choice of kingdom, class and skills they willhelp you to the best of their ability to create yourcharacter to your (almost) exact specifications.

    During the adventure/s your character participates in, theReferee will have a hold of your character sheet. This is so

    you dont have to fumbling through your pockets everytime you need to know how much armour you have on acertain location, how many potions you have left, etc. TheReferee/s will all keep track of everything you need: if youhave any questions about the current status of yourcharacter, speak with the Referee who has your charactersheet.

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

    of your character sheet, that the Referee may not beallowed to tell you. If they cant tell you something, dont

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    worry about it: this is to add a sense of suspense to thecampaign.

    Character Backgrounds

    As with any good Role Play Game, a character is only acharacter when they have first been put onto paper. Abackground is very important for your character, as itmakes it easier to decide on the best for you and theReferee: choosing skills, how you act in certain situationsthat would be uncomfortable for other characters, or viceversa. It also helps the Referee to see just how muchyoure role playing your character: very important, as thisis the only way youll be awarded skill points to improveyour character.

    Any amount of character background is helpful, but we atRelathin: T.A.O.S. love seeing 2 or even 3 pages ofcharacter background. If you can only write 1 pages worth,thats perfectly fine: thats still plenty for us to work fromwith regards to your character creation and role playing.

    Just make sure you make the character comfortable foryou 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. Italso contains a table for each if the classes showing howmany Skill Points you need to spend to purchase yourchosen skill: keep in mind that a skill like Endurance isgoing to cost more for a Mage than it will for a Warrior.

    To allow you to mould your character to yourspecifications, we give you 10 skill points to spend onthe skills you want for your character.

    At the end of each adventure you play, you will beawarded a minimum of 1 skill point and a maximum of 5

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    skill points depending on how well you have performedduring the adventure. You can spend these skill pointsimmediately, or they can be saved to allow you time todecide on how best to effectively spend them.

    SKILL TABLESThese are the tables detailing the variety of skills availableto characters in a Relathin: T.A.O.S. campaign to buildtheir chosen character class with. Some skills will costmore depending on a characters chosen class, but otherswill be cheaper.

    Remember, you have 10 skill points to spend.

    WEAPON SKILLS

    Single Handed, Small Able to wield weapons nomore than 28 in length.

    This category includesdaggers, short swords andthe like.

    Single Handed, Long Able to wield weapons nomore than 44 in length.

    This category includeslongswords, scimitars, andthe like.

    Staff Weapon Training Able to wield a quaterstaff or a spear effectively.

    Double Handed Any weapon that requiresthe use of both hands.Greataxes, Greatswords andthe like are included in thiscategory.

    Ambidexterity Able to use a Single Handedweapon in either hand.

    Shield Proficiency Able to use a shield inselected hand.

    Unarmed Strikes Able to attack effectivelyusing just a fist and bruteforce. Can call damage

    with unarmed attacks up totriple

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    Archer Training Able to use a bow of eitherLong or Short variety.

    Crossbow Training Able to effectively use acrossbow.

    Thrown Weapon Training Able to use thrown weaponseffectively.

    Pierce Able to use specificweapons to penetratearmour leaving itundamaged. Can only beused with Short Weapons,Bows, Crossbows and

    Thrown Weapons.

    LANGUAGES

    Read and Write (Common) Able to speak andread/write in the Commontongue.

    Read and Write (Runic) Able to speak andread/write in the Runic

    Tongue. This is thelanguage used in thescribing of magic and thepowerful words that mustbe spoken to evoke it.Prerequisite for SpellMastery.

    PHYSICAL SKILLS

    Strength Each rank of Strengthincreases the damage dealtwith a weapon by 1. Eachrank stacks with theprevious and must bepurchased before the nextrank is taken.

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    Endurance Each rank of Enduranceincreases the damage youcan withstand by 1. Eachrank stacks with the

    previous and must bepurchased before the nextrank is taken.

    CREATION SKILLS

    Alchemy Each rank of Alchemy willallow you to craft potions,poisons and identify such

    things of that rank. Eachrank stacks with theprevious and must bepurchased before the nextrank is taken. See the aRelathin Referee for details.

    KNOWLEDGE SKILLS

    Appraise Able to determine the priceof a particular piece oftreasure.

    Discern Alignment Able to determine anothercharacters alignment byconcentrating for 60 secs.

    Discern Lie Able to determine if acharacter is lying by

    concentrating for 60 secs.Identify Disease Able to determine the

    disease/poison that infectsa character by investigatingthe wound/s for 60 secs.

    Identify Religion Able to determine whatreligious faction a characterfollows by concentrating for60 secs.

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    Identify Undead Able to accurately identifyan undead creature byconcentrating on it for 60secs.

    Spellcraft Able to identify spells andenchantments in place.Requires concentrating onthe target for 60 secs.

    Tracking Able to determine whatmade the tracks, wherethey lead and how freshthey are. Min concentrationtime of 60 secs to

    determine what made thetracks. Every additional 60secs reveals more info.

    MAGIC SKILLS

    Spell Mastery 1 Able to cast 1st level spells.

    Gifts your character 3 1st

    level spells. Must have Readand 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 torepair damaged armour.

    This must be role played bythe character, and

    appropriate tools must beused. Takes 60 secs perpoint of armour.

    Repair Weapon Allows a character to repaira damaged weapon. Thismust be role played by thecharacter and appropriatetools must be used.Requires the use of a forge

    for some weapons, at theReferees discretion.

    Craft Masterwork Weapon Allows a character to forgea masterwork weapon thatcannot be broken by themeans of Shatter effects.

    This must be role played bythe character andappropriate tools must be

    used. Requires the use of aforge. Time is at theReferees discretion.

    Craft Masterwork Armour Allows a character to forgea suit masterwork armourthat cannot be broken bythe means of Shattereffects. This must be roleplayed by the character and

    appropriate tools must beused. Requires the use of aforge. Time is at theReferees discretion.

    ARMOUR TRAINING

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    Light Armour Training Proficient in wearing lightarmour to provideprotection against physicalattacks.

    Medium Armour Training Proficient in wearingmedium armour to provideprotection against physicalattacks.

    Heavy Armour Training Proficient in wearing heavyarmour to provideprotection against physicalattacks.

    Shield Training Proficient in the use of

    shields in a defensivemanner.

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