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There is a limit of the amount of resources one person can hold. No more than 5 items per 1 player. In order to bring big amount of resources the caravan must be created.





How the resources look like:

● Ore, wood, sulphur, gems, warp-stone – coins with a specific image

● Herbs – small paper envelope with the image of the grass, there are alchemy ingridients inside.

 

Anyone can get an envelope and only alchemists can open those. After the envelope was opened the resource is considered as used. The envelope should be destroyed with everything that was inside. Alchemist can get and bring certificates of the potions which are not considered as a gaming value and can not be taken from him.

 

Caverns

GM will make 4 caverns. The locations of those will be revealed to every team before the game. Every cavern will have all 4 kinds of digged resources in different proportions in every single cavern.

In order to regulate the amount of resources through the caverns there will be a limit on extraction of the resource. Limited zones for extraction will be covered by cloth and certificates that will remind players about time limit. New zones will be opened in some time by masters.

Self opening and the side digging of the limited zones is strictly forbidden.

Game money

Is role played by a model of the coin which are accepted by any tavern or fair. Those are gaming values and can be trophied. There are two types of money – gold and silver.

● 1 gold = 10 silver

 

Exchange of resources

Any player can exchange resources for any other resources or money. Otherwise resources can be bought at exchange points (in tavernas) The price is the same in same directions. For example, for 5 of ore you can buy 1 gem or otherwise. But for each operation there is a 10% fee.

Caravan

In order to increase the amount of 5 resources for 1 player there are caravans.

Players carry marked big bags, which are filled with cones, grass, moss or other artificial fillers.

Synthetics as material is not allowed. Size of the bag should be 96 (95) x 56 (55) sm.

The bag should be filled completely.

Any amount of resources can be taken with this bag. Any player can carry those bags and resources.

The bags should be brought by teams themselves. The bag will be marked with special sertificate. The sertificate can not be hidden.

Caravans can be formed by any character only inside fortress, camp, quest location, cavern or tavern.

Caravans can only move through roads (can not pass through normal forest). With a bag player can not run or use magic/weapons. But in case of emergency it is allowed to put the bag on the ground. Using the bag like a shield is forbidden.

Center of the production white and black boxes

One of the buildings in each camp can be marked as a center of the production (CP) and it is marked with certificate. It is allowed to combine the CP with the city hall. Inside of CP there is the folder with production blanks as well as the white and black boxes.

Every CP can be upgraded up to engineer workshop or alchemy plant, which is upgrading access to better recipes.

The folder with workshop blanks – contains empty blanks of certificates which are not to be considered as gaming values. Player that is creating smth can use those empty blanks. Because it’s a first time when there is a white box on the game MG will pay more attention on this mechanics. From the perspective of the MG every fact of creating smth inside of the city should increase its wealth. And the more the city is economically advanced the more it is interesting for conquerers to get its wealth.Ine every recipe it will be described how many resources should be put in the each box. Boxes can not be moved from the CP.

Black box – small lockable black box which is made by masters. All used resources with a paper on what they were used for are hold there. It is forbidden to open this box.

White box – small opened white box which includes replenishing resources and the flag-indicator of the raiding. Non-raided white box is getting closed by MG and can be opened by any player. After opening of the box all of the gaming values should be taken and the flag-indicator should be put on the top of the enter of the building (can hide the CP certificate). Only master can take the flag of raiding. It is forbidden to produce smth in the city where the center of the production was raided. The only action which is allowed is the restoring of the production which takes 6 hours and small amount of resources.

The setting on fire CP doesn’t mean it is raided. After the stopping fire production can be continued.

Craft

Characters that have skills to craft can make a wide amount of gaming values on the territory with CP. It is not allowed to craft with raided CP or without CP at all. In order to successfully craft smth the skill and the resources are needed which are written in the recipe. For some recipes alchemy lab or workshop upgrade is needed.

 

Table of the production.

Product Description What is needed
Святая вода (Holy Water) Chip of water which was blessed by priest in the temple. Can be used in rituals or in order to cure the deseases. Priest, Temple
Зелье "Восстановление Магических Сил" (potion of restoring mana) Mage that drank it removes the cooldown of one spell. Alchemist, 2 herbs
Лекарство (cure) Used by doctor to cure illnesses Alchemist, 2 herbs
(Проивоядие) Antidote Player that drinks it gets cured from poison but gets the weakness Alchemist, 2 herbs
Зелье "Прыжок"(Jump potion) After use, player can have access to one crossing of the unsiegable wall towards the exit. Can not get inside. Alchemist, 2 herbs
Зелье "Восстановление тела" (Recovery potion) Recovers all limbs. Alchemist, 2 herbs
Топливо (Fuel) Can be used in 2 mechanics Alchemist, 2 herbs
Алхимический огонь (alchemical Fire) Red stripe, used to burn buildings Alchemist
Эликсир "Полное Восстановление Магических Сил"(elixir of the completely mana restoration) Cancels all cooldowns of the mage. Alchemist, alchemy lab.
Эликсир "Яд" (poison) Poison marked as elixir Alchemist, Alchemy lab
Эликсир "Слабость"(weakness potion) Player gets weakness Alchemist, Recipe, Alchemy lab
Эликсир "Паралич" (paralysis potion) Player gets paralysed for 15 min can not do anything. Alchemist, Recipe, Alchemy lab
Эликсир "Слепота"(blindness potion) Player gets effected by the spell blindness (Слепота) Alchemist, Recipe, Alchemy lab
Эликсир "Лечение Зеленой хвори" (green desease cure potion) Cures one player from green desease Alchemist, Recipe, Alchemy lab
Эликсир "Лечение Красной оспы" (red desease cure potion) Cures one player from red desease Alchemist, Recipe, Alchemy lab
Эликсир "Лечение Черной гнили"(black desease cure potion) Cures one player from black desease Alchemist, Recipe, Alchemy lab
(Fortress upgrade: loopholes) Flag: fort with loopholes Engineer
(Fortress upgrade: skids) Flag:key Engineer
(Fortress upgrade: big army) Flag: bird Engineer
(well upgrade1lvl max is lvl 3) Increases amount of water in well by 10 with 1 lvl upgrade   Engineer
Порох (Powder) Certificate that is attached to firework Used for shooting from the gun Engineer
Protection from catastrophe Flag: cross Engineer, workshop
Crystall dust Can be used in other mechanics Engineer, workshop
Раствор (solvent) Используется в других механиках Engineer, workshop
Малый конденсатор эфира (Small air condenser) Can be used one time. Beeing modelled by rubber stick with 15 sm length and certificate. If used gives no cooldown to mage for 1 hour, trophy. Engineer, recipe, workshop
Поле Геллера-Шварца (Geller – Schwartz Field) Device with two antennas, should be attached on the back. Can not be used with armor together. Gives skill secretpassage and agility, trophy.   Engineer, recipe, workshop
Окулус Лекаря (oculus of the Healer) Can be used by healer in order to heal (increases the level of the mage by 1) Engineer, recipe, workshop
Геликоптер (Gyroscopter) Device with helicopter blades with diameter of 1 m. Attatched on the back. Can be used by engineers only. Teleports the engineer without cooldown or weakness. Can not be a trophy.   Engineer, recipe, workshop
Метательная звезда (Shuriken) Small tennis ball with holes on each side and with cloth around with runes. Magic ranged weapon. Dark elven Craft
Дымовая бомба (Smoke bomb) Can be used once. Firework with certificate. Gives teleport without weakness.   Dark elven Craft
Шар ядовитого ветра (ball of poison wind) Small tennis ball with holes on each side and with cloth around with runes. Magic ranged weapon. Scaven Craft
Инфернальная бомба (infernal bomb) Unique weapon with special rules Scaven Craft
Сердечный генератор магии (Heart magic generator) Increases the level of the mage by 1 Can only be 1 for 1 player. Scaven Craft
Рунное благословение скавенов (runic blessing of the scaven) Stripe of the yellow, green or red color with scaven runes. Is attatched to the flag of BG Works for 24 hours Scaven Craft
Рунное благословение гномов (runic blessing of the dwarves) Stripe of the yellow, green or red color with dwarven runes. Is attatched to the flag of BG Works for 24 hours Runic Blacksmith

Magic

Overall description.

● Player can not become mage during the game. Partially, some classes, demons, monsters or unique characters can use magic.

● Magic abilies is a complex gaming skill which includes different schools of magic and levels. Different schools of magic are different to each fraction but the maximum amount of schools for one character is two. Normal colledge mages get the schools only from the class of the Colledge.

● Max lvl of the magic is lvl 6. Max lvl of the mastery in the school is – 3

● Generation of the magic spells for the mage is made randomly. Lvl 1 mage gets one random spell from the lvl 1 of school. Lvl 2 mage gets all the spells of the lvl1 school and one random spell from the 2nd lvl of the school. Lvl 3 mage gets all spells from the school. Mage that knows only one school gets access to the lvl 0 of the school. Knowledge of the unique spells doesn’t affect the access to lvl 0 spells.

● All the accessible magic mage should store in the special magical book. This book and pages in it are not considered as a gaming value. The basis of this book should be the notebook with A5 format. Pages of the spells will be given by MG on the game.

● If the player is dead he doesn’t loose the mage class but looses 1 lvl. Nobody can get lower than lvl1.

● Any touch of the target can be done by the touch of the staff which is not considered as a wepon.

● All argues about how the spells should work are solved by the Mage.

Mechanics how the Magic works

Types of magic on the game:

● Blessing – complicated type of magic in which the mage buffs the battle group

● Spells – the most simple type of magic, caster tells the name of the spell and makes the action. The spell magic missle does not require to tell the name of the spell.

● Rituals – The strongest, most expensive and the most powerful magic on the game. In order to make the ritual the mage should do a list of actions and have the magic spell page, make the magical figure, do some actions and consume a list of ingridients. Magic figure – is a special construction, which is made by mage with sticks and ropes. This kind of construction can be destroyed only by magical fire. Before starting to build the magical figure (the time when ritual starts) all the ingridients are ment to be destroyed.

● Enchants – magic which the mage can give to himself or to others by adding the bonuses or abilities.

 

Restrictions of magical use:

● The highest level spells have the time limit of 30 min. For example: Lvl 3 mage (School of metal level 3) can use the spell «Likvidacia» once per 30 min. Lvl 5 mage (School of metal lvl 3, School of shadow lvl 2) can use spells «Likvidacia» and «Teleport» once per 30 min (each).

● Spells of lower lvl and spells of lvl 0 don’t have the cool down.

● There are spells with their own cooldown.

 

Types of mages and the magic schools

Imperial mage of the colledge Death, or Sky, or Life, or Fire, or Light, or Shadow, or Beast, or M
Runic dwarf priest Runic magic, look the Religion.
Mage of the High Elves Death, Sky, Life, Fire, Light Shadow, Beast, Metall, High
Mages of wood elves Death, Sky, Life, Fire, Light Shadow, Beast, Metall, High, Dark
Sorceress of the dark elves Death, Fire, Shadow, Metall, Dark
Shaman of beastmen Death, Shadow, Beast
Mage of Chaos Death, Fire, Shadow, Metall
Mage of Chaos Slaanesh Shadow, Slaanesh
Mege of Nurgl Death, Nurgl
Mege of Tzinch Metal, Tzinch
Necromancer Death, Necromancery
Vampire Death, Shadow, Vampire
Shaman of goblins Magic of Waaagh!
Grey seer Magic of Horned Rat
Shaman of orcs Best, Magic of Waaagh!

Mage that became an adept of chaos can reform his skills to other lvls of the schools that chaos mage can use.

 

Magic and schools of magic

School Level Magic Type
Fire   Magic Missle Spell
  Ognenii Klinok Spell
  Likvidacia Spell
  Magic battleram Ritual
  Paralich Spell
  Firestorm Ritual
Light   Slepota Spell
  Shining Champion Enchant
  Blessing the Honor of the Knights Blessing
  Likvidacia Spell
  Izgnanie Spell
  Teleport Spell
Beast   Magic Armor Enchant
  Magic Missle Spell
  Paralich Spell
  Likvidacia Spell
  Blessing of Tough Fur Blessing
  Transformation Enchant
Life   Lechenie Spell
  Magic Missle Spell
  The touchness of the Stone Enchant
  The protection from Mistake Enchant
  Ressurection Ritual
  Likvidacia Spell
Metal   The touchness of the Stone Enchant
  Blessing the Honor of the Knights Blessing
  Blessing of Army of Kings Blessing
  Magic Missle Spell
  Slepota Spell
  Likvidacia Spell
Sky   Slepota Spell
  Magic Missle Spell
  Paralich Spell
  Magic Armor Enchant
  Comet of Cassandor Ritual
  Likvidacia Spell
Shadow   Prizhok Spell
  Slepota Spell
  Paralich Spell
  Teleport Spell
  Likvidacia Spell
  Gates of Madness Ritual
Death   Paralich Spell
  Likvidacia Spell
  Izgnanie Spell
  Slabost Spell
  Dopros Mertveca Spell
  Ressurection Ritual
High   The protection from Mistake Enchant
  Slepota Spell
  Blessing the Honor of the Knights Blessing
  Magic Battleram Ritual
  Likvidacia Spell
  Firestorm Ritual
Dark   Slepota Spell
  Slabost Spell
  Dopros mertveca Spell
  Rage Enchant
  Likvidacia Spell
  Gates of the Madness Ritual  
Slaanesh   Paralich Spell
  Slabost Spell
  Rage Enchant
  Shining champion Enchant
  Likvidacia Spell
  Blessing Chorus of Cacaphony Blessing
Nurgl   Magic Missle Spell
  Paralich Spell
  Slabost Spell
  Drought Ritual
  Living Bomb Enchant
  Epidemy Ritual
Tzinch   Paralich Spell
  Magic Missle Spell
  Polimorf Spell
  Prizhok Spell
  Krazha (lvl2) Spell
  Krazha (lvl3) Spell
Vampire   Prizhok Spell
  Lord Transform Enchant
  Podniat Nizshuiu Nezhit Spell
  Paralich Spell
  Slabost Spell
  Creation of the Vampire Ritual
Necromancery   Magic Missle Spell
  Podniat Nizhuiu Nezhit Spell
  Paralich Spell
  Magic Armor Enchant
  Creation of the Vampire Ritual
  Creation of the Lich Ritual
  Horned Rat     Magic Missle   Spell
  Blessing of the Horned Rat Blessing
  Slepota Зкл
  Rage Enchant
  Likvidacia Spell
  Bells Ringing Ritual
Waagh!   Bei ih Parni Spell
  Magic Missle Spell
  Paralich Spell
  Likvidacia Spell
  Blessing of the strong fur Blessing
  Magic Battleram Ritual

 

Spells

Name of the spell How it is acted Cooldown
Effect Other info
Bei ih Parni Showing the target  
Players that are members of Waagh! Get the fearless bonus towards the target. Only works on the players who are the members of Waagh!
Magic Missle Throwing of the larp missle with a size not smaller than the tennis ball.  
Magic ranged weapon. If hits the hitting zone does -1 hit damage.  
Ognennii Klinok Taking out the sword or dagger  
Works for 1 hour and this sword is considered as a magical weapon. After 1 hour has to be put back under the belt. Edge of the red color, can not be a trophy
Likvidacia Touching of the target CD 30 min
Deadly effect.  
Paralich Touching the target.  
While the contact the taget can not move or talk or do any game actions.  
Slepota Touching the target.  
Target has to close eyes or put on the stripe of cloth on the top of them. Can not use weapons and can not run. Closed eyes or the stripe of cloth on the top of the eyes
Izgnanie Touching the target. CD 30 min
Deadly effect to lower undeads and lower demons. Ignores Durability and Monster effects. Does damage of -1 hit to other undeads and demons.  
Teleport Putting on the white hat CD 1 Hour
Mage puts on white hat and moves to any point in the forest. Exit from the teleport can not be done in the zone of sight of castles or tavernas. Can take up to 2 players with him if they are agreed to that. After the exit from the teleport the mage and his friends have weakness.  
Lechenie Touch of the target, 2 ways of using.  
Player restores 1 self hit and gets the weakness. Can cure 1 desease if the level of the mage allows it (look at the table cure of deseases) Only in non combat situation
Prizhok No  
Player can get through the unsiegable wall OUT of the fortress. Can bring up to 2 players with him if they are agreed or unconscious.  
Podniat Nizshuiu Nezhit Touch of the target, makeup and certificate raised as undead  
Dead player is raised as a skeleton, zombie or ghost (necromancer chooses) for the time of 4 hours and gets the weakness. Can not deny. Completely submits to necromancer. Time can be increased limitless times (if both agree)   Works only in non combat situation. Only if given the certificate of “raised as undead” counted in the dead land.  
Krazha lvl 2 and lvl 3 Two types of use  
Player can take one page of lvl 2 or 3 from the magic book of the dead player. Or player can try to copy with distance the spell from the specific player through master (only 1 try)   Non-combat situation Only one try.
Polymorf Putting on the makeup/costume  
The player can change look from the lists of races for the unlimited time. Does not get abilities of the race. Only in non-combat situation
Slabost Touch of the target  
The taget is affected by the weakness  
Dopros Mertveca Touch of the target  
Dead player has to tell truth for 10 min. Only non-combat situation Only on player which died recently and didn’t leave for Dead Land

 


Enchants

Enchants can be used only in non-combat situation. Time of the enchant is 4 hours. Only one enchant can work on one player. The enchant can be used on another player if both agree.

Name Marker Effect Cost
Rage Badge of 7sm in diameter with a black background and the image of the Khorn Player looses his mind and can not use magic, gets agility, durability and full immunity to magic. Dies after 4 hours. CD 6 hours
Living Bomb Badge of 7sm in diameter with a green backgrownd and the image of the Nurgl Player get the certificate of the desease wich he can give to any player while the enchant is working. After that player dies. Certificate can be given after the death. If after the time of the enchant passes and the player is still alive he gets the desease by himself. CD 6 hours
Protection from the mistake Badge of 7sm in diameter with a white background and the image of the scroll. Only self enchantment. Mage can not be affected by the ritual and while he is pparticipating in the ritual the disharmony will be always not more than lvl 1. CD 6 hours
Toughness of the stone Badge of 7sm in diameter with a grey backgrownd and the image of the glove Player gets +1 hit, regeneration, immunity to stun or tortures CD 6 hours
Magical Armor Badge with 7 sm in diameter with a blue background and the symbol of the shield Only selfbuff. Mage gets agility and durability. CD 6 hours
Lord Transform Red mask on the face Claws are optional Can use the bite. Can use claws as the weapon  
Shining Champion Badge of 7sm in diameter with a yellow backgrownd and the image of 2 crossed swords Player gets the properties: charmed armor and concentration CD 6 hours
Transformation Mask and claws of the red color. Player gets the following properties: 5 base hits, monster, claws – magical weapon.   CD 6 hours

Don’t forget to give the player certificate “ Чары ” with the name of the enchantment and the time

 

 

Blessings

Name Color of stripes Effect Cost
Honor of the Knights Yellow Enchanted armor CD 12 hours
Tough fur Green Immune to magical ranged weapons CD 12 hours
Army of the Kings Red Full immunity to magic CD 12 hours
Chorus of the cocophony White Full immune to magic, durability, agility, regeneration, immunity to poisons or deseases. CD 12 hours. The quest item is needed.
Horned Rat Black After the battle situation the champion that created the BG can resurrect 1 soldier of his squad (except for the monster in full hit points without weakness for every enemy dead. CD 12 hours, The quest item is needed.

 

Rituals

Name Effect
Ressurection Dead player is resurrected, gets cured rom deseases or poisoneous effects and gets weakness.
Gates of Madness The portal appears inside of the city with which until it gets closed the horrors from outer world will come. Chance of demons to appear in the city.  
Fortunetelling Player summons the spirit to answer his question. Can ask master any one question.  
Drought Until the ritual is cancelled or the mage that casted it is dead the well of the city will be empty.
Ring of the bells After the construction is activated all players get weakness. Ritual can be done not far from the gates in the distance of 20 meters. Can not be done in night time.  
Comet of Cassandor On the target building and to the 0-2 buildings next to it the meteors are shot. Buildings are burning.
Magic Battleram For every cycle of this ritual the gate looses 10 hits. The ritual should be done so the mage sees the gate not further than 20 meters. Can not be used at the night time.  
Creation of the vampire Targeted player becomes vampire only if both mage and the target are agreed to this.
Creation of the Lich The mage that casts this ritual gets the Lich property.
Firestorm All buildings are set on fire.
Epidemy Half of the city is getting the desease.

 

Unique Spells

Unique spells are the spells which are close to the mechanics with common spells but have their own differences. Can be obtained with questlines.

Name Effect
Nebesnii Portal Teleport without weakness, No CD
Sushnost Zveria Summons the artefact “Sushnost Zveria”
Savan After activation the player is immune to magic and weapons.
Ognennii Chempion Effect is similar to Shining Champion. Only selfbuff Works until the character is dead.
Shit Tmi Effect is similar to Magical Armor. Only Selfbuff. Works until the character is dead.
Zhivoi Potok Teleport, doesn’t have limit on the amount of players. CD 1 hour.
Dar Zhizni Effect is similar like the ritual Ressurection. No weakness. CD 1 hour.  
Vechnoe Blagoslovenie Effect is similar to the blessing Honor of the Knights. Can be buffed only on one BG. Doesn’t have time limit, can be cancelled by the same mage that casted it.

 

Ways of getting the magical lvl

● Сердечный генератор магии (Heart magic generator);

● Благословение Темных Богов(Blessing of the Dark Gods);

● Эфирное Кольцо (Артефакт) (Etherian Ring, Artefact);

● Выполнение квеста – исследования (completion of the quest Research).

Poison

Poison can be created by any player at any time. Doesn’t need any ingridients or the CP. Made by adding a large amount of salt to the drink. In order to get poisoned the player has to try the drink and doesn’t have to drink it. Alchemist can make the poison with a look of a potion if he has alchemical lab.

The effect of being poisoned can be done through other gaming actions. The player that gets affected by poison has weakness. After 10 minutes he dies if he doesn’t get antidote.

Deseases

There are 3 game deseases on the game and the 4th is the desease of the Masters. Player can get the desease through: living bomb or epidemy.

Green desease – the one that gets it can nt use skills of his class (mage can not cast magic, alchemist can not make potions, etc.) and from 18:00 to 06:00 is weakend.

Red desease – Infected player gets the certificate s of desease. Any player who touches him in non-combat situation gets this desease, he takes the certificate from that playerand he puts it into his private certificate. Infected is being cursed until he is cured even if he is immune to the curses. All others while they are ill can not get bonus hits from thei race and armor, that means they have 1 hit. And also they are being affected by the spell cuurse even if they are immune.

Black desease – player that got it before 18 00 dies at 00 00. The one that gets it after 18 00 dies at 06:00 игрок, заболевший до 18.00, умирает в полночь, игрок, заболевший после указанного срока, умирает в 06:00. Every hour from the start of desease until he gets cured player is weak and looses 1 hit after each hour.

Plague – the illness that can be done by masters for the dirty camp. Before being done masters will tell to players to clean the camp and give for that one hour. If until that time when the master comes back the camp is still dirty all players die but still need to clean their camp and after that they are going to the dead land. Only master can do this detention and there is no immunity from it.

How to cure the deseases

It is possible to cure the desease by drinking the potion with an effect of healing or:

Character with a skill Healer in the cult building (Temple Certificate) starts the process of acting of healing. The process has to be done not less than 5 minutes. Onlyone player can be healed at a time. After acting ended the healer opens as many side effects envelopes as he used the potions for the healing. In order to decrease the side effects 1 holy water needs to be used for every potion that was used. For example: if the amount of potions for healing of the player was 3 and there was only one holy water character opens2 envelopes with side effects.

 

What is healed Amount of potions/side effects How hard it is
Limb   1+
Slepota/Blindness   2+
Poison   3+
Green desease   4+
Red desease   5+
Black desease   6+

 

Artefact “ Слеза Шалии” lets the healer to heal without side effects.

Mages and priests can cure the deseases by the spell “Lechenie” or other action with similar effect. But in order to heal it the lvl of the mage has to be higher than the lvl which is shown in the table.

Forces of Chaos

Demons

Mostly all demons are the beeings from another reality and the main purpose of their eternal lifes is to serve their creators – Dark Gods. Each demon is a servant of the specific god which gives some benefits and problems.

All demons are immune to the poison, deseases and stun. All demons are immortal – after destruction of their mortal bodies they come with the same role (after staying in the dead land)

Demons of Nurgl have agility, and they hate demons of Tzinch, can not stay in the same BG.

Demons of Tzinch have monster effect, hate demons of Nurgl and can not stay in one BG with them.

Demons of Khorn Have full immunity to magic and hate demons of Slaanesh, can not stay in one BG with them.

Demons of Slaanesh оhave durability but hate demons of Khorn, can not stay in one BG with them.

 

If BG is made from the demons of the same type they receive +1 hit.

УAll demons can be devided to two types: human-like and beasts. «Human-like», have intelligence, and «beasts» have very primitive mind but much more powerful. Intelligent demons can get higher in rows of demonic hierarchy becoming the more stronger and doing what their Dark Lords want from them.

All demons are afraid of the God they surve to and the ones that have higher rank and have to follow their orders.

For completing the quests lower demons can become Herolts and Herolts can become Demon Princes. After his death herolt comes back as a lower demon again. Demon Prince comes back as demon prince.

 

Warriors of the chaos

Any player that chose the path of chaos or that received the curse tries to get the huge power. Most of the time he tries to do the actions to please the Chaotic four. Some other players do things randomly to please the gods of the North but the smart ones listen to those who represent the Chaotic Gods, Great demons or Dark Prophets.

All players that follow chaos bear the mark of chaos on the body. Mage that got affected by the chaotic forces becomes the adept of chaos.

Player that could do the purpose of the Dark God and please the god becomes the champion of the specific god, and gets his own mark. Acted by tattoo on the face, mark on tabard or armor. Mark gives to player:

+1 hit, status champion;

● Mark of Khorn gives concentration;

● Mark of Slaanesh gives agility;

● Mark of Nurgl gives immunity to poisons or deseases;

● Mark of Tzinch gives durability.

 

For pleasing the Gods Champion can get one of those bonuses randomly:

 

Gifts of Chaos

X2 dice throws result Дар
  Player becomes spawn of Chaos
  Player get mutation, more dice throws are needed for specific mutation.
  Magic Missle, immune to ranged magical weapons.
  Magical close combat weapon
  Second chance
  Immune to blunt
  +1 base hit
  Teleport 1 /day
  Likvidacia 1 /day
  Regeneration
  Player becomes demon prience

 

Also the servant of chaos can put into range the Gods of chaos and he gets mutation of the Chaos.

Mutations

Result Mutation Ability
Rage (2) Gods of Chaos give the gift to see the eternity for a moment. Red hat or full face mask, not less than 2 other mutations from the list. Player becomes the spawn of the chaos.
Still skin(3) The skin of the chosen one becomes tough metal with cracks for eyes and mouth. Bones on the body and on the head, horns. Agility
Power of the blighter (4)   Green mark on the body Immune to deseases
Horrific claw (5) The hand of the chosen one becomes the claw Claw, fangs, weapons, (can not be disattached from the body). Magic Weapon
Eye is closed (6) Attention of the Dark Gods was thrown away. No effect.
Sharp Horns (7)   Horns on the head Immune to stun
Unholy strength (8) Tail +1 base hit
Wings of demons (9) Wings Wings
Horrific aura (10)   Skull mask Likvidacia (1 time per day)
Messenger of the gods (11) The chosen one can talk with a speech of the Dark Gods. Eyes cover all body. Concentration Can ask the Master 2 questions per day
Flame of the Chaos (12)   Red hat or full face mask Full immune to magic

If the player has 3 mutations that means he becomes the spawn of the Chaos. If the player gets 2 same mutations that means he aslo becomes the spawn of chaos.

Player can not refuse to wear the mutations. If player becomes Demon Prince all the bonuses from mutations stay.

 

Thrones of Chaos

Several time per day at the same place all the chaos should gather to get bonuses from the gods and one time which of the gods got more influence on this world. After the points of influence are counted all the adepts get the bonuses


The table of all bonuses professions and effects

Название Эффект
Engineer Can make upgrades of the fort and the well. Can create gun powder  
Alchemist Can make alchemical recipes
Healer Can heal deseases with special potions
Mage Can use magic
Champion Has immunity to fear, backstab, resurrection. Can create BG. Can call other champions for the deadly challenge.  
Monster Gets affected only by magic, magic weapons, deadly weapons or siege weapons. All killing effects do -1 hit damage.
Giant All weapons in hands of giant is magical. Can attack the gates at the close combat. Does 1 damage with a hit to the gate.  
Lich Monster. Deadly curse.
Craft (fraction) Player gets access to the fraction recipes and the right of the creation of those
Slaver Lets the player to do the ritual Transformation to a slave
Huntsman Lets the player to use the hunting net
Guardian If the guardian stays on the territory of the camp and he loses all hit points he doesn’t die. And lives 1 more hour. If he lives the city as a guardian – he dies. This kind of player can not get resurrected. The ability is given either for a limited time or until the end of the life. Wears the specific tabard.
Bladedancer If 2 same close combat weapons (no shield) are used gets the agility.
Fear This kind of player can not be attacked, blocked, pressed by the shield or do any other aggressive actions. Players can not protect themselves from his attacks and they have to avoid them. The exception is other player with the skill Fear, champion, player in BG or player-prtoector of the wall.  
Second Chance Player can leave the dead land with the same role and with the memories. Can be used one time.
Bite Can be used in the form of the Lord (red mask). The kiss in the head, imitation of the vampire bite. Deadly effect, ignores the armor (helmet), durability and the monster. Can be use on the player that is paralised or weakend in the battle situation.
    Backstab     In non-combat situation player has to cut the back of the target with a weapon from the shoulder to ass and to say: «Beregi spinu!» Deadly effect. Does -1 hit damage from monsters or players with durability.
Epidemy If touch other player in combat situation with words «Zarazhen», player gets the desease (has to give the certificate of the desease).
Deadly Curse The one that kills gets poisoned
Weakness (Slabost) Player can not use magic or weapons for 30 min. Can not run.  
Enchanted Armor Any armor gives the benefits of the superheavy armor(5 hits, durability)
Improved mutation Player can roll the mutation dice again.
Fertility The time of the dead land is reduced by 3 hours.
Regeneration In non-combat situation regenerates hit points in 10 min
Regeneration of the Troll In non-combat situation regenerates all hit points after 5 min. Ressurected from dead after 5 min with full hit points if the corpse was not burned with magic missle or alchemical fire.
Secret Passage Can escape through unsiegable wall. When leaving the camp can take one player with him (if both agree or as a captive)
Invisibility Player that does the procedure and says «nevidimii» (Dryad hugs the tree and other players sit down), is considered as an invisible until he does different as says «vidimii». Invisible player gets the full immunity to all gaming actions for the time of being invisible. Immunity doesn’t affect the effects that was gotten before the invisibility. Invisible player can not intercat on other players until he goes out of the invisibility.  
Bark skin   Protection of ranged and spears. All killing effects do -1hit.
Agility Immunity to ranged weapons. Does not protect from siege weapons.
Durability All deadly effects do damage of - 1 hit.
Imperishable   Can not be raised as undead.
Concentration Immune to: Paralich, Slabost, Slepota
Immune to spells Immune to: Magic Missle, Paralich, Slabost, Slepota, Likvidacia, Ressurection.
Immune to torchures Can say lies while being tortured
Immune to poisons Can not be poisoned
Immune to deseases Can not get illness.
Complete immune to magic Full protection from any type of magic (spells, enchants, blessings, rituals, prayers). Does not protect from magic close weapons
Wings Teleport (1 ce pre day, no weakness), Secret passage
Prays of Sigmar: Healing hand     Flame of the soul   1 per hour. Action similar to the healing spell (lvl3)     1 per day. After reading of the pray all those who have the mark of chaos have to leave the city in 1 hour. In order to protect yourself you have to kill someone. The pray must be made in the middle of the city and the players must be informed about the start of it loudly: «Plamia Dushi!» and ring with the bell.
Battle prey Strength of the Sigmar Makes the weapon deadly for 1 hit to the hitting zone or shield., Ignores durability and monster. After that the attacker becomes weak.
Ritual of the witch hunter: Repose     Izgnanie   In order to completely destroy the undead, he has to be beheaded, sprinted with holy water and burned with alchemical fire. The reposed undead comes out from the dead as a living representer of its race.   1 time per hour. Action same as Izgnanie.
Power of the priest of Morr: Burial     Izgnanie   On the dead character (Doesn’t work on undead and chaosit). The ritual is done and sprayed the holy water. The person gets the trait Зачитать обряд и опрыскать святой водой. Персонаж получает свойство imperishable 1 time per hour. Only on undead. Action same as Izgnanie.
Powers of the sorceress of Shalia: Lechenie   1 time per hour. Action same as spell Lechenie (lvl 5)

Artifacts

Every time the owner of the artefact changes Masters should be informed. If you were killed and you gave the artefact to other player, write his ID number and tell that to the master. None of those artifacts should be hidden or lost. Artifacts can be carried only with yourself or hold in city Hall or Cult Building. All Artifacts that were made by the master group should be given back to the Masters after the end of the game.

Name Property
Гал-Мараз (Дух) (gal-Maraz Spirit) Deadly Weapon, Battle pray Strength of Sigmar.
Гал-Мараз (Плоть) (Gal-Maraz Flesh) Deadly Weapon, ignores durability, does damage of -1 hit from the owner of the Убийца Королей.
Убийца Королей (Меч Архаона) (Killer of the Kings) Deadly weapon, ignores durability, does damage of -1 hit from the owner of the Гал-Мараз (Плоть)
Сущность Зверя (spirit of the Beast) Deadly Weapon
Рунная наковальня (Runic Anvil) Runic blessings, runic weapons can be created only on it. Trophy. Any production except for alchemical needs on 1 more resource less if made on the anvil  
Мировое древо (world Tree) Local Artifact in Atel Loren. Can resurrect any character including the champion.  
Кинжал Огня (dagger of the fire) Runic. Magic Weapon, gives mage the 1 lvl of fire magic (Likvidacia) all others give 0 lvl of fire magic (Magic Missle). Trophy.
Молот Скальфа Черного (Hammer of the Skalf the Black) Runic. Magic Weapon. Trophy.
Секира Злопамяти (Ax of Resentful) Runic. Magic Weapon. Fearless. Trophy.
Щит Громрила (Shield of Gromril) Runic. Enchanted Armor. Trophy.
Мастер-руна Гругни (Master-Rune Grugni) Runic. Agility. Attatched to armor or clothing. After death should be given to dead land.
Мастер-руна Валайи (Master-rune Valaii) Runic. Can calncell one ritual per day. Attatched to armor or clothing. After death should be given to dead land.
Мастер-руна Королей (Master-rune of Kings) Runic. Full immune to magic. Attatched to helmet or crown. After death is given to dead land.
Мастер-руна Поединка (master-rune of the duel) Runic. Champion. Attatched to helmet or crown. After death is given to dead land.
Руна Огненного Горнила (rune of the fire) Runic. Lets the mage once per day cancel all CD from spells, enchants or blessings. Attatched to armor or clothing. After death is given to dead land.
Эфирное кольцо (Etherius ring) Increases the lvl of the mage by 1 (not more than 6). Trophy.
Фамильное кольцо Карштайнов (family ring of Karshtain) Gives the ability Second Chance. Removes from second chance 1 time use. Trophy. Can be given to other player only voluntary by alive player to alive player.
Кубок крови Изабеллы фон Карштайн(The blood bowl of Isabella Fon Carshatin) (Gives the ability Izgnanie. Trophy
Слеза Шалии (Tear of Shalia) Наделяет свойством лекарь. Позволяет лечить болезни без побочных эффектов. Трофей.
Plot quest item (Сюжетный квестовый предмет) Any items which have game value. Do not give any traits but are needed for the quest line. Have the certificate of the artefact. Trophy.

Description of armor and weapons (I don’t think this is needed to be translated)

 

Оружие

Чтобы быть допущенным, оружие должно быть: эстетичным, безопасным, иметь четко выраженные поражающие элементы. Оружие не обязательно должно иметь исторический аналог, но желательно, чтобы оно соответствовало описанию вооружения вашей фракции.

Приведенные ниже параметры оружия носят рекомендательный характер. Имея параметры соответствующие указанным – оружие с большой вероятностью будет допущено.

Вы имеете право заявить на игру оружие, не соответствующее указанным ниже параметрам.

Мастер Войны имеет право не допустить любое оружие, если посчитает его опасным, неэстетичным или СИЛЬНО несоответствующим указанным ниже параметрам.

Допускается изготовление протектированого (ЛАРП) оружия.

Если вы хотите заявить экзотическое, нестандартное оружие – лучше продемонстрируйте образец до игры.

 

Нож, кинжал – имитация из дерева, текстолита или дюралевой пластины, имеет четко выраженную рукоять и лезвие, основное требование - безопасность, то есть никаких заусенцев и реально режущих граней. Цвет клинка - серебристый. Длина лезвия не более 30 см. Только режущие удары. Снимает 1 хит. Не пробивает доспехи выше легкого.

Меч –допускаются клинки из фанеры (толщиной 10-15 мм, шириной 4-7 см), полипропилена и текстолита (толщиной 7-15 мм, шириной 4-5 см, индивидуальный допуск). Цвет клинка – только серебристый. Обязательно наличие ярко выраженной гарды, рукоятки и яблока. Только рубящие удары. Основные требования: радиус округления кромок у фанерного клинка не менее 5 мм, округление конца клинка не менее 2см, отсутствие реально режущих и колющих частей, эстетичный вид. Минимальная длина клинка 30 см, максимальная 90 см. Максимальный вес меча 1,5 кг. Снимает 1 хит.

Топор - рубящие удары. Материал боевой части - пористая резина (только серебристый цвет). Материал древка только дерево (только черный цвет). Если изготовлен из литой (твердой) резины - обязательны вырезы на лезвии для амортизации. Максимальная длина рукояти 100 см. Максимальный вес 1,5 кг. Снимает 1 хит.

Молот - только рубящие удары. Материал боевой части - поролон, коврик-пенка, полипропилен. Наличие чехла обязательно (серебристый цвет). Ударная часть должна укладываться в квадрат от 10*10 см до 20*20 см, длина 15 см до 35 см. Длина рукояти от 40 до 100 см. Материал только дерево (только черный цвет). Снимает 1 хит.

Кистень -рукоять не менее 20 см и не более 60 см. Мягкая ударная часть – это гибкий элемент только из веревки толщиной не менее 0,8 см и не более 1,5 см. Длина веревки вместе с ударной частью не должна превышать длину рукояти более чем на 10 см. Материал боевой части состоит из матерчатого мешочекс шарообразной формы с мягким наполнением (только серебристый цвет). Материал древка только дерево (только черный цвет). Снимает 1 хит.

Боевой цеп - Рукоять не длиннее 150 см. Мягкая ударная часть (серебристый цвет), гибкий элемент только из веревки толщиной не менее 0,8 см и не более 1,5 см, длиной не менее 10 см и не более 20 см. Снимает 1 хит. Обязательно смягчение пористой резиной в чехле (серебристый цвет) на последних 30 см конца древка.

Копье – древко максимальной длиной 3м. Безопасный и эстетичный клиновидныйнаконечник. Наносит только колющие удары (скользящий удар, то есть боковой частью наконечника, не засчитывается). Материал – пористая резина, поролон. Войлок точно не допускается. Наличие чехла из серебристой ткани обязательно. Снимает 1 хит.

Алебарда - древковое колюще-рубящее оружие. Прототипов - множество. Длина не более 2 м. Вес не более 2 кг. К данному типу вооружения будет особый допуск. Протазаны на игру не допускаются. Снимает 1 хит. Материал – только резина. В литой резине – обязательны прорези для облегчения и смягчения. Никаких выступающих металлических частей и узлов креплений, которые могут нанести реальные повреждения. Главный параметр допуска - это адекватность инструмента и ее владельца.

Щит - любые разновидности. Главное требование – безопасность (никаких торчащих гвоздей и заклепок). Щит обязательно должен быть окантован по краю кожей или тканью (железная окантовка или окантовка резиной не допускается). Лицевая сторона щита должна быть покрашена или обтянута кожей или тканью.

Лук и Арбалет - стрела снимает 1 хит. Сила натяжения лука не более 15 кг (Арбалета не более 18). Сила луков будет измеряться на рабочую длину стрелы, сила арбалета до замка. (Убедительная просьба предварительно замерить свои луки дома, желательно двумя разными весами и если они превышают необходимые 15 кг, то рекомендуем уменьшить длину стрелы).

Луки должны быть красивыми – палки с бельевой веревкой не допустим, текстолитовые плечи красьте или маскируйте тканью/кожей/берестой. Убедительная просьба также маскировать места крепления плеч у луков (например, мехом или кожей). Использование спортивных и блочных луков, а также покупных в магазине арбалетов – запрещено!

Требования

Date: 2016-08-29; view: 188; Нарушение авторских прав; Помощь в написании работы --> СЮДА...



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