Heroes and Heroines Live Action Roleplay (Larp/LRP)

A UK Live Roleplaying Group Based in The West Midlands

Heroes and Heroines Live Action Roleplaying Club Rules Errata and Changes

This page contains a list of changes to the rules which have not been implemented into the main rule books yet, but which are considered to be 'in play' - You can safely assume that these rules override those in the books.

WORLD EFFECTS

These are things that are in effect either temporarily or permanently as a result of plot actions

Potions

  • Due to irrevokeable damage to the herb gardens of Hopton Dale, the range of Potions both generally available at the merchant Venturers and for Mistwalkers is as follows:
    • Blade Venom 1 - 2 
    • Strength 
    • Cure Total 1 - 2
    • Remove Disease
    • Pain
    • Dexterity 1 - 2

SPELL AND INVOCATION DURATIONS

  • All spells, invocations and effects which have a POSITIVE effect on a character (ie spells which are voluntary) have a base duration of 15 minutes.
  • All spells, invocations and effects which have a NEGATIVE effect on a character (ie spells which are involuntary) have a base duration of 5 minutes.
  • Exceptions to these durations will be kept to an absolute minimum, but where a spell, invocation or effect has a duration which is other than the above, its duration must be called when released e.g. "Freeze! 10 seconds!".
  • Regenerating Power: If a character is reduced to zero power, the first point of power takes 5 minutes to regenerate (rather than the usual 15 minutes) - This serves to bring Power Drain inline with other negative invocations inasmuch as it only has a 5 minute negative effect.

Meditate and Mnemonic

Base time of Meditate and Mnemonic reduced to 20 minutes (From 30 minutes)

Meditate & Mnemonic Expertise reduced to rank 30 minimum rank and it now reduces meditate/mnemonic time by 5 minutes (From rank 60 and reducing by 10 minutes)

Added the restrictions to Meditate & Mnemonic Expertise of Cast Rank 6/2x High Magic and 100 Power/100 Mana

Reduced the rank that Meditate & Mnemonic Mastery be reduced to rank 70 (From rank 100 and reducing by 10 minutes)

Mnemonic restrictions reduced so that the caster must concentrate on Mnemonicing however may perform light activities and conversation such as eating or discussing events that have transpired however nothing that requires their full concentration such as keeping lookout, planning, negotiating or combat. 

CLUB HANDBOOK

  • Obtaining membership (Page 3)
    To become a member a person must:
    be at least 18 years of age; and
    pay the membership fee due annually on 1 April.
    • CHANGE TO:
      To become a member a person must:
      be at least 16 years old (accompanied by an adult with parental responsibility) or be 18 years of age and
      pay the membership fee due annually on 1st of January
      NOTE: Membership is FREE for anybody under the age of 18, but the accompanying adult MUST be a fully paid up club member.

MAGIC BOOK

  • Remove refence to double magic AC for spells using shocking grasps e.g. stormsword
  • Wizard’s advantage – need removing from the spell list
  • Greater Identify spells – need adding to the spell list
  • Combat Level Additional Spells
Each school has 3 additional (advanced) spells and 3 additional (primary school) spells
When you learn a spell at combat level, you learn all instances of it from level 0-4 (unlike wizardry/arcane)
A mage who is Primary school in that element can pick ANY 3 of the 6 as their first pick. (The rest may be collected as a second)
A mages first pick does not HAVE to be in their primary school.
A pick of additional spells must all be from a single school
Purists get 3 spells when they opt to become purist.  Any of these may be from the purist list, or any of the 6 additional spells.  Likewise if they choose additional spells they are also pick from this extended selection
  • Wizardry Spell picks:
Old wording:
When you choose High or Arcane magic for the first time at each level the University teaches you the Mage Armour spell as well as your Primary School’s associated skin spell and Dispel spell. You will then be able to choose 3 other spells from your Primary School at that level or below. 
New Wording:
When you choose High or Arcane magic for the first time at each level the University teaches you the Mage Armour spell as well as your Primary School’s associated skin spell and Dispel spell. You will then be able to choose 3 other spells  at that level or below.  Up to one of these may be from Universal.  Otherwise they must be from your Primary School.  Each pick grants you that spell only at that level.  E.g. Firebolt 5 and 6 use two separate picks. (unlike at combat level)

 

 

PLAYER BOOK

  • New Character creation
    • update to include first time players start at rank 10 rather than rank 2. 
  • Monster points
    • Monster points are no longer are restricted to rank 0-20, any number of monster points may be invested into a character (please bear in mind we run less high level events than low/mid)
    • Ref points no longer exist
    • You recieve 18 monster points for monstering a 36 hour event, (4 for an 8 hour).
    • Refs and assistant refs receive 24 monster points for running a 36 hour event (6 for an 8 hour)
  • Purist (remove ambiguity over number of spells)
    • Currently says: A Purist will gain at least 3 extra combat level (Lv 0-4) spells from a separate purist list of spells unavailable toothers, any high (Lv 5-7) or arcane magic (Lv 8-10) spells may also be taken from a restricted purist list of spells.
    • CHANGE TO: A Purist will gain at 3 extra combat level (Lv 0-4) spells from a separate purist list of spells unavailable toothers, any high (Lv 5-7) or arcane magic (Lv 8-10) spells may also be taken from a restricted purist list of spells.
  • Set Broken Bone - Set broken bone requires 5 minutes of roleplaying, including bandaging and splinting the injured bone. Once this has been completed, any 'intelligent curing' (Ie Cure serious or above in good sphere) will mend the set bone.

RITUAL AND COSMIC POWER BOOK

  • Suspended Animation (Page 59)
    • Added prerequisite of Harm(5) for this invocation (C&P Error)

CORE RULE BOOK

  • Methods of Defence (Page 13/14)
    • Added clarification on Power/Magic AC vs touch spells and invocations. This has always been played this way, but has never been formally written down.
    • Defence Against Magical and Spiritual Touch Attacks

      Touch attacks which cause damage such as Cause Mortal Wounds (power) and Shocking Grasp (magic) are still affected by your power or magical armour class respectively. Magic or power armour class reduces the amount of damage dealt by the spell or invocation by 1 point per point of damage delivered by the spell or invocation per hand (Damage = Total Damage - (Power AC x # of hands required)

      For example, a Cause Mortal Wounds invocation delivers 48 points of power damage and must be delivered with a two-handed touch, so if a character has 6 points of power Armour Class, the amount of damage delivered by the Cause Mortal Wounds Invocations is 36 (D = 48 – (6 x 2))

High Ranked Player Book

Spiritual Protection (Heroic Skill)

Guild Rank:

Warrior:

NA

Scout:

NA

Priestly:

-

Mage:

NA

Paladin:

NA

Prerequisites:

None

Uses:

Passive

Restrictions:

 

The subject is immune to the ‘Sever Spiritual Connection’ invocation and cannot be severed from their sphere. All lay and ritual power drains and power steals are reduced by one level.

 

Invoke Extender (Enhanced Training Skill)

Guild Rank:

Warrior:

NA

Scout:

NA

Priestly:

60

Mage:

NA

Paladin:

NA

Prerequisites:

Invoke Sphere

Uses:

One use/15 mins

Restrictions:

Cannot be used with Double Invoke

When a character’s invoke is about to expire they may choose to repeat their invoke vocals to extend their invoke for a further 15 minutes. This will cost 3 power and the invoke can then only be used to cast a rank 5 or 6 invocation. At the expiry of that invoke they may extend it one final time by repeating their invoke vocals. This will use 1 power and the invoke can only be used to cast a rank 5 invocation. This may not be used with the second invoke from a double invoke, which will dissipate as normal after 15 minutes.

 

Cost: Human Priest 24 points, Orc Priest 30 Points, Elf Priest 36 Points

You get what you give (Needs a better name!) (Enhanced Training Skill)

Guild Rank:

Warrior:

NA

Scout:

AN

Priestly:

60

Mage:

NA

Paladin:

NA

Prerequisites:

Invoke Sphere

Uses:

1 use/15 Minutes

Restrictions:

Cannot have the 3 minute duration for casting reduced in any way.
Cannot be used with Double Invoke

The character is able to speed up their invoke at a cost of reducing its duration. The character may invoke in 3 minutes at the same cost of power but the invoke will only last for5 minutes. This cannot be used with double invoke.

 

Cost: Human Priest 30 points, Orc Priest 36 Points, Elf Priest 42 Points

Tough B*stard (Enhanced Training skill)

Guild Rank:

Warrior:

60

Scout:

NA

Priestly:

NA

Mage:

NA

Paladin:

NA

Prerequisites:

Toughened Skin, Hardened Skin, Toughened Hide

Uses:

Passive

Restrictions:

 

The character’s skin is so tough that bleeding is almost non-existent and venom and poison struggle to take effect. The character only bleeds for 30 seconds, before bleeding wounds close and bleeding damage ceases. Blade venoms take effect at one rank lower, and venoms take 30 seconds longer to take effect.

 

Cost: Human Warrior 36 points, Orc Warrior 30 Points, Elf Warrior 42 Points