2010
DISCUSSIONS:
  • MECHANICS
  • RULES:
  • KNOWN WORLD
  • RULES OF PLAY
  • GAME MECHANICS
  • CHARACTER GENERATION
  • CHARACTER RACES
  • VETERAN SKILLS
  • FUNDAMENTAL MAGIC
  • CORPOREAL SPELLS
  • MAGE SPELLS
  • SHAMAN SPELLS
  • SPELL LISTS
  • RANK 3 SPELLS
  • CASTING AS A WEDGE
  • RITUAL MAGIC
  • ALCHEMY
  • CRAFTING
  • DISEASES
  • GOODS & FINANCES
  • WEAPON SAFETY
  • DANGEROUS PLAY
  • Character Generation

    Completing a Character Generation Form

    Upon joining the world of Curious Pastimes you will need to generate a character appropriate to the game system by completing a Character Generation Form (CGF). This may also be used for pre-booking for an event and therefore also requires your personal details. A CGF is invalid if it does not contain your full name and address and is duly signed by you, or by your guardian (if under 18). An invalid CGF will be returned wherever possible.

    It is important to remember that you can only have one character at any one time in the Renewal campaign. This character must also retain the same original skills in order to be maintained. In some circumstances there may be some 're-fixing' of a character's skills, but this is very rare. You can only create a new character when the other has died, or you choose to permanently retire them. In either situation all their money and equipment should be handed in to the Event Desk, or a Referee, immediately.

    Developing a Character

    It is not vital that you state exactly where your character comes from in game terms. What is important is whether they are a part of a Faction (see: The Known World). Remember, if you are not allied to a Faction you will automatically be classified a Mercenary. Race too, is important. For whilst it may have no effect on your Basic Skills, potential Veteran Skills are heavily dependant on this.

    Retiring a Character

    As stated earlier, you can only have one character active at any one time in the Renewal Campaign. You cannot 'store' a character and play another for a while. There are some extremely rare exceptions to this, but only with the expressed permission of the Game Team. Any player however, voluntarily retiring a character with five or more Veteran Skills will get a bonus of one Veteran Skill available to their new character immediately on starting.

    Skill Picking

    You have been allocated an initial twenty points with which to buy skills for your character. Having an idea on how you may like you character to progress is also beneficial with regards to possible Veteran Skills if you survive Renewal! The points value of each skill is detailed in the list following. A full description is contained in Basic Skills.

    Most Basic Skills can only be picked once. The exceptions are:

  • Body Development
  • Corporeal/Shaman/Mage Rank 1 and 2
  • Please note that multiple picks of any of the three Spheres of magic, at any Rank, may only be done a maximum of three times per Rank, regardless of Sphere. This includes any picks made using Veteran Skills.

    In addition, if a character possesses both Rank 1 and Rank 2, or has multiple picks of Rank 1 or Rank2, in the same Sphere, the total numbers of Spell Cards are added together (see following table).

    Total Number of Spells Gained

    Corp./Sham./Mage Rank 1Corp./Sham./Mage Rank 2
    Times pickedRank 1Rank 1Rank 2
    1453
    28106
    312159

    Combat Skills
    Skill NamePoints
    Ambidexterity *3
    Shield3
    Dagger0
    One Handed Weapon2
    Two Handed Weapon4
    Polearm5
    Projectile Weapon6
    Thrown Weapon2
    Wear Light Armour2
    Wear Medium Armour4
    Wear Heavy Armour5
    Wear Extra-Heavy Armour6
    Common Skills
    Skill NamePoints
    Numeracy1
    Literacy2
    Bind Wounds4
    Body Development8
    Magician's Skills
    Skill NamePoints
    Ritual Magic **1-20
    Contribute to Ritualist **1-20
    Invocation +5
    Corporeal 16
    Corporeal 211
    Shaman 16
    Shaman 211
    Mage 16
    Mage 211
    Lore Skills
    Skill NamePoints
    Read/Make maps1
    Recognise Forgery4
    Evaluate2
    Ranger 14
    Ranger 2 ++3
    Potion Lore 13
    Potion Lore 2 ++3
    Poison Lore 14
    Poison Lore 2 ++4
    Alchemy ~2

    Skill Table Notes:

    * Must have Dagger or One Handed Weapon

    ** Must have Corporeal/Shaman/Mage Level 1 or 2

    + Must have Literacy

    ++ Must have Potion/Poison Lore/Ranger Level 1

    ~ Must have both Potion and Poison Lore Level 2

    Noble Rank

    These are titular ranks and are only given out by the Lord Generals of Factions. They have no free skill benefit besides the status this brings within a Faction.

    This may be no small thing and should not be dismissed lightly. However, Noble Rank does give an increased income, which is represented by the money your character is given once you have booked for an event. A Noble character will receive one silver per Rank value at each event attended. Noble Rank will resist any Ranked effect (including Terror) up to and including the Rank specified

    Veteran Skills

    As a character progresses through the rigours of life, they will begin to develop certain skills that a basic character does not possess. These are collectively known as Veteran Skills and may be closely tied to a characters racial origin.

    Skills from the Veteran Skill List are different from those on the Basic Skill List in that they represent the slow development of a character towards the peak of their ability.

    There are 3 ways of gaining a Veteran Skill.

  • They may be awarded at the generation of your character.
  • You may be awarded a Veteran Skill by your Faction Leader.
  • All characters who survive the festival of Renewal automatically get a Veteran Skill for the following year.
  • In the first two instances these represent extra training you are given by your Group/Faction in recognition of your value. Characters surviving Renewal gain a skill in reflection of their increased life experience for that year. Characters may gain up to seven Veteran Skills by annual progression. They may also gain another three Veteran Skills by being awarded them via their Factions or unique occurrences.

    Note That Veteran Skills are awarded to the character and not the player. They are lost when the character dies or is retired and are not transferable.

    There are two sets of Veteran Skills; a Common list from which every character may pick, and a Race specific list only available to a character of the relevant racial origin.

    Most Veteran Skills may only be picked once. The only exception is General Skill. In addition, whilst some may have a permanent, on-going effect on a character, some are only able to be used a set number of times per day. Their use will be signified by the tearing of a card issued each day at each event (see: Card Ripping).

    Finally, Veteran Skills may have lesser or greater effects depending on many factors and, as ever, good role-playing will bring out the best in these skills.

    Combat Skills

    Ambidexterity

    A dagger or one handed weapon may be used in each hand simultaneously.

    Shield

    Allows the use of a shield for defence up to the maximum dimensions of 60 inches high by 36 inches wide.

    Dagger

    Allows the use of a dagger or blunt weapon from 7 - 18 inches in total length.
    Note: Though this skill has no actual points value, if you do not tick the relevant box on your characters CGF, then they will be deemed not to have this skill.

    One Handed Weapon

    Allows the use of one handed melee weapon from 18 - 42 inches in total length.

    Two Handed Weapon

    Allows a character to use a two handed melee weapon from 42 - 72 inches in total length. The weapon must be wielded in both hands at all times to either cause damage or to parry.

    Polearm

    Characters may wield a pole weapon from 48 - 84 inches in total length. The weapon must be wielded in both hands at all times to either cause damage or to parry.

    Projectile Weapon

    Allows the use of any form of projectile weaponry.

    Thrown Weapon

    Only characters with this skill may throw usable objects, (maximum size of 18 inches in the object's largest dimension) and cause damage. You may only throw one weapon at a time, if your character has Ambedixterity you may throw two weapons at a time. Note: If your character does not have this skill, it is advisable players do not randomly throw such usable objects due to the confusion this can cause.

    Wear Light Armour

    Enables a character to wear and gain one point of protection from Light armour (i.e. Light/soft leather, furs, quilted or padded material, but not simple cloth). They may also repair and adjust Light armour.

    Wear Medium Armour

    Enables a character to wear and gain two points of protection from Medium armour. (i.e. Heavy/rigid leather, studded leather or ringmail). They may also repair and adjust Medium armour.

    Wear Heavy Armour

    Enables a character to wear and gain three points of protection from Heavy armour (i.e. Chainmail, latex/foam plate or scalemail). They may also repair and adjust Heavy armour.

    Wear Extra-Heavy Armour

    Enables a character to wear and gain four points of protection from Extra-Heavy armour (i.e. Heavy chainmail (metal only), metal or fibreglass plate or heavy scalemail). They may also repair and adjust Extra-Heavy armour. Note: Remember, each Wear Armour skill confers the ability to Wear Armour of a lighter value as per the skill. Different armour types cannot be stacked for extra protection, and for a location to gain any benefit from any armour, it must cover at least fifty percent of the location (see: Armour and Repairing Armour).

    Common Skills

    Numeracy

    With Numeracy a character may perofrm simple mathematics (addition, subtraction, multiplication and division), count without limit and freely use numbers and numerical concepts. As with all rules and skills, the spirit of the game is expected to be followed more than the letter and attemps to seek loopholes in the wording are discouraged (you cannot count 10 lots of 10 without the skill for example). Without literacy, a numerate character may not read and understand numbers when written down. Without numeracy, a character may only count up to 10 (or their number of fingers - whichever is lower) and are aware of basic size and number concepts such as bigger/smaller, few/lots.

    Literacy

    This allows a character to both read and write any script. If you do not have this skill, you are unable perform any of its actions. If combined with Recognise Forgery, the character may be able to detect whether a document is forged (see: Basic Skills: Recognise Forgery).

    Body Development

    This gives all locations an additional hit point. This skill is denoted by a particular token which must be visibly worn at all times. If the token is not visible then you are not considered to have the extra hits! With the exception of Monsters/NPCs and certain Special Characters, the number of tokens worn will indicate the number of times this skill has been picked by an individual.

    Bind Wounds

    Enables a character to identify which location of a mortally wounded character requires attention, and reduce the flow of blood from their wounds. This will extend the standard two minute death count for as long as the possessor of the bind wounds skill is activley working upon the injured character. Use of this skill requires that a substantial bandage must be wrapped at least once around the affected location(s), under armour (if worn) and that the character using the skill visibly and activley continue to treat the victem for as long as they wish to suspend the normal death count. Should the skill user cease to visably and actively treat the victem tehn, if their 2 minute count has been passed , they will expire as per noraml. Furthermore, givena suitable role play, time and effort (at least 10 minutes of investigation) a character with bind wounds may determine the cuase of death of a body and/or discern whether a victem is afflicted with disease.

    Magicians Skills

    Ritual Magic
    Allows a character to perform Magical Rituals under the supervision of a Referee. The character must have a minimum of Level 1 or 2 in any Sphere before they can buy Ritual Magic. Any number of points (within the starting 20 point total) may be used to buy this skill. Any shortfall from 20 points of Ritual Magic advised for the performing of a Ritual, being made up by other spellcasters using Contribute to Ritualist (see: Guidelines for Rituals).

    Contribute to Ritualist

    This is not really a skill, but it allows a player to donate some of their character points to a named Ritualist so that the Ritualist can 'boost' their own Ritual Magic. A character can contribute as many points to a Ritualist as desired, but these points are then committed to that Ritualist for that day, until next sunrise. In order to pick contributory points a character must have a minimum of Level 1 or 2 in any Sphere. Whilst contributing, the character becomes part of the Ritualist's Ritual Group (see: Guidelines for Rituals).

    Invocation

    This allows a character to invoke the power of certain magical items including magical scrolls, which would otherwise have no extra-ordinary effect.

    Corporeal 1

    Allows a character to cast up to four Rank 1 spells of either Corporeal or Fundamental magic per day. These spells may not be cast when wearing Heavy or Extra-Heavy armour.

    Corporeal 2

    Allows a character to cast up to five Rank 1 spells, and three Rank 2 spells of either Corporeal or Fundamental magic per day. These spells may not be cast when wearing Medium, Heavy or Extra-Heavy armour.

    Shaman 1

    Allows a character to cast up to four Rank 1 spells of either Shaman or Fundamental magic per day. These spells may not be cast when wearing Heavy or Extra-Heavy armour

    Shaman 2

    Allows a character to cast up to five Rank 1 spells, and three Rank 2 spells of either Shaman or Fundamental magic per day. These spells may not be cast when wearing Medium, Heavy or Extra-Heavy armour.

    Mage 1

    Allows a character to cast up to four Rank 1 spells of either Mage or Fundamental magic per day. These spells may not be cast when wearing Heavy or Extra-Heavy armour.

    Mage 2

    Allows a character to cast up to five Rank 1 spells, and three Rank 2 spells of either Mage or Fundamental magic per day. These spells may not be cast when wearing Medium, Heavy or Extra-Heavy armour.

    Lore Skills

    Read/Make Maps

    Allow both the use and production of normal maps. If you do not have this skill, you are unable perform any of its actions.

    Evaluate

    Characters may make a reasonable estimate of the value of items such as treasure, armour and weapons. A Referee will provide the player with a reasonably accurate valuation. This skill only defines the character's ability to gauge the monetary worth of mundane items. (For example: If confronted by an unknown potion, they would only be able to evaluate the worth of the bottle, though they may rightly suspect that the potion within has some value.) Items that have special value within the game will have a card for them. Ask for a Lore Sheet at the Event Desk.

    Recognise Forgery

    This skill may allow for the identification of forged mundane items, although some may be of sufficient quality as to be undetectable. If combined with the skill Literacy it will allow for the possible identification of forged documents. This skill does not work on Magical items. In certain circumstances you may need a frame of reference to work to, like a sample of handwriting, and a Referee may be required. Ask for a Lore Sheet at the Event Desk.

    Ranger 1

    This skill allows a character to perform a number of tasks.
    Forage - In a suitable environment, they may obtain both fresh food and water for two people for every hour of foraging. This sub-skill may also be used to hunt for Potion/Poison ingredients once each day. To do this you must go to the Event Desk and declare your intention to 'Forage'.
    Pick Locks - Only usable on mundane, non-magical locks. Both a set of tools and a Referee are required.

    Ranger 2

    - Ranger 1 is a pre-requisite for this skill.
    This skill allows a character to perform a number of tasks.
    Pathfind - Allows a character to determine a path to take them from their current location to reach any place they have been to in the known world. A Referee may be required.
    Escape - They may escape from bonds after five minutes of role-play. They may also squeeze through small gaps after the same amount of time, but this may be dependant on the character's race and any armour worn. A Referee may be required.
    Identify - A character may tell if an item is natural or not. Although the item in question may be magical, or from 'other planes of existence' etc., they will simply know that it is not mundanely crafted. The item must be examined by the character and a Referee is required.
    Sniff - Using their sense of smell, they may identify different races and creatures. The character must be within ten ft. of the target. The scents associated with all the standard character races are commonly known. This skill is not automatic, and requires the player to role-play sniffing the surrounding area or target for a result. It is not directional, nor does it work all of the time, or on a persons individual scent. A character must be concentrating on defining a particular smell, and even when a distinct odour is confirmed they will still not be able to gauge more than a general direction. A Referee may be required.

    Poison Lore 1

    Players will receive the Level 1 lore Sheet from the event desk. From this they will be able to identify and name the poisons off the Basic List. They will not necessarily know exactly the poisons effects, but they will have a general idea of the effectiveness of a poison (from a Referee) when confronted with it (e.g. wounding, crippling or deadly). If the character is faced with an unknown poison they will simply know that it appears poisonous. If the character comes across a potion (e.g. a beneficial item) then they will simply know it is not poisonous (e.g. immediately harmful to the drinker). A Referee may be required.

    Poison Lore 2 - Poison Lore 1 is a pre-requisite for this skill.

    Poison Lore 2 must be taken to use poisons. Players will receive the Level 2 poison Lore Sheet. This gives the full details of all the Basic List poisons. From this they will be able to identify, name and know the effects of any poison from the Basic List. When faced with an unknown poison they will not be able to identify it without alchemical research. If a victim is under the effects of an unknown poison the character is able to accurately describe the symptoms (effects) and relate these to any known antidotes they possess in order to evaluate their potential effectiveness. This will require a referee to be present and their on the spot discretion will be used. (see: Poisons and Corporeal Spells: Purge Poison). Ask for a Level 2 Lore Sheet at the Event Desk.

    Potion Lore 1

    Players will receive the Level 1 potion Lore Sheet from the event desk. From this they will be able to identify and name the potions off the Basic List. They will not necessarily know exactly the potions effects, but they will have a general idea of the effectiveness of a potion (from a Referee) when confronted with it (e.g. healing, antidote or protection). When faced with an unknown potion they will simply know that the potion is not immediately poisonous. If the character comes across a poison (e.g. a detrimental item) then they will simply know it is poisonous (e.g. immediately harmful to the drinker). A Referee may be required.

    Potion Lore 2

    - Potion Lore 1 is a pre-requisite for this skill.
    Players will receive the Level 2 Potion Lore list. This gives the full details of all the Basic List potions. From this they will be able to identify, name and know the effects of any potion from the Basic List. When faced with an unknown potion they will not be able to identify it without alchemical research. If a person is under the effects of the unknown potion the character will however be able to accurately describe the symptoms (effects) and relate these to any known potions they possess in order to evaluate their potential effectiveness. This will require a Referee to be present and their on the spot discretion will be used. (see: Corporeal Spells: Purge Poison and Player Alchemy Rules: Potency).

    Alchemist

    - Potion Lore 2 and Poison Lore 2 are pre-requisites for this skill.
    This skill allows a character to brew potions and poisons. They will receive a Lore Sheet at the beginning of an event detailing how to do this. This skill also allows for the research of Potions, Poisons and Antidotes as detailed in the Lore Sheet. Alchemists can also gain an advantage when using this skill by being in possession of, or having access to a Laboratory, as well as by working closely with other Alchemists.

    All of the above Lore Skills require the character to spend some time role-playing in order for them to work.