Development
Here's how the different parts will combine into player guide books. Every part is divided into chapters, every chapter into sections and sections contain paragraphs.
Heimr LARP Player guide
- Part 1: What is LARP
- Part 2: LARP Core Rules
- Part 3: Heimr Setting
- Part 4: Domains
Heimr Tabletop RPG Player guide
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Gaining XP, loot, and other goodies.
Gaining XP
For every month you actively play with a character you gain 20 xp. Actively playing a character means you either post in the In-character forums that month or join a game with this character this month (this could be a larp, a turn in underbelly, a battle in fleet wars, etc). This is currently the only way to gain xp, but more ways will become available at later dates.
Spending XP
With XP you can higher statistics in the following way:
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Play by post Character Creation
Creating a character on Heimr can be a small ten minute job or a grand project involving several large steps depending on what you want to achieve. A just to join a fun battle could consist of nothing more than a paragraph detailing your fighter and some combat statistics. A LARP character that you want to play for years could take weeks to detail and months to build a costume for.
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Initiative manipulation
Lower initiative
You choose to always act just after any other person. "I make sure I perform my actions after bob performs his."
Delay action
You perform some actions during your turn but choose to lower the initiative of some of your other actions to when a certain trigger comes up. "When he tries to move, I hit him!"
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Environment
Some environments can give bonuses or penalties while standing in them. These environments will be declared and defined by the DM prior to combat.
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Conditions
Conditions
Conditions are states a character can be in. These conditions generally last for a certain limited amount of time and can have statistical and limiting effect on your characters actions.
Prone
Your character is prone. You cannot walk (but can stand up, or crawl). Attacking is difficult from this position and you recieve a -2 conditional penalty on any melee attack. You receive a -4 conditional penalty on any ranged attack.
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Special Rules
This section contains all special rules. Special rules are things that modify the base flow of the combat system, for example modifying the sequence of actions during a turn.
Tactics
Different styles of fighting during a combat.
Initiative Manipulation
Change the order in which turns are played out.
Conditions
Different states for combatants.
Environment
What effect does environment have on the combat?
Hero Points
Special rewards used to perform exceptional things.
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Movement
Positions
At the beginning of a battle, the DM will define the positions that combatants can be in during the fight. The DM also defines which position borders with which other position.
Example: The DM starts a fight and defines the following positions:
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Tactics
You can designate to fight with a certain tactic during a round unless you cast a spell.
Normal
You fight normally. This has no effects.
Aggressive
You receive a plus +1 tactic bonus on attack and a -1 tactic penalty on defense.
Defensive
You receive a plus +1 tactic bonus on defense and a -1 tactic penalty on attack.
Mobile
You receive a plus +1 tactic bonus on dodge and a -1 tactic penalty on attack.
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Willpower
- Je kunt willpower "kopen" voor 1 silver, zie hieronder hoe dat precies gaat. - Je krijgt elke (oc) maand 1 gratis willpower. - Elk personage start met 10 willpower en kan niet meer dan 10 willpower hebben.
- Je kunt een willpower inleveren om een statistiek met 2 te verhogen gedurende een rol. Dit moet je melden voordat de rol plaatsvind. Je kunt meerdere willpower in een enkele rol steken (dit kan na enige playtesten nog veranderen).
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