Aurum Convention Rules

The rules set herein is designed for use at all Aurum LARP convention modules.  These rules are designed to streamline the process of character creation for new players and to make the use of items and abilities easier to pick up in a short period of time, as we typically do not have the time available to run a full New Player Training session. 

Chapter 1: Rules Overview (Convention Edition)

Time Intervals 

Sometimes a skill or item increases or decreases the time interval of another skill or item. Below are the time intervals we use, in order, for Aurum. Moving to the left denotes a decrease in time step, to the right denotes an increase in time step:

 

Instant -> 5 second -> 15 seconds -> 30 seconds -> 1 minute ->  5 minutes  -> 15 minutes -> 30 minutes ->1 hour -> 4 hours -> 8 hours -> 16 hours

 

Skills

Skills are either Active or Permanent.  Active skills typically require the expenditure of an Action Point (AP) during an Encounter whereas Permanent skills do not.

Action Points

Action Points are what fuel Action Skills. Players start with 5 per Encounter. They cannot be naturally regenerated during an Encounter. There are skills that can be purchased that will increase this number. Action Points are regained immediately after an Encounter ends. If you are unsure if an Encounter has ended, check with a Marshal.

 

Encounters

Encounters occur when an action is taken by a single or group (of) PC(s) or NPC(s) against another individual or group. This is typically in the form of combat, but use of any skill or item that requires an action point to activate (combative or not) initiates an Encounter.  The Encounter ends once combat or other altercations have ended.

 

Crafting (Convention Rules)

The Occult, Poisons, Alchemy and Science skills allow for item crafting.  In the full game each individual item has its own time requirement to craft and materials cost.  For the purposes of ease of play in a convention setting, all items require 5 minutes to craft per rank.  In lieu of materials, crafters will be given three cards.  One of these cards can be traded to a marshal when the character chooses to begin crafting or repairing an item.  These cards can be traded between players during the convention module.

Marshal/Out-of-Game Calls

"Hold" - if this is heard, everyone should stop what they are doing and echo the "Hold" call. There should be silence in the Hold by all players not involved in the Hold. The Hold remains until "3...2..1...Lay On!" is heard.

"Scene" - if this is heard, it means that a short pause is being called to describe something that is happening in the area around the players.  There should be silence during a Scene except by the individual describing the scenario. The Scene ends when the descriptor calls "3...2...1...Lay on!"

"Clarify" - This is a mini-hold for those nearby when a quick clarification on something, such as how a skill or spell works, is needed. The entire game does not need to pause or be silent while this is going on. Should a player be struck or otherwise engaged (such as with a spell or social skill) while in a Clarify, they should let the other person/people know and continue with the Clarify. The spell, skill, etc is not successful and the AP is not lost by the one who did it. The Clarify ends when the person who requested it calls “3...2...1..Lay on.”

Chapter 2: Character Creation (Convention Edition)

At character creation players choose their race and class, receiving four pre-determined skills based on their choices (One Starting Racial Skill and 3 Starting Class skills).  They can then choose two additional skills in any combination from either the general list, their chosen race list or their chosen class list, for a total of 6 skills. If a player decides to convert a convention character into a standard game character, they have the option to redo their skills as per standard character creation rules or keep their character as-is.  If keeping their character as-is would place the player into negative XP, the character can pay off the XP debt by attending future events. Earned XP is immediately used toward the negative balance.

Starting Equipment and Currency

A character may start with one set of melee and one set of ranged weapons if they have those skills. They may have up to one piece of armor on each of the following locations if they have purchased an Armor skill (the Armor must look like/ be the appropriate armor type): Head, Torso, Left Arm, Right Arm, Right Leg, Left Leg. Crafter characters start with three “Craft: Anything” cards.  Starting currency is not given to convention characters until after they convert to standard game characters.

Races

Costuming is not a requirement at conventions (though it is at regular events to play your desired race), however we encourage everyone to dress appropriately if they can.  As such, we have included the Costuming Requirements for each race for those interested.

Dur (Dwarf) Costuming Suggestions:

Astegos Dur (City Dwarves) - Long (minimum chest length), fake beard of any (natural) hair color.  Cannot decorate the beard in any manner.

Ouranos Dur (Sky Dwarves) - Blonde or light-brown long (minimum chest length) beard with feathers (of any color) woven in or somehow attached.  Beards can be naturally grown, they do not need to be fake.

Vuono Dur (Mountain Dwarves) - Dark brown or black beard (minimum chest length) with jewelry (such as chains, pendants, etc) woven in or somehow attached.  Jewelry can be any color and any metal. Beards can be naturally grown, they do not need to be fake.

Vrachos Dur (Deep Dwarves) - White, light silver or a natural red colored long (minimum chest length) beard. All exposed skin (don’t forget your ears and neck!) must be a grey color with a stone-like texture. Beards can be naturally grown and should Not have any decoration woven in.

**Please note, individuals playing female Dwarves can opt to have a braid of hair on the left side of their head instead of a beard. The braid must be at least an inch wide. All other requirements (color, decoration, length etc) still apply.

Dur Boons (Boons are beneficial traits your character gets for being of a particular race)

All Dwarves Start with Tough I

The following Dwarven races may opt to choose one or two of the listed skills below for their two additional skill selection at character creation:

Oranous Dur (Sky Dwarf): (Cannot take Goblin or Vand Nisse as a Trade Contact), Physics I and II

Vrachos Dur (Deep Dwarf): Blind Fighting, Tracking, Poisons I and II

Vuono Dur (Mountain Dwarf): (Cannot take Goblin as a Trade Contact), Grit I and II

Nisse (Elf) Costuming Suggestions:

Hus Nisse (City Elf) - Pointed ears of any length.

Vand Nisse (Sea Elves) - Blue tribal tattoos on upper half of face (nose and up), pointed ears of any length

Slagte Nisse (Dark Elf)- Blackened scar makeup covering the upper half of the face in specific patterns (like writing), pointed ears

Afsla Nisse (Arcanum Elf)  - Purple runes on the upper half of the face, pointed ears

Nisse Boons (Boons are beneficial traits your character gets for being of a particular race)

All Elves Start with Charm I

The following Elven races may opt to choose one or both of the listed skills below with their two additional skill selection at character creation:

Afsla Nisse (Arcanum Elf) - Occult I and II

Slagte Nisse (Dark Elf) - Waylay, Tracking

Vand Nisse (Sea Elves) - (Cannot take Oranous Dur as a Trade Contact) Swim, Climb

Halflings Costuming Suggestions:

Halflings (half human, half goblin) - green makeup around the eyes, unibrow, fake mutton chops (optionally, female characters can choose to wear curls in place of mutton chops instead), optional: fur on feet.

Kobolds (half elf, half goblin) - pointed ears, green makeup around the eyes, real or fake nose ring of any color or style (septum, nostril, etc) that has a small charm hanging from it.

Gnomes (half dwarf, half goblin) - green makeup around the eyes, fake, elongated goatee (must be fake, at least 3 inches long. Alternatively, female characters can opt to have a 1” or larger braid on either side of their head instead of the goatee), large and rounded fake ears (typically advertised as “dwarf ears”).

Homunculi (Random) - Costume Requirements: full makeup of patchwork flesh, 50% must be green, and some traits from whichever races were picked to get traits from.

Boons

Halflings starts with Dodge. (Note: May opt between Literacy of a non-Goblin or Goblin at character creation instead of Literacy Common). 

The following Halfling races may opt to choose one or both of the listed skills below with their two additional skill selection at character creation:

Gnome: (Cannot take Dwarves as a Trade Contact). Disable Devices and Tough I

Kobolds: (Cannot take Elves as a Trade Contact) Hide, Set Traps and Blind

Homunculi: May opt to choose from any elven, human, or dwarf racial list with their two additional skill selection at character creation.  May not pick from the same race twice. Must modify their makeup and costuming accordingly to reflect one requirement from each.

Human Costuming Suggestions:

Human: No costuming requirements, however they may not use costuming that is exclusive to another race.

Imperials - Imperials lean toward fancier outfits that showcase their perceived superiority and wealthiness. They always try to wear high necklines and gloves, as a barrier against the lesser being they come into contact with day-to-day. All Imperial characters must have a hyphenated first name.  Examples: Viola-Rose, Ewan-Price, Katheryn-Anne, Geoffrey-Thomas.

Tribal Humans  - Lots of beaded accoutrements, such as necklaces and in the hair. Must be easy to see, so jewelry must be kept over the clothing.

Nomad Humans (The Wayfarers) - comfortable clothing suited for travel (trains, ships, and airships are the most common. Trains are cheapest, airships are expensive for long distance). Compass rose tattoo on a constantly exposed body part. Must be easily visible, so face is best. Must be larger than a half dollar coin, any color except green. Can be as plain or as intricate as the player chooses.

Boons

Humans Starts with Natural Science I

The following Human races may opt to choose one or both of the listed skills below with their two additional skill selection at character creation:

Tribal: Alchemy I and II

Nomads: Trade Contact I and II

Imperials: Willpower I and II

Classes

Engineer

Engineers are primarily a crafting class, with an emphasis on repair and researching new mechanical items. They Start with Physics I, Math I and Weapon (Firearms).  They may choose from the following skills: Acuity, Physics II, Math II, Natural Science I (II if Human), Chemistry I, Aetheric I, Tough, Armor (Light), Armor (Medium)

Entrepreneurs

Entrepreneurs are designed to be a “Jack of all Trades” class.  Though they have the largest spread of skills, they are meant to only dabble in the vast majority and typically do not have access to higher ranks of most skills. They don’t start with set skills, but they must choose three from their class list before choosing skills from any other list. They may choose from the following skills: Acuity, Armor (Light), Blind, Charm, Climb, Disable Device, Distract, Dodge, Hide, Pick Lock, Pickpocket, Poisons I, Chemistry I, Set Traps, Sneak (Pre-Req Hide), Underground Trade Contact, Waylay, Weapons (Firearms), Weapon (Ranged), Willpower I, Willpower II

Explorers

Explorers are a secondary fighter class. They are not the heartiest of fighters, but make up for it in having access to ranged weapons and more utilitarian skills. They start with one Weapon Skill of choice from their list, Tracking and Waylay.  They may choose from the following skills: Acuity, Armor (Light), Blind, Blindfighting, Climb, Crit, Disable Device, Disarm, Dodge, Grit I, Grit II, Hide, Jump, Weapon (Firearms), Weapon (Florentine), Weapon (Great Weapon), Weapon (Ranged), Willpower I

Hedgemage

Hedgemages are primarily a support class, creating potions and trinkets that grant protection and minor bonuses. Hedgemages are more of a ritual-based class and thus tend to mimic a crafter class more so than a fighter class in combat situations. They Start with Occult I, Alchemy I, and Acuity.  They may choose from: Occult II, Alchemy II, Aetheric I, Aetheric II, Weapon (Ranged), Willpower I, Willpower II

Mercenary

A primary fighter class, they are able to use all weapons and armor types, and can even parry blows for others. They Start with one Weapon Skill of choice from their list, Tough I (Tough II if Dwarf), and Parry.  They may choose from: Acuity, Armor (Light), Armor (Medium), Armor (Heavy), Blind Fighting, Climb, Crit, Disarm, Dodge, Grit I, Grit II, Jump, Resilient, Taunt, Tough II, Tough III, Weapon Skill (1-H. & Shield), Weapon Skill (Firearms), Weapon Skill (Florentine), Weapon Skill (Great Weapon), Weapon Skill (Ranged), Willpower I, Willpower II

Scientist

The primary healing and invention class in the game.  They excel at Theory in all fields of science. They Start with Natural Science I (II if Human), Math I, and another Science at I from their list.  They may choose from: Acuity, Charm, Poisons I, Poisons II, Physics I, Physics II, Chemistry I, Chemistry II, Math II, Natural Science II, Aetheric I, Aetheric II, and Willpower I

General Skill list

A set of skills that’s available to everyone in order to help them round out their character.  The following skills can be chosen by everyone at character creation: Grit I, Literacy (Other), Occult I, Any Science I, Resilient, Swim, Tough I, Trade Contact, Trip, Underground Trade Contact, Weapon (Simple), Weapon (Firearms), Willpower I.


Chapter 3: Skill Descriptions

Acuity - Permanent Skill -  This skill increases the Action Point pool of a character permanently by +1 per rank possessed.

Alchemy - Permanent Skill -  Allows the character to craft Alchemical solutions up to the current rank. Please see Chapter 6 for more information on ranks, craft timers, etc.

Armor - Permanent Skill - This allows players to wear and receive a bonus from certain types of armor. Armor only works if the player is struck on the armor itself. At the end of the encounter a character may roleplay resetting their armor to bring it back to its full efficiency for the next fight. Light Armor can negate one strike before it needs resetting, Medium  can negate two strikes before needing resetting and Heavy can negate three strikes before needing resetting. If struck with a bullet, the armor will need repair and will only stop the shot if it is heavy armor.  Armor that requires repair cannot be reset until it is repaired by someone with the appropriate level of Practice (Physics).  So if a piece of heavy armor receives two melee strikes and then a bullet shot, it will stop all three.  If a piece of heavy armor is struck twice by bullets, it will stop the first and the second will affect a character normally.  (see Combat section on Bullet Damage for more details). When dealing with Torso shots, Armor is used before Tough unless an attack can bypass armor. Helmets provide one additional point of armor to the Torso and it is the last Armor lost.

Blind - Action Skill - This renders the target Blind and unable to see, attack or defend for 15 seconds unless they have Blindfighting. For the duration, the player may only move at a heel to toe rate. The character using this skill must roleplay as if they are throwing sand or some other foreign substance at the target’s face by using a skill-packet. This skill can be Dodged, but it cannot be Parried.

Blindfighting - Permanent Skill - This allows a player to continue fighting as normal while blind with anyone within ten feet of them. The player must still call "Blindfighting" when using the skill.   This is a non- ranked skill.

Charm - Action Skill - (Charm Effect) Causes the target to view the character using this skill very favorably for 5 minutes, as if they were a brand new friend. This is not a dominate skill, so the target is not required to do anything the caster asks, but they may be more inclined to go along with, or perform a favor for the caster, much like a friend would.  In order to activate this skill the character must roleplay with their target in such a way that would immediately see them as non-threatening.  This includes, but is not limited to: complimenting your target, begging for your life, offering a bribe, etc.

Climb - Permanent Skill -  This allows players to climb obstacles in GM designated areas. This is a non- ranked skill.

Crit - Action Skill - This ability allows a Torso strike to go through all ranks of Tough. The player must successfully land the blow on the Torso area. This ability will not go through any rank of Armor. This is a non- ranked skill. This skill may be used with Two Handed Ranged weapons or Firearms (Rifles, Crossbows, Bows). If used with a rifle, normal bullet wound rules apply.

Disable Device - Permanent Skill - This skill allows the player to attempt to disarm, disengage or otherwise turn off any sort of trap, machinery, etc. This is a Permanent Skill. The player must convene with a GM to see if their attempt is successful.

Disarm - Action Skill - This skill causes the player to drop whatever is in the hand of the arm that was successfully struck. If a one-handed weapon is struck, they drop that weapon. The player must drop it straight down, they cannot 'toss' it in any direction and they cannot pick anything up with that hand for 5 second. This skill is non-ranked.

Distract - Action Skill - (Charm Effect) Causes the target to be distracted, meaning they look away and cannot take offensive action for 5 seconds. Taking offensive action against someone affected by this skill will break the Distraction. The target can use defensive actions while Distracted.  The character using this skill must roleplay causing the a distraction.  This includes, but is not limited to: shouting at the target to look at them, shouting to the target to look in a different direction and pointing, etc.

Dodge - Action Skill - This allows a player to negate any one physical attack or AoE attack that would otherwise affect them, except Waylay or attacks from Firearms. This ability can only be used when wearing no armor or Light Armor. This is a non- ranked skill.

Grit - Action Skill - This allows the player to continue using a limb that has been struck in combat normally for 30 seconds. After the duration of Grit has lapsed, the limb will be completely useless until healed by an appropriate item. Each successive rank of Grit beyond the first increase the duration by one time interval.

Hide - Action Skill - This skill makes the player invisible while they are standing completely still behind any foliage, object or structure that can reasonable hide at least 75% of their body. Any offensive action,  movement or loud noises will break Hide immediately. Characters with Tracking may, at a Marshal's discretion, denote the general area (within 15 feet) in which the hidden character is located. This skill is non-ranked.

Illiterate - Permanent Skill - 0xp - This renders the player unable to read or write in any language, including their native language.  This skill is mostly for roleplay purposes and thus costs 0 xp.

Jump - Permanent Skill -  This skill allows players to jump in GM designated zones. This skill is non-ranked.

Literacy (Other) - Permanent Skill - 1 xp - Everyone starts with their base literacy for free, unless specified by the player at character creation. Allows the character to read and write in the chosen language.  Literacy (Goblin) may only be purchased at character creation by all Halflings (including Gnomes, Kobolds and Homunculi) and all Humans (including Imperial, Tribal and Wayfarer).

Occult - Permanent Skill -  Allows the character to craft Occult items and use Occult skills of the appropriate rank. Certain occult items require a character to have the appropriate rank of Occult to use. Please see Chapter 6 for more information on ranks, craft timers, etc.  

Parry - Action Skill - This skill allows players to spend an action point to negate one physical attack as if their weapon had turned aside the blow. You may use this skill to block attacks for other characters within weapon distance. Cannot be used on Disarm,  Area of Effect attacks, attacks from Firearms or Waylay.  Ranged Weapon attacks may only be stopped with a shield. This skill can only be used with melee weapons or shields.. This skill is non-ranked.

Pick Lock - Permanent Skill - This skill allows the player to pick locks on GM designated items.

Pickpocket - Permanent Skill - This skill requires a Marshal to witness the use of it.  The character may place an alligator clip on the pouch, bag or pocket of another character.  If the clip is not detected after 10 seconds the character may place or remove a single item large enough to fit in the palm of their hand into that bag, pocket or pouch.

Poisons - Permanent Skill - Allows the Character to craft and safely handle Poisons up to their current rank. Please see the Chapter 6 for more information on crafting, timers, etc.

Practice - Permanent Skill - Allows the Character to craft Scientific devices for the given field of Science up to their current rank. Additional abilities are also granted depending on the field of Science.  Certain scientific items may require a specific rank of Practice to use. Rank restrictions can be found in the individual class information. Please see the Chapter 5 for more information on crafting, timers, etc. (Standard Game Only)

Resilient - Permanent Skill - This skill allows the player to stay in the Injured state for 1 minute longer and the Critical stage for 15 minutes longer before they move to the next stage. This skill is non-ranked.

Retain - Action Skill -  This is the only skill that will negate the Disarm skill. This skill is non-ranked.

Set Traps - Permanent Skill -  This skill gives the player the ability to successfully set a trap. Please see the Economy section for more information on individual traps.

Sneak - Action Skill - This skill allows a character who has successfully use the Hide skill to remain invisible for 15 seconds after the hide skill has broken, even while moving.  The character must audibly call Sneak 1, Sneak 2, Sneak 3, etc. all the way to 15.  The Hide skill may not be used for 5 seconds after the Sneak skill has been successfully used. Any offensive action taken by the character will immediately break Sneak and make the character visible. This is a non- ranked skill. Characters with Tracking may be able to loosely pinpoint the location of a character sneaking as per the hide rules.

Swim - Permanent Skill -  This skill allows players to swim in GM designated aquatic zones.

Taunt - Action Skill - (Charm Effect) Causes the target to concentrate their attacks on the character using this skill for 1 minute.  If Willpower would reduce this to instant, the target must still throw a single attack at the character using this skill before attacking normally.  The character using this skill must roleplay taunting the character in order to use this skill.  This includes, but is not limited to: Hurling insults, challenging them to a duel, angering the target either by telling them a lie or a harsh truth.

Theory - Permanent Skill - Allows the Character to invent new devices that can be crafted with Practice for the given field of Science up to their current rank. Certain scientific items may require a specific rank of Theory to use. Additional abilities are also granted depending on the field of Science.  Rank restrictions can be found in the individual class information. Please see the Chapter 5 for more information on crafting, timers, etc. (Standard Game Only)

Tough - Permanent Skill - This ability allows the player to negate on successful Torso attack. This skill is ranked and each higher rank allows the player to negate one additional Torso strike. This does stack with Armor and would be called after the armor has been depleted or bypassed. Certain attacks may temporarily reduce the ranks of this skill possessed by a character.  If this is the case, the ranks are reduced from the top down. If a character is struck by a bullet wound Tough Rank 3 is required to stop it and no further uses of Tough will work to stop bullet wounds.  This skill is latent and does not require Action Points to use.

Tracking - Permanent Skill - Allows the Character to attempt to follow a target using varying methods such as via footprint, scent, noises in the forest, etc. Player must speak to a GM or marshall to attempt to use this ability. This skill does not allow for the detection of the exact location of characters using Hide or Sneak, however at the Marshal's discretion it may denote the general area (within 15 feet) in which the hidden or sneaking character is located.

Trade Contact - Permanent Skill - This skill denotes an NPC contact that the character possesses who is able to assist in finding information or employment.  This skill can be purchased multiple times, each time denoting a different contact.  There are a few restrictions: The NPC contact may only be a Goblin if the character is a Human or Halfling race archetype.  Oranus Dur may not select Vand Nisse and vice versa. Gnomes may not select Dwarven contacts of any type.  The NPC contact may not be a criminal of any type.

Trip - Action Skill - This skill is used when a player wishes to slow or delay a character without causing them injury.  The player may throw a skill-packet  or strike a leg with a weapon to affect their target.  Upon successful contact, the affected character may not move from where they are standing or take offensive action (They may still defend themselves normally) for 5 seconds.  Although taking a knee is not required, it is encouraged if the targeted player may do so safely. If a Ranged Weapon or Rifle is used to activate the skill, the character must still shoot their weapon, expending the bullet or releasing their arrow/bolt.  Standard bullet wound rules do not apply to the strike as it is assumed  you are causing the target to stop moving by intentionally missing them.

Underground Trade Contact - Permanent Skill - This skill denotes an NPC contact that the character possesses who is able to assist in finding information or employment of an illegal nature.  This skill can be purchased multiple times, each time denoting a different contact.  Unlike Trade Contact there are no restrictions as to the nature of the NPC.

Waylay - Action Skill - This skill requires that a player successfully strike the target between the shoulder blades while they are unaware of the player’s presence. A successful strike will knock the player out for 5 minutes. The target is not in any rank of Death count because of this skill, though they may be injured normally. Injuring the character will wake them.

Weapon - Permanent Skill -This skill allows the player to use the chosen weapon or combat style. The full list of weapon types/styles to choose from are as follows. Please see Class and General lists for which are available to you:

  1. Simple Weapons: The character may use a single Dagger, Staff, Sword or Club in either hand.  The character may not wield a weapon in their off hand or use a shield.
  2. Florentine Weapons: The character may use two weapons from the Simple Weapons category (excluding Staff), one in each hand.
  3. Ranged Weapons: Bow, Crossbow, and Throwing Knives (Bows and Crossbows allow for the use of Crit and Trip)
  4. Firearms:  Rifles and Pistols (Rifles allow for use of Crit and Trip)
  5. One-Handed Weapon and Shield:  The character may use one weapon from the Simple Weapons category (excluding Staff) and a shield.
  6. Great Weapons: Polearms, Bastard Weapons and 2 Handed Weapons (Swords, Clubs, Hammers, etc)

Willpower - Permanent Skill - This skill reduces the amount of time a player is affected by a Charm effect by one time step per rank. Charm effects reduced down to instant may be negated entirely or have a reduced effect instead.

Chapter 4: Combat

The following areas of the body may not be struck by a weapon at all: the head, the hands, the neck, and the groin. If you should accidentally strike a player in one of those areas the hit is not considered to have landed and you must immediately cease swinging at the person until you have determined if they are safe to continue combat. Though the chest is a legal strike area, please exercise caution when fighting women. A shield is not a weapon; you can use it to parry blows, but you cannot use it to pin a weapon or strike another player.

Physical contact outside of combat must be consensually agreed upon by both parties, prior to that contact being initiated.  Any player may deny physical contact with another player for any reason (you are never required to give a reason unless you want to, however), including after having previously given consent.  

It is the responsibility of your target to denote if you are swinging too hard.  If you continually swing too hard or if witnesses can corroborate that a single hit was egregiously forceful, you will be warned for excessive force.   Repeated offences will result in a combat violation, which may result in your removal from combat for the rest of the module.

Objects on your person that are not a weapon, shield or device that specifically indicates it stops or neutralizes a blow do not protect you against a weapon attack. If a blow lands on a pouch or shoulder bag on your person, it is still considered a good hit. It is illegal to deliberately block an attack with a body part that is not a legal target (such as the head or hands). Armor and certain Skills may allow you to take additional hits or to take action with disabled limbs, but these should be called out during combat when applicable.   If you think a player is not taking their hits fairly, please report them to a GM.

If you are struck on an illegal part of your body, let your opponent know by saying, “head strike,” or whatever is appropriate. If you are struck a second time, you may remove yourself from the combat with that player by stating “two-strikes” and walking away, and that player may not re-engage combat with you. If you land a blow and a player says, “head strike,” (or similar) always take their word for it.

A character may not “finish off” or “dismember” another character who is down or prone without a skill that says they can. No such skill exists within the general list and basic classes. We realize this requires suspension of disbelief but we believe it is a small concession to avoid further problems.

Weapons

Most Nerf and BuzzBee brand dart guns are acceptable and should not be modded except aesthetically. Please remember to keep the tip orange when painting them! Other types or brand of gun will need to be tested by a GM or Weapons Master prior to use.

Melee weapons should either be boffer (PVC covered in insulating foam and open cell foam on the tips) or latex. Weapons may be checked for safety.

Bows can be no more than a 35 lb draw and arrows must be larp-safe and foam-tipped. Players also have the option of using a bow (either real or PVC covered in insulation foam and open cell foam) and throw skill packets to simulate arrows instead. You cannot fire more than one arrow at a time.

Non-Combat Characters (Convention Edition)

Sometimes a player is unable to participate in the combat aspect of the game due to some medical reason.  In this case, the non-combat character must wear an orange headband that is labeled in black lettering “NON-COMBAT” and remain at least 5 feet away from combat active characters engaged in combat (if possible we recommend a longer distance if it is more prudent).  Additionally, non-combat characters may not carry or swing weapons or shields.   Combat active characters may approach non-combat characters within melee weapons reach and simply state “I strike at you” or “I strike your limb” depending on if they wish to injure or kill the character using a melee weapon.  The Non-Combat character may call any defenses they are able (Please note that the Parry skill requires a melee weapon, and therefore may not be called by a non-combat character).  The combat active character continues to call out their strikes verbally until the non combat character puts up both of their hands and says “I’m Injured”, starting their injured count normally.  Another character may then approach the non-combat character within weapons distance and use any medical skills they possess to attempt to save the non-combat character as normal.

Guns and Bullet Wounds (Convention Edition)

Rifles and Handguns cause a player to be affected by Bullet Wounds.  Bullet wounds will kill a character if they go untreated for the remainder of their injured count.  Bullet wounds also reduce the ranks of Tough a character possesses by one for one period (4 hours). This does not stack with itself.  If the PC or NPC does not have the Tough skill at all, they are instead under a pain effect until the wound is fixed, and must continue to roleplay the tenderness of the wound for the remainder of the period once the wound is fixed.


Death and Dying

When a character is struck in a limb, they lose use of that limb until it is fixed. Should a character be struck again in the non-functioning limb, it does not transfer to the Torso. However, players should not use this as an excuse to purposefully block with a non-functioning limb. Please see the Combat Rules section for additional details regarding Combat.

        Once a character has received a Torso blow that they cannot defend against, they enter the Injured state. Characters can moan, clutch wounds, cry for help at an audible whisper, and crawl slowly. In order to be brought out of Injured, another Character or NPC must use First Aid or other means of healing that indicates specifically that it will bring a character out of Injured. Characters can remain Injured for 10 minutes before they become Unconscious. Once unconscious, they require First Aid to be revived.  An unconscious character is still breathing, but cannot move or communicate in any way. There is no maximum time a character can remain in the Unconscious state, theoretically they can be Unconscious for an entire module. Should a character be suffering from a Bullet Wound while injured, they are killed instead of becoming unconscious.

Chapter 5: Science

Science is a major part of Aurum.  The exploration theme is not simply limited to physical places, it is also done through scientific discovery and innovation.  We realize that science is vast, and we cannot encompass all of it in a few skills within our game, so do not expect to find every single field of scientific study represented by a skill of some kind.  We prefer instead to instill the following core rule of science:

        

Any player may attempt to use their scientific knowledge to improve immersion so long as it does not provide a mechanical advantage or seem to be unreasonably out of reach of their character’s current abilities.

Theory and Practice (Convention Edition)

The mechanics of Science in Aurum are divided into Theory and Practice for the standard game.  For our convention rules we simplify these by combining them together, but we do explain the difference for those who eventually will try the full game. Theory is meant to represent abilities that a character has acquired through scientific study and research.  It will typically denote what schematics the character can learn and abilities that are analytical and research oriented. Practice is meant to represent abilities that a character has acquired through hands on training or trial and error.  It will typically denote scientific Action Skills and abilities that affect other players or objects directly.  Also note that some abilities imparted by the sciences are not applicable to convention games, but have been left here so that players get an impression of what the full game is like.

Scientific Fields

The following are the fields of Science that Aurum has developed mechanical skills for.  Please note that some names were used to encompass an overall general field.  We realize that there is a big difference between a Physicist and a Mechanical Engineer, but for game purposes both derive Practice and Theory skills from Physics.  It is the responsibility of the player to bring to life that distinction through roleplay.

Schematics:  Schematics are in-game items that have instructions on how to craft a scientific item; effectively they are blueprints.  In order to craft these schematics a character must either possess all of the appropriate fields of science, or work with another character who can craft schematics in the fields they are missing.

Mathematics

Math I

Basic Calculation - Allows a character to ask a marshal at the cost of one Action Point per question to provide a reasonable estimate to a mathematical question on a given encounter. Ex: figuring out the distance between one object and another or the general volume of an object. If the question is not relevant to the encounter, the marshal tells them and the Action Point does not count as spent.

Equational Reasoning - provides a bonus to researching knowledges and schematics in other fields of science. (Not applicable to convention games)

Geometrical Alignment - Spend an action point and 5 seconds of roleplay to increases the use duration of a mechanical or aetheric device by one time step. This can only be used on an item once per event.

Math II

Statistical Probability - Spend 1 minute working out figures and ask a Marshal a single question regarding the likelihood of a given event.  The character must have at least some basic data on the given event in order to begin the calculation.  The character may not ask the marshal the likelihood of a given event again unless a substantial amount of new data regarding the situation comes to light.  Examples include (but are not limited to): “Based on their known criminal records what is the likelihood that these bandits are currently armed?”, “Based on the size and weight of the Aethership, was is the likelihood we will plummet to our deaths should the second engine fail?” The answer will most often be presented in a percentage or a range based on which fits the question better.

Collaboration - The character may use their Story Development Action: Assist to add their Equational Reasoning bonus to another character's Story Development Action: Research. (Not applicable to convention games)

Precise Measurements - When crafting, double the generic components and increase the Crafting time by one interval of a Chemistry or Alchemy recipe to double the yield of the recipe.  The character may use this skill to assist others in doubling their crafting yield, so long as both players roleplay collaborating in the crafting.

Natural Science

Natural Science I

Design Medical Device - allows you to do a Story Development: Research action to design equal rank medical devices and use rank 1 schematics to build medical devices, as well as make rank 1 schematics.

Schematics:

First Aid Kit: Reduces roleplay time of First Aid by one time interval.

Field Surgery Kit: Reduces roleplay time of Treat Gunshot by one time interval.

Natural Research - Bonus into researching any recipes or knowledges in the natural sciences category (Not Applicable to Convention Games)

First Aid - This skill allows you to heal injured characters and requires 15 seconds of roleplay per use (reminder: First Aid Kits reduce the roleplay timer to 5 seconds per use).  A single use of first aid will do one of the following:

        

Administer Medicine I - allows you to administer any rank 1 medicine.  Chemical Formulas cannot be applied with this skill.

Natural Science II

Diagnosis - Spend 1 AP to ask any number of questions within 1 minute to a Marshal about a specific targets health and wellbeing. Some questions may require additional roleplay.

Design Medical Device II - Allows the character to do a Story Development: Research action to design equal rank medical devices and use rank 2 schematics to build medical devices, as well as make rank 2 schematics. (Not applicable to convention games)

Schematics:

Splint: Allows a character with First Aid to expend this item to fix a limb that has been disabled (via the use of Grit or some other means).  The limb must remain splinted for 30 minutes after receiving treatment before it can be used normally again.  While in the splint, if the character possesses the Grit skill, they may use this skill as per normal Grit rules. Doing so will require that the limb be fixed again with a new Splint and the 30 minutes to start over.

Treat Gunshot Wound - This skill requires 1 minute of roleplay. If used on a character that is currently in their Injured, Critical or Comatose count and affected by a gunshot wound, this skill will double the current count on their timer (effectively negating the halving penalty of gunshot wounds). If used on a character that is not currently in their Injured, Critical or Comatose count, it will reduce duration of the debilitation effects of gunshot wounds by 1 time interval. These effects provided by this skill cannot stack upon themselves even from other sources.

Administer Medicine II - allows you to administer any rank 2 medicine.  Chemical Formulas cannot be applied with this skill.

Physics

Physics I

Mechanical Design - Allows the character to do a Story Development: Research action to design equal rank mechanical devices and make rank 1 schematics.

Mechanical Intuition - The character gains a bonus to researching new designs in the Physics category (Not Applicable To Convention Games)

Schematics:

Bullet: Each craft session creates one bullet. (Convention Only) requires a “Craft: Anything” card to first be used to make gunpowder, then another “Craft: Anything” card to be used toward a bullet.

Melee and Ranged Weapons: Can craft any melee weapon, ranged weapon, arrows and bolts.  Arrows and Bolts have a yield of six.

Build Mechanical Device -  Craft an equal rank mechanical device.

Repair Mechanical Device - Repair a Rank 1 or 2 mechanical device by expending 1 generic component normally used to craft the device and 1 time interval less than it takes to craft the device roleplaying it’s repair. (During Conventions a Crafting card is used in lieu of a generic component)

Physics II

Physical Analysis - Allows the player to ask a marshal at the cost of one Action Point per question to provide a reasonable estimate to the physical properties of an object on a given encounter. Ex: figuring out what an object is made of, the general mass an object, etc.. If the question is not relevant to the encounter, the marshal tells them and point isn't spent.

Mechanical Design II- Allows the character to do a Story Development: Research action to design equal rank mechanical devices and make rank 2 schematics. (Not applicable to convention games)

Schematics:

Firearms: Can craft pistols, revolvers, and rifles.

Armor: 1 point of protection per category (1 for Light, 2 for Medium, 3 for Heavy)

Build Mechanical Device II -  craft an equal rank mechanical device.

Improvised Adjustments - When crafting a Rank 1 or 2 Mechanical device expend an additional named component to increase one numerical aspect of the device by one step. (example, Armor can take an additional point of damage, a devices duration lasts for an additional time step, etc.)  If the device does not have any numerical aspects (such as Firearms) then decrease the time to repair the item by two time intervals instead of one.  A given item can only have one improvised adjustment, and this adjustment will fade over time, making the item normal at the end of the event. A marshal will sign and date an index card describing the improvised adjustment that must be kept with the item card for the rest of the event.

Chemistry

Chemistry I

Chemical Design - allows you to do a Story Development: Research action to design equal rank chemical formulas and medicines and make Rank 1 schematics.

Schematics:

Iodine - (Medicine) Reduces the penalty duration of gunshot wounds and splinted limbs by one time interval.  The effects of this medicine stack with Treat Gunshot.

Ferric Chloride - (Chemical) Duration: 4 hours.  A piece of armor or weapon treated with this chemical will avoid the next strike or skill that would put it into repair.  For example, a piece of armor hit with a gunshot wound would typically be put into repair.  When applied, an index card signed and timestamped must be kept with the item card of both the chemical and the item being treated.  The chemical item card and the time stamped index card must be handed in when the strike is prevented or the duration has lapsed.

Formulaic Intuition - bonus to researching new designs in Chemistry category (Not Applicable To Convention Games)

Mix Chemical Formula I - craft an equal rank chemical formula or medicine.

Apply Chemical - Allows the application of Rank 1 chemical formulas to objects.  Medicines cannot be applied with this skill.

Chemistry II

Chemical Analysis - allows ask a marshal at the cost of one action point to provide a reasonable estimate to the chemical properties of an object on a given encounter. Ex: figuring out the chemical composition of an object, general reactive nature of an object, etc.. If the question is not relevant to the encounter, the marshal tells them and point isn't spent.

Chemical Design II - allows you to do a Story Development: Research action to design equal rank chemical formulas and medicines and make Rank 2 schematics

Schematics:

Gunpowder - named ingredient for bullets. (Convention Only) This item is required along with a crafting card in order to make bullets.

Minor explosive - Count as a single weapon strike in a 5 foot radius. Armor and Tough will stop this as normal. Can be phys rep’d with a skill packet or combat safe foam explosives phys-rep.

Mix Chemical Formula II - craft an equal rank chemical formula or medicine.

Apply Chemical II - Allows the application of Rank 2 chemical formulas to objects.  Medicines cannot be applied with this skill.

Aetheric

(Note, this field of science is also possessed by Hedgemages for mechanical purposes.  From a flavor standpoint, they approach this field through more occult means.  For example, instead of Aether Goggles they may posses a shard of crystal that they look through in order to garner the same effect)

Aetheric I

Aetheric Design - allows you to do a Story Development: Research action to design equal rank mechanical device and create rank 1 schematics

Schematics:

Aether Goggles: Requires Aetheric I to use. Spend 1 AP to be able to see Aetheric Forces and Creatures that may be hidden to the naked eye.

Aetheric Attraction Crystal: Aetheric Device Component (Convention Only) for conventions this item is not required in order to craft Aether Goggles, Aetheric Disruptors and Aetheric Stabilizers.

Aetheric Intuition - bonus to researching new designs in Aetheric category (Not Applicable To Convention Games)

Build Aetheric Device -  craft an equal rank Aetheric device.

Repair Aetheric Device - Repair a Rank 1 or 2 Aetheric device by expending 1 “Craft: Anything” card  and roleplaying repairing the item for 1 time interval less than it takes to craft the device.

Aetheric II

Aetheric Design II - Allows you to do a Story Development: Research action to design equal rank mechanical device and create rank 2 schematics

Schematics:

Aetheric stabilizer: Dampens Aetheric fields by 1 rank while active.  Duration 1 Hour per charge.  This item has 5 charges before needing to recharge (via repairing the item).

Aetheric disruptor: Counts as physical attack vs Aetheric creatures only. Bypasses armor and Tough. Can only throw one at a time. Packet cast.

Aetheric Analysis - Allows the player to ask a marshal at the cost of one Action Point per question to provide a reasonable estimate to the Aetheric properties of an object, creature, or force on a given encounter. Ex: figuring out the if an aetheric force can manifest, general information on the Aetheric resonance of an object, etc. If the question is not relevant to the encounter, the marshal tells them and AP is not spent.

Build Aetheric Device II -  Craft an equal rank Aetheric device.

Aetheric Tampering - Double the effectiveness of an Aetheric Device when activating it.  The object is destroyed at the end of its duration and cannot be repaired.  This skill may not be used on objects that are naturally destroyed by their use (such as Aetheric Disruptors).


Chapter 6: Alchemy, Occult, and Poisons

Occult

Occult I -

Arcane Study I - Gives bonus to researching new rituals and ability to follow and create ritual scrolls and tomes.

Rituals:

Warding charm - Stop one physical or magical attack directed at the person wearing the charm. The character must call “Warding Charm” aloud when using it. You can only have three active defensive magic items on you, and each must be unique. The Warding Charm is destroyed upon use or at the end of the event..

Beguiling Sachet- A small pouch or bag that is placed upon the target.  Once it is in the targets possession, the character must spend an action point to activate it calling out “Beguiling Sachet”.  You can only have three active offensive magic items, and each must be unique. The effect of the sachet is identical to the Charm skill in terms of effect and duration, but counts as a magical attack instead of a charm effect. Once the duration is over, the target will know that they were under a spell effect. The Beguiling Sachet is destroyed upon use or at the end of the event.

Arcane Ink - Once the ritual is complete it will create enough ink to cover one 8.5*11 sheet of paper which will fade from the page but can be read by anyone with Arcane Sight. The ink otherwise acts and has properties of standard pen ink. This does not count as either a defensive or offensive magic effect.  Arcane Ink can be stored indefinitely, but is used up once applied.

Arcane Sight - spend 1 AP to see the arcane properties of things. Certain things may only be able to be seen with Arcane Sight. This information would be obtained through a marshal or marshal notes

Occult II

Arcane Tampering - may attempt to dampen or enhance the flow of magic in a magic device/area (at most 8x10) and depending on nature of tampering may have unexpected or catastrophic effects. Requires 1 AP. If it is deemed that the character does not possess enough skill to tamper or that the device/area does not contain enough magic to tamper, the AP is refunded.


Arcane Study II - Can Research Rank 2 scrolls and tomes.

        

Rituals:

Spirit Fetish - This ritual creates a permanent fetish that requires the person using it to possess the Occult II skill.  It allows the user to expend an Action Point in order to be able to ask a spirit one question and hear that answer.  The spirit must be truthful and keep their answer to three sentences or less.  A spirit may not be the target of any Spirit Fetish more than three times in a single encounter.

Sever Lesser Bond- This ritual, once complete, will sever the bond between a willing target and a magical item in their possession.  This ritual has no effect on the item itself, and if it is cursed, it is possible that it will curse a new target as per that items rules.  It can also be used to release a target (willing or unwilling) from Rank 2 or lower curse, or a Rank 2 or lower spiritual possession.  

Enchant Weapon - Once the ritual is complete it will enchant a single weapon, arrow, bolt or bullet to strike once for Magic.  A weapon may be used normally until the magical attack is invoked. An arrow, bolt, or bullet will expend the enchantment once fired. Certain supernatural creatures are harmed or killed by magical weapons that would otherwise not affect them.  The attack may be defended against normally.  This enchantment lasts until used or the end of the event, whichever comes first.

Poisons

Poisons I

Detect Poisons I - Spend 1 AP to detect Rank 1 or 2 poisons in an object or food. If used in conjunction with the Natural Science II Diagnose skill, will detect the exact poison in a person’s system.

Administer Poison I -May handle and use Rank 1 or 2 poisons, placing them onto an object or food.

Poisons II

Venomous Studies - Gives a bonus to researching new poisons and the ability to follow and create Rank 1 poison recipe scrolls.

Manufacture Poisons I - Craft rank 1 poisons

Recipes:

Sandman's Tears - Slows the character’s movement for its duration. The character may not run but they can slowly jog/fast walk. They can swing weapon once per 5s. If the character becomes inactive for 10s, they will fall asleep. Loud noises, a gentle nudge etc will wake them up. Ingested, contact or inhaled

Creeping Death - Slow death poison. Kills the person poisoned after 8 hours. After 4 hours, they will look visibly ill- sweating, coughing, pale. If they're asleep, they'll awake to coughing fits. After 8 hours, dead-dead. Ingested or contact.

Alchemy

Alchemy I

Basic Transmutation I - Take two named alchemical components and transmute into a single but different alchemical component used in rank 1 alchemical compounds. Takes 5 minutes to transmute. (Not applicable to convention games)

Apprentice Alchemist - Spend 1 AP to identify an alchemical compound.  May also craft Rank 1 Alchemical compounds and rank 1 recipe scrolls.

Recipes:

Lesser Antidote - heals a rank 1 poison

Healing draught -(Full Game Version): rollback death count 1 step. Cannot be used once Dead-dead. (Convention Version): Instantly awakens an Unconscious Character back into the Injured state, or an Injured character back to full health with all of their wounds restored.

Lesser firebomb - Counts as physical attack. Bypasses armor, does not bypass Tough. Can only throw one at a time. Packet cast.

Alchemy II

Basic Transmutation II - Take two named alchemical components and transmute into a single but different alchemical component used in rank 2 alchemical compounds. Takes 5 minutes transmute. (Not applicable to convention games)

Journeyman Alchemist - May craft Rank 2 Alchemical compounds and rank 2 recipe scrolls.

Recipes:

Antidote - heals a rank 2 poison

Pure Breath Potion-Duration: 10 minutes. Allows a character be be able to breathe normally for 10 minutes in situations that would impede such, including being able to breathe underwater. (This means a character could survive breathing in poisonous gas or smoke for the duration).  

Firebomb - Counts as physical attack. Bypasses armor, does not bypass Tough. Can only throw one at a time. Packet cast. Strikes everyone in a 5’ radius from the primary target.