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Core Rules 0.9 (beta).
Inspiration and thanks- Mandala LRP, Profound Decisions: Empire, Dragonbane, Labyrinthe, Heart of Pargon, The Dead.

IntroductionThis document contains all of the core information for playing PWM games. These rules are designed to work with a number of different settings. Additional rules for each setting are detailed in its supplement. The golden rule, in all cases, is keep the game going. Rules and stats will be kept at a minimum, and should act as a guideline for portraying your character. These rules are designed to be played co-operatively, in order to create the best roleplaying experience for everyone involved. Strict application of the rules is not so important; they are guidelines to help you play the game better. I trust you! You cannot cheat, only play poorly. My advice is to focus on your own character injuries, and capabilities, and trust everyone is playing the game in the spirit it was intended. Character creationConsider the type of character that you wish to play within the setting, this will help you define what tasks you can perform in game, and your general area of expertise. You are also encouraged to come up with a bit of backstory, almost a character CV. Detail is encouraged, but it should be seen as a tool with which to drive your story in game. Some good points to address would be; A positive life defining moment. A negative life defining moment. Personal strengths, and weaknesses. Experience, or any relevant skills that my help you during the game. This background will help you get a feel for your character, and also, in some cases, may aid the refs and game organisers in assigning skills and so on. In addition to this, you have 6 points to assign your characters three core attributes; Mind, Body and Spirit. These act as basic ratings for your character. Each attribute must be assigned at least 1 point. These will used mechanically, and will allow you to perform various tasks in game. Example uses for your attributesMind: Mental prowess, aptitude for learning, hacking, doctoring and spellcasting. Body: Physical toughness, strength, endurance and fortitude. Spirit: Spiritual fortitude, willpower, aptitude for harnessing the innate, charisma. CombatCombat should be as fluid and a cinematic as possible, imagine you are in an action movie. Therefore, should any combat happen, it should be portrayed as a real situation with real repercussions and players should act/react accordingly. If you are hit in the arm, favour that arm, scream in pain. If you are hit in the leg, stumble, fall even. Consider how you would want others to react to your blows and react accordingly yourself.

Combat, like any other part of the lrp, should be fun for the participants whether their character was the victor or the defeated. To that purpose work with each other to create enjoyable combat situations. PWM uses hits to keep track of combat damage. These hits represent how much damage you can endure before you are wounded so badly that you start dying. You lose one hit per each you are struck by a weapon, it doesnt matter where you are struck. Some weapons, like guns, bows or explosives will reduce your global hits to zero immediately. Fists and blunt weapons may be used to inflict non-lethal damage, and to subdue another character, this must be done responsibly, and is based on roleplay. Usually, each character has 2 global hits, plus their Body attribute in additional global hits. Living and dyingThere are many, many forms of injury or afflictions which could be visited upon your character. PWM uses a simple grading system to help you determine the roleplay and effects of your characters injuries. Hopefully, these grades feel like real consequences of violent action, as well as being fun and immersive to roleplay. Unhurt and healthy. Being unhurt, healthy and well takes into account your physical, mental an emotional state. Someone who has not been afflicted by illness or violence of any sort is considered unhurt and able to perform all daily actions unencumbered by pain or weakness. When reverting back to Unhurt and healthy you regain all of your global hits. Hurt, or unwell. When a person has been affected by direct physical or magical violence, gone days without food or water, disease or intense mental trauma is considered hurt or unwell. When you are hurt, sick or unwell you are in visible pain and are reluctant to move or perform strenuous tasks. In such a state you need rest and friendly care. A person is considered physically hurt when they receive a single blow or cut. The pain of the injury, like a real life injury, resides in the part of the body damaged. A cut leg will be difficult to walk on, an injured arm would need to be put into a sling, etc. Magical afflictions, sickness and mental trauma can take a variety of forms that affect both your mental and emotional state. Someone magically imbued with passion will seem livelier, someone with a cold will suffer headaches, someone who has witnessed a traumatizing event will be in shock, etc. A high Spirit and Body rating may allow your character to ignore some roleplaying effects, as the situation permits. You may be able to go an extra mile on that bad leg, or withstand a further day without food through sheer willpower. Conversely, a lower rating will yield a lower tolerance. A person who is hurt, sick or unwell will recover with decent meal and a good night sleep. Effects may linger, such as twinges of pain, fatigue and flashbacks but the person is considered unhurt, healthy and well. Injured or severely debilitated. A person who has lost all their global or who has a difficult illness is considered injured or severely debilitated. A person who is injured or severely debilitated is either crying in pain or mute in agony. In such a state a simple nights sleep will not heal the injury or ease the effects of the grave illness. The patient requires the attentions of a healer. If left unattended the patient will eventually die. If the patient is treated by a healer and receives a significant period of rest they will become hurt or unwell and will continue recovering as described under Hurt or unwell. Once injured or severely debilitated the character has 1 hour per point of Spirit before they die. This is known as the grace period.

Defeated, dying, terminal. A person targeted by the vilest of magic, poisoned or who succumb to their wounds will be defeated by their affliction and fall into the sleep of the dying. They will have trouble moving around unassisted, but may otherwise perform small appropriate actions. However, the character must elect to die at some point before the end of the event. This allows them some time to keep playing the character if they wish, and to enact their final wishes, or curse their slayer. In truly exceptional circumstances a character may find themselves brought back from the brink. Should this ever happen it will take months for a person to fully recover from wounds of that severity. A person who has been so close to death will not easily shake off its grip. For the remainder of the game the persons healthiest state will be as described under Hurt or unwell. Execution. Any character may be immediately killed, by way execution. You may spend an appropriate amount of time and roleplay to deliver a killing blow to a helpless opponent. They are slain instantly, and have no grace period. Roleplaying EffectsMany effects may target you, such as spells, auras, or mind altering substances that come with the tag roleplaying effect and a direction. This direction states an influence on your characters personality and mood. Although your character cannot ignore the effects it is up to you choose how your character responds to the feelings they are experiencing, and the direction that they have been given. Often, your character will be able to resist the effect, or respond to it differently. His may come from your most applicable Mind, Body or Spirit attribute, or possibly from a character quirk derived from your background. For example, your character steps into a room with an aura of confusion cast upon it. As you step through the threshold you spy a note that reads Roleplaying effect: Confusion. Resist: 3 mind. Note: If you are a lycan, this instead becomes Roleplaying effect: Bloodthirsty rage.. In this example, the character stepping into the room is a lycan, so his roleplaying effect is to enter a beserk rage and attack those around him, however, his Mind is keenly honed and he posses an attribute value of 3 so he resists the effect altogether. Thankyou!I hope this all makes sense! Thanks for reading. I look forward to seeing how this first draft works in play. In the immortal words of the Mandala team; Die when you think it will be fun, live when it feels right, and so it goes

!"#$Core Rules v0.9 by Will Hudson.


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