Other Rules 2017-06-06T15:30:50+00:00

Over the years, our players and staff have come across situations that didn’t have a previously written rule. In these situations, it is the job of staff members to decide how something works on the spot to keep the game moving. Sometimes these rulings become assumed or “unwritten rules” when these spot decisions are held onto. Sometimes, two spot rulings would even conflict with one another, leaving players unsure of how a given mechanic worked. We wish to rectify and clarify these “unwritten rules” by making official rulings to those situations in the below text. This will be an ever-expanding section that covers anything new that comes up as well.

 

Point and click ruling

A prayer, spell, or skill that is delivered via Point-and-Click can only be negated. If the Point-and-Click deals any kind of damage (Body, Fire, Damage, etc) it may be avoided with the skill Evade.

 

Breaking down doors/barring doors

 

Forced Entry

 

This details the ways in which entry may be forced through a barred or locked door.  There are three ways to force a door open: damaging the door with weapons, forcing the door off its hinges/mortise, or using explosive charges.

 

Damaging Doors

 

Doors have Body Points and a Soak, which differ depending on the door.  Attacking the door and using explosives subtract from the door’s Body.  Explosives ignore a door’s Soak and cause triple (3x) damage (and may potentially cause structural damage to the building).

 

Only certain weapons will damage a door: Hafted Weapons, Fists, Spells, and Prayers.  All of these must still overcome a door’s Soak in order to cause damage.

 

Breaking Doors Down

 

Forcing a door from its hinges or mortise requires a strength equivalent.  A person with no strength enhancements counts as having 1 person’s strength.  Breaking down a door requires 1 minute of loud banging from each person (be careful not to break anything or strike any delicate surface).  Locks do not protect a door from being broken down.  Only two people at a time may attempt to break down a single door, due to its width.  Up to four people may attempt to break down a set of double doors.

Type of Door Soak Body Points Breakdown Strength
Standard Door 3 30 2 people
Barred Standard Door 3 40 3 people
Heavy-Barred Standard Door 3 50 4 people
Heavy Door 5 60 5 people
Barred Heavy Door 5 70 6 people
Heavy-Barred Heavy Door 5 80 7 people

 

Bar

 

A bar is a wooden beam that fits in a slot on the door.  There are two types of bars: standard and heavy.  Bars add Body to a door as well as increase the Breakdown Strength.

 

A Standard Bar takes 1 person to install.  A Heavy Bar takes 2 people to install (or one person with a strength enhancement).

Type of Bar Body Points Breakdown Strength
Standard Bar 10 +1 person
Heavy Bar 20 +2 people

 

All buildings are assumed to have Standard Doors and Standard Bars for their doors.  The Iron Dragon Tavern is the only building with Heavy Doors and a Heavy Bar.  Heavy Doors must be double doors.

 

Battering Rams

 

Since only two people can effectively attempt to break down a single door, a ram allows more participants to add their strength to the effort.  The ram does no damage to the door, but has a strength equivalent to all of the combined strength of the people helping to swing it.  Each person is required to hold the ram with both hands.

 

Special Spells/Prayers

 

The spell Wizard Lock has no effect on forced entry.  The prayer Ward protects against all forced entry.

 

All barred doors must have a sign that says the door is barred.

 

A staff member must be present to marshal any forced entry.

 

Buildings Fire/Explosives and Structure Damage

 

The formula for Base Structural Integrity:

 

Construction Type (multiplier) x Building Size = Total Base Structural Integrity

 

Wood = a multiplier of 1

Mixed (wood and stone) = a multiplier of 2

Stone = a multiplier of 3

 

Building Construstion Type

(Wood-Mixed-Stone)

Building Size Total Base Structural Integrity
Tavern Wood 100 100
Abby Stone 40 120
Protectorate Wood 60 60
Library Wood 48 48
Lodge Wood 40 40
Cabin Wood 18 18

Notes

 

Structural Integrity Points are not the same as body points. Weapon strikes will not cause a building to lose structural integrity points.

 

Damage from fire cannot exceed 25% of a stone building’s structural integrity.

 

A building of mixed construction has double the amount of base structural integrity points a similar building of wood would have. A building entirely made of stone has triple the amount of base structural integrity points a similar building of wood would have.

 

Other factors may be used to increase a building’s structural integrity point total (such as out-of-the-ordinary materials or precautions, magical wards, or blessings). These factors will modify integrity points based off the “Total Base Structural Integrity” on a case-by-case basis.

 

Explosive charges cause triple (3x) damage to structures.

 

The Prince’s Keep is stone with a wooden Palisade.

 

Explosions

 

Explosive Damage = Structural Damage

 

If the damage from explosives reaches or exceeds the building’s Total Structural Integrity, the building is entirely and irreparably demolished.

 

Fire Damage

 

A fire is set by constructing and lighting an Ignition Point, which requires 5 minutes of roleplaying.

 

Fires cause 3 Structural Damage every 10 minutes. The integrity points are lost at the end of the 10-minute period.

 

Setting additional ignition points beyond the first can increase this damage by 1 Structural Damage point PER 10 minute burn period PER additional ignition point first. Each additional burn point requires 5 minutes of role playing to set.

 

With the proper use of oil, the time needed to construct an ignition point can be reduced. Using one gallon of oil will reduce the role playing time needed to construct and light an ignition point to 1 minute, instead of 5 minutes.

 

Oil can also be used to speed up the burning process of a building. Spreading one gallon of oil PER each 10 of the building’s structure points will count as one extra ignition point on the building. This will therefore add plus one damage to each 10 minute burn period.  (Cannot exceed +1 Ignition Point by this means)

 

When calculating fire damage, fires do –1 damage PER 10 minute burn period in light rain, and –2 damage PER 10 minute burn period in heavy rain.

 

Controlling a Structural Fire

A controlled fire is still burning, but is not causing any more structural damage.  

In order to control a fire, 1 person is required per 3 points of structural damage caused by the current fire.  The time required to extinguish a fire depends on the amount of structural damage it caused.  The fire is extinguished at a rate of 10 minutes per 3 points structural   damage accrued per person above the amount required to control the fire.

 

Example:  A building has been burning and has accumulated 15 points of structural damage from the fire.  5 people are needed to control the fire.  If six people are present, the fire will be extinguished in 50 minutes ((15 SD/3 x 10 min)/ 1 person).  If 8 people respond, the fire will be extinguished in 20 min ((15 SD/3 x10 min) /3 people).   

 

Special Rules

 

Apprentice Craft Firefighter—Counts as 2 People.

Journeymen—Count as 3 people.

 

Master—All persons under their direction count as 2 persons.

 

Fall Damage

Fall damage is calculated based on how far you fall. A character will take 1 point of Body damage for every 10 feet they fall. ie. If you fall 30 feet, you take 3 points of body damage. A skill like break fall will half that damage taken rounded down. So if you fall 30 feet and have break fall, you now take 2 damage.

 

Number of characters

Having more than 1 character is possible in Wyvern Rising. Thanks to our new database, the number of characters you can have is now increased. You can have 1 of each race before you have to retire a character. That means you can have up to 10 characters at a single time. Though you can still only play 1 per event unless one of them perms.

 

Elite Paths and teaching

You can not teach or psychotransfer skills that are on an elite path unless they are part of a normal sphere.

 

Strength Mods/throwing

 

Strength buffs and abilities stack as long as they are uniquely named.A normal person is assumed to have strength x1 or base strength. You can have strength rush, incredible strength, and brute strength on you at the same time for Strength x4. You can not have the skill strength rush and a prayer or spell that causes strength rush on you at the same time, they do not stack.

The skill throw allows you to throw someone 10 feet. Having strength modifiers allows you to throw someone 10 feet farther for each modifier. When you throw someone 30 feet, they also take 1 point of body damage. You take 1 more point of body damage for every 10 feet after 30 feet. If you have incredible strength and strength rush, and you use the skill throw, you can throw someone 30 feet and deal 1 point of body damage to them.If you have brute strength on top of that, you would deal 2 body damage.

Having a strength mod allows you to throw someone out of combat without the use of the skill throw. If you have strength x2, you can throw someone 10 feet, maybe across a pit, without expending any END.

 

Breaking Weapons

A weapon can only be broken by another weapon on the same line or lower on the below list. In the case of monsters that use claws, if they have the skill break weapon, the claws are considered polearm equivalent for the purpose of breaking weapons.

Smallest

Small weapon

Club = 1 hand blade

Bastard blade = 1 hand halfted

staff

Bastard halfted = 2 hand blade

2 Hand Halfted = Polearm

Largest

 

Crafting during an NPC shift

You may not craft during an NPC shift unless you are doing an extra shift when asked by the game staff. This can happen due to a mod running late or someone specifically asking you to play a special role. If you have any questions, please ask the game staff at the start of your extra shift if you would like to be crafting.

 

Deathblows

Deathblows are a representation of using a killing blow at Wyvern Rising. Anyone may perform this ability, the only requirement is that the target is in their death count. If the target is in the first or second stage of their death count when a death blow is performed, they immediately start the 3rd stage of their death count.

 

Taking off limbs while out of combat

You can take off the limbs or head of things while out of combat with the skill dissect to be used in things like rites, rituals, alchemy, or smithing among other things. If you wish to remove something like the head or arm of a monster just for a trophy, a 10 count of “cutting limb 1, cutting limb 2…. “ needs to be performed. Some monsters or people may be resistant to this effect. At this point, a staff member needs to be consulted to perform the act.

 

Alchemy and how it works

Throwing alchemy is considered a special attack. This means that skills like dodge, evade and deflect can block or avoid alchemy. AOE rules still apply for AOE alchemy, so you will need a skill, spell, or prayer that can work inside of an AOE to stop that effect.

 

Using skills together

Special attacks can not be used together. Skills that increase damage can be used together in accordance with the skill descriptions.

 

Magic/Faith and their verbals

In Wyvern Rising, a character casting a spell or prayer needs to use a verbal component. This is represented out of game by saying the spell or prayer’s name and its effect. What this represents in the game world is a character’s personal wording to make the prayer or invocation manifest. Other characters cannot discern the name or nature of a spell or prayer based solely off of the verbal component.

 

Dying and what is going on around you

First stage – Can call out and make the sounds of dying. Do not know what’s going on around you

Second stage – Completely unconscious, shallow breathing, can not see, move, or talk at all

Third Stage – On death’s door, you are no longer breathing and can not see, move, or talk at all

 

AAR format

AARs are after action reports. This allows a character to go somewhere or do something in between events. This is meant to allow players to continue their game outside of the event weekend. This is not meant to make the game into a mud or text based game. AARs should be short and to the point and should not include if then statements. You are only allowed to do a single thing, so no laundry list of things you want to do. A good AAR should be kept to about 5 sentences or less. Some skills can also be used inside of an AAR, like research  or pick pocket. You can also craft during an AAR. The emails to send your AARs are-

Wyvernrisinglarp@gmail.com for normal AARs

Wrcrafting@gmail.com for crafting AARs

 

Example AARs –

Vlad wants to go to the keep to use the skill research and try to find information on how to make the perfect beef stew.

Dalinar goes to Anchor Point and looks for mages or a mage school. He wants to inquire about new elemental spells he can purchase or trade for.

Truth and Lies

Some skills in Wyvern Rising can make a character tell the truth, some just allow the person using the skill to know the truth. Some skills allow you to lie even through the use of those other skills. The rule is, if a spell, prayer, or skill makes you answer the in-game question, it is mind altering, and therefore a skill like Willpower can resist the effect. If the spell, prayer, or skill does not make you answer an in-game question asked, you need a skill such as silver tongue to be able to lie in this situation.

 

To avoid situations that could lead to metagaming, you may tell the lie, and find a rules marshal or game staff member as soon as possible to let them know you used a skill, spell, or prayer to do so and it has been expended.

 

Channeling Spells and Cantrips –

You may channel a spell with the Channel spell skill. Cantrips can be channeled via the channel spell skill at a rate the same as a rank 1 spell.

 

No Effect Calls

When someone calls “No Effect” that means the damage type or damage amount you are causing is not working on them. This can be for instance like normal “damage” not working against some unholy, they would call no effect when you swing a mundane weapon at them. This is also the call for things like a soak. At that point, you have to reach a certain amount of damage before it takes effect.

 

Drunk Rules

DRUNK RULES

When drinking alcohol, characters have the opportunity to become intoxicated.  The following rules cover these situations.  They are not intended to be used on a continual basis but should be instituted at a staff member or rules marshal discretion when necessary.  Some possible situations may include drinking contests, excessive drinking by and individual or group, or special plot-related situations.  It is generally the responsibility of the drink server to monitor compliance with these rules.

Each alcoholic drink is assigned a numeric potency value.  Whenever a character consumes a drink they must roll a die.  The type of die to be rolled is dependent upon the character’s race.  A die roll that equals or exceeds the potency value of the drink allows the imbiber to avoid any intoxicating effects of that particular cup.  A roll under the potency value causes that character to gain one (1) ‘Drunk Point.’

When a character receives Drunk Points equal to one-half (round up) of their max body points, they become intoxicated and must role-play the appropriate effects. If someone at 3 body gets 2 drunk points, they are now intoxicated.If you have 5 body you need 3 drunk points to be intoxicated. The character is also subject to additional limitations as listed below.  They will regain sobriety when Drunk Points fall below one-half of his/her max Body.

When a character receives Drunk Points equal to their max body points, they pass into unconsciousness.  They will regain consciousness when Drunk Points fall below his/her max Body.  Drunk points are reduced at the rate of one point per hour, beginning after the last drink was imbibed.  Therefore, a character will remain passed out for one full hour before regaining consciousness (though they will remain intoxicated a bit longer.)

Die Roll:      

1d6-True Elf, Lacrean

1d8-Human, Barbarian, Sethen, Wild Elf, Dark Elf 

1d10-Orc

1d12-Dwarf, Oelyte, Gen’ii

Effects of Intoxication:

Role-play drunkenness.

x2 cost for all ability-based (DEX, END, PRE) skills

-1 damage to all weapon strikes, including ranged

Unable to cast/invoke any spell/prayer over rank 2

Immune to Fear effects

Potency:

In-Game Drink Soda Type Potency
Ale Golden Birch Beer 3
Dark Ale Cola 3
Dwarven Ale Root Beer 5
Whiskey Ginger Ale 5
Strong Whiskey Extra Spicy Ginger Ale 6
Mead Pineapple 3
Dark Rum Dr. Thunder/Dr. Pepper 5
White Wine Lemon-Lime 4
Sweet Wine Grape 3
Elven Wine Raspberry 4
Orcish Blood Wine Red Cream 6
Oelyte Citrona Orange 7
Sethen Rau Th’deen Mt. Lightning/Mt. Dew 6
Blue Zombie Blue Fruit Soda 4
Diamond White Birch Beer 8