Patch 1.3
New:
- Added https://ageofasheslarp.com/durandihim/
- Added https://ageofasheslarp.com/lamentian/
- Added https://ageofasheslarp.com/cult-of-night/
- Added https://ageofasheslarp.com/kemat-tharos-aegos/
- Added https://ageofasheslarp.com/karas/
- Added https://ageofasheslarp.com/totem-of-might/
- Added https://ageofasheslarp.com/totems-of-life/
- Added https://ageofasheslarp.com/totems-of-guile/
- Added https://ageofasheslarp.com/haugway/
- Added https://ageofasheslarp.com/mama-mort/
- Added https://ageofasheslarp.com/rimari-sensorum/
- Added https://ageofasheslarp.com/broken-bough/
- Added https://ageofasheslarp.com/grey-ones/
- Added https://ageofasheslarp.com/hooded-flame/
- Added languages page to site with handsign image: https://ageofasheslarp.com/languages/
- Added NPC Guild Intro Page: https://ageofasheslarp.com/guild/ under Events
- Righting Wrongs – a guide to atonement – was added under Devotion and Faith menu header https://ageofasheslarp.com/righting-wrongs/
- Added placenta as a farming or hunting rare gathering item
Changes:
- On Terms https://ageofasheslarp.com/terms/:
- Following terms were added to the terminology and states page along with sign images
- Stealth: A condition in which is a character is hidden from sight, indicated by covering ones face with a splayed hand. Generally requires shadows or at least 50% partial cover, although there are abilities that mitigate this.
- OOC: Out-of-character, indicated by placing a closed fist on the upper part of the forehead. This shows that the character is not really there and cannot be perceived by another. The OOC symbol should be used to ask questions and clarifications.
- Changed: Grab- The defender becomes grappled, only allowing light weapons and unarmed to be exchanged from either the attacher or the defender. Grab may be both Dodged and Parried against. However, once in Grab, the only way to break it is with Push or the Attacker relenting by defeat or choice. This cannot be used on a shield.
To: Grab- Using a natural weapons boffer, the defender becomes grappled, only allowing light weapons and unarmed to be exchanged from either the attacher or the defender. Without a special ability neither party may take any steps, although the attacker may pivot both parties. Grab may be both Dodged and Parried against. However, once in Grab, the only way to break it is with Push or the Attacker relenting by defeat or choice. This cannot be used on a shield. - Changed: Push- The defender must move five full steps back. If the defender cannot move back any further steps safely, then they must count the remaining steps aloud as seconds before taking further action. Push breaks Grab.
To: Push- The defender must move five full steps back. If the defender cannot move back any further steps safely, then they must count the remaining steps aloud as seconds before taking further action. Push breaks Grab. If using Push as part of the Brawl tree, a natural weapons boffer must be used to touch the defender to initiate the Push.
- Following terms were added to the terminology and states page along with sign images
- Changed Downtime and Travel Risk into Organization and Downtimes and added additional information about the Organization system: https://ageofasheslarp.com/organizations-and-downtimes/
- Body Modifications and Maims changed to Changes of the Body, and diseases were added to it. https://ageofasheslarp.com/changes-of-the-body/
- Changed: If a mutation is taken at character creation or is otherwise permanent, it will return once the maim is resolved or when a character returns from death.
To: If a mutation is taken at character creation or is otherwise permanent, it will return once the maim is resolved or when a character returns from death if the main occurred within the same day that they died.
- Changed: If a mutation is taken at character creation or is otherwise permanent, it will return once the maim is resolved or when a character returns from death.
- Forum link added under More
- Specific XP spends for languages added to: https://ageofasheslarp.com/experience-progression/: New Language (with proper skill and teacher): Common: 2xp, Obscure: 3xp, Lost: 5xp
- Depravity and Sins moved under Devotion and Faith menu header
- Terminology, States, and Conditions changed to Terms in the menu
- On: https://ageofasheslarp.com/combat/
- Change: Heavy Weapons– The length of this weapon should be approximately your height, but should not exceed 72″
- To: The length of this weapon should be approximately your height, but should not exceed 75”.
- Added: Brawl: The use of offensive Brawl skills requires the use of a Natural Weapons boffer, including the offensive use of Push. To use the call Push defensively to break Grab, the user needs to have at least one hand unarmed. If using a two handed weapon at the time of Grab, the user will need to drop their weapon in order to defensively call Push. Grab and the offensive use of Push may be either Parried or Dodged as a defense. If the user wishes to move the target without the skill Carry, they may only move them within the sphere of a pivot in place.
- Added: Brawl boffers cannot be used to block another brawl boffer, as they are meant to represent punching/grabbing.
- Changed: Natural Weapons – Padded red or red-marked batons where the padded part is approximately between 6” and 18” and the entire weapon cannot be longer than 21”. You must strike with the padded section of the weapon. Monsters may use natural weapons that are longer than this to signify claws and monstrous attacks.
To: Natural Weapons – Primarily used in brawl, these padded red or red-marked batons have a padded part that is approximately between 6” and 18” and the entire weapon cannot be longer than 21”. You must strike with the padded section of the weapon. Monsters may use natural weapons that are longer than this to signify claws and monstrous attacks. For natural weapons that are not brawl related, such as stitching tentacles, check the schematic for required lengths. - Under weapon qualities added: Weapon quality calls are delivered after a successful blow has landed, but before any defense is called.
- On: https://ageofasheslarp.com/dhampirs/
- Added: Blood is acquired through the Dhampir bite, which is is painful and traumatic, damaging the tissue of wherever the wound is inflicted upon. Dhampirs may take blood from any sentient target that is willing, helpless, or incapacitated by making a Bite call. If the target is not willing or incapacitated, then a Dhampir may make a Grab call, followed by the call Bite, and then feed. Feeding takes the space of a rest and Downs the Target. This feeding grants the Dhampir one liter of blood. A second feeding will grant a second liter, but will drain the victim completely and kill them. If a vampire feeds on someone who is Downed or Battered, then the target is also killed. Any target that has been drained to the point of death cannot be harvested for any other essences or body parts. Feeding on a human by a dhampir in this way does not qualify as Deadly Greed. A Dhampir may choose instead to consume the sanguine essences of a sentient creature rather than drinking it directly, with a liter of blood being approximately equal to two sentient sanguine essences. In addition, a dhampir may drain another dhampir of its store of blood, after successfully draining the victim of their first two liters of blood as normal.
- Change: Sin Eater. The Dhampir assumes their rightful mantle as an apex Malefic, and may banish an unwanted creature from their sight. By exhausting four liters of stolen blood and cutting their hand, taking a wound to that limb, the Dhampir is able to deliver a touch attack that disperses any Night Malefic (even incorporeal ones) for at least an hour. This does, however, draw the creature’s attention to the Dhampir in the future, for good or ill.
To: Sin Eater. The Dhampir assumes their rightful mantle as an apex Malefic, and may banish an unwanted creature from their sight. By exhausting four liters of stolen blood and cutting their hand, taking a wound to that limb, the Dhampir is able to deliver a touch attack with an OOC call that disperses any Night Malefic (even incorporeal ones) for at least an hour. This does, however, draw the creature’s attention to the Dhampir in the future, for good or ill. - Changed From: Sanguine Thirst: They must drink enough to Down the human creature (Two limb wounds, or one to the torso) to gain one liter.
To: They must drink enough to Down the sentient creature (Two limb wounds, or one to the torso) to gain one liter. - Added: It is not necessary to spend XP to obtain Dhampir powers immediately after completing the unlocking ritual, much like how Paladins obtain their powers. The exception to this is Night’s Noblesse- while a dhampir may bank one resolution of a night malefic to unlock the power they cannot bank multiple resolutions in order to create multiple dhampirs at once. Regardless, one act may only apply to one unlock.
- In Night’s Noblesse on dhampir, changed: For the next year and a day, the new Dhampir suffers from a major compulsion to protect their maker, and can visit no violence against them.
To: For the next year and a day, the new Dhampir suffers from a crippling compulsion to protect their maker, and can visit no violence against them
- On: https://ageofasheslarp.com/mages/
- Change: A Magician who is released from her guild’s tutelage and gifted Journeyman status starts with 3 spells at Rank 1.
To: A Magician who is released from her guild’s tutelage and gifted Journeyman status starts with 3 spells at Rank 1 that their guild has chosen for them based on their selected domains. - Change: Rolling the 12-sided Fate die for Anacrusis is as follows: If you substitute or are missing one Fallacy, the effect is determined on the minor Anacrusis chart. Two, and you reference the Major Anacrusis chart.
To: Rolling the 12-sided Fate die for Anacrusis is as follows: If you substitute one fallacy the effect is determined on the minor Anacrusis chart. Two, and you reference the Major Anacrusis chart. - Add: Under success or failure: A failed spell results in the loss of any fallacies used within it for no effect, although Anacrusis is still rolled.
- Under Structure, added: While the preference of the Magician Guilds is that they take promising apprentices under their wing while young so that indoctrination can start early they will of course take on older recruits, especially if an interesting case can be made for them, they display unusual talent or aptitude, or there is an unusual display of loyalty or means of assuring loyalty. No induction is performed without the guild’s knowledge and permission, and usually the induction would be done by an NPC since it is a high level spell. While a guild member that brings forth a promising new initiate may speak for their candidate, the onus is on the prospective member to prove themselves.
- Updated Durna in Water to be Paths, rather than Balance
- Change: A Magician who is released from her guild’s tutelage and gifted Journeyman status starts with 3 spells at Rank 1.
- On: https://ageofasheslarp.com/paladins/
- Change: All Paladins share the same Sins, no matter what culture they come from: the universal five sins, Passion, and Pride. Committing sins from these categories will cause them to acquire Depravity.
To: Despite their prominence in the Benalian faith, a Paladin can be of any faith, although all Paladins share the same Sins: the universal five sins, Passion, and Pride. Committing sins from these categories will cause them to acquire Depravity. - Added: But born indeed they must be for, despite all efforts, they cannot be made.
- Change: All Paladins share the same Sins, no matter what culture they come from: the universal five sins, Passion, and Pride. Committing sins from these categories will cause them to acquire Depravity.
- On https://ageofasheslarp.com/death-dying/
- Add: As the Touchstone memory system is a mechanical abstraction, characters are not aware of how many Touchstone memories they have left. In character, loss of Touchstone Memories might be experienced as a loss of sense of self, lost time, feeling empty or hollow, or general dementia-like confusion.
- On https://ageofasheslarp.com/skills/
- Change: Trepanation. You know how to cut or drill a hole into the skull, and stimulate the brain in order to remove troublesome or painful memories. You can perform a surgery to remove one touchstone memory from an incapacitated or fully bound character so they do not have it when they come back. This can only happen to a victim once per event, attempting to do it a second time in the same event will kill them automatically. This surgery must be acted out, requires a medical professional tools, and can take no less than a minute.
To: You know how to cut or drill a hole into the skull, and stimulate the brain in order to remove troublesome or painful memories. You can perform a surgery to remove one touchstone memory of your choice from an incapacitated or fully bound character so they do not have it when they come back. This can only happen to a victim once per event, attempting to do it a second time in the same event will kill them automatically. This surgery must be acted out, requires a medical professional tools, and can take no less than a minute. - Change: Heavy blow. From: When you land a normal hit you may call “Weaken Strength.”
To: When you land a normal hit on the body or limbs of your opponent you may call “Weaken Strength.” - Add: (To Ethos 3 – Shock and Awe) This use of Push does not require a brawl boffer, and can be used within oration range.
- Change: Trepanation. You know how to cut or drill a hole into the skull, and stimulate the brain in order to remove troublesome or painful memories. You can perform a surgery to remove one touchstone memory from an incapacitated or fully bound character so they do not have it when they come back. This can only happen to a victim once per event, attempting to do it a second time in the same event will kill them automatically. This surgery must be acted out, requires a medical professional tools, and can take no less than a minute.
- On https://ageofasheslarp.com/vecatran-female-face/
- Summon the Goddess. Removed “OOC to comfort”, as this is incorporated in the general cultist write up: “Rituals will often call for intense scenes and actions, but at no point should a player actually perform actions that are painful, dangerous, invasive to another player, or that make another player feel uncomfortable or pushed past their boundaries in any way. When a ritual calls for an uncomfortable activity, it is expected that this action will be mimed or performed in a way that the participating players are comfortable with. It is important to remember the check-in system and receive consent before any physical roleplay is initiated. This includes activities that involve undressing or partial nudity, eating gross things, restraining a sacrifice, acts of ritual violence, anything that might damage a costume or makeup, etc. Should players decide to engage in any partial undressing for a rite, special care should be taken to ensure it is to the level of comfort for all participants, and should be kept to private areas that people can remove themselves from. For safety, when a ritual involves other participants, we recommend having each participant read the OOC Holy Writ write-up of the ritual before starting to ensure they have advance notice of what is to come, and the participant may choose to give the go-ahead, discuss, or fade to black.”
- On https://ageofasheslarp.com/schematics/
- Blackened Claws mutation changed from: Physrep inky-black fingers. Brawling attacks deliver Bleed. Cannot be disarmed. May not hold a shield.
To: Physrep inky-black fingers. Brawling attacks have the Bleed weapon quality. Cannot be disarmed. May not hold a shield. - Added several schematics including:
- Art Piece
- Paper Banner
- Linen Banner
- Wooden Organization Badge
- Metal Organization Badge
- Cloth Organization Badge
- Blackened Claws mutation changed from: Physrep inky-black fingers. Brawling attacks deliver Bleed. Cannot be disarmed. May not hold a shield.
- On https://ageofasheslarp.com/glory/
- Added: It is only possible to enter play as one glory concept, although there is no limit to the number of concepts that can be achieved in play, assuming they are available after creation. Only the first level of any glory concept may be purchased at character creation, with the exception of dedicated Guild NPCs entering play after a year, and only at its most basic level- mages come in with 3 spells, cultists come in with 3 rituals, dhampirs and seers get their first power, and paladins and rangers have their innate abilities.If one enters play after being part of the Guild for a year they may also come in as a more advanced glory concept than normal. Guild members may come in as a cultist or mage at level 2, rather than level 1- although cultists must spend enough Guild XP to buy 6 rites to come in as a level 2 cultist. For other concepts, such as Paladins, Rangers, and Seers, they may spend up to 30xp they earned through Guild into their glory concept as if they had performed the unlocks.
- On https://ageofasheslarp.com/cultists/:
- Under Structure: Added: If a cultist of a major religion converts to a different faith, their rituals stay on their sheet and they can still attempt to cast the rituals of their old faith, but each time an attempt is made it would be as if the cultist received the worst result on the divine wrath roll chart.
- Under Structure: Added: Those who wish to enter play as a cultist of a smaller cult must pay the necessary glory to enter play as a cultist of the parent religion (such as the Benalian for the Broken Bough, or a cultist of the Spirits for the Glimmering Lady) as well as 2 glory come in as a cultist of the smaller cult and to enter play with a copy of its Holy Writ and already beholden to the necessary vows. If the parent religion has different types they may enter play as one of those specific types of cultist as well as a cultist of the small cult, assuming that the vows of each do not interfere. For example, a cultist could spend 10 glory and 3 xp to enter play as a Benealean Lurite as well as spending 2 glory to a member of the cult of Mama Mort, for a total of 12 glory and 3xp. Any character can only enter play belonging to one small cult.
- Under Shrines and Altars Changed: The requirements for these altars are detailed in each smaller cult’s writ description, but typically they allow a follower who has sworn an oath to a divinity to make basic offerings to their divinity in relative privacy.
To: The requirements for these altars are detailed in each smaller cult’s writ description, but typically they allow a follower who has sworn an oath to a divinity to make common offerings to their divinity in relative privacy.
- On https://ageofasheslarp.com/rangers/
- Change: Each Ranger can use three Evocations a day by calling on their own internal essences and innate connection to the wilds. After these three uses, they must consume more essence in order to power additional Evocations- one of either of the types they used to initially acquire the power. These essences must be consumed and used within the same scene, or bottled and kept for later use. Once consumed, the essence must be utilized within the same scene for an Evocation, or else it dissipates. The Ranger’s own internal essences are refreshed each dawn.
To: Each Ranger can use three Evocations a day by calling on their own internal essences and innate connection to the wilds. After these three uses, they must consume more essence in order to power additional Evocations- one of either of the types they used to initially acquire the power. Every Evocation requires an essence to activate. These essences must be consumed and used within the same scene, or bottled and kept for later use. Once consumed, the essence must be utilized within the same scene for an Evocation, or else it dissipates. The Ranger’s own internal essences are refreshed each dawn.
- Change: Each Ranger can use three Evocations a day by calling on their own internal essences and innate connection to the wilds. After these three uses, they must consume more essence in order to power additional Evocations- one of either of the types they used to initially acquire the power. These essences must be consumed and used within the same scene, or bottled and kept for later use. Once consumed, the essence must be utilized within the same scene for an Evocation, or else it dissipates. The Ranger’s own internal essences are refreshed each dawn.
- On https://ageofasheslarp.com/perks-and-flaws/
- Edit Sheltered Upbringing flaw to read: “Select a talent tree branch to remove from your self teach list. You cannot spend points in that branch with your starting XP, and will need a teacher if you wish to purchase it in the future.”
- On: https://ageofasheslarp.com/devotion/
- Change: Sacrifice – You must sacrifice something you own that your deity would find valuable, rendering it unable to be used by burning, soiling, or some other means.
To: Sacrifice – You must sacrifice something you own that your deity would find valuable, rendering it unable to be used by burning, soiling, or some other means. This is typically off of the general Offerings list for a smaller cult.
- Change: Sacrifice – You must sacrifice something you own that your deity would find valuable, rendering it unable to be used by burning, soiling, or some other means.
- On https://ageofasheslarp.com/spirit-high-canon/
- Changed: Focus – A consenting adult who bears no depravity upon their soul kneels together with the Cultist in front of fire.
To: Focus – A consenting adult who bears no depravity upon their soul and is faith in Higher Power kneels together with the Cultist in front of fire.
- Changed: Focus – A consenting adult who bears no depravity upon their soul kneels together with the Cultist in front of fire.
- On https://ageofasheslarp.com/glimmering-lady/ many corrections were made to bring it in line with the full cult release.
- On https://ageofasheslarp.com/the-rites-of-the-male-face/ added missing Rank 2 rite, One with the Wild
- On https://ageofasheslarp.com/vecatran-high-canon/ corrected typo in Holiday Rites mechanics
- On https://ageofasheslarp.com/lazarines/ removed typo paragraph in Metemspychosis