- Fixed typo on https://ageofasheslarp.com/depravity/
- Added glory concepts to bottom of https://ageofasheslarp.com/character-creation/
- Added character builder to bottom of https://ageofasheslarp.com/character-creation/
- Removed duplicate text on Organizations page under Occult
- Updated http://virginiajordanphotography.com/ to the new http://jordanimages.com/
- Added Rite of Passage to the High Canon of Spirits: https://ageofasheslarp.com/spirit-high-canon/
- Rite of PassageWelcomes a new follower into the embrace of a Spirit.Close your eyes. Can you feel it? There is a reality beyond this one. There are more things than you can even dream of rippling beneath the surface. To glimpse it is a blessing. To grasp it? It is not something anyone can do alone.
Constellation: Tariq
Orthodoxy: 3
Observances:
Focus – The target kneels before a fire. The Cultists places an item associated with the spirit they are choosing to follow between the target and the fire.
Offering – The Cultist throws an herb with the hallucinogenic quality on the fire.
Act – The Cultist cuts themselves deep enough to cause a wound, and spills their blood on the fire. As they bleed they chant the name the Spirit is known by to attract its attention.
Offering – The target throws one rare or wyrd item associated with the spirit into the fire and will join the Cultists chant.
Liturgy – The Cultist and the target will say together: “Hear our call. We are but mortals, confined to this reality. We beseech thee to accept our humble offering. Open our eyes, so we might see you. Open our ears, so we might hear you. Open our mouths, so we might speak with you and dedicate ourselves to your wisdom. We beseech thee to accept this one as your follower, from this day and the next.”
Mechanical Effect:
The Rite does not suffer Vulgarity from any target that is Faith in Self.
The target becomes Faith in Higher Power if they were not already, and becomes a follower of the Spirits. When using Prayer, they must perform a dedication that would please the Spirit that they follow as outlined in the applicable minor cult.
The target may choose to replace one or both of their Cultural Sins with those of Weakness and Dishonor.
- Rite of PassageWelcomes a new follower into the embrace of a Spirit.Close your eyes. Can you feel it? There is a reality beyond this one. There are more things than you can even dream of rippling beneath the surface. To glimpse it is a blessing. To grasp it? It is not something anyone can do alone.
- Changed Non combatant rules slightly on https://ageofasheslarp.com/combat/.
From: In order to attack a non-combatant or for a non-combatant to attack another, it is necessary to walk up to the target and announce an intention to attack. The attacker will then point out which body part they are attacking and engage the defender in a rock-paper-scissors match in order to see if the hit connects. If the hit lands then the defender may call defenses as appropriate. On a tie the attacker and defender will engage in another rock-paper-scissors match until there is no longer a tie. If either participant in the match successfully defends in the rock-paper-scissors engagement, then they are deemed victorious and may disengage from the attacker. They may not be attacked by the same attacker for a full minute, although they may still be attacked via rock-paper-scissors by other combatants. If the attacker has an ability or skill that increases the chances of striking a defender (e.g. assassinate) then they win on ties and there is no need to replay the match.
To:In order to attack a non-combatant or for a non-combatant to attack another, it is necessary to walk up to the target and announce an intention to attack. The attacker will then point out which body part they are attacking and engage the defender in a rock-paper-scissors match in order to see if the hit connects. If the hit lands, then the defender may call defenses as appropriate.On a tie, the attacker and defender will engage in another rock-paper-scissors match until there is no longer a tie.If either participant in the match successfully defends in the rock-paper-scissors engagement, then they are deemed victorious and may attempt to escape if they desire. At this point they may ask the loser, “I intend to run, do you intend to give chase?” If the loser answers in the negative, and there are no other attackers nearby who wish to enter combat with the winner, then the winner may enter the OOC status by placing a closed fist on their forehead and swiftly exiting the area. They must re-enter game out of line of sound and sight from those they escaped from.
If the loser answers in the affirmative that they do intend to give chase, the pair engages in one more rock-paper-scissors match. If the winner wins again, they may enter the OOC status by placing a closed fist on their forehead and swiftly exiting the area- assuming there are no other attackers nearby who wish to enter combat with them. They must re-enter game out of line of sound and sight from those they escaped from.
If there are others within melee range who wish to engage the non-combatant, the non-combatant must similarly defeat them in turn before they may enter the OOC status and escape.
If escape is not desired or successful, the attacker and defender will simply test with rock-paper-scissors until one is Downed.
If the attacker has an ability or skill that increases the chances of striking a defender (e.g. assassinate), then they win on ties, and there is no need to replay the match. We advise wherever possible for non-combatants to stay on the outer edges of group combat to avoid stray hits, as we cannot guarantee that a non-combatant will not get hit in a mass combat.
- Changed the Phylactery ritual on Lazarines https://ageofasheslarp.com/lazarines/
From: Mechanical Effect:
The Cultist loses a single Touchstone Memory of their choice, placing it within the target object. This intentional rending of the mind will cause them to either manifest a new Insanity or increase an existing Insanity by one step at the discretion of Staff.
Whenever the Cultist dies, instead of being reborn at a random location they can choose to reenter play at the location of their tagged phylactery. If they have multiple phylacteries, they may choose which of these they wish to reenter play with. If they choose to use the phylactery in this way, the phylactery shatters and the memory they stored within it is immediately returned to them.
A Cultist may have a maximum of three Phylacteries.
Should a Seer handle one of these Phylacteries and use Psychometry upon it without their maximum number of Touchstone Memories, they leech the Memory from the Phylactery and incorporate it into their psyche. This may give them intimate knowledge of the Cultist in addition to destroying the Phylactery.
To: Mechanical Effect:
The Cultist loses a single Touchstone Memory of their choice, placing it within the target object. This intentional rending of the mind will cause them to either manifest a new Insanity or increase an existing Insanity by one step at the discretion of Staff.
Whenever the Cultist dies, instead of being reborn at a random location they can choose to reenter play at the location of their tagged phylactery. If they have multiple phylacteries, they may choose which of these they wish to reenter play with. If they choose to use the phylactery in this way, and they do not have any other touchstone memories in their body, the phylactery shatters and the memory they stored within it is immediately returned to them.
A Cultist may have a maximum of three Phylacteries and they must be present within the IC areas of game site at all times that the player is attending an event.
Should a Seer handle one of these Phylacteries and use Psychometry upon it without their maximum number of Touchstone Memories, they leech the Memory from the Phylactery and incorporate it into their psyche. This may give them intimate knowledge of the Cultist in addition to destroying the Phylactery. - Added a new sections to the code of conduct: https://ageofasheslarp.com/code-of-conduct/
From: J) Playing spaces are expected to remain “in character” as well in order to assist in the immersive environment of the game. Gothic: Age of Ashes has out of character spaces and playing spaces, and the “Decorum” call may be used to remind players if they wander OOC in the game space. Repeated and excessive OOC conversation and behavior can result in a warning or other disciplinary action.
To: J) Playing spaces are expected to remain “in character” as well in order to assist in the immersive environment of the game. Gothic: Age of Ashes has out of character spaces and playing spaces, and the “decorum” call may be used to remind players if they wander OOC in the game space. Repeated and excessive OOC conversation and behavior can result in a warning or other disciplinary action. Bathrooms are generally considered an OOC space, as are the on-site medical cabins.
Added: K) It is required that participants clearly delineate content or containers that are OOC by covering them with fabric and/or marking them with OOC marking tape, provided at check-in. This is meant to mark player possessions that are not part of the game world and should not be touched by other players.
Added from the finesse write-up: L) In the event that a character steals an in-game item from another character, Staff has a thief log where they keep track of everything that is taken from another player. In the event that you steal an item, you must steal both the phys rep and attached tag. For example, when looting armor off of the battlefield, you will need to remove the armor from the character rather than simply taking a tag from their body. Please bring the phys rep prop and the tag to staff, where we will keep the prop for safe-keeping and return to the owner, and will issue you a tag for the item for you to attach to your own phys rep at your next opportunity. The player who has been stolen from can require that the thief use the original prop for the tag. - Updated https://ageofasheslarp.com/schematics/ for small, medium and large boxes. In addition to being able to have an IC lock attached to them, they may also hold item tags without phys reps as long as the size of the items makes sense for the box.
- Added clarifying text on https://ageofasheslarp.com/social-mental-trade/ for crafting: When a player buys the level 3 Crafting ability in their specific branch, they then have access to all of the Intermediate schematics for their branch listed on the schematics page.
- Added clarifying text under Ranged 2 https://ageofasheslarp.com/skills/: You can now use special ammunition qualities, such as fire arrows or holy shot.