Testing New Processes:

Roaming Staff member: In order to help with rules calls and questions we will be adding a roaming staff member as a new staff shift! These staff members, dressed all in blacks, are there to facilitate and answer questions. There are many moments in which you may need to see a staff member at Age of Ashes, especially as we’re in beta! However, we would much rather be able to act in the field rather than behind a desk.  As such, if you have questions, seer requests, or anything that involves a staff member- please direct those questions to the staff members who are leading scenes, our always-staffed monster camp at the top of the hill, or to our roaming staff members first, rather than to Logistics.  

Logistics is primarily there for check-in, things that need to be printed, quest tags, and copying of schematics. If you have questions about rules or interactions, please ask staff members who are in play or are roaming, or go up to Monster Camp (especially if it’s in regards to a module). For non-urgent Logistical concerns, we will  be taking a page from a wonderful sister LARP and testing an alternate inbox/outbox system. If you have a non-urgent question, place it in the Logistics inbox to be processed by the next liminal space and find them in your outbox. 

Clarifications:

Defensive calls: It is not necessary for all of combat to pause while a defensive call is used, just the people involved in the attack and defense.  The pause itself should be just long enough for the defender to call a defense or say taken (or roleplay the wound).  Age of Ashes does not allow for ‘machine gunning’ quick attacks, and multiple attacks without giving the defender a chance to respond will result in all attacks being nullified by one defense or counting as one attack that is taken..  

Conversation: For social skills a Conversation is a duration measurement that ends when you end the conversation, disengage, and/or leave the immediate area (“I say good day, sir!”).  A conversation is not a prerequisite for all social skills unless otherwise noted; rather, it’s a duration measurement.

Power strike: There are additional patches to the skill Power Strike below, but we wanted to clarify that power strike requires the recipient to be physically struck by a weapon and the area affected is the area struck. For example, say a medium weapons user with the level 5 skill Deliberate successfully hits a highwayman on the arm.  They may now call Power Strike to indicate that there is no defense that can be used or they may call it as a counter to a defense.  So our medium weapons user successfully hits our poor highwayman on the arm, our highwayman calls dodge, and our medium weapons user expends their unused parry call to call Power Strike. Our highwayman, not having a Power Strike themselves, is now suffering from an injured arm.

Stun Body: Stun Body is a temporary condition that lasts for the period of a rest. In the case of a monster that stuns someone by meeting their eyes (basilisks are the most common) the defense would be to avoid meeting their eyes. In the case that a monster gives stun by another means, such as a strike, the stun is avoided by defending against the strike. 

Malefic Armor: Malefic Armor is from a malefic source, and thus may not appear as normal armor or have the same number of calls as standard armor- but it obeys normal armor rules in that driving items go through it.  In general, if one is incorporeal for any reason, the call should be “incorporeal” and not malefic armor.

Packets: In the case of spell packets, one does not need to be hit directly by a packet- the packet must only land within arms reach of the target. 

Confirmed Bullet: If a ranged weapon user fires a shot that another character or NPC does not appear to have registered, they may call “Confirmed Arrow” or “Confirmed Bullet”, etc. as relevant, prompting calls in cases where a hit may not have been noticed. We also encourage ranged weapon users to use chalk on the end of their weapons if they would like, in order to better indicate hits. 

Bite: Bite is a call and may thus only be used once per rest.  In the case of dhampirs or other monsters in which Grab is a prerequisite to Bite, given that it is not possible to rest while in a Grab, only one bite may be delivered while in a Grab.  Bite is not instantaneous to the Grab, but is delivered as an additional call following the Grab- which must also be roleplayed.  

Insanities: Insanities can be resisted by Resolve 2, Discipline 3 (Fearless), as well as other methods.  Insanities given by monsters can be healed in the same way insanities normally are, such as through Lurite rituals or the use of Therapy (either the in-game or the downtime version).

Thrown Weapons: Shields block thrown weapons. 

Social: When using social skills, it is important to use the handsign along with the call in order to indicate which tree the call comes from.  If the handsign cannot be used, please indicate the tree by using it as part of the call (Such as Ethos: Obey).

Terror: Generally, Terror is a single target call that is indicated by pointing at a target. If the terror call is instead an area of effect call it will be announced as part of the call, such as “Terror: All who can hear me.”

Prayer/Organizations: Per request, prayer and organization logs will no longer be an open journal, but will instead be a sealed drop box. 

True Outlander/Forgotten Ones: Those with the True Outlander flaw with the culture Forgotten Ones will have the Forgotten One variant of Blasphemy.

Weakness- Deadly: Those with the Weakness sin are not forbidden from atoning. The Tribunal Ritual does not require the target to be repentant, nor are sins necessarily defeats or failures. That said, the Tribunal is the culturally acceptable place to confess sins the character considers failures or defeats, so the character is allowed to confess freely without incurring additional sins.  In addition, apologizing is not admitting defeat necessarily. Rather, admitting defeat happens when a character admits that they cannot continue and gives up. 

Sunrise/Sunset: The liminal resurrection for sunrise and sunset apply to the real-world sunrise and sunset times. 

Sins by Proxy: While giving an order to someone else does not always result in the same sin as the order given (the order to go kill someone doesn’t result in the sin of killing someone) it will often amount to Deadly Greed: Abusing your power or position to exploit others.  

Additionally, letting someone else perform an activity that results in their death does not necessarily count as sacrificing others in your place, as long as you do not have the skill yourself. For example, asking someone with a skill in Engineering and traps to look for and disable traps ahead of you if you do not have the skill should not usually count as sacrificing them in your place.   

Death: In general, when a character perishes they should visit monster camp or seek out a staff member in order to get instructions on which memories are lost and where and when they should return. 

Confidence: If you are using Confidence in game we would love to hear about it via the feedback form! If you are removing a sin from your sheet that was already in play you can send a ticket in to ask staff to remove it from your sheet. 

Patches:

Non-binary prefixes have been added to the Nemien page (ib) and the Salgothic page (Felix, Primum, Dominum), male prefix added to Salgothic (Felius)

Combat in the tavern:

We would like to set up some ground rules about combat in the tavern, based on a lot of feedback we received after the last game.  First of all, we encourage use of our “Crowded” call whenever combat is too close to tables, props, or the walls- with the expectation that the use of that call means that those combatants will pause combat and readjust to safer circumstances.  

In particular, if mass combat breaks out in the tavern (defined as involving four to five people or more) then the crowded call must be immediately used and the combat taken outside. Secondly, fighting is not to take place on the stairs in the tavern and any combat involving them must be immediately moved.  NPCs will be instructed to not chase players towards the stairs as well. 

Added to Code of Conduct page https://ageofasheslarp.com/code-of-conduct/:

  • Combat inside of closed spaces should be heavily monitored for safety of players and staff. We encourage use of our “Crowded” call whenever combat is too close to tables, props, or the walls- with the expectation that the use of that call means that those combatants will pause combat and readjust to safer circumstances.  In particular, if mass combat breaks out in an enclosed space that is not a modular space  (involving four to five people or more) then the crowded call must be immediately used and the combat taken outside. Secondly, fighting is not to take place on the stairs in the tavern and elsewhere and any combat involving them must be immediately moved.  Everyone should avoid chasing others in the direction of stairs as much as is possible, and call Crowded if such a chase occurs. 

Also added: 

    • If you’re going to share food, drink, or consumables with others, you must let them know what it is in real life before they consume it along with the in-game effects. 
    • Changed: 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. 
  • To:   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.  All OOC spaces may not contain traps, locks, or other in-character  items within them that are not directly located on your person.  Instead, staff will provide an in-character chest that will be placed outside of areas like the Medical Cabin that can contain in-character items and that which can be trapped or locked as necessary. 

Added to the Term page https://ageofasheslarp.com/terms/

  • Arcane <Element> Strike: A call used by magicians to indicate a torso strike.  This attack cannot be parried, but can be dodged and armor may be used.  It may also be resisted by Divine Resists or Arcane Resists that apply.
  • Power Strikes: On the terms page power strike has been edited: Power Strike is a carrier that indicates that the physical strike you have just received cannot be defended against except with another power strike. The recipient must be physically struck, and the area that is affected is the area that was struck by the weapon.   Power Strike must be called loudly, and can only be used once per combat. 
  • Combat: Combat has been added to the terms page: A length of time in which you are actively under threat.  If you are not actively threatened for a full two minutes, combat ends. 
  • Stun Body: This has been changed from: the defender must lay down for the period of one rest. Defensive or offensive skills may not be used by the defender until they rise. However, they are still able to see and hear.
  • To: the defender must take a knee and touch both hands to that knee for the period of one rest. Defensive or offensive skills may not be used by the defender until they rise. However, they are still able to see and hear.
  • Conversation: Changed From: For social skills a Conversation is a duration measurement that ends when you end the conversation, disengage, and leave the immediate area (“I say good day, sir!”). 
    • To :For social skills a Conversation is a duration measurement that ends when you end the conversation, disengage, and/or leave the immediate area (“I say good day, sir!”). 

Gathering and Wyrd Items: We have decreased our failure chance on gathering items on the back-end for people with the skill. In addition, Wyrd items, instead of requiring a level 5 gatherer skill, are generated as a bonus on already gathered items.  Effectively, if you gather a common item you may also gather a wyrd common item, uncommon items may also proc uncommon wyrd items, and rare items may also proc rare wyrd items. We have also changed how our wyrd items function. Each wyrd item will have a series of traits (common wyrds will have 1, uncommon wyrds will have 2, rare wyrds will have 3). 

Much like how alchemical concoctions function, most rites and magical spells will not ask for a specific wyrd item, but instead will ask for a wyrd item with a specific trait. In the case of magical spells, one or two wyrd items may be used for all three required traits as long as all three traits are present. Wyrd items may be physically represented by an opaque vial rather than requiring individual phys reps for all items.

In addition, we have added gathering limits to our skills.  You can only carry up to 5 gathering items at a time, if you are untrained in gathering. A level one gatherer can carry 10 gathering items at a time and if you are a level 3 gatherer you can carry unlimited gathering items of the type of gatherer you are.  

Various: Added traits to wyrd materials on https://ageofasheslarp.com/materials/, updated spells https://ageofasheslarp.com/mages/, updated rites, updated relevant schematics.

On the Cultist and Rites page https://ageofasheslarp.com/cultists/:

  • Changed: A cultist could spend 10 glory and 3 xp to enter play as a Benalian Lurite as well as spending 2 glory to be a member of the cult of Mama Mort, for a total of 12 glory and 3xp.
  • To: a cultist could spend 10 glory and 3 xp to enter play as a Benalian Lurite as well as spending 2 glory to be a member of the cult of Karas, for a total of 12 glory and 3xp

On the symbols page https://ageofasheslarp.com/symbols/:

  • Fixed symbol for Arnab the Rabbit on click

Added to Skills page https://ageofasheslarp.com/skills/:

  • 1. Laborer Changed from: You are knowledgeable about what materials are usable and useful for harvesting. This skill allows you to interact with related modules at game, and increases the chance that you will get a useable crafting material or valuable item at Gathering Nodes.
  • To: You are knowledgeable about what materials are usable and useful for harvesting. This skill allows you to interact with related modules at game, and increases the chance that you will get a useable crafting material or valuable item at Gathering Nodes, although  you may still only carry 10 of any gathering nodes at one time.  It also opens the chance for you to get Common Wyrd bonus items on successful gathers. 
  • 2. Forager Downtimes changed form: You know where to look and where to go to find resources in the area. This skill allows you to either use your downtime to harvest common materials from resource nodes or use your downtime to Scout for a particular resource. At check-in, you will be given more information by Staff as to where you are likely to find certain nodes during an event.
  • To: You know where to look and where to go to find resources in the area. This skill allows you to either use your downtime to harvest common materials from resource nodes or use your downtime to Scout for a particular resource. This also increases your chances of gathering useful items at gathering nodes
  • 3. Uncommon changed from: Perhaps it’s knowledge of just what the right conditions are, or perhaps it’s simply the experience that comes with a lot of trial and error, but you know when you’ve found something more precious than everyday resources. You have an increased chance of finding uncommon materials from nodes at game. You may also lead other laborers, regardless of their expertise or skill, on in-game modules that require your form of gathering specialty.
  • To: Perhaps it’s knowledge of just what the right conditions are, or perhaps it’s simply the experience that comes with a lot of trial and error, but you know when you’ve found something more precious than everyday resources. You have an increased chance of finding uncommon materials from nodes at game and opens the chance for you to get an Uncommon Wyrd bonus item on successful gathers. You may also lead other laborers, regardless of their expertise or skill, on in-game modules that require your form of gathering specialty. You may now carry unlimited gathering nodes of your type. 
  • 4. Folkwise changed from: It’s not enough to just know where to look for needed resources, or how to harvest them. You also know the Old stories; the lore of the forests and fields, mountains. and valleys. You know that sometimes the world extracts a price for what has been taken from it, and you have a good idea of how to pay the debts.
  • To: It’s not enough to just know where to look for needed resources, or how to harvest them. You also know the Old stories; the lore of the forests and fields, mountains. and valleys. You know that sometimes the world extracts a price for what has been taken from it, and you have a good idea of how to pay the debts.  This also increases your chances of gathering useful items at gathering nodes
  • 5. Rare Goods changed from: Find rare and wyrd items in game such as exotic woods or burls when scanning Gathering nodes.
  • To:  Find rare items in game when scanning Gathering nodes. This also increases your chances of finding usable items at gathering nodes and opens up the chance of finding a Rare Wyrd bonus or Masterwork bonus item on successful gathers.

Battered and Maims: We have also added several new methods to deal with maims, including several spells and a schematic. But in addition we have changed field medic:

  • Changed From: You are experienced on the battlefield field and know just where and how to apply bandages. You work quickly to keep others from bleeding out, even if they are wearing armor. With this skill, you may wrap bandages over armor to stabilize another individual. Bandages are required.
  • To: You are experienced on the battlefield field and know just where and how to apply bandages. You work quickly to keep others from bleeding out, even if they are wearing armor. With this skill, you may wrap bandages over armor to stabilize another individual. Bandages are required. In addition, with the use of Medical Professional Tools and  a roleplay scene of at least five minutes, you may cause the Battered condition to resolve to the healthy state after four hours of sleep. 

Other changes on the skills page https://ageofasheslarp.com/skills/:

    • Power: The Heavy Weapons level 5 fruit “power” has been renamed to Biting Blow
    • Tug on the Heartstrings (Performance): This has been updated to be able to be used once per liminal space (between sunrise and sunset and between sunset and sunrise).
    • Commanding Presence 4 (Comand): This has been updated from: Getting people to do what you want is trivial. Once per conversation, you may use this power to force a target to carry out a reasonable, simple command no longer than five words in length that they could complete within the hour. Reasonable commands cannot put a subject at significant risk of death or obviously violating their devotion.
    • To: Getting people to do what you want is trivial. Once per conversation after at least ten seconds of conversation or direct roleplay,  you may use this power to force a target to carry out a reasonable, simple command no longer than five words in length that they could complete within the hour. Reasonable commands cannot put a subject at significant risk of death or obviously violating their devotion. This cannot be used to command someone to tell the truth. 
  • Cause Emotion has been updated from: You can shape the conversation to inspire the emotions you want your target to feel. During the course of a conversation with a target, choose an emotion that you make the target feel. May be used once per conversation. Call: Feel: <Emotion>.
    • To:  You can shape the conversation to inspire the emotions you want your target to feel. After speaking with a target for a minute, choose an emotion that you make the target feel. May be used once per conversation. Call: Feel: <Emotion>.
    • Malefic Butcher: Changed from: With knife and jar you collect your dark bounty, dripping with ichor and malevolent shadows. You can harvest an essential humor or body part from the corpse of a Malefic creature. Usable once per corpse, takes five minutes of roleplay to complete.
  • To: With knife and jar you collect your dark bounty, dripping with ichor and malevolent shadows. You can harvest an essential humor or body part from the corpse of a Malefic or human creature. Usable once per corpse, takes five minutes of roleplay to complete.

Hanging Spells: Hanging spells no longer requires that the magician roll at a level of anacrusis one higher than they otherwise would, unless they wish to be sneaky. 

    • On the Magician page https://ageofasheslarp.com/mages/ Hanging Spells has been changed from: Hanging a spell is what a Magician does when they hold a spell they have cast and do not immediately Trigger it. Any Magician may hang one spell at a time, and the act of hanging a spell requires that the magician roll at a level of anacrusis one higher than they otherwise would, in order to illustrate the trauma of the maelstrom being held within one’s body. In order to represent the act of hanging a spell a magician must glow in the color of their element. Air – white, Fire – red, Earth – green, Water – blue as long as the spell is hung. A spell may hang until it is triggered or until the Magician goes to sleep. No other magic may be cast until the hung spell is triggered.
    • To: Hanging a spell is what a Magician does when they hold a spell they have cast and do not immediately trigger it. Any Magician may hang one spell per available arm (to a total of two).  In order to represent the act of hanging a spell a magician must glow on the hand that they are hanging the spell on  in the color of their element. Air – white, Fire – red, Earth – green, Water – blue as long as the spell is hung. While the spell is being hung the arm functions as if it is injured, and may not hold anything above a few pounds.  You may still gesture feebly, open doors, use a fork, and other minor tasks, as well as casting another spell to be hung.  If a Magician wishes to avoid glowing they may roll at a level of anacrusis one higher than they otherwise would, in order to illustrate the trauma of the maelstrom being held within one’s body.  The first spell that is hung without glowing rolls at a level of anacrusis one higher than they otherwise would while the second spell hung without glowing rolls at two levels of anacrusis higher than they otherwise would.  A spell may hang until it is triggered or until the Magician goes to sleep. 
  • Under Casting a Spell: Once the spell is complete, the Magician may choose to Trigger the spell immediately or Hang it. When Triggering a spell, the Magician performs the incantation as defined by the type of spell it is–while incanting, the Magician will glow the color of their Element. At successful Trigger, the Magician affects their target by whatever range is defined on the spell, and calls out the actual game effect of the spell so that other players know how to react, which will be listed on the Arcanum.
  • To:  A spell is completed by performing the incantation and handsigns on the spell scroll.  While incanting the Magician will glow the color of their Element.

    Air – white

Fire – red

Earth – green

Water – blue

At successful completion the Magician may choose to either cast the spell immediately or hang it. If they are casting it immediately the Magician affects their target by whatever range is defined on the spell, and calls out the actual game effect of the spell so that other players know how to react, which will be listed on the Arcanum.  If they are instead hanging it they follow the rules on hanging spells below. 

  • Triggering a spell has been changed from: Triggering a spell is putting a hanged spell into play. In order to do this, a Magician must recite the incantation exactly as she did for the Casting. This initiates the effect of the spell. This ability allows the Magician to prepare combat spells or shorter duration spells ahead of time and trigger them when needed. Triggering a spell has physical manifestations, from glowing eyes to hair that moves in a personal wind, but most notably, this causes the Magician to glow. Throughout a trigger, the Magician must be glowing, preferably phys-repped by LED bands of appropriate color or a flashlight with a proper film over it.

Air – white

Fire – red

Earth – green

Water – blue

  • To:  Triggering a spell is putting a hanged spell into play. In order to do this, a Magician must complete the final hand sign on the spell scroll and announce the effect. This initiates the effect of the spell. This ability allows the Magician to prepare combat spells or shorter duration spells ahead of time and trigger them when needed. 

Other changes on the magicians page:

    • Additional change from: A failed spell results in the loss of any fallacies used within it for no effect, although Anacrusis is still rolled
  • To: A failed spell results in the loss of any fallacies used within it for no effect, although Anacrusis is still rolled if any part of the casting caused Anacrusis.
  • Under Casting a Spell the following was added: Magicians can end their spell at any time. They can indicate this to others by loudly calling “Terminus” or doing their final handsign in a sweeping gesture, and the cancellation will take place as long as the one under the spell is able to hear the call out of character- meaning they must be within oration range of the caster.

Complexity and Rank: We have gone through and done a review of our spells in order to lower complexity slightly based on how the spells are formulated.  In addition, if you are a higher complexity than the complexity of the spell it will add one sigil to each side. The same holds true if you are a higher rank than the circle of the spell, it will add one sigil to each side. 

  • Under Success or Failure added: Those magicians who cast spells that are below their level have an advantage over those who cast spells at their level, as well. If the magician is of a higher complexity than the complexity of the spell then she may add one Sigil on each side of the spell domain as a possible success.  If she holds a higher rank than the rank of the spell the same holds true, and a single additional Sigil is added to each side of the spell domain as a possible success.  

Killing Blows: in the event of performing the last three strikes that would finish off a downed character, it is necessary to fully roleplay the activity so that other players understand what is happening.  This is done by holding your weapon above your head and miming a strike towards the downed character, calling “killing blow one” before you make your first strike, “killing blow two” before your second strike, and “killing blow three” before your third strike. 

    • Added to the Combat page https://ageofasheslarp.com/combat/ Under Strikes: Killing blows: In the event that you are striking a downed character in order to finish them off, it is necessary necessary to fully roleplay the activity so that other players understand what is happening.  This is done by holding your weapon above your head and miming a strike towards the downed character, calling “killing blow one” before you make your first strike, “killing blow two” before your second strike, and “killing blow three” before your third strike.
    • Under Downed changed from: While Downed, you will be considered Dead once you receive three additional Strikes anywhere, or when you finish quietly reciting your Last Rite, whichever occurs first. You may only speak as though you are in pain and crawl slowly, but you cannot attack or defend yourself. 
  • To: While Downed, you will be considered Dead once you receive three Killing Blows, or when you finish reciting your Last Rite, whichever occurs first. You may only speak as though you are in pain and crawl slowly, but you cannot attack or defend yourself.

Other changes on the combat page:

    • Thrusting: This has been added to the combat page under strikes: Thrusting with a weapon is restricted to weapons that have a thrust-safe tyvek tag from staff and requires at least 3 inches of foam on the thrusting edge in order to be used.
    • Bows: Have been changed from: Bows- Should be limited to 20Lb pull the arrows must be approved by staff. Store bought LARP-safe arrows only are allowed (No homemade arrows will be considered). The pull must be checked at every game by staff. If we get complaints that you are using your bows in an unsafe manner or that your arrows are hurting people we will ask you to lower the poundage or stop using bows entirely.  Packet bows may be used instead. 
  • To: Bows- Should be limited to 28Lb pull, but there are limits in which bows can be used.  Within 20 feet (approximate speaking range) archery is not allowed and a full draw is only allowed on targets that are at shouting distance or beyond, or approximately 75+feet.  Between these two distances only half-draw is allowed.   The arrows must be approved by staff. Store bought LARP-safe arrows only are allowed (No homemade arrows will be considered). The pull must be checked at every game by staff. We also ask that all arrows be marked at their halfway point so that half-draw can be visually seen.

If we get complaints that you are using your bows in an unsafe manner or that your arrows are hurting people we will ask you to lower the poundage or stop using bows entirely.  Packet bows may be used instead without draw restrictions and within 20 feet. 

  • Under Stabilizing and Natural Healing changed from: Anyone can Stabilize a person who is downed by wrapping bandages five full revolutions over the affected area of the body. This can be done over clothing, but cannot be done over armor without a special skill. Normally, stabilization cannot occur without bandages, nor can someone stabilize themselves.
  • To: Anyone can Stabilize a person who is downed by wrapping bandages five full revolutions over an affected limb or three times around an affected torso. This can be done over clothing, but cannot be done over armor without a special skill. Normally, stabilization cannot occur without bandages, nor can someone stabilize themselves.  A character’s last rites pause when bandaging begins, but can be resumed if bandaging is interrupted. 
  • Injured legs have been changed from: Injured Legs may not support any weight.  A character with one Injured leg may put their majority weight on their good leg so they can limp.  A character with an injured leg should not hop on one foot.  A character with two Injured legs cannot stand up or walk unassisted.
  • To:  Injured Legs may not support any weight.  A character with one Injured leg may put their majority weight on their good leg so they can limp but should not lift the leg fully off of the ground except for safety reasons.  A character with an injured leg should not hop on one foot.  A character with two Injured legs cannot stand up or walk unassisted.

On the Lurite Page: https://ageofasheslarp.com/benalian-lurite/ Transference: The Lurite ritual Transference has been updated to note that it can be cast no later than midnight. 

  • On the Lazarine page: https://ageofasheslarp.com/lazarines/:
    Forsake God’s Gift – First Trial of Unbecoming Changed from: Forevermore, whenever the Cultist is killed they will manifest as a Lesser Shade ten minutes after their death at the site of their demise, so long as the sun is not in the sky. The Lesser Shade remains until their body turns to ash and they are returned wholly to the world. If they are slain while a Lesser Shade, they lose memories as if they had suffered a Personal Failure.
  • Changed to:  whenever the Cultist is killed they will manifest as a Lesser Shade ten minutes after their death at the site of their demise, so long as the sun is not in the sky. The Lesser Shade is a Malefic, incorporeal, creature with specific instincts but no additional costuming. These instincts are:
    + Unliving: Eating, sleeping and breathing are no longer necessities. May call Malefic No Effect against Pain, Blackout, Sleep, and Poison. Gains 1 Malefic Armor on every location.

+ Incorporeal: May not be struck by normal weapons, requiring specific spells, weapon materials, mutations, or rites to receive Strikes. May not interact with the physical world.

– Fearful (Lion Imagery): The creature will take Terror and attempt to flee if confronted with Lion Imagery, such as statues, paintings, or leonems, but will fight if cornered.

– Wrecked Mind: 1 Severe Obsession Uncovering and Revealing Secrets & 1 Mild Insanity Obsession You become fixated on conflict or divisive conversations, you are obsessed with watching arguments and disagreements and getting as close as possible to the action

The lesser shade remains until the cultist’s body turns to ash and they are returned wholly to the world.  They do not lose any additional memories if the Lesser Shade is slain.  

  • Updated Trap the Soul from: Focus – An object tied to the deceased is held above the cultist’s head. A Touchstone Item belonging to the deceased, the weapon that killed them, a journal recording their experiences, or a bone from their corpse will all satisfy this requirement. If multiple items that qualify have been obtained, each one after the first included in this Observance reduces the Orthodoxy of the rite by one. If there are more than two, the others must be held up by a witness on the opposite side of the Oblivion Gaol as the cultist.
  • To: Focus – An object tied to the deceased targeted in Oblivion Gaol is held above the cultist’s head. A Touchstone Item belonging to the deceased, the weapon that killed them, a journal recording their experiences, or a bone from their corpse will all satisfy this requirement. If multiple items that qualify have been obtained, each one after the first included in this Observance reduces the Orthodoxy of the rite by one. If there are more than two, the others must be held up by a witness on the opposite side of the Oblivion Gaol as the cultist.
  • Added: The rite automatically fails if the object is tied to an existing unresolved Malefic, if Oblivion Gaol is not successful, or if the focus in the second step is not tied to the deceased targeted in Oblivion Gaol.
  • Added to Leash Animus:  If Trap the Soul is not successful the ritual fails.

On https://ageofasheslarp.com/changes-of-the-body/:

  • Dense tentacle hand has been changed from: Your hand is a heavy tentacle that acts as a bludgeoning weapon of medium size. It cannot be disarmed, but it can be sundered. You can still be injured on the arm. You cannot craft with this modification. Costume requirement: some form of costuming to arm and a natural weapons boffer not to exceed 18” striking surface.
  • To:  Your hand is a heavy tentacle that acts as a bludgeoning weapon of medium size. It cannot be disarmed, but it can be sundered. You can still be injured on the arm. You cannot craft with this modification. Costume requirement: some form of costuming to arm and a natural weapons boffer not to exceed 18” striking surface. Sundering a tentacle causes a crippling missing limb maim, and can be fixed in ways that maims are fixed normally.  It is unusable until the maim is repaired. 

On the Perks and Flaws page: https://ageofasheslarp.com/perks-and-flaws/:

  • Therapy Perk:  Changed from: Due to your training on your ship you are able to perform a therapy action in game rather than over a downtime.  This requires an intense role play scene at game in order to remove insanity through this ability.
  • To: Due to your training on your ship you are able to perform a therapy action in game rather than over a downtime.  This requires an intense role play scene at game in order to remove insanity or despair through this ability.

On Tarrantists Page https://ageofasheslarp.com/tarrantists/ Transgress:

  • Changed from: Act – The Cultist must perform one of the two following acts:

Convince another to commit a Deadly Sin (including their Cultural Sins)

or

Directly contribute to another suffering a Personal Failure

  • To: Act – The Cultist must perform one of the two following acts:

Convince another to commit a Deadly Sin (including their Cultural Sins) that they do not currently have and have not atoned for.

or

Directly contribute to another suffering a Personal Failure

On Paladins https://ageofasheslarp.com/paladins/:

  • Changed from: The immanence contained within a Paladin, dark or light, can be sensed and felt by others who share this gift, and thus Paladins can recognize each other for what they are on sight- an ever important skill in a fragmented world where Paladins can be born in any locale or culture. But born indeed they must be for, despite all efforts, they cannot be made. 
  • To: The immanence within a Paladin, dark or light, can be sensed and felt by others who share this gift, and thus Paladins can recognize each other for what they are on sight- an ever important skill in a fragmented world where Paladins can be born in any locale or culture.   But born indeed they must be for, despite all efforts, they cannot be made.  This recognition takes the form of a quick OOC question to a suspected other of their own kind. Staff will try to alert at check-in how many others of them there are in play if asked.

On Rangers https://ageofasheslarp.com/rangers/:

  • Changed from: Similarly, one Ranger will know another on sight, typically alerted by a supernatural breeze down their spines and the taste of blood, bitter and acrid on their tongues. While many think of Rangers as tied to the religion of Vecatra, those who possess these powers can be born anywhere in the world- and may belong to any religion or culture.
  • To: Similarly, one Ranger will know another on sight, typically alerted by a supernatural breeze down their spines and the taste of blood, bitter and acrid on their tongues. This recognition  takes the form of a quick OOC question to a suspected other of their own kind. Staff will try to alert at check-in how many others of them there are in play if asked. While many think of Rangers as tied to the religion of Vecatra, those who possess these powers can be born anywhere in the world- and may belong to any religion or culture.

On Schematics https://ageofasheslarp.com/schematics/:

  • Glass vials has been updated to craft 6 vials, rather than 1.
  • Wooden Leonem and Arrows have been updated on material requirements (wooden leonem now needs wood instead of metal, and arrows have been updated to be 1 soft wood, 1 hard wood, and 1 soft iron)

On High Canon of the Spirits https://ageofasheslarp.com/spirit-high-canon/:

    • Anointment has been changed from: 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.
  • To: Focus – A consenting adult who bears no depravity upon their soul and has successfully undergone the Rite of Passage  kneels together with the Cultist in front of fire.
  • Added: If the target of this ritual is not Faith in Higher Power or has not successfully undergone the Rite of Passage the ritual automatically fails. 

On Aaboran https://ageofasheslarp.com/aaboran/: 

  • Rite of the Magus has been changed from: The target, who must have performed the Rite of Dedication and bears no depravity on their soul, is directed to kneel before a consecrated water shrine.
  • To: The target, who has successfully performed Rite of Dedication and bears no depravity on their soul, is directed to kneel before a consecrated water shrine.
  • Added: If the target of this ritual is not Faith in Higher Power or has not successfully undergone the Rite of Dedication the ritual automatically fails.

On the Rites of the Female Face  https://ageofasheslarp.com/vecatran-female-face/: 

  • Anoint the Female has been changed from: Act – The Cultist has the Initiate who wants to become a Cultist of the Female Face bathe themselves in a Basin of Water and don a robe or other bit of hooded clothing.
  • To:The Cultist has the Initiate who has successfully undergone Saining who wants to become a Cultist of the Female Face bathe themselves in a Basin of Water and don a robe or other bit of hooded clothing.
  • Added: If the target of this ritual is not Faith in Higher Power or has not successfully undergone Saining the ritual automatically fails.  

On the Rites of the Male Face  https://ageofasheslarp.com/the-rites-of-the-male-face/: 

  • Anoint the Male has been changed from: Act – The Initiate prepares themselves by working into a sweat with combat training.
  • To: Act – An Initiate who has successfully undergone Saining prepares themselves by working into a sweat with combat training.
  • Added: If the target of this ritual is not Faith in Higher Power or has not successfully undergone Saining the ritual automatically fails.  

On the Rites of the Other Face  https://ageofasheslarp.com/vecatran-other/: 

  • Anoint the Other has been changed from: Act – The Cultist makes their way to the shrine of the Other face along with the Initiate wishing to become a Cultist and have them kneel before it.
  • To: Act – The Cultist makes their way to the shrine of the Other face along with an Initiate who has successfully undergone Saining and has them kneel before it.
  • Added: If the target of this ritual is not Faith in Higher Power or has not successfully undergone Saining the ritual automatically fails.