Hail Heroes and well met!
It’s been a long couple months compiling feedback, testing, and balancing based on all of our tests but the final beta patch is finally live on the site! This patch was a bit of a herculean task on everyone’s part- as we went back through years of compiled feedback and reexamined systems from the ground up. Thank you for all of you who helped us with our testing, who offered feedback, who reached out with your thoughts, and who attended our events so we could see how our thoughts played out in the field!
All of this was extra important because our goal throughout our betas was to come up with a stable rules set for our proper events, with the patch cycle for Age of Ashes hopefully now rolling over to a year or twice a year cycle rather than every game as it was for the betas. We had a lot of data to gather in order to make those hopes a reality, and you really came through for us.
Thank you again.
Clarifications:
- Based on our downtime testing, we have lowered the cost of buildings and made sure they balance across the different types of gathering so that all gathering is fairly equally represented.
- On the combat page (https://ageofasheslarp.com/combat) added the clarification: As parry only works on melee weapons, all ranged weapons (including firearms, thrown weapons, and archery) cannot be parried, they can only be dodged.
- On Changes of the Body (https://ageofasheslarp.com/changes-of-the-body/) changed “Legs” slot to “Leg” and “Arms” slot to “Arm” for clarity.
- On Death and Dying (https://ageofasheslarp.com/death-dying/) we added the following:
What if I kill myself in the process of achieving a Devotion Win?
In the event that one kills themselves in the process of achieving a Devotion Win, the character still earns a Personal Victory and they lose one memory instead of the standard four.
What if I sin in the process of achieving a Devotion Win?
Sins achieved during Devotion Wins are still sins, and are remembered (if vaguely) no matter how much one loses in the fog of death.
- On Morality, Sins, and Depravity (https://ageofasheslarp.com/depravity/) we added the term Cultists to the Forgotten Ones venial blasphemy sin in order to clarify that it applies only to priests and cultists of other gods, and not creatures like paladins or rangers. It now reads: Venial: Assisting the holy men and women (cultists) of other gods
- As a note to greed, Gathering is not in itself a sin, as generally everyone has a use for items. In addition, stealing from a dead body only counts as stealing when a person returns from death and you do not return their items to them. If the person is resting peacefully such actions are not stealing.
- As a note to all sins, Triumverati are people and count as human. They exist throughout the world and are in many communities, as such Blasphemy 1 is not committed by simply letting them exist in your community.
- When it comes to Defilement, while Salgothics and Nemien may not like it, momentarily allowing an outsider to hold or look at a culturally significant artifact is not a sin. Similarly, momentarily embracing or making contact with an outsider is not a sin, provided a chaperone is present.
- On the Attributes page (https://ageofasheslarp.com/attributes/) we added the word “single” to Faith 3 to further clarify that Faith 3 is only usable for one instance of a sin. One cannot ignore several iterations of a single sin.
- We have added the following to the combat page (https://ageofasheslarp.com/combat/): If you ever feel unsafe, whether it is because you are in a building or for any other reason– please utilize the CROWDED or SAFETY calls or request a switch to non-combat rules.
- Weapon qualities such as bleed, driving, or disarm, are only able to be used once per rest. We added the following to the combat page: Unless otherwise noted, all skills, weapon qualities, or powers may be used once per rest.
- As a reminder, Melee weapons may be used without any skill, although Ranged weapons require a skill to use. This means that anyone may pick up a melee weapon without needing the skill and try to guard or fight with the weapon. A skill is necessary for weapon qualities or combat skills, such as parry. This means that a person may still hold a weapon and guard with it while battered, even if they cannot use combat skills.
- In order to facilitate out of character information, we will be placing an out of character information board around the stairs to the kitchen in the tavern during the event in order to convey important information to players in-game and on-site. Players may add their own notes to this board as relevant and necessary, such as looking for lost weapons and items or letting people know that they had to go offsite.
- While corrupted Paladin powers are linked to their uncorrupted variants, one should read each corrupted and uncorrupted power separately. For example, while Dead Man’s Eyes has a restriction on reusing the power, the corrupted Death Dreamer does not. Restrictions, costs, and mechanics between the corrupted and uncorrupted versions of the power should be considered separately unless noted within the power itself.
- There are some paladin powers, and other powers, that lack a standard call. In the case of these powers please explain to the targets OOC what is going on.
Patch:
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- On the schematics and orgs pages we have done a full review and editing of all materials and recipes. Some of changed in form, such as Rapiers, which have been changed to use Bleed, others changed in time or duration like Stitcher modifications which now last for 6 months, while most of the others were changed to have simpler crafting requirements and to balance with other similar objects of a type. We have introduced several new items, including wood glue, solder, and thread which are used in repair. These patches are too numerous to detail here, however, so please review those pages independently. https://ageofasheslarp.com/schematics/ https://ageofasheslarp.com/organizations-and-downtimes/
- As a particular note, Bursting Muscles has been clarified to only be applicable to a single leg, but it has been made less expensive based on player feedback.
- On Alchemy, in addition to listed simple and intermediate schematics, we have added the following generalized rules:
- In addition to the listed simple schematics, all Hedgewitches can make Ingestible or Injury potions that have up to three of the following traits, as long as each trait is unique and represented in the herbs used to make the alchemical concoction.
- Depressant
- Clarifier
- Immune Shock
- Fortifier
- Neurotoxin
- Nimblemind
- Mindburner
- Focus Aid
- Paralytic
- Stimulant
- Relaxant
- Steroid
- Foul
- Expedient
- Extended
- Addictive
- Delayed
- Tolerance Builder
- Undetectable
- For example, a hedgewitch may make a Foul Mindburner as long as she has herbs with the traits foul and mindburner, or a Addictive Relaxant Fortifier as long as she has herbs with the traits Addictive, Relaxant, and Fortifier in some variation. All herb traits unused in the recipe are lost. They may not double up on any of these traits, so it is not possible for a hedgewitch to make a potion with Delayed Steroid Steroid, for example.
- In addition to the listed intermediate schematics, all Apothecaries can make Ingestible or Injury potions that have up to three of the following trait as long as each trait is represented in the herbs used to make the alchemical concoction. Most traits must be unique, with the exception of those traits listed below that may be used multiple times in a single concoction.
- Depressant (can be used up to two times)
- Clarifier (can be used up to two times)
- Immune Shock (can be used up to two times)
- Fortifier (can be used up to two times)
- Neurotoxin (can be used up to two times)
- Nimblemind (can be used up to two times)
- Mindburner (can be used up to two times)
- Focus Aid (can be used up to two times)
- Paralytic (can be used up to two times)
- Stimulant (can be used up to two times)
- Relaxant (can be used up to two times)
- Steroid (can be used up to two times)
- Foul
- Expedient
- Extended
- Addictive
- Delayed
- Tolerance Builder
- Undetectable
- Euphoric
- Irritant
- Potent
- Soporific
- Anesthetic
- Hallucinogen
- Excitant
- For example, an Apothecary may make an Potent Mindburner as long as she has herbs with the traits potent and mindburner, or a Addictive Relaxant Relaxant as long as she has herbs with the traits Addictive, Relaxant, and Relaxant in some variation. In the case of doubling up on an attribute trait, such as Relaxant in this case, there must be two different herbs with the relevant trait.
- In addition to the listed simple schematics, all Hedgewitches can make Ingestible or Injury potions that have up to three of the following traits, as long as each trait is unique and represented in the herbs used to make the alchemical concoction.
- https://ageofasheslarp.com/social-mental-trade
- added a new section:
“Logisitics” Age of Ashes has several skills and powers that require the creation of items, whether that is Gathering, Crafting, Engineering, Alchemy, Quest Items, or Ritual Items. The making of these items is handled by one of two devices – our Gathering Machine or our Creation Device. The Gathering Machine handles all gathering nodes, including Scavenging, while the Creation Device handles the rest of the development. In the case of Quest items and substitutions to Ritual Items, a player must ask a staff member in the field for their verbal approval for the item, and during use of the Creation Device, the form will ask for the name of the staff member who approved the material. Staff will announce the location of these devices during announcements. - Under Finesse added: Another skill branch that falls under the Finesse skill tree is Stealth, which allows characters to be hidden from sight, indicated by covering ones face with a splayed hand, as long as conditions are met. Generally this requires shadows or at least 50% partial cover, although there are abilities that mitigate this. You remain hidden until you choose to leave it or if the conditions that allowed you enter the Stealth condition are removed. One can rest in stealth, which must be signaled by one hand on a thigh, since the other is on your face. Abilities such as Swoop which allow 3 steps in stealth can only be used once before the character must rest to refresh the Swoop.
- added a new section:
- On the schematics and orgs pages we have done a full review and editing of all materials and recipes. Some of changed in form, such as Rapiers, which have been changed to use Bleed, others changed in time or duration like Stitcher modifications which now last for 6 months, while most of the others were changed to have simpler crafting requirements and to balance with other similar objects of a type. We have introduced several new items, including wood glue, solder, and thread which are used in repair. These patches are too numerous to detail here, however, so please review those pages independently. https://ageofasheslarp.com/schematics/ https://ageofasheslarp.com/organizations-and-downtimes/
- https://ageofasheslarp.com/mages/ spells have been altered to only require wyrd ingredients. If you have a spell, please send a ticket into staff with images of your spells so that we can give you different ones at game 1.
- On Changes of the Body (https://ageofasheslarp.com/changes-of-the-body/) updated stitching schematics to indicate that they expire in 9 months rather than 3.
- The Sanctum ritual Argent Phial https://ageofasheslarp.com/benalian-sanctum/?highlight=electrum has been updated to make 3 items rather than 1
- On the skills page (https://ageofasheslarp.com/skills/)
- Light step changed from: No one hears you come and go, and you leave no footprints in the dust. You do not need to respond to Tracking calls from humans or Malefic
To: No one hears you come and go, and you leave no footprints in the dust. You do not need to respond to Tracking calls from humans or Malefic; Tracking calls with the Divine or Arcane qualifier must still be followed. - Interrogate changed from: You know how to get answers, one way or another. You get a use of limited Obey, and the target is compelled to answer one question (does not have to be truthfully) and they are considered to be Meek. Weaken Meek, Obey: Answer me.
To: You know how to get answers, one way or another. You get a use of limited Obey, and the target is compelled to answer one question (does not have to be truthfully) and they are considered to be at Resolve -1. Weaken Resolve to -1, Obey: Answer me.
- Light step changed from: No one hears you come and go, and you leave no footprints in the dust. You do not need to respond to Tracking calls from humans or Malefic
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- Backbone changed from: They can beat you, but they cannot break you. Your body is used to a certain amount of abuse, and Weaken effects used against you take you down by -1, rather than -2.
To: They can beat you, but they cannot break you. Your body is used to a certain amount of abuse, and Weaken effects used against you take you down by 1 less than they used to (a Weaken 2 ability will instead affect you like a Weaken 1 ability).
- Backbone changed from: They can beat you, but they cannot break you. Your body is used to a certain amount of abuse, and Weaken effects used against you take you down by -1, rather than -2.
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- Under Gathering
- We have adjusted our failure and carry rates so that a skilled gatherer cannot fail to gather an item from gathering, although unskilled gatherers can still fail. In addition, an unskilled gatherer can carry 1 item, a Gatherer of level 1 can carry 3 items, a Gatherer of level 2 can carry 5 items, while a Gatherer of level 3 or above can carry unlimited gathering of their type.
- We have also gotten rid of Hunting and Farming, instead making one single skill called Foraging.
- Under Gathering
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- Under Enthrall have changed call from:: Call: Believe: Event <Statement> (with crowd hand signal)
To: Call: Until Proof Otherwise, Believe: Event <Statement> (with crowd hand signal)
- Under Enthrall have changed call from:: Call: Believe: Event <Statement> (with crowd hand signal)
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- Under Malefic Butcher have changed the roleplay requirement from five minutes to one minute.
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- Repair has been changed from: This repair takes a half an hour and a relevant set of professional tools.
To: This repair takes 15 minutes, a relevant set of professional tools, and the repair medium that applies to your professional tools (wood glue for woodworking, solder for metalsmithing, and thread for tailoring). - On Sniper changed from: Watch patiently. Breathe. Fire between heartbeats. The perfect shot is a matter of expert timing. After aiming for the space of three deep breaths you may call “Stun Body”.
To: Watch patiently. Breathe. Fire between heartbeats. The perfect shot is a matter of expert timing. After aiming for the space of three deep breaths you may call “Stun Body”. You must fire the firearm, expend the ammo, and be within range of the target- but you can call Stun Body without actually hitting the target. This can be dodged.
- Repair has been changed from: This repair takes a half an hour and a relevant set of professional tools.
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- Deep changed from: Why only use one edge to cut if you have two? After a successful “Bleed” call you may refresh your “Bleed” call one time.
To: A weapon is a versatile tool – why use it once, when you could use it twice? After a successful weapon quality call, you gain one refresh of that same call.
- Deep changed from: Why only use one edge to cut if you have two? After a successful “Bleed” call you may refresh your “Bleed” call one time.
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- Disabling Blow changed from: Sometimes you don’t want to risk permanently maiming or killing your opponent. You have enough control and skill with your blade to hit with the flat and temporarily render your opponent’s limbs useless without causing damage. After a successful hit you can use a “Stun Limb” call to the limb of your choice.
To: Sometimes you don’t want to risk permanently maiming or killing your opponent. You have enough control and skill with your blade to hit with the flat and temporarily render your opponent’s limbs useless without causing damage. After a successful hit you can call either stun legs or stun arms, even if armor was used, and you may call this instead of a wounding strike. This can be parried and dodged.
- Disabling Blow changed from: Sometimes you don’t want to risk permanently maiming or killing your opponent. You have enough control and skill with your blade to hit with the flat and temporarily render your opponent’s limbs useless without causing damage. After a successful hit you can use a “Stun Limb” call to the limb of your choice.
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- Reverb. Changed from: All is fair on the battlefield. Hit them while they’re down. If your target is prone, you may call “Sunder Armor”.
To: All is fair on the battlefield. Hit them while they’re down. If your target is prone, you may call “Sunder Armor” on the place you struck. You may call this even if your weapon doesn’t have sunder.
- Reverb. Changed from: All is fair on the battlefield. Hit them while they’re down. If your target is prone, you may call “Sunder Armor”.
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- Graze changed from: The marksman never misses by more than a hairsbreadth, if they miss at all. Even the merest touch of the bullet can cause damage. If your shot hits a limb or misses by less than an arm’s length, you may call “Stun Limb”.
To: The marksman never misses by more than a hairsbreadth, if they miss at all. Even the merest touch of the bullet can cause damage. If your shot hits a limb or misses by less than an arm’s length, you may call “Stun Limb”. This may be Dodged.
- Graze changed from: The marksman never misses by more than a hairsbreadth, if they miss at all. Even the merest touch of the bullet can cause damage. If your shot hits a limb or misses by less than an arm’s length, you may call “Stun Limb”.
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- Expert Handling from: Your keen eye and training has made you a crack shot who never misses. If your shot does miss your target, you may still call “Strike Limb”.
To: Your keen eye and training has made you a crack shot who never misses. If your shot does miss your target, you may still call “Strike Limb”. This may be dodged.
- Expert Handling from: Your keen eye and training has made you a crack shot who never misses. If your shot does miss your target, you may still call “Strike Limb”.
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- Trip changed from: Even if it doesn’t inflict a wound, the force behind this throw can knock a target to the ground. After successfully striking a target you may call “Trip.”
To: The force behind this throw can knock a target to the ground. After successfully striking a target you may call “Trip.”
- Trip changed from: Even if it doesn’t inflict a wound, the force behind this throw can knock a target to the ground. After successfully striking a target you may call “Trip.”
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- Stunning Shot changed from: An archer is most effective at a distance. You make sure that your targets stay at an appropriate distance. After a successful hit you may call “Stun Legs”.
To: An archer is most effective at a distance. You make sure that your targets stay at an appropriate distance. After an arrow hits a limb or misses by less than an arm’s length you may call “Stun Legs”. - Penetrator changed from: Unarmored foes don’t stand a chance against you, as your arrows easily pierce vital flesh. After successfully shooting an unarmored target you may call “Power Strike.”
To: Unarmored foes don’t stand a chance against you, as your arrows easily pierce vital flesh. After successfully shooting an unarmored location on a target you may call “Power Strike.”
- Stunning Shot changed from: An archer is most effective at a distance. You make sure that your targets stay at an appropriate distance. After a successful hit you may call “Stun Legs”.
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- Impale changed from: You have learned where exactly to aim to cause the most damage. After aiming for three seconds and successfully striking the target you may call “Bleed”.
To: You have learned where exactly to aim to cause the most damage. After aiming for three seconds and successfully striking the target you may call “Crushing” on a shield.
- Impale changed from: You have learned where exactly to aim to cause the most damage. After aiming for three seconds and successfully striking the target you may call “Bleed”.
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- Setup changed from: Armed fighters are always underestimating those who eschew weapons. If your attack immediately after you call “Parry” is successful, you may call “Stun Defense”.
To: Armed fighters are always underestimating those who eschew weapons. After you make a successful Parry call, you may call “Stun Defense” without requiring another strike.
- Setup changed from: Armed fighters are always underestimating those who eschew weapons. If your attack immediately after you call “Parry” is successful, you may call “Stun Defense”.
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- Maneuver changed from: Years of conditioning have hardened the brawler’s arms and legs against incoming blows. When you expend an unused “Parry” call you gain a “Block” call as if your limbs were a shield.
To: Years of conditioning have hardened the brawler’s arms and legs against incoming blows. When you expend an unused “Parry” call you gain a “Block” call as if your limbs were a shield. If this Block is used a Power Strike cannot be used on the limbs, but only on a torso strike.
- Maneuver changed from: Years of conditioning have hardened the brawler’s arms and legs against incoming blows. When you expend an unused “Parry” call you gain a “Block” call as if your limbs were a shield.
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- Nerve changed from: Incapacitation can be every bit as important to winning a fight as landing the killing blow. You may expend your unused “Dodge” call for the use of a “Weaken Strength 2” call instead.
To: Incapacitation can be every bit as important to winning a fight as landing the killing blow. You may expend your unused “Dodge” call for the use of a “Weaken Strength 2” call on a successful hit instead.
- Nerve changed from: Incapacitation can be every bit as important to winning a fight as landing the killing blow. You may expend your unused “Dodge” call for the use of a “Weaken Strength 2” call instead.
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- Heavy Blow changed from: The force of this blow travels through the weapon and into the foe’s arms, impairing them. When you land a normal hit on the body or limbs of your opponent you may call “Weaken Strength.”
To: The force of this blow travels through the weapon and into the foe’s arms, impairing them. When you land a normal hit on the body or limbs of your opponent you may call “Weaken Strength 2.” As this skill only requires a successful hit, this attack can be dodged or parried, but it cannot be stopped by armor.
- Heavy Blow changed from: The force of this blow travels through the weapon and into the foe’s arms, impairing them. When you land a normal hit on the body or limbs of your opponent you may call “Weaken Strength.”
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- Sling changed from: If you are within three steps of your target you may call “Strike”.
To: If you are within three steps of your target you may call “Strike,” without throwing the weapon.
- Sling changed from: If you are within three steps of your target you may call “Strike”.
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- Even the Odds changed from: This is not your first fight, and you have learned to instill tremendous force into a blow, both knocking an opponent back and causing them to fumble their weapon. After calling “Push” against a close-range target you may call “Disarm”.
To: Even the Odds changed from: This is not your first fight, and you have learned to instill tremendous force into a blow, both knocking an opponent back and causing them to fumble their weapon. After calling “Push” against a close-range target you may call “Disarm.” The push does not need to be successful to call Disarm.
- Even the Odds changed from: This is not your first fight, and you have learned to instill tremendous force into a blow, both knocking an opponent back and causing them to fumble their weapon. After calling “Push” against a close-range target you may call “Disarm”.
- On the Lurite page (https://ageofasheslarp.com/benalian-lurite/) changed the Sear the Spoiling mechanical effect was changed from: The patient is burned by the boiling wine and has an untreatable Miserable condition until they rest for at least 2 hours, after which the patient finds that the limb or torso that was treated with the ritual has any wounds, injury, or Battered conditions removed. The cultist may perform this ritual upon themselves.
To: The patient is burned by the boiling wine and has an untreatable Miserable condition until they rest for at least 2 hours, after which the patient finds that all of their wounds, injury, or Battered conditions have been removed. The cultist may perform this ritual upon themselves. - On the Paladin page (https://ageofasheslarp.com/paladins/) the following changes have been made:
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- From: Purity of Heart: With a gesture, the Paladin may call upon that part of themselves that lies separate from the mundane world. For one hour they become so fully aligned with the spiritual plane that no normal weapon or natural creature can harm them. The call is Divine Immune Normal Weapons. Cost: 1 Empyria.
To: Purity of Heart: With a gesture, the Paladin may call upon that part of themselves that lies separate from the mundane world. For one hour they become so fully aligned with the spiritual plane that no normal melee or ranged weapons can harm them. The call is Divine Immune Normal Weapons. Cost: 1 Empyria. This does not include weapons or devices bearing additional tags as part of their call, such as divine, arcane, or malefic.
- From: Purity of Heart: With a gesture, the Paladin may call upon that part of themselves that lies separate from the mundane world. For one hour they become so fully aligned with the spiritual plane that no normal weapon or natural creature can harm them. The call is Divine Immune Normal Weapons. Cost: 1 Empyria.
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- Corrupted – Transfiguration. The imposing majesty of the Paladin is apparent to any who regard them, making it impossible to resist their will. A Paladin with this power may spend two corrupted Empyria to issue a crowd obey call that cannot be resisted, or one corrupted Empyria to issue a singular obey call that cannot be resisted. Added call: The call is Divine Obey <command> <crowd or target>.
- Beacon of Hope changed from: The Paladin’s very presence is a boon, and all who encounter them feel uplifted next to their divine spark. Fortune seems to smile on those who bask in their companionship, and those around them have faith that everything will turn out alright. The Paladin may give one character the Hopeful state once per scene. Cost: 1 Empyria
To: The Paladin’s very presence is a boon, and all who encounter them feel uplifted next to their divine spark. Fortune seems to smile on those who bask in their companionship, and those around them have faith that everything will turn out alright. The Paladin may give the Hopeful state to each person they individually exchange at least a few uplifting or meaningful words to within a scene or conversation lasting no more than a minute. Cost: 1 Empyria
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- Corrupted – No Rest for the Wicked changed from: The Paladin may fuel themselves by feeding on the energies of those around them. After successfully grappling an individual, they may call “Battered” on that person, and thus regain one Uncorrupted Empyria for each person they so Batter, up to their cap. This is a passive power, but the first time it is used it permanently locks in one corrupted Empyria.
To: The Paladin may fuel themselves by feeding on the energies of those around them. After successfully grappling an individual, they may call “Battered” on that person, and thus regain one Uncorrupted Empyria for each person they so Batter, up to their cap. This is a passive power, but the first time it is used it permanently locks in one corrupted Empyria. As a note, that this would cause the sin of either Deadly Greed or Mortal Degradation, depending on the situation.
- Corrupted – No Rest for the Wicked changed from: The Paladin may fuel themselves by feeding on the energies of those around them. After successfully grappling an individual, they may call “Battered” on that person, and thus regain one Uncorrupted Empyria for each person they so Batter, up to their cap. This is a passive power, but the first time it is used it permanently locks in one corrupted Empyria.
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- Corrupted – Slip from Grace from: Sometimes drastic measures are called for in the name of the greater good, and a Paladin may use this dark gift to spend corrupted Empyria in order to activate an uncorrupted Paladin gift that they know, even if the Paladin is completely out of Uncorrupted Empyria. Using this power locks in that corrupted Empyria. Cost 1 Corrupted Empyria
To: Cost is variable depending on how much Empyria the uncorrupted Paladin gift costs at a one to one ratio, but no matter the cost using this power permanently locks in one dark Empyria
- Corrupted – Slip from Grace from: Sometimes drastic measures are called for in the name of the greater good, and a Paladin may use this dark gift to spend corrupted Empyria in order to activate an uncorrupted Paladin gift that they know, even if the Paladin is completely out of Uncorrupted Empyria. Using this power locks in that corrupted Empyria. Cost 1 Corrupted Empyria
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- Purity of Soul changed from: The Paladin with this gift seems to be a boundless reservoir of energy, their will inexhaustible, as they perform ever more sacred deeds than seems possible. This passive ability allows a Paladin to regain all of their Empyria by successfully expending a prayer state.
To: The Paladin with this gift seems to be a boundless reservoir of energy, their will inexhaustible, as they perform ever more sacred deeds than seems possible. This passive ability allows a Paladin to regain all of their Uncorrupted Empyria once per day by successfully expending a prayer state.
- Purity of Soul changed from: The Paladin with this gift seems to be a boundless reservoir of energy, their will inexhaustible, as they perform ever more sacred deeds than seems possible. This passive ability allows a Paladin to regain all of their Empyria by successfully expending a prayer state.
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- Corrupted – Epiphany changed from: The Paladin who turns to this dark gift allows their inner light to banish all of the doubts, care, or remorse that plague them. Once activated, this power permanently grants the Paladin the benefits of Faith 3. Cost: Passive once activated by turning 1 Empyria permanently Corrupted
To: The Paladin who turns to this dark gift allows their inner light to banish all of the doubts, care, or remorse that plague them. Once activated, this power permanently grants the Paladin the ability: once per day you may take a single action that would normally lead to depravity without taking any sin. Cost: Passive once activated by turning 1 Empyria permanently Dark.
- Corrupted – Epiphany changed from: The Paladin who turns to this dark gift allows their inner light to banish all of the doubts, care, or remorse that plague them. Once activated, this power permanently grants the Paladin the benefits of Faith 3. Cost: Passive once activated by turning 1 Empyria permanently Corrupted
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- Transcendence – changed from: Transcendence: Appearing as more angel than man, a Paladin with this power can sprout beautiful, divine wings from their back at will- transcending their mortal form and inspiring awe in those around them. If these wings are costumed, they offer 1 armor call on the back and allow the Paladin to swoop in to join an ally in battle or remove an ally from a battle and deposit them somewhere else within line of sight. These wings may remain until the Paladin wishes to vanish them, although an Empyria must be spent each time a Paladin wishes to use these wings to fly.Cost: 1 Empyria to activate wings; 1 Empyria per use of Flying
To: Transcendence: Appearing as more angel than man, a Paladin with this power can sprout beautiful, divine wings from their back at will- transcending their mortal form and inspiring awe in those around them. If these wings are costumed, they offer 1 armor call on the back and allow the Paladin to swoop in (walk over OOC) to join an ally in battle or remove an ally from a battle and deposit them somewhere else within line of sight. These wings may remain until the Paladin wishes to vanish them, although an Empyria must be spent each time a Paladin wishes to use these wings to fly. Cost: 1 Empyria to activate wings; 1 Empyria per subsequent use of Flying
- Transcendence – changed from: Transcendence: Appearing as more angel than man, a Paladin with this power can sprout beautiful, divine wings from their back at will- transcending their mortal form and inspiring awe in those around them. If these wings are costumed, they offer 1 armor call on the back and allow the Paladin to swoop in to join an ally in battle or remove an ally from a battle and deposit them somewhere else within line of sight. These wings may remain until the Paladin wishes to vanish them, although an Empyria must be spent each time a Paladin wishes to use these wings to fly.Cost: 1 Empyria to activate wings; 1 Empyria per use of Flying
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- Dead Man’s Eyes changed from: Both a benefit and a burden, Paladins manifesting this gift can gaze into the blank eyes of a dead mortal shell and see the last few minutes prior to the person’s death from the victim’s own perspective. This experience can be ended at any time they choose, though it will automatically stop once the memory of the victim’s death is complete. Choosing to re-experience the death of the target is terribly traumatic, and as such, using this power will cause the paladin to lose consciousness for the remainder of the scene and the next hour. Cost: 1 Empyria
To: Both a benefit and a burden, Paladins manifesting this gift can gaze into the blank eyes of a dead mortal shell and see the last few minutes prior to the person’s death from the victim’s own perspective. This experience can be ended at any time they choose, though it will automatically stop once the memory of the victim’s death is complete. Choosing to re-experience the death of the target is terribly traumatic, and as such, using this power will cause the paladin to suffer blackout and to suffer from a traumatized and miserable state that cannot be fixed for the remainder of the scene and the next hour. Cost: 1 Empyria
- Dead Man’s Eyes changed from: Both a benefit and a burden, Paladins manifesting this gift can gaze into the blank eyes of a dead mortal shell and see the last few minutes prior to the person’s death from the victim’s own perspective. This experience can be ended at any time they choose, though it will automatically stop once the memory of the victim’s death is complete. Choosing to re-experience the death of the target is terribly traumatic, and as such, using this power will cause the paladin to lose consciousness for the remainder of the scene and the next hour. Cost: 1 Empyria
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- Previously Spellseer had a corrupted power that was a duplicate of the Tongues corrupted power, Crown of Thorns. This has been corrected, and the following power is corrupted version of Spellseer: Corrupted – Eye of the Malestrom: Magic is also a wild thing, barely contained and controlled by even the most talented and rigorously trained. With this dark gift, the Paladin is able to twist and fuel arcane energies into an overwhelming wave crashing upon its would-be master. He can call Stun Body on any Magician that is currently casting or hanging a spell. This interrupts the Magician and forces them to roll on their anacrusis chart, rolling on the mild anacrusis chart for level 1 spells, the next chart for level 2 spells, and the next chart for level 3-4 spells. Cost: 1 Corrupted Empyria
- Corrupted- The Devil’s Fist from: Corrupted – The Devil’s Fist: A Paladin with this gift may exert a violent concussive force on enemies around them, flinging them like ragdolls and shattering objects. They may call Divine Stun Body on any target within ten feet of them, as a wall of concussive force radiates outward from the Paladin, or they may slam a target into a wall within a room and hold them there for the space of a rest. In either use, all of the targets’ armor and shield are sundered, and any weapon they are holding is disarmed. Cost: 1 Corrupted Empyria
Added call: The Call is Divine Stun Body, Sunder Armor and Shield, Disarm Weapon. - Corrupted – Hand of Destiny from: Corrupted – Hand of Destiny: And some Paladins are able to pull on those threads of Fate and reweave them into something else. By spending their maximum Empyria, once per game, the Paladin gains a prophecy in the same manner as the above gift. The Paladin may then submit a statement with an “and” that relates to the prophecy, to which the Staff may submit a statement with a “but.” Both of these statements are true. Cost: All Empyria
To: Corrupted – Hand of Destiny: And some Paladins are able to pull on those threads of Fate and reweave them into something else. By spending their maximum Empyria, once per game, the Paladin gains a prophecy in the same manner as the above gift. The Paladin may then submit a statement with an “and” that relates to the prophecy, to which the Staff may submit a statement with a “but.” Both of these statements are true although requests of the future may be delayed by plot needs. Cost: 5 Empyria (either corrupted or uncorrupted), but using this power locks in all unlocked corrupted Empyria used and requires at least one corrupted Empyria to use. - Avatar changed from: Avatar: The Paladin summons an angelic being of holy form and function, with three ranks in every Attribute, the equivalent of any level five skill, and divine armor. Once summoned, it can act on its own and needs no further instruction, but will respond to the will of its creator. However, this creature cannot do anything that would result in depravity for itself or others. It will vanish at the end of the scene, if destroyed, or if the creator loses consciousness. Cost: 5 Empyria
To: Avatar: The Paladin summons an angelic being of holy form and function, with three ranks in every Attribute, the equivalent of any single level five skill (as well as the skills that lead up to that fruit), and divine armor. Once summoned, it can act on its own and needs no further instruction, but will respond to the will of its creator. However, this creature cannot do anything that would result in depravity for itself or others. It will vanish at the end of the scene, if destroyed, or if the creator loses consciousness. Cost: 5 Empyria - Corrupted – Reaver’s Lash from: The Paladin lets their rage and hate pour out of them, turning their attacks into something spiteful and bloody. The force of these vicious blows slides around anything blocking them and slices into flesh. After spending one corrupted Empyria for the combat scene, whenever weapon contact is made with another character the Paladin also calls Bleed on their opponent, even if the attack is blocked by a shield or weapon. Costs 1 Corrupted Empyria
Added: The Call is Divine Bleed. - Corrupted – Temptation from: The Paladin may twist their gift with words and give advice or command another to take some course of action which would be sinful. If the individual obeys, the Paladin gains Corrupted Empyria equal to the Depravity of the deed even if they would normally go over their maximum Empyria, although they may not exceed eight Empyria. The individual also loses Despair, even if it is not a new Depravity they are committing. This can be used once per person per event. This power takes no Corrupted Empyria to use, but the first time a Paladin uses it it locks in one Corrupted Empyria. Cost: Passive after its first use
To: The Paladin may twist their gift with words and give advice or command another to take some course of action which would be sinful and which they do not already have. If the individual obeys, the Paladin gains Corrupted Empyria equal to the Depravity of the deed even if they would normally go over their maximum Empyria, although they may not exceed eight Empyria. The individual also loses Despair. This can be used once per person per event. This power may be activated once a day for 1 Corrupted Empyria, but may be used passively throughout the day once activated. Cost: 1 Corrupted Empyria to activate for a day, passive for that day after activation.
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- Lay on Hands from: The Paladin is able to call upon healing energies and use their body as a conduit for this miraculous ability. When they lay their hands upon a wounded person, the injured find that their wounds close and their health is restored. Bleeding immediately halts and if the wound is still fresh (incurred within the same scene), this power can even heal a permanent injury such as a new maim or the new worsening of a maim. This healing takes the course of a full minute and may not be used on one’s self. Cost: 2 Empyria
To: The Paladin is able to call upon healing energies and use their body as a conduit for this miraculous ability. When they lay their hands upon a wounded person, the injured find that their wounds close, Battered is removed, and their health is restored. Bleeding immediately halts and if the wound is still fresh (incurred within the same scene) this power can even heal a permanent injury such as a new maim or the new worsening of a maim. This healing takes the course of a full minute and may not be used on one’s self. Cost: 2 Empyria - Corrupted – Harm Touch from: By focusing on their contempt, disgust, and malice instead of mercy and grace, a Paladin can inflict an awful wound upon another with only their touch. Upon a successful Grab, a Paladin may spend one Empyria to call “Divine: Powerstrike.” In the event that the player does not have a brawl fist boffer on them, they can call Grab within arms reach of the target. You can use this power even if you do not have Brawl skills. Cost: 1 Corrupted Empyria
To: By focusing on their contempt, disgust, and malice instead of mercy and grace, a Paladin can inflict an awful wound upon another with only their touch. Upon a successful Grab using a brawl boffer, a Paladin may spend one Empyria to call “Divine: Powerstrike.” You can use this power even if you do not have Brawl skills. Cost: 1 Corrupted Empyria
- Lay on Hands from: The Paladin is able to call upon healing energies and use their body as a conduit for this miraculous ability. When they lay their hands upon a wounded person, the injured find that their wounds close and their health is restored. Bleeding immediately halts and if the wound is still fresh (incurred within the same scene), this power can even heal a permanent injury such as a new maim or the new worsening of a maim. This healing takes the course of a full minute and may not be used on one’s self. Cost: 2 Empyria
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- Pillar of Faith from: It is believed to be inherent within the holy spirit of the Paladin to be able to drive away evil. The Paladin may hold their arms aloft and call “Divine Obey: Be Banished” on any Undead or Triumverati. These characters or creatures must then leave the scene immediately. They may not return while combat is occurring or while the Paladin has their arms outstretched Cost: 1 Empyria
To: It is believed to be inherent within the holy spirit of the Paladin to be able to drive away evil. The Paladin may hold their arms aloft and call “Divine Obey: Be Banished” on up to 10 Undead and/or Triumverati of their choice within the scene. These characters or creatures must then leave the scene immediately. These individuals may not return while combat is occurring or while the Paladin has their arms outstretched, but the power must be reactivated to banish new individuals. Cost: 1 Empyria - Faintness of God from: Faintness of God: The Paladin’s kiss upon a weapon infuses it with a subtle power, making it into a Weapon of the Dawn until sunrise the next day. This holy weapon may deliver one Divine: Power Strike against a Malefic creature. This does not, however, affect incorporeal creatures or refresh on Rest. Cost: 1 Empyria per weapon
- To: Whispers of God: The Paladin’s kiss upon a weapon infuses it with a subtle power, making it into a Weapon of the Dawn until sunrise the next day or until utilized. This holy weapon may deliver one single Divine: Power Strike against a Malefic creature. This does not, however, affect incorporeal creatures or refresh on Rest. Cost: 1 Empyria per weapon
- Corrupted – Inflicted from: Sometimes, for the greater good, the Paladin must make use of the sacrifices of others. When the Paladin spends one Corrupted Empyria and activates this gift they may, for one Combat scene, regain one Empyria up to their normal maximum each time they successfully inflict an Injury upon or Down an opponent. Cost: 1 Corrupted Empyria
To: Sometimes, for the greater good, the Paladin must make use of the sacrifices of others. When the Paladin spends one Corrupted Empyria and activates this gift they may, for one Combat scene, regain one Empyria up to their normal maximum each time they successfully inflict an Injury upon or Down an opponent. This cannot be done on a willing individual. As a note, this would cause the sin of either Deadly Greed or Mortal Degradation, depending on the situation. Cost: 1 Corrupted Empyria
- Pillar of Faith from: It is believed to be inherent within the holy spirit of the Paladin to be able to drive away evil. The Paladin may hold their arms aloft and call “Divine Obey: Be Banished” on any Undead or Triumverati. These characters or creatures must then leave the scene immediately. They may not return while combat is occurring or while the Paladin has their arms outstretched Cost: 1 Empyria
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- Corrupted – Prince of Darkness from: Corrupted – Prince of Darkness: The Paladin can reach into the crevices of reality and wield the darkness within. By kneeling and touching his shadow, the Paladin may cause anyone standing in a shadow or darkness to be struck by umbral horrors. The Paladin may call “Strike” on anyone in shadow who is within oration distance, although those standing in light will find themselves immune to the teeth and claws of tenebrosity. Cost: 1 Corrupted Empyria
To: Corrupted – Prince of Darkness: The Paladin can reach into the crevices of reality and wield the darkness within. By kneeling and touching his shadow, the Paladin may cause anyone standing in a shadow or darkness to be struck by umbral horrors. The Paladin may call “Strike” on anyone in shadow who is within oration distance (about five steps), although those standing in light will find themselves immune to the teeth and claws of tenebrosity. Cost: 1 Corrupted Empyria - Corrupted – Scornful Heart From: By wallowing in the guilt from all their past misdeeds, a Paladin may call forth their overwhelming rage and anger, whether directed at themselves or others. Unleashing this onslaught of loathing, they summon a blazing inferno to a ten by ten feet area around them. Anyone within that area, excluding the Paladin, is affected by hellfire, and takes one hit to the torso per ten seconds that they remain in the location, to which they cannot call any defenses. Cost: 1 Corrupted Empyria
- Corrupted – Prince of Darkness from: Corrupted – Prince of Darkness: The Paladin can reach into the crevices of reality and wield the darkness within. By kneeling and touching his shadow, the Paladin may cause anyone standing in a shadow or darkness to be struck by umbral horrors. The Paladin may call “Strike” on anyone in shadow who is within oration distance, although those standing in light will find themselves immune to the teeth and claws of tenebrosity. Cost: 1 Corrupted Empyria
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- Added: The Call for these attacks is “By My Gesture: Divine Powerstrike” which does not require a physical hit on targets within heavy weapon range.
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- Unseen Hand From: The Paladin with this power can manipulate and move objects under their gaze with their mind, allowing them to call Divine Disarm on a target. This not only disarms the target – it also delivers the weapon to the Paladin’s hand. This gift may also be used to bring the Paladin’s own weapon back to their hand if they were disarmed. Paladins using Unseen Hand may only pull one weapon to their empty hand at a time, pulling a weapon to a full hand will result in a strike on the Paladin as if the weapon hit them. They can also pull an item that they can see to them, as long as it is within ten feet. Preferred signalling is the Out of Character Sign as the player retrieves the item to move it to where they were last standing. Cost 1 Empyria
To: The Paladin with this power can manipulate and move objects under their gaze with their mind, allowing them to call Divine Disarm on a target. This not only disarms the target – it also delivers the weapon to the Paladin’s hand. This gift may also be used to bring the Paladin’s own weapon back to their hand if they were disarmed. Paladins using Unseen Hand may only pull one weapon to their empty hand at a time, pulling a weapon to a full hand will result in a strike on the Paladin as if the weapon hit them. They can also pull an item that they can see to them, as long as it is within ten feet. The Call for this is “Divine Disarm To My Hand.” Cost 1 Empyria
- Unseen Hand From: The Paladin with this power can manipulate and move objects under their gaze with their mind, allowing them to call Divine Disarm on a target. This not only disarms the target – it also delivers the weapon to the Paladin’s hand. This gift may also be used to bring the Paladin’s own weapon back to their hand if they were disarmed. Paladins using Unseen Hand may only pull one weapon to their empty hand at a time, pulling a weapon to a full hand will result in a strike on the Paladin as if the weapon hit them. They can also pull an item that they can see to them, as long as it is within ten feet. Preferred signalling is the Out of Character Sign as the player retrieves the item to move it to where they were last standing. Cost 1 Empyria
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- Tongues From: As a Paladin is believed to be a champion for all of humanity, so it is thus that they may speak in any of the tongues of man. A Paladin with this gift may call upon divine inspiration to have intention and meaning made clear to them. They may understand a language for the span of a conversation or about a page of text. They must spend one Empyria for a common language, two for an obscure language, and three for a lost language. Cost: Variable (1-3)
To: As a Paladin is believed to be a champion for all of humanity, so it is thus that they may speak in any of the tongues of man. A Paladin with this gift may call upon divine inspiration to have intention and meaning made clear to them. They may understand a language for the span of a conversation or 5 pages of text. They must spend one Empyria for a common language, two for an obscure language, and three for a lost language. Cost: Variable (1-3)
- Tongues From: As a Paladin is believed to be a champion for all of humanity, so it is thus that they may speak in any of the tongues of man. A Paladin with this gift may call upon divine inspiration to have intention and meaning made clear to them. They may understand a language for the span of a conversation or about a page of text. They must spend one Empyria for a common language, two for an obscure language, and three for a lost language. Cost: Variable (1-3)
- On the Start Here page (https://ageofasheslarp.com/start-here/) we added the following information to the What kind of PVP combat and PVE combat can I expect in Age of Ashes? From: Combat is intended to be dangerous and impactful in Age of Ashes. Players can expect that characters may initiate PVP (player versus player) combat with one another at any time. However, death does not work the same way as it does in most games and settings. Death is not often final in Age of Ashes and there is a strong element of player choice in a character’s story and ending. We still encourage our players to be respectful to others and to help others have an enjoyable time, which will be reflected in our Code of Conduct and Social Policies. You should expect PVE (player versus environment) combat to be just as dangerous, if not more dangerous, than PVP combat. Storytellers will always do their best to make the game as enjoyable as possible for all players, but this is meant to be a dark, mysterious, and dangerous game for your characters. Players should have the expectation that it is quite possible for their characters to be attacked or targeted by the environment of Age of Ashes.
To: Combat is intended to be dangerous and impactful in Age of Ashes. Players can expect that characters may initiate PVP (player versus player) combat with one another at any time. However, death does not work the same way as it does in most games and settings. Death is not often final in Age of Ashes and there is a strong element of player choice in a character’s story and ending. We still encourage our players to be respectful to others and to help others have an enjoyable time, which will be reflected in our Code of Conduct and Social Policies.
You should expect PVE (player versus environment) combat to be just as dangerous, if not more dangerous, than PVP combat. Storytellers will always do their best to make the game as enjoyable as possible for all players, but this is meant to be a dark, mysterious, and dangerous game for your characters. Players should have the expectation that it is quite possible for their characters to be attacked or targeted by the environment of Age of Ashes based on their history, actions, concept, or location. In addition, NPCs are not always reliable narrators, they have sheets with goals and motivations just like players and may not always be truthful.
- On the terms page (https://ageofasheslarp.com/terms/)
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- Add: Oration Range: Oration distance is five yards, with a yard typically being the average stride for an adult, meaning that oration distance is five average-sized steps.
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- Grab changed From: 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. Grab and the offensive use of Push may be either Parried or Dodged as a defense. Brawl boffers cannot be used to block another brawl boffer, as they are meant to represent punching/grabbing.
To: Grab- Using a natural weapons boffer, the defender becomes grappled, only allowing light weapons and unarmed to be exchanged from either the attacker 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. Grab and the offensive use of Push may be either Parried or Dodged as a defense. Brawl boffers cannot be used to block another brawl boffer, as they are meant to represent punching/grabbing. Just like other skills and powers, grab can only be called once per rest.
- Grab changed From: 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. Grab and the offensive use of Push may be either Parried or Dodged as a defense. Brawl boffers cannot be used to block another brawl boffer, as they are meant to represent punching/grabbing.
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- Changed No Effect From: Indicates immunity to the call it is a response to.
To: No Effect is a call used to indicate to another character that you heard the call they used but have a power which allows you to ignore the effect. If you have a skill or power that allows you to ignore an effect please indicate that verbally by saying “No Effect” so the attacker understands that you registered the attack.
- Changed No Effect From: Indicates immunity to the call it is a response to.
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- Weaken changed From: Weaken- Weaken has areas of effect, all cause you to temporarily lose 2 levels into that area. This lasts until you sleep or until it is removed. Weaken Intellect Weaken Faith Weaken Fortitude Weaken Resolve Weaken Speed Weaken Strength
To: Weaken- Weaken has areas of effect, all cause you to temporarily lose levels in a specific attribute that area. This lasts until you sleep or until it is removed. The call should be accompanied by the amount that the attribute is dropping, which is typically 2. For example:
Weaken Intellect 2
Weaken Faith 2
Weaken Fortitude 2
Weaken Resolve 2
Weaken Speed 2
Weaken Strength 2
While Weaken and alchemy can both affect attributes, Weaken cannot be “fixed” or removed early with an alchemical potion. The affected Attribute can only be temporarily increased with an alchemical potion, and when the effects wear off, you will revert back to your Weakened state until the Weaken is truly cured. When combined with withdrawal effects this could cause death. This change was also made on many places on the website.
- Weaken changed From: Weaken- Weaken has areas of effect, all cause you to temporarily lose 2 levels into that area. This lasts until you sleep or until it is removed. Weaken Intellect Weaken Faith Weaken Fortitude Weaken Resolve Weaken Speed Weaken Strength
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- Meek has been removed.
- Crush has been changed from: This call allows you to make a “Strike shield arm” call after an opponent physically blocks your attack with a shield.
To: This call allows you to make a “Strike shield arm” call after an opponent physically blocks your attack with a shield. Crush goes through both shield and armor on the shield arm. - Terror changed from: A State in which a character cannot use skills at all in the presence of the source of Terror.
To: A State in which a character cannot use skills at all in the presence of the source of Terror. As long as the the target feels like they’re in the source of the Terror and that the source is close enough to be a threat, then they are. In the case of Malefic Creatures, Terror affects specific instincts, noted on the sheet. - Disarm has been changed from: The defender must drop their weapon; after the weapon makes full contact with the ground they may retrieve it. Shields do not count as weapons and cannot be disarmed.
To: The defender must drop their weapon if any part of the weapon or the arm is struck. Armor cannot be used to stop a disarm, although it can be used to avoid damage from a strike to the arm. After the weapon makes full contact with the ground they may retrieve it. Shields do not count as weapons and cannot be disarmed, but two handed weapons can be disarmed with a hit to the weapon or to either hand. Disarm can be both parried and dodged.
- On the Attributes page (https://ageofasheslarp.com/attributes/)
- We added a new ability to each level 1 attribute that allows you ot resist the relevant weaken of that attribute once per event. For example, Strength 1 reads: May resist Weaken Strength once per event.
- Added: It should be noted that if your rank in an Attribute ever falls below 1 in play, you do not lose access to any corresponding Attribute-gated skills. However, if your Attribute score increases to a level that gains an ability that is usable once per day or event, you may only gain that ability a single time in the relevant space from the same source (such as alchemical, ritual, specific power, or arcane). For example, Strength 3 allows you to once per day use blackout with a grab boffer. If you use an alchemical concoction to get to Strength 3 you can use that ability once in a day. If later you take another alchemical concoction to get to Strength 3 you do not get this ability again, however if you use a spell to get to Strength 3 then you do get the ability again and can use it again in a single day.
- Under Faith 3 added: In the case of deadly blasphemy, while you can use this ability to ignore the sin for a single day, if you remain converted the next day you still get the sin.
- On character creation
- Removed in Locked Skills: It should be noted that if your rank in an Attribute ever falls below 1 in play, you lose access to any corresponding Attribute-gated skills. So, for example, if your character has Intellect 1 and the gated skill Academics, but through actions and events in-game such as a poison their Intellect falls to 0 or lower, they no longer have access to their Academics skill until their Intellect Attribute is restored to 1.
- Added Blank Book to Starting Items
- On Depravity, https://ageofasheslarp.com/depravity/ changed Mortal Greed From: Hoarding surplus goods from people who need it (Forgotten Ones addition: letting goods go to waste)
To: Withholding surplus supplies from the needy (Forgotten Ones addition: letting goods go to waste) - On the combat overview page (https://ageofasheslarp.com/combat/)
- Under Weapon Qualities added: Each weapon should be tagged at check-in with the appropriate weapon quality color (see below).
- Edged weapons (swords) – Bleed (You cannot take a rest) – lasts for the combat. Red Tag
- Weapons that have a driving point (spear, stiletto) – Driving (ignores armor, including plate). Blue Tag.
- Blunt weapons (hammer, mace) – Crushing (Ignores Shields). Green Tag
- Staves and hooked (sickle) – Disarm (Weapon must be dropped if arm is struck). Orange Tag
- Dense Weapons (ex. axe) – Sunder (Item struck is broken). Yellow Tag
- Under Brawl added: Any power that uses a touch attack in combat should use a brawl boffer, but if it is a social situation outside of combat you may instead ask for consent before initiating any touch. A brawl boffer can stand in for touch in any situation.
- Added Bite: The use of Bite requires a Natural Weapons boffer to be used in combat and the Grab skill. The character using bite use Grab and bites whatever part they have Grabbed. The Grab may be parried or dodged as normal, but once in a Grapple the Bite cannot be dodged- although armor may called on the Bite if it was present where the person was grabbed. Bite may only be used once per rest, and it is not possible to rest in a Grapple. If the torso is Grabbed then a gorget may be used to defend against the Bite, whether or not there was torso armor present where the Grab was used.
- Changed from: The one exception to this is Power Strike. Power strike is the one ability in which a second defense may be called. Essentially, Player A hits Player B, Player B calls a Defense, Player A calls Power Strike, and then Player B may also call Power Strike as a counter.
To: Power strike is an ability that serves as both an attack and a defense against itself. As no defense may be called against a Power strike other than a Power strike, this call should be made upon a successful hit on an opponent, so that they may simply take the strike or call Power strike as a defense if they have it. - Noted that Malefic claw and Sticher monster boffers are black or other colored, while natural wepaon boffers are red.
- Disarm has been updated to read: Weapon must be dropped if arm is struck. See the terms notes for more changes to Disarm.
- Heavy weapons has been changed from: Heavy Weapons- The length of this weapon should be approximately your height, but should not exceed 75”. Heavy weapons are those that are considered to always be 2-handed. Examples include: Polearm, Greatsword, Pike, Naginata.
To: Heavy Weapons- The length of this weapon should be approximately your height, but should not exceed 75”. Heavy weapons are those that are considered to always be 2-handed, and require two hands physically on the weapon to use it. Examples include: Polearm, Greatsword, Pike, Naginata. - Shields changed from: These can consist of a variety of materials ranging from wood and metal to the exotics. A shield can be interposed to stop any physical attacks. Shields can protect from a single shot from a firearm, but are then sundered. Shields may not be Disarmed.
To: These can consist of a variety of materials ranging from wood and metal to the exotics. A shield can be interposed to stop any physical attacks. Shields can protect from a single shot from a firearm, but are then sundered. Shields may not be Disarmed. As a Power Strike requires a successful physical hit on the body a shield can prevent a Power Strike from being called. - Removed: Armor is not part of the normal defensive chain of Advanced Combat. This means that if Player A strikes, Player B calls Armor, then Player A calls Driving, Player B may also call Dodge.
- Added: Armor is ignored by the Weapon Quality Driving and the call Power strike
- Added: A defender will need to choose whether they are using an Armor/Block call or a Parry/Dodge call as a defense if they are struck. A defender cannot both have received a blow on their armor or shield and also have gotten out of the way or parried the weapon. For example, Samantha lands a successful hit on Anne’s vambrace on her forearm. Anne must choose whether to call Armor as a defense or call Parry (or simply take the strike). If Anne chooses Armor, Samantha may call Driving if she is using a weapon tagged with that quality. If Anne chooses Parry, Samantha may call Mighty if she possesses the skill. In either case, the hit resolution is reached after the use of any applicable defensive call and any applicable counter.
- Under Weapon Qualities added: Each weapon should be tagged at check-in with the appropriate weapon quality color (see below).
- On the Malefica and Monsters page (https://ageofasheslarp.com/malefica-and-monsters/) under On Instincts added: It is worth noting that most creatures have two variations of instinct levels- with monsters having a standard and a strong version that you may encounter. So beware- that ghoul that is off alone away from any friends may be the strong version of its type, and not the same level as those that run as a pack. While most instincts are best determined with the help of a Sanctum, there is one I would like to draw particular attention to: Second Wind. Creatures with this instinct require a special order of operations in order to fully down them- otherwise they will only remain down for the space of a rest and then return to their feet as strong as they were before. For some creatures this is a killing blow, for others it may be targeting a specific area or something else, but it is an instinct that can wreak much havoc among monster hunters.
- On the Dhampir page https://ageofasheslarp.com/dhampirs/
- We have changed from: 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 succesffully draining the victim of their first two liters of blood as normal.
To: Dhampirs may take blood from any appropriate 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 but is still Mortal Violence.
Appropriate targets for Dhampir feeding include any human, as well as Malefic Creatures that fall within the Hemophage, Aberrant, Cursed, Othyr, Fey, or Mythic subclasses. See On Malefica and Monsters for more details. Alternatively a Dhampir may choose instead to consume the sanguine essences of any creature rather than drinking it directly, with a liter of blood being approximately equal to two sanguine essences. This is generally considered less enjoyable, as even though the rot and impurities of creatures like necrophages might be removed as part of the harvesting process there is still a flavor that remains. 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.
- We have changed from: 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.
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- Nachstrom Branch 3 Dread Countenance has been changed From: Distant as they may be, the Dhampir are the relations of the true possessors of the night. By expending a liter of stolen blood to make a ten foot circle, they are able to declare that no Night Malefic may enter their territory without taking Terror. This circle must have a physical representation of blood around the Dhampir to mark it, and the effect will end should the Dhampir leave the circle for any reason or the sun rises, whichever comes first.
To: Distant as they may be, the Dhampir are the relations of the true possessors of the night. By expending a liter of stolen blood to make a ten foot circle, they are able to declare that no Night Malefic may enter their territory without taking Terror. This circle must have a physical representation of blood around the Dhampir to mark it, and the effect will end should the Dhampir leave the circle for any reason or the sun rises, whichever comes first. The Dhampir must inform malefic that approach the line that it is there before they cross it, but once crossed that malefic creature will suffer from Terror whenever they enter the Dhampir’s presence and be unable to use the relevant Malefic instincts.
- Nachstrom Branch 3 Dread Countenance has been changed From: Distant as they may be, the Dhampir are the relations of the true possessors of the night. By expending a liter of stolen blood to make a ten foot circle, they are able to declare that no Night Malefic may enter their territory without taking Terror. This circle must have a physical representation of blood around the Dhampir to mark it, and the effect will end should the Dhampir leave the circle for any reason or the sun rises, whichever comes first.
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- Starting Dhampir cost has also been reduced from 6 XP to 3 XP
- On the perks and flaws page https://ageofasheslarp.com/perks-and-flaws/
- Added the note: All perks and flaws can only be taken once, unless they say otherwise in the writeup itself.
- Added Sunkissed (4)- During Events in the Summer season (June-August), or above 80 degree temperatures, you gain plus one to your Fortitude. You can not take this along with Ice Hardened
- Sponsored and Well off have been updated to include the rebalancing to Gathering and their gathering output changed to: You may enter play with up to 10 each of the common gathering resources (fibres, soft wood, soft iron, scrap leather, coal, pulp wood) and 1 of each of the uncommon resources (stone, copper, hard iron, sand, vegetables, meat, heavy leather, furs, straw, hard wood, and beeswax), or one piece of plate armor.
- Crewman has been changed to 2d4 items for each of its gathers rather than a single item
- Flashback has been changed from 3 to 4 points
- We have changed the Salgothic flaw Dark Mark to Cloud of Scandal. It has been changed from: This must be costumed. In such a limited community, it is important to properly track who marries who in order to avoid outright incest. Sexual liaisons outside of marriage are shameful and forbidden, but everyone knows that they occur. It’s rumored that if a child bears a large birthmark this is because their blood is weakening due to their parents being too closely related to each other, or because one or both of the parents have committed shameful acts. It is well-known that you bear such a mark.
To: In such a limited community, stories and gossip flow like water, and every action- forbidden or otherwise- is gleefully tracked. There is something of the scandalous about you, perhaps you bear a dark mark- a sign that your blood is weakening due to your parents being too closely related to each other, or because one or both of the parents have committed shameful acts. Or perhaps there is a different, well-known, scandal about you. These will be tracked on the Notable page.
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- We have removed Immaculate Appearance and changed it to Lost Lamb (-3): Something happened in your past that has led you to have a negative reaction to the Benalian faith. You are Traumatized when confronted by Benalian imagery or paraphernalia, and it’s possible that the Inquisitors at home have notes to keep an eye on you in the future.
- Given the similarity between Farigha and Ostracized, we have added an Echoes of the River Flaw for the Nemien (-3): Your water is all water. You are deeply connected to both your higher and lower selves, and are affected by them. At dawn, roll a 12 sided die. On a 1-3, a darker version of yourself takes control. You should roleplay as a much darker version of yourself and take a mild insanity off our list to keep throughout the day. On a 9-12, a version of yourself that is much closer to Atma takes over. You should roleplay as the best version of yourself and temporarily gain the pure of heart flaw. On a 4-8, you remain as you currently are. We have also noted that you cannot take both Farigha and Ostracized on the same character.
- On Tarrantists (https://ageofasheslarp.com/tarrantists/) changed mechanics of Violet Damnation from: The target is Damned, and cannot use their Personal or Organizational Downtime for as long as they remain Damned.
To: The target is Damned for the event and cannot use their Personal or Organizational Downtime for the next downtime if they remain Damned at the end of the event. - New page added, Letters: https://ageofasheslarp.com/letters/