Thank you for your patience, the 4.0 patch comes from a treasure trove of data including event after action reports, tickets, discussions, and our own internal review process. It was a lot of work to compile all of this data, and we appreciate everyone who has been a part of this process.
If these changes affect your character in a way that you find counterproductive, you may send us a ticket to request a limited rewrite that involves the relevant rules changes. If you wish these changes to go into effect before the next event please send a ticket before the end of the week, but we will allow patch rewrites in the next downtime cycle as well.
Please also expect some time before all existing character sheets are updated with any new terms, and thank you for your patience. Everyone on the storyteller team devoted quite a bit of work to this process, as well as several weekends and brain cells.
Clarifications:
- For items that have a number of uses, such as arrows or shot, the crafting table will now have checkbox stamps and index cards. Please stamp a proper number of uses onto the cards and check them off as they are used.
- Thank you to those mages who wrote to their Guilds with requests for new spells! Several have entered our back-end system, and others helped us to come up with new ideas!
- Some of our spells, items, and schematics have changed based on the patches below. If you have one of the relevant spells, items, or schematics please send us a ticket so that we can prepare a new version for you at check-in.
- While death may be an awfully big adventure, for the purposes of Devotion, this is only true once.
- Rapiers have been removed from the system, and all rapiers are now medium swords.
- We have made a change to our blasphemy sins, please review.
- Individual character sheets will have a direct link to the Glory and XP database by tomorrow (6/18/23), and will be updated automatically when the database is updated. Please don’t send any tickets about this until 6/18/23 so our database has time to fully populate and our webthralls can add specific coding.
https://ageofasheslarp.com/depravity/
- Blasphemy Venial
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- Changed from: Engaging in a ritual or providing insubstantial aid to a Triumverati
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- To: Engaging in a Triumverati ritual or unwittingly assisting in pursuit of their goals (above and beyond basic existence)
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- Blasphemy Mortal
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- Changed from: Intentionally and willingly assisting Triumverati in pursuit of their goals
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- To: Willingly assisting Triumverati in pursuit of their goals (above and beyond basic existence)
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- Defilement Venial
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- Change from: Unchaperoned association with eligible others
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- To: Venial: Unchaperoned association with eligible people outside your culture
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https://ageofasheslarp.com/code-of-conduct/
- Added additional information about the Fade to Black system and warning players about potentially disturbing subject matters:
- From: The check in system refers to a series of hand signals that all Gothic: Age of Ashes players are expected to implement and use throughout the course of the event intended to manage character interactions. If at any time players are engaged in an intense scene or a scene dealing with potentially disturbing subject matter, it is expected that players will check in with the following signals:
An “A-okay” sign can both signal the question “Are you okay to continue?” and a response of “yes”.
A wavering flat hand (a so-so or ehhh hand gesture) means “I’m not sure.” In these instances, offering to pause a moment, alter course of the scene, or get a staff member is recommended.
A thumbs-down sign indicates that the player is not okay, and the scene should immediately pause or fade to black while the player can take whatever appropriate actions are necessary to restore their comfort. These could include handing over their sheet to a staff member to have them resolve the scene, or switching the scene to a purely narrative one.
A player may call for a fade to black or give any of the hand gestures to signal their comfort level during play at any time.
- From: The check in system refers to a series of hand signals that all Gothic: Age of Ashes players are expected to implement and use throughout the course of the event intended to manage character interactions. If at any time players are engaged in an intense scene or a scene dealing with potentially disturbing subject matter, it is expected that players will check in with the following signals:
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- To: The check in system refers to a series of hand and verbal signals that all Gothic: Age of Ashes players are expected to implement and use throughout the course of the event intended to manage character interactions. If at any time players are engaged in an intense scene or a scene dealing with potentially disturbing subject matter, it is expected that players will check in with the following signals:
An “A-okay” sign can both signal the question “Are you okay to continue?” and a response of “yes”.
A wavering flat hand (a so-so or ehhh hand gesture) means “I’m not sure.” In these instances, offering to pause a moment, alter course of the scene, or get a staff member is recommended.
A thumbs-down sign indicates that the player is not okay, and the scene should immediately pause or fade to black.
In addition, before discussing content that is especially disturbing in nature – such as sexual assault, torture, or the like- in a conversation, we have a verbal signal that functions as the beginning of a content warning: Simply start the conversation with “Something awful has happened” and then give a content warning about the topic before proceeding. Other players can respond to that warning with the check-in hand signs, and a thumbs-down signals that this is not the appropriate location for the conversation.
Fade to Black
Fade to Black is a suite of tools that allows players to take appropriate actions when they need distance from a triggering scene or to restore their comfort. We want our trauma in game to remain in character, not out of character, and the Fade to Black is a scene negotiation to help players continue safely within the story.
For some scenes that might mean handing over a character’s sheet to a staff member to have them resolve the scene, for others it may be switching the scene to a purely narrative one, and for others it may involve a revision or abandonment of the scene. For example, a player who has an issue with amputation may negotiate with staff to have a scene that was going to end in a hand being cut off result in them being maimed instead.
In addition, a Fade to Black may be used to negotiate a scene in which tempers are heated out of character, or a situation has resulted in a heightened state of agitation. A staff member may be engaged or a moment taken to recenter the conversation.
A player may call for a fade to black or give any of the hand gestures to signal their comfort level during play at any time. We do expect that players display compassion to one another.
- To: The check in system refers to a series of hand and verbal signals that all Gothic: Age of Ashes players are expected to implement and use throughout the course of the event intended to manage character interactions. If at any time players are engaged in an intense scene or a scene dealing with potentially disturbing subject matter, it is expected that players will check in with the following signals:
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https://ageofasheslarp.com/combat/
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- Defenses and Calls
- Changed from: The Guarded call is used when a Strike is physically stopped from touching you or makes insufficient contact by either interfering with another weapon or with a Shield. This is an optional clarifying call, for when a Strike made against you was confusing and you want to communicate that the attack did not cleanly connect or contact.
- Defenses and Calls
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- To: The Guarded call is used when a Strike is physically stopped from touching you or makes insufficient contact by either interfering with another weapon or with a Shield. This is an optional clarifying call, for when a Strike made against you was confusing and you want to communicate that the attack did not cleanly connect or contact. In the event that any weapon catches on another weapon, armor, or part of the environment, the Safety call should be used to safely disengage and reset the combat. Weapons should not be used to physically hook other weapons or players.
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- Thrown Weapons
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- Changed from: Thrown Weapons– A weapon with no core. These may take on many shapes from daggers to rocks. Most thrown weapons are considered light weapons and may not exceed the light weapon size. Thrown weapons of larger size, such as Javelins, require a speciality schematic and must be thrust safe. No ranged weapons may be batted out of the air
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- To: Thrown Weapons– A weapon with no core used as Ranged Weapons. These may take on many shapes from daggers to rocks. These are tagged with a purple tyvek band and only schematics that have the Thrown tag may be used with the relevant Ranged skills. Most thrown weapons are considered light weapons and may not exceed the light weapon size, but it will be indicated on the tag if they are also a light, medium, or heavy melee weapon. In most cases, Thrown weapons will not have weapon qualities. No ranged weapons may be batted out of the air.
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- Firearms:
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- Changed from: In addition, you will need to have a tamp for your gun and when you reload you will need to put the bullet in and then mime tamping it down.
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- To: In addition, you must wait the span of a rest between shots on the same barrel.
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- Weapon sizes
- Added: *We understand that people are different sizes and our intent is not to be overly strict in these guidelines- when we say approximate we do mean approximate, please check with us if you have particular concerns.
- Maims
- Weapon sizes
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- Added: If you die within the same day that you earned a maim, the maim does not follow you into death and you resurrect without it.
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https://ageofasheslarp.com/skills/
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- Ranged Weapons 1
- Changed from: You have the training required to be able to use ranged weapons. This skill is not limited in use and may be used multiple times without resting.
- Ranged Weapons 1
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- To: You have the training required to be able to use ranged weapons including firearms, bows, and weapons with the Thrown tag. This skill is not limited in use and may be used multiple times without resting.
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- Ranged Weapons 2
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- Changed from: Qualities
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- To: Special Ammunition
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- Ranged Weapons 4: Precision Shot
- Changed from: Years of practice allow the marksman to aim for gaps in armor with deadly precision. After aiming for the space of three breaths and striking the target you may call “Driving”.
- To: Years of practice allow the marksman to aim for their foes with deadly precision. After aiming for the space of three breaths and striking the target you may call either “Driving,” “Sunder,” or “Bleed” but the weapon is sundered after use.
- Changed from: Years of practice allow the marksman to aim for gaps in armor with deadly precision. After aiming for the space of three breaths and striking the target you may call “Driving”.
- Ranged Weapons 5: Impale
- Renamed: Twin Shots
- 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 “Crushing” on a shield.
- Ranged Weapons 4: Precision Shot
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- To: You have achieved mastery over the bow and can now let loose two shots accurately with one pull. When you successfully hit one target you may call “Strike” on a new target within five steps of the original target. This expends two arrows.
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- Brawl 2: Grab
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- Changed from: Getting inside your foe’s guard opens up new avenues of attack and limits their options. Gain the call “Grab”
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- To: Getting inside your foe’s guard opens up new avenues of attack and limits their options. You may now use natural weapon boffers to “Grab.” You may attempt Grab multiple times without needing to rest.
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- Melee 5: Force
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- Added: This may be used in tandem with Biting Blow, with the second Strike functioning as a new attack chain.
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- Logos 5: Conviction
- Changed From: You can, after an intense relevant conversation that lasts at least 30 mins, give someone a belief that holds the weight of an honor code tenet for the event.
- Logos 5: Conviction
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- To: You can, after an intense relevant conversation that lasts at least 10 mins, give someone a belief that holds the weight of an honor code tenet for the event.
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- Pathos 4: Tug on the Heartstrings
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- Changed from: This effect can only be used once per liminal space.
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- To: This effect can only be used once per hour.
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- Pathos 5: Bard
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- Changed from: Your art is so beautiful and arresting it can stop violence in its tracks. The performer may spend a Downtime Action, using the Masterwork downtime action, to create a new Masterwork performance piece. While performing the Masterwork performance piece anyone who wishes to harm the performer must spend a discipline to do so, and any Masterwork performance piece tagged with this ability requires a discipline to destroy, as it is too beautiful to behold. The performer may not take any aggressive actions or the effect is broken. The object must be large enough to be perceived and it must be perceived.
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- To: Your art is so beautiful and arresting it can stop violence in its tracks. The performer may spend a Downtime Action, using the Masterwork downtime action, to create a new Masterwork art or performance piece. While performing or holding the Masterwork art piece anyone who wishes to harm the performer must spend a discipline to do so, and any Masterwork art piece tagged with this ability requires a discipline to destroy, as it is too beautiful to behold. The performer or anyone/thing bearing the Masterwork art piece may not take any aggressive actions or the effect is broken. The object must be large enough to be perceived and it must be perceived.
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- Natural Philosopher 1: Perception
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- Change from: Your keen senses allow you to notice things others would miss. You may see Quest Tags or things Hidden by the Level 1 Finesse skill.
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- To: Your keen senses allow you to notice things others would miss. You may see Quest Tags or things Hidden by the Level 1 Finesse skill or other skills.
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- Natural Philosopher 4: Apothecary
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- Added: You are a respected practitioner of your trade, and any organization you have joined is pleased to have you staff their buildings and make use of their larger tools. You have the ability to staff or make use of apothecary specific buildings in the downtime
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- Natural Philosopher 3: Cache
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- Changed from: Your cache must be marked with a Quest Tag that requires Survivalist of equal or higher level to discover.
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- To: Your cache must be marked with a Quest Tag that requires Survivalist of equal or higher level to discover. Please create this using the creation machine, which you can find under quest, and write your level of survival on the tag.
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- Natural Philosopher 5: Malefic Butcher
- Changed from: Usable once per corpse, takes one minute of roleplay to complete.
- Natural Philosopher 5: Malefic Butcher
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- To: Usable once per corpse within five minutes of their death, takes one minute of roleplay to complete. May not be used on specters without their corpse.
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- Finesse 1: Conceal
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- Added: Please write Hidden on a piece of paper and attach it to the top of the item.
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- Engineering 3: Craft Security Devices and Locks
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- Change from: You can create any security device you have the schematic for. For example, locks to use to protect any one device (door box window.) These locks are real locks that are pickable, and must be demonstrated as pickable by you as well as a staff member.
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- To: You can create any security device you have the schematic for. For example, locks to use to protect any one device (door box window.) These locks are real locks that are pickable, and must be demonstrated as pickable by you as well as a staff member. In addition, the maximum number of locks an engineer with this skill can place upon a device is 2. Non-engineers are limited to a single lock.
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- Engineering 4: Disarm Security Devices
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- Change from: You may now pick open any lock that you, the player, can physically pick open. You may keep this lock (The tag, not the physical lock) if you choose. If you instead choose to replace the lock, it will not appear as if any damage to it has been done. As a note: if you are the owner of the lock and you want to open it without picking, You MUST have a real key with you. If you share keys with people, they will need one too. At this level, if you choose to scrap a security device, you may also recover rare components.
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- To: You may now pick open any lock that you, the player, can physically pick open. You may keep this lock (The tag, not the physical lock) if you choose. If you instead choose to replace the lock, it will not appear as if any damage to it has been done. As a note: if you are the owner of the lock and you want to open it without picking, You MUST have a real key with you. If you share keys with people, they will need one too. At this level, if you choose to scrap a security device, you may also recover rare components. In addition, the maximum number of locks an engineer with this skill can place upon a device is now 3. Non-engineers are limited to a single lock.
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- Engineering 5: Chain Security Devices
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- Renamed: Secret Lock
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- Change from: If one lock is good, more is better. You create a time-consuming puzzle for a thief. You may now place up to 3 locks on any one device.
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- To: One has to find the lock to unlock it. You may now apply Hidden tags to your locks that require Natural Philosopher 1 to see. Please write Hidden on a piece of paper and attach it to the top of the lock. You may also use 3 digit combination locks in place of a pickable key lock for locks you personally place and lock, and which only an engineer with this skill may unlock.
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- Engineering 5: Trap Dodge
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- Renamed: Sidestep.
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- Engineering 3: Repair Gun
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- This has been replaced with what was previously a fruit- Improvised Shot
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- Changed from: Firearms are no real mystery to you. Like any machine with metal moving parts, they can become damaged and in need of repair. You can see the damage, and can put it back together. You may repair damaged/sundered firearms. This requires a set of Engineering Professional Tools.
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- To: Sometimes, you run out of bullets. But that’s okay because you are extremely familiar with what can also be fired and cause damage to your opponent, but not your gun. You may fire a projectile other than a tagged bullet from your gun, such as a small pebble, although it may not be another tagged item. You do still need to have gunpowder and you do still need to use a nerf bullet as the representation of the projectile.
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- Engineering 4: Craft Gun
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- Changed from: While these weapons are some of the most complex in the world, you are intimate enough with firearms that you can build them yourself from scratch. You may build any firearm or explosive you have a schematic for.
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- To: While these weapons are some of the most complex in the world, you are intimate enough with firearms that you can build them yourself from scratch. You may build any firearm or explosive you have a schematic for and you may repair damaged/sundered firearms with a set of Engineering Professional Tools.
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- Engineering 5: Sunder Gun
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- Renamed to Sabotage Gun
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- Changed from: With a quick movement, you can render a gun inoperable. You may apply a tag to a gun signifying that you have removed the firing pin or otherwise rendered the gun useless. This action may only be performed on a weapon not actively being held. (Holstered or safe).
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- To: With a quick movement, you can render a gun explosive. You may apply a tag to a gun signifying that it has been sabotaged. If this gun is fired it not only destroys the gun but also gives the user a limb strike. This action may only be performed on a weapon not actively being held. (Holstered or safe).
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- Engineering 5: Improvised Shot
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- This has been changed to Quick Hands.
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- Changed from: Sometimes, you run out of bullets. But that’s okay because you are extremely familiar with what can also be fired and cause damage to your opponent, but not your gun. You may fire a projectile other than a tagged bullet from your gun, such as a small pebble. You do still need to have gunpowder and you do still need to use a nerf bullet as the representation of the projectile.You may fire a projectile other than a tagged bullet from your gun, such as a small pebble. You do still need to have gunpowder and you do still need to use a nerf bullet as the representation of the projectile.
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- To: You are a master of the firearm- you understand every aspect of its maintenance and operation. As such, you no longer need to take a full rest between shots on the same barrel- you may reload after taking a guard pose for the space of one deep breath .
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- Willpower 1: Steady
- Changed from: Your strength and steadfastness are what keeps you fighting. Once per day may resist Weaken or Stun combat attack calls.
- Willpower 1: Steady
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- To: Your strength and steadfastness are what keeps you fighting. Once per scene you may resist Weaken or Stun combat attack calls.
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- Willpower 3: Proverbs
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- Changed from: By quoting a relevant religious text of your chosen religion aloud, you may expend your Steady call to negate any calls that would cause you to sin or otherwise violate the edicts of the quoted religion.
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- To: By quoting a religious text of your chosen religion aloud, you may expend your Steady call to negate any calls that would cause you to sin or otherwise violate the edicts of the quoted religion, as long as the same text is not repeated in the same scene.
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- Willpower 5: Forgery
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- Changed from: You know how to tell the genuine article from even a skilled reproduction. With this skill, you can determine if documents or artifacts are fakes and may forge documents yourself. The veracity of a text is additional information available to you through hidden or secondary text if you have this skill. Forging a document or artifact takes one use of a forgery kit and the forged document will in turn have hidden text viewable only by those with the Forgery skill that identifies it as fake.
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- To: You know how to tell the genuine article from even a skilled reproduction. With this skill, you can determine if documents or artifacts are fakes and may forge documents or artifacts yourself. The veracity of a text is additional information available to you through a staff question regarding the artifact or lore document mod number if you have this skill. Forging a document or artifact takes one use of a forgery kit and the forged item will have a mod number assigned by staff, as most lore documents do. Artifacts and lore documents missing their mod number may take additional time to research.
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https://ageofasheslarp.com/schematics/
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- Daggers, Stilettos, Improvised Metal Driving Weapons, and Improvised Wooden Driving Weapons are now Light weapons. A Throwing Dagger is now a Thrown weapon.
- Throwing Dagger has been noted to also be a light weapon.
- Throwing axes have been changed to a woodworking thrown weapon that can also be a light weapon.
- Rapiers have been removed from the system, and all rapiers are now medium swords.
- Practical outfit has been changed from: When using the Persuasion 3 (Advocate) skill, you may use it twice per conversation rather than once.
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- To: When using the Persuasion 3 (Advocate) skill, you may use it twice per conversation.
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- Traps have been updated with the length of their trigger. Snares have lengths up to ten feet, pit traps have triggers of up to six feet, while most other traps have traps of up to five feet or less.
- Splash Trap has been updated to require an alchemical contact potion and had its other materials slightly decreased. It delivers any alchemical contact potion to the target and everyone within arms reach
- Dirty Shot Trap has been changed to have an Injury Alchemical via Driving Limb Strike (can use any alchemical concoction), a cost of 1 Explosive Component, 3 Black Powder, 3 Shot, 1 Basic Alchemical
- Gas Bomb has been updated to have a inhaled alchemical effect on the target and any one within 5 steps. It can use any alchemical concoction, an explosive component, and 5 black powder.
- Ironbark tea has been revised from: Removed mechanical effects of Stabilized for two hours. If the State lasts longer than two hours, the effects return when the Suppressant wears off.
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- To: Removed mechanical effects of Battered for two hours. If the State lasts longer than two hours, the effects return when the Suppressant wears off.
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- Wooden Shields has been corrected to use Hard Wood, not Heavy Wood
- Campire Stew has been corrected to Campfire Stew
https://ageofasheslarp.com/glory/
- Villain Concept has been changed to Antagonist concept. This change has also been made on the https://ageofasheslarp.com/haugway/ page and the https://ageofasheslarp.com/vecatran-other/ page
https://ageofasheslarp.com/cultists/
- We made several clarifications as to how Triumverati characters learn their rituals and how they differ from other cultists. Once initiated, Triumverati cultists cannot learn their rituals from another cultist or from a holy writ but by doing deeds that their gods find beneficial and learning their rituals from their dreams. They are still required to have an OOC copy of their rituals on them when they perform them. We also added changes to clarify the nature of the holy writ.
- After the following: Coming into play as a Rank 1 Cultist marks you as having advanced beyond the stage of Neophyte to become fully recognized as a Cultist of your faith. As such, you enter play with 3 Rites available to you and a copy of your faith’s Holy Writ. It costs 3xp and 10 glory to start play as a Rank 1 Cultist.
- Added: In the case of Triumverati cultists entering play as a rank 1 cultist does not provide a holy writ, but adds all of your rituals to your self-teach list.
- After the following: Coming into play as a Rank 1 Cultist marks you as having advanced beyond the stage of Neophyte to become fully recognized as a Cultist of your faith. As such, you enter play with 3 Rites available to you and a copy of your faith’s Holy Writ. It costs 3xp and 10 glory to start play as a Rank 1 Cultist.
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- Changed From: A copy of the Holy Writ is part of every initiation of a Rank 1 Cultist.
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- To: A copy of the Holy Writ is part of every initiation of a non-triumverati Rank 1 Cultist.
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- Changed From: This writ is a tagged Masterwork item that any literate Cultist may create over the space of a downtime using a blank book.
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- To: This writ is a tagged Masterwork item that any literate non-triumverati Cultist may copy over the space of a downtime using a blank book.
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- Changed From: It is the tagged Holy Writ that allows Cultists to buy new rituals in their faith, and functions as a self-teach list for these rituals. If it is stolen or misplaced, a Cultist may not buy any further rituals in their faith until they have replaced it. In order to initiate a new Cultist, the person inducing them and performing the initiation ritual must copy their own – or another’s – Holy Writ throughout a Downtime in order to present it to the new Cultist.
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- To: It is the tagged Holy Writ that allows non-triumverati Cultists to buy new rituals in their faith, and functions as a self-teach list for these rituals. If it is stolen or misplaced, that Cultist may not buy any further rituals in their faith until they have replaced it. In order to initiate a new non-triumverati Cultist, the person inducing them and performing the initiation ritual must copy their own – or another’s – Holy Writ throughout a Downtime in order to present it to the new Cultist.
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- Added: Triumverati cultists (Lazarines, Tarrantists, and Kuarlites) function slightly differently from other cultists in that they cannot learn most of their rituals from a holy writ or other cultists but instead learn them from their dreams. Cultists of these denominations should fill out the request for a dream form when they have done deeds that their god may find pleasing: https://form.jotform.com/231918903820053. Those who pay glory to enter play as a Triumverati cultist have access to all of their branch’s rituals without needing dreams or a holy writ. The exception to this is the Rank 0 rituals for each cult, which can be cast by anyone who meets the requirements of the ritual as long as they are aware of it and which do not require XP to purchase.
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- Changed From: In addition to the tag and any liturgy or creative embellishment/decorations the player would like to add, the writ must contain an OOC writeup detailing the rites’ Rank, Orthodoxy, Observances, and mechanical effects so they may be referenced in the event of a rules dispute.
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- To: In addition to the staff-provided tag and any liturgy or creative embellishment/decorations the player would like to add, the writ must contain an OOC writeup provided by the player detailing the rites’ Rank, Orthodoxy, Observances, and mechanical effects so they may be referenced in the event of a rules dispute.
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- Added: If a cultist of a major religion converts to a different faith, their rituals stay on their sheet and they can still attempt to cast the rituals of their old faith, but each time an attempt is made it would be as if the cultist received the worst result on the divine wrath roll chart. Similarly, if a member of one faith converts to another faith more than once a year they immediately receive the worst result on the divine wrath roll chart.
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- This added text has also been added to all baptism and conversion rituals
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https://ageofasheslarp.com/tarrantists/
- Changed from: All Rank 0 rituals do not cost XP to learn.
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- To: All Rank 0 rituals may be cast by anyone who meets the requirements for casting as long as they are aware of them and do not cost XP to learn.
- Added the following line:
- Like other triumverati cultists, it is not possible to learn rituals from another cultist or from a holy writ unless you pay glory to enter play as such. Cultists of these denominations should fill out the request for a dream form when they have done deeds that their god may find pleasing: https://form.jotform.com/231918903820053.
- The Final Bargain
- Changed from: The target awakens Miserable every time they sleep.
- To: The target awakens Miserable every time they sleep. In addition, every event the target must do something worthy of a transgression and report it into the prayer box. If they do not, beginning at the next event, they awaken each day with Despair rather than Miserable until they do.
- Changed from: The target awakens Miserable every time they sleep.
- Split Animus
- Changed from: The Cultist is guarded from harm by their shadow. They gain two Divine Armor calls on the location of their choosing as the Shadow takes their damage for them
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- To: The Cultist is guarded from harm by their shadow. They gain two Divine Dodges as the Shadow takes their damage for them
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- Amulet of Adoration
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- Changed to:
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- Amulet of Apprehension
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- Create an object that inspires change
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- Mechanics: If the target accepts the item, so long as the person the Cultist gifts the Amulet/Object to has it in their possession, the Cultist gains knowledge of one of their Flaws (either from character creation or earned in-game) once an event. If the target does rid themselves of the object, they take a Personal Failure as the object seems to hold a sense of deep personal significance. If the target keeps the object for more than a year, it becomes a Touchstone Item for them.
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https://ageofasheslarp.com/lazarines/
- Changed from: All Rank 0 rituals do not cost XP to learn.
- To: All Rank 0 rituals may be cast by anyone who meets the requirements for casting as long as they are aware of them and do not cost XP to learn.
- Added the following line:
- Like other triumverati cultists, it is not possible to learn rituals from another cultist or from a holy writ unless you pay glory to enter play as such. Cultists of these denominations should fill out the request for a dream form when they have done deeds that their god may find pleasing: https://form.jotform.com/231918903820053.
- Trap the Soul
- Changed from: An object tied to the deceased targeted in Oblivion Gaol is held above the cultist’s head.
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- To: An object tied to the deceased target is held above the cultist’s head.
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- Changed from: 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.
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- To: 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 target.
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https://ageofasheslarp.com/kuarlites/
- Changed from: All Rank 0 rituals do not cost XP to learn.
- To: All Rank 0 rituals may be cast by anyone who meets the requirements for casting as long as they are aware of them and do not cost XP to learn.
- Added the following line:
- Like other triumverati cultists, it is not possible to learn rituals from another cultist or from a holy writ unless you pay glory to enter play as such. Cultists of these denominations should fill out the request for a dream form when they have done deeds that their god may find pleasing: https://form.jotform.com/231918903820053.
- Cast Off Shackles: The First Trial of Emancipation
- Changed from: Sometime after completing the Borne in Blood ritual, the Petitioner comes to a Shrine of Kaurl.
- To: Sometime after completing the Borne in Blood ritual, the Petitioner comes to a location where a battle has been fought.
- Changed from: Sometime after completing the Borne in Blood ritual, the Petitioner comes to a Shrine of Kaurl.
https://ageofasheslarp.com/benalian-high-canon/
- On the baptism ritual:
- Changed from: The target becomes Faith in Higher Power if they were not already. When using Prayer, they must perform an act from among the Benalian Dedications, those being Practice and Evangelize.
- To: The target becomes Faith in Higher Power if they were not already. When using Prayer, they must perform an act from among the preferred Benalian Dedications, those being Practice and Evangelize.
- Changed from: The target becomes Faith in Higher Power if they were not already. When using Prayer, they must perform an act from among the Benalian Dedications, those being Practice and Evangelize.
https://ageofasheslarp.com/vecatran-other/
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- Anoint the Other
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- Changed from: The Cultist gains a Malefic Terror call that refreshes on rest.
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- To: The Cultist gains a Divine Terror call that refreshes on rest.
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https://ageofasheslarp.com/rimari-sensorum/
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- Dedicate the shrine
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- Changed from: Act – A group of five members of the Rimari Sensorum (or individuals who wish to dedicate themselves to the Rimari Sensorum through this rite), one for each of the five senses, gathers in a private room where they will not be disturbed.
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- To: Act – A group of five members of the Rimari Sensorum (or individuals who wish to dedicate themselves to the Rimari Sensorum and take the vow), one for each of the five senses, gathers in a private room where they will not be disturbed.
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https://ageofasheslarp.com/terms/
- Added the Altered term:
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- Altered – A storyteller call that indicates that an expected effect has been changed to a different effect. For example, a dragon that has heavy armored scales that require multiple driving calls to get through may respond to a Driving call with “Altered: Taken” to inform the player of what occurred. Alternatively, a creature with thick wooly hair might respond to the same call with “Altered: Disarm” to indicate that the weapon was stuck in their fur and yanked out. If you would like more information on why the Altered call took place, and it was not described during the fight, you may ask the NPC after the combat to describe what your character would have observed.
- Added the Artifact term:
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- An item that is unique and does not have a schematic, but may be forged. Artifacts will often have loremaster tags and module numbers associated with them.
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- Arcane:
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- Changed from: Arcane <Effect>- Used to indicate the call originates with some arcane source. May only be resisted by Divine or Arcane resists.
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- To: Arcane <Effect>- An arcane effect that may only be countered by things with the Divine or Arcane tag following the same hierarchy of counters. For example, Arcane Armor is impervious to normal driving or an Arcane/Divine Strike, but can be countered by Divine Driving or a Divine Powerstrike. That said, the Arcane modifier does not give something the ability to do more than it normally would unless explicitly called out in the power itself- for example, an Arcane Dodge does not give a user the ability to sidestep an Area of Effect Trap.
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- Divine:
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- Changed from: Divine <Effect>- Used to indicate the call originates with some divine source. May only be resisted by Divine or Arcane resists.
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- To: A divine effect that may only be countered by things with the Divine or Arcane tag following the same hierarchy of counters. For example,
Divine Armor is impervious to normal driving or an Arcane/Divine Strike, but can be countered by Arcane Driving or an Arcane Powerstrike. That said, the Divine modifier does not give something the ability to do more than it normally would unless explicitly called out in the power itself- for example, a Divine Dodge does not give a user the ability to sidestep an Area of Effect Trap.
- To: A divine effect that may only be countered by things with the Divine or Arcane tag following the same hierarchy of counters. For example,
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- Arcane strike
- This has been broken into two terms, a new Arcane Strike and a Magical Element Strike. Existing spells that use Arcane Element Strike (Flame Bolt, Earth Bolt, Water Belt, Water Seal, Shield of Mirrors, Wraith’s Resonance, Wind Bolt) have been updated to use “Magical <Element> Strike”
- Changed from: Arcane <Element> Strike- A call used by magicians to indicate a torso strike, typically with a spell packet. If a spell packet is used it must land within arm’s reach of the target. 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.
- This has been broken into two terms, a new Arcane Strike and a Magical Element Strike. Existing spells that use Arcane Element Strike (Flame Bolt, Earth Bolt, Water Belt, Water Seal, Shield of Mirrors, Wraith’s Resonance, Wind Bolt) have been updated to use “Magical <Element> Strike”
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- To: Arcane <Element> Strike- A call used by magicians to indicate a torso strike that cannot be countered by standard means, but requires a counter with an Arcane or Divine modifier.
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- To: Magical <Element> Strike- A call used by magicians to indicate a torso strike, typically with a spell packet. If a spell packet is used it must land within arm’s reach of the target. This attack cannot be parried, but as it is a standard strike it can be dodged and armor may be used. It may also be resisted by Divine Resists or Arcane Resists that apply.
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- Sunder:
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- Changed from: Sunder causes a piece of armor or a weapon to lose all of its calls. You may still use the weapon with no skills until the end of the fight. A shield that is Sundered is useless and all attacks pass through it. Ideally, it should be discarded to the ground if possible. Please wrap any sundered, broken or items in need of repair in red yarn so that the item’s status is obvious even if you’re not nearby.
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- To: Sunder causes a piece of armor or a weapon to lose all of its calls until it is repaired by a crafter. You may still use the weapon with no skills until the end of the fight. A shield that is Sundered is useless and all attacks pass through it. Ideally, it should be discarded to the ground if possible. Please wrap any sundered, broken or items in need of repair in red yarn so that the item’s status is obvious even if you’re not nearby. Sunder cannot be used on locks or other things that are not armor or weapons.
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- Grab (also updated on combat page):
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- Changed from: 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.
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- To: Using a natural weapons boffer, the defender becomes grappled, only allowing brawl skills and limited light weapons to be exchanged from either the attacker or the defender. Limited light weapons means that while light weapons may be used no light weapon skills may be used with them. 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. You may attempt Grab multiple times without needing to rest.
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- Hope/Hopeful
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- Changed from: A State that a character can self resolve to refresh all of their skills without a rest or leaving the conversation. Can only be used on skills that refresh upon a rest or conversation, and not skills that refresh upon a scene, combat, or other unit of measure.
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- To: A State that a character can self resolve to refresh all of their skills without a rest or leaving the conversation. Can only be used on skills that refresh upon a rest or conversation, and not skills that refresh upon a scene, combat, or other unit of measure. Hopeful is limited to one use a scene, so hope may only be used twice in a scene regardless of its source.
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https://ageofasheslarp.com/seers/
- Star Sense
- Changed from: The first thing every Seer learns from experience is a feeling of dread knowledge that danger is upon them. Once per hour, upon entering a scene in which their character is in sudden danger, they may gain a free use of dodge or a power strike that they can use as a defense. This means that there are few Seers who are killed in their beds or knifed suddenly from the shadows.
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- To: The first thing every Seer learns from experience is a feeling of dread knowledge that danger is upon them. As long as they prepare themselves in the by smoking an attribute up herb before using the power, upon next entering a scene in which their character is in sudden danger, they may gain a free use of dodge or a power strike that they can use as a defense for anything a dodge would normally be used for- which does not include things like Area of Effect Traps. This ability may be renewed after use by taking another herb, but counts as another use of the power in regards to the trauma table. This means that there are few Seers who are killed in their beds or knifed suddenly from the shadows.
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- Corrected spelling of Psychometry
- Remembering the Space
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- Changed from: A room is more than an occupied space; it is also a holding cell for now-silent conversations, patterns from pacing steps, and emotional tracers. Seers with this ability can read the most recent activities in a room, going back about an hour.
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- To: A room is more than an occupied space; it is also a holding cell for now-silent conversations, patterns from pacing steps, and emotional tracers. Seers with this ability can read the most recent activities in a room that occurred in the last liminal space (the time between sunrise and sunset).
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https://ageofasheslarp.com/organizations-and-downtimes/
- We made several changes to the prestige goals for Occult and Arcane organizations. The new goals are as follows:
- Arcane
- Successfully sell services of the guild
- To: Successfully trade services for the guild – 1 point
- Successfully make an enemy back down in public
- To: Host an academic or philosopher discussion that touches on some aspect of magic with at least three unaffiliated individuals – 1 point
- Acquire 5 or more wyrd components for the guild – 1 point
- No change
- Use magic for the good of the community
- To: Cast a spell witnessed by more than 5 people, at least 1 of which is outside your org. The spell casting must be observed by the witnesses – 1 point
- Successfully bring in a new member of the organization, not necessary that the person be a mage – 2 points
- No change
- Publicly defeat a different organization
- To: Use magic for the good of the community – 2 points
- Obtain a magical item from another character or the world – 2 points
- No change
- Write three comprehensive letters to your guild, each at least a page in length that documents an arcane topic – this can include magical artifacts, elemental creatures, magical wonders, rare wyrd items, enchantments, witchkings or other magical effects. A spell from a different school of magic counts as two entries. This takes a writing kit and must be information you have not sent previously. You may drop this letter in the prestige points box or email it to staff at game, although you must collect the information at the game you write it. You have the option of turning this into a lore document with the Journal schematic and a downtime.
- To: Write three comprehensive letters to your guild, each at least a page in length that documents an arcane topic – this can include magical artifacts, elemental creatures, magical wonders, rare wyrd items, enchantments, witchkings or other magical effects. A spell from a different school of magic counts as two entries. This takes a writing kit and must be information you have not sent previously. You may drop this letter in the prestige points box or email it to staff at game, although you must collect the information at the game you write it. You have the option of turning this into a lore document with the Journal schematic and a downtime. A copy of these will be returned to you at the next event. – 10 points
- Steal or forcibly obtain 5 rare or wyrd resources from other organizations or 1 spell from a rival mage school to return to your guild (this must be dropped in the prestige point box) – 10 points
- No change
- Successfully sell services of the guild
- Occult
- Conduct a ritual involving more than 5 people – 1 point
- Arcane
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- To: Conduct a ritual witnessed by more than 5 people, at least 1 of which is outside your org – 1 point
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- Spend a significant amount of time discussing your religion with at least three unaffiliated individuals – 1 point
- No change
- Perform rituals off of the approved renown list (see below) – 1 point
- To: Make an offering to a shrine. – 1 point
- Get three unaffiliated people to wear your symbol for a full liminal space – 1 point
- No change
- Initiate new members to the organization or cult – 2 points
- No change
- Publicly defeat a competing organization or cult – 2 points
- No change
- Sabotage the shrine of a rival cult – 2 points
- Spend a significant amount of time discussing your religion with at least three unaffiliated individuals – 1 point
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- To: Do a service for the good of the community
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- Build a shrine – 10 points
- To: Perform rituals off of the approved renown list (see below)
- Build a shrine – 10 points
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- In addition we’ve added the following rituals to the renown list:
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- Dedicate a shrine
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- Atonement
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- Tribunal
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- Contront Atma
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- Reconciliation
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- Host a religious festival or holiday for your cult with at least ten attendees of the public – 10 points
- No change
- Host a religious festival or holiday for your cult with at least ten attendees of the public – 10 points
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- In addition we changed Occult description
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- From: Occult organizations revolve around a faith within the world. While not every member of the organization needs to be a member of the faith, the group itself should follow a specific faith or cult.
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- To: Occult organizations revolve around a faith within the world. While not every member of the organization needs to be a member of the faith, the group itself should follow a specific faith or cult. All rituals it gains prestige from must be from that defined faith or cult and its parent religion.
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- We also changed the following arcane prestige spend:
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- Changed from: 20 Prestige – Request a supply of a specific wyrd component from a caravan in return for salt
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- To: 20 Prestige – Request a supply of a specific wyrd component, up to 9 wyrd uncommons, from a caravan for no cost.
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- Trades
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- Changed from: Gather or acquire three rare resources for the guild
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- To: Gather or acquire three new rare resources for the guild
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- We have added the following buildings:
- Winery
- Specialized Building
- 4 Ropes, 10 Paneling, 6 Planks, 12 Metal Sheets, 4 Windows, 6 Vegetables, 6 Copper, 2 Fibres, 4 Soft Iron, 2 Stone, 2 Pulp Wood, 6 Common Herbs, 3 Uncommon Herbs, 1 Hard Iron
- Allows apothecaries to generate 6 bottles of wine if they provide 8 intoxicating herbs and 8 vegetables
- Distillery
- Specialized Building
- 4 Ropes, 12 Planks, 6 Metal Sheets, 10 Canvas, 4 Windows, 6 Vegetrables, 1 Sand, 4 Straw, 4 Stone, 4 Soft Wood, 6 Common Herbs, 3 Uncommon Herbs, 2 Scrap Leather, 2 Coal
- Allows apothecaries to generate 6 bottles of hard liquor if they provide 12 intoxicating herbs and 4 vegetables
- Brewery
- Specialized Building
- 4 Ropes, 12 Planks, 6 Metal Sheets, 10 Canvas, 4 Windows, 6 Vegetables, 1 Sand, 4 Straw, 4 Stone, 4 Soft Wood, 6 Common Herbs, 3 Uncommon Herbs, 2 Scrap Leather, 2 Coal
- Allows apothecaries to generate 6 barrels of beer if they provide 4 intoxicating herbs and 12 vegetables
- Apothecary guild hall
- Specialized building
- 4 Rope, 10 Paneling, 8 Planks, 8 Metal Sheets, 12 Canvas, 8 Windows, 6 Vegetables, 6 Meat, 2 Beeswax, 2 Sand, 2 Copper, 4 Fibres, 6 Soft Iron, 4, Soft Wood, 4 Pulp Wood, 6 Common Herbs, 3 Uncommon Herbs, 5 Hard Iron
- Generates crafter quests and modules at game for the individual staffing it, as long as they have the necessary skill for their craft.
- Medical Camp
- Building
- 8 Rope, 8 Paneling, 8 Planks, 14 Metal Sheets, 10 Canvas, 2 Windows, 10 Vegetables, 2 Sand, 4 Fibres, 4 Heavy Leather, 4 Soft Wood, 9 Common Herbs, 8 Coal, 6 Hard Wood, 4 Hard Iron
- Health related travel risk rolls (injuries and disease) are ignored in the turf the medical camp is located in. It does not need to be staffed.
- Field Hospital
- Building
- 10 Rope, 10 Paneling, 14 Planks, 14 Metal Sheets, 8 Canvas, 8 Windows, 10 Vegetables, 1 Meat, 2 Sand, 6 Fibres, 4 Heavy Leather, 4 Soft Iron, 1 Straw, 8 Soft Wood, 8 Common Herbs, 8 Coal, 10 Hard Wood, 4 Hard Iron
- Health related travel risk rolls (injuries and disease) are ignored in the parcel the medical camp is located in. It does not need to be staffed.
- Must be built on a Medical Camp
- Wilderness Preserve
- Animal related travel risk rolls are ignored in the parcel the building is located in. It does not need to be staffed.
- 30 Rope, 4 Paneling, 10 Plank, 20 Canvas, 10 Vegetables, 6 Sand, 6 Heavy Leather, 14 Soft Iron, 4 Straw, 10 Soft Wood, 10 Coal, 6 Hard Wood
- Wyrd Plot
- 20 Rope, 17 Plank, 13 Metal Sheet, 8 Meat, 4 Soft Iron, 8 Straw, 6 Stone, 2 Soft Wood, 2 Pulp Wood, 10 Common Herbs, 10 Hard Wood
- Causes a herbalism resource node to generate wyrd common items instead of common herbalism resources for gatherers who use their downtime here.
- Wyrd Camp
- 10 Rope, 18 Metal Sheet, 22 Canvas, 8 Vegetables, 6 Copper, 4 Fibres, 6 Heavy Leather, 2 Soft Iron, 3 Soft Wood, 6 Pulp Wood, 2 Scrap Leather, 1 Coal, 2 Hard Wood, 10 Hard Iron
- Causes a foraging resource node to generate wyrd common items for gatherers who use their downtime here.
- Wyrd Mine
- 11 Paneling, 15 Plank, 24 Metal Sheet, 6 Vegetables, 8 Beeswax, 8 Heavy Leather, 4 Straw, 6 Stone, 4 Soft Wood, 4 Scrap Leather, 10 Coal
- Causes a Mining resource node to generate wyrd common items for gatherers who use their downtime here.
- Wyrd Outpost
- 15 Rope, 8 Paneling, 15 Metal Sheet, 12 Window, 10 Vegetables, 8 Beeswax, 2 Fibres, 2 Soft Iron, 2 Pulp Wood, 12 Scrap Leather, 4 Hard Wood, 10 Hard Iron
- Causes a Forestry resource node to generate wyrd common items for gatherers who use their downtime here.
- Fixed references to farming and hunting in the buildings section
- Winery
https://ageofasheslarp.com/mages/
- Added Section: Upalas
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- Upala stones are elemental stones that can be used by (almost) anyone to activate a single spell hung by a mage upon the stone. Once activated the spell is expended but the Upala remains, and can be reused by a mage to hang another spell. They are not materials, and cannot be used in schematics.
While Upalas have extensive uses, they are also weighty with meaning and difficult to use, especially when they are carrying a spell. Individuals often report the feeling of an active Upala to be oddly distasteful and strange, and no matter who they are, only one Upala with a spell hung on it may be carried by any individual. Active Upalas can also be hotbeds of anacrusis as the world twists and changes around them, to the extent that you have three or more active in a contained space you must roll an anacrusis roll on the container every liminal space.
Mages find that carrying an Upala uses up one of their hung spell slots and that they are unable to use Upalas with spells on them that are outside of their school of magic.
- Upala stones are elemental stones that can be used by (almost) anyone to activate a single spell hung by a mage upon the stone. Once activated the spell is expended but the Upala remains, and can be reused by a mage to hang another spell. They are not materials, and cannot be used in schematics.
- Weavespeak has been changed
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- From: After casting this spell the magician may add the arcane tag to a single Logos call used in the next hour.
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- To: After casting this spell the magician may add the arcane tag to a single Ethos call used in the next hour.
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- Spells that use Arcane Element Strike (Flame Bolt, Earth Bolt, Water Bolt, Shield of Mirrors, Wraith’s Resonance, Wind Bolt) have been updated to use “Magical <Element> Strike instead
- As a note, other uses of the arcane modifier have remained.
https://ageofasheslarp.com/letters/
- Added: This pricing, and the availability for messengers to travel to various places, may change depending on the current situation in the world.
https://ageofasheslarp.com/social-mental-trade/
- Crafting and Schematics
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- Schematics have been updated so that the vast majority of them do not expire, but they also are no longer copyable- although they may be shared.
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- Changed from: Schematics are detailed plans for the construction of items within the world of Age of Ashes. Most people are more concerned with survival rather than innovation, and many blueprints, instructions, and diagrams are from times past. Often copied to recycled or old paper, they are precious to come by and don’t last forever as they wear down with further age and use.
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- To: Schematics are detailed plans for the construction of items within the world of Age of Ashes. Most people are more concerned with survival rather than innovation, and many blueprints, instructions, and diagrams are from times past.
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- Removed: Copying Section. All blueprints have an expiration that determine (like durability) how many games the blueprint will last before it crumbles into dust. That number is expressed in the copying section. All items that are copyable require a writing kit and sheaf of paper to copy.
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- Removed: Additionally, if a schematic specifies that it is unique (ex: “Simple Unique”) the details of the print are too intricate to be transferred in detail to another piece of paper, and are thus uncopyable.
- Complexity
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- Changed from: This is the subtitle listed under the schematic name and will often say something like “Simple”, “Intermediate”, “Complex”, “Unique”, “Expendable”
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- To: This is the subtitle listed under the schematic name and will often say something like “Simple”, “Intermediate”, “Complex”, “Masterwork”, “Wyrd”, or “Expendable”
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- Added Preservation section:
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- Preservation
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- Age of Ashes have several skills, powers, and rituals that can preserve items that would normally break or rot away from age- such as vegetables, essences, or parts of a corpse. In the event that an item is preserved using one of these abilities, simply write the date preserved and Preserved upon the card itself.
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https://ageofasheslarp.com/materials-and-masterworks/
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- Masterwork Basics
- Changed from: For those materials that are crafted rather than discovered, they always come from Complex Schematics and require a Masterwork Downtime action to make.
- Masterwork Basics
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- To: For those materials that are crafted rather than discovered, they always come from Masterwork Schematics and require a Masterwork Downtime action to make.
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- Added: A completed Masterwork object may only contain one effect from each of the following trees: Metalsmithing, Woodworking, Tailoring, Ornaments.
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- Removed old crafting example: For example, if a crafter wanted to make a Steel Longblade, they would need 2 Steel to replace the 2 Hard Iron that are usually in it, but if they were trying to make a Steel Plate they would only need 3 Steel and 1 Soft Iron, because the Steel only needs to replace the schematic’s most uncommon material.
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- Ornaments
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- Changed from: Ornaments are somewhat unique in the field of Masterwork Materials because they are usually added to a specific component that may or may not be made of another Masterwork Material, and don’t replace any material in the Schematic. Below are some examples of ornamental gemstones that can be added to the Guard of a weapon during its construction.
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- To: Ornaments are somewhat unique in the field of Masterwork Materials because they are usually added to a specific component that may or may not be made of another Masterwork Material, and don’t replace any material in the Schematic. Below are some examples of ornamental gemstones that can be added to the Guard of a weapon during its construction. Many ornaments are crafted using wyrd schematics.
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- Metals and Woods
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- Changed from: To ease communication when employing these mechanics, it’s recommended you qualify the Sunder call with the relevant masterwork material, such as Burl Sunder or Adamantium Sunder. The response, if the defender has a stronger material, can be a qualified Immune call, such as Bronze Immune or Greatwood Immune.
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- To: To ease communication when employing these mechanics, it’s recommended you qualify the Sunder call with the relevant masterwork material, such as Burl Sunder or Adamantium Sunder. The response, if the defender has a stronger material, can be a qualified No Effect call, such as Bronze No Effect or Greatwood No Effect. Similarly, if a standard sunder is used on a masterwork material the counter would be something like Steel No Effect.
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https://ageofasheslarp.com/alchemy/
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- Tolerance Builder
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- Added: Tolerance Builder may not be used in conjunction with a purgative.
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- Hallucination Table
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- Added: Hallucination table to the page
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https://ageofasheslarp.com/death-dying/
- Changed from: If your character dies in the course of the game, they will come back to life at the next sunset or sunrise missing one of these Touchstone Memories.
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- To: If your character dies in the course of the game, they will come back to life at the next sunset or sunrise missing one of these Touchstone Memories, unless a ritual is utilized to have your character return at a different time. For the purposes of Age of Ashes, Sunrise is defined as 6am and Sunset is defined as 6pm.
- Added: If your character dies in a scene during which they have betrayed their Devotion or have recently suffered a Devotion Loss, they will lose four Touchstone Memories and come back to life at the next sunset or sunrise. Killing oneself also counts as suffering a Devotion Loss, and will normally result in the loss of four Touchstone memories. This is true even if one simply creates a situation in which they are likely to die, or if one asks someone else to kill them if a certain set of circumstances is met. If one dies experiencing both a Devotion Win and a Devotion Loss only one memory is lost and the XP from the personal victory remains.
https://ageofasheslarp.com/dhampirs/
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- We have made several changes to Dhampir, with the largest change being the change from a tree structure to a tier structure, similar to paladins.
- Added: Dhampir powers are separated into five tiers, with the first and second tiers containing only one ability, as all Dhampir share those powers. While Dhampir powers are roughly separated into three themes (Imperium, Nachstrom, and Ferox) any tier power may be purchased as long as the Dhampir has one power in the tier below it and has completed the requisite unlock. For example, a Dhampir may purchase the tier 3 Grim Visage followed by the tier 4 Sanguine Sight if they desire.
- Unhallowed
- We have made several changes to Dhampir, with the largest change being the change from a tree structure to a tier structure, similar to paladins.
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- Changed from: Spending a liter of blood allows the Dhampir to call Immune to Bleed, Poison and Disease.
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- To: Spending a liter of blood allows the Dhampir to call Malefic Resist to Bleed, Poison and Disease.
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- Changed from: Afterwards they are forever sensitive to daylight; all Physical Attributes are Weakened by 2 in daylight without extensive costuming to prevent exposure.
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- To: Afterwards they are forever sensitive to daylight; all Physical Attributes are Weakened by 2 in daylight without extensive costuming to prevent exposure, until the dhampir re-establishes cover and takes a rest.
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- Dread Countenance
- Changed from: 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.
- To: By expending a liter of stolen blood to call safety, if necessary, and make a ten foot diameter circle, they are able to declare that no Night Malefic may enter their territory without taking Terror.
- Changed from: 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.
- Sanguine Sight
- Dread Countenance
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- Changed from: By invoking the Sanguine Sight, the Dhampir may call ‘Malefic Creatures Reveal!’ once per scene, and all Malefic within proximity to the call must reveal themselves.
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- To: By invoking the Sanguine Sight, the Dhampir may call ‘Divine Reveal!’ once per scene, and all malefic and stealthed creatures and people within proximity to the call must reveal themselves.
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- Changed from: This power is gained when the Dhampir completely drains an innocent – a sinless soul – of their blood and then anoints their face with what remains. This blood must remain on their face until the following noon.
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- To: This power is gained when the Dhampir completely drains an innocent – a sinless soul – of their blood and then anoints their face with what remains. This blood must remain on their face until noon the following day.
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- Sin Eater
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- Changed from: By exhausting four liters of stolen blood and cutting their hand, taking a wound to that limb, the Dhampir is able to deliver a touch attack with an OOC call that disperses any Night Malefic (even incorporeal ones) for at least an hour.
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- To: By exhausting one liter of stolen blood and cutting their hand, taking a wound to that limb, the Dhampir is able to deliver a touch attack with an OOC call that disperses any Night Malefic (even incorporeal ones) for an hour.
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- Dark Invocation:
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- Changed From: Any combat power that affects the Night Malefic, affects the Dhampir in the same way.
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- To: Any combat power that affects the Night Malefic, affects the Dhampir in the same way. Combat power being any power done to the Dhampir against their will in a scene, whether that be social or martial.
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- Fell Strength
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- Changed From: The Dhampir may exhaust two liters of stolen blood to call Mighty with any weapon they are currently using, including a natural weapon or fist boffer.
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- To: The Dhampir may exhaust two liters of stolen blood to call Mighty with any weapon they are currently using for the space of the combat scene, including a natural weapon or fist boffer. During that scene this Mighty is refreshed on rest.
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- Monstrous Hide
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- Changed from: This power is gained after the Dhampir kills and skins a human, wearing the remains for an event. They must then repeat this process for a powerful predatory beast, and thirdly by a Night Malefic.
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- To: This power is gained after the Dhampir kills and skins a human, wearing the remains for an event.
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- Form of the Bat
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- Added: Please attach a note to the head that says, “This may not be destroyed by normal means. Please inform staff if it is moved.”
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- Changed from: If bright light is shone in their unshielded eyes, they must take the Blindness Maim temporarily.
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- To: If bright light is shone in their unshielded eyes, they must take the Blindness Maim temporarily while the light is present and for a rest immediately afterwards.
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https://ageofasheslarp.com/experience-progression/
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- Changed Dhampir New Power
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- From: 3 X Rank and requisite Unlock
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- To: 3 X Tier and requisite Unlock
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- Added: You may also make up one missed journal a downtime.
https://ageofasheslarp.com/benalian-sanctum/
- Added clarity around how sanctums can interact with the organization system
- Vow: A member of the Sanctum must never make a promise or oath.
- As such Sanctums can only join organizations that are lead by Sanctum priests. Non-cultists and non-Benalian can join a Sanctum organization as long as the honor code for the organization does not forbid it, but they cannot be the leader if they want Sanctums to be able to join it. The vow for an organization that Sanctums can join needs to be closely tied to the Sanctum mission.
- Vow: A member of the Sanctum must never make a promise or oath.
https://ageofasheslarp.com/duranihim/
- Vow
- Changed from: Cordelians swear to: Never allow a Mortal or Deadly sin to occur in their presence without intervening and attempting to stop it.
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- To: Cordelians swear to: Never allow a Mortal or Deadly sin of Greed, Sloth, Violence, Degradation, Pride, or Passion to occur in their presence without intervening and attempting to stop it.
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https://ageofasheslarp.com/changes-of-the-body/
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- Inaccurate stitching schematic table removed, duplicated accurate stitching section on Schematics page
- Added note:
- When two different essences are listed in a Stitching schematic two essences are necessary for the schematic, one essence cannot fulfill both ingredients even if a single essence contains all of the necessary traits for the two essences.
- Added Replacement Eye
- Eye replacement for a missing eye or to fix blindness. You can’t read perception tags or use ranged weapons and are functionally illiterate, but you can see again.
- 1 Modification Point
- Head
- 1 Aberrant monster part, 1 Cursed Choleric Essence
- Updated Gill Respiration:
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- From: Physrep gills. May ignore one inhaled alchemical effect per day. Rest now takes twice as long
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- To: Physrep gills. May ignore one inhaled alchemical effect per scene. Rest now takes twice as long
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- Added Malefica Infusions
- In addition to body modifications, Stitchers have the ability to craft Malefica Infusions, which last for a single game without preservation but can be preserved by any methods that preserve essences. Characters can only be under the effect of one Malefica Infusion at any one time. Like stitching modifications, these are crafted using the creation machine. While infusions use a body modification point they do not leave a maim when they expire.
- Arcane Gaze
- 1 Choleric Essence, 1 Uncommon Herb
- For an hour magical items have an aura you can see. You may tell if an item is enchanted- it will be indicated as such on the tag.
- Whiff of Death
- 1 Phlegmatic Essence, 1 Uncommon Herb
- For an hour you have the ability to track undead creatures by their awful awful smell. You can call Undead Tracking- which is the same as the Tracking skill but only for undead. You must call Undead Tracking before clapping
- Thickened Fascia
- 1 Aberrant Essence, 1 Uncommon Herb
- For a scene a single injured limb will function normally.
- Spectral Grasp
- 1 Spectral Essence, 1 Rare Herb
- For an hour your arm is ephemeral and whatever weapon you hold in that hand takes on a glow, but it can interact with ghosts freely.
- Animal Conditioning
- 1 Melancholic Essence, 1 Uncommon Herb
- For a scene physrep any single animal feature, no mechanical effects.
- Odd Adjustments
- 1 Sanguine Essence, 1 Uncommon Herb
- For a scene physrep a physically odd feature, no mechanical effects.
- Touch of the Moon
- 1 Phlegmatic Essence, 1 Uncommon Herb
- For a scene physrep a glowing body part, no mechanical effects
- Arcane Gaze
- In addition to body modifications, Stitchers have the ability to craft Malefica Infusions, which last for a single game without preservation but can be preserved by any methods that preserve essences. Characters can only be under the effect of one Malefica Infusion at any one time. Like stitching modifications, these are crafted using the creation machine. While infusions use a body modification point they do not leave a maim when they expire.
- Added an extension mechanic
- From: If a mutation has an expiration date and expires, such as a stitcher modification, that mutation is lost forever until it’s replaced. A Crippling maim is in place at the site of the expired modification until that maim is healed or the mutation replaced. Mutations can also be lost if that body part is maimed.If a mutation is taken at character creation or is otherwise permanent, it will return once the maim is resolved or when a character returns from death if the main occurred within the same day that they died.
- Added Malefica Infusions
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- To: If a mutation has an expiration date and expires, such as a stitcher modification, that mutation is lost forever until it’s replaced. A Crippling maim is in place at the site of the expired modification until that maim is healed or the mutation replaced.
Stitching modifications can be extended for six months by using at least one part of the recipe to create it. For example, Gill Respiration which takes 1 Aberrant Essence and 1 Phlegmatic Essence to stitch can be extended with either an Aberrant or a Phlegmatic Essence.
Mutations can also be lost if that body part is maimed.If a mutation is taken at character creation or is otherwise permanent, it will return once the maim is resolved or when a character returns from death if the main occurred within the same day that they died.
- To: If a mutation has an expiration date and expires, such as a stitcher modification, that mutation is lost forever until it’s replaced. A Crippling maim is in place at the site of the expired modification until that maim is healed or the mutation replaced.
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https://ageofasheslarp.com/magical-wonders/
- Broken Vampire Fang, Cappacian Claw, Dragonbone Handle, Holy Shard, Lightning Glass, and Silvered Weapon have been updated to have “weapon” appended to the end of their name and the description changed from “If this item is attached to a weapon” to “A light, medium, or heavy melee weapon incorporating this magical wonder,”.
https://ageofasheslarp.com/rangers/
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- Dark Harvest
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- Changed from: When in the presence of a recently slain creature (at least within the same day), a Ranger may harvest one of its essences in an appropriate roleplay scene of at least five minutes. This creature must have not been harvested by anyone else before the Ranger uses their ability, as essences are fleeting and fragile things. Essences harvested this way must be registered and tagged in order to be stored for later use. If the Ranger can physically harm a specter, they can use Dark Harvest on that specter once it is successfully dispersed, once per day.
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- To: When in the presence of a recently slain creature (at least within the last five minutes), a Ranger may harvest one of its essences in an appropriate roleplay scene of at least five minutes. This creature must have not been harvested by anyone else before the Ranger uses their ability, as essences are fleeting and fragile things. Essences harvested this way must be registered and tagged in order to be stored for later use. Usable once per corpse within five minutes of their death and takes one minute of roleplay to complete. May not be used on specters without their corpse.
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https://ageofasheslarp.com/totems-of-life/
- Echoes of Misdeeds has been added to the Totems of Life page:
https://ageofasheslarp.com/perks-and-flaws/
- Corrected Italicization for Sunkissed and Sheltered Upbringing
- Beholden
- Changed from: You owe a powerful person or organization a favor. You may buy this flaw off in game through appropriate story, otherwise you are expected to deliver on favors asked of you. If you do not, this could result in the Enemy flaw or serious backlash and revenge.
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- To: You owe a powerful NPC or NPC organization a favor. You may buy this flaw off in game through appropriate story, otherwise you are expected to deliver on favors asked of you. If you do not, this could result in the Enemy flaw or serious backlash and revenge.
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https://ageofasheslarp.com/character-creation/
- Hesha Marital Arts changed to Martial Arts