Thank you to the entire community who helped to fill out our rules review documentation, send us tickets, or note things in our after action reports. The Age of Ashes team has spent the last two months compiling, balancing, and discussing, and we appreciate you all for help.

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 following this next event.

Update:  a typo was corrected in Dark Harvest

Clarifications:

  • As a reminder, for the use of the skill Proverbs, any italicized text on a cult’s page or the parent religion of the cult, including liturgies and flavor text, may be considered among “the words of your faith.”
  • Age of Ashes does not require that general setting, decor, and costuming props be tagged as long as they do not have a mechanical effect. Feel free to create and bring cool things to game that don’t need a tag. 
  • Alchemical effects that cause a negative Attribute are not Weaken effects, but instead alchemical, and cannot be resisted with Level 1 Attributes that give a defense against Weaken
  • It is possible to bandage yourself while using the Berserker perk or modification as long as you have the Self Aid skill. 
  • Per https://ageofasheslarp.com/social-mental-trade/ we would like to remind people that: when utilizing social powers please use both the assigned hand symbol and the verbal call. This is to ensure that people who might not be sure of which power you are using, or if you’re using a power at all, are certain, and they know which defense they can use.  This includes OOG questions using the pathos skills.
  • While sins between games are written in water, if you are mechanically helping a Triumverati attain their goals at game, the sin occurs at game even if the deal to help was made between games. 
  • Argent Phials are an object created by a Sanctum Ritual that include the following mechanic “Holy Water and Aqua Caelestis contained in an Argent Phial do not lose potency by being handled by depraved individuals” among others.

Changes

Diseases and Plague Doctors (https://ageofasheslarp.com/skills/ and https://ageofasheslarp.com/changes-of-the-body/):

  • Diseases and skills regarding diseases are changing.  Previously, the level 3 Plague Doctor skill Diagnose was used to identify diseases, poisons, or alchemical agents, while Folk Cures were used to halt the progression of a disease by anyone with who knew them, and the level 4 Pathology skill was used to remove diseases, potions, poisons and/or alchemical substances from a target’s body, with only medical professional tools and 15 minutes of appropriate roleplay.
    Now Diagnose can be utilized by plague doctors to temporarily halt the progression of diseases, alchemical concoctions, or withdrawal,  while the level 4 Pathology skill allows the doctor to read the cure conditions on disease cards and fulfill them, assuming they meet the correct conditions.  
  • https://ageofasheslarp.com/changes-of-the-body/
    • Changed from: In play, a disease comes with a card that defines its name and description, mechanical effects, symptoms, and progression. If you come in contact with someone or something that is contagious, you will be provided with this card if you are infected, along with any number of additional cards to pass out should you be in a position to spread the disease.
      • To:  In play, a disease comes with a card that defines its name and description, mechanical effects, symptoms, progression, and cure conditions. If you come in contact with someone or something that is contagious, you will be provided with this card if you are infected, along with any number of additional cards to pass out should you be in a position to spread the disease, but you should only assume that you know the information on the card in character if you have the relevant skills.
    • Changed from: Folks cures are things that can be found at events from various sources such as Lore items. A folk cure is a temporary fix that will alleviate any symptoms and mechanical effects on your character. However, your symptoms will eventually come back, and you may be a carrier even while not displaying symptoms. There are skills in-game that can help you recover fully from these diseases, as well as some alchemical preparations.
      • To:  Cure conditions are various in-game activities, items, and actions that can be utilized by a plague doctor with the level 4 skill Pathology to cure a disease, and are learned by reading disease cards. Cure conditions are necessary to cure patients of diseases, but must be performed by someone with the plague doctor skill in order to fully cure a patient.  Cure conditions take 15 minutes to complete and the tagged items used in a cure may not be reused for multiple patients. 
    • Added: Cure conditions vary by disease, but include such cures as:
      • Wash the ears repeatedly with water mixed with a tagged herb with the clarifier effect.
      • The patient is surrounded by a ring of the crushed remains of at least one tagged insect and stones and is instructed to take deep breaths with forceful exhales under the watchful eye of the plague doctor.  
      • The infected must have be given hot tagged tea and bundled up in warm clothes by a plague doctor. 
    • In each case the bolded item is the tagged item that must be used by the plague doctor as part of the cure and the roleplay is detailed. In some cases, additional skills may be necessary, but in all cases a plague doctor must be the one to give the cure for it to take.
  • https://ageofasheslarp.com/skills/
    • Plague Doctor Level 3:
      • Changed from: Diagnose: You have spent many hours bent over sick beds. You can tell the difference between the various different types of boils, sores and pustules. You can identify what disease, poison, or alchemical agent is in a target’s body, including your own.
        • To: Bloodletting: You have spent many hours bent over sick beds. You know how to stop things from getting worse, even if you can’t fix them completely. With Medical Professional Tools and 5 minutes of appropriate roleplay you may give your patient a torso wound and halt progression of a disease, alchemical concoction, or withdrawal for an hour. Note that this wound will need to be Bandaged to bring the patient out of the Downed condition. 
    • Plague Doctor Level 4:
      • Changed from: Pathology: You are skilled at cutting away necrotic flesh, draining humors, and applying the right ointments, tinctures, and salves to cure illnesses. You can remove diseases, potions, poisons and/or alchemical substances from a target’s body, including your own. This skill requires Medical Professional Tools and 15 minutes of appropriate roleplay to resolve.
        • To: Pathology: You are skilled at cutting away necrotic flesh, draining humors, and applying the right ointments, tinctures, and salves to cure illnesses. You can identify what disease, poison, or alchemical agent is in a target’s body, including your own, and can take all the information on a disease card in character, including understanding cure conditions and fulfilling those cure conditions to remove diseases from characters with relevant actions, items, and 15 minutes of relevant roleplay.

https://ageofasheslarp.com/terms/

    • Damned
      • Changed from: Damned- While under the Damned state all rites officiated by the affected or where the affected is a target of the rite gain one Vulgarity, and they cannot use Prayer or Confidence.
        • To: Damned- While Damned all rites officiated by the affected or where the affected is a target of the rite gain one Vulgarity, and they cannot use Prayer or Confidence. Damned persists until removed, even between events. 
      • State
        • Changed from: Your State is exclusive to your health, and different States represent various stages of your well being. All States are constant until explicitly changed, although they do end at the end of the event. States include battered, bleed, despair, diseased, downed, fear, healthy, hope text, meek, miserable, poisoned, prayer, stabilized, temporary insanity, terror, and traumatized.
          • To: Your State is exclusive to your health, and different States represent various stages of your well being. All States are constant until explicitly changed, although they do end at the end of the event. States include battered, bleed, despair, diseased, downed, fear, healthy, hope, miserable, poisoned, prayer, stabilized, temporary insanity, terror, and traumatized. This list is not exhaustive.
      • Powerstrike
        • Changed from: Power Strike is a carrier that indicates that the physical strike you have just received cannot be defended against except with another power strike. The recipient must be physically struck, and the area that is affected is the area that was struck by the weapon. Power Strike must be called loudly, and can only be used once per combat.
          • To: Power Strike is a carrier that indicates that the physical strike you have just received cannot be defended against except with another power strike unless you have a defense with an arcane or divine modifier. The recipient must be physically struck, and the area that is affected is the area that was struck by the weapon. Power Strike must be called loudly, and can only be used once per combat.
  •  
  •  

Brawl https://ageofasheslarp.com/skills/ and https://ageofasheslarp.com/terms/ and https://ageofasheslarp.com/combat/ 

  • Brawl has received several changes throughout the system to make it more usable and easier to understand and use within the system. 
    • https://ageofasheslarp.com/terms
      • Grab separated into two terms, the Grab and the Grapple
      • Changed from: Grab-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.
        • To: Grab: Grab is a skill that utilizes a natural weapons boffer and puts the defender into a grapple.  Grab may be both dodged and parried against, but cannot be used on a shield. However, once in Grapple, the only way to break it is with Push or the Attacker relenting by defeat, choice, or the attacker calling an effect.  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.
        • To: Grapple: While in a grapple, neither the attacker nor the defender may take steps, rest, or use weapons skills outside of the natural weapon trees. You may, however, use a light weapon without any skills.  The attacker may pivot the defender without any skills.  A grapple ends after an effect is called, with each player taking a step backwards to re-initiate combat. A grapple must be resolved before a new grab can be called and a new grapple initiated. See combat overview for the flow of combat for this. 
        • To: Grapple carrier call: An effect tied to a successful Grapple that was not countered with a Push.
          Combat page: https://ageofasheslarp.com/combat/
      • Changed from: Brawl – The use of offensive Brawl skills requires the use of a Natural Weapons boffer, including the offensive use of Push. To use the call Push defensively to break Grab, the user needs to have at least one hand unarmed. If using a two handed weapon at the time of Grab, the user will need to drop their weapon in order to defensively call Push.  Grab and the offensive use of Push may be either Parried or Dodged as a defense. Brawl boffers cannot be used to block another brawl boffer, as they are meant to represent punching/grabbing.  If the user wishes to move the target without the skill Carry, they may only move them within the sphere of a pivot in place.  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.
        • To:  The use of offensive Brawl skills requires the use of a Natural Weapons boffer, including the offensive use of Push. Many Brawl skills are initiated by the use of Grab, which may be defended against by either a dodge or a parry, but which when successful initiates a Grapple.  A Grapple may only be broken by the use of a defensive Push, or the Attacker relenting by defeat, choice, or calling an effect (such as with a Grapple carrier call).  The successful initiation of a Grapple, if not countered by a push, will often come with a Grapple carrier call that ends the Grapple. The flow of combat may look as follows:
        • Situation 1: Attacker touches Defender’s shoulder with a brawl boffer and calls Grab >  the Defender calls Parry = Grab is defended against
        • Situation 2: Attacker touches Defender’s shoulder with a brawl boffer cand calls Grab > Defender has no appropriate calls and a Grapple is initiated > Defender calls Push to break the Grapple = Grab was successful, Grapple was broken without further effects
        • Situation 3: Attacker touches Defender’s shoulder with a brawl boffer cand calls Grab > Defender has no appropriate calls and a Grapple is initiated > Defender has no Push > Attacker utilizes a Grapple carrier call if they have one (Such as Stun Offense) = Grapple is ended, stun offense is given to the Defender, Defender may attempt to initiate a Grab.
        • While in a Grapple, neither the attacker nor the defender may take steps, rest, or use weapons skills outside of the natural weapon trees. You may, however, use a light weapon without any skills.  The attacker may pivot the defender without any skills.  A Grapple ends after an effect is called, with each player taking a step backwards to re-initiate combat. A Grapple must be resolved before a new Grab can be called and a new Grapple initiated.
        • To use the call Push defensively to break Grab, the user needs to have at least one hand unarmed. If using a two handed weapon at the time of Grab, the user will need to drop their weapon in order to defensively call Push.  Grab and the offensive use of Push may be either Parried or Dodged as a defense. Brawl boffers cannot be used to block another brawl boffer, as they are meant to represent punching/grabbing.  
        • 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. 
  • Brawl https://ageofasheslarp.com/skills/
    • Brawl 1: 
      • Changed from: Push: Balance is key in a fight, which is why it’s wise to throw your opponent’s off. Gain a “Push” call.
        • To:  Push and Grab: You don’t need a weapon to affect your enemy. You may now use natural weapon boffers to “Grab” and have a “Push” call. You may attempt Grab multiple times without needing to rest.
    • Brawl 2: 
      • Changed from: Grab: 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.
        • To: Pain: Getting inside your foe’s guard opens up new avenues of attack and limits their options. If your successful Grapple is undefended you may call “Pain” to the nearest touched limb to the Grab as a Grapple Carrier Call and end the Grapple. 
    • Wrestling 3: 
      • Changed from: Pin: If they can’t attack, you can focus on breaking through their defenses. After you have an opponent in a successful “Grab” you may call “Stun Offense”.
        • To: Iron Hands: It doesn’t matter if they have a sword, you can get through their defenses. Gain a “Mighty” call you can use on a Grab.
    • Wrestling 4: 
      • Changed from: Carry: No one is too heavy for this brawler to sweep off their feet. After you have an opponent in a successful “Grab” you may carry them at full speed.
        • To: Spike: Your bare hands are strong enough to cause damage on their own. If your successful Grapple is undefended you may call “Strike” as a Grapple Carrier Call and then end the Grapple. 
    • Wrestling 5: Clinch
      • Changed from: The brawler has learned where key nerves are located around the body and how to deaden them. After you have an opponent in a successful “Grab” you may call “Weaken Speed 2”.
        • To: There are other methods of crowd control. After you have an opponent in a successful Grapple, you may carry them at full speed. You may exit the Grapple by saying “By My Gesture: Group Push” and send the defender into up to five people within melee reach and call push on all of them. 
    • Wrestling 5: Chokehold
      • Changed from: Disorient them first, then knock them out. If a target suffers from the “Stun” condition you may call “Blackout”.
        • To: Disorient them first, then knock them out. If your successful Grapple is undefended you may call “Blackout” as a Grapple Carrier Call and end the Grapple. 
    • Wrestling 5: 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. If this Block is used a Power Strike cannot be used on the limbs, but only on a torso strike. 
        • To: Meatshield: Those within your grapple are entirely within your control. When you have someone in a successful Grapple you may send any attacks that land on you to the person you’re holding by calling “Altered: Taken by Defender.” This ends the Grapple.
    • Wrestling 5: Bonebreaker
      • Changed from: They should never have let you get a hold of them. Now they’ll always remember that. After you have an opponent in a successful “Grab” you may call “Maim” on a designated limb.
        • To: They should never have let you get a hold of them. Now they’ll always remember that. After you have an opponent in a successful Grapple you may call “Maim” on a designated limb as a Grapple Carrier Call and end the Grapple. 
    • Pugilism Level 5: 
      • Changed from: Lights Out: There’s no need to waste energy on a fighting someone if you can simply knock them out. After you have an opponent in a successful “Grab” you may call “Blackout”.
        • To:  Go for the Eyes: Your attacks can cause some long-lasting damage.  If your successful Grapple is undefended you may call either “Maim” as a Grapple Carrier Call and call a mild head maim (either Headaches or Vision Loss), or “Traumatized” as a Grapple Carrier Call. Either way this call ends the Grapple. 
    • Pugilism Level 5 Solar Plexus:
      • Changed from: The quickest way to end a fight is to make sure your opponent can’t fight back. Sometimes it’s not enough to simply take their weapon – you have to be sure they can’t pick it up and use it. After expending an unused “Disarm” you may call “Stun Combat”.
        • To: The quickest way to end a fight is to make sure your opponent can’t fight back. Sometimes it’s not enough to simply take their weapon – you have to be sure they can’t pick it up and use it. After expending an unused “Disarm” you may call “Stun Combat” on someone within brawl range.
    • Pugilism Level 5 Hostage:
      • Changed from: Let others be underestimated. This brawler knows how to make themselves appear every bit as dangerous as they truly are, and prefers it that way. After you have an opponent in a successful “Grab” you may call “Fear” to use on the target of your choice.
        • To:  Let others be underestimated. This brawler knows how to make themselves appear every bit as dangerous as they truly are, and prefers it that way. If your successful Grapple is undefended you may call “Fear” to use on the target of your choice within line of sight. This call does not end the Grapple.
    • Pugilism Level 4: Weak Spot
      • Changed from: Grab one arm and disable the other. The rest practically takes care of itself. After you have an opponent in a successful “Grab” you may call “Stun Limb”.
        • To: Weak Spot: Grab one limb and disable the other. The rest practically takes care of itself. If your successful Grapple is undefended you may call “Stun Offense” as a Grapple Carrier Call and end the Grapple.  Additionally, If you are the defender in a grapple you may call “Trip” against you attacker and end the grapple 
    • Martial Arts Level 5 Pressure Point:
      • Changed from: You have a studied knowledge of the human body and its pressure points and weak spots. After you have an opponent in a successful “Grab” you may call “Stun Body”.
        • To: You have a studied knowledge of the human body and its pressure points and weak spots. If your successful Grapple is undefended you may call “Stun Body” and end the grapple. 
    • Martial Arts Level 5: 
      • Changed from: Windfist: You are a master at flowing from one form to the next, moving seamlessly from defensive to offensive. After physically dodging a close-range attack you may call “Strike” on your opponent.
        • To: Maneuver: 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. This gives a defensive power strike if the attack lands on your limbs but does not if the attack lands on your torso.
    • Martial Arts Level 5 Combo: 
      • Changed from: Beat ‘em while they’re down! You can cause real damage with your fists if your opponent isn’t at the ready. If an opponent is suffering the “Stun” condition you may call a “Strike” on them.
        • To: Beat ‘em while they’re down! You can cause real damage with your fists if your opponent isn’t at the ready. If an opponent is suffering the “Stun” condition within grab range you may call a “Strike” on them

https://ageofasheslarp.com/skills/

  • Summon
    • Name Changed to: Siren Song
    • Changed from: You are irresistible. Once per scene, you may call to someone in the range of your voice. The target feels compelled to come to you, unless there is obvious signs of a trap in evidence. Being suspicious of the user is not enough, but the user being surrounded by four armed guards might be. Call: <Target> Obey: Come to me.
      • To: You are irresistible. Once per scene, you may call to someone in the range of your voice. The target feels compelled to come to you even if they are otherwise occupied. Call: <Target> Obey: Come to me.
  • Tolerance:
    • Changed from: You’ve built up resistances to alchemical substances, perhaps through training, trial and error, or attempts on your life. You may choose to resist a non-potent alchemical substance once per day.
      • To: You’ve built up resistances to alchemical substances, perhaps through training, trial and error, or attempts on your life. You may choose to resist any alchemical substance once per liminal space.
  • Observe:
    • Changed from: Your astute observations lead you to the truth of things. You may ask one OOC question of staff about a dead body (human or animal) that could be reasonably ascertained by observation. This power may only be used once per body by anyone as the body is moved and rearranged in the process of studying it.
      • To: Your astute observations lead you to the truth of things. You may ask one OOC question of staff about a dead body (human or animal) that could be reasonably ascertained by observation. This skill may only be used three times per body by anyone, but the questions must all be asked in the same scene. 
  • Tug on the Heartstrings
    • Changed from: Your art and performances create visceral and fervent responses in your audience. While within a normal speaking distance of the performer (singing, dancer, etc.) all who hear or see a performance feel the emotion the person gave or receive hope. This effect can only be used once per hour. This power can be used with a physical artwork the artist creates as long as the subject is in theme, but players can only receive hope from the object once upon observing it for the first time. Call: Either: Hope, or Feel <Emotion>
      • To: Your art and performances create visceral and fervent responses in your audience. While within a normal speaking distance of the performer (singing, dancer, etc.) all who hear or see a performance feel the emotion the person gave or receive hope. This effect can only be used once per hour. A physical artwork can also serve as a performance and does not require a tag, as long as it is the artist who reveals the art, which they can only do once per hour as well  Call: Either: Hope, or Feel <Emotion>
  • Proverbs
    • Changed from: You know the words and tenets of your faith, and use it as a shield against temptation. 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.
      • To: You know the words and tenets of your faith, and use it as a shield against temptation. 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 take an action to sin or otherwise act to violate the edicts of the quoted religion, as long as the same text is not repeated in the same scene.
  • Assassinate:
    • Changed from: A deadly killer, you can strike your target so swiftly they never see it coming. You may attack from a Stealthed position of no more than two arms’ reach away. This attack cannot be parried or dodged, and is considered a torso hit unless otherwise specified. You do not automatically re-enter Stealth, and will need to find new appropriate conditions to be Stealthed again.
      • To: A deadly killer, you can strike your target so swiftly they never see it coming. You may attack from a Stealthed position of no more than two arms’ reach away. This attack cannot be parried or dodged normally, although divine parries and dodges will work, and is considered a torso hit unless otherwise specified. You do not automatically re-enter Stealth, and will need to find new appropriate conditions to be Stealthed again.
  • Craft Security Devices & Locks
    • Tree renamed to: Security and Gadgets
    • Power renamed to: Craft Gadget & Locks 
    • Changed from: There’s little use in seeking valuables and resources if you can’t hold onto them and keep them safe. You can create any security device you have the schematic for. 
      • To:  Engineers create wonders and help keep them safe. You can create any security or engineering “gadgets” you have the schematic for. This does not include traps.
  • Chain Traps
    • Changed from: You are a skilled enough engineer that you can create a domino effect with your traps, ensuring that even if one is avoided, further dire effects will follow. You may now chain your traps together, making them more complex and potentially mixing effects.
      • To: You are a skilled enough engineer that you can create a domino effect with your traps, ensuring that even if one is avoided, further dire effects will follow. You may now chain your traps together and disarm chained traps. Please apply a note that these traps are chained together, and that they have to be disarmed at the same time by multiple engineers or by one user with the chain trap skill. 
  • Linguist
    • Changed from: You have a knack for languages, and pick them up more easily than others. You have the ability to gain additional languages that you have a teacher for. Language XP cost is variable depending on the category of the language. Generally, languages fall into three categories, Common, Obscure, and Lost. When you buy this skill you get to choose an additional common language, or any that you have a teacher for, for free.
      • To: You have a knack for languages, and pick them up more easily than others. You have the ability to gain additional languages that you have a teacher for. Language XP cost is variable depending on the category of the language. Generally, languages fall into three categories, Common, Obscure, and Lost. When you buy this skill you get to choose an additional common language, or any that you have a teacher for, for free. If you come into play with the linguist skill, and an appropriate glory spend, you may enter play with a rare or obscure language.
  •  

https://ageofasheslarp.com/dhampirs/

  • Sanguine Thirst
    • Changed from: They may heal a wounded or battered limb or torso by using up a liter of stolen blood.
      • To: If the dhampir were to be injured, they may instead counter the injury and seal the wound using the call “Malefic Blood Resist.” This call may not be used on divine or arcane wounds. 
  • Nachstrom: Shadow Hunter
    • Changed from: Unlock: This power is gained once the Dhampir utterly destroys a tool or weapon that is used to destroy or protect against Malefic creatures. No piece of it may be reused for any purpose.
      • To: Unlock: This power is gained once the Dhampir utterly destroys an item tied to a Malefic that could be used to resolve them. No piece of it may be reused for any purpose.

https://ageofasheslarp.com/cult-of-night/ 

  • Sect: 
    • Changed from: Benalian
      • To: Benalian or Vecatran (you can only be a member of one parent religion)

https://ageofasheslarp.com/grey-ones/

  • Sect:
    • Changed from: Spirits
    • To: Spirits or Vecatran (you can only be a member of one parent religion)

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

  • Blackened Claws:
    • Changed from: 2 body modification points
      • To: 1 body modification point
    • This change was made under both mutations and stitching

https://ageofasheslarp.com/combat/

  • Gameplay: Armor: 
    • Changed from: Anyone can Stabilize a person who is downed by wrapping bandages five full revolutions over an affected limb or three times around an affected torso. This can be done over clothing, but cannot be done over armor without a special skill
      • To: Anyone can Stabilize a person who is downed by wrapping bandages five full revolutions over an affected limb or three times around an affected torso. This can be done over clothing, but cannot be done over armor without a special skill. As a strike must have actually hit a place on your body that was covered with the armor in order for you to make an Armor call, if armor could have been used to defend against a strike you need to remove the armor to bandage the wound. If the wound was taken where there armor could not have been used to defend against the strike, then the armor does not need to be removed to bandage the wound. 
  • Armor
    • Changed from: Armor is a worn item that when struck in combat supplies you with a defensive call a certain number of times before it breaks and needs Repairing. Below are the basics of armor however, keep in mind some skills may alter, negate this basic list.
      • To: Armor is a worn item that when struck in combat supplies you with a defensive call a certain number of times before it breaks and needs Repairing. If hit, armor calls do not refresh without a smith repairing the armor.  Players should track how many strikes their armor has taken in a running tally or repair it any time it takes damage. However, it is generally assumed that characters have a chance to repair their armor in the downtime and thus armor calls reset at the start of each event.  Below are the basics of armor however, keep in mind some skills may alter, negate this basic list.
  • Thrusting
    • Changed from: Thrusting with a weapon is restricted to weapons that have a thrust-safe tyvek tag from staff in the middle of the weapon and requires at least 3 inches of foam on the thrusting edge in order to be used.
      • To: Thrusting with a weapon is restricted to weapons that have an orange or pink thrust-safe marking tape from staff in the middle of the weapon and requires at least 3 inches of foam on the thrusting edge in order to be used.

https://ageofasheslarp.com/character-creation/

  • Corrected equipment table and equipment form to match

https://ageofasheslarp.com/mages/

    • Removed: It must also be noted that even inaccurate fallacies must be close in flavor and intent to the original fallacy called for. For example, if a spell calls for the tears of a mother in mourning, but none are available, the Magician may choose to substitute any tears they can find.  Should they substitute ale for the tears, the spell simply will not work
    • Corrected water spells to have proper fallacies that were missed in the last patch

https://ageofasheslarp.com/paladins/

  • Changed from: Tongues: 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 5 pages of text. They must spend one Empyria for a common language, two for an obscure language, and three for a lost language. 
    • 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 about 5 pages of text. This may not be used to wholly translate or create documents.  The paladin can understand the document within their own mind, but when reading the document aloud they find themselves reading in the original language and thus will not be understandable by those without that language. They may, however, briefly summarize the document in a few sentences to others. They must spend one Empyria for a common language, two for an obscure language, and three for a lost language.

https://ageofasheslarp.com/benalian-melandhim/

  • Blessings of Daily Bread
    • Changed from: All who share in the meal, including the cultist, gain a Divine Resist call against any Poison effect for the remainder of the day or until they participate in another Blessing of Daily Bread rite. This also removes the Miserable state.
      • To: All who share in the meal, including the cultist, gain a Divine Resist call against any Poison effect for the remainder of the liminal space or until they participate in another Blessing of Daily Bread rite. This also removes the Miserable state.

https://ageofasheslarp.com/vecatran-female-face/

  • Vow
    • Changed from: Never return from death.
      • To: Never aid another in escaping the consequences of their actions
  • Talismans of the Mother
    • Changed from: An herb with the Euphoric quality: Gains claws for one hour.
      • To: An herb with the Euphoric quality: Gains the Blackened Claws mutation for no body modification points for one hour.

https://ageofasheslarp.com/depravity/ and https://ageofasheslarp.com/duranihim/ 

  • Cordelian’s have been updated to indicate that their sin system is slightly different than that of other Benalians.
    • https://ageofasheslarp.com/depravity
      • Blasphemy
        • Added: (Cordelian Variant of Inaction) This sin functions as Blasphemy for all sacred spaces and effects.
          • Venial: Allowing a Mortal or Deadly sin (of Greed, Sloth, Violence, Degradation, Pride, or Passion) to occur in your presence without stopping it
          • Mortal: Failing to punish or assist in the punishment of the unrepentant (defined as someone who has committed a Mortal or Deadly Greed, Sloth, Violence, Degradation, Pride, or Passion sin and has not atonened, even if this is not one of their cultural sins) – in accordance with the Pass Judgement shrine ability or the seven laws of transgression by the end of the event
          • Deadly: Being an accomplice to any sinful act or endorsing a sinful act of Greed, Sloth, Violence, Degradation, Pride, Passion, or Inaction
    • https://ageofasheslarp.com/duranihim/ 
      • Rare Offering: Pass Judgement 
      • Changed from: Placing a written testimony of a substantial wrong the Cordelian has righted (requires a sheaf of paper, ink, and a witness testimony), a masterwork mace, or a diamond on the Shrine allows the adherent to act decisively against the wicked. Until the end of the event, the follower may confront a single individual and accuse them of a specific sinful action or series of sinful actions they have witnessed, or have had a first-hand account of relayed to them. If the action or actions are worth no less than 3 Depravity and the target still has the Depravity upon them, the follower can issue a proportionate punishment without gaining Depravity. For example, they might rip out the tongue of an oathbreaker, kill someone who sacrificed others in their place, or steal the worldly possessions of a greedy hoarder. So long as the punishments fit the crimes, and are administered in the same scene as the accusation, they do not cause the Cordelian to gain Depravity. The details of the scene must be described to a Staff member to confirm the punishment was proportional and appropriate.
        • To: Placing a written testimony of a substantial wrong the Cordelian has righted (requires a sheaf of paper, ink, and a witness testimony), a masterwork mace, or a diamond on the Shrine allows the adherent to act decisively against the wicked. Until the end of the event, the follower may confront a single individual and accuse them of a specific sinful action or series of sinful actions they have witnessed, or have had a first-hand account of relayed to them. If the action or actions are worth no less than 2 Depravity and the target still has not repented through an Atonement, Reconciliation, or Tribunal ritual, the follower can issue a proportionate punishment without gaining Depravity. In the event that the target is Faith in Self or does not have the sin, they must still go through one of the above rituals in order to be recognized as repented. For example, they might rip out the tongue of an oathbreaker, kill someone who sacrificed others in their place, or steal the worldly possessions of a greedy hoarder. So long as the punishments fit the crimes, and are administered in the same scene as the accusation, they do not cause the Cordelian to gain Depravity  and the Cordelian will regain a use of their prayer ability. The details of the scene must be described to a Staff member to confirm the punishment was proportional and appropriate.
      • Ritual added
        • Take up the Torch 
        • Convert a follower to the Cordelian sin of Inaction
        • He noblest lives and noblest dies who keeps to the laws of man. All other life is a mimicry; a series of hollow motions; a living death. 
        • Constellation: Tariq
        • Orthodoxy: 3
        • Observances:
          • Act: A baptized Benalian is led to the woods after dark by a Cordelian cultist holding a lantern.
          • Act: The target is asked to kneel before the cultist and swear the Cordelian oath. 
          • Liturgy: Duraniel, this soul before you swears to maintain the 49 laws, to strike down the wicked, uplift the righteous, and to support innocence in all things. Guide their eyes to see the wrongs which must be righted to make this a more just and truthful world. 
          • Offering: The target uses ink to write their favorite 49 law on their body
          • Focus: The cultist lights a candle and hands it to the target before pulling them to their feet. 
          • Act: The cultist and target walk back to town holding their lights aloft in silence.
        • Mechanics:
        • The target becomes a Cordelian. Cordelianism counts as a different faith than Benalism for the purposes of conversion. 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. Conversion from Cordelianism to any other faith, including orthodox Benalism gets rid of Inaction and replaces it with Blasphemy.  
        • The target may choose to replace the sin of Blasphemy with inaction. Inaction functions as blasphemy for the purpose of entering sacred spaces and skills

https://ageofasheslarp.com/schematics/

    • Vecatra’s Fire
      • Changed from: Aborts a pregnancy. Has the Purgative, Relaxant, and Anesthetic Effects
        • To: Aborts a pregnancy with out of character consent. Has the Purgative, Relaxant, and Anesthetic Effects
    • Blood of the Black Line
      • Changed from: King Alaric was a man plagued by misfortune. It is said that he was born under a black cloud on the 13th full moon, marked by the signs of incest, causing his body to be damned. He saw visions of demons nightly, and grew sickly because of it. His cruelty was legendary, and his name is used as a damn to this day. He managed to produce heirs, but each of them suffered the same affliction. This item is blood from an individual who is a direct descendant of King Alaric.
        • To: This item is blood from an individual who is a direct descendant of Geryon The Witch King.
    • Axe (Light Weapon)
      • Changed to Handaxe
    • Axe (Medium Weapon)
      • Changed to Battleaxe

https://ageofasheslarp.com/death-dying/

  • Change from: In the event that a character passes away, they may carry over up to 30 unspent XP from their character bank to their new character. If a character passes away and rests peacefully they may also take one of their skill branches and add it to their new character’s self-teach list.
    • To: In the event that a character passes away, they may carry over up to 30 unspent XP from their character bank to their new character. If a character passes away and rests peacefully they may also take one of their skill branches and add it to their new character’s self-teach list. You may get a refund on anything you bought in the downtime before retirement.
  • System
    • Changed from: If your character dies in a scene during which they had obtained a Devotion Win (see Devotion and Faith) or was obviously in the process of obtaining a Devotion Win, they will enter into a final journey of the soul, and at the conclusion, they can choose to rest peacefully in final death. If they still have unfinished business and wish to come back, they may do so without losing any of their Touchstone Memories, in addition to achieving a Personal Victory.  
      • To: If your character dies in a scene during which they had obtained a Devotion Win (see Devotion and Faith) or was obviously in the process of obtaining a Devotion Win, they will enter into a final journey of the soul, also known as a harrowing, and at the conclusion, they can choose to rest peacefully in final death. If they still have unfinished business and wish to come back, they may do so without losing any of their Touchstone Memories, in addition to achieving a Personal Victory.  
    • 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, 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.
      • 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. Please come to staff to have an after-death scene.
    • Changed from: If a death results in the character losing all seven of their Touchstone Memories, then the character enters a final journey of the soul, and if they are unable to overcome it, they die their final death and return as a Night Malefic creature (the character becomes a Malefic NPC to be controlled by staff). If they are able to overcome their final journey, they may return, with but one Touchstone Memory.
      • To: If a death results in the character losing all seven of their Touchstone Memories, then the character enters a final journey of the soul, also called a harrowing, and if they are unable to overcome it, they die their final death and return as a Night Malefic creature (the character becomes a Malefic NPC to be controlled by staff). If they are able to overcome their final journey, they may return, with but one Touchstone Memory.

https://ageofasheslarp.com/experience-progression/

  • Changed from: A character can gain up to a total of 200 XP from game advancement and starting XP, after which they no longer gain additional advancement XP but may continue with other advancement options.  After characters have reached their cap they may continue to generate up to 30 XP to bank for future characters, and only 30 XP may ever be carried over to a new character. This 30 XP does not increase the new character’s XP cap.  See our Death and Dying page for how XP may be carried over from characters that have passed away.
    • To: A character can gain up to a total of 200 XP from game advancement and starting XP, after which they no longer gain additional advancement XP but may continue with other advancement options.  After characters have reached their cap they may continue to generate up to 30 XP to bank for future characters or to use on a one time rewrite in which up to 30 XP may be used to overwrite existing skills. Only 30 XP may ever be carried over to a new character. This 30 XP does not increase the new character’s XP cap.  See our Death and Dying page for how XP may be carried over from characters that have passed away.
  • Changed from: Experience Points [XP] are a currency characters use to purchase new skills as well as upgrade existing skills and attributes. XP roughly represents the knowledge and training a character gains throughout the course of their story in Gothic: Age of Ashes. Characters earn experience points through attendance at game, as well as by writing journals and achieving personal victories.
    • To: Experience Points [XP] are a currency characters use to purchase new skills as well as upgrade existing skills and attributes. XP roughly represents the knowledge and training a character gains throughout the course of their story in Gothic: Age of Ashes. Characters earn experience points through attendance at game, as well as by writing journals and achieving personal victories.  Personal victories are reported via the After Event report and attendance is recorded via the After Event report or through check-in. 

https://ageofasheslarp.com/organizations-and-downtimes/

  • Arcane Organizations Level 3&4 Prestige Powers 20 Prestige Spend
    • Changed from: Initiate a quest from your guild in order to impress them that will yield a reward
      • To: Initiate a quest from your guild in order to impress them that will yield a reward, or request additional information on any topics from comprehensive letters previously sent to the guild via the 10 point prestige activity.
  • Building added
    • Master Crafting workshop
    • Specialized Building
    • 6 Paneling, 10 Planks, 10 Metal Sheets, 4 Canvas, 6 Windows, 4 Vegetables, 4 Meat, 2 Beeswax, 4 Fibres, 3 Heavy Leather, 4 Soft Iron, 4 Soft Wood, 4 Pulp Wood, 3 Coal
    • Allows a Woodshop, Loom, or Smithy to generate an additional masterwork item during a downtime for users staffing the building. 
    • Built on a Woodshop, Loom, or Smithy. 

https://ageofasheslarp.com/totems-of-life/

  • Rare Offering
    • Changed from: Rare Offering: Carapace – By offering bones, insects, or evidence of a hard lesson learned, the petitioner may have one Divine Armor call to use once during the event on any location
      • To: Rare Offering: Carapace – By offering bones, insects, or evidence of a hard lesson learned, the petitioner may have one Divine Dodge call to use once during the event.
  •  
  • Precious Offering
    • Changed from: Precious Offering: Life Finds a Way – By offering a butterfly, an egg, or all the lifesblood of a human, the faithful may, one time before the next sunrise, become temporarily unable to fall from their wounds. The faithful lets out a bellowing yell, and as long as they can maintain that yell, they will not fall from whatever wounds they receive. When their breath runs out, and the roar ends, all of their wounds received during their yell hit them at once, and they may call no defenses, and if they have received at least three wounds then they are dead and may not call their last rites.
      • To: Precious Offering: Last Stand – By offering a butterfly, an egg, or all the lifesblood of a human, the faithful may, one time before the next sunrise, become temporarily unable to fall from their wounds. The faithful shouts “Last Stand” and lets out a bellowing yell. As long as they can maintain that yell, they will not fall from whatever wounds they receive. When their breath runs out, and the roar ends, all of their wounds received during their yell hit them at once, and they may call no defenses, and if they have received at least three wounds then they are dead and may not call their last rites.

https://ageofasheslarp.com/perks-and-flaws/ 

  • Hedonist
    • Changed from: You struggle mightily to avoid the temptations in life.  You must spend Discipline to avoid indulging in any level 1 Sin when you have a chance to do so. 
      • To: You struggle mightily to avoid the temptations in life. When confronted with the opportunity to perform a Venial Sin, you must do so unless you spend a Discipline.
  • True Outlander
    • Changed from: You arrived in the Outlands later in life and are still emotionally tied to your parent culture.  You have both the Outlander sins, and the sins of your parent culture. You speak your parent culture’s language, and not Capindris.
      • To: You arrived in the Outlands later in life and are still emotionally tied to your parent culture.  You have both the Outlander sins, and the sins of your parent culture. You speak your parent culture’s language, and not Capindris. This flaw cannot be taken by paladins. 

 

https://ageofasheslarp.com/cultists/

  • We have made several changes to divine wrath and how it is acquired, as well as changing how rituals fail. 
  • Changed from: No matter what religion you practice, there is always a risk of offending the very powers you worship through unorthodox practice. Whenever a rite obtaines 3 or more Vulgarity by any of the above mentioned means, the cultist must roll their Divine Wrath die. The result determines how angry the divine is with the cultist for performing the rite poorly. For every Vulgarity above 3, the cultist subtracts 1 from their Divine Wrath roll to a minimum result of 1.
    • To: No matter what religion you practice, there is always a risk of offending the very powers you worship through unorthodox practice. There are several things that can cause a divine wrath roll.  Whenever a rite obtains 3 or more Vulgarity by any of the above mentioned means, the cultist must roll their Divine Wrath die on the Minor Divine Wrath table. The result determines how angry the divine is with the cultist for performing the rite poorly. For every Vulgarity above 3, the cultist subtracts 1 from their Divine Wrath roll to a minimum result of 1. Other actions that trigger a Divine Wrath roll on this table include sundering a Shrine, choosing to go through a rite by skipping an observance rather than substituting it, performing an observance out of order, being a cultist and breaking your cultist oath, destroying a divine artifact, or through staff discretion. 
  • Added: The following actions trigger a Divine Wrath roll on the Major Divine Wrath table, being a cultist and renouncing your faith, sundering a shrine of a faith you are a member of, defiling a place of power associated with a divinity, or at staff discretion 
  • Added: Pushing your luck. There is a benefit to casting rituals that are within your purview. One may only push their luck on a ritual where they at least match the orthodoxy and rank of the rite, but if a ritual fails on a draw they may choose to force the ritual to succeed and roll upon the Minor Divine Wrath table. Pushing your luck may only be done on a rite where it is possible to succeed, if the rite would automatically fail or there is no chance for success it is not possible to push your luck. 
  • Changed from: Every Cult carries with it a Vow that the Cultist swears when they become ordained, and it’s what binds them to their divine power. If the Cultist violates their Vow at any time they gain Depravity as per the breaking of a sworn oath, and they lose the ability to Officiate rites until they no longer have the Depravity for breaking that oath. They may still go through the motions of performing a rite, but they have no mechanical effect and do not risk Divine Wrath, as your divine no longer recognizes you as a worthy officiate of their worship.
    • To: Every Cult carries with it a Vow that the Cultist swears when they become ordained, and it’s what binds them to their divine power. If the Cultist violates their Vow at any time they gain Depravity as per the breaking of a sworn oath, lose the ability to Officiate rites until they no longer have the Depravity for breaking that oath, and must roll on the Minor Divine Wrath table. They may still go through the motions of performing a rite, but they have no mechanical effect, as your divine no longer recognizes you as a worthy officiate of their worship.
  • Changed from: Those who desecrate a Shrine must meet with staff afterwards for a Divine Wrath roll – a random chance of determining if they have incurred the disfavor of the gods. Staff may also call upon players to perform a Divine Wrath roll if they perform other blasphemous activities.
    • To: Those who desecrate a Shrine must meet with staff afterwards for a Divine Wrath roll on the Minor Divine Wrath table – a random chance of determining if they have incurred the disfavor of the gods. Staff may also call upon players to perform a Divine Wrath roll if they perform other blasphemous activities.
  • Changed from: 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.
    • To: 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 Major Divine Wrath roll chart.
  • Changed from:
    • Roll Interpretation Mechanics
    • 7-12 It was bad, but not so bad to raise the ire of the divine. No Effect
    • 4-6 You have upset the divine, and will pay the price. Gain the Damned state.
    • 2-3 Your transgression is dire, and you must suffer trials to redeem yourself. Gain the Damned state and Despair. 
    • 1 The divine is enraged, and wishes you to pay with blood. Gain the Damned state and initiate a plot. Inform Staff immediately.
      • To: Minor 
  •  
  •  
  •  
    •  
Roll (1d12) Title Description
1 True Fury The divine has taken particular offense to your behavior. Roll again on the Major Divine Wrath table.
2 Damnation You become aware of the glaring eyes of the divine upon you. Lose the Hopeful state, gain Despair, and become Damned.
3 Unfortunate Accident Within the next hour, some conspiracy of minor events leaves you permanently changed. Perhaps you trip and your head hits a rock, or a misfired shot drives an arrow through your knee. See Staff to receive a random Mild Maim. 
4 Mental Breakdown Over the course of the next hour your mental state begins to deteriorate, twisting and warping as the divine rummages around in your head. See Staff to receive a random Mild Insanity.
5 Intestinal Distress You are suddenly overcome with nausea and feel your stomach twist painfully.  You double up in pain as you start to spew from both ends, violently retching and soiling yourself with no time to care for the impropriety of it. You are rendered useless for ten minutes and you are Battered.
6 Terrible Visions You are suddenly overcome with horrible visions of the tortures the divine wishes to inflict upon you. You curl into a fetal position, blind and deaf as you suffer portents of divine rage. You are rendered useless for ten minutes and you are Traumatized.
7 Divine Neglect You feel the divinities turn their backs on you. You are Damned.
8 Darkened Heart Dread fills your heart over what you have done. Suffer a Personal Failure. If the event that caused the Divine Wrath roll would have earned you a Personal Victory, it is instead canceled out.
9 Impotence No matter how hard you try, you cannot cause harm to another living being. In your hands, all weapons cause Pain instead of Strikes until the end of the event, or until the end of the next event if gained on Sunday.
10 Miasma Your body is suddenly overcome with very minor but deeply frustrating pains every time you move or touch something. You enter the Miserable state, and cannot get rid of it by any means until the next Liminal Period.
11 Made Filthy Though nothing happens now, your bodies defenses are slightly weakened by the experience. You will begin next event with a random Disease. Please inform Staff in a ticket if you got this result.
12 Absent Gods The divine is looking elsewhere. Nothing happens.
  • Major:
MAJOR DIVINE WRATH
Roll (1d12) Title Description
1 Smite Suffer a Personal Failure and immediately die. The exact manner of your death should carry some theme relevant to the offended divinity.
2 Thrice-Damned You become aware of the glaring eyes of the divine upon you, more wrathful than you could have imagined. Suffer a Personal Failure, and permanently gain the Thrice-Damned flaw.
3 Pox Upon Your House You and those close to you suffer for your hubris. You, all individuals who would cause you Despair if they died, and all members of all Organizations you are a member of become Damned, and are supernaturally aware that you are the cause of their misfortunes. Inform them as much OOC.
4 Accursed Affliction You feel your body begin to shrivel as your soul rebels against its casing. Your Strength, Fortitude, and Speed are reduced to -2 for the remainder of the event, or until the end of the next event if gained on Sunday, and you are Damned.
5 Spontaneous Human Combustion You start to sweat, a rising fever overtaking your body. You explode in flames, dying instantly. All non-Artifact items on your person are destroyed. 
6 Dark Hunt The divine shapes a creature of wrath just for you. You will be hunted by a monster that cannot be permanently destroyed until you have made amends with the divinity you have insulted. Please inform Staff if you gain this result.
7 Divine Retribution The divine shapes a curse to afflict you appropriate to your deeds. You are Damned, and suffer a specific curse designed by staff tailored to your situation. Please inform Staff if you get this result.
8 Catastrophic Accident Within the next hour, some conspiracy of minor events leaves you permanently changed. Perhaps you trip and lose an eye on a rock, or a dropped axe severs your fingers. See Staff to receive a random Severe Maim. 
9 Psychotic Break Over the course of the next hour your mental state begins to deteriorate, twisting and warping as the divine rummages around in your head. See Staff to receive a random Severe Insanity.
10 The Forgotten Self You lose a piece of who you are. Lose one core Memory. See Staff to learn which Memory you’ve lost.
11 Analysis Paralysis Overcome with the memories of what you’ve done, you suffer a short term identity crisis about what you do and who you are. You lose your Personal Downtime for this event, and if you are a member of an Organization you cannot contribute your Org Chit to any organization. If you have already put your Org Chit towards an organization, send Staff a ticket to void the contribution.
12 Feast of Ashes You are afflicted with the taste of ashes in your mouth. Eating or drinking no longer removes the Miserable state, but inflicts it upon you. This effect lasts until the end of the event, or until the end of the next event if gained on Sunday.

https://ageofasheslarp.com/alchemy/

  • Soporific
  • Changed from: The soporific quality immediately applies the blackout condition upon onset and causes unconsciousness for the period of five rests. Defensive or offensive skills may not be used by the patient until they rise.
    • To: The soporific quality immediately applies the blackout condition upon onset and causes unconsciousness for the period of five rests in combat. Outside of combat it causes unconsciousness for up to an hour or whenever the target is forced awake. Defensive or offensive skills may not be used by the patient until they rise.

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. 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. 
      • 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 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. 

https://ageofasheslarp.com/rangers/

  • Heavy Hands
    • Changed from: Mechanics: With this power, a Ranger may, with a successful hit, call both Strike and Pain against spectral and incorporeal Malefic that may otherwise be immune to such effects. This ensures that the Malefic creature cannot use the struck limb in any form of attack.
      • To:  Mechanics: With this power, a Ranger may, with a successful physical touch with a hand or weapon, call both Pain and Stun Offense against spectral and incorporeal Malefic that may otherwise be immune to such effects. This ensures that the Malefic creature cannot use the struck limb in any form of attack.
  • Empathetic Link
    • Changed from: If a Ranger remains in the presence of a Malefic creature for at least a scene, calmly following it without interrupting its activities, they will get a sense of emotion rooting the Malefic to this world and what it is directed towards.
      • To: If a Ranger remains in the presence of a Malefic creature for at least a scene, calmly following it without interrupting its activities, they will get a sense of emotion rooting the Malefic to this world and what it is directed towards. See a staff member for this information. 
  • Winter’s Gaze
    • Changed from: A ranger with this power may call “Under My Gaze: Stun Body” on a target whose eyes they make contact with. This Stun Body effect remains on the target as long as the Ranger continues to stare at them. The Stun is broken if the Ranger turns their head away from the target. The Ranger may change targets while this power is active, but can only affect one person at a time, and the power dissipates at the end of the scene.
      • To: A ranger with this power may call “Under My Gaze: Divine Stun Body” on a target whose eyes they make contact with. This Stun Body effect remains on the target as long as the Ranger continues to stare at them. The Stun is broken if the Ranger turns their head away from the target. The Ranger may change targets while this power is active, but can only affect one person at a time, and the power dissipates at the end of the scene.
  • Night Cometh
    • Changed from: For the duration of a combat scene, the Ranger may only be harmed by Silver, Malefic, or Divine attacks, and may call “Malefic Immune” against more common weapons or Magic that is Complexity 3 or lower.
      • To: For the duration of a combat scene, the Ranger may only be harmed by Silver, Malefic, or Divine attacks, and may call “Malefic Taken” against more common weapons or Magic that is Complexity 3 or lower.

https://ageofasheslarp.com/tarrantists/

  • Split Animus
    • Changed form: The Cultist is guarded from harm by their shadow. They gain two Divine Dodges as the Shadow takes their damage for them. In the event they are Downed, they may call Escape, as their shadow twin takes their place during any killing blows while they flee. The individuals present at the death of the shadow twin see it and all items it holds evaporate into a fine purple mist. The effects of this Rite expire when the calls are used, at the end of the event, or if the Cultist is close enough to unnatural or holy light to cast a shadow.
      • To: This ritual can only be performed once per event and after being cast the Cultist is guarded from harm by their shadow. They gain two Divine Dodges as the Shadow takes their damage for them. In the event they are Downed within fifteen feet of coverage that could break line of sight, they may call Escape and appear in that location, unless someone else has the ability to counter that escape, as their shadow twin takes their place during any killing blows while they flee. The individuals present at the death of the shadow twin see it and all items it holds evaporate into a fine purple mist. The effects of this Rite expire when the calls are used, at the end of the event, or if the Cultist is close enough to unnatural or holy light to cast a shadow.
  • Shrine
    • Changed from: Any Cultist of Tarranthalus may kneel before a Shrine of Tarranthalus and verbally confess to one or more of their Triumphs, explaining in its entirety the events of the Transgress and Triumph rites as well as any work they did outside those rites to prevent consequences for their actions. The Triumphs are expended, and in exchange Tarranthalus will bestow upon the Cultist a Boon they choose.
      • To: Any Cultist of Tarranthalus may kneel before a Shrine of Tarranthalus and, by expending their use of prayer, verbally confess to one or more of their Triumphs, explaining in its entirety the events of the Transgress and Triumph rites as well as any work they did outside those rites to prevent consequences for their actions. The Triumphs are expended, and in exchange Tarranthalus will bestow upon the Cultist a Boon they choose.

https://ageofasheslarp.com/kuarlites/

  • Dedicate Shrine to Kuarl
    • Changed from: Any followers of Kuarl may trigger the Shrine by leaving an offering of Brimstone, a Weasel’s Skull, a Bull’s Baculum, the Blood of Kings, a Wasp’s Nest, or a Fire Salamander, and using the Prayer ability at the Shrine. If triggered, the target becomes immune to the Pain or Bleed condition. This lasts until the target has expended the Hopeful condition gained by this use of Prayer. A Cultist or Follower of Kuarl may also offer the body of someone they have killed as an offering for the Shrine benefit, or they may dedicate that kill to Kuarl.
      • To: Any followers of Kuarl may trigger the Shrine by leaving an offering of Sulfer, a Weasel’s Skull, a Blood Rose, the Blood of Kings, a Wasp’s Nest, or a Fire Salamander, and using the Prayer ability at the Shrine. If triggered, the target gets one Divine Resist of their choice: Stun Combat/Defense/Offense, Stun Body/Limb, Pain, or Fear, but they must choose which at the Shrine. This lasts until the target has expended the Hopeful condition gained by this use of Prayer. This effect can be used once per rest, and it is not possible to stack effects from the same source.   A Cultist or Follower of Kuarl may also offer the body of someone they have killed as an offering for the Shrine benefit, or they may dedicate that kill to Kuarl. 
      • In addition to dedicating kills to Kuarl, cultists of Kuarl may kneel before a Shrine of Kuarl and verbally confess their deeds which resulted in breaking the chains of others, specifically listing people who received Despair from the cultist murdering their friends and loved ones, or people who the cultist was able to directly cause to break one of their oaths.  These dedications may be expended in order to purchase cultist mutations at the shrine. The “cost” is the number of dedications expended.  Kuarl cultist mutations do take up body modification points, but do not use a body slot, although some costuming is required. 
Modification Cost Modification Points Costuming Mechanics
Augmented Adrenal Gland 4 2 Three dots drawn on the side of the chin Once per combat you may use a Divine Dodge call
Chiton 4 2 Overlapping scales drawn on the arms You may expend the prayer state to gain a Divine Armor for the scene.
Touched By Kuarl 4 2 The symbol of Kuarl is drawn somewhere above the shoulders After receiving a wound from an opponent, you gain a Disregard call against Fear or Terror once per rest that lasts the rest of the combat
Double-Jointed 8 4 Rings drawn around each elbow on the top and the bottom May call Escape from being Grappled once per rest
Voice of Kuarl 2 1 A line is drawn from the lips down to the chin Once per day you may call “By My Voice, Take a limb Strike.”
Death Grip 8 4 Black rings drawn around the fingers You may call Altered: Taken on Disarm calls once per rest.
Touch of Doubt 8 4 A swirl drawn on the forehead Once per rest you may call Weaken:Faith 2 with a brawl boffer
Ultimate Freedom 12 6 Two horizontal lines of different length  drawn across the bridge of the nose Ignore any Obey calls with Altered: Taken
Corrupt Artifacts 12 6 Red or black colored fingerprints After killing a human and dipping your hands in their blood you may hold an artifact for at least ten minutes to corrupt that artifact. See staff. 
Heart of the Lion 12 6 A dark band is drawn across the eyes  You may call Altered: Taken on social calls as long as you are remain loudly aggressive
Rabies Bite 8 4 The edges of the mouth are extended in two long lines Once per rest if your successful Grapple is undefended you may call “Divine Obey: Fight for Me” as a Grapple Carrier Call and end the Grapple. 
Horns of Power 12 6 Animal horns Upon Downing an opponent, you may call Ethos Strike on one person within two sword lengths.
Fangs of the Beast 8 4 Two short lines are drawn from the mouth part way down the chin. By taking a rest over a target you have downed you may devour their will. For the rest of the liminal space, if the target dies, they lose two Touchstone memories instead of one for a standard death. .
  • Red Damnation
    • Changed from: At the completion of the ritual, the target begins to bleed from their eyes and ears. They gain the Damned state and Bleed condition. They are unable to remove the Bleed condition until the Damned state is resolved. The Petitioner gains the Mark of Kuarl on the back of one of their hands. The symbol appears in a wound. All Kuarlite Cultists in the area become aware of the Petitioner’s true name in a dream. At check-in at the next event, any Kuarlite Cultists present will receive the name.
      • To: At the completion of the ritual, the target begins to bleed from their eyes and ears. They gain the Damned state and Bleed condition. They are unable to remove the Bleed condition until the Damned state is resolved. All Kuarlite Cultists in the area become aware of the Petitioner’s true name in a dream. At check-in at the next event, any Kuarlite Cultists present will receive the name.
  • Cast Off Shackles: The First Trial of Emancipation
    • Changed from: This Rite can be performed by anyone who has successfully undergone the Borne in Blood Rite.If the Rite is successful, the Cultist is elevated to be a Rank 1 Kuarlite Cultist. Their body is warped by the experience, and they gain a mutation. The mutation is either Horns (1 point), Body Spikes (1 point), Giant Fist (1 point) or Bony Forehead (1 point). This physical change allows the Cultists may call Push once per day. If the Cultist calls Push through this mutation again during the same day, they get the Traumatized effect. The mutation must be costumed. The ritual automatically fails if the Petitioner has not dedicated ten kills to Kuarl at his shrine. If this ritual fails, the Cultist gains a Personal Failure and gains the Damned state.
      • To:  This Rite can be performed by anyone who has successfully undergone the Borne in Blood Rite. If the Rite is successful, the Cultist is elevated to be a Rank 1 Kuarlite Cultist and can now buy mutations through dedications at the shrine. Their body is warped by the experience, and they gain a mutation. The mutation is either Horns (1 point), Body Spikes (1 point), Giant Fist (1 point) or Bony Forehead (1 point). This physical change allows the Cultists the benefits of the Berserker perk. The mutation must be costumed. The ritual automatically fails if the Petitioner has not dedicated ten kills to Kuarl at his shrine. If this ritual fails, the Cultist gains a Personal Failure and gains the Damned state.
  • The Blood of Kuarl
    • Changed from: Act – The Cultist gathers no less than two witnesses that have undergone their Borne in Blood ritual before a Shrine of Kaurl. The Cultist is not included in this number.
      • To: Act – The Cultist gathers no less than two witnesses before a Shrine of Kuarl. The Cultist is not included in this number.
    • Changed from: Anyone who consumes the Blood gains the mutation Bulging Muscles for a scene, as well as the Mild Delusion that they cannot be harmed. The insanity lasts for one hour.
      • To: Anyone who consumes the Blood gains the mutation Bursting Muscles for a scene although this version of Bursting Muscles works on all limbs rather than just the arms, as well as the Mild Delusion that they cannot be harmed. The insanity lasts for one hour.
  • Mask of Terror
    • Changed from: Focus – The face of a person who has experience in battle is skinned off by the Cultist, being careful to keep it all in one piece.
      • To: Focus – The Cultist skins the face off a corpse of someone who has experienced battle being careful to keep it all in one piece.
    • Changed from: Focus – The skin is attached to the Cultist’s head, covering their face like a mask with 2 Leather Strips.
      • To: Focus – The skin is attached to the Cultist’s head, covering their face like a mask with 1 scrap leather
    • Changed from: This mask allows the priest to call “Divine Resist” on a Terror call from a single target and then immediately call Terror on the originator of the call, reflecting it back to them. This effect works on Night Malefic/monsters as well. This ritual expires after one use.
      • To: This mask allows the priest to call “Divine Resist” on a Terror call from a single target and then immediately call Terror on the originator of the call, reflecting it back to them. This effect works on Night Malefic/monsters as well. This ritual expires after a liminal space and until then may be used once per rest. 
  • Enclose the Psyche
    • Changed from: Act – The Cultist presses the hot Blade to the middle of the target’s forehead, where the cut begins, cauterizing it and leaving a burn.
      • To: Act – The Cultist presses the hot Blade to the middle of the target’s forehead, where the cut begins, cauterizing it and leaving a burn, but stabilizing the target. If the target is the cultist themselves they will need to use their Berserker modification. 
  • Faithful Denial
    • Changed from: Offering – The symbol of Kuarl is painted on the front of the Cultist’s throat with Human Sanguine Essence.
      • To:  Offering – The symbol of Kuarl is painted on the front of the Cultist’s throat with blood from a wound.
  • Borne in Blood
    • Changed from: This Rite does not suffer Vulgarity from any target that is Faith in Self. The target becomes Faith in Higher Power if they were not already, and becomes a convert to the religion of Kuarl. The target obtains Depravity for the sin of Deadly Blasphemy. The target may choose to replace one or both of their Cultural Sins with those of Dishonor and Weakness. The target receives four more points on their body modifications threshold permanently. Until the next morning the target of this ritual has one divine armor call that does not refresh. If the target is a lone practitioner or otherwise performs actions that please Kuarl, they begin having the Visions of the Endless Pit, capable of teaching them Kuarlite Rites they are able to perform, and making them eligible for the Trials of Emancipation. Rites learned this way are given when Kuarl is pleased with his follower, and always begin with Cast Off Shackles. After they become a Cultist, the visions will come to teach them in an order decided by Kuarl. The target awakens Miserable every time they sleep. 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.
      • To:  This Rite does not suffer Vulgarity from any target that is Faith in Self. The target becomes Faith in Higher Power if they were not already, and becomes a convert to the religion of Kuarl. The target obtains Depravity for the sin of Deadly Blasphemy. The target may choose to replace one or both of their Cultural Sins with those of Dishonor and Weakness. The target receives six more points on their body modifications threshold permanently, may choose one 2 point modification off of the Kuarlite shrine list,  and may have more than one modification or mutation per body slot as long as they remain a follower of Kuarl although the same modification may not be stacked. Until the next morning the target of this ritual has one divine armor call that does not refresh. If the target is a lone practitioner or otherwise performs actions that please Kuarl, they begin having the Visions of the Endless Pit, capable of teaching them Kuarlite Rites they are able to perform, and making them eligible for the Trials of Emancipation. Rites learned this way are given when Kuarl is pleased with his follower, and always begin with Cast Off Shackles. After they become a Cultist, the visions will come to teach them in an order decided by Kuarl. The target awakens Miserable every time they sleep. 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.
  • Fleshy Mass
    • Changed from: The Cultist creates a Fleshy Mass, which is able to be used in other rituals. It gently pulses constantly. When eaten, the Fleshy Mass grants a +1 to Strength for the duration of a combat scene.
      • To: The Cultist creates a Fleshy Mass, which is able to be used in other rituals. It gently pulses constantly. When eaten, the Fleshy Mass grants a +1 to Strength for the duration of a combat scene. Kuarlites can also consume the Fleshy Mass to remove a current mutation that they have or lower a Maim by one level, down to zero. 
  • Venomous Bite
    • Changed from: Completion of this rite allows the Cultist to gain the ability to use their teeth as weapons that inflict poison damage for the next combat scene. The Cultist must have the target in a grab before calling this effect and can use this effect only once. The target will gain an Injury as well as be poisoned with the following effect: Expedient, Immune Shock 3
      • To:  Completion of this rite allows the Cultist to gain the ability to use their teeth as weapons that inflict poison damage for the next combat scene. The Cultist must have the target in a grab before calling this effect and can use this effect only once. The target will gain an Injury as well as be poisoned with the following effect: Expedient, Immune Shock 3. As this an alchemical effect it cannot be resisted with a Resist Weaken effect such as from Attribute 1. 
  • Corporeal Appropriation
    • Changed from: The Cultist is now able to have the mutation they sliced, and its effects, for one hour. Meanwhile, the target loses the powers of their mutation for the same hour. This rite can only be used on a particular target once per day. If this ritual is used on a target who has already been a target of this ritual within the same day, it automatically fails. The Cultist cannot exceed their body modifications number limit with this ritual.
      • To: The Cultist is now able to have the mutation they sliced, and its effects, permanently up to their modification point threshold. If the mutation would exceed the cultist’s point threshold, the cultist may also take the mutation for an hour, but after the hour is done, they are Battered in the torso for an hour. This Battered cannot be removed by any means.  Meanwhile, the target loses the powers of their mutation for an hour. This rite can only be used on a particular target once per day. If this ritual is used on a target who has already been a target of this ritual within the same day, it automatically fails.
  • Vile Avowal
    • Changed from: Upon completing this ritual, the Cultist may turn any Depravity the target has into a Weakened condition that cannot be removed by sleep. The following list gives the Weaken type that corresponds to the type of Sin.
      • To:  Upon completing this ritual, the Cultist may turn any Depravity the target has into a Weakened condition that cannot be removed by sleep. The following list gives the Weaken type that corresponds to the type of Sin, but this Weaken cannot be resisted
  • Sever Ties – Second Trial of Emancipation
    • Change from:  The Cultist may choose the following mutation type to gain as a result of this ritual: Costume a mutation (2 points) that emphasizes your strength and size for a +1 to a physical attribute once per day of your choice. This lasts for an hour before the effect fades.
      • To: The Cultist may choose the following mutation type to gain as a result of this ritual: Costume a mutation (2 points) that emphasizes your strength and size for a +1 to a physical attribute once per day of your choice. This lasts for an hour before the effect fades. The Cultist receives four more points on their body modifications threshold permanently.
  • Grudge Mark
    • Changed from: This creates a tagged clothespin that must be affixed to the target to be effective. Once the victim is marked, they will leave a very distinct scent anywhere they go. A target tagged in this way may be followed OOC by the Kuarlite and observed as long as they are in an open area. This effect lasts for one hour per rank of the Cultist.
      • To: This creates a tagged clothespin that must be affixed to the target to be effective. Once the victim is marked, they will leave a very distinct scent anywhere they go. A target tagged in this way may be followed OOC by the Kuarlite and observed as long as they are in an open area. The cultist may enter any scene that the target is in as long as they’re 20 feet or more away from the target. This effect lasts for one hour per rank of the Cultist.
  • Quorum of Kuarl
    • Changed from: Everyone who arrived before the start of the Liturgy and remains until the end is considered a Follower of Kuarl until the next Dawn if they have not already undergone Storm of Welcoming. This causes the Deadly sin of Blasphemy sin in such targets, and if this puts them past their Depravity threshold infects them with an Obsession with Kuarl of the appropriate severity. Those who consume the pulpy, including the cultist, mass gain the benefit of Fleshy Mass, a +1 to Strength until sunset.
      • To: Everyone who arrived before the start of the Liturgy and remains until the end is considered a Follower of Kuarl until the next Dawn if they have not already undergone Borne in Blood. This causes the Deadly sin of Blasphemy sin in such targets, and if this puts them past their Depravity threshold infects them with an Obsession with Kuarl of the appropriate severity. Those who consume the fleshy mass, including the cultist, mass gain the benefit of Fleshy Mass, a +1 to Strength until sunset and a Maim may be reduced by one level of severity down to zero.
  • Undo the Arcane
    • Changed from: This rite gives the Cultist one Arcane resist call against magic directed at them. When the spell goes off, the Cultist may call “No Effect.” If this ability is not used, it dissipates at the next dawn.
      • To: This rite creates an Impaled Heart.  This rite gives the Cultist five Arcane Resist calls against magic directed at them as long as they are holding the heart. Non-cultists holding the heart may receive one arcane resist call.  When the spell goes off, the Cultist may call “Divine Resist.” It disintegrates after its uses are used up.
  • Break the Bonds – Third Trial of Emancipation
    • Changed from: The following mutations may be chosen to gain as a result of this ritual: Acidic blood (2 points), costumed with an additional bestial characteristic of the player’s choice. Effect: Once per day when injured, the Cultist may call Sunder on the weapon that injured them. If the Cultist is at their body modification threshold, this replaces any non-Kuarlite mutations first.
      • To: The following mutations may be chosen to gain as a result of this ritual: Acidic blood (2 points), costumed with an additional bestial characteristic of the player’s choice. Effect: Once per day when injured, the Cultist may call Sunder on the weapon that injured them. If the Cultist is at their body modification threshold, this replaces any non-Kuarlite mutations first.  The Cultist receives four more points on their body modifications threshold permanently.
  • Sly Facade
    • Removed.
    • Added: Bloodstorm
    • Multiply your attacks
    • You do not need protection. None of us do. To rely on the shield is to give in to your weakness and give it permission to grow. 
    • Constellation: Sahm
    • Orthodoxy: 4
    • Observances:
      • Act – The Cultist lights a candle or small flame before a Shrine of Kuarl.
      • Offering – An herb with the foul property is thrown into the flame and allowed to smoke.
      • Offering – A piece of human flesh from a Benalian is passed through the smoke of the fire.
      • Offering – The dying breath of an innocent is opened under the human flesh and allowed to infuse it.
      • Liturgy “May what is foul be seen. Let the wolf run through the pasture in full view of the sheep. Those who tremble do so because they have not embraced their fate. We do not fear what is to come. We do not fall faint at the sights that our god gives us. That violence- that degradation- is real. It will come for us all. There is no point in fearing it before it is here.”
      • Act – The flesh is rubbed all over the limbs of the target. The Cultist may be the target.
    • Mechanics: For the next combat if the target of this ritual successfully injures someone then they may call “Everyone within three strides of me take a torso strike,” once per rest.
  • Gruesome Poppet
    • Changed from: Offering – The doll is soaked in human sanguine essence while the Cultist thinks of the target, imagining the same death they previously thought of for themselves, and describing it aloud as they soak the doll.
      • To: Offering – The doll is rubbed with a human body part while the Cultist thinks of the target, imagining the same death they previously thought of for themselves, and describing it aloud as they soak the doll.
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  • Wicked Metal
    • Changed from: A mild insanity transferred in such a way lasts for two events and functions as a normal insanity.
      • To: A mild insanity transferred in such a way functions as a normal insanity, and may be removed as normal as long the target is below their depravity threshold. 
  • Feast of Plenty
    • Changed from: Give a group the gift of freedom
      • To: Expand your proficiency with weapons
    • Changed from: If the ritual succeeds, the Cultist will be able to put the following effect on their target group: The target(s) acquire the crippling compulsion to consume human flesh and blood, and will begin to cannibalize each other. This effect lasts for a scene. This ritual takes effect after five minutes of consumption of the meal.
      • To: If the ritual succeeds, the Cultist will be able to put the following effect on their target group: For the next hour they can use heavy weapon skills with a medium weapon
  • Fitful Slumber
    • Changed from: Offering – Blessed Holy Water that has never lost its potency by being held by a person with more than 0 depravity is added to the bowl.
      • To: Offering – Meat is added to the bowl.
  • Tireless Slaughter
    • Changed from: Offering – The heart is wrapped in gutting while the Cultist lists the deeds they have done in Kuarl’s name.
      • To: Offering – The heart is wrapped in heavy leather while the Cultist lists the deeds they have done in Kuarl’s name.
  • Proof of Strength – Fourth Trial of Emancipation
    • Changed from: Act: The Cultist performs the Heed my Cry ritual, and uses the “Obey: Attack Me” call on a Kuarlite Cultist of rank 4.
      • To: Act: The Cultist breaks their own Devotion in public way that is sure to give them Despair and a Personal Failure
    • Changed from: Act – The Cultist defeats the Kuarlite and covers themself in their blood.
      • To: The cultist kills someone who meets one of the following conditions, either someone they love, someone they swore an oath to, someone who would give them despair, or someone who has saved their life, and covers themself in their blood. 
    • Changed from: The Cultist may add the following mutation to gain as a result of this ritual: Costume a mutation that illustrates the Kuarlite’s toughness, either through large scars or bony plates (2 points). This has the effect that the cultist cannot be executed by three strikes while they are down and can only bleed out to die, although they can take maims during this process.
      • To: The Cultist may add the following mutation to gain as a result of this ritual: Costume a mutation that illustrates the Kuarlite’s toughness, either through large scars or bony plates (2 points). This has the effect that the cultist cannot be executed by three strikes while they are down and can only bleed out to die, although they can take maims during this process. The Cultist receives four more points on their body modifications threshold permanently.
  • Hallowed Wrath
    • Changed from: Offering – A pearl is crushed with a Feat of Strength and added to a bowl.
      • To: Offering – A pearl is crushed with a Feat of Strength.
    • Changed from: Offering – One of each type of human essence is mixed with the powdered pearl
      • To: Offering – A human corpse is sprinkled with the powdered pearl
    • Changed from: Offering – The heart of a Benalian is held over the bowl.
      • To:  Offering – The last breath of an innocent is emptied over the corpse
    • Changed from: Focus – An Obsidian Blade is used to cut the heart and add it to the mixture.
      • To: Focus – An Obsidian Blade is used to cut out the heart of the corpse and mix the fluids from it with the powdered pearl atop the corpse 
    • Changed from: Act – The Cultist drinks the mixture.
      • To: Act – The Cultist licks the fluids off of the knife and off the corpse. 

https://ageofasheslarp.com/lazarines/

  • Shun Purity – Second Trial of Unbecoming
    • Changed from: Focus – The same Ceremonial Athame used in the First Trial of Unbecoming is taken in the Cultist’s left hand with the blade pointing down, distant from the thumb.
      • To: Focus – The same Ceremonial Athame used in the First Trial of Unbecoming is taken in the Cultist’s left hand with the blade pointing down, distant from the thumb. If the particular Ceremonial Athame is lost, the First Trial of Unbecoming may be repeated to create a new athame that can be used here.
    • Changed from: The Cultist’s hair turns white permanently after this Rite is performed.
      • To: At this point the Cultist chooses to costume something that illustrates their personal approach to Lazaroth (such as long white hair). From here on, if they kill themselves during play, they can receive information about how the world or its creatures work from a staff member by going to ST camp. 
  • Dedicate Shrine to Lazarolth
    • Changed from: Any may trigger the Shrine by leaving an offering of a Green Damnation Scroll, human skull, saltpeter, black star moss, serpentine, cordyceps beetle, or vulture’s wing and using the Prayer ability at the Shrine of Lazarolth. If triggered, the target may take one of the secret scrolls held within the skulls on the shrine without triggering a Divine Wrath roll.
      • To: Any may trigger the Shrine by leaving an offering of a Green Damnation Scroll, human skull, saltpeter, black star moss, serpentine, cordyceps beetle, or vulture’s wing and using the Prayer ability at the Shrine of Lazarolth. If triggered, the target may do one of the following:
        • Take one of the secret scrolls held within the skulls on the shrine without triggering a Divine Wrath roll.
        • Place the name of someone on the shrine along with the offering, and come to staff to find a random piece of information from their character sheet 
  • Whispers from Beyond
    • Changed from: Orthodoxy: 2
      • To: Orthodoxy: 3
      • Added: Offering: A ragged or rotten object is shoved into the skull’s mouth.
    • Changed from: The Cultist must inform Staff a minimum of 1 hour before this Rite is performed.
      • To: The Cultist must inform Staff a minimum of 1 hour before this Rite is performed. This ritual can be cast on the same target multiple times.
  • Rite of the Blackened Heart – Third Trial of Unbecoming
    • Changed from: Forevermore, the Cultist’s skin becomes pale and corpselike, and they gain a unique permanent ability: Once per day, the Cultist may resolve the Battered State by consuming one Human Essence per hit location that is Battered. For this purpose, Human Ichor counts as one Essence, and they must forego the standard Human Ichor mechanic to gain the benefit from this ability.
      • To: At this point the Cultist chooses to costume something that illustrates becoming more corpselike (such as elongated fingernails or pale corpselike skin) and they gain a unique permanent ability: Once per day, the Cultist may resolve any Battered States by consuming one Human Essence. For this purpose, Human Ichor counts as one Essence, and they must forego the standard Human Ichor mechanic to gain the benefit from this ability.
  • Daemon Birth:
    • Changed from: The Cultist creates a novel disease, which they may name whatever they desire. Depending upon what Essences they used to craft it, it has different aspects, determined below. Symptoms compound, so when a victim gains the second and third set of symptoms, they also take on the earlier symptoms as well.
      • To: The Cultist creates a novel disease, which they may name whatever they desire. Depending upon what Essences they used to craft it, it has different aspects, determined below. Symptoms compound, so when a victim gains the second and third set of symptoms, they also take on the earlier symptoms as well. The cultist may use ichor instead of any essences, but the disease aspects must be chosen out of the beast types for each ichor. For example, if Night Malefic Ichor is used, which is created from Necrophage, Spectral, or Hemophage corpses, then the cultist may choose disease aspects from Necrophage, Spectral, or Hemophage essence. 
  • Tears of Ruin
    • Changed from: Offering – Human Sanguine Essence is gathered in a vessel and brought above the cultist’s head.
      • To: Offering – A human body part is cut up into a vessel and brought above the cultist’s head.
  • Phantasmagoric Manifestation
    • Changed from: The target has terrible dreams next time they go to sleep, forcing them to confront their worst nightmares of failure and inevitability. This dream will manifest either as a scene with the target and the cultist in the morning or as a written scene. The Cultist manifests in these dreams as a hooded specter with a hidden face, though the Cultist must bring any of their own Touchstone Items if they have one with them as they watch the target’s torment. The target will awaken Miserable, and the Cultist will awaken with intimate knowledge of the target’s Devotion.
      • To: The target has a dream of the Cultist’s choice the next time they go to sleep. This dream will manifest either as a scene with the target and the cultist in the morning or as a written scene. The Cultist manifests in these dreams as a hooded specter with a hidden face, though the Cultist must bring any of their own Touchstone Items if they have one with them as they watch the target. The Cultist will awaken with intimate knowledge of the target’s Devotion. A seer who experiences such a dream may be able to tell that it is implanted rather than natural.
  • Grey Feast
    • Changed from: After consuming the brain of the target, the Cultist gains intimate knowledge of them. They may choose one of the following items to learn: their true name, their highest skill, their most valuable Flaw, their most expensive Perk, or how much Depravity they have and what sins the Depravity is tied to. If the target had any Insanities, the Cultist gains the most severe one at the level the target had it. This does not remove the insanity from the target. Phlegmatic essence cannot be harvested from the target after this Rite has been performed on them. Further, corpses that have undergone this Rite cannot be Reanimated or Desecrated by a Lazarine. Removes the Miserable state.
      • To: After consuming the brain of the target, the Cultist gains intimate knowledge of them. They receive a skill from the user to add to their self teach list as well as all of the following: their true name, their highest skill, their most valuable Flaw, their most expensive Perk, how much Depravity they have and what sins the Depravity is tied to. If the target had any Insanities, the Cultist gains the most severe one at a mild level, if the Cultist already has that insanity their own insanity is increased by 1. This does not remove the insanity from the target. Phlegmatic essence cannot be harvested from the target after this Rite has been performed on them. Further, corpses that have undergone this Rite cannot be Reanimated or Desecrated by a Lazarine. Removes the Miserable state.
  • Blind the Eyes of God
    • Changed from: The Cultist becomes Invisible, and they need not adhere to the light, cover, or movement restrictions of Stealth. However, they are also affected by the Weaken Fortitude 2 state. If they physically interact with any object or person, including mundane actions such as opening a door, the ritual effect ends. For every additional hour they remain invisible, they gain another Weaken 2 state tied to an additional attribute they choose. If all Attributes gain the Weaken 2 state, the ritual effect ends.
      • To: The Cultist becomes Invisible, and they need not adhere to the light, cover, or movement restrictions of Stealth. If they physically interact with any object or person, excluding mundane actions such as opening a door, the ritual effect ends.
  • Hellfire Grasp
    • Changed from: For the next scene, the Cultist’s grasp carries the destructive power of hellfire. Their hands burn with grey-green flame, which must be physically represented by a glowing effect. When their Brawl boffer touches an object for ten seconds the object suffers a Sunder call. When they use a successful “Grab” on an unarmored living target, the limb hit location of the Cultist’s choice takes a Strike every ten seconds as the target’s flesh withers and their muscles atrophy. The Cultist may grab a Divine Artifact and grasp it for 30 seconds to render it Destroyed. If they do so, the ritual effect immediately ends afterwards.
      • To:  For the next scene, the Cultist’s grasp carries the destructive power of hellfire. Their hands burn with grey-green flame, which must be physically represented by a glowing effect. When their Brawl boffer touches an object for ten seconds the object suffers a Sunder call. When they use a successful “Grab” on an unarmored living or undead target (even if that target is incorporeal), the limb hit location of the Cultist’s choice takes a Strike every ten seconds as the target’s flesh withers and their muscles atrophy. The Cultist may grab a Divine Artifact and grasp it for 30 seconds to render it Destroyed. If they do so, the ritual effect immediately ends afterwards.
    • Changed from: Offering – Brimstone is broken in half and one portion is held in each of the Cultist’s hands. They crush it and rub it on their fingers.
      • To: Offering – Sulfer is broken in half and one portion is held in each of the Cultist’s hands. They crush it and rub it on their fingers.
  • Tear of Lazrolth
    • Changed from: Offering – Blood of the Black Line is poured over the stone.
      • To: Offering – Strange Beast Ichor is poured over the stone.
  • Harvest Judgement
    • Changed from:  The target gains the Damned state. Should the target die and enter their Harrowing before resolving the Damned state, the Cultist manifests within it as a hooded specter. The Cultist may watch and speak if they wish, but may not physically interfere with any portion of the Harrowing. If the target is successful within the Harrowing, then the Cultist gets access to a Shade of that target, which manifests if the Cultist performs the Trap the Soul rite within an hour of the Harrowing. They may replace the Focus wherein they must hold aloft an object tied to the deceased with an Act bearing the following instruction: “Describe the Harrowing of the target in as much detail as possible.” This exchange causes no Vulgarity. Should the target decide to come back to life after a successful Harrowing, the target will roleplay as the Shade for the rest of the event, but reconnects with their body over the downtime. The target has no memory of what they did during their time as a Shade, but bits and pieces may come to them in their dreams. If the target is unsuccessful, then the Cultist has control over the Malefic that the target becomes for the remainder of the event. If the Cultist is able to get the Malefic in an Oblivion Gaol at a later date then they renew their control of the Malefic creature.
    • To: The target gains the Damned state. Should the target die before resolving the Damned state, the Cultist manifests within a harrowing or after-death scene as a hooded specter. The Cultist may watch and speak during the after-death scene or harrowing if they wish, but may not physically interfere with any portion of the scene.  For a harrowing, if the target is successful within a Harrowing, then the Cultist gets access to a Shade of that target, which manifests if the Cultist performs the Trap the Soul rite within an hour of the Harrowing. They may replace the Focus wherein they must hold aloft an object tied to the deceased with an Act bearing the following instruction: “Describe the Harrowing of the target in as much detail as possible.” This exchange causes no Vulgarity. Should the target decide to come back to life after a successful Harrowing, the target will roleplay as the Shade for the rest of the event, but reconnects with their body over the downtime. The target has no memory of what they did during their time as a Shade, but bits and pieces may come to them in their dreams. If the target is unsuccessful, then the Cultist has control over the Malefic that the target becomes for the remainder of the event. If the Cultist is able to get the Malefic in an Oblivion Gaol at a later date then they renew their control of the Malefic creature. For an after-death scene, the cultist may grant the target a severe insanity of the cultist’s choice after they return from death.
  • Green Damnation
    • Changed from:
      • Offering – A sheet of lead is obtained by the individual performing the rite.
      • Focus – The likeness of the target is carved into the left side of the lead sheet with a dagger. On the right side, their true name is carved, as are any aliases they are known by and the reason they are to be damned.
      • To:  Offering – A sheaf of paper is obtained by the individual performing the rite.
        • Offering – The likeness of the target is drawn onto the left side of the sheaf of paper with an ink mixed with metal shavings. On the right side, their true name is written, as are any aliases they are known by and the reason they are to be damned.
  • Desecration
    • Changed from: Offering – Three Vials of Ruin’s Tears are boiled and poured into the chest cavity.
      • To: Offering – A Vial of Ruin’s Tears are boiled and poured into the chest cavity.
  • Shed the Shackles of Flesh – Fourth Trial of Unbecoming
    • Changed from: Forevermore, the Cultist’s lips are blackened with decay, and they may never speak above a whisper. 
      • To: At this point the Cultist chooses to costume something that illustrates becoming more corpselike (such as blackened and decayed lips, never talking above a whisper, being surrounded by the sound of buzzing flies, etc.) 
    • New Rank 2 ritual added:
      • Eye of the Unforgotten
        • See through the eyes of Lazarolth to understand the truth at the heart of a Malefic being.
          Let not your heart be swayed by the forms that meld with forsaken sorrow, for within the deepest darkness there lies a truth so profound it can only be witnessed through the eyes of the divine
          Constellation: Sahalia
          Orthodoxy: 5
          Observances:
        • Focus – Stare at a Night Malefic trapped within an Oblivion Gaol, arms held out to either side with palms facing the creature, hence known as the “target”.
        • Liturgy“And Lo, dark spirit, has your service begun, for though I might yet choose to sunder your form or keep you as my own, your secrets will be laid bare before me! Thus, you serve. Thus, you worship. Thus, you bow before the truth of Lazarolth, whose wisdom reveals your heart!”
        • Focus – Draw a ceremonial athame in your left hand.
        • Offering – Take up Human Ichor in your right hand and plunge your athame into it before swinging it in an arc towards the target, spattering them with the ichor.
          Liturgy“Feel within your form the essence of mankind, blessed by Her touch! May it provide the contrast, to demonstrate before mine eyes what makes you less than human, and what makes you more. I call to thee, Mother of the Unforgotten! Reveal to me the truths of this wretched soul, that no secret might escape my sight and hide behind cruel visage, tooth, and claw. Show me, oh Lazarolth! I open your eye!”
        • Act – Stab your athame into the space separating you from the target, and carve a small circular hole in the air between you and the target. Discard the blade and rub your hands together to coat them in the remnant Ichor before inserting them into the hole you have made in space. With effort, push open the cut first vertically, then horizontally, and then depth-wise until you have widened the cut into a three-dimensional lens through which to view the target.
        • Liturgy – “You are seen, twisted soul, by me and my matron both. Your wholeness is revealed, your sins laid bare, and you are known. Lazarolth, my eyes are yours, and so your lens may rest! See ever through my visage, that nothing may be hidden from you forevermore.”
        • Mechanical Effect:
          The Cultist gains the complete profile of the Malefic’s positive and negative Instincts, as well as any and all Superstitions related to the creature. If the creature is unique, the Cultist knows as much, learns the true name of the person they once were and the title of what it is now. If the creature is not in its original form, such as if it has evolved in some way or has a Wyrd Augmentation, the effect of this change is revealed.
        • If the NPC playing the creature is unclear on any information represented here, approach Staff to request such information.

https://ageofasheslarp.com/aaboran/

  • Rite of Affirmation
    • Changed from: This rite removes from the target the Despair specifically from Rite of Confront Atma.
      • To: This rite removes from the target the Despair specifically from Rite of Confront Atma. This rite may only be used on members of the Aaboran faith.

New schematics, spells and ritual ideas have been added to the system.