System - Angellrp

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Angellrp is Angel’s system so she is God when it comes to anything to do with this system. What she says is final.

 Points: You get 10 points to spend initially.

 Points sheet is as follows:

 Character Name:                         Race:                                       Player Name: 

Name

Points

Description

Taken (ü)

Advanced Armour Repair

3

Repairs armour faster

 

Ambidexterity*

2

Allows use of weapons in both hands

 

Armour – Heavy#

4

Allows wearing of and repairs of heavy or lighter armour

 

Armour – Light#

2

Allows wearing of and repairs of light armour

 

Armour – Medium#

3

Allows wearing of and repairs of medium or lighter armour

 

Bind Wounds

2

Allows a bandage to be used to give one hit back to a location

 

Body Development 1

4

Gives +1 life to each location

 

Body Development 2@

8

Gives +2 life to each location

 

Elemental 1

5

Allows 5 fire blasts & 5 earth melds

 

Elemental 2

6

Allows 5 fire blasts, 5 earth melds & 2 air shields

 

Elemental 3

7

Allows 5 fire blasts, 5 earth melds, 2 air shields & a ice storm

 

Healing 1

5

Allows 10 cure locations

 

Healing 2

6

Allows 10 cure locations & 2 greater cures

 

Healing 3

7

Allows 10 cure locations, 2 greater cures and a resurrection.

 

Parry

1

Allows the ability to parry using any length of weapon but cannot call any damage.

 

Projectile

3

Allows the use of Bows and Crossbows

 

Read, Write & Numeric

0

Allows reading and writing in a language (usually common); also allows the ability to use basic mathematics.

 

Sense Magic

2

“By my power sense magic” In a 20’ radius of caster,  magic detected glows to the caster.

 

Sheild Use

2

Can use shields of all sizes

 

Thrown

1

Allows the use of thrown weapons e.g. rocks and throwing daggers.

 

Weapon Use – 1 Handed

1

Allows the use of weapons between 20” and 42”

 

Weapon Use – 2 Handed

2

Allows the use of weapons greater than 42”

 

Weapon Use – Dagger

0

Allows the use of daggers 20” and smaller

 

Total Points Spent:

 

* Must have Dagger or 1 Handed Weapon use to use.

@ Physical Representation of built up body required (e.g. Foam Fat Suit)

# Armour must have Physical Representation: Light – Leather or equivalent; Medium – Leather with Metal studs or plates or equivalent; Heavy – Metal or equivalent.

 

Repairing armour takes 1 minute per point per location. Unless the advanced repair armour skill is used then it takes 10 seconds per point per location. Advanced armour repair can be bought and used by a non-armour wearing person.

 

Spells are as follows:

 

Fire Blast – “By the power of Fire, Fire Blast” – 1 hit damage per location to one individual

 

Earth Meld – “By the power of Earth, Earth Meld – Caster melds with Earth for 5 minutes and cannot see, speak or hear, touch or be touched in this duration. Close eyes and wait for 5 mins, with hand in the air.

 

Air Shield – “By the power of Air, Air Shield” – For 5 minutes the target of this spell is not hurt by projectile or thrown weapons. If the target is hit by a spell (elemental or healing) then the spell will take down the Air Shield, but will have no affect.

 

Ice Storm – “By the power of Water, Ice Storm” – This causes 2 hits damage per location to one individual and 1 hit damage to anyone within 3’ of that person.

 

Cure Location – “By the power of Life, Cure Location” – By saying this once 1 point of life is returned to the target location. If chanted for 30 seconds then 2 points are healed and an additional 1 point for each additional 30 seconds of chanting that occurs. This does not ‘cure’ armour.

 

Greater Cure – “By the power of Life, Greater Cure” – By saying this once 1 point of life is returned to the all locations. If chanted for 1 minute then 2 points are healed and an additional 1 point for each additional minute of chanting that occurs. This does not ‘cure’ armour.

 

Resurrection – “By the power of Life, Resurrection” – Heals a dead character so that they have up to 1 point on both chest and head.

 

Unconsciousness & Death count  - If you are knocked down to 0 hits on a location then it stops working. If the head or chest is knock to 0 then the individual is unconscious but stable. If a location goes to –1 then that location is bleeding and will be lost if not cured or bound within 2 minutes. If this is the head or chest then the character will be dead after a 2 minute death count. To kill an individual without a 2 minute death count one of their critical locations (head or chest) must be taken down to –3 hits.

 

Hits do 1 point of damage if non-magical, the call for this is nothing, as everybody will be doing one point of damage. I.e. no one need call out single, double, sharp, blunt etc.

Using a spell, either healing or elemental, can make a weapon, bow or crossbow magical. Then when that item (or the bolts/arrows) strike an individual the call is ‘Magic’ these items are magic for 5 minutes and whilst magical they also grant anyone the use of that magic weapon.

 

Target Locations are: Head, Chest, Left Leg, Right Leg, Left Arm and Right Arm. Head shots are not to be used on purpose but do count if taken accidentally.

 

All safety regulations from Stormhaven 2002 are to be used, and are in affect.

Anyone can use this system so long as they credit Angellrp.co.uk. with the creation.

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