Rules
Rule Overview
Rules Questions
Weapons Use and Safety
Main in Game Calls
Character Generation
PDF
New Game Concepts
PDF
Costume & Kit
Main Rules PDF
Non Combat skills
  • For easy tasks you just do them.
  • However most of the time you are probably trying to do something difficulty you will need to find a ref. who say yes this is the result, he may say take a bead draw, he may say I will tell you the results later or come and watch you while you perform the task, informing you what happens at each stage of the process.



HAP or Heroic Action Points
  • Each player starts with 5 and gains 1 point for each event they attend.
  • HAP is gained by a player but spent on a character, so once spent on a character the HAP cannot be re-allocated to another character and is not gained back when the character dies or retires.
  • HAP is spent to perform difficult actions or actions in stressful situation such as combat.
  • Certain skills have a HAP cost against them this is the amount of HAP you must spend to perform this action.
  • You get HAP back at rate of 1 point per 30 minutes of rest, (rest is not using HAP for a full 30 minutes) 2 points for a meal and you gain all your HAP during a full nights sleep. Certain food and resources found in game will also give you HAP back.
  • Maximum HAP for starting characters is 15 (see wealth & influence PDF)


Karma
  • Karma is used to buy your new character their skills and talents, see character generation for starting character Karma.
  • Karma is also used to improve your character after each event.
  • Unless stated otherwise a Ultimate player character gains 10 Karma per event and a Directed player character or Crew member gains 5 Karma per event.
  • Karma can be gained in other ways, such gains are awarded by the refs.
  • Like HAP while Karma is earned by a player it is spent on a character, so once spent on a character the Karma is lost.
  • Starting characters may only have one talent at lvl 5 (see wealth & influence PDF)


Mind Points




Page last updated on 6/1/08         content by richardh
Rules Overview.


This section could also be called a Beginners Guide to the rules or Rules the Basics, its what you need to know to play Ascendancy LRP.

The 1st thing I will say is never worry about the rules, confused ask for help, rules are your guide they are not your master.

The easiest way to learn any rules in any game is to play them and the same goes for Live role play and Ascendancy LRP.

To take part in Ascendancy LRP you need 3 things besides your booking

A character to play.

Within this rules section you will find a quick reference sheet to generating a character and a link to the PDF of the full rules and character generation system, which are all good to refer to however all you really need is a basic idea, it can be as simple as you like, starting from I want to play a frontiers tribal warrior.
The more detail you add the more interesting the character should be, however sometimes the simple character work best especially if your a new to Asendancy LRP, you can add details later once you get to know the system and background a bit better.  See sample characters if stuck and use or modify one on them.

Costume

These pages also detail costume from the basics to the very ornate, there are plenty of picture's showing examples both here and on the Wiki. Put together a costume appropriate for the background of character.
For character you will also need props, for instance healers will need bandages and perhaps some blunt instruments to represent surgical equipment, warriors will probably need a weapon, alchemists bottles for their potions etc.
A rough idea of the rules.
What do we mean by a rough idea of the rules, well its a tough question everyone has there own opinion, but for me there are several important things
  1. Know your characters abilities. For instance if you generate a character and give it the skill portal sense read the rules so you understand that skill and if a ref asks you how you intend to do something you will be able to tell him what skill & talents you are using and to what level. Some people have poor memories so carry a print out of their character around with them as a reminder until they have got used to things.
  2. Know the 4 basic in game calls.
  3. Know the combat calls you will need for instance if have taken the Finesse at level 3 you can call "signature" when you strike with your weapon doing a extra point of damage.
  4. Know how many hits you can take before you need healing, unless called otherwise most hits do one point of damage.

So what are the basic rules.

For Combat
Healing
  • 1st aid will generally keep a patient alive until surgery or some form of magical healing can be applied, patients with minor wounds i.e. down to zero but not below can be treated by the correct level of 1st aid, magical healing, healing potions etc. and need not involve a ref. So long as they are treated in time.
  • Patient with very sever wounds -1 and below may need a ref and a bead draw, experienced healers or players can usually advise if you need a ref.
  • Patients passed their death count will need a ref and bead draw as well as a healer/healers.

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