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Three Kingdoms LRP - 2012

Three Kingdoms LRP - 2012

Contents

AboutThreeKingdomsLRP
TheGameWorld
Creatingacharacter
Choosingarace
Attributes
ChoosingaCharacterClass
ChoosingSkills
ChoosingMagic
Religions
Adventuring
TheReferee
RefereeCalls
Combat
LocationsandArmour
Agility
Endurance
WeaponsProficiency
DamageCalls
SubdualDamage
Spells,MagicinCombatandCastingSpells
BleedingandtheDeathCount
MagicItems
Costume
Monstering
CharacterAdvancement
SkillandManaProgression
TheMilitaryandRanks
TheVeterans
Guilds

TheSkillsTable
SpellLists

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Arcane
Blood
Celestial
Primal
Shadow

Three Kingdoms LRP - 2012


AboutThreeKingdomsLRP

ThreekingdomsLRPisasystemdesignedbyplayersforplayers,runbyacollectionofrefereesfrommanyother
systemsanditisouraimtoprovideagamelikenootherinthisday.WemakenoprofithereatThreeKingdoms
LRP(sometimesreferredtoinhereasTKLRP)andweareproudtosaythateverypennypaidtousgoesrightback
intothegame.

Withawellthoughtoutgameworldandanextensivebutsimplesetofruleswecantwaittohaveyoujoininthe
gametoenjoythesystemworldcreatedforyou.Nomattertherace,classorcharacterobjectivesyoucanresteasy
knowingthatourrefereecrewwilldoalltheycantoensureyougetjustwhatyouaskforatThreeKingdomsLRP.

Insidethisrulebookyouwillfindallyouneedtobeginthegame.However,ifyouhaveanyquestionsorcantfind
somethingyoureafter,likeacertainraceorclass,thenspeakwiththegameteamandwewillhelpyouanywaywe
can.

Foradditionalinformationandguidestoourgameworldpleasefeelfreetolookatourwebsite
www.threekingdomslrp.co.uk

AllthestaffhereatTKLRParevolunteersandwerunthesystembecausewewanttoseeourmembershavefun,
enjoyingthegameworldwehavecreatedandareconstantlyaddingto.

TheonlythinglefttosayiswelcometoThreeKingdomsLRP!

Itoldyouwewouldchangetheworldtoday.
LordGeneralJasonKyle,attheBattleofBloodRiverGorge

Aye,youwererightthistime.MEDIC!!!
BloodGeneralVarg,atthesamebattlebriefly

Three Kingdoms LRP - 2012


TheGameWorld

AsheraLandofLight
Capital:StarCityPlayerFaction

Ashera is filled mainly with humans but within its


borders live many other races that try to live in
balance with the land and its other inhabitants. All
those within the lands of light should treat the earth
with respect and those who do not are hunted down
andpunished.Themajorityofthecitizensbelievethat
good should outweigh evil, although some are
prepared to bend the rules to ensure that this is the
case.

Forcenturies,thelandsofAsheraalsoplayedhostto
many elves, and although they have withdrawn to
theirancestrallandsinRedwoodKingdoms,theyare
stillheldinhighregard,andwelcomethroughoutthe
landofAshera

Thelawsofthelandaresetforallcivilisedcreatures
but Forest Trolls and Beastkin tend to be given
leniencybythejudiciary,duetotheirnature.

TheyaretheVelorne.

TarackLandofDarkness
Capital:KalicePlayerFaction

Thislandisfilledwithswamps,marshlandandmoors
andassuch,thereisonlyonesubstantialsettlement
Kalice. This vast city occupies space both above and
beneath the surface of the land, as it has been
constructed at the site of an entrance to the
Underdark.Thisbastionofwickednessishometothe
dark and twisted societies of the dark elves and
poison elves, though they share the place with many
otherraces.

Not far from Kalice, deep within the Underdark, lies


the fortress city of the Dark Dwarves. Whilst their
numbers are small very few Underdark races would
attempttoassaulttheirfortress.

Tarackisaharshlandandhasbredafierceandcruel
culturetomatchitsterrain.Lifehereisadailyfightto
retainyourplacewherekillorbekilledisthemain
rule for life. All of the races here are strong in their
own way and have proved that they are worthy of

theirplaceinsociety,butonlythecruellestfindtheir
wayintotherulingranks.

TheyaretheHothran.

TheWasteLands
Capital:TheDecayedCityGameFaction

Legend says that this was once a thriving land with


townsandcitiesfilledwithlife.Howeverthatisbuta
myth,andnowtheharshrealityoftheWasteLandsis
death and disease as far as the eye can see. The
DemonKing,Kalous,ruleswithanirongripfromthe
DecayedCitywhilsthewageswarontheotherlands
with seemingly endless hordes of walking dead and
demonicminions.

Very few are brave or strong enough to venture into


the Waste Lands. Only the most experienced
adventurers head into these lands for legendary
quests,itemsandmagic.Evenmenandwomensuch
asthesewouldbefoolishtotravelalone,ascreatures
madeofnightmaresabound.Attackingallwhoenter
the wastes, these creatures drive fear into those who
dare.

Yet the tenacity of living creatures always hold the


capacity to surprise, and a neutral race called the
VadaelmaketheirhomeintheWasteLands.Unusual
creatures, they sometimes venture into more
hospitable lands, though other races can only
speculateovertheirmotives.

TheyaretheAbyssalHorde.

TheHeartLands
Capital:BloodMountainPlayerFaction

Aftermanythousandsofyearsinselfexilethe
ChurchofBloodhasreturnedtotheforefrontofthe
waragainstKalousaftertheBloodGodRoshlan
deemedthemortalsoftheworldworthsaving.The
Bloodgodhasremainedinhismortalformthathe
maybeclosertohispeopleandservethembetteras
agod.Withhistwoangels,GrevenandTalon,byhis
side,herulesfromBloodMountainwhereheteaches
hisfollowersthatbloodislifeandassuchalllife
mustberespected.

Three Kingdoms LRP - 2012


Mightycitiesrisefromtheforestcanopy,alwaysin
harmonywiththetreesaroundthem.FromDranUl
inthenorthtoLimostinthesouth,theelvenpeople
havemadetheirhomeswondrousandbeautifulto
allvisitors.

FollowingtheriseoftheBrood,almostallelveshave
heededthecalltoreturntothelandoftheir
ancestors,andjointherethevariousbeastkin,forest
trollsandeventheelusiveFaeincallingittheir
home.Livinginharmonywiththeland,theirlaws
respectpersonalfreedom,andfavourrehabilitation
overpunishment.

TheyaretheElvesofRedwood

TheBloodArmyismadeofdevoutfollowersandhas
becomethemostfearedmilitarypowerintheworld
ofOneandasyethasnotmetitsmatch.WithBlood
GeneralGrevenleadingthisforceandtheBlood
MagiTalonteachingtheoncesecretivebloodmagic
tohisfollowers,Roshlanhascreatedafactionof
trust,powerandabsoluterespect

TheyaretheChurchofBlood

TheBroodlands
Capital:SplitCliffsPassPlayerfaction

Once the slaves and military might of the Hothran,


the Brood of Luthic have asserted their freedom and
struck out on their own. Mostly orcs, goblins and
ogres,alloftheBroodareroughandviolentinnature.
Almost all races are welcome, though halfgreenkins
are thought an abomination, and often executed on
sight.

The Brood build no cities, and form no permanent


settlements, but instead they choose to organise
themselves either by traditional tribal groups, or,
sincetheexodusfromTarack,alongregimentallines,
with even family groups joining the regiments, and
mostchildrenbornintothearmy.

A harsh way of life for a harsh people, their fighting


prowessisneverdoubted.HistoricallytheBroodhave
always lived by the maxim might is right, but the
ascensionsofthegoblinshaman,Grattaxhasproven
that cunning has its place too. Led by Varg and
Grattax, they have forged their own way in the
world,andrefusetobowtheirheadstoanyoneagain.

TheyaretheBrood.

TheRedwoodKingdoms
Capital:RedwoodKeepPlayerFaction

Theancientandancestralforestsoftheelvenrace
compriseofendlesstreesfromhorizontohorizon.
Knownbyscholarsbytheancientelvennameof
Enedardormancarantaure,mostpeoplenowusethe
Commontranslationtorefertothispeacefuland
dreamingcountry.Fewcitiesrearabovethetree
canopy,andnonemoremightythatThalionostalda,or
RedwoodKeep,whereasingleancienttreedwarfs
eventhemightyoaksofthisforestland.

Three Kingdoms LRP - 2012


mountainous region and the stronghold of Dark
Steel Mountain. For those who dont know the
dwarves are a short but fierce race. Boisterous and
stubborntheyarehardheadedinwhatevertaskthey
attemptnevergivingupuntiltheyaremastersofsaid
task.Unfortunatelylittleelseisknownofthesepeople
except their love of battle and their excellent crafting
skills.

Alldwarvesbothmaleandfemalehavealargebeard,
whichtheyareveryproudof.Dwarvesarealmostall
proudwarriorsanditisraretofindaDwarvenmagic
userofanykind,thoughclericstotheirgodsareheld
inhighregard.
Phys Rep: To playa dwarf male or female you must
havealongbushybeard.Fakewilldo!

Kender are obsessed with bright colours and are


inquisitive to a fault. Often accused of thievery they
seethisasthegreatestinsultastheypridethemselves
ontheirhonestyandtheirluckatfindinglostitems.
Due to their size and highpitched voices both are
oftenmistakenforhumanchildren.
Phys Rep: Pointed ears and Kender are notoriously
dressedinverybrightcolours.

Hobbits are natural born gardeners and are most at


home with their feet up on the table smoking a pipe
afterthetwelfthmealoftheday.Thoughtbymanyto
be lazy, hobbits are just happiest at home but when
roused they can make an implacable enemy
combining stubbornness with an earthy wisdom and
no they dont have high pitched voices like the
Kender.
PhysRep:Pointedearsandnaturalcoloursforclothes

Beastkin
Thissavageracecomesinmanyformsasbeastkinare
both humanoid and animal in origin. Beastkin differ
fromoneanotherwithnotwoalike.Featuressuchas
claws,wingsandotheranimaltraitscanbeseenand
in most cases a single animal dominates their
appearance.

Stronglylinkedtothelandthebeastkincanoftentell
when something is awry with their natural
surroundings. Fierce warriors they carry the rage of
nature and are not to be taken lightly as enemies in
battle.
Phys Rep: Mask, makeup or prosthetics giving a
beastlyappearance,thecostumeshouldalsoshowthe
natureoftheanimalside.

CreatingaCharacter

There are several steps to creating a character within


TK LRP. Firstly you will need to decide which race
you would like to play, as this will determine how
your character behaves and looks. Once you have
yourraceyouwillthenneedtodevelopyoucharacter
further by choosing a class and the skills that your
character has learned up to this point in their life.
Later you may also need to decide on spell spheres
andevenreligionsthatmayenhanceyourgameplay.
Finally you will need to name your character giving
them all they need to take on life within the Three
Kingdoms

Choosingarace
Here you will find a list of the standard races
available within TK LRP. If you would like to play a
restricted race please talk to a ref to discuss the
possibility as we may tell you that it is currently not
available.

You will notice that along with a description of each


race there is also a list of attributes. These are not
always unique but are just part of what defines the
race; the full description of these attributes and how
they work are listed in the attributes supplement,
available from the website. These attributes must be
takenintheorderthattheyarelisted.Thereisalsoa
minimum physical representation for many of the
racesincluded.Pleasebearinmindthatwewillonly
let someone play if they meet this minimum. Some
discretionmaybegivenforfirsttimeplayersbutlater
if you arrive without you will be asked to play a
humanortomonster.

ThreeKingdomsRaces

TheVelorne

Humans
Humansaretheyoungestraceinthelandsandhave
just over 1000 years of history. Although young by
comparison they are extremely versatile and this is
shown in their racial attributes. Diverse and
unpredictable, the humans have their own culture
richinlife.Theyarefastbecomingthemostpopulous
raceintheLandsofLight.
PhysRep:None

Dwarves
NotmuchisknownoftheDwarvenraceasformany
years they have only been seen around the

Three Kingdoms LRP - 2012


RedwoodKingdoms

ForestElves
Forest elves are at one with nature and are the born
protectors of the land. Many become rangers of the
ElvenKingordruidsoftheland.Shouldanyonebring
harmtotheforestsoritscreaturestheforestelveswill
extract vengeance for the earth and for this they are
blessed with attributes that reflect their dedication.
Anyforest elf that turns down aid toa druid, ranger
or any kind of forest protector is hunted down and
broughttojusticebytheDruidCouncil.
PhysRep:Elveneartips

WildElves
Wildelvesaretribalinnatureandoftendonotspeak
the common language as they prefer to live in
isolation.Livingonwhatthelandprovidestheyarea
tough race with different ideals to other elves. They
revereandprotecttheearthanditscreatureswithout
strictlaws,ifthelandishurttheywillseekretribution
no matter the origin and cost to themselves. These
elvesliveinmanygroupsandeachhasdevelopedits
own markings, they rarely have accessto metals and
soprefernaturalmaterialsforweapons.
PhysRep:Elveneartipsandtribalmarkings

MoonElves
Moon elves are the most common race among the
elven people, spending as much time as they can
interacting with other races, learning new cultures
and magics. This means that they are less in tune
with the land but does not mean they have turned
their back on nature; they have simply left others to
careforherwhiletheypursueothertasks.
Moon elves can pick any level one spell as their first
attributetomatchthedesignofthecharacter.

PhysRep:Elvenearstips,whiteorsilverhintstothe
skin

ForestTrolls
Forest trolls are known as the strongest creatures in
thelands.Livinginperfectharmonyinsidetheforest
valleys with all other creatures these peaceloving
hulks of nature are rarely seen elsewhere. Only the
threat of harm to the forests will draw them out and
then they lose their peaceful ways and they become
shorttempered and extremely violent. The forest
trollsareknowntomakefriendsandenemiesforlife
andwillattackundeadonsight.

Phys Rep: Mask, makeup or prosthetics showing


green/brown skin, and a bulky costume made with
naturalcoloursandmaterials.

Lythari
Born in or rather, near to Wild and Forest Elf
communities,Lytharicultureisacuriousmixofelven
and wolf. They live in packs, led by the much larger
Alpha, but the noble nature of most Lythari means
that most Alphas lead by example, rather than brute
force. Lythari dedicate their kills to nature,avoid the
trappingsofcivilisationsuchasmetal,andprotectthe
wild places from encroachment and destruction. A
few Lythari devote themselves in full to nature,
becoming shamanistic priests, but this is rare.

By the time they reach physical maturity, Lythari no


longerresembletheElvestheywerebornas.

Restrictions
The nature of these creatures means they do not
harnessmetalsandassuchdonotwearmetalamour
or weapons, due to this the Lythari only have two
classes, Stealth and Holy as they are almost all scout
like fighters or the most wise and mature elders of
such packs often become shaman like casters in their
lateryears.
PhysRep:Amaskorprostheticsgivenaheavywolf
appearance&LRPsafeclaws,furstocoverthebody
and the character must have a heavy nature & tribal
basedappearance.

Neutral

IceElves
Ice elves are a vicious race coming from the harsh
northlands where winter is a permanent season.
Driven by necessity they have developed a tough
outlook on life, never wasting anything they acquire.
However the barren ice lands provide an excellent
environmentfortheseelvestobecomestronginspirit
andbodyandthismakestheiceelvesapowerfulally
for both armies. Despite the harsh nature of their
surroundings these elves have developed a strong
sense of honour. True to their word they willalways
deliver on an oath although gaining an oath from
themcanbeeasiersaidthandone.
Phys Rep: Elven ear tips, heavy white and blue
colouringtotheskinandappropriatecostume

Three Kingdoms LRP - 2012


TheVadael
TheVadaelliveshort,brutallives.Asexualcreatures,
they abandon their young at birth to the horrors of
their homeland. Willing to do whatever it takes to
survive, several have begun to enter Hothran and
even Velorne lands, where those that understand
them prize them as Wasteland Scouts. In these lands
they are known as the Plague Bringers, due to their
wastedappearanceandunusualabilities.

Astwistedastheirhomeland,theirbodiesarecovered
insmallscarsandscabs,causedbythemanymagical
diseases and emanations. Many inflict further
mutilations upon themselves, creating interesting
tattooeffectsovertheirwastedskin.Theirskinitselfis
pale,rangingfromthepallidwhitesofafishbellyto
thewastedgreyofdeadflesh,andisoftencoveredin
patches of scales. Possessed of sunken features, their
eyesocketsareoftenabruisedpurplishyellowcolour.
Their most distinctive features, however, are the
short, stubby tails, covered in the same scales and
sores as their bodies, and the tendrils of flesh that
hang from their heads in place of hair, that resemble
nothingsomuchasthefoultrailofajellyfish.
PhysRep:Makeupforcorrectskintone,prosthetics/
make up to add a partial scaled & scarred effect.
Prosthetics/Wigtoaddatail&Haireffect.
Before playing this race please ensure you can apply
theminimumphysreps,speakwitharefereeforhelp.

TheBrood

Ogres
Ogres are the largest of the goblinoid races and exist
only to fight, bully and threaten. Luckily for them
their size allows them to do this almost with
impunity.Byfarthetoughestoftheracesinthethree
kingdoms,theywouldratherbefoundinthemidstof
battle than enjoying the spoils of war. Their fighting
prowessismatchedonlybytheirlackofintelligence.
While a few ogres are capable of academic pursuits,
thesebeingsareregardedbytheirkinasdeviantsand
freaks,nomatterhowusefultheymaysometimesbe.
PhysRep:Mask,makeuporprostheticstoaddlarge
features with dark green or brown colouring, large
bulkycostume.

Trolls
Though not as tough as ogres but their ability to
regenerateeventhemosthorrificwoundsmakesthese
tall goblinoids the most lethal of enemies. Trolls are
violent killers often attacking anything that might
annoy them and laying waste to everything around.

Contrary topopular opinion trollsarenot stupid but


will happily take hours to ponder on a problem in
their way. Troll magic users are extremely rare but
whentheydoappeartheyarepowerfulindestructive
magicsthatmatchtheirnature.Howevertheydonot
useflamemagicsasfirecaninhibittheirregenerative
nature.
Phys Rep: Mask, makeup or prosthetics giving a
brutalappearancebutunliketheirforesttrollcousins
theyarenotrequiredtobulkouttheircostume.

Orcs
Makingupthebulkofthegoblinoidracesnoonehas
ever successfully counted the number of orcs in
existence. Their culture is very much based on
survivalofthefittestandtheylivepurelyforcombat.
Whilst few and far between, orcish magic users
concentrateondestructionandchaos.Inallcasesorcs
are ideally suited to military structure and indeed
make up the vast bulk of the Hothran army. Their
clothing is almost always geared for war and they
delightinthesufferingoftheirenemiesratherthana
clean kill. Like all goblinoid races they think of
themselvesintribaltermsanditisnotunusualtofind
anentirearmyregimentmadeupofasingletribe.
Phys Rep: Mask, makeup or prosthetics, with dark
greenskin

Goblins
Despite being cousins of the orcs these small
goblinoids make up with cunning and intelligence
what theylack in physical size. Universally regarded
as scavengers and thieves their intelligence also
makes them adept magic users and craftsmen. Their
placeatthebottomofthegoblinoidfoodchainmakes
them very resilient and their cunning and stealth
providesallthreekingdomswithoneverysimplerule
Neverleavealivegoblinbehindyou!
PhysRep:Mask,makeuporprosthetics,usuallywith
greenskin

TheNKar
Aggressive, superstitious yet powerful casters these
gangly goblinoids were discovered by the Brood at
thetarpitswithinSplitCliffCanyonsrecently.Bound
to worship their ancestors the Nkar honour them
withtotemscraftedwhichalsoaidthemagictheyuse.
The Nkar also believe that to consume the flesh
meanstoalsogaintheirpowersandsotheNkarwill
eat those they kill in battle or even allies who have
fallen. The rarest thing found within the NKar is a
noncasterforwhileogresarerarelycasters,theNkar
rarely venture from casters. Younger NKar are often

Three Kingdoms LRP - 2012


stealthskills though as their name suggests many
enjoy the bloodletting that being a warrior presents.
Magic users are common, often using blood and
sacrificetofulfiltheirdarkpractices.
PhysRep:Elveneartips,markingsasappropriate

Darkelves
Theseelvesarenotoriouslycruelandhostileinnature
and see themselves as the top of the elven
evolutionary chain. Once a matriarchal society they
have realised that both the male and female sexes
have great strengths and have turned this to their
advantage. These elves make up a large part of the
rulinghouseswithinHothransociety,oftentakingthe
lead through their cruel calculating actions. They are
highly magical and are also believed to be protected
bythegoddessKiaranselee
Phys Rep: Elven ear tips, black skin and most often
shockingwhitehair

PoisonElves
Nobody truly knows the origins of the poison elves.
Some say they are an elven adaptation just like any
other and some say they are a failed experiment by
the dark elves. Needless to say there is only one
known fact about them, they are born killers. These
sadistic elves are at one with the poison that runs
throughtheirveinsandoftenuseittokill.Whilethe
poison that is their blood may seem like a great
benefit it is actually the curse of their race for it
greatly reduces their life span. This weakness is
balanced by their lightening speed and skills with
shortbladedweapons.
Phys Rep: Elven ear tips with dark veins running
alongvisibleareasofskin

TheRestrictedRaces

Theserestrictedracesareavailabletoplaywiththe
refereespermissiononly,thisisduetotheextrakit
requirementsandmorepowerfulattributesthese
creatureshave.DescriptionscanbefoundontheTK
website.
TheVelorneTheSentinels
TheHothranTheChangelings
TheBroodTheGodan
RedwoodKingdomsTheFae
TheChurchofBloodTheHeartRiders

seentoimitatethemorepowerfuleldersbyusingtar
to slick their hair back making it look like they have
lost their hair with age. Imitation is always a sign of
greatrespectfromanyNkar.
PhysRep:Mask,makeuporprosthetics,usuallywith
dark green, blackish skin, slicked back hair. Elders
oftenhaveelongatedextremitiessuchasfingers,arms
&nose.

TheHothran

HumanOutcasts
Thehumanoutcastsaregenerallymurderers,convicts
and outlaws who find themselves restricted by the
laws of the Velorne. Left to their own devices they
have become more vicious in nature and work
alongside the creatures of the dark lands to better
their own ends and maybe settle a few scores along
theway.
PhysRep:None

TheMalim
TheMalimareastrangeancientraceandintheirtrue
form are crystalline in nature, appearing as blue
mineral shards. They exist, however, in symbiosis
witheitherlivingordeadhosts,animatingthebodies
of their host creatures, and either living in harmony
with or controlling the base personality. As the
Malims relationship with the host matures,
crystallinegrowthsandpatternsappearontheirskin,
andthetrueMalimbeneathstartstoshowitself.
Phys rep: Blue colouring and crystalline protrusions
astheymature

BloodElves
Nooneknowshowbloodelvesoriginatedbutstories
abound of elves sodespicable that they turned to
cannibalism orpractised dark rituals, bathing in the
bloodoftheirenemies.Inmorerecenttimestheterm
has come tobe widelyusedto describe those elves
that have turnedagainst their brothers, breaking the
tiesofbloodbetweenallelves.

Some cold and calculating Elves choose this way of


life, others are deeply affected by evils they have
witnessedoractstheyhaveperformedandfindtheir
mindschanged.Bloodelvescomeinmanyformsand
areoften indistinguishable from their elven cousins,
so can pass undetected in other elven societies
damaging the structure from within. Some however
have been known to gain a red tone to the skin just
above or below the eyes.They are often good at

Three Kingdoms LRP - 2012


WeaveMaystackarmourtoavalueof+1
Mostofthevariousmagicuserswithinthesystemare
boundundertheweaveclassthatincludesmagesand
sorcerers, and often bards, necromancers etc.
Dedicated to the magical weave these characters are
strong in the act of casting magic. Most often found
behind the warrior line of the armies they cast at a
distance with devastating effect and accuracy. Magic
users gain mana at a rate of 2 to 3 per adventure
depending on the wisdom of their mana use. They
require the use of a wand, stave or reading from a
tomeofmagictocasttheirspells.

HolyMaystackarmourtoavalueof+3
The holy class covers characters such as priests,
druids, and shaman, so no matter what religion you
arededicatedtotheholyclasscoversthemall.Those
whofollowdeitiesmustofcoursefollowthepathset
outforthembythosepowersthatbeandinturnare
rewarded for spreading the word and smiting those
who would attack the ways of their deity. However
shouldanyoftheholyclassgoagainsttheirdeitythen
onlybadthingscanhappen.Theholyclassgain2to3
mana per adventure. They require the use of a holy
symboltocasttheirspells.

Paladins Restricted class May stack armour to a


valueof+6

Paladins are what can only be described as a cross


betweenwarriorsandclerics.Strongfighterswhoare
almost fanatical about their chosen deity, these
warriorsneverstrayfromthepaththeywalk.Justlike
clericstheywanderthelandsdoingtheworkoftheir
deity, spreading the word and teachings of their god
or goddess. However, paladins are greatly feared by
any enemies of their deity as they gain powers that
rival a clerics while retaining their combat abilities,
and this makes for a deadly warrior. The work
paladins undertake is a mix of fighting the foes of
their deity and converting others to their faith.
Without these tasks a paladin wouldnt even be
looked upon by their God. Paladins must use a holy
symbolwhencasting,withnoexceptions.

Paladins run from the magical sphere given by the


referee that best suits the deity they follow and they
gainmanaastheholyclasswoulddo.
Withregardtobuyingskills,thePaladinmayrunoff
any skill list, dependent on the faith they follow. For
example, a Paladin of a particularly magical God,
such as Mystra, might use Weave skills rather than
Holy, or a God of Assassins might utilise the Stealth

TheAttributes
EachoftheknownraceshasasetofAttributesthat
canprovideabenefitduringthegame.Therearetwo
types of attributes, instant and passive. Instant
attributesarejustthat,instant,andcanbeusedupto
ten times per day in any combination. Passive
attributes are those that are permanently in effect
fromthemomenttheyaregainedanddonotaccount
foranyofthetenusesperday.

Attributestakealotofconcentrationtouseandwhen
casttheyrequireafull5secondcooldownperiod;in
other words, you cannot use two instant attributes
within 5 seconds of each other. Each character will
begin with one attribute when they start. All future
attributesaregainedatsetstagesofskillprogression.
For a full list of racial attributes please look at our
websitewhereyoucandownloadthislistalongwith
otherrules.

ChoosingaCharacterClass

Choosing a class is the next step to creating your


character. You probably have an idea already about
the sort of character you want to play, and it is with
the class that you start to define your characters job
orcalling.Therearefourmainclassestochoosefrom
when starting your character, all of which are
described below. Along with the four main classes
therearetwoadvancedclasseswhichwewilllookat
later, but they will give an added dimension to
experiencedcharacters.

CombatantsMaystackarmourtoavalueof+6
The combatant class contains characters such as
warriors,barbarians,berserkersetc.Thisclass,whilst
not always dedicated to battle, find themselves
naturallysuitedtocombatandthisgrantsthemmuch
lowercostsonsuchskillsthantheotherclasses.They
arethebackboneofthearmiesandwithoutthemmost
battleswouldfail,andtheDemonKingKalouswould
alreadyhavewoncontrolofthelands.

StealthMaystackarmourtoavalueof+2
The stealth class contains such characters as scouts,
thieves, assassins etc. This class is completely
dedicated to the more subtle arts of combat and as
suchthisisreflectedintheappropriateskillcosts.For
some stealth is all about hiding in the shadows or
beingunobservedandforothersitmaybetheability
to quietly scout the enemy and report back with
accuracy.Howeveronethingremainsthesameforall;
besilentandswiftorbedead.

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Three Kingdoms LRP - 2012


SkillsExplained

skilllist.Thismaybecomecomplicatedwhichiswhy
it takes a long time to become a Paladin. In other
words, you do not start as a Paladin, your character
progresses towards being a Paladin. Paladinship is
awarded by the referees, following completion of
suitablequestsandtasks.

Knights Restricted class May stack armour to a


valueof+6,maxarmourtype:Plate

Many people confuse Knights with Paladins, as the


work they undertake is very similar. Knights tend to
followaverystrictmoralcode,althoughtheydonot
work for a church or under the eyes of any deity.
Knightsmayonlybenamedbyroyaltyandthenobles
of the land and are very rare, just like paladins.
Training to become a knight has been described as
cruel to the mind and body but those who become
knightsarethestrongestwarriorsintheland,fighting
for the rights of all people. Knightly training gifts
these warriors with an extra four attributes to aid
them,andalsoincreasestheirusesby10,toatotalof
20 per day. All knights must begin their career as
squires, and take their skills from the combatant list.
Instantlyuponbeingknighted,aknightwillgainthe
firstattribute,andthengaintheremainingthreeatthe
refereesdiscretion.

Knight Attributes: Fearless, Cause Fear, Endurance


andStrength

ChoosingSkills

Inthissectionoftherulesyouwillfindalloftheskills
and explanations for them. You start with 6 points
worthofskillswhencreatingacharacter.Thecostfor
these skills according to class is detailed later, below
youwillfindadescriptionofeachskill.

Skills fall into two types; those that can only be


bought once and those that can be bought multiple
times. The later type are marked with an asterisk (*).
Skillsthatcanbeboughtmorethanoncecanonlybe
taken twice before you will need to find an in
character trainer to progress further. For example, if
you had bought weapon proficiency in sword use
twice,thenbeforeyoucouldbuythisskillagain,you
would have to find someone who is proficient and
abletoteachyouingame.Thismaybeanotherplayer
characteroranonplayercharacterknownasanNPC.
TheexceptiontothisisOtherRacialLanguage.

Read,Writeand/orSpeakLanguage
CommonlanguageCanreadandwritethecommon
language(English).
OwnlanguageCanreadandwriteownlanguage.
Other racial language Can read and write another
racial language. You will need to state which
language when purchasing this skill. This skill may
only be purchased if you have been taught the
language in character. You will effectively need a
trainerforeverytimeyoupurchasethisskill!

GeneralCombat
ShortweaponMayuseweaponslessthan20long.
1 Handed weapon May use any one handed
weaponryupto42long.
2 Handed weapon May use any two handed
weaponryfrom4272long.
Ambidexterity May use a one handed weapon in
either hand or even a one handed weapon and a
wand.
Stave or Wand May use any stave or wand as a
focustocastspellsonly.
PoleArmMayuseanypolearmweapon.
Projectileweapon Allows you to use any size bow
or cross bow. Projectile weapons deal through
damage&knockdown.
ThrownweaponMayuseathrownweapon.
ShieldMayuseashieldincombattoblockwith.
Repair armour May repair nonmetal armour after
fiveminutesworkwiththecorrecttools.
Mend armour May repair any metal armour after
fiveminutesworkusingthecorrecttools.
Weapons Proficiency * Grants an additional point
ofdamageincombatwiththechosenweapon.
Agility * Grants an additional natural hit to each
location but recipient cannot wear metal armour.
Thesehitsreturnafterafewminutesrest.Inorderfor
this to be effective the character must see the blow
coming.
Endurance * Grants an additional hit to each
location.Anydamagemustbehealed.
Strengthen Mana * Adds an additional 3 points of
mana but you still cannot exceed 50 mana points in
total.
Veteran Caster * Increases the casters mana pool
beyond 50 by +5, this skill does not add mana just
extendstheamountofmanathecastercanhold.
Subdue(Stealthonly)Maysubdueavictimusingan
appropriatebluntobject(Doesnotrequiresurpriseto
subdue).Thevictimwillberenderedunconsciousfor
aslowcountof200seconds.

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InvocationMayinvokethepowersheldinanitem,
scrolletc.
Meditation May grant aid to a problem at hand,
restoremanapointsorhealwoundsovertime.There
isnolimittotheuseofthisskillonlytoitsefficiency
due to the skills versatility. Requires a minimum of
15minutesconcentration.
LockPickMaypickanynonmagicallysealedlock
Bind Wounds This skill is simply applying a
tourniquet and pressure to the wound to stop
bleeding, this continued action will also halt any
deathcount.Shouldtheystopforanyreasonthenthe
death count will resume. Using this skill to halt the
deathcountwilllastamaximumof10minutes.
ForagingAllowsthecharactertoforagefornatural
itemswithinforeststhatmayhelptohealandrestore
mana. These items are gained in the form of TK
consumablecardsthatmayonlybeusedthedaythey
wereforaged.**pleasenotethatextraroleplayofthis
skillwillberequiredduringevents.
Brewing * Allows the brewing of the characters
racialalcoholicbeverage,whenconsumedthevictim
of such a potent drink becomes immune to the next
mind affecting spell cast upon them within 30
minutes. However due to the nature of the drink the
characterwillremaindrunkforatotalof30minutes,
after which they will slowly sober up. Creates 2
drinksviaTKconsumablecardperday.
Escape Artist This skill allows the user to escape
almost any bonds or even movement impairing
effects.Thisskillisappliedtothecharacters10racial
attributes per day. This skill requires a reasonable
amountofroleplaytouse.

IdentifySkills
With the exception of Identify wounds all
identificationskillsrequire20secondsofstudy.
Identify Wounds May identify any physical
wounds
IdentifyLiquidIdentifyLiquidMayidentifyany
nonmagicalcommonliquid,potionorpoison.When
combined with Identify Wounds you can tell if a
victim has been poisoned or if under any potion
effects..
Identify Disease May identify any non magical
common disease. When combined with Identify
Wounds you can tell if a victim has contracted a
diseaseandidentifythatdisease.
IdentifyMagicMayidentifythenatureofamagical
aura/itemoremanation.
Identify Tracks * May identify and follow most
tracks.Furtherpurchasesofthisskillwillenableyou
togainmoredetail.

Fortitude (Combatant only) Only a single point of


magicalhealingisnowrequiredtohealeachlocation
for1.HerbalBandagesdonotgainthiseffect.
DivineRapture(HolyOnly)Providingthecharacter
isatonewiththeirdeitythentheirbodyandsoulare
alsoatoneincreasingthedeathcountby50seconds.
Mana Bound (Weave only) Whenever mana is
restoredviaanymeans,theweavecharactergainsan
additional 2 points of mana. This does not include
ManaRegenerationfoundonmagicalitems.

MasterClassSkills
ShieldWall(Combatantonly)Grantsanadditional
+4 to armour per location when using a shield and
makes the player immune to the Strike down effects
but not from Strength. This additional armour does
not count towards the maximum armour limit of the
combatantclass.
BattleMaster*(Combatantonly)Choose1effect:
2HandAnyBruteForce,maycallupto6damage
2HandBluntConcussiondamage,maycallStun
Dual weapons Blades Tactical damage, may call
ThroughandDisarm
Dual weapons Blunt Tactical damage, may call
PummelandDisarm
Hunter (Stealth only) By using knowledge gained
youmayobscureyourselffromallsightblendinginto
your surroundings, in addition you cannot be heard
whileobscuredinthisway,thesameistruefortracks
within 30, scent and any other traces of yourself.
However advanced trackers like Rangers may be
abletodiscoveryou.Thehunterskillalsoallowsyou
to forage from the Hunter deck for 1 natural poison
and its antidote. Should you also forage from the
normal deck then you may replace 1 of the 3 cards
pickedforanotherbutonlyonceperday.
Disarming Shot (Stealth only) Requires Projectile
Weapon: Regardless of the location hit, the victim is
forcedtodroptheirmainhandweapon.
SacredDuty*(Holyonly)Reducesthemanacostof
all primary spells by 1 but not below 1 and you also
gain the blessing of your deity. This may vary
dependingonyourreligion.
Twin Casting* (Weave only) for 15 seconds after
casting any non arch mage spell you may copy that
spellwithoutusingspellvocalsstatingTwinCasting
< spell name >. In addition all the cost of your
primaryspellsisreducedby1butnotbelow1.

GeneralSkills
EvaluateMayestimatethevalueofanitem.
Numeracy May count past ten and use basic
arithmetic.

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Three Kingdoms LRP - 2012

Sense&Professionskills
When purchased, the Sense skills are applied to
your daily attribute usage and only 1 sense skill is
allowedpercharacter.
Senseskillslast5minsatarangeof100
Sense Undead May sense and locate any undead
presenceinthearea.
SenseMagicMaysenseandlocateamagicalsource
inthearea.
Sense Obscurity May sense when any spells /
abilities that hide a character are being used but can
onlylocateasourceofobscuritywithin5.

Academic This profession grants the ability to


recognise / create forgeries, create & read maps,
translateotherlanguagesandevengainknowledgeof
worldlegendsandartefacts

Physician This profession grants the skills to


tourniquet, apply Surgical Intervention and use
BreathofLifetechniques.Themediccanalsocreate4
herbalbandageseachday.

Ritualist Ritualist are able to create some of the


mostpowerfulandusefulmagicalitemsknowninthe
worldofOne,buttheseitemsalwayscomeataprice.

Herbalbandageswillnotworkifappliedonarmour.

HaemorrhagePoison*(HP)Creates2venomsthat
when used on a victim will apply a bleed effect
preventing healing from working until the poison is
cured.
Numb Mana * (NM) Crafts 2 venoms that when
used will double the victims spell cast time for 30
mins.Effectscannotbestacked
ManaBlock*(MB)Crafts2venomsthatwhenused
will prevent all spell casting by the victim for 3
seconds.Effectscannotbestacked.
QuickStrike*Venom(QSV)Crafts2venomsthat
when used will increase melee damage done by 1.
Effectscannotbestacked.
Potion of Fervor * (PF) Crafts 2 potions that when
consumedwillbolsterthemindandbodygranting+2
endurance and immunity to mind and movement
impairingeffectsfor5mins.Effectscannotbestacked.
Venom Antidote * (VA) Crafts 2 potions that cure
almost any mundane poison, as well as neutralising
Haemorrhage Poison, although the cure takes 5
minutestotakeeffect.
Dust of Purity * (DP) Crafts 2 batches of dust that
when mixed with consumables will cure most
common diseases, as well a neutralising Dust of
Decay,althoughthecuretakes5minutestowork..
DustofDecay*(DD)Crafts2batchesofdustthat
must be mixed with consumables to be used. When
consumed will create a disease in the victim causing
themtolose10mana,2agility,2enduranceandany
strengthbonustheyhavefor30mins.Thisdiseasecan
be cured with Dust of Purity, but not with the
Celestial Level 2 spell Cure Disease, as it is not a
mundanedisease,butmagicalinorigin.Effectscannot
bestacked.
Dust of Mending * (DM) Crafts 2 batches of dust
that repairs any single piece of armour or any object
nolargerthanheadsized.

UsageRules
Potionsmustbedrunkbythepersontheyareto
affect.
Venoms&poisonsaretobeingestedorinjectedinto
thevictimviabladeorothersharpitem.Venoms
remainonaweaponfor30minutesunlessstated
otherwise.
Bandagesmustbeappliedtotheaffectedlocation
requiringhealingasdetailedabove.
DustsofPurity&Decaymustbemixedwithfoodor
drink.
DustofMendingmustbesprinkledorspread
directlyontheobjecttobemended.

Alchemy This skill allows you to craft 4 basic


potions or poisons chosen from a list of 8. You will
also have the skill to research & create your own
potionsandpoisons.

RuneCraftingThisskillallowsyoutocraft4basic
runes chosen from a list of 8. You will also have the
skilltoresearch&createyourownrunes.

Voodoo Thisskillallowsyoutocreate4basiccurses
orvoodoodollschosenfromalistof8.Youwillalso
have the skill to research & create your own curses,
dolls&plagues.

CraftingSkills
Please remember that at events these skills will
requireextraroleplayincreationoftheitems.

ManaPotion*(MP)Crafts2manapotionsthatwill
restore5manatotheuser.

HerbalBandage*(HBCrafts4herbalbandagesthat
will heal a single location to full health over 15
minutes.Ifremovedbeforethistimethebandagewill
havenohealingeffectontheinjuredlocationatall.

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Three Kingdoms LRP - 2012


ChoosingMagic
Nowthatyouhavecreatedyourcharacteryoumaybe
wondering how to choose a sphere of magic and
which spells you will take. Upon creation of a magic
using character you need only decide which primary
sphere you must choose, as you can choose your
secondarylevellateron.

Havingsaidallthatyoumayberestrictedastowhich
oftheprimaryspheresyoucantakebytheclassthat
you have chosen. Please discuss your character
concept with the referee at character generation so
thattheymayadviseyouaccordingly.

Please note that referees will help choose a primary


sphere of magic for players choosing the holy class
basedonthedeitytheyfollow.

Whenyouhavechosenyourprimarymagicalsphere,
yourcharacterwillbedeemedtoknowallthelevel1
spellsinthatsphere.Thisrepresentstheirlearningto
date. Below are the descriptions of all the magical
spheres to help you decide how your characters will
developinthemagicalworld.
All magic users start with 12 Mana with which to
casttheirspells.

MagicalSpheres

ArcaneThesecastershavemasteredtheArcane.
Theyworkwitharcanepowerswiththeuseof
formulasandincantations,andcanstopaspellas
easilyastheystartone.

CelestialThesecastersaresaidtoderivetheir
powerfromtheheavensthemselves,reachingout
withthepowertohealortosmitetheyoftenprovide
thebackboneofanylargemilitaryincursion.

PrimalThissphereisgrantedbynatureandas
suchisthemostprimalofallmagicalspheres.
Thesecastersaregrantedsomeofthemostbeneficial
anddestructiveforcesofnature.

BloodGrantedonlybythebloodGodRoshlanthis
magicalspheregrantsimpressivepoweroverthe
castersbloodandevenoverthebloodofothers.
Oftenusedtohealatthesacrificeofthecasterbut
thisspherealsohasdevastatinglypowerfuloffensive
magic.

ShadowThosewhofollowanymagicalpathhave
madesacrificesofsomekind,butthosewhowork

withtheshadowhavegiventhegreatestsacrificesof
alltheirmorals,andoftentheirsouls.

Religions

Atthispoint,thosewhofollowafaithshouldchoose
whichdeityitisthattheywillfollow.Noteverybody
needstochooseafaith,anditisperfectlyfineto
remainanatheist,butanypersonchoosingtoplaya
clericHAStochoosetheirdeityatthispoint.Deities
usedintheThreeKingdomsworldaretakenfrom
theForgottenRealmssetting,andtherearegodsfor
almosteverypurposeandbeliefstructure.

BoththeLandsofLight,Ashera,andtheLandsof
Dark,Tarack,haveaprimaryfaith.InAshera,they
mainlyfollowHelm,GodofDefence,Protectionand
Duty.InTarack,themostcommonfaithis
Kiaranselee,theDarkElfGoddessofUndeath,Chaos
andDestruction.However,thesefaithsarebyno
meansexclusive.

PleaseseetheGodssupplementformoredetails.

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occasionalythemonstercrewrequireextratimetodo
this and thereferee will call atime faff. Whileina
state of time faff the players are exepcted to stay in
characterbutshouldremainintheimmediatearea.
TimeOutTimeoutnormallyendsthegameorhalts
it allowing for referees to mark up characters.
Everyone involved in the game can relax out of
character.

Combat

Here at TK we always promote speed fighting as


everyone who swings a latex foam sword is in game
terms swinging a chunk of steel and of course steel
doeshavealittleweighttoit.Wealsobelievethat
speed fighting looks better and is safer and more
enjoyableforallinvolved.Ifitisnoticedthatfighting
is speeding up, the referee will mention it, and ask
thatthoseinvolvedslowdown.

Duringcombatyoumustalwaysrememberthesefew
rules:
Pullyourblows:werenotheretohurtpeople!If
someone else is not pulling their blows, tell a
referee,donottakemattersintoyourownhands.
You must never thrust or stab with any weapon
andneverleanonthetipofaweaponunlessitis
astaffthatisdesignedtoallowthis.
Donotdeliberatelyaimforthegroinorthehead.
When fighting, please do not repeatedly tap at
your opponent at great speed as this will only
anger your victim. Always fight using a realistic
approach
Ifyouarestruckbyanarroworbolttheforceof
beinghitshouldknockyoutothefloor,regardless
ofwhethertheblowwoulddamageyou.Youcan
regainyourfeetimmediatelyafterwards.
LiveRolePlayisacontacthobbysoalwaysbeaware
ofsafetyforotherpeopleinthegameandyourself.
Gettingtooexcitedcanleadtoaccidents.

LocationandArmour
Acharactersbodyisdividedintosixlocations:
Head
Body
Leftandrightarm
Leftandrightleg

As a beginning character all locations are set at 1 hit


point each. This can be altered by means of armour
and after a time you can buy skills to improve your
naturalhitpoints,asdetailedbelow.

Adventuring

TheReferee

TK referees are the dedicated individuals who have


played and monstered for several years and
developed their knowledge of the system, the rules
andtheirabilitytodealwithunexpectedsituationsto
a great extent. These individuals have progressed to
being Referees and if you have any questions about
the system, be it background, rules or character
advice,thesearethepeopletoask.Itisalsotheirjob
toensurethateveryoneabidesbytherulesandmake
surethatthegamerunssmoothlyforallinvolved.As
youbecomemoreexperiencedyoumaybeinterested
in becoming a referee; please feel free to speak with
thegameteamaboutthis.
NEVERarguewitharefereeasthedecisionsmadeby
them are for the good of the game not just for the
individual.

RefereeCalls
Therefereeshavegameinstructionsthatbothplayers
and monsters must always follow. These are
describedbelow.

ManDownCall
Anyone attending our games may use this call if
needed.TheManDowncallisusedwhensomeone
hasactuallyinjuredthemselvesandmedicalattention
is required. If someone is really injured and cannot
make the call themselves then please make that call
forthem.
However we do not want Man Down being called
just because someone has a few thorns in their
backside, so please exercise good judgement. If you
hear Man Down and are not injured, you are
immediately considered to be in Time Out, and
should either sit or drop to your knees. The only
peoplemovingatthispointshouldbenominatedfirst
aidstaff.
Time In This call starts the game or continues on
afteratimefreezeortimefaff.DuringTimeinitis
expected that neither the crew or players talk out of
character.
TimeFreezeTimefreezehaltsthegameentirelyand
bothplayersandmonstercrewmuststaywherethey
arewitheyesclosed,unlessotherwisedirectedbythe
referees. Upon resuming time in, all players and
monsters should continue with the action they were
undertakingwhentimefreezewascalled.
TimeFaffDuringthecourseofthegameencounters
are set up for the players to interact with but

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There are 4 types of armour in the system. You may
stack lower armour classes in order to reach your
maximum armour allowance stated in the class
descriptions. In order for a location to be armoured,
over 50% of that location must be protected by the
armour.

Armourtype
Bonushits
Leather,suedeandfur
+1
Hardandstuddedleather
+2
Mail(chain/scaleetc)
+3
Plate
+6

Armour may be repaired by either magic or


appropriateskillsorprofessionals.Youmayalsostack
low level armour such as fur or studded leather to
reach your class limit. Should you reach 10 points of
armour to a location, that location is immune to the
effectsofCrush(Seedamagecalls).
Notethatbonustoarmoureffects&enchantsdonot
counttowardsarmourlimitofyourclass.

Agility
Should you buy the Agility skill for your character
thenthiswillgrantyouanadditionalnaturalhitpoint
to each location. Agility denotes a characters quick
reactions. This allows a character to effectively twist
theirbodyoutofthewayofaphysicalblowatthelast
splitsecond.
AgilityisnormallycheapertobuythanEndurance
asitdoeshaveadrawback.Anycharacterwithagility
cannot wear metal armour. However, agility hits
return with a few minutes rest rather than having to
be healed. Usually this will be from one combat to
another, or if you take yourself out of a prolonged
combat to rest. Agility also requires that you see the
blow coming for it to take effect. After all, it is very
hardtododgesomethingyouareunawareof.

Endurance
ShouldyoubuytheEnduranceskillforyourcharacter
then this will grant your character an additional
natural hit point to each location. There is no
drawbacktothisskillwiththeexceptionofitshigher
purchase cost compared to agility, and the need for
hitstoyourendurancetobehealedafterdamage.

WeaponsProficiency
Weaponsproficiencyisaskillthatshowstheamount
of time a character spends practicing with their
preferred weapon.This adds an additional point of
damage for each time the skill is taken. Ie taking the
skill once allows you to call double, twice allows

tripleetc.However,thisdoesnotmeanyoualways
have to use your highest damage call. A good full
swing would allow this but a half swing certainly
wouldnot.Asitisthemostcommonlevelofdamage,
there is never any need to call single. The highest
damagecallwithinthesystemisQuinandplayers
cannotexceedthis.

DamageCalls

Being a club based system TK LRP has the standard


calls of double, triple etc, as explained above.
HoweverTKdoesnotallowitsdamagecallstoexceed
quin (5 damage) with the exception of combatants
who may max outat6 damage, thosecharacters that
can go past this damage call are given a special call
grantedbytherefereesthatwhileitwillnotaddmore
damage it will grant extra combat effects to
compensate for this. While these calls are relatively
common,therearesomecallsthatarenot.

Fatal A victim of this call has their head and body


reduced to 0 no matter the location struck and their
deathcountisreducedto30secondsbeforemodifiers.
Crush This call includes the effects of Strength. The
call Crush will destroy anything it hits shattering
any shield or weapon that parries it. Should any
locationbestruckthenitisreducedtozero.However
should the victim of this damage call be wearing 10
points of armour then they are immune to Crush
takenonlythesinglepointofdamagealongwiththe
forceoftheblow.
Artifact This damage call will deal magic and holy
damageineachstrike.
Stun This call will stun the victim for 3 seconds
oftenleavingthemdazedoronthefloor.
Pummel This call will interrupt spell casting and
prevent any spell or instant cast attribute being used
for3seconds.
Disarm If your weapon wielding limb is struck by
thiscallyoumustdropyourweaponinstantly.
Through This call ignores any armour and deals
damagedirectlytothebasehitsofthevictim
Strength Anyone with strength cannot be over
powered except by Demon Strength. A call of
strength with any strike will knock the victim to the
floor even if the blow is parried/blocked. If both
combatantscallstrength,theeffectisnegated.
Demon Strength As above but cannot be over
powered at all. Again, if both parties call demon
strength,theeffectisnegated.

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SubdualDamage

In order to subdue a victim you must simply use a


blunt weapon to mime striking the victim over the
head while calling Subdue. The definition of blunt
weaponalsoincludesthepommelofasword,dagger
etc.Onestrikewillbefinetosubduemosthumaniod
characters however some larger creatures may just
become angry. Subdue will not work on a character
wearingmetalarmouronthehead.Wemustaskthat
whiledoingthisyouareverycarefulnottostrikethe
personatallifyoucanhelpit.OnlytheStealthclass
canbuytheskilltosubdueavictim.

Spells;MagicinCombatandCastingSpells

TK LRP has a large set of spells that is used


throughout the game, but dont worry as we do not
expectyoutoknoweveryspelloffbyheart.Vocalsfor
eachspellmayvaryaslongassomevocalisused.The
lengthofthevocalsissettothelevelofthespell.

Spelllevels13require5secondcasttime
Spelllevels45require10secondcasttime

If at anytime you are unsure how to react to a spell


castatyouthenpleasefallsafelytothefloorandask
therefereeorcasterofthespellforitseffects.

As previously mentioned, magic costs mana to cast,


dependent solely on the level of the spell. There are
many ways of restoring mana within the game but
any mana used or lost will always return by sunrise
thefollowingday.

Somespellsaredesignedtoremainonacharacterfor
a short duration and will imporve that characters
stats. However while there is no limit to these spells
being cast on a character, multiple versions of the
samespellwillnotgrantanyadditionaleffects.

Defaultspellconditions

RangeMaximumof30(Archmagespells100)
TouchMustmakecontact
SelfOnlythecasterisaffected
Duration 15 second or 5 minutes (or until end of
encounter)
30minsforArchmagespells
Area Effect All within 30 of the caster or spells
target,unlessotherwisestated

SpellCosts
Level12gold
Level25gold
Level310gold
Level4N/A
Level5N/A

Bleedingandthedeathcount
If at any time you find yourself at zero hits to any
limb you must begin to count up to 200. Should you
reach200thenthatlimbisdeemeddamagedbeyond
repair and any normal methods of healing will not
have any effect. Only restoration magic or a surgeon
canrepairthesedamagedlimbs.

Should your head or body reach 200 then your


character is deemed dead and cannot be revived by
any normal means. Only a resurrection ritual or the
Redemption spell can revive a character from this
point. Due to certain advanced spells and skills,
pleasecontinuecountingpast200unlessarefereetells
youtostop.

Duringbattlesweknowthatitcansometimesbehard
tokeepupwithallthedamagebeingthrownaround.
Shouldyoufindyoulosecountofyourremaininghit
pointsthentrytoapproximate.

MagicItems

Magical items are rare within most LRP systems and


TKLRPisjustthesame.Magicalitemscomeinmany
forms;alotofitemshavespellsimbuedintothembut
someweaponsareimbuedwiththeessenceofmagic
and as such alter the characters damage call to suit.
For example, with an enchanted weapon a call of
double would become magic double. Magical items
cannot be shattered, imbued or destroyed by normal
means,asitwouldtakeanArchMagetoaccomplish
suchatask.

Magical items are registered to their owners and can


onlybepassedfromcharactertocharacteringame.If
you are given, find or create an item you will be
issuedwithacardthatidentifiestheitemasmagical.
This card must be with a phys rep when playing for
youtobeinpossessionoftheitem,ifyoudonthave
thecardthenyoudonthavetheitem.Aregisterofall
items within the system will be kept by the Referee
Teamsopleaseworkwithustokeepituptodateasit
willbeofgreathelptoall.Thereisalsonolimittothe
amountofmagicalitemsanyonecharactercancarry

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Three Kingdoms LRP - 2012


butyoumaynotcarryanyidenticalmagicalitems,as
theyarelikelytoexplode.

Costume

Itisalwaysimportantforcostumetolookthepartas
this helps to keep the atmosphere within the game
world.Manynewcomerstothehobbyfinditdifficult
toorganisesuchcostume,butdontworryastheclub
may be able to provide basic kit to start you off.
However, after three adventures we expect an effort
tohavebeenmadetocreateyourowncostume.Ifyou
are still unsure on how to do this our referees are
morethanwillingtogiveyouadvice.

TKConsumableCards

For all crafted items the referees will hand out Three
Kingdom consumable cards. When a crafted item
such as potions or poisons are used then the TK
consumable card is to be torn clearly in half. At the
end of your adventure or event please remember to
hand in these torn cards to the referees as they will
keep track of items used and it helps to prevent
littering.

Monstering

TK LRP does its very best to provide its customers


withagreatgamebutevenwecannotdoeverything
ourselves. This is why TK LRP relies on volunteers
during each game to provide a monster crew. The
crew takes on many roles during the day including
different races and classes. The crew are also
privilaged enough to play as creatures that in the
normal state of play cannot be chosen as a player
character.

Howevermonsteringishardworkandforthis
reasonwedonotchargethosewhocrewforus.We
alsorewardthosewhomonsterforusbymeansof
eitherafreeskillpointtobeaddedontotheirown
charactersdetails.

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Three Kingdoms LRP - 2012


Thesefourforcesshouldbeenemies,readytodestroy
each other on sight without a seconds thought.
However there is a fifth army, deep within the
WastelandsknownonlyastheAbyssalHordewho
havethreatenedboththelandsoflightanddarksince
anyonecanremember.TheDemonkingKalousrules
the Wastelands and is said to have done so since the
timeofendlessnighttoldsoofteninlegend.Itisthis
Demonthatforcestheotherforcestofightasalliesbut
evenwiththedemonicthreattheirtruceisextremely
fragileandoftenisstrainedbysmall,untoldbattles.

The Kingdoms are in a time of great turmoil at


present,andassuchasortofMartialLawisineffect.
All the military leaders have issued nationwide calls
toarms,andprogressionthroughtheranksseemsan
almost foolproof way to gain fame and riches,
whatever the cost. Recruiting sergeants abound,
tellingallandsundryofthevastglorytobegainedin
thearmy,andthemajorityofthepopulousseemtobe
answering the call. After all, even a sergeants pay is
more than most people will see in a year, and
rumours tell that even Lord General Kyle had lowly
beginnings.

DaysPay
Rank
(Gold)
Private/Corporal
2
Sergeant
4
Captain
6
Major
10
Colonel
20
General
50
Lord/Blood
150
General

The penalty for disobeying a military superior is


death or flogging, often coupled with a fine and
immediatedeductioninrank.TheaddingofKnight
to any officers or commanders rank shows nobility
andanobleofthesamerankisalwaysconsideredthe
senior officer. However, as the adage goes, there is
more than one way to skin a cat, and characters can
progress to great heights outside the military as well
asinside,iftheyarewillingtotaketherisks.

TheVeterans
Veterans are characters who have, for one reason or
another excelled themselves within the game world.
This could be as a result of world altering actions or
through exceptional interaction and roleplay. They
are for this reason granted an extension to skill and
mana points in order to progress beyond normal

CharacterAdvancement

Skillandmanaprogression
As previously mentioned, all characters start with 6
skill and magic users start with 12 mana and allfirst
level spells in their primary sphere. Note that bonus
tomanaeffects&enchantsdonotcounttowardsthe
50manalimit.

Additional skill points are awarded at a rate of 13


skill per adventure, dependent largely on your role
playing that day. Additional skills can be bought at
the beginning of an adventure, provided you have
enough points saved to cover the cost. Please do not
askforskillcredit.

Additional mana points are awarded at a rate of 23


mana per day, dependent on the wisdom of the
characters mana use. No matter what type of magic
useryourcharacteris,allspellsmustbeboughtusing
InCharactermoney.Arefwillbeabletotellyouhow
much your spells will cost when you mark up. In
order to buy spells of a particular level, you must
have already bought all of the spells in the previous
level.

As mentioned before we have few restrictions on


characters played at our games however we will stat
our games with Skill Caps which set a maximum
skill limit for the upcoming game. This does not
preventcharactersofhigherskilllevelsfromplaying,
however they would not advance their character in
any way except through in game rewards such as
treasure and of course, role play! They will not earn
skillpointsormana.

The highest skill level a standard character may gain


is 60 skill and 50 (Can extend to 60) Mana, however
thesecharacterscanstillplayinthegamesbutcannot
gainanyskillormanapastthislimit.Theselonglived
charactersmay,however,findopportunitywithinthe
gametoexceedthislimit.

TheMilitaryandRanks

Within the game there are five main armies. Lord


General Jason Kyle leads the Velorne. Blood General
Urien DeVir now leads the Hothran, following the
mass desertion of the greenskins. King Caladdhor
himself leads the armies of the Redwood Kingdoms,
and Varg leads the Brood, who are almost always
readyforwar.

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Three Kingdoms LRP - 2012

capped limits. Player characters that have become


veterans will then be allowed to exceed the 60 skill
point limit and continue until they reach 75 skill
points. Should they be a magic user then the mana
they store can pass the 50 mana point limit and
continue until they reach a total of 75 mana via the
VeteranCasterskill.Theseveteransalsogainanextra
5usesoftheirattributesperday.

Guilds
Within Three Kingdoms there is great scope for the
creation of guilds. There are several already in
existence for both the Hothran and the Velorne.
However,playersdohavetheoptionofstartingtheir
own. The exact process for doing this, and details of
existing guilds may be found in the Guilds
Supplement.

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Three Kingdoms LRP - 2012


TheSkillTable

Combatant Stealth

Read/Writeandorspeak
OwnLanguage
CommonLanguage
OtherRacialLanguage

GeneralCombat
Shortweapon
1HandWeapon
2HandWeapon
Ambidexterity
StaveandorWand
PoleArm
Projectile
ThrownWeapon
UseShield
RepairArmour
MendArmour
WeaponsProficiency*
Agility*
Endurance*
VeteranCaster*
StrengthenMana*
Subdue
Fortitude
DivineRapture
ManaBound

MasterClassSkills
ShieldWall
BattleMaster
Hunter
DisarmingShot
SacredDuty*
MysticsDiscipline*

GeneralSkills

Weave

Holy

0
1
4

0
1
3

0
1
1

0
1
2

0
1
2
3
N/A
3
3
4
2
3
3
4
4
3
N/A
N/A
N/A
10
N/A
N/A

0
2
5
3
N/A
5
2
2
4
3
3
4
3
4
N/A
N/A
10
N/A
N/A
N/A

0
3
5
4
1
4
4
4
5
5
5
7
5
6
3
1
N/A
N/A
N/A
10

0
2
4
4
2
4
4
5
3
5
5
6
5
4
3
1
N/A
N/A
10
N/A

15
15
N/A
N/A
N/A
N/A

N/A
N/A
15
15
N/A
N/A

N/A
N/A
N/A
N/A
N/A
15

N/A
N/A
N/A
N/A
15
N/A

Evaluate
Numeracy
Invocation
Meditation
LockPick
BindWounds
Foraging
Brewing
EscapeArtist

2
2
4
2
3
1
4
4
7

1
2
4
3
1
1
4
4
7

2
1
1
1
3
1
4
4
7

2
1
2
1
3
1
4
4
7

IdentifySkills

1
3
3
3
4

1
1
3
3
4

1
2
2
2
1

1
2
2
1
2

IDWounds
IDLiquid
IDDisease
IDUndead
IDMagic

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Three Kingdoms LRP - 2012

IDTracks*

Combatant Stealth
3
1

SenseandProfessionSkills
SenseUndead
SenseMagic
SenseObscurity
Academic
Physician
Ritualist
Alchemy
RuneCrafting
Voodoo

CraftingSkills
Manapotion
HerbalBandage
HaemorrhagePoison
NumbMana
ManaBlock
QuickStrikeVenom
PotionofFervor
VenomAntidote
DustofPurity
DustofDecay
DustofMending

Weave
4

Holy
4

3
3
3
10
15
15
15
15
15

3
3
3
10
15
15
15
15
15

3
3
3
10
15
15
15
15
15

3
3
3
10
15
15
15
15
15

5
5
N/A
N/A
N/A
N/A
5
5
5
5
5

5
5
5
5
5
5
5
5
5
5
5

5
5
N/A
N/A
N/A
N/A
5
5
5
5
5

5
5
N/A
N/A
N/A
N/A
5
5
5
5
5

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Three Kingdoms LRP - 2012


SpellLists
Spellslevels13areopentoallmagicusers,4and5arearchmagespellandrequirespecialtraining.

Mindaffectingspellsaremarkedwith*inthespelllist
Arcane
Level1
CounterSpell1
ManaDrain
GlyphofHiding
Level2
CounterSpell2
ManaMissile
Fumble
Level3
CounterSpell3
ManaBolt
Level4
ChargedBarrier
Teleport
Level5
GlyphofSpellBreaking

FlowofKnowledge
MindMessage*
ManaDart

ManaShock
Absorb

ForceWall
RevealMagic

Infiltrate

ManaStorm
Thetargetofthisspellisdealt1pointofdamageto
thechest

Level2
CounterSpell2

Instant
Range:30feet
ThecastermaycounterasingleLevel2or1spellcast
withintherange.Theydonothavetobethetarget.
Thevocalsforthecounterspellmustbeginassoonas
thetargetspellhasbeencast.

ManaShock

DurationInstant
Range:30feet
Thetargetofthisspellishitbyasurgeofmana
preventingspellcastingfor15seconds.

Fumble

Duration15seconds
Range:30feet
Thetargetofthespelllosesthegripoftheweapon,
shieldorotheritemtheyarecarrying,asspecifiedby
thecaster.Theymustdropthatitem,andwill
struggletopickitupagainforthenext15seconds.

Absorb

DurationInstant
Range:Self
Thisspellwillabsorbanydamagetakenbythe
caster,exhaustingapointofmanaforeachpointof
damage.However,duringthistime,thecaster
cannotmakeanyoffensiveactionsorcastother
spells.Ifduringthisspellthecasterrunsoutofmana
thenthespellwillfail.

ManaMissile

Level1
CounterSpell1

DurationInstant
Range:30feet
ThecastermaycounterasingleLevel1spellcast
withintherange.Theydonothavetobethetarget.
Thevocalsforthecounterspellmustbeginassoonas
thetargetspellhasbeencast.

FlowOfKnowledge
Range:Self
Allowsthecastertoreadorspeakanylanguageof
theknowworld.

ManaDrain

DurationAsrequired
Range:Touch
Withthisspell,thecastermaydrainastatednumber
ofmanapointsfromawillingdonor,uptothe
maximumofthecasterscapacity.Transferrateis1
manaper10seconds.

MindMessage

DurationInstant
Range:30feet
Thecastermaysilentlysendasinglesentence
messagetoanypersonwithinrange.

GlyphofHiding

Duration5mins
Range:Touch
Thisglyphallowsthetargettoremainunseen,as
longastheyareupagainstasolidobject(tree,wall
etc),andaslongastheyremainstationaryandsilent.

ManaDart

DurationInstant
Range:30feet

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Three Kingdoms LRP - 2012


DurationInstant
Range:30feet
Thetargetofthisspellisdealt2damagetothechest.

Level3
CounterSpell3

DurationInstant
Range:30feet
ThecastermaycounterasingleLevel3,2or1spell
castwithintherange.Theydonothavetobethe
target.Thevocalsforthecounterspellmustbeginas
soonasthetargetspellhasbeencast.

RevealMagic

DurationInstant
Range:Touch
Thisspellmayrevealthemagicalpropertiesofa
singleitemorcreatureandifneededhowtousesuch
magicalproperties.

ManaBolt

DurationInstant
Range:30feet
Thetargetofthisspellisdealt4pointsofdamageto
thechest.

ForceWall

Duration5mins
Range:Touch
Themagemaycreateaforcewall30feethighand30
feetlongthatwilldealasinglepointofthrough
damagetoanylocationthattouchesit.Nothingcan
passthroughthewall,unlessimmunetomagical
damage.

Level4
ChargedBarrier

Duration30mins
Range:Touch
Createsastraightwallupto30feethighand30feet
long,thiswalldoesnothinguntilitscharged.The
casteralonemaychargethewallwithanynumberof

asingletargetspells.Shouldanyonetouchthewall
thenitwillrelease1chargeofthenamedspell.Only
thecasterandthosewiththepasswordmaypassby
thewallunharmed,thepasswordissetbythecaster
uponcreatingthewall.

Teleport

DurationInstant
Range:Touch
Thetargetofthisspellisinstantlymovedtoany
locationknowntothecaster.

Infiltrate

Duration30mins
Range:Touch
Withthisspell,thecasterisabletoassumethe
appearance,characteristics,voiceetcofanybeingof
similarsizeandrace.Iftheyareassumingthe
personaofaparticularperson,theymustfirst
observethemforatleast10minutes

Level5
GlyphofSpellBreaking
Duration30mins
Range:Self
Thisspellwillreflectthefirstnonarchmagespell
castatthem.Allotherspells,includingarchmage
spells&healingspellswillbenullifiedforthe
duration.

ManaStorm

DurationInstant
Range:100feet
Anyonewithin30feetofthetargetisdealt6points
ofdamagetoeverylocation.

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Three Kingdoms LRP 2012


BloodRequiresaffiliationtothechurchofblood
Level1
SacramentofBlood
Clotting
RushofBlood
Level2
Infusion
ResistingBlood
BloodBind
Level3
TwinHearts
BloodMartyr
Level4
BloodBurst
Mutilate
Level5
CalloftheHeart

AbsorbingBlood
Choke
HeartStrike

BloodRage
Transfusion

ThickerthanWater
BloodRetch

BloodofEternity

WilloftheBloodGod
requiresit.Heartstrikehealsanadditionalpointper
10skillpointsfrom10skillpoints.(20skillpoints
heals2,30skillpointsheals3etc)

Level2
Infusion

DurationInstant
Range:Touch
Thecastermayheal1pointofdamagetoanother
personbutthecasterwillthentakeapointof
damagetothesamelocation.Thisspellcostsno
manatouse.

ResistingBlood

Duration5mins
Range:Touch
WhileundertheeffectsofResistingBlood,thenext
healingspellcastonthetargetwillhavenoeffect.

Bloodbind

Durationasrequired
Range:Touch
Withthisspell,andbythesharingofadropofblood
fromboththecasterandthetarget,thetwo(caster
andtarget)areabletoenterabindingcontract.
Shouldeithersidebreakthecontract,theywill
immediatelyfallunconsciousandbegintheirdeath
count.Thecontractmustbewillinglymadebyboth
parties.Thecastercanmakeacontractbetween2or
moreothertargets,notbeingapartofitthemselves.

Transfusion

DurationInstant
Range:Touch
Thecastermayheal1pointofdamagetoeach
locationofanotherpersonincludingthechestbut
willthentakeapointofdamagetoeachlocationbut
notthechest.

Level1
SacramentofBlood

DurationInstant
Range:Touch
Thisspellhealsthetargettofullhealthbutthecaster
takesonallthedamagehealedincludinganydeath
countfromthepointitwasstoppedinthetarget.

Clotting

Duration5mins
Range:Self
Thickensthecastersblood,shouldthedeathcountbe
forcedwithinthattimethespellfailsbutincreases
thecountby100.

RushofBlood

Duration15secs
Range:self
Thecasterishitbyarushofbloodmakingthem
immunetofearfor15seconds.Duringthistimea
singletouchfromthecasterwillremovefeareffects
onothers.

AbsorbingBlood

Duration15secs
Range:Self
WhileundertheeffectsofAbsorbingBlood,
healingspellswillhavetheireffectsdoubledfor15
seconds.

Choke

Duration:15seconds
Range:30feet
Bloodthickensinthevictimsneck,theirthroat
becomestightandtheychokefortheduration.

HeartStrike

DurationInstantperhit Range:self,melee
Allowsthecastertostrikewithameleeweapon,
healingthemfor1pointprovidingtheblowlands.
Thepointofhealingwillgotowhicheverlocation

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Three Kingdoms LRP 2012


BloodRage

Duration15seconds
Range:Self
Thisspellwillreducethecastersbasehits(not
armour)by50%roundedupbutwillincreasemelee
damagedoneby2andreducebloodmagicspell
costsby2butnotbelow1.Lasts15seconds.

Level3
TwinHearts

Duration5mins
Range:Touch
Thecasters&targetsheartarenowlinked.Whileone
beats,sodoestheother.Damageisnotsharedbut
evenwheneachlocationofoneisonzerotheywill
notbeginthedeathcountunlesstheotherisalsoon
theirdeathcount.

BloodMartyr

DurationInstant
Range:Hearingdistance
Bycastingthisspellthefollowerofbloodwill
sacrificetheirownlifeinordertograntallallies
withinhearingdistanceaweakformofregeneration
thatwillhealonepointofdamagetoeachlocation
over30seconds.Bycastingthisspellthefollowerof
bloodwillbegintheirowndeathcountreducedby
150seconds.

ThickerthanWater

Duration15seconds
Range:Touch
Thisspellthickensthetargetsbloodtoreduceall
damagetakenby4foritsduration.Thisspellcan
onlybecastononepersonatatimeandcannotbe
usedtogetherwithBloodRage.

BloodRetch

DurationInstant
Range:30feet
Thevictimofthiswillvomitbloodfor2minsand
followingthiswillbegintheirdeathcount.This
initialeffectcannotbedispelled

Level4
BloodBurst

DurationInstant
Range:Touch
Thisspelldeals4pointsofdamagetoeachlocation
andthevictimbleedsfromtheireyesblindingthem
for15seconds.

Mutilate

DurationInstant
Range:100feet
Thisspelldeals4pointsofdamagetothechestand
thevictimbleedsfromtheireyesblindingthemfor
15seconds.Thisspellignoresbothmagicaland
physicalarmouraswellasanyabsorbingeffects.

BloodofEternity

Duration24hours
Range:Special
Thecasterisabletolinktheirbloodwithanother
livingpersonatthestartoftheday.Forthefollowing
24hours,ifthecasterreachesafulldeathcount,their
essencewillutterlyinfusethepersontheylinked
with,effectivelybeingreborninthatpersonsbody,
nomatterwhereitmaybe.Inorderforthespellto
work,thetargetmustbeadedicatedfolloweror
vassalofthecaster,mustfullycomprehendthe
consequencesoftheiractions,andmustbewillingto
makethissacrifice.Ifthespellisneeded,thatperson
willdieatthefollowingsunrise,asthecastertakes
overtheirbodythroughtheblood.

Ifthespelldoestakeeffect,thecasterwillgainthe
physicalattributesofthebodyhehasnowtaken,
thoughanymagicsandknowledgewillcarryacross.

InOOCterms,therecipientplayernowtakesover
thecasterscharacter,andallcharactercardswill
needtobereworkedbytheseniorrefs.
Level5
CalloftheHeart

DurationInstant
Range:Special
Thecastersendsacallofbloodbacktothecaverns
belowBloodMountain,thiswillbringforththe
HeartRiders,thesebloodwraithswillcausehavoc
anddestructionintheareaofthecasterforthe
remainderofthedayhoweverinordertodothis
theymustfeedoccasionallyandwilldosofrom
anythingthatwillprovidenourishment.Known
sourcesoffoodarealmostalwaysfromtheliving
andcanrangefromasmallamountofbloodto
powerfulemotions.Thisspellrequiresasingle
dropofRoshlans,GrevensorTalonsbloodtocast
andcanonlybetaughtbyRoshlan,Grevenor
Talon.

WilloftheBloodGod

DurationSpecial
Range:100feetradius
Allfriendlytargetswithinrangegain+2melee
damage,reducedspellcostby2mana(notbelow1
mana),increasedenduranceby2andallhealing
spellshealanadditional2pointsofdamage.This
spellcanonlybetaughtbyRoshlan.Castermust
continuetochannelthisspelloritwillend.

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Three Kingdoms LRP 2012

Celestial

Level1
BurialRite
CureWound
Shelter
Level2
SpiritMissile
LesserHeal
HolySmite
Level3
Heal
SpiritBolt
Level4
MassHeal
Exorcism
Level5
Totalrestoration

Bless
Beseech
Commandment:Halt

Purge
Sanctify

Barrier
RangedLesserHeal

GreaterHeal

HandofGod
Commandment:Halt

Duration15seconds
Range:30feet
Thetargetofthisspellisforcedtohaltwherethey
are,thisdoesnotpreventthemforfightingorcasting
magic.Theymayalsorotate,kneeloranyother
actionthatdoesnotrequirethemtomovefromthe
placetheystandin.

Level2
SpiritualMissile

DurationInstant
Range:30feet
Thetargetisstruckbyaforceofholypower,causing
2pointsofdamagetothechest.

Sanctify

DurationInstant
Range:10radius
ThisspellallowsthecastertocreateanareaofHoly
Ground,specifictotheirdeity,centredonthecaster
andonlywhiletheyremaininside.Whileinsidethey
areimbuedwiththeblessingoftheirdeitygranting
themholydamage.Thisareawillalsocleanseany
desecratedobjectsinsideit.

HolySmite

DurationInstant
Range:30feet
Thisspelldeals4pointsofdamagetothechestof
anytargetundeadordemon.

LesserHeal

DurationInstant
Range:Touch
Withthisspell,thehealerisabletocure2pointsof
locationaldamagespreadoveranynumberof
injuredlocations.

Level1
BurialRite

DurationPermanent
Range:Touch
Thisspellpreventsadeadbody,whetheritis
recentlydeadorhasbeenforsometime,frombeing
raisedbythepowersofnecromancy.Verypowerful
necromancersmaybeabletocircumventthisspell

Bless

Duration5mins
Range:Touch
Thespellgrantstherecipient+1endurance

CureWound

DurationInstant
Range:Touch
Thisspellcuresasinglelocationofasinglepointof
physicaldamage.

Beseech

DurationInstant
Range:Self
Thisspellallowsthecastertocryouttotheirchosen
deityforhelp/guidanceetc.Theremaynotbean
answer,andresultsaredependentonroleplayand
atrefsdiscretion.

Shelter

Duration5mins
Range:Touch
Thisspellallowsthecastertostoptheeffectsof
bleedingormortalwounds,diseasesandpoisonsfor
aslongascontactismaintained,andthecasterkeeps
chantingtotheirgod.Bothcasterandrecipientmust
bestillwhencasting.Ifthechantorcontactisbroken,
allwoundsetccarryonwheretheyleftoff.

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Three Kingdoms LRP 2012

Level4
MassHeal

DurationInstant
Range:HearingDistance
Withthisspell,thecasterisabletoheal1pointof
damagetoeachlocationofthosewithinrange.

GreaterHeal

DurationInstant
Range:Touch
Withthisspell,thehealerisabletocure6pointsof
locationaldamagespreadoveranynumberof
injuredlocations.

Exorcism

DurationInstant
Range:100feet
Anyundeadwithin30feetofthetargettakes4
pointsofdamagetothechest.Shouldthisbeasingle
targetundeadthenthedamageis4perlocationand
theybecomestunnedfor15seconds.

Level5
TotalRestoration

DurationInstant
Range:Touch
Restoresalllocationstofullstrength.Inaddition,all
poisonswithinthetargetsbodyareneutralised,all
diseasesareinstantlycured,andallarmour,no
matteritsnature,isrestoredtofull.

HandofGod

DurationInstant
Range:100feet
Anyonewithin30feetofthetargettakes6pointsof
damageperlocation,excludingfollowersofthesame
god.

Purge

DurationInstant
Range:Touch
Thisspellwillremove1mundanepoisonordisease.

Level3
Heal

DurationInstant
Range:Touch
Withthisspell,thehealerisabletocure4pointsof
locationaldamagespreadoveranynumberof
injuredlocations.

Barrier

Duration5mins
Range:Touch
Thisspellbindsanallywithinamagicalbarrier
controlledbythecaster.Thebarrierwillcontainany
diseases,poisons,contagionsandothernegative
effects,preventingthemfromaffectinganybodyelse
outsidethebarrier.Movementisstillpossible,but
shouldbeatspeed,andfightingandspellcasting
otherthanonthemselvesisnotpossible.

SpiritualBolt

DurationInstant
Range:30feet
Thetargetisstruckbyaforceofholypower,causing
4pointsofdamagetothechest.Thisspellmayhave
additionaleffectonundead.

RangedLesserHeal

DurationInstant
Range:30feet
Withthisspell,thehealerisabletocure2pointsof
locationaldamagespreadoveranynumberof
injuredlocations.

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Three Kingdoms LRP 2012

Primal

Level1
Vortex
ElementalDart
Ignite
Level2
CommuneWithNature
ElementalMissile
HeatObject
Level3
Dehydrate
ElementalBolt
Level4
RageoftheWild
EarthShock
Level5
SummonElementalLord

TouchoftheWild
Chameleon
Push

BriarShield
Freeze

Restore
MarkoftheWild

NaturesStrength

CalloftheWild
Duration5mins Range:Touch
Thisspellgrantsthetargetanadditionrankof
agility.

Ignite

DurationInstant Range:30feet
Thisspellallowsthecastertocreatefireina
combustibletargetwithinrange.Thefirewill
deal1pointofdamageeveryminuteuntil
extinguished.

Push

DurationInstant Range:30feet
Thetargetispushedback10feetandthrown
tothefloor.

Level2
ElementalMissile

DurationInstant
Range:30feet
ThisspellworksinexactlythesamewasasElemental
Dart,exceptitdeals2pointsofdamagetothechest.

HeatObject

DurationInstant
Range:30feet
Thisspellallowsthecastertoincreasetheleveloffire
inanysingleinanimateobject.Ifthisobjectis
touchingaperson,thenthatpersonmustdropor
removethatobjectwithin15seconds,ortakeasingle
pointofthroughdamage.

Freeze

DurationInstant
Range:30feet
Withthisspell,thecasterisabletochillapersonto

Level1
Vortex

Duration5mins
Range:Self
Withthisspell,thecastercreatesaspinning
vortexofairaroundtheirbodymakingthem
immunetoprojectile&thrownweaponsfor
thespellsduration.Howeveryouarereduced
toaslowwalkingspeeduntilthespellfails.

Chameleon

Duration5mins
Range:Touch
Thetargetbecomesobscured,andisunableto
beseen.Inorderforthisspelltobeeffective,
thetargetmustbeupagainstanaturalsurface
(i.e.tree,rock,bushes)orlyingflatonthe
ground.Ifthetargetmovesinanyway,the
spellisbroken.Thecastermayalsotakeone
otherpersonintothespellwiththemby
coveringthemwithacloakorothersuch
items.

ElementalDart

Durationinstant Range:30feet
Thisspellallowstheusertosendoutasmall
dartofelementalmagic.Thedartwilldoone
pointofdamagetothechestofthetarget.In
ordertocastthisspell,theymustusethename
oftheelementtheyareusing,i.e.FlameDart,
EarthDartetc.IftheycallElementalDart,then
thespelliswasted,astheywillhavesentouta
dartofpurebalancei.e.nothing.

TouchoftheWild

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Three Kingdoms LRP 2012


thepointwheretheyareunabletomovefor15
seconds.Duringthistimethevictimisimmuneto
physicaldamage.

BriarShield

Duration15secs
Range:Self
Thisspellsurroundsthecasterinbriarwhichabsorbs
12pointsofdamagefromanysource.

CommunewithNature

DurationInstant
Range:Touch
Thecasterisabletocommunewithanyliving,
natural,nonsentientcreature(trees,animals,bushes
etc)andaskthecreaturethreeyes/noquestions.
Theremaybelimitationsonwhatthecreature
knows,butmostcreatures,includingplants,can
sensethingshappeningwithinapprox5feet.

Level3
Restore

DurationInstant
Range:Touch
Thecasterisabletoregenerateasingletargeted
locationtofullhealth,oncecasttheregeneration
processtakes5mins.

Dehydrate

DurationInstant
Range:Touch
Withthisspell,thecasterisabletoremovewater
fromthetarget,makingthemdazedandconfused
withthirst.Theyareunabletoactcoherently,with
theexceptionofdrinking.Theywillbeberserkafter
15secsattackinganythingtogetfluid.Afterseveral
pintshavebeenconsumedthevictimwillreturnto
normal.Duetothemaddeningthirstthevictimwill
drinkanythingincludingblood.

ElementalBolt

DurationInstant
Range:30feet
ThisspellactsinexactlythesamewayasElemental
Dart,exceptthatitdeals4pointsofdamagetothe
chest.

MarkoftheWild

Duration5mins
Range:Touch
Thisspellgrantsanadditional3ranksofagility.

Rank4
RageoftheWild

Duration30mins
Range:Touch
Thisspellgrantsanadditional4pointsofagility.

Earthshock

DurationInstant
Range:30feet
Allplayersandmonsterswithina30feetradiusof
thecasterarethrowntothegroundinthisminor
earthquake.

NaturesStrength

Duration30mins
Range:Touch
ThetargetofthisspellgainsStrength

Level5
CalloftheWild

DurationInstant
Range:Special
Thisspellallowsthecastertocallouttothenatural
worldforaid.Thiscrycanbeheardovera
considerabledistance,andmaybringanythingfrom
anotherdruidtoafewforestelves,orevenaforest
troll.

SummonElementalLord
DurationInstant
Range:Self
Thispowerfulspellcanbeusedtorequestthe
presenceofanElementalLord.Thesepowerful
beingsareclosetobeingdemigodsoravatars.They
mayormaynotgrantanaudience,butiftheydo,
theyhavethepowertocommandahostofthebeings
oftheirelementalplane.

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Three Kingdoms LRP 2012

Shadow
Level1
CauseFear*
Chill
GhostSound*
Level2
WrackingPain*
Paralysis
SpeakWith(Un)dead
Level3
DrainLife
WraithForm
Level4
Befriend*
ShadowSlide
Level5
LordoftheDead

Level1
Blindness

Duration15seconds
Range:30feet
Thisspellcausesthetargettobeblindedfor
15seconds.Thisisamagicalblindness,however
causingdamagemaybreakthespellonmore
powerfulcreatures.

GhostSound

DurationInstant
Range:30feet
Thisspellcausesanyonewithinrangetohearsmall
soundscomingfromadistance,inadirectionchosen
bythecaster.Thesesoundscanbemadetosound
likealmostanythingthecasterwishes.

CauseFear

Duration15seconds
Range:30feet
Thetargetofthisspellisafflictedwithan
unreasoningfear.Asaresult,theymustruninfear
for15seconds.

ShockingGrasp

DurationInstant
Range:Touch
Thisspellcauses2pointsofthroughdamagetothe
locationtouched,asajoltofnecromanticenergy
coursesthroughthetarget.

Cloak

Duration5mins
Range:Touch
Thisspellallowsthetargettoremainunseen,aslong
astheyarenotmoving.Inorderforthisspelltowork
itcannotbecastinacombatencounterandthetarget
ofthespellcannotbeinsightofanotherpersonatthe
timeofcasting.

Blindness*
ShockingGrasp
Cloak

CloakedWalk
CurseofParanoia*

Command*
DrainMana

ImprisonSoul

TouchOfDeath

Chill
Range:30feet
Duration15seconds
Thisspellcausesthetargettostopinoneplace,and
shiveruncontrollablyfor15seconds.Theycannot
takeanyoffensiveactions,butcandodgeblows.

Level2
WrackingPain

Duration15seconds
Range:30feet
Thisspellcausesthetargettobeafflictedwithan
unbelievablepain.Theycannotperformanycoherent
acts,andwilleitherscreamcry,orwillpassoutfrom
thepain.Thepainonlylastsfor15seconds

Paralysis
Range:30feet
Duration5mins
Thetargetofthisspelliscompletelyfrozeninplacer
for5minutes.Theycannotperformanyaction,and
willnotbeabletoseethepassageoftimearound
them.Oncethespellwearsoff,theywillcontinuethe
actionstheywereabouttodowhentheparalysiswas
cast.Anydamagetakenwillbreakthisspell.

CurseofParanoia

Duration5mins
Range:Touch
Thetargetofthisspellissuddenlyafflictedwithan
overwhelmingparanoia.Theywillnottrustanyone,
eventheirallies.Theywilltrulybelievethat
everyoneisouttogetthem.

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Three Kingdoms LRP 2012


Speakwith(un)Dead

DurationInstant
Range:Self/Touch
Thisallowsthecastertoaskanydeadpersonupto3
questions.Thedeadpersonsspiritiscompelledto
answerastruthfullyandfullyastheycanhowever
anyindividualspiritcannotbecalledmorethanonce
perday.Particularlystrongspiritsmayresistcertain
questions,butthisisextremelyunusual.Thisspell
alsoallowsthecastertopartiallyreachintotheplane
ofUndeathandtospeakwithanyundeadthatarein
theirvicinity.Iftheyareconversingwithlowerlevel
undeadconstructs(skeletonsandzombies)thenthey
willbespeakingdirectlytothepersonwhocreated
thoseundead.Speakingtoanyofthesentient
undeadwillallowthemdirectmental
communicationwiththeessenceguidingthat
creature.Thisspelldoesnotallowcommandingof
theundead,butwillgettheirattention,andtheyare
usuallyopentobargainingwithpeoplewhocancast
thisspell.

CloakedWalk

Duration5mins
Range:Touch
Thisspellallowsthetargettobecomealmost
invisible,althoughtherearecertainrestrictions.
Whetherthetargetisthecasterthemselves,or
someoneelse,thecastermustmaintainthespell,
throughconcentration.Thepersonunderthe
CloakedWalkcannotmoveatanypacefasterthana
slowwalk,cannotperformanyoffensiveactionsand
anysoundstheymakeatthispointareaudible.They
alsocannotmakephysicalcontactwithanyother
person.Themomentanyoftheseconditionsare
breached,thespellinstantlyends.Inorderforthis
spelltoworkitcannotbecastinacombatencounter
andthetargetofthespellcannotbeinsightof
anotherpersonatthetimeofcasting.

Level3
DrainLife

DurationInstant
Range:30feet
Thisspellallowsthecastertoforciblyremoveupto3
pointsofhealthfromthebody(Chestdefault)ofan
unwillingvictimandrestoringittothecaster.The
targetmaystillfightbackphysically.Thetakingof
thishealthcausesimmensepaininthetarget.

Command

DurationInstant
Range:30feet
Thisspellallowsthecastertocommandapersonto
dosomething.Thecommandcanonlybeoneortwo
wordslong,and,providedthattheactiondoesnot
putthetargetindanger,theyareforcedtoobey.

DrainMana

DurationInstant
Range:30feet
Thisspellallowsthecastertoforciblyremoveupto4
pointsofmanafromanunwillingvictimand
restoringittothecaster.

WraithForm

Durationasrequired
Range:Self
Thisspellabsorbsthecasterintoshadowmagicto
maketheirbodyalmostinsubstantial,howeverwhile
inthisformtheycannotaffectthephysicalworldin
anyway.Thecasterwillnowtakehalfmundane
damageroundeddownbutnotbelow1andthey
becomeimmunetoanyeffectsthatwouldotherwise
preventspellcasting.HoweverwhileusingWraith
Formonlyrangedshadowspellsmaybecast.The
castermustadapttheircostumetosuitthespell.This
spelllastsuntilcancelledbythecasteroruntilthe
casterisrenderedunconscious.

Level4
Befriend

Duration30mins
Range:30feet
Thetargetofthisspellwillbecomeaclosefriendof
thecaster,andwilltrustthemandprotectandaid
theminanywaypossible.However,thisisnota
formofmindcontrolandthetargetwillnotgo
againsttheirownmoralbeliefs,andwillnotturn
againsttheirfriendsandallies.Whileunderthe
influenceofthisspellthecastermayalsoreadinto
thevictimsthoughts.

ShadowSlide

DurationInstant
Range:Self
Thisspellallowsthecastertowalkintoanyshadow,
andwalkoutofanyothershadow,inanyplacethat
thecasterknows.Inadditiontotransporting
themselves,thecastercantakeasinglepersonwith
them.

ImprisonSoul

Duration30mins
Range:Touch
Thisspellimprisonsthesoulofanyplayerwhoison
theirdeathcount.Whilethiseffectivelyresetsthe
deathcounttozerosavingthevictimssoul,their
bodyistotallyatthecommandofthecaster.During
thistimetheyhavenoemotion,cannotspeakandare
lifelessintheireyes.
Shouldthevictimbeforcedintotheirdeathcount
againthenthespellisbrokenandtheycanbegin
theirdeathcountaspernormalwithanyoriginal
injuries(plusanygaineddamagetaken).

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Three Kingdoms LRP 2012

Level5
LordoftheDead

DurationInstant
Range:100feet
Whencastallmonstersandplayerswithinrange
whohavebeenkilledwillberaisedaszombieswith
2hitspercallingsingledamageandmoveatfull
speed,theywillalsohavetheeffectofanyarmour
worn.Thesezombieswillbeunderthecontrolofthe
casterforthedurationofthespelloruntilkilled.
Whencastingpleaseinformarefereeasatimefreeze
willberequiredLasts5minutesonly.

TouchofDeath

DurationInstant
Range:Touch
Withthisspell,asingletouchbythecasterwillstopa
personsheart,causingtheeffectsoffataland
forcingthevictimintotheirdeathcount.Thelocation
touchedisunimportant.

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