Beruflich Dokumente
Kultur Dokumente
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Introduction
www.relathin.com
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BASIC PLAY
Combat
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repair. Only a powerful and expensive healing spell can
regenerate or re-join the lost limb.
Bleeding Out
If at any time you find yourself at zero or below to any
location, then the location has been damaged and will
begin to bleed out. Begin a count of 60 seconds and then
repeat that count over and over again. Every time you get
to 60, any injured locations “Bleed Out” another point
(from –1 you bleed to –2 and from there you bleed to –3
etc).
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Subdual Damage
Sometimes you may find you don’t actually want to kill
what you come across, and so to stop them hurting
themselves (or the player party!) you wish to have them
incapacitated. To subdue an opponent properly a suitable
weapon must be used on a location that is unarmoured or,
if the attacker possesses the skill to do so, a simple punch
will suffice.
Strength
Strength is just how much force your character can put
into attacks. In gaming terms this means that a character
or monster can call “double” if they have one point of
strength, or “triple” if they have two points and so on.
However strength is also relevant when subduing,
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restraining or throwing objects and/or creatures and
characters. It’s also useful in helping preventing such
situations, however if you don’t see the attack coming at
you, you can’t resist it.
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Damage Calls
The following damage calls may be heard during combat
whilst participating in Relathin: T.A.O.S. Note that there is
no “Single” call, as it is assumed than any blow without a
call will cause 1 point of damage.
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armour on the first hit and leave it undamaged.
If you are hit by ’pierce’ damage, then fall straight to the
floor, unless of course you have enough hits via the
Endurance skill to take the damage.
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Endurance
Endurance enables you to take extra blows before you are
forced to go down. Endurance counts for blows from
unseen quarters as it‘s your body that you‘ve been
honing. However it does not heal the same way that your
starting hit point does: you must take 1extra dose of
healing potion per level of Endurance to heal yourself up
to full health.
Magic
Spell casting in Relathin varies greatly within the separate
kingdoms: most spell casters are untrained, able to
perform minor tricks and feats of prestidigitation. There
are those, however, who show a spark of talent for the
magical arts: those with the power to shape magic from
it’s rawest form and turn it to more practical uses.
It’s these individuals that are soon taken under the wing of
an experienced Mage as an apprentice: to hone their
magical skills and gain a greater insight into the
responsibility that they wield in their hands.
Soul Points
Every character starts off with 6 Soul Points. These are a
representation of your life essence: the power that keeps
you alive. Soul points can be affected by magical attacks,
poisons and diseases. These soul points can be regained
up to their maximum level by the use of Soul Potions,
spells or a full night’s sleep.
Potions
Healing potions are magical liquids, brewed by alchemists
and Mages, which can close wounds and stop bleeding
almost instantly. They act so fast, that the wound appears
to heal before you, though the healing process actually
takes a few minutes to complete. Herbal poultices are
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similar in nature, though they tend to take longer to
complete the healing process. Bandages have no healing
properties, although they do stop the wound from
becoming any worse.
Costume
It is understandable that many new players will struggle to
put together an appropriate costume, but we do expect
that after your first few adventures you will have
developed your costume to an appropriate standard. The
Relathin staff members will be more than happy to advise
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you in reaching a high standard. We have the web
addresses of several companies who make excellent
quality weapons, armour and other accessories.
Monstering
Monsters are the people that players will meet during the
course of an adventure, acting out a wide variety of roles
throughout the day, whether they are the orcs the players
have been tracking the past 2 days or an injured Fenderrin
Scout. Monstering is FREE as it is hard work but is always
very rewarding. Without a monster crew, an adventure is
impossible to run. If you have been dedicated to being on
the monster crew, please turn up in dark clothing and
bring a belt, some gloves and a hood if at all possible. As
there is a limit to the amount of monster kit we can
provide, it is generally good etiquette to try to bring these
basics. Monster crew who continually make the effort to
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bring good kit are highly likely to be considered for NPC
(Non-Player Character) parts.
The Referee
At Relathin: T.A.O.S. you will find a small group of highly
trained individuals who have developed their knowledge of
the system, the rules and their ability to deal with
unexpected situations to an art form. It is these individuals
that have progressed to being Referees and if you have
any questions about the system at all be it the
background, the rules or character advice, then these are
the people you need to ask. Though they may not know
everything, they can almost always help in some way. It is
also their job to make sure that everyone follows the rules
laid down in this book and make sure that the game runs
smoothly and safely for all individuals that are involved.
Referee Calls
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These are the various calls made by the Referees, and
they are instructions that you will hear the Referee and
authorized players calling.
Safety Call
Man Down
This call is only ever made when someone is actually
injured and requires medical attention. If you hear this,
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stay where you are and go to a state of Time Out .
Only Referees and any other authorized players should be
moving. If you see someone who is obviously incapable of
making a Man Down call then do it for them!
Character Creation
Character Backgrounds
Skill Points
SKILL TABLES
These are the tables detailing the variety of skills available
to characters in a Relathin: T.A.O.S. campaign to build
their chosen character class with. Some skills will cost
more depending on a characters chosen class, but others
will be cheaper.
WEAPON SKILLS
Single Handed, Small Able to wield weapons no
more than 28’’ in length.
This category includes
daggers, short swords and
the like.
Single Handed, Long Able to wield weapons no
more than 44’’ in length.
This category includes
longswords, scimitars, and
the like.
Staff Weapon Training Able to wield a quaterstaff
or a spear effectively.
Double Handed Any weapon that requires
the use of both hands.
Greataxes, Greatswords and
the like are included in this
category.
Ambidexterity Able to use a Single Handed
weapon in either hand.
Shield Proficiency Able to use a shield in
selected hand.
Unarmed Strikes Able to attack effectively
using just a fist and brute
force. Can call damage
with unarmed attacks up to
‘triple’
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Archer Training Able to use a bow of either
Long or Short variety.
Crossbow Training Able to effectively use a
crossbow.
Thrown Weapon Training Able to use thrown weapons
effectively.
Pierce Able to use specific
weapons to penetrate
armour leaving it
undamaged. Can only be
used with Short Weapons,
Bows, Crossbows and
Thrown Weapons.
LANGUAGES
PHYSICAL SKILLS
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Endurance Each rank of Endurance
increases the damage you
can withstand by 1. Each
rank stacks with the
previous and must be
purchased before the next
rank is taken.
CREATION SKILLS
KNOWLEDGE SKILLS
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Identify Undead Able to accurately identify
an undead creature by
concentrating on it for 60
secs.
Spellcraft Able to identify spells and
enchantments in place.
Requires concentrating on
the target for 60 secs.
Tracking Able to determine what
made the tracks, where
they lead and how fresh
they are. Min concentration
time of 60 secs to
determine what made the
tracks. Every additional 60
secs reveals more info.
MAGIC SKILLS
MISCELLANIOUS SKILLS
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Repair Armour Allows the character to
repair damaged armour.
This must be role played by
the character, and
appropriate tools must be
used. Takes 60 secs per
point of armour.
Repair Weapon Allows a character to repair
a damaged weapon. This
must be role played by the
character and appropriate
tools must be used.
Requires the use of a forge
for some weapons, at the
Referee’s discretion.
Craft Masterwork Weapon Allows a character to forge
a masterwork weapon that
cannot be broken by the
means of ‘Shatter’ effects.
This must be role played by
the character and
appropriate tools must be
used. Requires the use of a
forge. Time is at the
Referee’s discretion.
Craft Masterwork Armour Allows a character to forge
a suit masterwork armour
that cannot be broken by
the means of ‘Shatter’
effects. This must be role
played by the character and
appropriate tools must be
used. Requires the use of a
forge. Time is at the
Referee’s discretion.
ARMOUR TRAINING
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Light Armour Training Proficient in wearing light
armour to provide
protection against physical
attacks.
Medium Armour Training Proficient in wearing
medium armour to provide
protection against physical
attacks.
Heavy Armour Training Proficient in wearing heavy
armour to provide
protection against physical
attacks.
Shield Training Proficient in the use of
shields in a defensive
manner.
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