The Rules: Difference between revisions
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[[File:Curious Pastimes 2nd Edition Rules.pdf]] |
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== ARCHETYPES == |
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[[Updates to the Wiki]] |
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The four archetypes in the Renewal campaign are core character types, based around their roles in the game: those who create and refine, those who weave enchantments, those who sneak and investigate, and those fight and defend. Any character can dabble in any of these areas, but belonging to an archetype unlocks more powerful skills and deeper knowledge. |
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==Characters== |
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Each archetype provides access to a number of different paths, and characters can make their focus – within their archetype – as narrow or as broad as they like. |
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*[[Character Creation]] |
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== ARCHETYPES == |
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**[[Creator]] |
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A character’s archetype doesn’t need to be chosen until they learn their first archetype skill (listed below), but once chosen, their archetype is fixed. They may be able to change skills around within their archetype (p. 00), but must keep to the same broad career. If a player needs to change archetype for out of character reasons – e.g. because the player can no longer safely take part in combat – they can discuss the issue with the Game Organisation Desk. |
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**[[Magician]] |
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Every character can only have one archetype, but some cross-discipline training is possible: a character can learn archetype skills from other archetypes worth a total of up to half as many points as they have skills in their own archetype (p. 00). |
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**[[Scout]] |
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**[[Warrior]] |
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*[[Equipment and Resources]] |
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*[[Character Progression]] |
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**[[Training]] |
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**[[Research]] |
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*[[Skills Map]] |
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== |
==Systems== |
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A character’s archetype doesn’t need to be chosen until they learn their first archetype skill (listed below), but once chosen, their archetype is fixed. They may be able to change skills around within their archetype (p. 00), but must keep to the same broad career. If a player needs to change archetype for out of character reasons – e.g. because the player can no longer safely take part in combat – they can discuss the issue with the Game Organisation Desk. |
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Every character can only have one archetype, but some cross-discipline training is possible: a character can learn archetype skills from other archetypes worth a total of up to half as many points as they have skills in their own archetype (p. 00). |
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*[[General Rules]] |
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== ARCHETYPES == |
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*[[Combat]] |
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A character’s archetype doesn’t need to be chosen until they learn their first archetype skill (listed below), but once chosen, their archetype is fixed. They may be able to change skills around within their archetype (p. 00), but must keep to the same broad career. If a player needs to change archetype for out of character reasons – e.g. because the player can no longer safely take part in combat – they can discuss the issue with the Game Organisation Desk. |
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**[[Calls]] |
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Every character can only have one archetype, but some cross-discipline training is possible: a character can learn archetype skills from other archetypes worth a total of up to half as many points as they have skills in their own archetype (p. 00). |
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**[[LARP Weapons]] |
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**[[Weapon Categories]] |
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**[[Armour Categories]] |
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**[[Non-Com Rule]] |
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*[[Magic]] |
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**[[Spellcasting]] |
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**[[Rites]] |
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**[[Conjunctional Magic]] |
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**[[Invocation]] |
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**[[Rituals]] |
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*[[Creation]] |
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**[[Alchemy]] |
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**[[Crafting]] |
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**[[Surgery]] |
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*[[Poison and Disease]] |
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*[[Information Gathering]] |
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*[[Locks and Traps]] |
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*[[Theft, Assassination and Interrogation]] |
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*[[Carded Libraries]] |
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==Lists and Tables== |
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__TOC__ |
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*[[Skills List]] |
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*[[Spell List]] |
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*[[Rites List]] |
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*[[Calls List]] |
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*[[Alchemy Recipes]] |
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*[[Crafting Designs]] |
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*[[Surgery Procedures]] |
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*[[Ingredients and Materials]] |
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Latest revision as of 08:18, 19 August 2025
File:Curious Pastimes 2nd Edition Rules.pdf
Characters
Systems
- General Rules
- Combat
- Magic
- Creation
- Poison and Disease
- Information Gathering
- Locks and Traps
- Theft, Assassination and Interrogation
- Carded Libraries