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Starwood
XXI July 17 - 22, 2001 ~ Sherman, NY Live Action Role Playing |
| Challenges
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For to win one hundred victories in one hundred battles is not the acme of skill. To subdue the enemy without fighting is the acme of skill. -Sun Tzu, The Art of War Each character has traits on his or her character sheet that fall into five separate categories. When a challenge occurs, assuming two individuals cannot resolve their difference through regular roleplaying, the adjectives are bid against one another to determine how much is at risk in that particular challenge. Players alternate using their adjectives in a sentence until one player relents or calls the challenge. The process ends here if the player relents, or may progress to the use of the cards. Any traits bid are considered "lost" for the remainder of the game, although lost traits can be regained through willpower tickets and possibly Storyteller arbitration (a reward for good story advancement). |
| Cards
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To determine the final outcome of a challenge, one card is selected from among the three that each player receives. She holds that card face down until her challenger is ready and has done the same thing. Then both cards are revealed simultaneously. The cards trump one another in round robin format, which is to say, the Dagger beats the Scroll, the Scroll beats the Stone, the Stone in turn beats the Dagger. The loser in the challenge is wounded or at some other mental or social disadvantage depending on the type of challenge. The winner has the option to "push" the attack, to increase the severity, or kill her opponent. The winner states the intended outcome for his victim first, then another round of the cards is played. If she is successful on both attacks, the victim is usually incapacitated, at her mercy. It is tough to kill Immortals, but given the undisturbed moments, the helpless body and the knowledge, she can succeed at such a task. |
Types
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Types of Challenges
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| Changing
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Changing from one form of combat to another |
| Bidding
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There are different strategies to use when bidding, and your choice of these will have a lot to do with how your character was set up. A character with more strength attributes will want to transfer the contest into his arena in most cases. If, however, he is saving his great strength for a later contest with a more powerful adversary, he might wish to maintain his edge in this area and risk a less important attribute now. |
| Overbid
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Doubling the bid |
| Health
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Each character has 5 states of health, represented by the numbers 0 through 4 wounds. 0 is healthy, 1 is wounded, 2 is grievously wounded, 3 is incapacitated, and 4 is even worse. Try to avoid level 4. An incapacitated character (3 wounds) is at the mercy of those around her for a number of minutes in real time equal to the empty or crossed off spaces on her character sheet under Endurance. Thus if she has high endurance (fewer lost traits), she is out for a lesser period of time. She may not enter challenges at all. Anyone present may demand weapons, items, or a glimpse at her character abilities. An incapacitated character among her enemies is easily killed. Once awake, a character may heal herself by spending willpower equal to the # of wounds to return to healthy. Wounded characters may not initiate challenges, and, when challenged, are down a number of traits equal to their health level. Which is to say, if she is grievously wounded, during ties and overbids, she may only declare up to a number which is 2 less traits than she normally has . |
| Willpower
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Willpower Tickets will be given to you with your character
packet.
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Magic
& Glamour |
See the page on Magic. All
magic is fueled by Glamour and bunks. To cast a spell, you must declare that you are casting one (to the players present or a Narrator if alone) and then perform the bunk(s) required. Failure to really give the bunk "your all" could result in a weakened spell or unexpected outcome. When the bunk(s) are performed, glamour tickets are spent, and the spell "goes off". Defender bids traits (if any) or declares their action and then any static challenges are concluded before the resolution of the spell. Failing the static challenge generally negates the spell, although the defender can still lose the trait(s) bid. No pushing or overbids are neccessary if a spell fails a static challenge. If the players can agree, the spell may be cast with the defender relenting, or spending an appropriate trait, perhaps with a spell of their own. So long as contending parties agree that play is proceeding fairly, a Narrator may not be neccessary. |
| Support
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Once your registration (with game fee) is processed, you'll need to get in touch with us about your character choices. (See Joining) These choices will be mitigated by: Your level of involvement in the game, scope of the Story, time remaining 'til Starwood, Communication factors and prior roleplaying experience. Meaning, we may make it easier on us and you by assigning you a partial or complete character. |