Non-Combatants - Have fun ;)

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Lord Dubh
Knight of the Realm
Posts: 718
Joined: 2012-01-06
Location: Tarimstadt

Non-Combatants - Have fun ;)

Post by Lord Dubh » 2014-09-17

:twisted:

I wrote this a few years ago....even before invocations changed. Anyway, do what you will with it or nothing at all.

https://docs.google.com/document/d/1UmC ... SxaJc/edit

Non-Combatants
These are Participants who wish to be part of the game but have no desire or can’t be part of the physical combat. No matter what class the non-combatant plays, or what costuming they have, the non-combatant must wear a bright yellow sash across the torso so it is visible from the front and back.

1) A non-combatant may not be struck with a weapon, no exception. We understand that accidents occur at night and in melees and it will be up to the player to make a complaint before any disciplinary action is taken.
2) Non-combatants can be hit with spells balls and arrows and will take the appropriate damage.
3) A non-combatant may never pick up a weapon, shield, armor, relics or other in-game items, excepting money, scrolls and potions.
4) Non-combatants may be captured.
5) A non-combatant may be killed/assassinated.
7) Non-combatants may not capture or kill anyone.
8) Non-combatants may only guard those characters that have already been captured and bound.

Killing a non-combatant
Non-combatants are killed/assassinated when an aggressor comes within melee weapon range and lightly taps the participant with the weapon.

Classes

Citizens
A citizen is any person that is not one of the classes but is a participant of the club and interacts with other characters. This can be someone that likes to atmosphere of the club and attends on occasion or it could be the significant other of a player that wishes to attend campouts. Regardless of which it is the same rules apply.

Those citizens wishing to take a more active role in the game but continue to remain a non-combatant may create roles for themselves so long as they do not disrupt the game flow. For example, bards, clerks, assistants to various important characters and fortune tellers are but a few possible examples.

Thaumaturge
A non-combatant divine healer class whose solely able to cast various healing spells.

1st rank ‘Cure Light Wounds’ and ‘Light’

2nd rank ‘Speak with Dead’

3rd rank ‘Bless/Curse’ and ‘Cure Serious Wounds’

4th rank ‘Cure Disease’

5th rank ‘Neutralize Poison’ They may also brew potions or scribe scrolls.

6th rank ‘Cure Mortal Wounds’

7th rank ‘Last Rites.’

9th rank ‘Raise Dead.’

10th Rank ‘Mass Heal’

10th Rank
Length
1,000 words
Duration
Permanent
Range
Special
Area of Effect
Special
Energy Cost
1 point per creature healed
Material Component
50’ Rope
To cast this spell the Thaumaturge must create a circle of rope. Once the circle is created they must sit in the middle and begin reading the spell. As they are reading others may enter the circle or be placed within the circle. Upon completion of reading the spell and speaking the invocation all persons within the circle are fully healed of all wounds, diseases and any person poisoned is neutralized at a cost to the caster of 1 spell point per person including the caster. If the number of person exceeds the number of spell points the caster must indicate who is healed and who is not.

The invocation for this spell is “I call for Mass Heal.”

This spell does not get the benefit of spell reductions nor can it be written onto a scroll. The rope used to make the circle must not be secured and the ends of the rope must overlap, if at anytime the ends are separated during the casting then the spell must be started again and one spellpoint is lost.


Enchanter
A non-combatant arcane magic class who is solely able to enchant items and cast protection spells.

1st rank ‘Light’ and ‘Enchant Item’

2nd rank ‘Protection from Lightning,’

3rd rank ‘Protection from Ice’

4th rank ‘Dispel Magic’

5th rank ‘Purify Food and Drink’ and ‘Protection from Taint’
They may also brew potions or scribe scrolls.

6th rank ‘Protection from Fire’

7th rank, ‘Protection from Magic’

10th rank ‘Circle of Protection’

Circle of Protection
10th Rank
Length
1,000 words
Duration
Special
Range
Special
Area of Effect
Special
Energy Cost
1 point per creature in circle
Material Component
50’ Rope

To cast this spell the enchanter creates a circle with rope. Once the circle is created they must sit in the middle and begin reading the spell. As they are reading others may enter the circle or be placed within the circle. Upon completion of reading the spell and speaking the invocation the caster must hold the crystal above their head with both hands and not move or speak. A wall of energy that nothing from the outside can penetrate protects all persons within the circle. Spells may still be cast within the circle and effect those within the circle but if anything from within the circle crosses the bearer then the spell is dispelled. This includes, a person, spell ball, effects of a spell ball or any item be thrown or dropped out. If the caster lowers the crystal, speaks or attempts to stand up the spell is broken.

The invocation for this spell is “I protect those within my circle.”

The cost for this spell is one spellpoint per person within the circle.

This spell does not get the benefit of spell reductions nor can it be written onto a scroll. The rope used to make the circle must not be secured and the ends of the rope must overlap, if at anytime the ends are separated during the casting then the spell must be started again and one spellpoint is lost.
Sir Bendore Dubh of Dai-Dagan, CR, KR, OG, OR, CB, CC
Master Thief of Darkon


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