Email Prompts

Email Prompts

Project Design Cards

At Crestfallen LARP, characters with the Crafting Augmentation, Crafting Mastery, Crafting Technology, and/or Surgery skill may create one new Project Design Card per event. To do this, the player must email their ideas for the Project Design Card to CrestfallenLARP@gmail.com before the registration deadline so that it may be reviewed and approved. Each type of creation has its own rules as outlined in the skill. These rules have been duplicated below for ease of review. Following this review information, a suggested email rubric has been added to guide players in the initial design of these items. Once received, staff will review the card and give feedback. Once a final design is agreed upon, staff will generate a Project Design Card for the player to receive at check in.

Crafting: Augmentation

An Augmentation item is a tagged item with a set durability and different game effects. To craft an Augmented Item, a character must either have an Approved Project Design Card OR they must create one. The creation of an Approved Project Design Card takes time based on the items complexity. Crafters should discuss their plans with Plot prior to events, and attempts are tracked on character sheets for open transparency between plot and players. Players may use their Research skills and other resources to attempt to speed up the production of a Design Card. Plot may ask for a character to Playtest a design prior to approval. Final approval for Playtest Design Cards goes to the Player Base Votes at the end of each season.

If the character has the appropriate skills and an Approved Project Design Card, they may spend the resources listed on the card and 30 minutes of acting out the brewing, building, or enchanting to create the item.

All Augmented Items have the following standardized limiting rules.

  • Durability starts at 1 and may be no more than 16.
  • Charged items use 1 durability per use.
  • Items granting bonuses to damage may not exceed +1
  • Items dealing spell damage or healing may not exceed 20 points
  • Items have a set resource cost in Basic and Common Resources only
  • Rare resources may be used but have no additional effect items.

Crafting: Mastery

Mastery items are also tagged items but have different restrictions and more game effects possible. An Approved Project Design Card is still required to create a Mastery item and follow all the other rules set forth in the Augmentation section.

If the character has the appropriate skills and an Approved Project Design Card, they may spend the resources listed on the card and 30 minutes of acting out the brewing, building, or enchanting to create the item.

All Mastery Items have the following standardized limiting rules.

  • Durability starts at 1 and may be increased to 32.
  • Unlimited Durability items are possible to craft at this level.
  • Items granting bonuses to damage may not exceed +3
  • Items dealing spell damage or healing may not exceed 60 points
  • Items have a set resource cost in Basic, Common, and/or Rare Resources
  • Additional currency or resources may be required
  • Additional currency or resources may be used to modify effects during creation based on the resources and plot based effects (percentile role for possible effects)

Crafting: Technology

Technology items are the combination of two or more Crafting Skills with additional input from other skills within the game. These tagged items are wild and varied and require a Playtest period as described in the Crafting: Augmentation section.

If the character(s) has(have) the appropriate skills and an Approved Project Design Card, they may spend the resources listed on the card and 30 minutes of acting out the brewing, building, or enchanting to create the item.

All Technology items have the following standardized limiting rules.

  • Durability starts at 1 and may be increased to 32.
  • Technology items may never be made with Unlimited Durability.
  • Items granting bonuses to damage may not exceed +6
  • Items dealing spell damage or healing may not exceed 100 points
  • Items have a set resource cost in Basic, Common, and/or Rare Resources
  • Additional currency or resources may be required
  • Chance of failure or unforeseen outcomes and plot based effects occur (percentile role for possible effects)

Experimental Surgery

The basic Surgery skill allows a character to be healed of multiple conditions and damage very quickly, but with a risk. Experimental Surgery is much more challenging and open ended. Experimental Surgery is handled similar to the crafting of items. A character must either have an Approved Project Design Card OR they must create one for Experimental Surgery. The creation of an Approved Project Design Card takes time based on the complexity of the Surgery. Surgeons should discuss their plans with Plot prior to events, and attempts will be tracked on character sheets for open transparency between plot and players. Players may use their Research skills and other resources to attempt to speed up the production of a Design Card. Plot may ask for a character to Playtest a design prior to approval. Final approval for Playtest Design Cards will go to the Player Base Votes at the end of each season.

If the character has the appropriate skills and an Approved Project Design Card, they may spend the resources listed on the card and 30 minutes of acting out completing the surgery on a target to grant the effect. The effect lasts until the limb that was targeted by the surgery is destroyed or the character dies.

Completing either form of Surgery requires a percentile dice role on the Surgery chart to determine its success. The chart is based on the overall danger level for the event (which can be found on the schedule page of the website or during check-in).

Project Design Card Rubric

Player Name: Used for tracking purposes

Character Name: Which character is credited for creating the item

Item Name: Each item needs a unique name when put in the system

Item Prop: This should be a short description of the prop. The more specific a prop is, the more difficult it may be to recreate the prop if damage is done to it. Current generic prop types include One Handed Weapon, Two Handed Weapon, Thrown Weapon, Ranged Weapon, Armor, Shield and Buckler, Vial, Bottle, Wand, Token, Necklace. Surgery does not include a prop but can require a costuming requirement. These include fur, rotting flesh, tattoos, burns, scars, etc.

Crafting Type: Alchemy, Enchanting, Forging, Technology, Surgery

Durability: The amount of durability an item has determines how many uses it has and/or how many times the items may be damaged by a break condition and be fixed. This amount is tied directly to the number of basic resources required to construct the item. A single use wand will have 1 durability and cost 1 basic resource in its creation. A typical Augmentation design will

Resource Cost: This cost should reflect the durability, effects, and restrictions on the item. Basic resources are normally based around the durability cost for the item. Common Resources are determined by the type of crafting that is going on and the effect that is going on. For weak effects the cost is usually 2 of the appropriate type while strong effects are about 8 to 16. Two or more resource types are used if a particular effect is very powerful and seems to fit in two different categories or is a Technology or Surgery creation. Rare Resources are only used for Master Craft, Technology, and Surgery items and normally only 1 is required. Rare Resources of specific names may change the item crafted based on plot effects at plots discretion at time of item creation.

Effect: This could be a number of things such as mimicking a spell, skill, monster ability, increase damage, reduce counted action time, increase duration of effects, etc.

Concept: The player may not have an idea of the exact mechanical concept they are trying to recreate. In this case, the player should explain the idea regarding the item and staff may come up with a number of ideas on how to implement it within the system.

Example

Player Name: Beren Olean

Character Name: Korbin Vineweaver

Item Name: Orb of Call Lightning

Item Prop: Metallic Sphere with Runes

Crafting Type: Enchanting, Mastery

Durability: 32

Resource Cost: 32 Basic, 16 Common Enchanting, 1 Rare (Enchanting)

Effect: To activate item must be held aloft during first incant. For 1 durability the user may plant their feet and augment their lightning specialization dealing 10 points of damage per level of specialization (Max 30). This effect ends when the users feet move for any reason.

Concept: The orb links to the characters lightning specialization allowing lightning energy to be pulled from the surrounding area to augment its damage. The planting of feet and holding the item during the first incant are limiting. This doesn’t create any new effects, but modifies current effects and is easily understood by the user of the ability.

Spell Creation

Creating New Spells

A character may create a new spell. To do so, the player contacts plot staff between events to discuss what their new spell will do, determine its energy cost, and decide if the spell will be a prototype or added directly to the rules system. A character may only have one prototype spell at a time. This spell is being tested and may only be used by that character. Prototype spells cannot be copied, turned into items, or be taught to other characters. Every year, prototype spells are reviewed and voted on by the player base to decide if they will be included to the permanent spell list, discarded, or revised for additional testing. Once a spell is approved for use, the creator is given an approved project design card. This allows the character to add the spell to their spells known, teach the spell to other characters for addition into their spells known, and grant access to the guilds to distribute the spell to other characters.

Spell Creation Rubric

Player Name: Used for tracking purposes

Character Name: Which character is credited for creating the spell

Spell Name: Each spell needs a distinct name

Energy Cost: This is the amount of Energy a spell takes to cast. The more powerful the effect, the more energy it should cost. The energy cost can be reduced by adding additional conditions to the spell such as stamina costs, increased roleplay requirements, casting time increases, movement limitations, resource costs, leaf costs, essence costs, required props, etc.

Stamina Cost: A spell may have an additional Stamina Cost if it mimics or is attached to a skill that usually requires such a cost. Often times this cost is smaller than its usual cost due to also having additional requirements and costs.

Casting Time: Spells may be cast Instantaneously after the incant is said and energy sticks are destroyed or may be treated as a counted action.

Duration: Duration is based upon the condition or effect caused. If the effect is not tied to a condition the following can be used as a duration. Instantaneous, Battle, Until Dying, Until Dead, Until Spirit, Event,

Target: As per the valid targets of the condition

Prerequisite Skills: A spell may require a prerequisite skill in order to use it. This is put in place so that spellcasters cannot create a superior version of a skill without having the original skill.

Description: What the spell is intended to do.

Concept: The player may not have an idea of the exact mechanical concept they are trying to recreate with a spell. In this case, the player should explain the idea regarding the spell and staff may come up with a number of ideas on how to implement it within the system.

Example

Player Name: Beren Olean

Character Name: Korbin Vineweaver

Spell Name: Korbin’s Bolt of Inspiration

Energy Cost: 4

Stamina Cost: 0

Casting Time: Instantaneous

Duration: As per Knowledge Skill

Target: Character, Creature

Prerequisite Skills: Caster and Target must have the same Knowledge skill, Caster may target themself

Description: The caster infuses the target with lightning energy allowing their thoughts to move at a rapid pace. The target may use one knowledge skill and gain one additional question.

Concept: Sometime researchers are out of stamina to figure out information plot may give them. This spell allows the target to use the research skill with an added benefit, without using their stamina. This costs the caster drastically, but may be useful.

Research

Research is a valuable portion of our game as it allows characters to figure out story beats and world lore on the players terms rather than plots. This makes the skills difficult to manage at times. To make things easier, we have formulated the following system.

  1. Pre-Event Questions – A character may ask 1 question per research skill on their sheet. These questions must be turned in at least 2 weeks prior to an event. Each question will be treated as the character has been spending off time researching the specifics of the question. Each question will receive a response of at least 1 sentence to a maximum of 1 page depending on time available prior to the event.

Research Rubric

Player Name: Used for tracking purposes

Character Name: Used for tracking purposes

Research Skill: What skill the character is using from the following list. Analysis, Deduction, Historical Research, Magical Research, Scientific Research, Search Area, Know a Guy

Question: The question posed by the player must be within the restrictions set forth by the knowledge skill. Additionally, the player should include their thoughts on the question topic to show their logic or previous understanding of the topic. This information helps to build the narrative surrounding the lore of the world. The more in depth the question and supporting evidence, the more detailed the response may be or the more likely to confirm/deny the thought process.

Multiple Research Topics

Players can submit multiple research topics and use overlapping research items to assist in their gathering of information. If the use of two research skills would yield no additional information, plot may allow the player an additional question at their discretion. This will be determined based on the staff members available time to devote to an additional response.

Example

Player Name: Beren Olean

Character Name: Korbin Vineweaver

Research Skill: Magical Research

Question: The elemental energy of Katalossa seems different from what I am used to. Korbin in previous iterations was tied to concepts of Lightning and Law. Lightning is generally seen more as chaotic than lawful. Katalossa doesn’t seem to have any elemental ties to morality or emotion. Are the elemental forces of Katalossa specifically only tied to typical building block elements that create and build the world, and if so, do the individual creatures show their own emotions/thoughts? I have previously interacted with lightning elemental globs and it seemed that they showed anger and thought processes.