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Basic Rules

Playing the Game

In order to play a character at Pantheon, a player must select a Race and Path which his character will follow.  Races are chosen from:  Alfar, Android, Ember, Fallen, Goblin, Human, Kithaine, Moonkin, Sprite, Stoneborn, or Tideborn.  Paths are chosen from:  Expert, Martial, Naturalist, or Source.  Each Race grants innate abilities of the Race as well as purchasable Racials which represent the characters age and wisdom or exceptional ability within their chosen Race.  When choosing a Race to play, players should be conscious of the costuming requirements for each Race and must adhere to them.  Players who do not adhere to the costuming requirements of a Race are not allowed to play that Race.  A non-Human character who is played at Pantheon whose Racial costuming is not adhered to will be forced to switch their character’s race to Human.  The Path the character chooses determines what kind of archetype the character represents or perhaps even their profession.  Archetypes of the paths include:

  • Expert:  Ranged weapon specialists, physicians, assassins, thieves, merchants, and detectives.

  • Martial: Melee weapon specialists, archers, wrestlers, generals, brutes, and shield fighters.

  • Naturalist: Druids, shape shifters, trackers, hunters, nature wardens, and monks.

  • Source:  Elementalists, time lords, debilitation mages, healers, lore wardens, and enchanters.

 

  • Multi-classing:

    • Characters are not limited to purchasing from their chosen Path.  Characters may branch out and purchase from any Path in order to expand upon their abilities and to give a more unique feel to their character.   Characters purchase skills from their own path at the Build cost listed for each skill.  Characters purchase from non-main Paths at x2 (or double) the Build cost listed for each skill.  Humans are able to choose to Paths upon creation; a Main and a Secondary Path.  Humans purchase skills from their Secondary at x1.5 the Build cost listed for each skill (odd numbers are rounded down).

  • Prestige Paths and Prestige Skills:

    • Characters that advance and specialize in one or many areas may be able to earn a Prestige Path.  These paths or skills enhance, alter, and add to the specialization of a character.  Prestige Paths may be based on an organization, race, fighting style, single path, multi-class, or many other forms of specialization. 

Armor Proficiencies 

At Pantheon characters start with Armor Proficiencies based upon their Primary Path. 

  • Martial characters begin the game with all Armor Proficiencies meaning they can wear any kind of armor. 

  • Expert and Naturalist characters start with Light and Medium Armor Proficiencies. 

  • Source characters begin play with only Light Armor Proficiency.

 

Characters may wear armor that they do not have the proficiency for, but while doing so, they cannot use any Energy-based skills. 

In addition to the normal Penalty, Naturalist characters who wear any metal armor of any kind cannot use skills with the [Nature] skill tag.

Proficiencies are also listed individually at the top of the skill descriptions page for each path.

Armor Types

Characters can refer to the Armor section for more information, but Light, Medium, and Heavy Armor categories are as follows:

 

Light Armor (3 Real, 2 Fake) includes:

Padded Gambesons and Leather Armor

 

Medium Armor (5 Real, 3 Fake) includes:

Hardened/Studded Leather and Chainmail

 

Heavy Armor (7 Real, 4 Fake) includes:

Segmented, Scale Mail, and Plate Mail

How to Read the Skill Paths

When purchasing skills, parenthetical numbers are the Build cost and bracketed numbers are the Energy cost.  Skills are always purchased from left to right and must follow an arrowed path.  If a skill does not have a bracketed number [Energy cost], then it is a skill that is always considered active, or does not have to be called.  Ragnar the barbarian wants to purchase “Focus Strength” but he has not yet bought Tough, so he purchases “Tough” for (2) Build and gains a permanent bonus of +2 Body (found in the Martial Path Skill Descriptions).  He then wants to become stronger like his ancestors of old so he purchases “Focus Strength” for (6) Build.  “Focus Strength” requires [4] Energy to use.  So he now owns the Focus Strength skill and can use it at any time as long as he has 4 Energy to spend on it.

 

  • Learning New Skills:

    • To learn a new skill, the character must simply find someone who possesses the skill he wishes to learn.  This teacher must be willing to share his knowledge with the character.  The teacher must simply write the skill onto the character’s character card to show he is willing to teach that skill.  As long as the character possesses enough Unspent Build to learn the skill, he is able to use it at the next event.  Anyone who is willing to teach another character a skill is encouraged to role play and discuss techniques with the character this can be done in-game at an event or even between events.  This is not required, but great role playing of teaching skills, and great role playing in general, is highly encouraged and rewarded.

Build

Build represents many things.  Build mainly represents the knowledge and experience that a character possesses.  Every character starts the game with 15 Build.  This is a spendable resource to learn new skills and progress through the skill paths.  Characters earn a base of 2 Build per event that they pay for and attend.  Every event the character may spend up to his current Unspent Build.  Even though the character is (basically) guaranteed 3 Build for the event he is attending, he may never spend more than he currently has in his unspent pool of Build. 

 

  • Reading Build on the Character card:

    • There are 3 sections which cover Build on a player’s character card; Build Total, Build Spent, and Build Unspent.  Build Total includes the base of 15 Build which the character starts with.  Build Spent is how much Build the character has spent on skills.  Build Unspent is the difference between the two (Build Total – Build Spent=Build Unspent).

  • Roleplaying:

    • Every event that the character pays for, attends and does an NPC shift, he gains a base of 3 Build.  Additional Build may be awarded or deducted for the character’s Roleplaying at an event.  All players and NPCs are expected to stay in character at an event from start to finish.  This does not mean that every character must talk with a poorly done fake accent (although accents are still encouraged if they are done well), but discussion and dialogue between characters is expected to be period and fluff (written world setting and events) appropriate for the Pantheon world.  For staying in-game and reacting appropriately to various situations and doing an excellent job at it, the character will be awarded additional Build for Roleplaying.  Players who are frequently out-of-game and are so much so that they are ruining another player or staff members time will be deducted Build for roleplaying.  A player whose character is a loner, doesn’t talk much, and is often running around by himself hunting monsters is still a good role player. 

  • Service Points:

    • Players may also receive additional Build at an event for helping to clean up the camp, picking up trash, and even simply for helping staff out with tasks or chores that need to be accomplished to help the game and keep the flow of an event running.  Players may donate costuming, weapons, toiletries, food, and other assorted items to be awarded additional Service Points based upon staffs need for them.  Generally Service Points given in this way are at a 1 Build for every $10 worth of items donated.  Players may also donate $10 at an event to receive 1 Build.

Energy

2 Energy (1)

Energy is the resource from which all characters draw upon to use their abilities.  It could be considered an Energy ‘pool.’  At the very bottom left of every main skill path, Energy is listed in this exact same way.  This means that every character is able to purchase 2 Energy by spending 1 point of Build.  Our old friend Ragnar the barbarian wants to use his Focus Strength skill which he has already purchased.  Focus Strength costs [4] Energy to activate.  Ragnar has not yet purchased any Energy.  For every 1 Build that Ragnar spends, he gains 2 Energy.  This means that Ragnar simply has to spend 2 Build on Energy to gain a total of [4] spendable Energy.  He now has enough to use Focus Strength 1 time.

 

  • Energy and Periods:

    • Each event may be separated into a minimum of 2 periods to a maximum of 4 periods.  These different “periods” denote changes within the natural flow as well as rest and recuperation of the characters.  When a character purchases Energy, the total amount of Build that he has spent on his Energy pool is good for 1 period.  Once he has expended this amount in a single period, he is out of Energy.  So if Ragnar has a particularly tough battle, and he spends all [4] of his Energy on his Focus Strength skill, he cannot use it again.  The good news is that every time a new period is rung in or announced by a Staff member, his Energy refreshes and he is back at his total of [4] spendable Energy.

  • Crafting Energy: 

    • At the beginning of each period, a character with a [Crafting] skill must designate a portion or all of his Energy to be used towards Crafting; Hence, Crafting Energy.  Once he has made this decision, it cannot be changed for that period.  Crafting Energy is required to use [Crafting] skills and any unused Crafting Energy carries over through periods.  Unused Crafting Energy at the end of an event is lost and does not carry over to the next event.  Crafting Energy may notbe used on any non-crafting skill.

Currency

Pantheon uses gemstones as a base of currency.  Each character begins play with 1 Sapphire, 5 Diamond, and 10 Emerald.  The character once he begins the game may spend these gemstones in any way he sees feet.  These gemstones are used just as currency in real life would be used, and can be used to purchase anything from weapons and armor, weapon and armor repairs, drinks at the tavern, potions, etc…

 

  • 1 Sapphire=10 Diamond

  • 1 Diamond=10 Emerald

 

Emeralds (green) are the lowest value gem. 
Diamonds (white or clear) are worth ten emeralds (green).
Sapphire (blue) are worth ten diamonds (white or clear) therefore worth one hundred emeralds (green). 

 

Broken and partial gems are worth nothing. 
At the end of the event gems will be counted up and the gem total will be written on the player’s card by a staff member who witnessed the count.

Strength

All characters start the game with a Strength of 1.  This Strength of 1 means that they are able to carry 1 body and may move at a walking pace while doing so and they deal base Damage with all weapons.  A character who gains +1, +2, or higher Strength adjusts their Strength score.  This means that Ragnar starts with a Strength of 1 and after he works hard for some time he is able to purchase the skill Strength +1 for (8) Build.  

 

After purchasing Strength +1, his base Strength is now a 2.  Now when he rushes into combat and wants to use his Focus Strength skill (which grants +1 Strength for an Encounter), he is at a total Strength of 3 for that Encounter.  When the Encounter has ended he is now back at his base Strength of 2.  For every Strength above 1, the character adds +1 Damage to all weapons that he uses.  This means that if Ragnar somehow down the road is able to manage to get a total base Strength of 4, he is adding 3 Damage (since it is +1 for every Strength above 1) to all weapons that he uses.Some circumstances may cause a character to drop below a Strength of 1.  If a character for some reason does drop below a Strength of 1, he deals -1 Damage to all weapons that he uses for every 1 Strength lower than 1.  This means that if Ragnar somehow down the road manages to get himself in a whole heap of trouble and somehow drops down to a Strength of -2, he then deals -3 Damage on all weapons that he uses.  If this is still confusing, please follow this chart below as a simple guide:

 

  • Etc…

  • Strength 4: +3 Damage

  • Strength 3: +2 Damage

  • Strength 2: +1 Damage

  • Strength 1: Base Damage

  • Strength 0: -1 Damage

  • Strength -1: -2 Damage

  • Strength -2: -3 Damage

  • Etc…


Break DC:

  • Break DC is a simple mechanic which tells the player how much total Strength needs to be met in order to stop a certain effect or to break an object.  Break DC’s can be reached by a single person or by multiple people combining their Strengths. 

  • Ex. Subdue has a Break DC=the skill user’s Strength +1.  This means that the character that is being Subdued must have at least 1 higher Strength in order to break out.

  • Ex. Pin has a Break DC=2.  The character who has been pinned must reach a Strength of 2 or higher in order to break out. 

  • Ex.  A high quality wooden door or barricade has a Break DC=3.  Ragnar has a base Strength of 2.  He may use Focus Strength in order to increase his Strength to a 3, or instead of spending his Energy, he may ask his pal Brahm (who has a Strength of 1) to aid him.  Their combined Strength (Ragnar 2 + Brahm 1=total 3) is enough to break down the door with a 10 count.

  • Regardless of the Break DC, whatever it may be, the general rule is: 

    • Against a skill used by another player, as long as you reach the Break DC you end the effects immediately (unless otherwise stated). 

    • Against an object, you must perform a 10 count to break it (ex. Breaking door 1, Breaking door 2,… Breaking door 10).

 

  • Doors and Barricades:

    • Break DC is equivalent to the Strength total required to break down a door with a 10 count.

    • Doors require 1 Unit of Metal and 14 Units of any other Material to craft.

    • Bars or Reinforcements require 2 Units of Metal and 2 Units of any other Material to craft.

    • A standard quality Wooden Door or Barricade has 50 HP and a Soak of 1, Break DC 2.

    • A high quality Wooden Door or Barricade has 100 HP and a Soak of 2, Break DC 3.

    • A master quality Wooden Door or Barricade has 150 HP and a Soak of 3, Break DC 4.

    • A standard quality Stone/Metal Door or Barricade has 100 HP and a Soak of 4, Break DC 5.

    • A high quality Stone/Metal Door or Barricade has 200 HP and a Soak of 5, Break DC 6.

    • A master quality Stone/Metal Door or Barricade has 300 HP and a Soak of 6, Break DC 7.

      • A reinforcement on a Door or Barricade adds +2 Soak, this adds +2 to the Break DC as well.

Cabins and Tents

At Camp Rotawanis there is limited cabin space.  It is always suggested to bring a tent, if possible, for you or someone else to use.  Tents at Pantheon are considered to be small cabins, thus they have doors that can be broken down, locked, and otherwise interacted with in all other ways the same as a cabin.  For safety reasons, however, live-combat is not allowed in tents.  This is not, and never should be used as, a safety point.  If the “door” of a tent is picked and an assassin is trying to take someone out who is sleeping inside, it is asked that all people who are sleeping/staying in the tent are to come outside of the tent so that combat may ensue.  It is also asked that all players act as fairly as possible and never try to take advantage of another player, NPC, or staff member by trying to bend the rules of tents being non-combat.  The game is about fun and balance, everyone should be willing to play as fairly as possible.

Falling Damage

A character takes 1 body for each 10 feet they fall.

Crushing or Suffocation

For every 10 seconds the character is deprived of oxygen or being crushed they take 1 point of body damage.

Drinking and Drunk Points

When the total DP that a character has consumed is equal to his Body, he becomes drunk.  Drunk characters must expend 10 Energy, become Slowed, and gain +1 Soak.  Duration: until 1 Hour after they have had their most recent drink.

 

When the total DP that a character has consumed is equal to his Body x2, he takes 1 Death.

 

The DP total listed for Alcoholic Compounds is equal to one glass, shot or full.

 

Unlike Potions and Poisons, fractions in an Alcoholic Compound do add to the final product.  Ex. Ale adds 1/4 DP, this means that a character would have to drink 4 Ales in order to receive 1 DP from it.

Addiction

Anytime a character consumes a potion that contains addictive substances, there is a chance that he may become addicted.  If the addictive substances within the potion reach a whole number of Addiction Points (AP) (1, 2, 3, etc…) it determines how many months the character is addicted to that particular ingredient.  AP stacks when determining the total number of months that the character is addicted.  For the month(s) that the character is addicted, he must consume a potion that contains the addictive substance in order to not feel the effects of withdrawal.

 

Withdrawal Effects:

  • -2 Maximum Body

  • -1 Strength

  • -10 Maximum Energy

 

If a character is addicted to multiple substances, the effects stack.  If at any point a character would start an event with 0 or less Body, he instead takes 1 Death and loses the effects of any Addictions he may have.  A character may use Treat Poison or Remove Poison as a means of dealing with Addictions.

Attunement

For a character to be able to use the fantastical properties granted by an enchanted item or a Runed item, he must attune himself to it.  To attune to an item the character must spend 5 minutes of uninterrupted concentration.  A single character can be attuned to a maximum of 5 items.  The character can change the items he is attuned to by attuning to a new item but he may still only have a maximum of 5 attuned items.  To attune to an item, the character must know the magical properties that it contains.

After Action Reports

In between events a character who played can submit an after action report (AAR). AAR's are used to complete actions inbetween each event. During an AAR a player can do any two of the following:

 

  • Travel to a city of up to 2 weeks travel time away and return to Tarquinn.

  • Travel to a city of more than 2 weeks travel time away and return to Tarquinn in a like amount of time. The character will be unplayable until an appropriate amount of out of game time has passed.

  • Use 1 knowledge gathering skill. (Example: Research, …)

  • Use 1 creation skill. (Example: Engineering, …)

  • Use 1 period of Crafting Energy.

  • An AAR must be sent in within 2 weeks after the event ends.

Out of Game Rules

Safety is the number one priority of the Pantheon staff. A few rules have been put in place to insure a safe environment for all of our players.

 

  • Rule 1: The HOLD rule - The first safety rule of the game, and the most important, is the HOLD rule. Calling a HOLD will immediately stop the game, freezing the in game time.  If you are injured, or you are certain someone near you is, you may call a HOLD to assess and deal with the injury.  Though the primary reason for the HOLD rule is safety, there are other times where a HOLD may be called. The HOLD rule may be called to clear up a rules question, settle a dispute, or as the effect of a skill.  There are also some skills that require a HOLD to be called in order to carry out an action.  When calling a HOLD you should be sure to shout the word “HOLD” loudly enough for others to hear.  When the HOLD is called everyone who can hear it is to yell “HOLD” as well, not only to acknowledge the HOLD, but also to alert those players who did not hear the HOLD called.  Once the HOLD is called all action stops immediately, and everyone ceases movement. Do not move or speak during the HOLD unless you are directly involved in the reason for using this rule.  When the issue has been resolved, the person who initially called the HOLD will shout “3-2-1, LAY-ON”.  Everyone who hears the call will yell “LAY ON” themselves, and the game resumes where it left off.  Because In-Game time is frozen during a HOLD, all timed effects, including the death count, are put on pause for the duration of the HOLD.  While anyone may use this rule to clear up a safety issue, clarify a rule, or complete a skill, do not abuse the HOLD rule.

 

  • Rule 2: Illness or injury - In case of illness or injury, report to a member of staff immediately.  First aid kits will be kept in designated areas around the camp including Logistics, and staff members will have access to phones or transportation should it become necessary.  If you arrive to the game with a pre-existing illness or injury make sure you alert staff and we will attempt to make special arrangements if the situation calls for it.  Also make sure to let staff know if you are on any medications.

 

  • Rule 3: Fire Safety - Some camps used by Pantheon allow us to have candles, or have cabins that include fireplaces.  We urge you to use common sense in these situations, and not leave a flame or fire unattended for any amount of time.

 

  • Rule 4: Locks and Bars - Players are never to actually lock or bar the door to any building.  In the case of locks, a physical representation of the lock should be placed on the outside of the door, never actually inhibiting the opening of the door itself.  When barring a door, a sign is placed outside the door to show anyone outside that the door is barred in-game.  The entrances and exits to buildings should never actually be blocked.

 

  • Rule 5: Age requirement - All players of Pantheon are required to be at least 16 years of age.  Players under 18 years of age must a parent or legal guardian with them the first time they sign in with Pantheon in order to sign paperwork. 

Respect and Etiquette

It is always important to be courteous and understanding of your fellow players.  There are a few rules implemented to remind you to do so.

 

  • Rule 1: Clean up your trash - The camp ground is not a place for your litter.  Make sure you throw away all of your trash both inside of your person cabin, and out.  If upon inspection you are to be found breaking this rule, you will receive a warning.  Any offense after that will lead to other actions being taken.

  • Rule 2: Smoking - Always be respectful to those players around you who do not smoke.  Smoking is never, under any circumstance, allowed in any building.  Be considerate, and avoid cabin doors and windows while smoking.  Make sure not to leave your discarded tobacco products lying on the ground.

  • Rule 3:  Physical altercations - It is never ok to physically assault another player.  If you choose to break this rule you, and in some cases the other parties involved, will be immediately asked to leave the camp.  Any other action taken will be decided by Pantheon Staff at their following meeting.

  • Rule 4: Damages - No property of the camp, another player, or Pantheon staff should ever be intentionally damaged.  Causing intentional damage to property will cause action to be taken.  We do however understand that accidents can happen.  If you find damaged property, or accidentally damage a piece of property that does not belong to you, please alert staff immediately.

  • Rule 5: Stealing and personal property - Underneath tables, cots, and in containers marked with an “out of game” label is where out of game items will be kept.  All player food must be kept in the kitchen due to animals in the woods.   Never touch anything not belonging to you in an out of game area.  Personal items including personal food, clothing, showering supplies, ect. are not to be touched or taken by anyone other than their owner.  If you plan on entering a cabin to steal items as your character you must alert a marshal.  If your character manages to legitimately steal an item from another character, the physical representation of that item still belongs to the player it was taken from, so please remember to take care of the physical representation.

  • Rule 6:  Alcohol and illegal substances - Illegal substances and alcohol will not be tolerated by staff at Pantheon.  If you feel you cannot go a weekend without use of these substances we urge you to seek professional help.  In the case of a prescription drugs, remember to alert staff of your possession of the medication, as well as provide proof of prescription.

  • Rule 7:  Keeping the in-game where it belongs - There are things that will be said and done to your character in-game.  These conflicts and actions are not meant to be taken out of game.  Do not become offended by in game actions taken against your character.  In the same regard the environment of Pantheon includes many gods.  The existence of these in game gods is not meant to influence, encourage, or discourage any views or beliefs considering religion in the real world.

Cheating and Honesty

First and foremost, Pantheon is a game.  Every game has the potential for its players to not abide by the rules.  Players at Pantheon are expected to adhere to all the rules Pantheon has set down.  This ensures that all players are treated fairly and maximizes the good time that everyone has when playing.  Cheating is not tolerated at Pantheon.  Cheating is seen not only as a slight against other players by giving yourself an advantage over them, but also as a slight to the game itself, and to the game’s staff members who are working to ensure every player has a great time when they come to the game.  Cheating at Pantheon can lead to punishments up to and including:  a single death to the character, reduction of build, forced retirement of characters, deletion of characters from the game and the game’s in-game history, to banning from playing at Pantheon altogether.  If all players abide by the rules, none of these measures will have to be taken and everyone can have a great time.  Any and all discrepancies should be brought to and will be resolved by Pantheon staff and by Pantheon staff alone.  No player is to retaliate in or out of game as a response to another player cheating.The following are the most common forms of cheating at a LARP and are the easiest way to ensure you will be banned from Pantheon:

 

  • Deliberately or indeliberately ignoring damage dealt to your character to ensure their survival.

  • Using Skills or items that your character does not possess in order to benefit himself or a situation.

  • Transferring in-game items (without permission) from one’s own dead character to another character.

  • Deliberately ignoring any sort of general rule in order to kill another player’s character.

  • Metagaming:  Using out-of-game knowledge, as your character’s in-game knowledge in order to benefit himself or others.

In-Game Environment

  • Rule 1: Not ruining everyone else’s fun - Sometimes it can be difficult to immerse yourself in the in-game environment if others around you are not.  Keep all out of game conversations to an absolute minimum (preferably none) to ensure you do not ruin the environment for the other players.

  • Rule 2: Modern items - Modern items such as plastic containers, cell phones, or food packaging should never make an appearance in-game.  Food and drink should be consumed out of a wooden or metal container excluding aluminum cans.  If a situation occurs where you must use your cell phone, we ask that you move to an out of game area to do so.

  • Rule 3: Out of game areas - Some areas of the camp will be designated as an out of game area.  Never go into a building that is marked as an out of game area without permission of a staff member.  Areas that will always be considered out of game include logistics, and the kitchen.  Spend as little time in these areas as possible.

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