Elysium LARP
About Elysium LARP
Event Calendar
Safety
Glossary
IC/OOC Penalties
The Ref. Team
Previous Games & Debriefs
This Year
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TNE Rules
Player Rules (PDF)
Master Rules (PDF)
Master Rules (HTML)
The World
The System
Characters
Skills
Guilds of the Kingdom
Notes on Spells, Miracles and Druidic Miracles
Of Magic and Mages
Of Religion and Priests
Of Nature and Druids
Barbarians
Amazons
Gypsies
Magic Items
Rituals
Money
Notes for GMs running ElysiumLARP Games
Creatures
Quick Introduction for people who know TL
TNE Changes
Rules Changes
Message Boards
Elysium LARP
Rules Suggestions and Changes
General Chat
Test Board
Campaign: The Flame
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Chapter 1 - The World
1.1. Kingdom of Exiles
1.1.1. Ruling the Kingdom
1.2. The Duchy
1.2.1. Map
1.2.2. The Capital
1.2.3. Other Areas of Interest
1.2.4. Laws
1.2.5. Crimes
1.3. Outside the Kingdom
1.3.1. No Man's Land
1.3.2. Other Lands
Chapter 2 - The System
2.1. During Play
2.2. Life Points, Body Points and Damage
2.2.1. Character Death
2.2.2. Normal Damage
2.2.3. Power Damage
2.2.4. Poison Damage
2.2.5. Subdue Damage
2.2.6. Additional Effects
2.2.7. Other Calls
2.2.8. Armour
2.3. Gaining Experience
2.3.1. Advanced Skills
2.3.2. Character Point Cost Reductions
2.3.3. Adventurer Experience
2.3.4. Monster Experience
2.4. Restriction Classifications
Chapter 3 - Characters
3.1. Races
3.2. Classes
3.2.1. Multi-Classes
3.2.2. Changing Classes
3.3. Rank
Chapter 4 - Skills
4.1. Weapons, Shield and Armour Skills
4.2. Physical and Mental Skills
4.3. Chi Skills
4.4. Magic Skills
4.5. Religious Skills
4.6. Druidic Skills
4.7. Medical Skills
4.8. Knowledge Skills
4.9. Subterfuge Skills
4.10. Manufacture Skills
4.11. Human Skills Table
4.12. Elf Skills Table
4.13. Half-Elf Skills Table
4.14. Half-Orc Skills Table
4.15. Half-Ogre Skills Table
Chapter 5 - Guilds of the Kingdom
5.1. Character Point Reductions
5.2. Joining a Guild
5.3. Defenders of the Kingdom
5.3.1. The Guards
5.3.2. The Pathfinders
5.3.3. The Wardens
5.3.4. The Archers
5.4. Thorn Knights
5.5. Paladins of the North
5.6. Hunters
5.6.1. The Humacti
5.6.2. The Illuminati
5.6.3. The Demon Hunters
5.7. The Gladiators
5.8. The Adventurers
5.9. The Towers
5.10. The Circle
5.11. The 9 Temples
5.11.1. Temple of Justice
5.11.2. Temple of Order
5.11.3. Temple of Might
5.11.4. Temple of Life
5.11.5. Temple of Balance
5.11.6. Temple of Death
5.11.7. Temple of Freedom
5.11.8. Temple of Chaos
5.11.9. Temple of Anarchy
5.12. The Brethren
5.13. Dark Blades
Chapter 6 - Notes on Spells, Miracles and Druidic Miracles
6.1. Learning Spells, Miracles and Druidic Miracles
6.1.1. Modifications
6.2. Casting
6.2.1. Casting Requirements
6.2.2. Battle Casts
6.2.3. Releasing Touch Spells/Miracles
6.2.4. Increasing the Duration of Spells/Miracles
6.3. Cancelling Spells/Miracles
6.4. Dispelling Spells/Miracles
6.5. Mass Spells/Miracles
6.6. Breaking Objects
6.7. Stacking Weapon Spells and Miracles
6.8. Stacking Defensive Spells or Miracles
6.9. Willpower Spells/Miracles
6.10. Multiple Dexterity, Toughness and Willpower Spells/Miracles
6.11. Armoured/Unarmoured Dexterity and Spells/Miracles
6.12. Using Strength to Break Free of Effects
6.12.1. "Gripping" Spell Effects and Exceptional Strength
6.13. Dodging Power Damage
6.14. Raise Dead and Resurrection
6.15. Spell and Miracle Types
Chapter 7 - Of Magic and Mages
7.1. Learning Spells
7.2. Casting Spells
7.3. Schools of Magic
7.3.1. Elementalists and Opposing Schools
7.3.2. Restricted Schools
7.4. The General School
7.4.1. General Spells
7.4.2. Higher General Spells
7.5. The School of Fire
7.5.1. Fire Spells
7.5.2. Higher Fire Spells
7.5.3. Fire Rituals
7.6. The School of Earth
7.6.1. Earth Spells
7.6.2. Higher Earth Spells
7.6.3. Earth Rituals
7.7. The School of Water
7.7.1. Water Spells
7.7.2. Higher Water Spells
7.7.3. Water Rituals
7.8. The School of Air
7.8.1. Air Spells
7.8.2. Higher Air Spells
7.8.3. Air Rituals
7.9. The Warlock School
7.9.1. Warlock Spells
7.9.2. Higher Warlock Spells
7.9.3. Notes on the Strike Spells
7.10. The School of Mystic Archery
7.10.1. Archer Spells
7.10.2. Higher Archer Spells
7.11. The School of Light
7.11.1. Light Spells
7.11.2. Higher Light Spells
7.12. The School of Darkness
7.12.1. Darkness Spells
7.12.2. Higher Darkness Spells
7.12.3. Darkness Rituals
7.13. The School of Necromancy
7.13.1. Necromantic Spells
7.13.2. Higher Necromantic Spells
7.13.3. Necromantic Rituals
7.14. The School of Demonology
7.14.1. Demons
7.14.2. Summoning a Demon
7.14.3. Demonology Spells
7.14.4. Higher Demonology Spells
7.15. The Black Flame
7.15.1. Invocations of the Black Flame
7.15.2. Higher Invocations of the Black Flame
Chapter 8 - Of Religion and Priests
8.1. The Four Principles
8.1.1. The Nine Paths
8.1.2. Restricted Paths
8.2. Learning Miracles
8.3. Casting Miracles
8.4. The Path of Life
8.4.1. Life Miracles
8.4.2. Higher Life Miracles
8.5. The Path of Order
8.5.1. Order Miracles
8.5.2. Higher Order Miracles
8.6. The Path of Chaos
8.6.1. Chaos Miracles
8.6.2. Higher Chaos Miracles
8.7. The Path of Death
8.7.1. Death Miracles
8.7.2. Higher Death Miracles
8.8. The Path of Justice
8.8.1. Justice Miracles
8.8.2. Higher Justice Miracles
8.9. The Path of Freedom
8.9.1. Freedom Miracles
8.9.2. Higher Freedom Miracles
8.10. The Path of Balance
8.10.1. Balance Miracles
8.10.2. Higher Balance Miracles
8.11. The Path of Might
8.11.1. Might Miracles
8.11.2. Higher Might Miracles
8.12. The Path of Anarchy
8.12.1. Anarchy Miracles
8.12.2. Higher Anarchy Miracles
Chapter 9 - Of Nature and Druids
9.1. Druidic Miracles
9.2. Druidic Sects
9.2.1. Tree Druids
9.2.2. Animal Druids
9.2.3. Elemental Druids
9.2.4. Weather Druids
9.2.5. Dark Druids
9.3. Druid Skills Table
9.4. The Aspect of Druidicism
9.4.1. General Druid Miracles
9.4.2. Higher General Druid Miracles
9.5. The Aspect of Weather
9.5.1. Weather Druid Miracles
9.5.2. Higher Weather Druid Miracles
9.6. The Aspect of the Trees
9.6.1. Tree Druid Miracles
9.6.2. Higher Tree Druid Miracles
9.7. The Aspect of the Animal
9.7.1. Animal Druid Miracles
9.7.2. Higher Animal Druid Miracles
9.8. The Aspect of the Elements
9.8.1. Elemental Druid Miracles
9.8.2. Higher Elemental Druid Miracles
9.9. The Aspect of Death
9.9.1. Dark Druids Miracles
9.9.2. Higher Dark Druid Miracles
Chapter 10 - Barbarians
10.1. Barbarian Warriors
10.2. Barbarian Witch Doctors
10.2.1. Fetches
10.3. Barbarian Shamans
10.3.1. Spirit Guides
10.4. Changing Class
10.5. Barbarian Skills Table
Chapter 11 - Amazons
11.1. Amazon Tribeswoman
11.2. Amazon Skills Table
Chapter 12 - Gypsies
12.1. Joining
12.2. Leaving
Chapter 13 - Magic Items
13.1. Creating Magic Items
13.2. Using and Identifying Magic Items
13.3. One-Shot Items
13.4. Daily Items
13.5. Permanent Items
13.6. Standard Options
13.7. Destroying Magic Items
13.8. Notes
13.8.1. Downcasting Spells or Miracles
13.8.2. Tower Bonus and Druid Bonus
13.8.3. Invalid items
Chapter 14 - Rituals
14.1. Writing Rituals
14.1.1. Player Created Rituals
14.2. Allocating Ritual Slots
14.2.1. Options
14.2.2. Battle Casts
14.3. Performing Rituals
14.3.1. Sacrifices
14.3.2. Delaying the Effect
14.4. Ritualists and Ritual Groups
14.4.1. Contributing Mana or Standing
14.4.2. Contributing Levels
Chapter 15 - Money
15.1. Earning Money
15.1.1. Tax
15.1.2. Trade
15.1.3. Finding Money
15.1.4. Selling items
15.2. Spending Money
15.2.1. Buying Weapons
15.2.2. Buying Armour
15.2.3. Buying One-Shot Items
15.2.4. Buying Daily and Permanent Items
Chapter 16 - Notes for GMs running ElysiumLARP Games
16.1. Flange
16.2. Items, Player v.s. Monster Equipment and Loot
16.3. Statting and Encounters
16.3.1. Rank Brackets
16.3.2. All or Nothing Spells and Miracles
16.3.3. Power Damage v.s. Power Armour
16.3.4. Challenging Enemies
16.3.5. New Monsters, Spells and Miracles
16.3.6. Spell Books
16.3.7. Summing to Zero
Chapter 17 - Creatures
17.1. Introduction
17.1.1. Abilities
17.1.2. Free Skills
17.1.3. Rank and Base Rank
17.1.4. Intrinsic Abilities
17.1.5. Claw Attacks
17.2. Small Humanoid Skills Table
17.3. Large Humanoid Skills Table
17.4. Goblins
17.4.1. Goblin Witch Doctors/Shamans
17.4.2. Goblin Sub-species
17.5. Hobgoblins
17.5.1. Hobgoblin Witch Doctors/Shamans
17.6. Orcs
17.6.1. Orc Priests
17.7. Ogres
17.8. Trolls
17.8.1. Night Trolls
17.8.2. Fire Troll
17.9. Sprites
17.9.1. Wood Sprites
17.9.2. Water Sprites
17.9.3. Earth Sprites
17.9.4. Fire Sprites
17.9.5. Air Sprites
17.9.6. Iron Sprites
17.10. The Undead
17.10.1. Undead Powers
17.10.2. Unintelligent Undead
17.10.3. Intelligent Undead
17.11. Demons
17.11.1. Demonic Powers
17.12. Demon Skills Table
17.12.1. Notes
17.13. The Hassani
17.14. Elementals
17.15. Treants
17.16. Shambling Mound
17.17. Drow
17.18. Grolts
17.19. Grolt Skills Table
17.20. Quadrupeds
17.20.1. Magical Animals
17.21. Quadruped Skills Table
17.21.1. Notes
17.22. Wolves
17.23. Bears
17.24. Lions
17.25. Badger
17.26. Dire Animal (Template)
17.27. Werewolves (Template)
Chapter 18 - Quick Introduction for people who know TL
18.1. Core System
18.2. Races
18.3. Skills
18.4. Guilds
18.5. Notes on spells and the like
18.5.1. Spell masteries
18.5.2. Battle casts
18.6. Magic
18.7. Miracles
18.8. Druids
18.9. Barbarians
18.10. Gypsies
18.11. Rituals and Magic Items
18.12. Money
18.13. Creatures
Chapter 19 - TNE Changes
19.1. Pre-Playtest 1
19.2. Post-Playtest 1 - Improvements
19.3. Post-Playtest 2 - Improvements
19.4. Post-LARP 1 - Improvements
19.5. Post-Playtest 3 - Improvements
19.6. Post-Playtest 4 - Improvements
19.7. Post-Playtest 5 - Improvements
19.8. Post-Playtest 6 - Clarifications
19.9. Post-Playtest 7 - Clarifications and Improvements