How do you sort your character out?
As any sort of starting player you will get 20 points to spend on your character skills. To make the Admin and rules easier on both sides, a set of basic characters have been drawn up. The prefix I denotes the rank/level you can use i.e. Bladed II allows the use of daggers, short swords, broad swords and long swords. Further ranks can be bought after you have adventured, i.e. I & IV gives you the use of bastard and great swords.
|Body III Stam I
|Body II Stam I
Discern wounds I
Discern undead I
Cure I, II
Cure Disease I
Restore Stam I
Total of 7 power
Magic sense I
Trip, Fumble I, Silence I
Sleep I, Magic missile I
Total of 8 power
Discern wounds I
Spirit sense I
Cure Disease II
Restore Stam II
Magic sense I
Magic Missile I
Glue Poison Touch I
Rec creature II
Rec value I
Rec forgery I
As you are new to the system, we have tried to give a little variety in the spell lists, however this may not fit to your character plan. So, we will be nice, just this once and let you change your lists, not skills, if you have survived. All of the skills, spells and multiplier rules will be on site, and soon the brief version will be on the web page (eventually).
Inevitably it will all become painfully clear.
General Character types
Get the idea, go out and twat things
Similar to a fighter, but has access to inherant spell lists. You can fight and cast spells. Not as good as a fighter in combat.
Similar to a crusader but has access to focused spell lists.
Has the choice of upto 3 inherant lists at a time.
Has the choice of upto 3 focused lists at a time.
Can go out and find he big bad monsters and relay information about the route to the party. Not a thief, honest.
Some of the skills explained
General combat skills
Body- Allows you to take more hits
General scouting skills
Most of the low level combat skills
Inherant Spell lists (Wardens and Crusaders)
Curing and blowing up spiritual creatures, controlling and dismissing undead and general protection spells. Using the Golden, Bronze and Silver lists, respective of your alignment (Good, Neutral and Evil).
Focused Spell lists (Mages and Warlocks)
Protection, damaging, negation and blowing up lists. Using the coloured dragons and the mighty dragon spell lists.
What do you need to bring?
A good pair of walking boots or DMs etc, white Nike trainers are frowned upon by the fashion police.
Try and wear some sort of black base clothing, you will be able to borrow some kit of us for the first couple of outings, but then its all up to you. Let us know in advance of what you think you will need.
If you can make a basic tabard, do so, cut a curtain up (ask mum first). You will get more of an idea of what to wear after a few adventures. There are people who supply costumes and weapons, we can give you the contacts if you are interested.
If you have done some LARPing before, you may have some weapons that you used to use, bring them down. Nemesis operates a safe environment, so your weapons and fighting style will be assessed prior to your adventure.
Beer money* need an explanation !!!!
* Alcohol is not allowed on adventures, anybody found intoxicated will not be allowed to adventure. With tavern nights however, alcohol is allowed (yippee).
Yourself, we tend to start running adventures at 10am, so get yourself there for at least 9.30am.
What else for you to do
After you have done an intro adventure, you can come and Monster. You get the chance of beating up most of the people that beat you up, thats justice !!. Kit and weapons are provided for this, just wear you stoncky boots and black base kit. It is not obligatory for you to monster, but people have just gone out of their way to make your adventure enjoyable, so why not return the favour.
Monstering is the cheap way to have fun and not only learn to fight but also to learn the system. (A monster Ref. wrote this)