Rule changes

The following rule changes have been agreed for use on all future events. However, the rule books will not be general ammended to reflect these changes until January 2007.
A list of these changes will be posted at all events.
Please use the LRP forum for discussion on any of these issues.
General Rules
1) If a characters power drops to zero at any point they go unconscious for 5 minutes, before it is then restored to 1 at the cost of 1 Total Body Life (TBL). Additional power loss below zero comes directly off your TBL.
2) Mystics have the option of retaining unused rites at dedication time (as long as their power and that of the mystic in total do not exceed the mystics maximum).
Enchantments: Binding Circle, Enrage
Warrior Abilities: Apothecary, Luck, Knockback, Shining Spirit, Track, Unarmed Combat, Ward Pact, Warp
Enchantments
Binding Circle, Level 1:- G, Bi, P, Ne When cast, no creatures of a specified type/race (which includes all ½ races), or named individual may physically enter or leave the circle. The caster must remain in the circle for the duration of the enchantment.
Enrage Level 2 - C, St, Tr description to be reworded to: The sight of any being facing them with a drawn weapon triggers an uncontrollable urge in the recipient's mind to immediately physically attack that individual. The enchantment/rite is instantly broken, if recipient receives 1pt of damage or more (Note: Blows where the damage is simply absorbed by armour or woad do not break it). Thread http://p090.ezboard.com/flegionofdreamsfrm31.showMessage?topicID=13.topic
Warrior Abilities
Apothecary, Level 1 - T, K, Na, Sk Grants the ability to create potions, poisons, salves, ointments and other alchemic substances. The character must purchase the necessary equipment (see The Alchemy Supplement). After 5 minutes examination and with out any ill effect they may determine if the general type of a potion (ie, acid, cure, poison or other). Alternatively, if the sustance has been encountered before the character will be able to identify it. Note: Players must carrying a list of previously identified substances that must be signed by the marshal.
Luck, Level 3: - F, M With their innate luck, the character is able to 'avoid' a physical blow or an enchanted effect specifically aimed at them. They are able to 'avoid' an effect twice per day. This ability cannot be used while the user is under a curse (May be re-taken once, for one additional use in the day).
Shining Spirit, Level 3: - P, L In melee with undead the character must declare "Shining Spirit" to become surrounded by an aura of light (to be represented at night by a light source carried by the character). This grants 5 minutes immunity to paralysis, disease & power draining "touch" attacks of Undead. It may be re-declared at any time.
Track, Level 1:- Na, Ab, M, Sk This enables the character to tell number, direction and rough animal type when looking at their tracks. The ability can also help in foraging for ingredients, curing skins, wood carving and similar wood craft uses, at the marshal's discretion.
Unarmed Combat, Level 2: Sk, St The character is able to concentrate his strength and power into his hands and can therefore cause one hit of damage. N.B. Lightly tapping with the flat of the hand only & 'single' shouted when striking (unless boosted by magic etc.). No closed fists, kicking or martial arts skills must be used.
Unarmed combat is to be replaced by Knockback, and demoted to a secondary warrior ability. (Those characters with Unarmed combat have the choice to change this ability to Knockback when battleboarded)
Knockback, Level 2: Sk, St. On successfully hitting with a 2-Handed weapon and shouting "knockback", a person is sent flying 10 feet backwards. This ability may be used up to 3 times per day. (Note: dexterity or displacement will prevent this, but parrying will not). The person struck will also fall over once moved back, unless they call "instant stand". Note: Simultaneous use of knockback may occur, and larger creatures or any with the ability "Strength" may resist this effect by calling "no effect". (May be re-taken, for additional uses in the day) Thread: http://p090.ezboard.com/flegionofdreamsfrm31.showMessage?topicID=12.topic
Ward Pact Level 2 Bi, D, C Creates a permanent kin-ship with a specific chosen race, (which includes all ½ races). However, the pact must be invoked by declaring it at each meeting to ensure that no adverse action is taken on a warded individual. Causing injury to the pacts kin, permanently breaks the pact & creates an enmity making them the preferred target of the ex-kin. Note: this ability only works on pure strain races (not 1/2 breeds). (May be re-taken to grants packs against other races)
Warp Level 2: C, G, Tr description reworded to: On a shout of "Warp" the player is temporarily endowed with either an extra hit per location and two extra hits on their total body life (TBL), if they are wearing metal armour, otherwise +2 per location and +4 TBL, for 5 min's. This ability can only be activated in combat, and battlecry's/shouts must be used to keep it maintain for its duration. May be activated up to three times a day, (May be re-taken up to twice, for an additional use in the day). Thread http://p090.ezboard.com/flegionofdreamsfrm31.showMessage?topicID=13.topic

