This wiki documents a system for converting Teriock FanWar LARP to a tabletop or online system. The basic philosophy is to not simulate live action FanWar at all. Rather, it's to design a system for tabletop from the ground up, redefining every relevant keyword and ability in the process. Some things in Teriock Online work very similarly to live action FanWar, others are completely different. For more information, see the Design Goals below.
Category:Guildmaster abilities
Category:Lore abilities
Category:Spells
Category:Skills
Category:Elemental abilities
Category:AV granting abilities
Category:Cost abilities
Category:UB abilities
Category:Ranged abilities
Category:AV0 abilities
Category:Target abilities
Category:Duration abilities
Category:Sustained abilities
Category:Warded abilities
Category:Component abilities
Category:Expansion abilities
Category:Heightened abilities
Category:Powered abilities
Category:Ethereal abilities
Category:Slow abilities
Category:Feat abilities
Category:Attribute setting abilities
Category:Active abilities
Category:Block abilities
Category:Passive abilities
Category:Attack abilities
Category:Standard abilities
Category:Reactive abilities
Category:Manifest abilities
Category:Area of effect abilities
Category:Feat save improvement abilities
Category:Flaw abilities
Category:Special abilities
Category:Tradecraft bonus abilities
Category:Nonstandard abilities
Category:Delivery abilities
Category:Basic abilities
Ability:Life Elder Sorcery
Ability:Flame Elder Sorcery
Ability:Storm Elder Sorcery
Ability:Rotators
Ability:Nature Elder Sorcery
Ability:Magic Lore
Ability:Expert Chef
Ability:Master Chef
Ability:Life Elder Sorcery Words
Ability:Expert Miner
Ability:Expert Tamer
Ability:Master Miner
Ability:Master Tamer
Ability:Flame Elder Sorcery Words
Ability:Storm Elder Sorcery Words
Ability:Necromancy Elder Sorcery
Ability:Talented Chef
Ability:Expert Artist
Ability:Expert Tailor
Ability:Expert Trader
Ability:Expert Priest
Ability:Expert Scribe
Ability:Expert Farmer
Ability:Expert Hunter
Ability:Mitigate Magic
Ability:Master Artist
Ability:Master Tailor
Ability:Master Trader
Ability:Master Priest
Ability:Master Scribe
Ability:Master Farmer
Ability:Master Hunter
Ability:Nature Elder Sorcery Words
Ability:Talented Miner
Ability:Talented Tamer
Ability:Expert Builder
Ability:Expert Mariner
Ability:Expert Gambler
Ability:Expert Teacher
Ability:Expert Tracker
Ability:Intercept Magic
Ability:Interrupt Magic
Ability:Rotator Fluency
Ability:Master Builder
Ability:Master Mariner
Ability:Master Gambler
Ability:Master Teacher
Ability:Master Tracker
Ability:Expanded Life Elder Sorcery
Ability:Talented Artist
Ability:Talented Tailor
Ability:Talented Trader
Ability:Talented Priest
Ability:Talented Scribe
Ability:Talented Farmer
Ability:Talented Hunter
Ability:Expert Courtier
Ability:Expert Enforcer
Ability:Expert Diplomat
Ability:Master Courtier
Ability:Master Enforcer
Ability:Master Diplomat
Ability:Expert Tinkerer
Ability:Master Tinkerer
Ability:Expanded Flame Elder Sorcery
Ability:Expanded Storm Elder Sorcery
Ability:Natural Hide
Ability:Talented Builder
Ability:Talented Mariner
Ability:Talented Gambler
Ability:Talented Teacher
Ability:Talented Tracker
Ability:Expert Locksmith
Ability:Expert Innkeeper
Ability:Expert Performer
Ability:Expert Historian
Ability:Expert Messenger
Ability:Expert Herbalist
Ability:Life Ravaged Soul
Ability:Master Locksmith
Ability:Master Innkeeper
Ability:Master Performer
Ability:Master Historian
Ability:Master Messenger
Ability:Master Herbalist
Ability:Celestial Elder Sorcery Words
Ability:Expanded Nature Elder Sorcery
Ability:Talented Courtier
Ability:Talented Enforcer
Ability:Talented Diplomat
Ability:Expert Blacksmith
Ability:Storm Ravaged Soul
Ability:Flame Ravaged Soul
Ability:Master Blacksmith
Ability:Talented Tinkerer
Ability:Necromancy Elder Sorcery Words
Ability:Natural Scales
Ability:Talented Innkeeper
Ability:Talented Performer
Ability:Talented Historian
Ability:Talented Messenger
Ability:Talented Herbalist
Ability:Expert Peacekeeper
Ability:Ice Damage Immunity
Ability:Nature Ravaged Soul
Ability:Master Peacekeeper
Ability:Life Rotator Fluency
Ability:Talented Blacksmith
Ability:Expert Cartographer
Ability:Expert Investigator
Ability:Fire Damage Immunity
Ability:Holy Damage Immunity
Ability:Vine Damage Immunity
Ability:Hack Damage Immunity
Ability:Life Magic Hexseal
Ability:Master Cartographer
Ability:Master Investigator
Ability:Life Magic Lore
Ability:Flame Rotator Fluency
Ability:Storm Rotator Fluency
Ability:Talented Peacekeeper
Ability:Expert Metaphysicist
Ability:Ice Damage Resistance
Ability:Flame Magic Hexseal
Ability:Storm Magic Hexseal
Ability:Life Magic Hexproof
Ability:Life Magic Immunity
Ability:Master Metaphysicist
Ability:Flame Magic Lore
Ability:Storm Magic Lore
Ability:Nature Rotator Fluency
Ability:Expanded Necromancy Elder Sorcery
Ability:Talented Cartographer
Ability:Talented Investigator
Ability:Terror Damage Immunity
Ability:Lethal Damage Immunity
Ability:Fire Damage Resistance
Ability:Holy Damage Resistance
Ability:Vine Damage Resistance
Ability:Nature Magic Hexseal
Ability:Flame Magic Hexproof
Ability:Storm Magic Hexproof
Ability:Storm Magic Immunity
Ability:Flame Magic Immunity
Ability:Nature Magic Lore
Ability:Identify
Ability:Natural Half Plate
Ability:Natural Full Plate
Ability:Talented Metaphysicist
Ability:Nature Magic Hexproof
Ability:Life Magic Resistance
Ability:Nature Magic Immunity
Ability:Necromancy Ravaged Soul
Ability:Morganti Damage Immunity
Ability:Terror Damage Resistance
Ability:Storm Magic Resistance
Ability:Flame Magic Resistance
Ability:Life Magic Vulnerability
Ability:Desert Resilience
Ability:Arctic Resilience
Ability:Plains Resilience
Ability:Nature Magic Resistance
Ability:Flame Magic Vulnerability
Ability:Storm Magic Vulnerability
Ability:Drink Minor Healing Potion
Ability:Necromancy Rotator Fluency
Ability:Necromancy Magic Hexseal
Ability:Nature Magic Vulnerability
Ability:Necromancy Magic Lore
Ability:Necromancy Magic Hexproof
Ability:Necromancy Magic Immunity
Ability:Ice Body
Ability:Life Mana Sense
Ability:Swamp Native
Ability:Mitigate Life Magic
Ability:Talented Locksmith
Ability:Necromancy Magic Resistance
Ability:Intercept Life Magic
Ability:Interrupt Life Magic
Ability:Fire Body
Ability:Holy Body
Ability:Vine Body
Ability:Flame Mana Sense
Ability:Storm Mana Sense
Ability:Drink Major Healing Potion
Ability:Pour Minor Healing Potion
Ability:Forest Native
Ability:Necromancy Magic Vulnerability
Ability:Mitigate Storm Magic
Ability:Mitigate Flame Magic
Ability:Drink Minor Revitalizing Potion
Ability:Storm Resilience
Ability:Intercept Flame Magic
Ability:Intercept Storm Magic
Ability:Interrupt Storm Magic
Ability:Interrupt Flame Magic
Ability:Nature Mana Sense
Ability:Drink Greater Healing Potion
Ability:Ice Frailty
Ability:Mitigate Nature Magic
Ability:Weather Resilience
Ability:Intercept Nature Magic
Ability:Interrupt Nature Magic
Ability:Terror Body
Ability:Thief Inept
Ability:Pour Major Healing Potion
Ability:Storm Disciplines
Ability:Fire Frailty
Ability:Vine Frailty
Ability:Necromancy Mana Sense
Ability:Drink Major Revitalizing Potion
Ability:Pour Minor Revitalizing Potion
Ability:Flame Disciplines
Ability:Volcano Resilience
Ability:Holy Frailty
Ability:Mitigate Necromancy Magic
Ability:Archer Inept
Ability:Ranger Inept
Ability:Knight Inept
Ability:Pour Greater Healing Potion
Ability:Ethereal Full Plate
Ability:Thief Adept
Ability:Intercept Necromancy Magic
Ability:Interrupt Necromancy Magic
Ability:Drink Greater Revitalizing Potion
Ability:Life Disciplines
Ability:Snow Native
Ability:Earth Native
Ability:Corsair Inept
Ability:Duelist Inept
Ability:Paladin Inept
Ability:Veteran Inept
Ability:Archer Adept
Ability:Ranger Adept
Ability:Knight Adept
Ability:Pour Major Revitalizing Potion
Ability:Desert Native
Ability:Mountain Resilience
Ability:Plains Native
Ability:Assassin Inept
Ability:Life Mage Adept
Ability:Corsair Adept
Ability:Duelist Adept
Ability:Paladin Adept
Ability:Veteran Adept
Ability:Terror Frailty
Ability:Life Mage Inept
Ability:Pour Greater Revitalizing Potion
Ability:Nature Disciplines
Ability:Life Element Shaping
Ability:Berserker Inept
Ability:Flame Mage Adept
Ability:Assassin Adept
Ability:Harmed by Immobilization
Ability:Harmed by Transformation
Ability:Flame Mage Inept
Ability:Storm Mage Inept
Ability:Bane of Crabs
Ability:Volcano Native
Ability:Necromancy Disciplines
Ability:Sky Native
Ability:Nature Mage Adept
Ability:Berserker Adept
Ability:Flame Element Shaping
Ability:Nature Mage Inept
Ability:Storm Mage Adept
Ability:Storm Element Shaping
Ability:Necromancer Inept
Ability:Nature Element Shaping
Ability:Flame Spell Strikes
Ability:Mountain Native
Ability:Necromancer Adept
Ability:Additional Storm Rotators
Ability:Mana Sense
Ability:Storm Spell Strikes
Ability:Life Spell Strikes
Ability:Necromancy Element Shaping
Ability:Bane of Elves
Ability:Necromancy Spell Strikes
Ability:Nature Spell Strikes
Ability:Additional Necromancy Rotators
Ability:Bane of Dragons
Ability:Additional Nature Rotators
Ability:Additional Flame Rotators
Ability:Swift
Ability:Sneaky
Ability:Tremor Resilience
Ability:Clumsy
Ability:Furtive
Ability:Keen Eye
Ability:Farsight
Ability:Stealthy
Ability:Bumbling
Ability:Additional Life Rotators
Ability:Lumbering
Ability:Oblivious
Ability:Passive Dispel Magic
Ability:No Strength
Ability:Normal Sneak
Ability:Unobservant
Ability:Low Strength
Ability:Aculeate
Ability:Infertile
Ability:Tiny Strength
Ability:Normal Strength
Ability:Normal Movement
Ability:Fast
Ability:Life Rotators
Ability:Poor Perception
Ability:Speed
Ability:Normal Perception
Ability:Bright
Ability:Zombify
Ability:Normal Intelligence
Ability:Elusive
Ability:Brilliant
Ability:Ghostlike
Ability:Observant
Ability:Very Slow
Ability:Giant Carrying Capacity
Ability:Life Magic Inept
Ability:Super Speed
Ability:Stationary
Ability:Supernatural Perception
Ability:Beastly Carrying Capacity
Ability:Extraordinary Perception
Ability:Flame Magic Inept
Ability:Storm Magic Inept
Ability:Slow
Ability:Improved Carrying Capacity
Ability:Nature Rotators
Ability:Monstrous Carrying Capacity
Ability:Nature Magic Inept
Ability:Storm Rotators
Ability:Supersonic Speed
Ability:High Intelligence
Ability:Low Intelligence
Ability:Feeding
Ability:Supernatural Carrying Capacity
Ability:Dense Intelligence
Ability:Jumpstart Zombify
Ability:Extreme Intelligence
Ability:Stupid Intelligence
Ability:Cannot Become Mage
Ability:Cannot Become Semi
Ability:Red Drake Breath
Ability:Amplify Thunderbolt
Ability:Mithril Drake Breath
Ability:Very High Intelligence
Ability:Necromancy Magic Inept
Ability:Black Drake Breath
Ability:Flame Rotators
Ability:Dispel Magic
Ability:Cannot Become Warrior
Ability:Passive Reflect Magic
Ability:White Drake Breath
Ability:Sentient Feeding
Ability:Greedy
Ability:Necromancy Rotators
Ability:Life Magic Adept
Ability:Flame Magic Adept
Ability:Storm Magic Adept
Ability:Skeletize
Ability:Spectralize
Ability:Nature Magic Adept
Ability:Cartography
Ability:Steel Drake Breath
Ability:Damage Vulnerable
Ability:Noble Venom
Ability:Healing Factor
Ability:Voracious Feeding
Ability:Cannot Speak
Ability:Amplify Wind Shuriken
Ability:Necromancy Magic Adept
Ability:Needle Drake Breath
Ability:No Hands
Ability:Shadow Drake Breath
Ability:Compulsive Liar
Ability:Leaf Cutter
Ability:Cannot Flee
Ability:Intimidating Presence
Ability:Chi Rupture
Ability:Cannot Wisp
Ability:Lethal Bite
Ability:Curse Capturing
Ability:Rogue
Ability:Water Breathing
Ability:Pour Potion of Hunger
Ability:Hoarder
Ability:Dark Vision
Ability:Rupture Mark Aura
Ability:Tough Betrayal
Ability:Reflect Magic
Ability:Immobilize
Ability:Strong Mind
Ability:Cannot Deal Damage
Ability:Bow Blocking
Ability:Hibernation
Ability:Irregularly Shaped
Ability:Sea Drake Breath
Ability:Shatter
Ability:Memory Drain Immunity
Ability:Spell Turning Body
Ability:Blue Drake Breath
Ability:Gooey Damage Reduction
Ability:Lightning Immunity
Ability:Fearless
Ability:Unbreachability
Ability:Pour Universal Antidote
Ability:Grafted Weapons
Ability:Brave
Ability:Unburdened
Ability:Cannot Awaken Others
Ability:Chi Phase
Ability:Morganti Being
Ability:Item Bound
Ability:Improved Revitalizing Factor
Ability:Spell Immunity
Ability:Web Ball
Ability:Thick Skull
Ability:Boat Smashing
Ability:Fluent Cast Ray
Ability:Cannot Kill the Wounded
Ability:Haunt Bound
Ability:Instant Identify Sight
Ability:Form Control
Ability:Primal Form
Ability:Fall Durability
Ability:Knockback Aura
Ability:Skill Resistance
Ability:Eye Powered
Ability:Fluent Cast Ball
Ability:Desert Active
Ability:Space Hold
Ability:Rupture Mark
Ability:Magical Durability
Ability:Elder Sorcery Adept
Ability:Stationary Invisibility
Ability:Partial Hands
Ability:Web Packet
Ability:Drink Time Freeze Potion
Ability:Mirrored Harm
Ability:Improved Armor Piercing
Ability:Improved Might Strike
Ability:Unconsciousness Immunity
Ability:Spiga Snare
Ability:Fluent Cast Aura
Ability:Spiga Web Ball
Ability:Cannot Abandon Allies
Ability:Chi Block
Ability:Spiga Web Packet
Ability:Fluent Cast Ritual
Ability:Cannot Follow Orders
Ability:Fluent Cast Touch
Ability:Pack Duel
Ability:Pour Instant Rope on Ground
Ability:Swamp Active
Ability:Red Dragon Breath
Ability:Cannot Disobey Orders
Ability:Spell Turning Shields
Ability:Spell Turning Weapons
Ability:Iron Drake Breath
What to Read
During play testing, I've assumed anyone looking at this site is familiar with live action FanWar and has access to me to ask questions. With that in mind, I recommend reading the rules in roughly the following order.
- Playing the Game
- Converting or Building a Character
- References
How to Use this Wiki
This website is built using MediaWiki (same engine as Wikipedia). This allows for detailed templates, "transclusion" (repeating text on different pages), previews, page tags/categories, etc. It means I can have a detailed system that constantly refers back to other parts but that is easy to maintain. It should mean it's easy to pull up abilities, mechanics, and interactions and also that changes should propagate through everything smoothly. For example, if I change how being frozen works, then it will update everywhere it's referenced. Basically what I'm saying is this site works like Archives of Nethys.
If you are ever lost on where to find something, every rule in Teriock Online can be found in this master index.
Namespaces
In case you ever get confused, know that this wiki is divided into several "namespaces". These are akin to chapters in a book and allows for several pages to have the same name without getting confused with each other. For instance, this lets us distinguish the ability Duel from the condition of being in a duel. Some locations might at first seem counter intuitive. An example would be that there's no page called "Fire Damage" but there is one called "Damage:Fire" which defines the "Fire" damage type in the "Damage" namespace. The front end namespaces and what they contain are as follows.
- Ability
- All abilities in the game. This includes every type of action a creature can do (from Snare, to Opportunity Attack, to Catch Item, to Drop Prone).
- Class
- The game's base 15 classes.
- Condition
- Static conditions that affect creatures.
- Core
- Any core rules that relate to Teriock Online itself and aren't just keyword from live action FanWar that's been redefined.
- Creature
- The statistics for all the creature types in the game. This namespace is currently a work in progress.
- Damage
- Any damage type. Think of this as types of harm that reduce HP and related effects.
- Drain
- Any drain type. Think of this as types of harm that reduce MP and related effects. This means we can have mana drain and memory drain listed separately. It is also where things like wither are located.
- Equipment
- Any type of standard equipment in the game.
- Keyword
- Any miscellaneous keywords from live action FanWar that have been redefined for Teriock Online.
- Property
- Static properties than an item could have.
- Spec
- All the prestige specializations in the game. This namespace is currently empty.
- Tradecraft
- All the tradecrafts in the game.
Design Goals
These were the main principles that influenced the design of the system.
- Be built first and foremost for online and tabletop gameplay.
- Keep consistent keywords with live action FanWar so as to make system conversion smooth.
- It should, in principle, also be possible to convert from this system back to live action FanWar for when Teriock officially returns to Chris.
- Be built for small parties with long adventuring days (D&D or Pathfinder style, not live action MMO style).
- Mechanics (especially combat mechanics) should be "crisp" and well defined (much better defined than in live action FanWar).
- There should be a robust (if simple) system for non-combat mechanics as well.
- Resource management, including HP and MP should matter.
- Combat should be dynamic, interesting, and not entirely predictable.
- For now, I've retained the "junior league" rank system and added some items at intermediate levels. This is for conversion and playtest purposes. However, leveling up will not operate on a "set" or "three hour" basis. It will be more milestone style (up to GM discretion). I've added additional level up bonuses between ranks to accommodate for this.
- It'd be nice if the classes are balanced.
And these were things that were not goals of the design process.
- No regard was given to simulating live action FanWar.
- No regard was given to replicating the precise balance of live action FanWar. This means some of the live action design goals were not important here. For instance, FanWar LARP requires that baddies be quick to setup and play and must operate more-or-less consistently no matter who is playing them. This means they operate very similarly to player characters (some simple base stats, slap a standard class on there, give them a magic item, and go). That's not required for an online system. So, while I have some rules describing how to convert existing baddies, this system is asymmetrically designed around player characters.
- The game engine doesn't need to operate in real time. In live action combat, you can't have dice rolling or arithmetic beyond adding/subtracting ones and fives. This makes a lot of abilities essentially turn into "no effect" mechanics. But online systems can have more nuance. So I've changed how resistances work, removed "20 count" timers, etc.
Random Patch Notes
These reflect a few of the major changes from live action FanWar. They're presented in no particular order.
- Most 20 count timers have been turned into "exploding" d4s.
- There's no concept of "called" abilities, since that's something that descends from having to physically call out the names of abilities that you use.
- I've just completely axed the keyword "prevention" from the game. It's redundant. Everything's been rewritten without it and it wsa easy.
- Reaction/resistance meta will likely be substantially less powerful due to limited reaction economy and resistances not being absolute.
- I've removed all references to levels/ranks in something (ranks in Flame Mage, levels in Historian, and so on). Things scale off absolute factors like your total level, your proficiency, etc. This will make some things much better defined. ("How many ranks in nature mage do I have for polymorph if I got the ability as a blessing from my deity? Does it use ranks in paladin instead???") And in other cases, it will keep the "scope" of things clearer (What does 1025 levels in Blacksmith even mean? Am I 51.3 × better at blacksmithing than a level 20 adventurer that put all their levels in Blacksmith? What?)
- There's lots of "hidden" rituals/abilities that exist in FanWar that are referenced, but for which it's not clear how they work. How does one study an area for teleporting? Does the oracle happen during the ritual or after? Is it a ritual to get a familiar? What about for a divine gift? A pact?
- Although "encounters" will still happen in gameplay, there's no reference to encounters in the rules themselves. Everything is "10 minutes" or "during a short rest" or "1 minute without combat" and whatnot. This gets rid of all the "are we in a new encounter yet?" ambiguity that we have in live action FanWar.
- Currently knockout doesn't exist. It might just add it back in as non-lethal damage.
Playtest Priorities
I'm very interested in seeing how warriors/semis feel compared to mages, how the core blocking mechanic feels, and how all of the various numbers stack up against each other. Some things that I thought were giga strong/weak when designing will certainly be the opposite. The good news is that it's very easy to refine numbers, tweak things, and change rules. Much easier than in live action FanWar. I'm open to lots of changes.
That being said, please don't give feedback on the Elder Sorcery creation system. (Scaling with rotators, number of "slots", and whatnot is fair game. It's the mechanics of making a spell that I don't want to hear about.) I 've received so many suggestions for people's pet spell creation procedures and that's an entirely different kettle of worms that's fundamentally outside of the actual rules of the game. What I have written here at the moment isn't something that I'm definitive about or confident in. It's literally just random words on a page to put something out there so that I could get the core game done. It's not anything more than that. Basically just treat ES creation as more-or-less unwritten.