Immersion, Occult and You!

Good Afternoon Gentlemen, Sentient Creatures and Ladies,

Today’s post is prompted by a recent question from someone in the community.  We were asked “Does Occult have to be witchcraft type stuff or could a player flavor his Occult rituals as, say, ancient prayers?”  This is a very good question as it plays into our intent with a lot of the crafting skills in the game.  So let’s start by saying that what we are interested in when it come to Occult (and to a lesser extent Science and Alchemy) is that players adhere to the casting time and components of rituals.  That’s it for what is mandatory for use of the Occult skill.  Theoretically one could just sit and whistle for 15 minutes over an Amber Stone and two Textile components to make a Warding charm.  

But is that fun for you and others?  Remember that immersion is not just about entertaining yourself, it is about a collective atmosphere that is created when players all engage each other in play. So if your character is an adherent of one of the two out of three in-game legal religions, and you wish to create a warding charm by praying for protection over an Amber Stone and two Textile components (or better yet, ask another player who is aligned with the same religion to join you in the blessing), then so be it.  There are a few caveats though that are a matter of policy.  We ask that you use as little reference to real world religions as possible, even if you yourself are an adherent to one of those religions.  We understand that not everyone is creative, and that re-wording real world prayers and religious rites is simple, but in those cases we would ask that you simply ask staff for a viable suggestion or use the recommended method of casting the ritual.  We also ask that you be mindful of other players and of the properties we rent for events.  Once upon a time there was a player who approached us as staff at a different  game and asked if he could slaughter a live animal at one of our events.  This may be a different game, but it’s the same answer, NO!!!

Players who come up with really unique and immersive experience for their rituals may find that they are rewarded for their effort and entertainment of other players, not just in the memories and experiences that they share in the community, but also in the attention that the plot staff will provide to those that prove they want to create a more fun game for other players.

These blog posts have a comment section, please feel free to leave a comment with questions or suggestions for occult rituals in Aurum.

Economy Talk

Good Afternoon Ladies, Gentlemen and Sentient Creatures,


Welcome to the new home of our weekly posts, the Aurum Larp Blog.  (Don’t worry, we’ll still be linking these on Facebook for easy reference). With the next playtest coming ever closer, we’ve decided to release our initial list of purchase price for in game items.  These projects are subject to in-game availability,  but this is the markup price for items that can be purchased from the Quartermaster should they be in stock.  Let us know how you feel about it.

Component Cost:

Named Component: $1 per rank (at lowest rank available.  For example Bar Stock may be found in many recipes for Physics, but the lowest rank it is available is 1, therefore it costs $1 each).

General Components: $1 for 5 (May only be purchased in multiples of 5)


Natural Science -Theory I

First Aid Kit: $2

Field Surgery Kit: $2


Natural Science -Theory II

Splint: $3


Natural Science -Theory III

Transfusion Kit: $5

Medical Trauma Kit: $5


Natural Science -Theory IV

Full Surgery Tool Kit: $12


Physics – Theory I

Bullets: $5 each

Thrown, Simple and 1 Handed Weapon: $3

Great Weapons : $4

Other Ranged Weapons: $5

Caltrops: $2

Shackle Trap: $2


Physics – Theory II

Pistol: $5

Revolver: $7

Musket: $6

Rifle: $8

Shield: $4

Light Armor: $4 per piece

Medium Armor: $5 per piece

Heavy Armor: $6 per piece

Springboard Trap: $3

Needle Trap: $3

Net Trap: $3

Pit Trap: $3


Physics – Theory III

Basic Clockwork Limb: $5

Steam Powered Battering Ram: $5

Spring Loaded Boots: $6

Reinforced Armor Plating: $5


Physics – Theory IV

Steam Powered Personal Magnetic Field Generator: $11

Hyper Collapsible Parachute: $7

Energy Displacement Kit: $7

Basic Clockwork Messenger: $12


Chemistry – Theory I

Iodine: $2

Ferric Chloride: $2

Smelling Salts: : $2 per batch


Chemistry – Theory II

Temporary Adhesive: $3

Anesthetic Ointment: $3

Gunpowder: $3 per batch

Minor Explosive: $3


Chemistry – Theory III

Lesser Acid: $5

Erigeron Heterophyllum: $5

Explosive: $5


Chemistry – Theory IV

Acid: $6

Bartholomew’s Efficacious Elixir: $7

Major Explosive: $10


Aetheric – Theory I

Aether Goggles: $3

Aetheric Attraction Crystal I: $2


Aetheric – Theory II

Aetheric Stabilizer: $3

Aetheric Disruptor: $4


Aetheric – Theory III

Aetheric Attraction Crystal II: $5

Aetheric Cage Trap: $5


Aetheric – Theory IV

Aetheric Neuralizer: $10

Aetheric Rift Generator: $12



Occult I

Warding charm: $4

Beguiling Trinket: $3

Arcane Ink: $2


Occult II

Spirit Fetish: $3

Sever Lesser Bond: $3

Lesser Weapon Enchantment: $3


Occult III

Lesser Arcane Seal: $6

Sever Bond: $5

Weapon Enchantment: $6


Occult IV

Arcane Seal: $8

Sever Greater Bond: $7

Greater Weapon Enchantment: $8


Poisons II

(Note: Poisons are considered their appropriate ranks in terms of cost, but 1 rank lower for effect.  So Expedient Death is a Rank III poison effect but a Rank IV for cost)

Sandman’s Tears: $4

Creeping Death: $5


Poisons III

Hallucinogen Poison: $6

Black Lily’s Curse: $7


Poisons IV

Paralysis Poison : $10

Expedient Death: $15


Alchemy I

Lesser Antidote: $2

Lesser Healing Draught: $3

Lesser Firebomb: $4

Lesser Potion of Sunset and Sunrise: $2


Alchemy II

Antidote: $3

Pure Breath Potion: $3

Firebomb: $5


Alchemy III

Greater Antidote: $5

Healing Draught: $5

Potion of Clarity: $7

Potion of Sunset and Sunrise: $5


Alchemy IV

Juggernaut Potion: $8

Draught of Life: $10

Greater Firebomb: $8

Rules: Math Changes

Good Afternoon Gentlemen, Ladies and Sentient Creatures,

It has been quite some time since we’ve posted any rules things on the site, but that doesn’t mean we haven’t been tweaking our rules where it needed. Thanks to player feedback from all the playtests we’ve been making additions to our Beta rulebook which should go live in November. In the meantime here is a preview of some skills that we’ve added to Mathematics in the Science section. These skills are in addition to those that already exist. We’ve also changed Exponential Application in rank 4 Practice. Take a look:

Math – Theory III

Mathematical Micromanagement – When crafting or assisting in the crafting of a recipe that is using salvage to replace generic components, the character may convert the salvage at a ratio of 3 for 2 instead of 2 for 1.

Math – Theory IV

Game Theory – the mathematician gains tactical insight into predicting the moves of his opponents. The character may defend against attacks as if they possessed the Dodge skill. Game Theory requires two action points to activate.

Math – Practice I

Mathematical Reclamation – Spend 15 seconds of roleplay to attempt to scrap a destroyed scientific device and gain a single salvage component. This skill may only be used on objects that are beyond repair and may only be used once ever per object. Scientific devices are any objects that are specifically crafted using scientific schematics.

Math – Practice II

Cryptography – This skill may be used to either decode or encode a message with a cypher by spending 30 seconds of roleplay per complete sentence that is encoded or decoded.

Math – Practice III

Mathematical Reclamation II – Spend 15 seconds of roleplay to attempt to scrap a destroyed scientific device and gain two salvage components. This skill may only be used on objects that are beyond repair and may only be used once ever per object. Scientific devices are any objects that are specifically crafted using scientific schematics

Math – Practice IV

Exponential Application – When crafting, triple the generic components and increase the Crafting time by one interval of any rank 3 or lower Scientific recipe to double the yield of the recipe. The character may use this skill to assist others in doubling their crafting yield, so long as both players roleplay collaborating in the crafting. This skill may not be used with Poisons, Alchemy or Occult.

Calculating Aim – The character may spend 3 AP to automatically hit a target with a Firearm or Ranged weapon within 30 feet.

One-Death System

Good Afternoon Gentlemen, Sentient Creatures, and Ladies,

For today’s post we are going to be addressing the topic of how we handle the one death system in Aurum and how it pertains to PVP. The goal of our game, as always, is to create an immersive, story driven experience for all, and that includes when character’s die. We want to make sure that the end of a character is a satisfactory experience that enhances the narrative of the game and drives things forward. When a character reaches the comatose stage of their death count and it is evident that help is not on the way, a plot marshal may approach the player and ask them if they want to retire their character. If the player agrees and hands over their character card, the plot marshal will contrive an extenuating circumstance that allows the character’s death to be crucial to the success of the rest of the game. The nature of this may vary, but examples include waking up from a coma to deal a killing shot on a major plot villain, waking up from a coma and dragging themselves back to town to deliver pertinent and crucial information before they should die, diving in the way of danger to save everyone else with their last breath, etc. This is our intent in how to handle permanent player death when it comes to interacting with plot within our game world.

But what happens when players decide to engage each other in deadly combat? What happens when players decide to plot against and execute a murder of a different player? We do not outright ban this behavior, but it should be noted that murder is illegal in the game world and that both magic and science exist in our world. But even with these tools it is possible for a player to “get away” with murder. So how do we handle the epic ending for the murdered character in a fair and balanced way? As explained earlier, the epic ending for player characters is handled by plot in a game world where the supernatural is not only real, but there’s an entire branch of science that deals with supernatural and spiritual phenomenon. It is entirely possible for the slain PC to come back and haunt his killer, or for the trauma of the slain character to be so great that it creates an Aetheric being or curse. The exact nature of this is ultimately up to plot and the circumstances of the character’s death. We feel that having a system like this will discourage indiscriminate massacres, but still provide a fun narrative for players that wish to engage in PVP or play characters with a darker moral compass. So what do you folks think? Please tell us below in the comments.