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Magic Objects
All magic objects must have a treasure ID number. Items without this number should be assumed to be counterfeit. The ID number will inform you what abilities the object has. You must be able to identify magic to use the special abilities of an object. There is one exception to this rule. If a weapon is made with a special material (elven steel, silver, goblin iron, razorleaf, or primal) that requires a custom paint job to indicate it, you should still use that material call when attacking with that weapon.
There are four types of magic objects: temporary, per event, permanent, and enchantments. All types of magic objects that duplicate spells require an incant to activate the spell unless the object specifies something different in its description.
A temporary magic object has a finite number of charges which once used leave the object worthless. Temporary objects can typically not be recharged. Players are required to keep track of how many uses an object has remaining (and should the item change hands for any reason you should let the new possessor know how many charges remain).
Objects that are per event never wear out from use, but can only be used a limited number of times per event. These items cast spells but don't require any magic power points from the user to activate. Once the charges of one of these objects is expended it is useless for the remainder of the event.
Permanent objects are always active and are never expended. Because they are always active they should only require an incant to use if they explicitly say they do.
Enchantments are a special type of magic object that is not represented by a prop and thus cannot be stolen or traded. Instead an enchantment is recorded directly on a player's character sheet. In all other ways an enchantment is like other magic objects, including having a second magic object type of temporary, per event, or permanent.
Characters can always identify the presence of a magic object by the light blue glow the item emits in-game. As making every magic object actually glow would be grossly impractical this is represented by players being able to ask each other if an object is glowing.
Related Rules
Props - Creating and Using
Real world props are used to represent in game items. These can be made of many different materials, too much to give a definitive allowed and banned list here. Weapons in particular have very strict requirements for safety reasons. For props not related to combat a general guideline is that objects made out of historically appropriate materials are likely to be ok (though for safety reasons glass should generally only be used for encampment items - things that won't move around a lot or be near combat). For many props what materials are visible is more important than what the prop is made out of. It's worth noting specifically that duct tape which is a common feature of many other larps is not ever allowed to be visible at Kingdoms of Novitas.
A player's personal property such as the tunic you wear in game cannot be stolen in-game. However if you were to use that same tunic to represent a magic item with the ornamenting skill it would be given an identification number, so that players with identify magic can ID it. Props that have ID numbers, referred to as "numbered items" can be stolen during the game. Because you still own the tunic out-of-game the player who steals the tunic from you should contact you after the game is done to work out what will happen with the tunic. You can choose to sell them the tunic for in-game coin, real world money, or you can have them return the tunic to you, but you will not be allowed to use it any longer for your character - in-game it was stolen after all.
All non-personal treasure (the stuff that doesn't belong to a specific player) is the property of Kingdoms of Novitas. As such it can be stolen during the game.
At any time game masters can remove props from play (typically for story reasons), rules staff members can remove props from play (typically for safety reasons or to deal with rules issues), and props and atmosphere staff can remove props from play (typically for aesthetic reasons).
Players are responsible for keeping, between games, any props they acquire during the game. Should a prop become too damaged for play it should be removed from the game permanently. Retired props provided by the game should be returned to logistics so they can repair it to someday be introduced as a brand new different item.
A player can turn a prop into an item worth coin at any time by bring both the prop and the coin it will be worth to logistics. There a staff member will assign the prop an item number and from that point on, the prop will be an item that can be traded or looted, with an associated coin value. Some items are listed in the tinkering zero list that can't be given value.
Related Prop Guidelines
Special Weapons
In addition to a weapon needing to meet standards for safety the appearance of the weapon indicates certain information. The following colors are reserved for (and required by) weapons made of special materials:
- Elven steel weapons or other items must be covered with black paint then decorated with natural looking thin white/silver veins coursing through it.
- Goblin iron (poison) weapons must be covered with green paint.
- Blightsteel (blight) weapons don't have a specific paint job at this time, and as such won't be seen at game until they do.
- Razorleaf (nature) weapons must have the blade or any striking surface covered with red paint.
- Primal weapons (or other custom specialty items) must be covered with red paint then decorated with natural looking thin black veins coursing through it.
- Weapons made of more than one exceptional material must conform to all color requirements, usually this is done by coloring each cutting edge of a sword as a different material.
While not a special materials these items deserves note.
- A master's blade must have an above average looking prop to represent it.
- Weapons with spells in them must be covered with blue paint to indicate they are magical.
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