Rulebook

The Kingdoms of Novitas
Main Rulebook
Version Date: 11/21/24

This is a somewhat outdated compilation of every page in the wiki if you'd like to attempt either a printable version of the rules or to read straight through everything. To print it, click on the link at the top of the page that says "print" before attempting to print the document. Everything included in this is current information, but some information (pages) may be missing with some mechanics added since 2020.

Updating this is currently in progress with an overhaul of the wiki layout.

Table of Contents

Chapters

  1. Fundamentals
  2. Real World Considerations
  3. Combat
  4. Magic
  5. Characters
  6. Skills
  7. Items
  8. Creating Items

Appendixes

  1. Props
  2. Encounter Basics

Section 1: Fundamental Rules

Fundamental Rules

The fundamental rules of the game cover the core concepts of how the game is played. Players should make sure they fully understand each of these rules before coming to a game as these rules explain the most critical parts of the game.

Age Requirements for Kingdoms of Novitas

Players under the age of 18 may be allowed to participate under specific circumstances which must be read in detail.

Those players between the ages of 15 and 18 require explicit approval by the First Marshal AND are allowed only if accompanied by a sibling, parent, or legal guardian who is over the age of twenty one. The accompanying adult must be a signed-in participant and must remain on-site at all times.

Any exceptions to these rules will be handled on a case by case basis by the marshals. The marshals have the final say in matters concerning the maturity of all participants.

If for any reason, someone under the age of 15 is present, they must be in the immediate vicinity of a sibling, parent, or legal guardian over the age of 21 at all times without exception.

The purpose of these rules is to ensure the safety of all participants (regardless of age) at KoN events.

The sibling, parent, or legal guardian, must also be aware that KoN may contain adult themes. KoN is intended for adults over the age of 18 and may contain adult themes dealing with violence and romance, among other things. It is the responsibility of the accompanying adult (relative or guardian) to monitor what is and is not appropriate for the minor. It is the sole responsibility of the accompanying adult to remove the minor from any scenes deemed inappropriate (without interrupting the game). As such it is not the responsibility of game masters, players, or NPCs to alter the game around your child.

For more information see this forum post.

First Game Expectations

Before their first event, players should at least skim the basic game mechanic rules. An introduction to the game will also be presented to all new players are the beginning of each event, which new players must attend at least once. At this 30 minute session essential safety rules, and the basics of the game will be gone over among other things.

It's critical that every player knows the safety rules and the code of conduct.

Beyond that over time you'll be expected to learn the game mechanic rules but as you do other players will work with you to teach you. We don't accept ignorance as an excuse for not knowing these rules, but the penalties for not knowing game rules are minimal, we try our best to be understanding about learning game mechanics. The most basic thing to remember is if you are in combat and you don't know a rule, you're always right taking the worst in-game wound you can take (this will be explained).

All players need to have read and understand the code of conduct (featured on this page).

Finally all players will need to fill out a waiver. This can be done from home by downloading, digitally filling it out, and emailing it to konwaivers@gmail.com before attending the game and is the preferred method.

If you have any questions about anything contact Brandon Febles or Michael Maneri.

Code of Conduct

Last updated: 7/20/2018

We do not tolerate harassment of people at our events in any form.

In order to take action, we need to know about any incident during the event.

Everyone is entitled to a harassment-free event experience, regardless of gender, sexual orientation, disability, or physical appearance.

Harassment includes, but is not limited to, inappropriate physical contact, unwelcome sexual attention, offensive verbal comments, deliberate out-of-game intimidation, stalking or following someone, making harassing photography or recordings, and disrupting talks or other events. Anyone asked to stop any unacceptable behavior is expected to comply immediately.

Furthermore, discussion of real-world religions or politics is never appropriate during a Kingdoms of Novitas event.

A request to “stop” or “leave me alone” means exactly that. If anyone engages in harassing behavior, the event staff may warn the offender, remove the offender from the area, or expel the offender from the event with no refund at the discretion of an MVGC, Inc. officer.

If you feel that you are being harassed, or if you notice someone violating event or camp policies, we respectfully suggest the following:

If you feel comfortable doing so, point out the inappropriate behavior to the persons involved. Often this will solve the problem immediately.

If you do not feel comfortable talking with the persons involved, or if talking to them does not resolve the issue, please report the situation, in person, immediately to ANY member of the Kingdoms of Novitas staff, who will take you immediately to a Marshal.

Try to provide a name and/or a physical description of the person or persons involved.

In order to take action, we need to know about any incident during the event.

Engaging in sexual activity inside public structures is strictly forbidden. A public structure is any building rented by the organization for communal use, to include lean-tos, A-frames, cabins, lodges, and pavilions.

When you engage in this behavior in public, you are making some other players deeply uncomfortable. It is not right that they should feel it necessary to leave a public space because of your behavior. No, constructing a blanket fort does not make where you are private. No, you may not assume - or even ask - if everyone present is okay with it and carry on. Just don't.

Please restrict your intimate relations with others to your own tents, or simply do not engage in this level of intimacy at KoN events.

Any updates to this policy can be found here: http://www.kingdomsofnovitas.net/forums/index.php?/topic/11067-mvgc-inc-and-kingdoms-of-novitas-code-of-conduct/&tab=comments#comment-124616

Fire Safety Guidlines

Understandably the Boy Scouts take fire safety very seriously, and as our hosts are a Boy Scout camp, we need to respect their requirements.

Small controlled flames (Candles) can be made by anyone but should never be left unattended. If the candle is on the ground, make sure to clear the area of dry leaves and kindling before lighting it, just in case it tips over.

Campfires have important requirements. They may only be made in designated fire pits, and must be lit by a member of Ops staff, or someone specifically designated by Chris Soukup or John Spencer. Once lit, the person who requested the fire is responsible for making sure that someone is attending it for as long as it remains lit.

Cheating and Rules Enforcement

Cheating whether intentional or not will be dealt with as quickly and efficiently as possible to ensure minimum disruption to the game. Should you suspect another individual of cheating you should promptly consult a game master to make them aware of the situation. Never confront another player directly, you should assume they have abilities or items that allow them to do whatever they are doing. If you think something is suspicious, report it at logistics in order to allow the game master (and the marshals) take the necessary steps to identify if there is a problem and if there is, to address the issue. Make sure you are calm and clear to convey information as accurately as possible. Remember the staff are volunteers working hard to make the best game they can, if you see something they don't, the best thing you can do is to share that information. If you continue to see a problem later, let the game master know again at that time.

When a game master or marshal gives you instructions follow it to the best of your ability. If the instructions don't make sense to you, ask questions, they are there to help.

Everyone makes mistakes and if it is discovered that you are accidentally cheating, the goal is to address what you were doing wrong and correct it as best as possible to ensure the best game possible. Learn from your mistakes and move on.

Violating safety rules and creating a hostile environment for other players are two of the most serious problems a player can create and will have more serious penalties than other issues.

It should be noted that real life crime is different than cheating and will be dealt with by the appropriate authorities if and as it comes up.

Safety and Physical Contact

Safety and Physical Contact

Safety is a paramount concern at Kingdoms of Novitas. Concerns about safety take priority over all other situations. Any player ignoring the safety rules will be dealt with more harshly than violation of other rules whether that violation is intentional or not.

All gear that will be used in combat must be inspected by an approved member of the rules workgroup before it can be brought into the game.

Real world weapons have no place at Kingdoms of Novitas. If you wish to carry a utility knife for camping purposes you MUST have it approved by Chris Soukup or John Spencer.

Physical contact is a very important subject that should be taken very seriously for the safety and comfort of all players. There is no physical contact allowed in combat ever. Contact with boffer weapons is different than physical contact for these purposes. Players are allowed to act as though they are physically fighting if all involved parties have given clear verbal consent in advance, these situations should be purely for theatrical purposes.

Other than weapon contact in combat situations, physical contact is permitted only when both players consent. Any rule that involves two players interacting where physical contact might get involved can be summarized by that last sentence.

Searching Other Players

Because not every player wants physical contact there are two methods to search other players for loot. These methods are referred to as "physical" and "detailed" searches. If the searcher has no wish to touch others they can by default do a detailed search. Physical searches only happen if both players allow it. When initiating a search, players can ask "Detailed or physical" or declare "I'm going to search you now" to the fallen character who should respond with their preferred method. Alternately a player can simply begin doing a detailed search right away "I search your pockets (etc)".

A detailed search is done by describing where on the other player you are going to search. Examples include: inside of pouches, pockets, boots, the character's mouth, hands, or inside of a skeleton's skull. It is often helpful to ask if anything on the target is glowing blue to distinguish if there are any magic items (which therefore are not garb and lootable). The player being searched is honor-bound to give up anything in the corresponding locations.

A physical search is exactly what it sounds like, you physically reach in pockets and other places to see what you find. The player being physically searched has no obligation to help you, but can't hinder you either. A player being physically searched can opt to go to a detailed search at any time if they don't wish to continue with the physical search.

Players also have an option to just hand over anything lootable on them when a search is declared.

After a NPC is searched it is common practice to drag the NPC's body off into the woods, indicating to other players the character has been searched, and indicating to the NPC that they can respawn or return to logistics as appropriate.

Restraining Other Players

At times in-game you will find that you wish to restrain another character. This can only be done to helpless or willing characters (there are no lassos in-game). An appropriate prop is always required to restrain a character.

You are only allowed to restrain another player if that player is willing to be physically restrained. If both parties agree to actual physical restraint then the bound player may attempt to break free if they are able and can then role-play accordingly.

If either party does not wish to do real physical restraint all involved should role-play the idea that the player is restrained but not physically restrain anyone. Players "restrained" in this fashion should NOT attempt to break free, though they can role-play failing attempts to do so.

Dragging Characters

In role-playing games there comes a time where despite every effort to avoid the situation... you have to get rid of the body. Or sometimes you're playing the sinister NPC who is out to steal the corpse of a player character for some foul necromantic ritual. Whatever the reason you are now in a circumstance where you need to drag the body of a character away.

Dragging a body can be done physically (actually drag the player) only when both players consent. If either player doesn't want to do physical contact then role-play dragging the character along. This should never be at full speed, you're supposed to be carrying a body after all. Be sure to make the player of the body know you are dragging them so they can follow along.

In and Out of Character Considerations

Game Status: In-Game and Out-Of-Game

In-game refers to people, objects, or places that can be interacted with in the game. That is to say things that are meant to be part of the game's world and setting. A player that is "in-character" can be interacted with as part of the game.

Out-of-game refers to anything that exists outside of the game, cars, real world conversations, your sleeping bag, etc. A player who is out-of-character is not at that moment a player character who can be interacted with and should be ignored by players who are in-character. At the end of an event, or during the overnight period between the end of one shift and the start of another, everyone and everything is out-of-game

Bright orange colors are reserved exclusively to be used to indicate items and people who are out-of-game. If you see someone with an orange hat on, they are out-of-character and should be ignored.

This is a game where in-game possessions can and sometimes do change hands from player to player. As a result it is important to designate what items are in-game and which are not. Taking someones out-of-game possessions is real world actual theft.

Your character's possessions can be in-game or out-of-game depending on circumstances. When those possessions are in-game they are subject to the possibility of in-game theft. As a result if a player is in-game and that player's character's in-game possessions are being stored in a designated out-of-game area (where they are safe), this is a form of cheating.

Non-player characters will often make wind sounds ("whoosh"), to indicate that they are not in-game. This is typically because they are headed to another location to enter character there, or headed back to logistics. When you see others out-of-game it is important that you remember not to use that information to benefit you in-game. For example it is unacceptable for a character to say I know there are npc's this way because I saw them headed that way out-of-character earlier.

As a player you can go out-of-game, with your possessions at any time as long as you are not doing it for a tactical advantage. So for example if you need to use the restroom that is fine. If you are overheating severely due to heavy armor, need to breath for a moment: you both can and should find somewhere quiet you can drink and recharge. Just don't do it in the middle of a combat situation (unless you feel its a medical emergency situation in which case you should call a "game hold" so you can take appropriate steps to alleviate the medical emergency).

Sleeping players are in-game unless they have marked themselves with orange. At the end of an event, everyone and everything is out-of-game.

Immersion

Immersion or as it is also called "atmosphere" is the idea of making the game as realistic as possible. Good immersion makes it easy to forget that you are playing a game and makes it easy to remain as the character you are playing. Because you can't just feel the atmosphere simply because you want to, rules can't be designed to make you be more immersed, instead they focus on preventing you from breaking the immersion of others.

To help improve the immersion of the game:

  • Make sure you are always wearing appropriate garb
  • Break character as rarely as possible.
  • If you do need to break character try to do so in a location that is also out-of-game such as logistics.
  • Call game holds and time stops only when absolutely necessary.
  • Keep conversations in-character while you are in-character. Assume others are listening to you at all times.
  • Try to re-frame real world conveniences as in-game fantasy like this?.

Role-playing

Role-playing is the term for anything your character does in the game. Talking to other characters is role-playing. Walking from the inn to a merchant's shop is role-playing. Anything done in character is role-playing.

When a game rule, make reference to a requirement to "role-play" out an action, it means that there is no single right way to do that action. Something in-character should be done to represent the task being performed. The goal of a rule requiring you to role-play a vaguely explained action is to give you the freedom to do that action however you see fit. What matters is that someone looking on who sees what you are doing clearly could reasonably guess what you are doing. And if you don't want people to guess what you are doing - then do it stealthily, but still do it.

For example if you want to put a poison in someones drink, there is no official way that you do this. However, you need to role-play the action of pouring the poison into the drink. You are not required to have witnesses, in fact you probably don't want any witnesses. So you could take the person's cup and put it below the table before pretending to pour your poison from it's container into the drink. Or you could create a distraction then turn your "poison" container upside down over the drink.

Looting Items

In-game theft is allowed but there are some rules to it. There are no skills that allow characters to steal, you must physically do it yourself if you wish to do it.

Only Coin, consumable items, and numbered items may be stolen. Non-lootable items (things that may not be stolen) can be moved away from a person, such as when you want to disarm a person as long as you don't take the item away with you.

Some very specific and special numbered items have special rules (Feb Feast Items) that prohibit them from staying stolen for more than a short period.

Each magic item or valuable object in the Kingdoms of Novitas is indelibly marked with one of these letters (followed by a number):

  • "E": A Former Feb Feast Item - This item has lost its Feb Feast properties and is now keepable/ lootable (its easiest to turn an F into an E)
  • "F": A Feb Feast item - Return it to its owner by the end of the event.
  • "H": A hybrid item - a magic item that is also valuable
  • "K": A keepable/ lootable item - This item can be looted. (The letter L is not used so it isn't mistaken for a 1)
  • "N": A non-keepable/ lootable item - This item cannot be looted. Plagues are also listed with this letter.
  • "Q": A quest item - Something that needs to be returned to logistics by the end of the event. It cannot be kept long term.
  • "V": A Valuable item - This item needs estimate value to identify.
  • None: Older items have no letter, some of these items are not on the magic item list, and are listed on the estimate value list.

When you search a NPC, if a magical lootable item has a value greater than 100 coin a visible blue glow will be created by the npc to represent the in-game glow that magic objects are meant to give off.

Items marked with orange ribbon/ tape or in designated out-of-game areas are off limits. Under bunks is always considered out of game for the storage of personal gear. It is cheating to intentionally keep in-game items that are out-of-game this way if you are currently in-game.

Props for stolen items that belong to another player must be negotiated for out-of-game after the event during which they were stolen. After-all they are often a player's real world personal property.

Props for stolen items that belong to the game must be returned to the game, at logistics, should you leave the game or should your character retire.

Non-Player Characters

A non-player character or npc is any character that is not a player character. These characters are sent out from logistics by game masters, such as townsfolk, bandits, and monsters.

During a shift various marshals will organize all players who are NPCing from logistics. NPCs will be given roles to play from the game master (GM) working that shift. A NPC will put on costuming based on that role, they will get make-up as needed, and be given loot that PCs might take or earn from them if appropriate. Generally each plot? will have a Lead NPC to organize it and answer any questions a NPC might have when out in play.

You may not use any of your player character's garb or other possessions while working as a npc. This could create a situation where you have lootable items that shouldn't be looted, and this should never happen. You also want your player character's garb to be easily recognizable as that belonging to that character.

When you are working as a non-player character you are allowed (and encouraged) to have a tote of your own NPC garb stashed in logistics. When you are done you should be sure to remove your stash immediately. After a player has been part of the game long enough (around a year) it is expected that they start bringing some amount of npc garb with them to improve their costuming options. Weapon props are especially important for the well prepared non-player character to bring.

While you are working as a npc you are expected to do any reasonable task asked of you by the game master, failure to do so could result in you not earning experience for the shift. Always make sure before you leave logistics that you have any required costuming or make up for the character you are playing.

Lead Non-Player Characters

Lead non-player characters (NPCs) are responsible for leading groups of NPCs in the field during the game. Their job is to make sure that plots? created by gamemasters (GMs) go according to plan, to answer any questions new NPCs might have, to report what happened back to the GM and if necessary to make minor adjustments to plans? if they go astray when a plot? makes contact with players.

Basics of Combat

About Combat and Combat Safety in Novitas

Combat in Novitas is a real life talent where character skill has only limited effect. Players over the course of an event will almost certainly find themselves in combat. There is no realistic way for a player to officially remain out of combat during an event. Ambush without prior warning is legal and fairly common. Should players have medical reasons to worry about these things they are the ones responsible for taking appropriate steps to safeguard themselves.

It is also a player's responsibility to respect other players. For example don't keep hitting someone who is down simply because you can. All players are there to have fun.

Combat and safety referees are always right. Failure to follow their instructions will result in immediate expulsion. Combat and safety referees have the right to inspect any weapon, shield, armor or tag bag at any time even if that item has already passed a previous inspection. Battle damage and wear happens. They have the right to have an item removed from the game for safety concerns.

Physical contact for combat purposes is never permitted. A player may not charge another player or do anything else that would force another player to move in order to avoid physical contact. Players may not grapple, wrestle, or otherwise entrap or impair limbs during combat. You may not grasp another player's weapon in combat. It is permissible to use a weapon to attempt to push or pull a shield or another weapon out of the way.

Players should never bring real world weapons into the game.

Game Hold Calls

A game hold is a special call reserved for situations where the real world could potentially endanger someone's safety. During a "game hold" the game effectively stops, no in-game actions of any kind can take place. This includes (and is not limited to) combat, conversation, using items or magic, travelling, etc.

The word "hold" should be avoided in normal conversation to ensure that the call "game hold" is something that players react to instantly and correctly.

When you hear someone yell "game hold" or "hold" you should loudly repeat it to ensure that others around you also hear it. Immediately stop what you are doing and if possible hold still. Once this has happened identify why the hold was called so you can determine if you are able to help (or if help is necessary).

Game holds should be called by the person who needs the hold unless that person is clearly incapable of doing so. Real world injury, broken glass that is about to be stepped on, other real world danger, or someone about to run into an actual spiked pit trap are all good reason to call "game hold".

It is important that you don't make this call without good reason so that it stays reserved for dangerous or serious situations. Bad reasons to call a "game hold" include when you fall but are not injured, you drop your weapon, you don’t agree with a rules matter, combat is going badly for you, or when there is no immediate danger to anyone.

After the situation that warranted the "game hold" is cleared up, everyone should return as close as possible to where they were when it was called, and then as a group call "game on". Everyone can then return to normal game play.

Time Stop Calls

The "time stop" call indicates that game play needs to pause briefly for in-game reasons. This call is distinctly different from "game hold" because a "game hold" call indicates that play must stop for emergency out-of-game safety reasons.

When you hear someone yell "time stop" you should immediately repeat the call by also yelling "time stop". After doing this, close your eyes, and babble, ramble, mumble or hum as you prefer to reduce the chances that players can hear whatever is happening. The goal is for whatever is going on to be as much of a surprise to players as possible.

Once the person who initially called the "time stop" has accomplished what they needed to do, they must loudly and clearly count down from 3 before calling "game on!" to indicate a return to normal game play.

No normal player ability allows for the calling of "time stop". This is almost always an ability game masters will instruct an npc to do in a specific circumstance.

Basic Gear

Choosing Appropriate Garb

In order to be the most immersive game possible it is important that players wear appropriate garb to maintain the proper atmosphere. It is a requirement that players who are in-game be wearing appropriate garb at all times. Players can and often should have pieces of garb reviewed by members of the props and atmosphere staff to determine if they are appropriate for the game.

As this is a fantasy game with no specific historical time period to draw on, there is a variety of acceptable garb. Often accurate garb is a matter of making sure certain modern features are not present.

The most basic set of garb a brand new player should bring to game is a tunic and black sweatpants or scrubs. This gives them something to wear under NPC garb that won't clash. After about a year of coming to game, you should have your own NPC garb to work with. Players will need additional different garb to wear for a player character.

This article has useful guidelines on how to build your initial wardrobe.

What to Bring to Game

"What should I bring to my first game?"

The answer is really contingent on whether or not you'll have a character ready by then. Newer players are encouraged to play a full event of NPC roles to rack up some experience and get a better feel for the game. In this case you'd need just some simple non-descriptive garb to last you two days. The props marshal has created this quick list of suggestions on amazon to give you an idea of what a basic npc kit should have.

If you have fun and want to build an even better NPC kit the props marshal's recommend these items here for a more comprehensive kit.

A guide to good footwear: 2021 guide to boots

Sample first timer’s kit

  • PC garb.
    • Includes: Boots, medieval trousers/skirt, tunic/blouse, belt, belt pouch, cloak.
    • Only needed if you are going to play a PC
  • NPC garb.
    • Includes: Boots, neutral colored trousers, tunic.
    • Can't be your PC garb (it's ok to use the same boots and pants, just look different)
  • Electric lantern
    • No brand-names showing
    • Glowsticks are allowed at night as well.
    • The site is very dark at night, you'll likely want something.
  • Extra Food for the weekend
    • The inn will provide some food for in-game coin.
    • If you have special diet restrictions you should bring your own food to ensure your needs are met
    • You may also want additional food for the evening after the game is done.
  • Drink for the weekend
    • Water is available on site
    • The inn typically sells soda and an assortment of pre-made powdered drinks.
    • If you want something more be sure to bring it.
    • No alcohol is allowed at the game site, ever.
  • Medications (if applicable)
  • Boffer weapon (Weapons are available for NPCs)
  • Sleeping bag/blankets/pillow
  • Sign-in Fee ($30) cash (we don't have a way to easily take credit cards on site)
  • mug/ goblet
  • A feast kit: bowl, spoon, fork (Optional, game food aims to be finger food, players bring other things)
  • Toiletries
  • Towel (showers are available Spring, Summer and Fall)
  • Seasonal gear: bug spray, thermal underwear, wool socks, gloves, hat, scarf, extra drink, firewood.
  • An open mind and a good attitude!
  • Later additions to your kit might involve things like armor, rucksacks, a trap kit, rope, canteen, extra weapons, magical treasures earned in the game, your coin and gems, a journal, quill and ink, chalk, candles, encampment props, etc. If you think you can use it, and you can carry it… go nuts.
  • An ID to verify you meet the age requirement.

Things to Avoid

  • Spending too much on armor that doesn't pass KoN armor rules and guidelines.
  • Spending too much on weapons that won't pass KoN weapon rules and guidelines
  • Expecting garb to be provided (it won't be, NPC's are provided accessories to augment existing garb)
  • Real weapons
  • Wandering around as just a spectator.
  • Alcohol. The game site is always dry. We want to maintain a healthy relationship with our hosts and respect their rules.

Flags

Flags are strips of blue cloth that are tied to players or objects to indicate a spell is in effect on that target.

If a spell requires a flag and you cannot provide it then you cannot benefit from that spell. Flags must be put in place within a minute of the effect that created the flag or the effect will fail, doing nothing. An effect does not take place until any required flags are where they need to be.

Flags can be placed in the following locations:

Section 2: Real World Information

Real World Rules

This section relates to out-of-game rules detailing how the game is organized. The pages include information on the structure of each event both in the week before and during. You'll also find information on the small army of volunteers who make the game possible. The information here is not critical for gameplay, but reading through it will help you understand what all the different moving parts of the game are doing to make everything happen.

Event Structure

Events

An event is the name for the full weekend of activities when game is happening. Events are broken down into four shifts (except during specific special events).

If it is your first event be sure to fill out this waiver and send a signed digital copy to: konwaivers@gmail.com

Preregistration

The old methods of preregistration are no longer applicable. New means of event preregistration will be announced in February 2023.

Feb Feast 2023 Registration

You can register for Feb Feast 2023 here: https://www.paypal.com/instantcommerce/checkout/T7FQX5P9ZFWC2

Please do so by Wednesday January 11th at the latest.

The Timeline of a Typical Event

  • 4 pm Friday to 9 pm Friday: Set-up of logistics, the inn, and player encampments.
    • Only staff should arrive before 4pm.
    • Arrive at any time in this window.
  • 7 pm Friday: Players may sign in when the logistics staff are ready for them.
  • 8:50PM Friday (approximate): New player introduction is run. If you can't make it, talk to Marketing and Player Outreach staff (Brandon Febles or Michael Maneri) for additional times.
  • 9 pm Friday to 2 am Saturday: 1st shift
  • 9 am to 10 am Saturday: Some players make their own breakfast.
    • The game itself will not have anything available until the start of 2nd shift.
  • 10 am Saturday to 3 pm Saturday: 2nd shift
  • 3 pm Saturday to 8 pm Saturday: 3rd shift
  • 8 pm Saturday to 1 am Sunday: 4th shift
  • 8 am Sunday to 11am Sunday: Clean-up
    • Players should remove their personal belongings before helping with general clean up.
    • Personal belongings should all be removed from site by 10am at the latest.
    • After 10am if you are not helping with clean up you should leave so the people still cleaning can finish.
  • It is common for people to go for lunch afterwards nearby.

Shifts

A shift is a 5 hour block of time during which the game is taking place. During each shift a player must choose to either be a player character (PC) or a non-player character (NPC). Players are expected to NPC for at least as many shifts as they PC.

If you are going to be late for a shift or need to leave early for some reason, that shift should be one of the shifts that you PC.

Shift Balance

Shift balance is how the game tries to keep the number of players on each shift roughly even.

If there are too many PC's on a shift this results in very few people who can play NPC's, these shifts are slow without a lot happening at once, and the NPC's burn out and run out of energy very quickly. When there are too few PC's on a shift there is a massive horde of NPC's. During these shifts the PC's tire out or can't handle the volume of plots that might come out. Meanwhile the NPC's get bored and don't get to have any fun either. Neither of these situations is great.

Our solution to this is a program we call shift balance. The first step is for players to organize themselves into adventuring groups. You don't have to join a group, but there is preferential treatment for groups because we want to encourage them to exist. Groups are easier for GM's to create plot for, generally a plot aimed at one member of the group provides entertainment for ALL members of that group. It also makes it easier for logistics staff members to organize shift balance.

Once players have had a chance to join an adventuring group they apply for the shifts they want. This will typically be a window of time that opens every 6 months or a year. Groups and those wishing to remain solo request what shifts they would like to play. The logistics marshal then does their best to fill those requests.

Obviously not everyone will get what they request. If they did, we wouldn't need shift balance. But we will do our best to get you some of what you are looking for.

Considerations that impact shift balance include (but are not limited to):

  • The Daylight Shifts (2 and 3) are more popular than the Night shifts (1 and 4)
  • Some players have complicated make up to put on and prefer 2 back to back shifts (2 and 3) or (3 and 4)
    • Everyone experiences this to some degree, so only very heavy make up (races) will get preference for this.
  • Groups will always be prioritized over solo players, solo players will fill in the holes.
  • Requests for 1st and 4th are generally easiest to fill.
    • Groups requesting 1st AND 4th as their two shifts are very likely to get what they want.
  • If possible no one will be forced into all night shifts (1 and 4)
    • In order to make sure everyone can have a day shift, getting assigned to 2 AND 3 is very unlikely unless this isn't possible for some reason.
  • While all efforts will be made to treat staff members with the same priority as everyone else, if staff schedules make certain combinations impossible they may end up in unusual combinations.

Checking In to an Event

At the start of each event it is each player's responsibility to head to the Logistics desk and sign-in. Here you will pay the event entry-fee which is $30, and they will take your name to indicate you are present. The person taking your sign in will register what shifts you are going to PC. Players are expected to NPC at least half of the shifts they play during the weekend.

If you have a player character any experience you have earned since the last event you played will be applied to your character sheet. You may choose not to take that experience if you want to save it for a different character or for a point when you are going to immediately archive your sheet.

If you gain new experience points, calculate your new level and then record it on a new character sheet. Copy your existing skills over, and then, on the new sheet, spend any new skill points you wish to spend. Bring your new and old character sheet to the person running the archive on the logistics desk. They will double check your math and then file your old character sheet into the archive so that if you ever lose your current sheet there is a back up. If you lose your current sheet you will forced to make a copy from the archived sheet and any experience you have earned in the mean time may be gone. So seriously, back up your sheet regularly.

After you have done these things if you have any production skills and filled out a preproduction request before the event head down the table to the logistics person handling that. If a player is NPCing all 4 shifts, they may still select one character to use production points and crafting points.

Here you'll pay any in-game costs on what you are producing and pick up items slips, or item numbers of anything you had made. Remember that you are responsible for any props needed, you are only picking up the paperwork to make those props officially part of the game. At this point you are now successfully checked in.

During the shifts that you signed up to NPC be sure to once more check-in with the logistics personnel at the main desk to let them know you are there for the shift, and then one more time at the end of the shift to let them know you stayed the entire shift (and so they know they don't have to go searching the woods for you because no one saw you come back).

The first time a player signs-in with a new character they will receive a new character consumable package. When a character does preproduction for the first time they do not have to pay any coin costs to use production points or crafting points.

Archiving Characters

The archive is where logistics staff members keep copies of the character sheet of every character in the game. If you lose your character sheet this is where you will go to get a new copy. Keep in mind that if you lose your character sheet any experience earned between the last time you archived a copy of your sheet and the present could be lost. It is recommended that you archive your character sheet every event at check-in.

Places at the Game Site

The Logistics Building

The logistics building is where most out-of-game organization takes place. It is where players check-in before an event, where players go to pick up their pre-production requests, where players go to be NPCs and where a game master runs each shift from.

If you have an emergency of any kind logistics is always the best place to go.

The term "logistics" is also sometimes used to refer to the volunteers who work with the logistics marshal.

The Inn

In-game there is an inn where players can go in character to acquire real food and drink. Player characters must pay for any food they purchase themselves using in-game coin. The game by design is set up so that you should have no problem earning enough coin for food during play. Players are expected to bring their own setting appropriate bowl and mug, but sometimes bowls and mugs are available for rental for an additional in-game fee.

When a player is npcing they are able to get fed without need for any coin. This isn't a license to eat everything in sight, but rather to simplify things so that npcs don't have to get money from out-of-game and then spend it at the inn where it will return to the exact same pool it started from. Simply notify the innkeepers that you are npc by quietly mentioning it if they don't already know.

The food served by the inn is meant to allow players to eat while staying in-character and to keep the game rolling. While every effort is made to make sure everyone gets fed there is never a guarantee that anyone will get any food. Ultimately you are responsible for making sure you get sufficient food for the weekend and should plan accordingly.

Be sure to keep in mind that the inn is run by volunteers who often get there right at the start of a shift. Sometimes the food takes time to prepare, your patience is greatly appreciated.

Encampments

An encampment is a location that parties of player characters use to represent where they are staying as a group in-game. These players then typically set their encampments up as both a living quarters and a base of operations.

There are no game mechanics for encampments beyond the fact that some tinkering items referred to as encampment items that require they be used in an encampment.

Once an encampment item is set up in a location for an event it cannot be moved to a new encampment that same event. Encampment items may not be looted by anyone and are generally only usable by the owner and sometimes their party.

For the purposes of Camp Kingsley:

  • A lean-to counts as an encampment
  • A tent counts as an encampment
  • The Slap and Tickle counts as an encampment
  • The Spinning Jenny does NOT count as an encampment

Due to the limited number of available of lean-tos you must reserve a lean-to and there may be a waiting list.

Volunteer Staff

Marshals

The game runs because we all make it run for each other. To make that happen everyone who's been at game more than a year should join a working group (many of the groups are happy to take volunteers sooner). We're all in this game together, they all need help, they all need new blood, and you should have a good enough idea of how the game works after a year to make a good contribution!

Come get a look behind the curtain, because the curtain only needs to be there during your PC shift.

Working groups have someone leading them, called a Marshal. They're the final say in their little domain. Under them are people who are learning to be a marshal one day, we call them Seconds. Anybody can be in those positions, you've just gotta be competent, trustworthy, and around long enough to get the ambition (and pain) of wanting to manage your friends.

Once or twice a year the Marshals, Seconds, and one or two wildcards get together for something called a "Staff Retreat" where they talk about what worked, what didn't work, and where they're going to steer their working group in the year ahead.

Each marshal heads a different aspect of the Kingdoms of Novitas game. The marshals each oversee a variety of staff that work with them to help them make the game happen.

Marshal List

Links on players names will take you to their forum profiles on the Kingdoms of Novitas forums so you can contact them.

  • The First Marshal: Oversees the operation of all of Novitas, has the final say in all matters. Is supported by the Ombudsman who can make high level decisions when he is not available. These are the people you should talk to about matters of extreme importance.
    • First Marshal: Christina Mevec, James Vertucci, and Ryan Green
    • Ombudsman:
  • Logistics: Handles character sheets, running sign-in, managing magical loot, paperwork, assigning item numbers, assisting the GMs during shifts with loot, and more. Also handles all internal paperwork, manages waivers & releases.
    • Marshal: Frank Tamburrino
    • Second: Taylor Dean
  • Marketing and Player Outreach: Covers recruiting new players, discreetly handling OOG conflict between players, managing player retention, and more. Manages advertising, KoN evangelism & recuriting on other forums & sites, sometimes t-shirts, conventions.
    • Marshal: Brandon Febles
    • Second: Michael Maneri
  • Operations: Care and feeding of the ranger, care and upkeep of the site, taxes, corporate business, finances, and more. Handles all external paperwork, manages website back end stuff and forum administration. Oversees bookkeeping, maintains physical site repairs and improvements. Manages any corporate reporting.
    • Marshal: Chris Soukup
    • Second: John Spencer
  • Plot and Continuity: Writing plots, approves backstories, runs the NPCs of each shift, responds to lore requests, manages PELs, and more. Handles metaplot, shift plots, continuity, post event letters, character backgrounds, world background, lore requests, and roleplaying skill adjucation. Selects and oversees the game masters who run stories during shifts.
    • Marshal: Ryan Green
    • Second: Gabby Bonilla
  • Props and Atmosphere: Caring for our existing props, ensuring that every player/monster/prop fits with the aesthetic we want at KoN, acquiring new props, painting all you nerds, and more. Checks garb & encampments, handles prop maintenance, organized the prop shed, creates monster & npc costuming, builds npc weapons, and manages racial makeup
    • Marshal: Christina Mevec
    • Second: Liska Gutierrez
  • Rules and Balancing: Making sure the rules are as simple as possible, making rules available to players & GMs who need them, carefully balancing rules while making changes as seldom as possible, and more. Identifies rules & mechanics in need of fixing, handles playtesting, approves new creatures & epic items, manages the games economy, and issues errata or clarifications as necessary.
    • Marshal: Pat Lane
    • Second: James Vertucci

Other Staff

These individuals are NOT marshals or seconds, but still handle some of the labor that keeps the game functioning.

  • Medical:Keeps the first aid kit stocked.
    • Currently Vacant
  • IT Services: Handles back end technical details for the Novitas Forums and this wiki.
    • Frank Tamburrino
  • Inn Director: Oversees the volunteers who run the inn during games. Manages the food: getting it to site, cooking it, and serving it. Takes care of the props and tools needed in the inn.
    • Hannah Vary
  • Set-Up/ Break Down Coordinator: Organizes volunteers to set up and break down the Logistics building before and after each event. Manages the storage shed.
  • Make-Up Coordinator: Run's the make up table during shifts. In charge of keeping the table stocked between games. During games oversees scheduling of the table, training of people running the table, and consistency with creature make-up.
    • Enya Patterson
  • Wiki Administrator: Oversees the information in this wiki. Updates information as needed based on what other Marshals (particularly Rules) tell them.
    • Ryan Green

Game Master

Game masters are responsible for running the game during each shift of a typical event. A pool of game masters under the supervision of the plot marshal collaborate each month to plan both ongoing plots? and random encounters? to take place during a game. These plots? are then carried out by lead npcs who in turn organize any other NPCs needed to bring a plot? to life.

In addition to the game masters the logs building is also generally staffed with one or two members of props and atmosphere who take care of npc make-up needs.

Game masters are the right people to talk to about something that happened on the shift that they ran, but are typically the wrong people to talk to about something that affects more than a single shift. If you need a prop approved you should talk to the props and atmosphere marshal (Christina Mevec) or second (Liska Gutierrez), questions about rules or combat safety should go to the rules marshal (Pat Lane) or second (James Vertucci), and questions about stories that aren't specific to a shift should go to the plot marshal (Ryan Green) or second (Gabby Bonilla).

Logistics Work Group

The logistics work group is responsible for checking players into the event, overseeing experience points and character advancement, processing production or crafting by characters, and creating loot that is used by the gamemasters during shifts.

The current logistics marshal is Frank Tamburrino. There is one logistics second, Taylor Dean who assists and works as backup when the marshal isn't available.

The members of the logistics team are responsible for the organizational activities that make the game function. They handle checking-in players, producing paperwork for in-game goods, and assist game masters in passing out NPC loot.

Props and Atmosphere Work Group

The players who help out with props and atmosphere are responsible for making sure that items brought into the game look appropriate to maintain the proper atmosphere for the game. They also work on creating costumes for NPCs representing the creatures that players might encounter.

The Props and Atmosphere marshal is Christina Mevec and the second is Liska Gutierrez.

During a shift one or two members of the make-up team will be on hand in logistics to apply make up as needed to creatures before they head out the door. They are always in need of volunteers to work the table. If you are interested you should contact Enya Patterson.

Keep in mind they can be very busy depending on the needs of the game master, and it is not their responsibility to make sure you are properly garbed. If you have any questions about a plot's? costuming needs, the make up staff will try to help, but you may need to check with a lead npc, a member of the logistics staff or a game master to make sure you have your costuming right.

Between games Christina Mevec or Liska Gutierrez will periodically have special work days where everyone gets together and builds, repairs or otherwise works on some aspect of our props. One work day might be to build a new costume for a new monster that will be entering the game. Or to repair or upgrade the existing costumes for a creature. Watch for announcements about these events they are fun ways to help the game grow.

Remember at the beginning and end of every event needs your assistance in getting logistics set up and broken down.

Innkeepers

Innkeepers are volunteer staff who work the inn instead of npcing in order to serve food. They are paid a small fee in coins for what they do and collect tips from the tip jar at the inn. Sometimes innkeepers bring additional food with them, paid for by their own real world money, to serve beyond what the game provides. When this happens they are allowed to set an appropriate price for these food stuffs, and they earn XP for the food being donated. If you wish to sell food for coin, you should do so as your player character, not as an innkeeper. Inn keepers are always NPC's.

Being an innkeeper can be stressful, you should be nice to them.

If you are interested in becoming an innkeeper speak to . You should also be sure to read the innkeeper guidelines here.

Things to do Between Events

Post Event Letters (PEL)

A Post-Event Letter (PEL for short) is an optional recap of what you did during an event. Turning in a PEL will earn two experience points. The goal of a PEL is to give the game masters a good understanding of what happened during an event and why. Useful details to include in a PEL include major events your player character participated in, and any story impact that non-player characters you played might have had. It is also very useful to mention if an NPC you played might have value in appearing again at a future event.

A PEL must be submitted no later than 1 weeks after an event takes place by using this form. The information should be concise and proof-read, as there are often many of these for plot staff to read through. There is no specific format that what your writing needs to have.

Player Initiated Plots (PIP)

One of the best parts of a roleplaying game is when you decide in character that you want to act out some self determined goal. Player initiated plots (PIPs for short) are there to help you accomplish these goals in Kingdoms of Novitas. With so many players and no direct interaction between game masters and players while an event is happening, there is no way for a game master to know what your characters want to do, unless you tell them.

This is where PIPs come in. This is your chance to initiate or advance a story for you/ your party and to request that the GM's take a look at the possibility of running that story.

To request a PIP fill out this form at least 2 weeks prior to an event. And remember that sometimes PIP's take more than one event to come about.

Here is some more information about the sections of the form:

  1. Who is planning on going.
    • We are requesting that this be a party adventure, as going off and doing something solo will very likely eat up a bunch of NPCs, props, and time for only one person. Spread the love, invite some friends.
  2. What you're planning on doing, and what you hope to accomplish.
    • Keep in mind that we need both parts. If you're going to Lootsville for trade, is one kind of adventure. If you're going to Lootsville to kill things and take their stuff, that's a very different kind of adventure. We need to know the full story.
  3. Any relevant history or NPCs that are important.
    • If you're tracking down Farmer Joe, we need to be sure the Farmer Joe NPC is ready to go. If you heard about the place you want to go from some Adventuring Heroes, let us know that's where you heard about it so we can consult the GM who ran the plot you want to develop more and see if he had anything specifically in mind. Doing this homework makes sure that we can give you a better adventure.
  4. What shift are you planning to go do this.
    • We'll need to handle logistics on our end, so knowing in advance what shift you're planing on doing this will make our lives easier. We'll send word into Maplewood to let you know when the scenario is ready to be run, and you and your assigned group can march out and take a whack at it.

We will not make any assurances or promises that the adventure you're going on is a good idea, won't kill your PCs, be easy, or won't change the world as a whole. It may not work out like you think it will, but we also won't immediately screw over anyone who submits these adventures. Anything can happen -- make your peace with it.

These requests must be in by the Friday before a game. Plot staff are going to need time to plan plots, prep props, debate amongst ourselves, and all that jazz. So we need time, and this due date gives you time to work out all the above and us time to prep the scenario. Fair, right?

Plot has the right to turn down your request and/or may not orchestrate it. There are a number of reasons for this. Please do not be offended.

Preproduction of Goods

Before each event you should let the logistics staff know what items you will be crafting and producing by filling out the preproduction form.

This form lists the different ways your character might typically create new items and asks you to list what items you want to make. Filling the form out makes it much easier for logistics members to create the fairly sizable list of different things the player base create each event.

When you check-in to the event, logistics will confirm that you have the necessary crafting or production points, you will pay any associated costs (and turn in any consumables used to create the items) and then you can pick up the paperwork for your items. If a new item is a magic item, the logistics personnel will give you the number to mark it with an item code so that other players can use identify magic on it later.

It is the players responsibility to bring (and pay for) any necessary props such as potion vials (which are available at the desk for cost - 3 for $1), weapons, or clothing. These created items are almost always lootable.

The very first event that a character either crafts and/or produces goods there is no coin cost for those goods, even if this is not the characters first event. This only occurs once (i.e. if a player crafts for the first time one event, then produces for the first time at a later event, they will have already gotten their first time free when they crafted). A character can craft or produce during the same event they pick up the skills to do so with new skill points.

Reserving Sleeping Sites

Current information on sleeping reservations can be found in this thread on the forums:

Kitchens in the A-frames are available for those staying in them.

Other Resources

Forums for the Kingdoms of Novitas

The forums for Kingdoms of Novitas can be found here:

In the forums you can find major announcements, rules updates, ideas up for community review, and in-character boards.

Special Events

Novitas Holiday Events

Each year Novitas has a special out-of-character event as a party/ fund-raising event for Novitas. Currently there are two such events, a feast in February and the Junebilee (in June or July). The February Feast or Feb Feast ran for so long that it is still the term used to describe the items that come from these events even when they are not from the event of the same name.

Any rule or item that has an effect that is once per year, or refers to doing something yearly, marks the start and end of that year as the Junebilee event.

During these event there will be an auction, done as a form of fundraiser for the game. Magic items obtained from an auction during one of these special events have special traits unique to these items.

Feb Feast Items:

  • Last forever: if the prop breaks you can replace it, unlike other props.
  • The prop can be changed for others at any time as long as the new prop has any drawbacks the original prop had (some feb feast items are designed around the prop being used, and new props need to consider this fact).
  • Can be transferred among all of your characters, which cannot normally be done.

  • Can be looted, but with special conditions
    • If the item is looted from the owner of the item it must be returned to the player at the end of the event.
    • If the item is loaned to another character and it is then looted from that character, it loses all of these special traits.

  • If the item is permanently transferred for any reason to a different player it loses all of these special traits.

Section 3: Combat

Rules of Combat

Combat Rules

Combat in the Kingdoms of Novitas can happen at any time with no notice. It moves as fast as the players make it move. Understanding what is happening can be very important to keeping the flow of the game going.

Hit Locations and Legal Strikes

A legal strike is one that is clearly and distinctly felt on the receivers body in an eligible hit location.

There are 5 hit locations on a persons body. They are the Torso, Legs, Arms, Hands, and Head & Neck. The head & neck are listed here only to point out that they are off limits to weapon strikes. Feigning as if to hit someone's head is also off limits.

A player can take a wound in their Right Arm, Left Arm, Right Leg, Left Leg, and Torso.

As long as a player is carrying a weapon hands are treated as being part of the weapon, so hits to the hands don't cause the player to take damage. You should indicate this to your opponent by announcing "hand". Empty hands are considered part of their respective arms and in this case a hit to the hand will cause the player to take damage.

A person's torso includes, shoulders, chest, stomach, sides, back, groin and buttocks. Although aiming for a persons groin is forbidden, accidental hits should be accepted as torso hits.

Any effect that takes place on the next hit, must be used when the next legal strike lands or they are wasted.

Melee strikes need to be heavy enough to be felt but not so heavy that they inflict real injuries. If a player feels that an attack connected but was significantly too light (such as grazing a cloak) they can call "Light" to indicate this and disregard taking the wound. This should not be abused for tactical advantage (that's cheating and will be dealt with accordingly). Likewise strikes represent attacks with real weapons, and no melee strike should be a series of repeated taps. Players should call "Too Fast" when this happens to indicate the rapid hits. Again this should not be abused for tactical advantage. When hit too hard a call of "Hard" can serve to notify the attacker of the hard swing. As a general rule hits should be just as hard as is needed for the player to feel the hit connected.

Ranged weapons hits should be taken regardless of how hard they hit.

Missile weapon hits only count if you are hit by the head of the missile. For this one rule javelins and great javelins count as missile weapons. Missile weapons may not be deflected by weapons however, doing so will cause you to take the hit in the arm of the hand holding the weapon.

Thrown weapon hits count no matter what part of the weapon strikes you. These weapons may be blocked or deflected by both shields and melee weapons.

Spells and some items use tag bags. If a tag bag makes contact with anything worn by a player it counts as hitting that player where ever that item makes contact with the player (so arm for a melee weapon, torso for a cloak). Tag bags never hit too light. Although tag bags should not be aimed at the head if they happen to hit a player's head the player should take the hit to their torso.

Players will never inflict damage on themselves with their own weapons, this does not prevent "friendly fire" however.

Inflicting Damage

Damage is dealt in combat through a wide variety of means such as: melee weapons, thrown weapons, missile weapons, spells, and items. If an attack connects to a legal hit location you have successfully caused your opponent to take damage.

When you make an attack you announce the damage you will deal to another character by making a combat call, such as "3" or "3 normal" both of which indicate that you are dealing 3 points of normal damage. If no number is announced when you attack with a weapon it is assumed that you are dealing 1 point damage with your attack. Some attacks have no calls at all in which case they inflict 1 normal damage. Other types of damage can be dealt by stating the type after the number, so "2 magic" means 2 points of magic damage.

Spells and items always deal a specific amount of damage based on the spell or item being used. Weapons deal damage based on the wielders combat skills. Some items will replace a weapons normal damage with a specific number.

Taking Damage

When an opponent's damage dealing attack successfully connects with a legal hit location you need to figure what effect it will have.

The first thing you do when you take damage (or are hit by a spell call) is check to see if you have any immunity effects. So if you are hit for "4 Poison" and you have the spell Poison Immunity up, it will prevent that damage and you will not proceed any further in taking damage. An ability such as a damage requirement would also be checked at this time. A "No Effect" call must be made whenever an attack successfully hits you but does not inflict damage (or does not take effect in the case of spells) so that the attacker knows-that-you-know the attack successfully hit and so that they know they may need to attack with something different.

After you have checked for immunity effects you check to see if you have any limited use prevention effects. These are often called "one time" effects because they generally only work once. One example of such an effect is from the spell spirit shield. Remember to call ''No Effect" if the damage is prevented outright by an effect.

After prevention effects, apply any effects that change the amount of damage taken. Namely the monstrous rule.

At this point damage is going to be dealt in some form. Characters have four possible pools that damage might be applied to before the character takes a wound. Those pools are magic armor, physical armor, natural armor, and body. Damage is always applied to magic armor first, physical armor second, natural armor third, body fourth and finally as a wound last. If the damage has the "Pierce" trait it cannot be applied to any type of armor.

Applying damage to a pool is done on a one-for-one basis. For example if an attack deals 4 damage and have 2 magic armor, 1 physical armor and 3 body, after the damage is dealt you will now have 0 magic armor, 0 physical armor, and 2 body remaining.

Finally if you no longer have any magic armor, physical armor, natural armor or body left damage is applied as a wound to the location hit: Right Leg, Left Leg, Right Arm, Left Arm or Torso.

Keep in mind that a single hit can only ever cause one wound. If you are hit in the arm for 2 damage, you only take an arm wound, not an arm wound AND a torso wound.

If at any time you don't know how much damage you have taken, err on the side of the attacker by taking an immediate torso wound. Or in other words if you are in doubt or confused it's always ok to take more damage and remove yourself from the fight.

Wounds

When a character takes damage and they cannot prevent it, they receive a wound. A player can take a wound in their Right Arm, Left Arm, Right Leg, Left Leg, and Torso.

A wounded arm must drop anything it is holding. You may NOT use a still healthy arm to instantly grab an item such as a weapon. Drop it first, then you may attempt to retrieve it from the ground.

A wounded leg will no longer support weight. You may only drag your foot slowly across the ground to move around. If you are forced to put weight on the wounded leg, you must fall over. You should also act like the leg is injured and is causing pain.

You may also choose to drop to your knees. If you do, then your other leg will become wounded. This means you may not stand up after voluntarily dropping to a knee.

If you sustain leg wounds in both legs you MUST drop to your knees.

A torso wound will knock a character unconscious. Once unconscious they will "bleed out" in 10 minutes. Characters with the first aid skill can increase the time it takes to "bleed out" by an additional 10 minutes with appropriate role-playing. If the bleeding isn't stopped in time the character will die. Death requires stronger healing to recover from than a standard torso wound. Should your character remain dead at the end of the event you run the risk of permanent character death. If your torso is further wounded while you are already suffering from a torso wound with an attack called a "killing blow" you stop bleeding out and go straight to being dead.

If a character who has suffered a torso wound is in a location where others are likely to trip over them, it is appropriate and encouraged to move out of the way until it is safe to return.

When an effect causes an "automatic wound", ignore any armor (of any kind) or body the character may have. An appropriate immunity effect can still prevent an automatic wound, however damage requirements will NOT prevent automatic wounds.

Killing Blows

When a character has received a torso wound they will bleed out and become dead in 10 minutes. By delivering a killing blow to that character they will cease bleeding out and immediately be considered dead.

Some creatures you encounter have an ability called a kill condition. After a creature (generally an npc) with a kill condition receives a torso wound, that creature will not die unless a killing blow is delivered that uses the specific type of combat call required by the kill condition. If an appropriate killing blow is not delivered the creature will arise again fully healed after a minute.

When a creature with a kill condition is injured but not killed (lost body or wounded) they heal fully if completely out of combat for one minute. Out of combat is defined as being both free from being threatened and not threatening anything else.

In the event that a creature is immune to killing blows, such as from the resilience spell an attack that would have met their kill condition will prevent the creature from healing.

Helpless Condition

A character is considered to be helpless whenever they are affected by terror, unconscious, suffering from a torso wound, or dead. Whenever a character is helpless they can't execute any actions, even if they are conscious. Not even at will spells can be used because in order to cast an at will spell you still need to have a free hand.

Monstrous creatures who are helpless cannot remove mundane physical bonds for as long as they are helpless.

Preventing and Healing Damage

Immunity

Characters can become immune to some combat calls by a variety of effects. When a character is hit by an attack that makes a call the character is immune to, that attack has no effect on the character. A "No Effect" call must be made whenever an attack successfully hits you but does not inflict damage (or does not take effect in the case of spells) so that the attacker knows-that-you-know the attack successfully hit and so that they know they may need to attack with something different.

If a character becomes immune to a school of magic, then any buffs from that school already on them remain for their normal durations, but no further effects can be applied to them for as long as the immunity remains. This includes spells cast, consumables (such as scrolls and potions) and rituals as well.

No combination of effects can make you invulnerable to all damage. The last effect received that would create an invulnerable situation is automatically prevented.

The following spells and effects may not stack with each other unless an ability explicitly allows them to:

Body Stat

Body represents advanced physical conditioning that allows a character to take more hits in combat before succumbing to serious wounds.

Body is a stat possessed by both characters and creatures. When a character is damaged by an attack once the characters armor has been overcome the damage is next applied to the characters body. Location does not matter, body is applied to damage taken in any location. Limb wounds and torso wounds occur when a character takes damage after all body has been used up.

Effects that give characters additional body points can be healed for as long as the effect lasts.

Body has a cap of 4 points.

Armor (aka Physical Armor) Points

When a player wears armor as part of their garb their character gets to enjoy the benefit of gaining points of "armor". Armor points are sometimes also called "physical armor points" in order to differentiate them from magic armor or natural armor.

Points of physical armor only benefit you in places the armor covers. If an opponent hits a part of your body that is not covered by the armor you are wearing, you may not apply the damage to your armor points. Some rare magic items may give "floating" coverage which covers even places the armor does not.

Should your character take damage, physical armor soaks that damage. Attacks with the "Pierce" combat call, ignore any physical armor you might have (as well as any other armor such as magic armor or natural armor).

Monstrous armor points are gained from specific types of worn armor. These points takes damage just like ordinary armor points do but reduce any damage dealt to them without the "Slay" call to one. With monstrous physical armor only the physical armor points benefit from this damage reduction, damage dealt to magic armor and body are not reduced.

Your total physical armor is based on the armor you are wearing plus any effects that specifically improve your armor, such as a helmet, spells like enhance armor, or special magic items. Wearing a chain shirt and a leather vest will not stack together for a better armor value

Physical armor has a cap of 4 points.

Wearing a helmet allows a character to break the physical armor cap and have 5 points of physical armor.

Magic Armor Points

A character can gain magic armor from spells like Magic Armor, magic items, and or other unusual abilities. Unlike physical armor, magic armor covers the entire body and applies no matter where a hit lands. Characters benefiting from magic armor must wear a visible blue flag on their person.

Magic armor does not stack with other sources of magic armor, if you are affected by multiple instances of magic armor only the greatest number applies.

Magic armor has a cap of 4 points.

Natural Armor Points

Natural armor is a trait that some creatures have and is granted by some very rare magic items. By default natural armor behaves like magic armor: namely absorbing damage anywhere, not just locations covered by physical armor. Some specific creatures have their own rules for where their natural armor applies much like physical armor.

By default natural armor does not stack with other sources of natural armor, if you are affected by multiple instances of natural armor only the greatest number applies.

Healing Damage

When your character takes damage from an attack you will eventually want to know how that damage gets repaired. Body points, leg, and arm wounds will heal automatically at the start of the next event you attend. Torso wounds lead to "bleeding out", so they do not typically heal between events, in fact if they are not treated soon enough you will be dead which could lead to permanent death if you are not revived. A character who has taken a torso wound but has been stabilized from an effect such as stabilizing concoction will heal that wound between events.

Naturally no one wants to wait a full month for damage to heal. To heal faster requires restoration magic or healing items such as a catholicon or rejuvenation elixir.

Characters can also acquire conditions that require healing.

A character who has the poisoned condition cannot have wounds or their body points healed until the poisoned condition is removed. Typically the poisoned condition is removed by the spell Purify Spirit or an item such as a Theriac or a Catholicon.

Another condition that must be cured is the diseased condition, it will not wear off naturally. The diseased condition is challenging to remove, there are no spells that accomplish this goal. Instead alchemical items must be used such as a Theriac, a Catholicon or a Rejuvination Elixir.

Calls

Calls in Combat and Types of Damage

Combat calls are used to convey information about attacks and special abilities characters have. Some calls are used only with attacks, others are used to announce defenses, and some calls just let people know that you benefit from an ongoing effect.

When you make an attack you announce the damage you will deal to another character by making a combat call, such as "3" or "3 normal" both of which indicate that you are dealing 3 points of normal damage. If no number is announced when you attack with a weapon it is assumed that you are dealing 1 point damage with your attack. Some attacks have no calls at all in which case they inflict 1 normal damage. Other types of damage can be dealt by stating the type after the number, so "2 magic" means 2 points of magic damage.

An attack counts as all things called. Sometimes one call can change some properties of other calls attached. For example the poison call makes an attack not a spell even if the other parts of the attack normally indicate spells.

If a player is using a weapon they have not yet identified but they recognize it as being made of a special material because of the weapon's color that player should make the corresponding call when attacking with that weapon.

When an effect allows you to call for something different with a weapon than you would normally call, you must choose which call to use when you make your attacks. If the something different only applies to the "next successful hit", and you choose not to use it when you make that hit, the effect is wasted.

For example if a character who deals 2 damage with each melee attack has a sword that deals "Nature" damage and they apply Scorpion's Kiss to that weapon so that it can deal "poison weaken" damage for the next successful hit. When they make that successful hit against an opponent they can choose to call "2 nature" or "poison weaken". They may not call "2 Nature poison weaken". Regardless of the effect they choose, the Scorpion's Kiss will be expended after that successful hit.

Basic Calls

Normal Calls

If a player calls "normal" during combat it means that their weapon has no special damage types. Players are not required to call "normal", thus calling "2 normal" has the same effect as calling for "2". If a player has a special weapon that makes calls other than normal, then they may not choose to call normal, they must call that special call.

When a tag bag deals normal damage with no additional calls it may be fully blocked by a shield preventing that damage with no further effect.

Blunt Calls

This combat call can be made voluntarily by someone wielding a melee weapon. When used the "blunt" call is added to the weapons normal call (instead of replacing that call). It interacts normally with magic armor and physical armor, inflicting lasting damage that must be mended normally. What makes blunt damage different is that any blunt attacks that cause loss of body points or wounds will only last for 10 minutes. After the 10 minutes are up any wounds caused by blunt damage are automatically healed.

A character with the first aid skill can wake a character who is unconscious from a blunt torso wound before the wound heals from 10 minutes passing. This counts as healing the torso wound. Limb wounds and body points cannot be healed by first aid in this way.

Should a character take "blunt poison" damage, the poison condition will wear off in 10 minutes. A character with the first aid skill can remove the poison condition in this circumstance (and only this circumstance). "Blunt disease" damage works the exact same way including removing the diseased condition with first aid in this situation (and only this situation).

No Effect Calls

This is one of the few defensive calls in the system. It is used to indicate when an opponents offensive combat call doesn't have any impact on another character. This could be because of an immunity or because of a one use spell or effect such as from Spirit Shield.

A "No Effect" call must be made whenever an attack successfully hits you but does not inflict damage (or does not take effect in the case of spells) so that the attacker knows-that-you-know the attack successfully hit and so that they know they may need to attack with something different.

Weapon Types

These calls only affect you differently if you have a rule that cares about what type of damage you are taking.

Acid Calls

Acid damage is a special kind of damage that can destroy shields.

When a shield blocks an attack with the acid call it prevents the effect of that attack to the bearer but this has an effect on the shield, which could become destroyed.

Should a shield block four points of acid damage during an event then that shield is temporarily destroyed. While it is destroyed the bearer automatically takes any damage that is inflicted on the shield, so it immediately should be dropped. In order to repair a destroyed shield, it must be set down, and someone must role-play repairing it while someone casts mend armor on it.

When the acid call is part of an attack, that attack never counts as a spell. This means that an immunity to spell effects does not apply. The attack is an acid effect.

Elven Steel Calls

Elven Steel is a combat call that counts an advanced version of the silver call. If the target of an attack has a damage requirement or a kill condition that requires silver, or elven steel the character will inflict damage or kill the target respectively.

"Elven steel" calls is not prevented by effects which prevent or grant immunity to silver.

Magic Calls

Magic is a combat call that will affect creatures with damage requirement: magic or kill condition: magic, inflicting damage or killing the target respectively.

The magic call always comes from spells.

Nature Calls

Nature is a combat call that only has special meaning if the target has damage requirement: nature or kill condition:nature which allows the wielder to inflict damage or kill the target respectively.

Primal Calls

Primal is a special combat call that also counts as an advanced version of the "nature" call. Primal has a special meaning if the target has damage requirement or a kill condition requiring: nature or primal; allowing the attacker to inflict damage or kill the target respectively.

Primal damage is not prevented by effects which prevent or grant immunity to nature damage.

Silver Calls

Silver is a combat call that only has special meaning if the target has damage requirement: silver or kill condition: silver which allows the wielder to inflict damage or kill the target respectively.

Condition Causing Calls

These are weapon type calls that give special conditions if you take damage from them.

Disease Calls

When a player loses body or takes a wound from any attack with the "disease" call they gain the diseased condition.

Diseased Condition

A diseased character is not allowed to run, they are too ill to move quickly. Furthermore while diseased the character has -1 to their total body and -1 to any weapon damage.

The diseased condition is challenging to remove, there are no spells that accomplish this goal. Instead alchemical items must be used such as a Theriac, a Catholicon or a Rejuvination Elixir.

Poison Calls

When a player is successfully hit by an attack with the "poison" call they are now considered poisoned until the condition is cured.

When the poison call is added to any attack even a spell effect such as pin that attack no longer counts as a spell. This means that immunities to spell or compulsion effects no longer apply. The attack is now a poison effect.

A shield may fully block any attack that makes the poison call, preventing any effect to the bearer.

Poisoned Condition

A character who has the poisoned condition cannot have wounds or their body points healed until the poisoned condition is removed. There are a variety of different ways that a character might gain the poisoned condition but not all poison effects give the poisoned condition

Typically the poisoned condition is removed by the spell Purify Spirit or an item such as a Theriac or a Catholicon.

Other Combat Calls

Pierce Calls

Damage with the "Pierce" call ignores any physical armor, magical armor, or natural armor the target might have. This means that damage not prevented by an immunity or a prevention effect is applied to the targets body first and as a limb or torso wound if they run out of body.

Slay Calls

Monstrous creatures only take, at most, one point of damage from any attack without the "slay" call.

Monstrous armor points are gained from specific types of worn armor. These points takes damage just like ordinary armor points do but reduce any damage dealt to them without the "Slay" call to one. With monstrous physical armor only the physical armor points benefit from this damage reduction, damage dealt to magic armor and body are not reduced.

Smite Calls

A target affected by "smite" loses (and can't gain) damage requirements as well as any kill condition (damage type). Furthermore a target affected by a "smite" call may not be affected by the dissipate effects or the ley lines spell. The effect lasts for 10 minutes.

A "smite" call does not remove a kill condition (special) from its target.

Special Calls

These calls are created by monsters or from special items.

Detect <Type> Calls

Detect calls, such as "detect life" and "detect undead", are an out-of-game radar used by a spell and some creatures. When you hear someone call "detect <type>" you must answer by yelling that type back if you are part of that group. So "Detect Life" would be responded to with "Life!" (assuming you are a living creature and not currently dead or an unliving NPC). This is an out-of-game interaction, so your character would not be any more aware of whoever called "detect life" than you were before it was called and should role-play accordingly.

Spell Calls

These calls indicate a spell or ritual has been cast.

Banish Calls

Banish is an effect that forcefully dissipates the person affected for 10 minutes. The target is helpless and cannot voluntarily dispel this dissipate effect.

The banish call never inflicts damage.

Unless modified by another call (such as poison) banish is a nature spell effect.

Brains Calls

The brains call is used to announce that a character has an illusion that makes them appear to be undead to other undead. To other living creatures, the character appears normal.

Mindless undead will treat the character as one of their own as long as the character does not provoke them such as by attempting to attack them. Intelligent undead are not affected by the brains call.

Charm Calls

A charm effect forces its victim to become friendly with the charm's source. The target hit by charm is overcome with a powerful feeling of friendship towards the charm's source. Charm effects last for ten minutes during which time the victim will not harm or conspire to bring harm to the charm's source.

Sometimes charm only affects certain types of creatures. When this is the case, the attack that calls for "charm" will list what types of creatures in the attack, such as "charm nature". In this example if you were not a nature creature the attack would have no effect on you.

On some unusual occasions there will be no obvious source for a charm effect. If there is no obvious source for a charm effect, the character influenced will become charmed by the first person they see.

Charm effects do not allow a character to issue commands to the charmed character or otherwise compel them to act in any other way. The charmed character will not act in a fashion that will bring harm to themselves or their party members in an attempt to protect the charm's source.

The charm ends immediately if the charm's source attacks or directs an attack on the charmed character, this includes telling others to attack the character. Simply drawing a weapon or starting to cast an offensive spell in the presence of the charmed target does not warrant the charm being broken unless the charm's source directly voices their intention to attack the charmed player.

A charmed character will not give up their possessions without good reason, though they might sell or barter them away to the source for a better price than they would under normal circumstances.

A few rare creatures (and the third rank of status) allow characters to charm others without making an attack. A charm aura is generally communicated by the character looking someone in the eyes and saying "charm" as clearly as possible. Because this effect is unlimited use it is not broken if the charmer attacks the charm victim, but the charm victim may defend themselves (aggressively if desired) they just feel somewhat bad about it. A good example for some is how some siblings might defend themselves from another sibling in a fight.

The charm call never inflicts damage.

Unless modified by another call (such as poison) charm is a compulsion spell effect. Compulsion spells do not count as compulsion spells if there is a type listed, such as dominate undead.

Curse Calls

A curse call causes a character's body to be reduced to a maximum of 1 (curse has no effect if the target has one or zero body) for 10 minutes. If the character already had damage done to their body points they have 0 body remaining with a maximum of 1 body and do not take any sudden wound.

When the curse ends the character regains any body points they didn't have access to because of the curse but any damage taken remains the same.

The curse call never inflicts damage.

Unless modified by another call (such as poison) curse is a necromancy spell effect.

Disengage Calls

The disengage call prevents it's victims from attacking or otherwise acting in a hostile manner towards the source of the call.

When struck with a disengage effect, a target cannot make any attacks against the disengage call's source for one minute. The target is also afflicted with a mild compulsion to avoid approaching the source of the call. The target should be focused on always staying at least five feet apart.

During this time the person affected by disengage is free to attack other people or take other actions. They do not forget that a hostile effect has been used on them.

If at any time the source of the disengage attacks the target or moves within five feet of the target with an unsheathed weapon or active spell tag bag, the disengage effect is broken. The target is now free to once again attack the source if they wish. Due to the compulsion to avoid the source a target can't break the effects of disengage simply by moving towards the source with an unsheathed a weapon or active spell.

The disengage call never inflicts damage.

Unless modified by another call (such as poison) disengage is a compulsion spell effect. Compulsion spells do not count as compulsion spells if there is a type listed, such as dominate undead.

Dispel Calls

The dispel magic call represents focused anti-magic that can be used to disrupt all of the magical effects on a target. When a target is hit by the dispel call, all non-permanent magical effects currently active are said to have been "dispelled". This means that they end immediately. Any spell cast on you with a duration longer than instant creates a magical effect until the duration runs out.

Items such as dilution solution create the dispel alchemy call which removes all effects from alchemical compounds on the target, other than poisons.

Tinkering items hit by a dispel magic call, have any active abilities turned off and the item’s magic is suppressed for 10 minutes. The affected item(s) must be “turned on” again to work. Please note that this effect does not apply to ornamented or weaponsmithed items, only tinkering items.

It is possible to target a magical field (spells that affect an area instead of single person or object) with a dispel effect. Magical fields include effects like sanctuary or sanctify. To do so simply requires the dispeller to hit the specific object protected (such as a building protected by Sanctify?) by the field or the ground inside the field’s area of effect. Magical fields are always separate from the caster who created them, defenses their caster might personally have active are irrelevant to preventing the area effect from being dispelled in this way.

Once effects are dispelled, they may be reapplied at any time assuming the target has the means to do so.

It is possible for this call to affect other scenario specific magic, but a game master will deal with these situations on a case-by-case basis. As a rule of thumb, dispel affects only creatures and their spells.

A caster can voluntarily dispel a spell they have cast at any time by touching the spell's target. If the target is conscious and unwilling to have the effect dispelled then they may not be dispelled this way. If the caster of a spell dies, spells they have cast continue functioning as normal.

The dispel magic call never inflicts damage.

Unless modified by another call (such as poison) dispel magic is a spell effect.

Dissipate Calls

Dissipate is an effect that allows a character to escape from a dangerous situation by merging with a surrounding element, magically melding with it. Most often this means dissipating into the air.

The result is that the being become invisible, intangible, and unable to move (except for real world safety reasons, see below) or take any action until the dissipate ends.

After being affected by dissipate a character they must raise a blue flag over their head and then call "dissipate". This effect does not begin until the flag is held overhead. The blue flag must be in an empty hand and can't be tied to anything. For up to 10 minutes maximum, as long as the blue flag is held up the character is dissipated. While dissipated the character can't move but others no longer "know where they are" (and should role-play accordingly). When the player lowers the blue flag the spell is voluntarily dispelled. Characters can always voluntarily dispel a dissipate effect as long as it was not caused by a banish call. A character that is dissipated can only be dispelled by a character who has a special ability allowing them to see someone who is affected by dissipate.

For safety reasons you should never dissipate while in front of a group of people who are running, or where you could otherwise be a trip or collision hazard. If you dissipate in such a situation it is ok to leave a marker such as a tag bag to indicate where you were and to step aside.

If a character uses the detect life call near you while you are under the effects of dissipate you do not answer.

Dominate Calls

A dominate call causes its victim to follow one of five standard orders from the dominate's source. It is also possible to issue custom orders. A dominate call lasts for ten minutes. Some domiante calls have limits on what type of creatures it can affect. If the call includes a creature type after the word dominate, only that type of creature is affected. For example if you are hit by a "dominate undead" call you will only be affected if you are playing an undead.

The five basic orders that can be issued to the controlled being are: “attack”, “defend”, “move”, "stop", or "loot yourself". A character affected by a dominate effect doesn't know in-character that they are being controlled and must role-play to the best of their ability following orders as if the order were their own idea.

When orders other than the five basic orders are issued, the person being commanded should exercise reasonable judgement on how to comply. If the spontaneous order is something the player is uncomfortable doing they are not required to carry out that command. This should not be seen as an excuse to avoid doing something you don't want to do in-character, but rather is specifically related to doing things you don't want to do out-of-character.

Attack: The attack order allows the dominate's source to point at a target and compels the controlled creature to attack at once. The controlled creature will attack the target without question or concern for its own preservation and will use every available power and ability to carry out the attack. It is possible to word the attack order in a fashion that will compel the controlled creature to attack multiple targets. For example the source could order the creature to “attack all humans”.

Defend: A defend order allows the dominate's source to point at a target, such as a person, and compels the controlled creature to defend that target. In this case the controlled creature will attack anything that comes near the object or person it was ordered to defend, and may never move more than five feet from the object it was ordered to defend. Like an attack order, it is possible to word the defend order in a fashion that will compel the controlled being to defend multiple targets or large areas. For example, the dominate's source could order the controlled creature to, “defend all living things in the town”.

Move: A move order simply compels the controlled creature to move in a direction of the dominate source’s choice for the duration of the effect. The controlled creature will move at any speed the source desires that it is physically able to do and will only walk/run/float when under orders to move. It is legal for the dominate's source to order the controlled being to follow them or walk in front of them. The creature will not perform even the simplest of actions such as the opening of a door or dropping of weapons, but will move into a situation that might cause it harm or injury, such as ordering a waspoid to walk into an open pit.

Stop: The stop order compels the controlled creature to halt a particular action, as demanded by the dominate's source. Some examples include: "stop talking", "stop moving", "stop killing my friends", and so on.

Loot Yourself: The affected creature should place any valuables not contained in a blue bag into a convenient pile on the ground

The controlled creature will not attack the source of the dominate that controls it, unless for some reason the dominate's source orders it to do so.

Living creatures who are dominated are allowed to deal themselves a killing blow at any time to represent their final act of defiance to their controller, or to avoid taking an action they cannot morally accept, such as murdering someone.

The dominate call never inflicts damage.

Unless modified by another call (such as poison) dominate is a compulsion spell effect. Compulsion spells do not count as compulsion spells if there is a type listed, such as dominate undead.

Enfeeble Calls

The enfeeble call prevents it's target from using incantations for spells or rituals for 10 minutes. Any spell or ritual effect that would require an incantation is prevented.

If a character is capable of casting a spell with no incant required they may still cast that spell while enfeebled.

The enfeeble call never inflicts damage.

Unless modified by another call (such as poison) enfeeble is a necromancy spell effect.

Grounding Calls

A target struck by a grounding call is unable to utilize extra-planar movement effects or magical disguises.

Grounding prevents the following spells and effects from happening:

Grounding dispels the following effects:

The grounding call never inflicts damage.

Unless modified by another call (such as poison) grounding is a nature spell effect.

Memory Loss Calls

A character struck by a memory loss call instantly loses all recollection of the previous ten minutes. This effect lasts indefinitely and will become permanent (uncurable and undiagnosable) if not cured by the end of the next event after the effect takes place.

Nothing physically happens to a character when they are inflicted with memory loss, wounds remain the same, gear remains the same. The target will simply concoct some reason why things are the way they are. No amount of logic or reasoning will ever make the subject remember the lost ten minutes. Players who are failing to play in the spirit of this spell may be directed by a game master or member of the rules staff on how to better role-play their loss of memory.

In order to cure memory loss the effect must first be diagnosed with the spell diagnosis. Once it has been diagnosed the effect can be removed by either the dispel magic or memory loss spells. If one subject has been affected by several memory loss effects, they can all be diagnosed with a single casting of the diagnose spell but each memory loss effect must be cured individually.

The memory loss call never inflicts damage.

Unless modified by another call (such as poison) memory loss is a compulsion spell effect. Compulsion spells do not count as compulsion spells if there is a type listed, such as dominate undead.

Pin Calls

A character affected by pin must keep their feet both firmly adhered to the ground for the next 10 minutes. The victim is otherwise unhindered and may turn and twist in any fashion they like so long as they do not move their feet. Nothing can prevent the character affected by pin from being attached to the ground by both feet. The only exception is that if the character is on their knees when the pin hits they will have their knees pinned instead of their feet.

If the pin was caused by a spell it represents the belief that you can't move your feet. When the pin come from a creature ability or an alchemy compound like a tanglefoot bag, it represents a substance keeping the character from moving their feet.

The pin call never inflicts damage.

Unless modified by another call (such as poison) pin is a compulsion spell effect. Compulsion spells do not count as compulsion spells if there is a type listed, such as dominate undead.

Sanctify Calls

Sanctify seals a building with magical energy that prevents the undead from entering it. Sanctify will not protect temporary buildings. This effect also does not prevent undead from casting spells, tossing thrown weapons or firing missile weapons into the warded building.

When cast on a building, all of the building’s doors and windows glow with magical energy and no undead regardless of their strength may enter. When cast on a period tent, the doors are considered to be the only valid entry points; no other means of escape or access are permitted, such illegal actions include, but are not limited to: crawling under walls, disassembling tents, and so on.

Anti-magic shield will not allow any undead to pass through the barrier. An undead creature protected by anti-magic aura or an ethereal sealant may freely enter and move around in a sanctified structure as they desire.

The source of the sanctify effect must be inside the building when the effect is created but may enter or exit once the effect is in place. The effect will force out any undead that are in a building once cast. Undead being forced out of the building may cast spells as they are exiting, and any affected undead that become dissipated count as having exited the building. If the undead's only means of exit is blocked by enemies, the undead may fight their way out of the building. Should escape be impossible, affected creatures should cower in terror, taking no action.

Within one minute of creating this effect every ingress and egress point of the building must have a blue flag visibly attached to it. If the effect's creator fails to do this, the effect fails and undead may freely move in and out of the building. It is not legal to hang blue flags on portals in preparation to create this effect, however it is not required that the creator hang the flags personally and may employ as many free hands as needed to get the flags in place.

Sanctuary Calls

A sanctuary is a twenty-foot diameter bubble of magical force, focused on a spot indicated by the source. Even though the bubble appears as a dome, it is assumed to form a complete bubble with the lower half manifesting below the ground. In order to use this effect, a blue flag or tag bag must be placed on the ground indicating the center of the sanctuary. The sanctuary does not move from that point and the source must stay within the effect's area or the sanctuary will end immediately. If the source of a sanctuary dies while within the sanctuary this does not end the spell, though the caster could be dragged out to force the effect to end.

Only magic spells and beings who have an effect on them making them immune to spells (such as from Anti-Magic Aura or Ethereal Sealant) can enter a sanctuary effect. This allows magic users to cast from inside the bubble but also makes them vulnerable to spell from the outside. Physical objects are prevented from entering the sanctuary, so those outside of the effect may not fire ranged weapons into the sanctuary.

Some effects that protect against magic can allow a character to enter a sanctuary. Gasses will not enter the sanctuary but it is assumed that the bubble contains enough air to support any number of people for the duration of the effect.

Physical objects, including characters may leave the sanctuary at any time. This means that ranged attacks may be fired out of the sanctuary bubble.

All beneficiaries may move around inside the sanctuary without ending the effect as long as they stay in its area of effect. If an occupant other than the effect's source decides to leave the sanctuary, the effect does not end and that character may not reenter the sanctuary. Any character, friend or foe, within ten feet of the sanctuary's center at the time of its creation are automatically enclosed in the bubble.

Because only magic may enter the sanctuary effect if a character partially exits the effect (including, but not limited to, swinging a weapon outside of the effect), the parts of the character (and any gear) that exited the sanctuary can't be brought back into the sanctuary effect.

If a sanctuary is raised in a place where a twenty-foot diameter bubble would not have room to form, such as a tunnel, it is assumed to manifest completely but will not effect adjoining areas that might contain other characters. This means that players with no reasonable way to know a sanctuary is in play are not affected by being within 20 feet of it until they move to a location where they can be made aware the effect exists.

Players in a sanctuary effect may call "sanctuary" at any time while the effect is up to make others aware of the effect.

Second Breath Calls

This call is obsolete and should no longer be used.

Silence Calls

A target struck by this a silence call is unable to speak for one minute.

Spellcasters who are unable to speak their incants cannot cast spells.

Players should still call damage in combat as normal, but may not call out or say anything in-character. It is possible to still make noise through other means, such as banging two objects together.

The silence call never inflicts damage.

Unless modified by another call (such as poison) silence is a compulsion spell effect. Compulsion spells do not count as compulsion spells if there is a type listed, such as dominate undead.

Unhallow Calls

Unhallow seals a building with foul magical energy that prevents the living from entering. Unhallow will not protect temporary buildings. This effect does not prevent creatures from casting spells or firing missile weapons into a protecting building.

Limited use effects like anti-magic shield and aura of reflection will not allow a creature to pass through the barrier. A dispel effect can end the unhallow effect. Living creatures under the effects of the spells ghastly visage, abomination, or anti-magic aura, as well as the alchemy compound ethereal sealant may enter an unhallowed area.

When cast on a building, all of the building’s doors and windows glow with magical energy and no living creatures, regardless of their level, may enter. When cast on a period tent, the doors are considered to be the only valid entry points; no other means of escape or access are permitted, such illegal actions include, but are not limited to : crawling under walls, disassembling tents, and so on.

An unhallow effect's creator must be inside the building when the effect begins but does not need to remain present for the effect to continue afterwards (and in fact they may be forced to leave the area by the effect). The unhallow effect will force out any living creatures that are in a building once the effect is created. Creatures being forced out of the building may cast spells as they are exiting, and any affected creatures that become dissipated count as having exited the building. If a living creature's only means of exit is blocked by enemies, the affected creature(s) may fight their way out of the building. Should escape be impossible, they will instead cower in terror, taking no action.

With in one minute of creating this effect every ingress and egress point of the building must have a blue flag visibly attached to it. If the creator fails to do this, the effect fails and creatures may freely move in and out of the building. It is not legal to hang blue flags on portals in preparation to create this effect, however it is not required that the creator hang the flags personally and may employ as many free hands as needed to get the flags in place.

Weaken Calls

The weaken effect causes it's victim to inflict half of their weapon damage (rounding down to a minimum of one) for the next 10 minutes. Multiple weaken effects do not stack.

Weaken does not reduce the damaged caused by spells or thrown poisons. It does affect blade poisons and effects that increase weapon damage (magic weapons, weapon with Enchant Weapon cast on them, etc.).

The weaken call never inflicts damage.

Unless modified by another call (such as poison) weaken is a compulsion spell effect. Compulsion spells do not count as compulsion spells if there is a type listed, such as dominate undead.

Section 4: Magic

Magic Rules

Magic brings the elements of fantasy to the game. While these rules are certainly important to the game, new players only need to understand how to cast spells when they are ready to do so, prior to that as long as you know what happens when you are hit by a spell that is enough.

About Magic in the Kingdoms of Novitas

Magic represents the varied fantasy elements in Kingdoms of Novitas. Players are allowed to represent their magic as being from any source so long as casting the magic fulfills all normal magic rules.

Magic comes in several forms in Kingdoms of Novitas.

Casting Spells

Casting Spells

In order to cast a spell a character must know the spell and have at least as many magic power points as the cost (which by default is the level) of the spell they want to cast. Some spells may have additional specific requirements detailed in the spell's entry. Finally the caster must also have at least one hand free.

A hand is considered free if there is nothing held in that hand and the arm has free unrestricted movement. You must be able to fully raise your hand and can't hold anything between your arm and your body. When using an item to cast a spell if that item is not worn on your body you must have it in hand, in which case it does not count against your hand being 'free'. If the target of a spell is an object the caster has in hand, that does not count against your hand being 'free'. Characters with both arms wounded cannot cast spells. Worn gear never hinders casting by itself (such as armor and passive bucklers).

If these conditions are met, the player will then make a incantation for the spell. After this has happened the magic power points for the spell are consumed and the spell is successfully cast. If the spell requires a flag you must provide it at this time.

Spells have ranges to determine what they can affect. You are not required to be able to see your target in order to cast a spell.

  • Tag Bag: This is the longest range a spell can have. These spells are delivered by a tag bag which is thrown at the target.
  • Touch: A touch effect is delivered to a willing or helpless target by "touch"
  • Self: A spell with a range of self can only benefit the caster. When a consumable is made from a spell with a range of self, only someone who knows that spell can use that consumable.

All spells have a duration they will last. When the duration runs out the effect is over. Each spell's description will indicate how long that spell lasts. Spells last their full duration unless the effect is dispelled first. A caster can voluntarily dispel a spell they have cast at any time by touching the spell's target. If the target is conscious and unwilling to have the effect dispelled then they may not be dispelled this way. If the caster of a spell dies, spells they have cast continue functioning as normal. A spell that is dispelled ends immediately as if its duration ran out.

After a spell is successfully cast you may need to explain to the target what effect the spell will have. Combat related spells typically explain what they do through combat calls made, other spells may require more explanation because players should not be required to know the effects of every possible spell. Try to be especially patient when explaining effects to new players who may be required to break character in order to understand what effect a spell will have.

The Magic Power Point Stat

Magic power points also called "power points" are a resource used to cast magic. A character gains a number of magic power points based on how many times they have taken the magic power point skill. These points automatically refresh to full each shift when convergence happens. If a player cannot remember how many magic power points they have spent they are honor bound to assume they have spent the highest number they believe they have spent, even if this brings them to 0 points remaining.

It is possible to refresh magic power points before convergence occurs, generally through alchemy items, but sometimes through other means. Even with the benefit of such items, a character can only use so many magic power points between convergences. A character can only spend a total of 20 magic power points between any two convergences unless an ability or effect explicitly allows them to break that limit.

At will spells and abilities have no magic power point cost.

Verbal Components for Spells

One of the requirements for cast a spell is for a character to speak an eight word (minimum) verbal incantation. The name of the spell must be used in the incantation and counts towards the eight word minimum.

An incant should be spoken loudly and clearly enough that players standing 10 feet away know that a spell is being cast. A gag will prevent a character from casting spells. Incants do not need to be spoken word, they can be sung, chanted, or otherwise role-played. You may not bluff one spell then cast a different one (such as by putting multiple spell names in your incant), the incant must clearly convey EXACTLY what you are casting. Likewise a spell cannot be gibberish or worked into a conversation, it must both be clear that you are casting and what you are casting.

If the incant is partially finished and a player takes a hit, the spell being cast is interrupted. This includes a hit that you are immune to. The assumption is that even if you are immune to a gout of flame (or whatever) it still is disrupting to be hit by it. Pausing in the middle of an incant for more than a moment will also cause an incantation to be interrupted. When an incant is interrupted nothing is lost, but the incant must be restarted from the beginning.

Written items such as scrolls, rituals, and tomes have a fixed incant written down on them. When using one of these items you must read the incant exactly as it appears in writing. Even if you have these words memorized you are required to have enough light to read the text by and are expected to role-play reading the text from the paper. For some rituals this also requires knowing the appropriate language for texts not written in common. Scrolls only ever require read magic to read.

Abilities listed as being used "at will" can be cast or used with no incant.

At Will Abilities

Abilities listed as being used "at will" can be cast or used with no incant. At will spells and abilities have no magic power point cost. Spells that are cast at will still require a free hand.

Previously if an at will ability did not indicate how many times it could be used it could be used an unlimited number of times. This is being changed so that at will no longer indicates how many times an ability can be used (the ability should give that answer). If you encounter an at will ability that doesn't specify how many times it may be used please notify the site administrator.

Ranges

Spells have ranges to determine what they can affect. You are not required to be able to see your target in order to cast a spell.

  • Tag Bag: This is the longest range a spell can have. These spells are delivered by a tag bag which is thrown at the target.
  • Touch: A touch effect is delivered to a willing or helpless target by "touch"
  • Self: A spell with a range of self can only benefit the caster. When a consumable is made from a spell with a range of self, only someone who knows that spell can use that consumable.

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Some items have ranges to determine what they can affect.

  • Ingested: This item must be consumed either directly out of the vial it is in, or in the case of ingested poisons it can be concealed in a drink or food item.
  • Thrown: This item in-game represents a delicate vial that will break when thrown at a target. This is represented with a tag bag that is thrown at the intended victim. The item must be close at hand before the tag bag can be thrown.
  • Touch: This item must be applied like a balm or a cream to the intended willing or helpless recipient.
  • n/a: This item is almost certainly a permanent item represented by a prop that is used by using that prop.

Tag Bags

Tag bags are used as a form of attack for spells, items, and occasionally for monster abilities. When a tag bag hits a friendly target it still has its full effect. Tag bags that miss still expend a use of whatever attack was being delivered. Only the first object hit is affected by a tag bag, so if a tag bag bounced off the ground and then hits a target, that target is not affected.

A player can only throw one tag bag at a time unless an ability allows them to throw more than one. When an ability allows a player to throw more than one tag bag, a player that is hit by multiple tag bags at the same time only takes the effect of that attack once no matter how many tag bags hit them.

A player may not carry tag bags in their hands unless they have cast a spell within the last minute that has a range of tag bag. This is meant to ensure that if you see someone holding a tag bag, it is clear they have an active spell (they are "armed" with a magical ball of eldritch energy). Tag bags created by a spell become inert after 1 minute if not thrown.

In order to deliver a spell with a range of tag bag you MUST throw the tag bag, you may not reach out and touch the person with the tag bag.

Spells with a range of tag bag can be delivered by missile weapons. Bows and crossbows may be fired instead of throwing a tag bag, replacing the normal weapon call with the call for the spell. When this happens the projectile fired follows all the rules for a tag bag making the same call.

Spells and some items use tag bags. If a tag bag makes contact with anything worn by a player it counts as hitting that player where ever that item makes contact with the player (so arm for a melee weapon, torso for a cloak). Tag bags never hit too light. Although tag bags should not be aimed at the head if they happen to hit a player's head the player should take the hit to their torso.

If a shield is struck by a tag bag what happens is based on what kind of attack struck the shield. When the tag bag represents a spell or other magical effect you take any effects the tag bag would inflict to the arm holding the shield. When a tag bag deals normal damage with no additional calls it may be fully blocked by a shield preventing that damage with no further effect. A shield may fully block any attack that makes the poison call, preventing any effect to the bearer. When a shield blocks an attack with the acid call it prevents the effect of that attack to the bearer but this has an effect on the shield, which could become destroyed.

Durations

All spells have a duration they will last. When the duration runs out the effect is over. Each spell's description will indicate how long that spell lasts. Spells last their full duration unless the effect is dispelled first. A caster can voluntarily dispel a spell they have cast at any time by touching the spell's target. If the target is conscious and unwilling to have the effect dispelled then they may not be dispelled this way. If the caster of a spell dies, spells they have cast continue functioning as normal. A spell that is dispelled ends immediately as if its duration ran out.

Items that duplicate spells, such as scrolls and potions make the user count as the person casting the spell for the purposes of voluntarily dispelling an effect.

Items such as those created with alchemy last the duration listed and can't be voluntarily dispelled, but can be removed with items such as dilution solution.

Game Days and Convergence

A game day is the time between two instances of convergence.

Convergence represents the time in-game that the world's ley lines fluctuate with power. It occurs every six hours starting at midnight each day (so 12am, 6am, 12pm, and 6pm).

When convergence occurs any expended magic power points are restored to full and limits regarding usage per game day reset. Spells that have a duration of game day end when convergence occurs. Abilities that state they can only be used "once per game day" no longer count as having been used once a convergence happens.

It is not uncommon for players to yell "convergence" when the time comes so that other players are aware.

Non-player characters are affected exactly the same way as player characters are during convergence.

Spell and Item Effects - Stacking Effects

Any time a spell, potion, poison, magic item, alchemical item, tinkering item, ritual, etc. does something to a player that is known as an "effect". When a character is affected by multiple effects there are rules on how they interact.

For the purposes of this page a one-time effect is any effect that has a limited number of times it happens. This could mean something that applies to your next attack, or your next four attacks.

A character cannot benefit at the same time from a spell (or effect) with the same name twice. In all circumstances the second instance of that spell (or effect) has no impact (as if it had never been cast or used).

Effects that apply to the "next" time something happens can't stack either. A character can't use two of the same blade poison that applies to their next attack, in order to have it apply to the next two attacks. The second blade poison in this scenario would be wasted.

If multiple spells (or effects) have different names but the same type of bonus (such as increasing body or magic armor) they can stack together. This will likely result in a character being impacted by a cap. Only effects that explicitly let you go beyond a cap of a stat let you break those limits. When crafting each bonus crafted onto a piece of gear is counted as a separate effect and therefore you couldn't craft the same bonus onto an item multiple times unless that bonus says it can be crafted more than once.

When an effect allows you to call for something different with a weapon than you would normally call, you must choose which call to use when you make your attacks. If the something different only applies to the "next successful hit", and you choose not to use it when you make that hit, the effect is wasted.

For example if a character who deals 2 damage with each melee attack has a sword that deals "Nature" damage and they apply Scorpion's Kiss to that weapon so that it can deal "poison weaken" damage for the next successful hit. When they make that successful hit against an opponent they can choose to call "2 nature" or "poison weaken". They may not call "2 Nature poison weaken". Regardless of the effect they choose, the Scorpion's Kiss will be expended after that successful hit.

With defenses a relevant immunity applies before any one-time effects apply.

If a character has two different one-time effects that both prevent an attack the higher level one applies first. Should two one-time effects be the same level, the one that is more limited in what it applies to is used first.

No combination of effects can make you invulnerable to all damage. The last effect received that would create an invulnerable situation is automatically prevented.

The following spells and effects may not stack with each other unless an ability explicitly allows them to:

Limits (Caps) to Character Stats

Each character has a natural maximum limit on certain stats generally referred to as a "cap" that can only ever be exceeded by rare effects which explicitly allow a character to break that cap. Rules and abilities that exceed a cap are said to "break cap" or say a character can go past a certain limit. Non-player characters follow these same rules when they are from the playable PC races but may be exempt from these limits if they are other races or creature types.

Weapon damage, body, magic power points, production points, crafting points, physical armor, and magical armor are all affected by these caps. There is also a limit on using spells imbued in magic objects.

Spells

Spells Navigation

Spells are divided into seven schools of magic, with each school containing five levels of spells. There are two spells available at each level within a given school, which makes for a total of 70 spells available to players. Each spell consumes 1-5 magic power points, which is determined by the level of the spell.

Schools of Magic

The ability to preform rituals in each school is also often categorized with spells. In this wiki they can be found with magic skills. Although these skills are not actually "spells", successfully completed rituals do allow for spell-like effects. For a more detailed description, please see the rituals entry.

When we update the rules, periodically a spell is made obsolete and replaced by a new one. Older spells are still in this wiki for reference so that if an older player returns to the game with magic items or scrolls that cast that spell they know what new spells to replace them with.

Aegis Spells

Aegis Magic School

Aegis magic creates powerful defensive auras that protect caster from magical and physical attack. There are no spells in Aegis that deal with worn armor or shields, only magical protections. Aegis magic is an exclusively defensive school and contains no inherently offensive spells.

Aegis Magic School
Spell Cost/ Level Prerequisite Duration Range Target Flag Dispel Brief Description

Magic Armor 1 1 Magic Power Point Game day or until expended Touch Character person Yes Target touched gains 2 points of magic armor

Toughness 1 1 Magic Power Point 10 minutes Touch Character person Yes Target touched gains 2 body points

Spirit Shield 2 Level 1 Aegis Spell Game day or until discharged. Touch Character person Yes Prevents next poison or acid effect against target.

Anti-Magic Shield 2 Level 1 Aegis Spell Game day or until discharged Touch Character person Yes Prevents the next spell to hit the target

Sanctuary 3 Level 2 Aegis Spell 10 minutes Touch Fixed location focal point ground Yes Creates a 20 foot protective bubble around caster

Improved Magic Armor 3 Level 2 Aegis Spell Game day or until expended Touch Character person Yes Target touched gains 4 points of magic armor

Anti-Magic Aura 4 Level 3 Aegis Spell One minute Touch Character person No Target is protected against all spells

Synchronize 4 Level 3 Aegis Spell Special Touch Character person Yes Target gains the effects of most Aegis spells up to level 3

Poison Immunity 5 Level 4 Aegis Spell Game Day Touch Character person Yes Target is immune to all poison and acid attacks.

Aura of Reflection 5 Level 4 Aegis Spell Game day or until discharged Touch Character person Yes Deflects the next 4 spell that hit the target.

Magic Armor

This spell surrounds the recipient with a skin tight magic field that acts as two points of magic armor.

Toughness

Toughness grants 2 body points which don't break caps.

Spirit Shield

Spirit shield grants a shield that prevents the next attack with the poison or acid call that hits the character, negating all damage or effects.

Alternately spirit shield will prevent the next ingested poison consumed by the character. However the spell has no effect on ingested poisons or a poisoned condition already affecting a character when the spirit shield is first gained. Lastly this can also prevent the next alchemical trap tag to affect the character.

Anti-Magic Shield

Anti-magic shield creates a powerful magic field around the target that absorbs the next offensive magic spell to hit them. The shield is a one time prevention effect that automatically negates the next offensive spell effect that hits the character. They simply call 'no effect' when this happens. Creature special abilities that act like spell effects, such as a 'terror' call from a bagman, are also stopped.

If you are hit by an attack that could trigger the shield but which doesn't apply to you the shield is not consumed. For example if you are a living creature hit by pin undead the attack would normally have no effect so the shield is not consumed.

Sanctuary

Sanctuary creates a twenty foot diameter protective bubble centered around a flag or a tag bag placed in a fixed (unmovable) location. If you leave the area of the sanctuary the spell ends immediately.

Improved Magic Armor

Improved magic armor grants 4 points of magic armor.

Anti-Magic Aura

Anti-magic aura creates a powerful magic field around the recipient that prevents all spells, both harmful or beneficial (including restoration magic). During the minute the spell lasts it automatically prevents any spell effects that hit the character.

Anti-magic aura stops creature special abilities if they are represented as a “spell effect” such as the terror ability of a bagman.

Synchronize

The recipient of synchronize immediately receives the effects of toughness, anti-magic shield, spirit shield, and improved magic armor. Each spell has its normal duration.

Poison Immunity

Poison immunity creates a powerful magic field around a recipient increasing that absorbs poison and acid. This is an immunity effect that will stop all attacks with the poison or acid calls that hit the character, negating all damage and effects.

Poison immunity will also protect against all ingested poisons consumed by the character and alchemical traps. This spell has no effect on ingested poisons, the poisoned condition, or trap effects already affecting a character when the spell is first cast.

Aura of Reflection

Aura of reflection creates a powerful magic field around the recipient that no effects the next four offensive spells that hit it. This affects the first four tag bag spells (or reap spirit spells) that hit the character.

For one minute after each of these no effect calls the target may throw a tag bag with the exact same call that was no effected at any other target of their choice. These tag bags do not benefit from the Transcendence spell.

There are two special exceptions. The dispel call and the reap spirit spell are both still prevented, consuming one charge each, but do not allow you to throw a tag bag.

Aura of reflection prevents creature special abilities if they are manifested as a “spell effect” such as a 'terror' attack from a bagman.

Battle Spells

Battle Magic School

Battle magic allows the magic user to focus their power into destructive magic in the form of touch and ranged spells. High-level battle magic spells allow the character to generate multiple effects creating a virtual storm of magical power. Battle magic is used mainly as a weapon and has few defensive spells.

Battle Magic School
Spell Cost/ Level Prerequisite Duration Range Target Flag Dispel Brief Description

Magic Strike 1 1 Magic Power Point 10 Minutes or Until Discharged Touch Melee weapon weapon Yes Melee weapon's next hit deals '4 damage'

Strength 1 1 Magic Power Point 10 Minutes Touch Character person Yes Target inflcits +1 melee damage

Magic Swarm 2 Level 1 Battle Spell Instant Tag Bag Character(s) hit n/a Creates four darts dealing 4 'magic' damage

Spellburst 2 Level 1 Battle Spell 10 minutes Touch Character Yes The next spell you cast generates handfuls tag bags.

Slaying Swarm 3 Level 2 Battle Spell Instant Tag Bag Character(s) hit n/a Creates four tag bags that deal 4 'magic slay' damage.

Transcendence 3 Level 2 Battle Spell Game Day Touch Character Person Yes Generate extra tag bags.

Combat Prowess 4 Level 3 Battle Spell 10 Minutes or Until Discharged Touch Character Person Yes Gain access to all combat skills or if you already have them an extra master's strike

Maelstrom 4 Level 3 Battle Spell One Minute Tag Bag Character(s) hit n/a Throw unlimited tag bags for 1 minute dealing 4 'magic' each.

Battle Mastery 5 Level 4 Battle Spell Game Day Touch Character person Yes You may use any weapon or shield, and are immune to all magic damage.

Devastation 5 Level 4 Battle Spell 1 minute Tag bag Character(s) hit N/A Throw unlimited tag bags for one minute dealing 4 magic slay damage each

Magic Strike

Any character legally wielding the affected melee weapon will call for 4 damage (potentially breaking cap) on their next successful hit. This uses the damage type of the weapon being used. If cast on a great weapon this can be halved for 2 slay damage.

Strength

Strength empowers the recipient, enabling them to deal one additional damage with melee weapons up to normal caps.

Magic Swarm

Magic swarm creates four tag bags that each inflict 4 'magic' damage.

Slaying Swarm

Slaying swarm creates four tag bags that deal 4 'magic slay'

Spellstore

The spellstore spell allows a weapon to hold a single different magical spell within it for use later. The wielder of the weapon enchanted by spellstore may recite the incant for the second spell to cast that second spell. The weapon's bearer can cast the second spell like using a consumable item with one use in all ways, except that the weapon isn't consumed.

Within one minute of casting spellstore on a weapon a second spell that has a range other than self must also be cast. This second spell is cast following all the normal rules for spell casting except that the second spell doesn't need a target, it targets the weapon.

Maelstrom

Maelstrom creates magic darts continuously for 1 minute. There is no limit on how many darts maelstrom can create in that minute. The darts deal 4 'magic' damage.

Ruin

Ruin can be cast in one of two ways.

Either the caster can choose to have one minute to throw an unlimited number of tag bags that inflict 4 'acid' damage each. When cast this way the spell has a range of tag bags.

Alternately the caster can cast this on a weapon to allow it to inflict their weapon damage in 'acid' damage. This replaces the weapon's regular calls. If cast on a weapon the spell has a range of touch.

Battle Mastery

Battle mastery grants immunity to attacks with the "magic" call.

Furthermore battle mastery grants the ability to use all weapons and shields regardless of prerequisites or actual character skills. These skills do not change the damage a character deals. The spell simply allows the character to use any weapons or shields on hand. Other effects can change the character's damage as normal.

Devastation

For 1 full minute after casting devastation the caster may continuously create tag bags that deal four "magic slay" damage. There is no limit to how many darts can be created in that minute.

Compulsion Spells

Compulsion School of Magic

Compulsion is the school of scholars and tricksters, and contains spells that affect the target’s mind in strange ways. Compulsion is highly aggressive - but none of the spells directly cause damage. Instead, they create effects such as stuns and mind crippling fear. Compulsion is very potent in the fact that armor and body points offer a target no protection from its effects. Because of this, compulsion is very useful in defeating powerful foes like trolls or experienced adventurers.

Compulsion School of Magic
Spell Cost/ Level Prerequisite Duration Range Target Flag Dispel Brief Description

Disengage 1 1 Magic Power Point 1 Minute Tag Bag Character(s) hit Yes Creates four darts that cause 'disengage'

Weaken 1 1 Magic Power Point 10 Minutes Tag Bag Character hit Yes Creates two darts that inflict weaken.

Charm 2 Level 1 Compulsion Spell 10 minutes Tag bag Character hit Yes Creates a dart that causes 'charm'

Silence 2 Level 1 Compulsion Spell 1 Minute Tag bag Character hit Yes Creates 2 tag bags that cause 'silence'

Pin 3 Level 2 Compulsion Spell 10 Minutes Tag Bag Character hit Yes Creates a dart that causes 'pin'.

Memory Loss 3 Level 2 Compulsion Spell Permanent after next event Tag bag OR Touch Character hit Yes, until next Event Creates a dart that causes 'memory loss'.

Heroism 4 Level 3 Compulsion Spell 10 minutes Touch Character Person Yes Set body to 10, but take a wound after battle

Terror 4 Level 3 Compulsion Spell 10 minutes Tag Bag Character Yes Generates 1 tag bag that calls for terror

Dominate 5 Level 4 Compulsion Spell 10 minutes Tag bag Character hit Yes Creates two darts that cause 'dominate'

Mind Blank 5 Level 4 Compulsion Spell Game Day Touch Character person Yes Target is immune to all compulsion spells

Disengage

Disengage creates four tag bags that can be thrown with the call 'disengage'.

Weaken

Weaken creates two tag bags that inflict the "weaken" call.

Charm

The charm spell creates a single tag bag that inflicts 'charm'.

Silence

The silence spell creates two tag bags that make the 'silence' call.

Pin

The pin spell creates a single tag bag that inflicts 'pin'.

Memory Loss

The memory loss spell creates a single tag bag that inflicts 'memory loss' alternately this spell can be delivered by touch to a helpless or willing subject.

Memory loss can also be used to cure another individual of someone else's memory loss effect once it has been identified with the diagnosis spell. You may cure memory loss effects you have caused without requiring diagnosis.

Fear

This is an obsolete spell or item, it has been removed from the system.

Stun

This is an obsolete spell or item, it has been removed from the system.

Dominate

The dominate spell creates two tag bags that inflict 'dominate'

Mind Blank

The mind blank spell makes it's target immune to all compulsion effects that hit them.

Enchantment Spells

Enchantment School of Magic

Enchantment magic allows the caster to bestow powerful temporary magic abilities on physical objects. Enchantment also grants the caster the access to the powerful dispel magic spell which allows them to tear down the magical defenses of other casters. Enchantment is the school of effects related to magic itself and physical objects.

Enchantment School of Magic
Spell Cost/ Level Prerequisite Duration Range Target Flag Dispel Brief Description

Magic Lock 1 1 Magic Power Point Game day Touch An entryway or container building or object Yes Magically hold a door or container closed

Enhance Armor 1 1 Magic Power Point Game day Touch Worn armor armor Yes Armor's protection increases by +1 point

Enchant Shield 2 Level 1 Enchantment Spell Game day or until discharged Touch Shield shield Yes Shield touched absorbs next effect that would bypass or damage it

Silvershine 2 Level 1 Enchantment Spell 10 Minutes Touch Weapon weapon Yes Weapon touched deals 'silver'

Enchant Weapon 3 Level 2 Enchantment Spell 10 minutes Touch Weapon weapon Yes Weapon touched deals 'elven steel' damage

Spellstore 3 Level 2 Enchantment Spell Event or until expended Touch Weapon weapon Yes Stores a spell in a weapon to be cast later.

Dispel Magic 4 Level 3 Enchantment Spell Instant Tag bag Character, object, or magic field n/a Creates a dart which causes 'dispels magic'.

Ablative Armor 4 Level 3 Enchantment Spell Game day or until discharged Touch Worn armor armor Yes Gives worn armor 2 points of monstrous armor.

Shadow Skin 5 Level 4 Enchantment Spell 10 Minutes Touch Character person Yes Target touched is immune to normal damage.

Wraithbane 5 Level 4 Enchantment Spell Game Day Touch Weapon weapon Yes A weapon deals +1 'elven steel' damage

Magic Lock

Magic lock will hold shut any one portal (such as a window or door) or container (such as a trunk or box lid) for the duration of the spell. A caster cannot use magic lock to hold a portal open, only closed. Magic lock also renders the portal invulnerable to being broken or tampered with for the duration of the spell.

Enhance Armor

Enhance armor reinforces a suit of armor (which must have a standard armor prop), raising its physical armor value by one point for the duration of the spell. If the armor is repaired with mend armor during the duration of enhance armor this bonus point will also be repaired. When the enhance armor spell wears off reduce the wearer's current armor points by one.

Enchant Shield

Enchant shield magically enhances a shield prop to allow it to prevent the next single effect that hits the shield which it would not simply block. This means it stops spells and acid effects.

Silvershine

Silvershine temporarily enhances a weapon to change the damage it deals to "silver" damage. The weapon does not count as a silver weapon for any other purposes, and may still have blade poisons applied to it.

Enchant Weapon

Enchant weapon temporarily changes a weapon's damage call to elven steel. This does not make the weapon count as an elven steel weapon for any other purposes, and it may still have blade poisons applied to it.

Spellburst

While under the effects of spellburst whenever you cast any other spell that produces tag bags you may throw a "handful" of tag bags for each tag bag that spell would normally have generated.

Dispel Magic

The dispel magic spell creates a single tag bag that can be thrown to cause 'dispel magic'.

Ablative Armor

Ablative armor creates two monstrous armor points. These two armor points automatically take any damage they are eligible to take before any magic armor you might have. Because this spell doesn't actually change your armor's number of physical armor points (and therefore cannot be mended) these 2 monstrous armor points are not subject to the physical armor cap.

All of this means that the next two attacks that don't have "pierce", that hit your armor are reduced to one damage.

Ablative armor must be cast on physical worn armor, it cannot be cast on a character or on a helmet.

Shadow Skin

Shadowskin creates a dark and wispy magical barrier around the figure it enchants. The spell covers the target’s entire body. This barrier makes the target immune to all normal damage including "blunt normal" damage. Any other calls that hit the player still have their normal effect.

Wraithbane

Wraithbane temporarily enhances a weapon to deal elven steel damage and causes that weapon to hit for one additional damage up to normal caps. This does not make the weapon count as an elven steel weapon for any other purposes, and it may still have blade poisons applied to it.

Nature Spells

Nature School of Magic

Nature magic focuses the raw power of the elements into magical effects. Nature magic is balanced, offering a character an equal mix of utility, item enhancements, offensive and defensive spells. The offensive capability of nature magic, though useful, is not equal in power to that of battle magic. Nature magic also gives the caster power over certain elemental creatures and well as the power to deal elemental damage.

Some wonder why mend armor fits into this school, rather than Aegis or Enchantment. Aegis is the school of magical barriers, which means it only appears like a spell related to armor belongs there. Mend armor has nothing to do with Aegis. Enchantment deals with magical enhancement of equipment, improving things to become more powerful. Mend armor doesn't change the armor, only returns it to what it was once before. Mend armor is in nature because nature includes coaxing physical objects back to their proper state.

Nature School of Magic
Spell Cost/ Level Prerequisite Duration Range Target Flag Dispel Brief Description

Conjure Stones 1 1 Magic Power Point 1 Minute Tag Bag Character(s) hit Yes For 1 minute throw an infinite number of 1 damage tag bags

Mend Armor 1 1 Magic Power Point Instant Touch Worn armor, natural armor, or shield n/a Repairs physical armor.

Dissipate 2 Level 1 Nature Spell 10 minutes Touch Character above head Yes (circumstancially) Target dissipates.

Pin Nature 2 Level 1 Nature Spell 10 Minutes Tag Bag Character(s) hit Yes Generates four pin nature tag bags

Elemental Weapon 3 Level 2 Nature Spell 10 Minutes Touch Character weapon Yes Weapons carried deal nature damage or generate four 4 nature damage tag bags or generate two 4 primal damage tag bags.

Stoneskin 3 Level 2 Nature Spell Game day Touch Character Person Yes Gain 2 points of natural armor.

Banish 4 Level 3 Nature Spell 10 minutes Tag bag Character hit Yes (if caster can see through dissipate) Creates a dart which inflicts 'banish'

Ruin 4 Level 3 Nature Spell 1 Minute Tag Bag or Touch Character(s) hit or weapon none or weapon Varies For 1 minute a weapon deals acid damage or throw unlimited 4 acid damage tag bags.

Ley Lines 5 Level 4 Nature Spell Instant Self Self Above head n/a Allows the caster to magically move to their designated home

Primal Form 5 Level 4 Nature Spell 10 Minutes Touch Character person Yes Take on aspects of an elemental.

Mend Armor

The mend armor spell will repair damaged armor or shield. When cast on armor it will repair any physical armor points lost from battle, restoring the armor back to its full value. This includes any bonuses the armor may have from being enhanced by magical effects.

Alternatively it can be cast on a shield that has been destroyed by "acid" damage. mend armor will return the shield to working condition. When cast this way you must role-play repairing the shield.

Mend armor can also repair natural armor points if a character has them with a separate cast of the spell.

Grounding

This is an obsolete spell or item, it has been removed from the system.

Dissipate

The dissipate spell allows the target one use of the dissipate call.

Elemental Dart

This is an obsolete spell or item, it has been removed from the system.

Elemental Weapon

Elemental Weapon can be cast in one of two ways.

Either for the duration of the spell any weapons wielded by the character swing for nature damage. You must choose this effect if you are drinking a potion of elemental weapon.

Alternatively generate four tag bags that call for 4 nature damage. For every two of these tag bags created you may instead create one tag bag that calls for 4 primal damage. These tags can't be delivered by arrows.

Banish

The banish spell creates a single tag bag that inflicts the 'banish' call.

Ley Lines

When a character casts ley lines they instantly travel back to a predetermined physical location using the ley lines of Novitas. The location is chosen at the start of an event and may be changed between events or during an event by spending one minute at the chosen location ritually attuning.

Upon completion of the incant to cast this spell the caster is instantly removed from the physical world. Hold up a blue flag and proceed back to your bound location as directly as possible. Other characters cannot be brought with you or instead of you. When a player benefits from ley lines, they drop any sparks they are holding and anything in their hands.

Primal Form

The character becomes immune to nature damage for the duration of this spell. In addition, the character's attacks deal primal damage.

Additionally the character generates 4 tag bags that call for dominate nature.

Necromancy Spells

Necromancy School of Magic

The school of necromancy grants a character protection from, and limited influence over, undead creatures, as well as a limited ability to affect the living with curses and afflictions. Low level necromancy spells are defensive in nature, used to repel undead creatures, disguise the living from the dead, and lay to rest the freshly deceased preventing their return to life as undead. Higher level necromancy spells allow a caster to gain undead abilities, control the undead, and employ them for his or her own purposes. Specialist necromancers will often find that they feel somewhat useless during the day. It is not until the sun goes down that the true power of a necromancer becomes evident.

The use of high level necromancy is frowned upon because it attracts the attention of wandering undead. The lands surrounding the lairs of habitual users of high level necromantic magic are often infested with uncontrolled undead. Necromancers are often shunned and forced from settlements in fear that their magical arts will attract undead, and in many places law prohibits the use of high level necromancy.

Necromancy School of Magic
Spell Cost/ Level Prerequisite Duration Range Target Flag Dispel Brief Description

Ghastly Visage 1 1 Magic Power Point 10 minutes Touch Character person Yes Target may call 'Brains'.

Reap Spirit 1 1 Magic Power Point Special Touch Unconscious or dead character No Steal a target's spark.

Pin Undead 2 Level 1 Necromancy Spell 10 minutes Tag Bag Character(s) hit Yes Generate four tag bags that call for pin undead.

Creeping Rot 2 Level 1 Necromancy Spell 10 minutes or 1 minute Touch or tag bag Weapon or creature(s) hit none or weapon Yes or n/a Enhance a weapon or create two darts to deal 4 Poison damage

Brackish Boon 3 Level 2 Necromancy Spell 10 Minutes Touch character yes Yes Poison heals the target instead of normal healing

Curse 3 Level 2 Necromancy Spell 10 minutes Tag bag Character hit Yes Creates a dart which inflicts 'curse'

Enfeeble 4 Level 3 Necromancy Spell 10 Minutes Tag Bag Creature Hit no Yes Creates a tag bag that causes enfeeble

Detect Spark 4 Level 3 Necromancy Spell 10 Minutes Touch Character Touched no Yes Target may call Detect Life and/ or Detect Undead 4 times in any combination.

Abomination 5 Level 4 Necromancy Spell 10 minutes Touch Character person Yes Target touched gains monstous body and other bonuses

Dreadlord 5 Level 4 Necromancy Spell 10 Minutes Self Self yes Yes Gain undead traits and control undead

Ghastly Visage

The ghastly visage spell allows a character to make the brains call as often as desired during the spell's effect. An affected character gains no undead abilities, benefits or drawbacks only the appearance of a lesser undead creature chosen when the effect is granted.

While under the effects of ghastly visage a character may freely enter an unhallowed area.

Reap Spirit

Reap spirit allows a character to steal another unconscious or dead character's spark. When cast on an unconscious character this spell also causes a killing blow to that character and if the target is not immune to killing blows, the target's spark is taken.

If the caster is already holding their limit of reaped sparks (typically 1) and they attempt to cast this spell it will still cause a killing blow and still counts for meeting a kill condition if appropriate, but no spark is taken.

Some creatures with great fortitude may require reap spirit to kill them permanently. When reap spirit is successfully cast upon an undead target, the life force of the creature is far too weak to be absorbed into the caster and is instead destroyed, preventing the reanimation of that creature.

Repel Undead

This is an obsolete spell or item, it has been removed from the system.

Creeping Rot

Creeping rot can be cast in one of two ways.

It can be cast to create two tag bags that each inflict 4 "poison" damage. When cast this way the spell has a range of tag bag, a duration of 1 minute, and is not applicable to be dispelled.

Alternately it may be cast to change a weapons damage to poison. When cast this way the spell has a range of touch, duration of 10 minutes, and is affected by dispel magic.

Curse

The curse spell creates one tag bag that deals "curse".

Brackish Boon

The target becomes immune to restoration effects, but is now healed by most poisons. If the target is ALSO immune to poison from another source it will prevent the benefits of this spell.

Poison damage delivered by a weapon is taken normally. Poisonous darts do no damage and instead heal body equal to the damage they would have done. Non-damaging poison effects (such as 'poison pin', or 'poison curse' heal all limb wounds instead of their normal effect. Ingested poisons ignore their normal effect and heal based on the items level; Level 1 heal all lost body points; Level 2 or 3 restores limb wounds and heal lost body points; Level 4 or 5 heal Torso wounds, limb wounds, and lost body points.

Enfeeble

Creates one tag bag that inflicts enfeeble.

Detect Spark

The beneficiary of the spell may call 'detect life' and/ or 'detect undead' up to 4 times in any combination any time in the next 10 minutes.

Abomination

The abomination spell causes a target to take on some undead characteristics. Affected characters gain the monstrous rule with one exception. Only their body is made monstrous, not any armor (worn armor, natural armor, or magical armor) for damage prevention.

Creatures under the effects of the abomination spell may freely enter an unhallowed area for the duration of the abomination effect.

Dreadlord

You gain several features of an undead creature and can command other undead. While this spell effects you, you are immune to restoration magic, compulsion spells, and poison. Furthermore if you do not already possess a kill condition you gain kill condition: magic, silver, elven steel or reap spirit. You may enter unhallowed ground but may not enter sanctified ground.

Finally you may throw up to 4 dominate undead tag bags at any time during the spells duration.

Restoration Spells

Restoration School of Magic

Restoration magic is the purest form of magical energy, allowing the caster to heal the wounded, rid a person of ailments, and even revive the nearly dead. While this school contains no defensive spells, it does have some defenses which allow the caster to temporarily stave off death, even so the Restoration school specialist is often considered as vulnerable to attack.

Restoration School of Magic
Spell Cost/ Level Prerequisite Duration Range Target Flag Dispel Brief Description

Heal Body 1 1 Magic Power Point Instant Touch Character n/a Target heals all lost body.

Diagnosis 1 1 Magic Power Point Instant Touch Character n/a Reveals all various ailments, presence of a spark.

Restore Limb 2 Level 1 Restoration Spell Instant Touch Character n/a Target heals all limb wounds.

Purify Spirit 2 Level 1 Restoration Spell Instant Touch Character n/a Cures target of poisons and physical afflictions.

Heal Mortal Wound 3 Level 2 Restoration Spell Instant Touch Other Character n/a Target heals a torso wound.

Resilience 3 Level 2 Restoration Spell 10 minutes Touch Character person Yes All damage dealt to target is converted to 'blunt'

Panacea 4 Level 3 Restoration Spell Instant Touch Character n/a Heals all body and torso & limb wounds of target.

Triage 4 Level 3 Restoration Spell One minute Touch Character n/a For one minute the caster may cast level 1 & 2 restoration spells with no cost.

Revive 5 Level 4 Restoration Spell Instant Touch Other Character n/a Brings a willing target touched, back from the dead.

Second Breath 5 Level 4 Restoration Spell Game day or until discharged Self Self person Yes Caster receives a revive after dying.

Heal Body

Heal body heals a target's body points. This includes restoring extra points of body the character may have gained from other spells or effects. Heal body has no effect on wounds.

Diagnosis

The diagnosis spell allows the caster to discern all ailments and internal effects acting on the target, including poisons, disease, mental illness, magical afflictions, compulsion effects, pregnancy, or sicknesses. For any condition discovered diagnosis will reveal appropriate ways to cure them. If cast upon a corpse, it will reveal the cause and method of death. Diagnosis will detect the presence of the target's own spark.

While using diagnosis the caster is protected from catching any harmful afflictions from examining the subject.

Diagnosis is intended as a means to examine the internal conditions and magical workings of a target, as opposed to identifying the nature of external injuries which are the purview of the first aid skill.

Restore Limb

Restore limb heals a character of all limb wounds. In order for a caster to use this spell on themselves the caster must have at least one non-wounded arm.

Purify Spirit

The purify spirit spell purges a character’s body of dangerous poisons, returning their body to healthy state. A caster is permitted to heal themselves with this spell assuming they are still able to cast magic.

Purify spirit cures the character of the poisoned condition, the effects of weaken, and sometimes other story effects determined by the game master.

This spell does not heal body points, limb wounds, or torso wounds. Purify spirit does not reverse the effects of compulsion spells like pin and does not remove the effects of curses or diseases.

Heal Mortal Wound

Heal mortal wound will heal another character of a torso wound who is still bleeding out and not yet dead. This has no effect on limb wounds or body points, though it can be cast on characters with these injuries.

Resilience

For the duration of resilience, all damage taken by the target is treated as blunt damage regardless of the source and you are immune to killing blows and reap spirit.

Panacea

Panacea is one of the most powerful of all restorative spells. It simultaneously heals the target of all torso and limb wounds, and heals any missing body points.

Triage

A character under the effects of triage can cast heal body, diagnosis, restore limb, and purify spirit any number of times with no power point cost even if they don't know the spells. All other requirements of casting a spell must still be met, most notably an incant must be said for each spell cast.

Revive

Revive can fully heal the body of another willing character that still has a spark, even curing death. When cast revive will heal a character of the poisoned condition, any body damage, limb wounds, and any torso wound, even if the target has bled out and is dead. A poisoned condition is healed at the same time as everything else and doesn't prevent any of the other healing effects.

Second Breath

Second breath is cast in advance and activates as soon as you receive a torso wound (even if it is blunt). When activated you are immediately revived then affected by a special banish that is not prevented by grounding effects. Immediately call "Second Breath". You may voluntarily end the banish by choosing to take the original torso wound that triggered the second breath.

Section 5: Character Rules

Player Characters

A player character (or PC for short) is any character created by and role-played by it's creator. Players are allowed to play a PC for up to 2 shifts per event as long as they NPC at least the same number of shifts that event.

Players are allowed to have more than one character. A player's primary character is referred to as a "main" while other characters are referred to as "alts". Alts follow normal character creation rules. Players with more than one character choose which character they assign any experience earned to. Gear (or any other resource) earned by one character may not be transferred to another. Each alternate character should have a different character background and should generally seek to interact with different player characters than other existing characters you have.

Players may have any number of characters at a time, but can only have two characters active in a one year time frame. If character death results in a situation where you can't play a PC due to this rule, be sure to talk to a marshal about the circumstances.

Character Rules

Kingdoms of Novitas, like any story, uses characters as the catalysts of the plot. How the characters in a story interact with each other and the environment determines the mood and often the direction of the story. Unlike a normal book or play, the plot at Kingdoms of Novitas is fluid and changes almost every hour based on the actions of the participants. By creating their own characters, players personally impact the game world and the ongoing plot line. This multitude of variables makes Kingdoms of Novitas far more dynamic than any book, movie or play is even close to capable of!

The term "character" is generally shortened here and elsewhere from "Player Character" to simply "PC".

Character development is open-ended: there are no classes, alignments or maximum level.

Character Sheets

Each character must have its own character sheet. At the first event that you play a character you will get two blank character sheets when you check-in. If you have earned any experience points this is when you can apply them to that character if you wish to. Fill out the sheet, choosing any skills you wish to purchase with your available skill points. One copy will be turned back in to logistics to be put in the archives for safe keeping. The other copy you must keep on you at all times when you are playing that character.

If you wish to see what the sheet looks like, the most current character sheet can be found here:

Character Death and Retirement

A torso wound will knock a character unconscious. Once unconscious they will "bleed out" in 10 minutes. Characters with the first aid skill can increase the time it takes to "bleed out" by an additional 10 minutes with appropriate role-playing. If the bleeding isn't stopped in time the character will die. When a character is bleeding out an enemy can also deliver a killing blow to hasten the process. In this game, death is not the end of a character though. A dead character can still be revived which will return them fully to life.

A character is considered permanently dead only under specific circumstances. Some monsters can cause permanent death. The final rest ritual can cause permanent death to a dead character. Lastly if a character is killed in combat and they are not revived before two convergences pass that character will be permanently dead. Remember the Saturday morning of an event at 6am there is a convergence. Between events there is also a single convergence and characters can permanently die during that convergence while out-of-game. In the event that your character dies after midnight during the fourth shift and is not revived be sure to talk to the plot staff about what could happen to your character.

Each player is allowed a single "newbie death" that can be used only during the first event that a player character has been brought into play. The plot staff will come up with some forced plot element that will allow you to continue playing the same character.

Players are allowed to voluntarily retire their a character if they wish. This can be done in several ways. A retirement could be a PIP where the player works with plot to kill their character in some way (or otherwise make them no longer playable - such as becoming a werewolf). Alternately the character can become an NPC solely under the control of the plot to use when think it would be interesting (and you are available to NPC). Regardless of what happens you can no longer ever choose to play a retired character.

When a player decides to retire a character or when a character permanently dies the player should fill out this form as soon as possible. In the form you will list your characters level, any unspent xp on the character, and any loot that is leaving play with the character. Half of that character's xp will get passed on to another character of yours (which could involve creating a new character to receive it), as well as half of the value of that character's loot.

The props for any loot the character had will either go to logistics (if the prop belonged to the game), or kept (if the prop belonged to the player). These props are no longer game items, but could be used like any other prop, such as for crafting. A good way to tell the difference between which props belong to you and which ones belong to game is, did you pay real world cash for the prop? If you did, it's almost certainly yours, if you did not it is almost certainly property of the game.

Sparks

Each character has a spark that represents the essence of their life force. A character without a spark can't benefit from any healing effects including but not limited to alchemy, scrolls, potions or spells. This means that a fatally wounded character without a spark cannot be revived.

When a spark is stolen the character who has lost their spark is said to have been "reaped". A character can only hold one reaped spark at a time unless they have a special ability allowing them to carry more. If a character holding a reaped spark dies, it will release the spark back to the person originally holding it. After 60 minutes a reaped spark automatically returns to its owner.

Only mediums are able to see that a character has a stolen life-spark. To check for stolen sparks, the medium must be close enough to whisper out-of-character, “I am a medium, are you holding any sparks?”. The person being addressed must then out-of-character give the truthful answer.

Medium's may also identify if a person is currently in possession of their own spark.

Diagnosis will detect the presence of the target's own spark.

Characters holding the spark of others are expected to remain in play to allow an opportunity for the owner to get back their missing spark.

Powerful rituals are capable of destroying stolen sparks forever, resulting in permanent character death.

New Character Amnesty

Sometimes players make new characters and they just don't work out the way you want them to. Skills don't feel right for the character, or sometimes the whole concept just doesn't work. When this happens Kingdoms of Novitas allows an amnesty to change things about a character once per character before the start of the second event a player plays that character.

If you take advantage of the amnesty, you get to keep anything you acquired during play, as well as experience earned. To use the amnesty talk to a logistics official at logistics.

Character Backgrounds and Concepts

Character names should only be serious names, never silly or insulting, and never taken from pop culture, history, literature or the name of another established Kingdoms of Novitas character. Staff have the authority to require you to change your character's name if they deem it unfit.

A good character background should be more than 500 words long and should contain "hooks" that can be used to give the game masters ideas to write interesting stories for you to experience in play. Submitting a background should be done by the Friday prior to the first event you wish to play a character at (or before the character has earned level 2). Doing so will earn you 5 experience points.

To submit a background use this form.

Players are responsible for having a reason for their character to be in Maplewood, the current setting of the game. It is hard to play a character who doesn't want to be part of the setting of the game, and this can be disruptive to the game.

New characters cannot be part of any social organization. Exceptions might be made on a case-by-case basis such as if a character has an appropriate role-playing skill. Keep in mind most titles are also associated with those same skills and can't be used without the appropriate skill. Players are allowed to attempt to create their own organizations if they wish by trying to establish those organizations in game through role-playing.

You are allowed to create your own hometown or village within one of the existing nations of the Kingdoms of Novitas, but you are not allowed to create new nations.

Characters should never have a burning hatred of another player character race.

Adventuring Groups

Creating encounters that are just the right amount of difficulty is an important part of the job game masters do. In order to make this very challenging job a little bit easier to handle, players sometimes need to organize themselves.

There are three concepts relating to collections of player characters that are related but not exactly the same. These are independents, adventuring groups, and adventuring parties.

Adventuring groups are important DURING games. Independents and Adventuring Parties are important for planning BETWEEN games.

The people who respond to a plot temporarily form an adventuring group. An adventuring group does not need to have a fixed roster of people, it can be anyone who happens to be standing around the inn at a given moment. What matters is that if a group goes off in search of adventure or to answer the quest of an npc they are limited to 6 players. This restriction ensures that game masters always have a rough of idea of how challenging a plot? will be. You are expected to respect this limit even if you aren't acknowledged by the group or they aren't aware of you. Which is to say if you tag along with a group that didn't invite you, and they are already at the group limit, if they then encounter something, creatures, a plot, whatever, you are expected to stay uninvolved in the encounter.

In order to help new players interact with adventuring groups, a group may bring one additional character that is under level 20, plus a further character under level 20 for each full 100 levels any player among the first 6 players in the group has.

Between games players will sometimes join together out of character in an effort to PC on the same shift so they can play together. We call this an Adventuring Party. Parties will often get preferential treatment when organizing special events (like dungeon crawls) so that the party can play together at the same time. Each party is limited to eight players. Character level has no impact on party size. When a player makes a new character they should not rejoin an adventuring party they were previously a part of. There are several reasons for this. Meeting new people is an important part of community building and avoiding cliques. Also because a new character should be distinct from an older one, rejoining an old party is going to cause many players to treat you much like the same character. Finally because there are weird power gaming shenanigans that can arise from changing characters and rejoining a group.

An independent is any person who is not a formal member of an adventuring party. Independents may collaborate with other independents or adventuring parties as they wish. They are free agents. While an independent might be in the same adventuring group as a party for an encounter, they are not formally affiliated with the party after the conclusion of that encounter.

Tinkering items that affect a "party" work on the items owner, plus 5 other people designated regardless of how many people are in the adventuring group or party.

Player Character Races

For information about the cultures of the races see the Kingdoms of Novitas Worldbook.

Playable Races of Novitas

These races may be selected by player characters for use in game.

  • Humans
    • Very easy and inexpensive
    • Humans have no required costuming for game play.
    • Humans have no special rules for game play
  • Earthkin
    • Easy and inexpensive
    • Earthkin do not have any height or beard requirements, instead, the character must affix at least five coin sized gemstones to clearly visible areas of their body with prosthetic adhesive. Their costume is typical medieval European garb, tending towards dark colors and earth tones. Earthkin often wear aprons and jewelry of metals and gemstones are common. Their warriors fight with whatever they are most comfortable with, but they exhibit a general trend toward axes, hammers, maces and pole arms.
    • All Earthkin gain Racial Language: Terran for free at first level.
  • Elves
    • Fairly easy, can be expensive
    • Wood Elves must wear ear tip prosthetics. These must be affixed with prosthetic adhesive and blended with the surrounding skin using make-up. Their dress tends towards earth tones – mostly browns and greens. Warriors tend to use missile weapons, bows, or two swords, and avoid heavy armor.
    • Their costume is long ears and finery. Elves must wear ear tip prosthetics. These must be affixed with prosthetic adhesive and blended with the surrounding skin using make-up. Their clothing tends to be rich and ornate, if not always practical. Warriors (such as they are) tend to use spear, bow, or sword and shield – but elves from The Realms are far more likely to make their way in the world as scholars, mages, or alchemists.
    • All Elves gain Racial Language: Elvish for free at first level.
  • Faekin
    • Fairly easy, but expensive
    • Their costume can reflect any background, or none, as they are wanderers. The distinguishing characteristic of a Faekin is colored costume contact lenses and a matching wig or colored hair. All facial hair must be colored to match the contacts, and a player must color his hair or wear a wig – you can’t claim your natural hair color is “red enough”, nor may you be bald. It should be visibly different and unnatural. Likewise, it is never acceptable to say that your green eyes are “green enough”. Costume contacts are a required part of the costume. Faekin warriors reflect their varied ancestries, and anything is possible.
    • Faekin who choose to play a character who was an Elf or Earthkin before undergoing their change in adolescence are required to fulfill the racial makeup requirements of both races, although their race is always considered to be Faekin. Faekin who grew up as Earthkin will need to wear the appropriate gems with their Faekin contacts and wig; players who are playing an Elvish Faekin are required to wear ear tips exactly as Elves along with their Faekin requirements.
    • Faekin may choose as their one free language Sylvan, Diabolic, Elvish if they are an Elf, or Terran if they are an Earthkin.
  • Snow Goblins
    • Moderately difficult and expensive
    • All Snow Goblins share two distinct traits, white skin and stark white hair. Snow Goblins have long hair of pure white that they often intricately braid or attach bones, decorations, or trophies to. Players are required to completely hide their hair under a long white wig, or be bald. Players may not claim that their own hair is sufficiently white. Players with facial hair must completely cover it with a white fake beard and mustache, or color it white.
    • Snow Goblins must also cover all exposed skin with white makeup. This need not be completely opaque, but must be noticeably lighter than even a pale-skinned person, particularly on the face. If the player chooses to not put makeup on certain areas, such as the hands, and instead cover them with clothing (like gloves) they cannot remove that clothing unless they first apply makeup to that area.
    • All Snow Goblins gain Racial Language: Snow Goblin for free at first level.
    • Individuals who wish to play a Snow Goblin must have their costuming approved by the Props & Atmosphere marshal prior to the first event that the character will be played.
  • Drakes
    • Very difficult and expensive
    • Drake costume requires a reptilian or amphibian facial prosthetic with make-up to blend it with the skin. All exposed skin must be covered or made-up to match the facial prosthetic. Their clothing tends toward ornament and rich fabrics such as velvets and brocades, and can be from any background, as Drakes have enclaves and monasteries in every land. Due to the great difficulty and expense that goes into building a complete character and costume for this race, new players desiring to play Drakes are encouraged to seek guidance and advice from players who have previously done so.
    • All Drakes gain Racial Language: Draconic, for free at first level.
    • Individuals who wish to play a drake must have their costuming approved by the Props & Atmosphere marshal prior to the first event that the character will be played.

About Prosthetic Ears

For some PC races prosthetic ears are required parts of the costuming. These are some tips and tricks from the props and atmosphere marshal, Christina Mevec, to help you make them look their best.

  • Blending: Elf ears should be blended to match skin tone. This means that the ears you purchase need to be painted or use makeup to effectively match your skin tone as close as possible. Additionally, the edge of the ear should be hidden by hair, ear cuffs, or makeup (see below). Note that this can be difficult, but can also look great.
  • Silicone ears: These are more expensive than latex ears, however, they look WAY better and require no blending (if the right color ear is purchased).
    • Places you can buy silicone ears:
      • Aradani Costumes: Small surface area, small ears. These are the ones Dustan W (Jace) uses.
      • A shop on Etsy: Larger ears. These are the ears Laura B (Stone/ Thaereon) and Stefan Bellows (Alareon) use.
      • Another shop on Etsy. Untested. Look good in the link.
  • Ear cuffs: A link to a picture of what they are
  • Painting your ears: A guide
  • Makeup to use: A regular makeup wheel. Something oil based so rain doesn't wash it off.

Character Advancement

Experience Points

Experience points are generally earned by performing activities that enhance the game. One of the primary ways to earn them is from your mandatory NPC shifts during each event. Assisting with setting up and break down, performing extra NPC shifts, writing post-event letters (PELs) are some examples of other activities that can earn you more experience. Experience points are earned by individual players, and can't be gifted by that player to other players. In the event that you have more than one character you may choose which character will receive any experience you earn.

A player will earn 1 experience point for each $10 given to the game, including the $30 sign-in. They earn one experience point for each of the first two shifts they NPC. If you choose to NPC additional shifts you will get 2 experience points for each additional shift you choose to NPC beyond the first two. Each player may also turn in 10 coin in order to gain 1 additional experience point once during each sign-in.

Experience points determine character level, which in turn determines how many skill points you have to purchase new skills. New characters begin at level zero with zero experience points. Each level up to level 20 requires five experience points. After level 20 each level requires an additional ten experience points.

Each character sheet has a box to record new experience points earned in. Don't immediately update your sheet with these points. Instead when you want to use these new experience points, fill out a brand new sheet, and on that sheet update your level with the new experience points. Take your new sheet to logistics to be approved and archive the old one.

Skill Points

Skill points are earned whenever a character gains a level. These points can be spent immediately to purchase skills or saved for later. Each skill lists how many skill points it costs to learn.

Characters should have a total number of skill points equal to their: (Character Level x 2) + 10

Section 6: Skills

Skills

Skills represent different talents a character has. They can allow a character to use better equipment in combat, aid in the creation of items to use or trade, assist in the casting of powerful magic, and help in daily activities with practical wisdom. Spells are also something that are learned like a skill, giving a character regular access to that magic.

Skills are purchased by characters by spending skill points.

Combat Skills

Combat Skills

These are the skills in the game that directly related to fighting in combat. This group of skills includes permanently gaining points of body, learning to use shields and fighting with different styles of weapons.

Combat Skills
Skill Name Skill Point Cost Prerequisite(s) Brief Description

Body One 1 None Have 1 body point total

Body Two 2 Body One Have 2 body points total

Body Three 3 Body Two Have 3 body points total

Body Four 4 Body Three Have 4 body points total.

Buckler Fighting 1 None Use a buckler

Shield Fighting 1 Buckler Fighting Use a shield

Melee Use 0 None Use non-martial weapons (under 35 inches long). Deal 1 damage in melee.

Melee Training 2 None Use martial weapons (35 - 45 inches long).

Great Weapon Training 2 Melee Training Use of great weapons (over 45 inches long)

Two Weapon Fighting 2 Melee Training Dual wield two non-martial weapons.

Two Weapon Expert 3 Two Weapon Fighting Dual wield one martial and one non-martial weapon.

Two Weapon Master 4 Two Weapon Expert Dual wield two martial weapons.

Melee Proficiency 3 Melee Training Deal 2 damage with melee weapons

Melee Expert 4 Melee Proficiency Deal 3 damage with melee weapons.

Melee Master 5 Melee Expert Deal 4 damage with melee weapons.

Missile Training 2 None Use missile weapons. Missile weapons deal 1 damage.

Missile Proficiency 2 Missile Training Missile weapons deal 2 damage or '1 pierce'.

Missile Expert 2 Missile Proficiency Missile weapons deal 3 damage or '1 pierce'.

Missile Master 2 Missile Expert Missile weapons deal 4 damage or '2 pierce'.

Thrown Weapon Training 2 None Use standard thrown weapons. Deal 1 damage with thrown weapons.

Thrown Weapon Master 3 Thrown Weapon Training Deal 2 damage with thrown weapons. Possibly use larger thrown weapons.

Body - Skills

This skill can be taken up to four times. Each time it is taken the character gains one additional point of body.

Body Skills
Skill Name Skill Point Cost Prerequisite(s) Brief Description

Body One 1 None Have 1 body point total

Body Two 2 Body One Have 2 body points total

Body Three 3 Body Two Have 3 body points total

Body Four 4 Body Three Have 4 body points total.

Body One

Upon learning this skill a character now has 1 body total.

Body Two

Upon learning this skill a character now has a total of 2 points of Body.

Body Three

Upon learning this skill a character now has 3 points of body total.

Body Four

Upon learning this skill a character now has 4 points of body total.

Buckler Fighting

Buckler fighting allows characters to use a buckler in combat. A buckler is a smaller version of a shield.

Shield Fighting

Shield Fighting allows characters to use a shield in combat, in conjunction with a hand weapon. Shields are defensive tools only and should never come into contact with other players.

Melee Use

Melee Use is less of an official skill to be purchased, than an innate ability that every character has access to during a Kingdoms of Novitas event. Similar to speaking in "Common", any and every character may use a non-martial weapon, which will deal a total of 1 damage per hit.

Melee Training

This skill allows characters to fight with a single martial weapon, hitting for their normal melee damage (which starts at one and is improved with skills).

Melee Training is the basic warrior skill, and is a prerequisite for many other combat skills.

Great Weapon Training

The great weapon training skill allows a character to wield great weapons.

Two Weapon Fighting

Two weapon fighting allows a character to use a weapon in each hand during combat. A player may only use non-martial weapons at this level of skill.

Two Weapon Expert

Two weapon expert allows a character to use one martial weapon, and one non-martial weapon.

Two Weapon Master

Two weapon master allows a player to use one martial weapons in each hand.

Melee Proficiency

Melee proficiency increases the damage a character inflicts with a melee weapon. Characters with this skill strike for a total of 2 points of damage per hit in melee.

Melee Expert

Melee expert increases the damage a character inflicts with a melee weapon. Characters with this skill strike for a total of 3 points of damage per hit.

Melee Master

Melee master increases the damage a character inflicts with a melee weapon. Characters with this skill strike for a total of 4 points of damage per hit.

Missile Training

You are now able to wield missile weapons in combat. Without additional skills you deal 1 point of damage with missile weapons.

Missile Proficiency

A character with missile proficiency inflict 2 points of damage per hit with missile weapons.

A character using a bow may voluntarily inflict half the damage they are capable of (rounded down) to add the "pierce" call to an attack.

If a crossbow has a stirrup, goatsfoot lever, or other comparable device it calls for "pierce" damage.

Missile Expert

A character with missile expert deals a total of 3 points of damage per with a missile weapon.

A character using a bow may voluntarily inflict half the damage they are capable of (rounded down) to add the "pierce" call to an attack.

If a crossbow has a stirrup, goatsfoot lever, or other comparable device it calls for "pierce" damage.

Missile Master

A character with missile master inflicts 4 points of damage with missile weapons.

A character using a bow may voluntarily inflict half the damage they are capable of (rounded down) to add the "pierce" call to an attack.

If a crossbow has a stirrup, goatsfoot lever, or other comparable device it calls for "pierce" damage.

Thrown Weapon Training

Your character may use standard thrown weapons. You inflict one damage when attacking with a thrown weapon.

Thrown Weapon Master

Thrown weapon master increases the amount of damage your character deals with thrown weapons to 2.

If you also have the melee training skill you can throw javelins.

If you also have the great weapon training skill you may use great javelins.

General and Knowledge Skills

General and Knowledge Skills

Skills in the general and knowledge grouping are anything related to information your character knows, and oddities that don't quite fit anywhere else.

General and Knowledge Skills
Skill Name Skill Point Cost Prerequisite(s) Brief Description

Estimate Value 2 None Know monetary value of non-magical treasure

Identify Magic 2 None Know the function of magical treasure

First Aid 1 None Helps to prevent bleeding out. Allows feeding potions to helpless characters. You can heal blunt torso wounds. Ask simple questions about wounds.

Herbalist 2 None You can safely use poisonous alchemical items

Language Skills 1 None Speak and be literate in one common or (with plot marshal permission) a rare language, may be taken multiple times.

Read Magic 2 None Allows you to use magic scrolls

Estimate Value

Characters with the estimate value skill are proficient in the appraisal of valuable (generally) non-magical objects such as gems and jewelry.

Each magic item or valuable object in the Kingdoms of Novitas is indelibly marked with one of these letters (followed by a number):

  • "E": A Former Feb Feast Item - This item has lost its Feb Feast properties and is now keepable/ lootable (its easiest to turn an F into an E)
  • "F": A Feb Feast item - Return it to its owner by the end of the event.
  • "H": A hybrid item - a magic item that is also valuable
  • "K": A keepable/ lootable item - This item can be looted. (The letter L is not used so it isn't mistaken for a 1)
  • "N": A non-keepable/ lootable item - This item cannot be looted. Plagues are also listed with this letter.
  • "Q": A quest item - Something that needs to be returned to logistics by the end of the event. It cannot be kept long term.
  • "V": A Valuable item - This item needs estimate value to identify.
  • None: Older items have no letter, some of these items are not on the magic item list, and are listed on the estimate value list.

A character with the estimate value skill is allowed to use this page to see a list of all valuable items. Players can also use this page to search up the value of a single item.

Identify Magic

Characters with the identify magic skill are proficient in deciphering the workings and purposes of magical objects.

Each magic item or valuable object in the Kingdoms of Novitas is indelibly marked with one of these letters (followed by a number):

  • "E": A Former Feb Feast Item - This item has lost its Feb Feast properties and is now keepable/ lootable (its easiest to turn an F into an E)
  • "F": A Feb Feast item - Return it to its owner by the end of the event.
  • "H": A hybrid item - a magic item that is also valuable
  • "K": A keepable/ lootable item - This item can be looted. (The letter L is not used so it isn't mistaken for a 1)
  • "N": A non-keepable/ lootable item - This item cannot be looted. Plagues are also listed with this letter.
  • "Q": A quest item - Something that needs to be returned to logistics by the end of the event. It cannot be kept long term.
  • "V": A Valuable item - This item needs estimate value to identify.
  • None: Older items have no letter, some of these items are not on the magic item list, and are listed on the estimate value list.

This page lists the magical abilities of every magical item in the game. A character with this skill is allowed to use this identify magic list to identify items.

Players can also use this lookup page to identify their magical loot.

First Aid

A torso wound will knock a character unconscious. Once unconscious they will "bleed out" in 10 minutes. Characters with the first aid skill can increase the time it takes to "bleed out" by an additional 10 minutes with appropriate role-playing. If the bleeding isn't stopped in time the character will die.

To administer a potion to a helpless character you must have the first aid skill.

The first aid skill allows a character to ask simple medical based questions of another player, such as: “Were these wounds caused by a blunt weapon or a bladed one?”. This applies to visible conditions only. Questions regarding ailments or afflictions are reserved for the diagnosis spell.

A character with the first aid skill can wake a character who is unconscious from a blunt torso wound before the wound heals from 10 minutes passing. This counts as healing the torso wound. Limb wounds and body points cannot be healed by first aid in this way.

Should a character take "blunt poison" damage, the poison condition will wear off in 10 minutes. A character with the first aid skill can remove the poison condition in this circumstance (and only this circumstance). "Blunt disease" damage works the exact same way including removing the diseased condition with first aid in this situation (and only this situation).

Herbalist

Herbalist allows a character to safely use certain poisonous alchemical compounds, and is the prerequisite for the alchemy skill. There is a very common misperception that this skill is required to identify potions and alchemical items, however NO skill is required to identify potions and alchemical items, everyone can do this. Always.

Language Skills

The language skill allow a character to read, speak, and write in one single chosen language. This skill can be taken more than once, and each time a character takes this skill they may select one language to learn. You can find information on the languages in the game here.

Common languages may be learned without a tutor and can be taken by starting characters freely. Characters who wish to be illiterate are welcome to do so voluntarily with any languages they feel is appropriate to do so with.

Uncommon languages are not actively spoken in the world. Characters learn uncommon languages? through the scholar roleplaying skill.

Rare languages must have plot marshal approval (from Ryan Green) and require a special tutor to learn or can be acquired through long term advancement in the scholar roleplaying skill. A player who knows a rare language cannot teach another player that language, only certain special npcs are capable of passing on these languages.

The language of the druids can only be learned through druid skills.

Characters who have learned a language may request the key from logistics to translate that language on props.

Read Magic

Read Magic allows a character to read magical text and use scrolls.

Production Skills

Crafting and Production Skills

These are skills that allow characters to create new items. Skills in this grouping can be futher broken down into skills related to production which create consumables and skills related to crafting which produce permanent objects as well as weapons.

Production skills which spend production points and help earn the savant title:

Crafting skills which spend crafting points and help earn the master crafter title:

Production Skills
Skill Name Skill Point Cost Prerequisite(s) Brief Description

Production Points 1 None Gain 2 production points. May be taken up to ten times for a maximum total of 20 production points.

Alchemy One 1 Herbalist, 2 Production Points Produce level one alchemy compounds

Alchemy Two 2 Alchemy One Produce level two alchemy compounds

Alchemy Three 3 Alchemy Two Produce level three alchemy compounds.

Alchemy Four 4 Alchemy Three Produce level four alchemy compounds.

Alchemy Five 5 Alchemy Four Produce level five alchemy compounds.

Brew Potion 2 Any Level 1 Spell, 2 Production Points Use production points to create potions and oils from specific level 1-3 spells.

Scribe Scroll 4 Any Level One Spell, 2 Production Points, Read Magic Use production points to create magical scrolls

Tinker One 4 None Can use craft level 1 tinkering goods or produce level 1 trap tags.

Tinker Two 2 Tinker One Can craft level 2 tinkering goods or produce level 2 trap tags.

Tinker Three 3 Tinker Two Can craft level 3 tinkering goods or produce level 3 trap tags.

Tinker Four 4 Tinker Three Can craft level 4 tinkering goods or produce level 4 trap tags.

Tinker Five 5 Tinker Four Can craft level 5 tinkering goods or produce level 5 trap tags.

* Tinkering is not required for Savant

Production Points

Production points are required for alchemy, brew potion, and scribe scroll.

The Alchemy Skill

These skills allow a character to produce alchemical compounds.

Alchemy One

Alchemy rank one the production of level one alchemy compounds using production points.

Alchemy Two

Alchemy rank two allows the production of level two alchemy compounds using production points. You will also need a mirror of sophistry to create level 2 alchemical compounds.

Alchemy Three

Alchemy rank three allows the production of level three alchemy compounds using production points. A character also requires a hermetic rod to produce level 3 alchemical compounds.

Alchemy Four

Alchemy rank four allows the production of level four alchemy compounds. A character also requires a thaumaturgist's mortar in order to produce fourth level alchemical compounds.

Alchemy Five

Alchemy rank five allows the production of level five alchemy compounds. A character also requires a philosopher's stone in order to produce fifth level alchemical compounds.

Brew Potion

Allows you to produce a variety of different potions and oils.

Scribe Scroll

Allows the production of scrolls using production points.

Crafting Skills

Crafting Skills
Skill Name Skill Point Cost Prerequisite(s) Brief Description

Craft Points 1 None Grants 2 craft points. May be taken up to ten times for a maximum of 20 total craft points.

Ornamenter One 4 None Craft non-weapon magic items with up to 4 craft points

Ornamenter Two 2 Ornamenter One Create non-weapon magic items with up to 8 craft points

Ornamenter Three 3 Ornamenter Two Create non-weapon magic items with up to 12 craft points

Ornamenter Four 4 Ornamenter Three Create non-weapon magic items with up to 16 craft points

Ornamenter Five 5 Ornamenter Four Create non-weapon magic items with up to 20 craft points

Tinker One 4 None Can use craft level 1 tinkering goods or produce level 1 trap tags.

Tinker Two 2 Tinker One Can craft level 2 tinkering goods or produce level 2 trap tags.

Tinker Three 3 Tinker Two Can craft level 3 tinkering goods or produce level 3 trap tags.

Tinker Four 4 Tinker Three Can craft level 4 tinkering goods or produce level 4 trap tags.

Tinker Five 5 Tinker Four Can craft level 5 tinkering goods or produce level 5 trap tags.

Weaponsmith One 4 None Craft weapons worth up to 4 Craft Points

Weaponsmith Two 2 Weaponsmith One Craft weapons worth up to 8 craft points

Weaponsmith Three 3 Weaponsmith Two Craft weapons worth up to 12 craft points

Weaponsmith Four 4 Weaponsmith Three Craft weapons worth up to 16 craft points

Weaponsmith Five 5 Weaponsmith Four Craft weapons worth up to 20 craft points

Craft Points

Craft Points are required to use the ornamenter, tinkerer, and weaponsmith skills.

Each time you take this skill up to 10 times you gain 2 craft points, for a maximum of 20 craft points.

These points are shared in a common pool used to craft items with the ornamenter, tinkerer, and weaponsmith skills. Your craft points are spent when you check-in, and refresh each new event that you attend.

Note that production points are a different pool, used for other skills.

Ornamenter One

Ornamenter permits the creation of magical gear which characters can wear on their body. With level one ornamenter you may spend up to 4 craft points on any given item. There is a maximum number of craft points a character can spend on an item based on where on the body the item will be worn. A list of features that can be put into a magical object can be found here.

Craft Points are required for Ornamenting, Tinkering, and Weaponsmithing.

Ornamenter Two

Ornamenter permits the creation of magical gear which characters can wear on their body. With level two ornamenter you may spend up to 8 craft points on any given item. There is a maximum number of craft points a character can spend on an item based on where on the body the item will be worn. A list of features that can be put into a magical object can be found here.

Craft Points are required for Ornamenting, Tinkering, and Weaponsmithing.

Ornamenter Three

Ornamenter permits the creation of magical gear which characters can wear on their body. With level three ornamenter you may spend up to 12 craft points on any given item. There is a maximum number of craft points a character can spend on an item based on where on the body the item will be worn. A list of features that can be put into a magical object can be found here.

Craft Points are required for Ornamenting, Tinkering, and Weaponsmithing.

Ornamenter Four

Ornamenter permits the creation of magical gear which characters can wear on their body. With level four ornamenter you may spend up to 16 craft points on any given item. There is a maximum number of craft points a character can spend on an item based on where on the body the item will be worn. A list of features that can be put into a magical object can be found here.

Craft Points are required for Ornamenting, Tinkering, and Weaponsmithing.

Ornamenter Five

Ornamenter permits the creation of magical gear which characters can wear on their body. With level five ornamenter you may spend up to 20 craft points on any given item. There is a maximum number of craft points a character can spend on an item based on where on the body the item will be worn. A list of features that can be put into a magical object can be found here.

Craft Points are required for Ornamenting, Tinkering, and Weaponsmithing.

The Tinker Skill

Tinkering allows a character to use crafting points to create tinkering items, to alter the props for items, and to create trap tags.

Tinker One

Allows the crafting of level 1 tinkering items and the production of level 1 trap tags. Also allows characters to alter the props for magic items.

Tinker Two

Allows the crafting of level 2 tinkering items and the production of level 2 trap tags. Also allows characters to alter the props for magic items.

Tinker Three

Allows the crafting of level 3 tinkering items and the production of level 3 trap tags. Also allows characters to alter the props for magic items.

Tinker Four

Allows the crafting of level 4 tinkering items and the production of level 4 trap tags. Also allows characters to alter the props for magic items.

Tinker Five

Allows the crafting of level 5 tinkering items and the production of level 5 trap tags. Also allows characters to alter the props for magic items.

Weaponsmith One

Weaponsmith rank one allows a character to craft weapons.

With the weaponsmith one skill you may craft items worth up to 4 crafting points.

Weaponsmith Two

Weaponsmith rank two allows a character to craft weapons.

With the weaponsmith two skill you may craft items worth up to 8 crafting points.

Weaponsmith Three

Weaponsmith rank three allows a character to craft weapons.

With the weaponsmith three skill you may craft items worth up to 12 crafting points.

Weaponsmith Four

Weaponsmith rank four allows a character to craft weapons.

With the weaponsmith four skill you may craft items worth up to 16 crafting points.

Weaponsmith Five

Weaponsmith rank five allows a character to craft weapons.

With the weaponsmith five skill you may craft items worth up to 20 crafting points.

Role-playing Skills

Roleplaying Skills

Each role-playing skill has five ranks and each rank costs 4 skill points. In order to acquire or advance in a role-playing skill you need to first get approval. To get the first rank of a roleplaying skill you need approval from the plot and continuity marshal (Ryan Green) or second (Gabby Bonilla). Once you have the first rank of a role-playing skill you are eligible to apply to advance in it as explained further on.

New characters may be able to take role-playing skills only if they first meet certain criteria. The player needs to have demonstrated that they understand what the role-playing skill represents and can role-play it accordingly. This often means that players will need to attend enough games first so that they have a chance to interact with different gamemasters as various NPC's. The player will also need an appropriate character background that must be approved by plot and continuity. A starting character cannot begin with more than the first rank of a role-playing skill when they are first created. Existing characters can take a first level of an RP skill at any time once they have gotten permission.

Biannually the plot and continuity staff will announce a period of application for increases in role-playing skills. These will be approximately every 6 months but windows may be shorter or longer based on circumstances. During each application period a character who gets approval can increase at most one role-playing skill. Approval is based on several factors, with higher skill ranks being judged more strictly.

Criteria for approval can include and isn't limited to: actions during games, story arcs created by lore requests, dedication to a relevant group/ organization/ behavior, time since last increase, number of events attended since last increase (have you had opportunity to take or not take relevant actions), how representative of the skill the character presents as (do others think of you when they think of that skill?).

Roughly speaking qualification for each level is as follows:

  1. The player understands what the roleplaying skill represents and will act accordingly.
  2. The character has been actively representing the roleplaying skill.
  3. The character has been actively representing the roleplaying skill with distinction.
  4. The character has been going above and beyond to represent the roleplaying skill.
  5. The character is the pinnacle of representing the roleplaying skill.
    • When people think of this skill they think of this character.

Each character can take the scholar roleplaying skill up to level 5 following all the normal rules for advancement. Among all other roleplaying skills a character can have at most have 2 additional role-playing skills, and only one of these other role-playing skill can be increased above 2.

Upon reaching rank 4 in a role-playing skill, a special plot will be created and sent out that will test a character's connection to the skill and might later become the character's capstone story. Before reaching rank 5 in a role-playing skill a character must first complete a special trial storyline known as a capstone. During application periods characters can be approved for rank 5 pending the capstone, which means once the [[rules.pcstaff|plot staff] have concluded that your character has succeeded in their capstone you will be allowed to purchase rank 5 between application periods.

If for any reason it becomes inappropriate for a character to have a role-playing skill that they possess the plot staff may discuss further action, possibly including reducing rank in that role-playing skill. When this occurs no skill points will be refunded with the loss of rank. It is possible to discuss with the plot and continuity marshal (Ryan Green) in advance about undergoing a story or arc that is contrary to a role-playing skill, intentionally "disabling" it so that you receive no benefits, then later when your character is ready undergoing a redemptive story to "return" to it. This should be discussed in advance of the act that "disables" the skill.

Chosen Roleplaying Skill
Skill Name Skill Point Cost Prerequisite(s) Brief Description

Chosen Level One 4 Game Master Approval Gain a title. Create a semi-permanent shrine that can protect an area.

Chosen Level Two 4 Game Master Approval, Chosen One Pray at shrine 1/ gd to affect many with a single spell casting.

Chosen Level Three 4 Game Master Approval, Chosen Two Choose permanently to either: be able to declare mortal enemies, gaining combat bonuses OR lead a sermon to buff your flock

Chosen Level Four 4 Game Master Approval, Chosen Three Cast an improved spell, gain bonus magic power 1/ gd

Chosen Level Five 4 Game Master Approval, Chosen Four Choose permanently to be able to: Smite enemies or lead grand sermons, buffing your flock.

Chosen Roleplaying Skill

A character who becomes one of the chosen has earned the favor of a deity or deities. Not every character who is religious is chosen and not every chosen is religious (though those that are not religious must still make sure they don't upset their benefactors).

Chosen Level One

Grants an appropriate title chosen by the player (typically "Septon").

Players must choose an established religions to be the chosen of.

Once a religion is chosen, it may not be changed at a later date.

The chosen one skill allows the character to set up a shrine to their deity (or deities).

Should the character forsake their god(s), all chosen skills are lost and all previously earned benefits become null and void.

Chosen Level Two

The 2nd rank of chosen allows a character to initiate a group prayer at their shrine once a game day. When they do this they may cast any level 1 or level 2 spell the chosen knows on everyone in a 10 ft radius of the shrine. The spell must be a spell that targets the worshipers (so not silvershine) but doesn't have to be a beneficial spell.

Chosen Level Three

Chosen may permanently select one of two possible abilities when they reach level 3. Either they gain the ability to declare a mortal enemy, or the ability to lead a group sermon.

Mortal Enemy: The chosen may declare a mortal enemy once per game day and the effect lasts for the next 10 minutes. In addition to the specific individual mortal enemy chosen this ability also works against all members of the same species for the duration. Chosen of the Sept cannot choose a player character race as a mortal enemy.

Despite the fact that you use this ability by declaring it on a target, this ability gives the chosen character the buff and it is that character's responsibility to track the effects not the mortal enemy.

Each time the chosen declares a mortal enemy they may gain one of three possible effects for the duration of the ability. A chosen may choose a different effect each time they activate this skill.

The possible effects are:

  • Toughness: When a mortal enemy deals damage to you reduce the damage as if you were monstrous. This gives no other advantages of being monstrous.
  • Strength: When attacking a mortal enemy with a damaging attack from a weapon you call for 4 damage regardless of what damage you normally call for. This effect allows you to break damage caps.
  • Protection: For the duration of the effect you are treated as having anti-magic aura up against your mortal enemies.

Sermon: Twice per event while praying at their shrine the chosen may cast a spell of up to level 3 and have it affect anyone within a 10 foot radius who worships (and have the blessing of) the same god(s) the chosen follows (either the Sept, Draconus or the Dark 3). Each character (even non-chosen) should decide for themselves whether they gain the benefits of the Sept, Draconus, the Dark 3, or none (which could be because the character doesn't worship any of the gods or because the gods don't like the character). This should be kept consistent over time and only changed from significant roleplaying arcs.

This is not intended to be used to identify who worships who, and should never be used for that purpose. After all a character could worship the sept, and not get the blessing for reasons beyond their control.

Chosen Level Four

Upon learning the fourth rank of chosen the character permanently chooses one of the following improved spells which they can then cast once per game day. Once the improved spell has been selected it be changed at a later date.

The improved spell picked is cast with a standard incantation by the chosen without using magic power points. This can be done once per game day. After casting the spell the chosen then gets or gives bonus magic power based on the spell used. Magic power gained from this skill can go over the 20 power point cap.

The improved spell choices are:

Chosen Level Five

At rank 5 the chosen may permanently select one of two possible abilities. They can either gain the ability to smite enemies of the faith or the ability to lead greater sermons.

Smite: The final rank of chosen allows the character to mark a single target for death once per game day. This is done by making an attack with the "Smite" call. This smite can be delivered either through a weapon or a spacket.

The chosen is also now permanently immune to 'smite' calls from others.

Greater Sermon: Twice per event while praying at their shrine the chosen may cast a spell of up to level 5 and have it affect anyone within a 10 foot radius who worships (and have the blessing of) the same god(s) the chosen follows (either the Sept, Draconus or the Dark 3). Each character (even non-chosen) should decide for themselves whether they gain the benefits of the Sept, Draconus, the Dark 3, or none (which could be because the character doesn't worship any of the gods or because the gods don't like the character). This should be kept consistent over time and only changed from significant roleplaying arcs.

This is not intended to be used to identify who worships who, and should never be used for that purpose. After all a character could worship the sept, and not get the blessing for reasons beyond their control.

Druid Roleplaying Skill
Skill Name Skill Point Cost Prerequisite(s) Brief Description

Druid Level One 4 Game Master Approval Gain a title. Allows special druid communication with some specific creatures that normally cannot be communicated with.

Druid Level Two 4 Game Master Approval, Druid One Cast charm nature 1/ gd

Druid Level Three 4 Game Master Approval, Druid Two Permanently gain your choice of: Free tanglefoot bags, free casts of elemental weapon, permanent nature immunity or extra body.

Druid Level Four 4 Game Master Approval, Druid Three Can attack for Primal damage 1/ gd

Druid Level Five 4 Game Master Approval, Druid Four Create and gain a custom aspect of nature.

Druid Roleplaying Skill

Druids are the caretakers and defenders of the natural world. They do what they feel is appropriate or necessary to maintain the health of the world itself.

Druid Level One

When a character first learns the first druid skill they may choose an appropriate title, typically 'Druid'.

The first rank of druid allows the character to communicate in a pidgin speak (very basic communication without a common language) with certain plants and animals.

Furthermore the character learns the custom Druidspeak language. Only druids are capable of learning this language, and it is automatically learned. There is no need to mark off a language skill for this, having this roleplaying skill means you know Druidspeak.

Druid Level Two

A druid at this rank can throw a tag bag once per game day at will that inflicts "charm nature".

Nature creatures include the following types of creatures: plants, insects, lesser elementals, and low fae.

Druid Level Three

When a druid first learns the rank three druid skill they gain their choice of one of four permanent benefits. Once the choice is made it cannot be changed later.

A druid may choose between:

Druid Level Four

A druid at this rank may call upon a primal fury once per game day. This is a custom spell that must be cast as normal with an incant but costs no magic power points. The ability functions for 1 minute and lets you attack for "primal" damage. In all other ways it functions as if you had just cast the primal form spell but you do not gain nature immunity

Druid Level Five

Upon reaching the pinnacle of being a druid a character who has learned the fifth rank of druid can work with the rules marshal to design a custom ability that represents an aspect of nature. The rules marshal has the ultimate say on what is and is not acceptable.

Examples of abilities include:

Medium Roleplaying Skill
Skill Name Skill Point Cost Prerequisite(s) Brief Description

Medium Level One 4 Game Master Approval Gain a title. Can communicate with spirits. Can see reaped sparks.

Medium Level Two 4 Game Master Approval, Medium One Cast Reap Spirit always with no incant and 1/ gd at will.

Medium Level Three 4 Game Master Approval, Medium Two May return reaped sparks, use special compulsion effects on ghosts

Medium Level Four 4 Game Master Approval, Medium Three Cast dominate spirit 1/ gd. Can trap spirits in gems.

Medium Level Five 4 Game Master Approval, Medium Four Can speak with dead characters and force them to answer truthfully.

Medium Roleplaying Skill

Mediums are conduits between those who have died and the living. They are the most capable of interacting with sparks, the life-forces of the still living, and are capable of negotiating (or sometimes being more forceful) with ghosts to help them move on.

Medium Level One

When a character first becomes medium by taking the first rank of medium the character gains an appropriate title chosen by the player, typically "Medium".

A medium may see and attempt to communicate with spirits. To do so the character must know a language that the spirit speaks. The spirit is under no obligation to communicate back.

Only mediums are able to see that a character has a stolen life-spark. To check for stolen sparks, the medium must be close enough to whisper out-of-character, “I am a medium, are you holding any sparks?”. The person being addressed must then out-of-character give the truthful answer.

Medium's may also identify if a person is currently in possession of their own spark.

Medium Level Two

Upon reaching this rank of ability a medium may now cast the reap spirit spell with no incant. The medium is so proficient with the reap spirit spell they may also cast it once per day at will.

Medium Level Three

Twice per event the medium may use one of the following options, each is done with no incant and no tag bag. Simply point at the spirit to be affected and loudly declare the effect:

The medium may act as a physical conduit between a living reaper of a stolen spark and the owner of that spark allowing the revive spell to be cast. When using this ability with an unwilling reaper it will typically require restraints. Once revived this way the previously dead character automatically regains their stolen spark.

Medium Level Four

A fourth rank medium may cast dominate spirit once per game day with a incant but no magic power point cost.

The medium also gain the unique spirit capture ability.

With this ability the medium can create a spirit pouch or bag with the ability to hold spirits. This is a numbered item with no cost to create or re-create between games. You supply the prop and get the number from a logs staff person at check in.

A spirit dominated by the medium can be forced into any gem worth at least 10 coin. After 15 minutes, the spirit escapes the gem unless the gem is stored in a spirit bag. If an occupied gem is still in a spirit bag at convergence the spirit is automatically released. A single occupied gem is a valid target for the final rest ritual.

Medium Level Five

A rank five medium learns the unique speak with the dead ability. This can be done twice per game day.

Speak with dead is a touch range spell which is cast only on characters who are dead but not permanently dead. The spell requires an incant but costs no power points to cast with a ten minute duration. Because this is a spell, anything that would stop a spell will stop this ability (such as anti-magic shield on the body of the person you cast this on).

Once successfully cast speak with dead allows the medium to communicate with the dead character, forces them to respond and allows them only to speak truthful answers to the medium's questions.

Merchant Roleplaying Skill
Skill Name Skill Point Cost Prerequisite(s) Brief Description

Merchant Level One 4 Game Master Approval Gain a title. Can pay for check in with valuables.

Merchant Level Two 4 Game Master Approval, Merchant One Exchange consumables for other consumables.

Merchant Level Three 4 Game Master Approval, Merchant Two Exchange valuable items, run a bank

Merchant Level Four 4 Game Master Approval, Merchant Three Gain free scarce items at sign in.

Merchant Level Five 4 Game Master Approval, Merchant Four Gain a large blue box that can't be interacted with by others.

Merchant Roleplaying Skill

Merchants are the masters of coin and goods. The various ranks of merchant skills give a character abilities to trade valued items for coin and to exchange consumables for other goods off in logistics during sign-in, representing the character trading with NPCs during the downtime between events.

Merchant Level One

Upon learning the first rank of merchant a character gains the title of "merchant" (or whatever best suits you).

When checking in for an event a merchant may pay for any coin costs using any item with an estimate value entry, paying down cost equal to the items listed value.

Furthermore the merchant may exchange up to 100 coin worth of these items for coin. The amount of coin you are trading in for should be listed with preproduction.

Merchant Level Two

Using preproduction, a merchant can trade in any number of potions, scrolls, and/ or alchemy items in exchange for any combination of potions, scrolls, and/ or alchemy items with the same total number of levels. The items the merchant receives are limited to a maximum level of the merchant's highest merchant skill rank. The merchant may trade in up to their merchant rank x 10 levels of items per event.

For example, a rank 4 merchant could trade in a maelstrom (level 4) scroll in exchange for a claw of the beast (level 4) alchemy compound. That same rank 4 merchant could also trade-in during the same event a dissipate (level 2) potion and a scroll of restore limb (level 2) in exchange for a scroll of ablative armor (level 4).

Merchant Level Three

At merchant three, the character may now exchange any number of items for any value of coin at check in based on the items listed estimate value listing. Use preproduction to declare how much coin you will be exchanging for.

By use of this rule, and the ability to turn any prop into a valuable item, merchants can effectively run their own banks.

Merchant Level Four

At sign-in the character receives 10 levels worth of randomly selected scarce items.

These items may be exchanged immediately using merchant 2 without using preproduction.

Merchant Level Five

A merchant with the fifth rank of merchant gains an invisible magic lock box with a size no greater than 1728 cubic inches (for example 1' x 1' x 1'). This box follows the same rules as a blue bag, but must be a box (with hard sides, a top, and a bottom). You can identify it by orange markings put on it.

Status Roleplaying Skill
Skill Name Skill Point Cost Prerequisite(s) Brief Description

Status Level One 4 Game Master Approval Gain a title. Earn a coin stipend each event.

Status Level Two 4 Game Master Approval, Status One Throw 'disengage' tag bags 4/ gd at will.

Status Level Three 4 Game Master Approval, Status Two Charm aura on NPC's from nation/organization.

Status Level Four 4 Game Master Approval, Status Three Call 'dominate nation/ organization' 1/ gd at will.

Status Level Five 4 Game Master Approval, Status Four Grants immunity to various mind effects.

Status Roleplaying Skill

In order to qualify for a rank of status skill a character must belong to an appropriate influential organization. This could be a nation, a society group, a guild, or any other organization that meets with the plot marshal (Ryan Green) or plot second's (Gabby Bonilla) approval. Characters with status have a reputation associated with that group that will sometimes precede them and earn them social favors. They also have an easy time earning coin thanks to the group they are associated with.

Status Level One

In order to qualify for status rank one a character must belong to an appropriate influential organization.

Upon learning status one a character gains appropriate title chosen by the player.

Characters gain a stipend of 20 coin per event. This is stipend earned when the player checks in. For each further rank of status gained the character gets an additional 20 coin per event.

Status Level Two

A character with rank two status can throw four tag bags per game day at will, which call for "disengage".

Status Level Three

A character with rank three status can charm members of their nation or organization. This charm aura works on NPCs from their selected nation/organization, for example "charm civenite" or "charm thieves guild".

A charm aura is generally communicated by the character looking someone in the eyes and saying "charm" as clearly as possible. Because this effect is unlimited use it is not broken if the charmer attacks the charm victim, but the charm victim may defend themselves (aggressively if desired) they just feel somewhat bad about it. A good example for some is how some siblings might defend themselves from another sibling in a fight.

Status Level Four

With the fourth rank of status a character may once per game day throw a tag bag at will that inflicts "dominate nation or organization".

Status Level Five

The final rank of status grants a character the pure cognizance ability. This effect is permanent and cannot be dispelled. This ability grants immunity to a variety of effects, but unlike other immunities you do not have to call "no effect" when this immunity is applied.

Pure Cognizance grants immunities to the following effects:

Magic Skills

Magic Skills

These are skills that aid you in casting spells and using rituals.

For the purposes of this wiki the various ritual skills are included in the magic skills section. On an official character sheet each of the ritual skills appear grouped with the school of magic they related to.

Magic Power Points

Each time this skill is taken a character gains one additional Magic Power Point. This skill can be taken up to twenty times for a grand total of 20 Magic Power Points. Power points are used to cast spells

Rituals of Aegis

May participate in Aegis rituals.

Also a requirement of becoming a Magical School Master in the Aegis school.

Upon learning this skill you may get free copies of the harmony and mirrorball ritual from logistics.

Rituals of Battle

May participate in Battle rituals.

Also a requirement of becoming a Magical School Master in the Battle school.

Upon learning this skill you may get free copies of the Valor and Soldier's Luck rituals from logistics.

Rituals of Compulsion

May participate in Compulsion rituals.

Also a requirement of becoming a Magical School Master in the Compulsion school.

Upon learning this skill you may get free copies of the perfect deceit and polyglot ritual from logistics.

Rituals of Enchantment

May participate in Enchantment rituals.

Also a requirement of becoming a Magical School Master in the Enchantment school.

Upon learning this skill you may get free copies of the craftsman's raiment and disenchant ritual from logistics.

Rituals of Nature

May participate in Nature rituals.

Also a requirement of becoming a Magical School Master in the Nature school.

Upon learning this skill you may get free copies of the breath of fire and ironbark ritual from logistics.

Rituals of Necromancy

May participate in Necromancy rituals.

Also a requirement of becoming a Magical School Master in the Necromancy school.

Upon learning this skill you may get free copies of the final rest and consecrate ritual from logistics.

Rituals of Restoration

May participate in Restoration rituals.

Also a requirement of becoming a Magical School Master in the Restoration school.

Upon learning this skill you may get free copies of the remedy and regeneration ritual from logistics.

Specialist Titles

Specialist Titles Earned From Skills

Characters can gain a variety of special titles by buying every skill related to certain areas of specialty. Those titles are: weapon master, savant, master craftsman, and magical school master.

Weapon Master Title

A character who has learned all 20 of the combat skills earns the title of "weapon master".

Twice per game day a weapon master may execute a "master's strike". This lets the weapon master add either the "slay" or the "pierce" call to a weapon attack. Furthermore that attack allows the character to hit for the appropriate amount of damage with a cap of up to 4 damage if they would normally be capped at a lower amount of damage.

A weapon master may wield great javelins or great spears with a second weapon or a shield. When they do this normal caps apply. While this is taking place you are only allowed to make stabbing attacks with the great javelin, never swinging attacks. A weapon held in the off hand can be swung as normal.

Savant Title

A character who has learned all of the following skills earns the title of "savant".

Savants may produce a copy of any alchemical item, potion, or scroll in their possession as if they knew/ possessed the requirements (such as the spell) to make it. All other normal production rules (such as costs) still apply.

Savants also gain an additional 5 points of production which break cap.

Master Craftsman Title

Any character with 20 craft points and rank five in at least two of weaponsmithing, ornamenting, or tinkering gains the title of master craftsman.

A master craftsman gains 4 additional craft points that can break the cap on crafting points. Coin does not need to be spent when using these four crafting points. These crafting points don't count against point total restrictions.

For example a character with weaponsmithing five is normally restricted to crafting at most 20 point items, but a master craftsman can use these four points with their regular 20 to create a 24 point item.

Magical School Master Title

A character that has taken the magic power point skill 20 times, knows all 10 spells from a specific school, and knows the corresponding ritual skill for that school, earns the title "magical school master" or "master mage" for short.

A master mage can choose one spell from that school (on the character sheet circle the spell you select). When casting the chosen spell they pay one less magic power points to a minimum of 1. This does not stack with other reductions to cost unless the other source says it stacks.

Section 7: Item Rules

Item Rules

Another important element of fantasy are the selection of tools characters use to accomplish their goals. Here you'll find information on different kinds of gear your character might find, create or trade for.

Magic Items

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.

Item Slots For Magic Objects

With the use of the ornamenter skill and crafting points a character can craft magic items. Magic items may also be found in game. Characters are limited in how many magic items they are able to use. There are 20 potential slots available for PCs to wear magic items. When a character uses a magic item in an item slot, that slot is filled and that character may not use a different magic item in that slot during the same event. The exception to this are weapons, bucklers, and shields; the only limit to how many different weapons and shields you can use is how many you are willing to carry. Skills restrict what combination of weapons and shields you can use at one time however.

Those slots are weapon, shield/ buckler, torso, feet, head, legs, arms, waist, shoulder, back, hand, neck, wrist, ankle, an accessory and two rings slots. Characters are limited to either one rod or one tome. A character can use at most two wands per event.

Some rare loot items are considered "slotless". These items do not take up an item slot.

Magic items that get used by characters become "attuned". Attuning lasts for the event. When an item is attuned it cannot be used by other characters. During game when you use the magical properties of any item, that item becomes attuned. All epic items, master crafted items, and rods in a players possession must be attuned when a player checks in. Other items do not need to be attuned right away. Players do not need to attune all items they own if they do not wish to, but they need to decide at that time which items that they own that they will attune to. Any items not attuned may be loaned/ given to other players to attune to at check in but this cannot be done once the game has begun.

Player owned epic items, master crafted items, and rods which are not attuned at check-in may not be used by anyone that event. New items looted during encounters (recovering an epic item stolen from a PC doesn't count) can be attuned during an event even if they are an epic item, master crafted item, or rod .

Weapons can be used for combat by other players without needing to be attuned, even if the item is attuned to someone else. When this happens the user doesn't benefit from special abilities of the weapon except for properties that can be used unidentified (elven steel, silver, goblin Iron, nature, primal, or a magic weapon).

List of Item Slots

The table below lists each slot and the maximum allowed craft points when designing a magic item for that slot:

SlotMaximum number of craft points allowedExample PropUnacceptable Props
Shield20A ShieldThings that are not shields
Torso20Shirt, breastplate, vest, surcoat, really well constructed tabard, jacket, coat, tunic, bodice, chemise, dress, robe, chain hauberk.bandoleer, nipple piercing
Feet20Boots, sandals, shoes, sabatons. Items should be in pairs except in rare and exceptional circumstances.Ankle straps, spurs, toe rings, socks.
Head16Helmet, hat, elaborate headband, tiara, crown, coif, hood, mask.Scarf, bandanna, hair accessories, facial jewelry, earrings
Leg16Greaves, pants, full leg armor, non-armor skirt. Loincloths and other articles of clothing clearly worn beneath the waist. Leg items that can come in pairs should except in rare and exceptional circumstances.Leg warmers, ankle or boot wraps, garters.
Arm16Bracers, arm armor, rerebraces. Arm items come in pairs except in rare and exceptional circumstances.arm cuffs, arm warmers.
Waist12Belt, sash, chain skirt, war belt, cingulum militaire, waist cincher, elaborate chain belt.Simple Waist chain, belly button piercing.
Shoulder12Spaulders, mantle, pauldrons, elaborate shawl. Shoulder items that can come in pairs should except in rare and exceptional circumstances.Besegews, epaulettes, parrot.
Hand12Glove, Gauntlet, Ring+Chain+Bracelet combination-thingies. Hand items come in pairs except in rare and exceptional circumstances.Half-Gauntlets (modern anachronistic SCA Invention).
Back12Cloak, Cape 
Buckler12Buckler 
Neck8Ornate or Elaborate Necklace, choker, gorget, chain of office, torc, collar, bevor, stole.Simple necklace or chain
Wrist8Cuffs, ornate or elaborate bracelet, manacles. Wrist items that can come in pairs should except in rare and exceptional circumstances.Simple bracelet or cuffs.
Ankle8Ornate or elaborate anklet, shackles, ankle cuffs. Ankle items that can come in pairs should, except in rare and exceptional circumstancesSimple anklet or ankle cuffs.
Ring 18Ring 
Ring 28Ring 
Accessory4Backpack, quiver, sheath, belt, pouch, haversack, frog, scabbard, earring, bandoleer, spurs and straps, glasses, goggles, scarf, anything worn on your body.Anything that obviously fits in another slot, anything not worn.

These are other items that you can carry a limited number of.

SlotExample Items
Wand 1A Wand
Wand 2A Wand
Rod or TomeA Rod or Tome

Weaponcrafting

Weapon Crafting Point Costs

When you are crafting a new weapon you must pay a number of crafting points based on what you are creating. Every weapon will have a starting cost based on what type of weapon it is. From there you can select any feature you want, such as crafting the weapon from one or more special materials, giving special abilities to the weapon, or imbuing a spell into the weapon.

Weapon Special Materials

Elven Steel Items

Attacks with elven steel weapons make the "elven steel" call. A elven steel melee weapon may also make "blunt elven steel" attacks. You must always use the "elven steel" call with your attacks unless an attack replaces the entire call such as if you have cast elemental weapon. Specifically this means you can't choose to make a "normal" or "silver" call with a elven steel weapon.

Elven steel and silver weapons may never have blade poisons put on them. If a blade poison is applied to one of these weapons it is rendered inert and useless immediately.

Elven steel can't be mixed with other magical materials in the construction of a weapon.

If a player is using a weapon they have not yet identified but they recognize it as being made of a special material because of the weapon's color that player should make the corresponding call when attacking with that weapon.

Goblin Iron Weapons

Items made out of goblin iron are inherently poisonous. When attacking with a weapon made of Goblin Iron the weapon deals "poison" damage. A goblin iron melee weapon may also make "blunt poison" attacks. You must always use the "poison" call with your attacks unless an attack replaces the entire call such as when you have cast elemental weapon. Specifically this means you can't choose to make a normal attack with a goblin iron weapon.

Some blade poisons require that they can only be applied to goblin iron weapons. These poisons get no special increased duration benefit when applied to such a weapon. All other blade poisons when applied to a goblin iron weapon, last for 20 minutes or until the weapon has successfully made two hits. These poisons interact with blightsteel in the exact same fashion.

Goblin iron can never be included in the construction of a weapon with elven steel or silver.

If a player is using a weapon they have not yet identified but they recognize it as being made of a special material because of the weapon's color that player should make the corresponding call when attacking with that weapon.

Magic Weapons

This rule is obsolete and has been removed from the system

Razorleaf Weapons

Razorleaf weapons represent enchanted gear that strike with the forces of the elements. They are made from the valuable razorleaf plant which requires a great deal of heat to grow. Razorleaf when properly prepared can be alloyed with metals that channel the natural elemental properties of the plant, allowing the blade to become super heated when striking.

Attacks with razorleaf weapons make the "Nature" call. A razorleaf melee weapon may also make "blunt nature" attacks. You must always use the "nature" call with your attacks unless an attack replaces the entire call such as when you cast the spell silvershine. Specifically this means you can't choose to make a normal attack with a nature weapon.

Primal Weapons

Attacks with primal weapons make the "primal" call. A primal melee weapon may also make "blunt primal" attacks. You must always use the "primal" call with your attacks unless an attack replaces the entire call such when you have cast silvershine on a weapon. Specifically this means you can't choose to make a "normal" or "nature" attack with a primal weapon.

Primal weapons may not contain any other special material in their construction.

If a player is using a weapon they have not yet identified but they recognize it as being made of a special material because of the weapon's color that player should make the corresponding call when attacking with that weapon.

Silver Weapons

Weapons made from silver make the "silver" call with attacks. Silver melee weapons may also make "blunt silver" attacks. You must always use the "silver" call with your attacks unless an attack replaces the entire call such as if you have cast the spell elemental weapon. Specifically this means you can't choose to make a normal attack with a silver weapon.

Elven steel and silver weapons may never have blade poisons put on them. If a blade poison is applied to one of these weapons it is rendered inert and useless immediately.

Goblin iron can never be included in the construction of a weapon with elven steel or silver.

If a player is using a weapon they have not yet identified but they recognize it as being made of a special material because of the weapon's color that player should make the corresponding call when attacking with that weapon.

Weapon Special Rules

Masterwork Weapons

A masterwork weapon (sometimes referred to as masterwork terran weapons in older days) once correctly identified using the estimate value skill strikes for +1 weapon damage of the appropriate type. A masterwork weapon also has additional monetary value beyond what an equivalent weapon would be worth.

Master's Blade Rules

A master's blade is an exceptional weapon that may only be used by a weapon master. In the hands of a weapon master a master's blade allows that weapon master to execute a third "master's strike" per game day. Weapon masters may not gain further "master's strikes" with additional master's blades.

All master's blades count as masterwork weapons.

A master's blade can only be crafted by a master craftsman with the tinker five and weaponsmith five skills. It costs 24 craft points and 200 coin total to craft a master's blade. When a master's blade is crafted 16 of the crafting points spent to create the weapon can be reallocated to pay for the type of weapon, or to purchase additional enhancements or abilities for the weapon. Thrown weapons and ammunition may never be made into a master's blade, but other non-bladed weapons are fine.

A master's blade must have an above average looking prop to represent it.

Master's Staves

A staff of wizardry more commonly referred to as a "Master's Staff" when used by a master mage with the great weapon training skill (which is required to wield the staff) allows the user to reduce the magic power point cost of all spells of the master mages chosen school by one to a minimum of one. This discount does not stack with the benefits of mastering a school. Each master's staff will only benefit a single school. Any given master's staff can only be used by one character per event. Once a master's staff has been used by one character other characters cannot benefit from it that event.

A master's staff may only be crafted by a master craftsman who knows the ornamenter five and weaponsmith five skills. It costs 24 crafting points and 200 coins to create a staff of wizardry. This is automatically a great weapon, which should be in the form of a staff, without paying additional crafting points.

Weapon Definitions

Weapon Definitions and Rules

For the purposes of some rules and skills weapons are divided into different categories. The correct skill to use a weapon and the damage a weapon can inflict are based on what type it is classified as.

Melee weapons are hand-held weapons used for close-range, personal combat.

Melee weapons are further divided into three sub-categories based on length:

Carrying a melee weapon in each hand is referred to as "dual wielding" or "two weapon fighting". Players may not carry a melee weapon in each hand at any time unless they have the appropriate skills needed to dual wield.

A thrown weapon is any weapon designed to primarily be thrown and are required to look like weapons (no throwing rocks). You may not fight in melee with most thrown weapons. Throwing weapons that contain a core can be used as a melee weapon. When used this way they follow all the rules for a melee weapon.

Thrown weapons are further divided into three subcategories based on length:

  • A standard throwing weapon is one greater than 6 and less than or equal to 30 inches.
  • A javelin is a throwing weapon greater than 30 and less than or equal to 45 inches.
  • A great javelin is a throwing weapon greater than 45 inches and less than or equal to 84 inches.

The damage a character deals with any thrown weapon starts at 1. This can be increased by skills, and sometimes other effects that increase thrown weapon damage. Thrown weapons have a natural cap on how much damage they can deal. Great javelins may deal a characters melee damage instead of thrown damage.

Missile weapons include both bows and crossbows. Modern archery equipment is not allowed though there are some exceptions for fletching and nocks. Arrows and bolts must always be fired, they can never be thrown. Bows can never be used to parry or block. If a bow is struck in melee combat it is considered destroyed until it is repaired with an effect like the mend armor spell. If attacking at a range of less than 10 feet archers are required to only half-draw their bows. Crossbows may only fire at targets under 10 feet away if their bow has been tested to have a draw of 15 pounds or less.

Missile weapon hits to a wounded limb affect the torso. If a missile weapon strikes a weapon it deals damage as if it had proceeded unimpeded. Players may never use a weapon to intentionally deflect a missile, the penalty for doing so is taking the attack to the torso ignoring any armor the player might have but not body. Shields may be used to block missiles.

Archers within reason can call hits on their targets. Abusing this can result in being barred from using archery.

If a player throws a thrown weapon or fires a missile weapon at you and you have the appropriate skill to use the weapon/ ammunition you are allowed to return fire with it. However it is very important that you know that you cannot carry that weapon/ ammunition off with you elsewhere for any reason.

Melee Weapons

Melee weapons are hand-held weapons used for close-range, personal combat.

Melee weapons are further divided into three sub-categories based on length:

Carrying a melee weapon in each hand is referred to as "dual wielding" or "two weapon fighting". Players may not carry a melee weapon in each hand at any time unless they have the appropriate skills needed to dual wield.

The damage a character deals with any melee weapon starts at 1. This can be increased by skills, consumables, spells and other similar effects that increase melee weapon damage. Melee weapons have a natural limit on how much damage they can deal.

When wielded by themselves melee weapons have a cap of 4 damage

While dual wielding your melee damage is capped at 2.

Wielding a shield in combat limits your melee damage to a cap of 2. Note that passive bucklers do not have this cap.

Non-Martial Weapon Rules

A non-martial weapon is any melee weapon under 35 inches (88.9cm) in length.

Non-martial weapons can be wielded one handed or two handed depending on personal preference.

The damage a character deals with any melee weapon starts at 1. This can be increased by skills, consumables, spells and other similar effects that increase melee weapon damage. Melee weapons have a natural limit on how much damage they can deal.

All characters get the skill to wield a non-martial weapon for free, but require specific skills to wield more than one, or to wield one with a buckler or a shield.

Martial Weapon Rules

A martial weapon is any melee weapon at least 35 inches (88.9cm) in length but no longer than 45 inches (114.3cm) in length.

Martial weapons can be wielded one handed or two handed depending on personal preference.

Damage for martial weapons starts at 1. This can be increased by skills, consumables, spells and other effects that increase melee weapon damage. Martial weapons have a natural limit on how much damage they can deal.

To wield a martial weapon a character must have melee training skill, they also require specific skills to dual-wield one with a non-martial weapon in their other hand, to dual-wield one martial weapon in each hand, or to wield one with a buckler or a shield.

Great Weapon Rules

A great weapon is any melee weapon over 45 inches (114.3cm) in length.

Great weapons must be generally wielded with both hands. There are only two times that you are allowed to wield a great weapon with one hand; When making a straight thrust after which the weapon must immediately return to being carried with both hands. Or when blocking an attack with the weapon.

The damage a character deals with any melee weapon starts at 1. This can be increased by skills, consumables, spells and other similar effects that increase melee weapon damage. Melee weapons have a natural limit on how much damage they can deal.

When wielded by themselves melee weapons have a cap of 4 damage

The wielder of a great weapon is able to halve their melee damage (rounded down) in order to add the slay call to an attack. If the wielder is capable of overcoming the natural limit on melee weapon damage this ability continues to scale always dealing half rounded down "slay" damage.

A great weapon requires the great weapon training skill to wield. Normally great weapons may not be wielded with a second weapon or a shield, weapon's masters with great javelins are an exception this. With the correct skill a great weapon can be wielded with a passive buckler.

A weapon master may wield great javelins or great spears with a second weapon or a shield. When they do this normal caps apply. While this is taking place you are only allowed to make stabbing attacks with the great javelin, never swinging attacks. A weapon held in the off hand can be swung as normal.

Dual Wielding Weapons

Carrying a melee weapon in each hand is referred to as "dual wielding" or "two weapon fighting". Players may not carry a melee weapon in each hand at any time unless they have the appropriate skills needed to dual wield.

The damage a character deals with any melee weapon starts at 1. This can be increased by skills, consumables, spells and other similar effects that increase melee weapon damage. Melee weapons have a natural limit on how much damage they can deal.

While dual wielding your melee damage is capped at 2.

Fighting with two weapons requires one of three skills based on what combination of weapons you are using.

Ranged Weapons

A ranged weapon is any weapon intended for use outside of melee range.

This includes:

Thrown Weapon Rules

A thrown weapon is any weapon designed to primarily be thrown and are required to look like weapons (no throwing rocks). You may not fight in melee with most thrown weapons. Throwing weapons that contain a core can be used as a melee weapon. When used this way they follow all the rules for a melee weapon.

Thrown weapons are further divided into three subcategories based on length:

  • A standard throwing weapon is one greater than 6 and less than or equal to 30 inches.
  • A javelin is a throwing weapon greater than 30 and less than or equal to 45 inches.
  • A great javelin is a throwing weapon greater than 45 inches and less than or equal to 84 inches.

The damage a character deals with any thrown weapon starts at 1. This can be increased by skills, and sometimes other effects that increase thrown weapon damage. Thrown weapons have a natural cap on how much damage they can deal. Great javelins may deal a characters melee damage instead of thrown damage.

Using throwing weapons:

melee training to use.

Thrown weapon damage has a cap of 2.

Missile Weapon Rules

Missile weapons include both bows and crossbows. Modern archery equipment is not allowed though there are some exceptions for fletching and nocks. Arrows and bolts must always be fired, they can never be thrown. Bows can never be used to parry or block. If a bow is struck in melee combat it is considered destroyed until it is repaired with an effect like the mend armor spell. If attacking at a range of less than 10 feet archers are required to only half-draw their bows. Crossbows may only fire at targets under 10 feet away if their bow has been tested to have a draw of 15 pounds or less.

Missile weapon hits to a wounded limb affect the torso. If a missile weapon strikes a weapon it deals damage as if it had proceeded unimpeded. Players may never use a weapon to intentionally deflect a missile, the penalty for doing so is taking the attack to the torso ignoring any armor the player might have but not body. Shields may be used to block missiles.

Archers within reason can call hits on their targets. Abusing this can result in being barred from using archery.

The damage a character deals with missile weapons begins at one. This can be improved by skills and sometimes magic items or other effects. A character using a bow may voluntarily inflict half the damage they are capable of (rounded down) to add the "pierce" call to an attack.

If a crossbow has a stirrup, goatsfoot lever, or other comparable device it calls for "pierce" damage.

In order to use a missile weapon a character must have the missile training skill.

Missile weapons have a cap of 4 damage.

Spells which enhance a weapon such as enchant weapon or silvershine are cast on the missile weapon itself not on the ammunition. Each attack made from such an improved missile weapon gains the effect of the respective spell.

Spells with a range of tag bag can be delivered by missile weapons. Bows and crossbows may be fired instead of throwing a tag bag, replacing the normal weapon call with the call for the spell. When this happens the projectile fired follows all the rules for a tag bag making the same call.

Armor and Shields

Armor Rules

Armor is something that a character must physically wear to benefit from. It must pass safety inspection to ensure safety for both the user and other combatants. Characters in armor must still also wear appropriate costuming. This includes wearing racial make up under helmets. Wearing multiple armors at once will only give you the bonus of your best armor.

It is the responsibility of those wearing armor to learn when a legal hit takes place even if the armor prevents them from feeling it.

Different armors grants between 1 and 4 points of protection in the form of armor points also called physical armor points. Should armor be made of ineffective material or be visibly damaged it may have its armor points downgraded.

These points of protection only apply to where the armor is physically on your body. A hit to a spot where the armor is not covering cannot be applied to your armor points.

Helmets

You can gain an additional universal armor point for a helmet. Because the head is not a legal hit location, the point of armor from a helmet works like body and covers any possible hit location. The point from a helmet can break the cap on armor points making the maximum possible benefit from armor 5 armor points.

Plate and Half-Plate

Half-plate and plate armors count as monstrous armor. This benefit only applies in hit locations where you are wearing the half-plate or plate armor. If at least 75% of the location is covered by half-plate or plate the entire hit location counts as covered by that half-plate or plate.

When less than 75% of a hit location has plate or half-plate and some of the rest of that hit location is covered by other types of armor, a hit to that other type of armor will not benefit from monstrous armor. Damage in full will be subtracted from armor points, which is likely disadvantageous.

Limbs cannot benefit from monstrous armor if the armor on a player's torso isn't of at least the same quality.

Players wearing plate armor are required to wear some form of padding or safety equipment that is hidden (such as modern safety equipment like elbow pads) or props approved (such as a padded gambeson or arming jack).

Armor Values

One point armors include:

  • A full costume approved by staff. (may not be combined with a helmet or other armor)
  • Studded Leather (Leather too thin to count as light leather must have studs to count as anything)
  • Light Leather
  • Fur (Real animal hides with the fur on, unless the leather itself counts for a higher value)
  • Brigandine (Light leather backing with light plates)

Two point armors include:

  • Studded Light Leather
  • Heavy Leather
  • Scale Armor/ Lamellar (Overlapping light leather pieces)
  • Brigandine (Leather or light leather with heavy leather plates)
  • Riveted Aluminum Chain Mail

Three point armors include:

  • Studded Heavy Leather
  • Scale Armor/ Lamellar (Overlapping heavy leather pieces)
  • Chain Armor (Interlocking butted or riveted metal wire, note that aluminum is only 2 points)
  • Metal Scale or Lamellar Armor
  • Brigandine (Heavy leather backing with heavy leather plates)
  • Brigandine (Any backing with metal plates)
  • Half-Plate (Metal armor, no articulated joints, up to 25% chain/leather)
    • Lorica Segmentata is half-plate armor.
    • A 2-piece back-and-breast is half-plate armor
    • Half-Plate armor counts as monstrous armor.

Four point armors include:

  • Articulated Plate Armor
    • Plate armor with flexible joints that can bend and move with the movements of the player while still providing complete coverage. Must be a complete harness. For example articulated arms would contain a full vambrace, articulated elbow, rerebrace, and pauldrons.
    • Wearing incomplete articulated plate (such as wearing a back-and-breast without fauld, tassets, and a gorget) make it half plate armor.
    • Plate armor counts as monstrous armor.

Shield Rules

A shield is a defensive tool used to protect yourself from attacks. They are not weapons ever and may never be used to attack others. Intentionally making physical contact with another player or their shield with a shield is not allowed.

Bucklers are a smaller type of shield and follow the same rules for shields except that they are smaller, and are the only shield that may be strapped directly to a character's arm. To use a buckler requires the buckler fighting skill.

When a buckler is strapped to a character's arm it is known as a "passive buckler". A passive buckler doesn't require a hand to hold it. So when you are using one you are free to grasp a weapon, use a blade poison, cast spells, or other effects that require a free hand. Furthermore a passive buckler does not count as carrying a shield for the reduced melee damage cap when carrying a shield.

Like weapons props, shield props must be approved by a safety marshal for use in combat, and require the buckler fighting skill or the shield fighting skill to use depending on the size of the shield.

Wielding a shield in combat limits your melee damage to a cap of 2. Note that passive bucklers do not have this cap.

If a shield is struck by a tag bag what happens is based on what kind of attack struck the shield. When the tag bag represents a spell or other magical effect you take any effects the tag bag would inflict to the arm holding the shield. When a tag bag deals normal damage with no additional calls it may be fully blocked by a shield preventing that damage with no further effect. A shield may fully block any attack that makes the poison call, preventing any effect to the bearer. When a shield blocks an attack with the acid call it prevents the effect of that attack to the bearer but this has an effect on the shield, which could become destroyed.

Should a shield block four points of acid damage during an event then that shield is temporarily destroyed. While it is destroyed the bearer automatically takes any damage that is inflicted on the shield, so it immediately should be dropped. In order to repair a destroyed shield, it must be set down, and someone must role-play repairing it while someone casts mend armor on it.

A player may only carry one shield at a time, and you may not curl yourself up such that a shield completely prevents you from being attacked from one direction.

Buckler Rules

Bucklers are a smaller type of shield and follow the same rules for shields except that they are smaller, and are the only shield that may be strapped directly to a character's arm. To use a buckler requires the buckler fighting skill.

When a buckler is strapped to a character's arm it is known as a "passive buckler". A passive buckler doesn't require a hand to hold it. So when you are using one you are free to grasp a weapon, use a blade poison, cast spells, or other effects that require a free hand. Furthermore a passive buckler does not count as carrying a shield for the reduced melee damage cap when carrying a shield.

Like weapons props, shield props must be approved by a safety marshal for use in combat, and require the buckler fighting skill or the shield fighting skill to use depending on the size of the shield.

Wielding a shield in combat limits your melee damage to a cap of 2. Note that passive bucklers do not have this cap.

If a shield is struck by a tag bag what happens is based on what kind of attack struck the shield. When the tag bag represents a spell or other magical effect you take any effects the tag bag would inflict to the arm holding the shield. When a tag bag deals normal damage with no additional calls it may be fully blocked by a shield preventing that damage with no further effect. A shield may fully block any attack that makes the poison call, preventing any effect to the bearer. When a shield blocks an attack with the acid call it prevents the effect of that attack to the bearer but this has an effect on the shield, which could become destroyed.

Should a shield block four points of acid damage during an event then that shield is temporarily destroyed. While it is destroyed the bearer automatically takes any damage that is inflicted on the shield, so it immediately should be dropped. In order to repair a destroyed shield, it must be set down, and someone must role-play repairing it while someone casts mend armor on it.

A player may only carry one shield at a time, and you may not curl yourself up such that a shield completely prevents you from being attacked from one direction.

Armor Special Rules

Monstrous Armor

Monstrous armor points are gained from specific types of worn armor. These points takes damage just like ordinary armor points do but reduce any damage dealt to them without the "Slay" call to one. With monstrous physical armor only the physical armor points benefit from this damage reduction, damage dealt to magic armor and body are not reduced.

Monstrous armor does not give any of the other benefits granted to a monstrous creature.

Nature Immunity

Magic objects that grant nature immunity once worn during a game day will cease to grant nature immunity for the remainder of the game day if they are taken off.

Dispel calls have no effect on nature immunity granted from a magic object, not even suppressing the effect.

No combination of effects can make you invulnerable to all damage. The last effect received that would create an invulnerable situation is automatically prevented.

The following spells and effects may not stack with each other unless an ability explicitly allows them to:

Tinkering Items

Tinkering Items

Tinkering can be used to craft the items listed here.

Encampment only tinkering items are always non-lootable.

Tinkering Gear

Specialized gear that can only be crafted with the tinkering skill.

Tinkering Gear
Name Slot Used Skill Required to Create Crafting Costs Encampment Item Lootable Description

Light Tubes None Tinkering 1 4 crafting points, 20 coin No Yes A single bulb flashlight or a 1-3 LED light

Lock and Keys None Tinkering 1 4 crafting points, 20 coin No Yes A lock and key

Magic Lock Box None Tinkering 1 4 crafting points, 20 coin No Yes A magic box that casts magic lock once per gd

Ritual Candle None Tinkering 1 4 crafting points, 20 coin No Yes A specially made candle used when performing rituals

Ritual Quill None Tinkering 1 4 crafting points, 20 coin No Yes A quill used in the production of level 4 and 5 scrolls

Grounding Wire Ankle Tinkering 2 8 crafting points, 40 coin No Yes Protects against magic damage once per event

Shackles of Grounding None Tinkering 2 8 crafting points, 40 coin No Yes Magical shackles permanently ground the wearer.

Magic Lock Picks None Tinkering 4 16 crafting points, 80 coin No Yes Dispels magic locks, and automatically picks mundane locks on containers 4/ event.

Contraption Accesory Master Tinkering 24 crafting points, 100 coin No Yes A portable trap that can contain a beneficial effect up to level 5

Elven Steel Dish None Legacy Item Uncraftable No Yes A single dish (bowl or cup) that cannot be poisoned

Traps

Containers or tripwire traps crafted with tinkering which can then load trap tags

Traps
Name Slot Used Skill Required to Create Crafting Costs Encampment Item Lootable Description

Trap - Level One None Tinkering 1 4 crafting points, 20 coin No No A trap that can be armed with a single trap tag

Trap - Level Two None Tinkering 2 8 crafting points, 40 coin No No A trap that can be armed with up to 2 trap tag

Trap - Level Three None Tinkering 3 12 crafting points, 60 coin No No A trap that can be armed with up to 3 trap tags

Trap - Level Four None Tinkering 4 16 crafting points, 80 coin No No A trap that can be armed with up to 4 trap tags

Trap - Level Five None Tinkering 5 20 crafting points, 100 coin No No A trap that can be armed with up to 5 trap tags

Encampment Items

Non-lootable items kept at adventuring groups in-game homes.

Encampment Items
Name Slot Used Skill Required to Create Crafting Costs Encampment Item Lootable Description

Basin of Purify Spirit None Tinkering 2 8 crafting points, 40 coin Yes No Casts purify spirit 6/ event with a head dunk.

Workshop None Tinkering 2 8 crafting points, 40 coin Yes No Grants 4 addition craft points to a single character.

Anvil of Mend Armor None Tinkering 2 8 crafting points, 40 coin Yes No Casts mend armor 10/ event.

Carpet of Dissipate None Tinkering 2 8 crafting points, 40 coin Yes No Casts dissipate on users.

Font of Insight None Tinkering 2 8 crafting points, 40 coin Yes No Cast diagnosis on yourself up to 10/ event

Grounding Stone None Tinkering 3 12 crafting points, 60 coin Yes No Everyone in the encampment becomes grounded.

Shielding Stone None Tinkering 3 12 crafting points, 60 coin Yes No Spend 10 minutes at your encampment to gain anti-magic shield.

Barrier Stone None Tinkering 3 12 crafting points, 60 coin Yes No After one minute in your encampment gain 4 points of magic armor 2/ event.

Curtains of Magic Lock None Tinkering 4 16 crafting points, 80 coin Yes No Casts magic lock 20/ event.

Greater Workshop None Tinkering 4 16 crafting points, 80 coin Yes No Grants 8 craft points per event for one character.

Music Box of Sanctuary None Tinkering 4 16 crafting points, 80 coin Yes No Creates sanctuary effect as long as music plays, 6/ event.

Plating Pool None Tinkering 4 16 crafting points, 80 coin Yes No Casts enchant weapon 6/ event"

Talisman of Warding None Tinkering 4 16 crafting points, 80 coin Yes No Prevents Wraiths, Banshees, and Poltergeists from entering a structure. Counters the detect life call.

Library None Tinkering 5 20 crafting points, 100 coin Yes No Grants a party one free lore request per event

Soothing Masterpiece None Tinkering 5 20 crafting points, 100 coin Yes No After 10 seconds benefit from heal body and mend armor 12/ event

Veil of Warding None Tinkering 5 20 crafting points, 100 coin Yes No Creates a sanctify or unhallow effect for 10 minutes 6/ event

Alchemist's Laboratory None Master Tinkering,
Ornamenting 5
24 crafting points, 100 coin Yes No Savants may use to gain 5 production points breaking cap

Annulment Statue None Master Tinkering 24 crafting points, 100 coin Yes No Prevents sanctify and unhallow effects in your encampment.

Ley Line Beacon None Master Tinkering 24 crafting points, 100 coin Yes No When ley lines brings you to this item you arrive dissipated.

Totem of Resilience None Master Tinkering 24 crafting points, 100 coin Yes No After 1 minute gain resilience which refreshes.

Level 1

Tinkering Item: Lock and Keys

This is any basic object with a lock on it.

A key should also be attached to the lock under a piece of tape that players can use when they use an in-game effect (such as an explosive charge) to open the lock. Players are honor bound not to use the key if they do not have access to a way to disable the lock.

The prop for a lock must be a real lock (commonly an iron or brass lock) that someone (not necessarily the person bringing the lock into the game) can successfully demonstrate picking using basic lock picking tools. No obviously modern locks e.g. master-locks or combination locks.

When a lock is a part of a non-lootable item the whole object becomes lootable.

Tinkering Item: Light Tubes

A small, single LED flashlight, must have approval from the props marshal, Christina Mevec. Regarding brightness, it should only give off a small amount of light. These should be modified to look ornate.

Glowing rocks or crystals also count as light tubes.

Tinkering Item: Magic Lock Box

A magic lock box can be any ornate box or any size. Incorporating blue coloring is suggested..

Twice per event any character can activate the box to cast the spell magic lock on the box.

The box does not actually require a physical lock on it. The item is a "magic lock" "box" as opposed to a "magic" "lock box".

Tinkering Item: Elven Steel Dish

This item is no longer available for crafting. Existing Elven Steel Dishes remain available for use.

Thanks to the special properties of elven steel this specially made dish will render any ingested poison placed into it inert. Ingested poisons put into an elven steel dish have no effect, and if poisoned food is transferred from one container into a elven steel dish that poison is immediately rendered useless.

Should be a bowl or cup painted to appear as elven steel. Elven steel weapons or other items must be covered with black paint then decorated with natural looking thin white/silver veins coursing through it.

Tinkering Item: Trap - Level One

A level one trap is a type of level based trap. The trap is a reusable object that can be loaded with a trap tag. If no effect is loaded into the trap it is an alarm trap.

Appearance depends on the trap type. Modern electronics should be hidden to the best of ability and at minimum out of plain sight.

Traps can be free standing objects (like trip wires), or built into another item such as a container.

When building a trap your aesthetic goal is to be discrete. You can use modern electronics; it would be near impossible to do it otherwise. But, it is optimal to hide these as much as possible.

What your looking for is a piezo buzzer. The Props and Atmosphere Marshal prefers the ones that can run off a single double A. The ones he uses have a Voltage range and can function safely on several battery types. A 9V is as loud as a fire alarm, going down to a single double A keeps it loud enough that it is known/won't be missed, but not "HEY EVERYONE ON SITE! I SET OFF A TRAP!"

Level 2

Tinkering Item: Shackles of Grounding

Shackles of grounding are a permanent magic object which cause the individual shackled to be permanently be under a grounding effect.

Manacles that are large enough to slide hands in and out are suggested. A chain with a locking mechanism is acceptable. Blue should be incorporated into the prop.

Tinkering Item: Basin of Purify Spirit

A basin of purify spirit is a per event magic object that must be kept in a party's encampment to be used. Any character in that party can benefit from the spell purify spirit by dunking their head in the basin while it is filled with water. During cold weather events players should only role-play dunking their heads. This effect can be used a total of six times each event regardless of which party member activates each use.

Prop should be a basin that is large enough to at least dunk half a player’s head. Ornate or clearly special looking. Wood, metal, or plaster preferred. No plastic.

Tinkering Item: Workshop

A character with access to a personal workshop kept in an encampment gains access to 4 additional crafting points each event. This item's benefit does not stack with the benefit from a greater workshop.

Prop should be an assortment of tools and crafting materials, filling roughly 2 square feet. Feel free to be elaborate and creative with this. Leather, crude hammers, tiny anvils, cast tools, etc. Should be clear that "this is a workshop".

Tinkering Item: Trap - Level Two

A level two trap is a type of level based trap. The trap is a reusable object that can be loaded with up to two trap tags. If no trap tags are loaded into the trap it is an alarm trap.

Appearance depends on the trap type. Modern electronics should be hidden to the best of ability and at minimum out of plain sight.

Traps can be free standing objects (like trip wires), or built into another item such as a container.

When building a trap your aesthetic goal is to be discrete. You can use modern electronics; it would be near impossible to do it otherwise. But, it is optimal to hide these as much as possible.

What your looking for is a piezo buzzer. The Props and Atmosphere Marshal prefers the ones that can run off a single double A. The ones he uses have a Voltage range and can function safely on several battery types. A 9V is as loud as a fire alarm, going down to a single double A keeps it loud enough that it is known/won't be missed, but not "HEY EVERYONE ON SITE! I SET OFF A TRAP!"

Tinkering Item: Anvil of Mend Armor

An anvil of mend armor is a per event magic object that must be kept in a party's encampment to be used. Any character in that party can cast mend armor using it. This effect can be used 10 times per event regardless of which party member activates each use.

Anvil should have a minimum weight of 5 pounds.

Tinkering Item: Font of Insight

A font of insight iis a per event magic object that must be kept in a party's encampment to be used. Any character in that party can cast diagnosis using it by staring into the font for 10 seconds. This effect can be used 10 times per event regardless of which party member activates each use.

Prop should be an ornate silver dish filled with water.

Tinkering Item: Carpet of Dissipate

A carpet of dissipate is a magic object is a per event magic object that must be kept in a party's encampment to be used. Any character in that party can cast dissipate on themselves for no power point cost. There is no limit to how often this may be activated but no one individual can use this item more than once every 10 minutes.

Minimum size suggested: 1.5 feet by 2 feet. Suggested blue coloring. No dimension larger than 10 feet, nor smaller than 1.5 feet.

Level 3

Tinkering Item: Shielding Stone

After members of a party spend at least 10 minutes at an encampment which contains a shielding stone they are affected by the spell anti-magic shield. This happens automatically, requiring no action from the player other than being present for 10 minutes. A shielding stone is a permanent magic object.

Prop should be an interesting looking stone larger than a tennis ball. Can be painted or decorated by other means. No fake or plastic stones.

Tinkering Item: Grounding Stone

A grounding stone takes effect 10 minutes after a character chooses to activate it. Only party members of the owner can activate it. Once it has been activated anyone in the encampment (including non-party members) are affected by grounding for as long as they remain at the encampment. This effect cannot be dispelled or prevented by immunity effects. Characters know if they are affected. The grounding stone remains in effect for the event once activated.

Prop should be an interesting looking stone larger than a tennis ball. Can be painted or decorated by other means. No fake or plastic stones.

Tinkering Item: Barrier Stone

When a character spends 1 minute at their party's encampment that contains a barrier stone they immediately gain 4 points of magic armor as if the spell improved magic armor had been cast on them. Each character can benefit from this effect at most twice per event, but any number of party members can benefit. A barrier stone is a permanent magic object.

Prop should be an interesting looking stone larger than a tennis ball. Can be painted or decorated by other means. No fake or plastic stones.

Tinkering Item: Trap - Level Three

A level three trap is a type of level based trap. The trap is a reusable object that can be loaded with up to three trap tags. If no trap tags are loaded into the trap it is an alarm trap.

Appearance depends on the trap type. Modern electronics should be hidden to the best of ability and at minimum out of plain sight.

Traps can be free standing objects (like trip wires), or built into another item such as a container.

When building a trap your aesthetic goal is to be discrete. You can use modern electronics; it would be near impossible to do it otherwise. But, it is optimal to hide these as much as possible.

What your looking for is a piezo buzzer. The Props and Atmosphere Marshal prefers the ones that can run off a single double A. The ones he uses have a Voltage range and can function safely on several battery types. A 9V is as loud as a fire alarm, going down to a single double A keeps it loud enough that it is known/won't be missed, but not "HEY EVERYONE ON SITE! I SET OFF A TRAP!"

Level 4

Tinkering Item: Magic Lock Picks

A set of magic lock picks can be used four times per event to open a magic lock or mundane lock on a container. When used on a magic lock the spells effect is dispelled. Magic locks on doors or other portals cannot be dispelled by magic lock picks.

Prop should be any non-modern skeleton key.

Tinkering Item: Music Box of Sanctuary

A music box of sanctuary is a per event magic that must be kept in a party's encampment to be used. Any character in that party can casts a special version of sanctuary with an incant, the sanctuary effect lasts for as long as the music continues to play. For as long as the music plays the box is the center of a sanctuary effect. This effect can be used 6 times per event regardless of which party member activates each use.

The prop should be any non-modern ornate music box. Admirable quality or blue indicator preferred. No obviously modern tunes.

Tinkering Item: Veil of Warding

A veil of warding is a per event magic that must be kept in a party's encampment to be used. Any character in that party can create a sanctify or unhallow effect which lasts for 10 minutes. This effect can be used 6 times per event regardless of which party member activates each use.

Prop should be a non-modern, ornate, wall hanging/tapestry.

Tinkering Item: Curtains of Magic Lock

Curtains of magic lock are a per event magic that must be kept in a party's encampment to be used. Any character in that party can cast magic lock using them. Any party member can also dispel a magic lock created by this item even if they were not the one who cast it.

This effect can be used 20 times per event to cast magic lock regardless of which party member activates each use.

Prop should be any non-modern curtains or drapes. Should be ornate or have blue incorporated.

Tinkering Item: Greater Workshop

A greater workshop is an encampment item that grants one character who uses it 8 crafting points per event. Only one character can use a single greater workshop and this benefit does not stack with a workshop.

Prop should be an assortment of tools and crafting materials, taking up roughly 3 square feet. Feel free to be elaborate and creative with this. Leather, crude hammers, tiny anvils, cast tools, etc. Should be clear that "this is a workshop".

Tinkering Item: Trap - Level Four

A level four trap is a type of level based trap. The trap is a reusable object that can be loaded with up to four trap tags. If no trap tags are loaded into the trap it is an alarm trap.

Appearance depends on the trap type. Modern electronics should be hidden to the best of ability and at minimum out of plain sight.

Traps can be free standing objects (like trip wires), or built into another item such as a container.

When building a trap your aesthetic goal is to be discrete. You can use modern electronics; it would be near impossible to do it otherwise. But, it is optimal to hide these as much as possible.

What your looking for is a piezo buzzer. The Props and Atmosphere Marshal prefers the ones that can run off a single double A. The ones he uses have a Voltage range and can function safely on several battery types. A 9V is as loud as a fire alarm, going down to a single double A keeps it loud enough that it is known/won't be missed, but not "HEY EVERYONE ON SITE! I SET OFF A TRAP!"

Level 5

Tinkering Item: Plating Pool

A plating pool is a per event magic that must be kept in a party's encampment to be used. Any character in that party can cast enchant weapon on a weapon placed in it. Placing the weapon inside the plating pool is the only activation required instead of a normal incant.

Do not actually fill the pool with liquid and submerge weapon props in it as that would damage the props.

This effect can be used 6 times per event regardless of which party member activates each use.

Prop should be an ornate vessel long enough to role-play submerging of a martial weapon (at least 35").

Tinkering Item: Soothing Masterpiece

A soothing masterpiece is a per event magic that must be kept in a party's encampment to be used. Any character in that party can cast the spells heal body and mend armor on a themselves after they spend 10 seconds gazing at it. Gazing at the soothing masterpiece for 10 seconds is the activation for this item so it does not require an incant to use.

This effect can be used 12 times per event regardless of which party member activates each use.

Prop should be an ornate piece of artwork: a painting, vase, sculpture, etc. Comparable size, or larger, to a softball (if free standing), or roughly 150 square inches if hung on a wall (Ie a painting).

Tinkering Item: Library

A library is a encampment item that allows a single character in a party to ask the plot staff one lore request each event.

The prop must contain a minimum of 6 period appropriate looking books.

Tinkering Item: Talisman of Warding

When a talisman of warding protects an encampment Wraiths, Banshees and Poltergeists may not enter that structure. Living beings inside of an protected encampment do not need to respond to detect life calls.

Prop should be a talisman or ornate object. Must be larger than a tennis ball.

Tinkering Item: Trap - Level Five

A level five trap is a type of level based trap. The trap is a reusable object that can be loaded with up to five trap tags. If no trap tags are loaded into the trap it is an alarm trap.

Appearance depends on the trap type. Modern electronics should be hidden to the best of ability and at minimum out of plain sight.

Traps can be free standing objects (like trip wires), or built into another item such as a container.

When building a trap your aesthetic goal is to be discrete. You can use modern electronics; it would be near impossible to do it otherwise. But, it is optimal to hide these as much as possible.

What your looking for is a piezo buzzer. The Props and Atmosphere Marshal prefers the ones that can run off a single double A. The ones he uses have a Voltage range and can function safely on several battery types. A 9V is as loud as a fire alarm, going down to a single double A keeps it loud enough that it is known/won't be missed, but not "HEY EVERYONE ON SITE! I SET OFF A TRAP!"

Master Crafted Tinkering

Tinkering Item: Contraption

Contraptions function like level based traps in that they have a trigger, typically a buzzer that indicates when they are activated. Instead of being armed with trap tags though, a contraption is armed with a single beneficial scroll, potion or alchemical. The item is consumed when the contraption is triggered.

Contraptions are always personal items. When triggered, regardless of how they are triggered, the effect contained in the contraption affects the person who owns and is wearing the contraption.

Contraptions take up the Accessory slot.

The prop for a contraption must have their entire single step mechanism enclosed within a props and atmosphere approved box or other container. The box or container must not fall below a minimum of 4 cubic inches in size. No dimension can be less than 1 inch. Modern electronics must be hidden. The final prop must be worn on the body in some fashion.

When building a contraption your aesthetic goal is to be discrete. You can use modern electronics; it would be near impossible to do it otherwise. But, it is optimal to hide these as much as possible.

What your looking for is a piezo buzzer. The Props and Atmosphere Marshal prefers the ones that can run off a single double A. The ones he uses have a Voltage range and can function safely on several battery types. A 9V is as loud as a fire alarm, going down to a single double A keeps it loud enough that it is known/won't be missed, but not "HEY EVERYONE ON SITE! I SET OFF A TRAP!"

Tinkering Item: Totem of Resilience

A totem of resilience is a permanent magic encampment item that grants the resilience spell to any party member that spends one minute at the encampment. This resilience spell will automatically refresh every 10 minutes (when the spell's duration would normally end) as long as the character remains at the encampment.

When a character leaves their encampment the resilience will last its normal 10 minute duration for the spell then will wear off as normal. Upon returning to your encampment the effect will start again after 1 minute.

If the resilience is dispelled a character must wait a full 10 minutes at the encampment to gain the effect again.

Prop should be a decorative, non-modern, piece of artwork. Examples include: A wall mask, a statue, a large figurine. Comparable in size, or larger, to a softball (if free standing), or roughly 150 square inches if hung on a wall (I.E. Wall mask)..

Tinkering Item: Ley Line Beacon

A ley line beacon is a permanent magic encampment item. When a character casts the ley lines spell and their destination for that spell is an encampment with a ley line beacon they arrive at the encampment under the effects of dissipate.

Prop should be a large ornate gem stone or geode. Preferred on a pedestal or stand.

Tinkering Item: Annulment Statue

A annulment statue is a permanent magic encampment item that prevents the effects of sanctify and unhallow on the encampment.

Prop should be a non-modern decorative statue, of comparable size to a softball or larger.

Tinkering Item: Alchemist's Laboratory

An alchemist's laboratory is a collection of lab equipment which should be represented by at least 5 different props which require inspection by props and atmosphere staff.

A savant with an alchemist's laboratory gains 5 additional production points which break cap. These points stack with the bonus points gained from the Savant title for a total of 30 points.

An alchemist's laboratory can only be created by a master craftsman with the ornamenter five and tinker five skills. It costs 24 crafting points and 100 coins to create an alchemist's laboratory.

Prop should be an assortment of tools and materials, occupying roughly 2 square feet. Feel free to be elaborate and creative with this. Bottles, vials, mixing stations, etc. Should be clear that "this is a laboratory." No modern looking chemistry equipment.

Traps

Traps - Using and Encountering Traps

There are three types of traps in the game: level based traps, "zero-level" traps, and contraptions.

Zero-level traps are stationary, simple traps such as a pit trap. They can't be armed or disarmed, they simply exist. Each zero-level trap has a fixed effect on anyone who is impacted by it. If someone falls into a pit trap they take two leg wounds and cannot leave the pit, for example. Players can't normally create zero-level traps.

Level based traps may or may not be stationary depending no the trap, and are armed with a trap tag. A level based trap typically has a buzzer in it that indicates when the trap has been sprung. Other traps could potentially exist with rules and plot approval on a case by case basis. These traps must be created to be disarmable in some fashion. Any character can attempt to disarm a trap - prevent the buzzer or triggering mechanism from functioning. If the buzzer doesn't go off the trap has been avoided.

Level based traps are each armed with trap tags indicating what the trap does if the trigger is hit. A level based trap can be armed with a number of trap tags equal to or less than it's level. When the trap is sprung, each of these tags take effect going from front to back, then the trap tags should be destroyed. Only the player who triggers the trap is affected by any trap tags included. It is helpful if traps have a clothes pin inside of them to hold the trap tags, but this is not a requirement. When a trap has been disarmed, trap tags can be removed and even kept for later use. The exception to this is if the trap tag say it is "fragile". Fragile trap tags can be disarmed but should be destroyed immediately whether the trap went off or not.

Level based traps that are in containers can be armed and moved, but the person carrying the trap is the one affected by it if the buzzer goes off for any reason. Those which take the form of trip wires, pressure plates, etc should are stationary once armed and should only be moved if disarmed.

Contraptions function like level based traps in that they have a trigger, typically a buzzer that indicates when they are activated. Instead of being armed with trap tags though, a contraption is armed with a single beneficial scroll, potion or alchemical. The item is consumed when the contraption is triggered.

Contraptions are always personal items. When triggered, regardless of how they are triggered, the effect contained in the contraption affects the person who owns and is wearing the contraption.

Traps never inflict killing blows unless they explicitly say that they do.

Pit Traps

A pit traps is a zero-level trap, represented in game by tarps on the ground. If a player touches the tarp in any way their character is considered to have "fallen" into the pit.

The default effect of falling into a pit is two automatic leg wounds. When an effect causes an "automatic wound", ignore any armor (of any kind) or body the character may have. An appropriate immunity effect can still prevent an automatic wound, however damage requirements will NOT prevent automatic wounds.

If a pit has other effects a NPC will be around to inform players of what those effects are. Once a character has fallen into a pit they are stuck in it until another character assists them in getting out through role-playing.

Miscellaneous Gear

Blue Bags

A blue bag is a special item used by NPCs, or sometimes acquired by PCs during Feb Feast, which cannot be interacted with by anyone except its owner. Anything stored inside of a blue bag may not be stolen, and characters can't see another character's blue bag if it is out in the open.

A merchant with the fifth rank of merchant gains an invisible magic lock box with a size no greater than 1728 cubic inches (for example 1' x 1' x 1'). This box follows the same rules as a blue bag, but must be a box (with hard sides, a top, and a bottom). You can identify it by orange markings put on it.

Rods

A rod is a handheld scepter that allows the wielder to cast a single spell that has been imbued into the rod using the magic power points of the caster. This removes the requirement for the caster to know the spell. In all other ways a rod follows the rules for casting a spell, including requiring a free hand other than the one the rod is held in. The prop for a rod must be between 18 and 36 inches in length. Characters are limited to either one rod or one tome.

Rods may not be used in combat as a weapon.

Tomes

Tomes are a type of spellbook that contain various spells from a single school of magic. A tome allows a character to cast spells they do not know. When you use a tome the spells are not consumed and can be reused any number of times. In order to use a tome a character must have the read magic skill and know at least one spell from the school of magic contained in the tome. Epic tomes may contain spells from more than one school of magic. Standard crafted tomes may only have spells from one school of magic.

Written items such as scrolls, rituals, and tomes have a fixed incant written down on them. When using one of these items you must read the incant exactly as it appears in writing. Even if you have these words memorized you are required to have enough light to read the text by and are expected to role-play reading the text from the paper.

Characters are limited to either one rod or one tome.

In all other ways using a tome follows the rules for casting a spell.

Wands

Wands are temporary magic objects that can cast a first, second, or third level spell. An expended wand's prop can be reused when creating an exact copy of the wand with crafting at check-in. There are three types of wands: lesser, normal and major. The number of magic power points a wand contains is based on what type it is. Lesser wands have 10 magic power points. Normal wands have 20 magic power points. Major wands have 30 magic power points. The prop for a wand should be between 8 and 16 inches in length. A character can use at most two wands per event.

To use a wand, the wand must be held in one hand. Magic power points to pay for the spell are taken from the wand. A wand can only cast the spell that has been placed in it. In all other ways using a wand follows the rules for casting a spell.

A wand cannot be used in combat as a weapon.

Rituals

Rituals

Rituals are reusable items that allow a character to create effects similar to spells but more powerful. Some specific rituals are one use consumable items, the ritual will indicate if this is the case. In addition to the requirements listed here each ritual has its own additional conditions that must be met in order to cast it.

Most rituals will require specific components that are consumed or items that must be present to perform the ritual, these items must be on hand. Ritual components are always consumed unless the ritual says otherwise, other components the ritual will state if they are consumed or not. Some components list an item as a focus. A focus is an object that must be present for the ritual to work, but it is never consumed when the ritual is cast.

The caster of a ritual must have all appropriate ritual skills for each school in the ritual, a physical copy of the ritual that is being cast, and the correct ritual components to cast the ritual (which will be listed on the ritual you are casting). Some rituals require more than one eligible caster to perform.

Written items such as scrolls, rituals, and tomes have a fixed incant written down on them. When using one of these items you must read the incant exactly as it appears in writing. Even if you have these words memorized you are required to have enough light to read the text by and are expected to role-play reading the text from the paper.

If you meet all of these criteria all you must do to perform the ritual is follow the directions that are written on the ritual you are casting.

Some rare rituals can only be obtained by acquiring a variety of scarce components. At minimum these rituals require a ritual quill (which is consumed in the crafting of the ritual), 5 doses or ritual ink, ritual paper, ritual binding elixir, the essence of the ritual in question (which may list additional required components), and the intent for the ritual (which will determine the incantation the finished ritual will have). When these items are gathered and turned in via pre-production a permanent copy of a ritual is created. Some of these rituals can only be used by the person who created it and are labeled as "Creator Bound"

Ritual Components

There are a wide variety of ritual components. Basic ritual components are any component from the seven school of magic. These are the most commonly used ones for standard game rituals. Other components are known as special ritual components. Special ritual components, such as Dragon's Blood or Ghost Stones, cannot ever be replaced by other items or powers, you must use the exact item called for. Generally special ritual components are required for custom plots or very rare rituals.

To recognize ritual components requires the identify magic skill. Ritual components are consumed when used to perform a ritual.

Potions and scrolls of spells from the same school can be used to replace a ritual component, counting as the school the items come from.

The quantity of items required to count as a single ritual component is based on the following chart:

Level of potion or scrollQuantity
110 potions or scrolls of the same school
28 potions or scrolls of the same school
36 potions or scrolls of the same school
44 potions or scrolls of the same school
52 potions or scrolls of the same school

Basic Rituals

Aegis Rituals

Harmony

Directions: Light the ritual candle and hold the aegis ritual component above your head while speaking aloud the ritual's incantation. Consume the ritual component and gain the effect.

Incantation: Knight of the Sept! Grant me harmony, grant me consonance, grant me synchronicity at every convergence. Let me be one with your fortitude, that I may be protected, shielded, and strengthened. In your name, I do the work of the Sept.

Effect: Gain synchronize immediately and at every convergence. The synchronize can be dispelled, the harmony ritual effect cannot.

Mirrorball

Directions: Light the ritual candle and hold the aegis ritual component above your head while speaking aloud the ritual's incant. Consume the ritual component and gain the effect.

Incantation: Knight, let your shield lend strength to this bearer of arms, and reflect any harm sent toward them back against the enemy who sends it. Let nothing dispel these reflections, and let your power always defend the weak and uplift the worthy.

Effect: No effect the next two dart attacks of ANY kind that hit you. This includes dispel attacks. For the next minute after this happens (each time) you can throw a tag bag with no incant for the same call that you prevented.

Battle Rituals

Valor

Directions: Light the ritual candle and spread the battle ritual components on the ground as you read aloud the ritual's incantation. Begin the effect.

Incantation: Ready for battle, ready to fight. With Valor swing with all your might. Ready for battle, ready to fight. With Valor swing with all your might. Ready for battle, ready to fight. With Valor swing with all your might.

Effect: The target of this spell gains +1 damage with all weapons (subject to normal caps). This effect can stack with itself if you repeat the ritual.

Soldier's Luck

Directions: Light the ritual candle and raise the ritual components over your head. Read the incant and begin the effect.

Incantation: Some say that Soldier's Luck is the correct term. Yet my body is rugged, my armor is firm. I am ready for battle, may my enemies squirm.

Effect: The next time the target of this ritual is affected by an attack that uses either the pierce or slay call they still take the damage from the attack but are not affected by the pierce or slay portion of the call.

Compulsion Rituals

Perfect Deceit

Directions: Light the ritual candle and hold the ritual component above the flames while speaking aloud the ritual incant. Consume the ritual component and gain the effect.

Incantation: Twist and tangle, Scholar bright, Twist the words so wrong is right; Let the lies like truths be heard; Let the real story be blurred. Though the questioner’s elite, Answer with perfect deceit.

Effect: The target can only tell lies when under 'truth effects'

Polyglot

Directions: Light the ritual candle, place the Compulsion Ritual on the book. Read the incant. The ritual components are then consumed.

Incantation: Scholar of words, scholar of tongues, Fill me with knowledge, my brain and my lungs; Allow me to speak, and to hear, and to know; What others are saying – let it be so.

Effect: Caster can Speak and Understand (But not write) common and uncommon languages. The common languages are Elvish, Terran, Snow Goblin. Uncommon languages are Andaranian, Apian, Canine, Diabolic, Draconic, and Sylvan. This does not help with any of the rare languages.

Enchantment Rituals

Disenchant

Directions: Light the ritual candle. Hold the magical item with both hands. Recite the incant

Incantation: Thank you, Craftsman for this work. It has done what it was created to do. Let it be broken, so it may be reborn into a new form. And in that new form, be of new use.

Effect: Destroy a lootable or owned magic item. Turn it in at logistics, there you will be able to receive in exchange 1 ritual component of any school for every 25 coin the item would cost to craft (rounded down). All components must be from the same school.

Nature Rituals

Breath of Fire

Directions: Light the ritual candle and hold the ritual component above your head while speaking aloud the ritual's incantation. Immediately afterwards, cast the spell “elemental weapon” upon the ritual component. Consume the ritual component and gain the effect.

Incantation: Draconis above, this I desire: Your wisdom to learn, your strength to inspire. My enemies wait, they hide and conspire, Soon they will find me and I will retire. Ancient one, please, I need to fly higher, Grant me the power to breathe dragonfire!

Effect: This ritual bestows upon the user the ability to breathe fire. They are able to cast a bolt of fire from their mouth at will for “4 Primal” twice per game day for the duration of the event. Roleplaying an inhale and exhale of this ability is encouraged.

Ironbark

Directions: Light the ritual candle. Crush the gem and the ritual component in your hands, and sprinkle the remains over the target while saying the incant. Afterwards the spell takes effect, consume the ritual components and the gems.

Incantation: Elemental, Lady of Fires and Floods, I call upon you to grant strength to this flesh; Make it tough as iron, strong as an oak, Protect the bearer well.

Effect: The target gains natural armor equal to their body. This natural armor cannot be repaired with the mend armor spell.

Necromancy Rituals

Final Rest

Directions: Light the Ritual Candle. Next, the caster must begin ringing a hand bell and cannot stop for 10 minutes. At the end of 10 minutes, relight the candle if it has gone out and then speak the incantation which, you must complete without interruption.

Incantation: Spark, heed me! You have lived, you have died, you have been Reaped. With each toll of this death bell, your ties to the mortal world have weakened. Now you must cross into the Well, never to return to this plane. I bid you Rest! I bid you Rest! I bid you Rest! Go, and go in peace.

Effect: A spark held by Reap Spirit is sent to the well. The target is now dead, FOREVER. Furthermore the target is no longer eligible to be made into any variety of undead, nor will they produce a ghost. Shift GMs should be notified if this is used on a PC

Consecrate

Directions: Light the ritual candle and spread the necromancy ritual components on the ground as you read aloud the ritual's incantation. Repeat the incant at each entrance to the building. Consume the ritual component and begin the effect.

Incantation: Undead horde, let us rectify, leave this place with Sanctify! 'Or' Give me a realm where no living can follow; a place of my own I create with Unhallow!

Effect: Sanctify or unhallow a building for the game day.

Restoration Rituals

Mortal Jeopardy

This ritual has been retired. Existing copies remain in play as legacy items, no new copies are being made.

Directions: Light the ritual candle. Hold the ritual items in each hand. Recite the incant, and emphasize each line while gesturing with the ritual components in each hand. Afterwards the ritual is in effect and the components are consumed.

Incantation: Mother of the Sept, Goddess of nurturing, It grieves me to ask you to turn your face away from one of your children. But ask it I must. Please, Mother. Let this be the last Restoration that affects them. Let them be immune to your spells today. In your name, I do the work of the Sept.

Effect: Target is immune to restoration magic.

Regeneration

Directions: Heat the restoration ritual component over the lit ritual candle. This will boil out the impurities, leaving behind the pure healing essence you require. Then cast heal body on the ritual component. The resulting tincture must then be ingested while still hot, inflicting 4 nature damage to the character's torso. After this the ritual is in effect and the component is consumed.

Incantation: No Incant Required

Effect: Every 10 minutes the beneficiary of this spell will benefit from either heal mortal wound, restore limb, or heal body. This will not help them if they are poisoned or dead, but the ritual will remain in effect for later.

Consumables

Consumable Items

A consumable is an item that has a limited number of uses. Generally consumable items can only be used once but some items will specify a higher number of times they can be used. Sharing consumables is only permitted if the consumable has multiple uses, each person using the item counts as one use.

Consumables will nearly always (with the exception of things like wands) be represented by a piece of paper from logistics that has an official stamp on it. These papers will then be inside whatever container or prop represents the consumable item.

Some consumable items will be labeled as being scarce. These items can't be copied, reproduced, used without being consumed, or crafted by players through any means, including feb feast items. Scarce items are intended to only ever be available as loot.

Most consumable items require that you role-play out using the item. At minimum to use an item it has to be in hand (either in your hand, or easily and instantly accessible by a free hand) to use. Once the item is used, you must represent the consumption of the item by destroying the official paper from logistics included with the item.

Scrolls

Scroll Rules

A scroll is a one use consumable item. Characters with the read magic skill can cast the spell listed on the scroll without spending any magic power points.

Written items such as scrolls, rituals, and tomes have a fixed incant written down on them. When using one of these items you must read the incant exactly as it appears in writing. Even if you have these words memorized you are required to have enough light to read the text by and are expected to role-play reading the text from the paper.

Scrolls follow all the other normal steps to casting a spell.

You can only use scrolls that contain a range of self if you know the spell on the scroll. When you cast such a scroll you treat it as if you cast the spell regardless of who wrote the scroll (this is important for ley lines).

Potions

Potion Rules

A potion is a one use consumable item. Potions that aren't for drinking are referred to as oils and follow all the same rules, except that they are applied to a subject instead of drank. To use a potion simply role-play drinking it, to use an oil role-play applying it to a subject. Using a potion never requires an incant and never costs magic power points.

No skill is needed to identify the contents of a potion. At any time a character can role-play looking in the vial, and may then look at the piece of paper inside the vial to learn what the potion's effect will be.

Items that duplicate spells, such as scrolls and potions make the user count as the person casting the spell for the purposes of voluntarily dispelling an effect.

To administer a potion to a helpless character you must have the first aid skill.

After using a potion you'll find both players and logistics staff alike will reward you for returning the now empty potion vial.

Potions

Some spells can be turned into potions using the brew potion skill and production points.

Please note that a potion of Heal Mortal Wound cannot be self-administered, and always requires that another character with the First-aid Skill administer it to a player suffering from a torso wound.

Potions

Potions
Spell Cost/ Level Prerequisite Duration Range Target Flag Dispel Brief Description

Diagnosis 1 1 Magic Power Point Instant Touch Character n/a Reveals all various ailments, presence of a spark.

Enhance Armor 1 1 Magic Power Point Game day Touch Worn armor armor Yes Armor's protection increases by +1 point

Ghastly Visage 1 1 Magic Power Point 10 minutes Touch Character person Yes Target may call 'Brains'.

Heal Body 1 1 Magic Power Point Instant Touch Character n/a Target heals all lost body.

Magic Armor 1 1 Magic Power Point Game day or until expended Touch Character person Yes Target touched gains 2 points of magic armor

Strength 1 1 Magic Power Point 10 Minutes Touch Character person Yes Target inflcits +1 melee damage

Toughness 1 1 Magic Power Point 10 minutes Touch Character person Yes Target touched gains 2 body points

Anti-Magic Shield 2 Level 1 Aegis Spell Game day or until discharged Touch Character person Yes Prevents the next spell to hit the target

Dissipate 2 Level 1 Nature Spell 10 minutes Touch Character above head Yes (circumstancially) Target dissipates.

Enchant Shield 2 Level 1 Enchantment Spell Game day or until discharged Touch Shield shield Yes Shield touched absorbs next effect that would bypass or damage it

Purify Spirit 2 Level 1 Restoration Spell Instant Touch Character n/a Cures target of poisons and physical afflictions.

Restore Limb 2 Level 1 Restoration Spell Instant Touch Character n/a Target heals all limb wounds.

Spellburst 2 Level 1 Battle Spell 10 minutes Touch Character Yes The next spell you cast generates handfuls tag bags.

Spirit Shield 2 Level 1 Aegis Spell Game day or until discharged. Touch Character person Yes Prevents next poison or acid effect against target.

Heal Mortal Wound 3 Level 2 Restoration Spell Instant Touch Other Character n/a Target heals a torso wound.

Improved Magic Armor 3 Level 2 Aegis Spell Game day or until expended Touch Character person Yes Target touched gains 4 points of magic armor

Resilience 3 Level 2 Restoration Spell 10 minutes Touch Character person Yes All damage dealt to target is converted to 'blunt'

Sanctuary 3 Level 2 Aegis Spell 10 minutes Touch Fixed location focal point ground Yes Creates a 20 foot protective bubble around caster

Oils

Oils
Spell Cost/ Level Prerequisite Duration Range Target Flag Dispel Brief Description

Magic Lock 1 1 Magic Power Point Game day Touch An entryway or container building or object Yes Magically hold a door or container closed

Magic Strike 1 1 Magic Power Point 10 Minutes or Until Discharged Touch Melee weapon weapon Yes Melee weapon's next hit deals '4 damage'

Mend Armor 1 1 Magic Power Point Instant Touch Worn armor, natural armor, or shield n/a Repairs physical armor.

Silvershine 2 Level 1 Enchantment Spell 10 Minutes Touch Weapon weapon Yes Weapon touched deals 'silver'

Elemental Weapon 3 Level 2 Nature Spell 10 Minutes Touch Character weapon Yes Weapons carried deal nature damage or generate four 4 nature damage tag bags or generate two 4 primal damage tag bags.

Enchant Weapon 3 Level 2 Enchantment Spell 10 minutes Touch Weapon weapon Yes Weapon touched deals 'elven steel' damage

Spellstore 3 Level 2 Enchantment Spell Event or until expended Touch Weapon weapon Yes Stores a spell in a weapon to be cast later.

Alchemical Items

Alchemy Items

Alchemical products, sometimes called compounds or admixtures, are a special type of consumable item created with the alchemy skill. These items represent the pinnacle of old world chemistry mixed with a bit of magic.

Alchemy can produce a wide variety of game effects often allowing those without magic to act as though they did. Some effects are the exclusive domain of alchemy as well, such as stopping the curse of lycanthropy or curing diseases.

Blade poisons, ingested poisons, and thrown poisons all require the herbalist skill to use. If a character attempts to use any of these types of alchemy compounds they fail to use the item successfully and suffer the effects as if the item were used on them.

Blade Poisons

A blade poison is a consumable item that is applied to weapons in order to make them more deadly. In order to use a blade poison you must role-play the action of opening the vial and applying the poison to your weapon, then tie a flag to the blade.

Once applied a blade poison will last for 10 minutes or until the weapon has successfully hit an opponent. Some blade poisons require that they can only be applied to goblin iron weapons. These poisons get no special increased duration benefit when applied to such a weapon. All other blade poisons when applied to a goblin iron weapon, last for 20 minutes or until the weapon has successfully made two hits. These poisons interact with blightsteel in the exact same fashion.

Elven steel and silver weapons may never have blade poisons put on them. If a blade poison is applied to one of these weapons it is rendered inert and useless immediately.

Blade poisons, ingested poisons, and thrown poisons all require the herbalist skill to use. If a character attempts to use any of these types of alchemy compounds they fail to use the item successfully and suffer the effects as if the item were used on them.

Ingested Poisons

An ingested poison is a type of poison. Ingested poisons are consumables generally given to other characters through subterfuge and trickery (or just when they are helpless). It should be noted that ingested poisons only give the poisoned condition if they cause a poison call or otherwise specifically say they do. Even if they do not give the poisoned condition a character with an immunity to poison is still immune to ingested poisons.

To use an ingested poison it must be role-played being poured into a drink or onto food (assuming you can't somehow trick someone into drinking the poison straight out of the vial), then a green dot is applied to the container, typically on the bottom. This green dot gives characters with the herbalist skill a chance to identify that the food or drink is not safe before anyone ingests it. In the event that someone ingests the poison they should then be notified of exactly which poison they consumed.

Blade poisons, ingested poisons, and thrown poisons all require the herbalist skill to use. If a character attempts to use any of these types of alchemy compounds they fail to use the item successfully and suffer the effects as if the item were used on them.

Thrown Poisons

A thrown poison is a type of consumable alchemical item that represents a small breakable vial being hurled at an enemy. To use a thrown poison the prop to represent the poison must be "at hand", easily reachable. As long as this is the case you may use a tag bag to make the attack described by the item. After this is done make sure you remember to destroy the piece of paper that represents the item, it was used when you "threw" it at your opponent in character.

Each item's call determines what rules it follows. So a thrown item that calls for 4 nature damage counts as a spell, even if it comes from an alchemical, because there is no way to distinguish the source of the call for the person getting hit.

A shield may fully block any attack that makes the poison call, preventing any effect to the bearer.

Blade poisons, ingested poisons, and thrown poisons all require the herbalist skill to use. If a character attempts to use any of these types of alchemy compounds they fail to use the item successfully and suffer the effects as if the item were used on them.

Level 1 Items

Name Level Duration Type Requires Herbalism Scarce Description

Bug Repellent 1 1 Minute Thrown Alchemical No No Disengages a creature of the insectoid type by calling 'Disengage Insect'

Compost Moss 1 Instant Oil No No Speeds up natural decomposition

Corruption 1 10 Minutes Oil Yes No A blade poison that causes a weapons hits to call 'poison'

Holy Water 1 Instant Thrown Alchemical No No Thrown alchemical that calls for disengage undead

Lanthir Oil 1 10 Minutes Oil No No Remove the special properties of a weapon

Minor Power Elixir 1 Instant Ingested No No Restores 2 Magic Power Points

Ritual Ink 1 5 Uses Check-In No No Required to produce rituals documents and high level scrolls.

Spirit Tar 1 10 Minutes Ingested No No Causes grounding for the person drinking

Stabilizing Concoction 1 Permanent Oil No No Prevents subject from bleeding out

Terran Roots 1 Instant Thrown Alchemical No No A thrown alchemical that calls for grounding

Bug Repellent

A Bug Repellent is a thrown alchemical that calls for "Disengage Insect"

Corruption

This is a blade poison that changes all of your weapons successful hits to call "poison".

Unlike other blade poisons this effect lasts the full duration, not limited by a certain number of hits.

Mirror of Sophistry

This is obsolete and has been removed from the system. It is only here for reference.

Minor Power Elixir

A minor power elixir restores 2 points of magic power when drunk, subject to normal limits.

Ritual Ink

Scrolls of level 5 spells, such as Revive, require ritual ink to produce.

Each vial of ink is sufficient for the creation of 5 scrolls requiring ritual ink.

OOOOO

Level 2 Items

Name Level Duration Type Requires Herbalism Scarce Description

Anesthesia 2 1 hour or until struck violently Ingested No No Imbiber is knocked unconscious for one hour or until they take damage.

Base Paste 2 Game Day Oil No No Prevents the next 4 acid damage that strikes the shield coated

Elixir of Wisdom 2 Event Ingested No No Increases your available magic power points by 1 for the duration of the event.

Mother's Intuition 2 Instant Ingested No No Diagnose any ailments you may be affected by.

Rejuvenation Elixir 2 Permanent Ingested No No Restores 2 magic power, heals all body points, and cures diseases.

Scorpion's Kiss 2 10 minutes or until expended Oil Yes No This is a blade poison that inflicts 'poison weaken'

Vermin Bane 2 1 hour Ingested Yes No An hour after ingesting this poison the victim takes a torso wound.

Warding Amalgam 2 Game Day Oil No No Absorbs the first 'magic' tag bag to hit the wearer.

Wolfsbane 2 Instant Ingested No No If taken in time, prevents lycanthropy from taking a person over.

Anesthesia

Anesthesia is an ingested poison that knocks the imbiber unconscious for an hour. If the victim takes ANY damage (including blunt damage), the anesthesia wears off.

Base Paste

Base Paste can be applied to a shield with role-playing. The next 4 acid damage that strikes shield is negated by the paste, requiring a “No Effect” call.

Elixir of Wisdom

An Elixir of Wisdom grants the user an additional point of magic power (as if they gained another rank of the magic power point skill up to cap) for the duration of the event.

Grounding Wire

This is obsolete and has been removed from the system. It is only here for reference.

It has been replaced by Warding Amalgam.

Hermetic Rod

This is obsolete and has been removed from the system. It is only here for reference.

Rejuvenation Elixir

When drunk rejuvenation elixir restores 2 points of magic power, heals any missing body points and cures the diseased condition.

Ritual Quill

Ritual magic is some of the most powerful and potent in Novitas. Because of this, special care and materials are often used when preparing and performing rituals.

Rituals are often contained on special scrolls known as ritual scrolls. Ritual scrolls can only be written with a ritual quill. In addition, scrolls containing powerful fifth level magic spells, such as Maelstrom, must be scribed with a ritual quill. A single ritual quill may be reused for any number of fifth level scrolls, but using a ritual quill to scribe a ritual scroll renders the quill useless, it must then be discarded and replaced.

Creation of this object requires the player to provide their own prop to represent it. This can be nearly any writing implement that does not look modern or anachronistic. This prop must be presented and approved at logistics at sign in, where it will be given a treasure ID number. A ritual quill is an in-game, stealable item.

Name Level Duration Type Requires Herbalism Scarce Description

Affection Confection 3 10 Minutes Ingested Yes No The imbiber of this poison becomes charmed with the first person they see.

Dilution Solution 3 Instant Thrown Alchemical No No Dispels target of non-poison based alchemical effects.

Elixir of Toughness 3 Game Day Ingested No No Grants an additional point of body

Explosive Charge 3 Instant Oil No No Breaks any mundane lock, though may set off traps in the process

Hand of Death 3 Instant Thrown Alchemical Yes No A thrown poison that deals 4 poison

Lycanthropy Safeguard 3 Event Ingested No No Prevents future lycanthropy infection

Madweed Extract 3 10 Minutes Ingested No No Increases melee damage by 1

Magic Power Elixir 3 Instant Ingested No No Restores 4 points of magic power when drunk.

Smelling Salts 3 Permanent Inhaled No No Once per event may cure a target of magical (or natural) mind-affecting effects.

Spyderbyte 3 10 minutes or until expended Oil Yes No A blade poison that inflicts 'poison curse'

Tanglefoot Bag 3 10 Minutes Thrown Alchemical Yes No A thrown poison that inflicts 'poison pin'

Vial of Acid 3 Instant Thrown Alchemical No No Deals 4 'acid' like a thrown poison

Affection Confection

This amalgam triggers a positive emotional response when imbibed, causing the subject to bond with the first person they interact with under its effect.

The mechanical effect of this ingested poison is a “poison charm”. There is no obvious source for the charm victim so they are charmed by the first person to speak to them after ingesting the compound. In the event it is not clear who spoke to the victim first and the victim knows who the poisoner was out-of-character they should become charmed by the poisoner.

Dilution Solution

Dilution solution universally negates and removes any and all non-poison alchemical effects currently active on a target.

If the vial is thrown (via a tag bag) the call for this compound in combat is “dispel alchemy”.

Elixir of Toughness

An Elixir of Toughness fortifies the imbiber, granting them an additional point of body (as if they purchased another rank of body skill) until the next convergence.

Explosive Charge

An explosive charge will safely and automatically open a single (mundane or magic) lock. Doing so automatically sets off any traps in whatever object contains the lock. Players are encouraged to role-play the use of this admixture, warning others to stand back, etc.

Hand of Death

Hand of Death is a thrown poison that deals 4 "poison".

Madweed Extract

Madweed extract increases the damage done by a player using a melee weapon by one point for ten minutes.

Magic Power Elixir

Magic power elixir restores 4 points of magic power when drunk, subject to normal limits.

Ritual Candles

A ritual candle is an item required to enact many rituals. It may be put out after a ritual is done, and lasts until it has no more wick to burn.

Name Level Duration Type Requires Herbalism Scarce Description

Bile of Nox 4 10 minutes or until expended Oil Yes No A blade poison only usable on goblin iron. Causes 'poison slay' damage.

Blackout Juice 4 10 minutes Ingested Yes No This ingested poison causes 'poison terror' immediately when consumed.

Claw of the Beast 4 10 Minutes Oil Yes No A blade poison that causes +1 melee damage and 'poison'

Mind Expanding Elixir 4 Event Ingested No No Grants 2 additional magic power points for the duration of the event.

Theriac 4 Instant Ingested No No Cures the poisoned and diseased conditions from a character.

Touch of Panic 4 10 minutes or until expended Oil Yes No This blade poison causes 'poison enfeeble'

Truth Serum 4 1 Minute Ingested No No Prevents the imbiber from lying if they choose to speak.

Weapon Stone 4 Game Day Oil No No Enhances a melee weapon for a game day, increasing damage by 1

Bile of Nox

This is blade poison can only be used on goblin iron weapon. Bile of nox causes the weapons next successful attack to call "poison slay".

Blackout Juice

This ingested poison causes 'poison terror'.

Claw of the Beast

Claw of the beast is a blade poison that lasts the full duration and is not expended after a successful hit. It increases a weapon's damage call by one with normal caps and causes it to hit for poison.

Mind Expanding Elixir

Mind expanding elixir grants the drinker 2 additional points of magic power (as if they had two more levels of the skill) for the duration of the event.

Philosopher's Stone

This is obsolete and has been removed from the system. It is only here for reference.

Theriac

When consumed theriac will immediately neutralize all poison effects (this does not undo any damage already caused), the poisoned condition, the diseased condition and/or the lycanthropy condition affecting the imbiber.

Touch of Panic

This is a blade poison that causes "poison enfeeble".

Truth Serum

Someone who consumes a truth serum, cannot knowingly lie. They are not compelled to speak, but if the imbiber does CHOOSE to speak, he or she cannot lie. It should be noted that truth is relative, subject to the imbiber's beliefs and knowledge, but the imbiber will tell the truth, as they see it, to the best of their ability.

Used with a charm spell this compound can be very powerful.

Weapon Stone

A weapon stone is a consumable item that enhances a melee weapon increasing damage dealt with that weapon by one up to normal caps.

Level 5 Items

Name Level Duration Type Requires Herbalism Scarce Description

Balm of Vigor 5 10 Minutes Ingested No No Increases melee damage by 2

Catholicon 5 Instant Ingested No No Restores 4 magic power points, heals missing body, restores limb or torso wounds, cures poisons and disease.

Elixir of Cosmic Power 5 Event Ingested No No Gain 3 additional magic power points for the event

Ethereal Sealant 5 Game Day Oil No No Makes beneficiary immune to magical spells and effects, both harmful and beneficial.

Gershan Thunder 5 Instant Ingested Yes No A powerful poison that inflicts a poison torso wound

Grip of Darkness 5 10 Minutes or until expended Oil Yes No This is a blade poison causes 'poison terror

Ogre Extract 5 Game Day Ingested No No Grants 2 additional body points

Transmutation 5 Game Day Oil No No Change a weapon into: silver, goblin iron, or elven steel.

Two-Step Venom 5 Instant Thrown Alchemical Yes No A thrown poison that deals 4 'poison pierce'.

Balm of Vigor

The imbiber hits for two additional points of melee damage up to normal caps.

Catholicon

A catholicon restores 4 points of magic power when drunk, heals any missing body, restores limb or torso wounds, and cures all poison effects, the poisoned condition and the diseased condition.

Elixir of Cosmic Power

An elixir of cosmic power grants three additional points of Magic Power for the duration of the event (as if they had three additional ranks of the magic power point skill).

Ethereal Sealant

Ethereal sealant is a highly prized compound that when applied to a person makes them completely immune to all magical spells and effects, both harmful and beneficial.

This immunity includes (and but is not limited to) effects such as:

Ethereal sealant does not interact with:

  • Poison, blight, and acid calls are NEVER magical. If they are added to another call they make that call no longer magical.
  • silver and elven steel always come from weapons and are not magical.
  • Nature and primal count as magical if they come from a tag bag.
  • Alchemical compounds may still be used.
  • Effects previously on the character are not removed.

Grip of Darkness

This blade poison causes a weapon's next legal hit to call 'poison terror'.

Ogre Extract

Ogre extract braces the imbiber’s body, granting them two additional points of body (as if they had two additional ranks of body skills) until the next convergence.

Transmutation

Transmutation is the ultimate expression of the alchemical art: the ability to transform one material into another. With the paste created by this formula, an alchemist can temporarily change the base metals of a weapon into one of the following extraordinary types: silver, goblin iron, or elven steel. It may not transmute a weapon to any other material.

The weapon has the limitations and meets any requirements a weapon of that material would normally have as if it had always been that material.

With the proper rituals and components, it may be possible to create a permanent transmutation effect.

Two-Step Venom

Two step venom is a thrown poison that deals 4 "poison pierce" damage.

Section 8: Creating Items in Game

Crafting And Production Rules

Production skills form the basis of the economy of the game, and are codified to allow character's to craft both consumable and permanent items. These skills are not meant to represent the only means for a character to earn in-game money at KoN, but they do form a great base to start with. Players are, within limits, free to experiment with other goods and services, but it's generally a good idea to chat with other players who have tried such experiments first.

Producing Consumables

Production Points and Related Skills

Production points are used to create consumables such as potions, scrolls, and alchemical compounds. A character only spends production points when you first check-in for an event. In order to create items you'll have to learn to use the preproduction system. Characters can purchase additional production points each event for 3 coin per point (this includes the cost to use these points to produce items). Some items may also be turned in at check-in for additional production points.

Tinkering is used with production points for the creation of trap tags which are consumed by traps when they go off.

Characters are restricted to a cap of 20 production points from all sources.

Alchemy Production

Characters with levels of the alchemy skill can produce alchemical compounds of the same level or lower using production points. A character only spends production points when you first check-in for an event. In order to create items you'll have to learn to use the preproduction system.

To produce most alchemical compounds it costs 1 production point and 1 coin per level of the compound. Some specific compounds have different costs listed in the items description.

Whenever a character produces an alchemy compound that causes damage (a thrown poison, a blade poison, or an ingested poison) they produce two units of that item.

Players with the alchemy one skill may also produce alchemical extract in either one point or two point versions.

Potion Production

Characters with the brew potion skill can produce potions using production points. A character only spends production points when you first check-in for an event. In order to create items you'll have to learn to use the preproduction system.

To produce a potion you must know the spell you wish to make into a potion. It will cost 1 production point and 1 coin per level of the spell being made into a potion. The character producing the potion must also have enough magic power points to cast the spell being made into a potion. Not every spell can be made into a potion. You can find a list of spells that can be potions here.

A character with the brew potion skill can also produce potion water in either one point or two point versions.

Scroll Production

Characters with the scribe scroll skill can produce scrolls using production points. A character only spends production points when you first check-in for an event. In order to create items you'll have to learn to use the preproduction system.

To produce a scroll it costs 1 production point and 1 coin per level of the spell being stored in the finished scroll. In addition to the scribe scroll skill the producing character must know the spell being put onto the scroll and have enough magic power points to cast that spell at least once.

If the spell is a 5th level spell producing a scroll requires a ritual quill and one use of ritual ink.

Players may also choose to produce scroll paper in either one point or two point versions.

Production Point Items

In game there are a variety of different items that provide production points at sign-in. Each on provides production points only usable to create specific kinds of items. These production point items can be traded-in during sign-in to gain additional production points up to normal caps. The coin cost to produce these items must still be paid.

Crafting Permanent Gear

Craft Points and Related Skills

Craft points are used with the ornamenter skill to craft magic objects, with the weaponsmith skill to craft enhanced weapons, and the tinker skill to creating tinkering items. A character only spends crafting points when you first check-in for an event. In order to create items you'll have to learn to use the pre-production system. Unlike production points you may not purchase additional crafting points at check-in.

Spells (generally only third level and lower) can be imbued into magic objects to create per event items with one use per event. The spell being imbued must be known by the character crafting that object or be provided by a consumable such as a scroll (the character must be able to read magic to use a scroll). Other characters, or other imbued items do not count as providing access to a spell.

Characters are capped at a total of 20 crafting points from all sources.

Weapon Crafting

Characters with the weaponsmith skill can craft weapons using crafting points. A character only spends crafting points when you first check-in for an event. In order to create items you'll have to learn to use the pre-production system.

Weapons created with the weaponsmith skill can have multiple enhancements purchased for them. The crafting point cost to make an enhanced weapon is based on this table. For each craft point spent an additional 10 coins must be spent to create an enhanced weapon.

If ammunition is imbued with a spell only one is produced at a time. When crafting other enhancements 4 pieces of ammunition are created with the enhancement.

Weapon Crafting Point Costs

When you are crafting a new weapon you must pay a number of crafting points based on what you are creating. Every weapon will have a starting cost based on what type of weapon it is. From there you can select any feature you want, such as crafting the weapon from one or more special materials, giving special abilities to the weapon, or imbuing a spell into the weapon.

Magic Item Crafting

Characters with the ornamenter skill can craft non-weapon magic items using crafting points. A character only spends crafting points when you first check-in for an event. In order to create items you'll have to learn to use the pre-production system.

Magic objects created with the ornamenter skill can have multiple enhancements purchased for them. The crafting point cost to make a magic object is based on this table. For each craft point spent an additional 5 coins must be spent to create a magic object.

Objects have a maximum crafting point value based on the location on the body they are worn.

Ornamenting Craft Point Costs

These are enhancements that can be added to magic objects, subject to normal stacking rules.

A +1 armor point bonus must be crafted onto a piece of worn armor. The bonus affects all worn armor not just the piece that has this ability. This bonus cannot be dispelled, it is treated as a permanent improvement to your armor's physical armor points that is always active. This bonus does not stack with the enhance armor spell. Physical armor has a cap of 4 points.

Items which grant +1 or +2 bonus magic power points are treated like gaining additional ranks of the magic power point skill which refresh at convergence as normal. A character can only spend a total of 20 magic power points between any two convergences unless an ability or effect explicitly allows them to break that limit.

Ornamenting Enhancement Costs

Stats Bonuses With Normal Caps Craft Points

+2 Production Points 4
+4 Production Points 8
+4 Craft Points 8
+1 Magic Power 8
+2 Magic Power 12

Enhancements Description Craft Points

+1 Armor Point to Armor Increase the armor points of armor by 1, (see here for details). 8
Nature Immunity Grants immunity to nature damage until removed. 12

Imbued Spells Description Craft Points

Imbue with a 1st Level Spell The item can cast the chosen level one spell once per event. Can take multiple times to stack more uses per event. 4
Imbue with a 2nd Level Spell The item can cast the chosen level two spell once per event. Can take multiple times to stack more uses per event. 8
Imbue with a 3rd Level Spell The item can cast the chosen level three spell once per event. Can take multiple times to stack more uses per event. 12
WandsCraft Points
Lesser Wand4
Normal Wand8
Major Wand12

RodsCraft Point Costs
Rod of 1st Level Spell8
Rod of 2nd Level Spell12
Rod of 3rd Level Spell16

Epic Items

An “Epic Item” is not normally player craftable. These items have access to the same abilities that normally crafted items can select but are also allowed to use abilities listed in the epic item special table. The only time players typically create an epic item if they have a voucher for an item from a Feb Feast auction. All epic items need plot marshal and rules marshal approval, including epic items created by game masters to be provided as loot.

All Item Types

Imbued Spells Description Craft Points
No Incant Choose one spell this item can cast from a separate crafting point purchase. When casting the selected spell from the item it does not require an incant. Can take multiple times to affect multiple spells. 12 (Epic)
Prismatic Level 1 Can cast any 1st level spell once per event. Can take multiple times to stack more uses per event. 8 (Epic)
Prismatic Level 2 Can cast any 2nd level spell once per event. Can take multiple times to stack more uses per event. 16 (Epic)
Prismatic Level 3 Can cast any 3rd level spell once per event. Can take multiple times to stack more uses per event. 24 (Epic)
Prismatic Level 4 Can cast any 4th level spell once per event. Can take multiple times to stack more uses per event. 32 (Epic)
Prismatic Level 5 Can cast any 5th level spell once per event. Can take multiple times to stack more uses per event. 40 (Epic)

Imbue with a 1st Level Spell The item can cast the chosen level one spell once per event. Can take multiple times to stack more uses per event. 4
Imbue with a 2nd Level Spell The item can cast the chosen level two spell once per event. Can take multiple times to stack more uses per event. 8
Imbue with a 3rd Level Spell The item can cast the chosen level three spell once per event. Can take multiple times to stack more uses per event. 12
Imbue with a 4th Level Spell The item can cast the chosen level four spell once per event. Can take multiple times to stack more uses per event. 16 (Epic)
Imbue with a 5th Level Spell The item can cast the chosen level five spell once per event. Can take multiple times to stack more uses per event. 20 (Epic)
Change Level 1 Spell Choose one level one spell purchased separately with other crafting points. You may change that spell to another level one spell once per year. 4 (Epic)
Change Level 2 Spell Choose one level two spell purchased separately with other crafting points. You may change that spell to another level two spell once per year. 8 (Epic)
Change Level 3 Spell Choose one level three spell purchased separately with other crafting points. You may change that spell to another level three spell once per year. 12 (Epic)
Change Level 4 Spell Choose one level four spell purchased separately with other crafting points. You may change that spell to another level four spell once per year. 16 (Epic)
Change Level 5 Spell Choose one level five spell purchased separately with other crafting points. You may change that spell to another level five spell once per year. 20 (Epic)
Other Abilities Description Craft Points

+1 Armor Point to Armor Increase the armor points of armor by 1, (see here for details). 8
Nature Immunity Grants immunity to nature damage until removed. 12

Epic Ornamenting (non-weapons)

Other Abilities Description Craft Points
Variable Slot This item still takes up a slot but you can choose which slot it counts as occupying each event. 4 (Epic)
Slotless The item does not take up one of your standard item slots 12 (Epic)
Counts as a Master's Staff This item grants the benefits of a Master's Staff 24 (Epic)

Stats Bonuses With Normal Caps Craft Points

+2 Production Points 4
+4 Production Points 8
+4 Craft Points 8
+1 Magic Power 8
+2 Magic Power 12

Epic Weapons

Must Choose Exactly One
Weapon Base Type Craft Points

Non-Martial Melee Weapon 0
Martial Melee Weapon 4
Great Weapon 16
Thrown Weapon 0
Bow or Crossbow 4
Arrows or Bolts 0

Special Material Craft Points
Primal 20 (Epic)*

Goblin Iron (Poison) 8
Silver 8
Razorleaf (Nature) 8
Elven Steel 20*
  • Newly made Primal or Elven Steel weapons may not be crafted with other special materials.
    • Existing weapons that contain these materials do not have to be remade.

Special Ability Description Craft Points
Extra Master's Strike Grants a master's strike separate from other sources of master's strikes. Does not require being a weapon master. 16 (Epic)

Masterwork This weapon deals +1 damage, limited by cap. 4
Mage Blade This rule is no longer available. Existing weapons get refunded this amount. 12
Master's Staff of Wizardry Select a school of magic. If the wielder is a master of that school of magic some of their spells cost fewer power points. Automatically a great weapon at no additional cost. Requires ornamenting 5 to craft. 24
Master's Blade If the wielder is a weapon master they gain an additional master's strike. Also gives 16 additional, free, craft points to spend on other features (such as weapon type). Requires Tinkering 5 to craft. 24

Tinker Crafting

Characters with the tinker skill can craft tinkering items using crafting points. In order to craft tinkering items a character does not need to know any particular spells even if the item being crafted casts a spell. A character only spends crafting points when you first check-in for an event. In order to create items you'll have to learn to use the pre-production system.

Tinkering items cost a fixed number of crafting points to create. It additionally costs 5 coin per crafting point spent to create a tinkering item.

You can also use tinkering to change the prop for a magic item to a different prop of the same item type. This is done by following this table.

Altering Props with Tinkering

A character with the tinkering skill can use crafting points at check-in to replace the prop for an item with another of the same slot with comparable functionality.

For example a martial weapon must be replaced by another martial weapon and could not be replaced with a great or non-martial weapon. An ax should remain an ax, armor should be replaced with new armor of a comparable type. A plate chest piece should not be replaced by a cloth shirt (both are torso slot) or a chain shirt.

The primary benefit of doing this is to allow a character to take an epic item that does not fit them and replace it with a prop that does or to make considerable material improvements to a prop.

Slot Tinkering Rank Required Crafting Point Cost Coin Cost
Accessory 1 4 20
Neck 2 8 40
Wrist 2 8 40
Ankle 2 8 40
Ring 2 8 40
Waist 3 12 60
Shoulder 3 12 60
Hand 3 12 60
Back 3 12 60
Buckler 3 12 60
Head 4 16 80
Leg 4 16 80
Arm 4 16 80
Weapon 5 20 200
Shield 5 20 100
Torso 5 20 100
Feet 5 20 100

Appendix 1: Prop Rules

Prop Rules

This information is about how the many different kinds of items in the game are represented. Most of these guidelines only matter when you want to bring your own props into the game. Anything already in the game should already meet these guidelines.

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.

Coins and Currency

Coin is the basic unit of currency in the Kingdoms of Novitas. One copper piece is commonly referred to as one coin. A silver piece is worth ten coin. There are also "exotic" coins also known in-game as "slave tokens". These larger pieces of metal have symbols pressed into them and are notably heavier than a standard coin. Each is worth one hundred coin. There are no gold coins, and referring to how much gold something is worth is never appropriate.

Other alternate valuables exist such as the sea shells used by piscenes, or gems. The estimate value skill allows players to identify the coin value of any unusual item their character comes across, collectively referred to as "valuable items" in this wiki. There is no regulation of trading between two characters, a character can offer whatever price they deem appropriate for a trade and a seller can accept that offer or not as they wish.

Characters are not allowed to create counterfeit coins. Suspension of disbelief is an important part of larping and there would be no reasonable way for players to figure out what is fake and what is real.

Clothing Props

Few things can ruin the atmosphere of the game more than players with bad costumes, usually referred to as “garb”.

Sneakers, T-shirts, or jarringly modern clothes, such as camouflage fatigues, can completely destroy the suspension of disbelief the game tries to create.

KoN is a fantasy game, and not set in a specific historical period so the variety of acceptable garb is wide. Players portraying non-human characters are encouraged to flavor their garb with fantasy elements.

Garb guidelines:

  • The real world time period Novitas samples for historical garb ends roughly around 1500 AD.
  • Civen characters should draw influence from the Roman Empire between 27 BCE – 610 CE.
  • Vleanoan and Evenandran characters should draw influence from medieval western Europe between 1066 – 1500
  • Great Forest and Dellin Tribelands characters should draw influence from central and northern Europe between the prehistoric era – 106 CE
  • Free Lands characters wear anything found in any other kingdom.
  • Gershen characters draw influence from China between 1500 BCE – 1644 CE or Japan between 250 BCE – 186 CE
  • Terran characters should draw influence between 610 CE – 1066 CE the "dark ages" of European history.
  • This guide covers the look for characters from Vargainen.

Garb should NEVER contain:

  • Fluorescent or day-glow colors
  • Modern military clothing in cut or pattern
  • Camouflage patterns in any form
  • Printed bandannas
  • Sneakers in any form or color
  • Modern hats
  • Visible zippers (Zippers on the insides of boots are acceptable if not obvious)
  • Cargo pockets on pants
  • Visible white socks
  • Exposed modern webbing or straps
  • Clothing of obviously modern cut or materials
  • Nylon or zippered backpacks or satchels
  • Clearly mundane prints or logos

Make-up and Costuming

Creatures in Novitas are designed to be as distinctive as can be practically done. To that end certain costuming has reserved use. Many creatures are represented by masks (and sometimes specific wardrobe items), this means that there are restrictions on what masks player characters can wear in game to avoid creating confusion. If you wish to use a mask be sure to talk to the props and atmosphere marshal or their second.

Other creatures are represented by paint applied by air brush, or sometimes direct make up application. Care is taken during cold weather months to use paint as minimally as possible so that players don't have to wash it off and then go out into the cold with a wet face.

Restricted and Reserved Items

We want to allow players as much freedom as possible to bring mundane, basic items with them into the game. However there are some costuming and general items that have special restrictions on them. Player characters should always check with the props marshal before bringing any crown or mask into the game (due to COVID we should specify we're referring to decorative masks not medical face masks). Because we use these things to represent different kinds of monsters its important we maintain that if players see a character with a mask or a crown on they can easily distinguish if you are a PC who is wearing garb, or a monster who is defined by these items.

There are also a few items that are allowed but need to follow guidelines. At nighttime, characters can use glowsticks for light. In game people tend to call these "glow worms" so that they are a little more flavorful. Lanterns (during game hours) need props marshal approval for brightness and appearance.

Finally some items have rules attached to them and can only be brought into game if crafted by a craftsperson. Typically these are tinkering items. These include flash lights and locks and keys.

Weapons Prop Requirements

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.

  • 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.

Mundane Melee Weapons

These are the requirements to bring a melee weapon prop into the game.

All striking surfaces should have a minimum of 5/8 inch (1.59cm) of closed-cell foam.

All non-handle surfaces of a weapon should have a minimum of 3/8 inch (.96cm) of closed-cell foam.

Magical Melee Weapons
Weaponsmithing Rank Required to create1 Rank per 4 Craft Points used
Coin Cost to Create:10 per Craft Point used
Lootable:Yes
Brief Description:A weapon for personal combat

All melee weapon props must have a rigid core. Cores of wood or metal are forbidden. Acceptable core materials include but are not limited to: plastic, PVC, fiberglass, and carbon fiber. The core of the weapons should be securely held within the padding by glue, tape, or some other adhesive. Padding that slides or twists on the weapons core will be rejected. Cores that rattle or bounce within the padding will be rejected.

All pommels, crossguards, quillions, basket hilts, and other hilt fittings (not to include the grip iteself) must be composed of a flexible material.

The minimum length for any melee weapon is 16 inches (40.64cm). Non-handle pommels do not count towards the overall length measurement of a weapon.

Weapons that flex more than 45 degrees will be rejected.

No swung weapon may have more than 1/3 of its length unpadded for striking. The total unpadded section of a swung weapon may not be more than 30 unpadded inches (76.2cm) total.

Illegal weapons include but are not limited to: flails, punch daggers, slings, ball & chain weapons, and blowguns. Any weapon with a flexible component or which strikes primarily with a punching motion of the arm rather than a swinging motion is forbidden.

Mundane Missile Weapons

Props for weapons have certain requirements to be used in play. If a weapon is rejected for not being safe but is found still being used it may be summarily destroyed to ensure an unsafe weapon is not brought onto the field.

No weapons may have visible duct tape on them. Cloth covered weapons, a standard in some other larps is also not permitted.

Bows must have a draw weight of 35 pounds or less at 28 inches draw.

Crossbow draw weight should comply with this table.

Compound bows, PVC bows, takedown bows, brightly colored fiberglass bows, modern crossbows, or any other obviously modern archery equipment (including but not limited to peep sights, weights, camouflage or brightly colored shafting) are prohibited.

Brightly colored and/ or rubber fletching is allowed. Brightly colored plastic nocks will not disqualify arrows.

Each bow entering play must have at least 3 legal, arrows accompanying it.

A draw stop must be present on all arrows to ensure they are not drawn past 28 inches.

Arrow shafts may not be made of wood. The head of an arrow must be at least 2 inches in every dimension and must be a uniform, round shape. The head of an arrow or bolt must not be wobbly or move from side to side.

All arrows must contain a coin or similar small rigid disk perpendicular to the end of the shaft to prevent shaft punch-through. Commercially made rubber bird blunts also fulfill this requirement. Golf tube arrows are not permitted.

All arrows and bolts must have at least two full fletchings and a nock.

Mundane Thrown Weapons

Props for weapons have certain requirements to be used in play. If a weapon is rejected for not being safe but is found still being used it may be summarily destroyed to ensure an unsafe weapon is not brought onto the field.

No weapons may have visible duct tape on them. Cloth covered weapons, a standard in some other larps is also not permitted.

Thrown weapons must be completely padded including the hilt and rip. Each thrown weapon must look like a weapon, either knives, axes, or some other historical or fantasy weapon. No "throwing" rocks, disks, or paddles are allowed. A thrown weapon doesn’t have to have a core, but if it does have a core the core cannot go within 1 inch (2.54cm) of either end of the weapon. Cored throwing weapons may also be used in melee. Coreless throwing weapons may not be used in melee.

A standard throwing weapon is one greater than 6 and less than or equal to 30 inches. A standard sized throwing weapon must weigh no more than 6 ounces.

A javelin is a throwing weapon greater than 30 and less than or equal to 45 inches. A javelin must weigh no more than 12 ounces (340.2g).

A great javelin is a throwing weapon greater than 45 inches and less than or equal to 84 inches. A great javelin must weigh no more than 24 ounces (680.4g).

For all varieties of javelin both ends must be at least 2 inches (5.08) in diameter. Players are encouraged to incorporate some open-cell foam into the ends of their javelin designs.

Armor and Shield Prop Requirements

Armor Props

Players may wear armor which will benefit their character. There are requirements for armors that can be worn in the game, and all armor must be inspected by a safety marshal.

Armor must never impede normal movement in a fashion that endangers the wearer or prevents the player from following the rules of the game.

Armor must be attached or fitted on the body with proper integral closures such as buckles, laces, or snaps. Players are not allowed to attach armor to their body with tape, string, or similar temporary means.

Armor made of non-period materials (plastics, kydex, nylon, etc.) is not allowed. Non-period metals or alloys, such as aluminum, titanium, galvanized steel, stainless steel, nickel-plated steel, or anodized aluminum are allowed. No pleather, vinyl, or other synthetic leathers are acceptable.

Armor that consistently causes unreasonable damage to weapons will be removed from play.

Metal Armors

Players wearing plate armor are required to wear some form of padding or safety equipment that is hidden (such as modern safety equipment like elbow pads) or props approved (such as a padded gambeson or arming jack).

Metal plates must be at least .0478 inches thick. (18 gauge or thicker for ferrous metals, 16 gauge or thicker for non-ferrous metals). All edges of metal plates should be safely blunted or rolled.

Chain mail rings should be of no greater than one-half inch inside diameter.

Metal scales must be of at least .015 inch thickness (28 gauge or thicker for ferrous metals, 26 gauge or thicker for non-ferrous metals) and must overlap to provide armor value.

Metal brigandine is armor constructed of non-overlapping metal plates on a backing material. Brigandine plates must be within one-half inch of each other. Brigandine plates must have multiple points of attachment to the backing or to each other, or be held in individual pockets. Non-leather backing materials generally reduce the armor value of metal brigandine armor. These plates may be inside or outside the backing material.

Leather Armors

Leather brigandine is armor constructed of non-overlapping leather plates on a backing material. Non-leather backing materials do not contribute to the armor value of leather brigandine armor Leather brigandine plates must equal or exceed the value of the backing leather to be counted as armor.

Leather armor must be constructed of real leather of any thickness (unless otherwise specified). Studded leathers may be studded with metal spots, rings, washers or rivets. No bottle caps, brads or plastic may be used. Studded leather should have no more than 1 inch of un-studded leather on any part of it. The simple test used for this will be to try and place a US quarter dollar coin between studs. It should fit with a small bit of wiggle room, but no more. Leather scales must overlap to provide armor value. Light leather is leather of at least 6 ounce weight (3/32 inch). Heavy leather is leather of at least 12 ounce weight (3/16 inch). Leather is a natural material with natural variations that may result in irregular measurements. Players are free to request an average of multiple (up to five) measurements when their armor is measured for its armor point value. No layering of leather is permitted in any area being measured for armor point value.

Helmets

Leather helmets must have 3/4 head coverage. Metal helmets need a minimum of cap coverage. Regardless of material the helmet must meet the normal armor thickness requirements as mentioned previously in this page.

Shields Props

Shields are rigid defensive items held in one hand. They must be padded on all edges to prevent damage to weapons and minimize accidental damage to players. Bucklers are a sub-type of shield, and follow all prop rules for shields except where specifically mentioned otherwise.

All shields do not require a distinct, rigid core. Possible materials to craft them out of include but are not limited to steel, aluminum, plywood or rigid plastics. Plastic, foam and other modern materials must be covered with paint, cloth or leather. Exposed modern metals are acceptable. A shield may not have any exposed non-rounded metal hardware such as bolts or screws. The minimum padding on all edges of a shield is five-eighths of an inch of closed-cell foam. With rubber, vinyl, or similar flexible tubing or hose underneath the padding, the minimum padding may be three-eighths of an inch of closed cell foam.

Shields that exhibit more than minor (approximately 10 degrees of) flex are not allowed.

A rectangular shield's surface area is it's total height multiplied by its total width with no allowances made for irregularities, cut-outs, or curves. Any shield that is not round or a regular polyhedral shape will be considered rectangular.

A rectangular shield may not be more than 40 inches in any one dimension and may not have more than 720 square inches of surface area.

A round shield may not exceed a 36 inch diameter. Regular polyhedral shapes that fit inside a 36 diameter circle are also permitted.

The minimum dimension of a shield is 12 inches.

Curved shields are measured across the face of the shield (across the arc, not the chord).

All shields must be hand held.

Shields must be inspected just like weapons are inspected to make sure they meet these criteria. Just like two handed weapons, a shield will also be tested to make sure it is not too bendable or flexible.

Buckler Props

Bucklers are a sub-type of shield, and follow all prop rules for shields except where specifically mentioned otherwise.

All shields do not require a distinct, rigid core. Possible materials to craft them out of include but are not limited to steel, aluminum, plywood or rigid plastics. Plastic, foam and other modern materials must be covered with paint, cloth or leather. Exposed modern metals are acceptable. A shield may not have any exposed non-rounded metal hardware such as bolts or screws. The minimum padding on all edges of a shield is five-eighths of an inch of closed-cell foam. With rubber, vinyl, or similar flexible tubing or hose underneath the padding, the minimum padding may be three-eighths of an inch of closed cell foam.

Shields that exhibit more than minor (approximately 10 degrees of) flex are not allowed.

A rectangular shield's surface area is it's total height multiplied by its total width with no allowances made for irregularities, cut-outs, or curves. Any shield that is not round or a regular polyhedral shape will be considered rectangular.

A rectangular buckler may not exceed 24 inches in any one dimension and may not have more than 324 square inches of surface area.

A round buckler may not exceed a 24 inch diameter.

Bucklers may be hand-held, or strapped to the arm in which case they are referred to as a "passive buckler"

Appendix 2: Creature Rules All Players Should Know

Encounter Rules

Encounter rules cover special abilities that are generally exclusive to creatures that players encounter (unique magic items are capable of sometimes duplicating some of these abilities).

Damage Requirements

A creature with a damage requirement (almost always a non-player character) is immune to all damage from attacks that do not use a specific combat call (which will be listed with the damage requirement). If the correct call is used with a damaging attack the creature takes damage normally. A "No Effect" call must be made whenever an attack successfully hits you but does not inflict damage (or does not take effect in the case of spells) so that the attacker knows-that-you-know the attack successfully hit and so that they know they may need to attack with something different.

A damage requirement does not prevent effects that don't deal damage.

Creature Genders

All creatures have a gender listed in their creature entry. This will read "Male Only", "Female Only", or "Any". This means that the creature might be restricted to the corresponding gender for story reasons. It does not necessarily mean the player role-playing the creature must be that gender as long as they can role-play accordingly.

Creature Intelligence

Each creature has been assigned an intelligence. This is the measure of a creature’s reasoning capacity. NPC's should use this information to guide how they role-play a creature.

Controlled actions: The creature has no actual thoughts of its own. It is a mindless puppet that follows preset commands. This does not mean it moves slowly though, on the contrary – many constructs are fast and dangerous.

Animal: This categorizes creatures which lack any higher reasoning, but are self-controlled. They operate on instinct and will to survive only. They are not able to be reasoned with.

Slow: A creature possessing some reasoning capability, but is limited in what it is able to grasp. It may take a long time for a concept to sink in, or it may not happen at all. These creatures are capable of simple strategies.

Primitive: Creatures in this category aren’t unintelligent - they just lack knowledge. They may be able to adapt and learn, but their experience is limited.

Normal: Creatures in this category are capable of normal thoughts and reasoning. They are only limited by the reasoning and strategy of the person playing them.

Languages

Creatures also have a list of standard languages assigned to them. These are the languages that it is normal for that creature to speak/ understand. Creatures are capable of understanding additional languages (or speaking fewer languages) as plots require, but a GM will instruct the NPC if this is the case.

Kill Condition

After a creature (generally an npc) with a kill condition receives a torso wound, that creature will not die unless a killing blow is delivered that uses the specific type of combat call required by the kill condition. If an appropriate killing blow is not delivered the creature will arise again fully healed after a minute.

When a creature with a kill condition is injured but not killed (lost body or wounded) they heal fully if completely out of combat for one minute. Out of combat is defined as being both free from being threatened and not threatening anything else.

In the event that a creature is immune to killing blows, such as from the resilience spell an attack that would have met their kill condition will prevent the creature from healing.

A kill condition that requires a type of damage is a "kill condition (damage type)". When a kill condition require some other effect it is a "kill condition (special)".

Lycanthropy Condition

A character can become a lycanthrope after becoming infected by the lycanthropy condition and not being cured in time.

All lycanthropes have two forms, their natural form, and their bestial form.

Whenever a character takes a wound or body damage from any melee attack delivered by a lycanthrope in their bestial form they become infected by the lycanthropy condition. The lycanthropy condition is not a disease. Characters must be treated with items such as wolfsbane or theriac that specifically cure the lycanthropy condition before the end of the next event after being afflicted (representing being treated before the current phase of the moon comes again). If this does not happen, an infected PC effectively dies, becoming an NPC were-creature from then on.

Monstrous Creatures

A monstrous creature is one that is so large and hulking that it gains several special rules that apply to it.

Page last modified on August 27, 2022, at 09:55 PM
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