Glossary of Terminology

These are quick descriptions of terms. Click on an entries header for more detailed descriptions.

A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z

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 out of the way.

Players should never bring real world weapons into the game.

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.

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.

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 into adventuring groups or parties.

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.

Items that affect a "party" work on the items owner +5 people designated regardless of how many people are in the adventuring group.

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.

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.

Producing compounds of level 2 and higher also requires a variety specific foci to be presented during check-in. Level 2 compounds require a mirror of sophistry, level 3 compounds require a hermetic rod, level 4 compounds require a thaumaturgist's mortar and level 5 compounds require a philosopher's stone. If you do not have the correct foci present you may not produce alchemy of that level.

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.

Alchemy Compounds

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.

Some alchemical compounds require special formulas to create them. At this time any alchemical compound that requires a formula are not listed on this table.

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.

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.

Armor References

The term armor can refer to several things in the system:

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. 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. Should armor be made of ineffective material or be visibly damaged it may have its armor points downgraded. If a section of the body is at least 75% covered it is considered fully covered.

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.

Half-Plate and Plate armors count as monstrous armor. This benefit only applies in the areas where the armor is worth 3 or 4 armor points, and limbs cannot benefit from this if the armor on a player's torso isn't of the same quality.

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)

Three point armors include:

  • Studded Heavy Leather
  • Scale Armor/ Lamellar (Overlapping heavy leather pieces)
  • Chain Armor (Interlocking butted or riveted metal wire)
  • Metal Scale or Lamellar Armor
  • Brigandine (Heavy leather backing with heavy leather plates)
  • Brigandine (Any backing iwth 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.

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.

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. Only the physical armor points benefit from this damage reduction, damage dealt to magic armor and body are not reduced.

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.

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.

Banish Calls

Banish is an effect that forcefully dissipates the person affected for 10 minutes. The target 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.

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.

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.

Blue Bags

A blue bag is a special item typically acquired during Novitas New Year (and before that February 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 third rank of three merchant gains an invisible magic lock box (with a size no greater than 12” x 12” x 12”). 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 by logistics.

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).

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.

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.

Bug Repellent Calls

Insectoid creatures are repelled from a person who makes this call. This call is not caused by an attack, it is an announcement created by an item.

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.

Casting Spells

In order to cast a spell a character must have at least as many magic power points as the cost (which by default is the level) of the spell they want to cast. They must also know the spell and have at least one hand free. If the target of a spell is an object the caster has in hand, the character no longer requires a free hand. Characters with both arms wounded cannot cast spells. Gear carried or worn never hinders casting by itself. Some spells may have additional specific requirements detailed in the spell's entry.

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.

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 many "hooks" that can be used to give the game masters ideas to write interesting stories for you to experience in play. Submitting a background at least 2 weeks prior to the first event you wish to play a character at (and before the character has earned level 2) will earn you 5 experience points.

To submit a background email it to characters@mvgc.net. The following information must be part of the submission at the start of your email:

  • Character Name
  • Player Name
  • Forum Name
  • PC Race
  • PC Nation of Origin.

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.

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. A ritual exists that 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 a game master about what could happen to your character.

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

Players are allowed to voluntarily retire their a character if they wish. This is similar to character death but the character becomes an NPC solely under the control of the game masters who could be brought in as they desire for stories. You can no longer ever choose to play a retired character.

When a character leaves play it is the players responsibility to turn in any props they possess that are the property of the game to logistics.

After death or character retirement half of that character's levels may be passed on to a new character or on to an existing alt of the player.

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:

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.

Checking In to an Event

Logistics personnel keep a record of a great deal of information that takes place at every event. At the start of the event it is each player's responsibility to head to the check-in table, which is typically at the front of the logistics building. Here you will pay the event entry-fee which is $30, and they will take your name to indicate you are present.

On a white board behind the table you will indicate which shifts you intend on PCing with a quick tally mark. Players are expected to NPC at least half of the shifts they play during the weekend (typically that means 2 if you play all 4 shifts).

If you have a player character any experience you have earned since the last event you played will be applied to your character sheet. Should this cause you to gain levels you may spend any skill points earned at this time on purchasing new skills.

An archive of player characters is kept there by the logistics staff so that if you lose your existing character sheet you have a back up. It is worth your time to update your archived sheet every time you check-in but you are not required to do so. Keep in mind that 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 in the forums before the event your next stop is the logistics person at the main desks in the logistics building. Here you'll pay any in-game costs on what you are producing and pick up anything made for you. 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 receive one coin for each level that character has and do not have to pay any coin costs to use production points or crafting points.

If a player is NPCing all 4 shifts, they may still select one character to use production points and crafting points.

Coin and Currency in Novitas

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. Currently the most valuable unit of currency an "exotic" coin also known in-game as a "slave token". These larger pieces of metal have symbols pressed into them and are notably heavier than a standard coin. Each is worth one hundred coin.

Other alternate currencies exist such as the sea shells used by piscenes, or gems valued by many. The estimate value skill allows players to identify the coin value of any unusual item their character comes across. These values represent how much coin cost can be paid for with that item during sign in if you have a cost you wish to pay with the item. Between two characters the value has no bearing, a character can offer whatever price they deem appropriate and a seller can accept that offer or not as they wish. It is also possible to sell an object in-game if the value of the object is not known to any of the characters involved.

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.

Command Calls

A command call causes its victim to follow one of four orders from the command's source. A command call lasts for ten minutes. Most command calls have limits on what type of creature it can affect. If the call includes a creature type after the word command, only that type of creature is affected. For example if you are hit by a "command lesser undead" attack you will only be affected if you are playing a lesser undead.

The four basic orders that can be issued to the controlled being are: “attack”, “defend”, “move”, or "stop". A character affected by a command 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 four 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 command'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 command'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 command'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 command 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 command'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 command's source. Some examples include: "stop talking", "stop moving", "stop killing my friends", and so on.

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

The command call never inflicts damage.

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

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 always 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.

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.

The page that should appear here was not found.

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.

Third level spells and lower can be imbued into magic objects to create per game day items with one use per game day. 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.

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.

Damage - Possible Meanings

Damage can refer to several different things in the game. Here are the most common possibilities:

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.

Detect Life Calls

The "detect life" call is an out-of-game radar used by some rare creatures and magic items. If you hear someone call "detect life" you must answer by yelling "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.

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.

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. This is not the same as a fear effect, it is much milder and focused on 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.

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 with a dispel effect. Magical fields include effects like sanctuary or sanctify. To do so simply requires the dispeller to hit the object protected by the field or the ground inside the field’s area of effect. Magical fields gain no benefit from any magical defenses their caster might have active at the time.

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 becoming invisible and intangible.

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 still answer even though you are immaterial.

Dominate Calls

A dominate call is a special command call with a few additional rules as explained here. Like command, a dominate call lasts for ten minutes.

Unlike command, dominate is never limited to a type of creature. It will work on any creature that is not immune to its effects.

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.

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.

Elven Steel Items

Elven steel weapons count as being both magical and silver for any purpose where those traits would be beneficial. 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 a "strike" call made from a mageblade attack. Specifically this means you can't choose to make a "normal", "silver", or "magic" attack 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 weapons must be covered with black paint then decorated with natural looking thin white veins. 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 can never be included in the construction of a weapon with elven steel or silver.

Elven Steel Calls

Elven Steel is a combat call that counts as both a silver call and a magic call whenever it would be beneficial to do so. If the target of an attack has a damage requirement or a kill condition that requires magic, silver, or elven steel the character will inflict damage or kill the target respectively.

"Elven steel" calls do not count as "magic" or "silver" if this would be detrimental. This means that effects granting immunity to magic or silver would not prevent damage from elven steel attacks.

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 require they be used in an encampment.

For the purposes of Camp Kingsley:

  • A lean-to counts as an encampment
  • A tent counts as an encampment
  • The Slap and Tickles 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.

Epic Items

An epic item is any magic weapon or object that cannot be crafted by a player character using the normal crafting rules.

Epic items can bypass the normal restrictions on crafting points spent, bypass the maximum craft points for an item slot, or have unusual abilities other than the normal ones for weaponsmithing and ornamenting.

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).

The Timeline of a Typical Event:

  • 3 pm Friday to 8 pm Friday: Set-up of logistics, the inn, and player encampments.
  • 7 pm Friday: Players may sign in when the logistics staff are ready for them.
  • 9 pm Friday to 2 am Saturday: 1st 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 12 am Sunday: Clean-up
  • It is not uncommon for people to go for lunch afterwards nearby.

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.

A player will 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.

The logistics staff tracks the unassigned experience you have earned, then when you check-in that experience is put on your character sheet and removed from the system. This is why it is important that you archive your character sheet often. In the event that you have more than one character you may choose which character will receive any experience you earn.

Experience points determine character level, which in turn determines how many skill points you have to purchase new skills. New characters begin at level one with zero experience points.

Each level up to level 10 requires five experience points. After level 10 each level requires an additional ten experience points.

Fear Calls

The fear effect causes its victim to flee in terror from the fear's source doing anything necessary to get away. Fear lasts for 10 minutes or until the fear's source attacks the target.

A victim that is hit by fear is so gripped with terror that they must flee without hesitation from the fear's source until the effect ends. The victim is not permitted to hide behind an obstacle or another player to avoid the fear's source, they must flee and continue to flee with all possible speed.

If others try to block the feared player, the feared player will attack friend or foe without mercy or restraint in their attempt to continue escaping. The victim will flee even if it means possible harm or death. For example a fleeing victim would run straight into a pit if it were the only viable avenue of escape. It is legal for the fear's source to chase after the target forcing them to continue running if they feel it is necessary. If for some reason all possible means of escape are blocked, such as in a locked room, the target will fall to the ground helpless and should role-play digging through the very floor to attempt escape!

If at any time the fear's source attacks the fear victim the effect immediately ends and the victim is free to act as normal. Other characters may attack the fear victim without ending the fear effect though the victim is permitted to attack back if the attackers are blocking the victim's route of escape. The fleeing victim will not stop to make use of magic objects or spells while they are running; they must wait for the fear effect to end to do such things.

The fear call never inflicts damage.

Unless modified by another call (such as poison) fear is a compulsion spell effect.

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:

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.

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.

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.

Game Master

One game master is 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.

A game master is typically assisted during a shift by a logistics staff member who handles any loot needs and one or two members of props and atmosphere who take care of npc make-up needs.

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.

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.

Garlic Paste Calls

Lesser undead are repelled by creatures who make this call. This call is not caused by an attack, it is an announcement caused by an item.

Ghastly Visage Calls

The ghastly visage 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.

Lesser undead (typically mindless servants of necromancers and greater 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. Greater undead (typically intelligent more powerful undead) are not affected by ghastly visage.

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 a "strike" call made from a mageblade attack. 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.

Goblin iron weapons must be covered with green paint. 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 can never be included in the construction of a weapon with elven steel or silver.

Great Weapon Rules

A great weapon is any melee weapon over 45 inches 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 appropriate skill to wield. It may never be wielded with a second weapon. With the correct skill a great weapon can be wielded with a passive buckler.

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.

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. Because torso wounds lead to "bleeding out" they do not 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 no revived.

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. You can find a complete listing of sources of healing here.

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.

Helpless Condition

A character is considered to be helpless whenever they are paralyzed, stunned, 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.

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.

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.

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 never stack with each other:

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.

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.

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. Food is generally divided by shift to make sure that there is food left by the time shift four happens. So if the innkeeper on shift one tells you that there are no more hot dogs (and you know for sure there are more) what they are saying is that all the ones allocated for shift one have been used and the rest are being reserved for future shifts.

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.

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 17 slots available for PCs to wear magic items.

Those slots are shield, torso, feet, head, legs, arms, waist, shoulder, back, hand, buckler, neck, wrist, ankle, an accessory and two rings slots. Characters are limited to one rod. A character can carry at most two wands.

Kill Condition

After a creature (almost always 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 in about a minute.

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)".

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.

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.

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.

Logistics Staff Members

Under the supervision of the logistics marshal the members of the logistics team are responsible for the organizational activities that make the game function. They handle setting up & breaking down the logistics building, checking-in players, producing paperwork for in-game goods, assist game masters in passing out NPC loot, among other tasks.

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.

Other than coin, only numbered items may be stolen. Some very specific and special numbered items have special rules (Feb Feast/ Novitas New Year) that prohibit them from staying stolen for more than a short period.

When you search an 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 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.

Mageblades

A mageblade is a special ability that can be given to weapons, either permanently when crafting a magic weapon, or temporarily with effects such as the mageblade spell. The ability allows the bearer to cast spells that normally create tag bags, and instead deliver the spell through the weapon's next successful hit instead of dealing that weapons normal damage. When channeling a spell through a mageblade you do not require a free hand if the mageblade is in hand.

The call for using a mageblade is the call the spell would have made followed by "strike". The number of tag bags the spell would have generated is the number of times you can make that 'strike'. Charges must be used within one minute or they are lost. Each successful hit uses one charge even if the target calls "no effect" or you call something other than the strike.

A mageblade may channel tag bag range spells from any source, such as those from wands, scrolls, imbued magic objects, and anything else that functions by allowing you to cast a spell.

A permanent mageblade (one crafted by a weaponsmith) when used to deliver standard attacks (non-strikes) does "magic" damage. When the spell mageblade is used on a weapon, it does not change the damage call type of that weapon.

Spells that generate a 'poison' call never count as a spell and can never be channelled through a mageblade.

Magic Armor Stat

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 can only ever come from a single source, if you are affected by multiple instances of magic armor only the greatest number applies.

Magic armor has a cap of 4 points.

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 cast 5th level spells from a school they have mastered for only 4 magic power points.

Magic Calls

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

It should be noted that weapon attacks that make the magic call are different from a spell. The only time a weapon attack counts as a spell is if it uses the strike call.

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.

Magic Objects

All magic objects must have a treasure ID number. Items without this number should be assumed to be counterfeit.

There are four types of magic objects: temporary, per game day, 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 game day never wear out from use, but can only be used a limited number of times per game day. Characters have a cap restricting them to only channeling twenty magic power points (spell levels) worth of spells from a per game day object each game day. Per game day items with "unlimited activations" or "unlimited use" still count against this channeling limit unless they specifically state otherwise. Once the charges of one of these objects is expended it is useless for the remainder of the game day.

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 game day, 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. In order to learn what a magic object does requires the identify magic skill.

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.

Magic Weapons

When attacking with a magic weapon a player makes the "magic" call. A magic melee weapon may also make the "blunt magic" call. You must always call "magic" with your attacks unless an effect replaces the entire call of the weapon such as a "strike" call made when using a mageblade. Specifically this means you cannot make a "normal" call with a magic weapon.

Magic weapons must be covered with blue paint.

Marshals

Once upon a time, there were a dozen of us playing this game. Everyone took turns writing plots, playing the one ogre we had horns for, and PCing.

As the game grew larger, it became possible to specialize a bit. Some of us focused on rules or plot and didn't have to put in so much effort to the other jobs. We started calling these divisions of labor "Working Groups".

Plot, Rules, Operations, Logistics, etc were born!

On the forums this was easy, because of permissions. Some things we had to tell to everyone in a working group, so we created a "Staff" forum as the sum of all working groups.

Fast forward to today, we've grown to nearly ten times our original numbers, but at some point there became this idea of "US vs THEM" as "Players vs Staff". I don't know when it happened, but it's apparent and it's not something we should keep on with.

Every one of us comes to game, plays our two NPC shifts and two PC shifts. The game runs because we all make it run for each other.

And so, I propose that everyone who's been at game more than a year should join a working group. We're all in this game together, they all need help, they all need new blood, and you have a good enough idea of how the game works 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 worked, and where they're going to steer their working group in the year ahead.

~Dan M

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.

  • 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.
  • 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.
  • 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.
  • 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.
  • 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 & encampements, handles prop maintenance, organized the prop shed, creates monster & npc costuming, builds npc weapons, and manages racial makeup
  • 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.

Martial Weapon Rules

A martial weapon is any melee weapon at least 35 inches in length but no longer than 45 inches 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.

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 normal limit 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.

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.

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.

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 will be directed by a game master 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 at 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.

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.

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. 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.

Monstrous Creatures

A monstrous creature is one that is so large and hulking that it gains several special rules that apply to it.

Natural Armor

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.

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.

Nature Weapons

Nature weapons represent enchanted gear that strike with the forces of the elements. They are not made of a specific in-game material. Attacks with rules.nature rules.weapons make the "Nature" call. A nature 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 a "strike" call made from a mageblade attack. Specifically this means you can't choose to make a normal attack with a nature weapon.

Nature weapons must have the blade or any striking surface covered with red paint.

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.

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.

Non-Martial Weapon Rules

A non-martial weapon is any melee weapon under 35 inches 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.

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.

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.

Novitas Holiday Events

Each year Novitas has a special out-of-character event as a party/ fund-raising event for Novitas. Currently that event is the Junebilee (in July), but it has also been Novitas New Year, and for the longest time of all Feb Feast. In fact Feb Feast has run 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.

During this 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:

  • 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.

Ornamenting Craft Point Costs

These are enhancements that can be added to magic objects.

A +1 armor point bonus must be crafted into worn armor. This bonus cannot be dispelled, it is a permanent improvement to the 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 CapsCraft Points
+2 Production Points4
+2 Craft Points4
+4 Production Points8
+4 Craft Points8
+1 Magic Power8
+2 Magic Power12
EnhancementsCraft Points
+1 Armor Point to Armor (see here)8
Nature Immunity12
Imbuing a SpellCraft Points
Imbue with 1st Level Spell4
Imbue with 2nd Level Spell8
Imbue with 3rd Level Spell12
WandsCraft Points
Lesser Wand4
Normal Wand8
Major Wand12
RodsCraft Points
Rod of 1st Level Spell8
Rod of 2nd Level Spell12
Rod of 3rd Level Spell16

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.

Pin Calls

A character affected by pin must keep their feet both firmly adhered to the ground. 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.

Pit Traps

Pit traps are 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.

By default the 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.

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.

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.

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.

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 send an email to pip@mvgc.net. Be sure to include what it is you want to do, which players/ characters are going, any history that might be relevant to the story, and what shifts the players involved will be PCing.

Be sure to give the game masters at least two weeks before an event so they have time to plan. And remember that sometimes PIP's take more than one event to come about.

Poisons Effects

Poison can refer to several things in the game each with slightly different rules for how they function. Collectively each of these things is a "poison effect".

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.

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

When the poison call is added to any attack even a spell effect such as pin or stun 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.

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 2 weeks after an event takes place by emailing: pel@mvgc.net. They should be at least 500 words minimum (but still conscise) and proof-read. There is no specific format that they need to be in. The plot staff have a lot of these to read through so it should never be longer than 3 pages single spaced.

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.

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.

Preproduction of Goods

Around two weeks prior to an event a member of the logistics staff will make a post in the General Discussion section of the Novitas Forums typically titled: [name of month] preproduction.

In that thread you'll list the items you'll be crafting or producing, and how you will be paying any associated costs. You can look at past months requests for the format the information should be in. Generally all requests are due by the Wednesday before the 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 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, 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.

Primal Weapons

Primal weapons count as being magic, nature, and primal for any purpose where those traits would be beneficial. 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 as a "strike" call made from a mageblade attack. Specifically this means you can't choose to make a "normal", "nature", or "magic" attack with a primal weapon.

Primal weapons must be covered with red paint and decorated with lightning-like lines of black crisscrossing the surface. 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.

Props - Creating and Using

Real world props are used to represent in game items. 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.

Other treasure is the property of Kingdoms of Novitas so that it can be stolen during the game. Game masters have the discretion to remove props from play at any time.

Players are responsible for keeping, between games, any props they acquire during the game. Should a prop become too damaged for play it will 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.

Props and Atmosphere Staff

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.

During a shift one or two members of the props and atmosphere staff will be on hand in logistics to apply make up as needed to creatures before they head out the door.

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 props and atmosphere 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.

Primal Calls

Primal is a special combat call that also counts as both a "nature" call and a "magic" call if those calls would be beneficial. Primal has a special meaning if the target has damage requirement or a kill condition requiring: magic, nature or primal; allowing the attacker to inflict damage or kill the target respectively.

Primal damage does not count as being nature or magic damage when it would be disadvantageous. Immunity to magic or nature damage does not prevent primal damage.

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. Some items may also be turned in at check-in for additional production points.

Characters are restricted to a cap of 20 production points from all sources.

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.

.

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.

Ranged Weapons

A ranged weapon is any weapon intended for use outside of melee range.

This includes:

Reflect Calls

Reflect is one of the few defensive combat calls in the system. It is the only call that acts both defensively and offensively at the same time. The person with an ability that lets them call reflect is the defender in this scenario and the other person is the attacker.

When an attack that meets the criteria for reflection hits the defending player, that player must look their attacker in the eyes (or in some way make it clear who's attack is being reflected) and as clearly as possible call "reflect". It is then the attacker's responsibility to immediately take the effect of the original attack with the same call that attack had as if that attack hit them in the torso. This then consumes a use of the ability granting reflection.

Should the attacker also have an ability that allows them to reflect that same attack, they then respond with "No Effect". This is because you can't reflect a reflected attack. This consumes a use of the attackers reflection ability.

When a dispel effect hits a character protected with a reflection effect the dispel will consume one charge of the reflection with no further effect. 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.

Repel Calls

A character hit by the repel call will be forced to avoid the repel's source for 10 minutes. Most repel effects will specify a specific type of creature (such as undead) that is affected, and if you are not that type of creature the call has no effect on you.

Anyone affected by repel must move away from the repel's source at their best possible speed. This effect is different from the fear call, it instead is a simple desire to avoid the repel's source. The repelled character must make every effort to leave the line of sight of the repel's source but can attack other targets that get in their way while this is happening. Unlike the fear effect, the creature is not compelled to attack friendly targets that block their route of escape but will not allow them to block their flight. The creature affected can attack the repel's source if they are blocking the only open means of escape.

The repel call never inflicts damage.

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

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.

For each school of magic required to cast a ritual a ritual user must have one ritual candle. 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. Periodically rituals will require 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.

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. This requires knowing the appropriate language for texts not written in common. 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.

Rods

A rod is a small 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. The prop for a rod must be between 18 and 36 inches in length. Characters are limited to one rod.

Rods may not be used in combat as a weapon.

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.

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 a safety marshal before it can be brought into the game.

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.

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.

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.

Only magic spells 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.

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, the undead will cower in terror as if they were successfully affected by (regardless of immunity) the fear effect and could not flee.

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.

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 formulas or 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.

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 at least 4th level, producing a scroll requires a ritual quill. When the spell is a 5th level spell producing a scroll also requires one use of ritual ink.

Players may also choose to produce scroll paper in either one point or two point versions.

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. This requires knowing the appropriate language for texts not written in common. 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).

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 location such as pockets".

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.

Second Breath Calls

When a creature is revived from death (or a torso wound) by second breath, they announce it by calling "second breath".

Shield Terms

The term shield can mean several different things:

Shield Rules

A shield is a defensive tool used to protect yourself from attacks. They may never be used to attack others. Intentionally making physical contact with another player 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.

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.

Shrines

A shrine is a sacred location which is typically created by a character with the chosen role-playing skill. All chosen are capable of setting up a shrine with an appropriate object to act as the centerpiece for that shrine. Shrines can be either holy or unholy which will impact what game effect the shrine generates.

Shrines are capable of producing a sanctify effect, an unhallow, or a sanctuary effect depending on who creates them and where they are created.

A shrines effect is constantly on going once activated and may not be dispelled. Desecrating a shrine through role-playing will end the effect generated by the shrine.

Shrines set up in a building provide an effect of either sanctify OR unhallow. Shrines set up outside provide the effect of sanctuary. These effects last indefinitely while the chosen prays at their shrine.

The effect created by the shrine is determined by the player, when the chosen one role-playing skill is purchased, and may not be changed at a later date.

Shrines can only be activated by an obvious and audible ritualistic action. The first time a shrine is set up the action must be witnessed by a game master or marshal. Subsequent activations are honor based. A shrine does not need to be kept at a fixed location.

Only one shrine can be active in a single structure at a time. For an additional shrine to be activated in the same structure, the first must be disrupted or deactivated before the second shrine can be activated.

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.

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 a "strike" call made from a mageblade attack. 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.

Silver weapons must be covered with white paint. 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 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.

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) + 4

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. 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 any damage requirement they may have as well as any kill condition (damage type) they might have. 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.

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 or someone casting the spell diagnosis may also identify if a person is currently in possession of their 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.

Spell Calls Listing

There are a variety of spells that each have their own call that is used during combat. Most of these spells are fairly self explanatory. For example pin causes it's victims to keep both feet pinned to the ground for the duration.

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 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 never stack with each other:

Staves of Wizardry

A staff of wizardry when used by a master mage with the great weapon training skill (which is required to wield the staff) allows the master mage to reduce the magic power point cost for 2nd through 4th level spells of the master mages chosen school by one. Each staff of wizardry will only benefit a single school.

A staff of wizardry 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.

Strike Calls

A strike call indicates that a weapon attack is inflicting a spell's effects instead of its normal damage. 'Strike' attacks always deal a fixed amount of damage based on the spell being used instead of your standard weapon damage. Things that improve your weapon damage have no impact on an attack with the 'strike' call.

Strike calls may never be made blunt even if they come from a melee weapon.

Structures

A building is defined as any permanent structure with four walls, a roof, floor, and some sort of portal such as a door or window. Period tents are also counted as buildings.

A temporary building is defined as non-period tents or open air extensions to buildings such as a porch.

Stun Calls

A target hit by this effect falls to the ground paralyzed. This effect lasts for 10 minutes or until the target is hit by a weapon or a tag bag.

While stunned, the target is helpless (they may not move, speak, cast spells, draw weapons, etc.) and must simply fall to the ground and act motionless. The player is not allowed to speak in-game or make any other noise while stunned. A stun victim should make appropriate game calls like "no effect" while stunned.

The stun call never inflicts damage.

Unless modified by another call (such as poison) stun is a compulsion spell effect.

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 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.

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.

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.

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.

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.

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.

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.

Tome Rules

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.

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. This requires knowing the appropriate language for texts not written in common. 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.

In all other ways using a tome follows the rules for casting a spell.

Touch Spells

Spells with a range of touch must be deliver by the touch of a hand. The hand delivering the touch can be holding the object being touched, but nothing else. If a characters hands are bound they can still deliver touch range spells if they can still touch their target.

Traps - Using and Encountering Traps

There are three types of traps in the game: Single step mechanisms, contraptions and "zero-level" traps.

The most common type of trap is a single step mechanism, which is a prop with some kind of tripwire type activator and a noisemaker. Trigger the noisemaker and you spring the traps effect, which should be noted somewhere on the trap. Trap effects are automatically assumed to hit the torso. When the trap goes off the effect inside is immediately consumed.

When a noisemaker goes off players should make a good inspection of the item for trap information before assuming the trap was simply a noisemaker. If the trap is not loaded with a specific effect it is an "alarm trap". Only someone with the tinkerer skill may set or disarm a trap.

When building a single-step mechanism your aesthetic goal here: 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!"

Contraptions are like single step mechanisms but designed to be more portable.

Zero-Level traps are extremely basic traps that can be "disarmed" even if a character does not have the tinkerer skill. Examples of zero-level traps include pit traps or buckets of acid.

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 may come and go as they please once the effect is in place. 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 as if affected (regardless of immunity) by the fear effect and unable to flee.

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.

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. This requires knowing the appropriate language for texts not written in common. 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.

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

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 carry at most two wands.

To use a wand, the wand must be in one hand with the other hand free as if casting a spell. 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.

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.

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.

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.

Ammunition is crafted in groups of 4 which count as a single weapon when calculating costs. If the ammunition is imbued with a spell, one of the 4 items has the spell and the other three count as magic weapons. For other enhancements each piece of ammunition is created with that enhancement.

A weapon imbued with a 1st, 2nd or 3rd level spell is considered a magic weapon at no additional cost.

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.

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.

A wounded leg will no longer support weight. It is also important that you do not hop around on a good leg, you're injured and should act like it. Usually this means dropping to one knee, leaning against a tree or dragging your leg as you move.

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, you should leave a marker on the ground where you died (such as a tag bag) and 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.

Categories: Game Rules | Terminology

Page last modified on April 18, 2017, at 02:30 PM
Powered by PmWiki