Rulebook

The Kingdoms of Novitas
Main Rulebook
Version Date: 05/20/18

Section 1: Fundamental Rules

Fundamental Rules

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

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.

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.

Restraining Other Players

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

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

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

Dragging Characters

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

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

Age Requirements for Kingdoms of Novitas

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Immersion

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

To help improve the immersion of the game:

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

Role-playing

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

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

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

Looting Items

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

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.

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.

Game Hold Calls

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

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

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

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

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

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

Time Stop Calls

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

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

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

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

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.

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.

What to Bring to Game

"What should I bring to my first game?"

The answer is really contingent on whether or not you'll have a character ready by then. Newer players are encouraged to play a full event of NPC roles to rack up some experience and get a better feel for the game. In this case you'd need just some simple non-descriptive garb to last you two days

Sample first timer’s kit

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

Things to Avoid

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

Flags

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

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

Flags can be placed in the following locations:

Section 2: Character Rules

Character Rules

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

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

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

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.

Character Sheets

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

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

Character Death and Retirement

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

A character is considered permanently dead only under specific circumstances. Some monsters can cause permanent death. 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.

New Character Amnesty

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

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

Character Backgrounds and Concepts

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

A good character background should be more than 500 words long and should contain 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.

Playable Races of Novitas

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

  • Humans
    • Very easy and inexpensive
  • Earthkin
    • Easy and inexpensive
  • Elves
    • Fairly easy, can be expensive
  • Faekin
    • Fairly easy, but expensive
  • Snow Goblins
    • Moderately difficult and expensive
  • Drakes
    • Very difficult and expensive

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.

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.

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.

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

Section 3: Skills

Skills Navigation

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

Skills are purchased by characters by spending skill points.

Combat Skills

Combat Skills

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

Body - Skills

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

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

Body One 1 None Have 1 body point total

Body Two 2 Body One Have 2 body points total

Body Three 3 Body Two Have 3 body points total

Body Four 4 Body Three Have 4 body points total.

Upon learning this skill a character now has 1 body total. Upon learning this skill a character now has a total of 2 points of Body. Upon learning this skill a character now has 3 points of body total. Upon learning this skill a character now has 4 points of body total. Buckler fighting allows characters to use a buckler in combat. A buckler is a smaller version of a shield. Shield Fighting allows characters to use a shield in combat, in conjunction with a hand weapon. Shields are defensive tools only and should never come into contact with other players. Melee Use is less of an official skill to be purchased, than an innate ability that every character has access to during a Kingdoms of Novitas event. Similar to speaking in "Common", any and every character may use a non-martial weapon, which will deal a total of 1 damage per hit. This skill allows characters to fight with a single martial weapon, hitting for their normal melee damage (which starts at one and is improved with skills).

Melee Training is the basic warrior skill, and is a prerequisite for many other combat skills. The great weapon training skill allows a character to wield great weapons. ] Two weapon fighting allows a character to use a weapon in each hand during combat. A player may only use non-martial weapons at this level of skill. Two weapon expert allows a character to use one martial weapon, and one non-martial weapon. Two weapon master allows a player to use one martial weapons in each hand. Melee proficiency increases the damage a character inflicts with a melee weapon. Characters with this skill strike for a total of 2 points of damage per hit in melee. Melee expert increases the damage a character inflicts with a melee weapon. Characters with this skill strike for a total of 3 points of damage per hit. Melee master increases the damage a character inflicts with a melee weapon. Characters with this skill strike for a total of 4 points of damage per hit. You are now able to wield missile weapons in combat. Without additional skills you deal 1 point of damage with missile weapons. A character with missile proficiency inflict 2 points of damage per hit with missile weapons.

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

If a crossbow has a stirrup, goatsfoot lever, or other comparable device it calls for "pierce" damage. A character with missile expert deals a total of 3 points of damage per with a missile weapon.

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

If a crossbow has a stirrup, goatsfoot lever, or other comparable device it calls for "pierce" damage. A character with missile master inflicts 4 points of damage with missile weapons.

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

If a crossbow has a stirrup, goatsfoot lever, or other comparable device it calls for "pierce" damage. Your character may use standard thrown weapons. You inflict one damage when attacking with a thrown weapon. Thrown weapon master increases the amount of damage your character deals with thrown weapons to 2.

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

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

General and Knowledge Skills

General and Knowledge Skills

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

Estimate Value

Characters with the estimate value skill are proficient in the appraisal of valuable non-magical objects such as gems and jewelry. Every valuable object in game is indelibly marked with a number that acts as a code for the object’s value. A master list in logistics lists the numbers and the corresponding values of every object in game.

A character with the estimate value skill is allowed to use provided estimate value lists compiled by logistics to have its value appraised. Players can alternatively use the following web app to identify their non-magical loot on the spot. Item Look-up Web App

Not all numbered items have a value, some items are numbered because they are magic items. Magic items can have a value, but not every magic item has a value.

Identify Magic

Characters with the identify magic skill are proficient in deciphering the workings and purposes of magical objects. Each magic item in the Kingdoms of Novitas is marked with an indelible number that acts as a code for the object’s function. A master list in logistics lists the numbers and the corresponding magical abilities of every magical item in the game. A character with this skill is allowed to use provided identify magic lists compiled by logistics to have it's functions identified. Players can alternatively use the following web app to identify their magical loot on the spot.

This is the magic item look-up web app.

Only items that are numbered can be identified with the identify magic skill. Items that do not have numbers do not require identify magic to identify them. A torso wound will knock a character unconscious. Once unconscious they will "bleed out" in 10 minutes. Characters with the first aid skill can increase the time it takes to "bleed out" by an additional 10 minutes with appropriate role-playing. If the bleeding isn't stopped in time the character will die.

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

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

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

Should a character take "blunt poison" damage, the poison condition will wear off in 10 minutes. A character with the first aid skill can remove the poison condition in this circumstance (and only this circumstance). "Blunt disease" damage works the exact same way including removing the diseased condition with first aid in this situation (and only this situation). Herbalist allows a character to safely use certain poisonous alchemical compounds, and is the prerequisite for the alchemy skill.

Lore Skill

Lore allows a character to ask one in-game related question to the game masters between games by e-mailing the question to lore@mvgc.net

Lore request emails should have the following format:

  • Player Name:
  • PC Name:
  • What shift was the plot sent out on?:
  • Do you know which GM sent the plot out?:
  • Where does your PC get their information?:
  • Body of the Lore (who/what/where/when/why/how?):

Advanced lore allows a character to ask a total of two lore questions of the game masters between games instead of just one. Read Magic allows a character to read magical text and use scrolls.

Production Skills

Crafting and Production Skills

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

Production skills which spend production points:

Crafting skills which spend crafting points:

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

Alchemy One

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

Alchemy Two

Alchemy rank two allows the production of level two alchemy compounds using production points.

Alchemy Three

Alchemy rank three allows the production of level three alchemy compounds using production points.

Alchemy Four

Alchemy rank four allows the production of level four alchemy compounds.

Alchemy Five

Alchemy rank five allows the production of level five alchemy compounds. Allows you to produce a variety of different potions and oils. Allows the production of scrolls using production points.

Crafting Skills

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

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

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

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

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

The Tinker Skill

Tinkering allows a character to use crafting points to create tinkering items.

Tinker One

Allows the crafting of level 1 tinkering items.

Tinker Two

Allows the crafting of level 2 tinkering items.

Tinker Three

Allows the crafting of level 3 tinkering items.

Tinker Four

Allows the crafting of level 4 tinkering items.

Tinker Five

Allows the crafting of level 5 tinkering items.

Weaponsmith One

Weaponsmith rank one allows a character to craft weapons.

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

Weaponsmith Two

Weaponsmith rank two allows a character to craft weapons.

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

Weaponsmith Three

Weaponsmith rank three allows a character to craft weapons.

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

Weaponsmith Four

Weaponsmith rank four allows a character to craft weapons.

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

Weaponsmith Five

Weaponsmith rank five allows a character to craft weapons.

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

Role-playing Skills

Roleplaying Skills

Each role-playing skill has five ranks and each rank costs 4 skill points. Every rank of a role-playing skill requires GM approval to obtain.

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

A character can at most have 2 different role-playing skills, and only one role-playing skill can be increased above 2.

Biannually the plot and continuity staff will announce a period of application for increases in role-playing skills. These will be approximately every 6 months but windows may be shorter or longer based on circumstances. During each application period a character who gets approval can increase at most one role-playing skill (0 to 1 counts as an increase). Approval is based on several factors, with higher skill ranks being judged more strictly. Criteria for approval can include and isn't limited to: actions during games, story arcs created by lore requests, dedication to a relevant group/ organization/ behavior, time since last increase, number of events attended since last increase (have you had opportunity to take or not take relevant actions), how representative of the skill the character presents as (do others think of you when they think of that skill?).

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

In the event that for any reason it becomes inappropriate for a character to have a role-playing skill that they possess the gamemasters may meet to discuss further action, possibly including reducing rank in that role-playing skill. When this occurs no skill points will be refunded with the loss of rank. It is possible to discuss with the Plot and Continuity marshal in advance undergoing a story that is contrary to a role-playing skill, intentionally "disabling" it so that you receive no benefits, then later when your character returns to it undergoing a redemptive story to "return" to it. This should be done in advance of the act that "disables" the skill.

Chosen Roleplaying Skill

A character who becomes one of the chosen has earned the favor of a deity or deities. Not every character who is religious is chosen and not every chosen is religious (though those that are not religious must still make sure they don't upset their benefactors). Grants an appropriate title chosen by the player (typically "Septon").

Players must choose an established religions to be the chosen of.

Once a religion is chosen, it may not be changed at a later date.

The chosen one skill allows the character to set up a shrine to their deity (or deities).

Should the character forsake their god(s), all chosen skills are lost and all previously earned benefits become null and void.

Chosen Level Two

The 2nd rank of chosen allows a character to initiate a group prayer at their shrine once a game day. When they do this they may cast any level 1 or level 2 spell the chosen knows on everyone in a 10 ft radius of the shrine. The spell must be a spell that targets the worshipers (so not silvershine) but doesn't have to be a beneficial spell.

Chosen Level Three

The chosen may declare any target their mortal enemy. This may be done once per game day and lasts for the next 10 minutes. In addition to the specific individual mortal enemy chosen this ability also works against all members of the same species for the duration. Chosen of the Sept cannot choose a player character race as a mortal enemy.

Despite the fact that you use this ability by declaring it on a target, this ability gives the chosen character the buff and it is that character's responsibility to track the effects not the mortal enemy.

Each time the chosen declares a mortal enemy they may gain one of three possible effects for the duration of the ability. A chosen may choose a different effect each time they activate this skill.

The possible effects are:

  • Toughness: When a mortal enemy deals damage to you reduce the damage as if you were monstrous. This gives no other advantages of being monstrous.
  • Strength: When attacking a mortal enemy with a damaging attack from a weapon you call for 4 damage regardless of what damage you normally call for. This effect allows you to break damage caps.
  • Protection: For the duration of the effect you are treated as having anti-magic aura up against your mortal enemies.

Chosen Level Four

Upon learning the fourth rank of chosen the character permanently chooses one of the following improved spells which they can then cast once per game day. Once the improved spell has been selected it be changed at a later date.

The improved spell picked is cast with a standard incantation by the chosen without using magic power points. This can be done once per game day. After casting the spell the chosen then gets or gives bonus magic power based on the spell used. Magic power gained from this skill can go over the 20 power point cap.

The improved spell choices are:

Chosen Level Five

The final rank of chosen allows the character to mark a single target for death once per game day. This is done by making an attack with the "Smite" call. This smite can be delivered either through a weapon or a spacket.

The chosen is also now permanently immune to 'smite' calls from others.

Druid Roleplaying Skill

Druids are the caretakers and defenders of the natural world. They do what they feel is appropriate or necessary to maintain the health of the world itself.

Druid Level One

When a character first learns the first druid skill they may choose an appropriate title, typically 'Druid'.

The first rank of druid allows the character to communicate in pidgin speak with plants and animals. This special language cannot be taken as a racial language skill.

Furthermore the character learns a special method to speak with other druids; sending messages "through the trees" (this is represented out-of-character by using special envelopes, through logistics).

Druid Level Two

A druid at this rank can throw tag bag once per game day at will that inflicts "charm nature".

Nature creatures include the following types of creatures: plants, insects, lesser elementals, and low fae.

Druid Level Three

When a druid first learns the rank three druid skill they gain their choice of one of four permanent benefits. Once the choice is made it cannot be changed later.

A druid may choose between:

Druid Level Four

A druid at this rank may call upon a primal fury once per game day. This is a custom spell that must be cast as normal with an incant but costs no magic power points. The ability functions for 1 minute and lets you attack for "primal" damage. In all other ways it functions as if you had just cast the primal form spell but you do not gain nature immunity

Druid Level Five

Upon reaching the pinnacle of being a druid a character who has learned the fifth rank of druid can work with the rules marshal to design a custom ability that represents an aspect of nature. The rules marshal has the ultimate say on what is and is not acceptable.

Examples of abilities include:

Medium Roleplaying Skill

Mediums are conduits between those who have died and the living. They are the most capable of interacting with sparks, the life-forces of the still living, and are capable of negotiating (or sometimes being more forceful) with ghosts to help them move on.

Medium Level One

When a character first becomes medium by taking the first rank of medium the character gains an appropriate title chosen by the player, typically "Medium".

A medium may see and attempt to communicate with spirits. To do so the character must know a language that the spirit speaks. The spirit is under no obligation to communicate back.

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

Medium Level Two

Upon reaching this rank of ability a medium may now cast the reap spirit spell with no incant. The medium is so proficient with the reap spirit spell they may also cast it once per day at will.

Medium Level Three

With this rank of skill a medium may carry one additional spark that doesn't belong to them at a time, for a total of two.

The medium may also act as a physical conduit between a living reaper of a stolen spark and the owner of that spark allowing the revive spell to be cast. Typically a reaper can return a spark to its owner whenever they want to, so presumably this living reaper will be unwilling and require restraints. Once revived this way the previously dead character automatically regains their stolen spark.

Medium Level Four

A fourth rank medium may cast command spirit once per game day with a incant but no magic power point cost.

The medium also gain the unique spirit capture ability.

With this ability the medium can create a spirit pouch with the ability to hold sparks. This is a numbered item with no cost to recreate between games.

A spirit commanded by the medium can be forced into any gem worth at least 10 coin. After 15 minutes, the spirit escapes the gem unless the gem is stored in a spirit bag. If an occupied gem is still in a spirit bag at convergence the spirit is automatically released. An single occupied gem is a valid target for the final rest ritual.

Medium Level Five

A rank five medium learns the unique speak with the dead ability. This can be done twice per game day.

Speak with dead is a touch range spell which is cast only on characters who are dead but not permanently dead. The spell requires an incant but costs no power points to cast with a ten minute duration. Because this is a spell, anything that would stop a spell will stop this ability (such as anti-magic shield on the body of the person you cast this on).

Once successfully cast speak with dead allows the medium to communicate with the dead character, forces them to respond and allows them only to speak truthful answers to the medium's questions.

Merchant Roleplaying Skill

Merchants are the masters of coin and goods. The various ranks of merchant skills give a character abilities to trade existing coin, consumables, and other goods off in logistics during sign-in to gain other things in return, representing the character trading with NPCs during the downtime between events.

Merchant Level One

Upon learning the first rank of merchant a character gains the title of "merchant" (or whatever best suits you).

Non-player character merchants prefer to speak to player character merchants, like how NPC nobles or NPC dryads prefer to speak to a PC with status or PC druids respectively.

Only a merchant can advertise wares. This means only a merchant can have a shop, put out a spread somewhere, post wares on the forums, hawk their stuff, etc.

At sign-in, a merchant can trade in any number of potions, scrolls, and/ or alchemy items in exchange for any combination of potions, scrolls, and/ or alchemy items with the same total number of levels. The items the merchant receives are limited to a maximum level of the merchant's highest merchant skill rank.

For example, a rank 4 merchant could trade in a maelstrom (level 4) scroll in exchange for a claw of the beast (level 4) alchemy compound. That same rank 4 merchant could also trade-in during the same event a dissipate (level 2) potion and a scroll of restore limb (level 2) in exchange for a scroll of ablative armor (level 4).

You must use Kingdom's of Novitas' pre-production system to use this ability.

Merchant Level Two

With the second rank of merchant a merchant can trade 9 coppers coins for 1 silver coin at sign-in. The merchant may do this as many times as they have copper coins for. Other even money exchanges for larger coin values may also be possible depending on the needs of logistics.

Merchant Level Three

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.

Merchant Level Four

A merchant who learns the fourth rank of merchant can, once per event at sign-in, trade away (to logistics) any combination of magic items and receive a new one worth half the the total value in exchange.

To do this a player trades-in any combination of magic items (weapons or objects) at sign-in. Total up the coin cost it would take to craft those items to get the total trade-in value. You may then spend that total trade-in value on the coin cost that would be required to craft a single magic item (weapon or object), with normal crafting limitations. Create this new item (you must supply the prop and get it numbered) immediately without paying any crafting points.

Merchant Level Five

A merchant of the highest rank once a year can acquire a 36 craft point epic item. The merchant must pay the coin cost to create this item but do not have to pay any crafting points.

Status Roleplaying Skill

In order to qualify for a rank of status skill a character must belong to an appropriate influential organization. This could be a nation, a society group, a guild, or any other organization that meets with game master approval. Characters with status have a reputation associated with that group that will sometimes precede them and earn them social favors. They also have an easy time earning coin thanks to the group they are associated with.

Status Level One

In order to qualify for status rank one a character must belong to an appropriate influential organization.

Upon learning status one a character gains appropriate title chosen by the player.

Characters gain a stipend of 20 coin per event. This is stipend earned when the player checks in. For each further rank of status gained the character gets an additional 20 coin per event.

Status Level Two

A character with rank two status can throw four tag bags per game day at will, which call for "disengage".

Status Level Three

A character with rank three status can charm members of their nation or organization. This charm aura works on NPCs from their selected nation/organization, for example "charm civenite" or "charm thieves guild".

A charm aura is generally communicated by the character looking someone in the eyes and saying "charm" as clearly as possible. Because this effect is unlimited use it is not broken if the charmer attacks the charm victim, but the charm victim may defend themselves (aggressively if desired) they just feel somewhat bad about it. A good example for some is how some siblings might defend themselves from another sibling in a fight.

Status Level Four

With the fourth rank of status a character may once per game day throw a tag bag at will that inflicts "command nation or organization".

Status Level Five

The final rank of status grants a character the pure cognizance ability. This effect is permanent and cannot be dispelled. This ability grants immunity to a variety of effects, but unlike other immunities you do not have to call "no effect" when this immunity is applied.

Pure Cognizance grants immunities to the following effects:

Magic Skills

Magic Skills

These are skills that aid you in casting spells and using rituals.

For the purposes of this wiki the various ritual skills are included in the magic skills section. On an official character sheet each of the ritual skills appear grouped with the school of magic they related to.

Magic Power Points

Each time this skill is taken a character gains one additional Magic Power Point. This skill can be taken up to twenty times for a grand total of 20 Magic Power Points. Power points are used to cast spells

Rituals of Protection

May participate in Aegis rituals.

Also a requirement of becoming a Magical School Master in the Aegis school.

Battle Rituals

May participate in Battle rituals.

Also a requirement of becoming a Magical School Master in the Battle school.

Rituals of Compulsion

May participate in Compulsion rituals.

Also a requirement of becoming a Magical School Master in the Compulsion school.

Enchantment Rituals

May participate in Enchantment rituals.

Also a requirement of becoming a Magical School Master in the Enchantment school.

Rituals of Nature

May participate in Nature rituals.

Also a requirement of becoming a Magical School Master in the Nature school.

Necromantic Rituals

May participate in Necromancy rituals.

Also a requirement of becoming a Magical School Master in the Necromancy school.

Rituals of Restoration

May participate in Restoration rituals.

Also a requirement of becoming a Magical School Master in the Restoration school.

Specialist Titles

Specialist Titles Earned From Skills

Characters can gain a variety of special titles by buying every skill related to certain areas of specialty. Those titles are: weapon master, savant, master craftsman, and magical school master.

Weapon Master Title

A character who has learned all 20 of the combat skills earns the title of "weapon master".

Twice per game day a weapon master may execute a "master's strike". This lets the weapon master add either the "slay" or the "pierce" call to a weapon attack. Furthermore that attack allows the character to hit for the appropriate amount of damage with a cap of up to 4 damage if they would normally be capped at a lower amount of damage.

Savant Title

A character who has learned all of the following skills earns the title of "savant". Those skills are estimate value, first aid, herbalist, at least one racial language, read magic, scribe scroll, alchemy rank 5, brew potion, and 20 production points.

Savants may produce a copy of any potion or scroll in their possession as if they knew the spell required to make it. All other normal production rules still apply.

If the savant has an alchemy compound that requires a formula to produce, they can destroy that compound and pay 4 production points per level of the compound and 8 coin per level of the compound to create a formula to produce that item. Savant's can copy existing alchemy formulas for 2 production points per level of the compound and 4 coin per level of the alchemy compound that formula creates.

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.

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.

Section 4: Combat

Combat Rules

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

Hit Locations and Legal Strikes

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

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

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

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

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

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

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

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

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

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

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

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

Inflicting Damage

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

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

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

Taking Damage

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

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

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

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

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

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

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

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

If at any time you don't know how much damage you have taken, err on the side of the attacker by taking an immediate torso wound.

Body Stat

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

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

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

Body has a cap of 4 points.

Armor (aka Physical Armor) Points

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

Points of physical armor only benefit you in places the armor covers. If an opponent hits a part of your body that is not covered by the armor you are wearing, you may not apply the damage to your armor points.

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.

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.

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.

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.

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.

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:

Killing Blows

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

Some creatures you encounter have an ability called a kill condition. After a creature (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.

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.

Calls

Calls in Combat and Types of Damage

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

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

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

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

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

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

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.

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).

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.

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.

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.

Mana Burn Calls

An attack that deals mana burn causes it's target to immediately spend four magic power points as if they had just cast a level 4 spell. That means it counts towards the cap on magic power points per game day. If a character does not have the magic power points to spend, they must spend as many as they are able, but no more. Only the points spent count against the cap.

Each time a character is hit by the mana burn call they will expend magic power points until they run out of points to spend.

The mana burn call never inflicts damage.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

Curse Calls

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

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

The curse call never inflicts damage.

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

Disengage Calls

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

When struck with a disengage effect, a target cannot make any attacks against the disengage call's source for one minute. The target is also afflicted with a mild compulsion to avoid approaching the source of the call. 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". 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.

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.

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.

Grounding Calls

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

Grounding prevents the following spells and effects from happening:

Grounding dispels the following effects:

The grounding call never inflicts damage.

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

Memory Loss Calls

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

Nothing physically happens to a character when they are inflicted with memory loss, wounds remain the same, gear remains the same. The target will simply concoct some reason why things are the way they are. No amount of logic or reasoning will ever make the subject remember the lost ten minutes. Players who are failing to play in the spirit of this spell 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.

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.

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.

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.

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. 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.

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

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

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

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

Second Breath Calls

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

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.

Stun Calls

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

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.

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.

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.

Section 5: Magic

Magic Rules

Magic brings the elements of fantasy to the game. While these rules are certainly important to the game, new players only need to read this information if and when they are interested in casting spells.

About Magic in the Kingdoms of Novitas

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

Magic comes in several forms in Kingdoms of Novitas.

Casting Spells

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.

The Magic Power Point Stat

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

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

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

Verbal Components for Spells

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

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

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

Written items such as scrolls, rituals, and tomes have a fixed incant written down on them. When using one of these items you must read the incant exactly as it appears in writing. 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.

At Will Abilities

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

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

Ranges

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

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

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Some items have ranges to determine what they can affect.

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

Tag Bags

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

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

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

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

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

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

Durations

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

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

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

Game Days and Convergence

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

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

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

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

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

Spell and Item Effects - Stacking Effects

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

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

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

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

If multiple spells( or effects) have different names but the same type of bonus (such as increasing body or magic armor) they can stack together. This will likely result in a character being impacted by a cap. Only effects that explicitly let you go beyond a cap of a stat let you break those limits.

When 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:

Limits (Caps) to Character Stats

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

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

Spells

Spells Navigation

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

Schools of Magic

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

Aegis Spells

Aegis Magic School

Aegis magic creates powerful defensive auras that protect caster from magical and physical attack. Aegis magic is an exclusively defensive school and contains no inherently offensive spells.

Magic Armor

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

Toughness

Toughness makes the recipient more rugged, granting them 2 body points up to the normal limit for 10 minutes.

Spirit Shield

Spirit shield bolsters the life force of the recipient increasing their resistance to poison and acid. This is a one time prevention effect that will stop the very next attack with the poison or acid call that hits the character, negating all damage or effects.

Alternately spirit shield can prevent the next ingested poison consumed by the character. However the spell has no effect on ingested poisons or a poisoned condition already affecting a character when the spirit shield is first gained.

Anti-Magic Shield

Anti-magic shield creates a powerful magic field around the target that absorbs the next offensive magic spell to hit them. The shield is a one time prevention effect that automatically negates the next offensive spell effect, or attack with the 'Strike' call, that hits the character. Creature special abilities that act like spell effects, such as a 'fear' call from a bagman, are also stopped.

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

Sanctuary

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

Improved Magic Armor

Improved magic armor grants 4 points of magic armor.

Anti-Magic Aura

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

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

Synchronize

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

Poison Immunity

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

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

Aura of Reflection

Aura of reflection creates a powerful magic field around the recipient that reflects the next two offensive spells that hit it. This affects the first two tag bag spells, or weapon attacks with the 'strike' call that hit the character.

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

Battle Spells

Battle Magic School

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

Magic Strike

Magic strike sheaths a single melee weapon with powerful magical energy. Any character legally wielding that melee weapon will inflict "4 magic strike" damage on their next successful hit.

Strength

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

Magic Swarm

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

Mageblade

The mageblade spell will turn any weapon into a temporary mageblade weapon.

Slaying Swarm

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

Spellstore

The spellstore spell allows a weapon to hold a single different magical spell within it for use later. The wielder of the weapon enchanted by spellstore may recite the incant for the second spell to cast that second spell. The bearer does not need to know any spells to do this, and do not need to expend any magic power points as they are provided when the secondary spell is first stored.

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

Maelstrom

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

When placed in a contraption or a trap this spell only releases 10 darts before the spell ends.

Ruin

Ruin can have one of two different effects.

The caster can choose to have the spell create four tag bags that inflict 4 'acid' damage each. When cast this way the spell has a duration of instant and a range of tag bags.

Alternately the caster can choose to allow a weapon to inflict their weapon damage in 'acid' damage. This replaces the weapon's regular calls. If cast on a weapon the spell's duration is 10 minutes and it has a range of touch. When cast on a weapon it can be used an unlimited number of times while its duration lasts.

Battle Mastery

Battle mastery grants the use of the following combat skills, regardless of prerequisites or actual character skills:

These skills do not change the damage a character deals; it simply allows the character to use any weapons at hand. Other effects can change the character's damage as normal.

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

Devastation

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

Contraptions and traps loaded with devastation release 10 darts before the spell ends.

Devastation may not be channeled using a mageblade.

Compulsion Spells

Compulsion School of Magic

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

Disengage

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

Weaken

Weaken creates a single tag bag that inflicts the "weaken" call.

Charm

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

Silence

The silence spell creates a single tag bag that makes the 'silence' call.

Pin

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

Memory Loss

The memory loss spell creates a single tag bag that inflicts 'memory loss'.

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

Fear

The fear spell creates one tag bag that causes 'fear.'

Stun

The stun spell creates a single tag bag that inflicts 'stun'

Dominate

The dominate spell creates two that inflict 'dominate'

Mind Blank

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

Enchantment Spells

Enchantment School of Magic

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

Magic Lock

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

Enhance Armor

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

For example, a two point suit of leather armor would be worth three points when affected by enhance armor. If the character wearing the armor took 3 damage, the armor would have no points remaining. Mend armor would repair the armor back to 3 armor points. If the character wearing that armor later took 2 damage, leaving one point remaining, and did not mend it, when the enhance armor spell wears off they will have a suit of leather armor worth 2 armor points again at maximum, with 0 armor points currently available to soak damage with.

Enchant Shield

Enchant shield magically enhances a shield prop to allow it to prevent the effect of the next spell delivered by tag bag that hits the shield.

Silvershine

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

Enchant Weapon

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

Spellburst

While under the effects of spellburst whenever you cast any other spell that produces multiple tag bags you may throw as many of those tag bags at the same time as you wish.

Dispel Magic

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

Ablative Armor

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

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

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

Shadow Skin

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

Wraithbane

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

Nature Spells

Nature School of Magic

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

Mend Armor

The mend armor spell will repair a damaged suit of armor or shield. When cast on armor it will repair any physical armor points lost from battle, restoring the armor back to its full value. This includes any bonuses the armor may have from being enhanced by magical effects. If cast on a shield that has been destroyed by "acid" damage, mend armor will return the shield to working condition. When cast this way you must role-play repairing the shield.

Mend armor also repairs natural armor points if a character has them.

Grounding

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

Dissipate

The dissipate spell allows a the caster to cause a character to merge with any surrounding element by magically melding with it. Most often this means dissipating into the air. The target of the spell may immediately make the dissipate call.

Natural Repulsion

Natural repulsion creates four tag bags that cause a "repel nature" call. Creatures repelled by this spell include plants, animals, lesser fae, and lesser elementals.

Elemental Dart

Elemental dart allows the caster to choose from one of two possible effects. The first option is to create two tag bags that deal 4 "nature" damage. Alternately the character can choose to create one tag bag that inflicts 4 "primal" damage.

Elemental Weapon

Elemental weapon temporarily enhances a weapon to change the damage it deals to "nature" damage. This does not make the weapon a nature weapon for the purpose of any other rules. Blade poisons may still be applied to the weapon.

Banish

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

Nature's Command

Nature’s Nature's command creates two tag bags that create "command nature" calls. Any natural creature hit can be commanded. Valid natural creatures to command include lesser elementals, plants, and lesser fae.

Ley Lines

When a character first learns the ley lines spell they must select a fixed physical location (and perform a small ceremony if desired) to bind a tiny portion of their spark to it. From then on the character can cast ley lines to magically travel back to that location along the ley lines of Novitas. The location chosen may be changed between events or with game master permission during an event.

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

Your hands must both be empty to cast ley lines. Any attempts to cast ley lines while your hands are not empty will cause the casting to fail.

Primal Form

A character who is enhanced by primal form becomes attuned with the ancient forces of the elements. Their skin hardens like stone, with eyes burning like lava, their motions are fluid like a rolling river, and they strike foes with gale-force might.

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

The character can still use abilities and items that make other calls, such as using an elven steel weapon, but under no circumstances can the character attack for normal damage because of all the elemental energy surrounding them.

Necromancy Spells

Necromancy School of Magic

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

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

Ghastly Visage

The ghastly visage spell allows a character to make the ghastly visage call.

An affected character gains no undead abilities, benefits or drawbacks only the appearance of a lesser undead creature chosen when the effect is granted.

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

Reap Spirit

Reap spirit allows a character to steal another unconscious or dead character's spark. When cast on an unconscious character this spell also causes a killing blow to that character. If the character is already holding a reaped spark and they attempt to cast this spell it will still cause a killing blow and still counts for meeting a kill condition if appropriate, but no spark is taken.

If cast upon an undead target, the life force of the creature is far too weak to be absorbed into the caster and is instead destroyed, preventing the reanimation of that creature.

Some other creatures with great fortitude may require reap spirit to kill them permanently.

Repel Undead

The repel undead spell creates four tag bags that inflict 'repel lesser undead'. Lesser undead are typically the mindless servants of necromancers or more powerful (and frequently intelligent) greater undead creatures.

Creeping Rot

The creeping rot spell can be cast in one of two ways.

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

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

Sanctify

The sanctify spell is cast on a building or other semi-permanent structure to keep undead out. For the duration of the spell you may announce the sanctify call inside a protected structure.

Curse

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

Lesser Command Undead

The lesser command undead spell creates four tag bag of necromantic power that call for "Command lesser undead". Lesser undead are typically the mindless servants of necromancers or more powerful (and frequently intelligent) greater undead creatures.

Unhallow

The unhallow spell wards a permanent or temporary building against the living. While the spell lasts occupants should announce when appropriate the "unhallow call".

Abomination

The abomination spell causes a target to take on some undead characteristics. Affected characters gain the monstrous rule.

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

Greater Command Undead

The greater command undead spell creates two tag bags of necromantic power that call for "command greater undead". Greater undead are generally intelligent creatures who are more powerful than the lesser varieties.

Restoration Spells

Restoration School of Magic

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

Heal Body

The heal body spell heals its target of any damage to body points. This includes any damage to extra points of body the character has gained from other spells or effects. Heal body has no effect on wounds and can't heal a character with a torso wound.

Diagnosis

The diagnosis spell allows the caster to discern all ailments and internal effects acting on the target, including poisons, disease, madness, magical afflictions, compulsions, pregnancy, or other sicknesses. If cast upon a corpse, it will reveal the cause and method of death. Diagnosis will detect the presence of the target's own spark. While using diagnosis the caster is protected from catching any harmful afflictions from examining the subject. Effects such as memory loss must be diagnosed before they can be successfully treated.

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

Restore Limb

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

Purify Spirit

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

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

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

Heal Mortal Wound

Heal mortal wound will heal another character of a torso wound as long as they have not already bled to death or been killed with a killing blow. This has no effect on limb wounds or body points, though it can be cast on characters with these injuries.

Resilience

For the duration of resilience, all damage taken by the target is treated as blunt damage regardless of the source.

Additionally, you are immune to killing blows and reap spirit.

Panacea

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

Triage

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

Revive

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

Second Breath

Second breath is the ultimate insurance policy for a restoration mage. As soon as you receive a torso wound the spell activates. Between 1 minute and 10 minutes after this happens, the revive spell is automatically cast on you. When you gain this benefit you must call "second breath" as you are revived.

With second breath is active, the caster is immune to reap spirit.

Section 6: Items in Game

Item Rules

Another important element of fantasy are the selection of tools characters use to accomplish their goals. Here you'll find information on different kinds of gear your character might find, create or trade for.

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.

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.

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.

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.

Nature Immunity

Magic objects that grant nature immunity once worn during a game day will cease to grant nature immunity for the remainder of the game day if they are taken off.

Dispel calls have no effect, not even to supress, nature immunity granted from a magic object.

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:

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.

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.

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.

Production Point Items

Production point items can be traded-in during sign-in to gain additional production points up to normal caps. The cost to produce an item is the same value you get for turning the item in.

Miscellaneous Gear

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.

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.

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).

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.

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.

Rituals

Rituals

Rituals are reusable items that allow a character to create effects similar to spells but more powerful. Some specific rituals are one use consumable items, the ritual will indicate if this is the case. In addition to the requirements listed here each ritual has its own additional conditions that must be met in order to cast it.

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.

Ritual Components

There are a wide variety of ritual components, several for each school of magic and one that can be used for any school. To recognize ritual components requires the identify magic skill. Ritual components are consumed when used to perform a ritual.

Potions and scrolls of spells from the same school can be used to replace a ritual component, counting as the school the items come from.

The quantity of items required to count as a single ritual component is based on the following chart:

Level of potion or scrollQuantity
110 potions or scrolls of the same school
28 potions or scrolls of the same school
36 potions or scrolls of the same school
44 potions or scrolls of the same school
52 potions or scrolls of the same school

Armor and Shields

Armor Rules

Armor is something that a character must physically wear to benefit from. It must pass safety inspection to ensure safety for both the user and other combatants. Characters in armor must still also wear appropriate costuming. This includes wearing racial make up under helmets. Wearing multiple armors at once will only give you the bonus of your best armor.

It is the responsibility of those wearing armor to learn when a legal hit takes place even if the armor prevents them from feeling it.

Different armors grants between 1 and 4 points of protection in the form of armor points also called physical armor points. 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.

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.

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.

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.

Weaponcrafting

Weapon Crafting Point Costs

When you are crafting a new weapon you must pay a number of crafting points based on what you are creating. Every weapon will have a starting cost based on what type of weapon it is. From there you can select any feature you want, such as crafting the weapon from one or more magical materials, giving special abilities to the weapon, or imbuing a spell into the weapon.

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.

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.

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.

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 lightning-like lines of white crisscrossing its 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.

Goblin iron can never be included in the construction of a weapon with elven steel or silver.

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.

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.

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.

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.

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.

Weapon Definitions and Rules

For the purposes of some rules and skills weapons are divided into different categories. The correct skill to use a weapon and the damage a weapon can inflict are based on what type it is classified as.

Melee weapons are hand-held weapons used for close-range, personal combat.

Melee weapons are further divided into three sub-categories based on length:

Carrying a melee weapon in each hand is referred to as "dual wielding" or "two weapon fighting". Players may not carry a melee weapon in each hand at any time unless they have the appropriate skills needed to dual wield.

A thrown weapon is any weapon designed to primarily be thrown and are required to look like weapons (no throwing rocks). You may not fight in melee with most thrown weapons. Throwing weapons that contain a core can be used as a melee weapon. When used this way they follow all the rules for a melee weapon.

Thrown weapons are further divided into three subcategories based on length:

  • A standard throwing weapon is one greater than 6 and less than or equal to 30 inches.
  • A javelin is a throwing weapon greater than 30 and less than or equal to 45 inches.
  • A great javelin is a throwing weapon greater than 45 inches and less than or equal to 84 inches.

The damage a character deals with any thrown weapon starts at 1. This can be increased by skills, and sometimes other effects that increase thrown weapon damage. Thrown weapons have a natural cap on how much damage they can deal. Great javelins may deal a characters melee damage instead of thrown damage.

Missile weapons include both bows and crossbows. Modern archery equipment is not allowed though there are some exceptions for fletching and nocks. Arrows and bolts must always be fired, they can never be thrown. Bows can never be used to parry or block. If a bow is struck in melee combat it is considered destroyed until it is repaired with an effect like the mend armor spell. If attacking at a range of less than 10 feet archers are required to only half-draw their bows. Crossbows may only fire at targets under 10 feet away if their bow has been tested to have a draw of 15 pounds or less.

Missile weapon hits to a wounded limb affect the torso. If a missile weapon strikes a weapon it deals damage as if it had proceeded unimpeded. Players may never use a weapon to intentionally deflect a missile, the penalty for doing so is taking the attack to the torso ignoring any armor the player might have but not body. Shields may be used to block missiles.

Archers within reason can call hits on their targets. Abusing this can result in being barred from using archery.

If a player throws a thrown weapon or fires a missile weapon at you and you have the appropriate skill to use the weapon/ ammunition you are allowed to return fire with it. However it is very important that you know that you cannot carry that weapon/ ammunition off with you elsewhere for any reason.

Melee Weapons

Melee weapons are hand-held weapons used for close-range, personal combat.

Melee weapons are further divided into three sub-categories based on length:

Carrying a melee weapon in each hand is referred to as "dual wielding" or "two weapon fighting". Players may not carry a melee weapon in each hand at any time unless they have the appropriate skills needed to dual wield.

The damage a character deals with any melee weapon starts at 1. This can be increased by skills, consumables, spells and other similar effects that increase melee weapon damage. Melee weapons have a natural limit on how much damage they can deal.

When wielded by themselves melee weapons have a cap of 4 damage

While dual wielding your melee damage is capped at 2.

Wielding a shield in combat limits your melee damage to a cap of 2. Note that passive bucklers do not have this cap.

Non-Martial Weapon Rules

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

Non-martial weapons can be wielded one handed or two handed depending on personal preference.

The damage a character deals with any melee weapon starts at 1. This can be increased by skills, consumables, spells and other similar effects that increase melee weapon damage. Melee weapons have a natural limit on how much damage they can deal.

All characters get the skill to wield a non-martial weapon for free, but require specific skills to wield more than one, or to wield one with a buckler or a shield.

Martial Weapon Rules

A martial weapon is any melee weapon at least 35 inches 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.

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.

Dual Wielding Weapons

Carrying a melee weapon in each hand is referred to as "dual wielding" or "two weapon fighting". Players may not carry a melee weapon in each hand at any time unless they have the appropriate skills needed to dual wield.

The damage a character deals with any melee weapon starts at 1. This can be increased by skills, consumables, spells and other similar effects that increase melee weapon damage. Melee weapons have a natural limit on how much damage they can deal.

While dual wielding your melee damage is capped at 2.

Fighting with two weapons requires one of three skills based on what combination of weapons you are using.

Ranged Weapons

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

This includes:

Thrown Weapon Rules

A thrown weapon is any weapon designed to primarily be thrown and are required to look like weapons (no throwing rocks). You may not fight in melee with most thrown weapons. Throwing weapons that contain a core can be used as a melee weapon. When used this way they follow all the rules for a melee weapon.

Thrown weapons are further divided into three subcategories based on length:

  • A standard throwing weapon is one greater than 6 and less than or equal to 30 inches.
  • A javelin is a throwing weapon greater than 30 and less than or equal to 45 inches.
  • A great javelin is a throwing weapon greater than 45 inches and less than or equal to 84 inches.

The damage a character deals with any thrown weapon starts at 1. This can be increased by skills, and sometimes other effects that increase thrown weapon damage. Thrown weapons have a natural cap on how much damage they can deal. Great javelins may deal a characters melee damage instead of thrown damage.

Using throwing weapons:

melee training to use.

Thrown weapon damage has a cap of 2.

Missile Weapon Rules

Missile weapons include both bows and crossbows. Modern archery equipment is not allowed though there are some exceptions for fletching and nocks. Arrows and bolts must always be fired, they can never be thrown. Bows can never be used to parry or block. If a bow is struck in melee combat it is considered destroyed until it is repaired with an effect like the mend armor spell. If attacking at a range of less than 10 feet archers are required to only half-draw their bows. Crossbows may only fire at targets under 10 feet away if their bow has been tested to have a draw of 15 pounds or less.

Missile weapon hits to a wounded limb affect the torso. If a missile weapon strikes a weapon it deals damage as if it had proceeded unimpeded. Players may never use a weapon to intentionally deflect a missile, the penalty for doing so is taking the attack to the torso ignoring any armor the player might have but not body. Shields may be used to block missiles.

Archers within reason can call hits on their targets. Abusing this can result in being barred from using archery.

The damage a character deals with missile weapons begins at one. This can be improved by skills and sometimes magic items or other effects. A character using a bow may voluntarily inflict half the damage they are capable of (rounded down) to add the "pierce" call to an attack.

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

In order to use a missile weapon a character must have the missile training skill.

Missile weapons have a cap of 4 damage.

Spells which enhance a weapon such as enchant weapon or silvershine are cast on the missile weapon itself not on the ammunition. Each attack made from such an improved missile weapon gains the effect of the respective spell.

Potions

Potion Rules

A potion is a one use consumable item. Potions that aren't for drinking are referred to as oils and follow all the same rules, except that they are applied to a subject instead of drank. To use a potion simply role-play drinking it, to use an oil role-play applying it to a subject. Using a potion never requires an incant and never costs magic power points.

No skill is needed to identify the contents of a potion. At any time a character can role-play looking in the vial, and may then look at the piece of paper inside the vial to learn what the potion's effect will be.

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

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

After using a potion you'll find both players and logistics staff alike will reward you for returning the now empty potion vial.

Potions

This is a list of spells that can be turned into potions.

Level 1 Potions

Level 2 Potions

Level 3 Potions

Note that a potion of Heal Mortal Wound cannot be self-administered, and always requires that another character with the First-aid Skill administer it to a player suffering from a torso wound.

Categories: Crafting and Production Rules | Production Items | Wanted Pages

Alchemical Items

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.

Alchemy Formulas

An alchemy formula allows a character with the first rank of alchemy to produce the compound indicated in the formula even if it would normally require a higher rank of the alchemy skill.

Some rare alchemical compounds can only be made with a alchemy formula.

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.

Ingested Poisons

An ingested poison is a type of poison. Ingested poisons are consumables generally given to other characters through subterfuge and trickery (or just when they are helpless). It should be noted that ingested poisons only give the poisoned condition if they cause a poison call or otherwise specifically say they do. Even if they do not give the poisoned condition a character with an immunity to poison is still immune to ingested poisons.

To use an ingested poison it must be role-played being poured into a drink or onto food (assuming you can't somehow trick someone into drinking the poison straight out of the vial), then a green dot is applied to the container, typically on the bottom. This green dot gives characters with the herbalist skill a chance to identify that the food or drink is not safe before anyone ingests it. In the event that someone ingests the poison they should then be notified of exactly which poison they consumed.

Blade poisons, ingested poisons, and thrown poisons all require the herbalist skill to use. If a character attempts to use any of these types of alchemy compounds they fail to use the item successfully and suffer the effects as if the item were used on them.

Thrown Poisons

A thrown poison is a type of consumable alchemical item that represents a small breakable vial being hurled at an enemy. To use a thrown poison the prop to represent the poison must be "at hand", easily reachable. As long as this is the case you may use a tag bag to make the attack described by the item. After this is done make sure you remember to destroy the piece of paper that represents the item, it was used when you "threw" it at your opponent in character.

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

Blade poisons, ingested poisons, and thrown poisons all require the herbalist skill to use. If a character attempts to use any of these types of alchemy compounds they fail to use the item successfully and suffer the effects as if the item were used on them.

Level 1 Items

Bug Repellent

This potent foul-smelling concoction is the refined essence of several naturally occurring plants. Bug repellent is smeared onto the body. While a character is under the effect of this compound the character may announce bug repellent as often as is necessary to convey the information to nearby characters.

Corruption

Corruption is a toxic substance that is spread along the length of a blade, causing even the least of cuts to molder and putrefy.

This is a blade poison that changes all of your weapons successful hits to call "poison".

Unlike other blade poisons this effect lasts the full duration, not limited by a certain number of hits.

Garlic Paste

This potent-smelling concoction is the refined essence of several naturally occurring plants, of which garlic is the most obvious component. Garlic paste is smeared onto the body with role-playing. While a character is under the effect of Garlic Paste, lesser undead will not approach the user. Greater undead can still approach the user, unless garlic paste is specifically listed as a weakness in the creature's description (such as for vampires). While benefiting from garlic paste the wearer should announce "garlic paste" to nearby characters as needed.

Mirror of Sophistry

An Alchemist’s Mirror of Sophistry acts as his philosophic focus, showing them a reflection of themselves in which they may judge and consider their morals and direction.

All second level alchemy requires a personal Mirror of Sophistry that acts as a reagent for the production of new items. It has no other effects.

Producing this item costs two Production Points and 10 coins. Each Mirror is created specifically for its user. If a Mirror is lost, stolen, or destroyed, a new one must be created before any production of second level amalgams can continue.

Creation of this item requires the player provide their own prop and present it to logistics each event. This can be any framed or engraved mirror that does not look anachronistic. It may vary in size from that of a playing card to a wall hanging. This prop must be presented and approved at logistics at sign in, where it will be given a treasure ID number. It is an in-game, stealable item.

Minor Power Elixir

A minor power elixir restores 2 points of magic power when drunk, subject to normal limits.

Ritual Ink

Ritual magic is some of the most powerful and potent in Novitas. Because of this, special care and materials are often used when preparing and performing rituals. Rituals are often contained on special scrolls known as "ritual scrolls". Ritual scrolls can only be written with ritual ink. In addition, some specific standard scrolls of powerful magic spells, such as Revive, also require ritual ink.

Each vial of ink is sufficient for the creation of 5 scrolls requiring ritual ink.

Level 2 Items

Anesthesia

Anesthesia is an ingested poison that knocks the imbiber unconscious for an hour. If the victim takes ANY damage (including blunt damage), the anesthesia wears off.

Anesthesia can be administered from a trap.

Base Paste

Base Paste is a white paste with a slightly stinging odor that can be applied to a person or a shield with role-playing. The next 4 acid damage that strikes the player or shield respectively is negated by the paste, requiring a “No Effect” call.

Elixir of Wisdom

An Elixir of Wisdom bolsters the imbiber’s mind, granting them an additional point of magic power (as if they gained another rank of the magic power point skill) for the duration of the event.

Grounding Wire

Grounding wire is a piece of copper wire, invisibly marked with mystical and powerful sigils and runes, wound around the user's boot or footwear. It absorbs and prevents the first dart that does magic damage that hits the wearer. If not a grounding wire discharged, it can be removed and saved for later. Only one can be worn at a time.

This item requires a physical prop, an actual piece of copper wire, which must be worn on the foot of the person claiming the effect of the grounding wire. It should be removed once the effect is expended, but the wire may be reused as a different grounding wire.

Hermetic Rod

A hermetic rod acts as a scientific focus; it is the hub of an Alchemist’s energies. All third level Alchemy requires the possession a hermetic rod that acts as a reagent to produce. It has no other effects.

Production of a hermetic rod costs four Production Points and 20 coins. Each rod is created specifically for its user. If a rod is lost, stolen, or destroyed, a new one must be created before any production of third level amalgams can continue.

Creation of this item requires the player provide their own prop and present it to logistics each event. This can be any rod, bar, or staff that does not look anachronistic. It may vary in size from that of a small drum stick to a walking stick. It is usually metal and lavishly decorated and adorned with eldritch runes. This prop must be presented and approved at logistics at sign in, where it will be given a treasure ID number. It is an in-game, stealable item.

Rejuvenation Elixir

When drunk rejuvenation elixir restores 2 points of magic power, heals any missing body points and cures the diseased condition.

Ritual Quill

Ritual magic is some of the most powerful and potent in Novitas. Because of this, special care and materials are often used when preparing and performing rituals.

Rituals are often contained on special scrolls known as ritual scrolls. Ritual scrolls can only be written with a ritual quill. In addition, scrolls containing powerful fifth level magic spells, such as Maelstrom, must be scribed with a ritual quill. A single ritual quill may be reused for any number of fifth level scrolls, but using a ritual quill to scribe a ritual scroll renders the quill useless, it must then be discarded and replaced.

Creation of this object requires the player to provide their own prop to represent it. This can be nearly any writing implement that does not look modern or anachronistic. This prop must be presented and approved at logistics at sign in, where it will be given a treasure ID number. A ritual quill is an in-game, stealable item.

Scorpion's Kiss

This is a blade poison that causes the next legal hit from a weapon to call "poison weaken".

Vermin Bane

Developed by farmers near the Tribelands, vermin bane has kept many a barn safe from thieving interlopers. Sadly, vermin bane has proven highly effective against most creatures, and has become a staple in the assassin’s arsenal.

Vermin bane is an ingested poison which takes an hour to take effect after being consumed. After an hour vermin bane causes an automatic torso wound.

Wolfsbane

Wolfsbane is a concoction which if taken in time will remove the lycanthropy condition.

Level 3 Items

Affection Confection

This amalgam triggers a positive emotional response when imbibed, causing the subject to bond with the first person they interact with under its effect.

The mechanical effect of this ingested poison is a “poison charm”. There is no obvious source for the charm victim so they are charmed by the first person to speak to them after ingesting the compound. In the event it is not clear who spoke to the victim first and the victim knows who the poisoner was out-of-character they should become charmed by the poisoner.

Dilution Solution

Dilution solution universally negates and removes any and all non-poison alchemical effects currently active on a target.

If the vial is thrown (via a tag bag) the call for this compound in combat is “dispel alchemy”.

Elixir of Toughness

An Elixir of Toughness fortifies the imbiber, granting them an additional point of body (as if they purchased another rank of body skill) until the next convergence.

Explosive Charge

An Explosive Charge is a tiny bomb, capable of destroying the works of mundane locks. It is a single use item that will safely and automatically open a single mundane lock. Using an Explosive Charge has no effect on any potential traps however, and may even set off a trap if it was part of the locking mechanism. Players are encouraged to role-play the use of this admixture, warning others to stand back, etc.

Hand of Death

Hand of death poison is named after the ancient assassin cult who invented it, and used it with great success for many years. A virulent poison that instantly soaks into skin, hand of death is usually carried in fragile ceramic vials or glass bulbs that shatter on impact when thrown.

Hand of Death is a thrown poison that deals 2 "poison pierce"

Madweed Extract

Madweed, when properly prepared in a liquid form, can be drunk to produce heightened strength. Madweed extract increases the damage done by a player using a melee weapon by one point for ten minutes.

Magic Power Elixir

Magic power elixir restores 4 points of magic power when drunk, subject to normal limits.

Ritual Candles

A ritual candle is an item required to enact many rituals. It may be put out after a ritual is done, and lasts until it has no more wick to burn.

Smelling Salts

Use of smelling salts on a subject cures them of any stun, charm, dominate, fear, or other magical (or natural) mind-affecting effects such as anesthesia, truth serum, etc.

You must role-play holding the smelling salts under the nose of the recipient, at which time the subject is immediately cured of all such effects.

Smelling salts is a permanent item, but can only be used once per game day.

Spyderbyte

This is blade poison causes your next legal hit to call "poison curse".

Tanglefoot Bag

This compound is fashioned after the sticky webs of the ettercap, exploding on contact into a mass of tangling strands. It can be thrown at a target to glue them in place.

This is a thrown poison that deals "poison pin".

Thaumaturgist's Mortar

A thaumaturgist’s mortar is the mystic bowl in which an alchemist blends alchemical components. It acts as a cogent focus, the strop on which they hones the razor of their art.

All fourth level alchemy requires a thaumaturgist’s mortar that acts as a reagent for the production of new items. It has no other effects.

Production of a thaumaturgist’s mortar costs six production points and 35 coins. Each mortar is created specifically for its user. If a mortar is lost, stolen, or destroyed, a new one must be created before any production of fourth level amalgams can continue.

Creation of this item requires the player provide their own prop and present it to logistics each event. This can be any wooden, ceramic, or metal bowl that does not look anachronistic. It may vary in size from that of a tea cup to a mixing bowl. This prop must be presented and approved at logistics at sign in, where it will be given a treasure ID number. It is an in-game, stealable item.

Vial of Acid

This admixture is a caustic agent usually contained within fragile, breakable glass or ceramic bulbs.

This acts like a thrown poison in every way except that it is not a poison effect. The damage call for this item is 4 'acid'.

Level 4 Items

Bile of Nox

This is blade poison can only be used on goblin iron weapon. Bile of nox causes the weapons next successful attack to call "poison slay".

Blackout Juice

This ingested poison causes “poison stun”, taking effect immediately when consumed.

Claw of the Beast

Claw of the beast is one of the vilest of blade poisons, a runny, greasy green paste that is spread along the length of a blade, causing even the least of cuts to fester and ooze.

If the wielder of a weapon coated with claw of the beast poison hits anyone for melee damage, that blow calls for one higher damage than normal with the 'poison' call.

This blade poison lasts the full duration and is not expended after a successful hit.

Mind Expanding Elixir

Mind expanding elixir greatly expands the imbiber’s consciousness, granting them 2 additional points of magic power (as if they had two more levels of the skill) for the duration of the event.

Philosopher's Stone

A philosopher’s stone is the cynosure of an alchemist’s skill; it is the object with which they can focus their knowledge and learning to accomplish great feats.

All fifth level alchemy requires the creator to possess a philosopher’s stone that acts as a reagent to produce. A philosopher's stone has no other effects.

Production of a philosopher’s stone costs eight production points and 50 coins. Each stone is created specifically for its user. If a stone is lost, stolen, or destroyed, a new one must be created before any production of fifth level amalgams can continue.

Creation of this item requires the player provide his own prop and present it to logistics each event. This can be any rock, crystal, or orb that does not look anachronistic. It may vary in size from that of a golf ball to a volley ball. This prop must be presented and approved at logistics at sign in, where it will be given a treasure ID number. It is an in-game, stealable item.

Theriac

Theriac is an ancient composition esteemed efficacious against the effects of poison, a certain compound of sixty-four drugs, prepared, pulverized, and reduced by means of honey to an electuary.

When consumed theriac will immediately neutralize any and all poison effects (preventing further damage from the effect but not undoing any damage already caused), the poisoned condition and the diseases affecting a player or creature. Theriac also cures the lycanthropy condition.

Touch of Panic

This is a blade poison that causes "poison fear".

Truth Serum

Someone who consumes a truth serum, cannot knowingly lie. They are not compelled to speak, but if the imbiber does CHOOSE to speak, he or she cannot lie. It should be noted that truth is relative, subject to the imbiber's beliefs and knowledge, but the imbiber will tell the truth, as they see it, to the best of their ability.

Used with a charm spell this compound can be very powerful.

Weapon Stone

A rune-covered whetstone to make a blade impossibly keen, or a perfectly balanced stone ring to add to a club or mace, a weapon stone is a consumable item that enhances a melee weapon for one game day, increasing damage dealt with that weapon by one.

Level 5 Items

Balm of Vigor

Balm of vigor builds the imbiber’s musculature and physique, allowing them to hit for two additional points of melee damage up to normal caps.

Catholicon

A catholicon restores 4 points of magic power when drunk, heals any missing body, restores limb or torso wounds, and cures all poison effects, the poisoned condition and the diseased condition.

Elixir of Cosmic Power

An elixir of cosmic power amplifies the imbiber’s psyche to an amazing level, granting them three additional points of Magic Power for the duration of the event (as if they had three additional ranks of the [[skills.magicpowerpoint|magic power point skill).

Ethereal Sealant

Ethereal sealant is a highly prized compound that when applied to a person makes them completely immune to all magical spells and effects, both harmful and beneficial.

This immunity includes (and but is not limited to) effects such as:

Ethereal sealant does not interact with:

Grip of Darkness

This blade poison causes a weapon's next legal hit to call "poison stun".

Ogre Extract

Ogre extract braces the imbiber’s body, granting them two additional points of body (as if they had two additional ranks of body skills) until the next convergence.

Transmutation

Transmutation is the ultimate expression of the alchemical art: the ability to transform one material into another. With the paste created by this formula, an alchemist can temporarily change the base metals of a weapon into one of the following extraordinary types: silver, goblin iron, or elven steel. It may not transmute a weapon to any other material.

The weapon has the limitations and meets any requirements a weapon of that material would normally have as if it had always been that material.

With the proper rituals and components, it may be possible to create a permanent transmutation effect.

Two-Step Venom

The most lethal of all poisons, two-step venom is a distilled concentrate of several of the nastiest poisons known to mortals. It gains its name from the simple fact that very few of its victims can take more than two steps before dying. Like hand of death, two-step venom is usually carried in fragile containers and is instantly absorbed into living flesh, where it races through the bloodstream until it finds the heart and brain, which it destroys. The use of two-step venom against a sentient being is generally considered to be a crime punishable by death in most civilized areas.

Two step venom is a thrown poison that deals 4 "poison pierce" damage.

Tinkering Items

Tinkering Crafted Items

Tinkering items are created using crafting points and tinker skills. This is a list of possible items that can be created and what they do.

Encampment only tinkering items are always non-lootable.

Level 1

Tinkering Item: Lock and Keys

The prop for a lock must be a real lock that someone (not necessarily the person bringing the lock into the game) can successfully pick using basic lock picking tools. A key should also be attached to the lock under a piece of tape that players using an item like an explosive charge can use when they use an in-game effect to open the lock. Players are honor bound not to use the key if they do not have access to a way to disable the lock.

Tinkering Item: Light Tubes

It would not be safe to bring a real world torch or a lantern into the game would even if these would be appropriate items to have in-game. For safety reasons the next most appropriate light source is to bring a small flashlight so that players have a method of finding things in the dark. To keep a flashlight from breaking immersion in the game, these flashlights are restricted to being a single bulb incandescent flashlight, or a 1-3 LED light. These should be handheld items with a narrowly focused beam.

Tinkering Item: Magic Lock Box

A magic lock box can be a box of any size. Once per game day any character can activate the box to cast the spell magic lock on the box.

The box does not actually require a physical lock on it. The item is a "magic lock" "box" as opposed to a "magic" "lock box".

Tinkering Item: Elven Steel Dish

Thanks to the special properties of elven steel this specially made dish (which can be a cup or a bowl) will render any ingested poison placed into it inert. Ingested poisons put into an elven steel dish have no effect, and if poisoned food is transferred from one container into a elven steel dish that poison is immediately rendered useless.

Tinkering Item: Trap - Level One

A level one trap is a type of single step mechanism trap. The trap can be armed with a level one scroll or alchemy compound.

Level 2

Tinkering Item: Shackles of Grounding

Shackles of grounding are a permanent magic object which cause the individual shackled to be permanently be under a grounding effect.

Tinkering Item: Basin of Purify Spirit

A basin of purify spirit is a per game day magic object that must be kept in an encampment to be used. Three times per game day a character can benefit from the spell purify spirit by dunking their head in the basin while it is filled with water. During cold weather events players should only role-play dunking their heads.

Tinkering Item: Workshop

A character with access to a personal workshop kept in an encampment gains access to 4 additional crafting points each event. This item's benefit does not stack with the benefit from a greater workshop.

Tinkering Item: Trap - Level Two

A level two trap is a type of single step mechanism trap. The trap can be armed with a level two scroll or alchemy compound.

Tinkering Item: Anvil of Mend Armor

An anvil of mend armor is a per game day magic encampment item that allows users to cast mend armor 5 times per game day by touching the anvil.

Tinkering Item: Font of Insight

A font of insight is a per game day magic encampment item that allows users to cast diagnosis up to 5 times per game day by staring into the font for 10 seconds.

Tinkering Item: Carpet of Dissipate

A carpet of dissipate is a per game day magic encampment item that allows anyone standing with both feet on the carpet to cast dissipate on themselves for no power point cost with unlimited activations.

Level 3

Tinkering Item: Shielding Stone

After a character spends at least 10 minutes at an encampment which contains a shielding stone they are affected by the spell anti-magic shield. This happens automatically, requiring no action from the player other than being present for 10 minutes. A shielding stone is a permanent magic object.

Tinkering Item: Grounding Stone

A grounding stone takes effect 10 minutes after a character chooses to activate it. Once it has been activated anyone in the encampment (including non-party members) are affected by grounding for as long as they remain at the encampment. This effect cannot be dispelled or prevented by immunity effects. Characters know if they are affected. The grounding stone remains in effect for the event once activated.

Tinkering Item: Barrier Stone

When a character spends 1 minute at their own encampment that contains a barrier stone they immediately gain 4 points of magic armor as if the spell improved magic armor had been cast on them. Each character can benefit from this effect at most once per game day, but any number of party members can benefit. A barrier stone is a permanent magic object.

Tinkering Item: Trap - Level Three

A level three trap is a type of single step mechanism trap. The trap can be armed with a level three scroll or alchemy compound.

Level 4

Tinkering Item: Magic Lock Picks

A set of magic lock picks can be used twice per game day to open a magic lock or mundane lock on a container. When used on a magic lock the spells effect is dispelled. Magic locks on doors or other portals cannot be dispelled by magic lock picks.

Tinkering Item: Music Box of Sanctuary

A music box of sanctuary is a per game day magic encampment item that activates when you start to play music from it up to three times per game day. For as long as the music plays the box is the center of a sanctuary effect.

Tinkering Item: Veil of Warding

A veil of warding is a per game day magic encampment item that can cast sanctify or unhallow up to three times per game day.

Tinkering Item: Curtains of Magic Lock

Curtains of magic lock are a per game day magic encampment item that will cast magic lock ten times per game day. Any party member can activate this item and this item specially allows any party member to dispel a magic lock created by this item even if they were not the one who cast it.

Tinkering Item: Greater Workshop

A greater workshop is an encampment item that grants one character who uses it 8 crafting points per event. Only one character can use a single greater workshop and this benefit does not stack with a workshop.

Tinkering Item: Trap - Level Four

A level four trap is a type of single step mechanism trap. The trap can be armed with a level four scroll or alchemy compound.

Level 5

Tinkering Item: Plating Pool

A plating pool is a per game day magic encampment item that can be used up to three times per game day to cast enchant weapon on a weapon placed in it. Placing the weapon inside the plating pool is the only activation required instead of a normal incant.

Do not actually fill the pool with liquid and submerge weapon props in it as that would damage the props.

Tinkering Item: Soothing Masterpiece

A soothing masterpiece is a per game day magic encampment item that casts the spells heal body and mend armor on a character after they spend 10 seconds gazing at it. This can be done up to six times per game day. Gazing at the soothing masterpiece for 10 seconds is the activation for this item so it does not require an incant to use.

Tinkering Item: Library

A library is a encampment item that allows a party to ask the game master one additional lore request each event.

Tinkering Item: Talisman of Warding

When a talisman of warding protects an encampment spirits may not enter that structure for the remainder of the game day. Living beings inside of an protected encampment do not need to respond to detect life calls.

Tinkering Item: Trap - Level Five

A level five trap is a type of single step mechanism trap. The trap can be armed with a level five scroll or alchemy compound.

Master Crafted Tinkering

Tinkering Item: Trap - Contraption

A contraption is a type of portable single step mechanism trap. The trap can be armed with a level five scroll or alchemy compound.

Contraptions take up the Accessory slot when determining slots for Ornamented Items. They act as single step mechanism traps with a few exceptions. They are meant to be mobile and are not required to be attached to anything immovable. They can only carry beneficial alchemical or spell effects. A contraption must have their entire single step mechanism enclosed within a logistics approved box or other container. The box or container must not fall below a minimum of 4 cubic inches in size. No dimension can be less than 1 inch.

Tinkering Item: Totem of Resilience

A totem of resilience is a permanent magic encampment item that grants the resilience spell to any party member that spends one minute at the encampment. This resilience spell will automatically refresh every 10 minutes (when the spell's duration would normally end) as long as the character remains at the encampment.

When a character leaves their encampment the resilience will last its normal 10 minute duration for the spell then will wear off as normal. Upon returning to your encampment the effect will start again after 1 minute.

If the resilience is dispelled a character must wait a full 10 minutes at the encampment to gain the effect again.

Tinkering Item: Ley Line Beacon

A ley line beacon is a permanent magic encampment item. When a character casts the ley lines spell and their destination for that spell is an encampment with a ley line beacon they arrive at the encampment under the effects of dissipate.

Tinkering Item: Annulment Statue

A annulment statue is a permanent magic encampment item that prevents the effects of sanctify and unhallow.

Tinkering Item: Alchemist's Laboratory

An alchemist's laboratory is a collection of lab equipment which should be represented by at least 5 different props which require inspection by props and atmosphere staff. This lab will only benefit a savant, though others can steal parts of the lab. The whole lab must be stolen to have any impact on the savant being able to use the lab.

A savant with an alchemist's laboratory may use up to 10 production point from other sources besides the 20 production points they get from skills. These 10 points allow a savant to break the cap on production points.

An alchemist's laboratory can only be created by a master craftsman with the ornamenter five and tinker five skills. It costs 24 production points and 100 coins to create an alchemist's laboratory.

Section 7: Creating Items in Game

Crafting And Production Rules

Production skills form the basis of the economy of the game, and are codified to allow character's to craft both consumable and permanent items. These skills are not meant to represent the only means for a character to earn in-game money at KoN, but they do form a great base to start with. Players are, within limits, free to experiment with other goods and services, but it's generally a good idea to chat with other players who have tried such experiments first.

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.

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.

Potion Production

Characters with the brew potion skill can produce potions using production points. A character only spends production points when you first check-in for an event. In order to create items you'll have to learn to use the preproduction system.

To produce a potion you must know the spell you wish to make into a potion. It will cost 1 production point and 1 coin per level of the spell being made into a potion. The character producing the potion must also have enough magic power points to cast the spell being made into a potion. Not every spell can be made into a potion. You can find a list of spells that can be potions here.

A character with the brew potion skill can also produce potion water in either one point or two point versions.

Scroll Production

Characters with the scribe scroll skill can produce scrolls using production points. A character only spends production points when you first check-in for an event. In order to create items you'll have to learn to use the preproduction system.

To produce a scroll it costs 1 production point and 1 coin per level of the spell being stored in the finished scroll. In addition to the scribe scroll skill the producing character must know the spell being put onto the scroll and have enough magic power points to cast that spell at least once.

If the spell is 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.

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.

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 Crafting Point Costs

When you are crafting a new weapon you must pay a number of crafting points based on what you are creating. Every weapon will have a starting cost based on what type of weapon it is. From there you can select any feature you want, such as crafting the weapon from one or more magical materials, giving special abilities to the weapon, or imbuing a spell into the weapon.

Magic Item Crafting

Characters with the ornamenter skill can craft non-weapon magic items using crafting points. A character only spends crafting points when you first check-in for an event. In order to create items you'll have to learn to use the pre-production system.

Magic objects created with the ornamenter skill can have multiple enhancements purchased for them. The crafting point cost to make a magic object is based on this table. For each craft point spent an additional 5 coins must be spent to create a magic object.

Objects have a maximum crafting point value based on the location on the body they are worn.

Ornamenting Craft Point Costs

These are enhancements that can be added to magic objects.

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

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.

Section 8: Props

Prop Rules

These are pages relating to how the many different kinds of items in the game are represented. Most of these guidelines only matter when you want to bring your own props into the game. Anything already in the game should already meet these guidelines.

Props - Creating and Using

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

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.

Clothing Props

Few things can ruin the atmosphere of the game more than players with bad costumes, usually referred to as “garb”.

Sneakers, T-shirts, or jarringly modern clothes, such as camouflage fatigues, can completely destroy the suspension of disbelief the game tries to create.

KoN is a fantasy game, and not set in a specific historical period so the variety of acceptable garb is wide. Players portraying non-human characters are encouraged to flavor their garb with fantasy elements.

Garb guidelines:

  • The real world time period Novitas samples for historical garb ends roughly around 1500 AD.
  • Civen characters should draw influence from the Roman Empire between 27 BCE – 610 CE.
  • Vleanoan and Evenandran characters should draw influence from medieval western Europe between 1066 – 1500
  • Great Forest and Dellin Tribelands characters should draw influence from central and northern Europe between the prehistoric era – 106 CE
  • Free Lands characters wear anything found in any other kingdom.
  • Gershen characters draw influence from China between 1500 BCE – 1644 CE or Japan between 250 BCE – 186 CE
  • Terran characters should draw influence between 610 CE – 1066 CE the "dark ages" of European history.

Garb should NEVER contain:

  • Fluorescent or day-glow colors
  • Modern military clothing in cut or pattern
  • Camouflage patterns in any form
  • Printed bandannas
  • Sneakers in any form or color
  • Modern hats
  • Visible zippers (Zippers on the insides of boots are acceptable if not obvious)
  • Cargo pockets on pants
  • Visible white socks
  • Exposed modern webbing or straps
  • Visible duct tape (Duct tape weapons are permissible, although players are encouraged to choose higher quality props)
  • Clothing of obviously modern cut or materials
  • Nylon or zippered backpacks or satchels
  • Clearly mundane prints or logos

Weapons

Weapon Props

Props for weapons have certain requirements to be used in play. If a weapon is rejected for not being safe but is found still being used it may be summarily destroyed to ensure an unsafe weapon is not brought onto the field.

Melee weapons props, thrown weapons props, and missile weapons props each have slightly different requirements for being legal for game use.

In addition to a weapon needing to meet standards for safety the appearance of the weapon indicates certain information. The following colors are reserved for and required by special materials:

  • Elven steel weapons must be covered with black paint then decorated with lightning-like lines of white crisscrossing its surface.

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

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

  • Weapons made of more than one exceptional material must conform to all color requirements, usually this is done by coloring each cutting edge of a sword as a different material.

While not a special material one last item deserves note. A master's blade must have an above average looking prop to represent it.

Melee Weapon Props

These are the requirements to bring a melee weapon prop into the game.

All striking surfaces should have a minimum of 5/8 inch of closed-cell foam.

All non-handle surfaces of a weapon should have a minimum of 3/8 inch of closed-cell foam.

All melee weapon props must have a rigid core. Cores of wood or metal are forbidden. Acceptable core materials include but are not limited to: plastic, PVC, fiberglass, and carbon fiber. The core of the weapons should be securely held within the padding by glue, tape, or some other adhesive. Padding that slides or twists on the weapons core will be rejected. Cores that rattle or bounce within the padding will be rejected.

All pommels, crossguards, quillions, basket hilts, and other hilt fittings (not to include the grip iteself) must be composed of a flexible material.

The minimum length for any melee weapon is 16 inches. Non-handle pommels do not count towards the overall length measurement of a weapon.

Weapons that flex more than 45 degrees will be rejected.

No swung weapon may have more than 1/3 of its length unpadded for striking. The total unpadded section of a swung weapon may not be more than 30 unpadded inches total.

Illegal weapons include but are not limited to: flails, punch daggers, slings, ball & chain weapons, and blowguns. Any weapon with a flexible component or which strikes primarily with a punching motion of the arm rather than a swinging motion is forbidden.

Missile Weapon Props

Bows must have a draw weight of 35 pounds or less at 28 inches draw.

Compound bows, takedown bows, brightly colored fiberglass bows, modern crossbows, or any other obviously modern archery equipment (including but not limited to peep sights, weights, camouflage or brightly colored shafting) are prohibited.

Brightly colored and/ or rubber fletching is allowed. Brightly colored plastic nocks will not disqualify arrows.

Each bow entering play must have at least 3 legal, arrows accompanying it.

A draw stop must be present on all arrows to ensure they are not drawn past 28 inches.

The head of an arrow must be at least 2 inches in every dimension and must be a uniform, round shape. The head of an arrow or bolt must not be wobbly or move from side to side.

All arrows must contain a coin or similar small rigid disk perpendicular to the end of the shaft to prevent shaft punch-through. Commercially made rubber bird blunts also fulfill this requirement. Golf tube arrows are not permitted.

All arrows and bolts must have at least two full fletchings and a nock.

Thrown Weapon Props

Thrown weapons must be completely padded including the hilt and rip. Each thrown weapon must look like a weapon, either knives, axes, or some other historical or fantasy weapon. No "throwing" rocks, disks, or paddles are allowed. Thrown weapons may have a core but are not required to. The core of a thrown weapon within an inch of a tip or end of the weapon. Cored throwing weapons may also be used in melee. Coreless throwing weapons may not be used in melee.

A standard throwing weapon is one greater than 6 and less than or equal to 30 inches. A standard sized throwing weapon must weigh no more than 6 ounces.

A javelin is a throwing weapon greater than 30 and less than or equal to 45 inches. A javelin must weigh no more than 12 ounces.

A great javelin is a throwing weapon greater than 45 inches and less than or equal to 84 inches. A great javelin must weigh no more than 24 ounces.

For all varieties of javelin both ends must be at least 2 inches in diameter. Players are encouraged to incorporate some open-cell foam into the ends of their javelin designs.

Armor and Shields

Armor Props

Players may wear armor which will benefit their character. There are requirements for armors that can be worn in the game, and all armor must be inspected by a safety marshal.

Armor must never impede normal movement in a fashion that endangers the wearer or prevents the player from following the rules of the game. For example if armor prevents a player from kneeling they are unable to properly accept leg wounds.

Armor must be attached or fitted on the body with proper integral closures such as buckles, laces, or snaps. Players are not allowed to attach armor to their body with tape, string, or similar temporary means.

Armor made of non-period materials (plastics, kydex, nylon, etc.) is not allowed. Non-period metals or alloys, such as aluminum, titanium, galvanized steel, stainless steel, nickel-plated steel, or anodized aluminum are allowed. No pleather, vinyl, or other synthetic leathers are acceptable.

Armor that consistently causes unreasonable damage to weapons will be removed from play.

Players wearing plate armor are required to wear a padded gambeson or arming jack underneath the armor.

Metal plates must be at least .0478 inches thick. (18 gauge or thicker for ferrous metals, 16 gauge or thicker for non-ferrous metals). All edges of metal plates should be safely blunted or rolled.

Chain mail rings should be of no greater than one-half inch inside diameter.

Metal scales must be of at least .015 inch thickness (28 gauge or thicker for ferrous metals, 26 gauge or thicker for non-ferrous metals) and must overlap to provide armor value.

Metal brigandine is armor constructed of non-overlapping metal plates on a backing material. Brigandine plates must be within one-half inch of each other. Brigandine plates must have multiple points of attachment to the backing or to each other, or be held in individual pockets. Non-leather backing materials generally reduce the armor value of metal brigandine armor. These plates may be inside or outside the backing material.

Leather brigandine is armor constructed of non-overlapping leather plates on a backing material. Non-leather backing materials do not contribute to the armor value of leather brigandine armor Leather brigandine plates must equal or exceed the value of the backing leather to be counted as armor.

Leather armor must be constructed of real leather of any thickness (unless otherwise specified). Studded leathers may be studded with metal spots, rings, washers or rivets. No bottle caps, brads or plastic may be used. Studded leather should have no more than 1 inch of un-studded leather on any part of it. The simple test used for this will be to try and place a US quarter dollar coin between studs. It should fit with a small bit of wiggle room, but no more. Leather scales must overlap to provide armor value. Light leather is leather of at least 6 ounce weight (3/32 inch). Heavy leather is leather of at least 12 ounce weight (3/16 inch). Leather is a natural material with natural variations that may result in irregular measurements. Players are free to request an average of multiple (up to five) measurements when their armor is measured for its armor point value. No layering of leather is permitted in any area being measured for armor point value.

Shield Props

Shields are rigid defensive items held in one hand. They must be padded on all edges to prevent damage to weapons and minimize accidental damage to players. Bucklers are a sub-type of shield, and follow all prop rules for shields except where specifically mentioned otherwise.

All shields must have a distinct, rigid core. Possible materials include but are not limited to steel, aluminum, plywood or rigid plastics. Plastic, foam and other modern materials must be covered with paint, cloth or leather. Exposed modern metals are acceptable. A shield may not have any exposed non-rounded metal hardware such as bolts or screws. The minimum padding on all edges of a shield is five-eighths of an inch of closed-cell foam. With rubber, vinyl, or similar flexible tubing or hose underneath the padding, the minimum padding may be three-eighths of an inch of closed cell foam.

Shields that exhibit more than minor (approximately 10 degrees of) flex are not allowed.

A rectangular shield's surface area is it's total height multiplied by its total width with no allowances made for irregularities, cut-outs, or curves. Any shield that is not round will be considered rectangular.

A rectangular shield may not be more than 40 inches in any one dimension and may not have more than 720 square inches of surface area.

A round shield may not exceed a 36 inch diameter.

The minimum dimension of a shield is 12 inches.

Curved shields are measured across the face of the shield (across the arc, not the chord).

All shields must be hand held.

Buckler Props

Bucklers are a sub-type of shield, and follow all prop rules for shields except where specifically mentioned otherwise.

All shields must have a distinct, rigid core. Possible materials include but are not limited to steel, aluminum, plywood or rigid plastics. Plastic, foam and other modern materials must be covered with paint, cloth or leather. Exposed modern metals are acceptable. A shield may not have any exposed non-rounded metal hardware such as bolts or screws. The minimum padding on all edges of a shield is five-eighths of an inch of closed-cell foam. With rubber, vinyl, or similar flexible tubing or hose underneath the padding, the minimum padding may be three-eighths of an inch of closed cell foam.

Shields that exhibit more than minor (approximately 10 degrees of) flex are not allowed.

A rectangular shield's surface area is it's total height multiplied by its total width with no allowances made for irregularities, cut-outs, or curves. Any shield that is not round will be considered rectangular.

A rectangular buckler may not exceed 24 inches in any one dimension and may not have more than 324 square inches of surface area.

A round buckler may not exceed a 24 inch diameter.

Bucklers may be hand-held, or strapped to the arm in which case they are referred to as a "passive buckler"

Section 9: Real World Information

Novitas Holiday Events

Novitas New Year, and it's predecessor Feb Feast were special events held in the past as a party/ fund-raising event for Novitas. Starting in 2018 they will be replaced with the new June/July (date currently undetermined) Jubilee event which will be a picnic at a park during the games off season.

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 the event. These magic items last forever, if the prop breaks you can replace it, unlike other props. A Novitas New Year item can be transferred among your characters, which cannot normally be done. Novitas New Year items cannot be stolen in-game as long as the original winner is in possession of it. If a character loans a Novitas New Year item to another character and that item is then stolen from the second character, the item must be returned to the owning player at the end of the event. However any current characters of the owning player may no longer use the item for as long as those characters are part of the game.

These items can be transferred to another player's character permanently but if this is done the item loses its Novitas New Year properties and is forever more treated as a standard magic item.

Real World Rules

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

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.

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.

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.

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.

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.

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.

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.

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.

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.

Section 10: Site Layout

The Logistics Building

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

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

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

The Inn

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

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

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

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

Innkeepers

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

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

If you are interested in becoming an innkeeper speak to the operations 2nd in charge of the inn. You should also be sure to read the innkeeper guidelines here.

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. Due to the limited number of available of cabins you must reserve a cabin and there may be a waiting list. If a cabin is not available there is plenty of sleeping room in both logistics and the inn, both of which are very popular during the winter months.

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.

Cheating and Rules Enforcement

Real life crime will be dealt with by the appropriate authorities as it comes up.

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

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

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

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

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 during an event, there is no way for a game master to know what your characters want to do, unless you tell them.

To initiate a PIP go to the Kingdoms of Novitas forums at:

From there go to the Rules & Game Mechanics sub-forum. As a sticky post at the top there is a thread named "Player Initiated Plots (PIPs)". Make a post at the end of that thread.

In your post 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.

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.

Reserving a Lean-to

In past locations cabins have worked on a reservation system.

Current information can be found in this thread on the forums.

There are also three A-frame cabins on the premises that are out-of-game locations. The beds in these buildings are first come first served. Kitchens in the A-frames are available for those staying in them.

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.

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.

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.

Section 11: Creature Rules All Players Should Know

Encounter Rules

Encounter rules cover special abilities that are generally exclusive to creatures that players encounter (unique magic items are capable of sometimes duplicating some of these abilities).

Damage Requirements

A creature with a damage requirement (almost always a non-player character) is immune to all damage from attacks that do not use a specific combat call (which will be listed with the damage requirement). If the correct call is used with a damaging attack the creature takes damage normally. A "No Effect" call must be made whenever an attack successfully hits you but does not inflict damage (or does not take effect in the case of spells) so that the attacker knows-that-you-know the attack successfully hit and so that they know they may need to attack with something different.

A damage requirement does not prevent effects that don't deal damage.

Creature Genders

All creatures have a gender listed in their creature entry. This will read "Male Only", "Female Only", or "Any". This means that the creature might be restricted to the corresponding gender for story reasons. It does not necessarily mean the player role-playing the creature must be that gender as long as they can role-play accordingly.

Creature Intelligence

Each creature has been assigned an intelligence. This is the measure of a creature’s reasoning capacity. NPC's should use this information to guide how they role-play a creature.

Controlled actions: The creature has no actual thoughts of its own. It is a mindless puppet that follows preset commands. This does not mean it moves slowly though, on the contrary – many constructs are fast and dangerous.

Animal: This categorizes creatures which lack any higher reasoning, but are self-controlled. They operate on instinct and will to survive only. They are not able to be reasoned with.

Slow: A creature possessing some reasoning capability, but is limited in what it is able to grasp. It may take a long time for a concept to sink in, or it may not happen at all. These creatures are capable of simple strategies.

Primitive: Creatures in this category aren’t unintelligent - they just lack knowledge. They may be able to adapt and learn, but their experience is limited.

Normal: Creatures in this category are capable of normal thoughts and reasoning. They are only limited by the reasoning and strategy of the person playing them.

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)".

Lycanthropy Condition

A character can become a lycanthrope after becoming infected by the lycanthropy condition and not being cured in time.

All lycanthropes have two forms, their natural form, and their bestial form.

Whenever a character takes a wound or body damage from any melee attack delivered by a lycanthrope in their bestial form they become infected by the lycanthropy condition. The lycanthropy condition is not curable like a disease. Characters must be treated with items like wolfsbane or theriac that specifically cure the lycanthropy condition before the end of the next event after being afflicted (representing being treated before that phase of the moon comes again). If this does not happen, an infected PC effectively dies, becoming an NPC were-creature from then on.

Monstrous Creatures

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

Page last modified on November 14, 2017, at 04:19 PM
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