Alchemical Listing
Alchemical Name | Alchemy Level | Type | Duration | Scarce | Production Quantity | Description |
---|---|---|---|---|---|---|
Bug Repellent | 1 | Thrown Alchemical | Short (1 Minute) | No | 4 | A thrown alchemical that calls for 'Disengage Insect!'.
|
Compost Moss
| 1 | Special Alchemical | Instant | No | 1 | Help bodies naturally decompose faster.
|
Corruption
| 1 | Blade Alchemical | Medium (10 Minutes) | No | 1 | A blade alchemical that allows a weapon to strike for 'Poison'
|
Gershan Roots
| 1 | Thrown Alchemical | Medium (10 Minutes) | No | 2 | A thrown alchemical that calls for "Acid Grounding!", this gives the grounded condition to prevent escaping.
|
Holy Water
| 1 | Thrown Alchemical | Short (1 Minute) | No | 4 | Throws for 'Disengage Undead!'.
|
Lanthir Oil
| 1 | Blade Alchemical | Medium (10 Minutes) | No | 1 | Transform a weapon into a mundane one temporarily.
|
Minor Power Elixir
| 1 | Ingested Alchemical | Instant | No | 1 | Gain 2 power points.
|
Ritual Ink
| 1 | Special Alchemical | Instant | No | 5 | Used for the creation of loot rituals and level 5 scrolls.
|
Spirit Tar
| 1 | Ingested Alchemical | Medium (10 Minutes) | No | 1 | The drinker gains the Grounded condition, preventing them from dissipating among other things.
|
Stabilizing Concoction
| 1 | Ointment | Permanent | No | 1 | Used to treat the severely wounded, this removes the Bleeding Out condition. |
Anesthesia
| 2 | Ingested Alchemical | Medium (10 Minutes) | No | 1 | Knock someone unconscious without hurting them.
|
Base Paste
| 2 | Ointment | Long (Game Day) | No | 1 | Protects a shield from being broken by acid damage.
|
Elixir of Wisdom
| 2 | Ingested Alchemical | Extra Long (Event) | No | 1 | Gain 1 Power for the event.
|
Mother's Intuition
| 2 | Ingested Alchemical | Instant | No | 1 | Diagnose yourself to understand any conditions you are experiencing.
|
Rejuvenation Elixir
| 2 | Ingested Alchemical | Permanent | No | 1 | This very useful item, replenishes 2 power points, heals body points, and removes the Diseased condition.
|
Scorpion's Kiss
| 2 | Blade Alchemical | Medium (10 Minutes) | No | 2 | Replaces a weapons strikes with 'Poison Weaken!'
|
Sterling Sheen
| 2 | Blade Alchemical | Medium (10 Minutes) | No | 1 | Temporarily makes a mundane weapon silver or a silver weapon elven steel.
|
Vermin Bane
| 2 | Ingested Alchemical | Medium (10 Minutes) | No | 2 | After 10 minutes gives the Torso Wound condition.
|
Warding Amalgam
| 2 | Ointment | Long (Game Day) | No | 1 | Gain a prevention shield that stops the next 'Magic!' call to hit you.
|
Wolfsbane
| 2 | Ingested Alchemical | Instant | No | 1 | Removes the Lycanthropy condition. |
Affection Confection
| 3 | Ingested Alchemical | Medium (10 Minutes) | No | 1 | Inflicts poison charm on the imbiber so they fall in love with the first person they see.
|
Dilution Solution
| 3 | Thrown Alchemical or Ointment | Instant | No | 2 | Causes 'Dispel Alchemy!'
|
Elixir of Toughness
| 3 | Ingested Alchemical | Long (Game Day) | No | 1 | The imbiber gains +1 Body for the Game Day
|
Explosive Charge
| 3 | Special Alchemical | Instant | No | 1 | Blow up locks to get to the treasures they protect.
|
Hand of Death
| 3 | Thrown Alchemical | Instant | No | 2 | Throws for '4 Poison!'.
|
Lycanthropy Safeguard
| 3 | Ingested Alchemical | Extra Long (Event) | No | 1 | The imbiber is immune to the Lycanthropy condition.
|
Madweed Extract
| 3 | Ingested Alchemical | Medium (10 Minutes) | No | 1 | Gain +1 Might.
|
Magic Power Elixir
| 3 | Ingested Alchemical | Instant | No | 1 | Restores 4 power points.
|
Medicinal Poultice
| 3 | Ointment | Instant | No | 1 | Removes any Limb Wound conditions from the character.
|
Smelling Salts
| 3 | Special Alchemical | Instant | No | 1 | This reusable item cures compulsion based conditions and other mental effects as well.
|
Spyderbyte
| 3 | Blade Alchemical | Medium (10 Minutes) | No | 1 | Replace your next hit with "Poison Curse!".
|
Stasis Compound
| 3 | Blade Alchemical | Medium (10 Minutes) | No | 1 | Affected weapon's next hit calls for 'Grounding!'
|
Tanglefoot Bag
| 3 | Thrown Alchemical | Medium (10 Minutes) | No | 2 | Throws for 'Poison Pin!'.
|
Terran Roots
| 3 | Thrown Alchemical | Medium (10 Minutes) | No | 2 | Gives enemies the Grounded condition preventing them from dissipating.
|
Vial of Acid
| 3 | Thrown Alchemical | Instant | No | 1 | Throws for '4 Acid!' |
Bile of Nox
| 4 | Blade Alchemical | Medium (10 Minutes) | No | 1 | May only be used on a goblin iron weapon. Replaces your next attack with '<Might or Accuracy> Poison Slay!'.
|
Blackout Juice
| 4 | Ingested Alchemical | Medium (10 Minutes) | No | 1 | Inflicts 'Poison Terror!' on the imbiber.
|
Bloodwort Extract
| 4 | Ingested Alchemical | Instant | No | 1 | Removes the Torso Wound condition from another character.
|
Claw of the Beast
| 4 | Blade Alchemical | Medium (10 Minutes) | No | 2 | Gives +1 Might or Accuracy and replaces a weapons damage type with 'Poison!'.
|
Frenzy Brew
| 4 | Ingested Alchemical | Medium (10 Minutes) | No | 1 | Gives the imbiber 2 monstrous body points that break cap.
|
Knight's Bane
| 4 | Blade Alchemical | Medium (10 Minutes) | No | 1 | Makes a silver weapon strike for "1 Silver Pierce!".
|
Mind Expanding Elixir
| 4 | Ingested Alchemical | Extra Long (Event) | No | 1 | Gain 2 Power for the event.
|
Theriac
| 4 | Ingested Alchemical | Instant | No | 1 | Cures the Acid Residue, Diseased, Exhausted, Lycanthropy, and Poisoned conditions.
|
Touch of Panic
| 4 | Blade Alchemical | Medium (10 Minutes) | No | 1 | Replaces your weapon's next attack with 'Poison Enfeeble!'.
|
Truth Serum
| 4 | Ingested Alchemical | Short (1 Minute) | No | 1 | Gives the Truthful condition
|
Weapon Stone
| 5 | Ointment | Long (Game Day) | No | 1 | Augments a weapon so that anyone who uses it gets +1 Might while doing so. |
Balm of Vigor
| 5 | Ingested Alchemical | Medium (10 Minutes) | No | 1 | The imbiber gains 2 might.
|
Catholicon
| 5 | Ingested Alchemical | Instant | No | 1 | Restores 4 magic power points, heals all body damage, removes the <Limb> Wound, Torso Wound, Acid Residue, Exhausted, Poisoned, and Diseased conditions
|
Craftsman's Purity
| 5 | Blade Alchemical | Medium (10 Minutes) | No | 1 | A pure silver weapon replaces its next hit with "Dispel Magic!".
|
Elixir of Cosmic Power
| 5 | Ingested Alchemical | Extra Long (Event) | No | 1 | Increase your Power by 3.
|
Ethereal Sealant
| 5 | Ointment | Long (Game Day) | No | 1 | Makes the subject immune to all magic, both harmful and beneficial.
|
Gershan Thunder
| 5 | Ingested Alchemical | Instant | No | 1 | Inflicts a 'Poison Torso Wound!' on the imbiber.
|
Grip of Darkness
| 5 | Blade Alchemical | Medium (10 Minutes) | No | 1 | Replace a weapon's next hit with 'Poison Terror!'.
|
Neutralizing Solution
| 5 | Blade Alchemical | Medium (10 Minutes) | No | 1 | Replaces a pure silver weapons next hit with Dispel Alchemy.
|
Ogre Extract
| 5 | Ingested Alchemical | Long (Game Day) | No | 1 | Gain 2 body for the game day.
|
Transmutation
| 5 | Ointment | Long (Game Day) | No | 1 | Completely transforms a weapon into a new material type temporarily.
|
Two-Step Venom
| 5 | Thrown Alchemical | Instant | No | 2 | Throws for '4 Poison Pierce!' |
Potion Listing
Name | School | Item Level | Duration | Oil Description | Scarce
|
---|---|---|---|---|---|
Ghastly Visage |
Necromancy |
1 |
Medium (10 Minutes) |
Mindless undead think you are one of them. Enter unhallowed areas. | No |
Heal Body
|
1 |
Instant |
Heal any body damage a target has. | No
| |
Magic Armor
|
1 |
Long (Game Day) |
Grants the target 2 points of magic armor. | No
| |
Strength
|
1 |
Medium (10 Minutes) |
The target gains +1 Might. | No
| |
Toughness
|
1 |
Medium (10 Minutes) |
Give the target 2 extra body points, or protect tougher targets against killing blows. | No
| |
Anti-Magic Shield
|
2 |
Long |
Prevents the next offensive spell call that hits the target. | No
| |
Dissipate
|
2 |
Medium (10 Minutes) |
The target gains the Dissipated condition. | No
| |
Purify Spirit
|
2 |
Instant |
Cures a target of all poisons in their body. | No
| |
Restore Limb
|
2 |
Instant |
Cures all limb wounds on the target. | No
| |
Spellburst
|
2 |
Medium (10 Minutes) |
The target's spells produce handfuls of tag bags. | No
| |
Spirit Shield
|
2 |
Long (Game Day) |
Prevents the next poison, acid, or harmful alchemical effect against the target. | No
| |
Elemental Weapon
|
Nature |
3 |
Medium (10 Minutes) |
Allows all weapons carried by the user to strike for Nature damage. | No
|
Heal Mortal Wound
|
3 |
Instant |
Heals a target of their torso wound and stops them from bleeding out. | No
| |
Improved Magic Armor
|
3 |
Long (Game Day) |
Grants the target 4 points of magic armor. | No
| |
Resilience
|
3 |
Medium (10 Minutes) |
Makes a target immune to killing blows and turns all damage against them to blunt. | No
|
Oil Listing
Oil Name | School | Item Level | Duration | Oil Description | Scarce
|
---|---|---|---|---|---|
Enhance Armor
|
1 |
Long (Game Day) |
Increase a piece of physical armor's protective value by 1. | No
| |
Magic Lock
|
1 |
Long (Game Day) |
Prevents an object from being open or closed. | No
| |
Magic Strike
|
Battle |
1 |
Medium (10 Minutes) |
Weapon's next hit is deals 4 damage. | No
|
Mend Armor
|
Nature |
1 |
Instant |
The primary means of repairing armor of all varieties. | No
|
Creeping Rot
|
Necromancy |
2 |
Medium (10 Minutes) |
Allows a weapon to deal poison damage. | No
|
Enchant Shield
|
Enchantment |
2 |
Long (Game Day) |
The enchanted shield prevents the next acid or spell call to hit it. | No
|
Silvershine
|
Enchantment |
2 |
Medium (10 Minutes) |
A weapon can deal silver damage | No
|
Enchant Weapon
|
Enchantment |
3 |
Medium (10 Minutes) |
A weapon can deal Elven Steel damage. | No
|
Sanctuary
|
3 |
Medium (10 Minutes) |
Creates a Sanctuary Field around the caster. | No
| |
Spellstore
|
Enchantment |
3 |
Longest (Event) or until expended |
Store the magic of another spell in your weapon to draw upon it later. | No |
Scarce Potions Listing
Name
| School | Item Level | Duration | Oil Description | Scarce
|
---|---|---|---|---|---|
Abomination
|
Necromancy |
3 |
Medium (10 Minutes) |
The target grows into a huge monster and gains monstrous characteristics. | Yes
|
Anti-Magic Aura
|
2 |
Short (1 Minute) |
Prevents all spells from effecting the target. | Yes
| |
Aura of Reflection
|
3 |
Long (Game Day) |
Prevents offensive spells from affecting the target and lets them be cast back. | Yes
| |
Battle Mastery
|
3 |
Long |
The target is immune to Magic damage. | Yes
| |
Combat Prowess
|
2 |
Medium (10 Minutes) |
Immediately give a target mastery of all combat skills. | Yes
| |
Dreadlord
|
Necromancy |
3 |
Medium (10 Minutes) |
Take on characteristics of the undead and gain the ability to control them. | Yes
|
Grim Sight
|
Necromancy |
2 |
Medium (10 Minutes) |
Finds the presence of living or undead around the target. | Yes
|
Heroism
|
2 |
Medium (10 Minutes) |
Temporarily set a target's Body to 10, with some bonus consequences. | Yes
| |
Mind Blank
|
3 |
Long (Game Day) |
Makes a target immune to compulsion effects. | Yes
| |
Panacea
|
2 |
Instant |
Heal a target of all wounds and restore their body points. | Yes
| |
Primal Form
|
Nature |
3 |
Medium (10 Minutes) |
A character takes on characteristics of an elemental and can order natural creatures around. | Yes
|
Revive
|
3 |
Instant |
Heals a dead target, bringing them back to life. | Yes
| |
Poison Immunity
|
3 |
Long (Game Day) |
Protects the target against all poison, acid, and harmful alchemical effect calls. | Yes
| |
Synchronize
|
2 |
Special |
Grants the target Toughness, Spirit Shield, Anti-Magic Shield and Improved Magic Armor. | Yes
|
Scarce Oil Listing
Oil Name
| School | Item Level | Duration | Oil Description | Scarce
|
---|---|---|---|---|---|
Ablative Armor
|
Enchantment |
2 |
Long |
Enchance armor to prevent the next two hits without 'Pierce!' that hit it | Yes
|
Ruin
|
Nature |
2 |
Short (1 Minute) |
The best way to deal with a shield wall. Enchant a weapon to deal acid damage or throw infinite acid tag bags. | Yes
|
Shadowskin
|
Enchantment |
3 |
Medium (10 Minutes) |
Make a target temporarily immune to all regular damage. | Yes
|
Wraithbane
|
Enchantment |
3 |
Long (Game Day) |
A weapon can deal Elven Steel damage and it does increased damage. | Yes |
Ritual Listing
Basic Rituals
Ritual Name | School(s) | Required Skill(s) | Consumed Components | Reusable Components | Duration | Target | Description
|
---|---|---|---|---|---|---|---|
Alchemical Ascension | Hybrid | Any Ritual Skill | 100 to 2000 coin | None | Extra Long (Event) | Self | Gain any combination of +1 Body, +1-5 Power, or +1 Might & Accuracy all breaking cap.
|
Breath of Fire
| Nature | Rituals of Nature | 1 Nature Component | 1 Ritual Candle | Extra Long (Event) | Character | Can exhale fire for '4 Primal!' twice per game day.
|
Craftman's Raiment
| Enchantment | Rituals of Enchantment | 3 Enchantment Components, 10 coin worth of gems | 1 Ritual Candle | Long (Game Day) | Character | Enhances one character's equipment with Enhance Armor, Ablative Armor, Enchant Shield, and up to three Wraithbanes
|
Consecrate
| Necromancy or Any | Rituals of Necromancy or Special | 2 Necromancy Components | 1 Ritual Candle, Shrine (Optional) | Long (Game Day) or Permanent | Building, Shrine, or Ghost | Create a Sanctified field on a building or consecrate a shrine.
|
Desecrate
| Necromancy | Rituals of Necromancy | 2 Necromancy Components | 1 Ritual Candle, Shrine (Optional) | Long (Game Day) or Permanent | Building or Shrine | Either create an Unhallowed field on a building OR de-consecrate a shrine.
|
Disenchant
| Enchantment | Rituals of Enchantment | None | 1 Ritual Candle | Instant | A Craftable & Lootable Item | Destroy a craftable item to fuel another ritual with phantom ritual components.
|
Final Rest
| Necromancy | Rituals of Necromancy | None | 1 Ritual Candle, Final Rest Bell | Instant | Corpse, Undead, or Ghost | Permanently send a spark to the well, killing it's owner.
|
Harmony
| Aegis | Rituals of Aegis | 2 Aegis Components | 1 Ritual Candle | Extra Long (Event) | Self | Gain the effects of the Synchronize spell now and at every convergence for the rest of the event.
|
Ironbark
| Nature | Rituals of Nature | 1 Nature Component, 10 coin value of gems | 1 Ritual Candle | Long (Game Day) | Character | Grant the target floating natural armor equal to their current of body points.
|
Mirrorball
| Aegis | Rituals of Aegis | 2 Aegis Components | 1 Ritual Candle | Long (Game Day) | Self | Prevent the next two tag bags that hit you. For each tag bag prevented throw another tag bag with the same call.
|
Perfect Deceit
| Compulsion | Rituals of Compulsion | 1 Compulsion component | 1 Ritual Candle | Long (Game Day) | Character | When affected by the Truthful condition the subject is forced to lie instead of tell the truth.
|
Polyglot
| Compulsion | Rituals of Compulsion | 2 Compulsion Ritual Components | 1 Ritual Candle, a Book | Long (Game Day) | Self | Character can speak all common and uncommon languages.
|
Regeneration
| Restoration | Rituals of Restoration | 2 Restoration Components | 1 Ritual Candle | Long (Game Day) | Character | Heals the character every 10 minutes for the duration.
|
Remedy
| Restoration | Rituals of Restoration | 3 Restoration Components, Other Optional Components | 1 Ritual Candle | Instant | Character(s) | Cures various ailments and conditions
|
Sigil Erasure
| Hybrid | Any Ritual Skill | A (10c value) silver coin | A ritual candle, a gem worth at least 50 coin | Instant | Sigil | Destroys one sigil.
|
Soldier's Luck
| Battle | Rituals of Battle | 1 Battle Component | 1 Ritual Candle | Long (Game Day) | Character | Ignore the effect of the next 'Slay!' or 'Pierce!' call that hits you (but still take any damage).
|
Valor
| Battle | Rituals of Battle | 1 Battle Component | 1 Ritual Candle | Long (Game Day) | Character | Grants +1 Might and Accuracy, stacks with itself. |
Standard Mundane Items
There can't be an all inclusive list of what objects are appropriate to bring into game, it would only serve hamper player creativity. Instead we'll list those items that we're aware of that require special consideration. This list gets updates periodically as we need to make new rulings on objects to maintain the atmosphere (or safety) of the game.
Characters can bring mundane weapons, armor and shields into play at any time as long as they have been checked for safety by an approved member of the Player Ooutreach and Education staff. These items don't occupy an item slot so long as they are mundane equipment.
Tag bags and blue strips can be brought into play at any time.
Prohibited Items
The following items are not allowed on site for safety reasons and to comply with Boy Scout policy.
- Actual Weapons (including utility knives)
- Alcohol.
Some objects can never be brought into game as a mundane item. This is a current list of those items. The list is subject to being updated periodically when something new creates an issue.
- Bright blue and orange bags
- Foam boulders
- Coins or other currency
- Flashlights
- Plastic gems
- Locks
- Pit traps (more specifically: a tarp that represents a pit)
Light Sources
The site can get quite dark at night. While light sources aren't useful for sneaking around in the dark they can be quite useful and many players consider them worth having on hand. These are common ways players generate light during play.
When trying to diminish the brightness of a prop frosted glass effects can be very helpful. Frosted glass spray paint can work, but has a tendency to scrape off over time. Etching cream, like armor-etch can be used to permanently frost surfaces.
A glow worm is the in-game name for a basic disposable glowstick. These should not be worn on as a necklace or a bracelet, so as to avoid looking like you are attending a rave.
Lanterns can be brought into game if they meet the following criteria. They should not be modern in appearance and not too bright. No logos should be visible. Lanterns should have the glass or plastic "frosted" to diffuse the light. Frosted glass spray paint works best. Freezer paper can be used for a similar effect. Lanterns with glass components should be kept in stationary locations so they aren't broken in combat.
Players may also use a fake electric torch for lighting.
There is no one correct brand, but these make a good example.
A standard candle is different from a ritual candle and cannot be used for that purpose. Beyond that characters can bring any number of candles into play at any time. For mundane candles, stationary electronic candles can be used in the place of period appropriate ones. This is so that they can be used for scene decorative purposes in places where a fire might not be safe.
Always keep in mind that if you light a candle for any reason you must follow all of the site's fire safety rules.
Flashlights can only be brought into game when crafted as light tubes
Containers
Many characters have in-game bags on them, at encampments players keep in-game chests and boxes, there are a wide variety of ways characters store their stuff. These containers pose a weird rules complication: the container isn't lootable, but the contents might be. Any character is welcome to rifle through an in-game container to find if there are lootable contents inside.
Taking a whole container can get more complex. Bandits want to steal a bag from a player character. Before they have time to go through the bag, other PCs arrive, the bandits want to flee with the bag. The bag isn't lootable, so how should they handle this? Generally its accepted that you can run off with the container as long as it is ultimately returned to its owner. Keep in mind players may be keeping real world important things in a bag though like medication, wallets or keys. This is the kind of thing where a quick out-of-game communication with the owner can avoid serious issues later. If you have important personal items in a container it's appropriate to say something if someone tries to loot a container with that personal item in it.
The last important consideration about generic containers is that they should be accessible to anyone. Puzzle boxes are technically not locked, but a player can't easily open it and search it for lootable objects, and can't steal a non-lootable box, so these don't make appropriate containers. Even if it were treated as a locked box there's the problem that with items like the Explosive Charge? alchemical can't just instantly open it if they don't understand the puzzle. This sort of container is generally inappropriate for the game for that reason.
Containers that have locks attached to them become new items that are lootable. This requires crafting the lock as a tinkering item?.
Masks
As a fantasy game where many creatures of the world are represented by a wide variety of face masks there are some restrictions on wearing masks.
Medical face masks, such as the kind used to prevent the spread of Covid are always acceptable, but should be as unobtrusive as possible. Single color with no prints is preferred.
Other masks, regardless of what material they are made of need to be approved by props & atmosphere staff to make sure it is clear they will not be mistaken for existing game masks used to represent a particular creature. Theoretically a character encountering one of these creatures would immediately be able to identify them as not human. However, because we can only do so much with costuming we need to make sure that we minimize the chance for confusion between a human actor playing a creature represented by a mask, and a human character wearing a mask.
Bells
Bells in Novitas are commonly associated with death and bad events. Necromancy rituals use them to loudly announce that something grim is happening somewhere on site. As such all bells need to be loud enough to be heard a distance away. Any bell brought into play needs to be brought to either the props and atmosphere or player outreach and education staff to verify they are loud enough to be heard from far enough away.
If you have one in play the stigmas associated with them should be considered when using them. Ringing bells for no reason or for musical purposes is not normal behavior.
Currency
The basic unit of currency is simply referred to as coin, even higher value units use the singular 'coin'. Currency comes in denominations worth 1, 10, 25, 50, 100, and 1000 coin. A silver is the common name for the 10 coin piece. There is a heavier unit of large pressed metal in non-standardized shapes known as an exotic coin. Exotic coins (or 'exotics') are worth 100 coin each. Coins are not numbered, but they are all lootable. There are no gold coins and references to gold in relation to currency is out of place. Copper is also not used in reference to any coin values.
While theoretically multiple nations each mint their own unique currencies, for sanity sake there is only one type of coin of each denomination. Other forms of currency exist, such as Sea Shells which are used by the Piscenes, though they no longer trade them with surface dwellers (these are legacy items).
Players (and therefore characters) are not allowed to create counterfeit coins. Suspension of disbelief is an important part of larping, we need players to be able to trust the coin they receive. There is no reasonable way for players to figure out what is fake and what is real.
Gems
One of the most commonly occuring valuable items are gems. These are plastic party decorations each numbered to assign a particular value to them. Player characters must acquire these items during play, they may not create their own. Real stones and gems are perfectly fine for players to bring in as mundane items for their characters.
When a game mechanic, such as a ritual, requires a gem of a certain value to be used, that gem must be the fake, game produced variety, it cannot be an actual real life gem.
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