Item Listing

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

Restoration

1

Instant

Heal any body damage a target has.

No

Magic Armor

Aegis

1

Long (Game Day)

Grants the target 2 points of magic armor.

No

Strength

Battle

1

Medium (10 Minutes)

The target gains +1 Might.

No

Toughness

Aegis

1

Medium (10 Minutes)

Give the target 2 extra body points, or protect tougher targets against killing blows.

No

Anti-Magic Shield

Aegis

2

Long
(Game Day)

Prevents the next offensive spell call that hits the target.

No

Dissipate

Nature

2

Medium (10 Minutes)

The target gains the Dissipated condition.

No

Purify Spirit

Restoration

2

Instant

Cures a target of all poisons in their body.

No

Restore Limb

Restoration

2

Instant

Cures all limb wounds on the target.

No

Spellburst

Battle

2

Medium (10 Minutes)

The target's spells produce handfuls of tag bags.

No

Spirit Shield

Aegis

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

Restoration

3

Instant

Heals a target of their torso wound and stops them from bleeding out.

No

Improved Magic Armor

Aegis

3

Long (Game Day)

Grants the target 4 points of magic armor.

No

Resilience

Restoration

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

Enchantment

1

Long (Game Day)

Increase a piece of physical armor's protective value by 1.

No

Magic Lock

Enchantment

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

Aegis

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

Aegis

2

Short (1 Minute)

Prevents all spells from effecting the target.

Yes

Aura of Reflection

Aegis

3

Long (Game Day)

Prevents offensive spells from affecting the target and lets them be cast back.

Yes

Battle Mastery

Battle

3

Long
(Game Day)

The target is immune to Magic damage.

Yes

Combat Prowess

Battle

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

Compulsion

2

Medium (10 Minutes)

Temporarily set a target's Body to 10, with some bonus consequences.

Yes

Mind Blank

Compulsion

3

Long (Game Day)

Makes a target immune to compulsion effects.

Yes

Panacea

Restoration

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

Restoration

3

Instant

Heals a dead target, bringing them back to life.

Yes

Poison Immunity

Aegis

3

Long (Game Day)

Protects the target against all poison, acid, and harmful alchemical effect calls.

Yes

Synchronize

Aegis

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
(Game Day)

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.

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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