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The Helix | |
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Setting Information
The town of Maplewood has long been protected by a mystical barrier known as the Helix. For centuries it stood in place protecting citizens of Maplewood from outside threats. In the year 1599 an orc invasion of the Freelands led by an Avatar of Grak came through Maplewood. During the ensuing fight the Helix helped adventurers banish the Avatar, but it's power has been diminished ever since.
Today, the power of the Helix only protects one location, the Spinning Jenny, the local inn. Inside of the Spinning Jenny attempts to attack other characters result in the offending person being cast out of the building. Those cast out are unpreventably sent across the nearby field to a fixed location (represented by the totem pole standing on the field). While this has led many to believe that the Helix is located at that spot, there is no other evidence to support this belief.
The Helix was intended to give players who didn't want to fight an area where no fighting was the expectation. It was a large experiment, and while some aspects of it worked, many did not. Over several years the size of the Helix was changed several times to attempt to find a happy medium, but ultimately it created a lot of confusion. Even without it around town, it is relatively safe. However, the inn itself still needs to be a combat free location, if only to ensure none of the camp's irreplacable things get damaged. We also want the inn to be a location where players feel safe bringing delicate items (such as musical instruments) without concern that combat might break them. |
Helix Mechanics
[#helixinnstart]] The protection is triggered by all weapon attacks, throwing a tag bag, and anything an innkeeper deems inappropriate to be happening in the inn.
Innkeepers may call a 'Time Stop!' to inform players of the protection being triggered, or when a player knows they have triggered the protection they can simply immediately put their arm up as if affected by Ley Transit and travel to the totem pole.
Trapped items are a special case situation. The Helix doesn't know who set the trap (or if it does, it doesn't do anything to them). Instead the Helix will remove anyone who sets off a trap inside the Jenny. Though traps only affect the person who sets it off, imagine a trapped box opening with a large explosion that is potentially dangerous to others as the reason why this triggers the protection. |
Poisoned food or drink does not set off the protections at all, though if a poisoner is so obvious as to get noticed by an innkeeper that might still cause them to get removed from the building. Whatever remains of the Helix is in a state of flux that is not always consistent on this subject.
References
Ley Transit
A person affected by this condition is removed from the physical world as soon as it begins. Hold up a blue flag and 'instantly' travel back to a predetermined physical location as directly as possible. Drop any sparks you are holding and anything in your hands. Other characters cannot be brought with you or instead of you.
The predetermined location is based on what effect gave you this condition.
Condition Name | Effect | Duration | Common Sources | Common Cures
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Ley Transit | Your body turns to energy and you travel through the magic of the world to a predetermined location. | Instant* | The Leylines Spell | Arriving at destination |
The Spinning Jenny
This is the largest building on site. Sleeping is not allowed in this building. It is split in half during events by a large curtain. A gap is available in the curtain so that people in the front half of the building can have access to the restrooms in the back and for during out-of-game hours. Please don't use the the gap in the curtains to enter or exit play as an NPC, use the doors.
The front half is "logistics" where check-in takes place at the beginning of each event. During shifts Gamemasters can be found at the same desk, in addition to the Logistics Officer that is on for that shift. Non-player characters will get dressed and get make-up for encounters here as well. This is the best location to find a member of staff if you need one at any time during an event. Entry to logistics is primarily through the buildings front doors. The fire place here should only be turned on or off by staff.
Meanwhile, the back half of the building is the Inn, known in-game as the Spinning Jenny. During game the Jenny can be accessed by either of the side doors on the building. The Inn has food for coin available during every shift for player characters. Non-player characters eat for free. Dishes can be washed in the kitchen, and space is available in the kitchen to store your dishes when not in use. Please do not leave your personal belongings or dishes out in the inn, as it takes up space others could be using.
The kitchen should only be used for cooking or storing food with approval from the Inn Marshal, Jordan Bellassai. At the back of the building is one last door which goes straight into the kitchen. This should only be used by innkeepers working a shift, operations staff who are doing their shift duties, and emergency situations.
Time Stop Calls
A Time Stop is a period of time where the game is paused briefly, strictly for in-game reasons. During a 'time stop' you should close your eyes and babble, ramble, mumble or hum to reduce the chances that players can hear what is happening. The goal is for whatever occurs to be as much of a surprise as possible.
This call is done when changes need to happen in-game that would normally happen instantly but cannot actually happen while players are roleplaying such as being teleported out of the inn, blowing up a giant rock, or turning into a werewolf.
Categories: Encounter Rules
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