Learn to Play

Learn to Play
Created: 8/25/24

Rules

Section: Basic Rules

Summary: Fundamental concepts new players should know before arriving to their first game.

Primary Topics: Safety calls, Basic combat information

Secondary Topics: Props guidelines, Staff information

This page is intended to help new players join the Kingdoms of Novitas by condensing all of the need-to-know information in one location. It is normal to feel overwhelmed by the sheer amount of information that you will learn in your first few games. This page serves as a reference for all the basic rules that you need to know to play, and you can come back to it any time for a recap.

Introduction

Kingdoms of Novitas is a Non-For-Profit LARP that is hosted 9 months a year at Camp Kingsley in Ava, NY. Our game is player run, player founded, player designed, and we are all passionate about creating the immersive experience Kingdoms of Novitas offers. As a Non-for-Profit, all money from event fees and donations goes right back into the game, which is why we can afford to keep the cost of events so low.

If you’ve never LARP-ed before, live action role-playing (LARP) is a fluid combination of fantasy gaming, interactive theater, real-time combat, and medieval re-enactment. While some live action games lean heavily on imagination, players at Kingdoms of Novitas look, act and dress the parts of their characters, whether they are a simple human bard or a howling Tribesman warrior.

The basic rule: If you can physically do it, and do it safely, play it. Every character and their actions in the world define who we are as we all weave our way through the story of our world.

About this Section

As a live action role-playing (LARP) game, there will often be situations where you will need to be able to have a basic understanding of the rules in order to act properly. Our players will do everything they can to help you learn the rules as you go, but sometimes you will find yourself in situations where no one is able to break character and assist you.

Because Kingdoms of Novitas involves fake weapons used in realistic combat, many of these rules are in place to ensure everyone's safety. At your first game some of the game staff will take you through a demonstration of these critical safety rules and bring you on a 'newbie plot' so you can understand how it all fits together with someone who is dedicated to explaining what is going on. They will also 'gauge your hits' and advise on if you are hitting too soft or too hard. Because our game places such an emphasis on safety, it important that you understand those basic concepts before your first event.

The New Player Booklet, which you will be given at your first event, covers almost everything you need to know to get started. It can be found at this link.

Safety Information

Age Requirements

Kingdoms of Novitas is intended for adult players over the age of 18. While most plots do not involve adult themes, some do involve themes such as violence or romance. It is not the game's responsibility to change to suit an individual's play style, so long as those players involved are following the game's code of conduct. If a plot has a theme that is an issue for a player, they are encouraged to leave the scene immediately.

Minors at an Event

Players younger than eighteen years old and older than fifteen years old can, with explicit permission from the first marshals (Christina Mevec, James Vertucci, and Ryan Green), participate in game events under some restrictions.

  • They must be accompanied by a sibling, parent, or legal guardian who is over the age of twenty-one.
  • The accompanying adult must be a participant with a signed waiver
  • The accompanying adult must remain on-site at all times.

It is the guardian's responsibility to keep the minor from participating in anything they deem inappropriate; the game does not change because a minor is present.

Individuals under the age of 15 are not allowed to participate in game events. If for any reason an individual under the age of 15 is present on site they must be in the immediate vicinity of a sibling, parent, or legal guardian with a signed waiver who is over the age of 21 at all times, without exception.

Game Hold Calls

During a "Game Hold" the game stops completely. No in-game actions of any kind can take place; this includes and is not limited to combat, conversation, using items, casting spells, travelling, etc. You should remain quiet and in one place so that the source of the hold can be given everyone's undivided attention.

After the situation that caused the 'hold' has cleared up, everyone should return as close as possible to where they were when it was called and then as a group count down from 3 and call "game on". Everyone can then return to normal game play.

Any player can call 'hold' if they are in a situation that warrants using it. When you hear someone yell Hold! or Game 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 you have done the above, identify why the hold was called so you can determine if you are able to help. Sometimes help simply means stepping out of the way.

The word 'hold' should be avoided in normal conversation to ensure that the 'hold call' is kept reserved as something players react to instantly and correctly.

Reasons to call a hold include:

  • A real-world injury.
  • A hazardous situation is about to occur.
    • Examples of hazardous situations are:
      • Someone is about to step on broken glass.
      • Someone is about to walk backwards off a ledge.
      • Actual spiked pit traps on the battlefield.
      • Other real-life terrain hazards.

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 'hold' include:

  • When you fall but are not injured
  • Dropping your weapon.
  • Rules disagreement.
  • Combat going badly.
  • Witnessing someone else's injury that is not life-threatening.
  • Any other situation where no one is in immediate danger.

Players should not call 'hold' on behalf of other individuals unless that individual is in a situation where they are unable to do so for themselves; for example, if they are in so much pain that they are unable to speak or they are unconscious.

Physical Contact and Gear Safety


Players are allowed to act as if they are physically fighting if all parties have given clear verbal consent in advance. These situations should be purely for theatrical purposes, should not involve actual grappling/ wrestling, and should take place outside of active combats to make it clear they are not part of the combat.

Physical contact is a 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.

Physical contact for combat purposes that does not involve a weapon 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 or another weapon out of the way. However, it is not acceptable to pin a weapon or shield to an immovable object (such as a wall or the ground).
  • Bashing another player with a shield with the intention of knocking them off balance is also not permissible.


Gear should be reinspected roughly yearly to make sure it does not become dangerous over time from wear.

All gear that will be used in combat (weapons and armor) must be inspected by an approved member of the rules workgroup before it can be brought into game Weapons are inspected to make sure they are sufficiently padded and secure, while armor and shields are checked for sharp edges that could damage players or weapons (a damaged weapon isn't just an aesthetic issue, over time it can become a safety issue).

Real world weapons have no place at Kingdoms of Novitas. If you wish to carry a utility knife you must have it approved by the operations marshal or second (Chris Soukup or Zach Goldstein).

Combat: It's Going to Happen

One of the most frequently asked questions is "Can I avoid being in combat?" or "Can I be non-com?"


Players are expected to remain in control of their actions at all times. Being able to stop abruptly is important and for that reason, jumping is generally not something that can be done safely during a combat situation.

Combat in Kingdoms of Novitas uses a player's real-life talent, where their character's abilities only have limited effect. Players over the course of an event will almost certainly find themselves in combat unless they actively try to avoid it. Ambush without prior warning is allowed and is fairly common.

There is no realistic way for a player to officially remain out of combat during an event. For that reason if a player has a medical reason to worry about getting into combat, they should take appropriate steps to safeguard themselves. This means some players may voluntarily limit themselves to the inn for their time in play to avoid most combat. If even the limited risk of combat in the inn is too risky, it is recommended that players remain in the logistics building during game hours.

Game Information

Roleplaying

Role-playing can describe anything a character does in-game. Talking to other characters is role-playing. Walking from the inn to a merchant's shop is role-playing. Absolutely anything done in-character is role-playing.

When any game rule makes a reference to a requirement to 'role-play' an action, it means that there is no single right way to do that action but 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 if someone happened to be looking on saw you doing that action they could reasonably guess what it is that you are doing. If you don't want people to guess what you are doing then do it stealthily, but still do it.

If you want to put a poison in someone's drink, there is no official way to 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). So, you could take the person's cup and put it below the table before pretending to pour your 'poison' from its container into the drink. Or you could create a distraction then turn your 'poison' container upside down over the drink.

We don't want to actually put anything in someone's real drink and that is why you only mime the actions through role-playing.

Players can role-play outside of game hours if they wish to, however when they do this there are no mechanics allowed. A character can't get attacked or cast spells when the game is not currently happening.

Examples of role-playing outside of an event include:

  • Getting up early on Saturday during an event to chat.
  • Chatting with other players outside of event about what your character is doing between events.
  • RPing over discord or facebook with other players between events.
  • Writing blog posts about your character.

These types of interactions are allowed and encouraged to help players define their character and how they interact with others, but they do not count towards role-playing skill advancement.

In Game

Players are "in-game" when they are actively participating in the game. When you are role-playing as a character (whether that character is a player character or a non-player character) you are 'in-game'. Objects and concepts are also referred to as being 'in-game' if you are talking about that thing relative to the game's setting.

A blue flag is just a strip of cloth in reality, however 'in-game' it represents the glow of magic on an object. In-game, the blue flag does not exist, only that magical glow.

Players sleeping in game areas during game hours are in-game unless they have marked themselves with an orange flag. Any object that could be in-game is always considered to be in-game unless it is marked with an orange flag or is in an area that is considered out-of-game.

Out of Game

Players are considered "out-of-game" when they are not actively participating in the game. Objects are out-of-game if they don't exist inside of the context of the game; for example, the cars sitting in the parking lot are out of game as characters can't interact with them.

Objects that would normally be in-game can be marked or designated out of play by:

  • Marking the item with an orange flag or putting it under an orange piece of cloth.
  • Putting the item in a vehicle.
  • Players need a place to keep personal items during the event. The area beneath any bunks or beds are considered out of play.

If an item that is not marked out of game or placed in an out of game area is a lootable item, it can be taken even if the character it belongs to is not in play. Be sure to put your items away at the end of your shift and not leave them out in game.

If you start to discuss your job in real life, you are out-of-game having an out-of-game conversation (this is often referred to as 'breaking character'). During game hours, be careful when and where you have out-of-game conversations; they inherently break the immersion of the world and disrupt people's fun. When you are out as a non-player character you should do everything you can to stay in character to keep the world alive and vibrant.

Everything is always out-of-game during hours that the game isn't happening. This includes between events and also overnight after first shift, but before the second shift starts.

Using out-of-game knowledge that your character wouldn't have in-game is known as 'Metagaming'. This is generally a bad thing; it means a player is benefiting from details they shouldn't know. It can be useful every now and then to help others enjoy the game so long as it isn't being done for personal benefit- for example, telling a character not to go in a certain direction because you know a plot with topics that would actually upset the player went that way- but should otherwise be avoided.


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 individuals this way because I saw them headed that way out-of-character earlier'.

Non-player characters often make wind sounds ('whoosh') to indicate they are not in-game. This is typically because they are headed to another location to enter character there or are headed back to the logistics building after an encounter.

Another method |non-player characters will use to indicate that they are out-of-game is to raise their weapon horizontally above their head. Because players don't always have a weapon in hand, this is sometimes done by holding a fist above their head with their elbow bent to create a right angle.

Dropping Game

If you are overheating (such as due to wearing heavy armor) and 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. The exception to this is if you feel it is a medical emergency, in which case you should call a 'Hold!' so you can take the appropriate steps to alleviate the situation.

Players can go out-of-game (taking your possessions with you) at any time so long as you are not doing it for a tactical advantage. For example, if you need to use a restroom that is fine; bring your things and then return to play in the same location you left it when you are ready.

If a player wishes to stop playing for the day (often referred to as 'dropping game') they may do so at any time, so long as they are not doing it for tactical advantage. When you wish to drop game while you are being actively pursued by hostile characters you may do so only if you are completely confident that you have lost them, and they are no longer able to successfully pursue you.

All players automatically become out-of-game at the end of first and fourth shifts. No plots are required to go after the end of these shifts and any role-playing is strictly voluntary.

The Time Stop Call

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.

Flag Meanings


Flags must be VISIBLE to count as being used; that often means tying them conspicuously on an item or your clothing.

There are two types of flags players will encounter in the game: orange flags and blue flags. Each of these are thin strips of cloth roughly an inch wide and between 8 to 12 inches long.

An orange flag is used to indicate that the object it is attached to is out-of-game and should not be interacted with. Most commonly these are used to indicate that a player's tote is out-of-game. This is useful when a player is playing a non-player character and their player character's game props are left alone in their encampment. Putting an orange strip out warns would-be in-game thieves that these objects aren't part of the game currently and should not be stolen. Orange flags can also be used to mark a hazardous area off-limits, or to warn people against going into places they are not allowed to go for story reasons.

Blue flags are used to indicate the presence of magic. Typically blue flags are tied to objects that have spells on them and are removed when the spell wears off or is dispelled. If a blue flag falls off accidentally then any spells on that object fall off with it. You cannot deliberately remove someone else's flags to take away their spells.

Maintaining Immersion

Keeping up the game's atmosphere, or immersion, is an important part of what makes Kingdoms of Novitas (and all LARPing) special. Good immersion makes it easier to forget that you are playing a game and to get into the character you are playing. One of the worst things you can do is to break the immersion of others.

For these reasons you should always be sure to:

  • Wear appropriate garb at all times.
  • Break character as rarely as possible.
  • If you need to break character, find a location that is out-of-game to do it such as in the logistics building.
  • Call "Hold!" only when necessary.
  • Keep conversations in-character while you are in-character.
    • Assume others are listening to you at all times. The sneaky character who spent 10 minutes creeping up on you from the woods will thank you.
  • Try to re-frame real world conveniences as in-game fantasy concepts, such as referring to the cars in the parking lot as 'wagons' or 'carriages'.

Garb Requirements

The clothing players wear is commonly referred to as garb. This is to distinguish it from theatre costuming, where the only thing that matters is appearance. Garb differs from costuming because what materials it is made out of also matters; to maintain the highest levels of immersion and authenticity, garb] is expected to be made out of materials that were available before modern times.

Players are expected to wear appropriate garb at all times while game is taking place whether as a player character or as a non-player character.

The most basic set of garb a brand-new player should bring to game is a tunic and black sweatpants or scrub pants. This gives them something to wear under the provided non-player character garb that won't clash.

After about a year of coming to game, you should have your own NPC garb to work with (which can be used with the provided non-player character garb to create more variety).

Few things can ruin the atmosphere of the game more than bad garb.

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

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
  • Clothing of obviously modern cut or materials
  • Nylon or zippered backpacks or satchels
  • Clearly mundane prints or logos

Player Interaction

The Golden Rule of Player Interaction: Physical contact is only permitted when both players consent. Ask before touching someone and know that it is acceptable and encouraged to tell someone that you do not consent to being touched.

Searching Other Players

It's a pretty regular part of the genre that a defeated character is searched for valuables or something of note needs to get taken from a fallen villain. We refer to this as 'searching' a character. There are two types of searches: 'detailed' or 'physical'. The player initiating the search can ask which type of search the person being searched wants, or the player initiating the search can just go straight to a 'detailed' search if they don't want to do a 'physical' search.

After searching a non-player character, it is common practice to 'drag' the non-player character's body 'off into the woods', indicating that the character has been searched and allowing that non-player character to return to the logistics building to get assigned another role.

Detailed Searches

In a detailed search the person doing the searching describes where on the other player they are going to search.

Examples include (but are not limited to):

  • Pouches
  • Pockets
  • Boots
  • A character's hands
  • Inside the character's mouth
  • Anywhere else you think someone might have hidden valuables

It is often helpful to ask if anything on the target is glowing blue (magic items in game are all considered to be glowing blue, even if they don't glow in reality) just to narrow the search down. The player being searched is honor-bound to give up anything in the locations being searched.

Some players when acting as non-player characters make a habit of deciding their loot is in ridiculous locations that player characters will never check. This isn't in the spirit of the game. Not only is it bad for immersion, but when an NPC comes back to the logistics building with loot... that's a bad thing. You are making the job harder for the game masters who want to get that loot out to the players. Please don't be that person.

Physical Searches

In a 'physical' search players have to literally search their intended target, rifling through pockets trying to find the hidden loot. The player being searched has no obligation to help but can't hinder them either. A player being searched this way can opt to change to a detailed search at any time if they feel uncomfortable or otherwise don't wish to continue with the physical search.

No Search

A player can also simply opt to hand over anything lootable on them the moment a search is declared. This is particularly appropriate if the character being played turned into a pile of dust or similar situations.

Dragging Other Players

In many role-playing game situations, there comes a time where despite every effort to avoid it... you have to get rid of the body. Or sometimes you are playing the sinister non-player character 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 dragging the player) only when both players consent. If either player doesn't want physical contact, then role-play dragging the character along. This should never be done at full speed; you're supposed to be carrying a body after all. Be sure to make sure the player of the body knows you are dragging them so they can follow along.

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 lasso mechanics. An appropriate prop is always required to restrain a character.

Physical Restraint

You are only allowed to physically restrain another player if they are 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.

Role-Played Restraint

If either party does not wish to do real physical restraint or the means of restraint is an item that doesn't translate well to out-of-game restraining the person, then all involved should role-play the idea that the player is restrained but not physically do so. Players 'restrained' in this fashion SHOULD NOT attempt to break free, though they can role-play failing attempts to do so.

Props Information

Any objects brought into game are referred to collectively as props. Most props are un-numbered objects. An unnumbered item could have special rules, but those rules are the same for all props like them. For example, all daggers follow the rules for non-martial weapons. Similarly, all lanterns follow the rules listed for them.

Some props are assigned a letter and a number (legacy props have just a number). These props have a specific entry in our item database with more information available to those who have the correct skills (Identify Magic and/ or Estimate Value) to look up what the item does.

Real world objects are used to represent in-game items. These can be made of many different materials, too many materials to give a definitive allowed and banned list here.

Weapons in particular have very strict requirements for safety reasons. For props not related to combat, a general guideline is that objects made out of historically appropriate materials are likely to be ok, though for safety reasons glass should generally only be used for encampment items - things that won't move around a lot or be near combat.

For many props what materials are visible is more important than what the prop is made out of. It's worth noting specifically that duct tape, which is a common feature of many other LARPs, is not ever allowed to be visible at Kingdoms of Novitas.

At any time game masters can remove props from play (typically for story reasons), player outreach staff can remove a prop from play (typically for safety reasons or to deal with rules issues), and props and atmosphere staff can remove props from play (typically for aesthetic reasons).

Between games players are responsible for keeping any props they acquire during the game. Should a prop become too damaged for play it should be repaired or retired from play. Retired props provided by the game should be returned to logistics staff so they can repair it to someday be introduced as a brand-new, different item.

Some types of props are reserved and can only be brought into game under specific circumstances. Anything listed in the gear section of the wiki will tell you how an item can be brought into game. If an item is not listed in any of the entries there, and it is time period appropriate, you can probably bring that item into game any time you want. Should you have any doubt about if an item is appropriate to bring into game you should ask the appropriate member of staff for advice. The props and atmosphere staff can tell you if the item is period appropriate, or player outreach can see if there are any special requirements for bringing a certain type of item into play.

Reserved Colors

The colors blue and orange have special meaning in-game.

Blue is the color of magic. While not everything that is blue is magical, when possible, things that are magical are blue or have blue accents. It is ok to use blue in garb or other props that are not magical. Many spells are also represented by blue strips of cloth known as flags.

Bright neon orange is used to indicate something is out-of-game and, on rare occasions, to indicate something is invisible. This can be in the form of flags draped over containers that areout-of-game, orange cloaks on game masters who are present to witness a plot, or orange tape holding an extra key next to a lock so that if someone uses special abilities to unlock it they have a key to use. Because orange is used so broadly very bright orange colors should not be used for garb or anything that is not meant to be out-of-game.

Objects that are both blue AND orange are in-game, but not visible to player characters other than the item's owner. This is typically seen with blue and orange books or bags that are raffled during game fundraisers. The orange is present to tell others not to interact with the item, while the blue is saying that its ok if the owner is interacting with it while in-game. Some "blue bags" predate this coloring scheme and may be just blue without the orange accents; if in doubt, ask the item's owner if it is invisible.

Reserved Weapon Colors

The appearances of weapons is intended to give certain information about what materials the weapon is made out of. Special materials are represented by specific paint jobs. Weapons that are not made of special materials in game (which require crafting to create and introduce into play) should not be colored like these materials.

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.

Looting and "Acquiring" Items

Props can be acquired through a variety of means, the simplest of which is theft. Sometimes items are given away. Looting the corpse of the monster you just killed is a common practice, though sometimes also a morally gray area depending on who you ask.

Items with no numbers on them can be borrowed by another player temporarily, but generally shouldn't be taken out of that player's presence for any reason. The exception to this is coins and consumables (which are all printed paper with an official stamp). These are unnumbered items that may always be looted/ stolen/ taken.

If an item has a number on it, that number will tell you if you can loot the prop and if so for how long. The letter component of the number tells you the information you need to know about taking it.

Thrown weapons and projectile weapon ammunition may not be taken from an encounter after they are used. While perhaps a bit unrealistic, this rule is required to allow for magical ammunition to meaningfully exist - otherwise a smart bandit would steal the arrow and run, making their use nearly impossible. Characters can throw weapons at other targets or use ammunition from the battlefield if they have the appropriate skills but cannot remove them from the encounter area (and it is common curtesy to help another player find something of theirs you threw). Thrown weapons and projectiles not being used in combat, that are lying still, or left behind can be taken as normal.

Stealing an item in-game is as simple as walking up and taking that item. There are no special rules for how you steal, only for what you can steal. It's important that you only take objects that are currently in-game. Rifling through someone's tote that is correctly marked as out-of-game while they are playing a non-player character (therefore their belongings should not be in-game) is cheating. Taking someone's out-of-game possessions is real world theft.

It is a player's responsibility to clearly mark their possessions as out-of-game when they should be. A player who is NPCing who has left items in play, unmarked, may find those items taken. The individual who takes such items has done nothing wrong.

If you steal or otherwise acquire a prop that belongs to the game, it is yours to keep for as long as you are playing the game. Should the item leave play for any reason, or if you decide to stop playing the game, please turn in any items belonging to the game to logistics staff.

When you take something that is owned by a player there is a special procedure to follow. Players need to be able to know that anything they own isn't going to go permanently missing during game. If someone buys really cool extra expensive garb, it would be a tragedy if they could lose that during the game. So, when you steal from another player contact them after the event is done and check with them to find out what to do with the item. In the event the item was a player's personal prop follow this procedure:
1) If the player is willing to let you keep the item, nothing further needs to be done.
2) If the player is willing to negotiate a cash price (or other out-of-game exchange) for the item, you can pay them out-of-game for permanent ownership of the prop.
3) If the player is not willing to negotiate a cash price, or an agreement can't be reached then the player will keep the prop. The item number on the prop should get removed from it (the prop is no longer that item) and the number should be transferred to the new owner who can then put the item number on a new appropriate prop. Be sure to check in with Logistics before transferring the number over in case the item's database entry needs to get updated.

Item Numbers

Numbered items (a term which includes alpha-numberic labelled items) can sometimes be taken from their owners. On newer items the letter indicates if this can happen.

Combat Essentials

Combat in Novitas can move fast, and it is normal to be confused about what is going on when you are first starting. If you aren't sure how much damage you have taken, are confused about the chain of events, or are on your PC shift and just don't feel like fighting it is acceptable to immediately take a torso wound condition. Nobody will ever say "Hmm, that skeleton died too quickly" as they are busy looting your corpse.

Respecting Others

It is a player's responsibility to respect other players. For example, while there is nothing in the rules to stop you from continually hitting a player who is already down it is not showing respect to them. Everyone is present at the game to have fun, and continually hitting someone who has already fallen in combat is not fun for the person getting hit.

Combat Referees


Battle damage and wear happen over time. Combat referees may ask to inspect weapons, shields or armor to make sure they are still safe to fight with. If they tell you to remove an item from the game, you are expected to do so immediately. Using gear that you have been instructed to take out of the game for safety could result in that gear being confiscated.

Staff will occasionally send out combat referees whose job is solely to watch combats and guide people on rules matters. These individuals will be marked by orange headwear. If they give you instructions, you are expected to follow them even if you think they are incorrect. Speak to Brandon Febles and Michael Maneri after the situation to discuss any issues.

Hits

In order to understand how to attack an opponent we first need to define what is and isn't a legal hit.

Weapon hits only count when they make contact with a person's body. For example, hits with a melee weapon that strike someone's cloak, but don't make contact with the person, are not legal hits.

Players can never hit themselves with their own weapons by accident. They can deliberately do so if they wish to role-play that for some reason. Allies can hit you, both intentionally and by accident.

Players in heavier armor need to be more aware of hits against them than others. A hit at the appropriate force for a player outside of armor may not be felt in plate.

Any player can voluntarily take a hit that would otherwise not be legal if they wish to be a good sport or because they think doing so would be interesting/ entertaining.

Melee Hits

Melee attacks should always have a controlled amount of force behind them. Not too hard and not too soft. Every player goes through a tutorial their first event to help them calibrate how hard is the right amount. Players who have trouble with this can work with the Player Outreach & Education Marshal (Brandon Febles and Michael Maneri) to address the issue. A player who regularly has issues with calibrating how much force to put into swings will not be allowed to wield weapons for a period of time so they can practice more and work on getting it right.

Melee attacks also need to be at a reasonable speed. Real weapons are heavier than foam ones, and take time to use. Tapping someone in rapid succession is not allowed. As a general rule a legal hit should require bending your elbow to at least a 90 degree angle before hitting again. Holding you arm fully extended and flicking your wrist for hits for rapid attacks are not legal hits.

Melee attacks should only be done with the portion of the weapon intended for striking. If a portion of the weapon has less padding so you can hold it, that is not a legal part of the weapon to strike with. Some weapons will get damaged if used improperly. This typically means they need to be used exclusively as slashing weapons, or more rarely only as jabbing weapons. Knowing this and practicing good management can help increase a weapons longevity.

Ranged Hits

Ranged weapon hits should be taken regardless of how hard they may hit. These weapons are difficult to control the exact force of and rarely hit too hard: bows have a limit for how much force they can exert.

Once any ranged weapon has hit the ground or another character it is no longer dangerous to anyone else. Ranged weapons can only ever hit one person at most.

Projectile Weapons

Projectile weapon hits only count if you are hit by the head of the projectile. You may not use a weapon to deflect incoming missiles, real projectiles are much faster than slow moving larp arrows, and this will damage arrows. If you deflect an incoming projectile with your weapon, even by accident, that counts as a hit. Shields may block missiles like they block any other weapon.

For the purposes of determining weapon hits, count thrown Javelins and Great Javelins as missiles instead of throwing weapons (they otherwise still count as thrown weapons). This means that you only count the hit if the head of the javelin makes contact with you and you can't deflect them with your weapon.

Thrown Weapons

A character can only throw one thrown weapon at a time.

Thrown weapon hits count no matter what part of the weapon strikes you. These weapons may be blocked by shields and deflected by weapons. Thrown weapons are different than missile weapons because of how the props are constructed, they are safer and also less likely to be damaged.

Tag Bags and Boulders

Tag bags (which are used to deliver spells) and boulders count as hitting if they make contact with ANYTHING worn by a player. A hit from a tag bag or a boulder is never too light.

Some attacks delivered by tag bag do not count as spells. For these tag bag attacks shields may block them. You can tell if this is the case based on the call used.

Characters can only throw one tag bag at a time unless a rule allows them to throw more than one. When a rule allows a character to throw more than one tag bag at a time, characters hit by those tag bags only ever take at most one hit regardless of how many tag bags may make contact.

Tag bags must be thrown to deliver calls, players may not reach out and touch other players with a tag bag.

Traps

Level based traps always count as hitting the torso. Some other traps such as pit traps will have their own special rules telling you where you are affected by them.

The Next Legal Hit

Some effects will say they take occur on the next legal hit. You may use that attack for each swing you make until you successfully land a legal hit on your opponent. If they block with a shield, another weapon, or you simply don't make contact, you have not hit them yet, and may continue to use that call. When you finally land a legal hit anywhere on their person, even if they prevent it (and that person calls 'No Effect!') you have now landed the hit and consume one use of the effect (if the effect has a fixed number of uses).

Hit Locations

When you are legally hit the next thing we need to determine is where the hit landed. Legal hit locations are a character's right & left arms, right & left legs, and torso.

Head and Neck

The head & neck are off limits for weapon strikes, and should never deliberately be attacked. Feigning as if to hit someone's head is also off limits. Tag bag's should not be aimed at people's heads, but if they happen to hit someone in the head that IS a legal hit and count as hitting the character in the torso.

Torso

Hits to the shoulders, chest, stomach, sides, back, groin and buttocks all count as torso hits. You should never deliberately aim for another player's groin, but accidental hits to that location should be accepted as legal.

Hands

If a hand is holding an object it is not a valid hit location. We don't want to see objects not intended for fighting broken (or worse instinctively swung back), and we don't want someone's hands to get injured by a strike. This is why we leave hands as a safe location when something is held. An empty hand is a valid target, and is treated as part of the appropriate arm. Players should not deliberately block attacks with their hands, and should never use items not intended for combat (things that are not inspected shields) to block.

When you are hit in the hand you should use the 'Hand!' call.

Feet

Feet that are on the ground are not a valid hit location. If someone is running, jumping or otherwise moving and their foot is off the ground if you happen to hit it that is a legal hit.

Worn Items

When something worn or held is hit, the hit is considered to be located where ever that item connects to the body. Common examples include; A tag bag hit to a cloak is a torso hit because cloaks attach to the shoulders. If you deflect a missile with your weapon, that's a hit to the arm holding the weapon. When a shield is hit by something it can't block, that's a hit to the arm holding the shield.

Calling Attacks

Each time you attack with a weapon you'll make what is known as a call to tell your opponent what happens if the attack lands. You generally make this call as you swing before you know if it will land, and do so repeatedly over the course of a fight.

The most basic call is just a number, you declare how much damage you are doing. This is most commonly based on the might for melee attacks, and accuracy for ranged weapons.

All characters attack for 1 damage by default, so they could call '1' each time they swing their weapon. When attacking for only 1 damage with no other calls involved, you do not have to call anything. An attack with no call can be assumed to be 1 damage.

If a weapon has a special damage type, you must add that to the attack's call unless you use a replacement call.

Example: A silver weapon wielded by someone with 2 Might would call '2 Silver!' with each swing of their sword. If this same character only had 1 Might they could call for either '1 Silver!' or 'Silver!' either is acceptable.

Example: A character with a goblin iron weapon must call for 'Poison!' with each attack. Because the poison call doesn't always deal damage, a character with 1 Might and a goblin iron weapon should always call '1 Poison!' if they attack with this weapon to make it clear they are doing damage.

Replacement Calls

Some effects give calls that replace a weapon's normal damage. These calls are used instead of the call the weapon would normally make. With each swing of your weapon you may call EITHER the weapon's normal call, or the replacement effect's call. You can chose which with each attack.

A replacement call uses the damage or call provided by the source of the effect and never uses the damage type of your weapon. They only use your Might or Accuracy if they say they do.

Often these replacements apply only to the next legal hit. If you choose to use the weapon's normal call, your next legal hit still consumes a use of whatever effect is happening.

Example: You attack your opponent with a Thermium sword (which has the damage type Nature), and you have the skill Might proficiency. Your normal attack is '2 Nature!' with this weapon. However, you have used the alchemical Scorpion's Kiss on the weapon which lets you call for 'Poison Weaken' instead. When you attack you may chose to call '2 Nature' or 'Poison Weaken', but not both. Whichever choice you make, after you successfully hit an opponent the Scorpion's Kiss is consumed and from that point on you can only call for '2 Nature!'.

Modifier Calls

Modifier calls get added on to existing attacks instead of replacing them. These specific calls: 'Blunt', 'Pierce', and 'Slay'; are the only calls that will ever get added to an existing call, and only if a rule specifically tells you to modify your normal attack. This will only ever happen to attacks that deal damage. When one of these calls is added to an attack, simply add it to the end of the attack. Only one modifier can be applied to a call at a time.

These calls can also change the amount of damage you deal. The specific rule or effect being used will tell you if any changes to the amount of damage happen.

Example: A character has Might Mastery and is swinging a Goblin Iron great weapon. Great weapons can deal half damage to add the slay call to an attack. The character with this weapon can choose to call for '4 Poison' or to call for '2 Poison Slay' with each attack.

Tag Bag Calls

Tag bags never deal damage using Might or Accuracy. The effect allowing you to throw a tag bag will always tell you exactly what to call when throwing it.

Taking Damage and Hostile Effects

Once you have been hit, know where the hit landed, and what call was used, we need to apply the results of the attack. This procedure is followed for weapon attacks as well as effects generally delivered by a tag bag. Triggering a trap also follows this procedure. An attack is anything seeking to harm you.

Prevention Effects

The first step of applying a hit is to check to see if you have a prevention effect related to that subject.

Any time you prevent an attack you call 'No effect!' to let your opponent know that they successfully hit you, that you know this, and that nothing happened.

Immunities

Immunities are unlimited use prevention effects. They stop EVERYTHING related to a certain subject. When you are hit if you have a relevant immunity the entire attack is prevented. Call 'No Effect!' and nothing further needs to be done for that attack.

Example: You are hit for '4 Poison!' and you currently have immunity to poison, it will prevent the damage, and you will not become poisoned. When this happens you would call 'No Effect!'. The same thing would occur if the attacker called '4 Poison Pierce!' or 'Poison Pin!'. All of these calls include the word poison and because you are immune to it, you prevent the entire attack.

One-Time Prevention Shields

If you don't have a relevant immunity (most times you will not), the next thing we check for is a one-time prevention shield. These are spells or effects that shield you from the next time a specific thing affects you. If you have a one-time prevention shield that is relevant to the attack it stops the attack completely.

Example: You are hit for '4 Magic!' and you are currently benefiting from Warding Amalgam, which creates a one-time shield that stops the next magic call that hits you. First you call 'No effect!' and then you mentally make a note that the Warding Amalgam has been consumed. If another '4 Magic' call hits you, then you will not have this defense available to stop it.

Taking Hostile Effects

You've been hit, you don't have a relevant immunity to stop the attack, or a relevant one-time prevention shield. If the call doesn't deal damage, you now take whatever effect the call has. As long as there is no damage, that's it there's nothing more to process with this attack.

Example: You are hit by an attack that calls for 'Pin!'. Currently you don't have any relevant immunities or a one-time prevention shield relevant to that call. So you now gain the Pinned condition: your feet are pinned to the ground and they can't move for the next 10 minutes. You'll continue fighting from here.

Taking Damage

If an attack is not prevented and it deals damage, now we have to figure out what happens. Characters have four types of defenses that can prevent damage.

In the order they are applied, these defenses are:
Magic Armor -> Physical Armor -> Natural Armor -> Body Points.

Each of these defenses will have a value 0 or higher. You assign your damage taken first to magic armor, reducing its value by the amount of damage taken. If the magic armor doesn't absorb it all, then any remaining damage is applied first to any relevant physical armor, then to relevant natural armor and finally to body points. If after all of this any damage remains, regardless of if it is 1 damage or 100 damage, you will take a Wound condition to the location that was hit. Only one wound can be caused by an attack. Additional wounds require additional hits.

The word 'relevant' is used with natural and physical armor, because both defenses often apply only to locations of the body where the armor is present.

Example: A character is hit in the torso with an attack that calls for '4 silver!'. They have no relevant prevention effects so they are taking damage. They have 0 magic armor, 4 physical armor, 0 natural armor and 4 body points. They have no magic armor to reduce the damage with so next we move to physical armor. The character has a magical chain shirt, it provides physical armor for being made of chain. The damage is applied there, reducing their physical armor to 0. All of the damage has been applied, the attack does nothing further. Should that character then get hit this time in the leg for '4 Silver!', it will apply to their body points next (because they have no magic, physical or natural armor left), reducing their body to 0. If once more the character is hit in the left arm after that. They no longer can reduce the damage. This means that arm takes a (Left) Arm Wound condition.

Another Example: A character is has 2 magic armor, 3 physical armor, 0 natural armor and 2 body points. They are hit for '4 Primal!' damage in the torso where the physical armor is located. First the magic armor reduces 2 of the damage, lowering the character's magic armor to 0 and leaving 2 damage remaining. That remaining 2 damage is then reduced by using 2 points of the physical armor. The character now has 0 magic armor, 1 physical armor, 0 natural armor, and 2 body points remaining. Should they be hit in the torso again for '4 Acid!', 1 point of damage will be reduced by the physical armor, leaving 3 left. Then 2 points of damage will be reduced by their body points, leaving 1 damage left. This last point is has not been prevented. The character takes a Torso Wound condition.

I'm Confused

If at any time you don't know how much damage you've taken, err on the side of the attacker and take an immediate Torso Wound condition. In other words if you are in doubt or confused it's always ok (as long as you aren't doing it for a tactical advantage) to take more damage to make sure you got it right.

If you don't wish to fight, it's also ok to take any hit as a Torso Wound condition.

Combat Summary

When you are hit do the following in this order:

  1. Check for on-going prevention effects (immunities such as the spell Mind Blank).
  2. Check for one-time prevention effects (effects like the spell Spirit Shield).
  3. Apply remaining damage to Magic Armor.
  4. Apply remaining damage to Physical Armor.
  5. Apply remaining damage to Natural Armor.
  6. Apply remaining damage to Body Points.
  7. If any damage remains take a Wound condition in the location hit.

Magic Essentials

About Magic

The word magic can mean several things in Novitas. Spells are magical abilities characters have learned how to bring about. Different characters cast spells in different ways, but certain requirements must always be met to cast them. Rituals are generally mystical pieces of paper with arcane writing on them. Characters can precisely follow the instructions given on a ritual to create a particular effect. Spells can also be imbued into a variety of different items to change how they are cast.

A spell is a practice of magic commonly understood by many characters in the world. Each spell does something specific and the effects are the same no matter who is performing it or how they perform it. All over the world, spells are identical.

There are 7 schools of magic: Aegis, Battle, Compulsion, Enchantment, Nature, Necromancy, and Restoration. The schools have themes to the effects they produce. Each school has 10 spells. Spells all have a level from one to five, and each school has exactly 2 spells at each level.

Characters learn spells like other skills, and then use their own magic power points (which are also learned as a skill) to perform the spell. This is the most common form of magic use.

An item or rule that lets you cast a 'Prismatic Spell', allows you to choose which spell it casts based on the criteria listed (generally any spell of a certain level, sometimes a spell of a particular school).

Tag Bags

Tag bags represent spells flying through the air or thrown alchemical vials and may not be thrown without one of those things telling you to use a tag bag. The source that allows you to throw the tag bag will tell you what to call when you throw the tag bag.

Characters may not hold a tag bag in their hand unless they have cast a spell in the last minute that has a range of tag bag, or they are representing a thrown alchemical item being in their hand.

Tag Bag Props

A tag bag is an out-of-character prop created by sewing two squares of cloth together and filling them with bird seed. All tag bags should be biodegradable so that in the likely event that some get lost in the woods litter isn't left everywhere.

Players are required to provide their own tag bags if they are needed.

The size of a finished tag bag should be larger than a golf ball and smaller than a tennis ball. Any color cloth can be used. Tag bags must be pliable and soft enough to not cause injury when thrown. Materials used should be soft, smooth, and not spill birdseed. The ends should be sewn shut or sealed with cloth tape. Tag bags should be kept in good condition. Worn or damaged ones should be retired from play.

Leather, rubber, plastic, tape, foil, staples, pins, plastic ties and plastic tape are all prohibited from being used in a tag bag.

A downloadable guide for making tag bags with pictures can be found here.

Casting Requirements

The basics of all spell casting follow one set of guidelines. Some items types will add some additional rules specific to those item types.

For a character to cast a spell they must: know the spell, have enough power points available to cast the spell, and have a free hand. If all of these criteria are met they may proceed to casting the spell.

Spell Knowledge

A character knows a spell if they have spent the skill points to learn it. Alternately a character can have access to a spell through a rod or a tome.

Many magic items also cast spells. A character can cast spells out of any item they are attuned to without needing to know the spell, and the item will provide the necessary power to cast. These items do not teach the spell; if a character wants to cast the spell separately from the item they need to have spent the skill points to have learned it.

Power Points

Cast a spell costs its level in power points to cast. Power points are a skill characters can learn, and some items can provide extra power points as well.

Characters can never spend more than 20 magic power points in a single game day. Attempting to do so causes the character to gain an unpreventable Torso Wound condition as the magical energies tear the character apart. This will also cause the spell casting to fail. Abilities that grant characters power points that break cap do not count against this limit.

Some abilities and rules allow characters to pay fewer power points to cast a spell. This cannot bring the spell's cost to 0 power points unless the source explicitly says that it does. Abilities that reduce power point costs do not stack unless they explicitly say they do.

Free Hands

A character must have a free hand to cast a spell. Hands are considered free if there is nothing held in that hand and the attached arm has free unrestricted movement. You must be able to fully raise your hand and can't hold anything between your arm and your body. Worn gear never hinders casting by itself (such as armor and passive bucklers).

When using an item to cast a spell if that item is not worn on your body you must have it in hand, in which case it does not count against your hand being 'free'.

If the target of the spell being cast is an object the caster has in hand, that does not count against your hand being 'free'.

Characters with two Arm Wound conditions cannot cast spells.

Casting Spells (Incantations)

If you've met the requirements, you are now ready to cast the spell. To cast a spell you must speak an incantation. Spells have no fixed incantations. Each character is free to come up with their own schema for how they want to represent the magic they can perform. Incants do not need to be spoken word. They can be sung, chanted, or role-played in other ways.

There are still some requirements for a proper incantation. Incantations must be spoken loudly and clearly enough that players standing 10 feet away will know that a spell has been cast. An incantation also requires a minimum of 8 words, which must include the name of the spell being performed. You may not bluff one spell and then cast a different one (such as by putting multiple spell names into the incantation). The incantation must clearly convey EXACTLY what you are casting. You may not make the incantation gibberish, or attempt to work it into a conversation. It must be both clear that you are casting and what you are casting.

Interrupting Incantations (Failing to Cast)

If an incantation is partially finished and the player performing it gets hit by any attack (even if that hit is fully prevented) the spell is interrupted. The assumption here is that even if you are immune to a fire, it is still disruptive to be engulfed in flames. Pausing in the middle of an incantation for more than a moment will also cause the incantation to be interrupted.

When this happens, nothing is lost (such as power points or item charges), but the incantation must be restarted from the beginning.

Written Incantations

Whenever working with a magic item that includes a written incantation, it must be performed exactly as written. Even if the incantation is something that can be memorized you must still roleplay reading the text from the paper using enough light to be able to read the document.

If a ritual or tome is not written in Common you must also be able to speak the language to use it. Scrolls only require the read magic skill to use them, they are never written in alternate languages.

'No Incant' or 'At Will' Abilities

Some abilities say they are 'at will' or require 'no incant'. These terms mean the same thing. In either case an incantation is not needed to cast the spell. All other criteria of spell casting must still be met.

When you cast a no incant spell you must still announce the spell as you perform it so others know what is happening. Call out the spells name aloud as if it were a standard call.

'Throw a tag bag for <Call>'

When an ability says to throw a tag bag for a particular call it doesn't need to be cast (even if the call normally comes from a spell), you simply take a tag bag and throw it while making that call.

Spell Results

Having successfully performed the incantation the spell resolves, having its effect on the world. You spend the power points required to cast the spell at this time (or destroy the consumable used, expend charges from an item, etc).

Spells follow the normal rules for effects regarding if they stack or not. They also use the same definitions of traits like duration and flag requirements.

Each spell has a range you can use it at. This tells you how the spell (or spell producing item) is directed to its target. You are not required to be able to see your intended target to cast a spell.

A spell's target is who or what the spell is cast upon. For example: You can't cast Magic Lock to magically lock a person, only objects that can be opened and closed.

A spell can be identified as a 'buff' spell if it has a range of touch or self AND does not require the target to be Helpless.

Whenever one character casts a buff spell on another character the second character may always voluntarily choose to reject that spell's effect. When they do this they should announce 'No Effect!'. Any power points or consumables used to cast the spell are still consumed.

Remember especially with new players you may need to explain what a spell does, be patient. For offensive spells the explanation is generally taken care of by the calls used. However you may still need to break character for a moment to explain more complicated effects.

Further Questions

Sometimes you cannot find the information you are looking for or have a question that isn't explicitly answered here on the wiki. Our Discord and Facebook page are both excellent resources to get answers to questions from current players and staff.

There are Marshals who run various aspects of the game with the help of their Seconds. They can also be reached with any questions or concerns. Use this guide to help figure out which person is the right person to speak with:

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