The Abridged Rules Codex is currently an unofficial document used to interpret the Kingdom of Novitas 4.0 Edition Rules in a very high-level format. The purpose for creating a separate document from the original rulebook is to distill the basics of the game into a more readable display such that new players can familiarize themselves with the game overview without all the gritty details. I hope to encourage even the veteran players to make use of this as a quick-reference guide to the game.
Please note that since this is an abridged version of the actual rules, some details may be left out about certain aspects of game. I strongly recommend for anyone reading this to drill down into the 4.0 Edition rulebook once theyve found interest in a particular skill or a direction they would like to take their character. As a disclaimer, understand that this codex should not be utilized as a means for rules marshalling as the official rulebook supersedes anything contained within this document.
Kingdoms of Novitas is intended for adults over the age of 18 and may contain adult themes dealing with violence and romance, among other things. For more details on the exceptions to this age rule, please see the KoN 4.0 Edition Rulebook.
Kingdoms of Novitas Live Action Role Playing www.kingdomsofnovitas.com
Kingdoms of Novitas is a Live-Action Roleplaying game, for players ages 18 and up, where you act out the role of a character in the town of Pinedale. Unlike tabletop games such as Dungeons & Dragons, there is no dice- rolling or initiative checks; you are the character. We use safe weapons made out of latex and/or foam which follow strict guidelines in order to act out actual combat scenarios. Though combat is a prevalent factor, this is far more than just a fighting game.
Characters in the world of Novitas are created based on a skill-point system which does not limit you by class. This means that nothing prevents a character from wearing a full suit of armor to game other than their physical capabilities, regardless of their skill expenditures.
Games are held on the first weekend of every month with the exception of January, March, July, and August. Currently, all events are held at Vanderkamp Center in Cleveland NY. The site offers 1100 sq. acres of land which includes a lake, several cabins, numerous trails, and friendly staff. To attend a full weekend event, including a bunk to sleep in, the cost is $20. Food is also available at our in-character Inn with the use of in-game coin. It is recommended to bring your own food and beverage supply, should you have any food allergies, etc.
When you arrive for your first event, it is safe to expect that the game will be very different from other types of Live-Action games. We strongly forbid blatant anachronisms (eg. t-shirts and sneakers) so plan on bringing at least some basic garb with you. At a bare minimum, we ask that you wear non-descript neutral- colored pants and a tunic. Consider for your first game that well be forgiving in allowing some things to slide, but dont expect to play in cargo shorts and a t-shirt.
All new players are required to NPC their first two shifts. The term NPC means youll get to play the role of monsters and villagers (non-player characters) to become accustomed to game mechanics. Events are split into four shifts, total, and we require that at least two of these shifts are spent performing various NPC roles, even if youre a veteran player. This allows for a balance of player-characters (PCs) on each shift.
At an event, you are provided with a cabin to stay in and a bunk (first come, first served). Since game generally starts at 9 PM on Friday night, we would hope you arrive a few hours earlier to allow for sign-in, getting situated, and helping with setup (we award XP for volunteers who aid in setting up the game and cleaning up on Sunday). It is encouraged that you introduce yourself to people out- of-game beforehand so that you can get the orientation speech as well as a tour of the campgrounds. Our established players are always happy to assist newcomers and will make sure you have a place to stay.
When planning out what to bring for the weekend, heres a general list of things wed recommend for first-timers:
Sleeping bag & Pillow (cabins are not heated). Basic garb for NPC (separate garb from your PC). (Example: boots, ring-belt, tunic, pants). Extra pairs of socks (prepare for the weather!). Strips of Blue (for magic) and Orange cloth (OOC). Additional food and beverage (bring water). A leather coin pouch for our in-game currency. Bag of out-of-game stuff (toiletries, phone, wallet, flashlight, clothes, etc. Kept underneath bunk.) Towel There is a bathhouse with showers. Blue glowstick, for night-time spell effects.
Later additions may include cool props for your characters encampment area, additional garb or armor, Medieval utensils, a mug, a bowl for food, and for your PC youll need to own an approved foam or latex weapon. There are also guides on the Kingdoms of Novitas Forums on outfitting a new character for under $100.
You have the option of playing NPC roles for the entire weekend, if you choose. This will grant you bonus experience towards your eventual character creation. Players wishing to NPC for all four shifts will not need their own LARP weaponry; it will be provided from a communal pile in logistics (aka. NPC camp). When the shift begins, GMs (Game Masters) will assign roles to available NPCs. Be sure to volunteer for a role and dont hesitate to ask questions if youre at all confused! Were reasonable people and understand how overwhelming it may be during your first event.
Sign-in generally takes place around 6 PM in the Logistics building (or whenever theyre ready and have set up the costume & prop rooms). This is where youll receive a character sheet and someone will walk you through character creation. You are allowed to park in the main field for loading and unloading gear into your cabin but you must move your vehicle to logistics or another designated parking area before game begins. Group Caps
All registered adventuring parties in game are capped at a maximum of 8 players total. Nothing is stopping you from going solo, but its probably a good idea not to travel alone at night.
This same rule applies for groups traveling to a plot or quest location. Unless a GM says you can break cap, or it happens smack dab in the middle of town, do not go in groups larger than 8. This gives GMs adequate control over how challenging an encounter is and allows for more efficient use of NPCs.
New Characters
When its time to build your PC, your new character starts the game with 6 skill points. These are used to purchase abilities marked on your character sheet and must be approved by logistics at sign-in. As you do this, month to month, you can archive a character sheet (and copy it to a new one) in case you happen to lose your old copy. Character sheets must be on you during game at all times.
If your character dies (and is not revived) your first game, you are allowed one newbie death. Simply return to Logistics and announce that youre using your newbie death. This will allow you to return to game as that PC. In ALL other circumstances, if your PC dies and is not revived by next shift, you are permanently killed (ie. make a new character). There are no respawns for PCs.
If you are unsatisfied with a character concept youve created (after playing your first game, but before your second game) you are allowed one character amnesty. You are refunded your skill points for your character, may rewrite their character background, and may reassign skill points however you choose. This is allowed only one time per new character.
Currency
Kingdoms of Novitas has various coins minted to be used for in-character purchases. Coins (except for NPC Chits) are able to be stolen or looted by players and monsters. The various types of coins are as follows:
Copper Coins Silver Coins (worth 10 Copper each) Exotic Coins (worth 100 Copper each) Slave Tokens (equal value to Exotic coins) NPC Chits (used by NPCs for a meal at the Inn)
Shift Times and Schedules
Game begins at 9 PM on Friday night. We recommend arriving at game much earlier, for various reasons. The only restriction is that you cannot be on-site prior to 4 PM due to time reservations. Shifts are generally 5 to 6 hour timeslots as shown below:
- Friday Night : 9 PM to 2 AM - Saturday Morning: 10 AM to 4 PM - Saturday Afternoon: 4 PM to 9 PM - Saturday Night: 9 PM to 2 AM
(Note: 8 AM to 10 AM Saturday morning is an optional PC-only timeslot for trade and roleplaying.)
We ask that you stay and NPC for the full shift, though you can certainly take plenty of breaks. People who put in effort as an NPC are making the game enjoyable for PCs on that same shift. Then, when its your time to PC, you can be sure the next round of NPCs will make your experience equally enjoyable.
Once youve become established with the game, you may consider joining an existing group or even starting your own. By informing staff members (usually via the Forums) you can register your group so that it becomes incorporated into a shift schedule.
A shift schedule is basically a way to coordinate how many NPCs versus how many PCs we have on each shift. This is a form of quality management so that we have balanced numbers each game and organize which shifts are assigned to various GMs. Generally, shift schedules will change once in April and once more in September.
There are exceptions to this schedule during three months of the year: February, April, and October. The event in February, known as Feb Feast is the only event not regularly held on the first weekend of the month. It is a single day event, held on a Saturday, where we run one shift from 12 PM to 4 PM. This event costs a little more than a normal event as we all stay in a heated lodge, are served a large buffet dinner, and have a party in the evening. There is also an auction for rare magical items (using real money) which takes place that night.
April and October both have a single all-PC shift during game. This is during one of the normal four shifts where everyone plays a PC and there are no NPCs. It is possible, in this way, to have 3 PC shifts in a given weekend during these special events. The October event is also called Harvest Fest where people bring food and run various contests which may award magic items.
In-Game and Out-of-Game
In this type of game, one must understand the simple concept of distinguishing in-game (or in-character, IC) actions versus out-of-game (or out-of-character, OOC) situations. It may seem obvious, but we must strongly emphasize that the actions of someones character while they are role-playing does not represent the views of the actual player in any given situation.
Out-of-game knowledge (such as what you learn while youre NPCing) should never transfer to your character in the game (and vice versa). Doing this is called meta- gaming and is a form of cheating. For more examples of cheating, see the rulebook. If a player tells you OOC that Jim the Lumberjack was the guy who killed all the innkeepers, you must play your character as though he/she has no knowledge of this information. This can be difficult and often players will request you do not tell them any OOC information that could affect their character even if its really awesome.
On a more serious topic, theft in-game versus OOC theft is a very important matter. Characters are allowed only to steal items which have a clear and distinct in-game number (usually three digits painted or written on a prop). The exception to this rule is in-character coin and consumables (trap-tags, potions, poisons, scrolls, etc).
Clearly stated, items placed underneath a bunk are treated as out-of-game items. Note: A PLAYERS REAL WORLD PERSONAL ITEMS SHOULD NEVER BE TOUCHED! This includes wallets, keys, money, phones, medicines, etc. Players who violate this are committing a real crime and will be dealt with accordingly.
Please respect a players comfort level both in and out of game. You should never have to engage in hands-on physical contact with another player (other than via the contact of an approved LARP weapon during gameplay) and doing so without consent is strongly forbidden.
When a player is out-of-game, they should wear a ribbon of orange or some kind of obvious orange clothing to indicate that they are not in-game. For NPCs, holding your weapon above your head is also a universal sign of not in game. Often, the person will announce Wind! which is a game-call informing other players that they should ignore their presence (abusing this is cheating!).
Safety Calls
Game Hold If there is an immediate threat, such as an injury or serious need to halt the game, any player may call this aloud. When you hear someone call a game hold, please echo it so everyone hears. All gameplay actions must cease until the situation is resolved. Gameplay will resume once the player who initialized the hold calls out, 3, 2, 1.. Game On! This call is only to be used sparingly!
Time Stop This is a special call allowed only with explicit information and permission from a GM. Various creatures, such as Wraiths, may use this call to pass through solid structures like walls and doors. GMs may also use this for plot effect should it be necessary. This call is treated like a Game Hold call with a minor difference: players must close their eyes, plug their ears, (and sometimes even hum a tune) to try to avoid seeing or hearing whats around them until game is back on. When play resumes, it is treated as though there was no lapse in time; often with a surprise waiting for the PCs.
Gaining Experience
Each character starts the game at level 1. Every 5 XP (Experience Points) earns you an additional level up until level 10. Once you hit level 10, additional levels of experience will cost you 10 XP per level. Each level gained earns you 2 more Skill Points. The following chart shows various ways you earn XP both in and out of game.
It is also possible to gain additional discretionary XP from a certified GM should they award it for above-and- beyond roleplaying in a particular NPC role. Note that your character sheet should be on you at all times and must be presented to a Game Master to be signed for XP. GMs will generally do this at the end of each shift.
PELs and Character Backgrounds
You are granted 5 XP for submitting and having had approved a 500 word (minimum) character background for your PC. This must be done a few weeks prior to either your first or second game to earn XP for it. Be sure to include various bits of detail about your characters past so that GMs have an understanding of what type of character youre playing, any PC goals you may have, and what opportunity there is in writing plot directed towards your character concept.
PELs (Post-Event Letters) are often sent in after youve gone to a particular event (to PEL@mvgc.net). They highlight what occurred to your PC and any NPC roles you played during the duration of the event. They are meant as a tool for GMs to evaluate what went on that they were not present to witness. A PEL is occasionally used as a basis for your in-character journal (aka. Blog) which you have access to upon registering to the KoN Forums. Submitting a PEL will grant you 2 XP at Sign-In on the following event, once it is approved.
Keep in mind that you will usually receive no notification that your PEL or Background was received. Do not worry; GMs will only contact you about these in the event that something needs to be changed in order to be approved. If you hear nothing back from a GM, and youve sent it to the right email, then youre good to go.
Colored Flags
Strips of colored cloth are used in this game to designate several effects and have various meaning both in and out of game. These colors are: Blue (for magic), Green (for poison, obsolete) and Orange (to show something is out- of-game). These cloth strips are generally replaced with glow sticks at night for easier visibility.
Blue and Green indicators (ie. called flags or strips) must be attached to the affected garb, weapon, shield, etc for the associated magical or poison effect to be active. You need these for both PC and NPC situations. Even if your NPC is supposed to have a certain magical spell on them, you must have a blue strip tied to a visible location on your body in order for it to take effect. However, for instant spells such as Dissipate and Ley Lines which require blue flags, you are given a reasonable amount of time to search for a flag and present it in the air.
Orange strips must be worn whenever youre out-of- game. You are not allowed to go out of game in the middle of combat as your PC. Certain areas, like inside the bathhouse, are an out-of-game area that you may enter at your leisure. However, theres nothing stopping an NPC from waiting outside the doorway to ambush your PC; its entirely legitimate.
Its strongly recommended to mark any items that you use as your PC with orange ribbon if they are in your cabin during your NPC shift. Numbered items, coin, and consumable items which are not clearly marked as OOG are fair targets for thieves, even if youre not actively playing your character. At night, an orange glowstick will work well if youre paranoid about it.
Searching for Treasure
When it comes to adventuring, finding loot and treasure is a key aspect to the game. When a creature is felled and the killing blow is delivered, you are allowed to declare to the PC or NPC that you are going to begin searching their body. There are two types of searches: a detailed search and a physical search.
Detailed Search The most common kind of search. You simply announce detailed search and begin describing an area on that persons body which you are searching. The one being searched will respond with a varied form of yes or no and present you with loot if you are successful. At any time, either person may request a search be changed to a detailed search.
Physical Search The one being searched may require that you physically search the body in order to find loot. This can be declined by the one searching by requesting a detailed search instead. A physical search can certainly add to the immersion of the game, but must have consent from both parties before it can take place.
When completing the search, after having been either successful or unsuccessful in your guessing, it is a common trend to dispose of the body (though not required). Usually, this is done by announcing that youre tossing a body into the woods and roleplaying the action of doing so. This is to signify to the NPC that they are free to get up off the ground and return to logistics.
Boxes of treasure can also be found throughout the game. So long as you do not damage the physical box, you are sometimes required to physically pick a lock or actually disarm a trap in order to open it safely. See the rulebook, or the section on Traps & Locks, for more information.
This is a contact LARP. Players strike other players with padded sections of foam and latex weapons to deal artificial damage to that players character.
A player should strike their target with enough force to be recognized as a hit, but no more and no less. When striking with your weapon, you should call out the damage or effect youre using (ie. Two! or Four Poison Pierce!, etc). On a legal hit, the target mentally subtracts your damage from their defenses (armor, body points, etc) and keeps track of it. Head shots are not legal hits, and groin shots are discouraged.
The math is really simple. Players are (generally) limited at 1 to 4 damage. Defenses are equally as simple, often maxing out at 4 physical armor, 4 magical armor, and 4 body for PCs with the exception of a point more from a helmet. The various defenses are as follows:
Damage must first deplete your magic armor, physical armor, and helmet defenses before it is applied against your body points. Magical armor is always depleted first, followed by helmet and physical armor.
This is a game that does NOT allow rubber chainmail or plastic armor. Period. You can get away with aluminum chainmail, but thats about the extent of it. All armor must be as authentic as possible. Here are examples of different types of armor and their armor value:
When a characters body points reach 0, that character can no longer soak damage points. Any further damage will result in a wound. Strikes to an arm will result in the loss of that arm (can no longer be used), strikes to a leg will force a character to kneel (no hopping!), and a strike to the torso will mortally wound the PC.
A mortally wounded character dies in 10 minutes (called bleeding out) if they are not healed. This time is extended to 20 minutes if someone uses the First Aid ability on them.
Additional abilities may affect combat, such as magical spells, certain attributes of armor, various immunities, and damage requirements.
Monstrous Armor This attribute is applied to Plate Armor of adequate rigidity and certain monsters. All damage dealt to a monstrous target is reduced to 1 (unless the Slay call was used).
Shields / Bucklers Prevents all damage from weapons and poison. Magical darts which hit the shield still affect the wielder. If a shield is hit with 4 Acid damage, it is destroyed. See rulebook for size restrictions.
A more in-depth look at combat will be available to you during your new-player orientation speech. Or, feel free to read through the combat section of the rule book for more information about armor dimensions, details, and restrictions.
Killing Blows
When a foe lays before you, unable to defend him/herself or incapacitated, you are able to perform a killing blow. Akin to a Coup De Grace, a recipient of a killing blow is only able to return to life via a Revive spell.
To perform a killing blow, one must land a single deliberate strike upon a felled creature in a vital area. It must be a controlled strike and not simply a fly-by attack as you run past the body. Often, players will announce killing blow or simply act it out. It should be obvious to either party when a killing blow is being delivered.
Combat Master
A character who has maxed out all the skills in the Combat skill group is known as a Combat Master. Twice per game day, they may add Pierce or Slay to a melee attack (called a Masters Strike).
Machine-Gunning
This is a term used to describe indiscernible rapid strikes from an attacker. When a player drum-rolls a player, calling out damage as fast as humanly possible, thats a textbook example of machine-gunning. Players should count an attack like this as a single blow for however much damage the first hit dealt. The simple rule is that melee weapons must be pulled back at least 45 degrees before striking a target again.
Calling Light Hits
Though this game avoids full-swing combat, it is also not a lightest-touch LARP. Sometimes an opponents blade might catch a flap of cloth on your shirt, strike the tail of your cloak, or barely graze the tip of their sword against your plate armor, for example. in these situations, the defender could call Light and is not required to take the damage. Consider, though, that your attacker will then try to strike you harder. Calling Light when struck with a legal blow, however, is considered cheating. When unsure, its better sportsmanship to just take the damage.
(Note: magical tagbags, arrows, and thrown weapons do not fall under this category. Any part of your body, clothing, or weapon that touches a tagbag is considered struck by that spell or effect. In this case, head shots are considered legal targets for tagbags.)
Illegal Actions
Tripping, grabbing, or throwing an opponent with a weapon, shield, or body part is not legal. Physically disarming an opponent, unless doing so by using only your weapon, is also not allowed. As stated before, head shots are illegal targets unless hit with a tagbag. Try not to peg people in the head if you can help it. Charging (ie. running towards an opponent causing them to move out of the way) is not a legal action. Cheating. Dont do it. This is an honor system. Veteran players will know youre cheating.
Damage Calls
When striking with a weapon, firing an arrow, throwing a tagbag, you should know what effect(s) to call and when. Most damage calls follow the syntax of damage dealt followed by the damage type and occasioanlly a damage attribute. Effect calls are non-damaging calls which are either magical or alchemy-based (ie. Poison ____ ). Damage Types: - Normal (No Descriptor) - Magic - Acid - Poison - Nature - Primal - Silver - Elven Steel - Smite
Damage Attributes: - Blunt (Target unconscious if body goes below 0) - Pierce (Skips past physical and magical armor) - Slay (Ignores the Monstrous ability)
It is important to note that damage types can never stack. In other words, if you swing for 2 damage and carry a magical sword made out of goblin iron, you could either call out Two Magic, or Two Poison, but not both.
In addition, you may down-call damage types. If youre wielding a magical sword, and a foe is immune to magic, you may down-call your damage type to normal damage. Magical spells, however, cannot be down-called.
Blunt Damage
If a targets body is reduced below 0 from a Blunt attack, they fall unconscious instead of taking a torso wound. They awaken 10 minutes later or until a player has administered First Aid or used Smelling Salts on them. Damage from Blunt attacks heals after 10 minutes as well.
Damage Requirements
Damage types are used to circumvent various Damage Requirements (or DR). For example, a Troll requires Nature damage to be harmed. Some damage types, such as Elven Steel, Primal and Smite, can surpass multiple DRs.
Elven Steel - Treated as both Magic and Silver in addition to the Elven Steel damage type.
Primal - Treated as both Nature and Primal damage.
Smite - Treated as all damage types simulaneously. It does not, however, bypass the Monstrous ability.
If a damage source or effect hits you that you are immune to, announce No Effect to ignore the attack.
Creatures of all shapes, sizes, and colors inhabit the magical world of Novitas, though only a handful are playable races for PCs. Though seemingly docile in comparison to orcs and trolls, civilizations in this world tend to have violent histories embedded in their roots. For more detailed information on the various cultures and history of Novitas, be sure to consult the World Book.
Nations
There are a total of 8 main regions in Novitas, as shown by the chart below, with their common inhabitants. Also added is a generalized stereotype of each realm. A much more detailed map can be seen in the appendix of this document, along with a few useful reference tables.
Colorized Map of Novitas by National Region
Languages
Many cultures in Novitas have a native language related to their origin. Some, however, learn various bestial languages or the language of ancient scholars. It is said that some languages of the Fae are so complex that few mortal beings possess the aptitude to learn them.
Note: Certain languages require approval from a GM. (Black Speech, Diabolic, Immortal, and Thieves Cant)
It is common to see various hand gestures used to signify speaking in a different language than common tongue (which is not listed). When speaking a different language in this game, one needs only to announce it aloud and then begin speaking (in English). If others approach, or you suspect someone is listening in on your conversation, be sure to inform them that what theyre hearing is in whatever language youre speaking.
Races
There are six playable races in Kingdoms of Novitas; each one, aside from humans, needing specific costumes and various prosthetic requirements. The chart below depicts each race and a brief description of the requirements. The make-up and accessories required to make your appearance believable can be very challenging and is not recommended for new players. (See Appendix for details).
For every coin and magic item stumbled across in the game, one must have a place to put it. Sometimes, the fear of carrying so many goods on your person starts to take hold. When the time is appropriate, you might want to consider storing your valuables in a box; one preferably locked or trapped.
Though boxes can be magically sealed, you may not always want to rely on the spell alone as it can be dispelled and will not persist beyond convergence (the point in an event at which all magical energies renew). Thus, investing in locks may be a safe bet for added security. Perhaps even paying a tinkerer to further embellish this security with a spring-loaded trap would be a good idea as well.
Lockpicking
One very immersive aspect of the game is that surrounding the idea of lockpicking. Actual, physical, locks (usually luggage-locks) can be used to seal boxes holding your valuable in-game items. Those with the appropriate skill, however, (Tinkering: Rank 1) are given the option to bypass such a lock using actual, albeit primitive, lockpicks.
A player can never simply take a box containing consumables, as it is usually not a numbered item. To access the contents of a locked box, one must either utilize an alchemical substance called an explosive charge or take matters into their own hands by picking the lock. Explosive charges, however, have the negative addition of occasionally destroying the contents inside.
Theres no dice-rolling here, folks. Be prepared to actually be proficient in multi-pin lockpicking or you may find yourself quickly out of luck when the owner of that locked box returns to catch you red-handed. No professional tools are allowed, at this point, beyond a metal pick and a tension wrench. Remember though that locks first must be tested prior to coming into game to prove they can be picked by these primitive means and must be demonstrated as so to logistics.
Locks can be produced by a Tinkerer of rank 1 or greater as per the Crafting tables and only if the lock was inspected and passed at logistics. In addition, each lock must have a corresponding key marked with orange such that the lock can be opened out-of-game (in the event that an explosive charge was used to remove it).
Traps
Like locks, traps can be crafted by skilled Tinkerers (see the Tinkering list in the appendix). Traps can be applied to stationary boxes and are comprised of various electronic and mechanical bits to activate a buzzer when triggered. A mobile version of a trap, called a Contraption, is a self- contained device buildable by masters of Tinkering.
The three major parts of a trap are: the power source (such as a 9V battery), the buzzer (an electric oscillating speaker), and the trigger (pretty much anything you can think of). This is one of the few areas of Novitas where modern technology is required. No one expects you to build a working trap like one might see in the movie The Goonies, so a mess of wires and components stuffed into a box are certainly acceptable when designing a trap.
The trap is triggered as soon as the sound of the buzzer is audible while game is on. After the buzzer sounds, if the trap was armed, the effects immediately occur to the person who triggered it. Such effects cannot be dodged or avoided by hiding behind another person or object. The effects can, however, be resisted by the appropriate spell or alchemy defenses if applicable.
To arm a trap, a special type of consumable called a trap tag is required. This can be produced by a tinkerer at sign-in as part of their normal production. This item must be fitted to the trap during gameplay and will be expended if the trap triggers. Even if this occurs while the trap is being armed! After a trap tag is expended, the trap may be rearmed with any number of times during the game as long as a new trap tag can be supplied.
The potency of a trapped box is limited based on both the number of mechanisms (one per trap-effect is required) and the level of consumable allowed for the trap. Each trap listed is considered to be for a single-mechanism which can hold one consumable of a level no greater than the maximum level of the trap (levels 1 through 5).
Trap-Cracking
As one is capable of creating a trap, so is one capable of disarming it. Those with Tinkering as a skill are able to use various mundane tools to disarm a trap (without physically destroying the electrical components or wires). Anyone trying to disarm a trap without this skill will immediately suffer the effects of the trap. Once the trap is disarmed, the power source may be removed by the trap-disarmer. (Some triggers, such as with trip-wires, may be cut with scissors without violating any rules on trap-disarming). See official rulebook for details.
As with many role-playing games, the ability to create potions, scrolls, weapons and armor is a useful feature to have. In Kingdoms of Novitas, we have just that, though we distinguish the art into two sub-groups: crafting items and producing consumables.
Crafting and Production each draw from a different pool of points (with a maximum of 20 points in each):
Production Points Used to create consumables such as potions, scrolls, alchemy vials & trap-tags.
Craft Points Generally used to create more permanent items such as weapons, armor, traps and trinkets.
As a whole, the term Production is treated as universal when referring to making any in-game item.
Under the art of crafting, there are three areas of focus:
Ornamenting (Create magical armor and items) Weaponsmithing (Craft magical weapons) Tinkering (Build magical trinkets and traps)
For creating consumables, the following skills apply: Brew Potion, Scribe Scroll, Alchemy, plus a minor part of Tinkering.
(Note: Alchemy and Brew Potion are entirely separate entities. Alchemy deals with alchemical concoctions, while brew potion is solely for magical potions).
Each area has an associated cost, per Craft Point or Production Point, which must be paid at sign-in for whichever items you are making. This is called your production cost (See Appendix) to be paid in coin. After each event, your production and craft points refresh to your maximum, though unused points do NOT carry over.
In order to craft a spell within a magical item, the crafter must either have the spell learned on their character sheet or provide a scroll for each spell added. In most cases, an item cannot be crafted with more than a Level 3 spell within it and cannot hold more than 6 levels of spells total. Magical items are categorized in various item slots and each slot has a maximum value for how many Craft Points can be spent on an item for that slot.
To produce a scroll or potion, the crafter must have the spell learned on their character sheet. For trap tags, the same applies, though a scroll may be converted into a trap tag at sign-in for no additional cost.
All items created must be presented at Logistics to be passed by the Props and Atmosphere workgroup. In addition, crafters must announce the creation of the item during the month before game to Logistics. This will grant you an item number which must be visible on all magical item props. The prop must be blue or have a blue mark near the item number and must be of highest quality. It is up to the players, not Kingdoms of Novitas, to provide a prop eligible for the magical item being created.
Master Craftsman
When a PC has obtained the maximum rank in one of the three areas of crafting, and have acquired 20 Craft Points, they are considered a Master of their craft. This grants the player the ability to add +4 additional craft points (for free) towards any one item in that field that they produce during the month. This +4 Craft Points may exceed cap.
Effectively, the master craftsman has 24 Craft Points to spend, 4 of which are at no cost each month, and can break the maximum CP per item slot limitation. Players can be Masters in multiple areas of crafting. In fact, some master-crafted items have certain crafting masteries as a creation requirement.
Savant
When it comes to the production of consumables, there is only one master of the craft in its entirety. One must obtain the maximum rank in Alchemy, acquire 20 Production Points, and also purchase all of the General skills available on a character sheet to become a Savant. (Note: only one additional Language skill is required).
A Savant is capable of replicating any consumable they get their hands on as part of their normal production. Unlike normal crafters, they do NOT need to know the spell of the item theyre replicating! Savants also gain the ability to work with the Savants Laboratory (a master- crafted item) which grants them up to an additional 10 Production Points. These additional points can only be gained through submitting items to logistics which grant production points during sign-in.
Numbered items of varying production value include:
Alchemy Flowers (Found in the wilderness) Potion Water (Can be made by a potion brewer) Scroll Paper (Can be made by a scroll scriber)
In the world of consumables and effects there are primarily two sides: magical and alchemical. The magical side deals with potions and oils while the alchemical side deals with elixirs and poisons. All of which can be useful, both of which are similarly contained in conveniently small plastic bottles, yet it is critical that you distinguish between the two.
Potions
In practice, potions act just as their magical spell counterparts with the difference being the method of application. Since potions are imbibed and oil is applied to a surface, one does not need to incant words of magic to use such an item; merely drink or rub on the substance to invoke the effects. This can be applied to others if they are willing subjects to the effect.
Potions are crafted using the Brew Potion skill. As a limitation, only certain spells (from levels 1 to 3) can be converted into this form. Listed in the Appendix of this codex youll find a list of potions and oils with similar description. Any spell not on that list simply cannot be made into potion or oil form.
As a general rule, if you can use an item then you can identify it. To use a potion, one must only uncap the vial and roleplay the drinking of it. Afterwards, one should destroy the slip of paper inside the vial to signify its use. A consumable slip cannot be re-used and is considered cheating if used and not disposed of in a timely manner.
(Note: is it not required and not recommended to actually contain or drink any liquid in a potion vial. KoN will never ask a player to imbibe anything without consent. Potion vials should instead contain the official signed piece of paper with the consumables description written in full.)
Alchemical Substances
These are non-magical items/consumables/vials often used with the same mechanics as a potion or oil. One of the exceptions to this is when dealing with poison (see below). Some items, like Smelling Salts and Ritual Ink, are reusable or once-per-gameday items. Alchemical effects cannot be dispelled but they can be removed with appropriate counter-substances like Theriac, Dillution Solution, etc.
Poisons and Acid
Poisons are different than potions and other alchemical substances in that they fall into several use categories:
Ingested Poison (applied through food or drink) Thrown Poison and Acid (single thrown tag-bag) Blade Poison (applied directly to a weapon)
If any subject receives a poison-based effect or has their body wounded by the Poison damage type, they retain a status effect of Poisoned. When a subject is poisoned, they cannot be healed without first or simultaneously removing the poison status.
(Note: First Aid may still be administered to a poisoned individual. It is not considered healing in any case.)
For Ingested poisons, one can consume the contents just like a potion. More effectively, a person with herbalism may instead apply the poison to a particular container of food or drink. Any food/drink on or within that container is considered poisoned and will administer the effects written in the consumables description to any who ingest the food or drink. To signify that a container is poisoned, the applier of the poison must mark the item with a green sticker.
Anyone with the herbalism skill is able to spot the green sticker and identify the food or drink as poisoned. If you do not have the herbalism skill, you must roleplay as though the green sticker is not there, even if you notice it.
Now, Blade poisons are applied differently. One must act out applying the poison to their blade and tie a blue flag around the weapon. A successful strike from your weapon will apply the effect. Poisons wear off from the weapon after 10 minutes or until the effect is used, however all Goblin Iron weapons double this duration and occasionally double the doses of the applied poison.
When dealing with Thrown poisons, you simply remove the cap of the poison and throw a single tag-bag. The consumable is expended, even if you miss the target. If you hit a shield using Acid, the shield is destroyed. Otherwise, the shield will deflect any non-piercing poison.
Some new poison effects may mirror the effects of spells. They are often announced in game using the spell name with the word Poison preceding it (i.e. Poison Fear, Poison Stun, and Poison Weaken). These effects may NOT be resisted by anti-magic defenses. Only anti-poison defenses will work against these spell-like poisons (for example: Poison Immunity or Spirit Shield).
One of the core aspects of most fantasy role-paying games is its magic system. In the world of Novitas, there are few who do not tap into the powers of magic. Spells are learned through one or more of the seven schools of magic (attune to the seven gods of the Sept) and are listed in detail in the appendix below.
Casting a Spell
To cast a spell, one must draw up on the energies within by speaking an incantation, loudly and clearly. This incant must be a minimum of 8 syllables and should include the name of the spell cast. It can be almost anything youd like, but cant be a phrase as part of normal conversation.
Good By the power of the gods, I cast Maelstrom! Bad Hey, guys, nice day were having Magic Swarm!
Once the spell is cast, the player expends Power Points (purchased on your character sheet) equal to the level of the spell. A maximum of 20 Power Points may be used from a players own pool of power points. A player cannot use any means to acquire more than 20 during a single game day. If at any time a player spends more than 20 power points during a game day, the spell fails and the PC dies instantly.
At Convergence, magical energies are refreshed (you regain all your Power Points) and spells with a game day duration are dispelled. Spells with timed durations, however, will continue on until their duration is over. Effects that last for an event last the entire weekend.
Spells and Effects from Other Sources
Magical items which have spells within them may be cast without expending your own Power Points. No more than 20 points of magical item spells may be cast in a game day, however. The magic item will say in its description how many times per game day it may cast a spell.
If the same spell is contained in two different magic items, only one of the items may be used to cast the spell. Multiple items with the same spell cause interference. In addition, magical spells do not stack. For instance, +2 bonus from Toughness cannot become +4 by casting the spell twice. If two spells affect the same attribute (such as Magic Armor and Improved Magic Armor), the higher level spell will supersede the other.
Bonuses from different categories, however, may stack. A spell of Strength will grant you +1 to damage, as will a vial of Madweed Extract. Each, however, comes from a different source. One is magical, the other alchemical. These would effectively grant you +2 damage for their duration. Also, Masterwork items and Weaponstones grant a physical +1 bonus. Thus, Strength + Madweed + a Masterwork weapon would grant you +3 damage total!
Trumping Other Spells
In most cases, a spell of higher level will override a spell of lower level if their purpose is conflicting. For instance, Dispel Magic will still be reflected back at the caster by Aura of Reflection (because Aura of Reflection is level 5, and Dispel Magic is level 4).
When spells or effects are of equal level, the most specific to the application or most recent spell will be applied. Thus, Dispel Magic will override Anti-Magic Aura as they are both level 4 spells.
Dispel Magic
If affected by a Dispel Magic spell, all active spells (with a duration) on you will be removed. Any magical abilities built into your items will be suppressed for 10 minutes.
Rituals
There are much more powerful spells out there which are not listed in the normal schools of magic and are quite rare. These may not require power points to cast and generally call upon multiple participants (as well as various item components and requirements).
Wands & Rods
Wands hold a certain number of charges to cast one particular spell, level 1-3. These items can be recharged by a crafter paying the appropriate coin cost and craft points. Any player wielding the wand (and nothing else) in one hand may cast the spell from it without using your own power points and will consume a charge.
For rods, they can hold up to one level 4 spell. Anyone holding it may cast the spell as if it were a spell on their character sheet. The catch is that you must expend your own power points to cast it. A rod does not use charges and is limited only by the wielders power points.
KINGDOMS OF NOVITAS Abridged Rules Codex Version 4.0 September 2010
Kingdoms of Novitas 2010 by the Mohawk Valley Gaming Club
Based on the Adventures in Mid-Land fantasy rules, 1995, 1997, 1999, 2001, 2004. Used with permission.
All Original Artwork Kingdoms of Novitas The Kingdoms of Novitas KN logo and the circle of seven-pointed stars is Kingdoms of Novitas.
All characters in Kingdoms of Novitas are fictitious. Any resemblance to actual persons, living or dead is purely coincidental.
This information is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of the Mohawk Valley Gaming Club.
This book contains information and rules needed to run live action role playing games of the variety run by Kingdoms of Novitas and the Mohawk Valley Gaming Club. Groups not associated with Kingdoms of Novitas may still use these rules for their own purposes as long as they are not a professional organization. The charging of admission or collection of legal tender for membership for non-sanctioned games is prohibited. The use of the name Kingdoms of Novitas for any group or event not sponsored by Kingdoms of Novitas or the Mohawk Valley Gaming Club is also prohibited.
Kingdoms of Novitas and the Mohawk Valley Gaming Club, nor its individual owners, partners, employees, or members, assumes no responsibility nor liability for any injuries, physical, mental or emotional, received, or allegedly received, due to the playing of the game, Kingdoms of Novitas, or any variation thereof.
The Mohawk Valley Gaming Club partners are: David Haldenwang, Steven Hunt, Craig Korycinski, Felix Mendez, and James Roth
Kingdoms of Novitas was founded by: David Haldenwang, Felix Mendez, James Roth, and Rosemary Siebold
Abridged Rules Codex designed & edited by: Rick Servello