Focused Actions
Focused Actions require the character to spend a designated period of time concentrating in order to perform a task. Any interruptions during this time which require the character to stop working (such as combat or performing another skill) will require the user to start over again from scratch. Only skills which do not require movement (such as gambler's luck) may be used during this time without resetting the concentration period
Charging Fee
All weapons have a Charging Fee that is paid during debriefing. This allows the character unlimited ammo for the weapon for the day, unless another effect "drains" the weapon. The amount is as follows:
- Primitive Projectile - 1 red per weapon
A single tag of Jury Rig or Weapon Design may be traded in instead of paying this fee (Per Weapon)
Line of Sight
Any effect that requires a Line of Sight requires that the affected character maintains a possible line of vision between themselves and the Source of the effect. Any fixed object (such as a wall) that is larger than a standard door coming between the Target and Source will break the effect. Line of Sight does not require that the Target be able to actually see the Source, although they must be able to from their current position if they were to rotate in place (ie., if the source is directly behind the Target they are still maintaining line of sight because if the target turned to face the source without moving they would be able to see it still). Moving objects such as people or weapons or small objects such as chairs do not block Line of Sight unless they are larger than a door. Line of sight broken briefly (less than a five count) will not break a line of sight effect, although intentionally breaking line of sight by placing an object such as a tree between the Source and Target for more than a five count will. For example, if a group is walking through a forest, and the Source walks on one side of a tree and the Target walks on the other, the line of sight isn't broken provided that they aren't out of line of sight for more than a five count. If the Source "hides" behind a tree or stump for longer than a five count, the effect would be broken.
Portals & Teleports
Some Skills or Effects allow for the movement of Characters to different locations in the world, different dimensions, or alternate timelines. For the purposes of Rules, all "Jumping" is considered the same regardless of method (rituals, portals, teleportation abilities, etc) Unless otherwise noted in the Skill/Effect description, the following rules are assumed to always be in place (think of them as the Universal Laws of Matter Translocation):
- When in doubt, Plot is the Final Authority over ALL aspects of Teleportation. They have the authority to alter these rules at any time regardless of the description of the Skill or Effect. These rules are merely a guideline for Plot to guide them in their decision making. Note that (particularly if the Jump will place the characters in a dangerous situation) Plot should inform any Jumping players that they are altering the rules PRIOR to a jump being attempted (ie., if a skill says it can drop in a specific location and Plot intends to put them within 5 miles (or more) instead, they should inform the Jumping player prior to that so they know that it's riskier than they think).
- Teleportation isn't perfect. Better Powers mean More Accurate. Most standard teleportation is only good enough to put you within 5 miles or so of a designated target. Time travel is usually accurate to within 5 days, although will nearly always place the characters earlier in time than they wanted (ie., if you wanted to appear at 5:00 on june 5th to stop an assassination at 6:00, you might appear as early as June 1st, but are EXTREMELY unlikely to appear at 7:00 on the 5th). Interdimensional Teleportation is generally accurate to within a country (ie., if you wanted to appear in Toros, you would probably land somewhere in Torodan). Plot should increase the accuracy for areas that the Character who initiates the Jump are familiar with (if you know the city of night VERY well, jumps might take you within a mile or so of your target instead of five, and there's an increased chance of landing exactly where you want). Any Skill or Effect which would take a Character to a Deity's dimension (such as Hell's Gate) will always land them in that deity's "waiting room" (not a random location on their plane).
- Item transfer is highly regulated. As a general rule, Items can move within a time period or dimension but cannot cross between dimensions or be taken out of their time. "Common" items such as clothing, poisons, normal weapons, etc have an increased likelihood of passing, powerful magic items are less likely and Relic/Artifact type powerful magic items are unlikely to be able to move at all. Note that player produced items are typically protected under the same alternate laws of physics as the characters themselves and can typically transfer without a problem. In all cases, even with player-made items, Plot is the Final Authority on allowable transfers. For gameplay purposes, Plot should inform Characters which items will and won't be allowed to transfer prior to the Jump being attempted.
- Some locations (both time and space), for whatever reason, are impossible to Jump to. In cases where this happens, the ability simply doesn't work - there's no negative penalty. In cases where tags are consumed for a Jump attempt, the tags are considered unused by that attempt. Physical components may or may not be consumed at Plot discretion.
- Destination points are always relatively Safe, UNLESS the actual destination matches the desired destination (ie., if you ask to be taken to the King's Throne Room and you're taken somewhere else in the city, that location will be relatively safe. If you are teleported to the King's Throne Room, it is safe or unsafe based on whether it should be safe or unsafe). "Safe" is defined as no innately hostile creatures, characters or environmental effects in the immediate vicinity. If no "Safe" location exists in the target area (areas such as inside the Ring of Isikil, where survival is simply impossible due to sheer cold) then the Characters are placed in the safest location possible given the circumstances (which still might kill them). Areas such as the Northern Wastelands, the Desert of Night, and the Blight of Rend are rarely teleported into due to these conditions.
- Some degree of relative positioning occurs. If three Characters teleport together holding hands in a line, they will arrive at their destination holding hands in a line in the same order they left. If the Characters are positioned in a formation, that formation will still be in place in the new location (or to within a few inches).
- Any Jumping ability which allows travel to other dimensions is capable of taking a Character through Time. However, due to the sensitive nature of Time Travel in general, it is HIGHLY recommended that Plot not allow Jumping through Time.
- Any Character(s) intending to Jump should inform Plot as soon as possible so Plot can make appropriate Plans. Last-minute Jump attempts are less likely to be authorized than ones where some degree of advanced warning was given.
Taking Blood
All abilities requiring blood as a component require that it be harvested prior to use. All characters (even those without the skill) can harvest blood from a "normal" target with a 10 count if they have a vial or other means of storage. Characters with Poisonmaking or Use Poison can identify the blood as blood (and can see through even convincing fakes), even if not tell what type. Blood "goes bad" one month after harvesting unless preserved by someone with the skill to do so (Blood Lore, Poisonmaking, and Use Chemistry all teach basic storage techniques). Characters who either harvest blood or come into possession of it within the expiration date and have the ability to do so are automatically assumed to take steps necessary to preserve it (ie., don't have to declare such actions to Plot). Blood purchased from merchants is assumed to be preserved, as is most Blood found carried by NPCs (plot discretion - if it's meant to "rot" it must have an expiration date on the tag).
The Truth about The Truth
Some skills and items in the game can force another character to tell "The Truth". In order to facilitate gameplay and intent, some elements of "The Truth" are defined here.
Firstly, any skill which forces a character to tell "The Truth" involves some sort of forced compliance that is unable to be performed in an actual roleplay situation (such as intensive torture, chemical brainwashing, etc). As such, when one of these skills is used, the Player should make some attempt at giving a "useful" piece of "True" information.
Example: "Where is the Duke?"
Assuming the character has some idea where the Duke actually is, they must give some reasonably accurate and contextually relevant answer. If the character in question heard the Duke was going to the Fortress in the city, acceptable answers would generally include saying the duke was in the fortress or in the city. Answers such as "When you see him, you'll know", "I'm not sure" (technically could be accurate, but you have a general idea where) or "not here" are not acceptable answers. If the character under question is aware of other planes, but the question doesn't specifically indicate another plane, the answer must be in context on the current plane.
"Response Questions" such as "Where are any of us" are not allowed since they don't actually answer the question. All responses to a question must actually answer the given question (except in cases where the character doesn't KNOW the answer - see below).
Characters cannot, under any circumstances, be made to reveal information that they don't know. For example, if a peasant is asked where the king keeps his magic sword when not in use, chances are they won't know the answer. In these situations, "I don't know" is an acceptable answer. "I don't know" CANNOT be used to avoid answering questions - in the above example, although the character doesn't know for CERTAIN the Duke is indeed at the fortress, they should assume they are and answer accordingly. Additionally, a Player cannot make their character "forget" information in order to prevent them having to reveal it.
"The Truth" is relative to the person giving it - Characters should answer to the best of their knowledge, but no assurance of accuracy is part of their statement.
Additionally, to facilitate the use of the skill, when asked a question the Target has only five seconds to start their answer and must finish the answer as fast as reasonable (ie., no "stalling") - this is to prevent the ability for the player to spend time thinking of exploits/workarounds and facilitate the usefulness of the "Truth" ability.
Although some loopholes exist in this section, it is most important to note that the intent of the "Truth" abilities is to prevent such loopholes from occurring while still allowing some degree of evasiveness. Players found exploiting the loopholes will face disciplinary action. Like in combat, the spirit of the rules is important and not following them makes the game less fun.
Theft, Traps and Burgling
“Looting” a body is done one of two ways: Placing a hand on the
target and stating in a clear voice “Searching body 1, Searching
body 2, Searching body 3” (Focused Action). If the Target wishes,
they may state “Detailed Search”, after which the Searcher must
state the exact locations they are searching. Objects not directly
attached to the body may be handed to the Searcher to search
themselves if the Target wishes. If a correct location is states, the
Target must hand over any items in the target location (or on the
entire body if a general search is allowed).
Traps and Locks, if present, must be disarmed in the presence of
either the person who set it or a Rogue Guide or any Rules Guide.
All traps must have a clearly distinguishable method of identifying
if they are set off, along with a tag stating the effect of the trap if it
is set off. Regardless of their simplicity, Traps and Locks may not
be attempted to disarm/unlock by a character without the appropriate skill unless the person wishing to do so has a key.
Cabins/Rooms may be entered ONLY in the presence of a Rogue
Guide or the person who has been issued the cabin. Personal
belongings may never be gone through. All “personal belongings”
must be clearly marked, and no ingame items may be kept with
them.
While “raiding” a cabin, any in play items may be taken, but no
personal items. A player is required to show the presiding Guide
any items they wish to steal, and in the event that the Guide is
unsure whether the item is in play or out of play, they will take the
item and confirm with the owner whether it is an in play or out of
play item. If the item is in-play it will be given by the Guide to the
person who “stole” it as quickly as possible. If the item is out of
play, the item will be immediately returned to the original owner. In
neither case will the Guide reveal who stole the item.
Any in-play item, including personal weapons and armor, is
considered a stealable item. In the case of weapons, armor and
personal property, the physreps will be returned as quickly as
possible (by a Guide) to the owner, but the tags will remain the
property of the Stealer. Unless otherwise directed, the Stealer must
provide their own physreps for stolen items. The exception to this is
coin physreps, which are the property of the Chapter and are always
considered stealable.
Under no case may a cabin be entered by a Player without either the
cabin’s “owner” or a Guide present. No personal physical contact is
allowed while searching a body, although items such as cloaks may
be removed at the Target’s discretion to facilitate searching if
desired.
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