User Tools

Site Tools


odds_and_ends

Odds and Ends

Traps and Locks

All throughout the REALMS OF REFUGE, traps are used for both protection and more nefarious objectives. You may find traps that need disarming while playing the game, but you can also make your own traps. To make a trap, you must have the Create Trap Skill (see the Production Skills section for more details on creating Trap tags).

Every trap design must be checked and approved by a marshal before use. All traps must make a noise or flash of light or otherwise be constructed so that it is obvious when the trap is set off.

Traps are meant to be immobile and cannot be used in combat as a Weapon. You cannot create traps to use as hand grenades, nor can you trap yourself. Trap crafters can make Trap Globes to serve this purpose instead, producing small bursts of sticky goo or a Shattering or silencing effect.

Areas of Effect

Many traps are defined as “Area Traps.” If set off within a Game Room, it will affect everyone within that Game Room who are not protected by a fully closed door (such as within a closet) or protective spell like a Circle of Power. Imagine a rain of spell Packets hitting everyone even partially within the same area as the trap for determining who is struck.

If an area is bigger than one Game Room, it can still be trapped by an Area Trap, but it takes multiple Area Traps of the same type to affect it. For example, a barn might be classified by a Marshal as 3 Game Rooms worth of size. This means it would take 3 identical Gas Traps to trap it; this requires both the additional tags and the additional trap container(s) or a single container large enough for the appropriate number of traps. When the traps go off, everyone inside the Game Room is affected no matter how close or far they are from the actual traps. Keep in mind that this is an IG thing—so if a Marshal on a module says “Treat this glade as an underground cave room” it should be treated as a Game Room even though it’s an OOG outside location.

Triggers for Area Traps must be entirely within the same Game Room where they are set and may not cross through partitions or barriers which would impede the effect of the trap.

If an Area Trap is set off when not in a Game Room, it will affect everyone who is even partially within a 5-foot radius, including their possessions. The trap may be linked to a trigger line of no more than 5 feet in this case. Trap physreps are strongly encouraged to include an attached pre-measured 5' string to quickly determine who is hit and make the resulting Hold quicker. It can be helpful to imagine a circle of Packets firing out 5 feet from the trap to determine who is hit.

Types of Traps

Weapon Traps: A Weapon trap contains a Weapon on a spring mounted mechanism. This must be mounted on a large or heavy object, such as in a crate or a trunk, or onto a door. Once armed, a Weapon trap cannot be moved.

OOG, the trap merely has to have a standard trap trigger (a light or noisemaker) and a Weapon with a valid item tag must be attached. There must be a clearly marked “pivot point” for whichever Weapon physrep is being used. When the trap goes off, a Pause Game is called and the Weapon is rotated around the pivot point. Anyone touched by the Weapon is affected as though they had been struck by a Weapon blow of the stated amount and type. Note that the Weapon does not actually need to be swung or be on a spring for safety reasons. The mounted Weapon may be any standard approved Weapon.

Weapon traps are not destroyed when set off and may be re-armed by anyone with the appropriate Skill without paying the cost to rebuild them.

Weapon coatings may be applied to the Weapon used in a Weapon trap. These coatings are consumed as normal when the trap is set off and must be re-applied when the trap is rearmed.

Weapon Traps may not be blocked by a Weapon or Shield, but any pertinent defense against a Weapon qualifier attack or physically delivered Poison (if the Weapon is coated) can be used, like Evade, Parry, Dodge, or the Weapon Shield spell.

Mechanical Traps: Mechanical traps represent collapsing ceilings, rockfalls, giant scythes, and other such contraptions. They are completely immovable once set and have a minimum size of 3' by 3' by 3'.

Anyone struck by any part of the trap when it goes off takes the full damage of the trap. Mechanical traps must be rebuilt after they are set off and cannot be re-armed.

Mechanical traps are usually represented with pillows, plastic trash bags filled with newspapers, and other soft items.

Explosive Traps: Explosive traps represent a container filled with a volatile substance. When set off, this Area Trap will destroy all destructible IG items within its range (as per the Shatter effect.) This includes armor, Weapons, coins, scrolls, potions, etc.

Closed containers will not protect items from explosions unless the container itself is indestructible. This trap is destroyed when it detonates.

Gas and Scroll Traps: These Area Traps are loaded with an Alchemical gas or Battle Magic scroll respectively that will affect everyone in the Game Room when triggered. The Production Point cost for creating the trap does not include the cost of the gas or scroll itself. When setting the trap, the trap setter must include a gas or scroll or the trap is not successfully armed. Once set off, the trap physrep itself counts as the “caster”. In this case, any spell which has wording regarding the “caster” (such as Line of Sight spells, Charm effects, etc.) will effectively expire after five seconds (for Line of Sight) or have no effect (Charm). Any legitimate applicable targets/physreps in the Game Room are separately targeted by the effect. Note that only one item may be loaded in each trap; you cannot stack multiple gasses or scrolls to increase their effect.

Items loaded into one of these traps can never be removed or salvaged once the trap is armed. If the trap is successfully disarmed, the trap may be re-armed again, but in no case may the gas or scroll be taken from the trap to be used in other traps or on their own.

The effects of any gas trap will be blocked by any defense against the Poison qualifier such as Poison Shield or Resist Poison. If two or more gas traps have the same trigger, then they are all set off at once and one defense will stop them all.

Similarly, a scroll trap will be blocked by any defense against the Spell qualifier such as Spell Shield or Resist Spell. If two or more scroll traps have the same trigger, then they are all set off at once and one defense will stop them all.

Note that Protection/Enhancement and Eldritch Force scrolls may never be put into a Scroll Trap.

These traps are not destroyed when set off and may be re-armed by anyone with the appropriate Skill without paying the cost to rebuild them.

Noisemaker: Alarms and noisemakers are traps that do no damage but set off loud alarms. These traps are not destroyed when set off and may be re-armed by anyone with the appropriate Skill without paying the cost to rebuild them.

Containers: Explosive, Gas, and Scroll traps must have a container representing their contents. Each container must be a minimum of 32 cubic inches, with no less than one inch on any particular side. For example: a 3“ by 3” by 4“ bottle or a 5” x 7“ x 1” box.

Arming and Disarming Traps

Arming a trap takes at least sixty seconds. If it takes you less than sixty seconds to arm the trap OOG, you must still keep both hands on the trap and role-play arming the trap for the remainder of the sixty seconds.

During those sixty seconds, if either hand is removed from the trap, or if you are hit by a physical blow or Packet attack, the trap will be set off, affecting only the person setting the trap. This applies even if the incoming attack would not have caused damage or would have had no effect.

After the trap has been armed, it can be moved no more than five feet in any direction before detonating, even if the person carrying the trap has the Create Trap Skill. Picking up a trapped box, moving it three feet, and then turning around and putting it back will set it off.

Any armed trap that is Shattered, whether by a spell or by another trap within the radius, will always be set off. Shattering a box containing an armed trap will also detonate the trap. Shattering a disarmed trap still destroys the trap, but it is not set off.

A character needs Create Trap to attempt to arm and disarm traps and pick locks. You must have this Skill in order to even attempt doing these things. Anyone without this Skill who tries to disarm a trap or pick a lock will automatically fail. Different ranks of Create Trap allow arming different types of traps; see the Create Trap Skill description for details.

If you do not have this Skill, you must role-play ignorance in figuring out how to remove a trap. Your character can still detect the presence of the trap by noticing trip wires and such but will be completely unable to figure out how to disarm it.

A trap may be disarmed by any means which does not permanently destroy the trap, so long as the chosen method prevents the trap from producing a noise or a light. For example, popping a battery clip off a battery or moving a mouse trap bar slowly so that it does not snap shut represents the disarming of the trap.

Permanent damage means treating the trap in such a way that a marshal cannot fix the damage within ten minutes or needs a tool. For instance, removing the top of a box by taking the screws out of the hinges is not allowed. It’s a nice lateral way of solving the problem, yes, but it requires the marshal to have to use tools to put the box back together and is not what this Skill is all about. Conversely, a trap cannot require tool usage (such as requiring a screwdriver to open a box) to disarm.

Note that, like Weapons used by Cast, traps found in modules cannot always be “harvested” as treasure. Just because you disarm a trap in a module doesn’t mean you will get a trap tag.

Triggers: All traps must have a real, physical trigger.

This trigger could produce a light (such as from a flashbulb) or a sound (such as from a mouse trap). This trigger must always be detectable by an impartial observer. Every trap must be disarmable, even though it may be difficult to do so.

All traps must be approved by a marshal and, if not in a module where the documentation is held by the marshal, must contain a trap tag.

A trigger can be something as simple as a mouse trap with a thread going across a hallway that, when tripped, sets off the mouse trap.

Trap Globes

Trap crafters can build and throw Trap Globes. IG, these are essentially miniaturized traps that can be thrown to produce a specific effect on impact. They are represented by orange Packets (just like Alchemy Packets) and are thrown with the Elemental qualifier. These items need to be identified in the same way as Alchemical Gas Globes; see the Educated Skill description for details. Note that one rank of Create Trap also allows for identification of these items.

Any character with three or more ranks of Create Trap may throw Trap Globes.

Locks

Any character may use a standard lock to protect their items. In addition, you may find that ancient treasures are often locked away behind locks of their own. Any REFUGE LARP lock must be approved by a marshal before use. Generally speaking, if you can demonstrate that you can pick your lock, then it will probably be allowed. Remember though that we prefer easy to pick locks, as it is the IG Skill itself that is supposed to be used and not the OOG Skill of actually picking a very difficult lock. Combination locks are not allowed to be used by players but may be found in modules (where part of the module is discovering the combination).

If you have at least one rank of the Create Trap Skill, you may attempt to pick any lock you encounter. This should be done IG with whatever tools you have with you. While any REFUGE LARP trap will have been approved by a marshal, this doesn’t mean that you shouldn’t practice your Skills - real-world Skill can help when surrounded by monsters and trying to quickly open a treasure chest!

Note that, due to local laws, some chapters may have alternative methods of opening locks. Check with your local chapter to see if they have a different implementation.

Pages

Each REFUGE LARP game sets its own age limits to play. Underage players are called “youth pages“ or just “pages”. The basic concept of a page is that they may not participate in the simulated combat of our game for their own and others' safety.

If you are under 18 please check with the local chapter to learn what their policy looks like for you.

Be aware that Refuge events may contain themes such as violence, betrayal, and heightened danger. These themes may not be suitable for minors but again check locally, as some chapters have content designed specifically for minors. In most REFUGE LARP games, a page is at least 14 years old and less than 16 years old. In some chapters, you must be a page even until you are 18.

Your local chapters may be very permissive by comparison or even not allow youth pages at all instead requiring all players to be over the age of 18. Some chapters may allow non-youth to Page. A strict example of a youth page policy looks like the following.

  • Attendance by youth pages must be pre-approved—no showing up at the door and asking to be a page.
  • The page’s parent or legal guardian must be present and must be a PC or NPC during the entire event along with the page. “Legal guardian” is a legal term and does not include older brothers or sisters. The parent or legal guardian is responsible for the page’s actions and must remove the page from the site if asked. The parent or legal guardian must keep track of the page.
  • Any page who is disruptive does not obey these Marshals, or in any other way is deemed to be harmful to the game will be asked to leave. There is no appeal.
  • All pages must wear an orange headband with the word “PAGE” written on it prominently.
  • Pages cannot enter combat in any way, including pouring healing potions in unconscious bodies during a battle. They may use skills and abilities outside of combat.
  • Pages cannot use any combat, Weapon, or casting skills. Although Pages can use more role-play oriented skills such as Healing Arts and Trades and production skills like Alchemy or Create Trap, they may never throw globes, gasses, or other consumables. Pages cannot carry Weapons at all. Pages can carry in-game items (except Weapons) and can be searched.
  • In order to drop a page, a player must stand within 10’ of the page and call out their effects and Weapon damage but cannot hit the page directly in any way. It is assumed that every Weapon and Packet attack hits the page. The page can call out any protective spells the page has and can yell for help or try to run away (unless prevented by an appropriate effect, of course). A page can be given a Killing Blow from a distance.

All other rules concerning healing and Resurrections apply.

Be aware that REFUGE events may contain themes such as violence, betrayal, and heightened danger. These themes may not be suitable for minors.

Traveling Between Chapters

If you plan on playing your character in another REFUGE campaign, you must first contact that other chapter. Each chapter reserves the right to set limits on character levels and IG items.

You must abide by that chapter’s rules and policies when visiting.

To find out where the closest REFUGE LARP game is to you, or to start an REFUGE LARP chapter in your area, visit our web page at www.refugelarp.org Your local chapter will have its own social media and web pages to present more specific information.

Discrimination

You cannot be denied a position on any of our committees on the basis of your OOG race, religion, gender identity, age (as long as you’re old enough to play), physical abilities, sexual orientation, or country of origin. Nor can you be denied any IG positions or benefits for those OOG reasons.

Further, you can play an IG gender that is different from your OOG gender without any IG ramifications. Many chapters will have a pin you can wear or some other distinguishing marks to let the other players know what pronouns they should use with you.

This policy does not mean that the IG world is an egalitarian paradise. There are countries and people who will discriminate against your IG Species, for instance. For example, Erg the High Orc might hate all Halflings. He thinks they are the lowest form of life and he kills them whenever he gets the chance. Players who have Halfling characters that are killed by him cannot claim that they are being discriminated against OOG, because this is an IG discrimination only. They can, of course, pursue IG justice.

All players should try to distinguish between IG prejudices and OOG prejudices. Steer clear of the issue altogether if possible.

We expect our players to avoid building character backgrounds that rely on stereotyping a real-world culture. The most important thing is to prevent your character from being inadvertently insulting to other players who, in real life, are from another culture.

Chapter and Refuge Points

REFUGE is staffed with volunteers, and always appreciates people willing to put more effort into the game. No matter what your real-world Skills, there is always some way in which we can use a hand. Let us know what you can offer.

Here are some suggestions as to things we always need done. Always check with the staff first before making, purchasing, or donating anything to be sure it is needed and wanted.

  • Write events and help run them. We are always looking for writers who can produce good plotlines and modules for our players.
  • Help us find stuff. We always must buy trap materials, batteries, paper for the computer, makeup, masks, and other supplies. If you have access to any sort of discount or can get things in bulk, let us know.
  • Make or donate props. We can always use Weapons, spell Packets, and basic costuming (tabards, shirts, sweatpants). See what you may have sitting around in the attic. Furniture, old clothing that could be used for Cast, interesting props—we will gladly take them off your hands.
  • Help us publicize REFUGE. Let us know if there is any sort of medieval faire or other event in your area where we can hand out our literature. If you are going to a science fiction or gaming convention, take some of our flyers. If you know of a gaming club, see if we can make a presentation to them. If you are going to school, let us know if there is a festival or fair at the campus that we can use to hand out flyers. See if your local comic bookstore or gaming supply store will let us put our flyers there. If you have connections in the media, use them for us. You can also help by talking us up on the internet, making your own web page for your character or group, and otherwise keeping the REFUGE LARP in the public eye.
  • Be Cast. We always need Cast. There is a definite correlation between good events and many Cast. You can never have too many Cast Members!

Be creative. You’ve probably already thought of something we haven’t. Let us know!

Chapter Points

People who volunteer for the REFUGE LARP are compensated for their efforts with Chapter Points. These are usually rewarded for work done at a rate that varies by chapter (more stressful, responsible, or undesirable jobs may earn you more points.) You may also earn Chapter Points by donating or making props, playing Cast, or volunteering in other staff positions.

Chapter Points can be collected and used at your convenience with certain limitations. The RPDb keeps track for you when you earn and spend them. You can spend your chapter points in many ways, listed below; your local chapter may have additional ways to spend your points not included here..

Resurrections: You may trade in Chapter Points to “buy back” a Resurrection that your character has experienced. This will reduce your risk of permanent death. In other words, the amount of black stones in the Resurrection Bag of Chance will be reduced by one.

There are some limitations on this use of Chapter Points: First, you can never buy back your first two Resurrections. Second, you may not buy back a Resurrection once your character has pulled a black stone. There are also some Rituals that will prevent “buying back” deaths in this way. Finally, no character may ever buy back more than ten deaths in this manner. For logistics purposes, you can only buy back Resurrections in your character’s home campaign.

The cost of buying back Resurrections with Chapter Points is as follows: 40 Chapter Points to buy your first Resurrection, 80 for your second, 160 for your third, 20,480 for your tenth, and so on. The price doubles for each additional Resurrection.

Game Items: For each Chapter Point spent, you can receive one Production Point which can then be used to “purchase” coins, scrolls, potions, elixirs, gasses, traps, Weapons, or armor. During your registration for an event, state what you wish to use the Chapter Points for, and Logistics will provide the item(s). You cannot spend more than fifty Chapter Points per LP of the event (so a normal two-day weekend event would be limited to 100). Note that you will not be given random Production Points that you can store away to be used any way you want in the future.

You are welcome to come up with your own IG explanation for how your character came up with these items – perhaps you found them on a dead body between events, perhaps you bartered for them, or perhaps you stole them from an unwitting peddler. We do not provide the physical representations for any of these things, only the appropriate tags. You must supply the actual scroll, potion vial, armor, or Weapon requested.

If spending Production Points on something that would normally require additional coin (like Strengthening or Silvering), you must supply the additional coin out of pocket.

Since a Production Point is worth one copper piece, you may also turn in your Chapter Points for coins. One hundred Chapter Points would be worth a gold piece. Full Spell Books may be purchased for 500 Chapter Points each, and full Alchemy Books may be purchased for 250 Chapter Points (note that illegal recipes in your chapter may not be included).

You may purchase Spellcrafting Reagents for 50 Chapter Points. These Reagents may only be used at the event you purchase them, and only for the purpose of Spellcrafting, not for other purposes like Formal Magic or paying off summoned Elementals.

Event Buyback: You may trade in your Chapter Points to receive XP for any event your character did not attend. These XP can only be awarded if you did not attend any other events that weekend as a PC, even as another character. For example, if you were Cast for a weekend event, you may use your Chapter Points to buy XP for your character for that event. You cannot do this if you were a PC there.

The Chapter Points cost for an event is thirty Chapter Points per LP of the event (so a regular two-day weekend event will cost 60 Chapter Points).

These Chapter Points are non-transferrable. You cannot use your Chapter Points to buy Events for a friend. Further, you can only spend Chapter Points in the chapter in which you earned them. You may only purchase Events three months prior to the current date and may not purchase events for the same date from two different chapters, even if you attended one of the events as a player.

For example: Fred Player PCs an event in the Calgary chapter. He cannot then use his Chapter Points from the Portland chapter to buy XP for an event that took place the same weekend.

Change Skills: Once per Month per Character, a Player may remove a single Skill from their card at the cost of 30 Chapter Points. The Chapter Points used to purchase this must be at the character’s home chapter. Additionally, you may not sell Skills back to avoid prerequisites. If your character has a Shatter/Disarm Strike and selling back a Weapon Proficiency puts you below the required 20 XP in that category you must first sell back the Shatter/Disarm strike before you could remove the Proficiency.

Game Preparation: A player may purchase a full set of Protective Spells coming into the weekend (Endow, Weapon Shield, Poison Shield, Elemental Shield, and your choice of either Spell Shield or Reflect Spell) for 40 Chapter Points.

Players may spend 50 Chapter Points to come into game with up to 10 levels worth of spells in a Spell Store Ritual. This may only be purchased once per event; the spell levels may be split among different Spell Stores of differing schools if desired.

Refuge Points

REFUGE, as an international organization, has a reward level above the Chapter level points. These are called Refuge Points. Refuge Points are given out to players for helping the LARP on a national scale. This includes being part of a REFUGE Committee, volunteering for National events, and donations that go above and beyond a certain point.

These can be converted into any Chapter Points to buy back events for a chapter you may not normally attend. The same rules apply for these buybacks as they do for Chapter Points (cannot have another event credited to any of your characters for the same timeframe). The cost is five Refuge Points per LP.

You can also purchase one additional LP worth of experience each month for 6 Refuge Points per month.

REFUGE also allows purchase of Magic Items with Refuge Points. This list is available on the REFUGE website (www.refugelarp.com); the cost will vary depending on the item and how many LPs the item is created for.

IG Limitations

REFUGE rules present an approximation of a fantasy world to the best of our abilities. This relies on some IG limitations which require players to suspend their disbelief. For example, not every beast you slay might have a Fangtooth reagent; gunpowder hasn’t been discovered and your PC cannot suddenly “discover” it and change the course of warfare; and some spells simply cannot be inscribed onto Battle Magic scrolls for OOG balance reasons.

Every rules limitation has a purpose; often, this is for balance reasons to ensure that different types of characters can flourish in a specific niche. REFUGE characters are intentionally designed so that it is exceedingly difficult to be an expert in every circumstance. Characters should need to rely upon one another to succeed; this is true in both combat and non-combat circumstances. Many REFUGE rules limitations exist to promote team play and discourage one character from being able to “beat” every puzzle and combat alone. Celestialists intentionally do not have access to healing spells. Rogues are intentionally difficult to pin down but will never do as much damage from the front as Fighters do. Every class and build has specific cases where it shines – and others where it will need other characters to help out.

When finding rules that don’t seem to make sense IG, consider why that rule might exist and how it might serve to keep REFUGE classes balanced, REFUGE combat safe, and REFUGE welcoming to newer players as well as those more experienced.

Multiple Characters

You cannot play more than one PC at a single REFUGE event unless your character dies permanently and you start a new one. This is to prevent confusion by other players, who might have difficulty determining if your character suddenly changed costumes or was the target of a ritual that changed their species entirely.

When playing multiple characters over time, please keep those characters significantly different from one another. Different characters played by the same player should have different adventuring parties, different costumes, and different species.

Multiple characters belonging to the same player may never directly interact in any way. You cannot have one of your PCs sell, donate, or will items to your other PCs either directly or indirectly through an intermediary.

Logistics

You will be given a Character Card when you check in. On that card will be your Skills. Attached to that is a “Battle Board.” You will be given a new Battle Board for each LP. All the Skills and spells your character possesses that are expendable will be printed on it. These Battle Boards are unique and personal for each character so they will not all look alike.

Everyone must always carry their Battle Board and Character Card with them. A marshal can always ask to see your Battle Board at any time to make sure you are properly keeping track of your spells and Skills.

Battle Boards must be updated after a battle in which Skills were used by filling in the bubbles next to the Skill or spell used. Note that there may be ways to change some abilities during an LP such as spending High Magic or Meditating back a Skill or spell that was used; in this case, simply update the card and (if adding a Skill or spell) have it initialed by a Marshal to show that they checked that your updates were legitimate.

Character Management

In REFUGE LARP your character is managed in an online database called the REFUGE Player Database (RPDb for short). You can create an account online. The RPDb is your one stop shop for interacting with your REFUGE LARP character. You’ll be able to spend XP, points, view your attended event history, and preregister for upcoming events. You can register an account and create your character right now or reach out to your local chapter.

If you’re interested in exploring character build options, REFUGE LARP runs a “Free Play” version of the RPDb. You can edit information about your characters stored here and see what your character could look like in the future.

Tags

All items are represented by tags. This allows you to buy, sell, steal, or trade items with other players. When you use an expendable item, you must then turn over the tag to Cast or marshal, or otherwise destroy it. Each tag lists which game it was generated in, which may be the name of the chapter or the IG name of the campaign. Below are some examples of the tags you might see.

Weapon Tags are attached directly to your Weapon; the Weapon type must remain visible. The tag type must match the Weapon being used exactly. If a Weapon does not have one of these tags, it cannot be used (except by Cast). A regular Weapon that is not magic, silvered, or strengthened will have those sections crossed off. If a Weapon is silver, then the “silver” section will be circled. Every Weapon must have either a Weapon tag or a Magic Item number; without one of these two items the Weapon is considered “Monster Quality” and may not be used.

Arrows and Bolts will have many “uses.” After a battle, a number of uses equal to the Arrows and Bolts you used during the battle must be torn off of these tags and handed to a Marshal or otherwise destroyed.

Armor Tags list the points your armor is worth. You can never have more Armor Points than the points the marshal has assigned to the armor you are currently wearing. If your armor was assigned 12 points and someone gives you a tag worth 15, you cannot use it unless you trade it in for a tag worth 12 points (usually at logistics).

Production Item Tags will only have one use, as the tags are meant to be attached to the physical representation of the item. A potion tag or elixir tag must be inserted into the potion vial or secured in some other manner (tape, rubber band). Globe tags are not kept on the Packets that we use to represent Alchemical and Trap Globes for safety reasons but may instead be kept in a pocket or on a tag ring. After a battle, you must turn over the tags that were used. These tags are stealable items even though they are not on a physical representation. Further, if someone steals your Globe physical representations, you must turn over the appropriate number of tags to represent that which has been taken.

Spell Book Tags are specific to each school of magic and must be kept with your spell book physical representation. Logistics will cross off all spells from the list that you do not have, leaving the ones available for you clear. New spells can be added to your book by paying money at Logistics with a source book to copy from, at which time they will give you a new spell book tag.

Alchemy Recipe Book Tags work in a similar way, except that you do not have to pay to add new recipes. You do still need to have a source book to copy from.

Trap Tags will list the type of trap, including the amount of damage done if applicable. Gas Traps and Scroll Traps must have an Alchemical Globe or Scroll tag attached respectively before being set.

Workshop Tags represent Alchemy labs, scroll libraries, blacksmith forges, and the like. They are purchased at Logistics and will state the IG owner of the workshop, the IG location of the workshop, and the signature of the Logistics marshal who approved the sale.

Other Tags (sometimes called “asset tags”) are there to represent possessions not covered by the other tags: horses, ships, houses and other items with value. They are sellable IG (if you can find a buyer). There are other tags you will encounter in your game, but they are easy to understand as they follow the same basic rules.

Magic Item numbers may be found on any item. If an item has only a Magic Item number, it must be Identified before use.

Stealing and Searching

“Stealing” refers only to the IG stealing of IG items. Players must be incredibly careful when attempting to steal anything IG.

You are never allowed to destroy anything to steal something (no cutting of purse strings, no breaking windows to get into a home, no harming real property). On the other hand, you’re allowed to steal IG items if, for example, you can manage to open someone’s pouch and take the game items within without that person noticing.

There are special rules for each type of IG item and all players are required to know them. If you are caught stealing something incorrectly or stealing OOG items deliberately, consequences can include being expelled from the game and potentially reported to real-world law enforcement.

Game Money, Magic Items and Jewelry: You are always allowed to take whatever game money you can find IG. When taking jewelry or an item, always check to make sure there is a Magic Item or Evaluate number attached to it. If there is a number, then the item is now yours. If there is no number, then the item is personal property and not a game item. If you are unsure, you may find a marshal with a game item list who can check to make sure that it really is a game item.

If you have a Magic Item physrep stolen, you must immediately head to a Marshal and turn over the Magic Item tag. Since this is a Logistical requirement, you can do this OOG. Not turning in a Magic Item tag from something that has been stolen or lost is considered cheating.

Weapons: You must take the physrep of the Weapon you are stealing. Once you have stolen a Weapon and safely gotten away IG, you should then head immediately to an OOG Marshal or Plot member. You cannot actually keep that particular Weapon physrep since it is the personal property of the player from whom you stole it, but the marshal in charge will give you the tag from that Weapon which you can then attach to your own Weapon physrep.

If your Weapon is stolen, you should head to an OOG Marshal or Plot member to get your physrep back. You can do this OOG since this is only a Logistical function. Once you have your Weapon physrep back, you will then have to find a Weapon tag IG in order to use that Weapon again.

Some monsters will have Weapons that are stealable. However, for logistical reasons, these monsters will simply hand you a tag instead of the actual Weapon since they need the physrep for later. Most monster Weapons are not stealable as they are made of poor-quality materials IG.

If you steal a magic Weapon, you will keep the physrep but must have it Identified before you can use it. Remember, until you have the Magic Item tag via IG identification, the item cannot be used even if you do have the physrep.

Spell Books and Recipe Books: In order to steal a spell book or an Alchemical recipe book, you should take the tag that is attached to the book. The actual book is the private property of the player. Some players will mark their spell books with a note saying “this spell book is stealable.” In that case, you must take the actual book itself and not just the card, and you may not take the card out of that book and place it into a different book.

Alchemy and Trap Globes: If you steal globes from someone (or if those globes are destroyed), the owner of the globes must randomly give up the appropriate amount of tags for the globes. A Marshal may be called to oversee this.

Other IG items: REFUGE LARP often provides props such as maps, notes, books, and other informational items. If you find these in a module or on Cast, they’re yours. If you steal them from another player, you should either contact the person you stole it from OOG and make sure that they were stealable, or alternatively, see a Marshal to make sure.

Searching a Person

If you waylay, kill, or control a person or monster, you may search that being. Simply approach within touch range and say “I search you.” All game items must be turned over at that point. You do not need to touch the person and should not without permission.

Note that it is impossible to completely hide something on your body. If you are searched, you cannot claim that something was “really, really well hidden.”

If you are searched, you also have the option of saying, “Describe your search.” The searcher then must describe what he or she is doing to search (“I am looking through your pockets,” “I am searching your cloak,” etc.) This is not only to help you hide items, but it also takes up the time that the search should take. When the searcher asks about a place where an item is hidden, you must turn over the item at that point.

If you claim to have an item in a hidden location, you must physically have the item hidden where you say it is. You cannot claim to have secret pouches and compartments that do not actually exist in your gear.

If someone steals your Magic Item, do not give them the Magic Item tag. Immediately go to an appropriate logistical site or Marshal and turn over the tag. It is up to the person who stole the item to find out what the item is and how it works. Not turning over a Magic Item tag after the physrep has been stolen or lost is considered cheating. You must turn over these tags as soon as possible.

Searching a Cabin

To search a cabin, you must have a Marshal present. If you enter a cabin without a Marshal, you are not only cheating but may be subject to legal action as well. The Marshal will stay appropriately out of the way but must be aware of what you are doing and nearby.

Every chapter has specific rules about where you can hide items and what must be done in order to search a cabin, so check with the Marshal first before doing anything. These rules are based on the local chapter’s policies which may be specific to the camp and may be based on the chapter’s insurance requirements.

You must search the cabin yourself. The Marshal will not simply look at the Marshal notes and go and retrieve items for you.

Do not take any items marked “personal” or any items stored in any area marked OOG. IG items may not be put in OOG areas.

The Marshal is also there to make sure that you properly disarm any traps that may be on the door or window.

Destroying property such as window screens or door hinges is not allowed.

Once more, the bottom line is: Always get a Marshal first. Not doing so is the quickest way to be kicked out of REFUGE LARP.

Securing Your Cabin

The REALMS OF REFUGE can be an unsafe place, so it’s always a wise idea to guard your valuables. There may be places IG where you can buy or rent a lock for your cabin. Some of these places will also install it for you for a small fee. While locks can be picked IG, it can be a slow process and even if bypassed will buy time for you to discover the intrusion.

If you want to put a lock on a door, you must either use an approved lock or you must use your own lock after getting it approved by a marshal. If you can demonstrate that you can pick your lock, then it will probably be allowed.

Remember that REFUGE requires easy to pick locks, as it is the IG Skill itself that is supposed to be used and not the OOG Skill of picking a very difficult lock. Combination locks are not allowed to be used by players but may be found in modules (where part of the module is discovering the combination).

You can also buy or make traps for your cabin. Each trap must be accompanied by a trap tag (see the section on traps).

OOG areas must be marked on Marshal Notes (such as “under the beds” or “behind the tapestry”). IG items may not be stored in areas declared OOG. Any special security precautions you take must be entered on the Marshal Notes on your cabin door. Make any appropriate entries there, with the spell labels and/or trap tags necessary. If no precautions have been entered on the Marshal Notes, then there is nothing protecting the cabin IG.

Anyone who does not reside in a particular cabin caught reading the Marshal Notes will be subject to disciplinary action. These notes are for Marshals only, and only when marshaling a thief into the cabin.

odds_and_ends.txt · Last modified: 2021/01/26 07:29 by 127.0.0.1

Donate Powered by PHP Valid HTML5 Valid CSS Driven by DokuWiki