2013 April - Pre Game On Information

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GM-August
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2013 April - Pre Game On Information

Post by GM-August »

Hi all! In order to help curb questions and confusion before the game, the staff wanted to post some of the 'Game On' information and year-long announcements.
  1. Chris and Bill will be serving food, music, and fun at the inn while stretching NPC camp. They will answer questions regarding lore, plots and rules. They will also be able to write up some tags. They will be able to oversee issues requiring a GM without having to travel to the main NPC camp for everything. They will also have 2 way communication back to NPC camp for those questions they cannot answer themselves. All of this will be provided while maintaining the in-game feel of the inn.
  2. The GMs of Final Haven understand that some players are not able to finish filling out a check-out sheet when they leave. As such, we would like to remind the players that they are allowed to turn the check-out sheet in up to two weeks following the event. The information MUST be sent to the FinalHavenLarp(at)gmail(dawt)com account by this deadline. Any check-out sheets sent AFTER this deadline will not be considered until after the following event.
  3. During an Event, there are frequent times when a Character pays an NPC for some reason in gold, resources, or even favors. Now, when this happens, an NPC will ask to see the Players Character sheet. The NPC will then write the name of the NPC, the reason for the payment, and sign it. The Player will then need to turn in their Character sheet at the end of an Event. This will prevent NPCs from forgetting, Players from exaggerating, and help the GMs stay accountable.
  4. We will be running an 'Out-of-Game' bank to help return game props to GM camp. Please remember that the Final Haven coin are property of Final Haven. Currently, the bank will only be open to retrieve and store coin at the beginning and end of an event. Any coin given to GM camp is considered out-of-game and will be untouchable by NPCs or other PCs. The account will be per character and only retrievable by that character. If the coin is deposited between events, you may not use it to pay NPCs, but rather you must retrieve it and spend it at check out. You will receive a receipt with deposit. Coin is forfeit upon Character death (and returned if brought back).
  5. We are at new camps this year, so we ask the players, NPCs, and other GMs to be on their best behavior. The leniency we had at other campsites may not be available at the current sites, so we ask you to obey any and all camp rules.
  6. Given that we are at new camps this year, we ask that you remember to post feedback! Specific feedback on the sites will help considerably.
  7. We are continuing the Healer Playtest.
  8. We are continuing the Armor Bonus Weight Playtest.
  9. We are continuing the Magic Item Weight Playtest.
  10. We are continuing the Alchemy Herb Playtest.
  11. We are introducing a Playtest for Magic Items.
  12. We are introducing a Playtest for a type of plot line called 'Red X'.
  13. Lastly, we are introducing a Playtest for NPC Monsters.
If you do not know what the specific playtest is, check the following posts for a more detailed explanation.

If you have any additional questions, please post, PM a GM, or ask a GM during the Game On meeting.
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Post by GM-August »

Armor Bonus Weight Playtest
The Armor Bonus Weight Playtest is for those people wearing what is considered 'Fake' Armor. If you do not know if you Armor is Fake or Real, please ask a GM. If the Armor is considered Fake, then each armor piece counts as a resource for purposes of carrying. (This means that a character without a Class 1 container may only carry/wear three pieces of armor.)

Magic Item Weight Playtest
The Magic Item Weight Playtest requires that all Magic Items are phys-repped. If a Magic Item is NOT phys-repped, then it counts as a resource for purposes of carrying.

Alchemy Herb Playtest
The Herb Playtest allows the Alchemist to further expand upon their skills. Through the gathering of Herbs found in a myriad of places during an event, an Alchemist can brew different and exciting potions.

'Red X' Plot Playtest
The 'Red X' plots are completely separate from the main story line and will NOT negatively affect players if they choose not to follow through. Think of it as a 'side-quest'. There will be at most a single Red X plot per event. These were created from demand from the players to be 'challenged' with a high-risk high-rewards scenario. While creating these plots, careful consideration was given to avoid segregating the players and creating the feeling of two games. If the players believe these plots DO segregate the players, the plots will be promptly discontinued.

It was thought that not all players want to be involved in this type of plot, so a simple out-of-game signal is used to identify these plots. On these plots, the plot hooks will be identified with an NPC with an obviously large red 'X' pinned to his chest. These plots are highly dangerous and will run a high probability of character death, but the rewards will be great! If the players reach a point they were not prepared for, they will not be able to continue. The plot will not spontaneously find a way for the players to progress, only through ingenuity, blood, and tears will characters be able to reach their goal.

Just to clarify what is meant by 'dangerous': Do not expect to meet a dozen monsters with 400 soak swing 3's and Sleep. Rather expect the NPC's to set up traps, to use tactics, lie, swindle, trick, run away when taking damage, and all manner of deviousness (well within the rules, of course). You might even call it 'old school'. You will be frightened.

NPC Monster Playtest
The NPC Monster Playtest is completely behind the scenes. It should add some consistency in NPC Monsters, standardize Monster damage and life, and give most NPC Monsters a Level for use by certain Player skills. Please tell us what you think of our monsters.
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Post by GM-August »

Magic Item Playtest Any green words are new additions or additional text to a skill.

Unidentified Magic Item tag
An Unidentified Magic Item tag will only show an item name and a time to identify. The skill Identify Magic Item must be used to discover the properties of the item and how to use the item. A time to identify the tag will be shown on the tag. These times will vary from 15 minutes to a few hours. Some will even require Research. (The skill Identify Magic Item must be used in conjunction with the Research skill to identify the item)

Magic Item tag
The Magic Item tag will show both the properties and how to use the item on the tag. A Magic Item tag may also contain hidden text. This text will be covered in a scratch-off silver covering. When a Magic Item has this, the activate text must be followed to activate and then uncover the hidden text. But beware! The hidden text may contain a curse!

Cursed Magic Item tag
If a curse is activated while a PC is wielding the item (in whatever manner the tag specifies) the PC is now considered Cursed. The specific effects of this Curse are listed on the tag. If a PC is under the effects of a cursed item, until the curse is removed the PC will remain under the effects of the curse (this means Item Curses travel across events).

A cursed item can only be removed with the spell Curse / Remove Curse. The spell may remove the curse, but it will put both the spell caster and the cursed individual at -1 to maximum Life Points for the remainder of the event.


Sage - Master Skill
Identify Magic Item—Timed
The Sage may spend time studying a magic item to learn its properties and how to use it. The amount of time required is dependent upon the complexity of the item being researched and will be listed upon the item tag. If no time is listed on the tag, it is assumed that the Sage must spend time between events to identify the item. Once the Sage has Identified the Magic Item, she may either request the Magic Item tag, or simply keep the Unidentified Magic Item tag. In the latter case, the Sage now knows the Magic Item's properties and how to use it, but decided to keep the information to herself.

The Sage may also obscure a Magic Item. The Sage may spend up to 30 minutes 'obscuring' a Magic Item. If she then takes the Magic Item to NPC camp, the Sage may trade the Magic Item in for an Unidentified Magic Item card with a identify time equal to half the time she spent obscuring the Magic Item. If the Magic Item tag is removed from their possession for any reason BEFORE the tags have been exchanged, the obscuring fails, and the tag remains identified.

Even if a Sage knows what a Magic Item does, she may not use the abilities of the Magic Item unless the tag specifically says what it can do. (I.E. a Sage may not obscure an Item and continue using it. It continues to act as a normal Unidentified Item).


Empath - Advanced Skill
Consume Magic Item
The Empath can absorb the power of most magic items. This added power increases their vitality temporarily. It takes 5 uninterrupted minutes to consume a magical item. The Empath gains one life point for each basic or secondary resources required to upkeep the item, 2 per magical component, and 5 per commodity. These life points may be added above and beyond the character's maximum life point total. They last until used or until the end of the event. They cannot be healed back. Note that the Empath can only consume items that sense as magic. Once the item is consumed, the extra life granted is considered a passive skill. The item itself is destroyed. The life points added are the first life points removed when taking damage.

If the Magic Item has been identified as Cursed and the Empath consumes the Magic Item, the Empath is considered under the specific curse defined by the Magic Item for the remainder of the event. If no specific curse is given, the Empath is considered at -1 Maximum Life Points. If the Curse is gained through consuming the Magic Item, the Curse cannot be removed by the spell Curse/Remove Curse.

Wizard - Advanced Spell (Skill)
Curse\Remove Curse
Type - Rite
Time To Cast: This spell takes 10 minutes to cast to create the item or draw the runes.
Special instruction: This spell is cast by the wizard by going to NPC camp and telling the GM's who they are cursing. The GM's will then later tell the player he/she is cursed and how. The curse can only be removed by the wizard or by killing the wizard. Cost of curse: The arcane is reduced by 1 LP that cannot be healed.
  • Fatigue Curse: The target of this spell is reduced to half their base life points, rounded down.
  • Weariness Curse: The target of this spell no longer has any Combat Reflexes.
  • Consumption Curse: The target of this spell must now spend twice the number of life points to use any of their life point based skills. Times effects are also Double. Required: a Advanced focus item is required to cast this curse.
In addition to casting Curse and Remove Curse, the Wizard may also remove Cursed Magic Items from characters. To remove the Cursed Magic Item, the Wizard must spend 10 minutes to cast Remove Curse. Once the spell is cast, both the Wizard and the cursed character are at -1 Maximum Life Points. After the Life Points are lost, the cursed character may remove the Cursed Magic Item.
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Post by GM-Taki »

I like it. Just to prevent clutter on character sheets, would you like us to print out a separate "NPC Payments" sheet to keep along with our character sheets? I'm sure we could whip up something official-looking and make them available for everyone.
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Post by Wyrmwrath »

The sheets could just be signed on the back, since FH sheets dont use that area in general.

Suggestion: while an unidentified magic item tag would be simple to spot due to the identify time, is there an equally simple way to know if an item is an identified item and therefore in need of phys reping to avoid it gaining "weight"?

Also, is it safe to assume that the phys rep requirement does not start until the event after the item is discovered in order to allow the player to find/get/buy/make a phys rep, or will they be supplied by plot/staff ?
Last edited by Wyrmwrath on Thu Apr 25, 2013 11:21 pm, edited 1 time in total.
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Post by GM-August »

I believe the best of both worlds would be best. Two sided printing could allow for an 'NPC Payments' on the back of a 'Character Sheet' simplifying the paperwork. Since the 'Character Sheet' is required to be on a PC at all times, there would be no scrambling for an additional sheet, and we wouldn't worry about it being lost or misplaced. But if it is an either or situation, I would rather stick with simply writing on the 'Character Sheet' to avoid any additional work for anyone. *grin* Mostly me.


As for Magic Items, the tags currently state 'Unidentified Magic Item' and 'Magic Item' on the top of them. Regardless, if it not phys-repped, it counts as weight. I.E. if there is not a physical object representing a tag in your possession, it acts as a resource for purposes of carrying no matter when the tag came into your possession. A few of the purposes of this is to help promote a 'phys-rep' heavy game, to stop the hording of items, and to prevent a character having 14 armor tags on their person and attempt to wear them all (yes, this is an issue).

We will be trying to better phys-rep all items that go in game to help with this issue, and this ruling makes the playtest easier to enforce and understand.

TLDR;
If a tag is not phys-repped for ANY REASON, it counts as weight for purposes of carrying.
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Post by ollie »

Couple of questions for a first time FH player.

My wife and i are attending the event and would like to know if our first final haven event was free or since we've been going to WH that it is waived because we are not first time players of the system. Also what ameneties are available to pc's at this particular camp? Stove, microwave, etc
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Post by GM-Mike »

Yep, first event is free. We've never been to this site before, but we've rented the Lodge/Kitchen along with other buildings so I know there's a stove and walk-in cooler. I'm assuming there's a microwave but cannot say for certain.

Hope that helps, glad you guys can make it!
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Post by GM-Mike »

It looks like from the description that there is at least one microwave
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Post by ollie »

Awesome, looking forward to it.
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Post by Kayla »

I love the idea of the Red X plots. Can't wait to see what sort of terrifying danger we get to see this weekend. :twisted:
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Post by Onimaster »

I survived the Red X
Vaal Draconus,
Dwarven King
Survivor of the Dreaming
& Champion of Life.

or

Nikolai Petrov,
Traveling Cossack Sage
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Wyrmwrath
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Post by Wyrmwrath »

actually Matt you didnt, Jared is just so good your still ON the red X plot...
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