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PostPosted: Mon Sep 10, 2007 5:46 pm    Post subject: Plot Effects, Policies and Rules! (oh my!) Reply with quote

This is where you should come to get the latest version of Caldaria specific rules for plot effects or clarifications.

I will update these posts whenever there is a need to do so. Please check back frequently, the top of each post will have the last updated date on it. Copies will also be available in Logistics.

Please make sure you are at least familiar with all of these rules, if there is any questions feel free to find your nearest marshal and ask them.



The Caldaria Plot team has several announcements concerning ongoing policies for the coming season(s).

1) "Bed Time"
Our intention is to have the last town encounter (spectacle, wave battle, large scale encounter, etc) of the night leave NPC camp no later than 2 am (though realistically, this might end up closer to 2:30), which should mean it is wrapping up by 3am. This is not to say that no encounters will go out after that point, just that nothing of significance for everyone, so the general populace doesn't have to worry about "I should stay up so I don't miss plot."

With that in mind, it is also out intention to start the actual part of the game (not just wakeup crunchies) as early as 8-9 am, meaning that significant plot encounters might actually take place before breakfast. We're making you, the players, aware of our intentions because, as we all know, this clock readjustment will require participation from both sides. What we don't want is to send out NPC's one morning, have the PC's all abed, so the following morning the NPC's sleep in (thinking the players are doing the same), only to have the opposite happen.

We won't tell you when to sleep or when to wake, just when we'll be sending out encounters.

2) Module Scaling
It is our intention to give the players some flexibility in module scaling. Rather than just a numeric scaling based on APL, most modules will have an elective "easier or harder" scaling to allow those players who feel that their skill level is not accurately reflected in their character level (for any reason) to participate and have as much fun as anyone else. This is designed for both players of "under" and "over" APL'ed characters. Note that the "easier" setting won't necessarily be a cakewalk and the "harder" setting isn't an automatic slaughter.

Combat based treasure on an encounter will be impacted by this choice. Some encounters may not have this option.

3) The "Gentleman's Rule"
In addition to the Good Sportsmanship Rule (in the rulebook!), Caldaria Plot is a firm believer in the Gentleman's Rule. Essentially, if there is another player (PC, NPC, Staff, etc) at an event with you and you wish absolutely nothing to do with him/her to the point that interaction with that person would significantly impair your ability to enjoy the game (significant OOG issues, constant bad attitude, etc), you may elect to take the Gentleman's Rule against that player by notifying any marshal, plot member, or customer service. We will do our best to keep you and that player from being randomly hooked for encounters (if both are PC's), replace that player on encounters(PC-NPC), etc. Essentially, we wil do whatever we can to prevent your issues with a player from harming your gaming experience.

Note that this is not something to be done lightly (as the more common it becomes, the less significant it likely becomes as well), and it is an action taken against a PLAYER, not a character. Every effort will be made to kept this request as "need to know" as possible. Note that should you choose to invoke this rule against a plot member or marshal, keeping him/her unaware will most likely not be possible.

4) "Marked" Production
Some production items you encounter in the Caldaria campaign may be marked on the tag with a stamp and staff initials. This is a representation of an IG "maker's mark" on that item in a subtle and discreet location. Marks on tags need not be represented by a similiar mark on the rep (specifically weapons) but can be if you wish. Removing a maker's mark can be done at logistics with the use of a production location of the appropriate type (forge, alchemy lab, etc) at no cost. PC's wishing to do this to things their characters produce should speak to Plot.

5) "Plot Submissions"
Plot submissions and between events correspondence with various NPC's is a wonderful thing, and one we highly encourage.

But (of course there's a but), we don't have unlimited time and resources to address your requests. The closer we are to a given event, the more time we spend revising, adding, and perfecting that event, and have less time available to respond to plot submissions. If we haven't received your write-up by the Friday two weeks prior to a given event, you will NOT receive a plot response for your time between events.

In short, if you're doing a plot sub, do it early to give us more time to make it spiffy.


5) "Plot Submissions"
In an effort to bring more fun, to more people the plot team has created in-game regions within the surrounding town area.

During daylight hours, monsters will be active in these regions at various times. Each region will have varying difficulty of monsters within a focused target range. The monsters inhabiting a region will vary, the focus range for that region will not.

There is no restriction to what region you may go into, but you should expect the monsters in said region to react accordingly.

It is hoped that this will keep monsters from trying to wander through a well populated town during the day, and effect the NPC/PC ration to provide better encounters for everyone.

Once the cover of night is in place, all bets are off.


5) Raffle
Once per event there will be a raffle held on Saturday before logistics. The raffle will be for a Caldaria LCO item (ask around they have traditionally been really good). This item will be handed out to the winner during Saturday logistics, fully charged and identified.
You can get raffle tickets in any or all of the following ways..
Arrow Prepaying for the event, and Pre-Logisting your character through the website page gains you 1 entry into that events raffle.
Arrow Gold Memberships Gain 1 Entry into each event raffle.
Arrow 20 Goblin Stamps / Ticket. May be purchased up to 3 times during Friday logistics only.

At the end of the year there will be a super raffle. The super raffle will have a Restricted magic item as its prize. The only way to enter the super raffle is through the regular raffle. Each Ticket you get to regular event raffle is also a ticket to the Super Raffle. The super Raffle will take place at the Season closer (Traditionally the October event.) The winner will have the choice of taking the item at that time, or at the next years season opener.

Raffle items are pre-made and tagged before the event. Failure to pick up your winning item will not change the duration of the item.



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Last edited by GM on Wed Feb 24, 2010 9:16 pm; edited 11 times in total
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Rocket Surgeon


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PostPosted: Mon Sep 10, 2007 5:46 pm    Post subject: Shadow Beast Posession - Last Updated 9/10/07 Reply with quote

Rules for Shadow Beast Posession

Fallen or immobile characters can be possessed by a Shadow Beast on a 3-count (‘I merge with you one’…etc).. This counted action operates under the same rules of a killing blow in that it can be interrupted and so forth. This possession will forfeit the life of the Shadow Beast in question. The in-game visual of this action is the shadowy form merging into the fallen character.

Fallen or immobile characters can be absorbed by a Shadow Beast on a 3-count (‘I absorb you one’…etc).. This counted action operates under the same rules of a killing blow in that it can be interrupted and so forth. This absorption will cause the affected character to become possessed as per the standard rules for shadow possession, except that they are inside the shadow that absorbed them until it is killed. (You will put your hands over your head and go out of game following behind the NPC as safely as possible). Once the shadow is slain any absorbed victims IMMEDIETALY appear and are shadow possessed and should act accordingly. The in-game visual is the fallen character being bodily absorbed into a shadow, and the shadow growing equally larger.

At the time of possession or absorption, PCs will stop any death or ‘bleeding out’ counts. This count will resume from the exact point it was stopped once the character is freed from possession. This applies regardless of how you were taken down while shadow possessed or how you were possessed/absorbed. (IE. If you were arcane confined at full body and possessed/absorbed and you are killed with weapon blows and ice storms, as soon as you hit 0, you return to full body with whatever protective’s you had active at the time of possession/absorption.)

Characters possessed by a Shadow Beast will attack all creatures that are not part of the Shadow Beast hive to the best of their ability, (While possessed you may make the out of game statement, Hive Mind – Are you a shadow?, anyone being asked must answer this question appropriately) unless otherwise instructed by the monster marshal. Once possessed, characters rise at their full body points and have whatever armor points and protective spells they did at the time of possession.

A possessed character will attack to the best of its ability, including using times per day skills and items. Earth Casters WILL use necromancy while possessed. Times per day abilities (including spells) WILL NOT be expended from the character’s mind when the character is freed from possession. However, all physical items (production point items, magic items, etc.) used while possessed will be expended per normal.

A Light, Banish, Purify or Dispel effect or returning the possessed character to 0 body will free a possessed character. The in game visual of this action is the shadowy form exploding out of the fallen character (You must state this visual effect when it happens, and it may not be ‘faked’) At this time all death and ‘bleeding out’ counts will resume.

While possessed, characters will not speak except to cast spells or activate items, nor will they retain any memories of their time while possessed. These characters are linked to the Shadow Beast group mind and may ‘sense possession’ in others and work together with other possessed characters.

Possessed characters gain the following additional abilities: Immune to Waylay, Command.

Note that a Shadow Beast capable of casting/activating/etc the spell Prison MAY merge with a victim of its (and only its) Prison with a three count in the same manner it could deliver a killing blow through the prison ("I merge with you one...three, prison down").

"Liquid Light" contact gels may be applied to weapons per the rulebook's "weapon coating" rules. The appropriate call is "X Light Poison"- a creature that is not otherwise susceptible to Light will call "No effect." Like any other carrier attack, this must do body damage to be effective.

Characters that are immune to Shadow possession are also immune to absorption.




Last edited by GM on Fri Mar 25, 2011 4:08 am; edited 4 times in total
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PostPosted: Mon Sep 10, 2007 5:57 pm    Post subject: Additional Dragon Magic - Last Updated 4/3/08 Reply with quote

Additional Dragon Magic

If you hear and incant by an NPC that ends with a ritual effect they are effectively using 'dragon magic'. This works exactly like dragon magic except the incant is different. Any NPC with this ability will be clearly defined on the stat card for clarification if necessary. An example would be, 'I call forth the powers of earth to Obliterate you" would be an obliterate effect. The different incant is an in-game different source of power, and looks different. The rules effects are the same as dragon magic.

If you hear "I call upon the power of the Dragon to..." and something you as the player or your character do not recognize and are not the target of the effect, it is just that, something new.

Unless otherwise published to you beforehand (ie- by a marshal at the start of a module, etc), these abilities will either be touch cast after a "here are the rules for this effect" OOG statement (so that you the player can decide to accept or not) or cast upon the NPC him or herself.

The NPC in question will have the appropriate documentation on his person (and a copy if its an ability being given to a PC) and will know what effect the "new" effect has and modify his or her own stats accordingly.

In short, unless you are explicitly told otherwise, assume that any weird funky-I've-never-heard-of-that-ritual-before effects are just stat adjustments to the NPC casting the spell and try and feel free to guess what that effect might have done based on what you heard, or ask, or beat 'em down and identify them. Weird funkiness will never be thrown at you without significant warning, a chance to read the ability text, ask questions, etc. Please do not call unnecessary holds.




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PostPosted: Thu Apr 03, 2008 6:05 am    Post subject: Local Alchemical Effects. Reply with quote

Local Alchemical Effects.

There are additional alchemy effects that you may hear in game. These effects while uncommon will follow all other rules as to delivery, effect and defenses.

For example.

IF you were to hear Prison Gas Poison.

This would require an orange packet, need to land as per the normal rules for packets, and activate defenses as both a gas, and an eldrich force effect. (Poison shield, cloak or bane poison, resist poison, cloak or bane eldrich force)

A packet that resolves and is not otherwise negated by a defense would then place the target in a prison effect, just like the spell does.

If you have a creature or player call a unusual alchemical effect, feel free to ask for a brief clarification if you feel it is necessary (IE, did you say, prison poison?) and then ask for the tag at the end of the encounter, or check the card.

Any person found to be purposely making strange calls to confuse other players is cheating, and will be dealt with as such.

Clairification Questions
Since it is poison, could it be removed by a purify or a dispel, or only a dispel?

The effect is what you are trying to remove.

So the effect prison would only be removable by dispel.

Once something takes effect the delivery method is no longer important (mechanics wise).

This is just an example.

Picked because it would bring up the difference between delivery and effect. I thought I had put it in my original post, but i didnt, so its good that Kelly asked to clarify.




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PostPosted: Mon Apr 07, 2008 2:23 pm    Post subject: Local Celestial Magic Effects - Last Updated 3/14/2011 Reply with quote

Local Celestial Magic Effects

Arcane Detect Celestial Magic

If you are affected by the effect "Arcane Detect Celestial Magic" you must provide the following OOG information to the originator of the effect:

Arrow Whether or not you have celestial rituals on your spirit.
Arrow Whether or not you have celestial protective spells (if you are uncertain or cannot remember, this is not critical).
Arrow Whether or not you have celestial magic items on your person (exact items and locations are not required).
Arrow Whether or not you are capable of casting celestial spells from memory.
Arrow Whether or not you are capable of casting celestial formal magic.

Please provide the information in an OOG manner as quickly as possible. Do not call a hold to do so; if it is critical to the encounter the originator of the effect will call a hold.

(clarification thread: http://caldaria.com/phpBB/viewtopic.php?t=548 )




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PostPosted: Mon Apr 07, 2008 2:25 pm    Post subject: Local Earth Magic Effects - Last Updated 3/14/2011 Reply with quote

Local Earth Magic Effects




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PostPosted: Mon Apr 07, 2008 2:26 pm    Post subject: Local Ritual Effects - Last Updated 3/14/2011 Reply with quote

Local Ritual Effects
In this section you will find additional ritual effects that you may find yourself faced with that you will need to know ahead of time.




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PostPosted: Tue Apr 08, 2008 3:53 pm    Post subject: Regions Reply with quote

Regions!

In an effort to bring more fun, to more people the plot team has created in-game regions within the surrounding town area.

During daylight hours, monsters will be active in these regions at various times. Each region will have varying difficulty of monsters within a focused target range. The monsters inhabiting a region will vary, the focus range for that region will not.

There is no restriction to what region you may go into, but you should expect the monsters in said region to react accordingly.

It is hoped that this will keep monsters from trying to wander through a well populated town during the day, and effect the NPC/PC ration to provide better encounters for everyone.

Once the cover of night is in place, all bets are off.

In-Game name and location of regions

Garen's Haunt - Also known as 'The Haunt', Garens haunt is bordered by the road that the nature cabin is on, and then the cleared field, and the road behind NPC camp. The NPC sleeping cabins are OOG, unless the NPCs use them first and specify otherwise. (An encounter head will notify you if there is something actually there).

The Old Road - The old road is the road that leads through the ropes course and out to the back field. Everywhere within sight of the road is part of this region. The Old road ends where the Well wood begins, at the pass in the stone wall.

Well Wood - The Well Wood, begins at the end of the old road, and goes all the way down the road and out past the Well spring.


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PostPosted: Mon May 12, 2008 6:58 pm    Post subject: The WellSpring Reply with quote

Rules for the Wellspring - Updated 2/3/09

Unless otherwise noted, or informed by a Marshall or encounter head, the following rules for the wellspring are always in place.

Arrow The wellspring is represented by a mostly circular rep with a brown outer ring, and a silvery blue middle. This represents a small mound of upturned dirt ringing a small spring in the ground filled with silvery blue water.

Arrow The well spring has a continuous Circle of power effect around it, that ends exactly at the end of the rep. The circle is both Celestial and Earth in nature. It is in effect at all times, and follows all the rules of Greater Circle of Power. You may not resurrect within it.

Arrow If you intend to interact with the Wellspring in any abnormal way, you should obtain a member of plot. (There should be a Radio in a sealed plastic bag at the wellspring. You may attempt to contact plot with this radio. Instruction for use will be in the bag.)

Arrow In-Game objects in or on the rep that is the wellspring are considered within the COP effect. OOG notes may be picked up to be read. OOG notes will be on colored card stock, and in a plastic sleeve (Like a ritual scroll). Anything else is fair game.




Last edited by GM on Tue Feb 03, 2009 5:17 pm; edited 1 time in total
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PostPosted: Mon May 12, 2008 7:22 pm    Post subject: Additional Plot Affects - Updated 5/13/08 Reply with quote

Additional Plot Effects - Updated 5/13/08

Massive Carrier - Any damage qualified with the damage carrier massive has the following Effect.

Arrow Unavoidable - May not be Blocked, Parried, dodged, evaded, Phased, or otherwise avoided in any way (Hence the term Unavoidable).
Arrow Does damage through a prison but does not drop the prison.
Arrow Takes effect on everyone it touches, regardless of hitting someone else first.

Consume Mind - Consume mind is a three count, delivered in the same fashion as a killing blow. It DOES NOT act as a killing blow. While under the effects of consume mind you have the following conditions that are always in effect while in line of sight of the creature that consumed your mind.
Arrow May not run.
Arrow Shun affect from the creature, that is role-played as fear. This may not be resisted in any fashion through resists, cloaks, banes, etc.
Arrow The creature may sense you by calling out Sense Mind, to which you must make yourself known to the creature. This can be done, by waving, calling out, or any other reasonable attempt to gain the attention of the NPC calling the effect. This is an OOG notification, and other NPCs and PCs should not react to your actions. You are aware of the creature sensing your mind In Game.
Arrow Consume Mind lasts until a marshal tells you otherwise.

Clarifications
Arrow The effects of Consume Mind are LoS. If the creature that inflicted the effect is no longer in sight, the effects go away.
Arrow The effect is a SHUN. You may not go within 10 feet of the creature, and you can't attack that creature. This does not mean you must run in fear, cower, or otherwise not engage in combat with other things in the area. The role-play for this effect is fear, you are too afraid to go within 10 feet of the creature, and too afraid to attack it.
Arrow The effect is not permanent. You will know immediately when the effect ends.


Hallucinate Carrier - Creatures with the following description swinging Hallucinate as a carrier should have the Hallucinate effect from their attack role-played in a specific fashion.
Arrow Black Shadow with glowing eyes. (This is not the same description as the shadow creatures)
Arrow Hallucinate effect causes you to see all creatures with this description as creatures from your nightmares. You are not under any in-game effect, but this should be role-played appropriately.


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PostPosted: Mon Oct 05, 2009 2:06 pm    Post subject: Reply with quote

Additional Plot Stuff - Updated 2/24/10

Dream Mod - Optional Plotline

Arrow Sign up Sheet will be available in Logistics of Friday night, and until noon on Saturday in NPC Camp.
Arrow 5 - 6 PC's will be chosen from the list in a psudo random fashion.
Arrow The mod will take place at 8am on Sunday, if you can't make it, do not sign up. If you fail to show, you will not be allowed to participate in this plotline again without express permission from the GM.
Arrow The list of selected players will be posted in logistics by the Saturday Logistics period.
Arrow You do not NEED to being any gear, or be in full makeup. If you like using your own gear, feel free to bring it, otherwise you will be allowed to use what is in NPC camp. Please wear some form of appropriate garb. (I.E. do not show up in jeans and a wife beater)
Arrow You may sign up or not each event as you please.


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PostPosted: Mon Mar 14, 2011 2:30 pm    Post subject: Guild Service information Reply with quote

Guild Service Information

The following information is intended to help clarify Acts of Service-

APPENDIX: A Active Service Perks Chart

To Gain Active Service Perk(s) for Friday through Saturday Logistics Period
Must have completed ALL required units of service during the last attended Caldaria Gathering

To Gain Active Service Perk(s) for Saturday through Sunday Logistics Period
Must have completed ONE unit of service by 6:00pm of the Saturday game day (Logistics).

A few examples of this structure in action-

Mage Slappy completes her required three units serving the guild during the April 10 Caldaria weekend. She will receive access to the Meditate Ability as well as being able to preview the Arcanum Auctions for the Friday through Saturday logistics period at the next Caldaria gathering she attends.

Earth Caster Chocolate Bar is playing Caldaria for the first time, and decides that he wants to join the Order of Light while attending the Saturday morning Order meeting. He becomes an Initiate in the order at the end of that meeting. He will receive access to the Healer’s Touch ability for the Saturday through Sunday logistics period, as he completed one unit of service (Order meeting) during the Friday through Saturday game day.

Legionnaire Butter Britches knows that he has to leave Saturday night to go to a wedding on Sunday, but wants to make sure that he still completes his service to the Legion. He arranges to help set up the Legion Hall (one unit of service), and serves guarding supply lines for three hours Saturday morning (two units of service). As he completed his units of active service the last Caldaria weekend he attended, he will have access to his Legion Mark ability for the Friday through Saturday game day of the current event. He will also have access to that ability for the Saturday through Sunday game day of the current event, and has completed the active service necessary during the current event to gain his ability access for the next Caldaria weekend he attends.

OOG SERVICE: Units of guild service may be earned on a case-by-case basis for duties performed at game, as determined by the Organizational Coordinator. Examples of this type of service might include, but are not limited to Logistics, Kitchen Staff, etc.


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