Welcome to the Season 3 of Altera Awakens! Welcome all the new players and all the returning players I We’re glad you’re coming!
- Plot will be on site by 6:00pm and you are free to show up after that. Please note that we may still be setting up the game at this time.
- Check-in will officially begin at 7:30 pm but if we get our setup and logistics stuff done early, we will open it up early. You may go ahead and unload your stuff and get in costume when you arrive.
- Opening Ceremonies will be at 10:30pm. Please be there and at least in the process of checking in by then. Everything will be done in the main hall so it should be simple.
- In-Play at 11:00: All cars must be moved to the parking area before this time!
- Sunrise 7:00 AM
- Sunset 6:30 PM
- Feast 7:00PM
- Game off Sunday at 9:00 AM
- Clean up and off site at 11:00 AM: That means we can use all the help we can get in tear-down. Remember we get 1 bonus XP for being off site by 11:00am and 2 if we somehow get offsite by 10:00am.
- Sunday Lunch at Outback at Hamilton Place.
New Character Sheets
Our logistics team (Yeah Sam ) has been working hard on new character sheets, if you have any issues with these please let us know at check-in and we will get them taken care of. We hope this new clearer character sheet helps everyone be able to read their character sheets easily. As part of the new process, everyone’s points were recalculated to make sure none of the point adjustments where missed. If you have an issue with your pointing please speak with Isaac Directly.
It Looks like we may be relatively dry but rather Cold events please pack extra layers. The cabins do have floorboard heaters but your welcome to bring extra space heaters if you wish.
Food and Allergies
Please label any food you bring with what ingredients. Foods that contain onion, vinegar, or garlic need to have lids on them due to possible airborne allergies.
Breakfast – All Items are $1
- Biscuit and Gravy
- Cheese Burgers $2
- Fries $1
- Included with your event fee (See Separate Post)
- Everyone welcome to Bring a side dish or dessert if they would like.
If your character dies for any reason all your in game items where you died. If you can leave a piece of unique costuming or something that would be great too. Go Out of Play and go to Monster Town. EVEN if you’re resuscitated you need to find a martial and report the death AND included it on your feedback. You will be given instructions from there.
Damage and Damage Prevention
Shard X – Magic based attack that does the stated amount of damage to wherever it hits.
Crit X – Physical Attack that Deals the stated amount of damage.
Missile – Automatic wound to the location hit. Bypasses all forms of damage reduction such as Protectives and armor, unless you have a specific ability that says otherwise.
Barrage – Automatic wound to every location. Bypasses all forms of damage reduction such as Protectives and armor, unless you have a specific ability that says otherwise.
Shields – Tower Shields, Large Shields, do not block any damage from Shards no matter the source. Medium & Small shields will block up to a Shard 1. Bucklers and Armored Gauntlets will block up to a Shard 2.
Please Note: Shard, Missile, Barrage, Death, and Obliteration, are always magical effects Dexterity, Ingenuity, Brutality, Empathy, and Resilience are always Natural Effects.
A lot of things in Altera are fairly common in a lot of boffer LARP games. We do have several effects however, that take some of those standard effects and flip them on their head. We will cover these at Opening Ceremonies but here is a quick highlight of things you should be sure you are aware of:
Flurry: Flurry is an ability that grants a number of uses of a spell effect. All uses must be used within 10 seconds of the first and the flurry tag line should begin the effect. An example would be. “Fire Shard Flurry 3, Fire Shard 2 Fire Shard 2 Fire Shard 2 “ this would be the proper use of a Flurry 3 Fire Shard 2” Each attack in the chain must be defended against individually.
Hobble: This is a non-damaging attack to the leg, this effect causes the leg to temporarily no longer work properly. The leg must be dragged as if it is numb and players can not move faster than 1 step every second.
Torment: This is a 3-second pain effect but it is also an disrupt effect. It will cause any effect that requires concentration to fail as well flubbing any in play spell verbal that hasn’t been completed yet.
Disease: If you become Diseased no combat abilities will reset until cured. Also if you are diseased for an hour without treatment it becomes a Blood Poison. Then you have 10 min to get help before you are dead.
Contagion: Some diseases are contagious! If you heal someone of wounds or other conditions treated before the disease is addressed you could get infected too! If a healer is infected with a contagion they will infect *every* person they treat.
Drain X: Drain effects suppress whatever the targeted ability is until the character can take a full combat rest (30 min). Drain effects can target a specific type of magic, a specific combat attribute, all magic, all attributes, specific racial abilities, all racial abilities, so on and so forth. The ability being drained will always be clearly stated in the verbal.
Astral Beings (Large blue headband): This creature is native to the Astral Plane and is only visible to those with the Medium advantage from Empathy.
Astral Beings (Large blue strips of fabric tied to the wrists): This creature is native to the Astral Plane but has at least partially manifested in the physical world. Everyone can see and interact with it. You *might* be able to attack it. Feel free to experiment with that.
Paranoia: This effect functions identical to Betrayal but Last for one minute.
Hallucinogen Poison: This effect prevents the use of any abilities, and also prevents any mental effects. Last Until you receive a Cleanse or a Purify Blood effect. ( Not Cure by Awaken)
Reforge: Remakes the Base item as if it was brand new. ( This restores armor to full point value and fixes a breach. This can also fix Destroyed basic items.
Heal Vigor X: This effect heals a number of vigor points provided the target has no other wounds. This effect takes 60 seconds to take effect from the time of application.
Wild Magic: Wild Magic effects will always be Purple packets, Purple weapons, or even obviously solidly purple costuming. Wild Magic effects cannot be prevented by anything other than a Dodge, and then only if weapon or packet based. Basically, if something is Wild Magic you are probably going to take the effect.
Random Plot Marshals
Watchers are human looking beings that have large purple robes. They are obviously magical and not in any way, shape, or form natural. These beings are completely trustworthy, will never mislead, or make any attempt to deceive a player. They each have their own unique personality, are in play characters, and we do encourage getting to know them.
If you need a plot marshal and there is not a Watcher available please feel free to grab any plot member. For this game Scott will be almost available. We will talk more about that at game.
Orange Headbands: Targets wearing orange headbands are not to be interacted with in combat in ANY WAY AT ALL. If combat starts players with orange combat should cower to the side and let the combat characters deal with the issue. Non combat characters should not attempt to assist in combat be it by spell or healing of injured players till after combat. If all players are defeated then the NPC will act accordingly to the non combat PCs be it killing, capturing or ignoring. If all enemies are defeated then the non-combat character is considered safe.
Smoking Area: Is on the back porch of the Tavern Please do not smoke anywhere else on sight.
General Sportsmanship: This is a story based game, not a competition. Everyone is learning a new system. Please be patient and understanding with all other players. That being said, all players are expected to take their hits and use their abilities to the best of their knowledge. If there are questions about rules please see a Staff member.
Holds: A “HOLD” may be called for several purposes within an event. Sometimes there may be a question about rules, sometimes it could be a medical emergency and other times it is for in-game related purposes. Whatever the reason, everyone must immediately repeat “HOLD!” so that others further away are notified, stop what they are doing, fall silent and cast their eyes downward until game-play is resumed.
Medic vs Healer: DO NOT CALL FOR A MEDIC UNLESS YOU THE PLAYER ARE INJURED OUT OF PLAY. If your character needs healing call for a Healer. Calling for a MEDIC will immediately stop all game play so that treatment can be given and emergency assistance called for if needed.