Welcome to the Season 3 (Take2) of Altera Awakens! And welcome all our new as well as returning players. We’re glad to be able to welcome you back to the world of Altera!
- Daily, 06:30AM: “Sunrise” (for resets and in-game events)
- Daily, 08:45PM: “Sunset” (for resets and in-game events)
- Thursday, 04:00PM: Site opens to players
- Thursday, 05:00PM:
- Check-in starts.
- Tag Exchange (at Check-In)
- Buy/Sell at the Mathuradu Maket (at Check-In)
- Soft “game on” (following your Check-In)
- Sunday, Morning (Early): There will be an event going on in-game Sunday morning… prior to game off you may want to be there.
- Sunday, 09:00AM: Game Off, begin site cleaning and departure
- Sunday, 10:00AM: Early off-site bonus (2 XP)
- Sunday, 11:00AM: Early off-site bonus (1XP)
- Sunday, Noon: Lunch at Outback at Hamilton Place.
Please let us know what time you will be on site so you don’t miss anything.
Very few NPC Shifts will be required on Thursday (by Plot request only).
Spell Protection (SP: Will be calculated by subtracting the spell protection from any Shard damage before applying any other damage calculation against armor, Shells or Vigor.
Academics (Rework): All Academic abilities have been reworked along with the basics of Investigations. Please read up on those changes as they affect everyone. The basic overview is that all Investigations are now treated as general Investigation and you may only investigate a topic one time. no repeat tries.
Survival (Rework): All Survival skills have been reworked please review these new skills prior to the event if they affect you.
Astral: Everyone can leave the Astral Plane with 60 seconds of Concentration. While in the Astral Plane you can be affected and effect spirits.
“Astral”: An effect that has the Astral tagline in it includes (Shifting you into the Astral plan for the duration of the effect).
Astral Snare Body: 60 seconds of being shifted into the Astral Plane and Snared.
Concentration: If you are attacked and need to use any Defensive other than a Wyrding or a Resist that is already active your Concentration is broken.
Full Concentration: Broken simply by being in the general area of combat.
“Nerf” Bows: Altera is adding “Nerf” bows to our Monster Town. Nerf bow rules follow the same rules as normal bows except their is no need for a safety expectation. While some arcing is needed players should not shoot Nerf bows in an attempt to rain down shots from on top of an enemy.
Food & 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: Eggs, bacon, oatmeal, bagels
Lunch: No lunch will be provided. Please plan accordingly.
Feast (Dinner): Included with your game registration. Everyone is welcome to bring a side dish or dessert if they would like.
If your character dies for any reason, leave 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 Marshall and report the death and include it on your feedback. You will be given instructions from there.
Damage & Prevention:
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 a 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.
Paranoia: This effect functions identical to Betrayal but lasts for one minute.
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.
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.
What do I see?
Lesser Form: The caster is lightly glowing with a soft aura.
Form: The caster is surrounded by a visible aura of magic.
Greater Form: The caster’s body pulsates a large aura of magic and their eyes glow with it.
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.
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.
White Headbands: Person is out of play and they are not there. Players can ignore this is strictly an out of play person.
Blue Headbands or Blue Glow Necklace: This is a spirit that can only be seen or interacted with by a Medium.
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: Will be designated once on site please only smoke in this area and nowhere else.
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.
Health & Safety (Covid-19):
Masks: For this event face masks are required in the module building, while working in the kitchen and inside closed settings, closed-door negotiations or shops that will take place where open air flow can not be followed. If necessary, extra masks and hand sanitizer will be provided by the game. Other than these locations mask are optional.
Pre-Game Testing or Vaccine Validation: Not completing the validation will result in players being turned away at the door until testing is completed.
Before attending an Altera event, all individuals MUST submit either proof of negative test (taken within 48 hours of game start) or completed Vaccination card from a recognized healthcare provider.
Please carefully monitor symptoms that could be related to Covid-19
- sore throat,
- shortness of breath
Individuals exhibiting these symptoms or testing positive, should do the responsible thing and not attend the event. Individuals exhibiting these symptoms at the event may be subject to testing or may be required to leave the event.