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operations:public:interactive_rulebook:mechanics:out_of_combat [2025/05/29 05:58] – created ericoperations:public:interactive_rulebook:mechanics:out_of_combat [2025/06/27 20:31] (current) – [🧪 Crafting Between Events] eric
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 ====== Out-of-Combat Systems ====== ====== Out-of-Combat Systems ======
-Not all power in Volaire is measured on the battlefieldMany characters contribute to the world through supportcraftingknowledge, and other non-combat skills. This page outlines all systems that function outside of direct combat, including mechanics for downtime, roleplay, crafting, and recovery.+{{:operations:public:interactive_rulebook:mechanics:393b4d62-736b-4b48-943d-4be7602d3d4b.png?nolink&400|}}\\ 
 +Even when swords are sheathed and spells are silenced, your character’s story continues. The world of Volaire persists between eventsand many mechanicsopportunities, and progressions occur outside of direct combat. This page summarizes all **out-of-combat systems** relevant to downtime, crafting, research, rituals, and character growth.
  
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-===== 🛠 Crafting & Production Systems =====+===== 🧪 Crafting Between Events =====
  
-Volaire includes three primary crafting types:+Crafting is primarily handled at **Check-In** at each event, but your choices and investments are made **between events**. Here’s what happens:
  
-^ Skill ^ Description ^ +  * **Production Points (PP)** are calculated based on your crafting skill levelcharacter levellab quality, and event attendance
-**Alchemy**         | Creates acidselixirsoils, and solutions with mechanical and roleplay effectsRequires access to an Alchemy Lab and uses Production Points (PP). | +  You **turn in silvertags, and components** at Check-In to receive item tags for use during that event
-**Poisoncraft**     | Creates poisons (ingestedcontactor gas) with damaging or disabling effects. Poisoned items must be physrepped and tagged| +  Any unused Production Points **do not carry over** to future events. 
-**Potion-making**   | Creates drinkable potions for healing, buffs, or effects like Charm or Truth. Potions may be used by anyone, but require Healing Arts to identify|+  * Items you craft have a **1-year shelf life** from date of creation.
  
-Each system uses+Crafting includes
-  * A skill rank (1–20+  * Alchemy (e.g., bombs, solvents, elixirs
-  * A Lab physrep (Novice to Master tier) +  * Potions 
-  * A formula: `(Skill Rank x 2) + Player Level` × Lab Multiplier +  * Poisons 
-  * Silver costs + submitted tags +  * Weapon/Armor forging and repair 
-  * Recipes known must match character sheet+  * Trap creation
  
-🧪 **Note:** Production occurs only **at Check-In** and cannot be done mid-game.+Labs are required for all crafting types (see [[operations:public:interactive_rulebook:core:labs_and_lore|Labs, Components & Recipes]]).
  
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-===== 🧪 Labs and Components =====+===== ✍️ Spending Experience Points (XP) =====
  
-^ Lab Type ^ Multiplier ^ +XP is awarded **after each event**You may:
-| Novice Lab       | × 1.5 | +
-| Apprentice Lab   | × 2   | +
-| Adept Lab        | × 2.5 | +
-| Master Lab       | × 3   |+
  
-Labs must have a physical representation (physrep) and follow safety/visibility standardsEach lab supports one craft type.+  * Spend XP immediately at Check-Out by writing instructions on your event envelope. 
 +  * Include **Teacher Cards** when buying advanced skills that require instruction. 
 +  * Bank XP for later use by indicating so clearly on your envelope. 
 + 
 +XP may be spent on: 
 +  * New skills 
 +  * Upgrades to existing skills 
 +  * Class-based or race-based special abilities 
 + 
 +⚠️ **Unclear XP requests will not be processed** until clarified via support ticket.
  
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-===== ⛑ Healing & First Aid =====+===== 🔮 Ritual Submissions =====
  
-^ Skill ^ Use ^ +While rituals must be physically performed in-game, you may **request approval** or clarification on ritual scrolls and components **between events**.
-| **First Aid**      | Pauses and resets a target's Bleeding Out count. Requires a 60-second audible count. Grants 1 HP. | +
-**Field Surgeon**  | Pauses and treats Terminal status. Requires 60 seconds uninterrupted. | +
-**Healing Arts**   | Allows diagnosis of conditions and identification of potions/elixirs|+
  
-🩹 Healing effects are mostly out-of-combat but may be performed during emergencies if allowed by a Marshal.+Guidelines: 
 +  * All rituals require a valid **scroll, components, and light source** 
 +  * Ritual scrolls must be approved by a **Ritual Marshal** 
 +  * Scroll lore requirements and complexity may vary—FOIP encouraged! 
 +  * If you wish to attempt a ritual that involves rare or experimental components, contact staff in advance to confirm availability
  
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-===== 📚 Ritual Magic =====+===== 🧠 Research, Lore & Plot Hooks =====
  
-Rituals are powerfulhigh-preparation spells cast using special scrolls and focus components. Rituals require: +Curious players may pursue researchuncover hidden loreor follow story arcs between events via the following methods:
-  * A designated Ritual Circle +
-  * Appropriate scrolls and ritual props +
-  * A Ritual Marshal present +
-  * Completeimmersive roleplay+
  
-Rituals may grant familiarsitem enhancements, protective wards, and more.+  * Submit a **Research Request** to the Plot Team or Game Manager 
 +  * Include a summary of the character's actionsgoals, and any relevant props 
 +  * Approved requests may result in: 
 +    - Scrolls 
 +    - Lore reveals 
 +    - Crafting advancements 
 +    - Unlocking rituals or rare recipes
  
-🧠 All rituals must be approved and validated **before or immediately after** casting.+Not all submissions yield results, and staff may request FOIP (Find Out In Play) instead.
  
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-===== 🐾 Familiars =====+===== 🐾 Tracking, Traps & Scouting =====
  
-Magically bonded companions with passive utility effects. Familiars may: +Some skills like **Tracking** and **Trapmaking** can begin between events:
-  Enhance roleplay and character depth +
-  Offer narrative support (e.g. warnings, emotional links) +
-  Be augmented via rituals for minor resistances, visuals, or interaction support+
  
-Familiars: +  Tracking requests must be made in advance and may lead to in-play missions 
-  Are not combatants +  * Traps must be approved by **Rogue Marshal** and physrepped before deployment 
-  * Must be accompanied by their bonded character + 
-  Enhance, not replacecharacter abilities+These systems are largely narrative and driven by staff coordination. They may not always result in visible in-game mechanicsbut they contribute significantly to immersion and world evolution.
  
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-===== 💤 Reset Mechanic =====+===== 📫 Submitting Downtime Actions =====
  
-Once per eventall players must take a **Reset**—a 20-minute rest period treated in-play as magical or physical recovery. During Reset: +All downtime actionsincluding: 
-  * Casters restudy spells +  Research requests 
-  * Fighters sharpen weapons +  Ritual planning 
-  * Rogues meditate (or nap)+  * Lore investigation 
 +  * Trap design 
 +  * Story advancement
  
-This is when you: +...must be submitted via the official **Downtime Portal** or **Support Ticket System** found on the Volaire website.
-  Pull Per Day spell/skill cards +
-  Hydrate, snack, and regroup +
-  Visit Staff or Logistics if needed+
  
-Reset is mandatory and **must be roleplayed**. Failure to observe it may restrict spell or ability use.+Late or unclear submissions may be declined or returned for revision. Please include: 
 +  Your character name 
 +  Event attended 
 +  Exact description of actions taken 
 +  Any supporting physreps, scrolls, or tags (if relevant)
  
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-===== 🧠 “Who Goes?” / “What Do I See?” =====+===== 🗨️ Forum Roleplay & Interactions =====
  
-Used to clarify unclear visuals during roleplay.+The [[https://volairelarp.org/index.php?option=com_kunena&view=home&defaultmenu=141&Itemid=140|Volaire Forums]] are a vital tool for both **in-play** and **out-of-play** communication between events. They serve as an official channel for:
  
-“Who Goes?!” – An in-play shout used to prompt a character/NPC response. +  Character interactions and roleplay development 
-“What Do I See?” – An out-of-play question requesting a visual description when costuming is abstract.+  * Posting and responding to in-play letters, announcements, and guild notices 
 +  Coordinating trades, services, or requests for downtime actions 
 +  * Staff updates, clarifications, and event-related announcements 
 +  * Player-to-player discussions, theorycrafting, and creative collaboration
  
-These help maintain immersion while navigating minimal representations.+All players are strongly encouraged to visit the forums regularlyIt is not uncommon for major plot clues, character prompts, or FOIP leads to appear in forum posts. Missed posts may result in missed opportunities—so stay connected!
  
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- +===== 🧾 Related Pages ===== 
-===== 🛍 Teaching & Roleplay Skills ===== +  [[operations:public:interactive_rulebook:core:alchemy|Alchemy Crafting & Application]] 
- +  * [[operations:public:interactive_rulebook:core:labs_and_lore|Labs, Components & Recipes]] 
-Characters may **teach** skills they no longer use or even if they can’t currently perform them. This allows+  * [[operations:public:interactive_rulebook:core:magic|Magic & Spellcasting]] 
-  * Earning coin through lessons +  * [[operations:public:interactive_rulebook:core:ritual_magic|Ritual Magic]]
-  * Expanding roleplay influence +
-  * Building social or guild power +
- +
-Skills such as **Lore**, **Artisan Trades**, or **Bardic performance** also enhance the world through storytelling, information trading, or support.+
  
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-**Out-of-combat time is where stories deepen, alliances form, and the craft of your character truly shines. Don’t underestimate the power of a quiet scene.**+<wrap em>**Navigation:**   
 +[[operations:public|Return to Wiki Home]] | [[operations:public:interactive_rulebook:start|Interactive Rulebook Hub]]</wrap>
  
operations/public/interactive_rulebook/mechanics/out_of_combat.1748498337.txt.gz · Last modified: 2025/05/29 05:58 by eric

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