operations:public:interactive_rulebook:mechanics:out_of_combat
Differences
This shows you the differences between two versions of the page.
Both sides previous revisionPrevious revisionNext revision | Previous revision | ||
operations:public:interactive_rulebook:mechanics:out_of_combat [2025/05/29 06:21] – [🛍 Teaching & Roleplay Skills] eric | operations:public:interactive_rulebook:mechanics:out_of_combat [2025/06/27 20:31] (current) – [🧪 Crafting Between Events] eric | ||
---|---|---|---|
Line 1: | Line 1: | ||
====== Out-of-Combat Systems ====== | ====== Out-of-Combat Systems ====== | ||
- | Not all power in Volaire is measured on the battlefield. Many characters contribute to the world through support, crafting, knowledge, and other non-combat | + | {{: |
+ | Even when swords are sheathed and spells are silenced, your character’s story continues. The world of Volaire persists between events, and many mechanics, opportunities, and progressions occur outside of direct | ||
---- | ---- | ||
- | ===== 🛠 Crafting | + | ===== 🧪 Crafting |
- | 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 ^ | + | |
- | | **Alchemy** | Creates acids, elixirs, oils, and solutions with mechanical and roleplay effects. Requires access to an Alchemy Lab and uses Production Points (PP). | | + | * You **turn in silver, tags, and components** at Check-In to receive item tags for use during that event. |
- | | **Poisoncraft** | Creates poisons (ingested, contact, or gas) with damaging or disabling effects. Poisoned items must be physrepped | + | * Any unused Production Points |
- | | **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 |
- | * A Lab physrep (Novice to Master tier) | + | * Potions |
- | * A formula: `(Skill Rank x 2) + Player Level` × Lab Multiplier | + | * Poisons |
- | * Silver costs + submitted tags | + | * Weapon/ |
- | * 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: |
---- | ---- | ||
- | ===== 🧪 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/ | + | * 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 | |
- | ===== ⛑ Healing & First Aid ===== | + | * Upgrades to existing skills |
- | + | * Class-based or race-based special abilities | |
- | ^ Skill ^ Use ^ | + | |
- | | **First Aid** | Pauses and resets a target' | + | |
- | | **Field Surgeon** | + | |
- | | **Healing Arts** | + | |
- | 🩹 Healing effects are mostly out-of-combat but may be performed during emergencies if allowed by a Marshal. | + | ⚠️ **Unclear XP requests will not be processed** until clarified via support ticket. |
---- | ---- | ||
- | ===== 📚 Ritual | + | ===== 🔮 Ritual |
- | Rituals are powerful, high-preparation spells cast using special | + | While rituals must be physically performed in-game, you may **request approval** or clarification on ritual |
- | | + | |
- | | + | |
- | | + | |
- | | + | |
- | Rituals may grant familiars, item enhancements, | + | Guidelines: |
- | + | * All rituals require a valid **scroll, components, and light source** | |
- | 🧠 All rituals | + | * Ritual scrolls |
+ | * 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 | ||
---- | ---- | ||
- | ===== 🐾 Familiars | + | ===== 🧠 Research, Lore & Plot Hooks ===== |
- | Magically bonded companions with passive utility effects. Familiars | + | Curious players |
- | * Enhance roleplay and character depth | + | |
- | * Offer narrative support (e.g. warnings, emotional links) | + | |
- | * Be augmented via rituals for minor resistances, | + | |
- | Familiars: | + | |
- | | + | * Include a summary of the character's actions, goals, and any relevant props |
- | * Must be accompanied by their bonded | + | * Approved requests may result in: |
- | * Enhance, not replace, character abilities | + | - Scrolls |
+ | - Lore reveals | ||
+ | - Crafting advancements | ||
+ | - Unlocking rituals or rare recipes | ||
+ | |||
+ | Not all submissions yield results, and staff may request FOIP (Find Out In Play) instead. | ||
---- | ---- | ||
- | ===== 💤 Reset Mechanic | + | ===== 🐾 Tracking, Traps & Scouting |
- | Once per event, all players must take a **Reset**—a 20-minute rest period treated in-play as magical or physical recovery. During Reset: | + | Some skills like **Tracking** and **Trapmaking** can begin between events: |
- | | + | |
- | | + | |
- | | + | |
- | This is when you: | + | |
- | | + | * Traps must be approved by a **Rogue Marshal** and physrepped before deployment |
- | * Hydrate, snack, | + | |
- | * Visit Staff or Logistics if needed | + | |
- | Reset is mandatory | + | These systems are largely narrative |
---- | ---- | ||
- | ===== 🧠 “Who Goes?” / “What Do I See? | + | ===== 📫 Submitting Downtime Actions |
- | Used to clarify unclear visuals during roleplay. | + | All downtime actions, including: |
+ | * Research requests | ||
+ | * Ritual planning | ||
+ | * Lore investigation | ||
+ | * Trap design | ||
+ | * Story advancement | ||
- | * “Who Goes?!” – An in-play shout used to prompt a character/ | + | ...must be submitted via the official **Downtime Portal** or **Support Ticket System** found on the Volaire website. |
- | * “What Do I See?” – An out-of-play question requesting a visual description when costuming is abstract. | + | |
- | These help maintain immersion while navigating minimal representations. | + | 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) | ||
---- | ---- | ||
- | ===== 🛍 Teaching & Roleplay | + | ===== 🗨️ Forum Roleplay |
- | Characters may **teach** skills they no longer use or even if they can’t currently perform them. This allows: | + | The [[https:// |
- | | + | |
- | | + | |
- | | + | |
- | Skills such as **Lore**, **Artisan Trades**, or **Bardic performance** also enhance the world through storytelling, information trading, or support. | + | |
+ | | ||
+ | | ||
+ | | ||
+ | | ||
- | ---- | + | All players are strongly encouraged to visit the forums regularly. It 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! |
- | **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.** | ||
---- | ---- | ||
+ | ===== 🧾 Related Pages ===== | ||
+ | * [[operations: | ||
+ | * [[operations: | ||
+ | * [[operations: | ||
+ | * [[operations: | ||
---- | ---- | ||
Line 120: | Line 123: | ||
<wrap em> | <wrap em> | ||
[[operations: | [[operations: | ||
+ |
operations/public/interactive_rulebook/mechanics/out_of_combat.1748499690.txt.gz · Last modified: 2025/05/29 06:21 by eric