Staff Library

The Georgia Association of Medieval Entertainment

User Tools

Site Tools


operations:public:interactive_rulebook:mechanics:out_of_combat

This is an old revision of the document!


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 skills. This page outlines all systems that function outside of direct combat, including mechanics for downtime, roleplay, crafting, and recovery.


πŸ›  Crafting & Production Systems

Volaire includes three primary crafting types:

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).
Poisoncraft Creates poisons (ingested, contact, or gas) with damaging or disabling effects. Poisoned items must be physrepped and tagged.
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.

Each system uses:

  • A skill rank (1–20)
  • A Lab physrep (Novice to Master tier)
  • A formula: `(Skill Rank x 2) + Player Level` Γ— Lab Multiplier
  • Silver costs + submitted tags
  • Recipes known must match character sheet

πŸ§ͺ Note: Production occurs only at Check-In and cannot be done mid-game.


πŸ§ͺ Labs and Components

Lab Type Multiplier
Novice Lab Γ— 1.5
Apprentice Lab Γ— 2
Adept Lab Γ— 2.5
Master Lab Γ— 3

Labs must have a physical representation (physrep) and follow safety/visibility standards. Each lab supports one craft type.


β›‘ Healing & First Aid

Skill Use
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.


πŸ“š Ritual Magic

Rituals are powerful, high-preparation spells cast using special scrolls and focus components. Rituals require:

  • A designated Ritual Circle
  • Appropriate scrolls and ritual props
  • A Ritual Marshal present
  • Complete, immersive roleplay

Rituals may grant familiars, item enhancements, protective wards, and more.

🧠 All rituals must be approved and validated before or immediately after casting.


🐾 Familiars

Magically bonded companions with passive utility effects. Familiars may:

  • 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:

  • Are not combatants
  • Must be accompanied by their bonded character
  • Enhance, not replace, character abilities

πŸ’€ Reset Mechanic

Once per event, all players must take a Resetβ€”a 20-minute rest period treated in-play as magical or physical recovery. During Reset:

  • Casters restudy spells
  • Fighters sharpen weapons
  • Rogues meditate (or nap)

This is when you:

  • 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.


🧠 β€œWho Goes?” / β€œWhat Do I See?”

Used to clarify unclear visuals during roleplay.

* β€œWho Goes?!” – An in-play shout used to prompt a character/NPC response. * β€œWhat Do I See?” – An out-of-play question requesting a visual description when costuming is abstract.

These help maintain immersion while navigating minimal representations.


πŸ› Teaching & Roleplay Skills

Characters may teach skills they no longer use or even if they can’t currently perform them. This allows:

  • Earning coin through lessons
  • 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.


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.



Navigation: Return to Wiki Home | Interactive Rulebook Hub

operations/public/interactive_rulebook/mechanics/out_of_combat.1748499690.txt.gz Β· Last modified: 2025/05/29 06:21 by eric

Donate Powered by PHP Valid HTML5 Valid CSS Driven by DokuWiki