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Abridged Rules Codex Abridged Rules Codex Abridged Rules Codex Abridged Rules Codex Rules Version 4.0 The Abridged Rules Codex is currently an unofficial document used to interpret the Kingdom of Novitas 4.0 Edition Rules in a very high-level format. The purpose for creating a separate document from the original rulebook is to distill the basics of the game into a more readable display such that new players can familiarize themselves with the game overview without all the gritty details. I hope to encourage even the veteran players to make use of this as a quick-reference guide to the game. Please note that since this is an abridged version of the actual rules, some details may be left out about certain aspects of game. I strongly recommend for anyone reading this to drill down into the 4.0 Edition rulebook once they’ve found interest in a particular skill or a direction they would like to take their character. As a disclaimer, understand that this codex should not be utilized as a means for ‘rules marshalling’ as the official rulebook supersedes anything contained within this document. Kingdoms of Novitas is intended for adults over the age of 18 and may contain adult themes dealing with violence and romance, among other things. For more details on the exceptions to this age rule, please see the KoN 4.0 Edition Rulebook. Kingdoms of Novitas Live Action Role Playing www.kingdomsofnovitas.com

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Page 1: Abridged Rules Codex

Abridged Rules CodexAbridged Rules CodexAbridged Rules CodexAbridged Rules Codex Rules Version 4.0

The Abridged Rules Codex is currently an unofficial document used to interpret

the Kingdom of Novitas 4.0 Edition Rules in a very high-level format. The purpose

for creating a separate document from the original rulebook is to distill the basics

of the game into a more readable display such that new players can familiarize

themselves with the game overview without all the gritty details. I hope to encourage

even the veteran players to make use of this as a quick-reference guide to the game.

Please note that since this is an abridged version of the actual rules, some details

may be left out about certain aspects of game. I strongly recommend for anyone

reading this to drill down into the 4.0 Edition rulebook once they’ve found interest

in a particular skill or a direction they would like to take their character. As a disclaimer,

understand that this codex should not be utilized as a means for ‘rules marshalling’

as the official rulebook supersedes anything contained within this document.

Kingdoms of Novitas is intended for adults over the age of 18 and may contain

adult themes dealing with violence and romance, among other things. For more

details on the exceptions to this age rule, please see the KoN 4.0 Edition Rulebook.

Kingdoms of Novitas Live Action Role Playing

www.kingdomsofnovitas.com

Page 2: Abridged Rules Codex

Kingdoms of Novitas is a Live-Action Roleplaying game,

for players ages 18 and up, where you act out the role of

a character in the town of Pinedale. Unlike tabletop

games such as Dungeons & Dragons, there is no dice-

rolling or initiative checks; you are the character. We use

safe weapons made out of latex and/or foam which

follow strict guidelines in order to act out actual combat

scenarios. Though combat is a prevalent factor, this is far

more than just a fighting game.

Characters in the world of Novitas are created based on a

skill-point system which does not limit you by class. This

means that nothing prevents a character from wearing a

full suit of armor to game other than their physical

capabilities, regardless of their skill expenditures.

Games are held on the first weekend of every month with

the exception of January, March, July, and August.

Currently, all events are held at Vanderkamp Center in

Cleveland NY. The site offers 1100 sq. acres of land which

includes a lake, several cabins, numerous trails, and

friendly staff. To attend a full weekend event, including a

bunk to sleep in, the cost is $20. Food is also available at

our in-character Inn with the use of in-game coin. It is

recommended to bring your own food and beverage

supply, should you have any food allergies, etc.

When you arrive for your first event, it is safe to expect

that the game will be very different from other types of

Live-Action games. We strongly forbid blatant

anachronisms (eg. t-shirts and sneakers) so plan on

bringing at least some basic garb with you. At a bare

minimum, we ask that you wear non-descript neutral-

colored pants and a tunic. Consider for your first game

that we’ll be forgiving in allowing some things to slide,

but don’t expect to play in cargo shorts and a t-shirt.

All new players are required to NPC their first two shifts.

The term ‘NPC’ means you’ll get to play the role of

monsters and villagers (non-player characters) to become

accustomed to game mechanics. Events are split into four

shifts, total, and we require that at least two of these

shifts are spent performing various NPC roles, even if

you’re a veteran player. This allows for a balance of

player-characters (PCs) on each shift.

At an event, you are provided with a cabin to stay in and

a bunk (first come, first served). Since game generally

starts at 9 PM on Friday night, we would hope you arrive

a few hours earlier to allow for sign-in, getting situated,

and helping with setup (we award XP for volunteers who

aid in setting up the game and cleaning up on Sunday). It

is encouraged that you introduce yourself to people out-

of-game beforehand so that you can get the orientation

speech as well as a tour of the campgrounds. Our

established players are always happy to assist newcomers

and will make sure you have a place to stay.

When planning out what to bring for the weekend, here’s

a general list of things we’d recommend for first-timers:

• Sleeping bag & Pillow (cabins are not heated).

• Basic garb for NPC (separate garb from your PC).

(Example: boots, ring-belt, tunic, pants).

• Extra pairs of socks (prepare for the weather!).

• Strips of Blue (for magic) and Orange cloth (OOC).

• Additional food and beverage (bring water).

• A leather coin pouch for our in-game currency.

• Bag of out-of-game stuff (toiletries, phone, wallet,

flashlight, clothes, etc. Kept underneath bunk.)

• Towel – There is a bathhouse with showers.

• Blue glowstick, for night-time spell effects.

Later additions may include cool props for your

character’s encampment area, additional garb or armor,

‘Medieval’ utensils, a mug, a bowl for food, and for your

PC you’ll need to own an approved foam or latex weapon.

There are also guides on the Kingdoms of Novitas Forums

on outfitting a new character for under $100.

You have the option of playing NPC roles for the entire

weekend, if you choose. This will grant you bonus

experience towards your eventual character creation.

Players wishing to NPC for all four shifts will not need

their own LARP weaponry; it will be provided from a

communal pile in logistics (aka. “NPC camp”). When the

shift begins, GMs (Game Masters) will assign roles to

available NPCs. Be sure to volunteer for a role and don’t

hesitate to ask questions if you’re at all confused! We’re

reasonable people and understand how overwhelming it

may be during your first event.

Sign-in generally takes place around 6 PM in the Logistics

building (or whenever they’re ready and have set up the

costume & prop rooms). This is where you’ll receive a

character sheet and someone will walk you through

character creation. You are allowed to park in the main

field for loading and unloading gear into your cabin but

you must move your vehicle to logistics or another

designated parking area before game begins.

Page 3: Abridged Rules Codex

Group Caps

All registered adventuring parties in game are capped at a

maximum of 8 players total. Nothing is stopping you from

going solo, but it’s probably a good idea not to travel

alone at night.

This same rule applies for groups traveling to a plot or

quest location. Unless a GM says you can “break cap”, or

it happens smack dab in the middle of town, do not go in

groups larger than 8. This gives GMs adequate control

over how challenging an encounter is and allows for more

efficient use of NPCs.

New Characters

When it’s time to build your PC, your new character starts

the game with 6 skill points. These are used to purchase

abilities marked on your character sheet and must be

approved by logistics at sign-in. As you do this, month to

month, you can archive a character sheet (and copy it to

a new one) in case you happen to lose your old copy.

Character sheets must be on you during game at all times.

If your character dies (and is not revived) your first game,

you are allowed one “newbie death”. Simply return to

Logistics and announce that you’re using your newbie

death. This will allow you to return to game as that PC. In

ALL other circumstances, if your PC dies and is not

revived by next shift, you are permanently killed (ie.

make a new character). There are no respawns for PCs.

If you are unsatisfied with a character concept you’ve

created (after playing your first game, but before your

second game) you are allowed one “character amnesty”.

You are refunded your skill points for your character, may

rewrite their character background, and may reassign skill

points however you choose. This is allowed only one time

per new character.

Currency

Kingdoms of Novitas has various coins minted to be used

for in-character purchases. Coins (except for NPC Chits)

are able to be stolen or looted by players and monsters.

The various types of coins are as follows:

• Copper Coins

• Silver Coins (worth 10 Copper each)

• Exotic Coins (worth 100 Copper each)

• Slave Tokens (equal value to Exotic coins)

• NPC Chits (used by NPCs for a meal at the Inn)

Shift Times and Schedules

Game begins at 9 PM on Friday night. We recommend

arriving at game much earlier, for various reasons. The

only restriction is that you cannot be on-site prior to 4

PM due to time reservations. Shifts are generally 5 to 6

hour timeslots as shown below:

- Friday Night : 9 PM to 2 AM

- Saturday Morning: 10 AM to 4 PM

- Saturday Afternoon: 4 PM to 9 PM

- Saturday Night: 9 PM to 2 AM

(Note: 8 AM to 10 AM Saturday morning is an

optional PC-only timeslot for trade and roleplaying.)

We ask that you stay and NPC for the full shift, though

you can certainly take plenty of breaks. People who put in

effort as an NPC are making the game enjoyable for PCs

on that same shift. Then, when it’s your time to PC, you

can be sure the next round of NPCs will make your

experience equally enjoyable.

Once you’ve become established with the game, you may

consider joining an existing group or even starting your

own. By informing staff members (usually via the Forums)

you can register your group so that it becomes

incorporated into a ‘shift schedule’.

A shift schedule is basically a way to coordinate how

many NPCs versus how many PCs we have on each shift.

This is a form of quality management so that we have

balanced numbers each game and organize which shifts

are assigned to various GMs. Generally, shift schedules

will change once in April and once more in September.

There are exceptions to this schedule during three

months of the year: February, April, and October. The

event in February, known as “Feb Feast” is the only event

not regularly held on the first weekend of the month. It is

a single day event, held on a Saturday, where we run one

shift from 12 PM to 4 PM. This event costs a little more

than a normal event as we all stay in a heated lodge, are

served a large buffet dinner, and have a party in the

evening. There is also an auction for rare magical items

(using real money) which takes place that night.

April and October both have a single all-PC shift during

game. This is during one of the normal four shifts where

everyone plays a PC and there are no NPCs. It is possible,

in this way, to have 3 PC shifts in a given weekend during

these special events. The October event is also called

“Harvest Fest” where people bring food and run various

contests which may award magic items.

Page 4: Abridged Rules Codex

In-Game and Out-of-Game

In this type of game, one must understand the simple

concept of distinguishing in-game (or in-character, IC)

actions versus out-of-game (or out-of-character, OOC)

situations. It may seem obvious, but we must strongly

emphasize that the actions of someone’s character while

they are role-playing does not represent the views of the

actual player in any given situation.

Out-of-game knowledge (such as what you learn while

you’re NPCing) should never transfer to your character in

the game (and vice versa). Doing this is called meta-

gaming and is a form of cheating. For more examples of

cheating, see the rulebook. If a player tells you OOC that

“Jim the Lumberjack was the guy who killed all the

innkeepers”, you must play your character as though

he/she has no knowledge of this information. This can be

difficult and often players will request you do not tell

them any OOC information that could affect their

character… even if it’s really awesome.

On a more serious topic, theft in-game versus OOC theft

is a very important matter. Characters are allowed only to

steal items which have a clear and distinct in-game

number (usually three digits painted or written on a prop).

The exception to this rule is in-character coin and

consumables (trap-tags, potions, poisons, scrolls, etc).

Clearly stated, items placed underneath a bunk are

treated as out-of-game items. Note: A PLAYER’S REAL

WORLD PERSONAL ITEMS SHOULD NEVER BE TOUCHED!

This includes wallets, keys, money, phones, medicines,

etc. Players who violate this are committing a real crime

and will be dealt with accordingly.

Please respect a player’s comfort level both in and out of

game. You should never have to engage in hands-on

physical contact with another player (other than via the

contact of an approved LARP weapon during gameplay)

and doing so without consent is strongly forbidden.

When a player is out-of-game, they should wear a ribbon

of orange or some kind of obvious orange clothing to

indicate that they are not in-game. For NPCs, holding

your weapon above your head is also a universal sign of

“not in game”. Often, the person will announce “Wind!”

which is a game-call informing other players that they

should ignore their presence (abusing this is cheating!).

Safety Calls

“Game Hold” – If there is an immediate threat, such as an

injury or serious need to halt the game, any player may

call this aloud. When you hear someone call a game hold,

please echo it so everyone hears. All gameplay actions

must cease until the situation is resolved. Gameplay will

resume once the player who initialized the hold calls out,

“3, 2, 1.. Game On!” This call is only to be used sparingly!

“Time Stop” – This is a special call allowed only with

explicit information and permission from a GM. Various

creatures, such as Wraiths, may use this call to “pass

through” solid structures like walls and doors. GMs may

also use this for plot effect should it be necessary. This

call is treated like a Game Hold call with a minor

difference: players must close their eyes, plug their ears,

(and sometimes even hum a tune) to try to avoid seeing

or hearing what’s around them until game is back on.

When play resumes, it is treated as though there was no

lapse in time; often with a surprise waiting for the PCs.

Gaining Experience

Each character starts the game at level 1. Every 5 XP

(Experience Points) earns you an additional level up until

level 10. Once you hit level 10, additional levels of

experience will cost you 10 XP per level. Each level

gained earns you 2 more Skill Points. The following chart

shows various ways you earn XP both in and out of game.

It is also possible to gain additional discretionary XP from

a certified GM should they award it for above-and-

beyond roleplaying in a particular NPC role. Note that

your character sheet should be on you at all times and

must be presented to a Game Master to be signed for XP.

GMs will generally do this at the end of each shift.

Page 5: Abridged Rules Codex

PELs and Character Backgrounds

You are granted 5 XP for submitting and having had

approved a 500 word (minimum) character background

for your PC. This must be done a few weeks prior to

either your first or second game to earn XP for it. Be sure

to include various bits of detail about your character’s

past so that GMs have an understanding of what type of

character you’re playing, any PC goals you may have, and

what opportunity there is in writing plot directed towards

your character concept.

PELs (Post-Event Letters) are often sent in after you’ve

gone to a particular event (to [email protected]). They

highlight what occurred to your PC and any NPC roles you

played during the duration of the event. They are meant

as a tool for GMs to evaluate what went on that they

were not present to witness. A PEL is occasionally used as

a basis for your in-character journal (aka. Blog) which you

have access to upon registering to the KoN Forums.

Submitting a PEL will grant you 2 XP at Sign-In on the

following event, once it is approved.

Keep in mind that you will usually receive no notification

that your PEL or Background was received. Do not worry;

GMs will only contact you about these in the event that

something needs to be changed in order to be approved.

If you hear nothing back from a GM, and you’ve sent it to

the right email, then you’re good to go.

Colored Flags

Strips of colored cloth are used in this game to designate

several effects and have various meaning both in and out

of game. These colors are: Blue (for magic), Green (for

poison, obsolete) and Orange (to show something is out-

of-game). These cloth strips are generally replaced with

glow sticks at night for easier visibility.

Blue and Green indicators (ie. called flags or strips) must

be attached to the affected garb, weapon, shield, etc for

the associated magical or poison effect to be active. You

need these for both PC and NPC situations. Even if your

NPC is supposed to have a certain magical spell on them,

you must have a blue strip tied to a visible location on

your body in order for it to take effect. However, for

instant spells such as Dissipate and Ley Lines which

require blue flags, you are given a reasonable amount of

time to search for a flag and present it in the air.

Orange strips must be worn whenever you’re out-of-

game. You are not allowed to go out of game in the

middle of combat as your PC. Certain areas, like inside

the bathhouse, are an out-of-game area that you may

enter at your leisure. However, there’s nothing stopping

an NPC from waiting outside the doorway to ambush

your PC; it’s entirely legitimate.

It’s strongly recommended to mark any items that you

use as your PC with orange ribbon if they are in your

cabin during your NPC shift. Numbered items, coin, and

consumable items which are not clearly marked as OOG

are fair targets for thieves, even if you’re not actively

playing your character. At night, an orange glowstick will

work well if you’re paranoid about it.

Searching for Treasure

When it comes to adventuring, finding loot and treasure

is a key aspect to the game. When a creature is felled and

the killing blow is delivered, you are allowed to declare to

the PC or NPC that you are going to begin searching their

body. There are two types of searches: a detailed search

and a physical search.

• Detailed Search – The most common kind of

search. You simply announce “detailed search”

and begin describing an area on that person’s

body which you are searching. The one being

searched will respond with a varied form of ‘yes

or no’ and present you with loot if you are

successful. At any time, either person may

request a search be changed to a detailed search.

• Physical Search – The one being searched may

require that you physically search the body in

order to find loot. This can be declined by the one

searching by requesting a detailed search instead.

A physical search can certainly add to the

immersion of the game, but must have consent

from both parties before it can take place.

When completing the search, after having been either

successful or unsuccessful in your guessing, it is a

common trend to ‘dispose’ of the body (though not

required). Usually, this is done by announcing that you’re

“tossing” a body into the woods and roleplaying the

action of doing so. This is to signify to the NPC that they

are free to get up off the ground and return to logistics.

Boxes of treasure can also be found throughout the game.

So long as you do not damage the physical box, you are

sometimes required to physically pick a lock or actually

disarm a trap in order to open it safely. See the rulebook,

or the section on Traps & Locks, for more information.

Page 6: Abridged Rules Codex

This is a contact LARP. Players strike other players with

padded sections of foam and latex weapons to deal

artificial “damage” to that player’s character.

A player should strike their target with enough force to

be recognized as a hit, but no more and no less. When

striking with your weapon, you should call out the

damage or effect you’re using (ie. “Two!” or “Four Poison

Pierce!”, etc). On a legal hit, the target mentally subtracts

your damage from their defenses (armor, body points,

etc) and keeps track of it. Head shots are not legal hits,

and groin shots are discouraged.

The math is really simple. Players are (generally) limited

at 1 to 4 damage. Defenses are equally as simple, often

maxing out at 4 physical armor, 4 magical armor, and 4

body for PCs with the exception of a point more from a

helmet. The various defenses are as follows:

Damage must first deplete your magic armor, physical

armor, and helmet defenses before it is applied against

your body points. Magical armor is always depleted first,

followed by helmet and physical armor.

This is a game that does NOT allow rubber chainmail or

plastic armor. Period. You can get away with aluminum

chainmail, but that’s about the extent of it. All armor

must be as authentic as possible. Here are examples of

different types of armor and their armor value:

When a character’s body points reach 0, that character

can no longer ‘soak’ damage points. Any further damage

will result in a ‘wound’. Strikes to an arm will result in the

loss of that arm (can no longer be used), strikes to a leg

will force a character to kneel (no hopping!), and a strike

to the torso will mortally wound the PC.

A mortally wounded character dies in 10 minutes (called

‘bleeding out’) if they are not healed. This time is

extended to 20 minutes if someone uses the First Aid

ability on them.

Additional abilities may affect combat, such as magical

spells, certain attributes of armor, various immunities,

and damage requirements.

Monstrous Armor – This attribute is applied to Plate

Armor of adequate rigidity and certain monsters. All

damage dealt to a monstrous target is reduced to 1

(unless the ‘Slay’ call was used).

Shields / Bucklers – Prevents all damage from weapons

and poison. Magical darts which hit the shield still affect

the wielder. If a shield is hit with 4 Acid damage, it is

destroyed. See rulebook for size restrictions.

A more in-depth look at combat will be available to you

during your new-player orientation speech. Or, feel free

to read through the combat section of the rule book for

more information about armor dimensions, details, and

restrictions.

Killing Blows

When a foe lays before you, unable to defend him/herself

or incapacitated, you are able to perform a killing blow.

Akin to a Coup De Grace, a recipient of a killing blow is

only able to return to life via a Revive spell.

To perform a killing blow, one must land a single

deliberate strike upon a felled creature in a vital area. It

must be a controlled strike and not simply a fly-by attack

as you run past the body. Often, players will announce

“killing blow” or simply act it out. It should be obvious to

either party when a killing blow is being delivered.

Combat Master

A character who has maxed out all the skills in the

Combat skill group is known as a Combat Master. Twice

per game day, they may add “Pierce” or “Slay” to a melee

attack (called a Master’s Strike).

Page 7: Abridged Rules Codex

Machine-Gunning

This is a term used to describe indiscernible rapid strikes

from an attacker. When a player ‘drum-rolls’ a player,

calling out damage as fast as humanly possible, that’s a

textbook example of “machine-gunning”. Players should

count an attack like this as a single blow for however

much damage the first hit dealt. The simple rule is that

melee weapons must be pulled back at least 45 degrees

before striking a target again.

Calling Light Hits

Though this game avoids full-swing combat, it is also not

a “lightest-touch” LARP. Sometimes an opponent’s blade

might catch a flap of cloth on your shirt, strike the tail of

your cloak, or barely graze the tip of their sword against

your plate armor, for example. in these situations, the

defender could call “Light” and is not required to take the

damage. Consider, though, that your attacker will then

try to strike you harder. Calling “Light” when struck with a

legal blow, however, is considered cheating. When

unsure, it’s better sportsmanship to just take the damage.

(Note: magical tagbags, arrows, and thrown weapons do not

fall under this category. Any part of your body, clothing, or

weapon that touches a tagbag is considered struck by that spell

or effect. In this case, head shots are considered legal targets

for tagbags.)

Illegal Actions

• Tripping, grabbing, or throwing an opponent

with a weapon, shield, or body part is not legal.

• Physically disarming an opponent, unless doing

so by using only your weapon, is also not allowed.

• As stated before, head shots are illegal targets

unless hit with a tagbag. Try not to peg people in

the head if you can help it.

• Charging (ie. running towards an opponent

causing them to move out of the way) is not a

legal action.

• Cheating. Don’t do it. This is an honor system.

Veteran players will know you’re cheating.

Damage Calls

When striking with a weapon, firing an arrow, throwing a

tagbag, you should know what effect(s) to call and when.

Most damage calls follow the syntax of damage dealt

followed by the damage type and occasioanlly a damage

attribute. Effect calls are non-damaging calls which are

either magical or alchemy-based (ie. “Poison ____ “).

Damage Types:

- Normal (No Descriptor)

- Magic

- Acid

- Poison

- Nature

- Primal

- Silver

- Elven Steel

- Smite

Damage Attributes:

- Blunt (Target unconscious if body goes below 0)

- Pierce (Skips past physical and magical armor)

- Slay (Ignores the Monstrous ability)

Effect Calls:

- <spell name> (ex. “Fear”, “Stun”, etc.)

It is important to note that damage types can never stack.

In other words, if you swing for 2 damage and carry a

magical sword made out of goblin iron, you could either

call out “Two Magic”, or “Two Poison”, but not both.

In addition, you may “down-call” damage types. If you’re

wielding a magical sword, and a foe is immune to magic,

you may down-call your damage type to normal damage.

Magical spells, however, cannot be down-called.

Blunt Damage

If a target’s body is reduced below 0 from a Blunt attack,

they fall unconscious instead of taking a torso wound.

They awaken 10 minutes later or until a player has

administered First Aid or used Smelling Salts on them.

Damage from Blunt attacks heals after 10 minutes as well.

Damage Requirements

Damage types are used to circumvent various Damage

Requirements (or DR). For example, a Troll requires

Nature damage to be harmed. Some damage types, such

as Elven Steel, Primal and Smite, can surpass multiple DRs.

Elven Steel - Treated as both Magic and Silver in addition to

the Elven Steel damage type.

Primal - Treated as both Nature and Primal damage.

Smite - Treated as all damage types simulaneously. It does not,

however, bypass the Monstrous ability.

If a damage source or effect hits you that you are

immune to, announce “No Effect” to ignore the attack.

Page 8: Abridged Rules Codex

Creatures of all shapes, sizes, and colors inhabit the

magical world of Novitas, though only a handful are

playable races for PCs. Though seemingly docile in

comparison to orcs and trolls, civilizations in this world

tend to have violent histories embedded in their roots.

For more detailed information on the various cultures

and history of Novitas, be sure to consult the World Book.

Nations

There are a total of 8 main regions in Novitas, as shown

by the chart below, with their common inhabitants. Also

added is a generalized stereotype of each realm. A much

more detailed map can be seen in the appendix of this

document, along with a few useful reference tables.

Colorized Map of Novitas by National Region

Languages

Many cultures in Novitas have a native language related

to their origin. Some, however, learn various bestial

languages or the language of ancient scholars. It is said

that some languages of the Fae are so complex that few

mortal beings possess the aptitude to learn them.

Note: Certain languages require approval from a GM.

(Black Speech, Diabolic, Immortal, and Thieves’ Cant)

It is common to see various hand gestures used to signify

speaking in a different language than common tongue

(which is not listed). When speaking a different language

in this game, one needs only to announce it aloud and

then begin speaking (in English). If others approach, or

you suspect someone is listening in on your conversation,

be sure to inform them that what they’re hearing is in

whatever language you’re speaking.

Races

There are six playable races in Kingdoms of Novitas; each

one, aside from humans, needing specific costumes and

various prosthetic requirements. The chart below depicts

each race and a brief description of the requirements.

The make-up and accessories required to make your

appearance believable can be very challenging and is not

recommended for new players. (See Appendix for details).

Page 9: Abridged Rules Codex

For every coin and magic item stumbled across in the

game, one must have a place to put it. Sometimes, the

fear of carrying so many goods on your person starts to

take hold. When the time is appropriate, you might want

to consider storing your valuables in a box; one

preferably locked or trapped.

Though boxes can be magically sealed, you may not

always want to rely on the spell alone as it can be

dispelled and will not persist beyond ‘convergence’ (the

point in an event at which all magical energies renew).

Thus, investing in locks may be a safe bet for added

security. Perhaps even paying a tinkerer to further

embellish this security with a spring-loaded trap would be

a good idea as well.

Lockpicking

One very immersive aspect of the game is that

surrounding the idea of lockpicking. Actual, physical, locks

(usually luggage-locks) can be used to seal boxes holding

your valuable in-game items. Those with the appropriate

skill, however, (Tinkering: Rank 1) are given the option to

bypass such a lock using actual, albeit primitive, lockpicks.

A player can never simply take a box containing

consumables, as it is usually not a numbered item. To

access the contents of a locked box, one must either

utilize an alchemical substance called an “explosive

charge” or take matters into their own hands by picking

the lock. Explosive charges, however, have the negative

addition of occasionally destroying the contents inside.

There’s no dice-rolling here, folks. Be prepared to actually

be proficient in multi-pin lockpicking or you may find

yourself quickly out of luck when the owner of that

locked box returns to catch you red-handed. No

professional tools are allowed, at this point, beyond a

metal pick and a tension wrench. Remember though that

locks first must be tested prior to coming into game to

prove they can be picked by these primitive means and

must be demonstrated as so to logistics.

Locks can be produced by a Tinkerer of rank 1 or greater

as per the Crafting tables and only if the lock was

inspected and passed at logistics. In addition, each lock

must have a corresponding key marked with orange such

that the lock can be opened out-of-game (in the event

that an explosive charge was used to remove it).

Traps

Like locks, traps can be crafted by skilled Tinkerers (see

the Tinkering list in the appendix). Traps can be applied to

stationary boxes and are comprised of various electronic

and mechanical bits to activate a ‘buzzer’ when triggered.

A mobile version of a trap, called a Contraption, is a self-

contained device buildable by masters of Tinkering.

The three major parts of a trap are: the power source

(such as a 9V battery), the “buzzer” (an electric oscillating

speaker), and the trigger (pretty much anything you can

think of). This is one of the few areas of Novitas where

modern technology is required. No one expects you to

build a working trap like one might see in the movie The

Goonies, so a mess of wires and components stuffed into

a box are certainly acceptable when designing a trap.

The trap is triggered as soon as the sound of the buzzer is

audible while game is on. After the buzzer sounds, if the

trap was armed, the effects immediately occur to the

person who triggered it. Such effects cannot be ‘dodged’

or avoided by hiding behind another person or object.

The effects can, however, be resisted by the appropriate

spell or alchemy defenses if applicable.

To arm a trap, a special type of consumable called a ‘trap

tag’ is required. This can be produced by a tinkerer at

sign-in as part of their normal production. This item must

be fitted to the trap during gameplay and will be

expended if the trap triggers. Even if this occurs while the

trap is being armed! After a trap tag is expended, the trap

may be rearmed with any number of times during the

game as long as a new trap tag can be supplied.

The potency of a trapped box is limited based on both the

number of mechanisms (one per trap-effect is required)

and the level of consumable allowed for the trap. Each

trap listed is considered to be for a single-mechanism

which can hold one consumable of a level no greater than

the maximum level of the trap (levels 1 through 5).

Trap-Cracking

As one is capable of creating a trap, so is one capable of

disarming it. Those with Tinkering as a skill are able to use

various mundane tools to disarm a trap (without

physically destroying the electrical components or wires).

Anyone trying to disarm a trap without this skill will

immediately suffer the effects of the trap. Once the trap

is disarmed, the power source may be removed by the

trap-disarmer. (Some triggers, such as with trip-wires,

may be cut with scissors without violating any rules on

trap-disarming). See official rulebook for details.

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As with many role-playing games, the ability to create

potions, scrolls, weapons and armor is a useful feature to

have. In Kingdoms of Novitas, we have just that, though

we distinguish the art into two sub-groups: crafting items

and producing consumables.

Crafting and Production each draw from a different pool

of points (with a maximum of 20 points in each):

• Production Points – Used to create consumables

such as potions, scrolls, alchemy vials & trap-tags.

• Craft Points – Generally used to create more

permanent items such as weapons, armor, traps

and trinkets.

As a whole, the term “Production” is treated as universal

when referring to making any in-game item.

Under the art of crafting, there are three areas of focus:

• Ornamenting (Create magical armor and items)

• Weaponsmithing (Craft magical weapons)

• Tinkering (Build magical trinkets and traps)

For creating consumables, the following skills apply: Brew

Potion, Scribe Scroll, Alchemy, plus a minor part of

Tinkering.

(Note: Alchemy and Brew Potion are entirely separate entities.

Alchemy deals with alchemical concoctions, while brew potion

is solely for magical potions).

Each area has an associated cost, per Craft Point or

Production Point, which must be paid at sign-in for

whichever items you are making. This is called your

“production cost” (See Appendix) to be paid in coin. After

each event, your production and craft points refresh to

your maximum, though unused points do NOT carry over.

In order to craft a spell within a magical item, the crafter

must either have the spell learned on their character

sheet or provide a scroll for each spell added. In most

cases, an item cannot be crafted with more than a Level 3

spell within it and cannot hold more than 6 levels of

spells total. Magical items are categorized in various

“item slots” and each slot has a maximum value for how

many Craft Points can be spent on an item for that slot.

To produce a scroll or potion, the crafter must have the

spell learned on their character sheet. For trap tags, the

same applies, though a scroll may be converted into a

trap tag at sign-in for no additional cost.

All items created must be presented at Logistics to be

passed by the Props and Atmosphere workgroup. In

addition, crafters must announce the creation of the item

during the month before game to Logistics. This will grant

you an item number which must be visible on all magical

item props. The prop must be blue or have a blue mark

near the item number and must be of highest quality. It is

up to the players, not Kingdoms of Novitas, to provide a

prop eligible for the magical item being created.

Master Craftsman

When a PC has obtained the maximum rank in one of the

three areas of crafting, and have acquired 20 Craft Points,

they are considered a Master of their craft. This grants

the player the ability to add +4 additional craft points (for

free) towards any one item in that field that they produce

during the month. This +4 Craft Points may exceed cap.

Effectively, the master craftsman has 24 Craft Points to

spend, 4 of which are at no cost each month, and can

break the “maximum CP per item slot” limitation. Players

can be Masters in multiple areas of crafting. In fact, some

master-crafted items have certain crafting masteries as a

creation requirement.

Savant

When it comes to the production of consumables, there

is only one master of the craft in its entirety. One must

obtain the maximum rank in Alchemy, acquire 20

Production Points, and also purchase all of the General

skills available on a character sheet to become a Savant.

(Note: only one additional Language skill is required).

A Savant is capable of replicating any consumable they

get their hands on as part of their normal production.

Unlike normal crafters, they do NOT need to know the

spell of the item they’re replicating! Savants also gain the

ability to work with the Savant’s Laboratory (a master-

crafted item) which grants them up to an additional 10

Production Points. These additional points can only be

gained through submitting items to logistics which grant

production points during sign-in.

Numbered items of varying production value include:

• Alchemy Flowers (Found in the wilderness)

• Potion Water (Can be made by a potion brewer)

• Scroll Paper (Can be made by a scroll scriber)

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In the world of consumables and effects there are

primarily two sides: magical and alchemical. The magical

side deals with potions and oils while the alchemical side

deals with elixirs and poisons. All of which can be useful,

both of which are similarly contained in conveniently

small plastic bottles, yet it is critical that you distinguish

between the two.

Potions

In practice, potions act just as their magical spell

counterparts with the difference being the method of

application. Since potions are imbibed and oil is applied

to a surface, one does not need to incant words of magic

to use such an item; merely drink or rub on the substance

to invoke the effects. This can be applied to others if they

are willing subjects to the effect.

Potions are crafted using the Brew Potion skill. As a

limitation, only certain spells (from levels 1 to 3) can be

converted into this form. Listed in the Appendix of this

codex you’ll find a list of potions and oils with similar

description. Any spell not on that list simply cannot be

made into potion or oil form.

As a general rule, if you can use an item then you can

identify it. To use a potion, one must only uncap the vial

and roleplay the ‘drinking’ of it. Afterwards, one should

destroy the slip of paper inside the vial to signify its use. A

consumable slip cannot be re-used and is considered

cheating if used and not disposed of in a timely manner.

(Note: is it not required and not recommended to actually

contain or drink any liquid in a potion vial. KoN will never

ask a player to imbibe anything without consent. Potion

vials should instead contain the official signed piece of

paper with the consumable’s description written in full.)

Alchemical Substances

These are non-magical items/consumables/vials often

used with the same mechanics as a potion or oil. One of

the exceptions to this is when dealing with poison (see

below). Some items, like Smelling Salts and Ritual Ink, are

reusable or ‘once-per-gameday’ items. Alchemical effects

cannot be dispelled but they can be removed with

appropriate counter-substances like Theriac, Dillution

Solution, etc.

Poisons and Acid

Poisons are different than potions and other alchemical

substances in that they fall into several “use” categories:

• Ingested Poison (applied through food or drink)

• Thrown Poison and Acid (single thrown tag-bag)

• Blade Poison (applied directly to a weapon)

If any subject receives a poison-based effect or has their

body wounded by the Poison damage type, they retain a

status effect of “Poisoned”. When a subject is poisoned,

they cannot be healed without first or simultaneously

removing the poison status.

(Note: First Aid may still be administered to a poisoned

individual. It is not considered “healing” in any case.)

For Ingested poisons, one can consume the contents just

like a potion. More effectively, a person with herbalism

may instead apply the poison to a particular container of

food or drink. Any food/drink on or within that container

is considered “poisoned” and will administer the effects

written in the consumable’s description to any who

ingest the food or drink. To signify that a container is

poisoned, the applier of the poison must mark the item

with a green sticker.

Anyone with the herbalism skill is able to spot the green

sticker and identify the food or drink as poisoned. If you

do not have the herbalism skill, you must roleplay as

though the green sticker is not there, even if you notice it.

Now, Blade poisons are applied differently. One must act

out applying the poison to their blade and tie a blue flag

around the weapon. A successful strike from your

weapon will apply the effect. Poisons wear off from the

weapon after 10 minutes or until the effect is used,

however all Goblin Iron weapons double this duration

and occasionally double the doses of the applied poison.

When dealing with Thrown poisons, you simply remove

the cap of the poison and throw a single tag-bag. The

consumable is expended, even if you miss the target. If

you hit a shield using Acid, the shield is destroyed.

Otherwise, the shield will deflect any non-piercing poison.

Some new poison effects may mirror the effects of spells.

They are often announced in game using the spell name

with the word “Poison” preceding it (i.e. Poison Fear,

Poison Stun, and Poison Weaken). These effects may NOT

be resisted by anti-magic defenses. Only anti-poison

defenses will work against these spell-like poisons (for

example: Poison Immunity or Spirit Shield).

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One of the core aspects of most fantasy role-paying

games is its magic system. In the world of Novitas, there

are few who do not tap into the powers of magic. Spells

are learned through one or more of the seven schools of

magic (attune to the seven gods of the Sept) and are

listed in detail in the appendix below.

Casting a Spell

To cast a spell, one must draw up on the energies within

by speaking an incantation, loudly and clearly. This incant

must be a minimum of 8 syllables and should include the

name of the spell cast. It can be almost anything you’d

like, but can’t be a phrase as part of normal conversation.

Good – “By the power of the gods, I cast Maelstrom!”

Bad – “Hey, guys, nice day we’re having… Magic Swarm!”

Once the spell is cast, the player expends Power Points

(purchased on your character sheet) equal to the level of

the spell. A maximum of 20 Power Points may be used

from a player’s own pool of power points. A player

cannot use any means to acquire more than 20 during a

single game day. If at any time a player spends more than

20 power points during a game day, the spell fails and the

PC dies instantly.

At Convergence, magical energies are refreshed (you

regain all your Power Points) and spells with a game day

duration are dispelled. Spells with timed durations,

however, will continue on until their duration is over.

Effects that last for an event last the entire weekend.

Spells and Effects from Other Sources

Magical items which have spells within them may be cast

without expending your own Power Points. No more than

20 points of “magical item” spells may be cast in a game

day, however. The magic item will say in its description

how many times per game day it may cast a spell.

If the same spell is contained in two different magic items,

only one of the items may be used to cast the spell.

Multiple items with the same spell cause interference. In

addition, magical spells do not stack. For instance, +2

bonus from Toughness cannot become +4 by casting the

spell twice. If two spells affect the same attribute (such as

Magic Armor and Improved Magic Armor), the higher

level spell will supersede the other.

Bonuses from different categories, however, may stack. A

spell of Strength will grant you +1 to damage, as will a vial

of Madweed Extract. Each, however, comes from a

different source. One is magical, the other alchemical.

These would effectively grant you +2 damage for their

duration. Also, Masterwork items and Weaponstones

grant a physical +1 bonus. Thus, Strength + Madweed + a

Masterwork weapon would grant you +3 damage total!

Trumping Other Spells

In most cases, a spell of higher level will override a spell

of lower level if their purpose is conflicting. For instance,

Dispel Magic will still be reflected back at the caster by

Aura of Reflection (because Aura of Reflection is level 5,

and Dispel Magic is level 4).

When spells or effects are of equal level, the most

specific to the application or most recent spell will be

applied. Thus, Dispel Magic will override Anti-Magic Aura

as they are both level 4 spells.

Dispel Magic

If affected by a Dispel Magic spell, all active spells (with a

duration) on you will be removed. Any magical abilities

built into your items will be suppressed for 10 minutes.

Rituals

There are much more powerful spells out there which are

not listed in the normal schools of magic and are quite

rare. These may not require power points to cast and

generally call upon multiple participants (as well as

various item components and requirements).

Wands & Rods

Wands hold a certain number of charges to cast one

particular spell, level 1-3. These items can be ‘recharged’

by a crafter paying the appropriate coin cost and craft

points. Any player wielding the wand (and nothing else)

in one hand may cast the spell from it without using your

own power points and will consume a charge.

For rods, they can hold up to one level 4 spell. Anyone

holding it may cast the spell as if it were a spell on their

character sheet. The catch is that you must expend your

own power points to cast it. A rod does not use charges

and is limited only by the wielder’s power points.

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KINGDOMS OF NOVITAS Abridged Rules Codex Version 4.0 September 2010

Kingdoms of Novitas ©2010 by the Mohawk Valley Gaming Club

Based on the Adventures in Mid-Land fantasy rules, ©1995, 1997, 1999, 2001, 2004. Used with permission.

All Original Artwork © Kingdoms of Novitas The Kingdoms of Novitas “KN” logo and the circle of

seven-pointed stars is © Kingdoms of Novitas.

All characters in Kingdoms of Novitas are fictitious. Any resemblance to actual persons, living or dead is purely coincidental.

This information is protected under the copyright laws of the United States of America. Any reproduction or unauthorized

use of the material or artwork contained herein is prohibited without the express written permission of the Mohawk Valley Gaming Club.

This book contains information and rules needed to run

live action role playing games of the variety run by Kingdoms of Novitas and the Mohawk Valley Gaming Club. Groups not associated with Kingdoms of Novitas

may still use these rules for their own purposes as long as they are not a professional organization. The charging of admission or collection of legal tender for membership for non-sanctioned games is prohibited. The use of the name

“Kingdoms of Novitas” for any group or event not sponsored by Kingdoms of Novitas or the Mohawk

Valley Gaming Club is also prohibited.

Kingdoms of Novitas and the Mohawk Valley Gaming Club, nor its individual owners, partners, employees, or members,

assumes no responsibility nor liability for any injuries, physical, mental or emotional, received, or allegedly received, due to the

playing of the game, Kingdoms of Novitas, or any variation thereof.

The Mohawk Valley Gaming Club partners are: David Haldenwang, Steven Hunt, Craig Korycinski,

Felix Mendez, and James Roth

Kingdoms of Novitas was founded by: David Haldenwang, Felix Mendez, James Roth, and Rosemary Siebold

Abridged Rules Codex designed & edited by: Rick Servello