Aralis uses the core nTeraction Rules System (created by Rob Ciccolini) and a skills system created by David Chapin. While all races/classes in Aralis use the same core rules, the classes available differ between Easterners and Westerners. To keep some of the mystery between the two cultures, the class packages are not provided to players until they have chosen whether they are an Easterner or a Westerner. You must contact David Chapin for a full copy of the Aralis rules.

All Aralis players are strongly encouraged to join the Aralis YahooGroups mailing list, as rules errata and questions to answers are frequently posted there. The basic (core) rules and General Background Info (which contains some frequently asked questions) are posted in the Files section of this site, and is accessible to all Aralis players and staff members. For more information, or for any additional rules questions, please send an email to the list, or contact David Chapin. Basic rules information is available on David's Aralis Rules website.

The Aralis Rules Errata

Please keep in mind that this is an Errata, containing only rules updates, additions, and clarifications. This is not a full copy of the Aralis or nTeraction Rules. Please visit David Chapin's Aralis Rules Website for additional information. If you are an Aralis player and do not have a copy of the Rules, please contact David Chapin. All the Rules Errata presented here are taken from the notices posted by David on the Aralis email list.

What's New: Added "Effect/Call Duration" to Effects/Traits in Clarifications. Updated Timing for Recovery under Clarifications. Added new Recovery rule to Rule Changes/Updates..

| Clarifications | Rule Changes/Updates | Rules Additions | GM Announcements |

Clarifications

| Agony | Avoidance | Becoming Undead | By Your Name | Carrying A Body | Casting While Being Hit | Combat | Damage Increases |
| Death Strikes | Disarm | Disengage | Drain | Effects/Traits | Expose | Gesture Effect Durations | Hands Free | IG/OOG |
| Keeping Someone Unconscious | Line of Sight | Magic Items | Purge | Resetting Skills | Ritual Specialization |
| Roleplaying Paralysis | Shackles and Bonds | Smithing Skill | Spirits of the Dead | Taking Effects | Timing for Physician/Recovery |

 

Agony

Agony lasts 10 seconds! Make sure you count out the whole duration. You cannot run or attack or use any game skills or abilities on other characters. You may defend yourself or use abilities that affect only you.

 

Avoidance

Avoidance prevents the person affected from targeting you with effects. Untargeted effects, however (specifically, effects by Voice) still affect you normally, even if you have hit the person calling them with an Avoidance.

First, the official description of Avoidance: "This effect prevents you from using game skills on the attacker. You will also attempt to stay 10 feet away from the attacker unless doing so would endanger you. If this is the case, you may move to a safer position, even if it takes you within 10 feet, so long as you then attempt once again to stay 10 feet away from the attacker. You cannot use game skills on the attacker in any case. The Avoidance effect will last while the attacker is within line of sight."

Next, common questions:

Q: Can I attack a person after I use an Avoidance on them?
A: Absolutely. Nowhere does it say that Avoidance is reciprocal.

Q: But doesn't that break the Avoidance?
A: Nope. The effect is a line-of-sight effect, and is broken only by the usual means.

Q: So, if I'm Avoidanced, the guy can just attack me and I can't do anything about it?
A: Basically correct. You can still defend yourself, you can still attack other people, but you can't do anything to him even if he is beating on you with a padded stick.

Q: Can I use Avoidance to push someone back?
A: Yes, within reason. Specifically, the person DOES have to try to stay 10 feet away from you (always keeping safety concerns in mind). However, you should never be running at someone if you're within ten feet of them anyway. So, you can use it to push people back, but only at a walking pace, and safety concerns always come first. Further, they are completely within their rights to try to circle around you, if the situation allows.

Q: What if the person I have an Avoidance on DOES hit me? Do I call "No Effect"?
A: My ruling is yes (but I do not have official word from Rob Cicc. On this). Otherwise, after all, it would be pretty easy to accidentally hit the person who had an Avoidance on you while you were trying to hit their friends. And yes, this does make Avoidance pretty powerful, but most effects *are* pretty powerful, when they work.

 

Becoming Undead

It is possible, through various means, that your character may be raised as undead during the course of the game.
For ease of understanding, the stats for "normal" undead are included here. Note that your character may not be aware of all these attributes.

     - Undead lose all traits, penalties and bonuses associated with their prior race.
     - Undead lose the trait "Living" and gain the trait "Undead".
     - Undead may become Stable, Unstable and Dead in the same fashion as normal characters.
     - Undead have double normal Vitality. Armor, naturally, is not doubled, nor are bonuses that come from sources other than Durability.
     - Undead have a Vulnerability to Essence, Order and Entropy. (These latter two traits are extremely rare.)
     - Undead are immune to Stun, as well as effects that are "by Poison" or "by Disease". They cannot choose to be affected by such effects.
     - Life effects do not work on undead after their first five minutes of death. (*Note, some few Life effects may work up to 24 hours after death.)
     - Animate Dead effects will restore a "dead undead" to full health. Unlike Life effects, Animate Dead effects do not Drain the target.
     - Although undead are normally not affected by Stun or Life effects, "Stun by Dreaming" will work on an undead, and "Life by Dreaming" will restore an undead to full health (as an undead, if after the first five minutes).
     - Most Animate Dead effects place the created undead under the absolute command of the one who animated them.
     - In most circumstances, undead feel a hunger that will compel them to attack the living, unless forced to do otherwise. They feel no such need to attack non-living creatures.

 

By Your Name

Clarification from Rob: If you *know* that the attack is meant for you, because of the name or the context it is used, then it works. Like "By My Voice" not actually being a sound but an area effect, "By your name" is a plot effect that is cooler than "You, yeah the elf in white, but not the male one, take this effect."

Some examples: Say Ailia was called in her character history "Muffin" by some aunt. Some random undead on the field calls out "By Your Name, Muffin, Death by Will." In that context, don't take it. But, if an undead approaches you and says "Remember your Aunt dearie? With enough pain she revealed plenty to us. By Your Name, Muffin, Paralyze by Fear." In this case, the context is clear and you suck it.

Additional Example from Dave: If a Goblin were to yell, "By your name, MichiMachiMooshi..." then Shuyoshi would take the effect.

 

Carrying A Body

If you are carrying a character and that character is struck by an effect from a packet or weapon, you will also take that effect unless you "drop" the character immediately. If you are being carried and someone "drops" you then you roleplay falling to the ground. If you are being carried, you must roleplay an effect with a moan or grunt even if you are paralyzed or dead to indicate you have been struck. If you are carrying someone who roleplays an effect, and you do not know what the effect was, you must drop them. You may pickup a body after dropping it as soon as that body stops moving.

 

Casting While Being Hit

SPELLS are disrupted if the caster is hit during the incant OR effect call, and under those circumstances the spell takes no effect. However, note that many beings have innate powers which are not spells, and cannot be disrupted in such a fashion. PC casters obviously cast spells, as do Spider priests and mages, and some similar creatures. However, demons and elementals are using innate abilities, not spells, and it should be assumed that any ability they can use without an incant or count cannot be disrupted just by hitting them.

Example 1: A Spider priest is incanting something when you hit him. His spell is disrupted.
Example 2: A Spider mage has mastered spells, and is throwing "4 Damage by Fire". You hit him in the midst of his call. His spell is interrupted.
Example 3: Nightshade is calling "Drain by Despair". You hit her in the middle of her call. Her effect is NOT disrupted.
Example 4: A demon is calling "Affliction one, Affliction two, Affliction three". You strike it during the last part of the call. The effect is disrupted."

Additional Note: You do not lose your spell if you are hit while being cast. The only time you lose your spell is if you miss your target.

 

Combat

I'll take this opportunity to note that I've received a lot of comments, from both PCs and NPCs, about issues with fighting. I don't want anyone to think that Aralis is doing badly in that regard - overall, we're still pretty good. But neither do I want people to assume "I'm doing fine, because all my friends say I am."

It is my intention to organize combat practice before the next event. Hopefully, I'll be available to organize and direct that as much as possible, and I'd love to see as many people as possible participate.

I'll enclose a few general reminders here, though I know that it's easy to forget them in the heat of a real combat:

1) ROLEPLAY YOUR HITS! I can't stress this one strongly enough. You don't need to stagger back in pain every time someone scores a touch, but you MUST react to every hit or two whenever possible. Even a grunt, flinch or hiss of pain is sufficient. Remember, nTeraction doesn't have an option to say "guy, did you take those eight points of damage?" If you fail to roleplay the hits you take, you give your opponent the impression that you aren't taking his hits at all. This leads to people getting irritated, and swinging harder. Plus, roleplaying hits does a tremendous amount to add to the roleplaying atmosphere, and to slow down combat. Remember, it is as important to roleplay uncalled strikes as called strikes!

2) Don't swing too hard. In reality, these weapons all would take a great deal of force to use properly. In the game, though, we're using light weapons, and a light hit means just as much as a heavy one. There is NO REASON that a hit should take most of your force, and in fact you will fight more effectively if your swings are lighter. Further, you should not be able to "power through" any but the lightest of blocks. If you are, then you're swinging too hard. Especially watch thrusts and swings from above. Thrusting is a perfectly legitimate tactic, but is significantly more likely to cause someone real pain.

3) Don't swing too fast. First of all, remember that after three swings, you must pause for a full second. If using a style like two swords or claws, try to get into a rhythm ("swing swing swing - pause - swing"). You don't need to swing a blade all the way back, but you do need to pull back at least 45 degrees between swings. I've seen too many people do repeated little taps on one area. In addition to being lame, such hits are much less likely to be counted as multiple hits by your target. It is best to actually swing at a different location each time.

Anyway, I don't mean to preach to anyone - I am not some paragon of perfect fighting. But it is important that we each do the best we can to fight properly. It improves the game for everyone around us, and also makes *them* fight better as well.

 

Damage Increases

Weapon skills and Elemental magic both say "further increases [in damage] are possible". To clarify for those few who are actually thinking of buying damage that high, the cost of increase goes up one for each damage you go up past those listed.

For example, if your class says:
" increase damage to 4 for +1 per level
increase damage from 4 to 5 for +1 per level. Further increases are possible."

increasing damage from 5 to 6 would be +2 per level, from 6 to 7 +3 per level, from 7 to 8 +4 per level, et cetera. There is no technical limit, though it gets quite expensive.

Note that average damage in the game is going slightly down, while hit points may if anything increase a little. This will give the game a slightly more heroic flavor, but that's appropriate to the setting. Also note that the few spells that do a flat "10 damage" are now a bigger deal, as it will be hard to get to 10 damage by any other means.

 

Disarm

When you are the recipient of a Disarm Effect, you must drop the item disarmed. The prop disarmed may only be picked back up again after it comes to rest. This stops a "yo-yo" effect with weapons, as it takes a while for an item to come to rest. Also sheilds can not be disarmed. (unless there's some WACKED skill David has up his sleeve).

 

Disengage

The first thing I'd like to note is that a Disengage requires you to open enough distance that YOUR WEAPONS CANNOT TOUCH. This is a LOT of distance. It is not sufficient to simply hold your weapon back for a second and then attack again.

Now, to answer the question: Disengage cannot be used to "take" a door or really gain ground. I generally am pretty accepting of the notion that someone can call Disengage and expect others to do most of the backing off... but under NO circumstances can you advance while using a Disengage.

So:
YES, you can call Disengage on the three people who are attacking you, and only take a step back while they get out of weapon range. NO, you cannot jump into a doorway or other important spot while yelling "Disengage" and remain standing there.

 

Drain

DRAIN prevents the use of all game skills. It does NOT prevent the use of racial abilities, or immunities granted by a god or dragon. Thus, a drained character can still Resist his or her own element, and a Priest or Elementalist may be able to call "No Effect" to some effects. A Vireni can still heal with his or her own Vitality. Durability and Recovery can still be used while Drained as well.

 

Death Strikes

There is a time and place for quiet Death Strikes. If you sneak up to the prone PC (let's call him, oh, "Shuyoshi") while his companions are all fighting, I think it's entirely appropriate to make the Death Strike quiet. However, if someone's companions are looking on, I think you *should* make the Death Strike loud enough to hear. The real issue is that a Death Strike shouldn't be AUDIBLE, but it should be VISIBLE. Unfortunately, the LARP system we have doesn't really allow a way to distinguish a Death Strike by sight. So, the rule of thumb I would follow is that outlined above: if no one is looking, by all means be quiet. However, if someone is watching and thus should be able to tell that you're cutting out Shuyoshi's heart, they deserve to be able to hear the call as well.

 

Effects & Traits Clarifications

Heal, which restores 1 Vitality, unless it's followed by a number, in which it restores that number.

Purge which removes all instances of that trait or effect on a person. Requires 3 seconds of roleplay. (Used personally, i.e. only on self)

Cure also removes all instances of that trait or effect on a person. (Usually used on someone else.)

Death. You die. This effect kills you, just as if you were Death Struck or bled out. Instant effect, cannot be Cured. You gain the Dead trait, just as you do when you die.

Diagnose is used to determine if someone is under an effect or a trait. If asked, you may only reply with a "yes" or a "no", unless the call is Diagnose Damage, in which you can respond with the number of Vitality you are down from your total.

Shield negates the first effect of the appropriate type that hits you. i.e. If you had a Shield Weapon active, and you were struck with a sword, you would say "Shield." "Shield" spells are not optional, BUT none of them in this game are triggered by the following effects: Heal, Cure and "Life". I will try to add this to the description of each Shield spell. Note that is not an nTeraction rule, but rather a special characteristic of these spells. (In other words, if you have an Illusory Shield on, and someone comes up to heal you, you don't have to call "Shield".)

Effect/Call - Duration
Agony - *10 Seconds*
Avoidance - Line of Sight
Destroy - Permanent (weapons/armor can be fixed with appropriate skills)
Disarm - None (must drop weapon; must come to rest before picking up again)
Disengage - None (must back away so that *weapons* cannot cross)
Drain - 5 minutes of REST
Expose - None (must cry out if you have the trait)
Frenzy - Until knocked unconscious
Maim - until cured
Paralyze - 5 minutes
Root - Line of Sight
Silence - Line of Sight
Slow - Until cured, or 5 minutes of REST
Stun - 5 minutes OR until someone spends 1 minute shaking you (Recovery levels DO NOT lower stun time)

 

Expose

The expose effect is followed by one trait. If you have that trait and are subjected to this effect, you must cry out, revealing the fact that you have the trait and revealing your position. You must cry out as loudly as the Expose effect was called. Although you may cry out softly if the Expose was called softly, you must make every effort to ensure that you are revealed to the person who called the effect. The Expose effect is audible and you must cry out even if you are unconscious or under the effects of a Stun, Paralyze, or other disabling effect. Only a Silence will prevent you from crying out, and even then you must roleplay crying out even though you make no noise. You are not affected if you are Dead or have the Spirit defense unless the Expose effect targets those specific traits. You are also not affected if you are using the True Disguise spell.

As an aside, I allow (and desire) people to respond to Exposes that target your Name even if you are Dead (though not Spirit), since those powers are locating you specifically. I will mention this at the session if I remember, and may add it as a 0-point skill just to be technically accurate.

 

Gesture Effect Durations

All Gesture attacks (except the instaneous effects) last for as long as the gesture continues. This can be longer or shorter than the usual duration. If someone only points for a second, the effect only lasts for a second.

This applies to all of the following effects:
Agony
Avoidance
Drain
Frenzy
Paralyze
Root
Silence
Slow
Weakness

Note that the gesture replaces the usual duration, but the effect can still end prematurely if Cured in any of the usual ways.

 

Hands Free

Both hands must be empty and both arms must be free to move to cast spells. While certain skills (such as Transcendence) might allow you to hold a weapon in your off hand while casting, the hand and arm delivering the spell must be free. To deliver a packet attack, the arm that is delivering the packet must be free and the hand empty except for the packet itself. A free arm cannot have props tucked under it or tied to it other than armor. You cannot deliver packet attacks if you cannot use game skills, or if the arm is affected by something which prevents its use such as the Maim effect or shackles. Some packet based skills have additional requirements as well.

Claws and "fist" reps DO keep your hands from being "free", EXCEPT for spells that are cast only on yourself. For example, you can cast "Dodging" while holding fist reps, but cannot cast "Pain" while holding a "fist" in the off hand.

Q: Can one lean a weapon (such as a staff) against their shoulder and still cast?
A: Chest, yes. Shoulder, no.

Q: What about an item (such as a weapon) dangling from the wrist by a cord?
A: No.

 

IG/OOG

We should all try to keep IG / OOG knowledge separate, especially in the case of something done to your character while you were unconscious/dead/etc. And to remember that EFFECTS are out of game.

For example, if someone casts a spell on you and you cannot see them, using no incant (saying only an effect, such as "Stun by Silliness"), then you never actually heard them, as the effect call was OOG, not IG. If you then need to ask for a clarification ("Did you really just say Stun by Silliness?"), it doesn't necessarily mean the person was seen/heard, only that you asked for an OOG clarification. And it should still be roleplayed that the person wasn't seen/heard.

For example, many of Kina's spells have no incants. If you hear "5 Damage by Shadow" that is an Out of Game call - she is only stating the effect OOG so the person knows what they are struck with (and so those can visualize it, roleplay it, or call no effect if you are the annoying Nightshade demon ;) ). You *can* hear her life spell, as that has an actual Incant to it.

 

Keeping Someone Unconscious

This is a core nTeraction rule, albeit often an unclear one. Consequently, it works the same way in Aralis. Striking a downed target with uncalled damage will not reset his or her "wake up" count.

As far as the game goes, neither would be a perfect solution. It's not great to be completely unable to take prisoners, but neither is it desirable to have someone permamently incapacitated and unable even to roleplay. In-game, simply consider that it is actually very hard to keep someone in an unconscious, yet healthy, state, and we are all too casual about striking people with our swords anyway. We do have rules for shackles and bonds which may be useful when prisoners are needed. If you really need to keep someone out for an extra few minutes, you can always hit them with called damage, and then stabilize them...

 

Line of Sight

"Line of sight" effects end when you can no longer see the attacker for ten seconds. Consequently, in almost every circumstance where you are unconscious or dead for ten seconds, any line of sight effects on you will end.

Some attacks require that you, as the attacker, be present to maintain them. This presence is determined by line of sight. So long as you are within line of sight and conscious the effect remains in place. if you move out of sight for 10 seconds or you are rendered unconscious for 10 seconds the effect ends. Moving off into darkness or smoke or brush will break line of sight. Because the defender determines line of sight, you must stay within plain sight to maintain an effect. if you hide or move somewhere in the darkness or mist where the defender cannot see you, then the effect will end, even if you can still see the defender.

As the victim, if you are checking to see if line of sight has been broken you must spend 10 full seconds trying to spot the attacker. if you can no longer spot any indication of the attacker for those 10 seconds, the effect ends.

 

Magic Items

Most magic items must have been in one character's possession for a continuous hour before they can be used. Once this requirement has been met, this duration isn't cancelled until it has been OUT of that character's possession for an hour. Some items may have other requirements, of course. Many require the spending of CP to "attune" to the item.

Example: Kanoa finds the magic wand of shooting fireballs. He can't use it immediately after picking it up, but one hour later he can begin to (assuming he meets any other requirements). The next day, he loans it to his friend Rajashar. Five minutes later, Rajashar is attacked. He can't use the wand yet, but if Kanoa picks it up again, he still can. That night, Griffin beats Kanoa up and takes the wand. He can't use it until an hour has gone by. An hour later, Kanoa can no longer use the item until he spends a full hour with it again.

Note that this rule does not apply to items whose power comes solely from temporary runes.

 

Meditation

I have received many e-mails with questions about the new Meditation skill, so I'll try to clarify here.
1) Each use of the Meditation skill gives you back one casting of one spell.
2) Each day, you can only use Meditation once per level of the skill.
3) Each day, you can only use Meditation once for each different spell, no matter how many levels of that spell you may have. So, if you have one "Healing Touch" spell, and cast it, you can use a level of Meditation to get it back. If you have five "Healing Touch" spells, and use them, you can use a level of Meditation to get ONE back. If you have five "Healing Touch" spells, and three levels of Meditation, you can still only cast six "Healing Touch" spells in a day.

Obviously, Meditation is usually best employed in getting back your most expensive or most powerful spells. Also, having more levels of Meditation than you had different spells would be worthless... not that any of you are in danger of that. Note that basically everything in your "magic.doc" counts as a spell, regardless of its manifestation.

 

Purge

When using an ability that has a "Purge" call, you must take the effect, and can call your Purge three seconds later. If you are Maimed, then you lose the use of that limb for three seconds. If Paralyzed, you cannot move for three seconds, and if Stunned you should fall to the ground or at least slump over if that is impossible for some reason.

Conversely, someone Purging a Paralyze or Stun does not give you time to complete a Death Strike: if you're doing a Death Strike in less than three seconds, you're doing it too fast. If you are using a Purge and someone rattles offf a Death Strike on you, don't take it, as your character should be able to move before they complete it.

 

Resetting Skills

You get your skills/Recovery reset at 6 AM, so long as you have been resting for the last half hour. If you have not, then you get them back as soon as you DO rest for half an hour. If you haven't gotten them back by 10 AM, you don't get them back, period.

 

Ritual Specialization

Every time you gain a level in the Ritual skill, you can choose to specialize (if unspecialized) or unspecialize (if specialized), but any specialty applies to all your levels. You can only have one specialty.

 

Roleplaying Paralysis

A very minor note here, but I want to let you all know that I'm fairly liberal about roleplaying of Paralyze: if you're hit with a Paralyze by Web, for example, feel free to make small movements as you struggle to free yourself. Paralyze by Earth or by Ice probably wouldn't allow much except flexing your muscles, and maybe roleplaying the last seconds of breaking free. Paralyze by Fear or by Curse might involve some twitching. As long as you're not violating the _spirit_ of the rules, I am perfectly happy to have roleplaying play a bigger part than strict adherence to the letter of the rules.

 

Shackles & Bonds

Tying someone up or shackling them should involve at least ten seconds of roleplaying. When your hands are tied or shackled, you cannot use them for any game skill other than Pick Locks. You cannot use weapons or cast spells. When your feet are tied, you cannot move faster than hobbling slowly.

If you have the Pick Locks skill, and there is a lock on your shackles, you must pick the lock before you can escape them. If there is no lock on your shackles or bonds (and you have the Pick Locks skill), then you can get out of them with at least ten seconds of roleplaying. If a character is tied up, any other character can release that character with at least five seconds of roleplaying.

A character without the Pick Locks skill who is trying to remove shackles from another character can only do so with a Smithing skill and tool. This requires at least ten seconds of roleplaying.

 

Smithing Skill

If you wish to repair a weapon or armor during an event, you need to have some kind of "tool" that you use to roleplay the repair process. You may borrow someone else's tool, if you wish.

Repairing weapons or armor in Aralis takes two minutes. However, it does not require the presence of a "forge".

As noted in the post on shackles and bonds, a smith can break shackles using a tool and at least ten seconds of roleplay. You cannot break other locks with a Smithing skill.

 

Spirits of the Dead

Blessing for the Departed ("Imbue to Dead") and Animate Dead ("Inflict to Dead") DO work on you if you are a dead spirit. You have both the traits Dead and Spirit at that point. As most of you know, Life spells will not work on those who have already turned to Spirit. If you take damage to spirit as a dead spirit, roleplay being hurt, but obviously no amount of hit points will "kill" you when you are already dead. However, you should advise whomever resurrects you of the damage you have taken - it may have negative consequences.

 

Taking Effects

If you _know_ what an effect is intended to be, and the call is slightly mishandled, you should still take that effect.

 

Timing for Recovery & Physician

Recovery: (time it takes to come up from being stable)
  1 - 270 seconds (four minutes, 30 seconds)
  2 - 240 seconds (four minutes)
  3 - 210 seconds (three minutes, 30 seconds)
  4 - 180 seconds (three minutes)
  5 - 150 seconds (two minute, 30 seconds)
  6+ - 120 seconds (two minutes)

Physician: (time it takes to Cure Maim or Stabilize)
  1 - 120 seconds (two minutes)
  2 - 60 seconds (one minute)
  3 - 40 seconds
  4 - 30 seconds
  5 - 24 seconds
  6 - 20 seconds etc...

 

Rule Changes/Updates

| Updates for 2002 | Armor | Cure | Diagnose | Drain | Gesture | Imbue | Inflict | Magic Lore | Moreni | Physician Skill | Priesthood |
| Recovery | Ritual Invention | Slow | Spell Updates | True Disguise |

 

Rules Changes/Updates for 2002

"Song of..." spells cannot be mastered, and can never be cast while Silenced.

Disarm base cost is being increased from 2 to 3. However, most fighter classes will have their skill cost multiple lowered by one, so few characters will notice a large change.

Archer and Marksman are having their Parry cost lowered to +2, and their Thrown Weapons cost to +1

A number of fighting classes are getting small changes to the cost for Courage/Focus/Calm Heart:
  Thief: Calm Heart down to +0
  Archer: Courage down to +1
  Marksman: Courage down to +1
  Ranger: Focus up to +1
  Leader: Calm Heart up to +1
  Commander: Calm Heart up to +1
  Rogue: Calm Heart down to +0
  Assassin: Focus up to +1
  Ninja: Focus up to +1
  Dark Paladin: Courage down to +0
  Witch Hunter: Calm Heart up to +2

Adelith now get a reduced cost on Calm Heart (2 fewer CP per level) in addition to their reduced cost on Dodge.

The Moreni advantage is intended to represent increased tolerance for pain, not increased health. Consequently, Moreni now have an increased cost for Recovery, in addition to their decreased cost for Durability. The generator has been updated to reflect this.

The base cost on all spells that are by gesture or by name has been increased by one.

The Archer and Marksmen classes now have another Unique class ability: "Aiming True". The skill is free, and its description is as follows: "After standing still (as when Rooted) for five seconds and roleplaying 'aiming', the Archer can increase the called damage for all of his called strikes using the Missile Weapons specialization by one, for as long as he remains standing in one place. This ability may be used any number of times."

The following spell lists are having their mastery multiples changed (mostly for consistency):
   "Poison Lore": x2
   "Elemental Summoning": x3
   "Earth and Wind": x3
   "Strength of Self": x1
   "Mask of Shadows": x2
   "Night Terrors": x1
   "Destroy Magic": x3
   "Way of Magic": x3
  
"Way of the Elements": x3

The Monk spell "Rapid Strike" now allows you to combine two or three 'unarmed' attacks, calling them together as a 'Double' or 'Triple' effect, instead of just adding the damage call together.

Rules change/clarification for unarmed combat and claws: "Fists" and "claws" do not count as weapons, except insofar as they are used to hit people. They cannot be repaired or improved with Weaponsmithing, and they cannot receive weapon runes or other spells that target weapons. A "By my Voice, Destroy Weapon" will not affect a fist or claw rep. However, if a fist or claw is used to block a Destroy Weapon attack, the arm wielding that rep is considered to take a Maim effect instead.

Rules change/clarification for missile weapons: Bows and crossbows use "packet arrows": packets with a 6-10 inch trailing ribbon. If thrown without a call, these arrows are assumed to do one damage, just like any other uncalled weapon strike. Like packets, packet arrows affect the target if they strike him or any of his possessions (excepting the Costume rule). When using a skill to make a called strike with a packet arrow, you do NOT keep the skill if the packet misses, unless otherwise specified

All "Root" effects have gone up from 1 to 2 base cost. "Trap the Soul" has gone from 2 to 3.

All "Frenzy" effects have gone up from 2 to 3 base cost.

All "Maim" effects have gone up from a 1 to 2 base cost.

The spell "Blessed Shade" has gone down from 3 to 2 base cost.

The Rhianna Cleric ability "Saving Grace" has gone up from 2 to 5 base cost.

 

Armor

You may only have one base type of armor active at a time. If you try to restore or activate or wear one type of armor while you have active points from another type of armor, the armor type with the lower number of active armor points will be exhausted. If there is a tie, then the new armor points will be immediately exhausted. Exhausted armor points are gone and must be restored just as if they were exhausted by Damage effects.

"Travis, for example, is wearing a 2 point of suit of armor. He roleplays to activate a skill which gives him 3 points of armor. The armor points from the suit of armor are exhausted and he has 3 armor points from his skill. If he wants to use the armor points from his suit of armor later, he will have to have the armor suit repaired."

 

Cure

The Cure effect removes effects on the target. A Cure will remove all instances of that specific effect. A Cure will remove every effect with the appropriate trait. If a Cure Maim effect is accompanied by a specific limb, the effect will only remove Maim effects on that specific limb, and Maim effects on other limbs will remain. Otherwise, the Cure Maim will cure all limbs. All existing "Cure Maim" effects are becoming "Cure Maim (limb)."

 

Diagnose

Effective immediately, the "Diagnose" skill is changing. This does not change the Diagnose effect: if someone calls "Diagnose (x)" where x is a trait that you have, or an effect or trait that is affecting you, you respond "yes". It is only a change to the skill.

The Diagnose skill is being changed as follows:

DIAGNOSE: 2 CP

You can Diagnose the following conditions: Stable, Unstable, Dead, Damage. You can call "Diagnose" followed by any effect, where that effect is not "Imbue" or "Inflict". You can Diagnose any Mind trait: Awe, Confusion, Despair, Fear, Inspiration, Will. You can Diagnose any of the following Special traits: Acid, Air, Disease, Fire, Light, Lightning, Poison, Shadow, Water. This skill does not give you the ability to diagnose Magic, Curse, or any special trait not listed in the core nTeraction rules. It does not give you the ability to diagnose traits that characters possess (other than "Dead"), only traits that are affecting them.

 

Drain

The Drain effect will last until you rest for 5 uninterrupted minutes. Resting characters cannot walk, run, refresh attributes, or use any game skills.

 

Gesture

In the upcoming rules edition, Rob Ciccolini is changing the "Gesture" rule to be called as "By my Gesture...".
So, what before would have been:
- NPC points at you and calls "Agony by Curse"
will now be:
- NPC points at you and calls "By my Gesture, Agony by Curse".

I think it's obvious why this change is desirable. It will be instituted in Aralis immediately. However, for these November 2002 weekends, if someone is obviously using a Gesture attack and gets the call wrong, *please* take the effect. As always, if you _know_ what an effect is intended to be, and the call is slightly mishandled, you should still take that effect.

 

Imbue

"This effect can be used in one of two ways. If the Imbue effect is followed by a trait, then you will gain that trait for the remainder of the event. Otherwise, this effect is some enhancement or extra ability that is described on an effect card which is given to you after the effect is used upon you. An Imbue effect with no trait will not take effect until you have read the effect card. Imbue will usually give you some ability which can be used during the current event, although the effect card might describe some longer term effect."

 

Inflict

"This effect can be used in one of two ways. If the Inflict effect is followed by a trait, then you will gain that trait for the remainder of the event. Otherwise, this effect is some affliction or detrimental effect that is described on an effect card which is given to you after the effect is used upon you. Engaged characters are not affected by Inflict effects which have Inflict cards immediately - they have time to retrieve the effect card and read it when it is convenient and unobtrusive to do so. Unconscious or dead characters must read the card immediately. Inflict cards will give you some unusual detriment which will have the effect and the duration described on the effect card. If the Inflict effect gives you a trait instead of a card, however, the Inflict affects you immediately."

 

Magic Lore

The Magic Lore spell is being changed as follows:

MAGIC LORE: 5,10,15,... CP
Hands Free? No Incant? No

This spell allows you to identify the properties of one magical item. It will usually require the assistance of a GM. Alternatively, you can use one casting of this spell to diagnose any effect trait of your choice, including "Magic", "Curse", and special traits that are not listed in the core rules. This spell does not allow you to identify traits that characters possess, only traits that are affecting them.

 

Maim

New rule: The base cost for all skills and spells that cause the "Maim" effect is being raised from 1,2,3,... to 2,4,6,...
Effectively, this means that the cost of all Maims will be doubled. As always, any player who wants to "sell back" Maims because of the increase in cost may do so, and those who wish to remain in negative points until they earn back the difference will also be allowed to do so. Generic NPCs with more than one Maim will have their stats adjusted accordingly.

Explanation: My main goal with rule tweaks in the last year has been to balance out the disparate elements of the system against each other. Currently, Maim is far more effective than the other effects that have a "base cost" of 1 (e.g. Agony or 3 Damage). In many combat situations, a Maim can be a "take out" effect, that must either be countered with a Parry or Avoid, or will swiftly decide the combat. It is more in line with effects that have a base cost of 2, such as Root.

 

Moreni

The Moreni advantage is intended to represent increased tolerance for pain, not increased health. Consequently, Moreni now have an increased cost for Recovery, in addition to their decreased cost for Durability. The generator has been updated to reflect this.

 

Physician Skill

Effective immediately, using Physician on yourself takes twice as long as the listed time. For example, if you have Physician 2, you could cure another character's Maim in one minute, but curing your own would take two minutes.

 

Priesthood

Whereas before there were only "Priests", now there are two levels: Devotee and Priest. The net effect on a Priest who wants to keep access to all the Priest powers is that it will cost an extra 5 CP, and you will also gain the "Devotion" trait.

PRIESTHOOD
Followers of a god need not take any of the following headers. However, those who are particularly devoted to a god may choose to become a Devotee or a Priest. Note that priesthood does not necessary imply any temporal power, and usually any character may take these headers, though a god may choose to reject anyone for any reason. If you are a Devotee or Priest of one god, you cannot become a Devotee or Priest of another god without special dispensation. Priest spells and abilities do not give you the "Mage" trait unless otherwise noted. Priest spells cannot be mastered.

DEVOTEE of RHIANNA (CP: 5)
You gain the trait "Devotion", and access to the following two spells:
- Healing Touch (CP: 1,2,3,...): "Heal by Magic"
- Rejuvenation (CP: 6,12,18,...): "Heal 10 by Magic"

PRIEST of RHIANNA (CP: 10) prequisite: Devotee of Rhianna
You gain the trait "Priest", and access to the following abilities:
- Seeker of Life (CP: free): You can call "By my Voice, Expose Undead" at will.
- Conjure Demon of Rhianna (CP: 5,10,15,...): You can summon a demon of Rhianna under certain campaign-dependent circumstances. Higher levels of this skill allow you to summon more powerful demons. This skill may also be used to cast rituals of Rhianna.
- Life Eternal (CP: 6,12,18,...) (one hand, special incant): "Inflict to Dead". You can raise one target as an intelligent lesser undead under your control. Undead created through this power have more self-control than most Animated creatures, and can resist the urge to attack the living.

DEVOTEE of CHITENG (CP: 5)
You gain the trait "Devotion", and access to the following two abilities:
- Purity of Form (CP: free): Your cost to purchase the "Wear Armor" skill is reduced by 2 per level.
- Purity of Mind (CP: free): Your cost to purchase the "Focus" skill is reduced by 2 per level.

PRIEST of CHITENG (CP: 10) prequisite: Devotee of Chiteng
You gain the trait "Priest", and access to the following abilities:
- Purity of Spirit (CP: free): You never have the trait "Living", nor the trait "Undead".
- Conjure Demon of Chiteng (CP: 5,10,15,...): You can summon a demon of Chiteng under certain campaign-dependent circumstances. Higher levels of this skill allow you to summon more powerful demons. This skill may also be used to cast rituals of Chiteng.
- The Flesh is Weak (CP: 10,20,30,...) (one hand, special incant): "By my Voice, Agony to Living"

DEVOTEE of LAISHA (CP: 5)
You gain the trait "Devotion", and access to the following two spells:
- Hand of Earth (CP: 2,4,6,...): "Root by Earth"
- Strength of the Earth (CP: 10,20,30,...) (no incant, self-only, no hands): Become Stable after one minute of being Unstable.

PRIEST of LAISHA (CP: 10) prequisite: Devotee of Laisha
You gain the trait "Priest", and access to the following abilities:
- Heart of the Earth (CP: free): You may call "No Effect" to any effect that is "by Earth" or "by Disease".
- Conjure Demon of Laisha (CP: 5,10,15,...): You can summon a demon of Laisha under certain campaign-dependent circumstances. Higher levels of this skill allow you to summon more powerful demons. This skill may also be used to cast rituals of Laisha.
- All Growing Things are Mine (CP: 5,10,15,...) (one hand, special incant): "Drain by Disease"

DEVOTEE of ZERINUS (CP: 5)
You gain the trait "Devotion", and access to the following two spells:
- Drowning Spell (CP: 1,2,3,...): "Agony by Water"
- Chains of Ice (CP: 2,4,6,...): "Slow by Ice"

PRIEST of ZERINUS (CP: 10) prequisite: Devotee of Zerinus
You gain the trait "Priest", and access to the following abilities:
- Song of the Deep (CP: free): You may call "No Effect" to any Slow effect, or any effect that is "by Water".
- Conjure Demon of Zerinus (CP: 5,10,15,...): You can summon a demon of Zerinus under certain campaign-dependent circumstances. Higher levels of this skill allow you to summon more powerful demons. This skill may also be used to cast rituals of Zerinus.
- The Ocean Tells No Secrets (CP: 5,10,15,...) (one hand, special incant): "10 Damage by Water"

DEVOTEE of VIRANKA (CP: 5)
You gain the trait "Devotion", and access to the following two spells:
- Ice Bolt (CP: 1,2,3,...): "3 Damage by Ice"
- Claws of the Beast (CP: 3,6,9,...): Allows you to grow two longsword-length claws, which may use the Unarmed Combat specialization. This spell lasts until you choose to end it, or you hold something else in your hands.

PRIEST of VIRANKA (CP: 10) prequisite: Devotee of Viranka
You gain the trait "Priest", and access to the following abilities:
- Eye of the Storm (CP: free): You may call "No Effect" to any effect that is "by Ice" or "by Lightning".
- Conjure Demon of Viranka (CP: 5,10,15,...): You can summon a demon of Viranka under certain campaign-dependent circumstances. Higher levels of this skill allow you to summon more powerful demons. This skill may also be used to cast rituals of Viranka.
- Howl of the White Wolf (CP: 10,20,30,...) (one hand, special incant): "By my Voice, Drain by Fear"

DEVOTEE of LEORIN (CP: 5)
You gain the trait "Devotion", and access to the following two spells:
- Blinding Light (CP: 1,2,3,...): "Agony by Light"
- Searing Light (CP: 2,4,6,...): "3 Damage by Light"

PRIEST of LEORIN (CP: 10) prequisite: Devotee of Leorin
You gain the trait "Priest", and access to the following abilities:
- Clarity of Pain (CP: free): You may call "No Effect" to any Agony effect that is not "by Fear" or "by Despair".
- Conjure Demon of Leorin (CP: 5,10,15,...): You can summon a demon of Leorin under certain campaign-dependent circumstances. Higher levels of this skill allow you to summon more powerful demons. This skill may also be used to cast rituals of Leorin.
- The Light that Reveals Truth (CP: 10,20,30,...) (one hand, special incant): Once you cast this spell, you may throw packets for "Agony by Light" for as long as you keep your feet planted. This spell ends when you move one of your feet, or when you fall unconscious.

DEVOTEE of GREYMEIR (CP: 5)
You gain the trait "Devotion", and access to the following two spells:
- Terror (CP: 1,2,3,...): "Avoidance by Fear"
- Illusory Shield (CP: 3,6,9,...): After you cast this spell, call "Shield" against the next weapon or packet effect (other than helpful effects) that strikes you. This call is not optional.

PRIEST of GREYMEIR (CP: 10) prequisite: Devotee of Greymeir
You gain the trait "Priest", and access to the following ability:
- Delight in Terror (CP: free): You may call "No Effect" to any effect that is "by Fear".
- Conjure Demon of Greymeir (CP: 5,10,15,...): You can summon a demon of Greymeir under certain campaign-dependent circumstances. Higher levels of this skill allow you to summon more powerful demons. This skill may also be used to cast rituals of Greymeir.
- Darkness Falls (CP: 10,20,30,...) (one hand, special incant): "Death by Fear"

ARCHMAGE (CP: 10)
You may not have any Devotee or Priest header (except for Priest of Serrin) if you are an Archmage. You gain the trait "Mage", and access to the following ablities:
- Master of the Arcane (CP: free): All of your costs to master spells are reduced by half.
- Resist Magic (CP: 6,12,18,...): You may call "Resist" to any one packet-delivered (or "touchcast") effect.

PRIEST of SERRIN (CP: 5) prequisite: Archmage
You gain the trait "Priest", and access to the following abilities:
- Mind Healing (CP: 2,4,6,...): "Cure Mind by Magic"
- The Word of Freedom (CP: 4,8,12,...) (one hand, special incant): "By my Voice, Cure Will by Magic".

PRIEST of SOL (CP: 10)
You gain access to the following abilities:
- Light of Day (CP: 1,2,3,...): You may call "Resist" to one effect that is "by Light".
- Heat of the Sun (CP: 1,2,3,...): You may call "Resist" to one effect that is "by Fire".
- Sunray (CP: 1,2,3,...): "4 Damage by Light"

PRIEST of LUNA (CP: 10)
You gain access to the following abilities:
- Light of the Moon (CP: 1,2,3,...): You may call "Resist" to one effect that is "by Light".
- Shadow of the Moon (CP: 1,2,3,...): You may call "Resist" to one effect that is "by Shadow".
- Moonbeam (CP: 1,2,3,...): "3 Damage by Light" or "3 Damage by Shadow"

 

Recovery

Recovery time is reduced by your level in this skill. Your normal time to go from Stable to consciousness is reduced by 30
seconds for each level of this skill, to a minimum of 2 minutes. Also, you get back your Recovery in Vitality points when you reset your abilities normally. You can still use this skill while suffering from a Drain or similar effect.<br>
   costs 1,2,3,4,5,... (base)
  1 - 270 seconds (four minutes, 30 seconds)
  2 - 240 seconds (four minutes)
  3 - 210 seconds (three minutes, 30 seconds)
  4 - 180 seconds (three minutes)
  5 - 150 seconds (two minute, 30 seconds)
  6+ - 120 seconds (two minutes)

 

Ritual Invention

Any "invented" rituals (i.e., those not already written up) will count as one level higher than they normally would, unless they are created by someone with a specialization in the appropriate type of magic. Demon/elemental summoning may count as a specialization if especially appropriate to the ritual. It may be possible to eliminate this penalty with extensive (i.e. multiple events) research and preparation.

 

Slow

The Slow effect will last until you rest for 5 uninterrupted minutes. Resting characters cannot walk, run, refresh attributes, or use any game skills. Because of this duration change to the Slow Effect, all pre-existing Slow Effects in the Aralis rules are becoming "Permanent Slow" effects (see Permanent below).

 

Spell Updates

A few spells have had slight name changes, for consistency or to avoid name overlaps with other spells/effects.
    The power/spell "Earthroot" now costs 6,12,18,... (up from 5,10,15,...)

    The power "Shadow Warrior" now costs 3,6,9,... (up from 2,4,6,...)
    The spells "Lightning Sword", "Charged Sword", "Sword of Fire" and "Staff of Fire" all require you to have free hands when you cast them.
    Priest spells cannot be mastered. If you're a Priest, you should be used to invoking your deity. :-p

All spells should have an effect call when cast, even if Mastered. Again, I will try to add these to the individual descriptions. The only exceptions are Strength of the Earth, and "always on" effects like Staff of the Arcane and Bless Divine Servitor.

 

True Disguise

I am dramatically changing the way the spell "True Disguise" works. Here is the new description:

Spell: True Disguise
Hands Free? Yes
Incant? Yes
Cost: 10,20,30,...
Effect: "Imbue by Dreaming".
Description: When you cast this spell, choose one trait that you possess. For the rest of the day, you do not and cannot cry out in responses to Expose effects that target the chosen trait. You still have the trait for all other game purposes. This spell ends when the new day begins. Self only. Among those who study such things, it is known that some beings can conceal their nature from common spells that seek to reveal them.

True Disguise may be used to protect the chosen trait from being Diagnosed, as well as from being Exposed.

Rule Additions

| Diagnose Body | Endurance | "Let Me Clarify" | Permanent | Ritual Magic | Ritual Extension | Weakness |

 

Diagnose Body

DIAGNOSE BODY (or, "I couldn't help but notice that you seem to be encased in stone"): 0 CP

You can call "Diagnose" followed by any of the following Body traits: Earth, Force, Ice or Web. Since this is a zero point skill, any character can use this ability, unless suffering from an effect that prevents use of game skills.

 

Endurance

ENDURANCE
cost: 2,4,6,... (for all classes)

You can use this skill to remain barely conscious when you are rendered unconscious by damage, or slain by a Death effect or Death Strike. While using this skill, you cannot employ most game skills (as if Drained). You cannot stand, crawl or even sit up under your own power; you can only drag yourself by one limb, lean on something, or prop yourself up on an arm. You cannot block any attacks, nor attempt to interrupt a Death Strike. You also cannot yell, shout, or scream unless affected by an Expose, though you can speak quietly, and cry out weakly from time to time. You should roleplay being weak and/or in pain. This power may be used once per day per level. Each use lasts until you are restored to full consciousness (1 or more Vitality), or until ten seconds _after_ you have died. You cannot use this ability when rendered unconscious through a Stun effect, though you may use this skill even when Drained.

 

"Let Me Clarify"

This phrase, which can only be used by plot approved non-player characters, indicates that any encounter information that follows should be considered true. There are times when your character may not trust another character. This phrase indicates that the information that the character, trustworthy or not, will impart is important and true information about how some specific encounter works. This phrase cannot be used by player characters or non-player characters who do not have plot approval, and the information must be a clarification of some specific game effect or encounter.

 

Permanent

Someone precedes an attack verbal with "Permanent" and calls out the verbal. The effect will last for the remainder of the event. Ignore the standard duration of the effect. Permanent effects may not be removed by resting during an event, but may still be removed by the Cure effect. Effects that already have a permanent duration, such as Damage and Death, are unaffected by the Permanent trait.

 

Ritual Magic

Ritual magic is now a skill which may be purchased by any character. Base cost is 4,8,12,…, but this is increased for most classes. (8,12,16,… for hybrids, 12,16,20,…for rogues and semis, 16,20,24,… for nons)

Ritual magic is effectively a "per day" skill, though it is unlikely that a given character will attempt more than one ritual in the course of a day. However, if a character chooses, he may "use" only some of his levels on a given ritual, so as to save some for later.

Normally, when you purchase ritual magic, you are purchasing "general" ritual magic. However, a character may "specialize" in a particular type of ritual magic. He then receives a +1 to his effective level for rituals of that type, but a -1 to all other ritual types. If you wish to purchase ritual magic more than once, to specialize in more than one variety, you may.

Characters with spells that summon demons or elementals may also use those abilities for ritual magic, though any levels used for summoning cannot be used for ritual magic in the same day, and vice versa. Such rituals MUST include the God or element that the summoning skill refers to, and do not receive a specialization bonus. Each character can only use skill one from one ritual magic or summoning skill in any given ritual. Note that the spell "Bless Divine Servitor" does not aid ritual magic. The spell "Summon Major Arcana" may not be used for ritual magic unless otherwise specified.

Ritual Magic "types"
A ritual may involve one or more than one of the following types:
Elements: Fire, Air, Earth, Water, Light, Darkness, Life, Death
Deities: Chiteng, Greymeir, Laisha, Leorin, Morbeth, Rhianna, Viranka, Zerinus
Special: Order, Entropy, Curse, Time, Planar, Dreaming, Magic

Each ritual involves one or more types, though those that involve multiple types are often harder. It may be possible to create or modify rituals by adding types to existing rituals, though certain combinations are extremely difficult or impossible.

All casters in a given ritual may add their levels together for the purpose of that ritual. Because of the nature of rituals, it will generally be necessary to have a staff member present to observe.

Each ritual requires a certain minimum number of levels of ritual magic skill and components. Rituals with more than the minimum number of components have a greater chance of success.

Rituals may have one of four results:
Success. The ritual performs as anticipated.
Surge. The ritual performs more powerfully than anticipated.
Ritual Perverted: The ritual succeeds, but has unexpected side effects. Minor side effects are extremely common.
Failure: The ritual fails to have any effect.

Rituals, even successful ones, may also damage or even kill those present. This is called a "backlash". Wise ritual casters keep healers nearby (but wise healers don't stand TOO nearby). Rituals performed with more than the minimum number of skill levels have less chance of damaging those involved. Backlash is least likely with normal success, and slightly more likely with failed or surging rituals.

Enchanting items that are already magical may only be done if the original enchantments of the item are included in the second ritual. It is possible, though difficult, to cast more than one ritual at a time on an item.

Ritual "components"
All rituals require magical components to fuel them. These may be items with magical power, or simply rare items with spiritual significance. Magic Lore may be used to identify the ritual potential of any given item. Most ritual components will be obviously distinctive, but even such things as flowers and animal parts may qualify as components under certain circumstances. Each such component will have a certain power level, and a type or types of ritual to which it may be applied. Given rituals will have certain requirements in terms of the power level of components, but only very rare rituals will require a specific component. Any components used in a ritual will be expended, whether the ritual succeeds or fails.

Rarer than ritual components are ritual foci. These provide a (typically) much smaller bonus, and usually only to one kind of ritual, but are reusable. Many kinds of ritual components can be used at lesser effectiveness in other types of rituals.

It has been pointed out that length for rituals originally listed is excessively long. Consequently, I am changing it to: five minutes, plus one minute per caster. The casters may do their rituals simultaneously, or each in sequence, or some combination of the two.

 

Ritual Magic: Ritual Extension

Many rituals have an associated duration, after which their effect ends. If you wish to extend a previously performed ritual, you can do so by performing the ritual again, with all the usual skill and component requirements. The following rules apply:
   
- any level of success (success, flawed ritual or a surge) will extend the original, rather than replacing it. (example: one may extend a surged ritual at its original power level even if the second ritual is not quite as successful)
    - the duration of the ritual is "reset", counting anew from when the extension ritual is performed.
    - rituals that grant an ability that may be used a certain number of times ever do NOT have that number "reset" in this fashion. Thus, it is usually preferable to cast those rituals again, rather than extend them.
    - backlash on extension rituals is slightly reduced

 

Weakness

Note: David is not intending (at least at this time) to add Weakness effects to Aralis. However, as this has been added to the Core nTeraction Rules, it is being provided here for your knowledge.

Your ability to strike with melee attacks is severely weakened. You cannot deliver Maim effects or called Damage effects with your melee attacks. Weakness does not affect uncalled strikes or any other weapon skill. The Weakness effect will last until you rest for 5 uninterrupted minutes. Resting characters cannot walk, run, refresh attributes, or use any game skills.

 

GM Announcements

| PC Deaths | Information: IG vs OOG | Staffing Limits | Dropping Skills | Changing Classes | New PCs | Rules of Etiquette |

 

PC Deaths

We are now approaching a point in the campaign where it becomes increasingly likely that PCs will permanently die as a direct result of the actions of other PCs. I want to take a moment to address this *before* it happens, and remind you all to keep your in-game concerns and out-of-game concerns separate, and trust others to do the same.

First, trust your fellow PCs not to take it too personally. We all know that this is a game with a great deal of conflict, and we all recognize that death is one possible result of that conflict. I understand and encourage moderation when there are two ways you could go. But, if your character ends up in a position where he really ought to kill another character, then don't fail to do so just because of your OOC concern.

Second, if you are on the receiving end of character violence, don't take it personally. I can assure you that no PC in this game is eager to "perm" another PC, and if someone else kills your character, they probably feel considerable regret about it. Most of all, remember that while the characters may be bitter enemies, the players can still be friends.

Except for me. I'm not your friend.

 

Information: In-Game vs. Out-of-Game

Concerns have recently been raised with me about the out-of-game sharing of information.

I'd like to take this opportunity to remind people how strongly I discourage any OOC sharing of game information. Even when you're not spilling any secrets other than your own, you may be doing a disservice to the players with whom you share that information. Further, you may be doing a disservice to the game itself.

Obviously, some people can't bear not to share every little piece of information that comes their way, and some people like to find out everything they can, even in an OOC fashion. I'm not going to adjudicate such disclosures, unless they come from NPCs. However, I would ASK that you all think long and hard before you reveal anything to another player.

Everyone WILL have the opportunity to find out all these things, some day. Wouldn't it be better to afford them the opportunity to find it out in-game, rather than giving them the short-term satisfaction (or worse, frustration) of finding it out now? Doesn't it enhance players' roleplay to have their own knowledge generally mirror that of their characters?

If you want to reveal things in-character, then please, feel free. If you're not, though, then think about it: should you (the player) be telling other players things if your character is not willing to?

 

New Policy: Staffing Limits

Policy: Effective immediately, no player character can gain more than 10 CP per season (August - December, or January - July) for staffing/NPCing other games. Note that 10 CP is equivalent to 2 full weekends, or approximately 3 partial weekends.

Explanation: First, the concern has been expressed to me that some games (particularly Brown games) may suffer from people's desire to get as many CP as possible by attending every LARP in the universe. Particularly in this season, there are very few free weekends. Further, Aralis itself may suffer if people gain too many points from NPCing. Now that the campaign is established, people are no longer able to get vast amounts of points through donations and other such means. Too high a rate of earning points through staffing (potentially more than double the rate one could earn points from PCing alone) can unbalance the game, and throw off the scale of character points and abilities.

As always, feel free to send comments and complaints my way.

 

Policy: Dropping Skills

It is intended that all players have fun while playing Aralis. To that end, we occasionally allow players to modify their characters somewhat. However, in the interest of preventing frivilous changes, we only allow skills to be "sold back" under certain circumstances:

  1. If the cost of a skill is increased, players are generally allowed to sell off as many levels of that skill as they desire.
  2. If you have decided that your character will never again need a skill, or you the player no longer want it, you may be allowed to sell it if you never plan to buy it again. However, temporary sales to give you the points to buy another skill will not be allowed.

 

Policy: Changing Classes

Class changes are discouraged, and should never be entered into lightly. However, they may be allowed with sufficient roleplaying justification.

When you change classes, your character must have at least as many CP spent under the new class as under the old one, before you purchase any new abilities. Consequently, you may have to keep some abilities even if their cost is much higher under the new class.

 

Policy: New PCs

I've already mentioned this to people in private e-mails, but it occurs to me that I should make it clear on the list. Aralis is no longer accepting new PCs. I expect the campaign to end in a year or two, and I don't think that a new character would have time to properly develop or fit into the campaign. Furthermore, for IC reasons it becomes increasingly difficult to explain new arrivals. Finally, I always intended Aralis to be a small game, and our playership is about as large as I would want it to get.

If I do run an "Aralis 2" down the road, I expect its playership policy will be considerably less restrictive.

 

Rules of Etiquette

This is to serve as an official notice about the "rules of etiquette" that Aralis observes, both to instruct new players and to remind existing players, since we have no rulebook that states these rules anywhere and can be easily accessed.

First of all, the rule of Always in Game:

These rules are taken from the nTeraction rulebook, by Rob Ciccolini. Though we do not observe all of the nTeraction rules in exactly the same way as in Madrigal or other games, there are still a few points that I consdier to be important. My comments are indicated by "Ed Note." Everything else if from the nTeraction rulebook.

"There is no out of game except in emergencies. There are no out of game indicators such as white headbands, and no people should be wandering about unless they are there in the actual game. To keep the game flowing as smoothly as possible, we have defined the following ways to deal with problems and interruptions.

CAUTION
      This phrase indicates some condition that may threaten the health of a player. A caution should never last more than 10 seconds. It indicates that those people who are close to or involved in that problem should pause so someone can get clear, get up, or move away from a threat. Only those people nearby need pause until the problem resolves. Everyone involved in a caution is still responsible to the game and should still be cautious of ingame threats. They may move away from the Caution or pause until the person has dealt with the problem. "
     
Ed. note: This does not involve calling "Hold" or using a 3-2-1 lay on call to resume game. Do not do this. The appropriate way to deal with a caution is to say, "Caution!" Possibly followed by a brief description of the reason if it's not immediately clear. for example, "Caution! Tree behind you!" if someone is backing up and seems likely to back into or fall over a tree. As a PC or NPC, if you hear "Caution", take a moment to make sure the Caution is not happening near you or affecting you. If it is not, continue playing, ignoring the Caution. If it does concern you, pause only for long enough to redress the situation-- change your course so that you're not backing into the tree, righting a prop that might have fallen over, or picking up your glasses from the ground. Then resume fighting with no unnecessary conversation. Do not say "3-2-1 lay on". This may seem like a small point, but believe me, in combat it is important not to needlessly add to the noise. Do not use Caution as a way to manuever your way into a better strategic position, or as a way to pause the game. The game should not pause except for those people who are directly affected, and then only for a short while. An additional use of "Caution" is if someone has just fallen over the tree and you need to determine if they're badly injured. In that case, nearby players should continue fighting but should move so that they're not in the way. Again, this should last only as long as is necessary to determine if the person needs medical attention. If they are not badly hurt but do need to sit out the fight, they should simply walk away from the combat, or stay in place. The other people involved should rejoin the combat in the most natural way, making room for the injured person. Again, no conversation about it is really required unless you then need to call for medical aid.
      note that a CAUTION is not an:

"EMERGENCY
      This phrase should come up rarely. This means there is some kind of medical emergency that needs attention. The game play stops, and everyone who hears the emergency should drop to a knee to indicate that a real problem exists. Emergency should only be called if there is a real problem and someone could be hurt."
      Ed Note: I believe the dropping to one knee only needs to happen if a person is injured in the middle of a crowded fight or in a fight in difficult terrain, like the woods, where it might be difficult for someone to actually reach the injured person, or if there's not enough space to fight without running over the person. If it is possible for everyone to simply move to one side of the room and continue playing, without disturbing the injured person or persons rendering medical aid in any way, you should just do that. Sometimes it might not be immediately possible to tell if someone is seriously injured and needs an ambulance, or if they simply need to sit with an ice pack for a few minutes. If it's not clear whether there is a serious problem, just keep on with the game until told otherwise, staying as much out of the way of the people rendering medical aid as possible. "

"CLARIFICATION 
     This phrase works like Caution, but it indicates that someone needs a quick explanation of what happened. People directly involved pause for up to three seconds while someone repeats a verbal or quickly indicates a condition or a result of something. This should be used infrequently, if ever. It is present for new players who may be overwhelmed and confused during their first game or two."
      Ed. Note: In Aralis we do have a slightly more flexible policy on the "Always in game." For example, some skills may require GM clarification, and in those circumstances it's generally okay to ask a staff member to answer a question. Generally, it's best to find one of David's NPC's to ask-- Morbeth, The Faceless Man, Elgan, etc rather than asking NPCs with whom conversing may seem strange or too out of place. It's probably best to avoid too blatantly asking Talos, for example, for a clarification on something, at least in front of the other players. However, if you need to be out of game to ask a question and you're doing it in a quiet and subtle way and not dragging other people into it, it's probably fine. If you need to go off in a corner and ask a staffperson a question quietly, it is probably fine unless that staffperson is in the middle of roleplaying something at the time. Use your best judgment, and try not to interrupt on-going roleplaying or be distracting.
      Also, if you really want to go to your room or off somewhere to rant, complain, talk, or laugh in an out of game way about something that has happened, please remember to do it somewhere where no one else will hear you, as there is too great a chance that your oog talk will throw people out of game or distract or confuse them. Please do remember how very thin the walls and ceilings in the Stockade are, when you want to do this.
      If you really need to voice a complaint or a concern to a GM, do so privately. It is never acceptable to fall out of game in the middle of the game, in front of the other players, to loudly complain about something that happened, no matter how upset you are. It is disrepectful to the game, and it is disrepectful to the other players. Please do not fall out of game to chastise a player you suspect of cheating, to complain about the course of the game or the direction or result of a plotline or module, or to vent or let off steam about how mad you are. If you must do this, make sure you are not involving other players whose game flow and fun you may be interrupting. Also, do not have conversations about non-game things where other people can hear you. Be out of game by yourself, if you must (though you should try not to) but do not involve other people in it. There is simply no excuse for disrupting the game in this way, whether you are a PC or an NPC.
      If you are an NPC, and you are not playing a role, avoid being in the way of the PCs as much as possible. Do not have conversations about the plotlines that are running during the event or the module you were just on where the PCs can hear you. Do not wander around among the PCs unless you have a legitimate reason, such as a need to use the bathroom. And if you must wander among the PCs and you have no role to play, consult the Monster Marshalls for assistance. Do wear some kind of costume over your clothes at all times the PCs can see you, even if it's just a simple tabard.
      Whether you are an NPC or a PC, you should strive at all times to be in game, and to limit any non-game talk to an absolute minimum during the course of play.

The nTeraction system has a very firm rule regarding Physical Contact. This is it:

"You have no reason to touch another player in the nTeraction system. Physical Contact is not allowed. You may contact another player with a boffer weapon in a legal attack area and you may contact another player by touching a packet to an arm or shoulder to deliver a "touch-cast" effect. Violators will be asked to leave the game"

Hillary's comments:
      This rule stipulates that you should never touch another player, ever, for any reason. You should touch someone with a packet when delivering spells, diagnosing, or using first aid. You should say "I search you" when you are searching someone and "I carry you" when you are carrying someone, at which point the carried person is to walk beside you with his/her head down and no touching should ever happen.
      I'm sure you can understand the legal reasons for this rule: in a game with 60 players who don't know each other very well, this sort of thing can prevent embarassment and potential lawsuits for sexual harassment or sexual assault, or even assault and battery.
      However, as I'm sure you're all aware, most players do not interpret this rule so seriously, and many people will not mind if you touch them with your hand while casting a spell or diagnosing, if you physically help them stand while "carrying" them, and so on. Some players even encourage roleplaying of such things as carrying a person. David, for example.
      This is really fine with us, so long as everyone is happy with it.
      Please do keep the following things in mind, however:
           Mature themes require mature behavior.
           In Aralis, there is a certain atmosphere of hostility among the characters that generally involves insults, threats, and other violent or hostile behavior. We have tried to discourage anyone who would find this too offensive from playing the game. However, please be cautious about your physical contact at such times, as even if you're just roleplaying being really mad, threatened, afraid, or upset, the other person may not interpret your gesture as in-game, or may not know how you meant it. If you shove someone in the middle of a fight, there's a chance, however small, of provoking a real fight. I realize that this hasn't actually happened in game, but I would like you to all keep it in mind when considering physical contact in roleplaying. It is probably wise to restrict physical contact for dramatic purposes to those people you are confident of responding appropriately. And probably wise not to shove someone you just don't know, no matter how dramatically appropriate it may be, whether they are a PC or NPC. David says that he encourages physical roleplaying, so long as all parties are cool with it. However, please don't assume people are cool with it unless you know them very well or have had a conversation with them about it.
           Furthermore, in Aralis certain topics, such as sex, have been or might be discussed, suggested, or hinted at. For example-- Nightshade and her bodice brigade, who behave flirtatiously and dress somewhat daringly. However, just because these themes are suggested does not mean that all responses to it are appropriate. For example, it is just not appropriate for you to grab Ayesha and kiss her, no matter how much Nightshade may seem to be flirting with you. (I use this as an example, and not because anything of the kind has occurred.)
           Some characters have been introduced to the game who are seductive, or whose goal it is to get married, or to initiate other kinds of romance-oriented plot lines, and other such things. This is another case where physical contact, however dramatically appropriate, is just not acceptable. If you do not know the person involved very, very well, and are not very good friends with that person, and do not have some kind of understanding with that person about what kind of physical contact is okay, please refrain from touching them. Even if a person is playing a character whose goal is to seduce or flirt with you, that does not mean they are giving you an okay to initiate intimate contact of any kind. So, please, just don't. If you are in any kind of doubt about what kind of physical contact might be okay, just avoid it until you've had a chance to discuss it with that person on an out of game level.
           Again, don't assume people are cool with that kind of thing unless you have actually talked to them about it. And please, be reasonable.

And if you still have questions, feel free to ask. I'm always willing to provide answers!


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