Game Play

Order of Play

Registration

The first place you should go when you arrive on site is registration, which is generally located in the tavern. If it's your first game, you'll need to submit your paperwork and create a character. Note that new players are encouraged to go on OrnLARP.com prior to their first event so they can register, create a character, and download paperwork to fill out before arriving on site. This will greatly expedite registration for everybody.

If this isn't your first game, you'll need to pay your game dues. Please note that administrators, plot members, and full-time monsters play for free because they are working for the game. New players play for free during their first event to encourage more people to give the game a try. Unless you're in one of these groups, you must pay to play. This is to ensure that the game can pay its bills and continue to grow.

Once your paperwork or game dues are in order, you'll be given your character sheet. Please note that all character updates must be completed online between events. You will not be allowed to make changes to your character at check-in. This is to ensure that registration goes quickly so everyone can get in play and have fun sooner.

Following registration, you'll need to get any props you plan to use inspected by a prop marshal. The prop marshal will verify that your boffer weapons, shields, and armor are safe to use and issue the appropriate item tags.

Last but not least, you'll need to see the cabin marshal for your cabin assignment. Larger cabins are usually reserved for members of large player groups, and you will likely be housed together with other players to better fill out available space.

Once you've registered, gotten your props inspected, and received your cabin assignment, you're free to go unpack and get into costume. Even once you're ready to play, though, remember that nobody is officially in play until the conclusion of opening ceremonies. In the meantime, you're free to socialize with your fellow players at the tavern.

Opening Ceremonies

Once everyone has registered, everyone will meet at the tavern for opening ceremonies, where admins, plot members, and marshals will welcome you to the game and make any necessary pre-game announcements. It's important to attend opening ceremonies so that you're aware of any rules updates, game developments, and in-play rumors. At the conclusion of opening ceremonies, the game officially begins and everyone can go in play.

Play On!

The event takes place from the conclusion of opening ceremonies until midday the following Sunday. During that time, you are encouraged to stay in play as much as possible. Plot members will do everything they can to ensure that there's plenty to do, from fighting monsters and going on adventures to roleplaying with interesting characters and playing a part in intriguing story lines. Remember, the more you're in play, the more opportunities you'll have to have fun.

New Player Orientation

If this is your first game, you'll be required to attend new player orientation before going into play. This is a mandatory game rules and safety course where a marshal will teach you everything you need to know to get started. New player orientation is generally followed by a brief adventure where you and other new players find your way into town.

Monster Duty

Monsters exist to provide players with challenging and thrilling encounters. Playing the monsters is a collective responsibility of everyone in the game. As such, with a few exceptions, everyone is required to perform two hours worth of monster duty at some point during the event. During this time, you go into play as a monster designated by the monster marshal at the Dragon's Den.

Playing a monster is fun for a lot of reasons. It allows you to engage in combat without fear of character death. It gives you an opportunity to try out different character options without committing to them. You may even be allowed to play something more powerful than you're used to. And let's face it, terrorizing your fellow players is loads of fun.

If you really enjoy playing a monster, you can perform more than two hours of monster duty in exchange for boon. Additionally, if you can't afford your game dues or want to try out different character options before creating a character, you can play for free by agreeing to perform monster duty for the entire event.

Clean Up

When the game ends on Sunday, there's one last thing to do before you leave the site. All participants are required to help clean up the site once the event is over. At a bare minimum, you must clean up your cabin and the surrounding area. Volunteers are also needed to help clean up the bath houses, the tavern, and any stray packets. Boon is awarded to participants who go above and beyond to help clean up.

Combat

Simulated combat is one of the most exciting, and dangerous, aspects of playing a boffer LARP. At the Shards of Orn, the first and most important rule is safety.

Boffer Safety

Boffer weapons help minimize the risk of injury to participants. However, remember that even padded weapons can cause serious injury if used irresponsibly. All participants are expected to adhere to the follow boffer safety rules:

  • Avoid vital areas such as the head and groin. For this reason, overhead swings are strictly prohibited, and participants struck in the head or groin are not required to take the hit.
  • Check your swings. Swinging for the fences can inflict serious injury. Aim for light to medium contact. If a participant indicates that you are swinging too hard, you are expected to ease your swings.
  • Mind your footing. Fighting on a downgrade, in slippery conditions, or near tripping hazards can be dangerous. If you don't feel safe, it is acceptable to call a hold and relocate the fight to a safer area. This is an exception the rule that participants are not allowed to move during a hold.
  • Remain at arm's length. Avoid the personal space of other participants to keep elbows and heads from getting inadvertently mixed up in the fighting.
  • Be especially careful in the dark. Combat frequently occurs in poor lighting conditions. An additional measure of caution is warranted when you can't see your fellow participants clearly.
  • Remember, accidents happen. Combat is chaotic; injuries can happen regardless of the safety of the participants. Call out unsafe boffer fighting when you see it, but forgive accidents when they inevitably occur.

Holds

Much like pausing a computer game, when someone calls "Hold," all in-play participants in the viscinity must stop what they're doing and take a knee until someone calls "3, 2, 1, play on!" A hold essentially takes everyone in the viscinity out of play until the situation that caused the hold is resolved.

There are two important rules to keep in mind regarding holds. First, do not call a hold without a good reason. Good reasons include participant injuries, important rules clarification, plot narrative, etc. Second, respect a hold whenever it is called. If you were in play when the hold was called, you must remain in the same spot until it is over. Likewise, because you are out of play during a hold, you cannot perform in-play actions or hold in-play conversations.

Physical Contact

As a rule of thumb, physical contact is prohibited without the permission of the person involved. Exceptions include contact with boffer weapons, contact with packets, and physical contact by a medic administering aid.

Prohibited Fighting Styles

Although perfect realism is beyond the reach of boffer combat, certain boffer fighting techniques are so unrealistic that they strain believability and give combat an artificial feel.

  • Charging, which is defined as running at someone fast enough to risk a collision. While it is acceptable to run toward another participant, you must slow down before you get close enough to run into them.
  • Machine-Gunning, which is defined as striking so rapidly that your damage taglines are slurred together. Effective combat requires effective communication, and real weapons cannot be swung as rapidly as their lightweight boffer counterparts.
  • Shield Bashing, which is defined as attacking another character with a shield. Even shields made entirely of foam are not safe to use for attacking.
  • Turtling, which is defined as squatting behind a large shield so as to offer opponents no striking profile. In real life, the attacker would respond by kicking the shield, which is not safe in a LARP.

Common Actions

Whenever you are in play, everything you do is considered an action of one sort or another. Simple actions like walking and speaking are called "common actions" because almost any character can perform them at will unless an effect prevents them from doing so.

Move

Your character can move around as much as you are able. Certain effects, however, can restrict or force your in-play movement.

Speak

Unless you play a special character race incapable of speech, your character can speak as much as you are able. As with movement, certain game effects can prevent you from speaking in play. Additionally, some actions have verbal performance requirements, so you must be able to speak to perform them.

Perceive

Your character is capable of perceiving his or her in-play surroundings. By default, your character cannot perceive concealed characters or objects, although actions with the perceive effect can give you this ability.

Attack

As with speaking, unless you play a special character race incapable of wielding weapons, your character can attack with a boffer weapon. Unless you possess the proper level of Armed Combat, however, the weapon deals half damage (rounded down, to a minimum of one) and cannot be used to deliver actions.

Awaken

Your character can awaken a sleeping character. To do this, stand over the sleeping character and declare, "Awakening one, awakening two, awakening three." The character's sleep effect is then ended.

Drag

Your character can slowly drag an incapacitated character. To do this, stand over the incapacitated character and announce, "Drag." The character must then walk with you until you declare, "Drop," to drop them. Note that, unless you have a Strength effect, you are Slowed until you drop the character you are dragging.

Identify

Your character can learn in-play information about an item by reading its item tag.

Inspect

When you see another character, you can declare, "What do I see?" The character must then describe what you see. Monsters must give you a brief physical description. Concealed characters must tell you their type of concealment. Other characters are not obligated to say more than, "You see what you see," but may offer additional details at their discretion.

Killing Blow

Your character can deliver a killing blow to a dying character. To do this, stand over the dying character, declare, "Killing blow one, killing blow two, killing blow three," and strike the character with a boffer weapon. The character is then reduced to dead status.

Light

If you have an appropriate phys rep, you can take one minute to create a light source. This can take any form that is believable and appropriate for your character. For example, you might conjure a handheld globe of luminescence or light a torch. Flash lights will not generally be acceptable for this purpose, but may still be used for out-of-play purposes.

Read / Write

Your character can read and write ordinary writing by default. You can be illiterate if you so choose to suit your character's background, and may likewise learn to read and write at any point in time for no cost.

Refocus

Your character can refocus his or her prepared actions. To do this, you must spend ten minutes in uninterrupted concentration (e.g., study, meditation, weapon drills, or whatever else is appropriate to your character). For every action that was previously prepared, you can select a different action to prepare. Note, however, that actions which haven't been refreshed cannot be refocused. For example, if you have used a daily action since dawn, that action cannot be refocused.

Rest

Your character can refresh his or her encounter and adventure actions by resting. To do so, declare, "Resting," and cross one arm over your chest. During this time, you cannot perform any actions other than speaking, perceiving, or inspecting. If you do so, or you are attacked by another character, your rest is interrupted and must be restarted. After 60 seconds of uninterrupted rest, all of your character's encounter actions refresh. After 10 minutes of uninterrupted rest, all of his or her adventure actions refresh.

Your character can perform a search of an incapacitated character. To do this, stand over the incapacitated character and announce, "Searching." The player of the incapacitated character is then obligated to hand over any in-play valuables he or she may be carrying.

Special Actions

In contrast to common actions, special actions allow your character to perform amazing and complex feats in play. Special actions gained through class levels are called class actions, while special actions gained through racial skills are called racial actions.

Attributes of Special Actions

Special actions have a number of attributes that define how they are acquired and used. Each of these attributes is detailed below.

  • Level - This is the minimum level you must be before you can learn the action. For class actions, this is your class level. For racial actions, this is your character level.
  • Context - This describes the type of gameplay during which the action can be used, as well as any special rules that apply to its use. This is usually noted along with the action's level (e.g., "4th-Level Combat Action" or "7th-level Story Action"). Possible contexts include Combat, Story, Cabin, and Downtime, and are described in greater detail below.
  • Rating - This indicates how difficult the action is to learn and use. Actions with higher ratings take longer to learn, are more difficult to use independently, and can be used less frequently.
  • Shorthand - This is a brief line of text that describes how the action is used and what it does in play. It appears on your character sheet immediately after the action's name, and includes the following elements:
    • Method - This indicates how the action is delivered, and always appears as the first part of the action's shorthand. Some examples include One Packet, One Swing, Burst, and Viscinity.
    • Tagline - This is what you say when you use the action in play. It always appears as the second part of the action's shorthand, usually in quotes indicating the exact phrase to be spoken. This is most often the action's effect, but may include additional information to better clarify that effect. Taglines are described in more detail below.
    • Duration - This is how long the action lasts. If it's longer than instantaneous, it appears as part of the action's shorthand after the tagline. Some examples include One Encounter and One Adventure.
    • Meta - This is a special modifier for how the action is performed. For example, a Silent Action can be performed without a verbal, and a Pierce action calls the special "Pierce" damage tagline. If an action has a meta component, it appears as part of the action's shorthand after the tagline.

Taglines

All special actions call taglines. A tagline is a brief phrase that describes the effect the action has on the character affected by it. For example, a sorcerer who casts a Petrify spell throws a single packet with a tagline of "Freeze," indicating that the character struck by the packet must freeze in place. Likewise, a warrior swinging a two-handed sword might have a tagline of "10 Sharp," indicating that the character struck by the sword takes 10 points of sharp damage. There are two types of taglines: Damage Taglines and Effect Taglines.

Damage Taglines

Damage taglines indicate that the action deals damage, which reduces a character's health total. A damage tagline is composed of two parts: The amount of damage dealt followed by its type. The warrior dealing "10 sharp" in the example above is calling a damage tagline. Some damage types include:

  • Blunt - Indicates damage from the impact of a blunt object, such as a mace or staff.
  • Sharp - Indicates damage from the impact of a sharp object, such as a sword or dagger.
  • Drain - Indicates damage that concurrently replenishes the attacker's health.
  • Fire - Indicates damage from exposure to high temperatures.
  • Ice - Indicates damage from exposure to low temperatures.
  • Pierce - Indicates damage that cannot be blocked. A weapon attack that inflicts pierce damage must be avoided or countered, just like a packet.
  • Prime - Indicates damage from exposure to the sacred energy of the Prime.
  • Sap - Indicates damage intended to incapacitate rather than kill the target. A character reduced to zero health from sap damage is not at risk of dying; he or she is rendered unconscious but stable.
  • Shock - Indicates damage from exposure to electricity.
  • Spell - Indicates damage from exposure the arcane energy of the Aether.
  • Tox - Short for "toxic", indicates damage from exposure to a caustic or poisonous substance.

Effect Taglines

Effect taglines indicate that the action produces a specific game effect other than damage. The sorcerer calling "Freeze" in the example above is calling an effect tagline. This generally matches the effect of the action in question. For example, an action with the Maim effect calls the "Maim" tagline. Some actions may call different taglines to further clarify their effects. For example, an action that uses the Repel effect at higher intensity might call "Repel 10" to indicate its increased strength. Whatever the tagline is, it is noted in the action's shorthand on your character sheet.

Regardless of the effect tagline being called, all effects obey the following rules:

  • Detrimental effects have an assumed duration of one encounter, so they end after one minute or the end of the current fight, whichever comes first. Beneficial effects can have longer durations.
  • Effects that incapacitate a character end if that character is attacked by a foe. Effects such as Freeze, Sleep, and Snare, for example, end immediately if the affected character is attacked. Note that attacks made by friendly characters do not apply.
  • Mental compulsions end if the character affected by them is rendered unconscious. For example, a character who is Charmed or Frenzied loses those effects upon being reduced to zero health.
  • Effects that produce lasting physical harm persist until they are restored. These effects include Ruin, Main, Slay, as well as all damage taglines.
  • Multiple effects of the same type do not stack; they overlap. When they do, only the strongest effect applies. For example, a character affected by both a Strength 2 and a Strength 3 effect gains three bonus damage to weapon attacks, not five. Multiple effects of different types, however, stack normally. For example, a character affected by a Strength 2 effect who wields a sword with a Hone 3 effect gains five bonus damage to attacks with that sword.

Learning Class Actions

You learn class actions during downtime. If you attempt to develop them independently, it takes longer and you stand a chance of failing or botching. If you learn from a teacher, it takes less time and you cannot fail. Unlike skills, you are not limited in the number of class actions you can learn. Depending on the action's context, however, you may be limited by the number you can use at one time.

Action Contexts

As mentioned above, every special action has a context that describes the type of gameplay during which it can be used. For example, you can only use Combat actions during combat, and you can only use Story actions as part of a story. The special rules that apply to each context are described below.

Combat Actions

Combat actions are used in battle to attack, defend, and impose temporary status conditions. They obey the following rules:

  • They may only be used in play at an event.
  • They must be prepared before they can be used. Each character is limited in the total number of combat actions he or she can prepare at one time. See Preparing Combat Actions below for more details.
  • They often have performance requirements. See Using Combat Actions below for more details.
  • They are expended once used and must be refreshed in order to use again. See Refreshing Combat Actions below for more details.

Preparing Combat Actions

Before a combat action can be used, it must be prepared. This is done before you go into play at the beginning of each event by penciling in the number of times each combat action is prepared next to that action's name. If you wish, you can also use the Refocus common action at any point during the event. This takes 10 minutes of uninterrupted concentration and allows you to change the combat actions you have prepared.

The number of combat actions you can prepare depends upon your class level. You can prepare one combat action from a particular class for every level you have in that class. For example, a 4th-level disciple can prepare four disciple combat actions at a time. If you want, you can prepare the same combat action multiple times, to a maximum of three. The same character, for example, could prepare three Lesser Healing Winds and one Minor Healing Aura, but not four Lesser Healing Winds.

There are several ways to exceed these limits. For example, non-human characters can prepare one additional combat action when they are members of a class for which their race has an affinity, the Specialty Action skill grants a character additional uses of actions in which they have specialized, and certain treasure can be used to store and perform actions. See these character options for more details on how they work.

Using Combat Actions

In order to use a combat action, you must first meet that action's performance requirements. For example, most spellcasters must recite a verbal when using their combat actions, and most fighting classes are restricted by the kind of weapons they can use to deliver their combat actions. These performance requirements must be met at the moment the action is used and must be immediately followed by the action's tagline.

Refreshing Combat Actions

Combat actions are expended as soon as they are used. However, they can be refreshed (i.e., made usable again) by using the Rest common action. The amount of rest required to refresh an action depends upon its frequency. After one minute of rest, all of your encounter ("E") actions refresh. After 10 minutes of rest, all of your adventure ("A") actions refresh. Daily ("D") actions refresh at dawn each day.

Story Actions

Story actions are used outside of combat to gather information, bypass obstacles, and accomplish other story-related goals. They obey the following rules:

  • They may only be used in play at an event as part of an adventure or story line, and only outside of combat.
  • A plot member must be present to adjudicate their effects.
  • They may take time to perform at plot's discretion.
  • They may have a limited chance of success. See Using Story Actions below for more details.
  • Their usefulness and chances of success may vary from one adventure, story line, or plot member to the next.

Using Story Actions

Unlike combat actions, story actions do not need to be prepared ahead of time and are not expended when used. However, they always take a minute to perform, and because their effects are variable depending on the circumstances and the story, they can only be done with a plot member present to decide their effects, if any.

Story actions are further limited because they may have a chance of failure. When declaring a story action to the plot member on call, that plot member may state a difficulty to you. You must then choose a number between 1 and 10, which the plot member uses to determine if you succeed. The possible difficulties and their chances of success are as follows.

  • Very Easy (90%) - The plot member secretly chooses a number between 1 and 10. Every other number is a success. "Only a 6 fails."
  • Easy (70%) - The plot member secretly chooses three numbers between 1 and 10. Every other number is a success. "Only 1, 3, or 5 fails."
  • Medium (50%) - The plot member secretly chooses evens, odds, high, or low. Those numbers are successes. "Odds succeed."
  • Hard (30%) - The plot member secretly chooses three numbers between 1 and 10. Those numbers are successes. "Only 5, 6, or 7 succeeds."
  • Very Hard (10%) - The plot member secretly chooses one number between 1 and 10. That number is the only success. "Only 9 succeeds."

Note that a plot member may ask for a number without stating a difficulty or may arbitrarily decide whether or not a story action succeeds, at his or her discretion.

Cabin Actions

Cabin actions are used to fortify your cabin and belongings against intrusion and theft. They obey the following rules:

  • They may only be used at the start of an event during check-in, and only on the cabin you are sleeping in during that event.
  • They last the entire event.
  • You can only use one at a time. Cabins with multiple occupants can have multiple defenses, but only one per occupant.
  • Just as with combat actions, multiple cabin actions with the same effect do not stack. For example, a single cabin can have a Seal defense and a Cabin Guardian, but not two Seals or two Cabin Guardians.

Using Cabin Actions

If you wish to use a cabin action, you must declare it to the logistics marshal during check-in. This action applies to that cabin's occupants and any goods stored inside of it for the entire event. As above, you can only use one cabin action per event, and only on the cabin you're sleeping in for that event. Furthermore, you cannot declare a different cabin action later on; you're stuck with your choice for the entire event.

Downtime Actions

Downtime actions are used to create consumables or enchant equipment with special properties. They obey the following rules:

  • They may only be used online during downtime; they can not be used in play at an event. Because of this, they do not appear on your printed character sheet.
  • The effects of downtime actions (e.g., items, bonuses, etc.) may be used in play normally.
  • They consume reagents with each use.
  • To use a downtime action, your level must be at least one fifth the action's rating, rounded up. The Ritual Specialization skill allows you to increase your effective level for this purpose.

Building Special Actions

Although it's not something most players need to understand, special actions are built using a system of components and ratings. Every action is defined by five different types components that combine to determine how an action works and what it does. These include its Effect, Intensity, Method, Duration, and Meta components. Each of these components has a numeric rating based on how powerful it is. For example, the Sleep effect component has a rating of 7, the Burst method component has a rating of 3, and the Pierce meta component has a rating of 2.

An action's level is equal to the highest rating of any of its components. For example, the Sunder action uses the One Swing method component (rating 1), the Ruin effect component (rating 4), and no intensity, duration, or meta component, so its level is four.

An action's rating is derived using each of its component rating in the following formula: (Effect + Intensity) x (1 + Method + Duration + Meta). The rating it then used to determine other characteristics, such as the frequency of combat actions.

Some components used in downtime actions have an associated cost multiplier that determines the relative value of reagents consumed when the action is used. The actual value of reagents consumed is determined by multiplying the action's rating by the sum of its components' cost multipliers. For example, the Create Minor Healing Potion downtime action has a rating of 10 and a total cost multiplier of 0.3, so the total cost of reagents consumed when using it is 3 gold pieces.

Other characteristics of a special action, such as its name, the classes or races that can use it, the type of reagents consumed when using it, or the properties it bestows upon treasure, are defined individually with each action.

Defense

Often times during the game, your character will come under attack from enemies (or other players) wielding a variety of harmful or debilitating effects. Thankfully, you don't have to sit there and take it. Here are a few ways to fend off attacks against your character.

Avoidance

The surest way to defend against an effect is never to get hit by it in the first place. For actions delivered through packets or weapon strikes, if the packet or weapon fails to hit you, the action has no effect. Keep in mind, however, that certain actions are delivered through areas (e.g., Burst, Viscinity, etc.) rather than packets or weapon strikes. The only way to avoid these area effects is to be outside the area when the effect is called.

Blocking / Parrying

You can typically defend against an action delivered through a weapon strike by blocking with a shield or parrying with a weapon. Some exceptions do exist. For example, blocking or parrying an action that uses the Ruin effect causes it to affect the prop used to block or parry, and attacks with the Pierce tagline are unblockable.

Note the blocking and parrying only defends against actions delivered through weapon strikes. Actions delivered through packets take full effect if they contact a held or worn prop. Likewise, area effects cannot be blocked or parried.

Countering

In addition to their normal uses, many special actions can be used to counter other actions. A counter is a special action that prevents a harmful or troublesome effect from happening to the character who performs it. There are three ways to counter.

  1. For most harmful effects, the character may expend an action that uses the same effect as the effect to be prevented. For example, the character could use an action that produces a Slay effect to counter another Slay effect.
  2. For most harmful effects, the character may also expend an action that uses the opposite effect as the effect to be prevented. For example, the character could use an action that produces a Repair effect to counter a Ruin effect.
  3. The character may expend an action specifically designed to counter the effect to be prevented. For example, the character could counter a Freeze effect with an action that produces a Release effect, which is designed to counter any Bind effect.

Of course, performing a counter isn't the same as performing a normal action. Counters must obey the following restrictions.

  • Counters can only be used to protect oneself from an effect. Thus, a character could counter a battlefield-wide Frenzy effect, but doing so would only prevent him or herself from being frenzied.
  • The action used to perform a counter is expended just as if the character had used it normally.
  • When an action is expended to perform a counter, the normal performance requirements are waived. Thus, a wizard who expends a Shatter spell to counter a Ruin effect does not need to recite the verbal. Likewise, a rogue who expends an Assassinate to counter a Slay effect does not need to be behind the opponent. The countering character need only declare, "Counter."
  • A single action can only produce a single counter, regardless of its method. Thus, an action that allows the user to throw five packets of Maim can only be used to counter a single Maim effect per use.
  • Rituals can never be used to counter.

Countering with Action Items

Daily or adventure actions within items that are currently being used by your character may be used to counter as described above. For example, you can use a sword with a daily Fumble action to counter a Fumble while you're holding it. However, you cannot use the sword's action to counter if it is sheathed or sitting nearby.

Most single-use and charged items, however, cannot be used to counter. For example, a character may not use an Emblem of Renewal or a Death Gas to counter a Slay. The only exceptions are charms, which are specifically designed for this purpose.

Death

At one point or another, every character gets overwhelmed by the perils of adventuring. Whether or not this means the end of your character's life depends upon several factors. Here is the process that determines your character's fate.

Dying

A character whose health has been reduced to zero is dying. The character must fall to the ground (or take a knee, for safety and/or costume damage reasons). The character cannot move, speak, take actions of any kind, or perceive his or her surroundings. If the character has not received outside assistance after one minute, the character dies.

Death

A dead character remains in play for five minutes. The character is now beyond conventional means of resuscitation; only a Revive effect will restore the character to life. If the dead character has not been revived after five minutes, his or her body dissipates.

Dissipation

Equipment on a dissipated character may or may not dissipate along with that character. If the item in question has been in the character's possession for 20 days or more, or is contained within another item that has (e.g., a sheath or a bag), the item dissipates, and may subsequently reappear, along with the owner. Note that any item, even an item that has been in the character's possession for 20 days or more, will not dissipate if it is forcibly removed from his or her body beforehand.

Deck of Many Deaths

A dissipated character must go out of play and find a marshal. He or she must then draw a card from the Deck of Many Deaths. The Deck of Many Deaths is a tarot deck containing cards of the major arcana, each of which determines a different outcome from the character's untimely demise.

  • The Fool - You are doomed to waste your time in foolishness, struggling to start anew. For the remainder of this event, your actions take twice as long to refresh. Draw a new card if you have already drawn this card this event.
  • The Magician - Magical elixirs become nothing more than snake oil to you. For the remainder of this event, you cannot benefit from consumables. Draw a new card if you have already drawn this card this event.
  • The High Priestess - A secret you’ve learned is now forgotten. Choose one of the actions you currently have prepared. You can no longer prepare that action for the remainder of the event.
  • The Empress - Your armor no longer protects you from harm. For the remainder of the event, you cannot benefit from armor or material points. Draw a new card if you have already drawn this card this event.
  • The Emperor - Death demands its due. Immediately lose gold, valuables, and resources worth five gold per character level.
  • The Hierophant - The gifts of your unclean blood will not be tolerated. For the remainder of the event, you cannot use any racial actions. Human characters are unaffected. Draw a new card if you have already drawn this card this event.
  • The Lovers - Your hands refuse to fight as one. For the remainder of the event, you cannot use a shield, weapon, or other attack in your off hand. Draw a new card if you have already drawn this card this event.
  • The Chariot - You lack the direction and drive to achieve victory. One of your legs is Maimed for the remainder of the event. Draw a new card if you have already drawn this card this event.
  • Justice - No justice will come to the one who slew you. You lose all memory surrounding the circumstances of your death.
  • The Hermit - Even in a crowd, you stand alone, isolated from the world. For the remainder of the event, you cannot be affected by beneficial Burst or Vicinity effects. Draw a new card if you have already drawn this card this event.
  • Wheel of Fortune - The cycle of misfortune repeats without reprieve. Draw two more cards.
  • Strength - You lack the strength to face your foes. One of your arms is Maimed for the remainder of the event. Draw a new card if you have already drawn this card this event.
  • The Hanged Man - You lack the will to make necessary sacrifices for the greater good. For the remainder of the event, you cannot use consumables on others. Draw a new card if you have already drawn this card this event.
  • Death - Age and entropy take their toll on your wearied soul. You lose one skill point per character level. This skill point loss occurs after the game before skill points are awarded and can reduce your character and class level. Skills and actions are not lost, but may become temporarily unavailable as a result of level loss. Draw a new card if you have already drawn this card this event.
  • Temperance - Your greatest artifice goes awry. For the remainder of the event, your most valuable piece of equipment loses all of its properties.
  • The Devil - You are not tempted by fleeting earthly rewards. For the remainder of the event, you draw half as many adventure rewards (rounded up). Draw a new card if you have already drawn this card this event.
  • The Tower - Lies and corruption gather about your name. A slanderous new rumor about your character will soon spread.
  • The Star - A star of ill omen shines down upon you. For the remainder of the event, your health is halved (rounded up). Draw a new card if you have already drawn this card this event.
  • The Moon - The moon holds sway, engendering lunacy in your mind. For the remainder of the event, you cannot counter mental compulsions. Draw a new card if you have already drawn this card this event.
  • The Sun - Where once there was enlightenment, now there is ignorance. Choose one of your skills that isn’t a trade skill. You lose all of the benefits of that skill for the remainder of the event.
  • Judgment - The mistakes of the past are your burdens to bear. For the remainder of the event, you are unable to refocus your actions. Draw a new card if you have already drawn this card this event.
  • The World - You find yourself listless and unmoved by the turning of the world. You lose one week of downtime.

Alignment

The Shards of Orn is a game where the heroes (the PCs) oppose the villains (the plot team). PCs cannot attack, kill, or steal from one another unless both PCs have opted into player-versus-player (PvP) content. How your character fits into this system is denoted by his or her alignment. Each alignment carries its own significance and changes how the character is perceived by, and interacts with, other characters.

Good

Good characters are the heroes of the story. This includes most PCs and some NPCs. Unlike other alignments, good characters do not have to wear any special visual cues; a character without an armband or monster tabard is assumed to be good by default.

Special Rules for Good Characters

  • Good characters are opted out of PvP. They may not intentionally perform PvP actions or interfere with PvP, and such actions may not intentionally be performed on them by good or neutral characters.
  • Good character may choose to sleep in an in-play or out-of-play cabin. If they share an in-play cabin with neutral characters, they may not set up cabin defenses.
  • A good character who is somehow killed by a good or neutral character does not draw a card from the death deck.

Becoming a Good Character

All PCs are good by default. A neutral PC may become good by declaring his or her intention to plot and abstaining from PvP for three consecutive events.

Neutral

Neutral characters are neither the heroes nor the villains of the story. This includes many NPCs, as well as PCs who are somehow dark or untrustworthy. Neutral characters must wear red armbands at all times to denote their alignment.

Special Rules for Neutral Characters

  • Neutral characters are opted into PvP. They may not intentionally attack, kill, or steal from good characters, but may perform such actions against neutral or evil characters freely.
  • Neutral characters must sleep in an in-play cabin.
  • Unlike good characters, neutral characters always draw cards from the death deck when they die, regardless of the alignment of their killer.

Becoming a Neutral Character

Good PCs may become neutral in one of several ways.

  • A good PC may choose to become neutral at any time. This cannot be done on the spot; it must be announced to the plot team and recorded before it goes into effect.
  • Any PC who is created with or otherwise acquires a dark character race or class becomes neutral. This includes character options like vampire, warlock, werebeast, uordeq, and goblin. The character may then attempt to become good normally.
  • A PC who makes a questionable or evil choice in a story line may become neutral. If a choice will result in this outcome, the plot member responsible for the story will inform the PC about it beforehand.
  • Plot members or administrators may turn a PC into a neutral character for a variety of reasons, such as excessively antagonizing other PCs, carrying substantial treasure on behalf of other neutral characters, or abusing Frenzy or Command effects to indirectly attack good characters.

Evil

Evil characters are the villains of the story. All monsters and many NPCs are evil. No PC can ever be evil, although some PCs can temporarily or permanently become evil NPCs. Evil characters must wear a monster tabard or a black armband at all times to denote their alignment.

Special Rules for Evil Characters

  • Evil characters may attack, kill, or steal from any other character, and other characters may do the same to them.

Becoming an Evil Character

Monsters are always evil. PCs may only become evil through plot action, and become NPCs in the process. This may or may not involve the character's forced exile or retirement.

Dueling

Regardless of alignment, any character may engage in a duel. Duels are strictly voluntary; all duelists must agree to participate beforehand, and other characters may not interfere. The duelists may likewise stipulate any number of terms for the duel (e.g., forfeiture of treasure, restriction on use of certain abilities, healing for the loser, compulsion of public apology, etc.). If a good character is involved in the duel, these terms must be honored.

Cabin Raids

A cabin raid refers to one character entering another character's cabin without permission. This is most often done in order to pilfer goods or kill the cabin's occupants in play. Cabin raids must obey the following rules:

  • Only in-play cabins may be subject to raids.
  • A raid marshal must be present to adjudicate any cabin defenses that may be in place.
  • Only neutral or evil characters may initiate a raid.
  • Out-of-play personal items remain out of play. Only in-play treasure may be stolen from a cabin.

During a raid, the characters entering the cabin without permission are known as intruders, while the characters occupying the cabin (whether or not they're present) are known as occupants.

In-Play and Out-of-Play Cabins

A cabin may be either in-play or out-of-play. This is declared by its occupants at check-in. Only in-play cabins may be subject to raids, and alignment rules still apply during a raid. For example, even if a good character chooses to sleep in play, a neutral character may not attack or steal from that character. Neutral characters, of course, must sleep in an in-play cabin, while good characters are not required to do so, and evil characters may initiate raids on any cabin so long as it is in play.

Establishing a Cabin Defense

Cabin defenses are established by using cabin actions, which are declared at check-in. Each occupant of a cabin may establish one cabin defense that lasts the entire event. Cabins with multiple occupants can have multiple defenses, but multiple effects of the same type do not stack. For example, a single cabin can have both a Seal and a Guardian defense, but not two Seals or two Guardians. In addition, a good character may not establish a cabin defense if he or she shares a cabin with a neutral character.

Disabling a Cabin Defense

Certain story effects, such as Breach, Sabotage, or Sense, can be used to disable specific cabin defenses. When used in this way, they obey all of the normal rules for story effects: They take one minute to perform, cannot be used while in combat, and are adjudicated by the raid marshal present. However, their chances of success are set based on the level of the intruder compared to the level of the occupant who established the defense, as shown on the chart below.

Intruder Level Compared to Occupant Difficulty (Chances of Success)
Five or more levels higher Very easy (90%)
Three or four levels higher Easy (70%)
Two levels higher to two levels lower Moderate (50%)
Three or four levels lower Difficult (30%)
Five or more levels lower Very difficult (10%)

Note that, in many cases, failure to disable a cabin defense causes it to trigger. For example, an intruder who attempts to Sabotage an Alarm and fails causes the Alarm to trigger.

Scenarios

Your character continues to exist in the game world even when you're not at an event. He or she may even run into interesting situations from time to time. These situations, called scenarios, are represented by "Choose Your Own Adventure"-style narratives that arrive in your private messages and present you with two or more options for how you might respond.

Outcomes

Giving a response to a scenario is a act of some significance. You can only choose one response to a given scenario, and you're stuck with the outcome of your response, for better or worse. Your character may receive or lose treasure, you may gain a beneficial or detrimental condition, your downtime activities may be affected, and there may be in-play consequences that need to be resolved in play.

Outcomes themselves may be preset or random. Thus, it is possible to receive the same scenario as another player, give the same response, and receive a different outcome. Because of this, you can never trust that the experiences of another player in a given scenario will be the same as your own.

Default Response

If you're uncomfortable with a scenario, you can always choose the default response. The default response allows you to walk away from a scenario without any consequences. That is to say, nothing bad happens to you, but nothing good happens, either, which makes it a safe choice in any scenario.