Local Chapter Only Rules

We Are An Alliance

As a chapter of Alliance LARP, we share a large portion of our rules with our sister chapters. However, each chapter has a unique story to tell in a different part of the world of Fortannis. Below are detailed our rules that may not appear in other chapters or the Alliance Rule Book. Please familiarize yourself with these like you would with other Alliance rules.



NPC Shift Policy

As part of previously announced policy change, all PCs will be doing a 4 hour shift (unless you purchased one of NPC Buyout slots). When you arrive onsite and go through logistics, there will be a sign up sheet that will have available slots for each of the shifts:

  • 10pm -2am Friday 

  • 10am - 2pm Saturday 

  • 2pm - 6pm Saturday 

  • 10pm - 2am Saturday 

  • 9am - 1pm Sunday 

On your shift you will be working with the full time NPCs to help create a more immersive and expansive world for the rest of PCs. There will be a large variety of roles and needs-from townsfolk to monsters. Once you are done with your shift and return, there are a variety of stories and information you can gain from your PC’s escapades while you were offscreen (think mini-IBGA). Not only does this policy make sure we have enough NPCs to tell a full story for everyone, it allows you to explore parts of the game and abilities that you may never have had the chance to use as your PC. Please reach out with any questions to NEPAGM@gmail.com  and AllianceNEPA@gmail.com



XP Cap

Alliance NEPA Ascension is an XP-capped game at 113 XP.

This cap can and will increase as story beats are traversed or fundraising goals are met.

If you are a higher level and need to downbuild, please reference guidelines on our Registration page.



Magic Item/Ritual Policy

  • Ascension has a 20 ritual cap per player for magic items.

  • Magic items from other places:

    We of course accept restricted items, we also will accept Magic Items of normal construction from any chapters. All items from other chapters have to be checked in and approved by the GM (nepagm@gmail.com) before they can be used.

  • Magic Item Creation

    Magic Item List

    Ritual List

    At Ascension, we want to make sure that people who go out of their way to lend a hand to the chapter get properly rewarded for their efforts! That’s why we offer our players the Magic Item Pick List, from which anyone can “buy” Magic Items, scrolls, catalysts, or components. Of course, you need to have enough Goblin Stamps and Magic Item Picks to afford what you want; if you’re unsure about how many stamps or picks you have, check with the General Manager (nepagm@gmail.com) and Logistics (nepalogistics@gmail.com).

    While browsing the list and choosing what you wish to make, please keep in mind our new Magic Item Policy for 2023, which you may find here. Also while we did our best with the new change over of our list and policies there may still be a few issues that we need to iron out.

    Requests
    Once you’ve confirmed that you are able to afford your chosen item, submit your request to the General Manager (
    nepagm@gmail.com) at least two weeks before the next Ascension event. Your submission should be as follows:
    Subject: Magic Item Request.

    Your name and character ID# from the CMA.
    If you are using your own chosen item rep, describe it succinctly (e.g., “Silver necklace w/ green jewel,” “Black longsword w/ bear pommel,” etc.). If you do not have a rep, you will be issued one at random from the GM.
    Which rituals you would like on it
    If you are picking scrolls, list which ones.
    For dual school/general aspect rituals, please choose an aspect (i.e., Earth, Celestial, or Necromantic), otherwise it will be chosen for you.
    All requested items should be picked up at Logistics at the next Ascension event unless noted otherwise.

    Earning Picks
    Magic Item Picks are rewarded for the amount of time a player has given to the chapter, for example:
    Fundraisers and donation
    NPCing
    Crafting (garb, props, weapons, etc.)
    Work Weekends
    Conventions

    If you’re interested in giving your time to help Ascension, let us know! We’re always looking for more helping hands!

    Limitations

    All requests are LCO (i.e., they do not travel to other chapters); LCO scrolls render their rituals/items/etc. LCO as well. This also means that they will count towards the 20-ritual Magic Item Cap.
    LCO rituals must be cast upon an item rather than the person's spirit if possible.
    LCO rituals may not be used to extend the duration of ritual effects from another chapter.
    Catalysts may only be purchased for the listed scrolls.
    Rituals on requested items must be of the same aspect (i.e., Celestial, Earth, or Necromantic).
    Each requested Magic Item may have a maximum of 10 rituals.
    Between events a player may request a maximum of any one of the following:
    1 Magic Item
    2 Scrolls
    1 Catalyst
    5 Components
    1 Scroll/3 Components
    Questions? Comments? Send them to
    nepagm@gmail.com



Boons of the Forgotten

There are powers at work in the world that are long forgotten.

All of these Boons purchased (with gobbies) are for the weekend they are purchased and do not carry over. Only one Boon can be purchased per character per weekend. Each level gains the powers of the levels below it in addition to what you select.

Boons of Nature: Deal with healing and restoration of mind and body.
Boons of Hope: Deal with empowerment and purpose.
Boons of Despair: Deal with boons of destruction and overcoming obstacles.
Boons of Ether: Deal with boons of more esoteric and magical means.
Boon of the Pathfinder: Bonus resource collection at every NPC shift you take!

Boons of Nature: Deal with healing and restoration of mind and body.
250 GB Initiate- Cure wounds (5) 1/We, Cure wounds (10) 1/ We, Cleanse 1/We
500 GB Fulcrum- Awaken 1/We, Lesser Earth Storm 1/We,
1000 GB Keystone- life 1/We

Boons of Hope: Deal with empowerment and purpose
250 GB Initiate- Resolute 1/We, Resist Element 1/we, Resist Spell 1/We
500 GB Fulcrum- Resolute 1/we, Mettle 1/We,
1000 GB Keystone- Phase 1/We


Boons of Despair: Deal with boons of destruction and overcoming obstacles
250 GB Initiate- resist Binding 1/We, Evade 1/We, Resist Poison 1/We
500 GB Fulcrum- Assassinate 1/We, Dodge 1/We
1000 GB Keystone- Doom Blow 1/We

Boons of Ether: Deal with boons of more esoteric and magical means
250 GB Initiate- Wall of Force 1/We, Shatter 1 /We, Evocation Bolt (5) 1 /We
500 GB Fulcrum- Circle of power 1/We, Lesser Magic Storm 1/We
1000 GB Keystone- Prison 1/We


Boon of the Pathfinder: Bonus resource collection at every NPC shift you take!
250 GB Initiate- +1 to each on NPC shift
500 GB Fulcrum- 1 reroll during NPC shift, must take second roll (+5) to roll
1000 GB Keystone- 1 Reroll during NPC shift. Take the best option (bonuses must be chosen before the second die roll)



Consume

LCO NPC Ability

Functions as an Engulf and any effect that protects against an engulf will also protect against all effects of Consume. In addition to the engulf rules, the Vreech destroys one ritual on a spirit, body or a whole magic item of the player’s choice for use within the chapter. The ritual or item will no longer be usable at Alliance NEPA Ascension, but is usable at other chapters. This can also be used to target and destroy Battle Magic effects such as a Circle of Power, Ward, Wizard Lock or Wall of Force. This act fully heals the Vreech.



Greater Detect Magic

LCO NPC Ability

This ability allows certain monsters to be able to detect the presence of magic. The existence of any rituals on an item being worn or carried, even if it is absorbed via a spirit link effect, or on a person's body or spirit are revealed to the user of this ability. The target must out of game indicate that they have such a ritual effect but do not need to specify the specific source(s).



Waivers

Before each game, you will be required to the the waiver of Alliance NEPA as well as the waiver for our site, EMR Event Park. If you wish to reference these or fill them out for turn in at Logistics, they are linked below:

NEPA Waiver

EMR Waiver



Page Policy

Age Policy

Alliance North-East Pennsylvania welcomes all players aged 14 and up at our games. Before deciding to bring an underage participant to an Alliance game, please keep in mind that while we aim for a PG-13 environment, we run a game primarily populated by adults in intense situations, violently combating monsters in the dark. There are no overt sexual themes to the game that we run, but strong language and violent encounters are common. Not only will different people have different levels of tolerance for the dramatic situations they find themselves in, but not all younger players will have the level of maturity necessary to participate in a complex game among adults. Should you feel that a young player is mature and capable enough to participate at our events, we welcome them to try our game.

Due to physical safety concerns, there are a few restrictions regarding their ability to participate.

1. Players under 18 years old must have a parent or legal guardian on-site as a PC or NPC. They are responsible for the player’s actions, and must remove the player from the site if asked. They must keep track of the player and be able to know where the player is at all times.

2. Players under 16 years old must have their consent form signed by a parent or legal guardian. This must also include contact info and medical/allergy information in case of emergency.

Page Policy

Page Status

There are two ways in which a player may become a page:

1. Any player may participate as a page voluntarily.

2. Any player may be informed by staff that they must participate as a page based on medical issues, safety concerns, or age. Players under 16 years old require the Chapter’s Owners, Head of Rules, and the participant’s on-site parent or guardian are satisfied that they will be able to participate safely.

Page Rules

1. All Pages must wear an orange headband with the word page written on it large enough to be visible from 10 feet away. This must be worn at all times. At night Pages are required to wear an orange light or “glow stick” to denote them as a Page throughout the night.

2. Pages can participate in combat but can only carry bow or crossbow phys reps and throw packets. They can also only be hit with packets, with the exception of medical pages, depending on the reason for Paging.

3. Pages may carry other in-game items, and can be searched as per the search rules.

4. Pages must keep themselves a minimum of 10 feet from combat. Additional distance may be required to prevent combat from sweeping into their position before they can safely remove themselves.

5. Any page hit by a melee weapon in combat is required to immediately call a Hold. Any player who sees a page being hit by a melee weapon in combat is required to immediately call a Hold. 

6. If a page is subject to an effect that would prevent them from leaving a combat area the page should call a Hold and move themselves away from combat, keeping the effect once the Lay On is called. (Example: The Web effect)

7. While a Page may not be subject to an attack with a melee weapon, any one carrying a melee weapon may point it at the page and state, “Page, <qualifier> <effect>” using their normal attack verbal and the page must take that effect, calling any applicable defenses available in response.

8. A Page character must be built in the Freeplay CMA. The player must advise the Logistics

team in advance so the card can be printed. Pages may not purchase weapon skills or any

skills or abilities that require the use of a weapon with the exception of bows and crossbows.

9. Medical Pages available skills and combat abilities will be determined on a case by case basis, based on the medical reasons for Paging.