At the time of initial Logistics check-in for an event, each PC may check in no more than 20 LCO rituals as follows:
- An LCO item must be completely checked-in or left at home; items may not be "split" and partially checked-in. LCO items must be entirely below the cap to be brought in. This is to avoid confusion later on during the event as to which rituals are "active" and which are not.
- All LCO items count against this limit, no matter which chapter they originate from.
- Any LCO item marked as an "Artifact" is exempt from this limit.
- The following rituals do not count against this limit:
- Spirit Link
- Spirit Lock
- Item Recall
- Preserve Duration
- Permanent Duration
- Boost Duration
- Extend Battle Magic Duration
- Resist Destroy Magic
- Investiture
- Render Indestructible
- Any ritual which is immobile once cast (Limited Circle of Power, Warder Glyph, Circle Lock, Stable Foundation, Proscribe, etc.)
- Any ritual marked as "Role Play Only" (RPO)
- Any ritual which lasts less than 5 days from the time of casting (Ritual of Woe, Whispering Wind, etc.)
- All rituals which are not specifically exempt as per the list above count against this limit, including such "times ever" rituals as Enchant and Skill Store.
- LCO rituals only apply to this limit once they have been cast. A player may bring as many uncast LCO ritual scrolls into game as they wish, so long as they otherwise follow the guidelines of this policy.
The intent is that no player utilize more than 20 applicable LCO rituals at once. Temporary exceptions may be made in the heat of battle so that game play is not interrupted (e.g. when a teammate throws you their magic sword so you can strike the attacking Death Knight, you don't need to ask "how many LCO rits does this have on it?"), but players who are found to intentionally violate this policy (such as consistently asking other players to "check in" LCO rits which they then use for the rest of the event above and beyond the 20 ritual limit) will be sanctioned appropriately as per any other policy violation.
Ward and Wizard-Lock type effects
Only those invested in a Ward or Wizard Lock can open or close the door which serves as the portal to the spell. They may, however, recognize other people who are not invested to (immediately) open or close such a door.
Verbal Volume
Any verbals or incants must be spoken at a "normal speaking level". This doesn't mean you need to shout everything to the heavens, but it does mean that someone a reasonable distance (10 to 15 feet is a good guideline) away should be able to not only hear but clearly understand what you're saying (whether it's an IG incant or an OOG call).
LCO Ritual Manipulations
Due to the mechanics of our LCO rituals (specifically how rituals purchased with Chapter Points have reagents "prepaid" at a certain level), Refuge Seattle does not allow the High Magic Ritual Manipulations Conservative Casting and/or True Conservation to be used on LCO rituals.
Similarly, we do not allow Empowerments on LCO rituals.
Other Ritual Manipulations may be used on LCO rituals as normal.
Blocking a doorway
It is perfectly acceptable to use in-game means to block off a location. This may include (but is not limited to) Wards, Wizard Locks, Circle of Power (even in an odd shape if needed), Wall of Force, or OOG safe physical barricades if/when allowed by Plot or Marshals (this last one, of course, can be similarly disassembled when placed).
It is also acceptable to attempt to create a barrier using a player's body in some situations. This will often include a Prison spell, for example Prisoning a player in front of another one who is refitting armor to take packets for them.
In the case where a player's body is being used to attempt to barricade an entryway or portal, a player is free to attempt to do so, but must accept that they can be asked by a Marshal and/or Plot representative to move a minimum safe distance for safety reasons. For example, going into a "starfish" pose and Prisoning/Pinning oneself in a doorway to block it may create safety issues, and such a player may (or may not) be asked to move as appropriate. The same goes for any narrow location and any player whether IG or OOG (for example, you probably shouldn't use a permanently dead corpse represented by a player to "plug up" a hole where creatures keep coming out).
If a player attempts to create such a barrier with their body, they must accept if they are asked to move back for safety reasons. IG a creature could wriggle past someone's arms and legs who is blocking a doorway, but OOG this is an inherently unsafe situation and to reflect that the player who has blocked the doorway may be asked to move a full step backwards (or whatever is needed to make a safe situation). The same goes for players attempting to physically block a Portal, Planar Gate, or other location with their bodies - you may make the attempt, but you must accept a request to move back for safety reasons to let other players move by/emerge/fight/etc. if asked.
Refuge Seattle welcomes players 8 years or older. Every individual under 18 must have a responsible guardian on-site. In Refuge Seattle we make a distinction between parent and legal guardian and guardian on site. The guardian on site can be the parent or legal guardian of the underage player may act as the guardian on site. If the guardian on site is not the parent or legal guardian, the legal release for the underage player will need to be filled out in advance by the parent or legal guardian and brought to site with the underage player. The guardian on site is responsible for the underage player. This guardian must be aware of the underage player’s location and available to help redirect player or address safety/medical issues if they arise.
Guardians on-site and participating in Refuge Seattle Gameplay:
Players 8-14: Players must have a guardian on site and participating in the same capacity (e.g. both PC or both NPC). This player must also play as a basic or advanced page (as defined in the alternative play policy)
Players 14-16: Players must have a guardian on site and participating in the same capacity (e.g. both PC or both NPC).
Players 16-18: Players must have a guardian on site but may participate in a different capacity (e.g. guardian may NPC and the underage player could PC)
Guardians on-site but not participating in Refuge Seattle Gameplay:
If the underage individual’s guardian does not wish to participate in gameplay, we have a few options available depending on the age of the underage player. In all instances, staff will be happy to work with and brainstorm ways that the guardian can enjoy their time while also fulfilling their guardian duties.
PCing: If the underage player is under 16, the guardian must PC/participate as well. We have had multiple minimal participating guardians that found ways to do so without disrupting immersion of the game. Some examples have been dressing in costume and doing handcrafts while their underage player interacted with the game, accompanying them when needed on adventures, etc.
If the underage player is over 16 and under 18, the guardian may be able to find alternative ways to be on site without also PCing. Some examples may include helping in monster camp with organization and spawn points, helping with meal plans if desired. In general, the guardian will be requested to follow IG immersion where possible and have their location known enough that they can be found if a problem arises.
NPCing: If the underage player is under 14, the guardian must also NPC/participate as well. If the underage player is over 14 and under 18, the guardian may be able to find alternative ways to be on site without NPCing. In general the guardian will be requested to follow IG immersion where possible and have their location known enough that they can be found if a problem arises.
As every underage player and their needs of active guardianship differ, the degree of participation of the guardian may change. Refuge Seattle may also ask guardians to participate to a greater degree if the underage player’s abilities to self-moderate are unknown.
Refuge LARP Seattle supports alternative ways to interact with our game in addition to the standard rules. Players utilizing these alternatives are designated via use of different colored headbands. These headbands must be worn prominently and continually while in any game area.
Opt out of all physical touch
To ensure that players have an opportunity to opt-out of physical contact without interrupting the flow of combat, players in Refuge Seattle may signal that they do not consent to physical touch (including touch-casting) by visibly wearing a green headband with the word “ABJURE” clearly stated on the front. Players are expected to respect the desire expressed by players wearing such a headband, and will be spoken to by Staff if they do not do so.
Please note that without this headband players in Seattle are consenting to appropriate touch, such as a hand or finger on the shoulder when taking actions such as First Aid, Healing Arts, and the like. Players are never assumed to consent to inappropriate touch under any circumstances, and (as has always been the case) players who do not conduct themselves appropriately will be subject to serious sanctions by Refuge Seattle (and/or referred to local law enforcement where applicable).
Opt out of physical combat (aka "Paging")
Coming Soon
Mediforging in Refuge Seattle
Sometimes, a player may want to play an existing character but due to real-world medical circumstances be unable to play the character as-is. This is often due to a medical condition which requires the player to Page for one or more events. Temporarily changing a character's skills to allow for this case is called a "Medical Spirit Forge", or "Mediforge" for short. When you need to Mediforge your character, the goal is to change the skills that are no longer compatible with your current situation while still maintaining the important attributes of your character.
Some examples:
Example 1: Prior to your need for a change, you had been playing an Earth Spellsword with a couple of trades, some Species skills, an earth pyramid, weapon master, some weapon proficiencies, and some earth high magic. Your current situation no longer allows for you to use cored weapons but you want to maintain your spellsword. You trade out your weapon master for crossbow proficiency but keep the rest of your skills the same.
Example 2: Prior to your need for a change, you had been playing a pure fighter with a couple of Species skills and some trades. Your current situation cannot sustain playing a fighter so you trade out your weapon skills for scholar and artisan skills but retain your compatible Species skills and trades.
The intention is to keep your character as similar as possible while changing the skills and elements that are not compatible with your current situation.
Send to plot and logistics your request for a Mediforge with a copy of your Mediforged build (a screenshot of the Freeplay version is sufficient). Please include in this request the reasons for your request as well as anticipated duration. Please note: this does not mean that you need to divulge the reasoning behind the request, only the aspects that are limited to you (i.e. if you are pregnant and want to drop your cored weapon skills in order to page you could send that you are needing to Page for the next 9 months so have changed your cored weapon skills to uncored weapon skills).
Once approved, you will prereg your normal character (not Mediforged build) and print out your freeplay build for the event. Logistics may or may not print your regular card, but you will use your freeplay card during the event, recycling the normal character sheet if you are given it.
Post event, XP will be credited to your normal character in the database. You can update your XP to match in freeplay and spend build on your Mediforged character if desired. You may also spend build on your normal character in the database if desired.
For the duration of your Mediforge, you will continue to prereg your normal character for events while updating your freeplay Mediforged version, continuing to bring that card to events.
Once your Mediforge is over, send an update to plot and logistics that you no longer needto Mediforge and will be returning to your normal character build. If you find that you need to extend your Mediforge period past its original expectation, please speak to your Plot and Logistics teams about this.
Please note that this system is not intended to allow characters to change build whenever they choose for any reason at all (that's why we have the normal Spirit Forge ritual and the ability to change skills via Chapter Points); it is intended for legitimate medical restrictions that prevent a character from playing with their current skills. Players who abuse this system (as per the determination of the chapter) may be restricted from various aspects of the game in the future, including but not limited to being banned from future Mediforges all the way to being banned from one or more Refuge chapters.
Midevent Mediforge Procedure:
In the unfortunate event that someone needs to mid-event Mediforge, the following procedure outlines the steps to complete a mid-event Mediforge. Please make sure to wear the appropriate color Page headband as soon as possible to avoid any chance of exacerbating the reason for the mid-event Mediforge.
Create a Mediforge build in Freeplay following the normal Mediforge guidelines listed above (e.g. change out skills that are not compatible with your ability but keep the ones that can stay)
Work with a marshal to update your current card. At the logistics period change-over find a logistics member to print your freeplay card or use a hand-written version signed off by a marshal.
When you need to make the change make your best approximation of skills that should be used in that logistics period (e.g. if you had used 60% of your pre-mediforge skills in a logistics period, then approximate 60% of your Mediforge skills to have also been used)
*Trade skills will not be paid out mid-event, so adding new trade skills is not advised
If you are finding that you have needed to mid-event Mediforge multiple times, it would be beneficial to all players if you print a freeplay card before the event just in case you need it so you can switch over without having to take the time to hunt down other members of staff and you can get right back into game.
Denoting OOG status:
It can be extremely immersion breaking when players hold OOG conversations near other players who are trying to continue IG roleplay. At the same time, it's easy to slip from IG to OOG conversations with no clear boundaries, making it very difficult to not accidentally metagame IG vs OOG information. Please ensure that you respect in-game (IG) areas and players when talking out-of-game (OOG). Additionally, if you are OOG, please ensure you are clearly noting this by (a) remaining in an OOG area, (b) holding your hand or weapon above your head, or (c) wearing a white headband.
Player vs Player action (PVP):
While Refuge is generally run as a Player vs Environment (PvE) game, please be aware that Player vs Player (PvP) activity is entirely within the Refuge rules and is in fact expected as a potential path of resolution to certain types of in-game conflict. No OOG warning or precursor discussion is required for PvP conflicts to happen IG, although we heavily encourage players to check in with other players after a PvP incident occurs. If you do not feel comfortable checking in on another player in such a situation, we invite you to work with our Player Reps to ensure that other involved players are OOG doing OK after an IG PvP incident occurs.
Note that PvP experiences should not be followed (or preceded) with OOG player conflict. In-game experiences and conflict should be kept entirely in-game. Conversely, OOG player conflict should not be brought into IG character conflict. Players who do not respect either of these will be spoken with by Staff. Players who have an OOG conflict with each other should either speak to each other and resolve the issue on their own, or ask a Player Rep to moderate a conversation between the parties.
We do expect players to take appropriate, positive action for the game as a whole. For example, experienced players targeting PvP at new players whose characters have not taken action to "earn" PvP repercussions will be severely frowned upon. That said, PvP is an entirely appropriate recourse for certain types of player actions no matter what the respective player experience, so long as players are not targeting for OOG reasons and their characters would have understandable reasons to undertake such a course of action. For example, if Character A repeatedly and continuously insults Character B, stops them from partaking of in-game adventures, encourages other characters to not interact with Character B, takes important in-game Plot items and removes them from use, or undertakes similar actions or roleplay, it's entirely reasonable for Character B to take PvP actions as a result, no matter what the respective character levels and player experience.
In Game(IG) vs Out of Game (OOG):
We expect all players to keep IG emotions and experiences separate from their OOG relationships. If a player finds themselves having trouble separating IG from OOG, we invite them to excuse themselves from the situation and find space until they are ready to rejoin the game. This might include taking on a Page or Advanced Page status temporarily, especially if the player is having difficulty participating in normal Refuge combat. It is never the responsibility of other players to interrupt their game experience to deal with another player having trouble in these circumstances. We expect players to keep tabs on their own emotional situation and take space when they need to do so without interrupting other players' games. We also expect players to behave maturely and not abuse this for their own personal benefit, for example to escape a situation where their character will potentially resurrect or face consequences for their (IG) actions.
At the same time, we strive to build a supportive and helpful community. We encourage players to check in with each other where needed and appropriately respect each others' stated boundaries. Players should respect when another player needs to go OOG and leave an IG situation for their own personal reasons.
LCS Scrolls for Purchase
The following is the list of scrolls you can purchase with Chapter Points (CP) and their cost. There are some rituals that have been removed from this list intentionally. Feel free to direct questions about such rituals to our staff. To purchase scrolls, please email logistics with the list of scrolls or include it in your pre-registration in the online database prior to an event.
Ritual
CP Cost
Notes
Arcane Armor
90
Up to 10 points
Arcane Armor
120
Up to 15 points
Arcane Armor
180
Up to 20 points
Arcane Armor
360
Up to 25 points
Arcane Armor
495
Up to 30 points
Armored Shell
150
Assassin's Edge
60
One Charge
Assassin's Edge
120
Two Charges
Assassin's Edge
180
Three Charges
Audible Projection
45
Battlemage's Strike
60
Spell Level 1-3
Battlemage's Strike
105
Spell Level 1-6
Battlemage's Strike
135
Spell Level 1-9
Blissful Rest
15
Boost Duration
60
Bound Shard
45
Channel Armor
60
One Charge
Channel Armor
120
Two Charges
Channel Armor
180
Three Charges
Channel Health
60
One Charge
Channel Health
120
Two Charges
Channel Health
180
Three Charges
Chaos Imbuement
45
One Charge
Chaos Imbuement
90
Two Charges
Chaos Imbuement
135
Three Charges
Circle Lock
75
Cloak of Darkness
90
Contact Other Plane
105
Cosmetic Transformation
30
Counterspell
60
One Charge
Counterspell
120
Two Charges
Counterspell
180
Three Charges
Create Limited Circle of Power
120
Curse of Undeath
200
Elemental Imbuement
30
One Charge
Elemental Imbuement
60
Two Charges
Elemental Imbuement
90
Three Charges
Elemental Manipulation
60
One Charge
Elemental Manipulation
120
Two Charges
Elemental Manipulation
180
Three Charges
Empower Warrior
255
Enchant
15
1/Ever, Spell Level 1-3
Enchant
45
1/Ever, Spell Level 4-6
Enchant
120
1/Ever, Spell Level 7-9
Endure Elements
60
One Condition
Endure Elements
75
Two Conditions
Endure Elements
105
Three Conditions
Endure Elements
120
Four Conditions
Endure Elements
135
Five Conditions
Enhance Armor
75
Enhance Source
60
Adds one element
Enhance Source
105
Adds two elements
Enhance Source
165
Adds three elements
Enhance Source
210
Adds four elements
Eternal Resolution
60
5 Elemental Healing/Chaos
Eternal Resolution
105
10 Elemental Healing/Chaos
Eternal Resolution
135
15 Elemental Healing/Chaos
Eternal Resolution
180
20 Elemental Healing/Chaos
Eternal Resolution
210
25 Elemental Healing/Chaos
Explosive Demise
105
Extend Battle Magic Duration
60
Focused Resistance
45
One Charge
Focused Resistance
90
Two Charges
Focused Resistance
135
Three Charges
Foresee the Weather
30
Gift of Life
90
Without Catalyst
Greater Source
60
One Charge
Greater Source
120
Two Charges
Greater Source
180
Three Charges
Heroic Interception
75
Illumination/Darkening
45
Infinite Quiver
135
Instant Trap
60
Up to 3 traps
Instant Trap
135
Up to 6 traps
Instant Trap
195
Up to 9 traps
Investiture
30
Divestiture not included
Item Cosmetic Transformation
30
Item Recall
135
Jack of All Trades
120
Life Leech
90
One Charge
Life Leech
180
Two Charges
Life Leech
270
Three Charges
Locate Shadow Way
30
Lore
60
Magic Evocation
180
Magic Imbuement
45
One Charge
Magic Imbuement
90
Two Charges
Magic Imbuement
135
Three Charges
Magical Claws
165
March of the Untiring
40
Mark/Unmark
30
Memory Strike
60
Up to 3rd level spell
Memory Strike
105
Up to 6th level spell
Memory Strike
135
Up to 9th level spell
Merchant Insight
90
Location Only
Merchant Insight
180
Item Only
Monster Slayer
90
Mystic Smith
75
Perfect Riposte
105
Planar Asylum
120
Poison Cache
90
Poison Trigger
105
Potency
75
One Element
Potency
135
Two Elements
Potency
195
Three Elements
Potency
255
Four Elements
Potion Coating
105
Quicken Aid
15
One Charge
Quicken Aid
30
Two Charges
Quicken Aid
45
Three Charges
Quicken Meditation
45
One Charge
Quicken Meditation
90
Two Charges
Quicken Meditation
135
Three Charges
Raging Strike
60
One Charge
Raging Strike
120
Two Charges
Raging Strike
180
Three Charges
Recharge Prowess
75
Reformation
90
No Catalyst
Reinforce Armor
60
One Charge
Reinforce Armor
120
Two Charges
Reinforce Armor
180
Three Charges
Render Indestructible
120
Cannot be autocast
Resist Destroy Magic
165
Resonance
90
Retribution
135
Reverse Life Force
135
Ritual of WOE
90
Level 1
Ritual of WOE
135
Level 2
Ritual of WOE
240
Level 3
Ritual of WOE
345
Level 4
Sacrifice
60
Sorcerous Triage
60
Without Catalyst, One Charge, Body
Sorcerous Triage
120
Without Catalyst, Two Charges, Body
Spell Parry
120
Spell Store
15
1 Level
Spell Store
45
2 Levels
Spell Store
60
3 Levels
Spell Store
90
4 Levels
Spell Store
105
5 Levels
Spell Store
135
6 Levels
Spell Store
150
7 Levels
Spell Store
180
8 Levels
Spell Store
195
9 Levels
Spell Swap
30
One Charge
Spell Swap
60
Two Charges
Spell Swap
90
Three Charges
Spirit Farewell
15
Spirit Link
150
Spirit Lock
135
Stable Foundation
30
Stalwart Shield
90
Storm Quiver
135
Strengthened Bow
60
One Charge
Strengthened Bow
120
Two Charges
Strengthened Bow
180
Three Charges
Sturdy Armor
90
Transform to Greater Undead
150
Universal Speech
30
Vengeance
105
Vision
180
Warder Glyph
60
Spell Level 1-3, Magic Delivery
Warder Glyph
90
Spell Level 4-6, Magic Delivery
Warder Glyph
135
Spell Level 7-9, Magic Delivery
Whispering Wind
45
Unlimited Reagents and Difficulty
Refuge Seattle Ritual Empowerments
1. All True Empowerments will follow this pattern:
All True Empowered rituals get a 5-day effect (Plot-defined, can be very powerful if appropriate)
All True Empowered rituals get a 10-logistic period effect (Medium power), which will take effect when the item is checked in after the event it's cast in.
All True Empowered rituals get a 20-logistic period effect (Low power), which will take effect once the 10-logistic period effect has expired and the item is subsequently checked in.
This means that all True Empowerments will expire after a total of 30 Logistics Periods of usage after the event they were cast in (since that event is covered in the initial "5 day" period).
2. True Empowerment effects will be on a separate Magic Item tag which is stapled to the main Ritual batch they were cast with. This tag's duration only gets punched if the True Empowerment tag is checked in (which may be separate from the primary Magic Item tag; see below). If the Magic Item is brought to another chapter, no problem; the True Empowerment tag will not be punched as it is not usable in that other chapter.
3. Any individual character may only utilize one True Empowerment effect at a time from each category. For example:
Polare has True Empowerments on four of his items:
- two in the 20 Logistics Period ("Low power") duration
- two in the 10 Logistics Period ("Medium power") duration
I go to a Seattle event. I pick one of the tags in the "Medium power" duration, and one of the tags in the "Low power" duration to check in. The other two True Empowerment tags don't get punched, as they're not being used this weekend (but their parent Magic Item tag will get punched). At the event, Polare can get a 5 day True Empowerment bonus item, but any subsequent 5 day effects he might gain will not be usable. Similarly, if someone hands him an item with a "Medium power" True Empowerment active, Polare will not be able to use it.
4. True Empowerments must be active if their parent Magic Item is brought in, barring the caveats above (only in the chapter they were cast in, and only if you aren't checking in other True Empowerment tags of the same "power level" category).
We reserve the right to change this policy at any time if we find that players are abusing it. We want to keep True Empowerments fun and interesting without becoming overwhelming, and we want players to have a good consistent expectation of what they might find in True Empowerments.
Please note that Refuge Portland shares this policy for True Empowerments cast there.