Our Policies on Safety, Consent and more
All players are expected to comport themselves in a certain manner when engaging other players. Whether this is at an event, or online through our social media.
"I didn't know" is not an excuse for disregarding these policies below.
Safety Policies and Rules
Refuge LARP has many policies in place to ensure that our game is safe and enjoyable to everyone. Each event will have at least one designated Safety Marshall. ONLY these Marshals are permitted to move during Safety Holds (see Holds below).
While we maintain a dedicated safety team as well as comprehensive insurance (for everyone, including those coming out as a trial-members) we would rather prevent injuries than treat them.
The Pause Game Rule
While it is stated quite clearly in the rule book, we will restate it here. The most important rule in Refuge is the “Pause Game Rule”. Simply put, when you hear the word ”Pause Game!” shouted, you must take a knee if able, and look at the ground. Pauses are called when someone notices a safety issue. This is not a time to look around for people sneaking up on you but you may go through your tags to track your abilities remaining. A Pause will end when the caller of the Pause does a three count to”game on”. If you see an immediate safety concern, call “Pause Game” in a loud voice. It is better to have an extra Pause, or two, then to have an injury. But remember, Pauses are primarily for safety issues and are NOT intended for asking rules questions or clarifying an effect a monster or player is using.
Harassment
Harassment of others,verbally, physically, sexually or otherwise, is illegal and strictly prohibited in our campaign. Players whose behaviour can be construed as harassment will be asked to stop immediately. If the behaviour continues past that point, that player will be banned permanently from the game. We are trying to create a fun and safe game atmosphere; harassment of players and/or staff does not belong. Any player that feels they are being harassed should bring the matter immediately to the attention of the Owner and/or General Manager.
Types of harassment include, but are not limited to: bullying, psychological harassment, racial harassment, religious harassment, sexual harassment, stalking, mobbing, hazing, and hate speech.
Any questions about the definition of harassment should be directed to the Owner and/or General Manager.
Please Note: This rule extends outside of game and includes all interactions on any of our social media platforms, or communication with any member of our LARP.
“Creepy Martin” Rule
Players are expected to stay within the bounds of reasonable taste, and avoid causing discomfort to other players. Any player receiving complaints about their conduct will receive ample warnings and the opportunity to adjudicate the matter if they feel the complaints are unwarranted or constitute harassment. If legitimately offensive or “creepy” conduct does not show significant and sustained improvement after the warnings, Refuge Calgary reserves the right to ban the player as per our policy on harassment.
"Tapout" Rule
We write "High Fantasy" adventures. Some times these involve mature themes, horror and people's personal phobias. We do try to ensure that any adventure that may have these themes are explained before to players participating. If you find yourself in a scene such as this and you feel you cannot comfortably continue with it, you may be excused by the Marshal on scene. The only caveat is that you stay within the mod area, or go OOG until the scene is over. If something dire does befall your comrades, you may be subject to the same consequences (such as taking a death, or being incarcerated in-game). This will be up to the Marshal and Plot's discretion.Ban-worthy Actions
- Out-of-game theft
- Out-of-game physical assault
- Threats of OOG violence to other players at Refuge.
- Multiple OOG verbal altercations with other players or staff (evaluated on a case-by-case basis)
- Harassment, sexual or otherwise, of other players or staff
- Repeated, purposeful cheating/rules-breaking
- Willful defacement or destruction of property
- Any convicted sex offender found to be playing in the campaign will be immediately banned and escorted from the site
Age to Play
Playing as a Page
In order to allow players that cannot safely engage in combat to enjoy LARPing, such players may “Page” for an event. Any player with an illness or physical circumstance that prohibits their involvement in combat should Page for their own safety. Pages must wear a clearly visible orange headband with the word “PAGE” written across the front. Pages may not remove or hide this headband in any fashion throughout the weekend, except when in obviously OOG areas. The following rules apply to Pages are non-negotiable:
- Pages may NOT enter combat in any way. This includes, but is not limited to:
- Giving potions to unconscious bodies on a battlefield.
- Being within 25 feet of any combat – a Page within that range when a combat breaks out should make every effort to move away as soon as possible.
- Pages may not use or carry a weapon, and may not throw spells or alchemy. Pages may touch-cast spells and use all alchemy with the exception of gases (which must be thrown).
- Any player found to be “player bashing” a Page (see rule book for definition) will receive a warning card from a Marshall.
- If at any time a Page acts outside these guidelines and the spirit in which they are intended, they will be asked to leave the event for their own safety.
Out of Game (OOG)
All players are considered In Game for the entirety of the time they are on-site during game hours, unless they are wearing an easily visible white headband. All items stored in a container or clearly marked OOG are considered personal possessions and are not stealable. In Game (IG) items may NOT be stored in an OOG container or vehicle – doing so is considered cheating.
In addition to wearing a white headband, players in the bathroom are also OOG. Players may not be attacked or threatened while in the bathroom.
Players may not retreat to an OOG area in order to avoid combat or threatening IG situations.
Other "Camp Rules"
Quiet Time
During our weekend events we want to maintain a safe environment and that includes sleep. From 2am until 9am there will be no combat events without notice by PLOT or the GM, and those instances will be very rare indeed. You are more than welcome to continue to talk and interact, but we ask that you respect the players that have chosen to get some shut eye by not speaking or interacting near the sleeping areas. We will try to ensure that the “tavern area” is always available for you.
Kitchen/Cook Area
The kitchen or cooking area of the camp is a special “No Combat” IG zone. Players that are in the kitchen when combat breaks out have the option of joining the combat immediately, or waiting until it is over. Players may not retreat to the kitchen and then pop in-and-out in order to avoid being struck in combat. Doing so will have a 3 count by a Marshal. If the PC does not exit by the 3 count the player will be slain and must move to a resurrection circle immediately, dropping all possessions in the process.
Monster Camp
Monster Camp is where all the NPCs gear up for their modules. Monster Camp is a restricted OOG area. PCs must announce themselves when approaching Monster Camp, using the words “PC incoming” or something similar. PCs may not enter Monster Camp until they are invited in. This policy is not intended to make players feel excluded, but rather to allow the Plot Runners to speak freely to the NPCs without worrying that they might ruin the weekend for a paying player by revealing information that would force the player to sit out that portion of the weekend’s event.
Expectations for an enjoyable event!
Sportsmanship and Courtesy
Sounds pretty simple huh? Well you would hope so, but we need to go over a few things just in case you are unaware:
General "Life in Medieval times" primer:
Please remember that when you arrive you will be in another “world”. For those of you that may never read anything about medieval life you should come prepared with a few tidbits:
- Any NPC of authority (King, Magistrate, Sheriff or Guard) must be treated as you would if you met a real world leader (the Prime Minister, Judge, Police etc). Remember that treating these NPCs disrespectfully (verbally or physically) will more than likely have your character sitting in the “stocks” for an uncomfortable period of time. Depending on their rank, you character could even be put to death. We will do our best to identify these NPCs through the use of Sashes across their bodies as well as pictures of these NPCs at the entrance to the event.
- While we understand that there are modern world items that you will bring with you, each player must ensure that they are not used in an IG area (yes the Kitchen at Camp is still an IG area). Cellphones, iPods, laptops etc are strictly prohibited during the events. If you need to use these devices, please go back to your vehicle. Any person caught using these items during an event will be asked to leave. Watches and glasses are permitted, but you must conceal your watch at all times (many players cover their watch with an arm guard or bracer).
Player Expectations
Refuge Calgary expects some things from all players:
- Play fair: "Don't be a Dick!" If you would not want the actions done to you, it is likely another player does not want those actions done to them either.
- Treat each other with respect and lend a hand if needed
- Know the rules, have the rule book with you at Camp and know how your character "works"
LCO Limit Policy
Refuge LARP Portland and Seattle have approved the following policy change. This policy will be enforced beginning August 1, 2013. The policy is roughly in line with what has been set for the National events.
- At the time of initial Logistics check-in for an event, each PC may check in no more than 20 LCO rituals.
- 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
- Render Indestructible Improved
- 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 Master Constructs count as the following number of LCO Rituals based on how many points they are built with:
- 15 points: 5 rituals
- 30 points: 9 rituals
- 45 points: 13 rituals
- 55 points: 17 rituals
- 60 points: 19 rituals
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.
Players with more than 20 LCO rituals as of August 1, 2013 have the following options:
- Permanently divest themselves of some items in-game before the limit goes into place.
- “Sell back” items which exceed the limit to the originating chapter (Oregon or Seattle only) as per the following formula:
-
- (CP cost for the ritual * months of remaining duration) / original months of duration
In other words, they will get the original cost of the ritual back as Chapter Points, prorated for how long the ritual has been in effect. Should a player have an LCO ritual which is not currently in the GS list, they should contact the chapter’s staff and a cost will be determined based on a standard formula.
-
- Only bring 20 LCO rituals to any particular game going forward, leaving items with rituals over the limit out of game.
Ritual Purchase List
Below is the list of ritual scrolls that may be purchased with Chapter Points in Refuge LARP Portland. If a scroll has multiple difficulties available, you select the level of difficulty you purchase it at. If, at the time of casting, you choose to cast it at a lower difficulty, you may do so, however, you may never cast one of these LCO scrolls at a higher casting difficulty. When you purchase a scroll, it will be marked as requiring no components. However, if you choose to spellcraft off of an LCO ritual scroll, you may do so, expending listed components as normal.
LCO Reagents may be purchased for 90 Chapter Points. Any ritual that utilizes an LCO reagent renders the rituals results LCO. If you wish to bring an LCO magic item to another chapter, you should first review that chapter’s LCO transfer policy.
Rituals must be cast in-game! You may use them at an event, a game day, or even during a custom-mod.
Some rituals have been intentionally excluded from this list. Refuge LARP Portland, in conjunction with Refuge LARP Seattle, have come to an agreement to omit certain rituals from our LCO list. If you have any specific questions, feel free to ask, though! As always, the Alliance Oregon plot team and owner reserve the right to change this list without notice, as fits the needs of the chapter.
The following ritual scrolls are available for purchase with Chapter Stamps. If you would like to purchase one or more, please send an email Refuge Portland Logistics.
Portalnd Plot and NPC Guild members will be allowed to purchase the magic items outright, given that they likely have no in-game ties to the regular resources (such as the Caravan of Wonders or other NPC ritual casters, for example) available to the playerbase.
- Arcane Armor
- Up to 10 pts: 325
- Up to 15 pts: 425
- Up to 20 pts: 625
- Up to 25 pts: 1225
- Up to 30 pts: 1675
- Armored Shell: 800
- Assassin’s Edge:
- One charge: 225
- Two charges: 450
- Three charges: 675
- Audible Projection: 100
- Battlemage’s Strike
- Spell level 1 – 3: 225
- Spell level 4 – 6: 350
- Spell level 7 – 9: 475
- Blissful Rest: 60
- Boost Duration: 200
- Bound Shard: 180
- Channel Armor:
- One charge: 225
- Two charges: 450
- Three charges: 675
- Channel Health:
- One charge: 225
- Two charges: 450
- Three charges: 675
- Chaos Imbuement (Healing Imbuement specifically excluded):
- One charge: 175
- Two charges: 300
- Three charges: 475
- Circle Lock: 275
- Cloak of Darkness: 300
- Contact Other Plane: 350
- Cosmetic Transformation: 125
- Counterspell:
- One charge: 225
- Two charges: 450
- Three charges: 675
- Create Limited Circle of Power: 300
- Elemental Imbuement:
- One charge: 100
- Two charges: 200
- Three charges: 300
- Elemental Manipulation:
- One charge: 225
- Two charges: 450
- Three charges: 675
- Empower Warrior: 850
- Empowered Armor: 275
- Enchant (only one charge per scroll)
- Spell level 1 – 3: 75
- Spell level 4 – 6: 150
- Spell level 7 – 9: 330
- Endure Elements: (limited to a maximum of four conditions per scroll)
- One condition: 200
- Two conditions: 275
- Three conditions: 350
- Four conditions: 425
- Enhanced Focus:
- Adds one element: 225
- Adds two elements: 375
- Adds three elements: 575
- Adds four elements: 700
- Enhanced Quiver:
- Capacity up to 40: 225
- Capacity up to 60: 450
- Capacity up to 80: 675
- Capacity limitless: 1325
- Eternal Resolution (limited to one charge per scroll):
- 5 Elemental Healing/Chaos: 225
- 10 Elemental Healing/Chaos: 350
- 15 Elemental Healing/Chaos: 475
- 20 Elemental Healing/Chaos: 600
- 25 Elemental Healing/Chaos: 725
- Explosive Demise: 350
- Extend Battle Magic Duration: 200
- Focused Resistance:
- One charge: 175
- Two charges: 350
- Three charges: 525
- Foresee the Weather: 150
- Gift of Life:
- Without catalyst: 325
- With catalyst: 650
- Greater Focus:
- One charge: 175
- Two charges: 350
- Three charges: 525
- Heroic Interception: 275
- Illumination/Darkening: 150
- Instant Trap:
- Up to three traps: 225
- Up to six traps: 450
- Up to nine traps: 675
- Investiture (Divestiture not included): 60
- Item Cosmetic Transformation: 150
- Item Recall: 450
- Jack Of All Trades: 400
- Life Leech:
- One charge: 300
- Two charges: 600
- Three charges: 900
- Lore: 150
- Magic Evocation: 625
- Magic Imbuement:
- One charge: 175
- Two charges: 350
- Three charges: 525
- Magical Claws: 550
- March of the Untiring: 120
- Mark/Unmark: 60
- Memory Strike:
- Up to 3rd level spell: 225
- Up to 6th level spell: 350
- Up to 9th level spell: 475
- Merchant Insight (limited only to being cast on a location): 275
- Mist Sense: 60
- Monster Slayer: 325
- Mystic Smith: 250
- Perfect Riposte: 350
- Planar Asylum: 425
- Poison Cache: 325
- Poison Trigger: 350
- Potency:
- One element: 250
- Two elements: 450
- Three elements: 650
- Four elements: 850
- Potion Coating: 350
- Preserve Duration
- 1-4 Rituals Being Augmented: 400
- 5-8 Rituals Being Augmented: 600
- 9-12 Rituals Being Augmented: 800
- 13-16 Rituals Being Augmented: 1000
- 17-20 Rituals Being Augmented: 1200
- Quicken Aid:
- One charge: 75
- Two charges: 150
- Three charges: 225
- Quicken Meditation:
- One charge: 150
- Two charges: 300
- Three charges: 450
- Raging Strike:
- One charge: 225
- Two charges: 450
- Three charges: 675
- Recharge Prowess: 250
- Refuge (without catalyst): 300
- Reinforce Armor:
- One charge: 225
- Two charges: 450
- Three charges: 675
- Render Indestructible: 425
- Resist Destroy Magic: 550
- Resonance: 210
- Retribution: 475
- Ritual of WOE
- Level 1: 325
- Level 2: 450
- Level 3: 800
- Level 4: 1175
- Sacrifice: 210
- Sorcerous Triage (without catalyst):
- One charge, target must be Body: 225
- Two charges, target must be Body: 450
- Spell Parry: 425
- Spell Store
- 1 level: 75
- 2 levels: 150
- 3 levels: 225
- 4 levels: 300
- 5 levels: 375
- 6 levels: 450
- 7 levels: 525
- 8 levels: 600
- 9 levels: 675
- Spell Swap:
- One charge: 100
- Two charges: 200
- Three charges: 300
- Spirit Farewell: 30
- Spirit Link: 350
- Spirit Lock: 400
- Stable Foundation: 60
- Stalwart Shield: 325
- Strengthened Blow:
- One charge: 225
- Two charges: 450
- Three charges: 525
- Sturdy Armor: 300
- Trap Avoidance:
- One charge: 175
- Two charges: 350
- Three charges: 525
- Universal Speech: 60
- Vengeance: 350
- Vision: 240
- Warder Glyph <Specific Name>
- Spell level 1-3 Magic Delivery: 200
- Spell level 4-6 Magic Delivery: 325
- Spell level 7-9 Magic Delivery: 450
- Whispering Wind: 100
- 2 additional difficulty points: 100
- Additional components may be used at the time of casting