Rules passing senate and Eb will go into effect June 30th

Official announcements from various governing bodies of the club.
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Magistrate
Posts: 96
Joined: 2012-12-11

Rules passing senate and Eb will go into effect June 30th

Post by Magistrate » 2013-05-07

Rules passing both senate and the Eb that will go into effect June 30th:

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Remove the 5$ fee for new members (previously this was for new rulebooks which are now available online).
Waive the 5$ event fee for any persons first event (to help get new members).
Rulebooks will be still available as they are printed and they can be purchased at the rate set by the Board of Directors depending on the printing costs.

senate previously and BD previously
passed this as written above


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1. A. Proposal to add new definitions and remove some incorrect statements:
Chapter Agreement
This is the contract between Darkon Wargaming Club, Inc. and another club that wishes to be part of the Darkon gaming system and world. Anytime there is a contradiction between the rules in this manual and the Chapter Agreement, the agreement always takes precedent and supersedes the rules of play.
The Club
The club is the real world organization that manages the game. It consists of the membership, as defined by the clubs bylaws, and is governed and managed in accordance with the clubs bylaws. The game system is designed so that many clubs can co-exist and interact with each other in the fantasy world created by the game. Each club is independent of each other but all follow the same core rules. Each club has signed a Chapter Contract with Darkon Wargaming Club, Inc. agreeing to play by the core rules.
The Rules
Core Rules
Core rules make up the bulk of this book. They are static and so do not change from club to club. As of this publication, only Darkon Wargaming Club, Inc. has the authority to change any of the core rules.
Realm Rules
Realm rules are those rules that are used locally by the club. The club may change these rules as they see fit.
The Game
The game is the result of following these rules. In the game is a fantasy world in which exists “realms”. In this fantasy world is magic, war, people (the characters), professions, mythical monsters and intrigue. The game should never be confused with the real world and activities in the game are fantasy and should not be related into the real world.
The World
The world is known as Darkon. Darkon is a fantasy world that is created when the rules of this gaming system are in effect.
The Realm
“The Realm” is the section of the world your character lives and is the in-game identity of the club. For example the Darkon Wargaming Club, Inc. has the in-game identity of the “Realm of Darkon”.

1.B. In addition I would like the following paragraph added to Participants:
A participant is a person that has joined a club that utilizes this gaming system. This person should not be confused with the character they portray in the game. Players may only belong to and get credit with one club at a time (special arrangements can be made when visiting other chapters). When the term “member-in-good-standing” is used it means a player that has paid their dues and is not currently suspended from game play.
and
Participants may move to another region and join another Darkon chapter. The player may then transfer all characters with full credits and awards to the new club as provided in the chapter agreement.

1.C.Add the following to CHARACTERS:
This is a fictional being that is being portrayed by a participant. This being only exists in the scope of the game and the actions of this being should not be taken as the actions of the participant. This being lives according to the rules of the game and exists only at the whim of the participant.

1.D.and remove from PARTICIPANTS:
New participants will pay a onetime, non-refundable, membership fee upon joining, as well as any dues for insurance (if applicable). Participant will then be given a rulebook.


senate on 5/5/2013, BD on 5/7/2013
passed this as written above

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Utility Proposal
COMPREHEND LANGUAGES SPELL
NEW RULE

Comprehend Languages

Mage – Rank 2
Warrior Mage – Rank 2
Length:75 words
Duration:1 hour
Range: Caster
Area of Effect: Caster
Energy Cost: 1 spell point
Material Component: Arcane symbol

This spell allows the caster to understand a single language. The caster need not know what the language is called, but a spoken or written example of it needs to be present at the time of casting.

When this spell is fully reduced (11th rank), the caster is also able to speak and write the language.

At 20th rank, the caster may understand, speak, and write any language she encounters, and no example needs to be present when the spell is cast.


THIEF READ LANGUAGES
NEW RULE

At 7th rank, a Thief may ‘Read Languages’ other than the common Darkonian tongue. This skill allows a Thief to immediately translate any written text that she reads.

This understanding is generally plain language only; it does not automatically solve any puzzles or riddles, decode ciphers, or uncover hidden meanings.

However, a Thief of 20th rank and above is even savvier at deciphering, and may receive additional clues or hints at an Elder’s discretion.


HOLD PORTAL SPELL
NEW RULE

Hold Portal3
Mage – Rank 4
Warrior Mage – Rank 4
Length:100 words
Duration: Permanent
Range: Touch
Area of Effect: 1 portal, chest, or other closeable item
Energy Cost: 1 spell point
Material Component: Bright green ribbon at least 1” wide

This spell allows a Mage to magically seal a door, gate, chest, pouch, or any other item able to be closed.

To show that the spell is in effect, visibly tie a bright green ribbon on the closure, or at the center of a gate.

Nothing can then open the sealed item except the casting Mage, the Release Portal spell, or a Thief of at least 20th rank.

Attempting to use Pick Pockets on a pouch or other worn item that’s sealed by this spell automatically fails unless the Thief is at least 20th rank. Even then the magical lock effect of Hold Portal adds an additional 5 seconds to the attempt (for a total of 10 seconds required).

However, the item can still be physically destroyed through the use of a battering ram, catapult, Fireball, etc.

The caster may open and close the item freely without recasting the Hold Portal spell. A caster may have only one Hold Portal in effect at any time.

senate on 5/5/2013, BD on 5/7/2013
passed this as written above


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Armigerous Awards
the words "and are only awarded a single time per player." was voted yes on adding to the bylaws there are some wording issues in the bylaws that will need to be modified to reflect this change which I will review and post before anything is actually changed but this modification was approved by the BD

senate on 5/5/2013, BD on 5/7/2013
passed this as written above

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Changes this proposal makes:
Under "Druids" in character types:

Druids should be garbed in primarily woodland colors and must wear a nature symbol to signify their character type.

becomes

Druids must wear a nature symbol to signify their character type.


Under "Rangers", removal of the following sentence:

A Ranger's costume should primarily consist of neutral/woodland colors.

senate on 5/5/2013, BD on 5/7/2013
passed this as written above

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remove alignment from monks

Monk characters strive for rigorous physical and mental discipline. Monks may use any weapons except shield breaking weapons, bows, and crossbows. Monks may not wear any armor or use any type of shield.

senate on 5/5/2013, BD on 5/7/2013
passed this

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New AC3 Chainmail Specs
Chainmail armor is constructed of interwoven metal rings, and the ratio of the diameter of those rings to the width of the wire used, known as aspect ratio, determines its strength. The maximum ring sizes for standard European 4-in-1 chainmail armor, both butted (including welded) and riveted, are given below. Chainmail armor made of sturdy links that fails to meet the requirements of AC3, e.g. shark mail or butcher's mail, will count as AC2.

Butted Mail must have an aspect ratio of 4.8 or less, as follows:
12g rings must be no larger than 1/2" (0.5") or 12.7mm
14g rings must be no larger than 3/8" (0.375") or 9.8mm
16g rings must be no larger than 5/16" (0.312") or 7.8mm
18g rings must be no larger than 3/16" (0.188") or 5.8mm

Riveted mail must have an aspect ratio of 7.5 or less, as follows:
12g rings must be no larger than 3/4" (0.75") or 19.8mm
14g rings must be no larger than 9/16" (0.562") or 15.2mm
16g rings must be no larger than 7/16" (0.438") or 12.2mm
18g rings must be no larger than 5/16" (0.312") or 9.1mm
It was discussed and brought to a vote as written and passed.



senate passed previously, BD on 5/7/2013
passed this as written above

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Proposal- Casting a Spell/Invocation Line Revisal

Current rules for casting a spell:

Casting a Spell
In order for a player to cast a spell, he must read the full length of the spell from either his spell book or a scroll, up to, but not including, the invocation line if required. The spell must be read loudly and clearly, so that it is audible to those around the caster. A caster may not speak (other than reading the spell), fight, move his feet, or be moved from his position while casting a spell. If the caster speaks, fights, moves, or is hit by a weapon (including shafts) during spell casting, the spell is negated and the spell points are forfeited. If the caster wishes, he may then begin the spell again from the beginning.

The spell is considered "cast" when the full spell has been read, up to, but not including the invocation line. Once the spell is cast, the caster may then hold the spell indefinitely before invoking it. While holding a spell, the caster may not speak, and is permitted to move no more than five steps from his original position. Also, while holding a spell, the caster may not be moved by another player. If a weapon strikes the spell caster while he is holding a spell, the spell effects are visited fully upon the caster.

For example, if a Mage is struck be an arrow while holding a cast Fireball spell, the spell detonates in the Mage’s hands.

When the caster is ready to invoke a spell, he says, "I, [Name], invoke [Spell Name]!” and the spell effects will take place. The invocation line of a spell must be shouted and read continuously. It is at the time of invoking a spell that the caster must release any material components the spell requires, such as spell balls. Spell casters may not cast a spell if they are mortally wounded or have a light wound on both arms.

Example: If a Mage is casting Lightning Bolt, which has a required length of at least 150 words and the five word invocation line "I, [Name], invoke Lightning Bolt!" he must read at least 145 words to cast the spell. To invoke the spell, he reads the invocation line and immediately throws the component, a blue spell ball, at his target. If he is interrupted before the spell is considered “cast,” the spell fizzles and he expends 1 spell point. He may then begin casting the spell again, from the beginning. However, if he had been interrupted during the invocation line, with the spell ball still in his possession, the spell effects cause a black wound to his throwing arm.

______

I propose changing only 1 sentence in the current rule, which I feel should have been included in the first place as it was hinted at in the first paragraph but not continued into the second:

The spell is considered "cast" when the full spell has been read, up to, but not including the invocation line should one be required. Once the spell is cast, the caster may then hold the spell indefinitely before invoking it.

The the following spells should be marked with the footnote #1 (which currently is not in use for anything):

Cleric- Word of Holding, Turn Undead (Include Rank in invocation), Curse
Druid- Lightning Bolt, Warp Wood, Dispel Magic, Entangle, Nature Love
Mage - Magic Missile, Lightning Bolt, Dispel Magic, Ice Storm, Feeble Mind, Fireball
Cavalier- Turn Undead
Warrior Mage- Magic Missile, Dispel Magic

Footnote #1 should be then removed from any spells not listed above, and have the notation "Spells marked in this fashion require an invocation line before they are considered cast."

senate previously, BD on 5/7/2013
passed this as written above

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Armband rewording change

If a player is wearing any hidden armor or armor that is hard to identify then they must wear a colored armband that represents the highest hidden or hard to identify armor type at the head armor marshal’s discretion. The armband must be on their weapon arm and made of cloth or tape at least 1 ½” wide. If the color of the armband is similar to that of the costume worn under it, the colored material must be placed over a white band at least 3" wide. All armbands must be clearly visible.

AC1 Blue Armband
AC2 Green Armband
AC3 Red Armband
AC4 Yellow Armband


Note after senate received a list of what did not pass the board of directors review the following items were voted as passing by Senate overturning the Board of Directors negative review or they were adjusted slightly as shown below meeting the suggestions of the Board of Directors.

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THIEF FIND & REMOVE TRAPS
OLD RULE

"At 5th rank, a Thief gains the adventure‐only skill ‘Find and Remove Traps.’ This skill allows a Thief to uncover potential traps on doors, locks, chests, etc., and disarm them. The Elder of the adventure will determine exactly what procedure a Thief must follow in order to use this skill."

NEW RULE

"At 5th rank, a Thief gains the skill ‘Find and Remove Traps.’ This skill allows a Thief to uncover traps and disarm them.

The Thief should visibly hold her skeleton key in an outstretched hand when using this ability, and should always inform an Elder prior to its use.

Thieves of 5th-10th rank can detect and disable small physical traps such as poison needles, trapdoors, etc. They can also detect larger, full room physical traps, which may include even incidental things such as a tunnel near collapse.

Thieves of 11th-19th rank can also detect (but not disable) magical traps such as glyphs, stone guardians, etc.

Thieves of 20th rank can detect and disable any sort of trap. They may also elect to bypass a trap they could disarm, leaving it active after they pass by.

The effect of this skill is subject to the discretion of an Elder; the use of this skill should facilitate and not supersede plot development.


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THIEF OPEN LOCKS
OLD RULE

"4th rank, a Thief gains the ability to ‘Open Locks.’ This is a skill that allows a Thief to open, or pick, locks or barred doors. Locks are rated from 1 (easy) to 15 (absurdly difficult). An Elder will determine the difficulty of the lock to be picked. This is a timed skill, in which the Thief must have his hand on the lock he is attempting to open for a base of three minutes. For every difficulty level above the Thief’s rank, the Elder will add one minute to the time of the skill, up to a maximum of ten minutes. If the timed difficulty of a particular lock exceeds ten minutes, it is considered to be beyond the Thief’s ability and he may not open it. The Elder may reduce the timed difficulty by 30 seconds for every difficulty level of the lock below the Thief’s rank, to a minimum of 30 seconds.
Times on the chart are in minutes, except for listings of ‘30’, which refer to seconds. If there is only a black field, the lock cannot be opened by a Thief of that rank.

<SNIP LENGTHY CHART>

At 20th rank, the Open Locks ability of a Thief improves. The Thief may now open or bypass any magical lock or portal (even items affected by Hold Portal). The Thief must have his hand on the lock for 60 seconds before it can be opened.

At an Elder’s discretion, this ability does not function against locks and portals for which a specific means of entry is part of the Adventure plot."

NEW RULE

"At 4th rank, a Thief gains the ability to ‘Open Locks.’ This is a skill that allows a Thief to open, or pick, locks or barred doors.

The Thief should visibly hold her skeleton key in an outstretched hand when using this ability.

At 4th-10th rank, the Thief may open a non-magical lock in 60 seconds.

At 11th-19th rank, the Thief may open a non-magical lock in 45 seconds. She may also unbar the unmanned gate of a fortification, allowing the gate to be opened from the outside. An unmanned gate is one with no one within 10' of it who wishes it to stay closed.

At 20th rank, Thieves may open a non-magical lock in 30 seconds. They can also bypass magical locks or portals (including items affected by Hold Portal), and can choose to automatically lock or “re-bar” anything that they bypass.

At an Elder’s discretion, this skill does not function against locks and portals for which a specific means of entry is part of the Adventure plot."

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DETECT TRAPS SPELL
OLD RULE

"Detect Traps
Druid – Rank 2 Adventure Only
Mage – Rank 3 Adventure Only
Warrior Mage – Rank 3 Adventure Only
Length: 100 words
Duration: Instant
Range: Caster
Area of Effect: 10 ft. radius
Energy Cost: 1 spell point
Material Component: Class symbol

This spell allows the Druid to detect any sort of traps within a 10’ radius in a woodland setting.

This spell allows the Mage to detect any sort of trap within a 10’ radius.

This spell does not reveal the nature of the trap, only the trap’s location. The Elders of the event will determine the exact effectiveness of this spell."

NEW RULE

"Detect Traps
Druid – Rank 2
Mage – Rank 3
Warrior Mage – Rank 3
Length:100 words
Duration: Concentration
Range: Caster
Area of Effect: 10 ft. radius
Energy Cost: 1 spell point
Material Component: Class symbol

This spell allows the caster to detect the location of any traps within a 10’ radius of her position. She can continue to detect as long as she concentrates, but she cannot run, cast another spell, fight, or take damage, or the concentration is broken.

When this spell is fully reduced (11th rank for Druids, 12th for Mage & Warrior Mage), the caster becomes aware of the specific nature of any traps detected.

Druids are limited to using this spell in natural surroundings.

The effect of this spell is subject to the discretion of an Elder; the use of this spell should facilitate and not supersede plot development. "

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Proposal clarification change rulebook to match bylaws allowing winners of order of the sword to play the cavalier class, as it already is in the new bylaws but not yet in the rulebook as follows:

old wording
" Cavaliers
Any character that is a Knight of the Realm may become a Cavalier, by giving up all ranks in the class being given up to become a 1st rank Cavalier provided that the participant has won a Noble Council Tournament."

new wording
" Cavaliers
Any character that has obtained Order Of The Sword (OSW) may become a Cavalier, by giving up all ranks in the class being given up to become a 1st rank Cavalier."


In service,
HRM Cailen Sendor
Magistrate 2013

Magistrate
Posts: 96
Joined: 2012-12-11

Re: Rules passing senate and Eb will go into effect June 30t

Post by Magistrate » 2013-05-08

this should now be updated if I missed anything please let me know


all rule changes are noted above that are now in effect

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