Numina 3 Rules

The Rulebook is the Player’s Handbook for our game  

The Rulebook is like the Player’s Handbook for our game

LINK TO RULEBOOK

These documents feature all in game mechanics and rules like how to make a character card for the game, how spells work, how to hit people with your boffer weapon, how to make your weapon, what to do if your character dies, and so much more!

We strongly encourage all players to read the chapter on Accelerant Core Rules and the portions relevant to your character, before playing the game.

If your character will not be a crafter you do not need to read the crafting rules. Feel free to skip them.

To ask questions about the rules please join our Discord. We love talking about this and explaining it.  

Note: The CP Cap for 2024 will be 70

For more information about the in game world click here

IN GAME Safety Mechanics

Emergency
This phrase should come up rarely. This means that there is some medical emergency that needs attention.

For example: someone is in the middle of a fight scene and realizes they have been hurt in real life and need help. They would get someone's attention and clearly say (or shout) “Emergency”

The game play stops, and everyone who hears the emergency should drop to a knee to indicate that a real problem exists. Emergency should only be called if there is a real problem and someone could be hurt.


Caution
This phrase indicates some condition that may threaten the health of a player.

For example: If you see someone about to trip over a log, you would pause and say “Caution”

A caution should never last more than 10 seconds. It indicates that those people who are close to or involved in that problem should pause so someone can get clear, get up, or move away from a threat. Only those people nearby need pause until the problem resolves. Everyone involved in a caution is still responsible to the game, and should still be cautious of in game threats. They may move away from the Caution or pause until the person has dealt with the problem.

OUT OF GAME Safety Mechanics



Check-In, the Lookdown, and the Arcane Plague

Numina has adopted (and slightly adapted) a well-known and tested system for safety and self-care at LARPs. If you would like to read the same Nordic Larp article that we did, you can find the link below.

In brief, the Check-In, the Lookdown, and the Arcane Plague are all mechanics designed for participants in the game (players and staff) to have tools at hand for self-care and for community care. They empower everyone at the event to take care of themselves, and to take care of others that they see in distress.

Please familiarize yourself with the following signs, signals and phrases that we use at our events.



The Out of Game Space

This will be a space that will be consistent each time we are at a site, but will vary based on which site we are using for an event. It will be well-lit and in a safe area. This is an out-of-game space you can go to to have a calibrating discussion, or if you just need a place to sit and collect your thoughts for a time. This is not a space to hang out out-of-game during the event; it is for personal safety/mental well-being.



The OK Check-In

This is a visual call-and-response mechanic for any person at the game to check in with any other person to see if they are doing all right. It is especially important to use if you see someone in distress and are not sure if it is in-game or out of game, or if you are participating in a scene involving intense role-play or sensitive topics. It is designed to be quick so that it can be performed as often as needed without breaking game or immersion, however, a response is required for this strategy to work.The OK check-in progresses through three steps to ensure communication and calibration between the two participants.

Step One: The Check-In

How it works: A participant in the event makes eye contact with the participant(s) they want to check in with, and once eye contact is established, touches a finger to their opposite shoulder at about chest level. This can be done for any reason, even if there is no evidence to suspect distress.

Step One Example: Participant A is involved in intense role-play with Participant B and sees tears forming in Participant B’s eyes. Participant A makes eye contact with B, and flashes the “Are you Okay” sign.

Step Two: The Response

How it works: A participant in the event notices that another participant in the scene has checked-in using the OK stamp of approval. After a self check, they respond with a thumbs up (all is well), a flat wavy hand (not sure), or a thumbs down (not doing well.) Any response except thumbs up (including no response) requires further action

Step Two Examples:

Participant B is having a great time with the scene, including the tears in their eyes. They give Participant A a thumbs up, and the scene continues.

Participant B is having a good time, but was surprised when they started crying. They are not sure about this and feel uneasy. They hold up their hand flat and wave it to indicate they are not sure. Participant A will ask if they want to retire from the scene.

Participant B would like to exit the scene. They respond with a thumbs down and either uses the lookdown (see below) or Participant A suggests they head to a safe place away from the scene where Participant B can attend to their own care or ask for assistance.

Participant A does not see any response from Participant B. They vocalize a check-in, asking if Participant B is okay or if they would like to retire from the scene.

Step Three: The Follow Up

In every case except for a thumbs up, a follow-up is required. In every case, even if there was no check-in, it is a great community builder to check in with folks you had intense scenes with over the course of the event. Often there is a lot of shared joy, and in the cases where there is not, there is a chance to show care and compassion.

In the case of a flat wavy hand unsure response, the appropriate follow up is a verbal check in to gain more information.

In the case of a thumbs down or no response, the appropriate follow up is a verbal check-in and an explicit offer for the player to leave the scene or to go to the Out-of-Game space if there needs to be a discussion immediately.

Step Three Examples

Participant B gave a thumbs up to the check in. The scene continues.

Participant B gave a flat wavy not sure hand or a thumbs down to the check in. Participant A asks “Are you okay? Do you want to leave the scene?

Participant B does not give a response. Participant A asks “Are you okay? I can’t tell if you like the way this RP is going. Do you want to leave the scene?”



The Lookdown

The Lookdown is a signal that allows you to leave a scene at any time and is understood to mean that you are engaging in self-care by doing so. To perform the Lookdown, put a flat hand above your eyes as in a salute or a sun visor, look down, and exit the scene to a more comfortable place. For community care, it is best practice if participants in a Lookdown scene check in with each other some time later. Since it is used by the player for out of game reasons to exit a scene, there should be no questions asked, no explanation needed or demanded, and no consequences given — in-game or out — for using the tool.

Lookdown Examples

Participant A was RPing happily but suddenly they do not feel safe. They shield their eyes with their hand and walk out of the scene. Later, if they choose, they’ll check in with the other participants about what prompted their exit.

Participant A accompanied friends on a mod, but once their found out that the mod deals with subjects they are not comfortable engaging at a game. They shield their eyes and walk off the mod. Later, if they choose, they’ll check in with the other participants about what happened.

Participant A went on a mod, but partway through they begin to feel ill. They know they just need a rest and do not want to break the immersion with an explanation, so they shield their eyes and return to a more comfortable space. Later, if they choose, they’ll check in with the other Participants and explain what happened.



The Arcane Plague

The Arcane Plague is a verbal phrase that allows you to decline things in a way that suggests that your character would absolutely do that thing if only they were physically able. It is an in-game phrase that performs the out-of-game function of allowing participants to refuse mods or activities in order to take care of themselves. The Arcane Plague is understood to be an out of game mechanic that is used for self care. For it to work there should be no questions asked, no explanation needed or demanded, and no consequences given — in-game or out— for declining to participate in something due to the Arcane Plague.

To make use of the Arcane Plague, include that phrase as your reason for declining an invitation or activity.

Arcane Plague Example

Participant A is gathering 8 people for a mod, and there are 8 people awake. How fortunate! They approach Participant B and explain the mod and its importance. Participant B has reached their limit for the day and is trying to gather the energy just to walk to their bed. They respond with “I have the Arcane Plague! Go forth to your noble cause and know that I’m cheering you on.” Participant A knows this means that the Participant B’s character would help, but the player can not. They respond with “Blast that plague! It takes us all at some point.” and goes to invite the next player awake.



These tools are renowned for improving safety and self-care at game and in the moment.



The Nordic LARP article we read as a baseline for these mechanics.

Thank You,

Your Numina Staff

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