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“Sirrah, come hither: make no more ado,

But give your pigeons to the emperor:

By me thou shalt have justice at his hands.

Hold, hold; meanwhile here's money for thy charges.

Give me pen and ink. Sirrah, can you with a grace

deliver a supplication?”

~ Titus Andronicus, “Titus Andronicus” (1593)

 

Magicks

 

If you wish to gain additional skills, special powers or magical items, you can do this via the following magical means:

 

Alchemy - to perform alchemy, you must compose a 14 line sonnet in iambic pentameter, with an ABABCDCDEFEFGG rhyme scheme, that makes it clear what you are trying to achieve. Put the poem in a bottle, hand it to a Stage Manager, and about an hour later the magic should settle in the bottle with whatever magical effect has been achieved - usually in the form of a lammie on a potion bottle, which, when applied, either grants an individual (if ingested) or an item or weapon (if anointed) some kind of boon or effect (which can also be negative, such as brewing advanced poisons). This is the most powerful form of solo magic.

Each character can have a maximum of one personal lammie and wield/use a maximum of one magical item.

 

Masques - a play within a play, performed when the planes align and a window of opportunity opens (note: there will be set timeslots, during which masques can be performed) - a group of at least 3 people can perform a 5 minute ritual/theatrical performance that must be relevant to the world you are engaging in, must clearly demonstrate what it is you wish to gain from the masque, and must entertain the spirits of the island (this does not necessarily mean comedy, but the more engaging and spectacular it is and the more you make the stage managers laugh, cry etc, the higher marks your masque will receive and the more powerful the boon will be).

Masques are scored out of 5 and again will likely result in a powerful lammie or game effect about an hour or so after the performance has concluded. Masques should aim to be 5 minutes long - a 3 minute masque will not be penalised specifically for being too short, but may struggle to include sufficient content in this time. Masques that reach 7 minutes or longer will have immediate negative consequences for those involved, and are highly unlikely to be able to score a 4 or 5/5. Masques of 8 minutes or longer run the risk of killing one or more of the performers.

 

Monologues - if you give an especially good speech, this can affect the very fabric of reality on the island. Whilst everyone should respond in kind to theatrical performance (and herofighting) being more powerful, you may be given a temporary boost in stats or abilities by a stage manager as a result of monologuing - the island is always listening.

 

Using Quills - the Scripts can only be edited with the Quills. To give any further information at this stage would be Spoilers, but this is important information about the magic of the game…

 

Lammies - there is a maximum of one personal lammie and one lammied item “attuned” to each character;

  • Once you wield or use a magical object or weapon, it is yours and yours alone until that character either dies or becomes unable to utilise the item (such as a character whose play is fated for comedy not being able to use a lammie with a black ribbon attached). Only if an item becomes unattuned in this way (or a character dies) can this lammie be transferred to another character.

  • There is no “theft” of any items allowed, with the exception of looting a lammied item from a corpse; you must remove the lammie and return the item or weapon to a ‘stage manager’ (ref) within 30 minutes - whilst the new owner gains this item in-character, the physical object will be returned to the original owner if it is personal property, and the person who is now attuned to the lammie must provide an appropriate physrep of their own (i.e. if it is a magical sword, the magical effect is transferred onto a different sword). If it is a game prop, it may be possible to use the same item as the physrep, but only if instructed as such by a ‘stage manager’ (ref).

  • You cannot transfer a personal lammie; this magical effect dies with the character. Personal lammies do not have white or black ribbons attached to them.

Monologuing will sometimes result in a boost from Stage Managers or briefed NPC plot crew - these are usually in the form of an immediate short-term benefit, such as replenishing a character’s HP or MP to their maximum capacity, increasing the damage that a character’s weapons deal for the rest of the encounter, or empowering a spell to briefly work on a “Mass” effect, instead of towards a single target.

If the character has the “gift of the gab” archetype, due to the unique “inspirational speaker” skill, they are more likely to either have a more powerful effect from monologuing, or the threshold to receive a temporary boost from monologuing may be lowered for these characters.

If it is unclear that you are attempting to Monologue, you can always outright draw attention to it by saying something (in-character) like “Listen to me as I am speaking” to make it more obvious - as a general rule, if someone is on a roll with a cool Monologue, give them their moment before interrupting. Performing a monologue never costs MP.

 

Alchemy will usually result in a lammie - either a personal lammie, if the potion is consumed, or a lammie for an item, if the elixir is applied to a weapon, shield or other object.  Lammies from alchemy will normally be the equivalent of a permanent +1-2XP standard skill-spend, or to gain a single mechanical ability that was not available to that character when choosing starting skills.

If the alchemy is performed by a character with the “Mystic Knowledge” archetype, due to the boost by the unique ability “bold brewing”, this can potentially grant a more unique ability (not available on any starting skills list), and a well-crafted sonnet can craft a lammie that is equivalent of up to +2-3XP “standard skills” gain if the alchemist has the “bold brewing” boost. Performing Alchemy never costs MP.

 

Masques are the most powerful form of magic in the game, and require at least 3 people to perform (with no maximum). These 5-minute “plays-within-the-play” occur in scheduled timeslots, and the capabilities of a Masque are near-limitless. The effect from a Masque will typically be for something greater than empowering one individual - it could be for the benefit of a couple, a group, one of the realms that the characters arrived from - or it might grant important knowledge, answering questions as from an Oracle, or it may be used to summon or exorcise persistent ghosts and spirits. A Masque can also be used for extremely potent magick via self-sacrifice.

Masques are scored out of 5; if one or more of the performers has the “Show Must Go On” skill (from the Entertainer archetype), their first Masque will be judged more favourably (+1) - if it would have scored a maximum score of 5 without this boost, the Entertainer(s) will also receive a small, personal boost in addition. It is entirely possible that no organic “5”s (without the boost from the “Show Must Go On” skill) will be scored at all across the weekend, and that is totally acceptable and normal; a “5” is for when the bar has truly been raised, and there could be no better performance.


Whilst Masques should aim to clearly stick to the Setting, it is permissible to “perform” feats, including using skills you cannot usually use (“it’s part of the act!”) when playing in a Masque - you can also use modern technology (e.g. playing atmospheric music through a Bluetooth speaker) as part of “the magick of the theatre” when performing a Masque - anything is possible during those ~5 minutes of performance, although any unusual powers demonstrated for the purposes of the Masque are just a temporary illusion and are not able to be re-created away from that magical stage (unless you receive a lammie or similar effect afterwards). Performing Masques never costs MP.

What does a 1 out of 5 Masque look like?

A 1 is pretty impossible to score unless done so deliberately. A Masque that scores a “1” will result in curses or advanced poisons, negative consequences, and on some occasions, death of one or more of the performers involved. To score a 1, the Masque must be boring or just downright annoying, likely with little or no effort put into it - the stage manager judging the ritual would likely have little to no idea as to what the performers are actually trying to achieve; some or all performers may have not contributed anything towards the Masque, and the performers may have deliberately made references to things outside of the setting of the world that are not relevant to the game.

 

A Masque where two people sit in silence and a third talks about what Darth Vader might eat for breakfast for a couple of minutes would score a “1”, and any survivors of the resultant effect would likely gain an Advanced Poison lammie that is especially difficult to remove, or they may have their maximum HP and/or MP reduced as an ongoing effect, if they are not Executed outright.

​

What does a 2 out of 5 Masque look like?

A 2 is a performance that technically engages with the world, characters and plot, but where the stage manager judging the ritual may find it difficult to understand what it is that the performers are trying to achieve. If some of the contributors are less involved/engaged than others, if the stage manager finds that the performance doesn’t hold their attention, if the performance is forgettable, formulaic, or seems as though this would have been a more effective use of time and magic if attempted by alchemy - or even a decent monologue - (anything that makes an audience think “this could have been a sonnet”), then a Masque might score a “2”.

 

Three people telling a predictable story about how much they each wished they knew the “Fling” spell, as it might have been useful in the last fight they had, is likely to score a “2”, and the result may be disappointing (e.g. for this example, each of these three contributors may gain a personal lammie - of which you can only have one in the game - that simply grants the bearer the ability to cast “Fling” for 1MP twice per encounter, hampering their ability to gain a more powerful personal lammie later on).

 

What does a 3 out of 5 Masque look like?

A 3 is a solidly “good” Masque, that suitably engages with the world and plot the characters find themselves faced with, that makes it clear what it is they are trying to achieve (and how and why the performers of this Masque are especially well-suited to achieve this result, or  why it is that they each personally care about this shared goal). It will hold the attention of the audience, and will elicit some sort of audience response - whether this is due to interactive elements, music, use of props, anything that makes a watching audience laugh, cry, emotionally connect or otherwise respond to the piece. All of the contributors should be actively involved in the roleplay, and it should be clear that thought and effort has gone into the ideas displayed.

 

A group of characters from the Forest of Arden acting out an engaging tale about how important the trees are to them, and how the Forest helps them find their way, in order to empower a branch they found on the ground to be a “Wayfinder” and direct them towards good fortune and away from danger might successfully craft such an item with this Masque.

​

What does a 4 out of 5 Masque look like?

A 4 is an “Excellent” Masque, that is truly unique, moving, entertaining or breathtaking. A Masque that scores a “4” is likely to be someone’s favourite moment of the weekend, where something especially cool or exciting happens, and that participators and witnesses alike will froth about out-of-character, even a month after the event has concluded. 

 

A “4” Masque will clearly have thought and effort put into it, with all contributors engaged in an active/enthusiastic way, resulting in a short production that is of high quality entertainment value to the audience. A “4” will likely involve something unique and creative, and as well as clarity of purpose and fully immersing themselves in the plot and lore of the world and their characters, there should be some element of the performance itself that is remarkably above “average”.

 

If a group of characters with the “Chant of Healing” ability sang an original song together that clearly referenced ongoing events in their stories and the world around them, and made it clear that they wanted to empower a guitar, so that the bearer attuned to the item was immune to the “Silence” call, and/or so that whenever anyone who hears a short refrain and that the musician considers a “friend” would be fully healed to their max HP, this might be a possible effect of a well-performed “4”-score Masque.

 

What does a 5 out of 5 Masque look like?

A 5 is an “Outstanding” Masque - the kind of performance that other people will still talk about out-of-character for years to come as one of their favourite LARP moments; “5”s should not be awarded lightly, and it is unlikely that more than 1 or 2 Masques, if any, will earn this top score “organically” (without a mechanical boost from the “Show Must Go On” skill granting +1 to a 4 out of 5).

 

As such, there are almost no limits to what a “5” result can achieve - you can revive characters that were previously executed, you can change the course of Fate in ways that were previously thought impossible, you can craft a Golden Quill as powerful as Prospero’s, you can open a Plothole (Portal) to the worlds of any of Shakespeare’s plays, or to Stratford-Upon-Avon or London in the 16th or 17th century, if you see fit to do so.

 

However, if your Masque has the clarity of purpose for a result of this immense magnitude, but does not truly “wow” the audience and stage managers, don’t be surprised if you receive a slightly more moderate result, compared to whatever godlike powers you were aiming for with your performance.

 

To give an example of what a “5” looks like is challenging, as by definition they are highly unique, surprising and each individual one is special. You do not need to use litres of fake blood, magic tricks or flashy choreography, but a “5” should simply be the best possible version of what any 5-minute ritual/theatrical performance can be, with all contributors enthusiastically/actively engaged, making it clear what you are trying to achieve, staying relevant to the plot threads of the setting, and making it clear why each performer is involved, as they perform something unique and memorable that completely captures the attention and interest of the audience and stage managers watching. A “5” will almost certainly evoke a strong emotional response: shock, awe, amazement, laughter, tears or anything that brings people either to their feet or their knees, as they wonder at the high-quality marvel that has been performed.

 

A “5” is unforgettable, and the only additional descriptor that can really be given is that you know it in your gut when you have witnessed a rare “5 out of 5” performance.

 

It is anticipated that most Masques will likely score a “3” (organically), although players are encouraged to get creative to try their best, aiming to achieve “4”s and even potentially “5”s if they can!


When signing up for an available Masque slot, you will have the opportunity to write a short sentence (“synopsis”) to summarise your intention, such as “to summon and question the ghost of Julius Caesar” or “to empower the Athenian Faeries to turn invisible for 1MP” or “to unbind Mercutio from Verona and instead tie his destiny to the fate of Messina” - it is especially important to note if any particular NPCs will be required to be present for your intended Masque!

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