llywelyn
Apprentice
I've seen a few questions come up around this recently, so I wanted to post a few general clarifications:
Searching:
Traps:
Searching:
- Searching does not require a 3-count (it's "I search you," ARB 147), but the process is not instantaneous. The amount of time it takes for the person to dig the materials out from inside of their clothing is the amount of time it takes. So if you get attacked while you are searching, you are still in-game.
- You should be kneeling next to them with (generally) a hand on their shoulder when you say "I search you."
- If someone takes a magic item from you when searching, give them the item and not the tag. Turn the tag over to the Mage's Guild as soon as you are able: They are taking it from you, they should pay to get it identified.
- Every entrance to your cabin is an entrance unless you have some sort of effect which blocks that entrance in play (e.g., a ward). This means that if you do not have a ward (or something else that renders it specifically out of game) then your back door is an in-game entrance.
- Every cabin should have a set of marshal notes immediately inside of the cabin door, even if there's nothing on them. If someone goes to steal from the cabin they will enter the cabin (to set off any relevant traps) and then a rogue marshal will follow immediately behind and check the marshal notes. If you do not reside in a cabin, you don't get to read the marshal notes. Trap cards, cast spells, etc go with the marshal notes along with comments on any areas that are being designated OOG outside of the standard locations.
- Gas globes are in game items (ARB, pg 109). If you steal gas globes, you can either ask the individual for tags or come get a rogue marshal to talk to the owner and get the tags for you.
- If you take a weapon you must take the entire weapon and bring it immediately to NPC camp where a marshal will contact the original owner (ARB pg 147). Two things can happen then: 1. The original owner will ask that the thief keep the rep until the end of the event, in which case you get to figure out how to hide the weapon or 2. you will get the tag that was attached to the weapon and the rep will be returned to the original owner. This applies to a lot of things that are themselves valuable (e.g., if your armor is stolen from you then you do not need to turn over the phys rep, but you can't recognize the armor later if you do this, either way you'll get the phys rep back by the end of the event, ARB pg 147).
- If a spell book is being stolen only the tag may be taken unless it has the words "This book is stealable" (ARB pg 147) in them (on the same page tag so that it will be seen, ARB pg 99). Then the entire book must be taken.
- If you are going to steal from a cabin you need a rogue marshal present or the cabin needs to be occupied by someone other than you (ARB pg 147) who is a resident of the cabin. This includes if you happen to reside in that cabin and you are stealing from another member.
- You need a rogue marshal present if you are going to steal from a circle under the same basic rules as cabins (ARB 1.2 pg 130), including if you are invested in that circle (this is to help marshal things such as Circle Lock and to make sure things like the OOG undiscovered-magic-item tags in the Mage's Guild aren't taken). It also helps us streamline when someone shows up and makes a cheating accusation because their items disappeared (to be clear, this hasn't happened yet, but I have seen this occur in other LARPs).
- Stealing in public, of course, does not require a marshal present. Based on what you steal, however, you may then still immediately thereafter be talking to a marshal.
Traps:
- To check for traps you actually have to check for traps. Yourself. You can't ask a marshal "is this trapped?" (ARB pg 10)
- Putting a chair in front of a door or hanging a bell is not a "noisemaker trap." Noisemaker traps are generally electronic to simulate the actual noise and the noise they make is the noise they make.
- Traps can generally be disarmed through any mechanism that prevents them from doing whatever the signal is for setting them off (flash of light, noise, etc; ARB pg 145) and which does not damage the trap in a way that requires more than a few minutes or requires a tool (ARB pg 146). This means that you can put your hand down on the mousetrap if that will keep it from going off. The exception to this are electrical wires (ARB pg 23), which cannot be cut but have to be disarmed through some other means (and need to be disarmable through some other means).
- This also implies that it doesn't matter what sets off the trap. It could be anything or nothing and will affect you even if nothing obvious tripped it. If it goes off and you are in range… then you are in range.
- Added a page citation from the ARB for the stealing from a circle rules (15 August 2015).
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