Logistics
The logistics team will handle the prep work for your check in based upon your preregistration. This includes the distribution of your Character Card and Battle Board, coin, and tags. Your Character Card contains all your skills and pertinent game information. Everyone must carry their Character Card with them at all times. During gameplay, a Marshal may ask to see your Character Card to verify skills, abilities, and Battle Board expenditures. Battle Boards must be updated after a battle by filling in the circles next to any abilities that have been used. There are ways to change and recharge some abilities, such as spending High Magic or Meditating back an ability if applicable.
Character Management
In Alliance LARP, your character is managed in an online database called the Character Management Application (CMA for short; db.alliancelarp.com). The CMA is where you can handle all of the logistics maintenance of your character. You can spend XP, Goblin and Dragon Stamps, view your event history, and pre-register for upcoming events. You can register an account and create your character, or reach out to your local chapter for assistance. Alliance runs a “Free Play” sandbox CMA at freeplay.alliancelarp.com. You may use this site to explore different options for your character, test other characters, or just play around with the system.
New Players are given leniency with their first character. A player may “re-write” their character once, but must do so before the next event after six logistics periods (i.e. after playing the character for about three weekend games). They may reset part, or all, of their skills and their race, though their name, experiences, personality, etc. remains the same. This is not a new character but a skill reset.
Logistics Period
On a full weekend event, the “day” runs 24 hours from when the game starts (approximately) and so the time you reset your daily skills is usually at 6 p.m. This is known as the start of the Game Day. On a one-day event, the start and stop times for the game constitute the entire game day. Each Game Day is one Logistics Period.
Treasure
Treasure in Alliance LARP comes in three varieties: Local Chapter Only (“LCO”), Restricted, and Unrestricted.
Treasure marked as LCO is created outside of the Alliance Treasure Policy and is intended to be utilized within the issuing chapter. You may bring up to 20 LCO ritual effects (not counting Permanence, Spirit Link, Spirit Lock, or Preserve Duration) to non-issuing chapters, provided they are standard effects. Staff LCO magic items are not included in the 20 effect cap. LCO Ritual Scrolls and Components can be used within the same Ritual Batch as Restricted Scrolls and Components, but any resulting magical items or effects will be LCO.
The distribution and transferability of Restricted treasure is governed by the Alliance Treasure Policy. These items must be checked in at each event they are brought to and may be denied entry. Restricted treasure includes Magic items, Catalysts, and Ritual Scrolls.
All other treasure falls under the Unrestricted category and can travel freely between chapters without restriction - this includes coin, Crafting Materials, Adventuring Equipment, Superior Equipment and Reagents. Coins, Crafting Materials, Adventuring Equipment, and Superior Equipment may never be marked LCO and are always considered Unrestricted treasure.
Coins
Alliance coins come in four denominations. A platinum piece is worth ten gold pieces which is worth ten silver pieces, which in turn is worth ten copper pieces. Thus a copper piece is 1/100 of a gold piece and 1/1000 of a platinum piece. The coins are metal tokens, properly colored, and with their value embossed on one face.
Tags
All game items that are not official Alliance Coins require a tag in order to be used in game. This allows you to buy, sell, steal, or trade tagged game items with other players. In order for the item to be considered a valid game item, a tag must be affixed to an appropriate physical representation, or ‘physrep’, of the item to be used. When you use an expendable item, you must turn over the tag to an NPC or Marshal, or otherwise destroy it. Each tag lists which game it was generated in, which may be the name of the chapter or the in-game name of the campaign.
Untagged items may be the property of another player or an item owned by the chapter. These items may be used to impact the game environment, but cannot be affected by in-game mechanics and should not be used or taken without express permission. Below are some examples of the tags you might see.
Crafting Material Tags represent resources that can be used in the creation of different kinds of items, but do not require a corresponding physrep. The tag will display the type of Crafting Material, the skills it can be used with, and the amount of that resource the tag provides.
Stockpile Tags are created at Logistics by turning in a quantity of Crafting Material tags. The Stockpile tag will record the number of identical Crafting Materials turned in and can be used in the future to create items.
Adventuring Equipment Tags only have one use. Potion and elixir tags must be inserted into or attached to the physrep vial of at least seven milliliters in volume. Battle Magic Scroll tags must either be attached to a physrep, or printed as part of one. Tags for Tinkering and Alchemy Globes are not kept on the packets used to represent them for safety reasons, but are instead kept in a pocket or on a tag ring. Armor Patches, Contact Gels, and Weapon Coatings do not require a specific physrep. All of these tags will list the effect the item provides, as well as their Crafting Material value. After a battle, you must turn over any tags that were used. Adventuring Equipment item tags are able to be stolen even when they are not on a physical representation.
Superior Equipment Tags represent higher quality items that possess additional capabilities beyond that of regular Adventuring Equipment. Superior Equipment Tags must be accompanied by an appropriate physrep, which is listed on the tag. The tag will also indicate the name of the item, a description of it effects, and the number of times the item is usable.
Weapon Tags are affixed directly to your weapon physrep; the weapon type shown on the tag must remain visible and match the physrep it is attached to. If a weapon does not have a tag, it is considered “Monster Quality” and can normally only be used by NPCs. Weapon tags will indicate the base damage of the weapon, as well as its Crafting Material cost, and if the weapon has been silvered. Even if your weapon is a Magic Item, it must still have a Weapon Tag affixed to the weapon.
Strengthen Tags indicate that an item has enhanced durability and resistance to destructive effects. A Strengthen Tag will indicate a number of charges, up to a maximum of 3, and be attached to another item tag.
Armor Tags list the maximum Armor Points your armor tag is worth.
Trap Tags will list the type of trap, including the amount of damage done, if applicable. Gas Traps and Battle Magic Scroll Traps must have an Alchemical Globe or Battle Magic Scroll tag attached respectively before being set. Field Craft Tags will have the name of a Crafting Skill and a Crafting Material value listed on them. These tags last for a single Logistics Period and are provided by and used with the Field Craft Crafting Ability.
Spell Book Tags are specific to each school of magic and must be affixed to your spell book physrep. When providing a Spell Book Tag, Logistics will cross off any spells not present in the spell book, leaving the ones available for you clear. New spells can be added to your spell book through the Brewing or Inscription skills, but you must have an existing spell book to copy from.
Alchemy Recipe Book Tags work similarly to Spell Books, but there is no skill required to add new recipes. You do still need to have a source book to copy from.
Magic Item Tags will have a list of the Rituals present on the item, as well their duration and charges, and the Magic Item number. The corresponding item will have that same number permanently marked on it, through etching or some other means. Any item marked this way requires Identification in a Celestial aspected Greater Circle of Power before they can be used. Once identified, the Magic Item Tag will be given to the player. If your weapon is a Magic Item, you do not need to affix the Magic Item Tag to the physrep, but the physrep must be permanently marked with the Magic Item number present on the Magic Item Tag, and the player must carry the Magic Item Tag. Ritual Component Tags will be attached to a popsicle stick along with a physrep for the component and include the type and its expiration date.
Other Tags are there to represent possessions not covered by the other tags: horses, ships, houses and other items with value. They are sellable in-game.
Benefits
Coin can be spent at Logistics during check-in to purchase benefits as detailed below. None of these abilities will persist beyond the event they are purchased at but will persist through death and resurrection. The abilities and costs below are examples. Individual chapters may have other options or costs posted at Logistics during check in.
Well Fed | Purchased Casting | Well Rested |
Training | Surplus | Spellcrafting |
Goblin Stamps
People who donate to Alliance chapters are compensated with Goblin Stamps. The amount of Goblin Stamps you receive is determined by the chapter you donate to. Goblin Stamps can be used within the CMA or by contacting your chapter’s Logistics team. The CMA tracks all Goblin Stamp transactions. In addition to the nationally available items listed below, your local chapter may have additional options for spending Goblin Stamps. You cannot gift Goblin Stamps to other people or use them to purchase things on behalf of someone else. You can only spend Goblin Stamps in the chapter in which you earned them.
Resurrections | Game Items | |
Experience Points | Game Preparation |
Dragon Stamps
Similar to Goblin Stamps, Dragon Stamps are another reward afforded to players for donations or volunteering time, only Dragon Stamps are a National organization reward. Additional information can be found at: https:// alliancelarp.com/forum/threads/dragon-stampinformation.6308/
Starting Items
The first time a character is played, they receive a pool of points to purchase starting equipment. The amount of points available to a character is equal to the character’s XP times their level, plus an additional 100 points, up to level 30 (300 XP) where it caps out at 9,100 points.
The points can be spent on Adventuring Equipment at a rate of 5 points per Crafting Material used to create the items they are purchasing. Crafting Material costs can be found in the Crafting chapter.
The points can also be spent on magic items directly. Ritual descriptions, difficulty, necessary Reagents, and Ritual Costs can be found on the Character Management Application (db.alliancelarp.com). Starting equipment cannot be used to buy any Ritual effects which require a Catalyst.
Starting equipment Magic Items will be created in your local chapter (though they do not use up any of the chapter's Treasure Policy). The chapter may give you a temporary Magic Item tag for your first event that can be turned in for a permanent one at the end of the event.
Any remaining points can be spent on coin at a rate of 1 copper piece per point.
New characters will want to make sure to purchase any equipment that they need to make use of the skills they have purchased, whether that be weapons, armor, spell books, sources, or other Adventuring Equipment.