1.1 INTRODUCTION
Imagine yourself wandering through a dark wood. The previous evening some kind of a creature broke into the tavern and made off with some valuable items. The tavern keeper has now hired you and your friends to track down and capture the thief, so as to appease his clients.
After hunting for nearly a day, the silence breaks suddenly, as with an astounding"GEEBA!!" a dozen rat-like creatures come surging out of the bushes. You notice yourcompanions readying their weapons for the rapidly approaching battle. You just stand back and smile. "I wonder if these things like lightning," you think as you prepare to cast a spell.
Welcome to ARIA!!!
1.2 SAFETY
As with any other outdoor activity that involves interaction with others, there is a modicum of risk involved in paying ARIA. You will be asked to sign a release form that indicates that those who are presenting the event are not responsible for any injuries you sustain while playing. Risk of injury will be decreased if you remember the MOST IMPORTANT RULE -YOU ARE RESPONSIBLE FOR LOOKING OUT FOR OTHER PEOPLES' SAFETY! This is especially true in combat situations. If you are fighting someone and they are about to take an action that might endanger them or someone else (including you), you must call HOLD (see section 1.2).
The most common potential danger is someone swinging their weapon too hard or too wildly. All combative participants will go through a checkout/training program. The combat system of ARIA is based upon a "touch/tap" principle, whereby the slightest contact with a weapon results in damage or effect. All combatants will be taught to fight so that they are not swinging wide or hard. If you see anyone fighting in a dangerous manner, you must call HOLD.
THE MOST IMPORTANT RULE: YOU ARE RESPONSIBLE FOR LOOKING OUT FOR OTHER PEOPLE'S SAFETY
ARIA has a number of eye goggles for the use of any player who desires them. Mouth guards, cups, and gloves on the hands are also encouraged.
1.3 HOLD
Whenever you see something dangerous about to happen it is your responsibility to call HOLD (do this loudly so that everyone may hear you). At that moment, everyone in earshot should freeze. This will allow you to alert your fellow players and any ECs (Environment characters, explained later) to the danger (i.e. "You're swinging to hard", "There is a cliff behind you", "You're about to step on a snake"). When an attending EC is satisfied that the danger has been addressed, they will call "Continue" and play will resume. NOTE: Only a Primary EC may call a CONTINUE. Until then, you must stay where you are unless they instruct you to do otherwise.
1.4 EJECTION
Let this stand as a notice-at any time, a Primary EC (we know who they are) may ask you to leave the ARIA event WITHOUT REFUND. This will only occur if you blatantly and intentionally violate the rules, especially in regards to safety. You may also be ejected for cheating, exceptionally poor sportsmanship, or generally disruptive behavior that detracts from the game for everyone else.
SPECIAL NOTE: Absolutely NO references to rape or the abuse or degradation of ANYONE will be tolerated. Any such behavior is cause for immediate ejection. Furthermore, you should refrain from actually screaming unless there is a real emergency (this way we will take a scream in the woods seriously, not as a party being attacked by skirvin).
2.1 DEFINITIONS
These are some basic definitions used throughout ARIA: COMBATANT-Someone participating in the ARIA event who wants to fight and participate in conflicts. They will be allowed to carry weapons and must follow all rules of engagement.
NONCOMBATANT-Someone who is participating in ARIA who does not wish to engage in combat and melee. They can be recognized by the white cloth band around their arm or head, as well as the fact that they are unarmed. Noncombatants who wish to go adventuring are encouraged to choose the druid class, as there are enough non-combat options for that to make such a profession worthwhile on an expedition.
ENVIRONMENT CHARACTER (EC)-Someone who is part of the ARIA structure, normally fulfilling multiple roles (often at once), such as a farmer, guardsman, monster, sheriff, etc. In addition, all ECs help referee and run the game. In any conflict, an EC may guide you and then fight you moments later.
PLAYER CHARACTER (PC)-The people who register at EC Control and who adventure, gain experience, live, die, pay taxes, etc.
2.2 EC CONTROL
This is the first place a player must go. This is where you will sign up to participate, pay your fees, register your character, and obtain your initial game materials. This is also where the PCs will check out for the day, registering all of their treasures and items with the guild people so that they will be with the character at the next event. It is after this, between games, that character levels will be updated. EC Control is also where you inform the ECs that you are about to go trekking through the woods. The ECs will then designate an EC to guide you and lead your encounters. This also allows the ECs to set up encounters based on the general power level of the adventuring party. For this reason, it is suggested that lower level characters don't go on expeditions with those of vastly higher levels. if you do, you will most likely get smushed and end up as troll stew (with onions, of course).
2.3 TRAINING
After a character registers, they will be required to report to wherever the training set-up is for that event. This should either be next to EC Control or in the field in front of the Tavern. If you are registered as a Combatant, you will receive basic training in the use of ARIA weapons, the combat system, and safety measures. A basic overview of the rules will be given, but it is still very important that you read this book at least once thoroughly before engaging in combat. Specifically, make sure that you understand the basics of the Magic System and the Color Code. Also read the parts on Poisons and Disease.
2.4 MONEY
There are two types of currency in ARIA: the currency of the realm (ARIA currency, gold, gems, etc.) and standard US currency. ARIA money is strictly "in game" money; it can be stolen, won, lost, paid to you, paid to someone else, etc. US currency has limited effect in ARIA. You will pay an initial amount of US currency when you register to play. In return, you will receive an initial allotment of ARIA money to get started with. This can be spent in the tavern on food and drink (your initial fees already cover this), as well as for all "in game" fees, such as armor repair, weapons, potions, information from beggars, etc.
2.5 THE COLOR CODE
ARIA uses a Color Code to resolve certain situations that cannot be resolved directly by physical actions. Each color represents a certain "strength" or "power" level and is compared to the color of an opposing force/defense/whatever. This is the centerpiece of the ARIA rules system, as almost everything is guided by it. It is highly simple, easy to remember, and facilitates quick and clear resolutions to situations (especially when magic is involved).
The code is simple. In order, it goes YELLOW-ORANGE-RED-PURPLE-BLUE-BLACK. Light to dark. In most cases, a color is called out or displayed. The target/victim/attempter-of-task compares the appropriate color coded rating of their own to the color noted. If they have that color (or higher), they succeed/live/whatever. If they have a lower color (or none at all), they fail/die/whatever. For example, a character with Yellow Magic Resistance would be unaffected by a Yellow Spell, but would get nailed by a Red one. A Rogue trying to disarm a Purple Trap with only a Red Rogue Rating will be caught in a fiery explosion (unless they spend luck points, but that's another story - see 3.3)
2.6 OUT OF GAME
Regardless of the ideal, there will be times when certain people will need to be out of play and therefor non-interactive. Whenever, you see someone with their arms crossed in an "X" over their chest, this means "Leave me alone. I'm out of play." Of course, this is also what you should do if you need to remove yourself from play. NEVER ABUSE THIS! Going out of game, so you can escape capture or sneak in behind someone is CHEATING. Cheaters not only never win, they don't get to play.
2.7 EXPERIENCE
The experience point (XP) system in ARIA is a little different from those used in other games. PCs do not gain XP for killing monsters or other opponents. Players do gain experience for doing this-it is real experience, the kind that comes from actually doing something.
PCs gain XP for going on adventures, encountering other characters and situations, and above all, role-playing their characters well in these situations. That a mage blasted a goblin with a fire spell is less important for XP than if he role-played with the same goblin and tricked him into telling the location of the orcish warlord's camp. PCs will gain a base amount of XP for participating in the event and going on expeditions. Additional amounts will be awarded after the event (over uptime, discussed later) by ECs who note good roleplaying, leadership, interesting solutions to problems, heroics, and whatever else makes the game more interesting. The PC who stands around waiting for monsters to bash will get to bash monsters. After a while, they will probably get pretty good at doing so. However, they will gain fewer XP than the PC who role-plays and finds ways to become a part of interesting stories (or even starts these stories themselves by their own initiative and deeds).
3.1 CHARACTER CLASSES
The concept of classes is not a new one in the Fantasy Role-Playing arena. They serve well in the live action approach for determining certain special abilities that not everyone has but are hard to simulate in "real life."
Classes in ARIA in no way dictate any absolutes in how a PC should roleplay their character. Although they lend themselves to certain directions, a PC may take up any profession they choose. For example, anyone could pass themselves off as a bard, regardless of their class, so long as they can sing, play an instrument, and/or tell some stories. Similarly, a mage could mug someone just as easily as a rogue.
An important note-ARIA is designed to incorporate a mixture of limited "special abilities" unique to a given class and the "real world" abilities of a player. In other words, you may bring to bear whatever knowledge, experience, and training you can conceivably apply to your character in game, so long as said talents are within the spirit of the medieval fantasy worlds and are safe (sorry, NO MARTIAL ARTS bare-handed combat). This means that you should only play a class that you can naturally play to the level that will satisfy you. If you are naturally sneaky and are good at hiding and such, you stand a better chance of being a successful rogue than your 6'8" body-builder friend who has a penchant for neon-orange shirts.
There are some basic elements that make up the mechanic structure of a character. The tables that follow under each class have certain categories that will be explained here:
LEVEL - This is an indicator of how far a character has advanced in their progression in their class. The level of a character determines the other aspects of a character. POINTS - The number of experience points needed to attain the given level indicated (see section 2.7). BODY - The amount of damage a character may take before falling unconscious (see section 4.1). MAGIC RESISTANCE - A color code is given here, indicating the level of resistance the character has (see section 7.6). POISON RESISTANCE - This determines a character's ability to resist poison and disease (see section 6.1). ROGUE RATING - A rogue's rating for determining your ability to handle traps and other special circumstances. Described in detail under section 3.3. LUCK - The number of luck points a rogue will have with which to deal with various difficulties (see section 3.3). KI - The number of ki points a monk will have with which to use special abilities (see section 3.4). SP - The number of spell points a mage, druid, or fighter-mage will have with which to select spells. NOTE: A noncombatant mage or druid will increase this number by three times their current level (see section 7.5) MAX-Maximum level of spell that may be selected with spell points (see section 7.5). UND-Maximum level of undead that a cleric may turn.
3.2 SPECIALTIES
At every 50 Experience points a character may choose a specialization, usually (but not necessarily always) related to either their race or class. Players are encouraged to design and submit specialties that they would like their character to have. ECs will then decide the specifics of a specialty so that it falls within game balance. If the player dislikes the EC decision, he is not obligated to choose that specialty. However, once a specialty is chosen, it may not be changed. A list of possible specialties follows (see section 9).
3.3 WARRIORS
| Level | XP | Body | Magic Resistance | Poison Resistance |
| 1 | 0 | 14 | ||
| 2 | 10 | 16 | ||
| 3 | 25 | 18 | YELLOW | |
| 4 | 45 | 20 | YELLOW | |
| 5 | 70 | 22 | ||
| 6 | 100 | 25 | ORANGE | |
| 7 | 150 | 28 | ORANGE | |
| 8 | 210 | 32 | ||
| 9 | 280 | 36 | RED | |
| 10 | 370 | 40 | RED | |
| 11 | 470 | 45 | ||
| 12 | 580 | 50 | PURPLE | |
| 13 | 700 | 55 | PURPLE | |
| 14 | 830 | 65 | BLUE | |
| 15 | 970 | 80 | BLUE |
3.4 ROGUES
| Level | XP | Body | Magic Resistance | Poison Resistance | Rogue Rating | Luck |
| 1 | 0 | 9 | YELLOW | 5 | ||
| 2 | 10 | 10 | YELLOW | 6 | ||
| 3 | 25 | 11 | 7 | |||
| 4 | 45 | 12 | ORANGE | 8 | ||
| 5 | 70 | 13 | YELLOW | ORANGE | 9 | |
| 6 | 100 | 15 | 10 | |||
| 7 | 150 | 17 | ORANGE | RED | 11 | |
| 8 | 210 | 19 | RED | 12 | ||
| 9 | 280 | 22 | 13 | |||
| 10 | 370 | 25 | RED | PURPLE | 14 | |
| 11 | 470 | 28 | PURPLE | 15 | ||
| 12 | 580 | 32 | BLUE | 16 | ||
| 13 | 700 | 36 | PURPLE | BLUE | 17 | |
| 14 | 830 | 40 | BLACK | 18 | ||
| 15 | 970 | 45 | BLUE | BLACK | 19 |
3.5 MONKS
| Level | XP | Body | Magic Resistance | Poison Resistance | KI |
| 1 | 0 | 10 | 4 | ||
| 2 | 10 | 11 | 5 | ||
| 3 | 25 | 12 | YELLOW | 6 | |
| 4 | 45 | 14 | YELLOW | 7 | |
| 5 | 70 | 16 | 8 | ||
| 6 | 100 | 18 | ORANGE | 9 | |
| 7 | 150 | 20 | ORANGE | 10 | |
| 8 | 210 | 23 | 11 | ||
| 9 | 280 | 26 | RED | 12 | |
| 10 | 370 | 29 | RED | 13 | |
| 11 | 470 | 32 | 14 | ||
| 12 | 580 | 36 | PURPLE | 15 | |
| 13 | 700 | 40 | PURPLE | 16 | |
| 14 | 830 | 45 | BLUE | 17 | |
| 15 | 970 | 50 | BLUE | 18 |
3.5 MAGES
| Level | XP | Body | Magic Resistance | Poison Resistance | MAX | SP |
| 1 | 0 | 5 | ORANGE | 14 | ||
| 2 | 10 | 6 | YELLOW | 18 | ||
| 3 | 25 | 7 | RED | 22 | ||
| 4 | 45 | 8 | 26 | |||
| 5 | 70 | 9 | ORANGE | YELLOW | 30 | |
| 6 | 100 | 10 | PURPLE | 35 | ||
| 7 | 150 | 11 | 40 | |||
| 8 | 210 | 12 | RED | ORANGE | 46 | |
| 9 | 280 | 13 | 53 | |||
| 10 | 370 | 14 | BLUE | 61 | ||
| 11 | 470 | 15 | PURPLE | RED | 70 | |
| 12 | 580 | 16 | 80 | |||
| 13 | 700 | 17 | BLUE | 95 | ||
| 14 | 830 | 18 | PURPLE | BLACK | 115 | |
| 15 | 970 | 20 | BLACK | 140 |
3.7 CLERIC
| Level | XP | Body | Magic Resistance | Poison Resistance | UND | MAX | SP |
| 1 | 0 | 8 | YELLOW | YELLOW | 12 | ||
| 2 | 10 | 9 | ORANGE | 14 | |||
| 3 | 25 | 10 | YELLOW | YELLOW | ORANGE | 17 | |
| 4 | 45 | 11 | RED | 20 | |||
| 5 | 70 | 12 | RED | 24 | |||
| 6 | 100 | 14 | ORANGE | ORANGE | 28 | ||
| 7 | 150 | 16 | PURPLE | 32 | |||
| 8 | 210 | 18 | PURPLE | 37 | |||
| 9 | 280 | 20 | RED | RED | 42 | ||
| 10 | 370 | 23 | 48 | ||||
| 11 | 470 | 26 | BLUE | BLUE | 55 | ||
| 12 | 580 | 30 | PURPLE | PURPLE | 64 | ||
| 13 | 700 | 34 | 72 | ||||
| 14 | 830 | 38 | BLUE | BLUE | 81 | ||
| 15 | 970 | 43 | BLACK | BLACK | 90 |
3.7 FIGHTER-MAGES
| Level | XP | Body | Magic Resistance | Poison Resistance | MAX | SP |
| 1 | 0 | 7 | YELLOW | 8 | ||
| 2 | 10 | 8 | 10 | |||
| 3 | 25 | 9 | YELLOW | ORANGE | 13 | |
| 4 | 45 | 10 | YELLOW | 16 | ||
| 5 | 70 | 12 | RED | 19 | ||
| 6 | 100 | 14 | ORANGE | 22 | ||
| 7 | 150 | 16 | ORANGE | 26 | ||
| 8 | 210 | 18 | PURPLE | 30 | ||
| 9 | 280 | 20 | RED | 34 | ||
| 10 | 370 | 23 | RED | 39 | ||
| 11 | 470 | 26 | PURPLE | BLUE | 44 | |
| 12 | 580 | 29 | PURPLE | 50 | ||
| 13 | 700 | 33 | BLUE | 56 | ||
| 14 | 830 | 37 | BLUE | BLACK | 63 | |
| 15 | 970 | 41 | 70 |
4.1 RACES
There are (currently) four different races to choose from in Aria. Each race slightly modifies the abilities gained from your class, and also may allow you access to specialties not available to other characters (see section 9). The default race is human (no bonus no penalty).
4.2 ORCS (Brown Flag)
4.3 ELVES (Purple Flag)
4.4 LIZARD MEN (Dark Green Flag)
5.1 COMBAT
One of the most thrilling aspects of the live action roleplaying genre is the opportunity to draw steel and command eldritch forces against fantastic monsters and evil foes. This is combat.
Combat is also the aspect of ARIA that carries the most inherent risk. Remember the MOST IMPORTANT RULE: YOU ARE RESPONSIBLE FOR LOOKING OUT FOR OTHER PEOPLES' SAFETY.
You may only strike an opponent with an ARIA-approved weapon. No bare-handed combat allowed! Nerf-style ranged weapons may be allowed at the discretion of the weapons council.
The mechanics of combat in ARIA are rather simple. Damage occurs when a weapon strikes a location on your body. Any blow to an arm or leg counts as one (1) Body of damage, to be counted against your current total. Any blow to the torso region counts as two (2) Body of damage. Shots to only the hands should be ignored (generally, if you have any doubt as to whether the shot was hand only, you should count it). Shots that only catch clothing also do not count. Shots to the head or groin are STRICTLY FORBIDDEN (any swings hitting one of these areas is completely ignored for Body purposes). Anyone (purposely) striking someone in these areas runs the very real risk of being expelled from ARIA. Rogues successfully calling "Backstab" do three (3) points of Body (see section 3.4).
5.2 BODY COUNT AND CLEAN BREAK
Every time a successful blow is struck, the target must call out the TOTAL Body that they have taken. Once a blow is struck, the target MUST be allowed time to call out the damage.
This "calling out" is called the Body Count, and the time allotted for it is called the Clean Break. This serves the purpose of artificially slowing the fights down to a safer pace and encouraging stylish, role-playing melees over mindless, rapid-fire, "hack-n-slay." The Body Count helps everyone stay honest and helps the target track their total damage. It also allows everyone to know how badly the target has been hurt (although they won't necessarily know how long until the target goes down).
IMPORTANT NOTE: The Aria combat system requires courtesy and honesty to work. It is INAPPROPRIATE to question whether or not a blow landed unless the questioner is an EC trying to insure fairness and that the player in question has been properly trained. Even Ecs must refrain from doing this in cases where the player may just have missed one blow. The target is OBLIGED to accept and acknowledge ALL LEGAL BLOWS. The game simply WON'T WORK if people are "thick-skinned." If a player is not accepting blows, be they EC or PC, the matter should be brought to the attention of another EC after the encounter. They will address it appropriately, including altering damage counts if needed and justified.
If a blow is struck, but does not count for some reason, the target should acknowledge in some way as to insure the attacker isn't left feeling cheated. A blow that only strikes the hand should be noted as "hand" or something similar. A blow to an area protected by armor to a degree that the shot doesn't count should be met with a "Clang" or similar response.
If a target receives multiple blows at the same time (from multiple opponents or a two-weapon foe), they are required to accept only one of the least damaging blows. This is to prevent the rather confusing method of rapid attacks that can occur with multiple opponents.
EXAMPLE: Ungar the Disturbed (who has a total of 12 Body) is fighting three goblins. One hits him in the arm- he calls out "One." Another then hits him in the torso- he calls out "Three" (the TOTAL that he has thus taken). Two goblins then hit him at once, one in the leg, the other in the shoulder. He should call out "Four," indicating he took only the leg blow. A goblin then takes a swing and just catches Ungar's hand- he says "Hand" and keeps fighting. Suddenly, an unseen skirvin sneaks up behind Ungar and hits him in the back, calling "Backstab!" Ungar calls "Seven" and looks around desperately for help.
NOTE: If a character is wearing Heavy Armor and takes multiple blows, they are allowed to consider a blow to a protected region as the "least damaging," in other words, a blow to the forearm and another to the torso would be met with a "Clang" (see section 4.5).
5.3 UNCONSCIOUSNESS, SUBDUAL, AND KILLING BLOW
Once someone takes the equivalent of their total body in damage (or more), the must fall to the ground. There is no number less than zero. An unconscious person at 0 is bleeding and dying. If someone does not perform Bind Wounds or First Aid on them relatively soon, an EC may come up to them and declare them dead.
A Killing Blow may be performed by anyone vs. an unconscious or completely immobile character. They must simply touch their weapon to the victim and say "Killing Blow" plus a short description (i.e. "Killing Blow, I pierce your heart" or "Killing Blow, I lob your head off" or whatever else you deem appropriate). If this is not prevented, the victim is dead. Killing blows may also be performed on any unarmed foe who is covered in a "captured" state as defined by an EC.
Instead of a Killing Blow, a SUBDUAL may be performed against helpless foes. Declare "I Subdue you" or "You are Subdued" while touching your weapon to him. The victim is at zero (0) Body, but is stabilized. If permitted to become conscious, they will be a 1 Body non-combatant until healed.
5.4 DEATH
The risk of dying is what makes ARIA combat exciting. It can also be a little frustrating to go through all of the steps to create and establish a character and then have that character end up as so much worm food. Unfortunately, the process of returning someone to life is only heard of in legends... If the party does, however, wish to bring a dead or unconscious character back to town, they must be physically carried where both possible and safe. When this is not possible, the party must go through at least the motions of carrying their comrade.
A player who lost their character to death has the option of creating a new character without paying the initial fee. They must return to EC Control with the card for the deceased character. This only applies to characters brought in during the event in which their character died. New events require new fees from EVERYONE.
5.5 ARMOR
Wearing Light Armor (currently signified by a Blue Flag) means that all legal blows do one Body (1) regardless of where they land.
Wearing Medium Armor (currently signified by a Yellow Flag) means that torso shots do NO damage, while shots to the arms and legs still do one (1) Body.
Heavy Armor (Red Flags) makes the torso, upper arms (above the elbow) and thighs (above the knees) immune to damage, while blows to the forearms, shins, and feet still do one (1) Body. This simulates the fact that a heavily armored opponent is hard to get solid blow in on, but that they can be "nickel-and-dimed" to death.
Regardless of armor, Backstabs do three (3) Body and Waylays work as described in section 3.3.
NOTE: Some creatures have Natural Armor- they DO NOT wear flags. Flags only represent actual, real, "visible" armor. Spells that simulate armor also do NOT wear flags.
5.6 NONCOMBATANTS
One of the goals of ARIA is to provide a means for which those not inclined to swing (and be swung at by) swords by which to participate. Noncombatants (who MUST WEAR WHITE FLAGS OPENLY AT ALL TIMES) may go on adventures or simply hang around the town. If they do adventure, they must be prepared to face the consequences of being a Noncombatant. A Combatant MAY NOT STRIKE a Noncombatant. Ever. If someone comes at you and you are a Noncombatant, TELL THEM! Combatants may come up to you and declare "You are subdued." You must then fall to the ground unconscious until someone revives you; you are automatically taken to zero (0) Body. If you decide to flee from combat and a Combatant chases you down, they only have to get withing 5 feet to declare you "subdued." This is to prevent actual physical confrontations, which is what you declared as your desire when you took the role of a Noncombatant. At the end of battle, if the Bad Guys won, they may declare you a Prisoner- you MAY NOT resist. Subdued Noncombatants may be killed by a Killing Blow. Noncombatants may cast NO offensive spells ("nonoffensive" spells are marked by an * in the spell list), although they may be affected by such spells AT RANGE ONLY. However, Noncombatants do receive bonus Spell Points (section 7.5) at a rate of three per level (i.e. 3 at First, 6 at Second, 9 at Third, etc.) in order to balance the limited spell selection.
5.7 BINDING WOUNDS AND FIRST AID
Any character may bind a fallen comrade's wounds. They do this by crouching/sitting/etc. next to the victim saying "Binding One, Binding Two, Binding Three, " etc. until they get to Binding Thirty. They can perform no other action, and if they are interrupted they must start over. Once they have succeeded, the victim is no longer in danger of dying, but it is the option of any present EC as to whether or not they can walk or will need to be carried to safety. If they are allowed to walk, they are STRICTLY a Noncombatant until they receive further healing. First Aid works the same way, including the count, except that the recipient is restored to one (1) Body and may resume adventuring. First Aid supercedes Bind Wounds; you do not need to Bind if you have First Aid.
5.8 WEAPONS AND SHIELDS
Normal Length Weapons include basic swords, clubs, maces, etc.. They can be no longer than 44". Short Weapons are classified as any weapon under 34" in length. Two-Handed Weapons can be no longer than 60" and will do no damage unless both hands are on the weapon. Staffs can be no longer than 72" and both hands must be in the middle three feet of the weapon when striking. The MINIMUM length for any melee weapon (except for throwing daggers) is 24". Throwing daggers must be 10" long pieces of "Piping foam". They may have a PVC interior of no more than 5" to give it some weight (as long as the PVC is secured in the middle of the foam). ALL throwing daggers must be approved by a Primary EC. "Nerf"-style ranged weapons will be allowed upon approval by the EC Weapons Committee. Shields can be no greater than 30" in diameter and must have "safety" edges; in other words, they must be padded properly around the edges. NO SHIELD BASHES! All weapons not provided by the ARIA staff must meet ARIA standards to be allowed. Consult with the Primary ECs before constructing a weapon. NOTE: As a general rule, all NERO/SOLAR standard weapons are considered ARIA safe.
5.9 RUNNING, CHARGES, AND FLEEING COMBAT
For many people, it's great fun to go charging around the battlefield at full speed. However, the way our combat system works requires some control and restraint in this area. YOU CANNOT CHARGE AN OPPONENT OR CHARGE THROUGH OPPOSING BATTLE LINES! In "real life" a line of people would use physical force to restrain you from running through them- we cannot allow this, so we cannot allow you to charge. Also at issue is when someone decides to run away or pull away from a fight. If you turn to run and are chased, only a few seconds of actual running will be allowed. After that, an EC will HOLD you and your pursuers and give you a choice: Escape (in which you leave the fight and cannot return until it is over), or Stand and Fight. This is strictly enforced for safety reasons. Running chases are filled with adrenaline and high risk- we MUST enforce a convention to prevent people from running all over each other. When you run into combat, you must SLOW DOWN before striking an opponent. If you do, the target is NOT obliged to take the blow and should call HOLD when you do it.
6.1 LOCKS
Locks in ARIA are simulated by a piece of twine with one or more simple knots in it lying atop the "locked" item. Locks can only be opened by rogues unless they are attacked by brute force (or a Lightning or Fire spell). An EC may declare some or all of the contents to have been destroyed by such an attack. The rogue must simply untie the knots. The biggest problem that this might pose is when the rogue is trying to open something in combat. The knots are also a minor test of manual dexterity. Rogues that use some sort of appropriate tools may gain extra XP for roleplaying.
6.2 TRAPS
Traps are based on the Color Code scheme, pitting the rogue's Rogue Rating against the color of the trap. A container will often have an envelope inside it. If anyone other than a rogue finds this envelope, the trap described inside automatically goes off. A rogue may find such a trap with no consequence. If the rogue attempts to disarm the trap, they open the envelope and compare their Rogue Rating to the Trap Rating inside. If they fail (see section 2.5), the trap goes off (unless they spend Luck Points; section 3.3).
If the trap is an Area Affect, anyone within sight of the person who set off the trap will be affected. Other traps may be found in certain areas. They follow the same rules. (Some might think this means that putting a rogue on point is a good idea...).
6.3 SEARCH
Whenever someone wants to search an unconscious or dead character, they must simply state "I Search you." The victim must then give up all "in game" materials in their possession. For spellcasters, this does not include Spell Cards (as they are an "out-of-game mechanic). Due to limited game supplies, amongst other reasons, WEAPONS MAY NOT BE TAKEN. Furthermore, no more than ONE (1) suit of armor may be carried by any one person. The person searching must be reasonably able to- no EC or PC should give items to someone just as they are beset by other opponents. They must be reasonably uninvolved in combat to search.
6.4 MAGIC ITEMS
In almost all cases, an "item" will be found in an envelope. It requires someone special to determine the properties of any magical items; this should be supervised by a Primary EC). The only exception to this are scrolls (which are clearly marked), and potions (which anyone can chance if they want to).
7.1 POISON
To make life simple (and short), all poison in ARIA has the same effect. If you are affected by a poison, you have 100 seconds to live ("1-1000, 2-1000, 3-1000" etc.), during which time you must stagger around, choke, gag, cough, and otherwise roleplay someone being ravaged by a heinous toxin. Failure to do so may result in an EC declaring you dead early, while good roleplaying may extend your life. You must count out loud, and you must act as though you were in pain and dying. In between counts, you may tell others that you may be poisoned. Remove poison spells and potions work nicely, as does a cleric's treatment.
You will normally be given something to indicate the strength of the poison; you must hold onto this to have it treated and cured. Poison can be used in two ways. A weapon can be coated such that a successful blow will cause the target to be affected. The blow MUST do body to administer the poison, so the attacker must hear the target call a Body Count before informing the victim that they are poisoned.
The other way is to poison through a roleplaying process. An EC MUST be informed and involved; they will determine whether or not a poisoning attempt is successful. If it is, they will (out of game) inform the victim.
Where does one obtain poison? Ask around, but be careful who you ask...
7.2 DISEASE
There are certain times when you may contract a disease. The process is much the same as it is for Poison. If affected, you will be a Noncombatant at that point, remaining so until you recover (EC option), get cured by a cleric or potion, or die (again, EC option). Normally, you will be given something to indicate the strength and nature of the disease.
The Rot spell, used by necromancers, DOES work against Poison Resistance instead of Magic Resistance.
8.1 MAGIC
As stated in earlier editions, one of the hardest things for us to do was to come up with a spell system. After much playtesting, we decided that SIMPLE REALLY IS BETTER.
IMPORTANT NOTE: Spellcasting characters must possess a "real world" quality to play their character effectively. Magic in ARIA requires the spellcaster to have a loud and clear voice to cast the spell, especially if it is to effectively affect a target. This is simply the way the game works. Just as a person playing a rogue should possess inherent sneaky abilities and a warrior should have some fighting skills and endurance, a spellcaster should have the voice to cast spells.
8.2 MAGIC DEFINITIONS
COLOR: Indicates the strength of the spell DAMAGE: Indicates a spell that does Body damage DURATION: Indicates that the spell will last until the end of the first combat it is in effect for. ECs will determine when combat is "over" EFFECT: Indicates the effect and special effects of a spell RANGED: Indicates a spell that can be projected over a distance SPELL CARD: Indicates the amount of power used to cast a spell. TARGETED: Indicates a spell that must use the targeting rules in order to effect someone. TIMED: Indicates a spell with a specific time value in seconds. NOTE: No victim may be affected by more than ONE timed spell at a time. VALUE: Indicates a numerical or quality value that determines amount of effect or duration.
8.3 CASTING SPELLS
This is the process for casting a targeted spell at range: the caster must pull out a Spell Card, tear it in half (USING BOTH HANDS, which must be empty except for the Spell Card), and call out "I CAST <NAME OF SPELL> AT YOU," pointing at the intended target. In place of the "YOU" part, the caster may utilize an identifying phrase, such as "THE GUY IN THE CLOAK" or the intended character's real or in-game name.
It is possible for a target to "get out of the way" if they can get out of sight before the spell is finished. They must be able to get COMPLETELY out of sight before the verbal part of the spell is done - an EC will determine if they are successful.
A target will also remain unaffected if they are unaware that the spell was cast at them due to distance (out of range), the fact that they are concentrating on combat (too many people moving to accurately target), or similar reason. If this happens, the spell is still cast and the spell card is still torn (so be careful when casting in questionable situations).
NOTE: It is essential that EVERYONE be honest when being targeted by spells. Like taking blows, the game will not work if you are not honest. We will take it very seriously if anyone is found cheating in this manner.
That being the case, spellcasters may also use Targeted Spells by "Charging" their weapon. This is done by pulling out an appropriately colored spell card, tearing it in half, and calling, "I CAST <NAME OF SPELL> ON MY <WEAPON>." After this, the caster pulls out a Spell-In-Effect flag (section 8.5) and grips it in the hand that is holding the weapon. The weapon is now the focus of the spell. The first person to make contact with the weapon, be they friend or foe, will be affected by the spell. When the spell is discharged, the caster calls out "<NAME OF SPELL>." This will happen EVEN IF THE CONTACT IS FROM A PARRY. Touching the target's weapon is the same as touching the target. NOTE: The spell's effect REPLACES that of the blow- it does NOT add. In other words, someone hit by a sword with Yellow Fire Three on the arm takes a total of three (3) Body, not four (4).
Weapons CAN be charged early and carried around, and it is possible to cast other spells while carrying a charged weapon. However, no more than one spell may be on a weapon at a time. Casters can ONLY charge their OWN weapons... not someone else's. Also, Dispels at range work just fine on charged weapons, and if anyone accidentally touches a charged weapon, they are affected by the spell. Finally, an EC may ask you how long a spell has been on your weapon. If they determine that it has been "TOO LONG" (intentionally arbitrary and unpredictable), the spell may just fade.
To cast non-targeted spells, such as Healing, simply call out "I CAST <NAME OF SPELL>" and follow the directions of the spell.
8.4 SCROLL USE
Anyone (who is literate) may use a scroll. To do so, you use the scroll card (NOT the envelope it's in) just like a spell card. (i.e. you pull the card out of the envelope and say "I cast Red fire 7 at the troll" and rip the card).
8.5 SPELL-IN-EFFECT FLAGS AND SPELL CARDS
All spellcasters will carry a brightly colored flag (neon pink or similar). When they charge their weapon with a spell, they will pull out the flag and hold it in the same hand(s) that are gripping their weapon. This way, other people know that the weapon coming at them has a spell on it (and that they should run away). The spell-in-effect flag is "out-of-game" and, therefore, cannot be interacted with, or taken away. NOTE: Spell-in-effect flags are only used for Targeted spells, unless otherwise noted.
As stated, Spell cards represent a certain amount of power the spell caster may use to cast spells, and can NOT be taken away. However, there is a certain magical property in the land of ARIA (something that the nature spirits enforce) that disallows wanton litter. Once the card is torn, the caster must retain it. The pieces must be retained in the hands, put in pockets, or otherwise maintained. If the pieces are thrown or dropped on the ground, the spell fails immediately. If it was an instant spell (such as Lightning), the damage done is nullified.
Spell cards only denote the color of a spell. The caster decides at the time the spell is cast what the actual spell is.
8.6 SPELL POINTS
All spellcasters have an allotment of spell points that they use at the beginning of the day to purchase spell cards. The costs are: 1/Yellow Spell, 2/Orange Spell, 3/Red Spell, 4/Purple Spell, 5/Blue Spell, 6/Black Spell. When you decide how you want to divide up your points, inform the person in charge of our class and they will give you the appropriate Spell Cards.
NOTE: You may not choose a spell of a higher Color Code than you can cast.
8.7 MAGIC RESISTANCE
Magic resistance works just like any other part of the Color Code. The Color of a spell is called out as part of the casting. The intended target then compares it to their Magic Resistance. If they have that Color or better, they call out "FLASH" If they do not have that resistance, then they take the effect of the spell. If it is a Damage Spell, the target should call the appropriate Body Count. If it is a Timed Spell, they should begin counting immediately.
NOTE: If for some reason a character is immune to a type of spell, then instead of calling out "FLASH" they should call out "NO EFFECT"
8.8 MAGE SPELL LIST
"*" denotes spells that MAY be used by Noncombatants. (NOTE - In Spell Descriptions, whenever a Spell is previously described under a lower rating, only the mechanical changes are noted. Fewer trees die.)
YELLOW
ORANGE
RED
PURPLE
BLUE
BLACK
8.9 CLERIC SPELL LIST
YELLOW
ORANGE
RED
PURPLE
BLUE
BLACK
8.10 NNECROMANCER SPELL LIST Note: Necromancers are not allowed as a PC class. Their spells are listed here so that PCs will know how to react to them.
YELLOW
ORANGE
RED
PURPLE
BLUE
BLACK
9.1 SPECIALTIES
As mentioned earlier, every time your character has gained 50 experience points you will be able to learn a Specialty. Specialties can be just about any type of skill/talent/special ability provided it falls within the current scope of your character (usually determined by class and race). A list of sample specialties follows, however, you are encouraged to devise your own specialties, just submit them in writing to the primary ECs and we'll decide if it is appropriate/balanced or not.
9.2 MAGE SPECIALTIES -QUICK STUDY: During the game you may re-organize your uncast spell points (ie. trade in a red for 3 yellow) This takes 5 minutes/point.
9.3 ROGUE SPECIALTIES:
9.4 WARRIOR SPECIALTIES:
9.5 DRUID SPECIALTIES
9.6 FIGHTER-MAGE SPECIALTIES
9.7 MONK SPECIALTIES
9.8 ORC SPECIALTIES
9.9 ELF SPECIALTIES
9.10 HUMAN SPECIALTIES
9.11 LIZARD MAN SPECIALTIES