You must be 18 or older to play Numina. You must also be familiar with at least the first chapter of the core rule book so you will have some idea how to respond to the various game effects we use. Players who arrive without any knowledge of the rule book will be taken aside until they have some familiarity of the rules, so you should read through this material before you arrive. Why waste valuable playing time doing this?
In order to register for events you must have an active membership. You must tell us you are attending an event and pay for that event in advance. Until you pay or contact us to make special arrangements we can reserve a space, but only so long as the event doesn't sell out. If the event fills up then those players who have paid for the event are given space over those players who have registered but have not paid. Contact, Pre-registration, and Payment links can be found on this website.
We have a limited amount of space and at our events. If you are pre-registered, then you are guaranteed a place at the event. Those who preregister are also more likely to be targeted by plot. If we don’t know you are coming we can’t plan to include you in plots. No information skill requests will be prepared unless you pre-register for the event.
When you arrive at the campsite, you should proceed to the check-in area that will be marked with signs. The check-in staff will verify that you are a current member. If not, you will have to sign a waiver and, if necessary, bring your membership up to date.
If you are pre-registered, you will receive a character card and any items created using game skills. You will receive any yellow tagged items you turned in at the end of a previous event. You will also get a cabin assignment if you did not receive one before the event. If you are not pre-registered, then the check-in staff will ascertain if there is room at the event for you. If there is, you will pay at the door and get your character card and yellow tagged items. If not, the check-in staff will be glad to check to see if there is room for staff players if you wish to participate in that manner. If you are not preregistered we will not prepare your creation items for the event.
Parking occurs in the first auxiliary lot before you get to the site proper. This auxiliary parking area is located just up the hill from the sports field/tennis court area. If you arrive before the start of game and have a lot of gear to move, you are more than welcome to pull up into the site, but you should move your car to the lot by 8pm on Friday night. Please drive slowly, and do not drive anywhere but the dirt roads on the site.
Game starts between 10:30-11pm on Fridays of Weekend Events. Once game starts it is the staff’s goal to prevent the game flow from being interrupted for any reason. It is toward this end that we strongly suggest that you arrive before game starts. If this is impossible, we ask that you come to the game in costume so you don't disrupt the flow of the game. It is our goal to move you into the ongoing game as smoothly as possible. To this end you will be asked to move into your cabin in game.
If you need to speak with staff before entering game, please walk in costume as a Spirit to the Lake Lodge, knock on the door, and wait for someone to come check you in.
You should make every attempt to enter and leave the game area as your character during game play. When traveling as a Spirit you should walk slowly with your head tilted down and hands folded. If you are spoken to or attacked you should simply reply “Spirit” and continue walking. You are In Game at all times, except while you are in the bathrooms.
At the end of the event you may check out with any event staff member, but you only need do this if you have items that must be returned or other Skills or Traits that require post-game checkout. All yellow marked items must be turned in at check out.
At the beginning of your first event you are encouraged to attend the new player orientation. This is an in game orientation and there is no out of game rule preventing you from leaving the orientation, but players who attend this orientation will likely have an easier time playing their first event.
Our staff will designate a member as the player representative and will be available to handle PC questions or problems. You may present your problem to any staff member of course, and we will all do what we can to help, but your official representative will try to be frequently accessible. The current player representative from our staff is listed on the Contacts page.
Numina does not have a level system. You may occasionally hear references to Initiate, Experienced, and Accomplished.
An Initiate is a character with fewer than 50 CP on their sheet. An Experienced Character has between 50 and 99, and Accomplished characters have between 100 and 200 CP on their card. These words are used as an in-game way to refer to the CP thresholds so that we can avoid using out of game terms. You will also have the trait of the same name as you are progressing through the world.
In the world of Rues, no one lives for free. At the beginning of each event, players are required to pay Maintenance, which represents that your character has been eating, clothing themselves, etc. The Maintenance cost is two silver pieces; one of these silver pieces is called Upkeep, and represents your food and living expenses, while the other is called the Tithe, and represents the required payment from the churches. There are several in-game Skills that may alter or negate your character’s maintenance costs.
Upkeep is the money spent on food and survival for your character between events. Normal Upkeep cost is one silver, though special circumstances such as a famine may alter that. You are expected to have this money with you at check-in so that it can be recorded on your character sheet.
By either skimping or overpaying on Upkeep, you may gain one of two Traits: Starving or Well Fed.
If you fail to pay upkeep you will receive the Starving trait, which indicates that your character is in poor health. While Starving, your maximum Vitality goes down by one. This loss lasts as long as you have the Starving trait, and can not be Healed as it is a reduction of your maximum. You may get rid of the Starving trait by paying your Upkeep. The effects of Starvation are cumulative. If you are reduced to 0 Vitality due to starvation, then your character perishes and must visit Death’s Gate one Game On is called. To get rid of the Starving Trait, all cumulative cost must be paid.
If you pay four silver instead of one for upkeep, you gain the Well Fed trait, indicating that your character is able to afford healthier food and more comfortable accommodations. If you have the Well Fed Trait, you gain one additional Vitality above your current maximum. This bonus Vitality can be lost and Healed as per normal. The extra Vitality lasts until the end of the event.
The Tithe is a monetary donation required by the churches of Rues. It is collected as a tax would be; attending church is not required. Even those who do not worship the Genesori often pay the church’s tithemen to avoid the social stigma and repercussions from authorities. The Tithe is one silver, which are expected to have with you at check-in so it can be recorded on your sheet. When paying Tithe, please express if you would like your Tithe to benefit one specific deity’s church or be spread among the five. You may choose different recipients from event to event if you like.
NOTE: Not paying Tithe for a time may result in your character being Inflicted with the Blasphemer trait.
Overpaying Tithe has been known to result in favor with the clergy, particularly for those who are consistently generous to one deity’s church.
Some Skills allow you to pursue answers to questions between events. These Skills are called Information skills. Each Information skill has a number of ingame sources that research the question and provide what answers they can. Your question is answered from their perspective and in the best manner they can pursue it. In order to use an Information skill you must maintain a good relationship with these sources.
Using your sources, you make a request for knowledge. You submit the question you are pursuing to plot between events. The question must be appropriate for your sources and one that your sources could pursue. Questions can be submitted through this website. Give plot at least four weeks before an event or your answer will likely be delayed.
The use of some Information skills costs money, which is submitted at check-in of the next event. If the Skill requires the use of money you can pay 2 silver for a normal question, 5 silver for a hard or delicate question, and 10 silver for an obscure or dangerous question. More money than this is generally wasted, though a contact may come to you to tell you that pursuing some obscure or dangerous piece of information would be expensive. The description of the Information skill will tell you if it requires this payment to use it.
You are not guaranteed an answer, and it may take more than one event to receive a response. Submitting a question that is not appropriate for your sources dramatically reduces your chance to get an answer that is meaningful.
If you submit a new question before you get an answer, then the old question will be forgotten and the sources will begin to instead pursue the new question. Asking certain questions to inappropriate sources might cause trouble for you.
Your answer will come in one of three ways; you might get a written response between events, you might get a verbal or written response at the opening of an event before it starts, or a contact might come to find you in-game to deliver some piece of knowledge related to your question. If you are seeking answers to difficult or obscure questions you may have to use the Skill more than once to pursue the answers.
One of the tools of communication Numina uses is the summary letter, also called the Player Event Letter, or PEL. All players are encouraged to submit summary letters after each event they attend. Summary letters also earn you character points if they are submitted within a certain time after the event. To earn character point awards, a summary letter must be submitted within two weeks of a Weekend Event.
Although players without internet access can mail us summary letters, we prefer if they are submitted on the internet as this makes it easier for us to distribute the information to the appropriate staff.
Our goal is to use the PELs to run a more enjoyable game. You should try to answer the questions with brevity, and follow up the answers with any in game commentary you wish to include. We enjoy in game journals and views and commentary and we read every word of it, but this should be included after the answers to these questions.
Several Headers in the world of Numina are designated as “crafting” Headers, in that they have Skills that require the creation of in-game items. These include Alchemist, Enchanter, and Tinker.
Crafted items all have a creation cost. This cost is measured in crafting components, which are found during game play or acquired through certain game skills that grant a player additional components at check-in. Some items create potions, scrolls, or other objects that must be represented by an in-game prop in order to be used. A player is expected to have sufficient props to represent any such items that they create, and the item cannot be created if no prop is present. All props should be safe to carry and should fit with the medieval fantasy theme of the game. While the technology level of Rues allows for blown glass and buttressed architecture, it has not reached beyond levers, ramps, pulleys and wheels, so modern or steampunk-looking props should be avoided.
All crafting skills draw on the same basic components. Components can appear in many forms in-game, from gems to insects. To identify a component, it must be held under an “Identification Node” constructed of a black light disguised to fit in with the game atmosphere. One of these nodes is available in-game for public use, but crafters can create their own if they so desire. A node must be disguised to fit the game atmosphere, and in a fixed location; using a portable hand held light is not permitted.
Components come in three rarities, represented by the color the components glow under the Identification Node light: Green indicates common components, Blue indicates uncommon components, and red indicates rare components. Some recipes may call for a fourth type of component, called unique components. Unique components will not identify as a set type under the node, but will instead be marked with their own specific information tag.
When a Skill is purchased that allows creation of an item, you will receive a tag at check-in identifying the substance/item you can make and the components required for its creation.
These tags are called Recipes for Alchemists, Schematics for Tinkers, and Diagrams for Enchanters. Collectively, Recipes, Schematics, and Diagrams are referred to as Patterns. Once you have purchased the Skill and received the appropriate tag, you may create the item or substance as often as you like, so long as you have the components to do so. Patterns received from Skills purchased with CP are marked with a red circle, indicating that they may not be stolen or taken by other players. Sometimes you might find a new Pattern that you may use to create items not listed in the core rulebook. These Patterns may be limited in the number of times they can be used or have other restrictions. Such Patterns will not be marked with a red circle, indicating that they can be traded between players or stolen.
Once you have a Pattern that you wish to use, the components listed on the Pattern and a prop to represent the item you wish to create. Appropriate props differ depending on the individual Pattern, but there are some general requirements outlined below.
Ingested substances created with Alchemy require a vial or container prop large enough to hold 1 ounce of liquid. No actual liquid is required.
Scrolls created with Enchanting must be a minimum of 6 inches wide by 9 inches tall.
Items created with Tinkering must not create an unsafe environment. For example, a Weapon Chain may not actually bind the weapon to the wrist in a manner that could cause damage to the wrist if the weapon was wrenched away.
With components and props in hand, you may create crafted items at check-in or you may choose to create them during the game. The only limit on the number of items you can craft is the number of components you have available. Keep in mind that some items may have an expiration date and cannot be stockpiled for an excessive time. You will be given an Effect tag for each item you create, and the tag must stay with the person who holds the item (i.e. if you chain Bob the fighter’s sword, give the Effect tag to Bob the fighter.) Items may be created in-game at the guildhall. When creating an item during the game instead of at check-in, you must role-play the creation of your item and deposit any expended components in a designated receptacle, then write your IG name and the item created in the guild’s logbook. Recording your name in the logbook is not an in-game action, but a representation of the Guildhall’s equipment to record such things. The entries in the logbook are out of game, and it is required to record what you have produced. If you wish to create something in secret, it would be best to do it at check-in or to pursue a way of doing so in-game.
Every time an item is created, all components are destroyed and no longer usable in-game. Certain game skills allow you to preserve some of your components, and you may choose which of your components are preserved. No matter the component cost of the item or the Skills used, at least one component will always be destroyed.
A character history can be submitted to the email on the Contact page. We prefer internet submissions because the information is easier for us to distribute to the appropriate staff. Players without internet access can submit a character history through regular mail.
For the extra point, of course. However, since you’ll be writing it anyway, why not help us entertain you? Character histories are one of the richest sources of plot and fun that any staff member could hope for.
In addition to the rulebook and the website, Numina has developed cultural writeups that you can use when developing your character history. Once you know your character's culture, you may contact the Player Representative listed in the Contacts section to receive your culture writeup.
We would like to see a number of things come out of your character history. In no particular order, those things include:
If you want, but in general, you should just include the parts that you feel are most important to your character getting to where they are today. You can always submit history addendums later (though you won’t get CP for them.)
Again, this is totally up to you. Some people are more comfortable writing their character’s history as an out of game series of events, while others take the opportunity to give their character a voice. Some backgrounds are even written as in-game documents authored by someone other than the character.
No. Well, you might be, but if you are, then plot will decide that. You can have your character do cool things, but the emperor should not be your childhood buddy, and you probably aren’t the best sorcerer in all of Rues just yet. After all, we want you to do all the really cool things while you’re playing the game.
Here are some other guidelines to consider:
When writing a character history, you want to include your motivations and the characters that have affected you in the past. Include where you are from and why you have some to Fortune’s Bend.
In the world of Numina, people do not leave corpses behind when they die. Primarily this is because we can not physically represent a corpse for our monsters or NPCs, and we're certainly not going to ask our PCs to lie around representing their own corpse should the need arise. So, the question is, what DOES happen with corpses, bones, bodies, funerals, and all that morbid stuff? Here's our answer:
When you (or anyone/thing else) gets up to walk to Death's Gate, your spirit and your body are one as a Spirit of the Dead. You will head toward the opening to Death's Realm taking your possessions with you. In Fortune's Bend, you ring the bell and head to the big moth gate. Depending on what happens inside the gate, you may or may not return to the world, and if you do not, neither do your remains.
Sometimes sentimental objects or other things from the recently deceased may make their way back into the world. These personal objects are most often what is buried or burned during a funeral service for the person.
The spiritual remains of the deceased pass into the hands of the Tallow Man, while the physical remains are fairly unimportant, and end up in a place known as the Catacombs. There are those in the world who can perform a ritual or rite to call specific remains back from the Catacombs for entombment, though this is not a common practice. It has been done for each of the emperors and empresses, the Beatific Council who are honorably entombed in the Great Chapel of Inlyrico, and for others of varying degrees of import over the centuries.
Work horses are used for farming and as beasts of burden, but some say it is an affront to Koreel to ride an animal. For whatever reason, horses are not ridden.