Capture the Flag Rules 2004
How to Score
Points will be scored in one of three ways – by killing an enemy, by capturing the enemy’s flag, and by finding one of several Special Treasures.
How to Win
The team with the most points at the end of the competition will win.
Choosing Sides
At the beginning of check-in we will take a vote on captains. The players will vote, and two captains will be chosen, one for the blue team and one for the red team. Each captain will then be given a build point pool equal to ½ the total amount of build points at the event. They will then go into a private room with the marshal in order to choose up sides. The marshal will flip a coin, and the winner of the toss will choose first. As each captain chooses a character, their build point pool will drop by the same amount as the character’s total build, until each side has an equal amount of total build points. If there are any difficulties, the marshal will decide how best to rectify the situation.
Game Rules
Each player will be expected to play one of their existing characters. Only new members will be allowed to start a new character. Players will have the same make-up/costuming requirements as for a normal weekend event.
Each team will have a home base. The team’s flag must be kept within the team’s home base area in plain view. It cannot be covered or hidden in any way. The flag cannot be shattered, destroyed, Imprisoned, or Petrified in any way.
There are no protective circles of power (including the level 9 spell) or wards of any kind allowed within the home base area. Non-protective circles for the purposes of casting formal magic are allowed.
Each team member will start with basic tags for all weapons and armor that they can use, and that they have approved phys reps for. This will be limited to two of each type of weapon and no more than four total melee weapons. In addition, up to four tags for ranged weapons will be given out, but the player must have proper reps for each. A starting archer with a proper quiver phys rep will begin the game with two Quiver tags. Only one armor tag shall be given out in this way per character, regardless of the phys reps provided.
Characters with production skills will be able to produce two days’ worth of goods as if they had access to a guild workshop. This will neither cost the character any components or coins. In addition, characters with production capability will be useful during the event as several chances to create bonus production will be made available during the course of play.
Formalists will not need any scrolls or components to cast their spells, but will still need to be within a circle of power. All formal casting must be performed in-game. While casting a formal magic spell, the formalist must have a copy of the formal rules as well as a single ten-sided die on their person. All formals will be considered non-hostile, and will only take five minutes to cast. Instead of components, the caster must have a formal magic component bag that will be used as a phys rep as per the rules of the skill Craftsman (Harvester). The amount of components available to the formalist will be unlimited and no time will be added to formal castings - the component bag is only required for role-play purposes. No coins will be required to be spent in the casting of any formal magic spells.
The following formal spells cannot be cast during the competition: Spirit Forge, Dreamvision, Create High Horoscope, Whispering Wind, Create Permanent Circle of Power, Planar Gate, any of the Create Undead formal spells, as well as the Summoning formal spells.
All existing items and spirit effects will be inactive for the competition, and any items and effects created at the competition will not last beyond the end of it.
Characters can be placed within an Alteration or be Transformed as per the normal rules for this. All transformations will be active throughout the competition, but no extra favors will be granted for the purpose of this competition. If a character is placed within an Alteration or has a Transformation upon him, the following amount of extra victory points will be added to a team that forces that character to resurrect while this effect is active:
Minor Beastman = 45 victory points
Base Beastman = 90 victory points
Major Beastman = 135 victory points
Minor Golem = 150 victory points
Base Golem = 230 victory points
Major Golem = 315 victory points
Greater Golem = 400 victory points
Master Golem = 530 victory points
Greater Transformation = 60 victory points
High Transformation = 120 victory points
Master Transformation = 180 victory points
If a character chooses to resurrect instead of accepting a formal that targets his spirit, his team will be penalized a number of points equal to his build point total. If the character casting the formal that caused him to resurrect was from the other team, that team will also get points for a kill in addition to this penalty.
Any character can identify any formal magic item by spending 60 seconds examining each item.
Characters can only resurrect at the neutral marshal’s area, or the “Dead Zone.” This area will be where the marshal can be found. Each character that dies must wait here a minimum of 15 minutes. The marshal will time this, and if the marshal is away from the dead zone for any reason, the resurrecting character will wait until the marshal returns before this time starts. Characters that resurrect will return to their home base and come into game there as a three-counted action.
Combat skills will be reset approximately every two hours as part of a Limited Reset (please see below). This reset will not include formal magic levels, production skills, or any skill other than spells, critical attacks, back attacks, critical strikes, racial skills, and assassinates. At 6:00 pm on Saturday evening there will be a Full Reset. Battle Boards will be handed out for the competition, and every player will be responsible for keeping track of his own skills. The resetting of skills and abilities must be handled in-game, and will require a character to Meditate. Characters that do not cast spells will not need a spell book to reset their skills. Characters MUST reset as close to the reset time as possible (not before), and characters that are found to be purposely avoiding resetting in order to use up their old skills before they reset will not be allowed to reset until the next allotted time. No skills or items will be reset until the Meditation is successfully completed.
All items and effects created during the event will expire at the end of the event and cannot be used during events set within in the Tyrran campaign or any other campaign. Teams will not be awarded points for killing its own members.
Rules
Changes/Clarifications for the 2004 Capture the Flag Event
*All line of site effects (for example, the magical spell Web) will not act as line of site effects for the duration of this Event. Instead they will have durations of 10 minutes.
*The Spell Imprison will not last for one hour, but thirty minutes.
*Limited Reset: The times for the limited resets will be decided upon at the beginning of the Event and will depend on how many are in attendance. More than likely, the limited reset times will take place in either three or four-hour increments, not two-hour increments as last years were.
Tallying Points
The marshal will be responsible for tallying points and logging them. Each character will be given a colored life tag that will include his build point total. As the character goes to resurrect he will give his tag over to the marshal who will file the used life tag away and will note the death in the event death log.
Capturing the other team’s flag will require the successful team to get the flag back to their home base and to keep it there until the marshal can be brought to the scene. Once the marshal is there and confirms that the flag has been captured, the flag will be taken out of game and returned to the original team’s home base by the marshal.
Special Treasures will be planted throughout the camp by the marshal, and these will award special advantages to the team that finds them. Every Special Treasure that is found that is not used during the course of the event will be worth points to the team that found them. Special Treasure tags are held onto by the team that found them, but they are out of game and cannot be stolen or destroyed by the enemy.
The following points will be awarded:
Killing an Enemy Character: points equal to that character’s BP total
Capturing the enemy flag: 1000 points
Special Treasures: Variable cost between 50 and 200 points
Prizes
All players will receive a full 2.0 blanket for participating in the event. In addition, each player on the winning team will receive an LCO magic item with a total number of formal levels equal to ½ of their experience level rounded up in it. Extends will count toward this total amount of levels. All players on the losing team will receive a draw from the NPC Grab Bag as a consolation prize.