Refuge LARP Seattle - Local Policies

Some of our games occur in warmer conditions. To ensure player safety, we will occasionally announce an "Optional Armor Period" where players may choose to remove their armor physrep and still gain benefits as though they were wearing the rep, including utilizing any Armor Points or Rituals on the rep. We give a one hour grace period before and after the announced period for players to take their armor rep off and/or put their armor rep back on.

To determine these Optional Armor Periods, we use the Heat Index chart from NOAA. Any time the weather reaches caution (or above) we will call an Optional Armor Period so long as the Heat Index remains in the caution stage (80 or above). We will use the National Weather Service as an official source of projected weather. At Refuge LARP Seattle, we believe that the national Heat Index numbers are the best way to ensure a consistent metric that is based on physical activity in full sun.

As weather is always changing, we will not call optional armor times more than a day in advance as the start and end times may change. That being said, players can count on optional armor times being in effect when the Heat Index rises above 80.

At the time of initial Logistics check-in for an event, each PC may check in no more than 20 LCS (Local Campaign Specific) rituals as follows:

- An LCS item must be completely checked-in or left at home; items may not be "split" and partially checked-in. LCS items must be entirely below the cap to be brought in. This is to avoid confusion later on during the event as to which rituals are "active" and which are not.

- All LCS items count against this limit, no matter which chapter they originate from.

- Any LCS item marked as an "Artifact" is exempt from this limit.

- The following rituals do not count against this limit:

  • - Spirit Link
  • - Spirit Lock
  • - Item Recall
  • - Preserve Duration
  • - Permanent Duration
  • - Boost Duration
  • - Extend Battle Magic Duration
  • - Resist Destroy Magic
  • - Investiture
  • - Render Indestructible
  • - Any ritual which is immobile once cast (Limited Circle of Power, Warder Glyph, Circle Lock, Stable Foundation, Proscribe, etc.)
  • - Any ritual marked as "Role Play Only" (RPO)
  • - Any ritual which lasts less than 5 days from the time of casting (Ritual of Woe, Whispering Wind, etc.)

- All rituals which are not specifically exempt as per the list above count against this limit, including such "times ever" rituals as Enchant and Skill Store.

- LCS rituals only apply to this limit once they have been cast. A player may bring as many uncast LCS ritual scrolls into game as they wish, so long as they otherwise follow the guidelines of this policy.

The intent is that no player utilize more than 20 applicable LCS rituals at once. Temporary exceptions may be made in the heat of battle so that game play is not interrupted (e.g. when a teammate throws you their magic sword so you can strike the attacking Death Knight, you don't need to ask "how many LCS rits does this have on it?"), but players who are found to intentionally violate this policy (such as consistently asking other players to "check in" LCS rits which they then use for the rest of the event above and beyond the 20 ritual limit) will be sanctioned appropriately as per any other policy violation.

1) There is no restriction on Universal items/ritual effects that originate from the Thevran Campaign (found in-game at a Thevran event, or from starting gear if the character's first game is a Thevran event).

2) A player may have up to eight rituals from any source other than Thevran campaign issued items. This includes Local Chapter Specific (LCS) and Universal items issued by a Non-Thevran Campaign (i.e. items from an Arantir game or purchased with Refuge Points).

3) You may have no more than 3 ritual effects of the same name [i.e. Up to 3/LP Spell Swap, or 3x Spell Store (of any value)]. This only applies to Non-Thevran Campaign issued ritual effects.

Ward and Wizard-Lock type effects

Only those invested in a Ward or Wizard Lock can open or close the door which serves as the portal to the spell. They may, however, recognize other people who are not invested to (immediately) open or close such a door.

Verbal Volume

Any verbals or incants must be spoken at a "normal speaking level". This doesn't mean you need to shout everything to the heavens, but it does mean that someone a reasonable distance (10 to 15 feet is a good guideline) away should be able to not only hear but clearly understand what you're saying (whether it's an IG incant or an OOG call).

LCS Ritual Manipulations

Due to the mechanics of our LCS rituals (specifically how rituals purchased with Chapter Points have reagents "prepaid" at a certain level), Refuge Seattle does not allow the High Magic Ritual Manipulations Conservative Casting and/or True Conservation to be used on LCS rituals.

Similarly, we do not allow Empowerments on LCS rituals.

Other Ritual Manipulations may be used on LCS rituals as normal.

Blocking a doorway

It is perfectly acceptable to use in-game means to block off a location. This may include (but is not limited to) Wards, Wizard Locks, Circle of Power (even in an odd shape if needed), Wall of Force, or OOG safe physical barricades if/when allowed by Plot or Marshals (this last one, of course, can be similarly disassembled when placed).

It is also acceptable to attempt to create a barrier using a player's body in some situations. This will often include a Prison spell, for example Prisoning a player in front of another one who is refitting armor to take packets for them.

In the case where a player's body is being used to attempt to barricade an entryway or portal, a player is free to attempt to do so, but must accept that they can be asked by a Marshal and/or Plot representative to move a minimum safe distance for safety reasons. For example, going into a "starfish" pose and Prisoning/Pinning oneself in a doorway to block it may create safety issues, and such a player may (or may not) be asked to move as appropriate. The same goes for any narrow location and any player whether IG or OOG (for example, you probably shouldn't use a permanently dead corpse represented by a player to "plug up" a hole where creatures keep coming out).

If a player attempts to create such a barrier with their body, they must accept if they are asked to move back for safety reasons. IG a creature could wriggle past someone's arms and legs who is blocking a doorway, but OOG this is an inherently unsafe situation and to reflect that the player who has blocked the doorway may be asked to move a full step backwards (or whatever is needed to make a safe situation). The same goes for players attempting to physically block a Portal, Planar Gate, or other location with their bodies - you may make the attempt, but you must accept a request to move back for safety reasons to let other players move by/emerge/fight/etc. if asked.

Refuge Seattle welcomes players 8 years or older. Every individual under 18 must have a responsible guardian on-site. In Refuge Seattle we make a distinction between parent and legal guardian and guardian on site. The guardian on site can be the parent or legal guardian of the underage player may act as the guardian on site. If the guardian on site is not the parent or legal guardian, the legal release for the underage player will need to be filled out in advance by the parent or legal guardian and brought to site with the underage player. The guardian on site is responsible for the underage player. This guardian must be aware of the underage player’s location and available to help redirect player or address safety/medical issues if they arise.

Guardians on-site and participating in Refuge Seattle Gameplay:

Players 8-14: Players must have a guardian on site and participating in the same capacity (e.g. both PC or both NPC). This player must also play as a basic or advanced page (as defined in the alternative play policy)

Players 14-16: Players must have a guardian on site and participating in the same capacity (e.g. both PC or both NPC).

Players 16-18: Players must have a guardian on site but may participate in a different capacity (e.g. guardian may NPC and the underage player could PC)

Guardians on-site but not participating in Refuge Seattle Gameplay:

If the underage individual’s guardian does not wish to participate in gameplay, we have a few options available depending on the age of the underage player. In all instances, staff will be happy to work with and brainstorm ways that the guardian can enjoy their time while also fulfilling their guardian duties.

PCing: If the underage player is under 16, the guardian must PC/participate as well. We have had multiple minimal participating guardians that found ways to do so without disrupting immersion of the game. Some examples have been dressing in costume and doing handcrafts while their underage player interacted with the game, accompanying them when needed on adventures, etc. If the underage player is over 16 and under 18, the guardian may be able to find alternative ways to be on site without also PCing. Some examples may include helping in monster camp with organization and spawn points, helping with meal plans if desired. In general, the guardian will be requested to follow IG immersion where possible and have their location known enough that they can be found if a problem arises.

NPCing: If the underage player is under 14, the guardian must also NPC/participate as well. If the underage player is over 14 and under 18, the guardian may be able to find alternative ways to be on site without NPCing. In general the guardian will be requested to follow IG immersion where possible and have their location known enough that they can be found if a problem arises.

As every underage player and their needs of active guardianship differ, the degree of participation of the guardian may change. Refuge Seattle may also ask guardians to participate to a greater degree if the underage player’s abilities to self-moderate are unknown.

Refuge LARP Seattle supports alternative ways to interact with our game in addition to the standard rules. Players utilizing these alternatives are designated via use of different colored headbands. These headbands must be worn prominently and continually while in any game area.

Opt out of all physical touch

To ensure that players have an opportunity to opt-out of physical contact without interrupting the flow of combat, players in Refuge Seattle may signal that they do not consent to physical touch (including touch-casting) by visibly wearing a green headband with the word “ABJURE” clearly stated on the front. Players are expected to respect the desire expressed by players wearing such a headband, and will be spoken to by Staff if they do not do so.

Please note that without this headband players in Seattle are consenting to appropriate touch, such as a hand or finger on the shoulder when taking actions such as First Aid, Healing Arts, and the like. Players are never assumed to consent to inappropriate touch under any circumstances, and (as has always been the case) players who do not conduct themselves appropriately will be subject to serious sanctions by Refuge Seattle (and/or referred to local law enforcement where applicable).

Opt out of physical combat (aka "Paging")

Refuge Seattle implements the concept of a "Page" (a non-combat or non-melee-combat participant) somewhat differently from what is described in the Refuge Rulebook.

Basic Pages

All Pages begin at this level of participation. Basic Pages may not purchase any weapon skill or carry any weapon physreps while attending a Refuge Seattle event. They are not allowed to throw packets, but they are allowed to touch cast with them. Basic level Pages must wear a yellow headband clearly displaying the word ‘PAGE’ to denote this status.

Advanced Pages

Once a Page has demonstrated good knowledge of the rules and an ability to interact with the game in a positive manner, they may be granted Advanced Page status as defined below. Advanced level Pages must wear an orange headband clearly displaying the word ‘PAGE’ to denote this status.

To become an Advanced Page, a player must take the Advanced Page test and/or be authorized by the chapter Head of Rules. They must have played at least one full Refuge LARP event before applying to become an Advanced Page, and must have displayed both roleplaying competency and understanding of the rules as determined by at least two staff members or marshals present at that Refuge event.

Advanced Pages must follow all rules for Pages except for the following changes:

Advanced Pages may not be affected by calls which would normally be packet-delivered by using “Page, [Combat Call]”. These effects must actually be thrown at the Page as they would a normal player, and the Page may use any means at their disposal (physically dodging the packet, running away, etc.) that a normal player would have.

Advanced Pages may interact with combat so long as the combat is individual. This means that the Advanced Page and one other participant are the only ones involved in combat in the immediate area. In this situation and this situation only, the Advanced Page is not required to leave the combat area and may in fact initiate combat. As soon as other participants become involved in the combat on either side, however, the Advanced Page must attempt to leave the combat area and stay a safe distance away from other participants just like a Basic Page must. This means that an Advanced Page might initiate a combat which they must immediately run from if they or their target gains immediate assistance from others in the area.

If an Advanced Page is forced to leave a combat area, they may actively defend themselves via use of packets as they leave the combat area. Advanced Pages who are seen abusing this rule to stay in a combat area longer than necessary may be stripped of Advanced Page status immediately by any Marshal if necessary.

Advanced Pages may purchase the Archery skill. They may use Crossbows only with this skill and may pick up, carry, and utilize Crossbow physreps and tags. Advanced Pages may purchase the Thrown Weapon skill. They may use any Refuge-legal thrown weapon.

Mediforging in Refuge Seattle

Sometimes, a player may want to play an existing character but due to real-world medical circumstances be unable to play the character as-is. This is often due to a medical condition which requires the player to Page for one or more events. Temporarily changing a character's skills to allow for this case is called a "Medical Spirit Forge", or "Mediforge" for short. When you need to Mediforge your character, the goal is to change the skills that are no longer compatible with your current situation while still maintaining the important attributes of your character.

Some examples:

Example 1: Prior to your need for a change, you had been playing an Earth Spellsword with a couple of trades, some Species skills, an earth pyramid, weapon master, some weapon proficiencies, and some earth high magic. Your current situation no longer allows for you to use cored weapons but you want to maintain your spellsword. You trade out your weapon master for crossbow proficiency but keep the rest of your skills the same.

Example 2: Prior to your need for a change, you had been playing a pure fighter with a couple of Species skills and some trades. Your current situation cannot sustain playing a fighter so you trade out your weapon skills for scholar and artisan skills but retain your compatible Species skills and trades.

The intention is to keep your character as similar as possible while changing the skills and elements that are not compatible with your current situation.

Procedure:

Create your Mediforge build in the Freeplay version of the RDB (at freeplay-db.refugelarp.org).

Send to plot and logistics your request for a Mediforge with a copy of your Mediforged build (a screenshot of the Freeplay version is sufficient). Please include in this request the reasons for your request as well as anticipated duration. Please note: this does not mean that you need to divulge the reasoning behind the request, only the aspects that are limited to you (i.e. if you are pregnant and want to drop your cored weapon skills in order to page you could send that you are needing to Page for the next 9 months so have changed your cored weapon skills to uncored weapon skills).

Once approved, you will prereg your normal character (not Mediforged build) and print out your freeplay build for the event. Logistics may or may not print your regular card, but you will use your freeplay card during the event, recycling the normal character sheet if you are given it.

Post event, XP will be credited to your normal character in the database. You can update your XP to match in freeplay and spend build on your Mediforged character if desired. You may also spend build on your normal character in the database if desired.

For the duration of your Mediforge, you will continue to prereg your normal character for events while updating your freeplay Mediforged version, continuing to bring that card to events.

Once your Mediforge is over, send an update to plot and logistics that you no longer needto Mediforge and will be returning to your normal character build. If you find that you need to extend your Mediforge period past its original expectation, please speak to your Plot and Logistics teams about this.

Please note that this system is not intended to allow characters to change build whenever they choose for any reason at all (that's why we have the normal Spirit Forge ritual and the ability to change skills via Chapter Points); it is intended for legitimate medical restrictions that prevent a character from playing with their current skills. Players who abuse this system (as per the determination of the chapter) may be restricted from various aspects of the game in the future, including but not limited to being banned from future Mediforges all the way to being banned from one or more Refuge chapters.

Midevent Mediforge Procedure:

In the unfortunate event that someone needs to mid-event Mediforge, the following procedure outlines the steps to complete a mid-event Mediforge. Please make sure to wear the appropriate color Page headband as soon as possible to avoid any chance of exacerbating the reason for the mid-event Mediforge.

Create a Mediforge build in Freeplay following the normal Mediforge guidelines listed above (e.g. change out skills that are not compatible with your ability but keep the ones that can stay)

Work with a marshal to update your current card. At the logistics period change-over find a logistics member to print your freeplay card or use a hand-written version signed off by a marshal.

When you need to make the change make your best approximation of skills that should be used in that logistics period (e.g. if you had used 60% of your pre-mediforge skills in a logistics period, then approximate 60% of your Mediforge skills to have also been used)

*Trade skills will not be paid out mid-event, so adding new trade skills is not advised

If you are finding that you have needed to mid-event Mediforge multiple times, it would be beneficial to all players if you print a freeplay card before the event just in case you need it so you can switch over without having to take the time to hunt down other members of staff and you can get right back into game.

Denoting OOG status:

It can be extremely immersion breaking when players hold OOG conversations near other players who are trying to continue IG roleplay. At the same time, it's easy to slip from IG to OOG conversations with no clear boundaries, making it very difficult to not accidentally metagame IG vs OOG information. Please ensure that you respect in-game (IG) areas and players when talking out-of-game (OOG). Additionally, if you are OOG, please ensure you are clearly noting this by (a) remaining in an OOG area, (b) holding your hand or weapon above your head, or (c) wearing a white headband.

Player vs Player action (PVP):

While Refuge is generally run as a Player vs Environment (PvE) game, please be aware that Player vs Player (PvP) activity is entirely within the Refuge rules and is in fact expected as a potential path of resolution to certain types of in-game conflict. No OOG warning or precursor discussion is required for PvP conflicts to happen IG, although we heavily encourage players to check in with other players after a PvP incident occurs. If you do not feel comfortable checking in on another player in such a situation, we invite you to work with our Player Reps to ensure that other involved players are OOG doing OK after an IG PvP incident occurs.

Note that PvP experiences should not be followed (or preceded) with OOG player conflict. In-game experiences and conflict should be kept entirely in-game. Conversely, OOG player conflict should not be brought into IG character conflict. Players who do not respect either of these will be spoken with by Staff. Players who have an OOG conflict with each other should either speak to each other and resolve the issue on their own, or ask a Player Rep to moderate a conversation between the parties.

We do expect players to take appropriate, positive action for the game as a whole. For example, experienced players targeting PvP at new players whose characters have not taken action to "earn" PvP repercussions will be severely frowned upon. That said, PvP is an entirely appropriate recourse for certain types of player actions no matter what the respective player experience, so long as players are not targeting for OOG reasons and their characters would have understandable reasons to undertake such a course of action. For example, if Character A repeatedly and continuously insults Character B, stops them from partaking of in-game adventures, encourages other characters to not interact with Character B, takes important in-game Plot items and removes them from use, or undertakes similar actions or roleplay, it's entirely reasonable for Character B to take PvP actions as a result, no matter what the respective character levels and player experience.

In Game(IG) vs Out of Game (OOG):

We expect all players to keep IG emotions and experiences separate from their OOG relationships. If a player finds themselves having trouble separating IG from OOG, we invite them to excuse themselves from the situation and find space until they are ready to rejoin the game. This might include taking on a Page or Advanced Page status temporarily, especially if the player is having difficulty participating in normal Refuge combat. It is never the responsibility of other players to interrupt their game experience to deal with another player having trouble in these circumstances. We expect players to keep tabs on their own emotional situation and take space when they need to do so without interrupting other players' games. We also expect players to behave maturely and not abuse this for their own personal benefit, for example to escape a situation where their character will potentially resurrect or face consequences for their (IG) actions.

At the same time, we strive to build a supportive and helpful community. We encourage players to check in with each other where needed and appropriately respect each others' stated boundaries. Players should respect when another player needs to go OOG and leave an IG situation for their own personal reasons.

Respecting personal choices:

Refuge Seattle expects our players to respect each others' personal choices in how they present. This may include IG and/or OOG pronouns, choice to wear a mask, and so forth. Players who intentionally and repeatedly violate these choices will be talked to by a Player Representative and/or Marshal.

LCS Scrolls for Purchase

The following is the list of scrolls you can purchase with Chapter Points (CP) and their cost. There are some rituals that have been removed from this list intentionally. Feel free to direct questions about such rituals to our staff. To purchase scrolls, please email logistics with the list of scrolls or include it in your pre-registration in the online database prior to an event.

Additional Chapter Point purchases may be found in the Refuge Rulebook.

RitualCP Cost Notes
Arcane Armor90Up to 5 points
Arcane Armor130Up to 10 points
Arcane Armor170Up to 15 points
Arcane Armor250Up to 20 points
Arcane Armor370Up to 25 points
Arcane Armor510Up to 30 points
Armored Shell160
Assassin's Edge90One Charge
Assassin's Edge140Two Charges
Assassin's Edge190Three Charges
Audible Projection80
Battlemage's Strike90Spell Level 1-3
Battlemage's Strike140Spell Level 1-6
Battlemage's Strike190Spell Level 1-9
Blissful Rest15
Boost Duration80
Bound Shard60
Channel Armor90One Charge
Channel Armor140Two Charges
Channel Armor190Three Charges
Channel Health90One Charge
Channel Health140Two Charges
Channel Health190Three Charges
Cheat Death220
Chaos Imbuement70One Charge
Chaos Imbuement120Two Charges
Chaos Imbuement170Three Charges
Circle Lock40
Cloak of Darkness140
Contact Other Plane70
Cosmetic Transformation25
Counterspell90One Charge
Counterspell140Two Charges
Counterspell190Three Charges
Create Limited Circle of Power170
Curse of Undeath170
Elemental Imbuement40One Charge
Elemental Imbuement80Two Charges
Elemental Imbuement120Three Charges
Elemental Manipulation90One Charge
Elemental Manipulation140Two Charges
Elemental Manipulation190Three Charges
Empower Warrior340
Enchant301/Ever, Spell Level 1-3
Enchant601/Ever, Spell Level 4-6
Enchant901/Ever, Spell Level 7-9
Endure Elements80One Condition
Endure Elements110Two Conditions
Endure Elements140Three Conditions
Endure Elements170Four Conditions
Endure Elements200Five Conditions
Enhance Armor110
Enhance Source90Adds one element
Enhance Source150Adds two elements
Enhance Source230Adds three elements
Enhance Source280Adds four elements
Eternal Resolution905 Elemental Healing/Chaos
Eternal Resolution14010 Elemental Healing/Chaos
Eternal Resolution19015 Elemental Healing/Chaos
Eternal Resolution24020 Elemental Healing/Chaos
Eternal Resolution29025 Elemental Healing/Chaos
Explosive Demise140
Extend Battle Magic Duration80
Focused Resistance70
Foresee the Weather40
Gift of Life130Without Catalyst
Greater Source90One Charge
Greater Source140Two Charges
Greater Source190Three Charges
Heal Construct80One Charge
Heal Construct110Two Charges
Heal Construct140Three Charges
Heroic Interception110
Illumination/Darkening35
Infinite Quiver120
Instant Trap90Up to 3 traps
Instant Trap140Up to 6 traps
Instant Trap190Up to 9 traps
Investiture70Divestiture not included
Item Cosmetic Transformation70
Item Recall180
Jack of All Trades160
Life Leech120One Charge
Life Leech240Two Charges
Life Leech360Three Charges
Locate Shadow Way25
Lore40
Magic Evocation250
Magic Imbuement70One Charge
Magic Imbuement120Two Charges
Magic Imbuement170Three Charges
Magical Claws220
March of the Untiring45
Mark/Unmark70
Memory Strike90Up to 3rd level spell
Memory Strike140Up to 6th level spell
Memory Strike190Up to 9th level spell
Merchant Insight110Location Only
Merchant Insight200Item Only
Monster Slayer130
Mystic Smith100
Perfect Riposte140
Planar Asylum170
Poison Cache130
Poison Trigger140
Potency100One Element
Potency180Two Elements
Potency260Three Elements
Potency340Four Elements
Potion Coating130
Quicken Aid30One Charge
Quicken Aid70Two Charges
Quicken Aid110Three Charges
Quicken Meditation80One Charge
Quicken Meditation120Two Charges
Quicken Meditation160Three Charges
Raging Strike90One Charge
Raging Strike140Two Charges
Raging Strike190Three Charges
Recharge Prowess200
Reformation120No Catalyst
Reinforce Armor90One Charge
Reinforce Armor140Two Charges
Reinforce Armor190Three Charges
Render Indestructible170
Resist Destroy Magic220
Resonance80
Retribution190
Reverse Life Force140
Ritual of WOE130Level 1
Ritual of WOE180Level 2
Ritual of WOE320Level 3
Sacrifice160
Seek the Whole55
Skill Store190Playtest Ritual; may change in future
Sorcerous Triage90Without Catalyst, One Charge, Body
Sorcerous Triage140Without Catalyst, Two Charges, Body
Species Reaver130
Spell Parry170
Spell Store301 Level
Spell Store802 Levels
Spell Store903 Levels
Spell Store1004 Levels
Spell Store1405 Levels
Spell Store1806 Levels
Spell Store1907 Levels
Spell Store2008 Levels
Spell Store2309 Levels
Spell Swap40One Charge
Spell Swap80Two Charges
Spell Swap120Three Charges
Spirit Farewell35
Spirit Link140
Spirit Lock160
Stable Foundation50
Stalwart Shield130
Storm Quiver200
Strengthened Blow90One Charge
Strengthened Blow130Two Charges
Strengthened Blow170Three Charges
Sturdy Armor120
Universal Speech25
Vengeance140
Vision45Adds Flaw: Casting multiple LCS Vision scrolls in one event may result in further LCS Vision failure.
Warder Glyph80Spell Level 1-3, Magic Delivery
Warder Glyph130Spell Level 4-6, Magic Delivery
Warder Glyph180Spell Level 7-9, Magic Delivery
Whispering Wind80Unlimited Reagents and Difficulty

Refuge Seattle Ritual Empowerments

1. All True Empowerments will follow this pattern:

All True Empowered rituals get a 5-day effect (Plot-defined, can be very powerful if appropriate)

All True Empowered rituals get a 10-logistic period effect (Medium power), which will take effect when the item is checked in after the event it's cast in.

All True Empowered rituals get a 20-logistic period effect (Low power), which will take effect once the 10-logistic period effect has expired and the item is subsequently checked in.

This means that all True Empowerments will expire after a total of 30 Logistics Periods of usage after the event they were cast in (since that event is covered in the initial "5 day" period).

2. True Empowerment effects will be on a separate Magic Item tag which is stapled to the main Ritual batch they were cast with. This tag's duration only gets punched if the True Empowerment tag is checked in (which may be separate from the primary Magic Item tag; see below). If the Magic Item is brought to another chapter, no problem; the True Empowerment tag will not be punched as it is not usable in that other chapter.

3. Any individual character may only utilize one True Empowerment effect at a time from each category. For example:

Polare has True Empowerments on four of his items:

- two in the 20 Logistics Period ("Low power") duration

- two in the 10 Logistics Period ("Medium power") duration

I go to a Seattle event. I pick one of the tags in the "Medium power" duration, and one of the tags in the "Low power" duration to check in. The other two True Empowerment tags don't get punched, as they're not being used this weekend (but their parent Magic Item tag will get punched). At the event, Polare can get a 5 day True Empowerment bonus item, but any subsequent 5 day effects he might gain will not be usable. Similarly, if someone hands him an item with a "Medium power" True Empowerment active, Polare will not be able to use it.

4. True Empowerments must be active if their parent Magic Item is brought in, barring the caveats above (only in the chapter they were cast in, and only if you aren't checking in other True Empowerment tags of the same "power level" category).

We reserve the right to change this policy at any time if we find that players are abusing it. We want to keep True Empowerments fun and interesting without becoming overwhelming, and we want players to have a good consistent expectation of what they might find in True Empowerments.

Please note that Refuge Portland shares this policy for True Empowerments cast there.

Refuge Seattle Sash and Flag systems

Refuge Seattle uses a colored sash system to encourage positive metagaming in combat. Most NPCs will come out with a colored sash. This is an OOG indication of roughly how strong the creature is:

Blue: Weakest

Green: Fairly weak

Yellow: Moderate

Red: Powerful

Purple: Extremely powerful

This does not in any way restrict what you as a player may interact with, but allows our players to avoid too-difficult or too-weak encounters if they so wish to do so. At any time, a player may ask an NPC what color their sash is, even when it's too dark to see normally. Some special NPCs may not have a sash by design.

Note that the specific "character level equivalent" of any given sash color may vary campaign to campaign, and is calibrated to the overall level range of the campaign.

In Refuge Seattle, our Monster Camp may use a "flag" system to show how busy they are at the moment. This flag is intended to be viewable from a distance where possible.

Green: Monster Camp has resources ready to go - please bring lair cards / questions!

Yellow: Monster Camp is fairly busy - if you want to run a module or lair card, you may have a wait time. We encourage you to bring another group with you to double hook for.

Red: Monster Camp currently has no resources available; please come back another time.