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									Rules Questions - Underworld LARP Forum				            </title>
            <link>https://underworldlarp.com/community/rules/</link>
            <description>Underworld LARP Community Discussion: Ask questions, get answers, see important announcements.</description>
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                        <title>Do Legendary Shields ignore their thresholds?</title>
                        <link>https://underworldlarp.com/community/rules/do-legendary-shields-ignore-their-thresholds/</link>
                        <pubDate>Tue, 10 May 2022 15:28:40 +0000</pubDate>
                        <description><![CDATA[Here is the rules quote for reference: 
The Blacksmith has obtained a legendary knowledge of their craft. They are the foremost specialist their field and are considered an absolute authori...]]></description>
                        <content:encoded><![CDATA[<p>Here is the rules quote for reference: </p>
<p>The Blacksmith has obtained a legendary knowledge of their craft. They are the foremost specialist their field and are considered an absolute authority in all matters of Blacksmithing. A Legendary Blacksmith can create items of Legendary forging, giving the item properties of an almost magical nature. <strong>Legendary weapons and armour are immune to effects which will permanently destroy them.</strong> The creation of legendary armour and weapons will cost the smith 1000% of the original Raw Material value. Please note that Legendary Shields are exempt to the above cost. All Legendary shields cost 200 RM to produce.</p>
<p> </p>
<p>Legendary crafted armour possesses superior strength and protection. Each piece of Legendary armour will also provide the wearer with an additional Armour Point for that location. Finally, Legendary crafted weapons and armour are the base material for any Blueprints a Blacksmith may create. Legendary items, once crafted, are so durable and resilient that they can resist the effects of ritual magic. Even the most powerful enchantments will quickly fade if cast on a Legendary item. An enchantment may last a few days or may only last 10 minutes. The duration is random and chosen by a Ritual Marshal. Legendary weapons and shields do not expire.</p>
<p>Page 80.</p>
<p> </p>
<p>My question refers to the above stating that both legendary armour and weapons become immune to effects that would destroy them, however shields seem purposefully omitted. Thus, with the different shield types having corresponding thresholds ( 10 for wood, 20 for Iron-Bound, 30 for Metal. Page 89 ), would a Legendary shield break upon being struck by a single instance of physical damage that exceeds its threshold or is it considered to be a weapon, and therefore immune to that effect. </p>]]></content:encoded>
						                            <category domain="https://underworldlarp.com/community/rules/">Rules Questions</category>                        <dc:creator>Julyan</dc:creator>
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                        <title>Avian Skill: Spirit Anchor Question</title>
                        <link>https://underworldlarp.com/community/rules/avian-skill-spirit-anchor-question/</link>
                        <pubDate>Sat, 05 Feb 2022 18:45:05 +0000</pubDate>
                        <description><![CDATA[Hello, UW Calgary GM here and first time poster.
Spirit Anchor (Automatic): Spirit Anchor allows an Avian to anchor their spirit to a specific location andbe able to “shadow step” to it on ...]]></description>
                        <content:encoded><![CDATA[<p>Hello, UW Calgary GM here and first time poster.</p>
<p>Spirit Anchor (Automatic): Spirit Anchor allows an Avian to anchor their spirit to a specific location andbe able to “shadow step” to it on a 10 second count, stating “Innate Spirit Anchor 1, Innate Spirit Anchor2…”, once per day. This magical transportation is done via travel though the Plane of Shadow, a dark anddangerous place. The anchor itself is an in-game item that must be represented by an active glow-stick orLED attached to a “mechanical” steam-machinery based item. This item must be approved by a Shaper,cannot be magical in nature and can be destroyed by normal means. The Avian is transported witheverything they currently carry but they cannot transport other spirits or items larger than they canphysically carry, including creatures in their Bleed or Death Counts.If the Spirit Anchor is destroyed, a new one can be created by the Avian without cost after an hour’swork. The new Anchor must be approved by a Shaper like the first. If an Avian attempts to transportthemselves to a destroyed anchor, they will die. They will resurrect as normal, only all their belongingswill reappear at the resurrection circle with them. If this death finals the Avian, all their belongings willappear at the resurrection circle without them. An Avian may also “disconnect” from their current Anchorand undergo the same 1 hour process as a destroyed one. An Avian must be able to see to use this ability,and must have full unobstructed vision. A spirit anchor may be used through a Garrotte, assuming theplayer resists or calls no effect on the Garrotte.</p>
<p> </p>
<p>My Question: What happens if the spirit anchor is moved but not destroyed by a player and the Avian shadow steps only to find the item gone?</p>
<p>My interpretation: The rule states that the anchor is an in-game item that ties the spirit to a location. It does not state that the item itself is the location, nor does it say that the item cannot be moved or that it is destroyed if it is moved. This opens up confusion where the player must report to logistics and *hopefully* discover what has happened and what to do.</p>]]></content:encoded>
						                            <category domain="https://underworldlarp.com/community/rules/">Rules Questions</category>                        <dc:creator>Ethan Dunphy</dc:creator>
                        <guid isPermaLink="true">https://underworldlarp.com/community/rules/avian-skill-spirit-anchor-question/</guid>
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                        <title>Dragon Knight questions</title>
                        <link>https://underworldlarp.com/community/rules/dragon-knight-questions/</link>
                        <pubDate>Tue, 18 May 2021 15:46:44 +0000</pubDate>
                        <description><![CDATA[heya :)
&quot;Draconic Trove Pre-requisite: Occupation at 9th Level and at least one 6th Level Dragon Knight Ability
This ability allows the Dragon Knight to perform a 1 minute Rite to create a...]]></description>
                        <content:encoded><![CDATA[<p>heya :)</p>
<p>"Draconic Trove Pre-requisite: Occupation at 9th Level and at least one 6th Level Dragon Knight Ability</p>
<p>This ability allows the Dragon Knight to perform a 1 minute Rite to create a Draconic Trove for their Draconic Shrine. The Draconic Trove may be anything, but it should be appropriate to the Dragon Knight’s Dragon - a seashell for Physignathus, a skull for Styphon, etc. These Troves can store Battle Magic spells while they remain on the Altar. Anyone may cast spells into the Trove to store them. Spells may be from any core rulebook sphere or the Draconic sphere. Spells cast by the Dragon Knight will not be lost from the Dragon Knight’s memory, but spells cast by others will. After absorbing a spell, the Trove requires 1 hour of time to attune to the magic, at which point it will become accessible. Stored spells are used by stating “Activate Trove: &lt;Spell Name&gt;”. Spells cast from the Trove are considered cast by the new caster and otherwise function normally. Draconic Troves may not be combined with Draconic Covenants.</p>
<p>Each Draconic Trove can store three spells at once. These spells must be cast into the Trove within 1 minute of each other. Once stored, anyone with a Dragon Mark of the Trove's creator's Dragon, or any Dragon Knight, may access the stored spells. Anyone capable of accessing the spells may touch the Trove and know what spells are stored within it. Once a stored spell is cast, it is used up.</p>
<p>Draconic Troves are as destructible as the item naturally is. Magic items may be used as Troves. A Draconic Trove will last for 5 days. The Trove must remain within 20 feet of the Altar or it will permanently lose its power and be destroyed, even if the item was magical prior to becoming a Trove. If a Trove merely expires or has all its stored spell(s) used, it will not be destroyed.</p>
<p>Spell(s) cast into Draconic Troves should have their spell tags affixed to the phys-rep of the Trove. These tags should be removed or crossed off when the spells are cast. If the spell is cast by the Dragon Knight, and therefore not lost from their memory, they should write the spell on the Trove tag and affix that instead. Only one Draconic Trove may exist per purchase of this ability.</p>
<p>If a Draconic Trove is destroyed, a new Draconic Trove may be created after the next reset."</p>
<p> </p>
<p>Question is: When does the Trove reset once the 3 spells are used? Since it is not destroyed, can 3 more spells be put into it using the rules of Trove over again?</p>
<p> </p>
<p>can i put any dragon/draconic rules question I have in this as a thread for future reference and ease? Sorry if i missed the part if that isnt allowed</p>
<p>Thank you for your time</p>]]></content:encoded>
						                            <category domain="https://underworldlarp.com/community/rules/">Rules Questions</category>                        <dc:creator>nate.rehman</dc:creator>
                        <guid isPermaLink="true">https://underworldlarp.com/community/rules/dragon-knight-questions/</guid>
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                        <title>Placement of Sigils IG vs OOG</title>
                        <link>https://underworldlarp.com/community/rules/placement-of-sigils-ig-vs-oog/</link>
                        <pubDate>Thu, 04 Mar 2021 01:57:00 +0000</pubDate>
                        <description><![CDATA[Note: When a symbol is drawn, it is done so using the spell focus on an IG level. OOG however, other tools may be used to draw the symbol.
Sigil is a spell sphere that requires the user to ...]]></description>
                        <content:encoded><![CDATA[<blockquote>
<p>Note: When a symbol is drawn, it is done so using the spell focus on an IG level. OOG however, other tools may be used to draw the symbol.</p>
<p>Sigil is a spell sphere that requires the user to cast spells on pre-existing symbols drawn upon the skin of targets that have spirits. These symbols can be temporary – quick dashes of paint before a battle – or permanent tattoos. The symbols must be created in game; a player cannot simply say the symbol exists in it. It needs to be represented. Symbols must be re-drawn for each casting, even if cloth is used. Tattoos that exist out of game on a player are acceptable as Sigil symbols so long as they fit the requirements. Sigils can be placed on skin (unless the sigil states otherwise) or<strong> on cloth attached to the body</strong>, such as an armband. You must have the target’s OOG permission for both the location and painting material that’s used on them.</p>
<p>Sigil symbols must remain visible at all times, both prior to the sigil being cast and after it has been cast.If a symbol is wiped off or covered for more than 1 minute, the spell effect will end. Sigils must always be drawn in blue. If a sigil is drawn on a limb which becomes severed, the sigil effect will end.</p>
</blockquote>
<p> </p>
<p>The rules say that Sigils can be placed on cloth, is this solely OOG or is this IG as well?</p>
<p>For example, if someone is wearing an armband with a sigil on it because its -20 OOG, IG are they wearing an armband or do they have that symbol actually on their arm?</p>]]></content:encoded>
						                            <category domain="https://underworldlarp.com/community/rules/">Rules Questions</category>                        <dc:creator>Sammy</dc:creator>
                        <guid isPermaLink="true">https://underworldlarp.com/community/rules/placement-of-sigils-ig-vs-oog/</guid>
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                        <title>Draconic Trove and how many your allowed to have at once.</title>
                        <link>https://underworldlarp.com/community/rules/draconic-trove-and-how-many-your-allowed-to-have-at-once/</link>
                        <pubDate>Sun, 16 Aug 2020 04:25:33 +0000</pubDate>
                        <description><![CDATA[&quot;Draconic Trove Pre-requisite: Occupation at 9th Level and at least one 6th Level Dragon Knight Ability
This ability allows the Dragon Knight to perform a 1 minute Rite to create a Draconic...]]></description>
                        <content:encoded><![CDATA[<p style="text-align: justify">"Draconic Trove Pre-requisite: Occupation at 9th Level and at least one 6th Level Dragon Knight Ability</p>
<p style="text-align: justify">This ability allows the Dragon Knight to perform a 1 minute Rite to create a Draconic Trove for their Draconic Shrine. The Draconic Trove may be anything, but it should be appropriate to the Dragon Knight’s Dragon - a seashell for Physignathus, a skull for Styphon, etc. These Troves can store Battle Magic spells while they remain on the Altar. Anyone may cast spells into the Trove to store them. Spells may be from any core rulebook sphere or the Draconic sphere. Spells cast by the Dragon Knight will not be lost from the Dragon Knight’s memory, but spells cast by others will. After absorbing a spell, the Trove requires 1 hour of time to attune to the magic, at which point it will become accessible. Stored spells are used by stating “Activate Trove: &lt;Spell Name&gt;”. Spells cast from the Trove are considered cast by the new caster and otherwise function normally. Draconic Troves may not be combined with Draconic Covenants.</p>
<p style="text-align: justify">Each Draconic Trove can store three spells at once. These spells must be cast into the Trove within 1 minute of each other. Once stored, anyone with a Dragon Mark of the Trove's creator's Dragon, or any Dragon Knight, may access the stored spells. Anyone capable of accessing the spells may touch the Trove and know what spells are stored within it. Once a stored spell is cast, it is used up.</p>
<p style="text-align: justify">Draconic Troves are as destructible as the item naturally is. Magic items may be used as Troves. A Draconic Trove will last for 5 days. The Trove must remain within 20 feet of the Altar or it will permanently lose its power and be destroyed, even if the item was magical prior to becoming a Trove. If a Trove merely expires or has all its stored spell(s) used, it will not be destroyed.</p>
<p style="text-align: justify">Spell(s) cast into Draconic Troves should have their spell tags affixed to the phys-rep of the Trove. These tags should be removed or crossed off when the spells are cast. If the spell is cast by the Dragon Knight, and therefore not lost from their memory, they should write the spell on the Trove tag and affix that instead.Only one Draconic Trove may exist per purchase of this ability.</p>
<p style="text-align: justify">If a Draconic Trove is destroyed, a new Draconic Trove may be created after the next reset."</p>
<p>So if had two purchases does that mean 2 Troves? Therefore meaning 6 spells?</p>]]></content:encoded>
						                            <category domain="https://underworldlarp.com/community/rules/">Rules Questions</category>                        <dc:creator>nate.rehman</dc:creator>
                        <guid isPermaLink="true">https://underworldlarp.com/community/rules/draconic-trove-and-how-many-your-allowed-to-have-at-once/</guid>
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                        <title>Shaman Barrier</title>
                        <link>https://underworldlarp.com/community/rules/shaman-barrier/</link>
                        <pubDate>Tue, 03 Mar 2020 02:25:46 +0000</pubDate>
                        <description><![CDATA[So Shaman Barrier part of their level 12 MonolithOne per day per purchase, a magic, transparent barrier can be created around the Monolith area. It will last for 1 hour for every Empowered F...]]></description>
                        <content:encoded><![CDATA[<p>So Shaman Barrier part of their level 12 Monolith</p><p>One per day per purchase, a magic, transparent barrier can be created around the Monolith area. It will last for 1 hour for every Empowered Fetish present within the area when activated. The entire barrier may be temporarily disabled at any time when active by the Shaman or any Braid members with Empowered Fetishes by stating “Barrier up/down!” at will. The magic of this barrier is considered ritual level.</p><p>So I guess my question is, what all does this barrier prevent from entering? Anything with a Spirit? All physical and magical attacks? Gaza attacks? Voice commands like Hobling Taunt or Bardic Songs? </p>]]></content:encoded>
						                            <category domain="https://underworldlarp.com/community/rules/">Rules Questions</category>                        <dc:creator>Jason</dc:creator>
                        <guid isPermaLink="true">https://underworldlarp.com/community/rules/shaman-barrier/</guid>
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                        <title>Question regarding Tag Skills</title>
                        <link>https://underworldlarp.com/community/rules/question-regarding-tag-skills/</link>
                        <pubDate>Thu, 27 Feb 2020 07:25:44 +0000</pubDate>
                        <description><![CDATA[What exactly counts as a tag skill?  I&#039;ve been given several different answers on this, and would like some clarification if possible.  1.  Tag Skills only refers to single use (per purchase...]]></description>
                        <content:encoded><![CDATA[<p>What exactly counts as a tag skill?  I've been given several different answers on this, and would like some clarification if possible.  <br /><br />1.  Tag Skills only refers to single use (per purchase/day) skills purchased with CP.  Stuff like Flurries, Executes, Dismembers, Spell Slots etc.  Stuff that will appear on your character sheet.</p><p>2.  Any ability which is limited in use that you have access to in some fashion, aka a daily magic item or a once ever ability on your spirit granted by a ritual.  The rulebook does say that tags are supposed to be handed out at log for magic items, but I have literally never seen this happen. ("A magical item that recharges itself every day. Usually indestructible, but not always, these items must be brought to Logistics for renewal of tags.") <br /><br />So, for example lets say I am hit by Nausea and for some reason my only tag skills are 3 dodges.  <br /><br />Nausea: Monster attack delivered by packet or carrier attack counts as a disease. Target is overwhelmed by nausea or sickness and cannot run or use tag skills. The duration is 10 minutes, unless removed by any means that removes a disease from the target.  <br /><br />Can I still activate and use abilities granted by magic items and rituals on spirit, or is just my dodges that are locked away?</p>]]></content:encoded>
						                            <category domain="https://underworldlarp.com/community/rules/">Rules Questions</category>                        <dc:creator>Tawgh</dc:creator>
                        <guid isPermaLink="true">https://underworldlarp.com/community/rules/question-regarding-tag-skills/</guid>
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                        <title>Totem and Self-Mute</title>
                        <link>https://underworldlarp.com/community/rules/totem-and-self-mute/</link>
                        <pubDate>Thu, 30 Jan 2020 08:46:27 +0000</pubDate>
                        <description><![CDATA[I was reading through the forum and discovered that in an earlier question, it was confirmed that since skills don&#039;t carry into a druid&#039;s totem form, a totem&#039;d druid should RP as if they do ...]]></description>
                        <content:encoded><![CDATA[<p>I was reading through the forum and discovered that in an earlier question, it was confirmed that since skills don't carry into a druid's totem form, a totem'd druid should RP as if they do not have the skill. Linking the thread below. <br />https://underworldlarp.com/community/rules/totem-a-few-questions/</p><p>However, the majority of druids I know do not have armour for their totem, despite it technically being an option. Totem as it exists in its default form has body, but no natural armour (though it does have a normal threshold). Stats below, from page 45 of the core rulebook.</p><p><em>1 Normal threshold, +1 every 3 levels.</em></p><p><em>2 damage via Claw, +1 every 3 levels.</em></p><p><em>20 Body, +5 every 3 levels. </em></p><p><em>1 "25 Slay" every 5 levels.</em></p><p>And self-mutilate is written as follows, from page 65 of the core rulebook. The part that worries me is in bold.</p><p><em>This skill represents the character’s ability to overcome the instinct of self-preservation. <strong>A character may not willingly accept or cause themselves 1 Body or more worth of damage without this skill</strong>, and must actively fight any attempt to harm them, even if it is in their best interest. This skill must also be purchased for a character to actively kill themselves or to consent to their own demise.</em></p><p><strong>So my question/concern is as follows.</strong> An often forgotten part of self-mute is that you <em>cannot</em> consent to any damage that would harm you, which includes infliction or ego spells and body damage weapons if you are wearing armour, and literally everything if you are not.</p><p>So, if a totem isn't wearing the custom made armour, they should not be able to willingly take damage from normal weapons swung higher than their threshold, silver weapons, magic weapons, or literally any battle magic spell because all of those would go directly to body, no matter how chunky that body may be. Is this the rules as intended? Because that seems like it would make them basically not viable for combat at all unless it is expected they are all using the optional, custom-made armour that requires an assistant to put on and takes up a single line of their multi-paragraph write up.</p><p>I feel like something has gone wrong here and wanted to bring it up so it could be addressed, whether that's by automatically granting self-mute as part of the totem stats or changing how self-mute is written to make it more of a purchased personality trait than a specific skill.</p>]]></content:encoded>
						                            <category domain="https://underworldlarp.com/community/rules/">Rules Questions</category>                        <dc:creator>Danny Heintz</dc:creator>
                        <guid isPermaLink="true">https://underworldlarp.com/community/rules/totem-and-self-mute/</guid>
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                        <title>Carnivorous Worms - When are They Transferable?</title>
                        <link>https://underworldlarp.com/community/rules/carnivorous-worms-when-are-they-transferable/</link>
                        <pubDate>Sun, 26 Jan 2020 20:03:10 +0000</pubDate>
                        <description><![CDATA[Hello!  Apologies in advance for potential typos or formatting issues, I&#039;m doing this on my phone. Description: This spell shoots forth a wriggling mass of necrotic worms at the target. The ...]]></description>
                        <content:encoded><![CDATA[<p>Hello!  Apologies in advance for potential typos or formatting issues, I'm doing this on my phone. </p><blockquote><p>Description: This spell shoots forth a wriggling mass of necrotic worms at the target. The magic worms immediately dig themselves into the skin of the target, chewing and eating as they go. The spell can be resisted by effects that resist diseases. The worms eat the target from the outside, dealing 1 Magic Body damage per minute. Damage begins 1 minute after the target is struck by the spell. The target will suffer from -2 Strength immediately. The only way to remove the worms is through a Nature’s Restoration, Dispel Magic, entering one’s Death Count or by removing the disease via magic or a Physician. A Physician cannot pause the damage while removing the disease. This spell can be stacked. If the target enters their Death Count while this spell is active, the caster can eat the worms to mend themselves 5 Body. The worms can be consumed up to 1 minute after the target’s body dissipates. If the target dissipates to resurrect, the worms will still infest the clothing and belongings they left behind for 1 minute. Should anyone besides the caster touch the worms, they too will be infected with Carnivorous Worms. The target should stay there, out of game, for this minute to marshal any possible infections. If the spell was stacked, anyone else who is infected receives the stacked version. If the target receives a Life effect during their Death Count, the worms will be killed.</p></blockquote><p>Am I correct in assuming the worms only transfer from PC to PC while the worms are in the person's clothes after they have died, since the worms no longer have a victim/snackbar to infest? And that they do not just transfer to anybody who touches them like some sort of ungodly worm themed maelstrom?</p><p>Thanks for your time &lt;3</p>]]></content:encoded>
						                            <category domain="https://underworldlarp.com/community/rules/">Rules Questions</category>                        <dc:creator>AlexH</dc:creator>
                        <guid isPermaLink="true">https://underworldlarp.com/community/rules/carnivorous-worms-when-are-they-transferable/</guid>
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                        <title>Does Alchemy Leave Your Spirit on Death Count?</title>
                        <link>https://underworldlarp.com/community/rules/does-alchemy-leave-your-spirit-on-death-count/</link>
                        <pubDate>Wed, 22 Jan 2020 07:27:11 +0000</pubDate>
                        <description><![CDATA[&quot;Upon entering your Death count, you must begin a 5-minute count until your spirit leaves your body. Once the Death count begins, all spell effects, including protections, are removed from y...]]></description>
                        <content:encoded><![CDATA[<p>"Upon entering your Death count, you must begin a 5-minute count until your spirit leaves your body. Once the Death count begins, all spell effects, including protections, are removed from your Spirit. Standard healing no longer works, and the only thing that can revive you is a Life spell or other Life effect."</p><p> </p><p>Do alchemical effects such as paralyze stay when you're in your death count? I though everything left your spirit when you hit death but according to the wording of death count, only spells do.</p>]]></content:encoded>
						                            <category domain="https://underworldlarp.com/community/rules/">Rules Questions</category>                        <dc:creator>AlexH</dc:creator>
                        <guid isPermaLink="true">https://underworldlarp.com/community/rules/does-alchemy-leave-your-spirit-on-death-count/</guid>
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