
Breaking of Magic Items: Magic items can be broken, but it must be intentionally done. For example, a magic wand will survive erosion and deterioration due to time because of the magic imbued within it. It cannot survive a person cracking it by sword or breaking it over their leg. It may require more damage than a non-magical wand, but it still can be broken. It is not recommended that the players use their magic items as door spikes because they believe that it's magic and will never break. Intentional damage or misuse resulting in damage will break a magic item.
Effects: In the course of the game, there may exist certain creatures, people, or objects that possess an
ability that resembles the effect of a spell, ability, or glyph. However, these abilities may differ slightly from
their definition in the 6.8 rulebook. In these cases, the Sanctioning Committee has termed them as "Effects." NPC's
will make every attempt to call it as an effect. If, during an encounter, an NPC calls what appears to be a spell,
ability, or glyph effect but it somehow varies from the rulebook, please expect that it was designed and sanctioned
that way as an "Effect." If you have any doubts or concerns, please wait until the end of the encounter (or an
appropriate time) to ask the GM for a ruling.
Example of an Effect: An NPC might call a spell effect (i.e., "Electrify") without having conformed to the
defined casting time for that spell as it is described within the rule book. Chances are good that it is defined
within game copy as an Effect instead of a typical spell. An Electric Eel might give an effect of an Electrify, but
it is unreasonable to expect that an Electric Eel should be required to "cast" it.
Clone Rule: The clone rule is in effect for this game. Players may clone their characters at the end of the encounter. Some encounters have multiple parts and will list where the character may clone. The rule is in effect as stated in the rulebook with one exception. After a certain point in the game, clones will return having used half their spell points or half their uses on abilities (round down).
Secondary Characters: Secondary characters may instead be brought in if they are within the level limits of the game. The character and magic item lists must have been submitted to the GD by the deadline for all other characters. If you elect to start a secondary character, the secondary character will have all his items and points/abilities available as if starting the day. The initial character will be dead and unplayable during the remainder of the game. The players may elect to "carry" the initial character's dead body out of the game (if possible), but no provisions for resurrection will be available for that character in this game.
Pick Pocketing: None - There is no provision for Pick Pocketing. There will be no Pick Pocketing.
PC Fairness Rule (Modified) - The PC Fairness Rule is designed to prevent a character without any cause other than larceny or maliciousness from affecting another. The PC Fairness Rule is modified for Mountain of Flame to work in the following way. Any PC who is adversely affected, directly or indirectly, by the action of another PC has two options: 1) They may call PC Fairness, this must be called with in one hour of the discovery of the offending action. If the Player invokes the Fairness rule, then the action is negated and conditions would be such that the event never occurred, including PC knowledge of the action. 2) They may waive the Fairness Rule and seek in-game, in-character, resolution. In such an event the PC that instigated the original event may NOT call PC Fairness against actions that were precipitated by their action, as long as this response is of the same magnitude as the original action. The GM may judge if the PC Fairness Rule, or the resulting actions, are appropriate. Disagreements with the ruling of the GM may be submitted for appeal, following the procedure defined in the IFGS Rules.
Immunity - Immunity is not a defense; it is part of a natural state of existence. Therefore "No-Defense" attacks are defeated by Immunity. As an example, a creature with an immunity to poison would not be affected by any poison, even if it were a "No-Defense" poison. Further, it would take no damage from a carrier attack because the poison attack cannot be separated from the melee strike.
No Effect - Some very powerful creatures or characters are exempt from some rules. You are interacting with a very powerful creature or character and they do something that breaks a rule, please accept it, most likely it is part of the design.
The "Parry Rule" - The Parry Rule will not be used. If the "business" end of weapon hits you, you are damaged. Please fight under control at all times.
Time Stops - Please do not use a Time Stop unless for a Safety reason. If you wish to clarify or question something wait until an encounter is over and have a GM straighten things out for you. A GM or other Game Staff may use a Time Stop if circumstances call for one.
The Rule of Conduct - Please refrain from verbal confrontations and arguments during an encounter. If you have a problem with an encounter or a person in an encounter, wait until it is complete and work it out afterwards, with the aid of GM or Staff member if necessary. Be civil and it will make the event more enjoyable for everyone.
Fees and Refunds - Refunds are only available if the Game is canceled. If a Player cannot make it to the game, it is their responsibility to find a replacement and acquire the fees that they have paid from the replacement player.
The physical contact rule is NOT in effect for this game. It IS in effect during combat without exception. Physical contact must be consensual and rated PG. Some challenges of the game require physical contact. Untoward advances and non-consensual contact will result in expulsion from the game with no refund of game fees.
Targeting of spells: During combat targeting rules remain the same. Outside of combat, spells may be targeted at inanimate objects or a defined area. You may not initiate combat in this manner. For example, you may target your fireball spell at a tree or a rock. You could also center it on a spot on the ground 11 feet from you. Use a marker such as a beanbag to indicate the center of area of effect spells.
Knight Strength Abilities - also work as combined people equivalency
I - Counts as 2 people
II - Counts as 3 people
III - Counts as 4 people
IV - Counts as 5 people
Monk Abilities
Leap and Sweep require no meditation time.
Speed requires no waiting before attacking.
Speed and Leap may be used to initiate combat. We would love to see Leap used in this manner done in Kung Fu
theater style, but we won't insist for those not familiar with the genre.
Druid Abilities: All Concealment abilities require no waiting before attacking.
Ranger Abilities
Provide Shelter includes against rain and particular (i.e. Made of particles) fallout, such as ash.
All Concealment abilities require no waiting before attacking.
Thief Abilities
All Concealment abilities require no waiting before attacking.
Thieves do damage with throwing knives as a fighter melee damage at the same level.
If you are interested in participating in this game, you can contact the game designers at 303-306-6698 or by e-mail at abramsflohr@attbi.com