Magestry’s “Best Of 2013” Superlative List

Magestans!

Here are your picks for Magestry’s “Best of 2013!” Congratulations to all the winners, and thank you!

Principle-  Certificate, 50 BP Prize and a 50 BP cap increase

Best Role-Player (PC)–  Casey Pastore/Osirus
Best Boffer Fighter (PC) Chris Vater/Kraven
Most Fun Person to Fight (PC)Gabe Begun/Magno
Best Costume(s)/Props (PC)Jessica Dey/Leela

Rookie of the Year (PC)– Gabe Begun/Magno

Anthony LaRosa Most Valuable PC Award: Jessica Dey

Supporting Categories- Certificate, 25 BP Prize (no cap increase)

The Unsung Hero Steph Lindquist/Linarien
The Thinker of the Year Tom Law/Dante
The Doer of the Year Anthony LaRosa/Majento
Town Scoundrel Dan Timbro/Samson
Good Samaritan Jesse Lemieux/Sandow

NPC Categories- Fame! Infamy! A Certificate!

Rookie of the Year (NPC)– Amanda Mooney

Best Role-Player (NPC) Jess Serra

Favorite Plot- The Rise and Fall of Queen Amphelise
Favorite Villain Queen Amphelise (Jess Serra)
Favorite NPC Mr. Redbush
Most Feared NPC The Moon Monster
Most Fun Staff Member to FightShawn Robbins

Most Valuable NPC- Jess Serra

2014 Winter Party Raffle!

Magestic Partiers!

Last week we informed you about our scratch ticket games that are new this year. We also kicked off the Scratch ‘n’ Flex Tournament of Power, which you can earn votes in by purchasing either scratch tickets or raffle tickets. We promised to tell you soon about this year’s raffle prizes, and here they are, in this email. Before we get there, here is some relevant information:

Raffle Tickets are $3.00 each or 2 for $5.00, and you will earn one Brownie Point for every dollar you spend whether you win or lose.

You may purchase both raffle and scratch tickets online or at the party itself. To buy tickets online, go to our website ( www.Magestry.com ), press the button labelled “$1 Participation,” and enter the dollar amount you would like to spend. We will record your donation and, at the party or by email, you may tell us how you would like it divvied up. We will give you whatever combination of tickets you desire.

You can buy tickets online until noon on February 1st (the day of the party). After that, you can purchase tickets at the party for the same price by seeing one of the GMs. If you can’t make the party but would still like to enter the raffle, you can instruct us as to which lots you would like your tickets to be put into by emailing [email protected]. The drawing will take place between 9:00pm and 9:30pm at the party on February 1st.

** Multiple Draw Categories**
As we have done in the past, most of the categories in the raffle require multiple draws. This means that several winners will be drawn from the same category. The first winner in each category will get what we have deemed the “top prize,” and each winner after that will receive prizes in descending order of distinction. For example, the first name drawn in the “Skill Points” category will win 75 skill points, while the second name drawn will win 50 skill points; the third name will win 45 skill points and so on. Each person will only be able to win once in each category.
Additionally, we will allow winners to trade their winning prize for a prize of less distinction if they wish. For example if your name was drawn first in the “Knowledge is Power” category, but you really wanted the “2 Free Gather Information Requests” prize, you would be able to relinquish your 1st draw prize and take the 5th draw prize, instead. If you want to trade your prize with someone, both parties need to let us know.

Without further ado, allow us to introduce this year’s Winter Party raffle prizes!

Lot 1: Skill Points
1st draw: 75 SP
2nd draw: 50 SP
3rd draw: 45 SP
4th draw: 40 SP
5th draw: 35 SP
6th draw: 30 SP
7th draw: 25 SP
8th draw: 20 SP
9th draw: 15 SP
10th draw: 10 SP
Lot 2: Knowledge is Power
1st draw: It’s Just Lunch: You win the opportunity to either have lunch with an informative NPC of your choice or eavesdrop on an important conversation that the NPC of your choice is involved in. (Please notify Paul at least one week before you wish to use this prize. This prize must be redeemed in 2014.)

2nd draw: Library Access for any number of info requests during one trip to the Special or Private Library of your choice. (Includes free travel. Please notify Paul at least one week before the event you wish to use it. Must be redeemed in 2014.)

3rd draw: A Legend Lore will be written for your character.

4th draw: Power Word, “SHHHH”: One missile-based casting of, “Silence, Psychic 5.” (Must be used in 2014. If ineffective, the spell is returned to you, but you may not attempt it on the same target more than once per day.)

5th draw: 2 Free Gather Information requests (Prize must be redeemed in 2014. Please notify Paul prior to the info request deadline for the event you wish to use it.)

6th draw: Receive special knowledge about the current plotline of your choice. (Please notify Paul with your plotline choice at least one week before the event in which you wish to receive the information. This prize must be used in 2014.)
Lot 3: A Little Help from My Friends
1st draw: “Give me an extension, Pep!”: Pep is a senile old man and forgot to remove the Meta-Realm benefit from your character. For every event of 2014, you may say, “Give me a #, Pep,” whenever you want, and instantly regain the use of a skill of whatever grade number you said. Each event, you may use this ability to regain up to 30 total skill grades. (Any character you play will benefit from this whether he/she was in Elmerton for the November 2013 event or not.)

2nd draw: “They’re Heeere”: Once in 2014, your character’s Spirit and Essence will partially merge with any individual being that you can name. Certain others may recognize you as that being, and you will gain additional skills based on that being’s nature or skill set. (Please inform Paul at least one week before the game you wish to use this.)

3rd draw: Not a Morning Person: For one morning in 2014, as long as you are in your bed, you will benefit from the ultimate power nap. You will be invulnerable to everything (say “No Effect”) and will not be able to make any aggressive actions. Additionally, your word will have an unlimited ability to Heal, Resurrect, and refresh any and all skills for anyone and everyone who comes within 30 feet of your bed and is able to clearly hear your voice. This ability will work from 2AM until 2PM on the day that you choose to use it. If you leave your bed during this time, the effect will end until you have returned to it. It will be impossible to move your bed during this time, whether you are in it or not. (Please inform Paul by email after you use this prize in-game.)

4th draw: Mysterious Benefactor: Use this prize once to get significant help from a mysterious source. Just name it. (Please notify Paul at least one week before you wish to use this prize. This prize must be redeemed in 2014.)

 

Lot 4: Ron Swanson’s Secret Hoard
1st draw: Fistful of Crowns: Plunge one bare hand into a container of gold coins and pull out as many as you can (you may not throw them). Walk the coins across the hall, using only your one bare hand to hold them, and keep as many as you can drop into the waiting counting box. Any that you drop on the floor along the way are lost to you. (If you aren’t present for this drawing, you will automatically get another prize in this lot.)
2nd draw: Fistful of Nobles: Plunge one bare hand into a container of silver coins and pull out as many as you can (you may not throw them). Walk the coins across the hall, using only your one bare hand to hold them, and keep as many as you can drop into the waiting counting box. Any that you drop on the floor along the way are lost to you. (If you aren’t present for this drawing, you will automatically get another prize in this lot.)
3rd draw: 12 gold pieces
4th draw: 7 gold pieces
5th draw: 5 gold pieces
6th draw: 3 gold pieces
7th draw: Sloppy Seconds: You get to keep any coins that are dropped on the floor during both of the “Fistful” categories, provided they didn’t roll past the line drawn for the audience barrier and get scooped up.

 

Lot 5: Skillfully Done!
1st draw: Cross-Training: Select one of the six basic skill schools. For all of 2014, you may spend skill grades in any of your existing schools to use skills from the selected tower at a 2:1 ratio. (Examples: If you chose the school of Magestry to Cross-Train, you could spend one or your grade 6 Fighting slots to instead cast Acid Arrow [grade 3 in Magestry]. Or, if you chose to Cross-Train in Spiritualism, you could spend one grade 10 slot and one grade 8 slot from your prestige class to instead cast Resurrect [grade 9 in Spiritualism].) No Baggage Skills are gained from the Cross-Trained school.

2nd draw: Learn an Add-On Skill in the school of your choice. (learned immediately)

3rd draw: A single event with a 4000SP character build of your choice to replace your normal character skills. (You must notify the GMs at least one week before you use this prize in-game and this prize must be redeemed in 2014.)

4th draw: Benefit from the spell Regeneration for an entire day of your choice. Dispel Magic at Power Level 3 or higher will turn this effect off for 10 minutes; though, if you die, you may proceed to benefit from it even after you return from Vorkarian. (You must notify the GMs at least one week before you use this prize in-game and this prize must be redeemed in 2014.)

5th draw: A single use of any skill from the Magestry Player’s Rulebook or from the Professions & Prestige rule supplement. (This prize must be redeemed in 2014. Please notify Paul by email after the game that you use it.)
Lot 6: Potion Grab Bag (Alchemy and Toxicology Grades 6-10)
(If you are not able to be at the party or will not be present for the drawing, we will have someone draw for you.)
1st draw: 8 pulls from the Grab Bag + a toxin of Permanent Mutation
2nd draw: 7 pulls from the Grab Bag
3rd draw: 6 pulls from the Grab Bag
4th draw: 5 pulls from the Grab Bag
5th draw: 4 pulls from the Grab Bag
6th draw: 3 pulls from the Grab Bag

 

Lot 7: Adventure Time!
Draws 1-3: A Tabletop Magestry Adventure!: That’s right: A one-day tabletop Magestry game written and run for you (and your choice of up to 4 friends) by one of Magestry’s GMs. Each person, including the folks the winners choose, may only be involved in one game, so choose your groups accordingly!
Lot 8: Character Building
Commissioned Drawing of your/a Character– A pencil drawing of your Magestry character (or how you wish your character looked) or one other of your favorite D&D characters. Done by Angela Dabkowski.

Magestry is still one of the least expensive LARPs around, and each year we count on this raffle to help us keep our prices down and to give us a good start to the season, so please be as generous as you can afford. Thank You!

Yours in Scratching and Flexing,
-The Magestic Staff

Elmerton Forests Rife With Change- Year 122 AoF

Activity in the forests around the small township of Elmerton (jurisdiction of which is still heavily contested between Houses Windlock and Lav’Endros) has seen an increase or dramatic change in several areas as observed and scribed by Scrivener Bertram:

  • An increase in shadow activity- this includes the presence of shadows, both aggressive and indifferent. Most shadow activity seemed to involve exploration and investigation into something unknown to the observer.
  • An increase in the presence and activity of the organization known to the townsfolk as the Ashynnied since the end of Bonheharvest, 122 AoF. Their activity seemed, at first, experimental in nature and with dire, sometimes deadly, consequences to its members. Throughout the winter, there seemed to be fewer and fewer casualties until, nearing the end of 122, their reactions suggested triumph and accomplishment. This observer could not ascertain the reason for either the casualties or the triumphant demeanors.
  • An increase in the presence and activity of strange creatures with the ability to maneuver unnaturally within consistent temporal parameters. Bearing skull-like visages, these creatures seem to have distinct capabilities that are consistent with the color of their skin. Blue creatures seem to have power over the mind, while the red ones are able to fight extremely effectively, though it appears as though they move through the temporal plane with fluidity, though perhaps without conscious directive or control. Brown ones appear as patches of darkness and have a tendency to steal whatever they find, popping out of their darkness only long enough for a quick look around.
  • A dramatic change in many of the hunting patterns of the animals native to these forests. Many of the prey animals have either become even more timid, leaving their feeding grounds to seek out safer places (sometimes starving themselves out of refusal to forage in the open) or have become unnaturally aggressive, attacking any and all who approach them. Predator animals have generally seen a change in behavior towards unnatural aggression, obsessive stalking of prey (hours or days on end without completion of the kill), and tendency towards restlessness and aWerewolf form of animal insomnia.
  • An increase in the presence of werewolves, especially in packs, throughout the woods. Most of the activity of these packs seemed centered on quiet investigation and exploration. Most seemed keen to stay out of public eye.
  • An increase in the intangible sense of overwhelming anxiety and tension within the very trees and stones of the forest.
  • A change in the size and shape and activity of the disease-curing mounds that lie on the borders of the town of Elmerton. These mounds have cured many diseases throughout the winter months as folks from as far away as Riverton have come to be cured by these seemingly miraculous plants. Though they have not grown too much bigger above ground, changes in the vegetation and topsoil around them suggest that they have grown exponentially beneath the surface. Unexplained movement from these plants has also been observed in the last months of the year 122.

And specifically in the Southern Woods, the following observations have been observed and scribed:

  • Unusual and increased activity in the Wood Trolls. They appear to be restless (which could, of course, be attributed to the coming of spring) but also have the unique ability to disappear into one tree and reappear from another, fully healed and restored. Observations of wood trolls in other areas of the forest surrounding Elmerton suggest that this ability is in fact unique to those native to the Southern Woods.
  • Increased sightings of “wild men” who seem to travel with and form bonds with the wood trolls in the area. These men have resorted to feral behaviors and are prone to cannibalism. They also seem to despise the race of men, and appear to consider themselves to be more wood troll than man.
  • Unusual sensations and effects happening to this observer were noted as he walked through the woods.

These observations were made dispassionately and without bias or prejudice and reflect the events taking place in the forests surrounding the Township of Elmerton in the South Farthings of the Kingdom of Irvanshire from the seventeenth day of Boneharvest to the thirty-first day of Bloodthaw in year 122 of the Age of Fortune.

-Scrivener Bertram

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