Table of Contents

Core Rules

Combat

Hits

At base, characters have 15 hits. Hits are global, and all areas are valid targets except for the head. Hits to a hand holding a weapon (up to the wrist) count as a hit to the weapon. Hands which are holding non-LARP safe objects should not be hit, as this may damage the LARP weapon.

At the end of each encounter, provided the party takes some time to rest (about 15 minutes of IC time), all party members heal 5 hits.

Damage and Armour

Most melee strikes will deal damage depending on the armour which the target is wearing. This damage should not be called. Some abilities will allow damage to be called in melee or at range, called damage is not reduced by armour.

Against an unarmoured target, uncalled melee strikes deal 3 hits (TRIPLE).
Light armour reduces the damage taken from uncalled melee strikes to 2 hits (DOUBLE)
Heavy armour reduces the damage taken from uncalled melee strikes to 1 hit (SINGLE)

You take at most one strike per second from each person attacking you (e.g. if you are not wearing armour, have 3 people attacking you with uncalled melee strikes, you will be taking at most 9 damage per second).

Armour type must be physrepped. If physrepped by costume, armour made from a rigid material (e.g. thick leather, metal plate or chain, lightweight equivalents which represent metal, or motocross armour) is heavy, and armour made from flexible materials (e.g. thin leather (with or without studs), or thick fabric such as a gambeson) is light. Alternatively, armour type can be physrepped with the sashes provided in the main kit bags - light armour is represented by a single sash across the chest, heavy armour is represented by two sashes in opposite directions crossing over the chest.1)

You may only wear light or heavy armour if you have the appropriate skill. Some skills will indicate that they cannot be used with certain armour types.

Armour protects your whole body, no matter what it covers OC. Where LARP kit is used, there should be a sufficient amount that it is clearly intended to be armour (judged on a case by case basis) - you may be required to wear a sash if the GM running that week does not agree that the physrep is sufficiently obvious. This is no judgement on how good the physrep looks, merely on how obvious it will be in combat.

Bleeding Out and Dying

When you are reduced to 0 hits, you are incapacitated. You cannot be reduced below zero hits2). For the first 30 seconds, provided you are not hit again, you may roleplay being in pain on the ground and call for help, but may not take any other action (e.g. crawling). If it would be unsafe to remain where you are, you should move OC to a safer area, and then go back to the ground and roleplay as appropriate. Hits taken as you are falling to the ground or moving OC to safety do not count, and nor do effect calls. After the first 30 seconds or as soon as you get hit again, your character is unconscious and cannot make any sound or action (except for OC safety - e.g. shouting a warning to someone about to back into you, or moving out of the way). After a further 30 seconds from when your character became unconscious, your character dies.

While you are bleeding out, the first HEAL call you take does not restore any hits. Instead, your death count is stopped and you are stabilised. You must remain on the ground, and must remain unconscious if you were in the last 30 seconds of your death count. If you take any damage while stabilised, your death count restarts (as if you had just dropped to 0 hits). Any HEAL calls you take while stabilised will restore hits as normal, and you can act normally once you are on 1 or more hits.

Any character can staunch any other character, which will pause their death count. The staunching character must use both hands to do this, in melee range, and should call STAUNCHING. Please do not actually touch the person you are staunching, but you must be close enough that you could.

Calls

All calls last for 5 seconds, unless:

Calls may only be made once every 5 seconds, unless:

Calls may include effects and/or damage. The effect calls are listed below. Damage is called as SINGLE (1 hit), DOUBLE (2 hits), TRIPLE (3 hits), etc. all the way to OCT (8 hits)3). Called damage is not reduced by armour.

The two handed weapon skill allows the wielder to call QUAD every 5 seconds. The dagger skill tree allows the wielder to call a number of damage calls every encounter. Human enemies wielding these weapons will usually have equivalent damage calls. Non-human enemies may or may not have such calls.

If you are hit by an offensive call while already under the effect of the same call, then the duration stacks (e.g. if you are hit by SHOCK twice within 5s, then you are SHOCKed for a total of 10 seconds. The effect of the call does not stack (e.g. being hit by expose twice will not reduce your armour by 2 ranks). Being hit by EXPOSE or FORTIFY twice in a row will cause the effect to apply to the next TWO calls 4).

Calls may be delivered by a weapon strike to a valid target (the blow does damage as normal, in addition), or at range. Calls which are underlined can be delivered by a weapon strike to a weapon or shield. Calls marked with a target in brackets require that target to be called when used at range (in melee, the target is wherever the weapon struck, or the closest limb if it struck the torso)

For ranged calls, you must clearly specify who you are targeting, either by pointing (if sufficiently clear), OC name, character name, or a brief description - e.g. (pointing) “You, MUTE”, “Ellie, STRIKEDOWN”, “Dammerung, REPEL”, or “Orange cloak, EXPOSE”. This includes ranged calls made during melee combat, where “You, (CALL)” will often be sufficient. If someone does not appear to take the call, you may repeat it once (not counting towards the 5s limit).

Calls delivered by a melee blow will always deal damage (as per a normal melee strike with that weapon). Ranged calls may include a damage component (e.g. DOUBLE STRIKEDOWN). The damage component is a necessary part of the call unless a skill says otherwise (i.e. if you have a skill which allows you to call DOUBLE STRIKEDOWN, you may not call STRIKEDOWN on its own using that skill).

Offensive Calls

Healing Calls

All healing calls are instantaneous, and not affected by EXPOSE

Range Modifiers

These may be applied to any offensive or healing call.

Other Modifiers

A call may have at most one range modifier, and at most one other modifier, e.g. “ARC BACKSTAB STUN”, “BLAST DOUBLE STRIKEDOWN” or “MASS EMPOWERED MUTE”. Multiple range or other modifiers may not be combined (e.g. MASS BLAST TAUNT is not valid, and nor is BACKSTAB DOUBLE POISON).

Other Calls

ADMIN/SAFETY Calls

1) pictures will be added here before the system goes live
2) any effect which would do so leaves you on zero hits
3) SINGLE, DOUBLE, TRIPLE, QUAD, QUINT, HEX, SEPT, OCT
4) or three times if you are hit three times, etc
5) player or monster
6) QUAD, QUINT, HEX, SEPT, OCT