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Warren Woolley 2021 Basic Ruleset

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Page 1: Basic Ruleset - storage.googleapis.com

Warren Woolley 2021

Basic Ruleset

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Table of Contents Introduction ................................................................................................................................................................... 2

Age Requirements ....................................................................................................................................................... 2

Important On-Field Calls ............................................................................................................................................ 2

Dragon Wardens ........................................................................................................................................................... 2

Combat/Basic Mechanics .......................................................................................................................................... 3

First Time Players ........................................................................................................................................................ 3

Hit Points (HP), Bleeding Out and Death ............................................................................................................... 3

Bleeding Out .............................................................................................................................................................. 3

Death ........................................................................................................................................................................... 3

Armour Zones ........................................................................................................................................................... 3

Table 1: Armour Zones .............................................................................................................................................. 4

Table 2: Calculating Armour ...................................................................................................................................... 4

Costume Requirements .............................................................................................................................................. 4

Weapons ......................................................................................................................................................................... 5

Table 4: Weapons ...................................................................................................................................................... 5

Shields ............................................................................................................................................................................ 5

Table 5: Maximum shield dimensions ....................................................................................................................... 5

Energy Points (EP) and Skills ................................................................................................................................... 6

Table 6: Rune effects on armour ............................................................................................................................... 6

Skill Types .................................................................................................................................................................. 6

Table 7: Skill Descriptions .......................................................................................................................................... 7

New Players and Existing Players ........................................................................................................................... 8

New Player .................................................................................................................................................................... 8

Existing Players .............................................................................................................................................................. 8

Runes .............................................................................................................................................................................. 8

Table 8: Rune Specifications ...................................................................................................................................... 9

Enchantments & Runelords ...................................................................................................................................... 9

Table 9: Enchantment Costs ...................................................................................................................................... 9

Potions ............................................................................................................................................................................ 9

Artefacts ......................................................................................................................................................................... 9

Table 10: Artefact Specifications ............................................................................................................................. 10

Siege .............................................................................................................................................................................. 10

Table 11: Siege Weapon Descriptions ..................................................................................................................... 10

Fortification ................................................................................................................................................................. 11

Table 12: Currency Calculator ................................................................................................................................. 12

Monsters ....................................................................................................................................................................... 12

Table 13: Monster Difficulty Levels ......................................................................................................................... 12

Monster Skills- ............................................................................................................................................................. 12

Party............................................................................................................................................................................... 12

Gaming Areas ............................................................................................................................................................. 13

Game Play Terminology ........................................................................................................................................... 13

Terrain ........................................................................................................................................................................... 14

Temporary Artifacts. ................................................................................................................................................. 14

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Introduction Dragons Gauntlet is based in the Land Rathordin, where there is an array of races who come to test their skills in the arena, dungeons, sieges and fighting monsters. These players are called Adventurers. The ones running the dungeons are the powerful Dragon Guardians, so-called avatars, who test the adventurers. It is a place to gain money and fame.

Dragons Gauntlet is a medium contact LARP that aims to utilise individual levelling as well as large scale medieval battles, also includes Player versus Environment while keeping combat safe and enjoyable. There are also ways to play lesser combat roles and more role play roles. We are medieval, fantasy-based in appearance.

Age Requirements

Dragons Gauntlet is a strictly 13+ game. Any player under the age of 18 must have a parent consent form filled out and signed on their first game to be able to play. Other children aged under the age of 13years can come to spectate, but not fight, at major events (currently) and must have a guardian or parent with them the whole time. For social events, if the venue allows it, we encourage members under 18 to join us but due to the nature and the presence of alcohol at some events we ask that they are with a parent or guardian for the event.

Important On-Field Calls

Unsafe-Play

If Unsafe-Play is called, all players MUST immediately stop fighting and wait in place. Unsafe-Play is only to be called in an emergency such as a weapon breaking, someone injuring themselves, or a dangerous situation is deemed. Only a Dragon Warden can call this out.

3-2-1 Safe, Game On

After Unsafe-Play has been called, no combat can continue, until ‘3-2-1 Safe’ is called, means the game is back on. This may only be called by a Warden.

Warden

You may call for a Warden if you are unsure about an issue or ruling, also if you think something is unsafe

in which you believe the Wardens missed. You cannot call Unsafe Play, only a Warden can.

Injured Player- Unsafe-Play is called

All must stop and kneel, if can’t kneel just stand still, and the injured player waves hands around as to be

found better. When injured player is ok or removed from area of play, play starts again as per usual after

the Warden will call “Safe”

Dragon Wardens

Dragons Gauntlet uses Dragon Wardens as referees for the games. Dragon Wardens are primarily there to ensure safe play, however, also have the final say on all matters about the games; arguing with a Dragon Wardens may cause you to be instructed to leave the field or even banned for period of time, or for good - subject to the Executive Board’s investigation. See more in Players Rules and Code of Conduct on separate article.

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Combat/Basic Mechanics Striking Zones

For a strike to be counted as successful, it must be a medium hit with the business end of the weapon upon an opponent’s legal strike zone. Basically, if you feel the strike then it’s a hit. Each strike must be distinct from those previous akas no drum rolling or wrist flicking. Swing must be a full 90 degree with the arm. Shields may not be used to strike an opponent. One-handed weapons do 1 damage to limbs and 2 to the body. Two-handed weapons do 2 damage everywhere. See diagrams.

First Time Players What to Expect as a new player:

• Read the rules before arriving

• Wear plain clothes - no logos, if you already have a kit to wear then bring that.

• When you arrive, sign the waiver and acknowledgement of the club rules plus code of conduct.

• You will be taken to training area and taught basic rules and strikes, and practise how hard to hit.

• Then you will enter the arena or join in a party.

• When returning you must always sign in first before entering the game area.

• You will have 7 HP for your first two events of Game play in order for you to organise your own

armour (if you don’t already have any).

• You may only play one character per event (however, you can create multiple characters)

Hit Points (HP), Bleeding Out and Death

Everyone has a base of 2HP. Dragons Gauntlet uses an armour system to work out how much extra HP you have. This also determines what Armour Class you come under.

Each bit of armour covers a zone in which you add up to get your Armour Class. From here you get your Maximum HP depending on Armour Class.

Further HP can be generated using armour per zone as listed below.

Bleeding Out

When your HP drops to zero you go down on one knee and start your bleeding out count. Make sure if in thick of battle to move to one side out of harm’s way, still continue counting. Death occurs when a player has reached the end of the timed counts, and no-one has healed you.

• 60 seconds to get healed, respawn, or use Regeneration or you reach the Death state. On weekly events 60 seconds time can change depending on the game, but the time will be told on the event.

Death Death is the state where a player has either bled out or have had an instant-death effect (such as being hit by a ballista bolt). Death and bleeding out times will vary depending on the game – the times will be mentioned before the game begins. You will need to find the designated Death Area and wait the appropriate amount of time before entering the game again. Waiting at Death Areas to attack returning players is not permitted. On a Weekend Event, Death time will normally be 5 minutes, and on a Weeknight event, Death will normally take 2 minutes (again, this may change depending on the game).

Armour Zones For armour to count, it must look like armour from a movie or be historically accurate. It must be made to a high-quality standard and offer some level of protection or padding.

2 damage

1 damage

Illegal Zone

When struck by One-

handed weapons

When struck by Two

handed weapons

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Armour Points (AP) gives you more HP and gives your Armour Rating. Just add all zones together and if comes to 0.6 round up, if comes to 0.5 round down. If 50% of the zone is covered, you get the full benefit. This will give you your Total HP. However high your hit points, this give you the armour rating. 15 zones in total. Alternate armour types will be given zero points if not made into a high-quality finish.

Table 1: Armour Zones

Zone Coverage

Upper Head Back of Head to Forehead and to top of the head

Front of Head Forehead to Chin

Upper Chest Front of torso extending from base of neck to bottom of chest

Lower Abdomen Under chest area to top of the waist

Upper Back Top of upper back going down to middle back

Lower Back Middle of the back going down to hip area

Upper arms Shoulders to elbows on both sides

Lower arms Elbow to fingertips on both sides

Upper legs Hips to knee on both sides

Lower legs Knees to ankles on both sides

Table 2: Calculating Armour

Alternate Light Armour Medium Armour Heavy Armour

Armour Points 0.2 0.3 0.5 0.75

Types of Armour

Vinyl, foam under 5mm, leather

under 2mm, plastic under 5mm.

Leather 2mm+, aluminium 1mm,

foam, plastic 5mm, gambeson, ring

mesh, furs, animal skins

Aluminium Chain, Steel Chainmail, Studded Leather 50% metal studs,

Aluminium 3mm+ Plate, Steel Plate 2mm+, lamellar,

Articulated, Nortons Armoury,

Wyrmwick.

Any homemade metal armour will be looked at harshly - if not made safe with rolled edges or other professional finishes the answer will be NO. Also, any homemade materials using foam, vinyl, plastics or any other substance must look professional.

For materials not listed please check at sign in or email [email protected].

Armour points do not stack on each zone – the highest material type will be used for calculation.

First time players have light armour 7HP unless they are wearing armour of a higher value. They have this for 2 events only, then go back to normal table above.

Costume Requirements

Costumes are required to play at Dragons Gauntlet for immersion or thematic, and must be of good standing. First time players get a pass for not being in costume, but we ask for you not to wear blue jeans or brand logos and recommend a plain black shirt and black pants. Soft Kit must be medieval fantasy in appearance. For more information on how to start building a costume we have some places on the website and there are plenty of talented crafters around.

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Weapons

Players can take any of the following weapons at their own discretion. The weapons must be approved at sign-in for safety reasons. Any player found to be unsafe with a particular weapon will be instructed to not use that weapon until they can clearly demonstrate they can safely use that weapon. All throwing weapons must be coreless.

Table 4: Weapons

Weapon 1-Handed Max Size Damage 2-Handed Max Size Damage

Axe, Mace, Hammer, Club*

76cm-115cm 1 200cm 2

Flail Shaft 40cm – 80cm Chain 15cm Head 10cm – 20cm

1 Shaft 150cm Chain 15cm Head 30cm

2

Sword 76cm-115cm 1 200cm 2

Spear 100cm-150cm 1 280cm 2

Staff N/A 1 240cm 2

Bow N/A 1 25-pound draw (with LARP arrows) 2

Dual Wield 40cm-110cm 1

N/A

Short Sword 56cm-75cm 1

Dagger & Punching Dagger

40cm-55cm 1

Throwing Weapon 7cm-30cm 1

Chain

N/A

240cm-300cm 2

Javelin 115cm-140cm 2

Dire (double ended)** Shaft 100-160cm, Chains 15cm, Heads 30cm-50cm

2

Note: Not all weapons that are advertised as LARP weapons are safe for Dragons Gauntlet due to their material and construction. Homemade weapons are allowed, however, they will be scrutinised more harshly and if we say no that is the answer. Some brands like Epic Armoury, Calimacil, Artemis Nemisis are usually safe, but all still will be subject to approval. Foam Dragon, Draconium Arms are two safe Australian-made LARP weapon makers. *Any top heavy weapon.**Dire chain weapons e.g. flail can only have a 30cm head.

Shields

Shields give you 1 less Energy Point (see below), with no added HP, however players can absorb most attacks, if they have been blocked. Players who wish to utilise shields may do so if they fit the following criteria and are used safely:

Table 5: Maximum shield dimensions

Shield Type Maximum Dimensions

Round Shield 80cm diameter

All Other Shield Types 60cm X 100cm

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Note: Shields are not classed as weapons, and therefore cannot be used to strike opponents. Sometimes they can be broken by a monsters sunder and need a blacksmith to fix them. See blacksmith in skill section.

Shields may be made of any materials but must have both foam edging 10mm minimum and have no potentially dangerous protrusions (e.g.: nuts, bolts, etc). All must have a foam, especially on the front face at 10mm, minimum. Shields made completely of foam are the preferred case as the safest option. Shields worn on the back and not in real use and you get hit, gets classed as a hit.

Energy Points (EP) and Skills

Energy Points (EP) are used to determine how many times a player can use a skill per day (renewing at 1am if overnight events). EP- is basically how many times you can use that skill. Everyone starts off with 2 EP if you have a good soft kit you will get a bonus 1EP taking you to 3 EP. Must have shoes, (shirt, robe, dress) and pants, skirt of the right era and type of character you are playing. You only get this once there are no double ups. An example as follows: Warrior class to have shirt or tunic, pants and shoes, that is of the era (meaning something similar as you can’t go buy antique shoes of that era).

Energy Points can be increased through blue runes. You can buy them, find them or earn them through levelling. Blue Runes do not increase the use of Specialist Skills (see Skill Types below). Blue Rune gives you 1 EP on all the skills you have. For instance if you have 3 normal skills you would now have 4 skill uses instead of 3 uses for each skill. Blue runes don’t work with Specialist skills.

EP= How many times you can use that skill, blue runes= 1 extra EP meaning 1 extra skill usage on all skills chosen.

Table 6: Rune effects on armour

Skill Types

Each player has the option of purchasing skills:

1. Select 3 of any combination of skills from Warrior, Arcane, Healer, Trader, Arcane skill sets plus 1 Specialist Skill,

Each skill type has their own unique abilities as described below, but role-play interpretations are up to the individual player. How many uses depends on the Energy Points held by the player – taking into account effects of Armour Type.

Armour Class Energy Points

Runes x1

+1

Runes x2

+2

Runes x3

+3

Runes x4

+4

Soft Kit

+1 Bonus

ALL 2 3 4 5 6

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Table 7: Skill Descriptions

Skill Type Description (All must be shouted out before activated)

Works with Blue

Runes

Warrior Skills Dwarven:

Can be Used with Arrows and Javelins

Yes

Daze

Shout “Daze” and swing at target, upon a successful hit, the target player cannot move for 6 seconds or until struck by an opponent. Once struck you are not dazed whether the 6 seconds is up or not. Start with 2 uses and get extra with blue rune.

Resist You only take half damage from all attacks. Must say aloud immediately after the hit/spell/ability: ‘Resist’ and take half the damage (or if daze you are only dazed for 3 seconds). With Monster and Specialist skills you resist 1 of the damage type abilities and Mass Daze is 3 seconds.

You start with 2 uses per event and gain extra uses with blue runes. The number of uses do not replenish until the next event.

Arcane Skills Dragon:

Players can only have a maximum of 8HP must have a Staff 140cm-180cm, a5-a4 size spell book and a wand at least 25cm-50cm.

Yes

Firebolt Projectile – Say a 7-word mantra and Shout “Firebolt” and throw a Spell Ball around 6cm-8cm in diameter and be coloured red at target, upon hit, the target player takes 2HP of damage. Start off with 2. Can recollect and use firebolts but only someone with firebolt skill. Energy points= (skill uses) give you how many bolts you can use.

Life Drain Projectile – Say a 7-word mantra and Shout “Life Drain” and then throw a Spell Ball 6cm-8cm blue in colour at target, upon hit, the target player loses 1HP whilst you gain 1HP. Start off with 2 and blue runes give more uses. Energy points=(skill uses) give you how many bolts you can use. Cannot be recollected.

Healer Skills Elven:

Players can only have a maximum of 8HP

Yes

Healing Word Touch,or do a poem, story or song as you stand beside person being healed – Do a 30 words at normal speed, mantra, either poem, song or story and say “Heal” and the target player regains all HP. It lessens by 3 words for each rune This spell may not be cast on self.

Rock Skin Using a grey armband, you tie it on a person’s arm and shout “Rock Skin” 1HP extra, does not stack. Can use on self

Trader Skills Human:

These are more for roleplay or lesser combat roles

No

Blacksmith Carry coreless larp hammer 25cm in length. Can fix siege weapons, shields on the field or off field. - 10 hits give 1hp each time on siege equipment and shields.

*Performer

Bring a bowl of some sort to catch the money as you perform. As bards, jugglers, acrobats, dancers and other forms of entertainment. You also have the Bard ability to play a musical instrument if you chose to go into combat, while you play all allies plus you get 1hp extra. As soon as you stop playing everyone loses it. Once you start playing again they get it back as well as yourself.

Merchant Allows you to sell items for coin at a designated township area. Each game you will get a 5sc float which must be given back after game end. You can sell all sorts of items, be a leather, clothing etc. Must spend majority of game time in shop.

Specialist Skill: Purchased by handing in Blue Runes and Enchanting on a ring

No Respawn Once you bleed out and die you count to 20 and then respawn, come back to life with full HP. Only works once.

Rune Lord You can now process runes and imbue hem into magic enchantments. All enchantments must be recorded and given into the bank for verification. Page 9 for more details.

No

Leech In a loud voice say “Leech” and that individual receives 5 damage and you heal for 5 HP only if your weapon hits. Does nothing on a miss

No

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New Players and Existing Players

New Player • Choose skills:

o 3 Skills from any of the Warrior, Arcane, Healing or Trade skill sets and 1 Specialist OR

• Look at Armour HPs and your Energy Points (how many times you can use skills).

• Look at any requirements for skills (props, spell balls etc)

• Enter events to earn coins/find runes

Existing Players • As you play more often you get silver coins (sc) each night and sometimes extra sc with the

dungeon and siege events. The more events you enter, the more money you earn, and thus get more runes. Also at every 12FP you get 1 Gold Scale (gs)

• Can play multiple characters in which all money, runes and artefacts apply. This means that all purchases, earnings and runes can be used on every character you make.

• Can have up to 5 different characters currently, may be more later.

• Must state which character you are playing at registration of each event and play that character for the entire event (night, day or weekend).

Also, later you may buy magic runes or find them in the dungeon or day events or weekend events. Runes give you extra Energy to get more uses of skills

Runes Runes are found in three varieties, each with different functions, runes are 3cm in length with a 2cm rune inside. Or rune is 5cm diameter and have 4cm rune inside made of dense foam, see below:

Blue runes – Energy Points – be found, purchased.

• You earn a Blue rune by finding or purchasing

• You need to collect one rune to increase by one Energy Point

• To go on a necklace, or put onto actual armour Green runes – affect Damage on +1 – Found, purchased or made from crystals.

• You can find Green runes in the Dungeon or as part of a game

• You need two Green runes to do +1 extra damage

• You can purchase or sell a Green rune from a merchant or another player

• Must be visible on the weapon, buy pull-on flexible cloth, with the runes attached

• Sometimes Magic Weapons will be found and have runes embedded in the blade, supplied by Dragons Gauntlet. Other Runes go onto on a clothe which wraps at the bottom of the blade.

Red runes – affect Hit Points (HP) – Found or purchased.

• You can find red runes in the Dungeon or as part of a game

• You need two red runes to get 1HP or 0.5 HP per rune

• You can purchase or sell a Red rune from a merchant or another player

• Put on necklace same as blue rune.

• Sometimes Magic Armour will be found and have runes embedded in, supplied by Dragons Gauntlet.

Gold runes – affect Damage taken – purchased from Runelord, and then Enchanted

• When wearing a Gold rune, the player can reduce the amount of damage taken from ALL attacks by 1 HP (including magic)

• You can purchase a Gold rune from the Runelord by surrendering 2 x blue, 2 x green, and 2 x red runes

• Must be displayed prominently on one of the following ways: of on the Necklace, Breast Plate, Shield.

• Has to be enchanted (see Enchanting below) The maximum allowed in the table is only for how many a player can use to get the effects. You can collect more to sell or down enchantments etc.

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Table 8: Rune Specifications

Enchantments & Runelords You can hand in your rune to a Runelord and they will enchant it on ring or amulet. You give them the rune

and ring or amulet. They write it in the book and time started to enchant and back when finished. It takes 30

minutes to enchant and both you and the Runelord cannot leave the circle. If you do have to start again.

Same goes if you are dead or bleeding out.

Table 9: Enchantment Costs

Enchantment Type No. Blue Runes

No. Red Runes

No. Green Runes

Silver Coins Time Mins

Brooch of Armour +1 1 50 30

Ring of Respawn 2 1 200 30

Damage Reduction -1 (Gold rune)

2 2 2 500 30

Brooch +1- gives you +1HP Has to be 7cm diameter in size or similar in size if not circular.

Ring of 1 Respawn- You get the specialist respawn skill see page 8 for explanation. Ring has to be 2cm

on top as to be noticeable. Must touch the ring and say aloud: ”Respawn!”.

Damage Reduction- Gives you 1 less damage on all damage attacks from magic to normal. You are given

gold rune by Warden or Board. Has to be put on sash, shield or breast plate.

Potions You can find potions in the dungeon or are available for different game nights e.g. Dungeon. Sometimes

will be available to buy from merchant. Some types available are:

Health Potion- 50sc- restores you to your full HP.

Energy Potion-100sc-restores all your EP.

Artefacts Artefacts are made from powerful magic from either sorcerers or mythical creatures. All are hard to find in

dungeon quests or on powerful creatures which are extremely rare. Artefacts come around from time to

time but are highly sought after. Due to the difficulty to understand these artifacts, players must be of

certain Fame Point levels to operate them.

Artefacts can be blocked by magic weapons and other artefacts.

Runes Gives Player Cost Max.

Allowed Max Extra

Damage/HP

Blue Runes 1x rune – 1 Skill use on all skills 50sc per rune 4

Green Runes 2x rune – 1 Weapon Damage Extra 50sc per rune 2 +1 Damage

Red Runes 2x rune – 1 HP Extra 50sc per rune 2 +1 HP

Gold Runes 1x rune – Reduce Damage taken 2 of each other coloured rune + 500sc

1 -1 Damage

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Examples:

Brooch of Energy (dragon shaped)- Is an Brooch which is 6cm in size and gives you Restoration twice-a-

day ability.

Vorpal Weapon- Is a powerful enchanted weapon that does 3 damage. And holds 3 x dazes, must say

aloud “Vorpal Weapon Daze”. Will be a custom-made weapon with distinct 3x green runes on each side.

Also does 5 damage on NPCS

Life Shield- Is Sunder break-proof. Also, any Skills used on it gives the user 2HP back.

Cloak of Regeneration- Strange looking elvish cloak which gives you Regeneration to the user. If you

haven’t been healed after 60secs from Bleeding Out, the Regeneration skill activates, giving you 3HP at

first and an additional 3HP each 60seconds (normal speed count to 60), until you reach full health. Eg.

Your max HP is 11 that is all you regenerate.

Table 10: Artefact Specifications

Name Type of Artefact Rareness Cost (sc) Find % of

population

Amulet of Energy Magic Hard 300 10

Vorpal Weapon Enchantment Rare 600 8

Life Shield Magic Very Rare 900 6

Cloak of Regeneration Enchantment Extremely 1200 4

Siege Sieging is a part of Dragons Gauntlet in which it happens usually every 2nd week. You receive either your

1sc for the night and 1 extra 1sc if you win. Traders will be onsite to sell gear, fix siege weapons etc. You

may choose to go into battle as a Trader especially if a Blacksmith and Bard. Generally, 2 siege games a

night. Each game consists of the best of 3 battles.

It takes 2 people to operate a siege weapon or move a siege weapon at any time, otherwise it cannot be

operated. If a siege weapon is shot by another siege weapon at any time it is rendered destroyed and must

be taken to a blacksmith for repairs, it takes 5 minutes to repair. Only another firing siege weapon can

destroy a siege weapon. A battering ram cannot destroy any siege weapons or be used to attack

people/npcs, only doors. You can buy as many as you can afford.

Table 11: Siege Weapon Descriptions

Name Size (minimum) Damage Cost People

Ballista 1.5m long, 40-50pounds 25 60sc Instant Death

Battering Ram 2.5m-4m long 10 20sc N/A

Giant Boulder 30cm diameter 5 - Damage Only

Catapult/Trebuchet 1.5m height 50 or

15 for 10 smaller rocks at a time

80sc Instant Death

Moveable Walls Must be 1.5m x 1m (30HP) 20sc N/A

No Siege weapons can have a Canopy

• Giant Boulder- 30cm diameter made with foam filled material, or all soft foam, open cell foam and to look like a rock. Best to buy 2-dollar kids rubber ball and cover with open cell foam or just spray with PlastiDip (sprayable rubber paint). Does 5 damage on a hit dropped from top of fort and only does damage from a drop not if it hits

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the ground and rolls. Each Adventure Party may have a maximum of 6 boulders at a time.

• Battering Ram- Made from PVC rod, fibreglass or similar core. Covered in foam made to around 10cm thickness. Must walk back 2 steps and forward 2 steps to break down walls or doors 3metres.

• Ballista- Use a longbow or something similar upto100cm- 150cm and around 50 pound maximum. Must have 90cm minimum long bolts as minimum and 14 bolts maximum, bolts can have cores PVC or fibreglass, but must all be covered by 15mm of foam minimum.

• Catapult/Trebuchet- Have a minimum of around 1.5metre arm and 1.5metre base shoot foam balls or the rubber spiked air-filled balls found in 2-dollar shops. You cannot shoot basketballs or similar.

• Moveable Walls- One person at a time can move them and only can be made of wood or plastic and have 30HP

Fortification All walls for weeknight events are

supplied by the club but may need to be

set up by members.

All walls are up to 2.1metres high and

1metre width.

Forts can only be sieged from the

front doors to the end corner of the

front wall

In order to fortify your base to prevent people ‘walking through walls’, there must be a clearly visible

barrier in which people cannot easily get through. The wall height is only as high as the walls mentioned

above.

Behind the 10 metres of wall you can rope or bunt of another area in which to put all your stuff that you

want to keep out of in game area.

Walls may be attacked and ‘broken’ only with Siege Weapons and Mauls (Two Handed Hammer), or NPCs

who do 2-5 damage, Mauls do 2 damage. Wall strength is dependent on the construction method and

material. The following table details the different wall HP values:

A siege finishes once the goal has been accomplished, destroying the dragon totem, treasure chest, in

game valuables. Siege finished will be called.

Siege events on a Weekend will need both Adventure Parties to assist with the provision of and set-up of

walls.

Currency

Earnt in the Dungeon. The rest of the silver can be earnt in sieges. The dungeon holds about 10sc each

time. So basically, you could earn around 1sc-2sc a night. Siege Night you get 1sc each and 2sc each if your

team win. So generally, after a year you win 36sc-100sc. God Scale is worth 10sc. All currency is returned

at the end of each games end.

200 HP

200HP

Up to you.

Up to 4m Up to 4m ~3m

2.1m 200 HP

Gate

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Table 12: Currency Calculator

Silver Coin (sc) After 26 weeks

(sc) 49 weeks

(1year) 98 weeks (2years)

196 weeks (3years)

392 weeks (4years)

1 26 49 98 196 392 2 52 98 196 392 784 3 78 147 294 588 1176 4 104 196 392 784 1568

Monsters Monsters may be found in various situations such as in the Dungeon or as part of a battle scenario. They

are classified into three main difficulty levels as explained below:

Table 13: Monster Difficulty Levels

Difficulty Level Features

Medium Respawn x2

Damage 2-3 magic damage

HP 25 HP

3 skills, 1x respawn, 2 monster skill 4x blue runes, 2 green runes

Hard Respawn x3

Damage 3 magic damage everywhere sometimes unblock able

HP 50 HP

3 skills, 1x respawn, 4x monster skills, 1 Hard artefact.

Legendary Respawn x4

Damage 5 magic damage on a hit, with some hits being unblockable. Others are half damage on a block.

HP 100 HP

4x blue runes, 1 extreme artefact, 1very rare artefact. 3 skills, 6 Monster skills.

Monster Skills- Damage Reduction- You resist damage against all attacks by 1.

Restoration- 10 word enchant, then say “restoration” at the end and place arms on shoulders of 2

individuals and say Restoration, all get back their EP including caster. If no one

around just cast on self.

Sunder- “Sunder” before swing is made. If it hits does 10 damage and breaks shield or

weapon as well if aimed at shield or weapon. If just at individual does 10 damage.

Mass Daze Say “Mass Daze” Everyone cannot move for 6 seconds unless hit before the 6

seconds which you then are undazed. If no one hits you have to wait the 6 seconds

before moving

Mega Fireball- Say “Mega Fireball” and whomever you state takes 5 damage e.g. all enemies

Great Heal- All monsters get Healed half their HP.

Party ‘Party’ is a term that denotes a group of players that is undergoing an adventure or battle together in

Player vs Environment (PVE) scenarios. A party can earn certain perks in-game by collecting Fame Points

(fp).

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To found a party you must have a minimum of 4 people, with maximum numbers being capped at 10

people. Parties must have a visual signifier on them that is a minimum of 30 cm wide by 30 cm tall (symbol

on a tabard or flag or similar item).

Each event, when you have at least 4 members of your party present, your party will earn 1 Fame Point (fp)

per person present. Additional points may be earned by completing tasks, going through dungeons or

defeating monsters with your party. However, even if you have earned perks previously, you must have at

least 4 members present in your founded party in order to use perks in-game for each scenario.

Perk Table:

Level FP needed Perk Description

1 100fp 10% longer added to timed challenges

2 200fp +1 Resistance against NPCs, stacks with Resist

3 300fp add +1 to your dice roll

4 600fp have the use of ‘charm’ to get an extra clue on puzzle

5 800fp Respawn time is reduced by 10%

6 1000fp medic timer is reduced by 10% (only in player v environment timers)

In the event that you are not part of a founded party you will just be picked at random with the first 4-6

people who are also not part of a founded party.

Gaming Areas There are areas in the game that are important to known:

Out of Bounds- Is any area in which is considered dangerous or the owner of the venue does not want us

near. Other out of bounds areas are where people store their gear in a roped off area.

You cannot store any in-game items in this space.

Role Play Area- This is generally in town where people mainly Role Play but combat can occur there away

from the stores. Generally, the actual stores themselves are Role Play only, this is up to

the store owner.

Combat Areas- These spaces are any space that has not designated by any other specialty area, which is

still part of the venue, and has not been classed as Out of Bounds.

Death Area- This is the place where players who have died wait until they have waited the appropriate

time frame before entering the game again.

Game Play Terminology Bleeding Out- Once your HP go to zero you have 60 seconds in which to be healed, or regeneration kicks

in otherwise your character experiences death.

Death- Is once your 60 seconds is up you are dead. Once dead go to the death area 2 minutes

for night games and 5 minutes for day/weekend event.

Scenario or Games- Is term used for different game plays, these will sometimes have a different mechanic

then simply 60 seconds then death. The mechanics will be explained on the night if

different. Usually for quicker game mechanics.

Locks and Open Lock- Usually to lock a chest or siege doors. Basically, a combination lock is used with 12

different combinations on it, obviously one combination s right. Or a key lock with 12

different keys on it, once again one key will open it.

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Totems- There are 2 main types which is:

The Dragon Totem which has a Dragon on it and is located inside the base for siege purposes. This has 4

layers which need to be hit, each layer must be hit 10 times, after that you remove the

layer and so forth until all layers have been destroyed.

The second Totems which are just totems with 4 round discs. Once again is the same as above minus the

dragon head. Usually used for many different purposes will be explained on the day.

Usually for Respawn purposes or defending or even both as an example.

Dungeon- Is where you make money, earn extra silver by going into the dungeon. Generally, the

first five to arrive will go through. If you want to go through with your own party will have

to wait until all arrive.

Capture Is when you capture someone to get a reward or just for roleplay. It is up to the players

what they do as long as it is consented by both parties e.g. Bind them. If not a simple rule

is put your hand on their shoulder once you take your hand of they are free. 10mins max

capture time unless agreed upon by players.

Siege- Is where two alliances fight in sieges to gain extra money.

Arena- Is where you will fight in 1vs1 5vs5 for extra silver 10 fights equals 1sc. Also, the character

with the most wins will be announced.

NPC Non-Player Character, a player who is not a PC- Player Character.

EP Energy Points which equals how many times extra you can use the skills. Blue Runes gives

you more EP to use.

Pick Locks You need to carry around some old looking keys, at least 3. The locks you will come

across will have a number combination in which only you can access.

Temporary Artifact- Basically Artifacts that only last for the event.

Terrain There is different terrain and area types. These are temporary effects only while you are in the area, once

out have no effect and back to normal. If you choose a certain terrain when at the start of your character,

which cannot be changed once taken. You get a +1EP on your skills usage, except for cliffs or bridges. Will

be marked out designated area with a picture of the Terrain, which are as follows:

Forrest- Be a picture of a tree on designated marked out area.

Water- Picture of Water in designated marked out area.

Underground- Picture of a cave.

Water- Picture of a wave

Cliffs or Bridges- Work differently as in if you step out of the area you fall off the cliff or bridge to your

death.

Temporary Artifacts. During events you will find temporary Artifacts in which only last the event and need to be used in game

plus can only stay in game the whole time. Some artifacts can be lootable and others stay with the

character even when killed the whole game. Unless they decide to give it to someone else. If they do give it

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to someone else, it stays with them and same applies. Sometimes you will have to find the resources and

go to a NPC to assemble the temporary artefacts, or a rune lord.

Sometimes you will have to do tasks to be able to obtain the temporary artifact and generally all quests are

found at the merchants’ quarter.

Becoming a Disciple

If you want to become a devoted follower, you will need to do 100 tasks for one coloured Dragon. Once you

have done the tasks, you become a disciple of the colour dragon you choose. The tasks will be given by a

dragon or disciple. You must record it in a small book about A5 size. The task will be written in the book

and stamped by a member of the committee once the task has been completed.