easy larp rules

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A simple LARP battle rule system for use with foam boffers and bean bags.

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These rules are written with simplicity and accessibility for beginners in mind. We want anyone to be able to jump in and play. The rules are an adaptation of Belegarth, Underworld, and some of our own additions. The pace should be quick, but lives should last long enough for even beginners to get in some decent combat before dying. Useful links: Suggested weapon building guides: Basic Sword Making Technique, Belegarth Style Build Tutorials. Make sure your weapon is comfortable to be hit with!Suggested armor/costuming guides: Basic Tunic/Tabard, Cloak, Foam Armor (Be Creative!), Monster Head Tutorial

CombatHit LocationsMelee weapons may strike the arms, legs, or torso, but not the head, neck, or the feet if they are on the ground. Shoulders count as torso, hands count as arms unless they are wielding a weapon or shield in which case they count as hitting the weapon or shield, wrists count as arms.Magic packets may strike anywhere, but headshots should be avoided when possible. Make magic packets with this in mind, they should be very forgiving.

Valid HitsA valid hit is any shot that makes contact and stops or deflects at an angle. Grazing hits that exert little force toward the target do not count. A shot which misses and is then jerked weakly into the target does not count. Valid hits will be determined by the defender.Quick repeated hits to the same spot, aka shotgunning, will only count for the first hit.

Weapons and DamageWeapons such as short swords, clubs, and fist boffers, wielded with one hand, and some pole-arms such as quarter staffs, deal one damage. Weapons such as longswords, and large axes, wielded with two hands deal two damage. Two handed weapons are typically around 48 in length.A smaller weapon could be used with two hands to deal two damage, and a larger weapon used with one hand only deals one damageAll weapons must have safe stabbing tips.A strike with any weapon between the shoulders on a targets back counts as a sneak attack, and deals instant death, regardless of armor. Characters who have a racial bonus to their weapon damage should mark their weapons differently. A one hand weapon dealing two damage should be marked with red tape. A two hand weapon dealing three damage should be marked with red and blue tape.Magic packets are sacks of birdseed, granola, popcorn kernels, or similar material, that represent balls of magical energy in game. They are made by wrapping a small amount of birdseed (no more than a 3.5mm film canister full) in cloth, burlap, canvas, or whatever. They deal one point of damage wherever they hit. Mages can also touch cast spells dealing two damage. Bow and Arrow are not allowed, due to safety considerations.Suggested weapon building guides: Basic Sword Making Technique, Belegarth Style Build Tutorials. Make sure your weapon is comfortable to be hit with!

Armour and Hit PointsAreas that can be covered by armor are each arm, each leg, the torso, and the head. Each area covered by armor adds one extra hit point to a characters health. Torso armor adds two. Armor can be made of any material. As this game is meant for beginners and occasional larpers, requiring actual chain and plate armor would be over ambitious.Magic armor points will also be awarded simply for coming in fantasy attire, up to a maximum of three points for an exceptional costume. Examples at the end.Hit Points represent the amount of damage a character can suffer before dying. Rather than subtracting damage from max hp, it is easier to add damage, dying when you reach your max. It is each individual's responsibility to keep track of their own damage. On their last hit point of damage, players should dramatically die and collapse to the ground. Other players may lift their comrades corpses by linking arms with the fallen comrade. The dead player would then rise, and walk/run wherever the living player lead them. Lifting should be used to bring a comrades body to a place where a healer can aid them safely; Note that healers cannot lift someone and be invisible.Suggested armor/costuming guides: Basic Tunic/Tabard, Cloak, Foam Armor (Be Creative!)

DeathAfter dramatically dying and falling to the ground, a player may rise as a spirit from their corpse in order to better watch the fight that rages around them, and in order to be easier to spot, and therefore harder to trip or step on. As a spirit, one should hold their hands above their heads, and remain seated until a healer raises them. If no healer is forthcoming, then a spirit may walk with their hands and weapons over their head to the bar, where they will be raised by the barkeeper.

Races - you may not change your race.Races exist to encourage players to make costumes. Being dressed as a fantasy race gives a character certain bonuses. HumanHuman have no costume requirements, but fantasy attire is highly recommended, and will award the character one bonus hit point.There is no fancy bonus for coming as a human. D:

Half-OrcHalf Orcs must paint their faces grey, and are encourage to wear two red or similar costume contact lenses, and have tusks. Half Orcs receive two bonus hp.

DwarfDwarves must be bearded (males and females). Long bushy braided beards are prefered. Dwarves deal one extra damage with one-handed axes or maces.

HalflingA Halfling must decorate their shoes to look hairy. Players may also make their costumes slightly too large. Men are encouraged to grow fuzzy sideburns. Note, players must wear shoes, and may not decorate their bare feet to be hairy.A Halfling may yell "dodge" once per life to negate the last damage they received.

Animal PersonAnimal people must paint their faces as an animal, such as a cat, or dog, or bird. They are encouraged to make ears, noses, tails, wings, or anything else that makes sense.Animal people can find (by scent/sound/whatever) the usually invisible protected areas of the other team and destroy the ward by destroying the circle.

ElfElves must have pointy ears. They are encouraged to grow out and straighten their hair. Elves deal one extra damage with magic attacks.

FairyFairies must have wings of any sort, other suggestions include using light pastel face paint and wigs / hair dye.Fairy healers get 6 white packets of healing magic per game, so that they are able to heal comrades by touch or without touching them. Fairies that are any other class have 3 healing magic packets per game, but cannot touch-heal. When casting a healing packet, the fairy should shout "healing" to avoid confusion with attack spells.

GoblinsGoblins must paint their faces green, and are encouraged to have large floppy bat ears. Goblins deal one extra damage with short swords and daggers.

Monster Head Tutorial

Classes - you may change your class between every gameWarriorWarriors have five hit points automatically, before other considerations.Warriors can use any combination of melee weapons and shields that they can physically wield with two hands.

MageMages have three hit points automatically, before other considerations.Mages can use any one weapon or shield that they can physically wield in one hand. The other hand is reserved for casting spells by touch or packet. When casting a spell, the player should shout any incantation that they desire (Fireball! Fus... RoDa! !) followed by the amount of damage the spell will deal with a successful hit.A mages bean bag spell counts even if it strikes a shield of the intended victim, but not if it strikes their weapon or the hand weilding it. Dont mistake this as meaning shields are useless, or mages more powerful than warriors. In a one on one battle of mage vs warrior the warrior will cream a mage.

HealerHealers have three hit points automatically, before other considerations, and can claim a maximum of 3 extra hit points from armor. The healer is the most squishy class.Healers can revive their fallen comrades, and/or heal them back to full health, by touching them with a hand and incanting I heal you 1, I heal you 2, I heal you 3. Healers can also heal themselves.Healers are equipped with a jump rope. While they are using the jump rope, healers are considered invisible, and cannot be followed or attacked. If a healer is attacked before, or as, they start jumping rope to become invisible, the hit counts. One should not attack a healer that they cannot see. Healers cannot be invisible and use their other abilities, or lift their comrades. Healers are equipped with a long rope that they can lay on the ground in a circle to cast a protection spell. Enemies cannot enter each others protection spell. While inside of the protection spell, one cannot be attacked by weapon or magic, and one cannot attack with weapon or magic. From the outside, when someone enters a protection spell they appear to disappear without a trace. Only Animal People, and other healers can sense the magic of a protection spell and break it by destroying the circle. Other people should be careful not to bump the rope with a foot and accidentally break the circle, as doing so is illegal.The healers invisibilityIf a Healer dies, their spirit and body disappear from the battle ground, returning to a safe area nearby. This is so that the player is not trampled by battle while they lie dead. After 120 seconds (count one one thousand, two one thousand etc.) the Healer comes back to life. There should only be one healer per five players.

The Bar KeeperCan sell potions to people in the battle, replenishes magic pouches, offer people water (stay hydrated!) and can trade in-game weapons for spares. They also keep track of deaths and run the respawns point. In order to respawn, characters must count to seven inside of the hotel.This position is for people that manage to get massively pregnant (Im looking at you Colin!), break their leg the day before, fall out of a tree and get a concussion, or otherwise shouldnt be running around.

Other Rules, Tips, and ClarificationsExample costuming worth one magic armor point.

Example costuming worth three magic armor points.