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A Brief Overview of the System

BASIC RULES

A LARP system, as mentioned earlier, is a game in which you take the role of the character. Not only does this carry through with conversations and tensions of a court role, but this is the case when out on a linear and actually fighting.

Combat is fought with weapons specially-made for Live Role-Play fighting, and battles are fully enacted. Instruction and tuition on how to fight and how to fight safely will be given before sessions for new players, so don’t worry – we will help you make sure you know what you’re doing when you go out and fight.

Within LARP combat there are specific rules to encompass how strong you are, how tough you are, how powerful you are. The section on the clans will have explained to you what your disciplines can do; the following section explains the rules which those disciplines fit into.

LOCATIONS

Your body, in LARP rules, is made up of six locations. These are: Head, torso, right leg, left leg, right arm, left arm. Each of these locations has, unless otherwise stated, one health point, or ‘hit’.

DAMAGE

Damage is applied to one or more locations as a result of damage calls. As noted above, all locations start out at 1 hit. If a location declines to 0 or below, it is unusable; if your leg does not work you have to hop, if your arm does not work you cannot carry a weapon with it, and so forth. If the chest or head are unusable you are unconscious.

If an unusable location is not attended to within five minutes it is considered destroyed. If this is the head or chest the victim is dead.

Locational damage maximums

There is a maximum amount of damage a loaction can sustain feasably, after which no further applied damge will cause it any more harm.

For a mortal, No location may drop below -1 hits (i.e. if a location is at -1 hits, further damage has no effect except to make the wounds look more ugly).

Supernatural creatures are made of sterner stuff, and none of thier locations may drop below 0 hits.

Applying further damage to a location will (eventually) cause the location to become either destroyed or severed. This should be physrepped by 10 seconds of purposeful hacking at the required location.

Damage calls

There are generally four grades of damage call:-

Damage calls may include what type of damage is caused. Usually types of damage have no additional effect to damage, except where noted. Fire is the only general exception. Otherwise other types of damage are usually employed due to the fact that certain creatures are only vulnerable to certain types of damage.

Normally the type of damage is added to a damage call as a prefix or suffix to the amount of damage caused. If one is calling a special type of damage with singles, then often the word ‘single’ is omitted from the damage call, e.g.:-
"Silver [Single]!", "Enchanted double!", "Flaming crush!", "Critical iron!", etc.

FIREARMS

Handguns and melee weapons do single point damage, as well as automatic guns on single shot.

An automatic can empty a 12 round clip in order to do a critical or a 3 round burst to increase its damage grade by one (for auto pistols and SMGs this increases from ‘single’ to ‘double’, assault rifles from ‘doubles’ to ‘crushes’).

Shotguns shells do double damage, slugs do crush damage. However shotguns cannot be silenced and only carry 6 shells. Note that auto shotguns carry 12 shells, but are much harder to acquire.

When calling damage, a player or monster should always call damage and the name (in- or -out of character name), e.g. "SINGLE BOB! SINGLE BOB!" Clearly pointing the weapon at the target is required. Players and monsters may use their discretion if they feel the weapon is not actually pointed at them.

Note that some guns may use special or increased damage calls depending on the type of bullets used (e.g. silver, iron, enchanted, ‘magnum’, explosive round, etc).

Called shots to specific locations require the Firearms skill. Assume that bullets automatically strike the body location of a target for simplicity.

It should be noted that Firearms are illegal in this country, and given the current socio-political climate, LARP groups wielding replica weapons are frowned upon. Use of firearms is highly depreciated in the current system.

RESISTING

Vampires and other supernatural beings may resist any mental Discipline or ability used upon them. Usually mental effects take the form of commands. Unless otherwise stated physically effecting Disciplines (i.e. those which cause damage) may not be resisted.

To employ this ability, declare "Resist!" and if possible cross your arms over your chest at the same time. Resisting costs 3 Willpower each time.

HEALING

Vampires have the ability to heal wounds using blood. To heal damage takes 1 point of blood/point of damage, and it takes 10 seconds to spend each point of blood, healing one hit at a time. Regeneration comes from the heart, if removed the new body will grow back from this.

A Vampire has 1 hit per location before the use of Disciplines. If a Vampire cannot heal a location within 5 minutes of it becoming useless it is destroyed. If this is the head or body then you are dead.

If a limb or your head is severed from your body it can be regrown for the cost of 4 blood, this will return it with 1 hit.

For example, Jack is a normal vampire. He has one hit on each of his six locations. He is hit by a demon on the left arm with a ‘Single’. That reduces his left arm to 0 hits, and so he cannot use it. He can, however, still run, talk, and fight so long as it does not require his left arm, and can do all of this while taking the necessary 10 seconds to regenerate.

Later, he is hit by a different, stronger demon, on his right arm with a ‘Crush’. Even though a ‘Crush’ does 4 points of damage to the struck location, his right arm cannot go below 0. So now his arm is useless and he is knocked to the ground with the impact of the blow – but is not unconscious. Again, he can do anything – including get back up again – which does not require the use of his right arm while he takes 10 seconds to regenerate.

Even later, he is hit on the left leg with a ‘Critical’. As with the ‘Crush’, his leg cannot be reduced below 0, and he is again knocked to the floor. However, a ‘Critical’ also does one point of damage to all adjacent locations, and so he takes 1 point of damage to the chest. This renders Jack unconscious, and he falls to the floor. He must remain inactive for the full ten seconds it will take to regenerate his chest, but once his chest is back to 1 hit he is awake and can operate as he wishes, though must wait the ten seconds it will take for his left leg to regenerate before he can use it.

Kevin is another vampire, but a somewhat more experienced Gwethreyfela with two ranks of Toughness. When activated, he has two hits per location. He, too, is struck on the left arm with a ‘Single’, and his left arm is reduced to 1 hit. Unlike Jack, he can take the damage and his arm is still usable, but if he wants to regenerate the wound, he must still spend ten seconds to return his arm to 2 hits.

Shortly after, Kevin is hit with a ‘Double’ to his right arm. This does him 2 points of damage, and so reduces his right arm to 0 hits. If he wishes to make his arm usable again, he must take the 10 seconds to regenerate 1 hit. But if he wishes to return his arm to the full 2 points, he must take an additional 10 seconds for the second point.

REGAINING BLOOD

Vampires must feed in-character during a time-in. They may feed off appropriate monsters, or approach members of the public and engage in conversation for at least 10 seconds in a manner that is not intimidating to the member of Public in question. Feeding off fallen monsters (or players) requires 10 seconds per point of blood taken.

Feeding during downtime (the time between adventures) is possible, and often necessary to replenish Blood expended during an adventure. This can be dangerous, so some Vampires take to forming herds - a place or group of people that a Vampire may safely feed (see the Background section for more details).

REGAINING WILLPOWER

Willpower may be regained by burning 2 points of blood to give 1 point of Willpower, but not the other way round. This process takes 10 seconds per point of Willpower.

STAKING

Any object slammed through the heart will stake a Vampire. While staked, a Vampire may not spend blood or Willpower, move, or use any Disciplines.

Note that when the stake is removed it does 1 point of damage; no damage is inflicted when you become staked.

Unless you have a skill that states otherwise, it takes 10 seconds to stake someone. This can be avoided using a strength feat.

EXPERIENCE

At the end of an adventure players will receive between 1 and 3 EP's based on your role-playing. These can be spent as follows:

To Increase a… Cost To Start a New… Cost
Clan Discipline Current Level Clan Discipline 2
Clanless Discipline Current Level * 2 Clanless Discipline 3
Non-Clan Discipline Current Level * 3 Non-Clan Discipline 4
Secondary Skill Current Level * 1/2 Secondary Skill 1
Increase Blood/WP Current Level * 1/2

In cases where there is a 'half' experience point, you should round DOWN.

Experience and Time

One may only raise a Discipline by one rank per fortnight. The higher levels (ranks 4 to 5) may require longer at Ref’s discretion. Basic Clan Disciplines (those available at start up) require no tuition to raise. Advanced Clan Disciplines (those gained by rank within a Clan) and Non-Clan Disciplines require tuition to be increased.

Skills always require a tutor, individual Backgrounds have their own specific requirements. A Skill or Background may not be increased by more than one rank per fortnight. Higher ranks (ranks 4 to 5) may not only require longer (measured in months) but a more skilled instructor - a True Master. The search for a True Master can be a quest in its own right, and has a great deal of role-play potential.