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  • Basic Event Rules

  • Ammign71

    Member
    2020-05-15 at 17:21

    Read and familiarize yourself with the combat rules first, these rules build on those.

    Abilities: There are many abilities that are available throughout the rules. If you have an ability, you are responsible for making sure you are familiar with all the associated rules – including any rules changes. If you continually improperly use an ability, a marshal may remove that ability from you.

    Boulders: Boulders are a special kind of instant kill weapon. They are represented by a large (1′ diameter) foam ball. Boulders are indicated by grey duct tape. It takes a feat of giant strength to carry a boulder. It is a feat of giant strength to throw a boulder. If one with giant strength becomes the target of a boulder, he can use a feat of giant strength to catch the boulder. If he manages to catch it, he is not hurt by the boulder (and if he can perform another feat of giant strength, he can even throw it back). If the player does not manage to catch the boulder before it hits the ground, or any object or person other than the player, the player is killed by the boulder.

    Without a feat of Giant Strength, a boulder can be moved only in one of two ways. Two people may roll the boulder along the ground, or 4 people may together drag the boulder at a slow walk.

    Any non-instant kill missile weapon may be blocked with a boulder held in the hands of a character. An instant kill attack may be blocked by throwing the boulder at the attack while still in the air and deflecting it. Melee attacks may not be blocked by boulders – pass through rules apply.

    Boulders in the hands of PC’s are defined as being two-handed. NPC’s may disregard this in certain situations where it is especially characterful.

    Burning Things: Corpses (and other things) may be lit on fire with a flame from any prop with an elemental fire effect (including torches, and various spells, but NOT directly with Flint and Steel – see below). Hold the fire prop to the item or body and say “Fire”, then do an uninterrupted 100-count and place a fire-prop on the item or body and it is on fire (if you do not have an extra fire prop, you can use the one from the torch, putting out the torch, or you cannot light anything on fire). People cannot help you light a fire faster, it will always take at least a 100-count. Putting out a fire is done by taking a 100 count per area of fire by anyone. When a fire is extinguish you should remove the flame prop and set it on the ground nearby. Nothing can be lit on fire if someone is trying to prevent it from igniting. If a character’s corpse burns for a full uninterrupted half-hour, the character is permanently dead. Five minutes after the character starting burning he/she may use a normal tone of voice to say “Rot, Stink, Burn”…etc.

    Each time a fire is started it burns an area of roughly 6 feet square or one person sized object in half an hour. While fire is being extinguished it does not count as burning. Also burning a body may resume from where it left off if extinguished. Burning an area however must start over.

    Counting: Many situations require a count (such as a 100-count when you are hit be a “Flat” attack – see below). You may count up (ie 1 to 100) or down (i.e. 100 to 1). This count should approximate seconds. If a 100 count lasts less than 80 seconds, you are counting too fast. If it lasts less than 60 seconds, you are cheating. It should be slow and even and in some cases out loud. When a count (or part of a count) must be counted out-loud, it must be said in a normal speaking voice – speaking more softly than normal or whispering is cheating.

    Cursed Scrolls: If you begin to read a scroll that is cursed (even if you are only trying to identify it), you must follow the curse described therein. In most cases, you must act normally otherwise. Giving players hints that you are under magical control is cheating; you should role-play the curse as specified in the scroll.

    Death: If your character dies (not permanently killed) you are allowed to say with a normal tone of voice “Stink”, “Rot”, “Bleed”, etc… at will, starting five minutes after your death. This is primarily used to alert others close by of your position. You may not yell it out; a normal tone of voice is required.

    Disarm: Mundane weapons cannot be stolen from a character. However, a non-resisting character’s weapons can be removed from him and kept close by. This is called disarming. Anyone can declare he is disarming someone, and if the player is not resisting he must turn over all his weapons that are not hidden by a special character ability (see below). If the character is alive and conscious, the player may decide which weapons to turn over, if any. The weapons cannot be used by anyone else and must be kept within sight of the player. If the player gets to his weapons unobstructed, he can pick them up and use them, so this is only useful if the player will be guarded. Note that by first performing all three searches (including the special ability “Search Hidden), then doing a Disarm, hidden weapons can be found and removed from a character.

    Disease: If a creature injures you and declares “Disease”, the location that was injured is now diseased. If that injury is a limb, that limb cannot be healed by any means until you receive a Cure Disease spell or similar effect – until then, all attempts to heal that limb will fail. Even being killed and raised will not restore that limb.

    If that injury was a kill, your body is diseased and you cannot be raised or resurrected until the disease is cured – all attempts to raise or ressurect you will fail. No matter how many diseased injuries you take, one Cure Disease effect will cure all of the diseases you have and enable healing to work again.

    Documents: Documents all are required to have a language. This is printed on the top of the document. Documents are purely text unless they use CURSE, which will indicate what the document does to you or what you can do with the document.

    Doors: A door is exactly like a wall except it will be labeled on the side as a door, with instructions for how to open or close it. The label should be double sided – one side for open, one for closed – and left in the position representing its current state. A closed door is just like a wall, if destroyed, remove both the tape and any door labels. An open door is just as if the door was not there.

    Drag: Any living player who has at least one arm and both legs may go up to any player who is not resisting, place his hand on that target player’s shoulder and say “Drag”. At that point the target is being dragged by the player. The target must then stand and follow the dragging player – keeping his weapon in the dead position if he is dead or unconcious. The target has no choice where he goes. If a player starts resisting (wakes up, or decides he doesn’t want to be dragged while conscious), he can simply stop following the player. You are not allowed to drag a character out of the event site dead.

    While dragging a corpse, a player cannot run, engage in combat, or cast spells. If the player needs to do any of these, he must first take his hand off the player’s shoulder and say “Drop”. At that point the target should just drop and resume his previous state in the spot he was dropped. If the target has the “Heavy” disadvantage, two people are needed to drag him, one dragging each shoulder. If a player had the “Strength” racial advantage and both his arms, he can drag two people at once, one with each hand, or one “Heavy” player by himself.

    Effects: Some attacks will have effects. You will know these, as the attacker will pronounce the effect as the attack is used (eg: “Fire!”, “Water!”). For the most part you may treat these as normal attacks with the exception of the calls “Flat”, “Poison”, “Magical”, “Crushing” and “Disease” (See Flat, Poison or Disease in this Document. See Magical and Crushing under Armor Rules). If a player’s corpse is exposed to “Fire” for a full 100 count the corpse is lit on fire (see “Burning Things”). If an attack is called “Crushing” it will remove 1 point of armor before it deals damage, Crushing and Magicial cannot be combined. The common calls are: Air, Earth, Fire, Water, Flat, Crushing, Bless, Holy, Magical, Poison, Disease.

    Event Boundaries: These are areas indicated in some fashion before the event starts (duct tape labeled Event Boundary, Chalk lines labeled EB, or areas declared out of play, such as grass, or roads). No PC may enter these areas. Although they can use it to get out of the way of a combat situation if they are dead. A PC cannot cross an Event Boundary in any way whatsoever.

    Fast Searching: Some characters have the ability to search more quickly than others. For each search level that they can do this for, they may preform their slow search-counts by twos. Each search level is a different ability, so make sure you can do fast searches in all the levels for which you are counting by 2s. You should also append “Fast” to the search declaration so the victim knows you are using a special ability, eg: “Fast Search Visible”, “Fast Search Concealed”, or “Fast Search Hidden” – also the names of the respective abilities.

    Fire Props: Any character can carry around small pieces of red, orange, and yellow foam (at least 3″ long) that he may place on an item he wants to burn (see “Torches”, “Burning Things”, and “Flint and Steel and Fire Building” below). These are free, and are not searchable, and should only be used by the owner, or with the owner’s permission.

    Flat: An non-projectile attack (some projectile may allow Flat) may be called “Flat” as long as it uses no other calls (except Crushing and Magical). Flat only matters if the hit would have killed you. Instead, you are unconscious (use the death position) and will wake up after 100 seconds, the last 10 out loud. If you are “Flatted” again, restart the count.

    Limbs cannot be “Flatted” although, a player may elect to take “Flat” hits on their limbs.

    Flint and Steel and Fire Building:With only Flint and Steel and/or the Fire Building skill, the character can still light something on fire. First he must light a readilly flamable object (like a torch or leaves or twigs next to the item, etc…) as in “Torches” above. Then this flame is used to light an item as in “Burning Things” above. You can always assume you can find readilly flamable materials around, so lighting an item with just Flint and Steel is simply a matter of lighting a fire next to the item, then performing a 100-count to light the item. Note that if the character does not have any fire props, he cannot light things on fire.

    Grapling Hooks: Grappling hooks are like Pitons, but they can be thrown – the prop must be fully padded in case of an accidental player hit. Once in place, the grappling hook is considered to be anchoring the rope it is attached to.

    Herbs: Herbs work similarly to potions, with the Herbalism skill used to identify and use them. Herbs cannot be made by anyone, but are introduced into the field by the eventholder. Only someone with the proper level of the herbalism skill may use the herbs as anything but interesting-looking props.

    Hiding Items: Some characters have the ability to hide items on their person, or on another. Which items can be hidden are specified in the individual abilities. Hidden items must be actually hidden and out of sight. They must be above and beyond “concealed” in that they must be in a location that would normally not be searched (a secret pocket in a robe, strapped to an arm under a sleve, in the bottom of a fake sheath, in a shoe, etc…). If a hidden item is seen, or accessed by the player, it is no longer hidden. The player must discretely rehide it.

    Impaling: You may leave a weapon in a character (impaling) by placing the weapon against them and saying “I impale you”. A character raised while impales dies again.

    Instant Kill Attacks: Lightning bolts (represented by a yellow and blue javelin), boulders (represented by large foam balls – about 1′ in diameter), and boulder-related spells have Instant Kill effects. If you, your weapon, or your shield is hit by one of these items anywhere, you are dead and any and all armor points you have are destroyed. Hitting your costume but not you (ie: a “Cloth” hit) does NOT count, and you should call “Cloth” when this happens.

    Generally, these attacks are not able to be “Flatted”, but certain spells (ie: Concussion) must be flatted. In this case you are not dead, but unconscious for a slow count of 100 – and none of your armor is damaged by this attack.

    Invisibility: It is possible for characters to be invisible, or well hidden. Characters who have their arms crossed in front of them, each hand on the opposite shoulder are not visible in most cases. You may not assume this pose if you do not have a special ability to become invisible or hidden. Different abilities work differently and it is the responsibility of the invisible player to know what he can and cannot do while invisible.

    Never can a person become invisible while in sight. Never can an invisible person hold a weapon, cast a spell, or enter combat. If a person becomes invisible within your site, or an invisible person has a weapon showing, attacks someone, or casts a spell, they are NOT invisible and you can see them. If you lose sight of them, then see them again in the invisible pose, you can no longer see them until they become visible again.

    If you hear an invisible person, you know someone is there, but you do not know where exactly. You cannot attack an invisible person, unless you can somehow see them, or they forcibly insert themselves in your path. However if you hear them, you may realize it would be a good idea to leave.

    Languages: Any speach or writing not specially marked is in Common. If you hear something said and can’t find it’s source, or don’t see any special props, assume it was said in common. Some characters can speak or write languages other than Common. To write in another language, simply write what language it is written in clearly at the top first.

    To speak in another language, you should have a ribbon colored appropriatly for the language (see the “Languages” section). Hold this ribbon hanging from your hand and put your index finger up to the corner of your mouth, then speak. It is your responsibility to make sure all those hearing this speach can see this ribbon. If they cannot see it, they will (and should) assume you are speaking Common. If you see someone speaking with a ribbon you don’t recognize or don’t have, you cannot understand it.

    Locks & Keys: Doors can also be locked. Most doors can only be locked closed, but some may be locked open. Doors that have locks should have a separate label for the lock that indicates whether it is locked or unlocked, and how and when it can be locked/unlocked. Most locks have keys, and the correct key should be indicated on the lock by number, shape, description, or other definite attribute. The label for the lock should have a colored marker to indicate its complexity. Basic locks are brown, advanced locks are grey, special locks are black, and magical locks are red and blue. Different classes may have abilities to pick some of these locks, but few can pick magical locks.

    Force Missiles: A number of different small foam balls may be thrown at you in an event. They all basically count as if you were hit by a normal non-crushing weapon by that individual. Elemental Missiles have no additional effect on most characters – see elemental effects above. Missile may have Flat, Magical or Crushing effects as well.

    OOC/IC: If at any time you want to go OOC you should have your sword in the dead position. You should go OOC as little as possible. OOC fights should be taken out of the event site. If you are dead try not to go OOC so that you can be dragged.

    Peacebound Weapons: During an event, some players may decide to just practice fighting a bit. This is fine. These weapons are considered to be “Peacebound”. You take all the injuries, but once the practice combat is over or interrupted, you get all limbs and armor that you had before the fight back. If in a real combat situation, treat these like “Flat” hits, except that any damaging attack including spells, boulders, etc… can be peacebound. Some powerful artifacts can create areas where all attacks are peacebound.

    Pitons: Pitons are simple props that can be attached to a rope and represent that section of the rope being anchored. They cannot be thrown, but must be placed in their anchored position.

    Poison: There are several ways in which a character can become poisoned. If you drink (or are fed) a Poison or Blade Poison potion, you are poisoned. If a creature or character injures you and declares “Poison”, you are poisoned. Any time you are poisoned, even from just a limb hit, you die. Even after death, you are still poisoned. If you become alive again, you die immediately. The only way for this condition to end is if a Cure Poison spell (or other effect) is cast on you.

    Note that your character usually will not know he is poisoned, and until he does know this in-character he should not refuse Raise Dead spells simply to avoid dying again.

    Posessions: Characters may end up owning many different things. Searchable things can be stolen, non-searchable things cannot. Either way, at any event, some things will be in game, others will be out of game. You must decide what things are in game and what are not at the beginning of an event. You may not bring things into game, or take them out of game (unless you yourself leave the event) once the event has started. If you leave an event and return, you must bring back all character items that you had when you left. It is valid to hide things on an eventsite – but searchable things hidden in this manner can be found and stolen by other characters.

    Potions: Potions are small drink bottles that must be drunk to take effect. You must drink the whole potion for it to effect you. If you have some kind of medical or religious issue such that you can’t drink it (which you should establish ahead of time), you may just put it aside, but otherwise you cannot get the effect without drinking it. If you don’t want to drink the potions, that is fine – you won’t get the benefits of them either though.

    A person can feed a potion to a character who is not resisting, even if the target is dead or unconscious. The character feeding it must go up to the target, give him the potion and say “I feed you this potion”. The feeding character must remain by the target, doing nothing else, until the potion is totally consumed.

    If at any time you are being effected by a potion, and you receive a Cure Poison effect, the potion’s effects are immediately negated – wether they are good or bad.

    Potion Identification: There are only two ways to tell what a potion does. 1) Drink it and see. Once you drink the whole potion, remove the label and look underneath for its true effect. 2) Identify it. If you can identify the potion (see the Alchemist Skills) you can look under the label at any time.

    Real Doors: Any actual door that is closed should not be opened by LARPers, it should be considered an indestructible wall. Any door that is supposed to be passed through will be propped open.

    Resisting: Many abilities only affect character who are not “resisting”. If a character is shackled (see “Shackles” below), dead or unconcious, he cannot resist. If he allows something to happen (even if he is not aware of the specifics of that thing), he is not resisting. For example, a character who drinks a potion or reads a scroll is not resisting – even if it is cursed.

    Rough Terrain: Certain areas in an event site can be declared to be rough terrain. The two primary types are steep hills, and water. The eventholder may give different rules, but otherwise always assume any water or steep incline with no obvious path is rough terrain. Characters with special skills can cross different types of rough terrain, and may even be able to bring others across it – see the skill descriptions for details. Otherwise the only way to cross it is with a rope anchored on the other side. It can be anchored by another player, a piton prop, or a grappling hook (see below). If a rope is so anchored, characters may cross by holding onto the rope and moving at a heel-toe walk. Characters can never carry or otherwise bring massive objects (like boulders) across rough terrain. These objects must be thrown across (using a feat of Giant Strength) before the player travels across himself.

    Searchability: Most items cannot be taken from a player. Certain items are “Searchable”, which enables them to be taken. If a searchable item is left unattended, or is with a player who is not resisting but is not phisically attached to them, it can be picked up by anyone. These items can also be taken from dead or unconscious players (see “Searching” below). Searchable items include money, treasure, holy weapons, silver weapons, magical weapons, potions, scrolls, keys, maps, and other magical or special items. Weapons are considered organic. Meaning that once a character has them on his hands they cannot be stolen. Moreover if a character’s weapon is not carried with him/her it cannot be stolen. Someone however may borrow a weapon from someone else if and only if a character that has the weapon does not have sight of it or actively laying claim to it. Of course the person wielding the weapon has to have the appropriate skill.

    Search Hidden: Some characters have the ability to perform a “Search Hidden”. This search must be performed AFTER “Search Visible”, and “Search Concealed” are complete. To use this, the player says “Search Hidden” and counts a slow 30 count out loud. After this, any hidden items on the victim are no longer so, and searchable ones are handed over to the player – just as with the other searches.

    Search/Hide Example: Joe has a silver dagger in a scabbard hung his belt, a magical axe in his back pack, 2 silver in his pants pocket under his costume, 4 silver in a pouch at his belt, and 1 gold in his shoe. He also has the hide small item ability and is hiding a potion in a secret pouch built into his dagger scabbard. When a bandit knocks him out and begins to search him. The bandit has “Fast Search Visible”, Fast Search Concealed”, and “Search Hidden”.

    The bandit starts by saying “Fast Search Visible” and counting “2 – 4 – 6 – 8 – 10”. Then Joe hands him the 4 silver from his pouch (an obvious storage container), the dagger (in plain sight), and the axe from his backpack (another obvious storage contatiner). The bandit continues with “Fast Search Concealed – 2 – 4 – 6 – 8 – 10 – 12 – 14 – 16 – 18 – 20”. Then Joe reaches under his costume and hands over the 2 silver in his pants pocket (since his pants were not visible under his costume, this container was not obvious), and the gold piece in his shoe (not an obvious storage container). The bandit then continues with “Search Hidden – 1 – 2 – 3…” at which point he is killed by Joe’s friend Bob the archer. If the bandit had gotten to 30, Joe would have had to give up his potion as well, but since he didn’t, the potion remains hidden on Joe’s corpse.

    Searching: Characters who are not resisting can be stripped of their searchable possessions by any player. The player just goes up to the victim, points at the victim and says “Search Visible”. The player than must perform a slow count to 10 out loud. Once the count is complete, the victim must then turn over all searchable items that are at least partially visible on their person or in obvious storage containers (pouches, outside pockets, packs, bags, etc…) as quickly as possible. If the player so desires, he may continue by saying “Search Concealed” and doing a slow count to 20. Once complete, the victim must turn over all remaining searchable items on their person that are not hidden by a special ability.

    In each case, the searching player need not take everything, but the victim may not withhold anything that is not hidden by a special character ability.

    Shackles: Foam shackles or chains can be used to hold a character’s wrists in front of them. This can only be done to a character who is not resisting. These props should be easy to remove if need be. The shackled or chained character is unable to use his arms or move except at a heel-toe walk without being dragged. These shackles should be colored as Locks and can be escaped from with the appropriate Escape Chains skill for the lock’s color (eg: “Escape Basic Chains” for brown locks). Without shackles, a chain can be escaped with the Escape Chains skill for the chain’s color. The chain (including the chain on shackles) is colored like walls. Basic chains can be broken by another person with a crushing weapon. Basic or advanced chains can be broken with a feat of giant strength by either the shackled individual or another. You should yell “SNAP!” when breaking shackles’ chains. Note that if there are no locks on a chain, the color for Escape Chains skills and breaking is the same. If a character is shackled at the end of an event they will also be shackled at the next event.

    Except for the above escape methods: If someone is chained up without locks (ie: using a chain, not shackles), anyone may come up and free them – they just cannot free themselves. If shackles are used, only one with a key the those shackes may let them out. Shackles only need 1 lock on them!

    Soul at Peace: At any time while your character is dead (even if animated as undead), you may declare that your soul is at peace. This basically means your character is permenantly dead, and cannot be raised. This is useful for NPCs to stop being dragged around as corpses to respawn elsewhere – or PCs to stop having their bodies dragged around, magically manipulated, etc…. Once you have done this though, your character is permanently dead – so do this only in extreme circumstances.

    Specific Searches: Any search can be performed for only specific items. Just say what the search is for when declaring the search (for example: “Search Visible for Weapons”, “Fast Search Hidden for Treasure”, etc…). The seached character need only turn over things that fit the description and items that do not fit that description are neither found nor noticed by the searcher.

    Traps: Traps are devices added to structures that have some sort of opening mechanism, i.e., a lidded box or a door handle. A trap will take the limb that attempted to open the item, and may have blade potions added to make them more dangerous. They may also have curses or other effects including death. The method of conveying the information is to be a card labeled with the details of the trap and the damage it does. Level 1 traps will, usually, cause limb loss or death. Level 2 traps will, usually, cause limb loss, limb disease, or death. Level 3 traps will, usually, cause poison, limb disease, disease death, or death. Level 4 traps will, usually, cause elemental damage, special trap effects, and death.

    Torches: A torch is simply a wooden sword (usually a dagger) that has a black tip, and the word “Torch” written on it. A foam flame prop may be attached to the black tip via a 100-count with Flint and Steel (see below), or the Fire Building skill (or a 100-count by 2s with both) – at which point it becomes lit. If the flame falls off the weapon, it has been extinguished. Any hit by a lit flame has an elemental “Fire” effect and can be used to burn bodies (see below).

    Treasure and Allergies: Coins and other treasure is usually made of gold, silver or other metals – if your character is allergic to metal, you can carry metal treasure in closed pouches, but cannot handle it at all. This can make purchases awkward.

    TYR Property: If a prop is introduced to the system it goes to the community as a whole and its no longer the property of the individual that introduced it. If that item is fenced or for any reason exits the system it should return to the person that introduced the item on the first place.

    Walking: Many situations require a certain walk. Some require a “Heel-Toe Walk” – meaning you must take each step such that your forward foot’s heel touches your rear foot’s toe. Some require a “Slow Walk” – meaning a normal, non-rushed walk. Some require just “Walking”, which can be as fast as you want, but at least 1 foot must be on the ground at all times. Others allow you to run. It is important to remember which you can do with each ability. If you continue to do it wrong, you will lose that ability.

    Walls: A wall can be represented by a strip of duct tape on the floor. If you see this, assume there is a wall there and you cannot travel or see through it. Basic (Wooden) walls are can be broken by anyone with a crushing attack, feat of Giant Strength, or a battering ram. Advanced (Stone) walls can be broken by using a feat of giant strength, or with a battering ram. Special (Iron/Steel) walls can only be broken by a large battering ram used by 4or more people or by 1 battering ram using a feat of Giant Strength. Magical walls can only be broken with a disenchant spell (turned to a level 3 wall). When breaking a wall, just “hit” the wall with the weapon or ram and yell “SMASH!” – to represent the sound of the wall breaking. Then remove the tape representing that wall.

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