Wednesday, April 23, 2014

Arena LARP Rules For May 17th

Please look over and critique these rules:

On May 17th, as a part of the BROOMBALL LOCK-IN AND YOUTH SUNDAY event, we will be having a LARP game at St. Thomas, both outdoors and indoors. This worked great when we had an impromptu LARP game on April 6th, and I have some rules that will only apply for the 17th that I am posting.

You may either use a character you've already created or you may start with a new character. If you use an already-created character you can gain levels for our later, bigger LARP events. The rules may different, but the levels can still carry over. As we begin each person can choose to be a rogue, mage, fighter, or priest. We'll split into groups.

General- Every person can be hit two times by any weapon and die. Once dead, you go into the youth room for a 2 minute period, afterwards you regenerate with all weapons and spells.  Each group gets a point for each member of the other teams they kill. They lose points for each one of their own group that dies. Only rouges and fighters can use weapons.

Mage- A mage will be able to pick three spells, any spells that can affect only one person at a time. Once you've cast a spell you are stuck with that spell for the remainder of the game. You can pick just about any spell except a spell that 'kills' someone. For instance if someone picks 'freeze', the person they call it on is frozen until they are touched by someone else. They may have a 'heal' spell that allows them to regenerate any of their teammates automatically. The spells do not have be declared until they are cast, but once they are cast, you cannot change them. Once you run out of spells, you cannot cast them again until you die and regenerate. Spells are cast by pointing at someone and calling out the name of the spell. Every 'offensive spell' (magic missiles, fireball, lightning bolt, etc) counts as one 'hit'. The person hit by any spell MUST act the spell out or they are considered 'dead' and must go regenerate.

Priests- All priests have the same spells: heal and bless. Heal can be used by anyone is going to the youth room to regenerate or someone who is in the youth room regenerating. A heal spell brings a person back to full hit points and gives them all their spells back. A bless spell returns all spells to a mage. Any priest may cast any combination of spells any time. A priest has five spells a regeneration.

Fighter- All fighters can dual wield and use any weapon except bow and arrow.

Rogue- A rogue can only use a dagger, short sword or bow and arrow. If a rogue hits someone it is automatic death. A rogue can drop all their weapons and 'tag' someone, calling 'steal'. The person they 'tag' must give up all weapons and go look for new ones.

These are similar to what we used on April 6th and it was a blast. I hope May 17th works out the same way.

Sunday, March 2, 2014

Narrowed Field of LARP Date Options

Please choose one of the following times:

Early June

Thanksgiving Break

Late Christmas Break

When would you like to LARP next?

Player Handbook- Please Read, And Posts Critiques and Questions In The Comments Section



St. Thomas EYC LARP Handbook

GENERAL RULES

Hit Points and Physical Attacks-
Each player begins with the same vulnerability to attacks. This vulnerability changes as one moves up in levels. The change in vulnerability is dependent on class and other factors. For instance, a fighter becomes less vulnerable to attack every level, whereas a mage must move several levels to become less vulnerable. A 'hit' is when a weapon or "magical bolt" (see below) makes contact above the knees and elbows and below the neck. Head shots do not count, in order to encourage the safest game play possible. Mundane weapons must make three 'hits' in order to take a first-level player out of a round of play (this is called a 'kill'), enchanted weapons and magical bolts must only make one 'hit' in order to achieve a 'kill'. The meaning of a 'kill' varies from situation to situation (see the sections on challenges, quests, etc, below.) Life during the game is represented by the wearing of a ribbon. As long as a character is alive, that ribbon is worn. Once a character dies, that ribbon is removed in put in the player's pocket.

Hand Signals
Things happen in the game that may require a person to go 'out of character'. Whenever you want to speak with a DM as the player and not as your character, remember to tap your head and say 'out of game'. Then you may discuss with the DM whatever issue you are having. You will tap your head again and say 'in game' to get back into character. If you have an issue with the way a situation is handled or if you think someone is breaking the rules, you must wait until AFTER a fight or battle to go out of character. If you are ever injured in the game, hold your hand up high making a 'peace' sign and your character will be ignored as the others continue to play. If you ever see anyone who is holding up a 'peace' sign make sure to treat them like the wind. They don't exist. The DM will contact someone to get them any help they need.

Forming Teams
Each group will register with a team. Each team will have at least four and no more than eight players. Costs for a LARP event should run $35-40 dollars. You will sleep in a dorm or in a cabin, which will function as an inn or castle respectively in the game. A team must have a team leader, a flag, and a team name. Teams will accumulate game points (see below), be recruited as a team into larger armies (teams will not be split up for larger battles except in very special circumstances), and gain glory together. Individuals accumulate levels, weapons, and gold. Each team will be required to spend 1 hour of each game as a group of NPC fighters and 1 hour as a group of NPC Inn workers (see below). They will also be required to help with cooking, registration and clean up. A schedule for each team will be given before the game.

Registering Teams
A team can begin playing as soon as 4 members of their team arrive. When a team reaches a quorum (four players), they will register with the registration desk. They will register weapons (see below) and get their quest and NPC assignments, as well as a DM to help them on their way.

Fighting- Fighting should be as modest as possible. Aggressive game play will be penalized. This includes any deliberate head shots. Remember that whether a player is tapped lightly or hit hard, they result is the same so long as contact is in the 'hit' area. Effective attacks that are as lightly treaded as possible will be rewarded with game points, and levels.

Dungeon Masters
There will be Dungeon Masters (DM) throughout the game. Each team will be assigned a DM to accompany them. The DM that accompanies your team may change. Any DM will wear a name tag identifying him as a Dungeon Master. A Dungeon Master's job is to ensure fair and equitable game play, and to ensure that the story being developed by the playing of the game is as interesting as possible. A team's DM will have all the information on each team's character. He or she will be the one to call a character dead who has been hit and either doesn't know it or isn't following the rules correctly. A DM will address 'out of character' questions and clarify rules at appropriate times. When two teams battle (see below), the two DMs will work together to ensure fair game play. There may be times when DMs also act as NPCs. DMs have the same authority as NPCs as they do as DMs. DMs have absolute power in the game. Do not argue with a DM, ever. Never question a DMs decision once it is made. It will cost you game points. DMs will keep up with important details throughout the quests and battles, and may narrate as you go along. These details will be used to create a particular history for your team when the game is over.

NPCs
Throughout the game you will encounter people playing pre-assigned roles. These are not players, but non-playing characters. You interact with them as features of the game. You can make no assumptions about an NPCs intentions, abilities, etc. Playing through the game is the key to doing well. Interact with NPCs as your character. Each NPC will have their own set of rules that are idiosyncratic to them. Figuring out an NPCs personal rules is part of the fun of playing LARP.

Good Game Play
Good game play is determined by knowing and following the rules. That is why reading and getting VERY familiar with this handbook is so important. Good game play is not about simply winning fights or even completing quests... it is all about HOW you do what you are doing. Speaking in dialect, acting out your character, living and playing AS your character...this is what will make a game great and it earns more points than anything else.

Weapons
There are three types of weapons. There are mundane weapons, which have 'duct tape' on them and have no glow sticks attached. There are 'enchanted' weapons and magical bolts. Magical bolts are thrown or shot from a bow and arrow, only mages and rogues working closely with mages may use magical bolts. Enchanted weapons have duct tape on them AND have glow sticks attached to them. Finally there are 'permanently enchanted' weapons. These have no duct tape on them and may or may not have a glow stick attached to them. Enchanted weapons are given their enchantment by the spell 'enchant weapon'...but they can be turned into mundane weapons by an enemy's dispel magic spell. Permanently enchanted weapons are very rare, and cannot be disenchanted by dispel magic. The only way to get a permanently enchanted weapon is through the LARP game play itself. They are rewards at the end of the game.

If someone brings a store bought NERF or LARP weapon, it will be marked at registration with one piece of duct tape. It will not be considered permanently enchanted unless a DM decides to make it one as a part of game play. This is to keep people from gaining advantages in the game through monetary investment alone. Permanently enchanted weapons are the result of game play ONLY. Each DM will know if they have someone with one of these weapons on their teams.

All weapons must be registered when the game begins. a name or identifying mark should be on every weapon. Weapons are subject to theft by rogues. A weapon may be stolen for the duration of the game, but all weapons that were not brought by the individual player must be returned at the end of the game. Any weapon may be 'checked' with the DM at the registration desk and is safe until retrieved. Even permanently enchanted weapons are subject to theft for the duration of the game. Thefts do not stay permanent in free-for-alls, night raids, and arena battles. In those situations, all weapons must be returned to the person who brought them into the battle itself.

Gaining Levels & Money
Gold pieces can be earned by arena battles, free-for-alls and team battle (see below). Gold can be used at the Inn to buy manna potions, healing potions, or to purchase weapons. Levels are gained by good game play, by epic actions during battle, and especially by staying in character. The more you play your role, the more likely you are to gain levels. The gaining of a level will be represented by a name tag, which will show your level. Only people with levels higher than 1 will get these name tags. Levels mean something. The more levels you have the harder you are to kill and the more options you have when it comes to skills and spells.

Game Points
Game points are accumulated mostly by staying in character and helping to create a good story. Game play is more important than winning. Fighting and winning battles are also worth game points, though what really matters is good game play. Having an epic moment, whether winning or losing, in a battle is worth more than winning the battle itself. Game points gain you position during the "war" and earn you better sleeping arrangements. They give you a more prominent place in the story that is being written, and of course give you bragging rights and glory in the LARP community we are putting together.

THINGS TO DO DURING THE GAME


The Inn
The Inn is where you spend the night, where you eat your meals, and a place where you can buy extra weapons and potions. There are two kinds of potions: manna potions are used to restore all of a wizard's spells. Each wizard has a limited number of spells per hour or per day (depending on the spell). If a spell is used, it can be only regained by the use of a manna potion. Manna potions cost 20 gold pieces. Once the money is paid, you will get a blue coin. That blue coin represents the manna potions. It must be turned into your DM for your spells to be restored. At the Inn you can also buy healing potions. Healing potions  restore a player to full life. If a player is 'killed' and someone has a healing potion on them, they can touch the player and call 'heal' and the player is restored to full health. That means that whatever hit total they had before is erased. So a basic player who could be killed by 3 mundane or 1 enchanted weapon and is killed, after the healing potion they are once again killed only by 3 mundane weapon hits or 1 enchanted weapon hit. A healing potion is represented by a red coin. Once someone is healed, the coin must be promptly given to your DM. DMs may deign to sell potions to you if you have more gold while you are out and about. Otherwise, you will have to travel back to the Inn to get more manna and healing potions. Healing potions cost 20 gold pieces. At the Inn, there may be some weapons for sale during the game. Any weapon 'bought' during the game with game gold must of course be returned to St. Thomas at the end of the event, but the weapon is yours unless stolen for the duration of the event. Weapon costs vary depending on what you want to buy. Mundane weapons can also be enchanted at the Inn for 10 gold pieces. There will be times set aside at the Inn for storytelling. Taking advantage of this time, and especially telling stories from other role playing games (LARP games you've played in the past, or D&D games you've played), are worth game points. An Inn can be a great place to extend game play. Challenging people and teams to battles, and telling of the glory of your quests, all adds to the feel of the game and expands role playing opportunities.

The Castles
The castles represent special sleeping arrangements for those who gain the most game points the first day. They are marks of prestige and add to your place in the story being written.

NPC Times
Every team will spend some time as a group of fighters (orcs, or just evil knights, or whatever), and will spend some time working in the Inn. If you do things like steal potions or weapons while working at the Inn to benefit your team, that will be a major violation and could result in getting thrown out of the game, permanently. While playing as NPCs you are to live life as the character assigned, and not as your PC character. Fighting NPCs go around and attack players at random times. They just traverse the world we are playing in, chasing down questing characters, entering as third parties in team battles, and ruining the lives of free-for-all players. Only arena fighters and those inside the Inns and Castles are free from NPC fighter rampages. NPCs must listen to DMs the same as PCs. When you are assigned an NPC character, you will be given new character sheets with new abilities and limitations. At the end of your time as an NPC, you can return and get your old character sheets back.

Quests
Each team will have at least one quest to complete. This quest can range from learning a special spell for the team's wizard, to slaying a monstrous beast. On this quest you will likely have to solve riddles and puzzles, and you will interact with various NPCs. Completing a quest is worth game points, big time. How you complete a quest matters too. Every team will have the same amount of time to complete their quests, roughly 5-6 hours. But the quest must be completed in the midst of NPC times, challenges and more. Be aware when you are making and accepting challenges how much time you have to complete your quests. Failing to complete a quest is a big deal. During quests, any character who is 'killed' walks with his ribbon in his pocket until healed. This character walks alongside the DM, and can neither be spoken to nor speak. They cannot be attack nor can they attack. They can do nothing in the game, absolutely nothing, except walk with the DM and their team until they are healed.

Team Challenges
At any time, one team can challenge another. The teams are immediately brought to the team challenge area. If another team is fighting, you will have a time to meet at the team challenge area assigned to you. Not arriving at an assigned time for team challenge costs game points. Game points are gained by giving a challenge, accepting a challenge, winning a challenge, and playing well and fairly during a challenge. All 'team challenge' rules apply (see the section for individual character classes). If a character has been killed on a quest, then as soon as the team battle begins they are restored to full life. Once a team battle ends, everyone is restored to full life/health. Team Challenges last 30 minutes. Team challenges work in the following way:

  • Each team is assigned one side of the field or another, with a neutral area in between (whether either side can go during set up times and use for defense and attack). Each team chooses a jail, a base, and sets up their flag somewhere visible.
  • Field of play will be marked off at the beginning of the game. No fighting may take place ANYWHERE except on the field of play. Characters can use trails and the woods to move around, and to move into the field of play. But they may only fight on the field of play itself. NO EXCEPTIONS.
  • A round of play is initiated as soon as the member of one army crosses the barrier between the two armies. Once a round of play is initiated, it continues until the invading army returns to the other side, all the members of either army are dead or captured, or the DM calls a round ended.
  • Each character class has abilities and limitations on what they can do during team challenges. See the section below on 'character classes' for more details on what each character class can do during team challenges.
  • Remember that life in the game is represented by the wearing of a ribbon. In team challenges, if a character is killed, that ribbon is removed and the character must return to their team's base. If they are killed on the opposing team's side, and a rogue asks for their weapon, that weapon is forfeit unless stolen back. If a character encounters one of their own priests or someone with a heal potion or heal spell BEFORE THEY REACH THEIR OWN BASE, then that person may be 'healed' (see above) and return to battle. Once a player is back on their own field of play, their weapons can no longer be stolen. Once a player is back to their own base, they can no longer be interacted with in any way until the round ends. They must stay at their base as if they were the wind, until the round ends. Once the round ends, everyone gets back their full life.
  • A player may be captured if, when a killing blow is delivered, the person delivering it yells out 'capture'. The person captured must then return to the jail of the other team. They will remain there until a rogue from their own team taps the jail itself (anywhere inside the area the other team has assigned as the jail). If a rogue jail breaks someone, both the rogue and the people freed will proceed to their own base without interference. They will remain there as if 'killed' until the round ends. No more than three captives may be held at any one time, if more than three people are captured, all captives held are considered jail broken.
  • Game points are gained during team battles by capturing and/of holding the other team's flag or stealing back your own flag (only rogues can steal flags), by stealing the other team's weapons (again, only rogues can do this), by capturing enemies and holding them, by jail breaking captives, by killing other team's players, by creative strategizing and as always by staying in character and adding to the overall story of the battle. Team battles can earn you game points and gold pieces.
  • DM's may do things during the game to keep the game interesting, like jail breaking one team's players that have been held for a long time or stealing flags. Don't complain about this. Remember, winning is less important than keeping the story interesting.
  • The roaming band of orcs or other NPCs may enter the game at inopportune times. Fighting these beings is not like fighting other PCs. How you respond to these characters will help gain your game points.

Free For Alls
There will be several 'hunger game style' games played at different times in various areas of the game fields. Everyone who enters a Free For All will have their life and spells fully restored at the beginning and the end of the round. Everyone's weapon will be put into a pile, and people will team up in twos. All weapons will be returned to the person who originally brought the weapon to the Free For All Battle Round. Only mages will be allowed to retain their weapons. Everyone will then run for weapons and set about killing each other. Kills are achieved as they are for the rest of the game. Weapon restrictions remain the same. When a kill is achieved, the person will return to a pre-approved central location. A thief may steal a weapon of a killed player returning to this location, but remember that all weapons go back to the person who had them at the beginning of the Free For All. The Free For All continues until everyone in it is officially 'killed'. Then everyone returns to full health and spells/prayers. The winner two players get gold and game points for their team. All players will get some game points for their team, and full health and spells. Additional game points may be awarded for good role playing and clever strategy.

Arena Battle
Arena battles are one-on-one, two-on-two, or three-on-three. Both groups enter only with whatever weapons and heal potions they have. Once someone is killed, they have 10 seconds to be healed, or else they are out of the battle. Once everyone is out of the battle for good, the battle is over. Everyone enters only with the compliment of spells they have, but they will leave full recharged with life and spells. Teams get game points for playing, for winning, for good role playing and game play. Gold pieces will also be awarded to the winner.

The Final War
After all the quests are complete, two team captains will be chosen as 'kings'. They will then engage in horse-trading as they construct an evenly-matched army. These two teams will then engage in a huge Team Battle for 30 minutes. The same rules will apply (see above and below). The winner of this battle, plus certain individual players who will be recruited into the final battle for story purposes, will face down a new army of evil mage-fighters, orcs and other monsters and dangerous beings. The winning team in the final battle will then get a set of new permanently enchanted LARP weapons to keep, play a huge role in the final story that is written, and be crowned the winners.

Night Raids
A couple of times throughout the night, but all before midnight, after people are in the inns and castles, someone will yell out into each room, "NIGHT RAID". Then people have 5 minutes to gather outside the Inns for a special Free For All. Once the game begins, no one new can enter it. All normal Free For All Rules apply. The winners gain gold to buy potions and weapons for the next day's War.


CHARACTER CLASSES

Rogues
Rogues begin with the same vulnerability as everyone else: 3 hits with a mundane weapon or 1 hit with an enchanted weapon or magical bolt will kill them. Rogues start out only able to wield small tomahawks, short swords or daggers. ROGUES CANNOT USE ENCHANTED WEAPONS HAND TO HAND WEAPONS. THEY CAN STEAL ENCHANTED WEAPONS, BUT THEY CANNOT USE THEM. They may also use a bow and arrow provided they are standing near a mage who has summoned the arrows. They can use no more arrows than the number the mage is allowed to summon at that time (see below). 
  • During Quests- Rogues may steal any weapon from any enemy they kill provided they call 'steal' as soon as they've officially 'killed' an enemy fought during the quest. Rogues cannot steal magical bolts. There may also be quests only the rogue can perform, like walking through a trapped area.
  • During Team Battles and the Final War- Rogues can walk in the forest and along trails. A rogue, like every other character, may only actually engage in battle in the marked off battle area. Rogues are the only ones that may steal flags, or jail break captives. Rogues are able to steal anyone's weapon (except magical bolts) if they are 'killed' on the rogue's team's field and walking back to their own side. A rogue may not steal the opponent's weapon if they are on the opponent's side of the field. Weapons in the possession of the thief when the group battle ends remain in the thief's possession unless stolen by someone else, until the entire LARP game is over, at which time of course they return to the person who originally brought them.
  • Free For Alls and Night Raids- Rogues may steal weapons from anyone as they are approaching the pre-assigned base. All weapons return to original owners when Free For Alls and Night Raids end.
  • During Arena Battles- Rogues may steal weapons by calling 'steal' immediately as they kill someone. All weapons are returned to original owners when Arena Battles end.

At Higher Levels
Rogues above level one may have the ability to use any mundane weapon. They may be harder to kill, needing more damage to be taken out. They may also have one of the following abilities. Remember that rogue's abilities cannot be re-upped by manna potions. Whatever per-day restrictions there are, they remain.
  • Incredible Luck-  Rogues are good at setting up things before hand so that luck often turns in their favor. A good example of incredible luck is Flynn Rider from TANGLED, whose swashbuckling life causes incredible things to happen, often to his advantage. A rogue may call out 'incredible luck' and something in their favor will happen. If done in battle, this can be an incredibly powerful tool.
  • Deflect Attack- A rogue who calls this out can take all the damage inflicted on them and put it on someone else.
  • Backstab- A rogue with this ability, if they hit anyone with a weapon 1 foot long or shorter (total), automatically kills their opponent.



Mages
Mages begin with the same vulnerability as everyone else: 3 hits with a mundane weapon or 1 hit with an enchanted weapon or magical bolt will kill them. A mage may summon magical bolts. How many magical bolts depends on how many bolts a mage is allowed to summon in a day. Only mages and rogues to whom mages give bows and arrows are allowed to use ranged weapons. Bolts can be fired as arrows from a pre-approved LARP-style bow and arrow, with the limit being on how many arrows can be fired per day. A mage may also use very soft foam balls or bean bags. All mages start with a different number of the same spells. Each spell works differently (see below). A mage who has a bow and arrow is never required to relinquish the bow, but no more arrows may be fired in a single period of time than they are allowed. The only weapons mages may use at first level are magical bolts.
see below). 
  • During Quests- There may be quests only a mage can perform, like dispelling a magical wall that obstructs the group's journey.
  • During Team Battles and the Final War- Mages can walk in the forest and along trails.
  • Free For Alls and Night Raids- Mages get their full compliment of spells back as these battles begin and after they end.
  • During Arena Battles- Mages get a full compliment of spells after these battle

Spells and Spell Slots
Each mage begins with 10 Spell Slots. All mage spells return after one hour unless otherwise indicated. Spells function accordingly:

  • Magical Bolts/Arrows- 2 Spell slots gets you 3 arrows or bolts. One hit from these is equivalent to being hit by an enchanted weapon (see above)
  • Magical Wall- 2 Spells Slots gets you one wall. If you lay three glow sticks down, it creates an impervious wall. There are two ways to bring down a magical wall: 1) someone uses a dispel magic spell on the wall. 2) someone from inside the wall moves through it or attacks from within it. During team battles, rogues are good for taking down magical walls. If they walk behind enemy lines and then move through the wall from the other side, it is dispelled.
  • Enchant Weapon- 1 Spell slot gets you one enchantment. You enchant a weapon by tying a glow stick to it. A weapon is enchanted until a dispel magic spell is cast upon it. If a dispel magic spell is cast on an enchanted weapon, the person wielding it must stop and remove the glow stick. or cease using the weapon.
  • Dispel Magic- 3 Spell slots gets you one dispel magic. A dispel magic spell can be useful during some quests, as there will be times when such a spell is necessary. A dispel magic spell can remove a magical wall or an enchantment from a non-permanent enchanted weapon. To dispel magic you must describe exactly what you are doing, and in the hearing and sight of the person to whom you are doing it. For instance, if you come upon a magical wall, you must tell a DM, "I am dispelling this magical wall." If you are dispelling an enchanted weapon, you must make sure the fighter hears you say, "I am dispelling your enchanted weapon."

At Higher Levels
Mages will very slowly get harder to kill. They will also get extra spells. For instance, a person who has 3 bolts at level 1 may have more at higher levels. They may also have one of the following special spells:

  • Heal- The mage can mimic a priest's healing ability. They merely make physical contact with a dead player and call out 'heal'. A mage can do this once per battle, rather than once per hour.
  • Sleep Spell- The mage must get within eye and ear shot of the intended target. They then call out 'sleep' and the player or NPC must mimic sleep until someone makes physical contact with them, much like a reverse magical wall. This spell can be cast once per day.
  • Confusion- The mage must get within eye and ear shot of the intended target. They then call out 'confusion' and the player or NPC must spin around seven times. This spell can be cast twice per day.
  • Reflect Damage- A mage who calls this out can take all the damage inflicted on them and put it on someone else. A mage may do this twice per day.


Priests
Priests may not use weapons, except under very restricted circumstances during some quests. Priests are healers and have the ability to enhance others' abilities and turn evil away. Priests begin being able to use 5 spells per day.

  • During Quests- Priests may have challenges only they can face. For instance, they may need to turn a vampire the group has no chance of defeating. 
  • During Team Battles and the Final War- Priests can walk in the forest and along trails. Priests may heal anyone who has been 'killed' and is walking to their own home basePro.
  • Free For Alls and Night Raids- Priests can get all prayers restored by these battles and arena battles.
  • During Arena Battles- Priests cannot fight arena battles by themselves.

Priest Prayers
All priests have a certain number of prayers they can pray per hour. They do not have to pre-choose how they will spend these prayers as mages do. Manna potions do not work on priests, priests can only regain spells through waiting and through arena battles, team battles, and free-for-alls. Priests have the following heavenly abilities:
  • Heal- If a priest makes contact with a player and calls out 'heal', that player is healed, as if a healing potion has been administered.
  • Turn Evil- Any evil being like an orc, werewolf, or vampire, troll, etc, can be turned by a priest holding up a cross and calling out 'turn'. They offending creature will then run away in terror. This will not work on all human evil beings, like sorcerers.


At Higher Levels
Priest's resistance to damage gains very slowly, slower than any other character. But they can quickly become massively effective at empowering their team. At a higher level, priests may gain the following prayers:
  • Bless- This can only be used once per day. If a priest blesses something, it will temporarily gain some incredible ability (like resistance to all magical weapons, or the ability to burn evil creatures by touch alone.) Bless can obliterate an evil creature completely.
  • Prophecy- The priest can get some important piece of information about the final war or about a quest. This cannot be something the priest can control, it just happens.

Fighters
All fighters can use any weapon, and they can dual-wield. Only fighters can dual wield weapons. They raise in resistance to damage very, very quickly as they level up. For instance, a third level fighter must be hit by five mundane weapon attacks and two magical weapon attacks (or magical bolts) to be 'killed'. The only weapons fighters cannot use are magical bolts or bows/arrows.
  • During Quests- Groups will often face enemies that only fighters are going to be able to stand up to effectively.
  • During Team Battles and the Final War- Fighters are the only class that cannot venture into the forests or on the trails. FIGHTERS MUST STAY IN THE BATTLE AREAS OF THE TWO ENCAMPMENTS AT ALL TIMES.
  • Free For Alls, Arena Battles and Night Raids- Fighters regain full health at the beginning of these.

At Higher Levels
Fighters quickly become resistant to damage, they may also gain the ability to inflict more damage than the normal fighter. They may also have the following ability:
  • Magic resistance- A fighter may, once per day, gain the ability to fend off one magical attack.

Character Sheets:
Every player needs two copies of their character sheets: one for them to keep, and one for their DM
Character Sheet: Fighter
Player Name:

Name (s):

Race:

Weapons:

Level














Character Sheet: Mage
Player Name

Name (s):

Race:

Bow/Arrow? Y/N

Spells:



Level:
































Character Sheet: Rogue
Player Name:

Name (s):

Race(s):


Weapons:


Skills:



Level:































Character Sheet: Priest
Player Name:

Name (s):


Race(s):


Spells: Heal, Turn



Level:


































Tuesday, February 25, 2014

When Would You Like To LARP Next? (PLEASE comment in the comments section)

We have five options:

June- We could do it early June, just after school is out. Advantages: We won't be in the hottest part of the summer yet, and we have the freedom of not having any school or schedules to worry about. It is also sooner than any other option. Disadvantages: It still will be mighty hot, and many people are on vacation or at camp this time of year.

August- Advantages: Most people will be home from vacation and we still have the freedom of summer to work with. Disadvantages: It is going to be hot, very hot.

October 2-3- The 2nd is an early dismissal day and the 3rd is teacher professional development. This is a Thursday and Friday. Advantages: The weather should be relatively nice. Disadvantages: Teachers would be unavailable to help on Friday and it would be hard for college students to join us, making adult help very difficult.

November 24-25- This is during Thanksgiving Holiday. Advantages: The weather shouldn't be too cold yet, and everyone is off. Disadvantages: Many people go on vacation during this time.

Any single Saturday in the Fall- This would not be an overnight event. Advantages: Flexibility, we can pick almost any Saturday. Disadvantages: This would be less fun (no sleeping at the dorms) for more money, since the camp charges noon one day to noon the next day, you have to buy two days for half the adventure. We could play all day, but there would be no overnight stuff.

Please make your vote in the comment section below.

Monday, February 24, 2014

Rough Outline of Major LARP Event

1) Some new rules will be written, though most will stay the same as the last event. In particular there will be additions added for general hand signals used to get 'out of game' so combat won't be interrupted by rule questions, injuries, and the like. A handbook containing rules, applications, and a detailed outline of the event will be made up.

2) The goal is to have 6-8 teams, each consisting of 4-8 people. The cost per person should run about $35- $40 which would include meals and staying in the dorms. These teams will bring weapons (which must be registered and marked as "enchanted" or "mundane"), costumes, a flag, choose a color and etc.

3) We will need 12-16 adults and volunteers to help run the game as NPCs for the quests and game masters. There will be needs for additional adults for each team, for safety. We will also need people to help cook.

4) Teams would be required to help cook and clean up, as well as spending 1 hour the first day as a roaming band of orcs or other dark figures who complicate the lives of questing parties and individuals.

5) There will be ongoing arena battles where people can do 1-on-1 2-on-2 or 3-on-3 battles. This will be used to gain game points for the team, and "money" that can be used to buy manna potions (re-upping spells), health potions and additional weapons (available at the 'inn').

6) There will be periodic opportunities to do hunger-games style events like the one at the end of the last event. These too will add to game points, money, and the like.

7) A team will be able to challenge another team to a 30-minute battle of the same type we did last weekend, in that particular area of the camp, under almost the exact same rules. A team can decline a challenge, but declining a challenge means you gain no game points. Losing a challenge is worth game points, so within the context of game points, it is better to accept and lose than decline.

8) Each team will have a quest to complete the first day of the event. Failure to complete the quest means conscription into the Orc Army at the end. Quests will include hunting a werewolf, chasing down and defeating the roaming band of Orcs, collecting ingredients for a special spell, and more.

9) The players will stay in the dorms. There will be a boy and girls dorm so there will be a limited number of spaces for boys and girls. Additionally, the two teams with the highest game points will be able to claim the cabins for sleeping arrangements as their 'castles'.

10) During the night, in the area around the dorms (well-lit) there will be three 'night raids' similar to the one we did over the weekend. Everyone will have a chance to get up and claim glory.

11) At the end of the first day, two 'kings' will be chosen to conscript the other teams into two armies. They can plan out their attacks.

12) The final battle will take place in the area we were at this weekend. It will be a full-on war between the two armies.

13) PART of the losing army will be conscripted into the orc army at the end, joined by super-powered DMs. This group will then fight the winning army from #12.

14) There will then be major clean up and weapons collections, de-registration and then home.

The February 2014 LARP Event "Story" With Pictures



The Historical Account Of 
The Battle For The Sword of the First Paladin


A History of the Land of Eld

   On the plane of Midworld, a layer of the multiverse which hangs upon the Tower of Light, there was a just and fair land known as Eld. Eld is a land of dwarfs, elves, humans and other various forest folk. These various races on other levels of the Tower live in conflict with one another, yet in Eld peace reigned, under the long rule of a wise human dynasty known as the Duschene Clan.  Until one day, raising up from a lower level on the great spire that holds the entirety of the multiverses together, came a dark evil, an evil that had once reigned over the fair land of Eid in a time long forgotten, an evil the Duschenes had put down when they united the various peoples together into a coherent nation.

This evil force was small, yet so long had Eld been at peace that it was ill prepared for the menagerie of dark sorcerers, orcs, ogres, goblins, werewolves and various undead which now threatened the land. The current king, Arthur Duschenes, was a good and wise man, but unfortunately over-protective of his home town of Gilead to the detriment of the rest of his kingdom. This dark force emanated from the center of the spireplane known as Midworld, towards the North, whereas Gilead and the center of Arthur’s power base remained in the South. The Northerners felt abandoned, and Arthur was accuse of being stingy with the forces and powers at his disposal. The North, claiming only a better position from which to defend itself and the rest of Midworld, seceded from the rest of Eld, under the Auspices of Henry the Red, Duke of Shale, who now calls himself Lord of the Northland and leader of its peoples.

Arthur, fearing both the break up of his kingdom and the expanding darkness which threatens both lands, has given control of his armies over to his highest general, Jim Farson, known in many circles as ‘the Good Man’. So far, fighting between the North and South has been sporadic, though both sides claim the authority and blessings of ‘the Man Jesus His self’, and God’s own Holy Will as their guide. The skirmishes have neither lead the lands closer to reunification (which is Arthur’s goal) nor has it weakened the darkness (Henry’s only concern). Indeed it seems the Good Man’s main goal is to use Henry’s new quasi-kingdom as a buffer between Gilead and the darkness that grows beyond the North lands. Yet this, too, seems a failed effort, as the evil horde has started to create outposts in the forests of the south as well.
 Realizing that some of these southerly forays have been an attempt to quarantine a particular area, Farson has used his mages to divine the plans of those who lead the enemies of all that is good. They seek a weapon, an ancient sword said to be once wielded by the first Paladin in Eld, a weapon they seek to keep out of the hands of Henry and Arthur. Farson led a small contingent of men onto the edge of the darkness to search for this weapon, while Henry has also discovered its existence. Thus did two small armies encamp at the edge of the Dark Forest, in a disputed area between the lands ruled by Arthur Duschenes and those ruled by Henry the Red. Both armies fought each other and the forces of darkness that resided in the forest. They fought for honor, they fought for control of the area, and they fought for the lands and time they needed to search out the Sword of the First Paladin, a weapon that could end the conflict between the north and the south, unite a divided people, and finally push back the terrible darkness that threatened the land. Thus began the Battle for the Sword of the First Paladin.



The Battle For The Sword


 
It is all but impossible to lay down an account of all the great deeds and happenings of a battle as wide-ranging, long and bloody as the struggle for the Sword of the Last Paladin, which took place in the depths of the Dark Forest in the land of Eld on the Spireplane known as Midworld. And so I begin by begging forgiveness to any soul who braved those fields and forests and who managed to leave them alive. The blood, sweat and tears you gave to your kings and countries deserved better, yet the memory of the scribe is a limited one, as it is for all men and women. Today I try only to give an account, a general picture of some of the deeds and happenings of those fateful days. Some stories must be told as well as they can be told, even if the result be incomplete.

The battle began at night, which made judicious use of rogues and mages very difficult. Indeed, those first few hours were defined by what is known as ‘the fog of war’. Friendly fire was common, as was a general confusion as to where one was and what was expected of one. Yet in spite of these terrible odds, the two sides fought on. The armies of Arthur Deschanes were heavy with rogues, expecting to fight a more subtle and skillful war. Yes, a night battle is just the time one would expect such an army to dominate. Yet it was not to be. The woods were thick and full of dark mages and beasts of all kind. People fell under the evils of confusion spells and the camp was threatened by a werewolf. No, in the end it was the fighters who defined that terrible night. And Henry’s men were more prepared, at least at first. Voleteras, who from now on shall be known in every land as ‘the magnificent’ was the primary line of defense, followed by his trusty mate Hepeterous. Once Hepeterous was called from the battlefield due to an ailing wife, Voleteras was the lone fighter. 

Yet Voleteras was by no means alone. His commander Nightshade The Subtle, and her second in command Short Stack The Brave both showed great valor and skill, even when they were attacked in what was supposed to be neutral territory between the two kingdoms. And the great priest Thornberry was the key to Arthur’s ability to hold off the attacks of the Red Rebellion. Yes, great Gilead would’ve fallen that very night, if not for her gifts as a healer, gifts that could only have come from the man Jesus His self.  Lady Destiny and Sir Wyatt of Griffis got lost in the woods in the pitch of night, contributing to a few kills once they found their way to a nearby clearing.

These early battles were defined by brawn and steel, however, and in that regard Henry’s men, led by Sheckler The Detail-Oriented, a powerful battle mage, dominated. Peebler The Impervious, Burrr the Determined, and Sheckler The Detail-Oriented together formed a valiant ‘warriors three’ that kept Nightshade on the defensive.




Then, reinforcements arrived. Jarebare the Wise was every bit the battle-savvy mage Sheckler was, and this buoyed not only the firepower but the morale of Arthur’s army. Then, more good news for the Gileadites, as a kindly druid and his sister, seeking nothing more than the glory of battle under the moonlit sky, joined the band and further swelled their ranks. Under the direct leadership of John Farson’ “The Good Man”, they outsmarted Henry’s commander “Tyrone the Impish”. Their rogues used a rearguard action to successfully dispel a series of magical walls set up by Sheckler and the wizard Kaxin the Diminutive (but not before Tyrone himself took down one of their swiftest rogues, Sir Wyatt) and Nightshade’s crew stole the flag of the Red’s army, demoralizing the men, and bringing forth fears that perhaps this victory would not be so simple after all.




Yet Sheckler The Detail-Oriented was not without his own supporters. A longtime ally, Zomp the Feared, battle hardened and skilled in all ways of contending, brought renewed vigor to the war effort. In the dead of night, a raid was launched against the Arthurian Camp, only to meet heavier than expected resistance. At this moment, the evil denizens of the Dark Forrest once again interjected their own brand of chaos, with several Fighter-Mages descending from the forest, mercilessly killing men and women on both sides. These mages wielded the same magic bolts as the armies themselves, along with all manner of foul weapon. Their leader, however questionable his loyalties, was a wizard and fighter most fearful, almost immediately landing an incredible shot with his magic bolts, nearly killing Nightshade who was saved by the blessed magic of Thornburry. Peebler rushed the same mage with a mighty roar, and two weapons skillfully held, yet a near point-blank magic bolt sent him to the ground. Zomp the Feared used a tactical retreat and the battle mage’s temporary distraction by another fighter to bring about the dark mage’s doom. Thus ended the terrible night of the Dark Forest, yet it was a truly glorious future lying in store for the heroes the next day.
 





It was a day heralded by the dawn. For the dawn was beautiful, and stunning. And as terrible as war can be, it can also sometimes be beautiful. Whereas the night was determined primarily by strength and chaos, it was strategy and the poetry of the motion of combat that was the mark of that day which will from now on be known as The Day of the Sword. 

With every path, every nook and every cranny of that forest and those fields now illuminated by a light that could only have been sent by the man Jesus his self, the mages and rogues of each team had more freedom of movement to rain terror upon even the most skilled of fighters. Shrek the Massive began the day with a long trek behind enemy lines, planning a flanking maneuver the likes of which neither side had seemed capable of bringing about the night before. He snuck quietly to the rear of the armies of Arthur. And then, a sudden jolt of fear as the gaze of an enemy, the fair Andrea the Swift Footed landed upon him. Shrek’s judicious use of a magical wall exemplified the skillful use of magic in the midst of battle, and disaster for the Red Rebellion was averted.

And so Sir Shrek rushed upon Arthur’s team, catching them unawares, and he removed with a single magical bolt that most important piece of the Arthurian army’s cadre, Thornburry the Blessed Priest. Meanwhile the warriors Peebler The Impervious, Burrr and Sheckler The Detail-Oriented led a full frontal assault to capture none other than Volaterras, the strongest front guardsman on the Arthurian side. The gambit succeeded, and now the Magnificent was a captive of Henry the Red. 

With the Red Rebellion mastering the back country, and neutralizing the strongest member of the Arthurian force, all seemed lost for the contingent from Gilead. And so the fair Nightshade along with Jarebare the Wise hatched an ingenious plan. Expecting the Red’s army to press their advantage, and to seek back their flag, a dishonor that had continued to pain them from the battles the night before, she had her own army pull as far back on the field as she could, giving the illusion of a retreat. The ruse was successful, and it was Nightshade herself who used her rogue’s cunning to sneak behind the lines of the Red Rebellion, and free Volaterras from prison. Peebler was a hair’s breath from claiming the maiden’s life, but her mighty sword Swiftsheath proved too much, and Volaterras was once again free to rain down terror upon the battlefield. Feeling exposed, The Red’s army retreated back to their secure positions. However, unbeknownst to anyone, a forest brownie had removed the flag of the Red from the hands of the enemy, in the very midst of battle. Playing with it in the woods, it was discovered by the Red’s army, and the indignity of the night before was erased, though not for long.








Sick of playing defensive, Nightshade decided to mimic a strategy her opponents had used successfully the night before, and use the might of the returned Austin the Druid, Volaterras, and the battle mage Jarebare front and center in a full-on assault. Volaterras, remembering the indignity of his temporary imprisonment, threw a mighty weapon right into the midst of the opposing team with a terrible battle cry, a cry so massive it sent the Red’s army into a temporary panic. 

Yet their courage swiftly found them, and they engaged in a battle most brutal. Yet blood and sweat can be the fertilizer from which the tree of glory grows, and indeed such was the case this time as well. The mighty Andrea the Swift Footed, light of foot and possessed of the best skills a thief can have, had captured the flag of the other team, and was almost back in the bosom of sweet safety on the Arthurian side of the field, when a mighty blow felled her, and removed from her the advantage such a reclamation of the flag would’ve brought, but not the honor and glory of the effort. 





Henry the Red’s men pressed their advantage, and made a full-court press to finally push out the Arthurian army. Yet it was not to be, for just as the battle became pitched, a company of orcs emerged from the cursed corners of the Dark Forest and tried to take advantage of the chaos and destroy all the warriors that sought the sword which could, possibly, seal the fate of all the forces of darkness. Many died at orcish hands, but a temporary truce was made right there on that field, and the combined forces of Henry and Arthur took down the beasts. It was the mages and druids, with their magical bolts that really determined the fate of the orcs, who learned that day that the light is not without its own mystic resources. 




The truce was indeed only temporary, and both teams tried short-range flanking actions, and judicious use of magical walls to break the power of the other. Jarebare snuck in behind enemy lines, but both he and Zomp the fearful seemed struck by confusion spell, and no clear success was found. An interesting turn of events took place, with both teams claiming the flag of the other. The exact details were something of a blur, due to the magic involved.


 Battle turned to more battle quickly, with both forces equally divided. No quarter asked, and nothing gained, as each team matched the other blow by blow. Kaxin the Diminutive and Creepy the Invisible both distinguished themselves in this combat, cutting a path directly back to their own flag on the other side. Kaxin, the flag nearly in her capable and wise hands, was cut down in the last moment by Adelaide the Resplendent, who also started to rise to the top in these final battles. 



There was a long pause as both teams regrouped. Adelaide the Resplendent defended the Arthurian side of the field of battle, while Volaterras and the swifter of foot and magically gifted led another assault on the Red’s holdings in the forest. Jarebare had put a magical wall around the fair Thornberry, ensuring her safety to restore any wounded warriors to health. Volaterras was injured early in battle only to be quickly restored by Thornberry who unfortunately was yet again removed from the field of battle, her actions removing the spell of protection around her. Volaterras and the others were pushed farther back into their own territory by Peebler The Impervious, Burrr the Determined, and Sheckler The Detail-Oriented. A stray magical bolt defeated both Volaterras and Adelaide. Andrea the Swift Footed, so quick on her feet reclaimed her team’s honor and their flag, despite a terrible injury that all but immobilized her. Dejected and over-run, with neither the flag of their opponents nor their own, the Red’s men all but gave up, when out of the forest came none other than Kaxin the Diminutive, holding the team’s very own colors. It was her magic that had felled the two warriors in the Arthurian contingent, and it was she who reclaimed the honor, and final victoryfor the Red. They sang her praises, as I’m sure they will for centuries to come.





Broken and confused, both sides agreed to a truce. They soon realized that the attacks from the Dark Forest would’ve been impossible without traitors from both sides involved. The armies, once cohesive, broke up. New alliances formed, with smaller bands consisting of members of both teams. These smaller bands, still committed to the deeper goal of finding the Last Paladin’s Sword and fighting to remove the darkness from the forest, began fighting one another in the bloodiest of battles. Creeper the Invisible and Adelaide the Resplendent formed a hasty alliance, and lay in wait to see what would happen as the other bands roamed about, seeking the sword and occasionally engage in bloody battle.  Austin the Druid, who saw the opportunity for even greater glory, sought an alliance with a wood elf of the forest, and they too took up defensive positions.
It was not long before bloodshed began again. Andrea, Peebles and Nightshade, now formed as a single Ka-Tet, sought to meet the equally dangerous combination of Zomp, Volaterras and Burrr. Quickly, they realized they would be more effective together and decided to face down the other marauding bands together, seeking out those lying in wait as it was believed now that one of those hiding in the dark forest must be allied with its denizens. Yet fortunes turn quickly in the heat of battle. All of a sudden, as Zomp and Burr began the search, Andrea and her companions turned on Volaterras, and the mighty warrior, so distinguished in battle these bloody days, fell. A hush covered the clearings and the forest.

Zomp and Burr could not let this stand, and they quickly turned back and rushed the one-time allied group with all of their might. Peebles broke ranks in an attempt to head them off, and while sliding at full speed to avoid one attack, he quickly met his fate at the end of another blade lying in wait. And then there were four. The battle became less pitched now. Both sides sought more defensive positions. Then in a stunning display Zomp and Burr took out the deadly Nightshade, leaving only Andrea to defend against the two. She fought valiantly, killing Zomp and severely injuring Burrr, but losing her life in the process. Thus Burrr stood victorious.
 
Yet the sweet taste of victory did not last long. For then out of the forest emerged Adelaide the Resplendent and Creeper The Invisible. Burr hastily drank a healing potion, left by the now-slain priest Thornberry on the field of battle. The ensuing fight was a pure donnybrook, with Burrr landing several stunning blows on both opponents, yet in the end it was Creeper and Adelaide that stood triumphant. Then, at the last moment, Austin the Druid too emerged from his place in the forest. 

These three together, the only surviving members of the once mighty armies, searched the forests and the blood-stained battlefields, and discovered the temple that the darkness had fought so hard to keep from them. 

 In that temple Creeper was chosen to be the recipient of that most exalted of prizes, a holy sword known as the Sword of the First Paladin capable of perhaps turning the tide and ending the dark stain that had up to this time marked the fate, the ka, of Eld, and the Ka-tets, the men and women bound by fate, which had so far found only death along their paths. Adelaide the Resplendent and Austin found magical weapons of their own, and the three committed themselves to making sure the loss of so many would not be in vain. All of a sudden, out of the ground rose an illuminated spirit. It was none other than the heaven-based soul of the Last Paladin himself. He claimed to have been sent by the man Jesus his self and he with a wave of his hand brought all the warriors who had searched in vain for the sword their lives back. 

He explained to them that both Tyrone and John Farson, the so-called “Good Man” (who it turned out was anything but), were allies of the darkness, and it was they who actually led the forces of darkness. It became clear to all involved that the fight to free this land had just begun, for the dark forces had a much deeper hold on all that was in the land of Eld than any realized. Now bound together by a desire for freedom, and an end to all the terrible bloodshed, both armies swore to break their ties with the leaders they had once served, and to now follow the holder of the Sword into combat against Farson, Tyrone, and the dark forces they represented. The glorious noonday, with its wonderful restoration of life ended with these words by Creeper, “Let’s go get John Farson.”
NOT The End.