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These rules are written with simplicity and accessibility for beginners in mind.

We want
anyone to be able to jump in and play. The rules are an adaptation of Belegarth, Underworld,
and some of our own additions. The pace should be quick, but lives should last long enough for
even beginners to get in some decent combat before dying.
Useful links:
Suggested weapon building guides: Basic Sword Making Technique, Belegarth Style
Build Tutorials. Make sure your weapon is comfortable to be hit with!
Suggested armor/costuming guides: Basic Tunic/Tabard, Cloak, Foam Armor (Be
Creative!), Monster Head Tutorial
Combat
Hit Locations
Melee weapons may strike the arms, legs, or torso, but not the head, neck, or the feet if
they are on the ground. Shoulders count as torso, hands count as arms unless they are
wielding a weapon or shield in which case they count as hitting the weapon or shield,
wrists count as arms.
Magic packets may strike anywhere, but headshots should be avoided when possible.
Make magic packets with this in mind, they should be very forgiving.
Valid Hits
A valid hit is any shot that makes contact and stops or deflects at an angle. Grazing hits
that exert little force toward the target do not count. A shot which misses and is then
jerked weakly into the target does not count. Valid hits will be determined by the
defender.
Quick repeated hits to the same spot, aka shotgunning, will only count for the first hit.
Weapons and Damage
Weapons such as short swords, clubs, and fist boffers, wielded with one hand, and some
pole-arms such as quarter staffs, deal one damage.
Weapons such as longswords, and large axes, wielded with two hands deal two
damage. Two handed weapons are typically around 48 in length.
A smaller weapon could be used with two hands to deal two damage, and a larger
weapon used with one hand only deals one damage
All weapons must have safe stabbing tips.
A strike with any weapon between the shoulders on a targets back counts as a sneak
attack, and deals instant death, regardless of armor.
Characters who have a racial bonus to their weapon damage should mark their weapons
differently. A one hand weapon dealing two damage should be marked with red tape. A
two hand weapon dealing three damage should be marked with red and blue tape.
Magic packets are sacks of birdseed, granola, popcorn kernels, or similar material, that
represent balls of magical energy in game. They are made by wrapping a small amount
of birdseed (no more than a 3.5mm film canister full) in cloth, burlap, canvas, or
whatever. They deal one point of damage wherever they hit. Mages can also touch cast
spells dealing two damage.
Bow and Arrow are not allowed, due to safety considerations.
Suggested weapon building guides: Basic Sword Making Technique, Belegarth Style
Build Tutorials. Make sure your weapon is comfortable to be hit with!
Armour and Hit Points
Areas that can be covered by armor are each arm, each leg, the torso, and the head.
Each area covered by armor adds one extra hit point to a characters health. Torso
armor adds two.
Armor can be made of any material. As this game is meant for beginners and occasional

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

Death
After dramatically dying and falling to the ground, a player may rise as a spirit from their
corpse in order to better watch the fight that rages around them, and in order to be
easier to spot, and therefore harder to trip or step on. As a spirit, one should hold their
hands above their heads, and remain seated until a healer raises them. If no healer is
forthcoming, then a spirit may walk with their hands and weapons over their head to the
bar, where they will be raised by the barkeeper.
Races - you may not change your race.
Races exist to encourage players to make costumes. Being dressed as a fantasy race gives a
character certain bonuses.
Human
Human have no costume requirements, but fantasy attire is highly recommended, and
will award the character one bonus hit point.
There is no fancy bonus for coming as a human. D:
Half-Orc
Half Orcs must paint their faces grey, and are encourage to wear two red or similar
costume contact lenses, and have tusks.
Half Orcs receive two bonus hp.
Dwarf
Dwarves must be bearded (males and females). Long bushy braided beards are
prefered.
Dwarves deal one extra damage with one-handed axes or maces.
Halfling
A Halfling must decorate their shoes to look hairy. Players may also make their
costumes slightly too large. Men are encouraged to grow fuzzy sideburns. Note, players
must wear shoes, and may not decorate their bare feet to be hairy.
A Halfling may yell "dodge" once per life to negate the last damage they received.
Animal Person
Animal people must paint their faces as an animal, such as a cat, or dog, or bird. They
are encouraged to make ears, noses, tails, wings, or anything else that makes sense.
Animal people can find (by scent/sound/whatever) the usually invisible protected areas
of the other team and destroy the ward by destroying the circle.
Elf
Elves must have pointy ears. They are encouraged to grow out and straighten their hair.
Elves deal one extra damage with magic attacks.
Fairy
Fairies must have wings of any sort, other suggestions include using light pastel face

paint and wigs / hair dye.


Fairy healers get 6 white packets of healing magic per game, so that they are able to
heal comrades by touch or without touching them. Fairies that are any other class have
3 healing magic packets per game, but cannot touch-heal. When casting a healing
packet, the fairy should shout "healing" to avoid confusion with attack spells.
Goblins
Goblins must paint their faces green, and are encouraged to have large floppy bat ears.
Goblins deal one extra damage with short swords and daggers.

Monster Head Tutorial


Classes - you may change your class between every game
Warrior
Warriors have five hit points automatically, before other considerations.
Warriors can use any combination of melee weapons and shields that they can
physically wield with two hands.
Mage
Mages have three hit points automatically, before other considerations.
Mages can use any one weapon or shield that they can physically wield in one hand.
The other hand is reserved for casting spells by touch or packet. When casting a spell,
the player should shout any incantation that they desire (Fireball! Fus... RoDa!
!) followed by the amount of damage the spell will deal with a successful
hit.
A mages bean bag spell counts even if it strikes a shield of the intended victim, but not if
it strikes their weapon or the hand weilding it. Dont mistake this as meaning shields are
useless, or mages more powerful than warriors. In a one on one battle of mage vs
warrior the warrior will cream a mage.
Healer
Healers have three hit points automatically, before other considerations, and can claim a
maximum of 3 extra hit points from armor. The healer is the most squishy class.
Healers can revive their fallen comrades, and/or heal them back to full health, by
touching them with a hand and incanting I heal you 1, I heal you 2, I heal you 3.
Healers can also heal themselves.
Healers are equipped with a jump rope. While they are using the jump rope, healers are
considered invisible, and cannot be followed or attacked. If a healer is attacked before,
or as, they start jumping rope to become invisible, the hit counts. One should not attack
a healer that they cannot see. Healers cannot be invisible and use their other abilities, or
lift their comrades.
Healers are equipped with a long rope that they can lay on the ground in a circle to cast
a protection spell. Enemies cannot enter each others protection spell. While inside of
the protection spell, one cannot be attacked by weapon or magic, and one cannot attack
with weapon or magic. From the outside, when someone enters a protection spell they
appear to disappear without a trace. Only Animal People, and other healers can sense
the magic of a protection spell and break it by destroying the circle. Other people should
be careful not to bump the rope with a foot and accidentally break the circle, as doing so
is illegal.
The healers invisibility
If a Healer dies, their spirit and body disappear from the battle ground, returning to a
safe area nearby. This is so that the player is not trampled by battle while they lie dead.
After 120 seconds (count one one thousand, two one thousand etc.) the Healer comes
back to life.

There should only be one healer per five players.


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

Other Rules, Tips, and Clarifications


Example costuming worth one magic armor point.

Example costuming worth three magic armor points.

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