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1. GLOCESTER
LARP
(GLARP)
LEAGUE
MANUAL
I. Introduction
Hiello,
am
LARP
Council
Committee.
Live
Action
Role
Play
or
L.A.R.P.
is
the
reenactment
of
combat,
as
well
as
a
test
of
honor
and
strength.
Many
different
types
of
warriors
compete
for
different
prizes
in
the
various
tournaments.
II. Safety
Rules
• Swing
lightly.
• Try
not
to
aim
for
the
face
• You
may
call
for
a
timeout
if
you
are
confused
or
need
to
be
refreshed
about
any
matter.
• If
the
referee
calls
time
out,
you
must
stop.
Due
to
the
somewhat
complex
nature
of
the
game,
sometimes
you
could
get
away
with
lying
or
cheating
in
some
way.
Though
we
have
a
referee,
he
can’t
be
watching
each
person
individually
at
all
times.
To
maintain
a
fair
environment,
please
be
true
to
your
word.
III. Game
Rules
• If
you
are
stricken
in
the
arm,
you
lose
it.
If
you
are
stricken
in
the
leg,
you
lose
it
and
must
hop
around.
If
you
are
stricken
in
the
chest
or
head,
you
are
dead.
• To
use
ability,
you
must
shout
out
the
name
of
it
before
using
it.
• If
you
win
a
fight,
you
gain
a
level
and
a
new
ability.
You
can
go
up
to
level
4.
• You
start
off
with
3
Gold
Coins.
If
you
win
a
fight,
you
are
awarded
1
more
coin,
which
you
can
use
to
buy
Health
Potions
and
Mana
Potions
from
the
merchant.
• Certain
classes
get
armor;
this
means
each
body
part
needs
to
be
hit
twice
in
order
to
be
lost.
• If
you
are
using
a
spell
that
requires
charging
up,
such
as
a
heal,
you
must
count
out
loud,
in
seconds,
the
duration.
• If
you
are
stunned,
you
must
count
out
loud
the
duration.
• Most
abilities
have
charges.
This
means
you
can
only
use
it
a
certain
amount
of
times
per
battle.
To
refill
charges
you
must
buy
Mana
Potions
at
the
merchant
in
between
fights.
• If
you
are
disarmed,
you
must
throw
your
weapon
a
reasonable
distance
behind
you.
• A
passive
ability
means
that
it
is
always
activated
and
does
not
need
to
be
recharged.
• Due
to
the
fact
that
there
are
only
ten
classes,
if
there
are
more
than
ten
people,
there
may
be
two
paladins,
and
two
barbarians.
• An
ability
that
is
unblockable
will
still
take
effect
if
the
target
blocks
it.
• Wizards
and
Archers
can
pick
up
their
missiles
and
re-‐use
them.
• Shall
a
stalemate
occur,
a
sudden
death
match
will
take
place.
In
a
sudden
death
match,
the
two
opponents
will
wield
the
same
weapon
and
will
use
no
abilities.
2.
IV. Classes
and
Abilities
-‐ *A
”P”
in
charges
means
passive.
-‐
A
“U”
means
unlimited
charges.
-‐
An
“X”
means
it
is
a
variable
based
on
the
quantity
of
resources
you
have
Paladin
A holy warrior with strong armor and shield, using close-
range attacks, and self-healing/defense spells.
Level
Charges
Ability
1
2
Burning
Shield
–
Enchants
your
shield
so
that
the
next
time
you
block
with
it,
the
enemy’s
weapon
is
disarmed.
2
P
Armor
–
Allows
each
limb/your
chest
to
be
struck
twice
before
being
damaged.
3
1
Summon
Spirit
–
Summon
the
spirit
of
a
fallen
player
to
defend
you
until
they
are
killed,
you
are
killed,
or
until
the
spirit
deals
one
damaging
blow
to
an
enemy.
4
1
Full
Restore
–
Fully
heal
yourself,
restoring
each
damaged
limb.
Blademaster
A master of all weapons and close-quarters combat, commanding
profound expertise on the battlefield.
Level
Charges
Ability
1
P
Weapons
Knowledge
–
Allows
you
to
pickup
and
use
any
dropped
items
on
the
ground.
2
U
Throw
–
Throw
your
spear
3
P
Tight
Grip
–
You
are
immune
to
disarm
effects.
4
P
Steadiness
–
You
are
immune
to
immobilizing
effects.
Section
continued
onto
next
page.
3.
Knight
A horseman of heavy armor and long-reaching weapons, who can use his
steed to charge into battle, and dismount for melee fights.
Level
Charges
Ability
1
3
Horse
Charge
–
You
rush
forward,
become
invincible
and
losing
control
of
direction.
2
P
Armor
–
Allows
each
limb/your
chest
to
be
struck
twice
before
being
damaged.
3
2
Trip
–
Swing
at
an
enemy’s
feet,
if
it
hits,
they
lose
the
their
leg
and
must
fall
to
the
ground.
UNBLOCKABLE.
4
P
Deep
Wounds
–
Your
attacks
permanently
damage
limbs,
making
them
unhealable
through
spells.
Archer
A bowman who uses deadly shots to destroy enemies from afar.
Level
Charges
Ability
1
1
Explosive
Trap
–
Set
down
a
trap.
Upon
stepping
on
it,
an
enemy
will
lose
both
of
his
legs.
2
P
Piercing
Arrows
–
Your
arrows
now
ignore
armor.
3
1
Camouflage
–
You
blend
in
with
your
surroundings,
becoming
invisible
and
attackable
for
up
to
one
minute.
Moving
at
all
will
cancel
this.
4
3
Aimed
Shot
–
Charge
up
your
arrow
for
three
seconds.
After
the
last
second,
fire
a
deadly
arrow
that
if
it
hits
the
target,
no
matter
where,
instantly
kills
them.
UNBLOCKABLE.
4.
Thief
A cunning rogue who sneaks through the shadows to deal close-quartered
ambush attacks.
Level
Charges
Ability
1
U
Stealth
-‐
Turn
invisible,
becoming
immune
to
all
melee.
While
stealthed,
you
can
only
attack
from
behind.
You
can’t
stealth
while
another
player
is
watching
you.
2
X
Blinding
Powder
–
Your
arrows
now
ignore
armor.
3
1
Betray
–
Backstab
an
ally
4
1
Vanish
–
Disappear
into
the
shadows,
allowing
you
to
stealth,
regardless
if
enemies
are
watching
you
or
not.
*Bonus
–
Thieves
get
throwing
daggers,
and
can
also
steal
items
from
the
merchant
if
he
is
not
watching.
Barbarian
A pure-offense/no-defense berserker who uses impulsive assault and blind rage
to destroy enemies
Level
Charges
Ability
1
3
Charge
–
Rush
straight
forward,
becoming
invincible
and
losing
control
to
change
direction.
2
P
Brute
Force
–
Your
attacks
now
ignore
armor.
3
1
Intimidating
Shout
–
Let
out
a
horrifying
roar
that
forces
all
nearby
enemies
to
sprint
in
the
other
direction
for
three
seconds.
4
1
Berserk
–
You
become
immune
to
all
damage
and
immobilizing
effects
until
you
deal
one
blow
to
damaging
blow
to
an
enemy.
Once
this
blow
is
made,
all
damage
done
to
you
during
your
berserk
is
returned.
5.
Wizard
A sorcerer who uses long-ranged spells such as magic missiles and mind-
controlling magics to control the battle from behind front lines.
Level
Charges
Ability
1
P
Magic
Shield
–
You
use
a
shield
made
of
magic
to
block
attacks,
swing
at
enemies,
or
throw
at
enemies.
2
4
Teleport
-‐
Place
up
to
two
platforms
on
the
ground.
At
any
point
in
time,
you
can
teleport
back
to
these
portals
3
X
Magic
Bolts
–
You
now
wield
the
power
to
create
two
bolts
at
once.
These
bolts
are
larger,
more
accurate,
and
ignore
armor.
4
1
Mind
Control
–
Control
an
enemies
mind,
either
commanding
them
to
attack
a
certain
enemy
or
to
defend
you.
This
lasts
until
either
they
deal
a
damaging
blow,
a
damaging
blow
is
dealt
against
them,
or
you
die.
Monk
A weaponless master of martial arts who's knowledge of pressure points and fist
strikes give him an advantage in melee.
1
P
Iron
Fists
–
Your
hands
and
fists
are
tough
as
iron
and
can
be
used
to
block
attacks
like
a
shield.
2
U
Disarm
–
You
grab
a
weapon
and
attempt
to
rip
it
from
your
enemy’s
hands.
3
3
Blackout
–
You
strike
your
palms
forward,
stunning
an
enemy
for
two
seconds.
UNBLOCKABLE.
4
P
Crystal
Fists
–
You
can
pick
up
magic
projectiles
and
use
use
them.
6.
Cleric
A purely support-styled class who uses powerful heals and magical shields to
keep his allies and himself alive.
Level
Charges
Ability
1
X
Heal
-‐
Restore
a
damaged
limb
or
revive
a
fallen
ally
(Three
second
cast).
2
P
Willful
Soul
–
You
are
immune
to
mind
control
and
summon-‐spirit
effects.
3
2
Protective
Shield
–Cast
a
protective
shield
on
yourself
or
an
ally
which
absorbs
one
attack.
4
2
Reflective
Shield
–
Cast
a
reflective
barrier
on
yourself
or
an
ally
which
deals
parallel
damage
to
the
attacker.
Alchemist
A master of poisons and potions who can heal allies and plague enemies with
poisonous concoctions.
Level
Charges
Ability
1
X
Healing
Mist
-‐
Spray
yourself
or
your
allies
with
a
medicinal
liquid
which
restores
one
limb
or
revives
them.
(3
sprays
to
heal).
2
X
Plague
Missile
–
Throw
a
vial
of
poison,
dealing
normal
damage
from
afar.
3
1
Potion
of
Hysteria
–
Throw
at
an
enemy,
forcing
them
to
for
three
seconds.
4
2
Plague
Bomb
–
Throw
a
massive
grenade
of
acid,
dealing
damage
which
ignores
armor
to
anything
it
it
touches.
7.
V. Game
Modes
At
any
LARP
session,
there
will
be
a
series
of
three
different
modes.
Each
mode
will
have
a
winner.
1. Free
For
All
A
brawl
in
which
there
are
no
teams.
Last
man
standing
wins.
Prize:
The
Iron
Soldier
Trophy
2. Tournament
Each
player
is
paired
against
another
in
a
duel.
The
winner
will
move
up
in
each
round
until
he
is
the
last
man
standing.
Prize:
The
Bronze
Blade
Trophy
3. Team
Games
Consists
of
three
different
team
games
including:
1. Capture
the
Flag
–
A
standard
game
of
capture
the
flag
-‐i
first
team
to
do
so
wins.
2. Protect
the
King
–
Team
A
escorts
the
king
from
one
side
of
the
battlefield
to
the
other,
while
Team
B
attacks.
If
the
king
survives,
then
Team
A
wins.
3. Juggernaut
–
The
highest
level
player
in
the
game
is
granted
super
powers.
The
other
players
must
all
team
up
to
defeat
him.
After
these
three
games,
the
King
will
decide
who
the
highest
performing
soldier
was
and
they
will
receive
the
prize.
Prize:
$$$