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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.	
  	
  
	
  
	
  
	
  
	
  
 
	
  
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.	
  
 
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.	
   	
  
	
  
	
  
	
  
	
  
 
	
  
	
  
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.	
  	
  
	
   	
   	
   	
   	
  	
  
	
  
 
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.	
  
 
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.	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
 
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:	
  $$$	
  
	
  

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Glocester larp

  • 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:  $$$