Combat
Combat within the world of Tamrad is the key to survival. Were the magic
of the high Mages, Priests and Ritualists may shape the face of the world,
it is the strength that swings a sword that will decide the out come of
a war.
LARP combat can be an exciting and energetic way for a player
to enjoy themselves at LARP Entertainment events. The players skill with
there weapon will be there own, so combat does not have an out come that
is decided on the roll of a dice or turn of a card. It’s a chance
for players to really feel the thrill of combat without the real risks
of death. It’s a chance to really become a real hero with a sword
like you have seen in the movies.
Combat Rules
Weapon combat is the part of our system that we consider to be in the
most need of supervision. Because of this reason we will put more ref’s
and NPC’s in places to watch weapons combat, this is to cover any
other section of the game.
The game team only advocate safe weapon’s combat.
Anyone found to be perform unsafe combat that could endanger themselves
or another player will be removed from the combat and may be asked to
leave the site. To us safety will always come first.
All weapons must pass our weapon safety checks before being
able to be used in combat. We also expect all players to act safely when
fighting with their weapons. This means that all blows must be thrown
safely; with fully role played swings and properly pulled blows, so not
to deliver a force behind them that may hurt another player.
There are 6 valid hit locations without the system and 2
grey areas. The 2 grey areas are the face/throat and the groin. Players
must always try and avoid hitting to these areas. In the event of you
accidentally hitting one of these locations we advise that you apologise
as soon as possible and do not stand there laughing. Any blows to these
areas will not count as any kind of wounding hit unless they target player
wishes to count them.
Every player will start with 1 hit per location. By buying
body dev skill’s as a starting character or as an experience skill
then the amount of hits a starting character has may increase. Also with
the use of a characters armour skill’s the amount of hit points
per location on a character may increase further. When a location is reduced
to 0 it will become unusable, this may have different affects depending
on the location.
Once a head or body location has been taken to 0 then the
characters death count will start. After the count of 10 minutes if a
body or head location has not been healed after being at 0 then the character
is counted as being dead and must go to games control to retrieve a new
character. If a limb is taken to 0 then it will not be useable, after
10 minutes if it has not been healed then it will render the character
unconscious due to blood loss and their death count will start. After
the 10 minutes if the character has not been healed then they will be
counted as character dead due to bleeding out and must go to games control
to get a new character.
The 6 valid hit locations are as follows:-
Head
The head (not counting the face) is a valid hit location. If the head’s
hit locations are taken down to 0 then the character must fall unconscious
and start there death count. The player may not ask for help or scream
for a healer. If another player checks them for wounds they will see bleeding
from the head. We realise that some players may be worried about being
hit on the head and for this reason we have put in the character skill
helm use. This is a 0 point skill that will not interfere with magic of
any kind. It will let a player that feels worried about being hit on the
head wear some kind of protected head gear and count it as armour.
Body
The Body (not the groin) is a valid hit location. The front and back torso
is all counted as being part of the body. If the bodies hit locations
are taken down to 0 then the character must fall unconscious and start
there death count. The player may not ask for help or scream for a healer.
If another player checks them for wounds they will see bleeding from the
body.
Leg
The leg is a valid hit location. If the leg hit locations are taken down
to 0 then the player must go to one knee on that leg. That leg will become
unusable to move upon. If both legs are taken down to 0 hit points then
the player must lie down, sit down or kneel up on both knees, witch ever
they feel safest doing. They may not however move unless they drag themselves
with there arms. After 10 minutes of a leg going to 0 and not being healed
then the character must fall unconscious as they will have started to
bleed out, at this time there death count will also start. Once there
death count has started the character will have lost the ability to talk
and ask for help.
Arm
The arm is a valid hit location. If the arm hit locations are taken down
to 0 then the player must drop anything within the hand attached to that
arm and is unable to pick anything else up in it. After 10 minutes of
a arm going to 0 and not being healed then the character must fall unconscious
as they will have started to bleed out, at this time there death count
will also start. Once there death count has started the character will
have lost the ability to talk and ask for help.
Due to safety, there is a number of ref and NPC calls that
a player may hear but never use. These are the following:-
Time Out
Upon hearing the call time out all players must stop any in game action
that they are doing. This call will indicate the temporary or permanent
call for in game time to stop and so for all players to stop playing.
Time In
Upon hearing this call all players may resume any in game action that
they were doing before hearing the time out call. Time In call indicates
to a player that they may start playing the game again.
Man Down
Man down is a safety call used when a person has been injured. Upon hearing
man down you must stop whatever action you are doing and firstly check
that you’re not treading on anyone below you. You must then try
and move yourself away from the seen of the injured person to give the
first aid and ref staff room to assess them. Once moved away from the
scene you may start play again if it is safe to do so.
Drop
Drop is a safety call that will be directed towards a player for safety
reasons. If you hear the call drop then you must drop to the ground and
must not move until you have been told it is safe to do so by a ref.
Time freeze
Time freeze indicates the immediate stopping of in game time. All players
hearing this call must stop what they are doing and close their eyes.
We also ask them to hum (yes hum) a tune of some kind to try and cover
up any noise going on around them. The game team may use this call so
that they can position items, monsters or players into an area without
being interfered by players. When the words Time In are said then players
may open there eyes and continue with there role playing.
Spacer
Spacer means that a ref needs a space of 30 feet from a person, group,
location or item. This call will only be used for safety rezones and is
an out of character call. All players must stay 30 feet away from the
ref unless being told that they can enter the area.
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