COMBAT
Within combat there will be several types of weapons doing different amounts of damage.
WEAPONS
As a safety concern all weapons must be padded properly before use in an event. Thrown weapons such as spears and javelins may only be thrown full force when absolutely necessary.
Daggers - Deal 5 Damage per hit due to their speed
Swords - Deal 10 damage per hit due to their slow speed and large size
Bows - Deal 10 damage due to their range and speed
Javelins/Spears - Deal 10 damage when used in melee, but deal 40 when thrown.
Quarterstaves - A quarterstaff deals 10 damage per hit.
Positive Items
Healing Potion - Any one player is allowed to carry five healing potions and healing potions heal 20 damage
Field Dressing - Only usable outside of combat and heals player back to full health
CLASSES
Classes are the basis for your character. Within each class you have a choice between two specializations. In most cases specializations will provide your character with either damage bonuses or health bonuses. If agreed upon by the majority a character may switch classes during an event, but outside an event may switch whenever they please.
Warrior
The warrior is a purely melee class that focuses on swords. Within warrior each player is given the choice between arms and protection. Protection warriors have 100 hit points, but can only deal 10 damage per hit. Arms warriors deal 20 damage with each hit, but only have 50 hit points.
Rogue
A rogue is a stealth based class that is built around high damage. Within rogue, each player can choose between subtlety and assassin. Subtetly rogues deal 30 hit points when backstabbing and enemy player (stabbing a player in the back with both daggers), but only have 50 hp. Assassins are rogues built who only deal 5 damage regardless of wether or not it is a backstab, but have 80 hit points.
Hunter
Hunters are the only classes allowed to use ranged weapons, like bows. They are also the only class capable of placing traps. Hunters may use melee weapons, but there is no buff for swords or daggers. Hunters are given the choice between Survival Hunter and Ranger. Survival hunters are given 80 hit points, but only deal 10 damage per shot. Rangers are damage hunters who deal 20 hit points per shot. but only have 50 hit points.
Medic
The medic is a mostly support class only capable of using a single dagger. The medic is capable of making potions (once further implemented) and is also the only class with healing capabilities. Medics are the only class without any specializations due to their high support low damage play style. Medics can fully heal any character outside of combat and out of range of any enemies by holding their hand on the player for ten seconds. Within combat the medic can heal allies with potions (once implemented) and with bandaging. In order to bandage an ally the medic must hold the target player for 5 seconds to heal 20 damage. Medics may also revive a dead ally by holding them for 20 seconds.
Races
As of now races have no bonus to damage, but each hold their specific place in lore and when in an RP scenario should behave as their race.
Man
Man is the most recent of races. It is uncertain how man came to exist, but he is the least trusted of races due to his history of deceipt and war.
Elves
Elves were the first race to appear within the world. They are believed to have been descended from ancient gods who created the world before bringing about their own destruction. Elves are a patient people and and will think before acting. Elves are also known for their dislike of other races.
Undead
Undead are the most violent and impulsive of races. They tend to act upon instinct. Undead are understood to be a part of a curse brought upon an entire elven nation.
BASIC COMBAT RULES
There is no intentional hitting to the head or groin. Some incidents will be tolerated, but excessive violation of this rule will result in temoporary ban.In the event of a debate a "time out" will be called and a designated game master will determine the outcome or will resume gameplay as if the event in question never happened. Hit points vary depending on class and specialization. It is up to the player to keep track of his hit points but if it is noticed that the player is lying or not dying they will be instantly killed.A game master has the final say in all things. If a game master misuses his power and several players report him to another game master he will be stripped of his abilities and will be replaced with another player as detemined by the remaining game master. It also the responsibility of game masters to determine wether or not a weapon is safe. If a weapon is brought and is determined to be not an immediate hazard but still a potential threat it will be allowed until proven to be a threat to another player's safery. The most preferable of weapons would consist of foam weapons such as nerf swords, wooden bases wrapped thoroughly in foam, and bows with boffer arrows, nerf guns, or nerf bows. If anything occurs not mentioned in the rules please consult a game master and he will determine what is just.
DEATH
Death will be an inevitability but it shall not be the end of your character. There will be several designated grave yards where you must sit for five seconds before returning to combat unless ressurected by any medic. When killed a player must hold their weapons over their head and is not capable of dealing any damage to another player. They also can not speak and are unable to ask a caster for ressurection.
RP
RP will play a vital role in our LARP's story. Each character must have his/her own backstory. All backstories are permanement until the character is removed from the game and/or replaced by another character. Another player may not intervene in a character's backstory unless agreed upon by both characters. All history of an individual character must agree with both the lore and history of the LARP. If he/she has proper gear a player may have several characters.
RP Dedicated Areas
At some events there will be areas dedicated to RP. Within these areas it is required that you remain in character and refer to others as their characters. All conversations in these areas should be Elmoir relevant, for example, instead of speaking about your plans for the weekend you should discuss recent battles or things that have taken place throughout your character's life and events in Elmoir.
SETTING
The game takes place in the fantasy world of Elmoir. The world of Elmoir is a vast world of various landscapes and climates. It is home to several races such as the elves, men, and undead. Elmoir is not a world of peace. It is a land ravaged by war between the two dominant factions, the Alliance of the West and the Eastern Nations over an unnamed territory discovered on a voyage across the vast ocean of Lerith. Lerith was seen to have vast resources, but there was not an agreement on who would recieve what causing a civil war between the once peaceful elves. Most humans and undead were forced to choose and alliance or be executed, bring about the largest war Elmoir had ever seen