Core Rules

Core Rules Anoniem (niet gecontroleerd) di, 20/12/2011 11:53

Introduction

Introduction

In the Heimr LARP Core you will find rules which are common to all characters in a Heimr LARP. Players should know all of the rules in this chapter before attending a Heimr LARP based on this rule set. Any character specific abilities are documented in the rest of the document. These do not require memorising.

The Heimr LARP is designed to create a highly immersive game environment, in which players can bring their characters to life. Because players are required to know all the core rules, this chapter has been designed to be as short as possible, given the complexity of the LARP for which it is written.

Anoniem (niet gecontroleerd) do, 12/12/2013 15:41

Safety

Safety

Safety is one of the most important things to consider for live roleplaying events. Since there are a multitude of dangers involved, there are several rules covering safety during an event.

Always remember that any participant is more important then the game itself, to always listen to the organizers and to stop the game if any participant indicates they want the game to stop and to only continue playing if everybody is okay with that.

Read the details on safety and consent before coming to our events.

Anoniem (niet gecontroleerd) wo, 21/12/2011 19:07

Game Progression

Game Progression

LARP games should progress smoothly, without big interruptions. This chapter explains the mechanisms used in Heimr to prevent the game from stalling.

Game Masters

Game Masters are the directors of the game. They make sure the story progresses as it should and direct the NPCs to that end. Game masters are also there to help you if you are unsure about the rules and to referee when players have a conflict. You should follow the instructions the Game Master gives.

If you do not agree with a ruling you may make one, and only one, appeal to the Game master. If he or she is not convinced by your argument, the ruling is final and the game continues. You may discuss the issue after the game.

Time Calls

There are four time calls. These calls can only be made by a Game master:

  • Time Freeze: The game stops and every player must close his or her eyes while humming to drown out any noise
  • Time Stop: The game stops. The calling Game Master usually has some instructions for you after this.
  • Time In: The game restarts
  • Time Out: The game stops completely

Raised Hand

A raised hand indicates that this person is out of character and should be ignored. You may only do this with permission of a game master.

Anoniem (niet gecontroleerd) wo, 21/12/2011 19:07

Characters

Characters

There are four things that make up a character: Hit points, Willpower, Skills and Conditions. These thing will be explained in this chapter. Which and how many a character has depends on things such as race and equipment. Instructions on how to create a character can be found in the Character Guide at www.heimr.nl/game_rules/.

Hit Points

Hit points (HP) represent the likelihood of a character surviving an attack. They are not "health points" and do not represent the physical health of your character. Things that increase your chance of survival, such as armour or a strong body, can increase your hit points. When a character is hit by an attack, they (usually) lose 1 HP. If a character reaches 0 or fewer hit points, only then he or she becomes truly injured. As long as you have more than 0 HP you are not injured (Although you might have sore spots, scraps, small cuts, old wounds, etc) Uninjured characters can restore hit points by taking a "short rest". For more information about HP, short rest and dying see the "health" section.

Willpower

Willpower (WP) is a character's way of pushing through tough situations or achieving extraordinary things. It represents your mental, emotional and physical stamina all in one. When your character is losing WP he or she is probably going through something emotional. When your character is spending WP on skills he or she is doing the best they can.

Characters with high WP are usually motivated and in high spirits, whereas characters with low WP might be more inclined to give up and surrender to the situation. Once per day you can regain 1 WP by doing something you enjoy (see your racial condition). Other characters might have skills that will help you feel better and regain WP. Or you can buy items for this purpose.

You are free to roleplay your WP (or lack thereof) as you see fit and realistic.

Divine charge

Every character gains 2 divine charge (DC) at dawn up to a maximum of 2. This represents the energy your soul generates that religious leaders can use during ceremonies. Such religious leaders usually ask you to join in such ceremonies every day. You will receive cards provided by the event organization to represent these DC.

Skills

Skills let you fight better, help others, create items, etc. Players must carry skill cards for every skill they have. These are provided by the event organization. Do not use the skill if you do not have the card. A description of the skill is provided on the skill card. You can only use one skill at a time. Using a skill may cost one or more WP. A skill can override rules in this rule-book for individual characters.

Conditions

A condition is a character's state of being. This may be physical, mental or social state. The event organization will provide cards for all conditions. Players must carry all condition cards of their character. Conditions include such things as race, social disorders, disfigurement and contacts. A condition can override rules in this rule-book for individual characters.

Counters on cards

For some skill, condition and item cards you have to keep a counter. This is simply a number that it put on the corresponding card with pen or pencil. If the card becomes unreadable ask for a replacement from a GM.

Anoniem (niet gecontroleerd) wo, 21/12/2011 19:08

Combat

Combat
Effect Default Description
Hit 1 You lose 1 hit point (HP).
Break 1 This effect can be called on items. If the break effect is strong enough the item is destroyed. (See Toughness)
Fall 2 You fall to the ground. After two seconds you can stand up again.
Drop 2 You let go of the item in the hand, it drops to the ground, after two seconds you can pick it up again.
Stumble 2 You stumble about two meters away from the opponent for two seconds while you regain balance. This is the default effect of getting hit by a throwing weapon. No call will be made.
Daze 2 You are disorientated for two seconds. You cannot attack, defend, use a skill or run.
Charm 2 For two seconds you cannot attack or otherwise bodily harm the source of the effect.
Fear 2 You cannot willingly move closer to the source of the effect for two seconds.
Bind 2 You cannot move or be moved from your current position for two seconds.
Weaken 2 Your character feels ill for two seconds. During combat, skills cost one willpower (WP) in addition to the normal cost of the skill.
Resist all The effect and/or HP loss of an attack was negated/blocked/resisted or reduced by the number called.
=Effects and Description

Effects

Effects are ways in which a character is influenced by the game. Effects can be called by characters or by a Game master. Effects have a default number. If a number is called with the effect, use this number instead of the default. With Hit the number indicates how much hp you lose and with Break the number indicates how strong the break effect was. These have a default of 1. With all other effects the number following the effect is the number of seconds it lasts (default 2).

For example Stumble 4 is a stumble effect that lasts 4 seconds and hit 2 is a hit effect that causes you to lose 2 HP.

An effect always works when it is called. Players are thus not allowed to call an effect when they are not sure all the requirements needed to call it are met.

Weapons

In Heimr LARP any character can wield any weapon, as long as he has an item card and physrep for it. When you are hit by a weapon you lose 1 HP unless an effect is called while you are hit with the weapon. So the effect replaces this 1 HP damage if an effect is called.

Movement and Restraint

Some characters can not move, or do not want to be moved. Do not go tugging or pushing people. To keep it friendly the following rules apply:

  • One character can move a willing character with a leg injury
  • Two characters can move an character unable to stand and resist
  • Three characters can move an unwilling bound character
  • Four characters can move an unwilling character
Anoniem (niet gecontroleerd) wo, 21/12/2011 19:08

Health

Health

A character's health is of critical importance. This chapter explains what you can do to stay healthy, and what will happen if you do not. Skills for healing can be found in the various domains.

Short Rests

By taking a short rest, characters who have more than 0 HP can restore all their HP. Characters who are injured (0 or less HP) can not take a short rest. The short rest must be uninterrupted for at least five minutes. During this time a character may not use skills, engage in combat, do physically straining activities such as running, get upset or angry. Any player that is not very active will find themselves meeting the conditions of being at rest most of the time.

Injury effects

When a character is hit with an attack that causes the HP to become 0 or lower the character becomes injured. When a character becomes injured they receive an effect based on what body part got hit by the attack. The effect lasts as long as the character is injured. Characters can have additional effects from injuries, if they are hit on multiple body parts while injured. The effects are as followed:

Location Effect
Either arm Drop item
Leg(s) Fall
Torso Daze

Injuries

There are three levels of injury, depending on how low your HP is. The three levels are:

HP Resulting injury
Bloodied 0 This injury requires treatment but is not life threatening.
Mangled -1 The character is bleeding to death. After 5 minutes you lose another HP.
Mutilated -2 The character falls unconscious instantly and dies after 5 minutes.

Unconsciousness

When a character becomes unconscious for a longer time (because he is in trance, coma or is sleeping), the player might at some point want to leave. You can leave your unconscious character behind. To do so, leave an article of clothing, of roughly the length of your body, in the place where your character lays. Leave behind all your item cards, money and your racial condition. Items can be stolen by taking the item cards. You can kill an unconscious character that has no player present, by ripping their racial condition.

Dying

If your character dies you should remain lying on the spot for as long as necessary for people to finish interacting with your remains. Always leave behind all your item cards and money. After this you should go see a game master to create a new character or help the team by becoming an DC (directed character).

Anoniem (niet gecontroleerd) wo, 21/12/2011 19:08

Items

Items

Items are things of value which characters own in the game. They range from weapons to magical devices and everything in between. Most items are represented by a physical representation and an item card.

Item Card

Item cards describe the in-game properties of an item. On an item card you can find the item's name, its price and other details like the effect given to the wielder. The item card must be carried by the player that is in possession of the item. Any object that does not have an item card does not have any special in-game properties and can be used for decoration only, apart from weapon physreps which are not allowed in the game area without an item card.

Item cards can have "markers" on them. These are small stickers attached to the item card to indicate certain special things happened to an item. For example, a broken sword has a "broken" marker attached to the item card to indicate its broken state.

Market Price

Each item card has a market price. The market price is the price of the item when buying it during downtime. For details about buying and selling items, see the Downtime Periods rules. Some items will have a market price of "Var", these have special rules governing their market price that will be described in the item's description.

Large Items

Large items are those that are too heavy or unwieldy to easily carry around. These items will be marked with "Large" on the item card.

Toughness

Many items have a toughness value on their item card. This number indicates how difficult it is to break that item in such a way that it becomes useless. If an item has a toughness of 0, any character can destroy it simply by smashing it. Any item with a toughness of 1 or higher can only be destroyed by the break effect. If the break is equal to or stronger than the item's toughness, it is destroyed. For example a sword with toughness 2 can only be broken with a break 2 or higher effect.

When an item is destroyed you must mark its item card with a "broken" marker and can no longer use the item until it is repaired.

Consumables

Certain items will be marked as "consumable" on their item cards. These items are considered consumables and will generally provide a single benefit after which they are consumed. Consumed items cannot be used again, you should mark the item card with a "consumed" marker. You can then give the item card back to a GM.

Physical Representation

A physical representation or "physrep" for short, is an object that looks like the item it represents in the game. Every item, unless otherwise noted in the item's description, requires a physrep. For most items, you are free to choose a physrep that resembles the item as closely as possible, although the item's description may contain a suggestion. However, some items will be marked as having special physrep requirements. These requirements will be specified in the item's extended description in the rule book. Note that you cannot use the same physrep for multiple items.

You are allowed to carry one item for which you have no physrep. This is a concealed item. If a player searches you for concealed items you must show the item card from the concealed item. A Large item may not be concealed, this will be marked on the item card.

One large item can be carried in your hands without a physrep. You should indicate you are carrying an item by holding your hands out in front of you, with the card resting on your palms. You should take this item to a concealed location as soon as possible and leave it there until you acquire a suitable physrep.

Trading and Stealing Items

Stealing, looting or exchanging items should be done by exchanging the item card. Do not take another player's physreps without their permission. If you steal an item you must take the item card and attach it to your own physrep. Because most items can be concealed (no physrep), you can steal something without having the physrep with you.

If a physrep is on the player's body you must remove the physrep before you can take the item card. For example if you want to steal someone's chain mail you should actually get him out of it, before you can take the item card. Difficult to remove items (like a chain mail) can only be removed from unconscious or willing characters. The unconscious character's player must help removing the item. Alternatively, spend a few minutes tugging and moving things on an unconscious character to indicate you are removing the item, without actually removing the physrep.

Carrying Capacity

Generally, you are allowed to carry as many items as you can carry physreps for. For large items, consider that while your physrep may not be very heavy, the item it represents something heavy or unwieldy, so try to limit how many large items you carry. As a rule of thumb, carry one extra large item in addition to those you actively use.

When travelling to or from an event, you can carry up to 50 items. Any item marked as "Large" takes the place of 8 items.

Anoniem (niet gecontroleerd) wo, 21/12/2011 19:08

Change log

Change log

July 2017

  • Reworded Items page
  • Introduced "Consumable" concept for items.
  • Made "Large" item explanation more explicit.
  • Changed Physrep rules to no longer require explicit descriptions in the item card.
  • Added some explanation of "normal" carrying capacity.

September 2015

  • Weakened now only hampers skill use during combat

May 2015

  • Added the ***Charm ***and ***Fear ***effects.
  • ***Bind ***has been simplified to only 1 effect.
  • Removed the ***Drain ***effect.
  • Throwing weapons removed from the core rules (now a rule on the actual item).
  • All effects override the 1 damage rule from weapons now (not just the hit effect).
  • Concentration rules have been removed (now described by primordial magic itself).

November 2013

  • Changed everything into the "1 HP loss per attack" system. (LARGE CHANGE!)
  • You now have a maximum amount of items that you can carry with you at the start and end of an event.
  • Amplified the effect terms. (e.g. Break, instead of Break.)
  • Changed the wording of HP and Willpower somewhat.
  • Removed the rule that stated you need to have item cards attached to your phys-reps.
  • Removed that "flaps" counter system for now.
  • Conditions also represent special social states (next to special mental and physical states)
  • Removed the miss effect and merged it with the Resist effect.
  • Changed the wording of some things (HP, WP, unconscious characters) to better explain what they actually represent in game so players can react to it more in character.
  • Added the fact that you leave items and money with your dead character.
  • Removed the "source" prefix for effects.

April 2013

  • Created change log
  • Removed Willpower threshold
  • Added counters
  • Changed what players should do when an item breaks
Anoniem (niet gecontroleerd) ma, 11/03/2013 21:31