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Last Hope Live Action Role Play Abridged Rules www.lasthopelarp.

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EVENT RULES & SAFETY


Read These Rules! Players are expected and required to read through the full rules so the game runs smoothly. Honor is Paramount All players must be honorable and truthful with in-game knowledge, combat stats, and rules. Players caught actively cheating will be ejected from the event. Checking In and Out Players are required to check in before an event and check out as they leave. Age of Participants Players age 17 and younger may participate with a waiver signed by a legal guardian. Players age 15 and younger may participate if accompanied by a parent or adult. Role Playing Taboo Situations Mature scenes must be kept light hearted and willing. Real world religion must be kept out of the game. Smoking, Alcohol and Illegal Substances Smoking is only allowed outside and all garbage must be picked up and thrown away. Alcohol may only be consumed in the out of game area or at the in game tavern. Absolutely no illegal substances or drugs may be used or brought to this event. Open Flame Unless otherwise stated, absolutely no open flame is to be lit outside of a fire pit. Kill Rags & Out of Game Status Players are to carry and use a red piece of cloth to signal dying, dead, and out of game. Physical Contact & Encroaching Physical contact is allowed on a consent basis or if it is controlled in combat. Encroaching is the act of to a player closer than 24 inches. Call Too Close if needed. You can only Encroach if You use only your arm wearing a shield and only with the strength of that arm. Both you and your opponent are wearing shields and it is at a slow walking speed. Illegal Actions for Combat & Contact Excessive force when fighting, starting a grapple, encroaching improperly, pushing someone off balance, charging headlong into another player, grabbing a weapon to disarm an opponent are all examples of illegal actions. Use common sense or ask if something is allowed! Playing at Night Safety must be the top priority at night. No players may Encroach, but NPCs may still initiate grapples.

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Last Hope Live Action Role Play Abridged Rules www.lasthopelarp.com Players should refrain from running at night on uneven ground Players are required to use ambient light sources with effort to cover modern parts A red glow stick or red light is used if a player is out of game. No intentionally blinding with a light source. Glow in the dark fabric or round glow bracelets should be attached to spells. Archery and throwing weapons not recommended. Bows at half draw in low light.

The Caution Call Alert others to dangerous locations with this call. The Out of Game Stop Call Use this call to halt the immediate area for important but not game stopping issues. The Time Out Emergency Call Use this call sparingly and only for real life emergencies. Game On will resume game. Heralds (Game Organizers / Referees) All calls by a herald are final; bring up a disagreement respectfully and in private. Out of game heralds will wear a gold tabard. In game heralds will wear a gold belt flag.

IMMERSION & PLAYING THE GAME


The Old World and Last Hope - Dark & Gritty Low Fantasy Setting There are two overall settings and storylines for Last Hope. Last Hope The Old World: Set in the past on the continent of Faedrun. Last Hope: Set in the present storyline on the new continent of Mardrun. Last Hope is considered a realistic fantasy. Weapons and shields should be more realistic. Footmen in Last Hope The Old World For the annual Last Hope The Old World event, players may play a normal character with full rules or Footman as generic infantry that do not gain exp/skills. Footmen have normal armor points, hit points, and wound rules but return to a Standard Bearer to reinsert back into the battle after they have died. Player Immersion & Remaining In Character Players are expected to stay in character during the game. Spectators are not allowed at the events unless they are garbed appropriately and observe. Garb and Modern Items (Anachronisms) All players are required to wear a minimum amount of garb (clothing). Players must reduce the look or use of anachronisms (modern items). There must be EFFORT to look the part. This is a full immersion event and the minimal use of modern items will be enforced! Playing an NPC

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Last Hope Live Action Role Play Abridged Rules www.lasthopelarp.com Time put in at an event earns you exp points and/or gold for your main character. Some NPC roles are offered as a discounted entry or free entry depending on what is required of the role. An NPCs primary job is to maintain immersion and add to the enjoyment of the players. Spectators (Townsfolk) in Last Hope Spectators are allowed at a discounted entry but are there to watch only, not interact with the game, and must be garbed appropriately. Events, Adventures & Quests An event is a single day or multiple day game that usually has a town area and NPCs. An adventure is a self contained 3-5 hour scenario for a group of players to participate in. Quests will be available during events/adventures and may have variable rewards based on the number of participants. In Game Economy Currency is represented by gold coins and gems. All players should have a small drawstring pouch or container for an official currency bag. Players are not allowed to hide coins in random areas and they must be on someone. All players are required to turn in all in game currency at the end of the game All in game currency is loot able and players cannot hide items in unsanitary/personal areas. Looting & Stealing Stealing is not allowed in or out of game unless there is a quest that calls for a specific item. Players may loot mortally wounded, dying, dead, or controlled players by being within arms reach and describing the location being looted. Players then hand over all in game coins, currency, and quest items. Binding Players & Controlling Players (Out of Combat) No player can be physically restrained in the game without consent. To bind a player, you run a rope over their wrists and have the player hold the ends. It takes two players, one on each side, to completely control a player. If they have a weapon drawn they cannot be controlled unless they are stunned or knocked out. Controlled players may act freely as soon as one of the two controllers lets go. Poison & Disease Cards Poison and disease will be represented by cards in game detailing their effects. Combat is Not About Winning Combat, wounds, and death are an enhancement to this game, not the only part of this game. Players are expected to role play and be a part of the experience, not just go out to win. Some NPCs may not react to all damage unless some role playing flair is used.

COMBAT SYSTEM & CONTACT RULES


Anyone deemed playing unsafe will be ejected from an event. It is the responsibility of each player to maintain their weapons and remove them from the game if they become unsafe.

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Last Hope Live Action Role Play Abridged Rules www.lasthopelarp.com

Weapons & Damage Types Weapons are represented by latex LARP weapons that look realistic; no foam boffers. Weapons must be of a steel or metal color; no high fantasy blades Brands such as Eagle Flex, Forgotten Dreams, Epic Armory, and Calimicil are approved. Striking One Handed & Thrown Weapons 1 point of damage Piercing One Handed & Two Handed Stabbing 1 point of damage Cleaving Large Two Handed Weapons 1 point of damage & damages shields Bow & Arrow Inflicts Light Wound to hit location or upgrades Torso Light Wound to Mortal Wound. Does not damage Armor or Hit Points or further damage wounded limbs. Target Locations Intentional strikes to illegal target zones will be reprimanded and continued problems will get you removed from the event. Invalid Targets Head/Neck/Throat Arrows and spell bags that accidently hit someone in the head still count. Groin This area CANNOT be intentionally struck or aimed at. If hit on accident, counts as a leg. Repeated accidental hits will result in disciplinary action. Hands If holding a weapon or shield it is considered part of the weapon or shield. If it is not holding a weapon or shield, it is considered part of the arm and is a valid target. Valid Target Zones Arms Anything from the shoulder socket/armpit down to the wrists. Torso Anything below the neck, inside the shoulder, below the throat, and above the hips. Legs Anything below the hips, including the butt, shoes and feet. Shields Shields must be latex LARP kinds. Shields should be of a metal, wood, or less fantasy look. Brands such as Eagle Flex, Forgotten Dreams, Epic Armory, and Calimicil are approved. Foam and cloth cover shields are not allowed. Shields may deflect arrows and attacks. Cleaving weapons can damage and eventually destroy shields but only with a solid hit. The player holding the shield should call either a LIGHT, GRAZE or SHIELD. The player should also recoil back a bit from each impact of a Cleaving weapon. Most spells either affect the shield specifically or go right through the shield. Shield Types The measurements below are an estimate and the Heralds will make the call at Check In. Small / Buckler 2 Cleaving hits to destroy (Up to 20) Medium 3 Cleaving hits to destroy (21-27) Large 4 Cleaving hits to destroy (28+) Tower 5 Cleaving hits to destroy (Specially made as a tower shield) Armor & Armor Points Damage taken is applied to armor first. Does not matter if you are struck on armor or not. Damage is applied to an overall pool of armor and is not location based. All armor must be checked prior to being used. Half armor or combo armor will be evaluated.

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Last Hope Live Action Role Play Abridged Rules www.lasthopelarp.com When enough damage has been dealt to overcome the number of armor points granted by armor, the armor is considered broken and must be repaired by either a skill or blacksmith. Partial damage to your armor goes to your largest piece of armor first. Armor Safety The game organizers have the final say as to what could be considered unsafe armor and measures should be taken to make armor as safe as possible. Armor Materials Armor must be constructed out of authentic materials; no tape, Velcro, staples, hockey pads. Base Armor (Torso, upper arm and upper leg areas) Padded or Light Leather - 1 pt Partial Heavy Leather - 2 pts Full Heavy Leather - 3 pts Chainmail - 4 pts Plate mail - 5 pts Additional Armor Options Heavy Leather Helm or Chainmail Coif - +1 pt Metal Helm - +2 pt Heavy Leather Bracers - +1 pt Heavy Leather Greaves- +1 pt Bracers & Greaves are Made of Metal - +1 pt Layering Heavy Leather over Chainmail - +1 pt Layering Plate mail over Chainmail - +2 pt Complete Coverage - +1 pt Use of Aluminum Negative 1 pt Hit Points All players in the game start out with 2 hit points. Damage taken is applied to Hit Points only after your Armor Points have been depleted. You can regain Hit Points by drinking healing potions or visiting a tavern and resting in town. Wounds When you have run out of both Armor and Hit points, you will take Wounds. Open Wounds impair you and require medical attention to cure. You can take as many Open Light Wounds as you have body locations. You can only take one Open Mortal Wound before it drops you. A wound that is bandaged is considered Treated; no longer impairs, no further wounds on location can be treated, and a healer is needed to remove/heal completely. Another player may help a wounded player walk by draping an arm over their shoulder. 1 damage to arm, leg or Torso Open Light Wound 2 or more damage to any single location Open Mortal Wound If you receive no first aid or healing magic in 5 minutes, you progress to Dying. Another player applying pressure with two hands can halt timer and stop from progressing to Dying. Coup de Grace & Finishing Opponents Coup de Grace cannot be done unless it is with an in game item that allows it. To finish an opponent, you roll them onto their back and then role play finishing them off. Once finished, the wounded player will display a kill and is considered Dying.

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Last Hope Live Action Role Play Abridged Rules www.lasthopelarp.com

Dying & Character Death If Dying, a player must display a red kill rag and can do nothing but moan softly in pain or make small movements; they cannot move a lot or call for help. Any other player can apply pressure to their wounds with two hands to keep them alive. After 5 minutes of no aid or healing, the player will Bleed Out, or Use True Grit (Skill) or Use Last Hope Ability Dead & Dying characters do not talk! You cannot move. Remain in place for a while to encourage role playing. If you die, check in with an event organizer. Medium & Controlled Contact for Melee Combat Medium, solid, and sufficient force Weapon breaks a 90 degree plane in between each attack About 1 second in between each attack from the same hand The slower swinging style also allows players to call and keep track of damage. Players hitting too hard will be reprimanded at first then removed if problem persists. Light Hits or Draw Cuts for Non-Combat Players If a player does not have a weapon, utilize a light hit or draw cut to deal damage. Shield Vs Shield Contact You cannot strike, slam or bash a player directly with the edge or flat of a shield You cannot shield check, kick a shield, or knock someone down or off balance. You may press with your shield arm but only with strength of arm; no leaning/shouldering. You may not put your body weight into it or move opponent unless you both have shields. If both players are using a shield, then you may use your own shield to encroach. If combat is taking place near precarious terrain then absolutely no contact is allowed. Hit Calling In Combat Attackers do not call hits. Defenders call their hits and are expected to be honorable. Inhuman NPCs may not verbally call but will grunt or role play the hits. Examples of calls - Light, Graze, Armor, Hit, Shield, Stalwart, Protect Head & Groin Shots The head, neck, throat or groin cannot be an intentional target of an attack. A player accidentally hit in the head with an arrow is considered to have been hit in the torso. A player accidentally struck in the head with a spell bag is considered hit in the torso. Thrown weapon hits to the head do not count at all. All accidental groin shots count as leg hits and attackers should back off for a bit. Parry & Anvil Blocks A Parry is a block that uses a weapon to stop an incoming attack. If most of the energy is taken out of the attack, it is a block. If not, then it will count as a hit. An Anvil Block is the act of laying a weapon onto a target area and then attempting to block with it and is not allowed, it will count as a hit.

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Last Hope Live Action Role Play Abridged Rules www.lasthopelarp.com Striking Weapons Most weapons will be in the Striking category, which simply means it hits and does damage. Two Handed Cleaving Weapons Cleaving Weapons must be swung two handed to deliver cleaving damage to shields. Cleaving weapons must be a minimum of 35 inches for maces/axes or 45 inches for swords. The player should role play more effort to represent the wind up put into breaking shields. Bow & Arrow Weapons Bows cannot be compound. Max 35lbs and a 28 inch draw. All arrows must have a 28 inch draw stop. If a player is within 20 feet then a half draw must be utilized. Archers call their hits if needed. Only shields can block arrows. No intentional arrow blocks with a weapon. Softer foam tipped arrows are the only arrows allowed. All arrows should be covered with gray cloth to represent a metal tip. Piercing Weapons (One or two handed) Absolutely no weapons may be used for stabbing unless inspected and approved. Players CANNOT grab spears but may deflect/divert them with their shields/weapons. Combination Weapons Call out appropriate damage if weapon can do different kinds. A character must have the training to use both parts of a combination weapon. Two Weapon Fighting Players may duel wield two short, two medium, or a long and a small weapon. A player can never wield two weapons large enough to be considered Cleaving. Throwing (Weapons & Spell Bags) Medium strength throws only. Spell Bags cannot be deflected. Thrown weapons may be deflected. Head hits with spell bag not allowed but are a valid hit if accidental. Head hits with thrown weapons are not allowed and are not a valid hit. Considered a hit if it strikes a solid part of body or something worn on player. If hitting enough clothing to stop and fall, call it as a hit. Grappling, Brawling & Unarmed Combat Player on player grappling during combat is not allowed. NPC monsters will be able to initiate grappling with players. Grappling is allowed out of combat or as part of a duel if both participants involved consent. Even with consent, there are no joint locks, strikes, or physical harm that can be done to another player and extreme care should be practiced. Brawling is purely for role playing purposes only. Continues until one side admits defeat Actual unarmed combat is not allowed, even with consent. Waylay Gently touch the back of their head with the flat of a melee weapon and state Waylay. Not wearing any head armor, they are KNOCKED OUT.

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Last Hope Live Action Role Play Abridged Rules www.lasthopelarp.com If they are wearing head armor, they are STUNNED. This cannot be done in the middle of combat. Staggered, Stunned, and being Knocked Out Whenever you are hit by a spell bag you are immediately staggered. STAGGERED = Drop to one knee and place one hand on the ground STUNNED = Look at the ground, grab your forehead, step around for 10 seconds. Ends if you are dealt damage. KNOCKED OUT = Immediately collapse to the ground and remain still for one minute. Ends if you are dealt damage, shaken awake, or someone tries to loot you.

RACES, CLASSES, SKILLS & EXP


Characters, Back Grounds & After Event Summaries You are only allowed to play one character at a time for each time setting. You required to keep your character sheet card on you at all times. Players who submit a detailed background may be awarded additional exp. Race You are REQUIRED to follow the racial requirements for cosmetics and overall look/style. Human 5 exp bonus at start, no requirements. Old World and Last Hope. Syndar 3 mana point bonus at start, pointed ears required. Old World and Last Hope. Ulven 1 hit point bonus at start, contact lens/canine requirements. Last Hope only. Mordok (Non Playable Race, Last Hope only) Undead (Non Playable Race, Old World and Last Hope) Experience Points (Exp Points) All characters start the game with 11 exp points. Even if your character dies, you still get exp for attending the event. Characters earn 5 exp for each full day of an event or for participating in a single adventure. Exp Tokens can be earned via quests and for good role playing and are awarded by Heralds. Classes Classes represent a niche or style of play that describes your character. Buying skills outside of your class cost an additional 5 exp. Current Classes Warrior, Rogue, Cleric, Mage Skills The cost of each skill goes up by 1 after the first skill. Every character may use single handed weapons and padded/light leather armor. Archery & Thrown Weapons - Fighter, Rogue, Mage 0 exp Shield Fighting Fighter, Rogue & Cleric 0 exp Two Weapon Fighting - Rogue 0 exp Two Handed Fighting - Fighter 0 exp Spear Fighting - Fighter 0 exp Armor Proficiency - Fighter, Cleric 0 exp

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Last Hope Live Action Role Play Abridged Rules www.lasthopelarp.com First Aid - Fighter, Rogue, Cleric 5 exp Improved First Aid - Rogue & Cleric 5 exp Repair - Fighter & Rogue 5 exp Improved Repair Fighter & Rogue 5 exp Arcane Magic Mage 5 exp Improved Arcane Magic Mage 10 exp Greater Arcane Magic Mage 10 exp Divine Magic Cleric 5 exp Improved Divine Magic Cleric 10 exp Greater Divine Magic Cleric 10 exp Mana Reserves Cleric & Mage 5 exp Improved Mana Reserves Cleric & Mage 5 exp Greater Mana Reserves Mage 5 exp Spell Return Mage 0 exp Meditation Cleric & Mage 5 exp Lore Rogue, Cleric & Mage 5 exp Toughness Fighter, Rogue, Cleric, Mage 5 exp Improved Toughness Fighter & Rogue 5 exp Greater Toughness Fighter 5 exp True Grit Fighter, Rogue, Cleric, Mage 5 exp Stalwart Fighter 5 exp Berserker Rage Fighter 5 exp Disarm Traps & Devices Rogue 5 exp Appraise Rogue 5 exp Barkeep All 15 exp Healer All 15 exp Blacksmith All 15 exp Weaver All 15 exp

MAGIC & SPELLCASTING


Magic System & Improvised Magic Improvised magic is handled by wrapping beaded necklaces around your hands and role playing. Mana Pool & Spending Mana Left wrist represents Mana Pool, right wrist represents Spent Mana. To spend Mana, move rubber bands (with no snap and one at a time) from left to right. Mana can only be moved back to their pool with an ability, potion, or resting in town. Spell Pouch A caster (offensive and defensive) must have a spell pouch to carry their spell items.

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Last Hope Live Action Role Play Abridged Rules www.lasthopelarp.com Spell Representations Spells Bags are hacky sacks wrapped in fleece with tail cuts. Spell Ribbons are colored metallic ribbons. Spell Auras are plastic bead necklaces. How to Cast a Spell A caster must have all their spell components stored inside their spell pouch. While standing still, spend mana by moving rubber bands from left wrist to right wrist one at a time with no snap. They must then yell the verbal name of the spell as they retrieve the spell bag/ribbon. Spell is then primed, must be held out visibly, and the caster cannot move faster than a slow walk. If primed spell is not thrown/used in 1 minute it fails. Reusing Spells Spell bags/ribbons can be reused but must be returned to the spell pouch first. Arcane Magic Spells Rank 1 Spells Striking Bolt (1) 1 mana Stun Bolt 2 mana Mage Armor 2 mana Push 1 mana Rank 2 Spells Striking Bolts (2) 2 mana Cleaving Bolt 2 mana Ice Bolt 3 mana Rank 3 Spells Striking Bolts (3) 3 mana Acid Bolt 5 mana Death Bolt 8 mana Recall 4 mana Divine Magic Spells Rank 1 Spells Revive 1 mana Soul Speak 1 mana Protection 2 mana Rank 2 Spells Heal 2 mana Bless Weapon 3 mana Purify Blood 2 mana Divine Barrier 2 mana Rank 3 Spells Greater Heal 3 mana Divine Wrath 3 mana Spell Protection 3 mana

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Last Hope Live Action Role Play Abridged Rules www.lasthopelarp.com

Abridged Rules Version 1.0

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