Crossroads LARP
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Post by Blinken01 Sat Oct 09, 2021 2:13 pm

Armor
Draconhaven armor rules:  adjusted
total per body part:   8
total per person:   40 max per person.

Head armor does not count for armor total, head armor causes immunity to rocks or any damage on the head.  


cloak:
only a maximum of 1 armor to the entire area it covers.  Once broken, it is broken for the entire area.

Light
1-2 points
medium
3-4 points
heavy
5-6 points

alternative
pleather or leather jackets = light leather
EVA foam 1 point
plastic(dirt bike plates): 2 points
tactical vest:  
contains plates inside of it counts for the insert material
Kevlar 4pts
plastic plates 2 points(if allowed need testing for durability)
rings/washers add 1 point for the area it covers.

layering:  Must be comprised of different armor types.  must be easily visible then get both bonuses to the target area up to the maximum point value

Damaged armor and weapons are damaged until repaired or the next day/session.


Weapons:
no hand shots(hand on weapons don't count)
foot on ground is a ground shot, foot in air kills the leg

no-no, Illegal hits. Damage is ignored and a warning is given for :

  • machine gunning/ drum rolling:  no rapid hits.  at least 1 second between hits.  Example is when moving weapon from hit, to ready(to shoulder), to hit. Needs testing.
  • overhead chop:  chopping with a weapon over head with limited control designed for power over control of hit.  
  • base ball swinging:  2 handed grip side swing for power over control.
  • blind hitting:  Must be able to see and call hits with all weapons.


Combat techniques

  • Grappling:  not allowed, no grabbing arms, garb, or other people's weapons in combat
  • shield bashing:  not allowed
  • shield pushing:  allowed, single person only
  • shield clashing:  allowed
  • shield kicking or punching:  Not allowed.  
  • pushing to the ground:  not allowed.  allowed to push backward in a controlled manner, cannot trap against a wall.  if the pushed person falls, goes to the ground, or is trapped HOLD must be called for re-position.
  • garb or weapons that allows for entanglement limbs or weapons is not allowed.  
  • bounce shot:  arrows/guns not allowed, spell balls allowed 1 bounce unless otherwise stated.
  • dagger only:  a 2 handed called hit with a dagger goes through armor.  Test this.  
  • above 1 damage for all weapon types:  shots must be called with damage number prior to or at time of connecting.  This includes enchanted weapon hits.  

Damage Type

  • Bleed out:  15 count then death.  Any additional hits to non-armored areas counts as instant death.
  • leg removal (cut):  leg is planted on the ground.  Taking a knee and exposing the "good" leg is still allowed but is optional. To move, must drag cut foot.  If you remove leg from the ground, you enter into a "bleed out".  In a non-combat situation you may remove the leg from the ground but you must walk slowly.  
  • arm removal (cut):  place removed arm behind the back or on side if not able to.  hits travel through arm and anything it is caring.  You do not have to drop what is in the hand.


Death:  weapon on head and stay where you fell.  Able to either stand in place or go to the ground if able and safe to do.  If staying at the place of death is dangerous you should move to the closest safe location. End of game, if not resurrected you return to life.
Unblocked body hit is death.
head hits are not allowed unless damage is by a rock/spell ball, then instant death/spell effect. Head armor blocks this type of damage.
2 limbs removed cause the player to enter Bleed out condition.

Dead player: Weapons and armor cannot receive more damage.
raised dead:   armor and weapons can still take damage
Blinken01
Blinken01
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Posts : 8
Join date : 2021-07-05

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