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Nordic Equinox 2014: Rules

The document provides rules for the Nordic Equinox 2014 LARP event. It outlines general rules for participant conduct and safety, as well as specific rules for combat, weapons, armor, and character classes. Game masters are given authority to enforce all rules and resolve disputes. A "STOPP" rule allows participants to immediately pause gameplay for safety or medical issues.

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0% found this document useful (0 votes)
60 views12 pages

Nordic Equinox 2014: Rules

The document provides rules for the Nordic Equinox 2014 LARP event. It outlines general rules for participant conduct and safety, as well as specific rules for combat, weapons, armor, and character classes. Game masters are given authority to enforce all rules and resolve disputes. A "STOPP" rule allows participants to immediately pause gameplay for safety or medical issues.

Uploaded by

adlard_matthew
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 12

Rules

Nordic Equinox 2014

Rules

04.08.14

This is a quick translation into English from Estonian.


The rules are accurate but grammatical and typing errors are more than likely.

Table of contents

General rules
STOPP rule
Valhalla
Combat rules
Hit Points
Weapon strike
Death
Combat safety
Bashing with a shield
Knocking Out
Weapons
Big stone
Siege engines
Spoils of war
Responsibility
Additional rules
Tending and binding wounds
Magic and Favors on Nordic Equinox

Appendix 1: Safety requirements for weapon imitations


Requirements on materials
Inside the weapon i.e. the former

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Rules

Arrow shaft
Padding
Covering material
The filling for big stones
Requirements on padding
Requirements on weight
Requirements on ranged weapons
Requirements on shields
Appendix 2: Awarding armor points for costume
Helmets
Leather armor
Chain armor
Plate armor
Appendix 3: Character Classes
Warrior
Healer
Warlord
Mage
Appendix 4: Terminology

General rules
All activities during the event are directed by game masters and/or organizers. If a participant doesnt comply with their orders he will be
expelled from the event and in extreme cases might lose the right to participate in future events.
A game master has the right to make decisions that differ from current rules. At that moment the participant has no right to argue those
decisions. All appellations can be reached in after the event.
The game masters have the right to appoint rules-referees, whos task it is to ensure that rules are being followed. The rule-referee has
NO RIGHT to make decisions that differ from current rules. Otherwise his orders must be followed.
Everything that a participant experiences during the event is a part of the game and should be taken as such. All characters are fictional
and resemblances to actual persons or events are purely coincidental. All actions performed towards a participant are performed
towards the character he is playing.
Every participant must understand that he takes part in an active form of entertainment, where everyone is responsible for their own
actions. The organizers take no responsibility for physical, material or moral damage, done to participants or third parties.
The organizers kindly ask the participants to be considerate of their surroundings and treat the cultural landscape of the game area with
due respect.
Every item that bears an out of game mark (see. Appendix 3 Terminology: Out-of-Game) is invisible, inaudible and generally not
there for participants.
If current rules use the male personal pronoun he, to describe both male and female players, it is done purely for convenience of the
writers/readers for Estonian language has no sex specific pronouns. The organizers feel strongly that both male and female
participants are more than capable of playing any and all roles and participating in every activity with the same proficiency.

STOPP rule
If anyone calls out STOPP, everybody present must stop what they are doing immediately, be quiet and drop on one knee.

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This signals that something is wrong and/or potentially dangerous and the game has been stopped.
DROPPING TO ONE KNEE AND BEING SILENT IS NECESSARY, to avoid movement and interaction during the game stop.
If anyone moves in an area where the game has been stopped, he is immediately bound with the stop and must also drop on one knee
and be silent.
The game continues when the person who called out STOPP and/or the game masters have confirmed that all parties present are ready and
give a signal to continue the game.
If a player has pressing reasons why to move during a game stop (for example to give aid), he must drop his weapon(s) and shield(s). He must be
back on his place before the game is started anew. If he fails to do this, he will be considered as having left the game for good.
A participant can never use STOPP rule for trivial matters. If a player uses stop, during combat he will be considered unconscious (HP=0) after
that.
While stop means general stopping order, this word is currently reserved for game purposes and should not be used in speech in-, or out
of game. To stop some-ones movement pleas use alternatives like: stand, halt, wait up, hold!
A player can use the STOPP rule only if:
1. He wishes to stop a situation that is unpleasant for him out of game. At any time a player feels that the situation is unbearable for him as a person,
he can stop it immediately, by yelling clearly and audibly STOPP.
2. He has injured himself out of game or suddenly other medical problems occur.
3. A possibly dangerous out of game situation occurs.
A player CAN NOT use STOPP rule, if:
1. The situation is difficult/unpleasant/dangerous in game and for his character.
2. Someone else has seemingly injured himself. It is up to the other player to decide if a stop is necessary.
3. The no-physical-contact rule is broken with someone else or the situation appears to be unpleasant for someone else. It is again up to the other
player to decide if a stop is needed.

Valhalla
Valhalla is a specially marked out of game area, which location will be shown to all participants, before the game starts.
If a character dies permanently, during a scenario the player has to go to Valhalla. In Valhalla, the players name, side and number of
deaths is recorded.

Combat rules
Combat is defined as: A situation when one side or both sides hold a weapon imitation, with the intent to attack the other or defend himself.
According to this a combat cannot be started between two weaponless participants or participants armed with only shields.

Hit Points
Every character has 2 hit points to start with if the game masters have not told him otherwise.
Every correct weapon strike (see. below) removes one hit point. If hit points have been reduced to zero a character loses
consciousness.
Unconscious character cannot move or interact with others in any way.
If a character has armor points (the system of awarding armor points for costume is given in the Appendix 2) then by a strike in the
armor, the armor points are lost before hit points.
A strike from the Big Stone removes two hit points, regardless of armor.
A shield will defend against weapon strikes and strikes from a big stone. (In the latter case, the character struck will lose consciousness
for 5 minutes.)
A character can regain hit points at a speed of one hit point per 20 minutes, if his wounds have been tended and bound.
Unconscious character (no hit point) who is not yet dead (see. below), can be brought back to consciousness by tending and binding his
wounds.

Weapon strike

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Rules

A weapon strike is considered to be valid if it has at least one of those three characteristics:
there has been a one meter swing before the strike;
the strike lands audibly on the target;
the strike has been executed with sufficient force for the target to feel it;

A weapon strike is considered invalid if it has at least one of those two characteristics:
has been performed ignoring one or several combat safety rule(s);
has struck glancingly or scratchingly;
Whether the weapon strike was valid or not is ALWAYS AND ONLY decided by the one who was hit its a gentlemans game.

Death
A character dies if:
He has lain unconscious (HP=0) for 10 minutes.
He is permanently killed (see. below)
A participant, whos character has died must move to Valhalla in the first opportunity.
When moving the player has to hold his hand on his head. It is not permitted to communicate with other participants in any way.
To permanently kill a character, a player has to imitate hacking the body of his enemy to pieces with his weapon. It has to be done for at
least 10 seconds, counting the seconds loud and clear: one-one thousand, two-two thousand, three-three thousand etc.

Combat safety
Invalid targets are the neck, head and crotch strikes to those body parts are forbidden and do not remove hit points or armor points.
(Except the big stone with which there are no invalid targets).
Excessively brutal strikes and/or strikes made deliberately to injure another player (in real life) are forbidden.
Heavy physical contact (like punches, kicks, twists, locks, bashing without a shield, throws, etc.) with any body part, are forbidden.
It is forbidden to grab the weapon or shield of the opponent even with the use of your weapon or shield. NO GRABBING WEAPONS!

Bashing with a shield


A shield can be used for bashing and blocking a bash.
All such activities must be conducted with the full front of the shield.
Under no circumstances can the edge of the shield be used for bashing or striking.
All bashes have to be made from the front e.g. in the view of the target.
Only shields with a maximum width of at least 55 cm, can be used for bashing.

Knocking Out
To KO an opponent a player has to tap him lightly on the head from behind with one hand and hold a weapon in the other hand at the same time.
KO doesnt work if the target wears a helmet or sees the attacker at the moment of tapping.
If the Knock Out succeeds, the target will lose consciousness for 5 minutes (slowly counts to 300).

Weapons
Only specially made weapon imitations can be used as weapons. The imitations have to conform to constructional rules, described in
the Appendix 1. (A weapons suitability and construction must be approved by a game master, before the weapon can be used in game.)
The weapons are dealt to three categories, based on length:

# Lengt Category
h

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Rules

I 5-100 One
handed
cm
weapons*
II 100-1 One-and-half
10 cm handed
weapons*
III over Two
handed
110 weapons
cm
IVRanged
weapons

* An exception is a short spear or a javelin where the categories are:


50-100cm one handed and 100-160cm one-and-half handed.
Weapon length is measured as a total (handles and decorations included).
If a weapon has moving details, they are pulled straight for the purpose of measuring.
Two one handed weapons can be used at the same time (one in each hand) or one one-and-a-half handed weapon and one, one
handed weapon (provided the combined length of those weapons is the same or lower as the height of the wielder).
The appearance of the weapon is free, as long as it conforms with safety standards and retains general characteristics of its type.

Big stone
As a big stone is classified every specially made, soft, round, at least 30cm thick object, with a weight of not over 300 grams
A big stone has to be lifted, carried or used with both hands and a player cannot run while wielding a big stone
A big stone cannot be used to block blows
Only one big stone at a time can be handled by a player
A big stone cannot be thrown but must be allowed to fall.
As an exception there are no invalid targets for a big stone.
A big stone removes 2 hit points when it hits. Armor (or even a helmet) does not protect from a big stone.
When hit in a shield with a big stone a player does not lose hit points but loses consciousness for 5 minutes (counts slowly to 300).
Like all other weapons a big stone has to pass a weapons test by a game master.

Siege engines
Siege engines are currently not allowed on Nordic Equinox

Spoils of war
Gathering the spoils of war or looting is searching and robbing an unconscious or a dead character. Looting a character is only allowed with the
express permission of the player, playing him. If the player declines, no equipment can be taken. (In-game items not belonging to the player like scenario specific relics or group/host flags, can always be looted.)
Looting of unattended equipment is strictly forbidden.
Scenario and game-specific items, or decorations are not souvenirs, please return them to the Game Masters during the check-out, at the latest.

Responsibility
ATTENTION: When looting something, the looter immediately becomes responsible for the items he takes.
The looter is obligated to find the looted after the game (or earlier) and return ALL items he took from him. All the items have to be in the same

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Rules

condition as when taken.


When the looted equipment has been lost, ruined or destroyed, the looter must replace, repair or compensate it.
Even when the looter himself was at a later time looted, he will ALWAYS remain responsible for the equipment he took, to the person he took it
from.
To avoid misunderstandings the Game Masters advise better not to loot.

Additional rules
Tending and binding wounds
Everyone knows how to tend and bind wounds
To bind a wound a representation of a bandage is required a white strip of cloth, at least 5cm wide and 50cm long.
One bandage is required to bind one hand or foot or the torso.
Bandages can be removed and reused if the wound has not yet healed, it will open up immediately if the bandage is removed.
A character whos wounds have been tended and bound will regain one hit point in 20 minutes, provided he doesnt do anything strenuous (like
running or fighting).
If a character whos wounds have been tended and bound will remains totally immobile and someone continues to role-play caring for him, he will
regain one hit point in 10 minutes.
If a character whos wounds have been bound, does anything strenuous, his wounds will open again and his hit points wont regenerate. If at that
moment he has not regained at least one hit point, he will again lose consciousness and start dying.

Magic and Favors on Nordic Equinox

The only magic available to players is ritual magic.


Ritual magic can be invoked by a ritual circle, which can only be initiated by a Mage and using a Scroll.
Scrolls can be obtained ONLY through roleplaying and completing quests.
Ritual magic has to be preformed in a presence of a Game Master, before the start of a scenario. Ritual magic affects only the scenario
following it.
Preforming the ritual takes Mana and a certain amount of Favors. Every character has a certain amount of Mana. The ritual circle must
include enough members to fulfill the Mana requirement for the spell preformed and the Mage initiating the spell, must use up enough
Favors (both costs are marked on the Scroll).
Every character (aside Mages) who expends his Mana, will be unconscious for the first 15 minutes of the next scenario. This effect can
be negated by the player if he uses two (2) Favors when expending his Mana.

Favors are small tokens which represent the good will of Ancalagon.
Favors can be gained either by roleplaying content or by looting other players (if those have Favors).
Favors can be used as a currency, for example for paying for healing (Diciples and other high level plot-characters can heal or resurrect
your character if you pay them enough).
Favors are used in all ritual magic as well.
Read more about favors here.
Spells and casting

Only Mages can cast spells. To invoke a certain spell you must have the scroll for it (which will be used up with casting), expend enough mana
and favors. The spell must be cast before a scenario or organized battle in a Game Masters presence. The casting ritual is up to the players but
must include enough characters to cover the mana cost. Whether the magic works or not is ALWAYS up to the Game Master to decide, if he
deems that players have not made enough effort for the spell, the spell just won't work but the mana, favors and scroll are still lost.
The spells currently available to players (i.e. scrolls in game) are:
# Spell

Description

Man Fav
a
ors
1 Harm Oposing host starts 6
6
with -1 hitpoint
(minimum 1 point)
2 Fortify Your host starts with 6
6

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Rules

+1 hitpoint
3 Telepor 5 combatants start 15
t
from a location of
your choosing
4 Blockad 5x5m area on game 20
e
field is inaccessible
for the first 15
minutes of the
scenario
5 Curse Opponents healers 8
have -5 healings
6 Blessin Your healers have 8
g
+5 healings
7 Clearvo You will learn the
10
yance start location of
opposing host as
soon as the scenario
starts
8 Dispel Negates any spell 6
magic the opponents may
have cast

15

20

8
8
10

Appendix 1: Safety requirements for weapon imitations


The safety of a particular imitation is evaluated by a game master.
If an imitation does not conform with at least one of the given (below) criteria, the imitation is not allowed in the game.
Every weapon imitation has to have an approval from a game master before it can be used in game.
The game master has the right to ban any imitation with no further explanations if he deems it too dangerous.
Every imitation has to be specifically designed and manufactured for game purposes and to represent some kind of a weapon. Common
items (for example clothes, sleeping bags etc.) cannot be used as weapons even if they would conform with safety standards.

Requirements on materials
All weapon imitations must be constructed, using the materials given below. Using other materials in a respective category is forbidden. (It is
allowed to use other materials in constructing a handle or other part of the imitation that can in no way come in contact with opponents when
used).

Inside the weapon i.e. the former:


PVC tube, maximum width of 30mm
Bamboo, maximum width of 20mm
Fiberglass, maximum width of 10mm
Cloth or leather in small weapons

Arrow shaft:
Projectile weapons shooting arrows are currently not allowed on Nordic Equinox

Padding:
Tubular insulation materials
Sleeping or gymnastic mattresses (polyethylene- or polyurethane foam)

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Covering material:
Waterproof ducttape (or gaffer tape)
Latex
Cloth

The filling for big stones:


Common padding
Straw or grass
Porolon (superlon)
Cloth
Paper

Requirements on padding
There has to be at least 10mm of padding on the striking surface of the weapon (from the former).
There has to be at least 50mm of padding on the thrusting surface (i.e. the tip) of the weapon (from the former).
When using hollow tubular formers (PVC, bamboo), there has to be a stopper to ensure that the former cannot penetrate the padding.
The width of a big stone (i.e. the padding on the big stone) must be at least 300 mm (30cm).

Requirements on weight
Weapo Maximum
n
weight
length allowed
< 50 cm 100 grams
50
150 grams
100 cm
100 300 grams
150 cm
150 600 grams
200 cm
> 2001200 grams
cm
It is not allowed to add weights to the weapons (for example for balancing purposes), even if the weapon would fit inside the allowed weight
category.

Requirements on ranged weapons


DUE TO A LOT OF RULE VIOLATIONS, RANGED PROJECTILE WEAPONS WILL BE DISSALOWED UNTIL FURTHER NOTICE. (until we
get the projectile weapon rules and regulations sorted out). Thrown weapons are still allowed.
Ranged weapons must be wholly covered with padding and may not weigh more than 300 grams, even if the length of the weapon
would allow more.
A big stone cannot weigh over 300 grams.

Requirements on shields
The edge of the shield has to be covered with padding so it wont damage opponents weapons.
The face of the shield may have no sharp or protruding details.

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It is recommended to make the shields from as thin and light plywood as possible.
Using metal as the base material for shields is not allowed.

Appendix 2: Awarding armor points for costume


Armor points are awarded for wearing a real armor as a costume. First of all, the armor has to be safe for user and other players. Also it
has to increase safety by providing real protection to the wearer. The armor is divided into two parts:
1. Armor worn on the body
Body armor (hands and feet included) gives armor points only there where it actually is (i.e. only strikes in the armor are counted off from armor
points and not the hit points). Body armor points are universal and not given to areas or to different armor types (when worn together) differently.
Body armor has to be made from at least 2mm thick leather or 1mm thick metal.
2. Helmet
A helmet gives armor points to the whole body and helmet armor points are depleted last.
A helmet has to be made from at least 5mm thick leather or 1mm thick metal.
A character can never have over 5 armor points (even with all armor and helmet combined).
By mixed armor the armor points are calculated as an arithmetic average (rounded up) of all possible armor points (except the helmet
helmet gives full points).
When the armor is made using inadequate materials or clearly offers no protection, the amount of armor points given, depends from the
whim of the game master. But can never exceed 3 points.

Armor points can never be restored, during scenarios. Armor points will be automatically restored in the beginning of each scenario. In
scenarios with re-spawn, armor points will be restored at each re-spawn.

Helmets
Helmet type
Open helmet

Armor
points
1 AP

(the face is unprotected or the


widest horizontal gap in the visor
is over 3cm)
2 AP
Closed helmet
(a visor that protects the nose
and which has no horizontal gaps
over 3cm wide)

Leather armor
Leather tArmor
hicknes points
s
2-3 mm 1 AP
Over
32 AP
mm

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Rules

Chain armor
The
wireArmor
thickness/ring
points
diameter ratio*
More than 1:6
1 AP
1:6-1:5
2 AP
Less than 1:5
3 AP
* Classic European 4-1 knit is meant. The thickness of the wire must be over 1mm.
* If the links are individually welded or riveted the chain armor will award maximum points in all cases.

Plate armor
Thickness
ofArmor
covering metalpoints
plates
1 mm 2 mm
3 AP
over 2 mm
4 AP

Appendix 3: Character Classes


All characters are from the Warrior class, if not expressly told otherwise. Every registered group can have one Healer, for every 5 members (e.g.
every fifth group member can be a healer). The group leader will designate the healer(s) and let the Game Masters know, who they are, when
the group arrives at the game location. A group can also have no healers and only Warriors, if the group leader so decides.

Warrior
Hit Points: 2
Mana: 1

Special abilities: None


Special circumstances: None

Healer
Hit Points: 1
Mana: 1

Special abilities:
Ancalagon grants the Healers the gift of healing with touch, 5 times per scenario. Healing with touch will instantly restore all Hit Points on
a single character. An unconscious character (e.g. HP=0), will regain consciousness at once. To heal with touch, the Healer must have
his hands free (griping no items) and to press them with palms on the target. Skin contact is not necessary, as long as the target feels
the pressure of the Healers hands.
Can care for a wounded character, which remains lying and motionless to do this, the Healer cannot wear any weapons or do
something else. Also he cannot move farther than 1 meter from the wounded character. A character who is so tended, will regain hit
points twice as fast as usual (1 HP will regenerate in 10 minutes). A Healer can care for up to two characters at a time.
A healer can also use his healing between scenarios but only 5 times during a sun-cycle. That means healing powers are restored each
time the sun rises or sets.

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Special circumstances:
Every group can have 1 Healer for each 5 members (e.g. every fifth member of a group can be a Healer).
Maximum healer count will be determined according to registered (and paid) player count of the group.
Healers will have to be designated by group leaders, before the registration closes.
Healers will have to role play their capabilities and ideally be identifiable by costume.

Warlord
Hit Points: 3
Mana: None!

Special abilities:
Warlord does not loose Hit Points when attacked by any other player character (aside from other Warlords).
Special circumstances:
Both hosts can have one Warlord. Host will designate their warlord before the beginning of the first scenario (in case of arguments the
Game Masters will decide).
Strikes from a Warlord do not harm other player characters (aside other Warlords).
The Warlord will be considered captured when there are no friendly troops in his immediate surroundings and he is touched by an
enemy.
Captured Warlord can make no sounds and must accompany his captor and obey his instructions for movement, to the best of his
ability. A Warlord can not be held captive longer than the end of a scenario.
A Warlord may carry the group or host flag but must relinquish it immediately if struck by an enemy combatant.
Warlords can duel between themselves. If a Warlord looses that duel, he has to go to Valhalla for 15 minutes, even in the scenarios with
re-spawn.
Warlord's abilities only work during scenarios.

Mage

Hit Points: 1
Mana: 5

Special abilities:
A Mage does not loose consciousness when using mana.
A Mage is the only one who can initiate a ritual circle.
Special circumstances:
Every host can have up to 1 Mage for every 5 players.
Mages are designated/confirmed by the host Warlord before the start of the first scenario.
A Mage can wear no effective armor (he can have armor-grade materials as a part of his costume but they don't constitute as armor
when worn by a Mage) and use no shield.
A Mage may gain additional armor- or hitpoints for his costume and roleplaying. Points gained by this may exceed the maximum amount
allowed by current rules.
Similarly, if a Mage doesn't have a distinctive costume and/or doesn't make an effort to act out his role, he may loose some or all of his
class abilities.

Appendix 4: Terminology
PC short for Player Character. Is a fictional character or a person who participates in the game as a player. In the general sense, everybody

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Rules

who is not involved in the organizing is considered a PC.


NPC short for Non-Player Character or Necessary Plot Character. A person who participates in the game but helps the game masters in
directing the game in certain ways. In the general sense he is an actor who has been given a specific role and task before the game, by the
game masters.

GM short for Game Master. Is the person who has organized the current event or designated as a GM by the organizers. Usually the GM has
an absolute power and control, over anything and everything that happens in game.
HP short for Hit Point or Health Point. Every fictional character in the game has a certain number of hit points. When struck by weapons or
otherwise getting hurt, the character starts losing hit points. When a character has lost all of his hit points, he will lose consciousness and after a
short while dies permanently if he is not helped

AP short for Armor Point. Armor points are awarded for wearing a real armor as a costume.
Out-of-game - short form OoG (or OG), designates an out of game state or activity. If something or someone is OoG, it/he doesnt exist for
characters. OoG characters, items and locations are usually designated with red-white ribbon or a special hand sign (hand on the head). Out of
game areas, items and persons are usually introduced to players before the game.
In-Game short form IG, designates an in game state or activity. Usually everything in the game are is in game. Similar to out of game areas,
usually the in game areas are also introduced to the players before the game.
Boffer short for Boffered Weapon. Specially made padded weapon imitation.
Valhalla (Manala) Specially marked out of game area where those players gather, whos characters have permanently died. To all other
players it is forbidden to enter the area.
(Re)spawn - May mean the spot/GM from where a player who's character has been killed, can directly enter the game again. Also may indicate
the number of available "returns" left.

Hand signs:
Hand on the head holding the hand on the head (palm downwards), designates an OoG state. Usually a player is not allowed to use this
hand sign without the express permission of a game master. If a player sees someone who is showing this hand sign, that person is then
invisible, inaudible (and generally not there) for the players character.

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