Table of Contents

Combat Rules

Combat at events in Memories of Annwn takes place primarily on Quests and cannot occur at the Expedition Base Camp except in specific circumstances which will be made clear in advance.

By default this will be simulated combat using approved LARP-safe weapon props and verbal calls (“Calls”) to indicate special effects. These “Calls” may also be used outside of combat but no LARP weapons should be used.

Adventures can be converted to use Abstract Combat rules if requested by non-combat Players.

Anyone fighting should familiarise themselves with the LARP Safety Rules.

Basic Combat Rules

Global Abilities

Making and Taking Hits

Blocking Rules

Magic Abilities

Bow Rules

Healing and Death Count

Recovery Rules

Safety Calls

All participants should also read LARP Safety Rules.

Hand Signals

Hand over Brow: stealth signal

Hand Signals exist to indicate information to all those nearby:

Combat Calls

Combat Calls indicate an effect has taken place that we cannot physically represent. They are delivered by one of four methods:

All Magic requires the user to roleplay casting the spell with certain keywords: these are not Effect Calls and should not be assumed to be known by all combatants as such.

Damage Calls

Damage calls modify the number of HP a strike may deal. Damage calls may be stacked with Effect Calls to indicate additional damage as well as the effect (e.g. FLAME AGONY, DOUBLE KNOCKBACK). Any strike made without a damage call does a single point of damage.

BACKSTAB

Reacting just too late to stop a dagger being plunged into your back, it's all you can do to hope they missed something vital…

DOUBLE

Oof, that hit packed a punch!

Elemental Calls

All Fae are resonant and weak to different elements based on their heritage. Elemental calls represent damage being inflicted in tune with those elements.

FLAME

The burning sword slices through the shadow monster like a hot knife through butter…

FORCE

The boom of the hammer hitting the enemy sends a shiver through its foundations.

FROST

The dagger shrieks with cold as it plunges toward the fiery sand being, parting the heat as it goes.

IRON

As pain lances through the slash made in your arm, you realise that the glint of dark metal in your attacker's hand was the greatest weakness of all fae: Cold Iron.

SHADE

Shadows gather around the quarterstaff as you swing, warding off impertinent spirits of light.

SHOCK

Lightning forks out from the spear and lances through the leaves of the autumn spirit…

Effect Calls

All calls with ongoing effects will always last for 10 seconds.

AGONY

Pain rushes through you, leaving you incapable of fighting until it subsides.

BIND

Roots erupt from the ground, wrapping around your legs and holding you firmly in place.

CONFUSE

Your perception warps and the world around you twists and turns.

CURE

Healing magic purges your body and leaves you ready to fight.

DISEASE

You can feel vile toxins festering in the wound you were just dealt: if you don't deal with this soon they'll do even more harm to you.

DODGE

With supernatural speed you avoid the arrow heading for your shoulder.

FEAR

The terrible visage before you calls to some primal fear within you and your body's flight or freeze response becomes overwhelming.

HEAL

You feel your wounds starting to close, knitting themselves back together to negate some of the damage you have taken.

KNOCKBACK

With a great wallop, the troll's club sends you reeling backwards.

QUAKE

Your balance eludes you as the ground shudders, knocking you to your knees.

RESIST

Your body rejects the elemental magic being thrown at it, dissipating it.

SHATTER

With a crushing blow, your weapon is snapped in two: useless until it can be mended.

SILENCE

You go to speak but find the air gone from your voice: nary a whisper to be heard.

SLOW

You find yourself moving as if through treacle as the rest of the world moves faster around you.

STRENGTHEN

Your body bolsters, elemental magic dissipating off of it.

WEAKEN

Your body falters, becoming frailer and weak to the elements.

WOUND

You look at your arm hanging limply beside you, gritting your teeth against the pain as you fight through it.

Calls on the Dying

These calls can only be made on Characters who are on 0 HP. If they are made on Characters who are not on 0 HP, that Character should notify the user of this being the case.

EXECUTE

With one final fell swoop, the knife is plunged into the creature's heart: the light in its eyes goes out and its soul moves on.

HARVEST

Slipping the knife under the skin of the deer, the pelt is separated from the body: a useful resource in days to come.

REVIVE

From the tunnel of darkness you were following to oblivion you are suddenly wrenched back into the world with a gasp.

Dying

Once you reach 0 HP, you are Dying:

If you are not attended to during your Death Count (by use of the REVIVE call), your character is considered Fated. This means they are no longer able to be saved by normal magical or medical methods, and will die soon. After the end of the current Combat Encounter you will be able to move, albeit slowly and roleplaying appropriate fatal wounds.

You can choose at which point during or after the event your character dies, but they must have perished by the beginning of the next event you attend - you will not be able to reprise this character.

Please report your character as Fated as soon as possible. Fated characters who are still in play during the event can still roleplay, but are no longer permitted to partake in combat.

Armour

Armour Type OC Requirements HP Boost Enchantment
Cloth Obviously thicker material worn over clothes such as a gambeson or a specific coat 1 3
Light Material with the appearance of leather 2 2
Heavy Metal or metal-appearing armour (e.g. chainmail, platemail) 3 1

Ranged Magic

Projectile Colour Effect
Green SLOW
Purple 1 HP Damage
Yellow SILENCE
Brown QUAKE