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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
- Every Character has a number of Hit Points (HP) and Mana Points (MP). By default this is 5 HP and 10 MP.
- Every Player Character and most NPCs can use a weapon up to 42“ in one hand and a short weapon up to 18” or a buckler (small shield) up to 15“ in diameter in the other.
- Every Player Character has the ability to use Magic and has access to the Three Basic Spells.
- Every Character is capable of striking with any LARP safe weapon for which they have the appropriate skill.
- Every Character is capable of wearing Armour to increase their Hit Point maximum.
Making and Taking Hits
- You may only strike with a weapon or make a call once per second.
- When struck with a weapon or arrow, you lose 1 HP and should roleplay the injury accordingly.
- Certain calls may make you lose more HP (see Damage Calls).
- If the strike was made with an audible Effect Call then that effect should be followed in addition to the damage taken.
- Head hits should be avoided and are always ignored.
- Hits against a hand holding a weapon count as a hit on the weapon.
Blocking Rules
- Every Character is capable of blocking blows with a strike-safe LARP weapon or shield smaller than 15” in diameter.
- Characters with the Shield Mastery skill are capable of wielding and blocking melee blows with a LARP safe shield larger than 15“ in any dimension. Only shields can be used to block arrows (and should be done by blocking, not parrying them out of the air).
- Effects delivered by blow that are blocked by a weapon or small shield are ignored (with the exception of SHATTER) and the call is not used up by the user. Large shields do not block calls.
Magic Abilities
- Most Characters have Abilities which cost MP to use.
- Abilities can only be used once per 10 seconds.
- Some Characters can cast Spells at range. These are represented by throwing appropriately coloured beanbags.
- If hit with a beanbag you should react to the associated effect accordingly. Weapons and shields cannot block beanbags.
- If you hit someone with a beanbag and they don't notice, you may get their attention to make sure they take the call (e.g. “KATIE: KNOCKBACK!” or “YOU IN RED: KNOCKBACK!”)
- If you miss with a beanbag, the spell use is still used up.
- It is always acceptable to drop out of Character to clarify what an effect call is supposed to do.
Trapping Rules
- Some Characters may place and trigger Traps: these are represented by hoops on the ground.
- The Trapper will alert you if you trigger one.
Bow Rules
- Some Characters are able to use Bows and Crossbows (provided the Player/Crew Member has been passed Bow Competency).
- If you are hit by an arrow or a bolt on the body, you lose 4 HP.
- Arrows and Bolts cannot have calls attached.
- Arrows must not be parried.
Healing and Death Count
- While not Dying, Characters may have HP restored by use of the HEAL call. This cannot be used on Dying Characters.
- When you reach 0 hits, you become Dying and begin your Death Count (3 minutes base).
- While Dying, Characters may only have HP restored by use of the REVIVE call.
- Upon reaching the end of your Death Count you become Fated.
Recovery Rules
- HP and MP both recover after a period of rest: 2 hours without being involved in Combat (for HP) and 2 hours after casting a spell (for MP).
Safety Calls
All participants should also read LARP Safety Rules.
- Our safety call is “STOP THE GAME”.
- If you hear the “STOP THE GAME” call you must stop what you are doing immediately and stay still while the situation is addressed.
- Anyone may call “STOP THE GAME” if they believe it is necessary, including for unsafe fighting.
Hand Signals
Hand Signals exist to indicate information to all those nearby:
- Out Of Character: two fingers held in the air
- Whatever is happening is out of character and cannot be perceived In Character.
- Can be used for dropping OC for clarifications.
- A Character with this signal in Combat is not there: perhaps they are magically teleporting, or perhaps they are dead and moving out of harm's way. There is no way to perceive them.
- Characters in this state cannot perceive the world around them either.
- Stealth: hand over brow
- This character is sneaking and cannot be perceived by most other Characters.
- They may still perceive the world around them and may be perceived by Characters capable of seeing through Stealth.
- You should not track where a sneaking Character is going unless you can perceive them IC.
- Roleplaying sneaky movement is encouraged to disambiguate from, for example, shielding your eyes from the sun.
- Stop / Mental Health Call: arms crossed over chest
- This indicates our Mental Health Call (“TELEVISION”) is being used but cannot be communicated non-verbally.
- Cease roleplaying until this person can remove themselves from the encounter, then continue.
- See the Event Safety Policy for more details.
- I'm Non-Combat: waved hands palm out in front of you
- This is a reminder or indicator that the participant is a non-combatant and should not be struck in combat.
Combat Calls
Combat Calls indicate an effect has taken place that we cannot physically represent. They are delivered by one of four methods:
- By Touch: either by strike to the body with a strike-safe weapon or, for non-combatants or non-combat calls, by being within arm's reach and clearly indicating the target. Never touch another participant other than with a strike-safe weapon without their explicit consent. Melee strikes always deal damage as well as the call they are delivering.
- The exception to needing to strike the body is SHATTER which only affects weapons.
- At Range: certain calls can be delivered at range by throwing a Magical Projectile (colourful beanbag). Only four effects can be delivered this way (SLOW, SILENCE, QUAKE, and “Damage”)
- As a Trap: some calls can be delivered as a result of you stepping into a trap – these will be made at range by alerting the target by name or description then following up with the call (e.g. KATIE: TRAP! … AGONY!)
- As a Reaction: some calls are made in reaction to another effect call, indicating that the target of the effect has handled it differently to expected.
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…
- Including the damage from the strike, you lose a total of 4 HP.
- BACKSTAB is a call that can only be made when striking from behind: those using it have strict rules about when they can use it.
- If you believe someone is not following the spirit of the rules around BACKSTAB, talk to a Ref.
DOUBLE
Oof, that hit packed a punch!
- You lose twice as many HP from this strike.
- If on its own, DOUBLE therefore deals 2 HP damage rather than 1.
- If combined with an elemental call that a Character is weak to, DOUBLE therefore deals 4 HP damage rather than 2.
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…
- This strike deals 2 HP damage to any creature with a weakness to Light.
- All other creatures treat this as a standard strike.
FORCE
The boom of the hammer hitting the enemy sends a shiver through its foundations.
- This strike deals 2 HP damage to any creature with a weakness to Land.
- All other creatures treat this as a standard strike.
FROST
The dagger shrieks with cold as it plunges toward the fiery sand being, parting the heat as it goes.
- This strike deals 2 HP damage to any creature with a weakness to Sea.
- All other creatures treat this as a standard strike.
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.
- If the target is a Fae Creature they are immediately reduced to 0 HP.
- Non-Fae Creatures treat this as a normal strike.
- Player Characters will not be able to make use of this call.
SHADE
Shadows gather around the quarterstaff as you swing, warding off impertinent spirits of light.
- This strike deals 2 HP damage to any creature with a weakness to Dark.
- All other creatures treat this as a standard strike.
SHOCK
Lightning forks out from the spear and lances through the leaves of the autumn spirit…
- This strike deals 2 HP damage to any creature with a weakness to Sky.
- All other creatures treat this as a standard strike.
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.
- Target is in immense pain for 10 seconds and should roleplay accoringly.
- During this time, the target cannot make any effect calls, must not strike in combat, and can only move at a walking pace.
- Defensive fighting is still permitted.
BIND
Roots erupt from the ground, wrapping around your legs and holding you firmly in place.
- Target's legs are held in place for 10 seconds.
- During this time you cannot move your feet to move or rotate. You may still fight.
- If you need to move for OC access reasons, this is of course permissible.
CONFUSE
Your perception warps and the world around you twists and turns.
- Target is disoriented for 10 seconds.
- The nature of the confusion may be guided by the source of the effect and should be followed if reasonable (e.g. “CONFUSE: I'm over there!”)
- CONFUSE cannot be used to control or compel a specific action.
- If no nature is provided, you should struggle to make coherent decisions and cannot distinguish friend from foe.
CURE
Healing magic purges your body and leaves you ready to fight.
- Target stops suffering a specified effect.
- CURE must be made in relation to a specified effect (e.g. CURE DISEASE or CURE WOUND).
- CURE has no effect if the target is not suffering this effect.
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.
- If you do not receive the CURE DISEASE call in the next 10 seconds you suffer a DOUBLE and the effect ends.
- If you suffer a second DISEASE call while suffering from DISEASE, the damage is dealt immediately and the effect ends.
DODGE
With supernatural speed you avoid the arrow heading for your shoulder.
- DODGE is called in response to a strike, arrow or thrown weapon hit, or beanbag hit.
- The triggering call and damage is ignored by the Character that called DODGE, but it is still used up.
FEAR
The terrible visage before you calls to some primal fear within you and your body's flight or freeze response becomes overwhelming.
- Target fears the source of the call for the next 10 seconds.
- During this time the target should either flee or cower and cannot make calls against the source of the call.
HEAL
You feel your wounds starting to close, knitting themselves back together to negate some of the damage you have taken.
- Target, if not Dying, has 1 HP restored.
- If followed by a number, or “FULL”, that many HP are restored instead.
- HEAL has no effect on Dying Characters.
KNOCKBACK
With a great wallop, the troll's club sends you reeling backwards.
- Target is knocked backwards three large paces.
- If it is unsafe or not possible to move backwards this pushes you back to the safest point before that edge.
- Other Characters cannot get in the way of this movement: if they are there, move past them.
- For safety, turn around or check behind you before moving backwards.
QUAKE
Your balance eludes you as the ground shudders, knocking you to your knees.
- Target should either fall to one knee for 10 seconds or roleplay being unstable on their feet for 10 seconds.
SHATTER
With a crushing blow, your weapon is snapped in two: useless until it can be mended.
- The strike-safe weapon or shield hit by this strike cannot be used until it has been mended by someone with the Smith skill.
- You may take a brief moment OC to put any shattered weapons or shields to the side for safety.
SILENCE
You go to speak but find the air gone from your voice: nary a whisper to be heard.
- Target cannot speak or vocalise for 10 seconds.
- This prevents spells from being cast.
- Effect calls that do not require a spell to be cast can still be made.
SLOW
You find yourself moving as if through treacle as the rest of the world moves faster around you.
- Target moves at at least half speed (slow motion) for 10 seconds.
- During this time they can strike only once per 2 seconds.
TRAP
You hear the stick snap a moment before the snare activates, binding you in place.
- The “TRAP!” call is used to alert a victim that they have stepped in a trap. It must immediately be followed up by the effect.
- E.g. Katie steps into my Binding Trap so I call “KATIE: TRAP!” then when she notices me I shout “BIND!”
- Traps may only be called for by the person who set it.
WOUND
You look at your arm hanging limply beside you, gritting your teeth against the pain as you fight through it.
- Target loses the use of the limb that was hit with this call for 10 seconds.
- If this is a leg, you can only move by dragging it behind you.
- If both of your legs end up WOUNDed, fall over if you can.
- If this is an arm, you should leave it by your side but do not have to drop anything you are holding.
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.
- Target's bleed count is immediately ended.
- Player Characters become Fated.
- Any Character can make this call after 10 seconds of appropriate roleplay to execute them. If the roleplay is interrupted, it must be started again.
HARVEST
Slipping the knife under the skin of the deer, the pelt is separated from the body: a useful resource in days to come.
- HARVEST is used to harvest resources from Characters who are dying or dead.
- Only Characters with the appropriate skill may perform this Call.
- The Target must report this call being used on them to the nearest Combat Ref so that resources can be distributed.
- HARVEST may result in killing some creatures.
REVIVE
From the tunnel of darkness you were following to oblivion you are suddenly wrenched back into the world with a gasp.
- Target, if Dying, is healed to 1 HP.
- REVIVE has no effect on Characters who are not dying.
Dying
Once you reach 0 HP, you are Dying:
- If possible, remove yourself from the immediate combat, and lay down or drop to one knee.
- You can call for help, and retain some use of your arms and legs allowing you to crawl.
- The Dying condition lasts for 3 minutes (this is known as your Death Count).
- If a Medic is healing you, your Death Count is paused.
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 increases your maximum hit points by a certain value and may be enchanted to provide certain benefits.
- If you take armour off, your maximum hit points reduce accordingly.
- You may only be wearing one type of armour at a time – they don't stack!
- Armour may be worn by any humanoid and must be clear to others what sort of armour (if any) is being worn. There are no coverage requirements.
- There are no OC material restrictions on armour: it is appearance that matters, not whether you can physically lift it!
| 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
- Ranged Spells can be used in combat, and will have a colour coded beanbag projectile relating to that spell.
- Beanbags are provided by Memories of Annwn. Do not use any other beanbag.
- If you are in doubt about the effect you were hit with, it is always permissible to drop OC to ask.
- Being hit with a beanbag does not deal damage unless it is a Purple beanbag.
- If someone is hit with a beanbag you threw and they don't notice, you can get their attention to inform them (e.g. “KATIE: KNOCKBACK!” or “YOU IN RED: KNOCKBACK!”)
- Missed beanbags are still used up.
- These colours may change depending on the supplies we can acquire but will be advertised well in advance.
| Projectile Colour | Effect |
|---|---|
| Green | SLOW |
| Purple | 1 HP Damage |
| Yellow | SILENCE |
| Brown | QUAKE |
Traps
- Traps are created by Characters with the Trapper Skill by placing a hoop (provided by a Ref) on the ground.
- It is the trapper's responsibility to monitor the trap and call TRAP! if the effect is triggered. The first enemy combatant to step into the trap should trigger the trap.
- Traps are single use (solid colour) or multiple use (striped).
- Traps can be disarmed by anyone with the Professional Trapper Skill with 1 minute of appropriate roleplay.
- Trap colours do not need to be known by anyone except the Trapper.
- Traps are not triggered by your allies unless the trapper chooses to do so.
| Trap Colour | Effect |
|---|---|
| Yellow | TRAP! BIND |
| Red | TRAP! AGONY |
