Role game Folio Livoniae
- Overall Description
- Economics and Item Acquisition Rules
- Costumes, Style & Entourage Rules
- Genre and Mythology Rules
- Combat rules или LARP Combat Rules
Our game is not a historically accurate re-enactment, but the events are taking place during a defined historic period. For this reason, special Rules of Costume will be in effect, limiting the use of contemporary clothing details, fabrics, and weapons and armour that do not correspond to the established historic setting. At the same time, these Rules will not be as strict as during re-enactment festivals. For example, the use of cotton and 50% wool fabrics of natural colours will be allowed, as well as artificial fur, etc.
An important part of the costume will be the so-called “markers” indicating the person’s belonging to one or another nationality, so that from the first moment it would be clear who’s the person before you: a Livonian, a Curonian, a Semigallian, a Latgallian, a Selonian, an Estonian, or a Lithuanian.
Each player’s costume will be evaluated by the Regional Master, in complicated situations – by Costume Master, but if you have any doubts regarding your costume, we advise you to solve them before the game.
Only padded weapons (LARP) will be permitted. General requirements regarding the weapons: safety and visuals (a wooden club must look like an imitation of a wooden mace, instead of a plastic tube wrapped in rubber and duct tape). The Regulations established by MG KRAFT that have already shown a good viability in Russian games, will be taken as the basis.
It is worth noting that the majority of European manufactured weapons will be permitted in accordance to the aforementioned Regulations.
If you have any questions regarding the permission of weaponry, it is advisable to contact the Fights Master in advance.
All the characters, except the NPCs, will only have one hitpoint. Armour and helmet provide additional hitpoints. Armour can be worn one on top of another, the only limitation will be the availability of such set of armour for the character of the given nationality and social standing.
All one-handed weapons will take one hitpoint, two-handed weapons (the exception being copies) – two hitpoints. It is not possible to improve a weapon’s characteristics, but it is possible to obtain artefact weapons that are only going to have special properties in battles against magical NPC characters.
To kill a character in-game, after all the hitpoints are gone, one more hit will have to be made accompanied by the word “kill” (it will have to be decided on the language to be used for this).
If a player has lost his armour’s hitponts, he will have to take that armour off, and the hitpoints can be only restored in the smithy. If a player’s hitpoint count has dropped to 0 (zero), but he hasn’t been killed, his hitpoints can be restored by healers and Wise women, until then he’s considered wounded and can’t take active part in any play activities: fight, work, and even run.
The modelling of war activities will include storming fortresses built according to certain rules, ensuring the safety of the participants, as well as violent clashes between armed groups, when the one dying is not the player himself, but his “virtual companion”. In those cases the character does not die and after a while enters the play once more. For knights, elite warriors, and monsters, a duel mechanism will be introduced (fight to death, and not) in order to increase their special characteristics. The game world is inhabited not only by regular mortals, but also by mystical and magical creatures.
In every location, rituals will be taking place (both pagan and Christian), and their success will determine the economic development of the community in question, the sturdiness of its walls, and its defences from harmful entities. The rituals and their effects will be evaluated by the respective Regional Master after consulting the Mystics Master. Within settlements, witches and sorcerers might reside. That can happen either openly or covertly, as there is no inquisition in pagan societies. Those characters can have special powers or magical objects of different properties: in the case of their use, the recipient of the effect will be given a special card with the description of the effect. How the witches and the sorcerers have achieved their powers, is something only they themselves know (Closed Rules).
However, also for regular players, it will be possible to achieve magical knowledge and artefacts. They can receive blessing from Laima or Staburadze (maidens), or trick or fool Velins, while Christians can gain this kind of properties through prayers and fasting. Knights and elite warriors can obtain weapons with special properties from Perkons or Christ respectively, without those weapons it will be impossible to beat the monsters demanding special tributes form settlements.
Economy will be playing an important part during the game. Stronger rulers will collect taxes from villages, priests will demand sacrifices for gods, warlords will gather resources to organize skirmishes… We’re planning to introduce models for collecting produce from agriculture and handicrafts that won’t be encumbering for gameplay, but will provide those engaged in those activities with bonuses. Raising sheep and producing wool, harvesting crop and grinding the flour, beekeepig and waxmaking for peasants; and buying and trading those goods for merchants – all these activities will be naturally integrated within the gameplay. Additionally, players can suggest their own models for business activities that will be integrated in the game as well as possible, especially if arranged in timely fashion.
It so happens that characters die. In this case, they end up in the Land of the Dead (Limbo). There, the player can rest, choose a new character, get the Masters’ approval, and return to the game. The time spent in the Land of the Dead – three (or two?) hours. That time can be shortened by playing an NPC character or by helping the Masters Group in some other way. Players who have died as members of a warband rest only for an hour before returning to their warband as the previous character.
Witches and sorcerers die and return to the game according to special (closed) rules. NPC characters enter and exit the game as is deemed necessary by the Masters Group.
1.1. Players are only allowed to use in combat the appropriately marked weapons that are accepted for use in the Game. See Weapon Admission Rules.
1.2. Players are not allowed to use someone else's weapon.
1.4. The player who has entered the combat has to be aware of the possibility to be injured or injure someone else. Therefore it is forbidden to strike excessively strong blows to unarmoured players and to the parts of the body that are not protected by armour; it is necessary to avoid hitting forbidden areas (head, hands, neck, groin area) and if the opponent isn't defending – only to designate the blow/blows. Masters will punish players whose fighting style leads to potential injuries of their opponents.
1.5. The player who is not willing to enter combat and is not escaping, can raise unarmed hands and declare loudly "I give up!", to designate his vulnerability to the opponent.
1.6. In case of injuring someone (deliberately or unintentionally) the player is obliged to quit the Game. Degree of his fault and punishment is specified by the Combat Master, the Chief Master or Masters' deputies.
1.7. Forbidden at the Game: piercing blows with any weapon except for spears, cutting blows with spears, blows with non-combat parts of weapons, holds, wrestling methods, taking hold of shields and weapons by any part of them, blows with the shield, kicks in the shield.
2. Day combat and night combat
2.1. Day combat lasts from 9 a.m. till 9 p.m. Night combat lasts from 9 p.m. till 9 a.m.
2.2. On the night combat, it is allowed to use weapons of close combat, except for spears.
Any ranged weapons are forbidden (bows, arbalests), as well as catapults; movement of siege equipment is forbidden. Storming is forbidden. 2.3. In a night combat, taking into account poor visibility, players are obliged to pay additional attention to where the blow is struck.
3.1. General provisions
3.1.1. To take away one's hitpoint - blow (hit) by a weapon within the allowed striking area.
3.1.2. Head, hands, neck, groin area – the forbidden areas. Other parts of the body – the allowed striking area.
3.1.3. The blow has to be struck with the force and amplitude sufficient for the addressee to feel it. The method "sewing machine" is counted as one blow.
3.1.4. The player counts the hitpoints taken from him himself. The players who are nearby may point out at the player's wrong calculation in a polite way, and also ask the closest Master for trial. Depending on the circumstances, the master makes the decision on punishment of careless players.
3.1.5. To kill a character, after taking away all his hitpoints (until he has zero or less hitpoints), it is necessary to touch him once again with the weapon and to say aloud "KILL" (in English). Only after that the player is considered to be murdered.
3.2. Losing hitpoints
3.2.1. All types of conventional weapons take 1 hitpoint.
3.2.2 The shell of a catapult ignores shields and leads the player into state of a severe injury; ricochets do not count.
3.2.3. Siege logs and stones lead the player into state of a severe injury; ricochets do not count.
3.2.4. There will also be artefact weapons in the Game, that take hitpoints from usual creatures in the same way as normal weapons, but only with such weapons it is possible to strike some of the magic creatures. An artefact weapon will be accompanied by a certificate.
4.1. Basic quantity of hitpoints of any player - one hitpoint.
4.2. Additional hitpoints can be received either if you put on armour or in a magic way.
4.3. Loss of a part of hitpoints (armour) leads to a slight injury. Slightly wounded player can perform the same way as a healthy player, except running. Armour hitpoints are restored automatically in 30 minutes after fighting interaction. If the player has entered another fighting interaction before the expiration of this term, his hitpoints have not been restored and the countdown begins anew after the fight.
4.4. A blacksmith can restore armour hitpoints to maximum in 10 minutes, performing repair work (anvil and hammer are required).
4.5. Loss of all hitpoints, i.e. to zero or less, leads to a severe wound. A seriously wounded character can't enter active Game interactions (to fight, to work, etc.), as well as talk loudly and walk. Can creep, groan, and whisper. Can walk in slow steps, leaning on the shoulder of another player. Dies in 30 minutes if no medical care is provided.
4.6. The armour
How many hitpoints each armour type gives you:
4.6.1. a gambeson + 1 hitpoint
4.6.2. a leather cuirass (thickness over 4 mm) + 1 hitpoint
4.6.3. an early brigantine (Coat of plates) +2 hitpoints (Later brigantines – XIV and later centuries aren't allowed).
4.6.4. chainmail – length till elbow and till waist +2 hitpoints
4.6.5. chainmail – length till wrist and till the middle of the hip +3 hitpoints
4.6.6. scale armour till shoulder and till waist (from metal or materials visually similar to metal, at least 3mm thick and really protecting the player) +2 hitpoints
4.6.7. scale armour till elbow and till knee (from the metal or materials visually similar to metal, at least 3mm thick and really protecting the player) +4 hitpoints
4.6.8. lamellar armour (from the metal or materials visually similar to metal, at least 3mm thick and really protecting the player) + 4 hitpoints
4.6.9. Gauntlets and leg leg armour may be used for safety, it doesn't give hitpoints.
4.6.10. A helmet, chainmail hood with a comforter cap gives + 1 hitpoint
4.6.11. It is possible to put on different types of an armour – one over another, but no more than in three layers and depending one's status.
5. Medical treatment
5.1. Лечение производится только тяжелораненных.
5.2. Лечение производится только в поселках и крепостях в специальных местах. Тяжелораненный должен быть освобожден от доспехов, расположен в горизонтальном положении на кровати или подстилке. Место предполагаемой раны должно быть освобождено от одежды, обработано водой или иным средством, на рану должна быть наложена повязка из чистого полотна. Через 15 минут повязку нужно поменять, Через 30 мин больной переходит в стадию легкораненного и его хиты восстанавливаются согласно п. 4.3.
5.3. Все время лечения (30 мин.) тяжелораненый должен находится в горизонтальном положении в месте лечения.
5.4. Время лечения может быть сокращено специальными мазями или настойками, сертифицированными мастерами. В сертификате указано время, на которое сокращается лечение.
5.5. В игре могут быть болезни. Болезни передаются в виде карточек с указанием симптомов болезни и времени болезни.
5.6. Болезни можно вылечить специальными лекарствами с сертификатами, в которых указан способ лечения. Такие сертификаты можно найти у персоонажей, занимающихся соответствующей деятельностью.
6.1. General provisions
A storm is the name for the military operations directed to penetrate a location (type: fortified city) by means of destruction or opening the gate.
6.1.2. Storm takes place only around the gate and the assault wall.
6.1.3. The total length of an assault wall has to be at least 8 m, height at least 2 m (without serrations). The gate has to be at least 2 m wide and at least 2 m high, it has to be equipped with a bolt.
6.1.4. The assault wall and gate may be equipped with towers. If a fortress has a gate tower, then apart from external gate there can be an internal grate.
6.1.5. The assault wall can be equipped with galleries, serrations and loopholes. The gallery has to maintain at least 500 kg weight.
6.1.6. Storm can only be attempted by a group or several groups.
6.1.7. Storm is attempted only with the permission of the Master i.e. the Master has to give command to the storming team: "The storm has begun".
6.1.8 Storm has the following phases: before opening or destruction of the gate, and after that.
6.1.9 If the gate is destroyed (has 0 gate siege hitpoints), the Master stops the Game. The gate is opened and the storm continues.
6.1.10 During the storm the gate can be opened from inside by: the attackers who got inside through (over) walls; the besieged (traitors) or simply be opened due to negligence. It is enough to open the lock and then open the gate – wider than 50%. After such opening of the gate the storm continues as described before.
6.1.11 The gate doesn't lose hitpoints in this case. If the besieged win the gate back again, they can close it. Shooters on the wall or in towers can remain at their places and continue the combat.
6.1.12 In case of victory of the storming team the players who are in non-combat camp are obliged to come out into the Game zone or admit themselves to be dead.
Players aren't recommended to enter someone else's non-combat camp.
6.1.13 Those who stand on the ground are forbidden to strike those who are defending the wall and vice versa. Interaction is only possible between defenders of the wall and those attacking the galleries.
6.1.14 In case of falling (or a jump) from galleries, the character passes into state of a severe injury.
6.2. Siege hitpoints and siege loss.
6.2.1. Some buildings, gate in a fortress, as well as siege equipment, have siege hitpoints.
6.2.2. Siege hitpoints are lost in case of being hit by shells of catapults, stones, and logs.
6.2.3. A ram, a catapult shell, a log or a stone can take 1 siege hitpoint.
6.2.4. The ram has to be equipped with toe brackets or ropes. The blow of a ram doesn’t have to cause real physical damage to the gate. After each blow the ram needs to be removed to a distance no less than 1 m from gate.
6.2.5. Siege stone and log can win 1 siege hitpoint.
6.2.6. A gate has from 10 to 40 hitpoints depending on quality of its construction (decided by Master). Grate in the tower gate has 10 siege hitpoints.
6.2.7. A building can have siege hitpoints if it is equipped with lockable doors. From 2 to 5 hitpoints, specified by Master.
7. Damage and repair of siege equipment.
7.1. All siege tools, and also rams, have a certain amount of siege hitpoints. The quantity of hitpoints is appropriated by the Combat Master at the admission (but not more than 10) and is registered on the admission chip of the tool.
7.2. A siege tool is considered to be put out of order (it can't be used) if it has 0 or less siege hitpoints.
7.3. After combat (storm), if a siege tool has lost siege hitpoints, but there still is 1 or more, the tool restores its siege hitpoints to initial value within 30 min. Though, if it has entered combat before the expiration of this term, the lost hitpoints are still counted as lost.
7.4. In case all siege hitpoints of the siege tool are lost, it can be repaired by a blacksmith (to perform the repair in-game, an anvil and a hammer are required).