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PLAYTEST RULES 2.

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1. 2. 3. 4. 5. There will be no body rushing or body contact of any kind. Players will adhere to the rules of the handbook in regards to hit-zones; no head, hands, feet or crouch. All weapons will be presented to the sign-in desk upon registration for approval. Entry to the BETA sessions will be $8. Please have some identification on you, a next of kin contact, and any medical details, for our registration forms. And update us if these change. 6. Yellow and Red cards will be in use during this time, players will be penalised for unsafe play or any major infringements. 7. All weapons do 1 HP of damage, including magic. 8. Helmets: a helmet/protective headgear of any kind will give +1 HP. 9. A sports cup (for males) and (groin padding for women) and gloves (leather minimum) add +1 HP. 10. Enclosed footwear must be worn. 11. Limit shield size, 60 cm x 90 cm or 70 cm if round. When fighting with a shield, if you receive a swung blow to your shield from a weapon in the two-handed category (2h sword, mace, hammer, etc., but not a polearm), take a step back. This represents the force put behind a 2-handed weapon. This does not apply to thrusts against your shield.

Game calls will follow what has now become a Victorian LARP standard. There are 2 major calls made by officials and carried out by the players. When any one of these calls are made by an official it is important to repeat the call to ensure everyone hears and follows the rules involved. This is to ensure the entire field stops in the case of an emergency. The 2 major calls are:

Code Red!!
This is the most important call of them all. When someone is actually injured then anyone can call a Code Red. As it is a role-playing game calling for help can be mistaken as a character role playing action. Code Red emphasizes that someone has really been injured and to stop game play immediately. It is vital that this call is repeated by all people that hear it. Game play must stop immediately. Players must take a knee wherever they stand and await the Head official to signal combat returning.

Time Out!
This generic call is made when game play needs to be paused temporarily. Essentially, it is the pause button in the game. Most often it is called by officials to treat an issue or to clarify a situation. Players may use it to call a pause in game time to get some clarity from an official about a particular situation or object. This call can be also used to stop game play to prevent some out of game danger, i.e. someone running backwards is about to trip over a log.
At the start of the evening, at sign in, each player chooses which class they will be playing. Both Licenses and minimum costuming requirements must be met to qualify to play as a particular class. Players must complete training in a different class to gain proficiency within that class. Players will have to undergo training in appropriate classes to unlock fighting style proficiencies for use on the field. Costuming requirements are not required to perform training in a class, only usage on the field (Participants may have to provide their own weaponry and props required for the training, however). If a player has prior experience with a fighting style, he may request a Trainer test him to ensure that the player is capable of fighting safely and adeptly to the Trainers satisfaction without undergoing the full Class Training. Serf training may not be skipped in this manner, as it involves the basics of the Legends of Markoth game. If an Official believes a player to be fighting unsafely with a weapon, they may require that player to undergo additional fighting training with the granting class. (For example, if someone is fighting with a sword and shield, they might undergo additional training) Your class selected indicates how many HP you possess, as well as costuming requirements to receive a bonus HP. Your class will also indicate any special abilities you may possess, such as Spells.

Please note that these are the combat abilities of the classes, and they may be awarded with additional abilities on weekend events or in special scenarios.

Summary of Changes with this version of the playtest rules: 1) Guardian and Soldier have been combined into the Warrior class. 2) Warder class added, specialising in 2 handed weapons, and being immune to minor battle magic. 3) Mage and Cleric (now renamed to priest) have been given more costuming options including armoured and unarmoured versions. 4) Costuming requirements revised to be more open, as well as giving examples of costuming materials.

Magic:
Blast: Projectile Based: 15 words, does 1 damage, through shields. Heal: (touch based) 45 words: +1HP, Caster and target cannot be actively attacking or defending during the casting of the spell. Finish the spell with Heal One. Death: (Special Projectile based) Set words: instantly kills a player upon landing a strike. Cannot move whilst casting, must call out the spell loudly whilst holding the projectile to the sky. The projectile is a large soft ball between 15-20cm in diameter and must be Spherical. Limit of 1 prop per mage. Does not work on NPCs, Hits through shields. Player must return to respawn. Divine Martyr: (touch Based) Set words: Instantly kills the caster and heals the target to full heal regardless of current state. After the casting of this spell, the caster must return to respawn.

Divine Martyr
In the name of (Asha/Tarvala) I give my life so you may be healed! Full heal!

Death
I call upon the element of water, Shield me in this spell I cast, I call upon the domain of air, Guide this spell to my foe, I call upon the power of earth, Markoths gift beneath my feet, I call upon the fires of creation, Smite my foe with burning wrath, As there must be life, I now call upon DEATH!

Magic Users must use at least 3 words from the below charts to cast their spells.

IMPERIALS
Tarvala Imperial Judgement Might Holy Kingdom Smite Mercy Protect Cleanse Crown Throne Fire Wrath Righteous Markoth Father God-like Strike Radiance Eradicate Rage Son Divine Light Tempest

ROYALISTS
Strength Power Kings Justice Asha Glory Markoth Knowledge Vindication Worthy Courage Victory Court of four Vance Bran Burn Faith Valour Destroy Might Fury Storm Fire Light Might Wind

Example Costuming:
These examples are not strict on what these classifications are. Please view them as guidelines for construction. Suitable looking faux versions may qualify, however are subject to Officials discretion. Unarmoured: Tunic, tabard, cloak, robes, vestments, gown, dress, skirt, vest, cape. Light armour: Thin leather, heavy quilted or padded material, skinned furs, thick Latex, soft foams, and plastic are just some examples of light armour. Medium armour: Chainmail, Thick leather, studded leather, plated leather, Thin aluminium, EVA, Bone, and thick fur are just some examples of medium armour. Heavy armour: Thick Chainmail, Plate, scale, brigandine, Heavy EVA, Boiled leather, and other heavy or restricting materials can be classed as heavy armour. Protective Headgear: Leather hat, helmet or cap, metal helmet, or hat, a non-modern headpiece that offers the player some cushioning against direct head contact.

Index
Immunity to minor battle magic: Immune to blast spell and healing touch. Death spell still instantly kills. Recon: The ability to scout and go ahead of the group to try and clear the way, recon units may get early deployment or special abilities in battles. Foci: An object used to focus magical power.

SERF
This class is the introductory class that players will be assigned on their first night. If players wish to play other classes, they must attend a training session to unlock their class of choice. Serfs, also known as peasants, are the workhorses of Markoth, working in mines, tending to crops, padding the front lines of armies with extra bodies to absorb arrows, a Serfs job is just to follow orders and die with the others, they are often seen by commanders and nobles as expendable, and thus are treated like meat-shields in combat. Serfs are given very little, but fight just as hard as their more respected brothers.

HP: 1
Base Costuming: NONE Proficiency: Single One-handed weapon, Unlockable Proficiencies: One-handed and Shield +1 Extra HP: Militia Militia are slightly more respected than the rest of the rabble. Slightly more organised, militia tend to wear tunics, sacks or dress like the typical peasant, but have been shown which end to poke the enemy with. Although the militia tend to have a longer life expectancy and are generally favoured above Serfs, They are still looked upon as what they are, peasants. Medieval costuming (e.g. tunic, dress, hessian sack, etc.)

Warder
During the years following the magical disaster that destroyed the cities of Arlessa and Versano, warriors in those regions began looking for ways to combat magic. Over time, they developed the Warder tradition. By wearing primitive clothing, marking their bodies with warding tattoos, and training their will, these warriors learned to shun magic, and now form magically-resistant units within the armies of both the Royalist Alliance and the Empire.

HP: 3
Base Costuming:

Furs or cloth. War paint or markings on skin.

Proficiencies: Single One-handed weapon, Two handed Weapon, Polearms, Immunity to minor battle magic. Unlockable Proficiencies: Throwing Weapons. +1 Extra HP:

Spellbreaker

As Warders continue their gruelling training, they have a tendency to become more savage, using the remains of their enemies in their magic-warding rituals. Known as Spellbreakers, these people have are known for their tenacity, ferocity in battle and their utter disdain for magic.

2 zones covered in light or medium armour. Themed outfit (e.g. skulls, battle skirt, fake blood etc.) Furs or cloth. War paint or markings on skin.

Mage
Magic flows to all beings on Markoth, although a lot never learn how to harness its energy, Mages seek to wield its power as a weapon, dealing blasts of magical force at their foes. Mages, tend to wear robes, use single handed weapons and foci in order to increase the effects of their magic. Mages, although unable to take the physical punishment, are a light, fast-moving glass-cannon if protected correctly, being able to punch through shields and destroy entire lines if left alone.

HP: 2
Base Costuming:

Robe or Tunic Props for Spells (e.g. mage balls etc.) Foci (e.g. Spell book or Tablets, scrolls, runes to cast from etc.) Spell book or Tablets, scrolls, runes to cast from.

Proficiencies: Offensive Magic: Blast and Death Spells, Single One-handed weapon, Unlockable proficiencies: Polearm +1 Extra HP: Adept Accomplished mages are a terrifying sight on the battlefield for any concentration of troops, throwing blasts of energy or even pure Death at their foes; they are able to break lines of troops with their magical onslaught.

Robe or tunic Head-kit (e.g. Hood, mask, face markings, wizard Hat, etc.). Props for Spells (mage balls etc.) Foci (Spell book or Tablets, scrolls, runes to cast from, etc.) Themed outfit ( e.g. Magical symbols on robes, wizard hat etc.)

+2 Extra HP: Battle-mage Experienced mages with battlefield experience recognize the value of wearing armour when entering battle. Though encumbering, it can save their life on occasion from stray arrows... or being caught by a flanking force, before soon retaliating with blasts of magic.

Props for Spells (e.g. mage balls etc.) Foci (e.g. Spell book or Tablets, scrolls, runes to cast from etc.) At least 2 zones covered in any armour. Themed outfit (e.g. Magical symbols on armour, wizard hat etc.)

Priest
As practitioners of the healing aspects of battle magic, priests traverse the battlefields of Markoth to bring succour to their allies. Priests tend to embody the virtue of their deities ( be it good or evil ). While magic itself doesnt come from the gods, priests find that faith within a deity strengthens their power, and often show their faith in their manner of dress and in their interactions with others. Priests are notably intolerant of Priests of a different faith. Priests typically wear robes and traditionally use blunt weapons, for good priests do not wish to kill needlessly, and seek not to draw blood if they are forced to harm. However recent years have seen this tradition fade.

HP: 2
Base Costuming:

Robe or Tunic Foci (e.g. Spell book or Tablets, scrolls, runes to cast from etc. )

Proficiencies: Utility Magic: Healing touch, Divine Martyr, Single One-handed weapon. Unlockable Proficiencies: Two-handed weapon, Single One-handed and shield. +1 Extra HP:

Cleric

Clerics are martial Priests. While Priests prefer using spells, Clerics prefer to fight. And they are quite good at it, too. Like Priests, they do not enjoy bloodshed (although a little maiming is just fine). They will wear any armour in the fight against their foes, and quite a few wear the most armour they can get. Clerics are an effective class, and have a strong survival rate due to their good armour and healing spells. They are a valuable addition to any side. Costume required:

Shoulder costuming (e.g. Stoles or shoulder garment etc.). Decorated vestments or At least 2 zones covered in any armour. Foci (e.g. Spell book or Tablets, scrolls, runes to cast from etc.) Themed outfit (e.g. Holy symbols on armour, Wilderness theme for druids etc.)

+2 Extra HP:

Paladin

Paladins are the holy warriors of the realm, Crusaders, dedicated to fighting for their deities. They are serious fighters with minor priestly powers. They cover themselves in both heavy armour mixed with priestly robes and prefer hammers over swords. The most zealous knights are Paladins. Paladins will actively help an ally in need, even risking their own lives to save the ones they aid. Some Paladins, of course, further their deity's will by slaying all people not of their own faith. Paladins are fierce individuals, who often tread a fine line between righteousness, and wickedness. Costume required:

At least 3 zones covered in heavy armour. Shoulder costuming (e.g. Stoles, pauldrons or vestments etc.) Foci (Spell book or Tablets, artefact, scrolls, runes to cast from) Themed outfit (e.g. Holy symbol on shield or armour, scribed stoles, seals of honour etc.)

Ranger
Rangers are the benchmark for ranged combat when it comes to the battlefield, Rangers use a bow to drop foes from a distance, but typically use a single handed weapon in case things get hairy. Rangers tend to stick together, as more than one target is hard for them to defend from.

HP: 3
Base Costuming:

Head-kit (e.g. Hood/war-paint/bandana/other etc.). Medieval costuming (Tunic, etc.) or some light armour (e.g. Gambeson etc.) Symbol of faction alignment (e.g. Tabard, sash, cape etc.)

Proficiencies: Single One-handed weapon, Bow, Recon. Unlockable: Proficiencies: Dual Wield, Throwing Weapons. +1 Extra HP:

Sharpshooter

Specialist Rangers, marksman, snipers, hunters, whatever you want to call them, Sharpshooters are deadly. Shooting an apple from your head is childs play for this class. Sharpshooters are skilled trackers and fast movers. They focus less on practicing melee combat, as they prefer to end it before their doorstep. Typically wearing leather armour, and boots to allow for stealthy movement Hunters are the ultimate in ranged combat.

At least 3 zones must have covering of light armour. Period Boots (e.g. Non-Modern looking boots or boot toppers etc.) (optional) Head-kit (e.g. Hood/war-paint/bandana/other etc.). Themed outfit (e.g. Pouches, Scrolls, Looking Glass, and Maps etc.)

Skirmisher
Specialising in light-armoured fast combat, skirmishers are agile fighters who are good for flanking or in-out style combat. Skirmishers dont wear a lot of armour if any, as they need to be able to out manoeuvre their foes.

HP: 3
Base Costuming:

Head-kit (e.g. Hood/war-paint/bandana/other etc.) Medieval costuming (Tunic, etc.) or some light armour (e.g. Gambeson etc.) Symbol of faction alignment (e.g. Tabard, sash, cape etc.)

Proficiencies: Single One-handed weapon, Dual Wield, Recon. Unlockable Proficiencies: Single One-handed and shield, Throwing weapons. +1 Extra HP:

Rogue

Among the skirmishers are those who have made a life outside of war as professional sneaks. These rogues are consummate professionals on the battlefield, sneaking behind enemy lines to accomplish their missions. Using speed and agility to outstrip their opponents.

3 zones covered with light armour. Themed outfit (e.g. Pouches, lock picks and keys, ropes, cloak, etc.) Period Boots(e.g. Non-Modern looking boots or boot toppers etc.). (Optional) Head-kit (e.g. Hood/war-paint/bandana/other etc.).

Warrior
Warriors are the basic front-line fighters in any group. They are able to use many weapons, wear any armour, and have good all-around combat skills. Even though they are a basically simple class, they are quite effective and can be varied: Warriors are guardsmen, mercenaries, infantry, bowmen, gladiators, and a multitude of other professions. They have no magical powers but can use their skill and ability to outstrip opponents.

HP: 4
Base Costuming:

3 zones covered in any armour. Symbol of faction allegiance (e.g. Tabard, cape, sash, colour scheme etc.).

Proficiencies: Single One-handed weapon, One-handed and Shield. Unlockable Proficiencies: Dual Wield, Throwing Weapons, Two-handed Weapon, Polearms.

+2 Extra HP:

Champion

The most experienced of warriors understand the value of good armour in fighting. Accomplished on the battlefield, Champions are the bulwark against which enemy lines crash and fall. Champions are heavy, weighted down by their armour, yet enemies who underestimate their skills in close combat will quickly find themselves outmatched.

All zones covered in heavy armour. Fighting head-kit (e.g. helmet/bevor/etc.). Themed outfit. (e.g. painted shield, matching tabard and weapon style etc.). Symbol of faction allegiance (e.g. Tabard, cape, sash, colour scheme etc.).

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