Forgotten Domain


                               The Rules

The complete list of rules is found at the bottom of the page in the players handbook.

Rule #1: Safety – Safety is the most important aspect of The Forgotten Domain game. Safety is EVERYBODY’S business. Any act deemed as unsafe will merit a warning from game management. If a pattern of disregard for safety is established, the Player may have their gaming privileges suspended or (depending on repetition and severity) revoked.

a) No alcohol or illegal drugs are authorized or tolerated at a The Forgotten Domain event.

b) No physical contact is allowed between Players ever during combat or at any other point during an event without consent. Shields are for defense only and are not to be used as weapons.

c) During combat it is each Player’s responsibility to be aware of the situation. Combat is not allowed in the Tavern. Combat is not allowed on or near stairs, fallen logs, or any other possible injury creating area. If you are aware of a possible injury creator, stop combat with the word “Caution”. Remove yourselves to a safe area and continue the battle. If a real-world injury occurs, the word “Emergency” is used to alert Staff to the situation. All Players upon hearing the word “Emergency” will repeat it to the next person, and take a knee to allow Admins to easily locate the injured parties. When the situation returns to normal, the person who called the emergency will call “Resume” to continue Play.

d) Combat with “boffer” type weapons is intended to be a safe sport. To this end, there are certain guidelines for the proper use of your weapons. Weapon hits to the head are illegal and do not count as a hit (unless it is magic or arrows). Also the term “machine gunning” refers to rapidly tapping another Player in quick succession with your weapon. “Machine gunning” is not allowed. You need to draw back your weapon between hits to keep the feel of real-life combat. Do not draw back more than 90 degrees when readying for a strike. If at any time you feel that you are losing your temper during combat, or any time during the game, it is your responsibility to remove yourself from the situation until you have had time to breath deeply and relax. Remember it is just a game; we are all here to have fun!

Rule # 2: Spell casting and Skill use – When using a spell or skill in game it is important to be aware of the circumstances surrounding you and to noticeably publicize which spell or skill is being used. If a player is visibly distracted due to combat with multiple opponents or the combat is taking place at night, the intended target might not feel, see or hear the spell being cast. This rule is not an excuse for players not to know the effects of the spells/skills that are used against them. Once the packet is thrown and the spell name is uttered, the spell is gone! (spell shots to the head count) All incantations and abilities must be said allowed loud and clear. Also, you can only walk while casting most spells. When casting lightning you may not move at all. (spell packets cannot be picked up by anyone but the caster that threw them)

Rule # 3: Do what you know is right – The game is run on the Honor System. Great trust is put on each player to know the rules of the game and to follow those rules. Plainly stated, do not use skills your character has not earned, do not try to make The Forgotten Domain valuables (money, gems, magic items) at home and use them at an event, do not try to sell a personal prop as an in-game item (if you can get someone to pay double for an in game item, good for you), do not take personal property that does not belong to you, and if you take a legal hit, count the point. Excessive and gratuitous vulgarities (verbal or hand gestures) are also unacceptable behavior. There are plenty of ways to use the “Common Tongue” to imaginatively convey an idea to another person and enhance the gaming experience at the same time. Be creative with Elizabethian insults, but be respectful of other players at the same time. Violations will receive a warning, and as with Safety Violations, if a pattern of disregard for the Honor System is established, the Player may have their Gaming privileges suspended or (depending on repetition and severity) revoked. In the case of personal theft, assault, sexual harassment or vandalism, prosecution will be left up to the victim.

Rule #4: Death and Being Dead – When a character has reached 0 Health and slipped into unconsciousness, they will remain like this for 1 minute. If the character has been healed within that time, or they are brought back to the tavern or base within that time, they will be raised to full health and regain consciousness. If aid is not given within the 1 minute, then the character is dead and they must stay there for another 5 minutes (during this time you may not be healed but possibly be Resurrected , then their spirit leaves their body. When your spirit leaves your body you cannot talk to anyone unless it is a healer with the talk to spirit ability. You can then either choose to seek out death himself to try and barter your life back, Go back to a moderator and become an NPC for the remainder of the day, or find a lvl 7 healer to resurrect you. (Note: if you died by an armor pen. attack you are revived with full armor still)

Rule #5: Searching other Characters – No physical contact is allowed between players unless agreed upon by both players. To search a corpse or an unconscious character, hold your hand over the person and say “I search you”. The Character that you are searching will tell you what you have found, or that there is nothing to find. If there is something to find, the character being searched will hand over the item. If the person searching tries to take a personal item the character being searched just says “Prop” to inform them that it is a personal item. This lets the searcher know that the item is not to be taken. A Concealed item cannot be found. 

Rule #6: Costumes are Mandatory – the first week is okay if you don’t have one. But after that it becomes a warning. (This can lead to temporary expulsion) Costumes can be anything. It doesn't have to be anything fancy. Just cut up an old shirt and wear a belt around it. We are not asking for an extravagant/lavish fully put together costume here, just something simple.

Rule #7:    Role-playing – When you come to the Forgotten Domain Live action Role-playing game, we do expect everyone to participate in the role-playing aspect. All outside conversations should be left outside. As soon as you walk out of the parking lot you should drop all of your worries and stress and save your drama for later. The forgotten Domain is meant to be a place to have a good time and be free of judgment and scrutiny. Thus the role-playing. You may think that you need to have some extraordinary accent or have to use words like "thy" and "hither" As long as you are talking about relative things that our going on in the story line of the LARP, you are perfectly fine. Note: all who do not role-play will receive a warning from game management. (Also, players who have been with us for a while, it's also your job to help implore the role-playing to our newcomers.)

 

COMBAT RULES:

A.      If you get hit in the arm you must put that arm behind your back and drop the weapon you were using. If you get hit in the leg, you may either hop or get down on one knee. If you are struck anywhere in the torso you are dead and fall into the unconscious period. Also if you lose two limbs of any kind you are dead and fall into the unconscious period.

B.      No using someone else’s weapon unless permission is granted.

C.      No melee head shots. (arrows and magic count to the body and its armor) (Note: do not specifically aim for the head)

D.      A player may instantly kill another to bypass the unconscious period by preforming a Coup De Gras. (This is done by an extra torso shot while unconscious)

E.       Fire balls may be deflected by a sword and will do damage to another person.

F.       No throwing melee weapons. No using arrows as melee weapons.

G.     Shields cannot be used as weapons, nor can you shield bash someone.

H.    You can grab the non-striking section of a long weapon such as the shaft of a spear.

I.     If you block a strike and it still hits you, it still counts as a valid strike.

J.     You cannot attack while casting magic or saying the incantation and must walk or stand when casting offensive magic, but you may still block.

k.     Heals being cast in an attacking manner must be thrown.

L.     Friendly fire is on!

M.    All arrows do 2 points of damage.


The Opening:

1.       Sign in

2.       Weapon inspection / armor inspection

3.       Acquire gold

4.       Revel Period – peace, where everyone socializes in character (roleplaying) in the tavern.

5.       All return to tavern, final remarks, quests are given, and the day starts.

6.       All new comers meet up with Game master and he goes through with them all the rules and other things that need to be known.

Hierarchy

1.       Owner

2.       Admins

4.       NPC’s

5.       Players


In Game Items

Health potion: equal to heal spell, average price 10 – 20 gold, more or less.

Resurrection Vial: equal to resurrection, cannot be used on self when dead. priced around 40 – 50 gold, more or less.

Teleportation scroll: When torn teleports single person back to base or tavern. Wizard teleport rules still apply.
Ward Scroll: Dispels magic on contact, pinned on chosen character, and must be torn after one spell.

Dwarven Oil: can be used on armor or shield for an instant repair of 1 point.

Mana potion: instead of meditating, a healer or wizard can drink this to give 1 resurrection back, 2 healings or a lightning bolt.

Antidote: Removes the effects of Noxious poison

Magic Ward scroll: Stops one magic spell from affecting you.

Ward Wall: A magic user may put up a magic barrier, as defined by rope placed on the ground, that prevents everything from going through it for as long as they hold their hands up against the ward wall and hold their scroll card. (May be picked up and re-used for an entire day)

Blessed Ground: A magic user may bless the ground around them, as defined by rope placed on the ground, that becomes an area of no combat for as long as they hold their hands out and hold their scroll card. (spells may not be cast while in blessed ground)(May be picked up and re-used for an entire day)

Portable Blacksmith: A warrior of any type may set up a portable blacksmith, indicated by rope placed in a circle, and repair their shields and armor for one point for every 30 seconds of simulated work. (May be picked up and re-used for an entire day)

Pitch Ditch: A scout of any type may lay down a pitch ditch, indicated by rope placed in a circle, that when any arrow or fire ball lands in the circle anyone inside is killed immediately. (may only be picked up and re-set if it has not been used) 

Shield Reinforcement: A warrior of any type may add a reinforcement to their shield, by tapping the scroll card to their shield, which makes the shield unbreakable for the entire day.

Net Trap: A scout of any type may lay down a net trap, indicated by rope placed in a circle, That can be triggered by shouting “Net trap” and displaying the scroll card, which causes everyone within the circle to be caught up in a net. The net renders everyone inside immobile and incapable of combat. The only way a net may be undone is by the scout who placed it calling “release” or by anyone simulating cutting it down for 30 seconds. (During the use of net trap the scout using it may not move as they are holding the rope. If they do move it counts as a release and everyone in the trap is free.) 

Armor Unction: An oil added to one's armour that causes all status effect magic to reflect off. Can only be used once and lasts for one event. 

Enchanted Weapon: An enchanted weapon has the ability to reflect all magic and penetrate a magic shield. Effect lasts for one event.

Relics: relics are rare items that can be found in the Domain. They usually hold magical properties that can allow you to do some amazing magical feats, so be on the lookout for relics.

Currency

Remember the Rule of ten

10 Copper Coins  = 1 Silver Coin

10 Silver Coins = 1 Gold Coin




Below Is the players handbook

playershandbook2016 (2).rtf playershandbook2016 (2).rtf
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Type : rtf

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