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CLASSES

Classes are ways for you to LARP with a little more roleplay and fantasy aspect to it.

Whilst being completely optional, they allow you to gain abilities and traits to level up your LARPing.

 

ABILITY POINTS (AP)

After each session that you attend you will acquire an ability point (AP), once you acquire enough you will be able to take a trait within your class which can give you certain abilities and buffs.

 

AP coins can be shared between members if they so wished.

 

you can only spend a maximum of 10 AP a week.

 

SPELL FOCUSES

Spell focuses are more for a roleplay aspect but can not be weapons unless they are bandwands or staffs.

These things can be items such as books, emblems or crystals as examples. 

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MEDICAL KIT

Medical kits only requirements are that they need to be a pouch, bag or container of a sorts. To use them on someone they at least need to contain bandages.

 

SASHES

Sashes are meant to be worn by people under certain effects so that others know what those effects are, they can either be worn on the head, arm or across the body, they must be clearly visible to others on the field and must be at least 10cm wide.

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INTERRUPTABLE

unless stated otherwise, spells and abilities are uninterruptable but the caster will still take damage if they are struck.

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FIGHTER

Stats

Base Hit Points: 

4 HP

Melee weapons:

All melee weapons

Ranged weapons:

Archery and Throwables

Ammo Limit: 

10

Shields:

All​

Clad in gleaming armor, wielding powerful weapons, and leading the charge in every battle, fighters are the fearless champions of the realm. With unmatched combat skills and unbreakable determination, you'll defend allies, conquer foes, and carve your legend in the annals of history. Step into the role of a Fighter and become the unstoppable force that turns the tide of war!

Fighter Traits

Ranged Weapon Increase - 2AP

allows you to get the usage of another type of ranged weaponry or increases your ammo capacity by 2 to a maximum of 20.

Healer (White Sash) - 3AP

Allows you to take 20 seconds to use a medical kit to bring someone up from a downed state at half their previous HP or gives someone not downed 3HP.

you can do this to a number of times equals to how many you have brought this.

Skirmish (10HP or less No Plate | Green Sash) - 5AP

After 5 seconds of stretching, allows you to ignore terrain that would put you at a burdened pace.

Rage (No Armor | Red Sash) - 5AP

After spending 5 seconds pumping yourself up you gain 5 HP, these hit points cannot exceed 20 HP.

Fortress (Wielding a Shield) - 10AP

After yelling "FORTRESS" you take no damage to your legs as long as you do not move them, if you move you lose the benift of fortress.

Piercing Ammo - 5AP

2 of your Ranged Ammunition can be designated as Armor Piercing, they will have a red marker and must be yelled out, will deal 1 point of damage if they hit someone's shield.

this can be brought multiple times.

Duellist - 10AP

You designate 1 opponent by say "EN GARDE" if you are hit by an attack from them with a melee weapon you can negate the damage if you hit their weapon before it hits you.

Improved Rage (Replaces Rage, No Armor | Red Sash) - 10AP

After spending 10 seconds pumping yourself up, you gain 8 HP, these hit points cannot exceed 20 HP.

ROGUE

rogue symbol.png

Stats

Base Hit Points: 

3 HP

Melee weapons:

One Handed 

Ranged weapons:

All

Ammo Limit:

20

Shields: 

Small and Medium​​

a Rogue navigates the world unseen, striking from the darkness with precision and cunning. With nimble fingers and a sharp mind, you'll outsmart enemies, pick locks, and uncover hidden secrets. Whether you're a charming swindler or a silent assassin, the Rogue's path is filled with intrigue and excitement.

Rouge Traits

Melee Weapon Increase - 2AP

allows you to get the usage of another type of melee weaponry.

Healer (White Sash) - 3AP

Allows you to take 15 seconds to use a medical kit to bring someone up from a downed state at half their previous HP or gives someone not downed 4HP.

you can do this to a number of times equals to how many you have brought this.

Infiltration - 3AP

you can complete objectives at half the regular time rounded up OR can start in the first third of your team’s side.

Piercing Ammo - 3AP

2 of your Ranged Ammunition can be designated as Armor Piercing, they will have a red marker and must be yelled out, will deal 1 point of damage if they hit someone's shield.

this can be brought multiple times.

Nimble (15HP or less, light armour | Green Sash) - 5AP

After 5 seconds of stretching, allows you to ignore terrain that would put you at a burdened pace.

Barkskin (No Armor | Red Sash)- 5AP

After spending 5 seconds touching the ground you gain 5 HP, these hit points cannot exceed 20 HP

Assassinate - 5AP

You can execute people instantaneously if you manage to hit them with a melee weapon whilst they are downed, if respawns are allowed then respawn time is doubled.

Reload - 10AP

you can collect your spent ranged ammunition off the ground if it is safe to do so.

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MAGE

healer symbol.png

Stats

Base Hit Points: 

2 HP

Melee weapons:

One Handed, Polearms

Ranged weapons:

Throwables/spells

Ammo Limit:

20

Shields:

Small

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As a wielder of mystical powers, you'll command the elements, cast powerful spells, and unravel ancient secrets. With your staff in hand and spellbook at your side, you'll shape the very fabric of reality and turn the tide of any battle. Whether you're summoning fierce storms, healing allies, or conjuring illusions, the Mage's journey is one of discovery and limitless potential.

Mage Traits

 

Healer (White Sash) - 2AP

Allows you to take 15 seconds to use a medical kit to bring someone up from a downed state at half their previous HP or gives someone not downed 4HP.

Heal (Charges | White Sash) - 4AP

After a 10 second chant and using a spell focus you can touch someone and heal them for half their HP total, this cannot exceed their HP maximum.

Spell | Fireball (Charges) - 2AP

you use a throwable at someone that is marked RED and calling out "FIREBALL", if it hits someone it does 1 point of damage to a person even if they have a shield.

you can do this to a number of times equals to how many you have brought this.

Feather Weight (Charges | Green Sash) - 3AP

After a 15 second chant you can touch someone making them light as a feather, an individual under this effect allows them to ignore terrain that would put them at a burdened pace.

you can do this to a number of times equals to how many you have brought this.

Spell | Freeze (Charges) - 3AP

you use a throwable at someone that is marked BLUE and calling out "FREEZE", if it hits then they cannot move their legs for 5 seconds.

you can do this to a number of times equals to how many you have brought this.

Mage Armor (No Armor | Red Sash) - 3AP

After a 5 second chant you gain 5 HP, these hit points cannot exceed 20 HP

Spell | Raise Dead (Charges | Purple Sash) - 4AP

You can go to any down player, including hostiles and friendlies, and do a 10 second chant whilst touching with a spell focus in your other hand, doing so resurrects them to 10 HP and limits them to a 1 handed weapon if they have one as well as at a burdened pace. If they were previously a hostile, they now become an ally, these individuals need to be distinguished with PURPLE sash. If they die again, they are considered permanently dead for the rest of the round or double respawn time if respawns are on.

you can do this to a number of times equals to how many you have brought this.

Spell | Hover (Charges | Blue Sash) - 5AP

After a 10 second chant you can touch someone and give them the ability to hover, a hovering individual allows them to ignore all terrain. if the induvial that is hovering loses more than half their HP then they are no longer under the effects of flying.

you can do this to a number of times equals to how many you have brought this.

Spell | Vampiric Touch (Charges | Yellow Sash on both) - 5AP

After a 15 second chant you can touch someone and switch your current HPs for the rest of the round.

you can do this to a number of times equals to how many you have brought this.

SUPPORT

mage symbol.png

Stats

Base Hit Points: 

3 HP

Melee weapons:

One Handed and Polearms

Ranged weapons:

Archery and Throwables/spells

Ammo Limit: 

10

Shields:

All​

As the heart of the party, you wield the power to mend wounds, bolster spirits, and turn the tide of battle with your healing touch. Armed with restorative magic and protective spells, you'll safeguard your allies, ensuring they rise to fight another day. Whether you're reviving fallen comrades or shielding them from harm, your presence is indispensable.

Support Traits

 

Weapon Increase - 2AP

allows you to get the usage of another type of melee weaponry and ranged weaponry or increases your capacity by 2 to a maximum of 20.

Healer (White Sash) - 2AP

Allows you to take 10 seconds to use a medical kit to bring someone up from a downed state to their previous HP or gives someone not downed 8HP.

Spell | Heal (Charges | White Sash) - 2AP

After a 10 second chant and using a spell focus you can touch someone and heal them to their previous HP at the start of the round.

you can do this to a number of times equals to how many you have brought this.

Spell | Boost (Charges | Green Sash) - 2AP

After a 10 second chant you can touch someone with a spell focus in hand, you boost their speed, an individual under this effect allows them to ignore terrain that would put them at a burdened pace.

you can do this to a number of times equals to how many you have brought this.

Spell | Bolster (Charges | Red Sash) - 5AP

After spending 10 second chant cheering someone on you give them 5 HP until they are downed, these hit points cannot exceed 20 HP.

you can do this to a number of times equals to how many you have brought this.

Spell | Natural Healing - 5AP

you slowly recover 1 hit point every 10 seconds if you are not engaged in combat.

Spell | Back In The Fight (Charges) - 10AP

After a 20 second chant and using a spell focus, you bring all current players that are in a downed state, on the field, back up to their original HP, if respawns are enabled you bring everyone back on the field on your side at the same time.

you can do this to a number of times equals to how many you have brought this.

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