Safety
Our games are medium contact, meaning we do not swing full force with weapons. Our physical contact brawling or sashed play, is only allowed by experienced players after training by the Elders.
All weapons must follow the Darken Vale specifications to prevent injury. Armour and accessories should not have hard corners or sharp spikes that could cut or impale anyone. Everything you use in game is checked every game.
Do not aim for the head, neck or groin with weapons or spells. Excessive accidental shots to these locations may lead to you not being able to use a weapon during the rest of the game. Players who duck or dodge into blows on purpose with these locations can face similar disciplinary actions. If you do hit someone in these locations please apologize and make efforts to avoid doing so again.
We recommend players wear head, eye and groin protection if you are going to participate in physical combat. Do not wear anything (including glasses) into combat that you cannot risk breaking.
You may be asked to rest or leave a game if an Elder suspects you of being unfit to continue play or are a safety hazard to yourself or others. (ex: Heat, dehydration, improper clothing, attitude, etc).
Your First Event & What To Bring:
● Your printed profile sheet.
● Extra clothing and a bag to carry your items. Darken Vale does not have a place to store your belongings so plan for this.
● Writing instrument & notebook / parchment etc. (the more medieval looking the better).
● Your ID, signed waiver, payment (if any) and pre-registration forms (if any).
● Snacks, water etc. Food may be provided at the larp, but check the event details.
● Your larp weapons, armour and other game items. They will need to be in good shape as they are checked before each day of play by your Elders.
What Not To Bring:
● Real Weapons. This is a game, foam weapons only.
● Alcohol or Illegal drugs. Some larps or overnight games will have or allow alcohol but you will need to carry your ID (21 and over only) and get permission before this is allowed. Always check with the Chief Elder a few days before an event on whether or not you can bring Alcohol or Tobacco products to a game.
● Do not come into a game expecting to kill everyone and win the day. You are likely to experience disappointment with this kind of mindset. There are many powerful beings in each realm that are too strong for a single character to defeat.
Consider NPCing (Non-Player Character):
Try being a NPC if your not sure what you want to play yet. You might end up as an undead warrior, a mage's understudy, a bodyguard, a town guard, a winemaker, an innkeeper, a mercenary, a spy, or even a lich. Despite not being tied to your character sheet, you will get XP points just for volunteering your time as a monster or NPC. Playing an NPC is fun and opens up a whole world of roleplaying possibilities.
New Character Tips:
Make sure that your character knows the consequences of his/her actions by understanding the local laws. You may not want to start insulting that nasty undead you see in the realm; it just might be the most powerful Death Knight in the kingdom. If you just walk in and start your own thieves’ guild, it’s certainly not going to make the current guild very happy. If you plan to play a thief or murderer understand that your character might only last a few events until he gets caught and is either banished or permanently killed if caught red handed. Be smart, get the lay of the land, ask questions and understand that actions have consequences.
Almost all player characters will welcome newcomers. It is a smart strategy to work together to defeat your enemies, so be friendly and learn the lore and laws of the land!
Don't want to do combat? No problem! We require all non-combat players to wear a yellow or orange band on their left wrist or left belt in full view of all players. So if you would just rather explore, sell, trade and do non-combat quests that is perfectly fine. You will not be engaged into a battle situation.
How Hits Are Scored & Called
Darken Vale uses a simplistic hit system where the armour points are global, yet the hits are local. This means that in order for things like armor to count, the area of the body that was hit must be covered with armor. The global count simply makes it easier to keep track of.
Other than casters and archers, characters can not call their hits on the people they are attacking. The person defending will decide what a legal hit is and what is not. Defenders must call their hits. Players who abuse this will be removed from the game. If there is a doubt, please just take the hit. Again, this is medium contact so a swing can be full blown, but you must pull your blow so the actual strike is not hard. This allows us to use more theatrical looking weapons instead of bulky boffers.
If you run out of the game area to avoid being killed, you will die. An example of this is someone cornered and running into the out of bounds car park to avoid being killed.
Hit Areas & What To Avoid
Theatrical weapons like the ones used in our games are not typically designed for thrusting or hard blows. Serious injury can result of improper hits and thus game Elders will take these types of infractions seriously for the safety of the players. That being said, glances and accidents happen so it is the players responsibility to protect themselves from accidents.
Please refrain from hitting someone in the face, head or groin. While we do have abilities such as waylay which knock a player out via a roleplayed strike to the head (if unarmored), we ask that you do everything you can to avoid hitting someone in the head and rather roleplay a strike for things like decapitation, etc. Remember that foam quickly moved against the skin can cause friction burns so even those types of moved are not recommended. That being said, in the heat of a battle, accidents happen and lots of foam is flying around so if you are going to be engaging in physical combat in any way, shape or form, you are expected to protect your face, eyes, groin or anyplace else you don't want to be hit.
Glasses
It is advised that those who play in the games wear athletic type eye protection. This game involves battles, running and other physical movement which can damage regular glasses or cause injury if the glasses are knocked or pushed into someones face.
Darken Vale is not responsible for players getting hurt because they didn't plan accordingly and Elders may not let you battle if you are not properly protected. Sure this is tag with foam sticks but anytime you swing anything at anyone, there are risks involved. If you don't want to engage in physical combat, please refer to our band system which is explained a bit further down in this chapter.
Monster and / or NPCs may or may not make calls, but they will react to hits with grunts, growls, flinching, etc. This is for immersion reasons. Due to garb and other factors, some NPC's my have more hit points and / or armour points then you can see them having. So if your attacks don’t seem to be doing much it does NOT mean they are cheating or that you need to swing harder.
Types of Hits
“Engaged” means to occupy the attention or efforts of (a person or persons) by means of attacking them. If the character is actively in battle, or conflict by being physically attacked, or attacked with a spell they are considered "engaged". Being engaged also means being physically attacked with a ranged or melee weapon, charged at with the intent to attack, or physically attacked with a spell orb.
Basic Combat Training Guide
For the most part the combat is easy to understand and role played, however on occasions you may hear certain combat calls to adjust a player’s game play.
Keep in mind that this is a medium contact system unless you are approved as a Sashed player by the Chief Elder.
Combat Calls
KNOCK-BACK (X) – A hit or spell with a Knock-back call will cause the target player to take 3 large steps back directly away from the player who made the call (some spell effects may call for more steps to be taken).
KNOCK DOWN / PRONE - When called the target of the call must touch the floor with their torso, front or back.
DAZE – When called the target cannot act offensively or defensively but must act as if they were dazed or shell-shocked for a count of 10 seconds (some more powerful spells may call for a longer count).
ARMOUR - A valid hit taken to armour or spells that absorb attacks.
GRAZE – Weapon struck only garb, was deflected, or bounced off a weapon/shield before hitting you. The hit does no damage.
SHIELD – A valid hit by a cleaving weapon that does damage to a shield.
DOUBLE TAP – The attack was not drawn back far enough to be valid. This typically happens when a person "machine guns" there attacks. The hit does no damage.
LIGHT - A blow is too soft to inflict a wound. This typically happens when a person "machine guns" there attacks. The hit does no damage.
TOO HARD / PULL – The attack was excessive and too hard and the attacker must 'pull' their blows. The hit does no damage.
TOO FAST – Your opponent is swinging their weapon too quickly to role play the real weight of it. The hit does no damage.
Some Basic Reminders
Have fun and role play!
Please be aware of your surrounding at all times! During heavy combat folks may be moving all around you and changing positions. Be aware of you swings, and follow through and there could be someone who has moved right next to you during battle. If you are struggling with accuracy or control restrict yourself to swings towards the legs, arms, or mid chest, and avoid swings to the top of the shoulders.
·Safe and prudent shield bashing and pushing on flat end of shields is allowed by SASHED players only. You cannot control the other persons shield however.
·When using the Cleave ability role play it as it is a large powerful swing while still maintaining medium contact.
Band System
Darke Vale uses a simplistic band system to keep track of NPC strength while also showing who can be engaged in physical combat and who can’t.
Band Placement
All bands should be on the characters left hip, arm or wrist so they can be clearly seen by all other players. They can’t be tucked under armor, costumes or props. If you have a question as to if your bands are in an OK part of your body, please ask an Elder for approval before you start playing.
Orange Bands
These are referred to as vendor bands and are in place to protect actual vendors or other NPC’s that are otherwise in the game for entertainment or other non-playable reason. They may interact with characters but for the safety of their surroundings, props etc. you can’t engage, loot or kill an orange banded player for any reason. The band is preferred to be solid orange (not too dark) or fluorescent orange.
Yellow Bands
These bands are referred to as non-combat bands. They can be worn by NPCs, playing vendors, and characters. These players can be looted, killed, poisoned etc. The band simply indicates the player CAN NOT be physically attacked at all for 'any' reason, but can still be engaged via non-physical roleplay. The yellow band system was put into place to protect equipment / props for an NPC or PC that may have breakable items around them. It was also designed for new players who want to try out a game or two but do not feel comfortable with the combat part of our system just yet. The bands were not designed to be permanent for players who are in their character roles all the time (unless otherwise approved by the Elders).
Example - A yellow banded character needs to be trapped with rope. You can’t touch them so you must say *I bind you with these ropes* as you roleplay out doing so. Another example would be killing a yellow banded player. They can’t fight back (sorry this isn’t going to turn into a dice, card or other type game without real roleplay of actions) so if a character comes across a yellow banded player they must kill, they would simply say something like *smashes character in head and kills them* etc. and both characters can roleplay the physical movement out to keep the action going. If you have any questions on how this is played out, please contact the Elders before a game.
Summary of the playable character band system
You cannot attack, be attacked, looted or killed with an orange band on (vendor band).
You cannot attack or be attacked with a yellow band on (but you can be looted, killed etc.).
Bands must be on your left hip, belt or wrist (Visible) and long enough to see clearly.
When a character dies, they simply place their weapon or fist above their head and seek out a healer who can perform resurrection or visit a spawn site (graveyard etc.) that is set up by the Elder team of that game.
Be advised that spawn points may not always be available or you only may be able to spawn a certain amount of times at a spawn point (Elders usually have a scroll you sign at a spawn point or other instructions on how they prefer to limit spawnings).
In order to survive a game however, your character must be alive at the end of the game. If your character did not respawn or come back to life before the end of the game, it is roleplayed out as though your characters body has become unfit for your characters spirit and thus can’t be revived. Death does not replenish your armor or mana, those require skills to fix.
NPC Band System
Darken Vale uses the NPC band system to keep track of and show levels of NPCs at a game. Below are the details to the system and what each band means.
Solid Black - Low level NPC or monster. Bands are worth minimal amounts (average of 25-75 XP) and may vary per game. Most characters should be able to engage these targets via 1 on 1.
Intertwined Black with Gray (Mostly Black) - Mid level NPC or monster. Bands worth moderate amounts (average of 75 - 250 XP) and may vary per game. These targets are usually too difficult for an individual to defeat, but should be no problem for a small party of 2-3 adventurers.
Intertwined Gray with Black (Mostly Gray) - High level NPC or monster. Bands are worth high amounts (average of 250-500 XP) and may vary per game. Most characters should not be able to engage these targets via 1 on 1. It is highly recommended to engage these targets as a group.
Solid Gray - Elite level NPC or monster. Bands are worth maximum amounts (average of 500-1000 XP) and may vary per game. Most characters should not be able to engage these targets via 1 on 1. These are highly dangerouse and will most likely have many high powered abilities and It is highly recommended to engage these targets as a group.
NPCs who are extremely high level will indicate this by tying their NPC bands together. SO if you see a monster with 4 solid gray bands tied together as one... when that monster is killed, the victor will get all 4 bands! As you may expect, this will also lead to a tied band monster being much harder to kill.
It is not wise to simply slay a target wearing NPC bands. Just because they are playing an NPC, doesn’t always mean they are a “bad guy”. An NPC may be holding important quest items, lore, documents or other things that are vital to the game.
NPC’s may have hit points above and beyond what is worn on them. This is in place to represent the strength or difficulty of their character, and make them much harder to kill than a typical character. Sometimes NPCs are far outnumbered and must adjust their hit counts so that characters get a challenge from the encounter. This is dictated by the Elder in charge of the NPCs for that game and is usually indicated on the NPC character form handed to the NPC before they play that role.
If you slay an enemy NPC, you keep their band (like an achievement) until the end of the game. If your character is killed, you do not give NPC bands to other players. NPC bands can be traded for loot and coin among players since they are looked upon as trophies. Note that mana bands cannot be traded, ever. If a character is caught trading mana bands, they will move to death status.
NPCs must have NPC bands on them or their hits do not count (ignore them). Once a NPC is out of bands, they are considered dead and must report back to the Elder in charge of NPCs. Monsters cannot touch another player without permission to touch unless both parties (yes, even the NPCs) have a game sash on. Enemy NPCs will kill you and take your loot. If a monster is returning with loot, it will not be added to the players character account.
Sashed Combat
For those players out there that are looking for a more lifelike feel to combat, or something closer to the combat you see in the history books and the movies, we here at Darken Vale give you the choice to play in our system using the Sashed combat mechanics. Sashed combat is a more advanced form of our typical combat system. Hits to the groin, and head count as actual hits (please even though they count DO NOT aim for groin or head / roleplay a non contact blow). Sashed players are allowed to safely grapple, stage brawl (roleplayed of course), light jabs (depending on the weapon and Elder comfort level), and roleplayed shield bash with other Sashed players.
Although you may think this all sounds great and fun, you must know that to become a Sashed player, you have to pass a Sash Training Day which involves two practical safty assessments being passed before you can become a Sashed player. Assessments to become a Sashed player will be decided upon by the Chief Elder usually before a game or at a practice.These assessments are to prove that you, as a player, can grasp and use the abilities of being a Sashed player responsibly. If at any time your Elders believe you are not able to use the abilities in a safe or controlled manner, they can and will remove your Sashed player status. If you are found using Sashed combat without the credentials to do so, disciplinary action will be taken.
Now how do you tell if a person is a Sashed player? A Sash must have the approved emboidered FIST patch clearly visable with wrapping around it of an opposite color. So if a player has a light colored sash, it would need to wrap it in a dark rope or cloth to show that "Yes, this is most definitely a player sash and not just part of someones costume".
Monsters - Yes, monsters must have game sashes on too in order to grapple etc. They can only grapple another Sashed player.
Remember that although a Sash shows other players of the game that you are willing and have the experience necessary to fight with a higher level of skill, acting and sportsmanship, it DOES NOT in any way make you elite in our system. Sashed players do not have special game provisions or higher XP values. Under no circumstances shall a player with a sash receive special quests, game items etc. Everything between a general game player and a sash game player is the same.
How the rules change for 2 players interacting with Sashes on:
Safe and prudent shield bashing and pushing on flat end of shields is allowed. You cannot control the other persons shield however.
Players can grapple, push, and fake fight if it is deemed safe to do so.
Light jabs with approved weapons may be allowed.
Stronger weapon contact is allowed as long as it is safe and prudent.
Cannot have a game sash on when in total darkness.
If you are in a group battle and one player doesn't have a sash on, none of the sash players can use the sash rules. It is too hard to switch modes when fighting side by side with a sash and non-sash player.
To qualify for Sashed combat you must have the following:
Be at least 18 years of age.
Can prove to the Elders that you are responsible enough and know the rules of the Sash combat system by attending the Sash Proficiency Training Day.
Cannot wear Sash if you have consumed alcohol.
Sash privileges can be revoked by:
Using Sash combat with a non-Sash player.
Not practising safe and sportsmanlike conduct.
Bringing the Sash up in game for anything other than game play rule changes (in other words acting superior to other player because of the Sash).
Economy
Gold, Silver, and Copper are officially tracked items at this time. Elders can substitute coins for jewels or other props but when your money is calculated at the end of the event, it must go in per the system below.
The official tracked system and values are:
10 copper = 1 Silver
10 Silver = 1 Gold
100 Gold to a Gold Bar
Economy goes hand and hand with professions. It is the driving force between trading good and services. The economy was designed to be used at games. Stashing most of your coin before an adventure may leave you unable to pay for services or goods you may need.
Loot Chests
The challenge with multi-day events is that Darken Vale make the tents non-lootable (so players can stash non-game items in their tents). This means that during the night (and many times during the day) players will stash coin, quest items etc. in the non-lootable tent (whether they intentionally mean to cheat or not). To alleviate this from happening Loot Chests must be used in overnight games where players are going to sleep in game.
All players that are going to sleep in game are required to have a loot chest outside and no more than 2 paces from their tent. This chest would not be loot able as a whole (meaning that a character can't simply pick up the entire chest) but if the chest was broken into, the items inside could be looted. You can't carry your loot chest on you without holding it in at least one hand or on your back / in a large sack etc. If your loot chest is on you and you get looted, you must present your loot chest and it must be clearly marked.
Melee Weapons
One Handed Weapon
What it allows you to do: Use one handed weapons.
Knife (throwing or otherwise) = 15" max (38 cm) & .5 lbs. Has 0 shatter points
Dagger = 20" max (50 cm) & .5 lbs. Has 1 shatter point
Short Weapon = 32" max (82 cm) & 2lbs. Has 2 shatter points (see Weaponsmithing)
Long One Handed Weapon
What it allows you to do: Use of Long one-handed weapons.
Long Weapon = 32.1" (82.1 cm) - 39" (100 cm) & 3 lbs Has 2 shatter points (see Weaponsmithing)
Bastard Weapon
What it allows you to do: Use of Bastard-length weapons.
Bastard Weapon = 39.1" (100.1 cm) - 45" (115 cm) Max & 3lbs Has 2 shatter points (see Weaponsmithing)
Flailed One Handed Weapon
What it allows you to do: Use of Flailed one handed weapons.
Flailed One Handed = 40" (102 cm) max total length. Flail and strike 8" (20 cm) or less. 2 lbs Has 2 shatter points (see Weaponsmithing)
Two-Handed Weapon
What it allows you to do: Use of Two Handed weapons.
Two-Handed Weapon = At least 45” (114 cm) but less than 59" (150 cm). Has 4 shatter points (see Weaponsmithing)
Two-handed Weapons can be used to perform a "cleave" attack. For more information on Cleave, see the Professions chapter. It is listed under Common Skills. Two hands are required to use a two-handed melee Weapon. Lunging (maximum reach) with a reach Weapon, where you extend the entire length of the Weapon out with one hand is NOT LEGAL. You must keep both hands on a 2 handed Weapon in order to use it for cleaving. This is a safety requirement that Elders will watch closely. If you lose an arm you can still fight with a two-handed Weapon, but you will not be able to cleave and you must role play fatigue when playing this way.
Reach Weapons
Small Polearm
What it allows you to do: Use a Staff or similar smaller polearm.
Small Polearm = Over 58" (149 cm) but not over 77" (196 cm) (If used for stabbing, striking end must have 4" (10 cm) + extra foam) Has 4 shatter points (see Weaponsmithing). Striking surface must be made entirely of "simulated metal" in order to cleave.
Large Polearm
What it allows you to do: Use large Staff, Halberd or similar polearm.
Large Polearm = Over 77" (196 cm) but not over 90" (229 cm) (If used for stabbing, striking end must have 4" (10 cm) + extra foam) Has 5 shatter points (see Weaponsmithing). Striking surface must be made entirely of "simulated metal" in order to cleave.
Ranged Weapons
Rock
What it allows you to do: Throw core-less larp rocks 4” (10 cm) to 12” (30.5 cm) inches diameter. Does 1 damage. This has no effect on characters with real physical armor.Has 0 shatter points so it can’t block a shatter attack (see Weaponsmithing). Can be used to roleplay waylay if character has the skill.
Thrown Weapons
What it allows you to do: Use Thrown Knife, Axe, Hammer, or other small throwing Weapons. Throwing knives, stars, throwing axes, light hammers, shuriken and nets are examples of thrown Weapons that fall under this skill. Thrown Weapons cannot have a core. It is NOT allowed to throw a Weapon that isn’t designed to be thrown (that is, a melee Weapon that doesn’t meet the weight, size or core requirements). Can’t block a shatter attack (see Weaponsmithing) 15" max (38 cm) & .5 lbs. Has 0 shatter points so it can’t block a shatter attack (see Weaponsmithing).
Darts / Shot
Darts and shots are projectile Weapons such as the foam dart, or small foam slingshot load. They are lightweight and do not carry the inertia that a bow or missile Weapon has and thus they are smaller and lighter. These projectiles are great for close quarter combat or where the use of full sized bows would not be allowed. All must pass Elder safety check before use.
Dart / Shot Specialization
What it allows you to do: Use a dart or shot style Weapon. Objects such as these should weigh less than 1 oz be made or soft foam and should be released via a low poundage banded or bungee type system. Damage from a dart does not deal damage to any physical or magical armour nor will it give a mortal wound. Darts / shots can take limbs however, as well as administer poisons. Has 0 shatter points so it can’t block a shatter attack (see Weaponsmithing).
Archery:
Archery is a fun part of any Larp game, but they can also be the most risky. It takes actual skill to fire Larp arrows safely and as such, you will be required to follow the rules below.
Bows / Crossbow Rules:
Can only be used by players 16 years of age or older unless otherwise approved by an Elder.
We do not allow compound bows or compound crossbows in this game style.
Arrow hits are treated as single Weapon blows. Bows can not be used to block Weapon strikes or at night.
Under 30lb Draw Bows Only. Max poundage for bows / crossbow is 30lb. It is measured with a fish scale at max draw.
All Archers must pass an Archery Safety Overview by the Chief Elder before they can use bows. Archers must pass an on site safety inspection of equipment and prove they are responsible enough to use archery before each game.
The Archer's target must be 1 foot away per lb of the bow. So if the bow is 22lbs, the target should be no less than 22 feet away (8-10 foot paces).
Close range shots should be half draw or less.
At point blank the archer simply says "Arrow Strikes ____ (Torso, Leg, Arm)" and the target takes the hit to the armour (can't call in between armour shots). Archers who call the point blank shot must discard the arrow knocked during that shot as if it were fired from the bow.
Targets with shield can still call "shield" to block an arrow at any range if struck or called at point blank. If called, the shield must be in front of the arrow that would have be fired.
Archers need to check arrowheads before nocking an arrow. This is a big one... don't assume that the arrow is ok to use after it has been fired before.
ALWAYS check arrows and arrowheads before each shot. This is the ultimate responsibility of the archer. Arrow shafts must be aluminum or resin. Shafts made of wood, fiberglass or carbon will shatter to a point if under enough force and can impale a target.
Arrowhead Requirements:
Archers must use flat tipped, low speed foam arrowheads between 2.75" (about 7 cm) and 3" (about 7.6 cm) wide at the striking tip.
All arrowheads must contain a penny sized metal blunt of like thickness (or just use a penny) that is secured to the striking end of the shaft perpendicularly. This avoids the possibly of the shaft puncturing the foam tip.
All modular arrowheads must create a threaded point of connection between the head and the shaft that is semi-permanently secured through the means of epoxy, glue, blue thread lock or a similar substance; and/or be secondarily secured by means of tape if thread lock is not yet set. The core of the modular head should go past the shaft (slightly encasing the shaft) to secure it against side force breakage.
Arrows can’t block a shatter attack (see Weaponsmithing).
It is likely you will have to break open a tip or an Elder will cut one fully open to prove you have made them correctly if not manufactured.
If the Elders do not have a scale to measure your draw poundage, bows will not be allowed in that game.
Arrows / bolts immersion- Please paint over your modern arrows to cover the branding. Make them look as medieval as possible. Archers can not stab with an arrow (in the event you can’t draw your bow as you are too close), unless they have the arrow stab skill.
Any arrow tip that has been changed due to a bent or broken shaft must be re-approved by an Elder before being used in game or you will be banned... Period.
If you have a poison, piercing or other special arrow shot ability you must have the correct colour tape / ribbon on the shaft of the arrow AND you must announce what you are shooting when releasing the arrow or the special effect will not take place.
Flight Weapons (Bow & Arrow / Crossbow & Bolt)
What it allows you to do: Use Bow and Arrow Weapons or crossbows. Has 0 shatter points so it can’t block a shatter attack (see Weaponsmithing).
Piercing Shot (Arrow/Bolt/Missile Weapon ability)
What it allows you to do: Allows the archer to bypass any armour (except heavy torso armour) for a single shot. This skill is much like an archer who can aim for the gaps in armour. This arrow must have red tape on the shaft and it requires the archer to call out "piercing shot" as the arrow flies. This ability can only be used once per three arrows. This means if you use Piercing Shot, you must then fire two normal arrows before you can call the ability again. Does nothing to shields (aka blockable by shield).
Missile Weapon
Defined as a javelin or similar Weapon, or a 2-handed boulder. Javelin style missiles must have 4” wide (10 cm) or more of soft foam on striking surface, and boulders must be at least 13” (33 cm) -24” (61 cm) around and be coreless. Missile Weapons must fly straight, have little flex in the core and be completely covered in foam. Elders inspect all Weapons at registration and you will be required to prove what the throwing Weapon is made of. It is difficult to get a missile Weapon approved by an Elder, even if made properly as they are the largest flying object in the game. Has 4 shatter points if it is a polearm style Weapon. Has 0 shatter points if a large boulder so it can’t block a shatter attack (see weaponsmithing).
What it allows you to do:Throw Missile Weapons
Arrow Stab (Arrow/Bolt/Missile Weapon ability)
What it allows you to do: Allows the archer to lightly stab with a approved arrow, much like a dagger. This type of Weapon can not be used to perform a backstab. Archer can’t hold the arrow shaft at the nock end while roleplaying the stab (this could injure the archer). Due to archers being unable to use their bows at 1/2 draw, this ability gives them a chance to attack / defend if they have no other Weapon at the ready.
Improvised Weapons
Objects not crafted to be Weapons or armour are strictly prohibited. All "Weapons" must pass a safety check and be approved by either the Chief Elder / Elder. Therefore there should NEVER be a "improvised Weapon" used at an event.
Chapter 7 - Armour
Armour helps defend your character so you can outlast your enemy. Our system of armour is quite possibly the simplest system you may ever use. It allows for fast game play without huge number counting.
The 3 skills are:
Light Armour
Medium Armour
Heavy Armour
These three skills are now the only armour skills in the system. If you wear any armour that is light, you need the light armour skill, same for medium and heavy.
Depending on class, a character may be able to use all, some, or no armours, including shields. You will want to check out the classes and races pertaining to what a character can wear. Weapons and Armour inspection will make sure your armour cannot impale players via large spikes or will not be a safety issue, etc. You will be told your armour value at the time of weapons check but our system allows players to easily see what their opponent count is without needing game admin help or special credentials. This helps keep the game fair and makes it easy for a character to judge as to whether to fight or not.
You do not have to know how to use 1 type of armour in order to progress to the next. This means if you have a metal breastplate, you can learn heavy armour without the need to first learn medium or light armour sets. We do not give each individual piece of armour a specific number of points / hits, this is to keep the game moving and for less confusion. When your armour is hit you simply say "Armour". This can be done for as many armour points your character holds in battle. To keep the game as simplistic and playable as possible, we use a global armour count for all parts of your armour.
Global Armour Points - In the Darken Vale system Armour is a global point system, HOWEVER your global armour count only applies if the actual armour is hit. If you are wearing armour but are hit in a part of your body that is not covered by armour, then you can NOT call armour, it is considered a hit to that part of your body. This also effects ranged weapons like arrows, rocks, missiles, along with poisoned, enchanted and magic weapons (unless they are stated as unblockable). So as an example if a poisoned blade hits armour, the poison doesn't take effect, rather it stays a poisoned blade until the effect is taken by a target. Again, armour can only be called if it actually was used to block a strike. This keeps immersion high, roleplay far more intense, and those who have real weapons training can utilize their skills more realistically.
EXAMPLE: Sam has a armour count of 5 for having the light armour achievement. Sam is wearing leather bracer, and a leather breastplate, but no other armour. In battle Sam get hits in the chest which is covered by his breastplate, so he calls armour and subtracts one of his armour points. Sam gets hit again this time in part of his arm that is covered by his bracer, Sam subtracts another armour point, and is now at 3. Now Sam gets hit in the leg, even though Sam has 3 armour points remaining he has been hit where he does not have armour coverage therefore he has just lost his leg. Sam is hit yet again, in his upper arm where the bracer does not cover, again Sam has been hit where he does not have armour coverage therefore he has just lost his arm.
From an immersion and role play standpoint it really does work better and takes far more skill if armour must be hit to count. To enhance roleplay and immersion, characters should take off armour that is damaged after a battle and get it mended.
Magic Armour - Magic Armour via enchant or magical skill would be considered a completely global protection or (complete body) and protects the player weather they are hit in worn armour or not. Most magic armour only counts for 1 hit before needing to be recast (which takes time and materials / mana ).
How to play in armour
When you get your armour checked at registration, you will get your final armour count from the Elder. To use armour in the game first you must have the skill to wear said armour on your Character sheet. If anyone is caught using armour they do not have the skill for your account could be suspended or you could be banned from the event.
Once you have the skill on your profile, you have the armour on (in this example let’s say you have 15 armour points). When your armour is struck you call out "Armour" and deduct a point from your total. Now if you didn't die and say you destroyed your opponent in battle but lost 13 armour points, you do not start over with 15 points next battle. You will have damaged armour and will only be able to use the 2 points you have left. If you wish to fix your armour you must visit a blacksmith to regain your points. Death does not fix armour. You can’t respawn with it fixed.
Now, let’s say you still have the 2 points and didn't mend your armour. You begin another battle and take 2 more blows to your armour, of which you call "Armour". You are now out of armour points and will begin taking damage as if you had nothing on at all. For this example let’s say you took the 2 blows but once again took out your adversary. Now that the battle is over and the armour is completely destroyed you should take the armour off and get it fixed. If you cannot fix it for one reason or another you must leave it off and put it away until fixed or the next full game. If you have any additional armour questions, please be sure to contact your Elders.
Armour Safety
Armour must fit your character well and be free of broken straps so that it doesn't fall off in combat. Armour cannot have any points on it that would endanger you or others around you. Armour should not pinch or bind on a character and it is recommended that if you wear any armour that you have a gambeson on. We must inspect your armour before the game starts. If the edges are too sharp, it will not be allowed (think of it as “would this rip a foam weapon if it caught my armour”). Helms must be padded in order to be used.
To learn an armour skill you must bind the ability to wear any specific set of armour to your character profile. Your chest piece will dictate your main armour count based on type of material used. The amount of damage armour can take is "global", meaning it doesn't matter what individual piece of armour gets hit, because every piece of armour you wear is counted as part of you global armour count. To use the above example, you can be struck five times in the same piece of armour before it is considered destroyed.
Level requirements are based on your class (since many things have cross-class abilities some values will fluctuate). If you don't see the skill listed in your class, then that class can not learn said skill.
Armour Definitions
No Armour, Cloth or Fur: Anyone can wear any of these items at any time. It does not offer you any armour points.
Light Armour: Leather, Studded Leather, Hardened Leather. Must be at least 8 oz. leather (about 1/8" thick) unless otherwise approved by local colony.
Medium Armour: Scale mail, Splint mail, Banded mail, Brigantine, and **Chainmail. This also includes leather armour reinforced with steel plating that covers a minimum of 50% of the armour.
Heavy Armour: Ridged Metal armour as in Plate Mail. Must be 16 gauge metal plating or thicker unless otherwise approved by local colony.
Armour Locations
The armour skills are broken down both by type (light, medium, and heavy) as well as location. Under the new armour system, your total armour point score is directly related to the type of chest armour you are wearing (Light = 5, Medium = 10, Heavy = 15). The auxiliary armour locations merely give you additional opportunities to actually USE those armour points. Remember, you can only call "armour" if the attack actually strikes your armour. If you are wearing auxiliary armour without a chest piece, then you will only be awarded 1 (one) armour point, regardless of whether the pieces are Light, Medium, or Heavy, and regardless of how many of the auxiliary pieces you are wearing.
**Chainmaill is unique, in that it can be worn as a primary torso armour or combined with other armours to get a small boost to armour counts. If worn as primary armour it will grant the wearer the standard +10 armour points for medium armour. Chainmaill worn under heavy armour will grant you a +2 boost, for a total of 17 armour points. If worn under light armour, then the light armour will grant you a +2 boost for a total of 12 armour points.
Elders will decide how many points they feel your items are worth.
Full Armour
What it does: This skill gives the character an armour bonus of +5 for wearing a full suit of armour. To gain the bonus the character must cover the following completely: head (face can be open), neck, torso (front and back), arms, hands, upper legs, knees, lower legs and feet. If you take even 1 of these things off, you lose the ability to use this skill. This skill honours those who wear a full suit of armour throughout an entire game. Armour must match or be of like gauge or higher than the Torso piece to receive the bonus. Plate torso and lighter auxiliary pieces would not get the buff.
Armour Destruction & Repair
In the event that your armour is damaged during game play, you can regain your armour points by visiting an armoursmith in either the village or via another character who has the ability and materials. Characters who repair armour receive additional XP per item they fix and may require something in trade for doing the work (in game currency, trade item etc.).
Chapter 8 - Shields
Simply put shields can take unlimited strikes from any weapon unless your opponent has the ability to "Cleave". Shields can take limited cleave hits according to the shield point values in the chart below. Once a shield has no hit points left, that shield is considered "broken" and will not be able to defend a blow if struck (in which case the players arm takes the blow if the shield is broken). A player is to drop a broken shield right away in battle if it is considered broken. If the player does not comply and still uses the shield after it is broken an Elder can be called in to handle a dispute.
There are 4 sizes of shields that a character can learn to use. Below are the descriptions of each shield type. All shields must pass tech inspection / weapons check. Shields are to be of heavy foam with fiberglass or like material inside. Edges are to be thicker if homemade and admins will check that the handles do not pose a threat of injury to those holding the shield. You should have 2-3" (5-8 cm) of foam over the main area of the shield. We do not usually approve heavy shield with solid cores (ones that don't flex).
If your character wears a shield on the back, it can still be counted as a shield, not armour. If it is broken with cleaving blows, it will have to be removed.
Level requirements are based on your class (since many things have cross-class abilities so values will fluctuate).
You must have the ability to use each type of shield listed, you can't simply get a big shield skill and use all shields smaller than the skill you have (for tracking and skill building reasons at this time). We understand that yes, in real life you could do that but for the sake of building character levels and progression, please have the appropriate skill for the shields you intend to use.
Shield Definitions
Buckler
Cleave Point Value: 1
Size - Up to 14" in diameter (36 cm) from edge to edge
*Bucklers can be handheld or strapped to the arm. If strapped to the arm, you may still wield a weapon in the same hand that the shield is strapped to. This is not the same as putting your arm through one strap and gripping the other, this means the buckler is independently strapped to your forearm.*
Medium Shield
Cleave Point Value: 2
Size - From 14.1" in diameter Up to 20" in diameter (40.89 cm) from edge to edge
Large Shield
Cleave Point Value: 3
Size - From 20.1" in diameter Up to 34" in diameter (86 cm) from edge to edge
Tower or XL Shield
Cleave Point Value: 4
Tower - MAX length 48" (122 cm) MAX width 36" (91.5 cm)
(ANY shield larger than 34" (86 cm) in diameter, length, or width, is considered an extra-large shield.)
Our games are medium contact, meaning we do not swing full force with weapons. Our physical contact brawling or sashed play, is only allowed by experienced players after training by the Elders.
All weapons must follow the Darken Vale specifications to prevent injury. Armour and accessories should not have hard corners or sharp spikes that could cut or impale anyone. Everything you use in game is checked every game.
Do not aim for the head, neck or groin with weapons or spells. Excessive accidental shots to these locations may lead to you not being able to use a weapon during the rest of the game. Players who duck or dodge into blows on purpose with these locations can face similar disciplinary actions. If you do hit someone in these locations please apologize and make efforts to avoid doing so again.
We recommend players wear head, eye and groin protection if you are going to participate in physical combat. Do not wear anything (including glasses) into combat that you cannot risk breaking.
You may be asked to rest or leave a game if an Elder suspects you of being unfit to continue play or are a safety hazard to yourself or others. (ex: Heat, dehydration, improper clothing, attitude, etc).
Your First Event & What To Bring:
● Your printed profile sheet.
● Extra clothing and a bag to carry your items. Darken Vale does not have a place to store your belongings so plan for this.
● Writing instrument & notebook / parchment etc. (the more medieval looking the better).
● Your ID, signed waiver, payment (if any) and pre-registration forms (if any).
● Snacks, water etc. Food may be provided at the larp, but check the event details.
● Your larp weapons, armour and other game items. They will need to be in good shape as they are checked before each day of play by your Elders.
What Not To Bring:
● Real Weapons. This is a game, foam weapons only.
● Alcohol or Illegal drugs. Some larps or overnight games will have or allow alcohol but you will need to carry your ID (21 and over only) and get permission before this is allowed. Always check with the Chief Elder a few days before an event on whether or not you can bring Alcohol or Tobacco products to a game.
● Do not come into a game expecting to kill everyone and win the day. You are likely to experience disappointment with this kind of mindset. There are many powerful beings in each realm that are too strong for a single character to defeat.
Consider NPCing (Non-Player Character):
Try being a NPC if your not sure what you want to play yet. You might end up as an undead warrior, a mage's understudy, a bodyguard, a town guard, a winemaker, an innkeeper, a mercenary, a spy, or even a lich. Despite not being tied to your character sheet, you will get XP points just for volunteering your time as a monster or NPC. Playing an NPC is fun and opens up a whole world of roleplaying possibilities.
New Character Tips:
Make sure that your character knows the consequences of his/her actions by understanding the local laws. You may not want to start insulting that nasty undead you see in the realm; it just might be the most powerful Death Knight in the kingdom. If you just walk in and start your own thieves’ guild, it’s certainly not going to make the current guild very happy. If you plan to play a thief or murderer understand that your character might only last a few events until he gets caught and is either banished or permanently killed if caught red handed. Be smart, get the lay of the land, ask questions and understand that actions have consequences.
Almost all player characters will welcome newcomers. It is a smart strategy to work together to defeat your enemies, so be friendly and learn the lore and laws of the land!
Don't want to do combat? No problem! We require all non-combat players to wear a yellow or orange band on their left wrist or left belt in full view of all players. So if you would just rather explore, sell, trade and do non-combat quests that is perfectly fine. You will not be engaged into a battle situation.
How Hits Are Scored & Called
Darken Vale uses a simplistic hit system where the armour points are global, yet the hits are local. This means that in order for things like armor to count, the area of the body that was hit must be covered with armor. The global count simply makes it easier to keep track of.
Other than casters and archers, characters can not call their hits on the people they are attacking. The person defending will decide what a legal hit is and what is not. Defenders must call their hits. Players who abuse this will be removed from the game. If there is a doubt, please just take the hit. Again, this is medium contact so a swing can be full blown, but you must pull your blow so the actual strike is not hard. This allows us to use more theatrical looking weapons instead of bulky boffers.
If you run out of the game area to avoid being killed, you will die. An example of this is someone cornered and running into the out of bounds car park to avoid being killed.
Hit Areas & What To Avoid
Theatrical weapons like the ones used in our games are not typically designed for thrusting or hard blows. Serious injury can result of improper hits and thus game Elders will take these types of infractions seriously for the safety of the players. That being said, glances and accidents happen so it is the players responsibility to protect themselves from accidents.
Please refrain from hitting someone in the face, head or groin. While we do have abilities such as waylay which knock a player out via a roleplayed strike to the head (if unarmored), we ask that you do everything you can to avoid hitting someone in the head and rather roleplay a strike for things like decapitation, etc. Remember that foam quickly moved against the skin can cause friction burns so even those types of moved are not recommended. That being said, in the heat of a battle, accidents happen and lots of foam is flying around so if you are going to be engaging in physical combat in any way, shape or form, you are expected to protect your face, eyes, groin or anyplace else you don't want to be hit.
Glasses
It is advised that those who play in the games wear athletic type eye protection. This game involves battles, running and other physical movement which can damage regular glasses or cause injury if the glasses are knocked or pushed into someones face.
Darken Vale is not responsible for players getting hurt because they didn't plan accordingly and Elders may not let you battle if you are not properly protected. Sure this is tag with foam sticks but anytime you swing anything at anyone, there are risks involved. If you don't want to engage in physical combat, please refer to our band system which is explained a bit further down in this chapter.
Monster and / or NPCs may or may not make calls, but they will react to hits with grunts, growls, flinching, etc. This is for immersion reasons. Due to garb and other factors, some NPC's my have more hit points and / or armour points then you can see them having. So if your attacks don’t seem to be doing much it does NOT mean they are cheating or that you need to swing harder.
Types of Hits
- Limb Hits - A limb hit is a hit to the arm (between the wrist and top of shoulder) or leg (between ankle and top of hip). Once a limb is hit twice, it is considered destroyed and cannot be used until the character is killed or healed. The loss of any three (3) limbs is considered the same as death. If a character loses a leg, it is NOT recommended they raise it up and hop on the good leg. To keep balance, please just drag the leg behind you.
- Mortal Wounds - A mortal wound is caused when you are hit anywhere in the torso - the area between your waistline and your collar bones, this includes your back. If your character has no armour points, your character has taken a mortal wound. After taking a mortal wound hit, that character is now in the bleed out state below.
- Bleeding Out - Players in the state of bleeding out act as though they are in great pain. They can stand, stagger, and fight, but must hold their chest as to simulate holding a open wound (if you are hit in the back just hold your chest). Bleeding out takes about 5 minutes and in the event the character does not receive proper care, they will die and need to be resurrected or will need to go back to the spawn point. The arm holding the chest must be undamaged and not holding a weapon or shield
“Engaged” means to occupy the attention or efforts of (a person or persons) by means of attacking them. If the character is actively in battle, or conflict by being physically attacked, or attacked with a spell they are considered "engaged". Being engaged also means being physically attacked with a ranged or melee weapon, charged at with the intent to attack, or physically attacked with a spell orb.
Basic Combat Training Guide
For the most part the combat is easy to understand and role played, however on occasions you may hear certain combat calls to adjust a player’s game play.
Keep in mind that this is a medium contact system unless you are approved as a Sashed player by the Chief Elder.
Combat Calls
KNOCK-BACK (X) – A hit or spell with a Knock-back call will cause the target player to take 3 large steps back directly away from the player who made the call (some spell effects may call for more steps to be taken).
KNOCK DOWN / PRONE - When called the target of the call must touch the floor with their torso, front or back.
DAZE – When called the target cannot act offensively or defensively but must act as if they were dazed or shell-shocked for a count of 10 seconds (some more powerful spells may call for a longer count).
ARMOUR - A valid hit taken to armour or spells that absorb attacks.
GRAZE – Weapon struck only garb, was deflected, or bounced off a weapon/shield before hitting you. The hit does no damage.
SHIELD – A valid hit by a cleaving weapon that does damage to a shield.
DOUBLE TAP – The attack was not drawn back far enough to be valid. This typically happens when a person "machine guns" there attacks. The hit does no damage.
LIGHT - A blow is too soft to inflict a wound. This typically happens when a person "machine guns" there attacks. The hit does no damage.
TOO HARD / PULL – The attack was excessive and too hard and the attacker must 'pull' their blows. The hit does no damage.
TOO FAST – Your opponent is swinging their weapon too quickly to role play the real weight of it. The hit does no damage.
Some Basic Reminders
Have fun and role play!
Please be aware of your surrounding at all times! During heavy combat folks may be moving all around you and changing positions. Be aware of you swings, and follow through and there could be someone who has moved right next to you during battle. If you are struggling with accuracy or control restrict yourself to swings towards the legs, arms, or mid chest, and avoid swings to the top of the shoulders.
·Safe and prudent shield bashing and pushing on flat end of shields is allowed by SASHED players only. You cannot control the other persons shield however.
·When using the Cleave ability role play it as it is a large powerful swing while still maintaining medium contact.
Band System
Darke Vale uses a simplistic band system to keep track of NPC strength while also showing who can be engaged in physical combat and who can’t.
Band Placement
All bands should be on the characters left hip, arm or wrist so they can be clearly seen by all other players. They can’t be tucked under armor, costumes or props. If you have a question as to if your bands are in an OK part of your body, please ask an Elder for approval before you start playing.
Orange Bands
These are referred to as vendor bands and are in place to protect actual vendors or other NPC’s that are otherwise in the game for entertainment or other non-playable reason. They may interact with characters but for the safety of their surroundings, props etc. you can’t engage, loot or kill an orange banded player for any reason. The band is preferred to be solid orange (not too dark) or fluorescent orange.
Yellow Bands
These bands are referred to as non-combat bands. They can be worn by NPCs, playing vendors, and characters. These players can be looted, killed, poisoned etc. The band simply indicates the player CAN NOT be physically attacked at all for 'any' reason, but can still be engaged via non-physical roleplay. The yellow band system was put into place to protect equipment / props for an NPC or PC that may have breakable items around them. It was also designed for new players who want to try out a game or two but do not feel comfortable with the combat part of our system just yet. The bands were not designed to be permanent for players who are in their character roles all the time (unless otherwise approved by the Elders).
Example - A yellow banded character needs to be trapped with rope. You can’t touch them so you must say *I bind you with these ropes* as you roleplay out doing so. Another example would be killing a yellow banded player. They can’t fight back (sorry this isn’t going to turn into a dice, card or other type game without real roleplay of actions) so if a character comes across a yellow banded player they must kill, they would simply say something like *smashes character in head and kills them* etc. and both characters can roleplay the physical movement out to keep the action going. If you have any questions on how this is played out, please contact the Elders before a game.
Summary of the playable character band system
You cannot attack, be attacked, looted or killed with an orange band on (vendor band).
You cannot attack or be attacked with a yellow band on (but you can be looted, killed etc.).
Bands must be on your left hip, belt or wrist (Visible) and long enough to see clearly.
When a character dies, they simply place their weapon or fist above their head and seek out a healer who can perform resurrection or visit a spawn site (graveyard etc.) that is set up by the Elder team of that game.
Be advised that spawn points may not always be available or you only may be able to spawn a certain amount of times at a spawn point (Elders usually have a scroll you sign at a spawn point or other instructions on how they prefer to limit spawnings).
In order to survive a game however, your character must be alive at the end of the game. If your character did not respawn or come back to life before the end of the game, it is roleplayed out as though your characters body has become unfit for your characters spirit and thus can’t be revived. Death does not replenish your armor or mana, those require skills to fix.
NPC Band System
Darken Vale uses the NPC band system to keep track of and show levels of NPCs at a game. Below are the details to the system and what each band means.
Solid Black - Low level NPC or monster. Bands are worth minimal amounts (average of 25-75 XP) and may vary per game. Most characters should be able to engage these targets via 1 on 1.
Intertwined Black with Gray (Mostly Black) - Mid level NPC or monster. Bands worth moderate amounts (average of 75 - 250 XP) and may vary per game. These targets are usually too difficult for an individual to defeat, but should be no problem for a small party of 2-3 adventurers.
Intertwined Gray with Black (Mostly Gray) - High level NPC or monster. Bands are worth high amounts (average of 250-500 XP) and may vary per game. Most characters should not be able to engage these targets via 1 on 1. It is highly recommended to engage these targets as a group.
Solid Gray - Elite level NPC or monster. Bands are worth maximum amounts (average of 500-1000 XP) and may vary per game. Most characters should not be able to engage these targets via 1 on 1. These are highly dangerouse and will most likely have many high powered abilities and It is highly recommended to engage these targets as a group.
NPCs who are extremely high level will indicate this by tying their NPC bands together. SO if you see a monster with 4 solid gray bands tied together as one... when that monster is killed, the victor will get all 4 bands! As you may expect, this will also lead to a tied band monster being much harder to kill.
It is not wise to simply slay a target wearing NPC bands. Just because they are playing an NPC, doesn’t always mean they are a “bad guy”. An NPC may be holding important quest items, lore, documents or other things that are vital to the game.
NPC’s may have hit points above and beyond what is worn on them. This is in place to represent the strength or difficulty of their character, and make them much harder to kill than a typical character. Sometimes NPCs are far outnumbered and must adjust their hit counts so that characters get a challenge from the encounter. This is dictated by the Elder in charge of the NPCs for that game and is usually indicated on the NPC character form handed to the NPC before they play that role.
If you slay an enemy NPC, you keep their band (like an achievement) until the end of the game. If your character is killed, you do not give NPC bands to other players. NPC bands can be traded for loot and coin among players since they are looked upon as trophies. Note that mana bands cannot be traded, ever. If a character is caught trading mana bands, they will move to death status.
NPCs must have NPC bands on them or their hits do not count (ignore them). Once a NPC is out of bands, they are considered dead and must report back to the Elder in charge of NPCs. Monsters cannot touch another player without permission to touch unless both parties (yes, even the NPCs) have a game sash on. Enemy NPCs will kill you and take your loot. If a monster is returning with loot, it will not be added to the players character account.
Sashed Combat
For those players out there that are looking for a more lifelike feel to combat, or something closer to the combat you see in the history books and the movies, we here at Darken Vale give you the choice to play in our system using the Sashed combat mechanics. Sashed combat is a more advanced form of our typical combat system. Hits to the groin, and head count as actual hits (please even though they count DO NOT aim for groin or head / roleplay a non contact blow). Sashed players are allowed to safely grapple, stage brawl (roleplayed of course), light jabs (depending on the weapon and Elder comfort level), and roleplayed shield bash with other Sashed players.
Although you may think this all sounds great and fun, you must know that to become a Sashed player, you have to pass a Sash Training Day which involves two practical safty assessments being passed before you can become a Sashed player. Assessments to become a Sashed player will be decided upon by the Chief Elder usually before a game or at a practice.These assessments are to prove that you, as a player, can grasp and use the abilities of being a Sashed player responsibly. If at any time your Elders believe you are not able to use the abilities in a safe or controlled manner, they can and will remove your Sashed player status. If you are found using Sashed combat without the credentials to do so, disciplinary action will be taken.
Now how do you tell if a person is a Sashed player? A Sash must have the approved emboidered FIST patch clearly visable with wrapping around it of an opposite color. So if a player has a light colored sash, it would need to wrap it in a dark rope or cloth to show that "Yes, this is most definitely a player sash and not just part of someones costume".
Monsters - Yes, monsters must have game sashes on too in order to grapple etc. They can only grapple another Sashed player.
Remember that although a Sash shows other players of the game that you are willing and have the experience necessary to fight with a higher level of skill, acting and sportsmanship, it DOES NOT in any way make you elite in our system. Sashed players do not have special game provisions or higher XP values. Under no circumstances shall a player with a sash receive special quests, game items etc. Everything between a general game player and a sash game player is the same.
How the rules change for 2 players interacting with Sashes on:
Safe and prudent shield bashing and pushing on flat end of shields is allowed. You cannot control the other persons shield however.
Players can grapple, push, and fake fight if it is deemed safe to do so.
Light jabs with approved weapons may be allowed.
Stronger weapon contact is allowed as long as it is safe and prudent.
Cannot have a game sash on when in total darkness.
If you are in a group battle and one player doesn't have a sash on, none of the sash players can use the sash rules. It is too hard to switch modes when fighting side by side with a sash and non-sash player.
To qualify for Sashed combat you must have the following:
Be at least 18 years of age.
Can prove to the Elders that you are responsible enough and know the rules of the Sash combat system by attending the Sash Proficiency Training Day.
Cannot wear Sash if you have consumed alcohol.
Sash privileges can be revoked by:
Using Sash combat with a non-Sash player.
Not practising safe and sportsmanlike conduct.
Bringing the Sash up in game for anything other than game play rule changes (in other words acting superior to other player because of the Sash).
Economy
Gold, Silver, and Copper are officially tracked items at this time. Elders can substitute coins for jewels or other props but when your money is calculated at the end of the event, it must go in per the system below.
The official tracked system and values are:
10 copper = 1 Silver
10 Silver = 1 Gold
100 Gold to a Gold Bar
Economy goes hand and hand with professions. It is the driving force between trading good and services. The economy was designed to be used at games. Stashing most of your coin before an adventure may leave you unable to pay for services or goods you may need.
Loot Chests
The challenge with multi-day events is that Darken Vale make the tents non-lootable (so players can stash non-game items in their tents). This means that during the night (and many times during the day) players will stash coin, quest items etc. in the non-lootable tent (whether they intentionally mean to cheat or not). To alleviate this from happening Loot Chests must be used in overnight games where players are going to sleep in game.
All players that are going to sleep in game are required to have a loot chest outside and no more than 2 paces from their tent. This chest would not be loot able as a whole (meaning that a character can't simply pick up the entire chest) but if the chest was broken into, the items inside could be looted. You can't carry your loot chest on you without holding it in at least one hand or on your back / in a large sack etc. If your loot chest is on you and you get looted, you must present your loot chest and it must be clearly marked.
Melee Weapons
One Handed Weapon
What it allows you to do: Use one handed weapons.
Knife (throwing or otherwise) = 15" max (38 cm) & .5 lbs. Has 0 shatter points
Dagger = 20" max (50 cm) & .5 lbs. Has 1 shatter point
Short Weapon = 32" max (82 cm) & 2lbs. Has 2 shatter points (see Weaponsmithing)
Long One Handed Weapon
What it allows you to do: Use of Long one-handed weapons.
Long Weapon = 32.1" (82.1 cm) - 39" (100 cm) & 3 lbs Has 2 shatter points (see Weaponsmithing)
Bastard Weapon
What it allows you to do: Use of Bastard-length weapons.
Bastard Weapon = 39.1" (100.1 cm) - 45" (115 cm) Max & 3lbs Has 2 shatter points (see Weaponsmithing)
Flailed One Handed Weapon
What it allows you to do: Use of Flailed one handed weapons.
Flailed One Handed = 40" (102 cm) max total length. Flail and strike 8" (20 cm) or less. 2 lbs Has 2 shatter points (see Weaponsmithing)
Two-Handed Weapon
What it allows you to do: Use of Two Handed weapons.
Two-Handed Weapon = At least 45” (114 cm) but less than 59" (150 cm). Has 4 shatter points (see Weaponsmithing)
Two-handed Weapons can be used to perform a "cleave" attack. For more information on Cleave, see the Professions chapter. It is listed under Common Skills. Two hands are required to use a two-handed melee Weapon. Lunging (maximum reach) with a reach Weapon, where you extend the entire length of the Weapon out with one hand is NOT LEGAL. You must keep both hands on a 2 handed Weapon in order to use it for cleaving. This is a safety requirement that Elders will watch closely. If you lose an arm you can still fight with a two-handed Weapon, but you will not be able to cleave and you must role play fatigue when playing this way.
Reach Weapons
Small Polearm
What it allows you to do: Use a Staff or similar smaller polearm.
Small Polearm = Over 58" (149 cm) but not over 77" (196 cm) (If used for stabbing, striking end must have 4" (10 cm) + extra foam) Has 4 shatter points (see Weaponsmithing). Striking surface must be made entirely of "simulated metal" in order to cleave.
Large Polearm
What it allows you to do: Use large Staff, Halberd or similar polearm.
Large Polearm = Over 77" (196 cm) but not over 90" (229 cm) (If used for stabbing, striking end must have 4" (10 cm) + extra foam) Has 5 shatter points (see Weaponsmithing). Striking surface must be made entirely of "simulated metal" in order to cleave.
Ranged Weapons
Rock
What it allows you to do: Throw core-less larp rocks 4” (10 cm) to 12” (30.5 cm) inches diameter. Does 1 damage. This has no effect on characters with real physical armor.Has 0 shatter points so it can’t block a shatter attack (see Weaponsmithing). Can be used to roleplay waylay if character has the skill.
Thrown Weapons
What it allows you to do: Use Thrown Knife, Axe, Hammer, or other small throwing Weapons. Throwing knives, stars, throwing axes, light hammers, shuriken and nets are examples of thrown Weapons that fall under this skill. Thrown Weapons cannot have a core. It is NOT allowed to throw a Weapon that isn’t designed to be thrown (that is, a melee Weapon that doesn’t meet the weight, size or core requirements). Can’t block a shatter attack (see Weaponsmithing) 15" max (38 cm) & .5 lbs. Has 0 shatter points so it can’t block a shatter attack (see Weaponsmithing).
Darts / Shot
Darts and shots are projectile Weapons such as the foam dart, or small foam slingshot load. They are lightweight and do not carry the inertia that a bow or missile Weapon has and thus they are smaller and lighter. These projectiles are great for close quarter combat or where the use of full sized bows would not be allowed. All must pass Elder safety check before use.
Dart / Shot Specialization
What it allows you to do: Use a dart or shot style Weapon. Objects such as these should weigh less than 1 oz be made or soft foam and should be released via a low poundage banded or bungee type system. Damage from a dart does not deal damage to any physical or magical armour nor will it give a mortal wound. Darts / shots can take limbs however, as well as administer poisons. Has 0 shatter points so it can’t block a shatter attack (see Weaponsmithing).
Archery:
Archery is a fun part of any Larp game, but they can also be the most risky. It takes actual skill to fire Larp arrows safely and as such, you will be required to follow the rules below.
Bows / Crossbow Rules:
Can only be used by players 16 years of age or older unless otherwise approved by an Elder.
We do not allow compound bows or compound crossbows in this game style.
Arrow hits are treated as single Weapon blows. Bows can not be used to block Weapon strikes or at night.
Under 30lb Draw Bows Only. Max poundage for bows / crossbow is 30lb. It is measured with a fish scale at max draw.
All Archers must pass an Archery Safety Overview by the Chief Elder before they can use bows. Archers must pass an on site safety inspection of equipment and prove they are responsible enough to use archery before each game.
The Archer's target must be 1 foot away per lb of the bow. So if the bow is 22lbs, the target should be no less than 22 feet away (8-10 foot paces).
Close range shots should be half draw or less.
At point blank the archer simply says "Arrow Strikes ____ (Torso, Leg, Arm)" and the target takes the hit to the armour (can't call in between armour shots). Archers who call the point blank shot must discard the arrow knocked during that shot as if it were fired from the bow.
Targets with shield can still call "shield" to block an arrow at any range if struck or called at point blank. If called, the shield must be in front of the arrow that would have be fired.
Archers need to check arrowheads before nocking an arrow. This is a big one... don't assume that the arrow is ok to use after it has been fired before.
ALWAYS check arrows and arrowheads before each shot. This is the ultimate responsibility of the archer. Arrow shafts must be aluminum or resin. Shafts made of wood, fiberglass or carbon will shatter to a point if under enough force and can impale a target.
Arrowhead Requirements:
Archers must use flat tipped, low speed foam arrowheads between 2.75" (about 7 cm) and 3" (about 7.6 cm) wide at the striking tip.
All arrowheads must contain a penny sized metal blunt of like thickness (or just use a penny) that is secured to the striking end of the shaft perpendicularly. This avoids the possibly of the shaft puncturing the foam tip.
All modular arrowheads must create a threaded point of connection between the head and the shaft that is semi-permanently secured through the means of epoxy, glue, blue thread lock or a similar substance; and/or be secondarily secured by means of tape if thread lock is not yet set. The core of the modular head should go past the shaft (slightly encasing the shaft) to secure it against side force breakage.
Arrows can’t block a shatter attack (see Weaponsmithing).
It is likely you will have to break open a tip or an Elder will cut one fully open to prove you have made them correctly if not manufactured.
If the Elders do not have a scale to measure your draw poundage, bows will not be allowed in that game.
Arrows / bolts immersion- Please paint over your modern arrows to cover the branding. Make them look as medieval as possible. Archers can not stab with an arrow (in the event you can’t draw your bow as you are too close), unless they have the arrow stab skill.
Any arrow tip that has been changed due to a bent or broken shaft must be re-approved by an Elder before being used in game or you will be banned... Period.
If you have a poison, piercing or other special arrow shot ability you must have the correct colour tape / ribbon on the shaft of the arrow AND you must announce what you are shooting when releasing the arrow or the special effect will not take place.
Flight Weapons (Bow & Arrow / Crossbow & Bolt)
What it allows you to do: Use Bow and Arrow Weapons or crossbows. Has 0 shatter points so it can’t block a shatter attack (see Weaponsmithing).
Piercing Shot (Arrow/Bolt/Missile Weapon ability)
What it allows you to do: Allows the archer to bypass any armour (except heavy torso armour) for a single shot. This skill is much like an archer who can aim for the gaps in armour. This arrow must have red tape on the shaft and it requires the archer to call out "piercing shot" as the arrow flies. This ability can only be used once per three arrows. This means if you use Piercing Shot, you must then fire two normal arrows before you can call the ability again. Does nothing to shields (aka blockable by shield).
Missile Weapon
Defined as a javelin or similar Weapon, or a 2-handed boulder. Javelin style missiles must have 4” wide (10 cm) or more of soft foam on striking surface, and boulders must be at least 13” (33 cm) -24” (61 cm) around and be coreless. Missile Weapons must fly straight, have little flex in the core and be completely covered in foam. Elders inspect all Weapons at registration and you will be required to prove what the throwing Weapon is made of. It is difficult to get a missile Weapon approved by an Elder, even if made properly as they are the largest flying object in the game. Has 4 shatter points if it is a polearm style Weapon. Has 0 shatter points if a large boulder so it can’t block a shatter attack (see weaponsmithing).
What it allows you to do:Throw Missile Weapons
Arrow Stab (Arrow/Bolt/Missile Weapon ability)
What it allows you to do: Allows the archer to lightly stab with a approved arrow, much like a dagger. This type of Weapon can not be used to perform a backstab. Archer can’t hold the arrow shaft at the nock end while roleplaying the stab (this could injure the archer). Due to archers being unable to use their bows at 1/2 draw, this ability gives them a chance to attack / defend if they have no other Weapon at the ready.
Improvised Weapons
Objects not crafted to be Weapons or armour are strictly prohibited. All "Weapons" must pass a safety check and be approved by either the Chief Elder / Elder. Therefore there should NEVER be a "improvised Weapon" used at an event.
Chapter 7 - Armour
Armour helps defend your character so you can outlast your enemy. Our system of armour is quite possibly the simplest system you may ever use. It allows for fast game play without huge number counting.
The 3 skills are:
Light Armour
Medium Armour
Heavy Armour
These three skills are now the only armour skills in the system. If you wear any armour that is light, you need the light armour skill, same for medium and heavy.
Depending on class, a character may be able to use all, some, or no armours, including shields. You will want to check out the classes and races pertaining to what a character can wear. Weapons and Armour inspection will make sure your armour cannot impale players via large spikes or will not be a safety issue, etc. You will be told your armour value at the time of weapons check but our system allows players to easily see what their opponent count is without needing game admin help or special credentials. This helps keep the game fair and makes it easy for a character to judge as to whether to fight or not.
You do not have to know how to use 1 type of armour in order to progress to the next. This means if you have a metal breastplate, you can learn heavy armour without the need to first learn medium or light armour sets. We do not give each individual piece of armour a specific number of points / hits, this is to keep the game moving and for less confusion. When your armour is hit you simply say "Armour". This can be done for as many armour points your character holds in battle. To keep the game as simplistic and playable as possible, we use a global armour count for all parts of your armour.
Global Armour Points - In the Darken Vale system Armour is a global point system, HOWEVER your global armour count only applies if the actual armour is hit. If you are wearing armour but are hit in a part of your body that is not covered by armour, then you can NOT call armour, it is considered a hit to that part of your body. This also effects ranged weapons like arrows, rocks, missiles, along with poisoned, enchanted and magic weapons (unless they are stated as unblockable). So as an example if a poisoned blade hits armour, the poison doesn't take effect, rather it stays a poisoned blade until the effect is taken by a target. Again, armour can only be called if it actually was used to block a strike. This keeps immersion high, roleplay far more intense, and those who have real weapons training can utilize their skills more realistically.
EXAMPLE: Sam has a armour count of 5 for having the light armour achievement. Sam is wearing leather bracer, and a leather breastplate, but no other armour. In battle Sam get hits in the chest which is covered by his breastplate, so he calls armour and subtracts one of his armour points. Sam gets hit again this time in part of his arm that is covered by his bracer, Sam subtracts another armour point, and is now at 3. Now Sam gets hit in the leg, even though Sam has 3 armour points remaining he has been hit where he does not have armour coverage therefore he has just lost his leg. Sam is hit yet again, in his upper arm where the bracer does not cover, again Sam has been hit where he does not have armour coverage therefore he has just lost his arm.
From an immersion and role play standpoint it really does work better and takes far more skill if armour must be hit to count. To enhance roleplay and immersion, characters should take off armour that is damaged after a battle and get it mended.
Magic Armour - Magic Armour via enchant or magical skill would be considered a completely global protection or (complete body) and protects the player weather they are hit in worn armour or not. Most magic armour only counts for 1 hit before needing to be recast (which takes time and materials / mana ).
How to play in armour
When you get your armour checked at registration, you will get your final armour count from the Elder. To use armour in the game first you must have the skill to wear said armour on your Character sheet. If anyone is caught using armour they do not have the skill for your account could be suspended or you could be banned from the event.
Once you have the skill on your profile, you have the armour on (in this example let’s say you have 15 armour points). When your armour is struck you call out "Armour" and deduct a point from your total. Now if you didn't die and say you destroyed your opponent in battle but lost 13 armour points, you do not start over with 15 points next battle. You will have damaged armour and will only be able to use the 2 points you have left. If you wish to fix your armour you must visit a blacksmith to regain your points. Death does not fix armour. You can’t respawn with it fixed.
Now, let’s say you still have the 2 points and didn't mend your armour. You begin another battle and take 2 more blows to your armour, of which you call "Armour". You are now out of armour points and will begin taking damage as if you had nothing on at all. For this example let’s say you took the 2 blows but once again took out your adversary. Now that the battle is over and the armour is completely destroyed you should take the armour off and get it fixed. If you cannot fix it for one reason or another you must leave it off and put it away until fixed or the next full game. If you have any additional armour questions, please be sure to contact your Elders.
Armour Safety
Armour must fit your character well and be free of broken straps so that it doesn't fall off in combat. Armour cannot have any points on it that would endanger you or others around you. Armour should not pinch or bind on a character and it is recommended that if you wear any armour that you have a gambeson on. We must inspect your armour before the game starts. If the edges are too sharp, it will not be allowed (think of it as “would this rip a foam weapon if it caught my armour”). Helms must be padded in order to be used.
To learn an armour skill you must bind the ability to wear any specific set of armour to your character profile. Your chest piece will dictate your main armour count based on type of material used. The amount of damage armour can take is "global", meaning it doesn't matter what individual piece of armour gets hit, because every piece of armour you wear is counted as part of you global armour count. To use the above example, you can be struck five times in the same piece of armour before it is considered destroyed.
Level requirements are based on your class (since many things have cross-class abilities some values will fluctuate). If you don't see the skill listed in your class, then that class can not learn said skill.
Armour Definitions
No Armour, Cloth or Fur: Anyone can wear any of these items at any time. It does not offer you any armour points.
Light Armour: Leather, Studded Leather, Hardened Leather. Must be at least 8 oz. leather (about 1/8" thick) unless otherwise approved by local colony.
Medium Armour: Scale mail, Splint mail, Banded mail, Brigantine, and **Chainmail. This also includes leather armour reinforced with steel plating that covers a minimum of 50% of the armour.
Heavy Armour: Ridged Metal armour as in Plate Mail. Must be 16 gauge metal plating or thicker unless otherwise approved by local colony.
Armour Locations
The armour skills are broken down both by type (light, medium, and heavy) as well as location. Under the new armour system, your total armour point score is directly related to the type of chest armour you are wearing (Light = 5, Medium = 10, Heavy = 15). The auxiliary armour locations merely give you additional opportunities to actually USE those armour points. Remember, you can only call "armour" if the attack actually strikes your armour. If you are wearing auxiliary armour without a chest piece, then you will only be awarded 1 (one) armour point, regardless of whether the pieces are Light, Medium, or Heavy, and regardless of how many of the auxiliary pieces you are wearing.
**Chainmaill is unique, in that it can be worn as a primary torso armour or combined with other armours to get a small boost to armour counts. If worn as primary armour it will grant the wearer the standard +10 armour points for medium armour. Chainmaill worn under heavy armour will grant you a +2 boost, for a total of 17 armour points. If worn under light armour, then the light armour will grant you a +2 boost for a total of 12 armour points.
Elders will decide how many points they feel your items are worth.
Full Armour
What it does: This skill gives the character an armour bonus of +5 for wearing a full suit of armour. To gain the bonus the character must cover the following completely: head (face can be open), neck, torso (front and back), arms, hands, upper legs, knees, lower legs and feet. If you take even 1 of these things off, you lose the ability to use this skill. This skill honours those who wear a full suit of armour throughout an entire game. Armour must match or be of like gauge or higher than the Torso piece to receive the bonus. Plate torso and lighter auxiliary pieces would not get the buff.
Armour Destruction & Repair
In the event that your armour is damaged during game play, you can regain your armour points by visiting an armoursmith in either the village or via another character who has the ability and materials. Characters who repair armour receive additional XP per item they fix and may require something in trade for doing the work (in game currency, trade item etc.).
Chapter 8 - Shields
Simply put shields can take unlimited strikes from any weapon unless your opponent has the ability to "Cleave". Shields can take limited cleave hits according to the shield point values in the chart below. Once a shield has no hit points left, that shield is considered "broken" and will not be able to defend a blow if struck (in which case the players arm takes the blow if the shield is broken). A player is to drop a broken shield right away in battle if it is considered broken. If the player does not comply and still uses the shield after it is broken an Elder can be called in to handle a dispute.
There are 4 sizes of shields that a character can learn to use. Below are the descriptions of each shield type. All shields must pass tech inspection / weapons check. Shields are to be of heavy foam with fiberglass or like material inside. Edges are to be thicker if homemade and admins will check that the handles do not pose a threat of injury to those holding the shield. You should have 2-3" (5-8 cm) of foam over the main area of the shield. We do not usually approve heavy shield with solid cores (ones that don't flex).
If your character wears a shield on the back, it can still be counted as a shield, not armour. If it is broken with cleaving blows, it will have to be removed.
Level requirements are based on your class (since many things have cross-class abilities so values will fluctuate).
You must have the ability to use each type of shield listed, you can't simply get a big shield skill and use all shields smaller than the skill you have (for tracking and skill building reasons at this time). We understand that yes, in real life you could do that but for the sake of building character levels and progression, please have the appropriate skill for the shields you intend to use.
Shield Definitions
Buckler
Cleave Point Value: 1
Size - Up to 14" in diameter (36 cm) from edge to edge
*Bucklers can be handheld or strapped to the arm. If strapped to the arm, you may still wield a weapon in the same hand that the shield is strapped to. This is not the same as putting your arm through one strap and gripping the other, this means the buckler is independently strapped to your forearm.*
Medium Shield
Cleave Point Value: 2
Size - From 14.1" in diameter Up to 20" in diameter (40.89 cm) from edge to edge
Large Shield
Cleave Point Value: 3
Size - From 20.1" in diameter Up to 34" in diameter (86 cm) from edge to edge
Tower or XL Shield
Cleave Point Value: 4
Tower - MAX length 48" (122 cm) MAX width 36" (91.5 cm)
(ANY shield larger than 34" (86 cm) in diameter, length, or width, is considered an extra-large shield.)