The Darker World

Prologue:

They say that some are born great, some achieve greatness, and some have greatness thrust upon them. However, in the vampire world this saying takes a darker path. Some are born vampires: the Pure Bloods who run the dark world doing whatever they like, because let’s face it no one can stop them. Some achieve vampire: humans initially who pledge themselves to servitude till that one day when they have been deemed worthy to join their ranks as a lesser being, in the human world they are less than dogs. Finally there are those that have vampirism thrust upon them: only a few fit in that category for this is worse than those that beg at the vampire’s heel, for not only do they no longer belong in their old human world but they do not want to be in the vampire one and they must suffer their anguish all alone.

Now before you ask none of this is secrete. The vampires and humans live in what could be best described as a feudal society despite the fact that it is the 2000s. The Pure Bloods act as kings demanding takes in money as well as blood. Where those humans who decide to give in kiss their feet and try and earn their higher status. Lastly there are those who refuse to give in and try to forget that they live in this oppressive world despite the death, the constant beatings from their vampire superiors, and that fact the fact that they could become food at any moment; they… we, hold on to the past, the hope that we will be able to bring things back into balance where the vampires live in fear of us, but that hope is fading.

But not my resolve, I will fight back with my last breath and never give in. I will steal, lie, and cheat my way through the vampire world till I, as a human, can take them down from the outside…

At least that is what I am going to tell myself as I cower in fear.

LAGS Rule Book

Sarah Lawrence College

LAGS (Live Action Gaming System) – Rulebook

Edition 1.0

 

Table of Contents

LAGS……………………………………………………………………. 5

Introduction…………………………………………………………………………………………. 5

Background …………………………………………………………………………………………. 5

The World………………………………………………………………. 7

Combat………………………………………………………………………………………………. 7

Basic Rules………………………………………………………………………………………. 7

Calling Hits………………………………………………………………………………………………… 8

Dragging……………………………………………………………………………………………………. 8

Knocking out……………………………………………………………………………………………… 9

Armour……………………………………………………………………………………………………… 9

Healing……………………………………………………………………………………………… 10

Healing Techniques…………………………………………………………………………….. 11

Heal limbs………………………………………………………………………………………………… 11

Revive the dead………………………………………………………………………………………… 12

Safety……………………………………………………………………………………………….. 12

Weapons Safety………………………………………………………………………………… 12

Control and Lightest Touch……………………………………………………………………….. 13

Movement………………………………………………………………………………………………… 13

Honor………………………………………………………………………………………………. 13

Respect…………………………………………………………………………………………. 13

Starting play…………………………………………………………………………………………….. 14

Dress……………………………………………………………………………………………………….. 14

Breaking the rules……………………………………………………………………………………… 15

Weapons……………………………………………………………….. 16

Types and combos………………………………………………………………………………… 16

Construction and Care………………………………………………………………………… 16

Materials…………………………………………………………………………………………………. 17

Building your boffer: (we need to make one and photograph each step as well as document the process)   17

Boffer……………………………………………………………………………………………. 17

Crossguard………………………………………………………………………………………………. 17

Axes……………………………………………………………………………………………………….. 17

Alternative weapons…………………………………………………………………………………. 17

Building your Shield…………………………………………………………………………………. 17

Weapon care……………………………………………………………………………………. 18

Armor rules and construction………………………………………………………………… 18

Fighting………………………………………………………………… 19

Strategy……………………………………………………………………………………………. 19

Fighters…………………………………………………………………………………………. 19

Healers………………………………………………………………………………………….. 19

Training Exercises………………………………………………………………………………… 19

Line Battles……………………………………………………………………………………………… 19

Line Battles with Healers…………………………………………………………………………… 20

Rotations…………………………………………………………………………………………………. 20

Games………………………………………………………………………………………………. 20

Damsel in Distress Game……………………………………………………………………………. 20

Protect the King……………………………………………………………………………………….. 21

Holy Grail………………………………………………………………………………………………… 21

Robin Hood……………………………………………………………………………………………… 21

Wizard ……………………………………………………………………………………………………. 22

Butterfly………………………………………………………………………………………………….. 22

LAGS

Introduction

LAGS, the Live Action Gaming System, pulls together the best parts of LARPing and cuts out the politics, the call for large numbers, and the unnecessary aspects of intense role playing. It is designed to provide a safe fighting outlet for those fans of fantasy and the medieval ages who just want to hit other people safely with swords. This manual encompasses all the information one needs to play using the LAGS methods, including simple rules for combat, safety, and honor; how to create one’s own weapon, and how to use it; and how an event may be set up.

Background

Live Action Role Play (LARP) is a type of RPG that, though it can take many forms, is essentially based in the art of real-time, non-virtual improvisation. All the players are physically present, often costumed, and usually in character. The most fundamental, universal aspect of LARPing is its basis in the live action that occurs, which distinguishes it from online and tabletop RPGs. The LARPing population is extremely diverse, and it is therefore difficult to make vast generalizations; the amount of in-character roleplaying depends entirely on the particular LARPing group’s members, and ranges from complex world creation systems and costumes to pure combat. However, improvisation is often, though certainly not always, an important aspect of the LARPing experience.

Beyond this description, it is difficult to create a concrete definition and history of LARPing. There are nearly as many manifestations as there are LARPers, and LARPing has no clear or linear history, though its origins include tabletop RPGs and historical reenactment. American LARPing is most commonly fantasy-based, and stereotypically based in medieval combat, though there are also groups that will focus on other time periods or contemporary fantasy concepts such as vampires.

The LAGS can be used by as few as two people, or by as many people as are interested. It is a system that takes many elements of LARPing styles and streamlines them for use with smaller groups of people who are mainly interested in fighting, and is therefore based on physical and mental skill rather than imaginary magical abilities. However, it still leaves room for expansion into other elements, such as costuming and role playing, if desired. There is also an element of healing for those who want to lay off the fighting and assist others during a battle, making the LAGS a platform for those who want to work together and forge strong bonds in battle.

Once you have built up your knowledge and skills related to the LAGS, you are ready to face this new world with sword drawn.

The World

Combat

LARPing is meant to be a safe way to fight with swords in a battle scenario. In order to make this a reality, there are rules that must be understood and followed, as well as proper equipment to be used. Just as in any other sport, practice is important, as are control and trust.

       Basic Rules

LARPing is very similar to the sword games most of us played as children. It involves foam swords and a simple set of rules.

  • If a sword hits your arm, your arm is no longer usable, and you must use only the arm you have left. You cannot switch usable arms.
  • If a sword hits your leg, your leg is unusable, and you must hop or go to your knees. You may not use it to assist in balance (i.e., resting weight on it).
  • If you have lost both of your arms, you cannot wield any weapons, and you must find a healer or die. However, if the last person standing has no arms, they still win because they are still alive.
  • Death is caused by being stabbed in either the back or the chest area.
  • The head and neck are off-limit areas and do not count. They should not be hit, for obvious safety reasons.
  • If you have lost an arm and the same arm is hit again, you die: it is as if the weapon goes through the arm (which is no longer there) and hits your torso, killing you. If the same leg is hit a second time, it is as if you are struck on your other leg, and you must kneel.
  • Hands are the exception to the rule. When they are attached to the weapon, they are protected by invisible gauntlets that cover them completely. When hit, you call out “hand on” and continue fighting. There is no need to stop the action. When your hand is not on the weapon, it counts as a part of your arm, and if it is hit you lose your whole arm.
  • If you think that you were killed or lost your arm before hitting another player, you should tell the other player not to take the hit, and they can use that part again. If two hits land at the same time, both players take the hit.

Calling Hits

When you are hit, you must call out your injury. For example, if you have lost your arm, you must call out “arm.” The same goes for “leg” or “dead.” If you accidentally call  your arm instead of your leg (or vice versa), you lose both. LARPing is an honor-based sport, and therefore you must make your own calls. You do not want to be a rhino––someone who charges ahead despite the fact that they have received numerous injuries––so it is always better to err on the side of taking more hits than you deserve.

A hit is determined when a weapon touches your limb, even lightly. LARPing is a lightest-contact sport; this means that you only have to barely touch an area with a weapon to disable your opponent. Even if the weapon touches your clothing, you should take the hit.  It is therefore advised that you do not wear loose or flowing clothing.

The body is broken down into hit areas. A leg is your hip down (including your butt), the chest is the area from your hip to your collarbone, an arm is your shoulder down to your wrist, and your hand is your wrist down to your fingers. Hits to the face and neck are out of bounds and do not count. Everywhere else on the body is fair game. This includes crotch shots, though these may be taken as kill shots if that is preferred; otherwise, the fight continues.

When you are dead, you are unable to speak or move; you may either remain standing or kneel down. You must signal that you are dead by placing either your fist or your weapon on your head. If you are in an area that is unsafe, you may move slightly one way or another until you are out of danger, but must then go back to being an unmoving corpse.

Dragging

The only way you are able to move when dead or “knocked out” (see below) is if you are “dragged” by a living player. Dragging is a simple concept in which the living player grabs the dead on the back or the arm and says “drag.” The two players then proceed to walk (no running) to where the living player wants to go––the dead player cannot lead the living player and must keep their arm on their head. This requires the living player to have at least one free arm left to drag with; this hand cannot be holding a weapon, since then there is no way to grab the other player. When they have reached their destination, the living player says “drop,” and the dead player drops to their knees, as they were before. A player cannot fight while dragging and must therefore drop the player before using their weapon. A player may be dragged by any other player––friend, foe, or neutral party.

Knocking out

If a game places a greater emphasis on role playing, knocking a player out may be a better option than killing them. This can be done by tapping them on the back with a weapon while saying “knap.” This attack is not affected by armor, and the player who has just been knocked out must drop to the ground immediately. Though the player is not dead, they are unable to move or speak for five minutes (which must be counted by the downed player). They may, however, be dragged by another player, with all the rules above applying––with the addition that if the knocked-out player regains consciousness while being dragged, they must be dropped immediately.

A player who is knocked out must call all shots, and can therefore can lose limbs and be killed. If a side needs their knocked-out player before the five minutes are up, a healer may use a limb heal on the player’s head or back, using up one of their bandages but reving the knocked-out player.

Armor

The number of hits taken to an area of the body can be increased by using 1- or 2-hit armor that adds extra touches to specific limbs or to the body, depending on where it is located. Thin leather (1-point) armor adds one extra touch; two-point armor is either made of chain mail or thick, inflexible leather, and adds two extra touches. Given that real leather and chainmail are expensive, alternatives to leather are allowed, such as fake leather (generally 1-point), and fabric-backed duct tape (2-point). Armor is not a necessity for play, but it can allow you to last longer, especially if you do not have a healer.

Armor is called similarly to normal hits, just with more points. If you are wearing 2-hit armor on, say, an arm, the first time it is hit you would call out “arm one,” and the second hit would be “arm two.” The third would be “arm,” and the arm would no longer be usable. The armor only protects what it is covering; for example, if a player is wearing bracers that only cover the bottom part of the arm and the bicep is hit, the player would lose the whole arm, since there is no protection there. Armor is not capable of being “repaired” during a fight and does not regenerate when one is healed or brought back to life.

Healing

Healing adds a more complex element to the game. A healer is able to assist players in getting back limbs and coming back to life during the fight. In a trade-off for these skills, healers have a lower weapons capability. Healers do not need to become apprentices, but do need to fully understand what they are doing and how to do it.

Healers must be clearly marked during play. This can be achieved by having them wear simple bands with a specific color or marking, so that all may know who they are. Healers are not allowed to use weapons longer than a dagger in length, and therefore must learn how to work with a team in order to survive. They cannot switch roles in the middle of an encounter. However, while switching in the middle of a fight is prohibited, a player can be a fighter one round and a healer the next, or vice versa. They are allowed to heal whomever they want, be it from their team or another.

Healers are skilled at fixing wounds on players, but not things made by man. For that reason, they are unable to fix armor when they heal. Though a limb may come back, whatever armor damage the player has received is still counted. Healing does not work if the injured person is being touched by an enemy weapon, the healer is killed, or the arm the healer is using is removed from the injured player during the healing.

Healers are not mandatory for gameplay, but can be a useful element. There is no limit to the number of healers present per battle as long as all the rules are being followed. Healers are used on a by-battle basis, meaning that the number of times they can heal (see Healing Techniques below) are renewed after each battle.

Healing Techniques

Heal limbs

Heal limbs does exactly what it sounds like: it returns a player’s limbs back to them, healing them fully. Ideally this would be done by wrapping a physical bandage around the player’s injured part. However, for safety reasons, the healer instead uses a specific phrase while touching the injured player in order to bring them back to health.

The healer must be in contact with the dead limb; for example, if the player is missing their right leg, the healer must be touching the right leg as they say the incantation, which is the verbal equivalent of putting on a bandage. Healing can only be done a set number of times. The phrase must be said loudly and clearly enough for the afflicted player to hear what is going on, so they know when they are healed. However, it is advised that the incantation be said as quickly as possible, while saying all of the words clearly, so that neither player is killed mid-process. If the incantation (a.k.a. wrapping the bandage) is interrupted, it does not take effect, and therefore must be done again. (An interrupted healing does not count as a used bandage.)

Healers are able to use this spell on themselves, though it still counts as a use of a bandage. Healers cannot fight while they are healing another, but the person they are helping can defend them both. A healer cannot heal with no arms; there must be at least one left (with which they can heal their other arm if they so choose). A healer can use two hands to heal two people at a time; one bandage per person is used up, as usual, but the phrase does not have to be repeated.

Below is the phrase that acts as a bandage:

“I wrap a bandage round your [arm/leg].”

The healer can use a total of 10 bandages per round.

Revive the dead

Reviving the dead is more complicated than healing a limb. Revival allows a single player to return to battle with all limbs intact. In more realistic terms, it is good field medicine and a shot of adrenaline to the player from a medkit, making them ready for action again. The healed receive all of their limbs back and are perfectly healthy again, but, as with heal limbs, they do not get back any armor. It is also achieved through contact, with the healer touching the head or back.

Healers are not able to revive themselves, since they are dead and can’t move. However, if there is more than one healer on a team, one healer can revive another.  A revived healer does not get any used bandages or revivals back, but retains previously unused bandages and revivals.

Once a healer runs out of bandages or medkits, they are essentially a fighter who can only use a dagger, so their skills must be used with care. With two arms, a healer can revive two people at a time; one medkit per person is used, but the phrase does not have to be repeated.

Below is the phrase that acts as a medkit:

“Turn back time and heal your wounds. You who hear the sound of my voice, rise and fight!”

Five medkits (player revivals) can can be used per round.

Safety

It is imperative to remain safe while LARPing. It does involve swinging a long piece of padded plastic around in a fairly fast-paced activity, so all players must be aware of the rules and committed to following them.

       Weapons Safety

Weapons should be made according to the specifications described below. This will prevent the PVC pipe used as the base from being exposed or accidentally hitting someone.

Control and Lightest Touch

LARPing is lightest-touch sport, and therefore requires significant control.  Swinging wildly is not acceptable. The weapon should not be thrown under any circumstances.  It is also imperative that you be aware of your surroundings at all times, especially if the area has trees, steep hills, buildings, innocent bystanders, bushes, etc.

The face and head are not targets, and while occasionally accidental headshots will happen, they do not count as hits and should be avoided.

Movement

Running is allowed during battle; however, like everything else, it should be done safely. You should not run at another player; this is called charging. You may run past them at full speed, but do not make as to run through them.

Honor

       Respect

The LAGS is a medieval-based LARP system and therefore comes with an interesting system of honor. It starts with a continuation of the statements made in safety; there must be trust between fighters and understanding that they both know and comprehend the rules. Though players are trying to kill each other, it is only done in play, and there should be no intention to cause any actual bodily harm. Because the community may be large, this trust may have to be extended to people who you do not know. Therefore, it is imperative that everyone follows the rules at all times in order prevent actual injuries. Good fighters who have strong control and skill should be looked up to in this.

This brings us to the second half of honor, which may tend toward a feudal system. This may be more variable across groups of LAGS participants. Some groups may want to have a larger role-playing aspect to their game, and therefore may set up a social hierarchy, including honorifics and other forms of distinguishing rank, such as clothing markers. Other groups may not want any role-playing elements, and thus may run their group so that members remain on more or less equal footing. Still other groups may fall somewhere in between.

If they wish, groups may also form factions ruled by different players who can then offer in-game protection from other factions’ aggressors. The primary rule of forming political factions is, “If you can back it up, you can do it.” Because the LAGS is a fighting-based system, you can call yourself the Queen of the East, but if you can’t back it up with any force––either with military strength or through gaining the respect and loyalty of your fellow players––it means nothing. However, if you can gather followers and march into the game with them at your back, you can call yourself whatever you want. Note that none of this can affect the rules; for example, you do NOT get extra hit points or any other special exceptions by joining a faction or declaring yourself the head of one.

Building a group or kingdom can be helpful in the game; knowing who has your best interests at heart can create a strong bond and a reason to fight, although it is not necessary for gameplay.

Starting play

The most honorable way to begin a one-on-one fight is obviously to face your opponent and start fighting only when both parties are ready. This can be achieved by “tapping on,” when both opponents tap their swords against each other’s, like tapping gloves in boxing, and then begin in a civilized manner. This should be done before all one-on-one tournament fights. Clearly this is only one way of doing it, however; you are also allowed to be dishonorable and stab people in the back.

For an honorable group or line fight, both teams should line up, and when the first team is prepared, the leader should raise their sword and wait till the leader of the second team does the same. When both teams are ready, the first team yells out, “Lay on,” and fighting commences. In team tournament fighting, after both teams raise their swords to signal they are ready, the ref is the one that yells “Lay on.”

Dress

Dress is a less essential part of the game, but can be fun. It can also be useful as a tool to form group cohesion. At minimum, the LAGS puts forward that groups who use this system wear a simple tabard during practices, and especially in tournaments. A basic tabard can be any color and is simply a rectangular piece of fabric with a hole cut in the middle for one’s head. It is then secured around the waist by a belt. Crests may be sewn on the tabard or the belt to display one’s affiliations with kingdoms and groups. Though one should not need to say this, one should not have profanity or rude marks on any of their equipment. Anything more is also acceptable and depends on the individual; for example, if one wants to get medieval-style pants and boots as well, that is encouraged but not necessary for gameplay.

Garb can be group- or kingdom-dependent, and can be adorned with crests and other designs as desired.

Though live steel is often allowed in renaissance faire garb, it is not acceptable in a LAGS game, for obvious safety reasons.

Breaking the rules

There are some who would rather break a game than play in a constructive manner. Though those people are best confronted nicely in order to deal with infractions, it is important for people to learn from their mistakes. With that said, there are some people who by their continual actions cause safety violations which could injure themselves or others. These people are not tolerated in the LAGS; because of the threat they pose, they must be removed from the game for the safety of all.

If personal disagreements should arise, these should be handled off the field; alternatively, anyone is free to start their own faction and resolve it in-game and within the rules.

Weapons

Types and combos

There are five lengths of weapons:

1’0″ – 2’1″ = Dagger

1’0″ – 3’8″ = Single Short

3’8″ – 5’0″ = Hand-and-a-Half

5’0″ – 6’6″ = Two-Handed

6’6″ – 8’0″ = Polearm (thrust only)

A dagger or a single short should only be wielded with one hand, but the other hand can also use another one-handed weapon or a shield. A hand-and-a-half can be wielded in one or two hands, but cannot be used in tandem with another weapon or shield. Two-handed weapons and polearms can only be used with two arms; if you lose an arm, you will be unable to wield that weapon until your arm is healed. Polearm weapons, i.e. spears, are a two-handed weapon and can only be thrust with; they are not swung from side to side. If you do swipe another player with a polearm, you should inform them not to take the shot.

With the exception of polearms, all padded parts of a weapon are considered striking surfaces and count as hits.

Shields are only meant for defense, and can be used with a one-handed weapon. They cannot be used to bash other players, and should not come into contact with other players’ bodies.

       Construction and Care

Weapons must be built in a specific way in order to ensure the safety of all players.

Materials

  • ¾” PVC pipe?
  • (thickness) Foam?
  • Clear packing tape
  • Duct tape (one or more colors)
  • 2 quarters per weapon
  • Hacksaw (or other instrument for cutting PVC)
  • if you purchase PVC from certain hardware stores, it can sometimes be cut to request
  • Scissors

Building your boffer: (we need to make one and photograph each step as well as document the process)

       Boffer

Crossguard

Axes

Alternative weapons

Building your Shield

Shields can be made using concave plastic sleds or ¼-inch-thick plywood boards. Ideally, they should be no higher than your waist when placed on the ground, though smaller shields are fine. (Size) foam should surround the circumference of the shield and be covered and secured by duct tape for safety/protection. The shield should not be used as weapon and should not have any weapons mounted it. Therefore, nothing should protrude off of the face or the back of the shield.

All shields must be strapped to the user’s arm and must also have a handle for the hand, for ease of use. These can be made with old belt straps or other such materials, and should be secured using nuts and bolts in as safe a manner as possible. Make sure that the top part of the screw is on the face of the shield; the strap should be placed on the screw on the back of the shield. Another washer should be placed next to ensure that the end of the screw is on the outside of the handle (and not on the inside, where your hand or arm will be). It should all be secured by a bolt. This should all be repeated on the other side of the band and with the other side, which should go over and secure your forearm.

If your shield arm is hit, you must remove your shield, just as when you lose an arm holding a weapon you must drop that weapon. If the shield is hit after you have lost the arm, you must call yourself dead, because the weapon is considered to have gone through your lost shield and hit you. Therefore, it is a good idea to have a quick release method or straps that are not too tight.

Shields may be painted, though spray paint is not recommended, since it does not show up as well and brush paint looks better.

       Weapon care

Weapons should be inspected regularly to make sure that the tip is still soft and will not injure other players. Padding should also be inspected along the shaft to make sure that is not ripped. One should also make sure that the duct tape is still in place and has not raised. If that occurs, remove and replace the affected area. The same goes for shields. Using common sense here goes a long way.

Weapons should always be stored upright, so that the handle is on the floor and the tip is in the air, leaning against a wall. This rule applies to all weapons; it protects both the weapons’ tips and your fellow players. For the same reason, weapon points should never touch the ground. This prevents the top from getting damaged and stops it from it collecting dirt and rocks. This is an issue of safety, and subsequently becomes one of respect and honor. If you expect people to protect you with their weapons and not grind them into the dirt, you should set a worthy example.

       Armor rules and construction

Fighting

Strategy

       Fighters

Different weapons have different fighting styles associated them, but it’s recommended to gain some experience with both single and hand-and-a-half swords. Single swords require more speed and a certain level of ambidextrousness, since if you lose one arm, you must drop the sword held in that hand. A hand-and-a-half allows you to attack from farther away.

       Healers

Healers need to be able to speak quickly and remember the phrases under pressure.  They cannot act aggressively or work independently from the fighters in their group, especially on smaller teams. If a healer strays too far away from their team’s fighters, they make easy targets for the opposing team. Many healers will keep one hand on a fighter so that the fighter can defend them and have immediate access to healing. It is a healer’s priority to keep their fighters alive, and there is no reason for them to go off on their own, except possibly in the case of healing a dead teammate. Even in this situation, however, healers should be accompanied by another fighter when possible.

If playing with Healers, one fighter should stay near the body when an opposing player has been killed so that the dead player’s healers do not have a chance to heal them.

Training Exercises

In order to learn effective strategy for different combat situations, players should practice with a number of different training activities.

Line Battles

  1. Divide into two equal teams, which start at either end of the field
  2. One player declares “Lay on,” and the teams approach each other and fight until all members on one team are dead
  3. If there is an odd number of people, the losing team is able to choose one player from the winning team (this happens even if the smaller team wins)
  4. This is the most basic team exercise, since a team will only succeed if they work together; a smaller team can win against a larger one if they work as a unit.

Line Battles with Healers

  1. This works exactly as normal line battles do, except with different combinations of Healers on each/either team
  2. Each team can have a healer, or one team can have all fighters while the other has fewer fighters, but several healers.

Rotations

  1. This is a free-for-all game in which all players begin in the fight
  2. When a player is killed, they must go and sit out the fight to the side until the player who killed them is killed; they then re-enter the fight
  3. This continues until one player has killed every other player.

Games

Damsel in Distress Game

  1. One player is marked as the damsel
  2. The Damsel is jailed at opposite end of field
  3. The goal of the defending team is to keep Damsel in jail until everyone on rescuing team is killed, with the Damsel left alive
  4. The rescuing team wins if the Damsel is rescued and brought back to their side alive
  5. The Damsel cannot leave the jail unless dragged out by teammate
  6. The Damsel is initially unarmed, but can be given a weapon by a teammate; when they are brought back to jail, they are stripped of any weapon(s)
  7. When not being dragged, they have no lower legs and must walk on their knees (if dragged, they are allowed to walk on their feet)
  8. The Damsel must be alive for either team to win (i.e. if both healers are dead, and the damsel is killed, no one wins)
  9. The Damsel cannot do anything except speak, and only when alive; they can fight (from their knees) if they obtain a weapon.
  10. Damsels take no leg damage, and cannot be healers
  11. The Damsel must be alive for the rescuing team to drag her any farther than outside the jail.
  12. Variation: One healer may have the job of keeping the Damsel alive.

Protect the King

  1. One player is designated King
  2. The defending team must keep the king alive; the attacking team must try to kill the King
  3. The King cannot be resurrected, but their limbs can be healed
  4. The King can fight like a normal player, but cannot be a healer
  5. The game ends when the attacking team kills the king or all the attackers are dead.
  6. Variation: Both sides have a king.

Holy Grail

  1. One team hides an object; the other team must find it
  2. The game is won when the defending team kills the entire search team, or when the searching team finds the object
  3. The defending team does not have healers
  4. Option of questioning: a defending player must truthfully tell where the object is if missing all limbs, but cannot be killed after providing this information.  If they tell you the information before losing limbs, they can switch sides
  5. One person must be within five feet of the object at all times (though a corpse counts)
  6. The searching team is larger than the defending team
  7. The object can be moved.
  8. Optional: One person is the designated leader, who knows where the object is.

Robin Hood

  1. Every player has an item which they carry on them––their “gold” (could be a scarf or a pouch, etc.)
  2. When they are killed or knocked out, the gold can be stolen
  3. The goal of each individual player is to have all the gold
  4. A successful thief must carry the gold on them at all times, meaning it can be taken by another party
  5. Can also work with three or more teams.

Wizard

  1. Small team vs. large team
  2. Small team has a player (the Wizard) who can force players on the opposite team to switch by touching them with their hands
  3. The Wizard does not take limb shots, but can die
  4. The Wizard can only use a dagger, and cannot heal.

Butterfly

  1. The Butterfly has no weapons to start
  2. Both teams want the Butterfly, but cannot kill them
  3. The Butterfly wins if both teams manage to kill each other
  4. The Butterfly can pick up the weapons of dead people
  5. When the Butterfly is not holding a weapon, they cannot be injured; when holding a weapon, they can lose arms––but not legs––and still cannot die.

Episode 2 part 10

INT. GUARD HEADQUARTERS, JAIL CELL- AFTERNOON

Leafwin followed by Guard 1 appears before Laerna’s cell.

LEAFWIN

You have what you want. You know Laerna is innocent. Can we go now?

The Head Guard opens the cell door and Laerna walks out.

HEAD GUARD

No.

Leafwin reaches where his sword should be, but it is still gone. Guard 1 puts an arm on Leafwin’s shoulder before he can move.

HEAD GUARD

The way I see it you have caused us more problems than that.

LAERNA

But he has worked to try and fix all that…

HEAD GUARD

But it all has taken resources from our bandit problem which still threaten the city. If you agree to assist in the ending of it we can let you go unmolested.

LEAFWIN

And if we don’t?

The Head Guard narrows his eyes.

HEAD GUARD

Then I will make you the most wanted man.

Laerna slaps Leafwin upside the back of his head.

LAERNA

Yes we will assist you with this burden, but first we have to get back to our companions.

ext. Dancing Dove tavern- Evening

Leafwin, now resupplied with weapons, and Laerna walk back to the tavern where an angry Ginco waits leaning against the building.

When he spies them he stands up and walks into the middle of the road. He raises his wand and blasts off an imobalization spell.

Leafwin rolls off to the side dodging it. He rolls to a stand.

LEAFWIN

What the hell was that for!

Ginco stairs at him shaking his head.

GINCO

You just couldn’t listen.

End of Episode 2

Episode 2 part 8 and 9

So I will be in Japan for the next two weeks so please have your updates now.

 

INT. GUARD HEADQUARTERS, JAIL CELL- Day

The Head Guard, closely followed by guard one enter back into the cell area. Laerna can’t see them but she can hear them.

HEAD GUARD

Are you sure?

GUARD 1

Positive. We definitely don’t have anyone with ears like that in our staff.

They have finally made their way in front of Laerna’s cell.

HEAD GUARD

Well send out a search party, I want him found.

Leafwin coming up from the other direction spies them and jumps that he notices Guard 1, but he continues on trying not to look suspicious by continuing on in hopes of going down the staircase that the two just came up.

GUARD 1

(Whispering)

Well we don’t have to look far.

The Head Guard looks up and sees Leafwin heading his way. Laerna sees it to and walks to her bars.

Guard 1 Goes back down the stairs he came.

She tries to signal him off but he does not see because he is trying to keep his head down.

When Leafwin is within distance the Head Guard confronts him.

HEAD GUARD

(Authoritatively)

Hold, what is your rank and number guardsman?

Leafwin looks up for the first time and takes in the Head Guard as a threat.

He puts his hand on his sword as a precaution but the Head Guard draws his in one full stroke and holds it level with Leafwin’s neck.

In response Leafwin begins to draw his sword but is stopped by the sword pressed against his back by Guard 1, who came up the stairway that Leafwin took, backed by Guards 2 and 3.

LAERNA

(With quiet anger)

Bane what are you doing?

LEAFWIN

Rescuing you, what does it look like I’m doing?

LAERNA

Getting your self killed. I have this under control.

The Head Guard steps closer to Leafwin, who still has his sword half drawn.

HEAD GUARD

You know this fool?

LAERNA

(To the Head Guard)

Unfortunately.

(To Leafwin)

They sent out a guard to find Trell he was going to clear my name…

Leafwin grows pale.

LEAFWIN

Was he about my height?

Laerna grows pale herself.

LAERNA

Bane what did you do?

LEAFWIN

(Elvish)

Shit.

The Head Guard grows even more conscious and closer and closer to attacking Leafwin.

HEAD GUARD

What are you two on about?

Leafwin looks over his shoulder and all his past horrible decisions hit him.

LEAFWIN

(Studdering)

I… um… (elvish) road… (elvish).

Laerna finally realizes how bad Leafwin’s common is and leans her head against the bars trying to figure a way out of this.

Guard 1’s sword digs deeper into Leafwin’s back.

GUARD 1

What are you on about?

Leafwin panics and draws his sword spinning on Guard 1 knocking the sword out of the way.

He then ducks low allowing the Head Guards sword to fly over him.

Leafwin pushes off the balls of his feet like a track runner and dodges by the Head Guard.

HEAD GUARD

After him!

The three guards run after the fleeing elf as the Head Guard turns back to Laerna with an angry glare.

EXT. OAKSFIELD- Afternoon

Leafwin runs down the street, still in full uniform. He has lost the guards but keeps up the pace because he knows that time is of the essence.

INT. DANCING DOVES TAVERN- Afternoon

Leafwin bursts into the tavern where Ginco, Snarky who is still kind of out of it, and Trell sit at a table eating their midday meal. They start at the sight of him.

GINCO

(Still angry)

Where have you been Bane?

Leafwin walks right past him, ignoring him, and goes directly to Trell.

LEAFWIN

(Studdering and out of breath)

Please… come… h… h… help.

TRELL

Slow down there son, what is wrong?

Leafwin lets out a large breath.

LEAFWIN

Laerna is captured. They took Laerna… jail…

TRELL

Well I am sure they made a mistake, she should be able to handle it herself.

Ginco butts in physically as well as verbally.

GINCO

Why are you dressed like that? What did you do?

Leafwin looks down at his feet.

LEAFWIN

I messed up… knocked out a guard… please Trell you have to go. Tell them…

TRELL

Why would you go and do a thing like that?

Leafwin sighs he sees Gico glaring at him with all the anger the teafling can muster.

LEAFWIN

Because… because…

He knows he can’t tell the bard the real reason so he lies.

LEAFWIN

(With as much disdain as he can muster)

Because I love her.

Snarky lets out a silent laugh as even Gico did not see that one coming.

TRELL

Well young love does make you do stupid things. Come let me reunite you two lovers.

Trell starts heading towards the door, Ginco goes to follow.

LEAFWIN

Ginco you should stay here.

GINCO

And why is that?

Leafwin has to swallow his pride.

LEAFWIN

Because I have already caused enough trubble with the guards and I don’t think they would take kindly to seeing an outsider.

Ginco fumes over this for a second.

SNARKY

He’s right you know. Come finish your drink with me.

Ginco grabs Leafwin by his shirt roughly.

GINCO

(Through gritted teeth)

You better bring Laerna back or so help me I will end you.

Leafwin just returns his angry glare and Ginco lets him go.

Leafwin runs out of the bar after Trell as Ginco watches from his standing position.

EXT. GUARD HEADQUARTERS, GATE- Afternoon

Leafwin, still dressed in the Guard uniform, and Trell walk up to the gate where the guards look even more alert than they did earlier.

Right before they are about to walk through, Guards 1 and 2, who are searching the courtyard for Leafwin, spot Leafwin and cry out.

GUARD 1

There he is!

Leafwin puts his hand on his sword expecting a fight but Trell puts his hand on top of Leafwin’s stopping him.

Trell shakes his head.

TRELL

We do this peaceful like.

Leafwin lets his hand down as he is roughly grabbed by the gate guards who twist his arms behind his back.

He offers no resistance as he is handed off to Guards 1 and 2 who proceed to roughly drag him as Trell follows into the Headquarters.

INT. GUARD HEADQUARTERS, JAIL CELL- Afternoon

The Head Guard is leaning against the wall absentmindedly inspecting his sword across from Laerna’s cell. Laerna is sitting on her bed with her head against the wall napping.

Both look over to the staircase as they hear the procession of Lefwin and Trell.

The Head Guard straitens and walks over to Leafwin, his sword still in hand.

HEAD GUARD

So you decided to come back, did you?

GUARD 1

We found him at the gate with-

Trell bursts forward with full enthusiasm cutting off the guard.

TRELL

Joseph! Long time no see. Now let me think the last time we ran into each other must have been at the Spring Time festive of 507. My you were a porker then…

Guard 1 and 2 snicker slightly.

TRELL

Got promoted too I see. Good for you. We need more men like you patrolling our fair streets with all that riff raft about…

The Head Guard tries to hide his embarrassment with a vale of professionalism.

HEAD GUARD

Trell…

TRELL

(Ignoring the Head Guard)

My those were the days…

HEAD GUARD

Trell!

Trell looks at the Head Guard and stops talking.

HEAD GUARD

Trell please, there is an important matter we have to attend to.

He gestures to Leafwin and Laerna.

TRELL

Oh yes, the young lovers.

Laerna flashes a shocked look but hides it just as quickly.

HEAD GUARD

I heard you had some stuff stolen from you recently.

Trell takes off his cap and scratches his gray balding head before he replaces it.

Trell

Sure thing. This nasty lot jumped me a day or so past and these two along with two other kind folk got it back for me.

The Head Guard walks over to Leafwin who is still being held. He grabs Leafwin’s sword and pulls it out. Leafwin tries to fight against his captures but is held firm.

HEAD GUARD

That doesn’t explain why this idiot broke into my jail or how he came by that uniform.

Leafwin holds a venimes glare.

HEAD GUARD

Speak boy, speak!

The Head Guard points Leafwin’s sword at his throat.

Laerna speaks up.

LAERNA

He was stupidly trying to rescue me. You know how love makes you do stupid things.

The Head Guard removes the sword from Leafwin’s throat as Leafwin shoots Laerna a look and mouths the words “We need to talk”.

TRELL

Ah yes, the impetuousness of youth. I was young and in love once…

The Head Guard cuts Trell off before he can get monologueing again.

HEAD Guard

That does not answer the question about the uniform.

Leafwin glares at the Head Guard.

LEAFWIN

Let Laerna go first.

HEAD GUARD

(He explodes with anger but then subsides)

Now listen here! Where you got that uniform?

Leafwin’s gaze does not falter.

LEAFWIN

Laerna first.

LAERNA

Bane!

Both the Head Guard and Leafwin look at Laerna.

LAERNA

Bane just do it. I will be fine.

Leafwin glares at her but nods slightly.

Cut to:

EXT. GUARD HEADQUARTERS- AFTERNOON

Leafwin leads Guard 1 and 2 to the still knocked out Guard who is just where he was left.

Guard 1 picks up Leafwin’s real cloths and shoves them at Leafwin. Leafwin looks down at the cloths in his arms and back at Guard 1 who nods.

Leafwin sighs and drops his cloths. He then begins to unbutton the guard shirt slowly.

Cut to:

Episode 2 part 7

Ext. Guard headquarters- Morning

The Guard Headquarters is an opposing square castle-like building. Its stone walls trump all of the other building in the town. There is a wide empty berth around it where guards on shift patrol.

Leafwin watches from the shadow of a near by house as the guards drag the now compliant Laerna into the building and out of sight.

Int. guard headquarters, jail cell- morning

The walls are just as bleak inside the building as they are outside. There is very little light that comes thought the arrow slits from the walls.

The Guards cut the rope that binds Laerna’s wrists and toss her into the open cell; slamming the door behind her.

She steadies herself and tries to rub the circulation back into her wrists. She sits down on the small wooden bench that is supposed to also pass for a bed.

Moments later the HEAD GUARD, who is covered with heavy chained armor, comes to Laerna’s cell, flanked by two other guards one of which is Guard 1 the other is YOUNG GUARD, and stares at her though the bars.

Head Guard

Do you know why you are here?

Laerna looks up at him from her perch.

LAERNA

(With growing frustration)

To be honest, no. I have no idea why I was dragged here. I was just asking a question.

The Head Guard looks back at Guard 1 who is beginning to look nervous.

HEAD GUARD

Why did you arrest this woman?

Guard 1

I…a… well she mentioned the bandits… and well… you said to bring anyone who had knowledge of it into questioning because they could be one of the group themselves.

The Head Guard looks down and shakes his head.

HEAD GUARD

(With rising anger)

But you arrested a cleric of Ioun for asking a question?!

Guard 1 shrinks at his boss’ displeasure.

GUARD 1

But… she was suspicious she was traveling with two hooded men.

The Head Guard looks back at Laerna.

HEAD GUARD

Is this true?

LAERNA

Yes.

HEAD GUARD

So where are these hooded companions of yours?

LAERNA

Hopefully far away.

Guard 1 jumps on this.

GUARD 1

See! See… suspicious.

HEAD GUARD

I agree that is suspicious.

The Head Guard mulls over this for a moment.

HEAD GUARD

With this threat of bandits…

Laerna jumps from her seat.

LAERNA

Bandits? We ran into a group of them.

HEAD GUARD

Where?

LAERNA

Not to far from the town, they had stolen Trell the bard’s music and such and we retrieved it for him.

GUARD 1

Trell the bard?

LAERNA

Why you know him?

GUARD 1

Why everyone knows the great Trell the bard! Singer of the battle at riverhill and the two lovers.

The Head Guard gives Guard 1 a hard look before he turns back to Laerna.

HEAD GUARD

Yes, Trell is very well known and if he can collaborate your story we will be able to let you go.

LAERNA

Excellent, go send someone to the Dancing Dove tavern, he should still be playing there.

The Head Guard gives the Young Guard a signal and he rushes off to the tavern. The Head Guard followed by Guard 1 follow after at a slower pace.

Laerna falls back onto her cell bed.

LAERNA

(To the celing)

Oh god, I hope Bane does not do anything stupid while I’m gone.

Cut to:

EXT. GUARD HEADQUARTERS- Day

Leafwin waits in the shadows pacing like a cat, waiting for his moment to strike.

He gets his chance when the Young Guard comes running out the main gate and makes his unsuspecting way by the ally that Leafwin is waiting in.

Leafwin makes his way behind the Young Guard, who is now moving slower. Leafwin sticks to the shadows till he grabs the Young Guard from behind, dragging him into the shadows with him.

A struggle is heard. Then silence.

Leafwin emerges dressed in the guard’s clothes, with only his sword. He pulls the guard cap low, as to cover his face before making his way back towards the Guard Headquarters.

EXT. GUARD HEADQUARTERS, Gate- DAY

Two guards stand on either side of the giant wooden metal studded doors, lazily checking to see that only guards, and their prisoners, enter.

Leafwin pulls down his cap over his face again as he shadows behind a group of three guards who are entering.

The courtyard is nothing special and for the most part is bare, except for the guards milling about on break.

INT. GUARD HEADQUARTERS- Day

Leafwin enters the stone building and makes his way up a set of stairs. He walks with an intense quickness, in an attempt to find Laerna.

Down one hallway he comes across three guards talking, Guard 1, GUARD 2, and GUARD 3.

Guard 2

When do you recon we can go off this stupid high alert?

GUARD 3

Not for awhile by the looks of it. Speaking of looks, did you see we have a half-elf locked up on the third floor, don’t see many of them in these parts.

GUARD 1

Yah I was the one that brought her in.

GUARD 2

Why?

GUARD 1

She was suspicious, hanging out with cloaked figures like she was…

Leafwin, keeping his head down, pushes his way through the trio who are blocking the hallway.

His shoulder bumps Guard 1.

Guard 1

Hey watch it!

Leafwin is jostled but keeps moving on his path. What is not known to him is that his right pointed elf ear is now outside his cap and is fully visible.

Leafwin turns the corner and is out of sight in a flash but Guard 1 knows that something is wrong; he starts to run off after Leafwin.

GUARD 3

Hey where are you going?

GUARD 1

I’ll be right back, something is up.

Edited Bookstore scene (you know if you want)

Int. ouroboros Books- Dawn

A small bell rings as Ginco and Laerna enter, still dragging Leafwin between them.

The shop is small and every square inch of it is covered with leather bound books of various ages and sizes.

The two sent Leafwin off to the side against one of the shelves that stands at the front of the store.

The old BOOKSELLER, dressed in a simple cloths and old worn boots and a small pair of specticles, comes to the front and is surprised to see anyone this early in the morning.

Bookseller

How may I help you?

Ginco walks to the counter to talk to the Bookseller while Laerna picks up a random book and sets it in Leafwin’s curled up lap, before she begins brousing the shelves over enthusiastically.

Leafwin lifts his head and examine the object. He opens it and begins to look though it (upside down).

GINCO

Um… we were well um… do you have any books on Vetna?

The Bookseller tuners white with fear.

BOOKSELLER

V..v…Vetna? You can’t mean-

Without looking away from the precious books Laerna cuts him off.

LAERNA

The god of fear, secrets, and deceit. Yes he does mean that.

The Bookseller pushes his small glasses back onto the bridge of his nose. And nods nervously.

BOOKSELLER

Why would you be looking for a book on that?

Ginco leans into the counter and closer to the seller.

GINCO

(Low and threatning)

Because when we meet him we want to be ready.

The Bookseller looks nervously around him

BOOKSELLER

Why of course. Are you looking for fictional, historical fictional, fiction historical, illustrated…?

GINCO

Do you have anything factual?

The Bookseller is pleased that he will finally have a chance to move away from Ginco who is still uncomfortably close to the man.

BOOKSELLER

Yes… yes. I’ll be right back.

He runs off.

Ginco aimlessly observes the tall shelves that reach the ceiling.

Meanwhile, Laerna pulls her self away from the books and sits down next to Leafwin without really looking at him for she has her own tomb in her hands that she is studying intently.

Eventually she glances over and sees that he has the book upside down.

LAERNA

You can’t read can you?

Leafwin looks over at her calmly.

LEAFWIN

How did you know?

Laerna takes the book from his hands flips it right side up and puts it back in his hands with a smile.

Ginco passes some coins over to the Bookseller and turns to leave with his book, noticing the two.