Chapter 1.
Introductions

We want to enforce free play. This means to regulate as little as possible, which in the end is the main motivation of this Rulebook, a lot of descriptions will therefore be vague. If something isn’t mentioned this doesn’t mean that it’s not possible or forbidden. For example: We have generalized certain magic skills to enable the characters to personalize it in play, the magic skill energy ball is not just a ball of energy but a stand in for any sort of damage spell (fireball, thunderbolt etc.). All of that being said, free play only works if we all follow the rules presented in this book.

  • The rules apply to the creation of a new character as well as to the conversion of an existing character. They apply to every character.

  • It is not possible to make character specific special arrangements that go against the rules.

  • It is possible to learn further character skills within the “guild” system. These skills can only be acquired on Events by “learning” them from a Guild Mentor. The same applies for Racial Skills.

Magical Items and Potions.

  • There are no magic items or potions inside Funjerai that were not produced during an event or brought in by the organizers.

Chapter 2.
Character Creation

2.1 - Character Skills

  • All skills (aside from the Guild skills and ones connected to certain Species) may be bought freely.

  • Each skill needs a certain amount of Skill Points (experience points) to be learnt.

  • The amount of skill points each character has is the sum of:

    • 15 starter skill points.

    • 1 skill point per event

    • 1 extra skill point for showing up to every event in a year

  • These skill points can be allocated into whatever skills the Player sees fit and you can save up some of your starter skill points for as long as you’d like.

  • All characters have a starting Health Point value of 3 HP

Notes:

  • To get magic skills: you need the “Access to Magic” skill

  • To get alchemy skills: you need the “Access to Simple (and then Advanced) Alchemy” skill

  • Certain skills can only be learned if taught by Specific Characters, noted as Mentors.
    Mentors can teach either Guild or Species Skills and in rare cases both.
    The skills are bought with Skill Points as per normal but as mentioned, must be “learned” in game.

  • Every skill can only be bought once, unless otherwise noted in the skills description.

  • Some skills have Prerequisites, they are marked with an * (asterisk).

2.2 - Skills and Descriptions

General skills

  • One Handed Weapons (1 SP) With this skill a character can use any weapon with a maximum length of 115cm.

  • Two Handed Weapons (2 SP) With this skill a character can use any weapon with a minimum length of 116cm and a maximum length of 180cm 

  • Pole Weapons (2 SP) With this skill a character can use any weapon with a minimum length of 181cm and a maximum length of 250cm 

  • Ballistic Weapons (2 SP)With this skill a character can use any and all Ballistic weapons (crossbows, bows or Firearms). (Bows and Firearms must be Compliant with guidelines presented in this book).

  • Siege Weapons (3 SP) With this skill a character can take part in operating a Siege Weapon. 

  • Ambidexterity (2 SP) With this skill a character can wield two One Handed Weapons in each hand
    *One Handed Weapons is a Prerequisite.

  • Shield Use (3 SP) With this skill a character can use a Shield.

  • Body Regeneration (2 SP) With this skill the character now takes longer to bleed to death, the time is increased from 10 minutes to 20 minutes. This skill does not prevent you from falling unconscious at or below 0 HP.
    As long as a character with this skill has received “First Aid” they can recover 1 HP per hour spent resting.

  • Toughness (2 SP) With this skill a character does not fall unconscious when at or below 0 HP. The character still has the possibility to whisper single words. Movement, beyond weak crawling, is not possible. 

  • Read/Write (1 SP) With this skill a character can Read and Write.

  • Basic Mathematics (1 SP) With this skill a character can do basic maths.

  • Pick Locks (2 SP) With this skill and lockpicking tools, characters can pick locks. A scrambled code for the lock should always be located under the locked item or behind the lock.

  • Access to Magic (2 SP) With this skill a character can buy Magic Skills. See Chapter 3
    This skill also lets the character perform small magic tricks, such as lighting a small fire, creating dazzling displays, or any small effect that does not grant benefits in combat or do the same thing as any of the spells in chapter 3.

  • Access to Simple Alchemy (1 SP) With this skill a character can buy Category 1 Alchemy Skills. See: Chapter 4.

  • Access to Advanced Alchemy (2 SP)With this skill a character can get and use Category 2 and 3 Alchemy Skills. See: Chapter 4.
    *Access to Simple Alchemy is a Prerequisite.
    Note: Category 2 and 3 alchemical concoctions can only be created with an alchemy lab that has been approved as a “Guild level Alchemy lab”

  • Additional Health Points (4/5 SP) This skill gives the character 1 additional Health Point (HP). This skill can be acquired multiple times.
    Note: if your character has the “Access to Magic” Skill additional health points are bought at 5sp instead of the normal 4sp

Profession skills

  • Woodworking and Shield Repair (2 SP) With this skill a character can repair a broken shield and other wooden objects in-game. After 5 minutes of acting repairs, a shield is considered fixed. While there is no set amount of materials needed a character should still have some to simulate the repair.
    This skill also allows a character to estimate the strength of a palisade if they can examine it from outside and inside, as well as repairing a broken one.

  • Leatherwork and Repair (2 SP) With this skill a character can repair damaged leather armor and do any kind of in-game leatherwork. Leather armor gains 1 point per 5 minutes acting repairing it, to the maximum it can have. While there is no set amount of materials needed a character should still have some to simulate the repair.

  • Metalwork and Repair (3 SP)  With this skill a character can repair damaged metal armor and do any kind of in-game metalwork. Metal armor gains 1 point per 5 minutes acting repairing it, to the maximum it can have. While there is no set amount of materials needed a character should still have some to simulate the repair.

  • Herbalism and Animal Husbandry (1 SP) With this skill a player can set up a herbal garden and/or animal pen for the purpose of acquiring Alchemical ingredients.
    Note: the garden/pen needs to be a sectioned off area at least 25 cm^2 in size. This minimum size allows for up to 4 herbs or animals. A larger area allows for more numerous plants and animals, the minimum can be used as a general guide.

  • First Aid (1 SP) With this skill, bandages and some (in and out-time) harmless herbs, powders, salves or liquids, a character can stabilize others who are at or below 0 HP. The wounded can no longer bleed to death. This treatment has to take place within 10-20 minutes of receiving a wound and takes at least 5 minutes to be successful.

    First Aid needs to be administered to the wound before any other Healing skill (magical or otherwise) is applied.
    Note: This skill may be used (as long as you have some of the aforementioned materials) limitlessly.
    This skill does not regenerate HP.

    Important: When using herbs, powders, salves or liquids, tell the “wounded” about the ingredients beforehand in case of an allergic reaction and acquire their approval before direct application.

  • Healing (2 SP) With this skill a character can treat others IT Injuries healing 1 point of damage per 5 minutes of acted out work.
    See: Chapter 6 - Effect Resistances and Healing for more details.
    *The skill “First Aid” is a prerequisite.

  • Medicine (4 SP) With this skill a character can treat others IT injuries healing 2 points of damage per 5 minutes of acted out work.
    See: Chapter 6 - Effect Resistances and Healing for more details.
    *The skill “Healing” is a prerequisite.

  • Build and Disarm Traps (3 SP) With this skill a character can build and disarm “Simple Traps” IT traps.
    Note: Traps should take time to build and disarm.
    Note: to disarm traps with a trap type the trapper must know how to build the trap type. For more information see chapter 12.7 - Guilds - Ranger’s Guild.

    A trap should be represented in game with a “trigger” and a “audio cue”.
    An example would be two sticks with a string between them and bells that will alert a player if they set off the trap. Furthermore a trap should have a note explaining its effects and any additional effects such as trap types and ointments that have been added to it. 

    A player that has set off a trap can not move from the spot they are in until they have spent at least 10 minutes getting free from the trap.
    A simple trap may be built to deal no more than 1 damage.
    Note: the string that is used to set up the trap should not be fastened on both ends and trap makers must be careful that the trap is not a trip hazard

Armor Skills

  • Light Armor (0 SP) Allows the character to don Light armor. (see more in “Chapter 8”)

  • Medium Armor (1 SP) Allows the character to don Medium armor. (see more in “Chapter 8”)

  • Heavy Armor (2 SP) Allows the Character to don Heavy armor. (see more in “Chapter 8”) (Heavy armor must be approved by the organizers before use)

  • Fake Armor (2 SP) Allows the character to don armor made from modern materials (I.E. Fibreglass, Aluminum and Polyurethane). (Fake armor must be approved by the organizers before use)

Chapter 3.
Magic

General rules: In order to acquire any magic skill, the character must have the “Access to Magic” skill. With this skill the character will be able to cast known spells and acquire new magic skills. A magic skill can only be acquired once.
Note: It is not possible to use magic while wearing excessive amounts of metal unless otherwise stated. An excessive amount of metal is anything beyond 2 armour points gained from medium or heavy armour.

The Incantation: Whenever a magic skill is used the user must perform certain ‘gestures’ together with a spoken Incantation ( it must be spoken loudly and clearly). The Incantation must have at least 10 words. At the end of the incantation the user must say the corresponding English name of the spell as well as have a clear indicator of who the spell's intended target is, such as pointing.

Exhaustion: After a spell has been successfully cast, the spell caster suffers from Exhaustion, they will be exhausted for 30 seconds or longer if the spell specifies.
During this time the caster can not perform any aggressive actions, though they may defend themselves if in combat, and they may not cast any other spells until the Exhaustion has worn off.

Note: It is every spellcaster’s responsibility to ensure that the target(s) of their spell actually notice the spell being cast on them. To accomplish this, they are encouraged to make a large show of it, for example, by speaking the formula loudly, making noticeable hand movements, using spell components and/or spell focus items (especially if the spell is a spell that is used during combat or when there are other distractions present). If the target of your spell does not notice any spell being cast on them, then the spell casting fails. Magic is unpredictable after all. (If another player seems to be purposefully ignoring spells cast on them please notify a Game Organizer)

Note: If you are the target of a spell, and you notice it being cast on you but you are unsure of what spell it was, then roleplay your character having been hit by either the spell “Gust of Wind” or some worse effect(s) of your choosing. We encourage you to pick whatever effect(s) you feel will be the most fun for you and the people around you.

3.1 - Offensive Magic

  • Gust of wind (1 SP) The caster points at a target located within 5 metres. If the application is successful the target and the characters directly next to them must fall back at least 5 metres from where they were standing.

    • Note: if the terrain allows for it, the target may choose to fall over.

    • Recommended spell components: Fan (or other similar item) to simulate the blowing wind.

  • Lesser Energy Ball (3 SP) This spell only affects single targets. The user must throw a softball. If the softball hits a character this character suffers 1 damage. The Energy ball ignores the target's armour and causes DIRECT damage. This also applies to shields: if an Energy ball hits a shield this is counted as a hit on the character and the shield bearer suffers the same damage as if they held no shield. 

    • Note: When casting Lesser Energy ball the Call can be replaced with whatever alternate damaging Magic the Caster character would prefer (I.E. Lesser Thunderbolt! Lesser Fireball! Lesser Frostbolt! Etc.)

    • Requires softball to charge and throw. 

  • Energy ball (4 SP)This spell only affects single targets. The user must throw a softball. If the softball hits a character this character suffers 3 damage. The Energy ball ignores the target's armour and causes DIRECT damage. This also applies to shields: if an Energy ball hits a shield this is counted as a hit on the character and the shield bearer suffers the same damage as if they held no shield. 

    • The incantation must be recited Three times to cast this spell. 

    • *The Spell “Lesser Energy Ball” is a prerequisite 

    • Note: When casting Energy ball the Call can be replaced with whatever alternate damaging Magic the Caster character would prefer (I.E. Thunderbolt! Fireball! Frostbolt! Etc.)

    • Requires softball to charge and throw.

  • Greater Energy ball (5 SP)This spell only affects single targets. The user must throw a softball. If the softball hits a character this character suffers 5 damage. The Energy ball ignores the target's armour and causes DIRECT damage. This also applies to shields: if an Energy ball hits a shield this is counted as a hit on the character and the shield bearer suffers the same damage as if they held no shield. Additionally a shield hit by a Greater Energy Ball is destroyed.

    • The incantation must be recited Five times to cast this spell. 

    • *The Spell “Energy Ball” is a prerequisite 

    • Note: When casting Greater Energy ball the Call can be replaced with whatever alternate damaging Magic the Caster character would prefer (I.E. Greater Thunderbolt! Greater Fireball! Greater Frostbolt! Etc.)

    • Requires softball to charge and throw.

  • Root (1 SP) The caster points at a target located within 5 metres. If the application is successful then one of the target's legs is rooted to the ground and can not be moved for 30 seconds.

3.2 - Passive Magic

  • Dispel Magic (3 SP) This skill allows the caster to remove a magical effect from a person or object. The user speaks the formula then touches the target and if the application is successful then the target magic is dispelled.

    • Note: this skill can not be used to dispel magic with an immediate effect such as Energy ball and in some cases permanent enchantments will not be dispelled either 

  • Light (1 SP) With a successful application a small light lights up the way before the user (simulated using a small flashlight). If the user suffers damage or applies another magic skill during the use of this light then the light disappears.

    • Note: Never shine the light into people's faces.

    • Required spell components: a discreet flashlight.

  • Energy field (3 SP) With a successful application the user creates a magic field of force around them which repels physical as well as magic attacks. The user can only walk slowly and must repeat the Incantation constantly, otherwise the field disappears. The Exhaustion of the user begins as soon as the field disappears. The user speaks their Incantation and swings a softball on a string above their head. As long as the energy field is active, it can only be broken by a Greater Energy ball or with the use of Dispel Magic. A siege weapon would also disturb the concentration in such a way that the Energy field disappears.

    • Required spell components: A softball on a 1m long string or something equivalent to represent the energy field.

  • Identify Magic (2 SP) The user touches a target (object or person). If the application is successful the user receives information about the magical nature of the target as well as information about the type of magic in use (the character may have a look at the artefact's card if there is one) 

  • Ritual magic (2 SP) This skill is needed to perform any kind of ritual. Each ritual is different and will require a level of coordination with the organisers but otherwise the possibilities are limitless. 

    • Any magical effect that is not already written in this rulebook could be achieved with the use of a ritual (pending Organiser approval).

    • Note: Everyone taking part in a ritual must have the “Ritual Magic” skill unless there is a “Ritual Master” present.

    • Recommended spell components depend on the ritual in question and the player/s performing it.

3.3 - Healing Magic

  • Magic Healing (2 SP) In order for this spell to be successful someone must have first applied “First Aid” to the target. The user touches the target after conducting a small 1 minute ritual and the target is healed 1 health point (to a maximum of the target's maximum health points). 

    • Note: This spell can be cast multiple times in rapid succession, although the caster will suffer greater exhaustion after the casting equal to 30 seconds per casting.

    • Note: This spell cannot be used to regrow or re-attach lost body parts.

    • Note: This spell can be cast regardless of armor.

  • Prevent Undead Blessing (2 SP) User places a blessing (represented with a drawn on symbol of the casters choosing) on the target. The target can not be raised as an undead as long as the symbol is visible. The symbol can only be removed with the Dispel Magic Skill or naturally over time.

    • Note: This spell can be cast regardless of armor.

  • Speak with Dead (2 SP) The user can attempt to speak with any dead character (whether passing through or long gone).

    • Note: make sure to speak with the corresponding player or the Organizers before performing this spell

    • Note: This spell can be cast regardless of armor.

3.4 - Mental Magic

  • Foresight (1 SP) The user can try to foresee upcoming plot, visions of the past or to gain any other general information pertinent to the game. It is advised that the caster notifies the organizers before performing this spell.

  • Confusion (1 SP) The user points at a target within 5 metres. If the spell is successful the target becomes confused for the duration of 1 minute and is plagued by hallucinations: Noises are all mixed up, shadows seem to move and take strange forms and people are unrecognizable.

  • Truth (3 SP) The user points at a target within 5 metres. If the spell is successful the target must answer all questions truthfully for 10 minutes.

    • Note: the target may choose not to speak.

  • Heavy Weapon (1 SP) The User points at a target within 5 metres. If the spell is successful then the target perceives any weapon held to be so heavy that the bearer can not lift it even with both hands for a duration of 1 minute.

    • Note: This is a mind altering ability, characters unaffected by the spell can lift the weapons normally.

  • Fear (2 SP) The User points at a target within 5 metres. If the application is successful the target must run away from the caster as if they just witnessed their worst nightmare coming to life. The target must stay at least 10 metres away from the user for 1 minute.

  • Berserker Rage (3 SP) The user must touch the target. If the spell is successful the target must attack anyone near them (aside from the caster) until they are unconscious. Additionally, the target receives 2 extra health points for the spell's duration. 

    • Note: the target of this spell may not attack the caster and should ignore their presence. 

  • Friendship (3 SP) In order to apply this skill the user must give a present to the target. If the application is successful then the target will be the user’s best friend for 15 minutes.
    Note: the formula must be spoken a maximum of 5 minutes before the present is given. If more than 5 minutes pass before the present is given then the object loses its magical effect.

    • Requires a gift.

3.5 - Curses

For the casting of curses over a distance, the caster should contact the organizers.

*All spells in this category have the prerequisite “Ritual Magic” 

  • Blindness (1 SP) The user conducts a small 1 minute ritual and points to the target or conducts a 10 minute ritual using something that was taken from the target. If the spell is successful the target is blind for 1 hour.
    In order to represent blindness the target must bow their head and keep looking at their feet (or other similar action) until the effect wears off. 

  • Mute (1 SP) The user conducts a small 1 minute ritual and points to the target or conducts a 10 minute ritual using something that was taken from the target. If the spell is successful the target is mute for 1 hour.  

  • Deafness (1 SP) The user conducts a small 1 minute ritual and points to the target or conducts a 10 minute ritual using something that was taken from the target. If the spell is successful the target is deaf for 1 hour.

  • Sleep (2 SP) The user conducts a small 1 minute ritual and points to the target or conducts a 10 minute ritual using something that was taken from the target. If the spell is successful the target falls asleep.
    The target can be awakened, however the effect of this spell can only be completely dispelled by successfully casting the “Dispel Magic” spell on the affected character. If awakened without the curse being dispelled, the character (still under the effects of the curse) MUST act sleepily and CAN NOT perform any offensive action until the curse wears off. Lasts 10 minutes. 

  • Mad Dance (1 SP) The user conducts a small 1 minute ritual and points to the target or conducts a 10 minute ritual using something that was taken from the target. If the spell is successful the target must burst into dance, the target can still swing their weapon but must remain dancing in the same place until the effects wear off. Lasts for 5 minutes.
    Requires music or a song.

  • Empty Mind (3 SP) The user conducts a small 1 minute ritual and points to the target or conducts a 10 minute ritual using something that was taken from the target. If the spell is successful the target will fall into a brain dead-like state for 5 minutes. 

chapter 4.
Alchemy

In order to acquire Alchemy skills of Category I (Potions) the character must acquire the skill “Access to Simple Alchemy”.

If an Alchemist wants to acquire skills of Category II (Weapon Ointments) or III (Powders) they will need the “Access to Advanced Alchemy” skill. These access skills provide the user with knowledge about the basic alchemical laws and knowledge of preparing in-time ingredients.

Each Alchemist skill gives the character the knowledge of one specific in-time mixture.

Each alchemy skill can only be learned once.

When a mixture's seal is broken the mixture loses its effects after 5 minutes. While the seal of a mixture remains unbroken the mixture remains effective.

There is no limit on the production of mixtures (only the natural time limit and ingredients).

Note: All potion creation requires an Alchemy Setup approved by the Organizers.
Each Alchemist’s setup is unique but here is a list of examples of tools traditionally found in a standard Alchemist Setup:

  • Mortar and pestle.

  • Bottles/tubes.

  • Something to boil water.

  • Various powders.

  • Weight measurers.

  • Time measurers.

  • Measuring spoons.

  • Parchment and writing utensils to document your experiments.


Important: Only potions that are sealed and approved by the Organizers may have  effects. Because of possible allergic reactions, drinks must be made using only water and food coloring.
The drinking of a mixture may also be simulated.

See: The Book of Alchemy for further information about Alchemy.

chapter 5.
The People of Urð

If you are in the process of making your first character then bear in mind a few guidelines regarding of which people your character will be.

  • Make sure you can fulfil the costume requirements.

  • No character can be older than 100 years without organizer approval

  • If you need further information about specific peoples than what can be found, speak with the organizers.

  • You are welcome to come up with original details about your character’s homeland, cultural customs and such. However, all such contributions must be submitted to the organizers for review and approval to ensure consistency with the game world and overall narrative.

See The People of Urð for further information on what you can play.

chapter 6.
Effect Resistances & healing

Each effect resistance can be bought only once. Upon acquiring an effect resistance a character may ignore that effect when it is presented to them, whether in a potion or a spell. 

Effects that can be resisted:

  • Blindness (2 SP)

  • Silence/Mute (2 SP)

  • Deafness (2 SP)

  • Sleep (3 SP)

  • Friendship (4 SP)

  • Confusion (2 SP)

  • Truth (4 SP)

  • Amnesia (2 SP)

  • Empty Mind (4 SP)

  • Mad Dance (2 SP)

  • Berserker Rage (4 SP)

  • Fear (3 SP)

  • Heavy Weapon (2 SP)

Details on the healing process

The healing process starts with “First Aid”, the wound is cleaned and prepared for further work. Water, IT spirits, IT salves, non-alchemical herbs or other suitable materials should be used to clean the wound. After this initial work, the wounded character is temporarily no longer at risk of bleeding out. If they are left unattended and do not possess the skill “Body Regeneration” they will eventually begin to bleed out again.
After the wound has been cleaned a Character with the “Healing” skill may start the work of closing the wound. There are a variety of tools and methods that could be used to act out the healing and it is largely left up to the player what this process looks like. A learned doctor might treat a wound by sewing it with a curved needle and string; then wrap it tightly in sterilized bandage, while a goblin surgeon might stuff it full of herbs and tie it up with a scrap of fabric.

If a character has the skill “Medicine” they will possess a greater understanding of the medical arts and can treat greater amounts of wounds faster as well as reattach severed limbs.

Alternative methods of healing include “Magical Healing” and “Potions of Healing”.
Magical Healing is described in chapter 3.3 and Potions of Healing are described in The Book of Alchemy. Both alternative methods require First Aid to be performed before they can be administered.

Any wound healed without first applying the First Aid skill will become infected within an hour of application.
All healing methods are imperfect and the body requires some time to recover properly. If a character participates in a fight, goes running or tries to lift heavy objects immediately after being healed, the healing will be undone and all health points regained from the healing will be lost, if this leaves a character at 0 health points they will begin dying.  

A character should rest for at least 5 minutes before participating in any strenuous activities after being healed.

  • Note: It's important to notify the player you are healing of what you are doing so they can react appropriately. 

  • Note: A character that does not possess the skill “Medicine” can not reattach severed limbs.

  • Note: The  skills “first aid” “Healing” and “Medicine” may be used (as long as you have some of the required materials) limitlessly.

  • Note: The wounded area should be wrapped in a bandage to represent the work done on it.

  • Note: If a wound is not properly treated and becomes infected; the wounded character's maximum HP will be decreased by 1 per infected wound until a healer can provide adequate treatment.

    Important: When using herbs, powders, salves or liquids tell the “wounded” about the ingredients and acquire their approval before direct application to avoid an allergic reaction.

Chapter 7.
Weapons

All weapons must be approved by event Organizers.

A weapon should have a minimum of 2 cm of foam from the core to the hitting edge.

For homemade weapons contact organizers to get approval for their use.
As a guideline:

  • The core should be a little bit flexible.

  • There should only ever be a single core.  

  • It is recommended that homemade weapons have at least 3 cm of foam from core to the hitting edge

  • The outer coating should not be hard, and should not detract from the foams softness

chapter 8.
Armor

All armor must be approved by event Organizers.

Players should practice wearing their armor before wearing it at events and must be able to prove to organizers that they can follow combat safety while wearing it. Players who can not safely fight in their armor will be barred from wearing it during events.

Protected Areas

Armor points are calculated using “area coverage”. The body is essentially split into 6 areas:

  • Head,

  • Torso,

  • Left arm,

  • Right arm,

  • Left leg,

  • Right leg.

Each area (Except for the Head) is split into 4 parts:

  • Upper front,

  • Lower front,

  • Upper back,

  • Lower back.

For each of these areas covered: the armor count goes up. 

Only the single heaviest layer of armor is calculated into the armor count.

Exception: The “Head” is an exception to some of these rules. It is not split into parts and always gives 1 extra armor point beyond the standard maximum regardless of material. 

Armor Definition

Light armor: Light armor is armor made from light materials (Gambeson (both textile and leather), leather armor, Studded leather).
Light armor counts 0.25 per area covered for a total of 5 Armor Points Maximum.

Medium armor: Medium armor is armor made from mixed or medium weight materials (Chainmail, Brigandine and Scalemail).
Medium armor counts 0.5 per area covered for a total of 10 Armor Points Maximum.

Heavy armor: Heavy armor is armor made from heavy materials (Plate armor (Minimum 1mm steel)).
Heavy armor counts 0.75 per area covered for a total of 15 Armor Points Maximum.

Fake armor: Fake armor will be assigned an Armor count by the event Organizers when the fake armor is approved for use. Its armour count will be based on the type of armour it is meant to be.

chapter 9.
Shields

All shields must be approved by event Organizers.

A single “Cleave”, “Greater Energy Ball” or hit from a siege weapon will make any shield useless until repaired

  • (Repairs must be acted out in-game, with the “Woodworking and Shield Repair” skill and appropriate tools).

Shields should be made using a hard but flexible core surrounded with foam and a sealing covering.
The foam should fully cover the circumference and front of the shield at least.

Shields made of wood or metal are not allowed.

Chapter 10.
Fighting

  • All Melee weapons deal 1 damage.

  • Throwing weapons deal 1 damage.

    • Note: All throwing weapons MUST be coreless and have a maximum length of 40cm.

  • Two Handed weapons and Polearms must be swung with both hands.

  • Ballistic Weapons deal 1 Direct damage to HP.

    • Exception: Firearms function as “Gust of Wind” (Firearms are subject to roleplay, if you feel like the shot would injure you, then it does).

    • Exception: Ballistic weapons deal normal damage if the target player is wearing layered armor (layers must be different types of armor).

  • Siege Weapons deal 5 Direct damage. If blocked by a shield; it deals 2 and breaks the shield.

    • Siege Weapons require a crew of at least 3 players to operate.

  • Direct Damage: Direct damage ignores armor and deals damage directly to the character's HP.

  • All hits must be roleplayed.

General fighting rules are well known to most but we would like to mention a few Important points:

  • Head hits are strictly prohibited.

  • Stabbing with cored weapons is strictly prohibited.

  • All blows must be pulled.

  • A weapon that does not meet the security standards MUST NOT even be carried on events.

We ask that any violation of these rules are reported to the Organizers immediately


chapter 11.
Dying

After you lose all your health points you will be knocked out and bleeding out, this means you can not take any actions (unless the character has the Toughness skill in which case they can crawl weakly and force out single words) and after 10 minutes the character is beyond saving and can not be brought back via healing (magical or otherwise), but can return as an undead should they be raised.

If the character has acquired the skill Body Regeneration it will take 20 minutes before they are beyond saving.

Once a character is dead the player can receive an NPC role from event organizers or create a new character, in either case the player should change costuming.

  • Note: While resurrection magic (divine or arcane) is rare, with a large enough effort or sacrifice, it may be possible. Any such efforts should be done in coordination with event organizers.


chapter 12.
Guilds

Guilds represent groups of people who have advanced knowledge, not normally available to the general populace, that being said, any character may be a member of or join a guild to gain access to these abilities, although the guild might occasionally call upon them to complete tasks in return.

Learning guild skills requires in-game effort on the players part and are taught by guild mentors. What the character must do varies depending on the skill, but it should involve training to learn the skill in some way or figuring out how to do it.

The Guild of Magic: 

Skills for spellcasters that want to specialize.

There are four schools of magic that can be learned in this guild as well as a few skills that are not school specific.

The Red School (Necromantic Magic)  

  • Raise Undead (3 SP): With the acquisition of this Guild skill, the character is able – within the scope of the ability – to create an undead minion. The caster must intercept a dead character or recruit a player beforehand.
    The dead character will be an undead for 1 hour under the control of the Necromancer.
    The raised undead character may use any of their former skills.
    After 1 hour has passed the raised undead dies. If the raised undead is killed before the end of the hour it counts as the spell having ended.
    The raised undead will start with 2 health points.
    The raised undead can not be healed until after the spell has ended and they are immune to mind-control magic.
    This spell can be cast to raise multiple undead minions if the caster knows ritual magic but if the spell is cast this way the caster suffers extended Spell Exhaustion equaling 1 minute per raised undead.

    • Note: Raised characters are not strictly speaking “Undead”. However a character that is raised as an undead this way may choose to become permanently undead.

    • Note: this spell can be cast on a character that is bleeding out, that character may be raised as per the spell and upon the spell's end, they will return to a bleeding out state.

The White School (Healing Magic)

  • Channel Magical Healing (3 SP): This guild skill allows the caster to, after performing a ritual of Magical Healing, divide the Health Points of the spell between multiple injured characters healing them at the same time. The Caster suffers from spell fatigue as per normal (30 seconds per wound healed)

    • *The skill “Magical Healing” is a prerequisite

    • Note: This spell can be cast regardless of armor.

  • Regrow Limb (2 SP):  This guild skill allows the caster to regrow a character's missing limb, so long as all missing HP has been healed.

    • *The skill “Magical Healing” is a prerequisite

    • Note: This spell can be cast regardless of armor.

The Blue School (Protection Magic)

  • Protective Aura (3 SP): In order to successfully apply this skill the user must also have the “Ritual Magic” skill. With the acquisition of this skill, a character can create an aura that functions as Magical defence.
    A small ritual (at least 10 minutes) must be performed.
    The aura protects only against magical attacks (all types).
    The aura can negate up to 3 spells. 
    The aura can not be projected over other players.

    • In order to avoid misunderstandings the user must carry 1 well visible blue band on their upper body. After the Aura disappears the band must be removed.

    • Note: This skill cannot be used if the caster is wearing a large amount of armor (maximum 3 armor points), if a piece of armor is equipped after a successful application of the spell then the field is immediately destroyed.

  • Magical Armor (3 SP): In order to successfully apply this skill the user must also have the “Ritual Magic” skill. With the acquisition of this skill the user can apply this skill to themselves. A small ritual must be performed. With the successful application a magic barrier appears around the caster. This field protects the caster, giving them 3 armor. The protection lasts until the caster has taken 3 hits.
    Magical Armor provides full coverage protection against all physical attacks.
    Magical Armor can not be projected over other players.

    • In order to avoid misunderstandings the user must carry 1 well visible yellow band on their upper body. After the field disappears the band must be removed.

    • Note: Magical Armor does not protect against Magical damage

    • Note: This skill cannot be used if the caster is wearing a large amount of armor (maximum 3 armor points), if a piece of armor is equipped after a successful application of the spell then the field is immediately destroyed.

The Grey School (Scrolls)

  • Create Magic Scroll (3 SP): With the acquisition of this skill a character can create magical scrolls. To create scrolls the character must write a scroll with all the relevant information on the spell (what the spell does and the incantation to cast it). The user of the scroll will suffer no exhaustion when using it. When a character binds a spell to a scroll the time of exhaustion is ten times the usual, lasting for 5 minutes. This ability can be used only once per hour.
    The scroll must be approved by an Organizer
    The scroll can be used by any character that can read.

Non-School Specific Magic Guild Abilities

  • Ritual Master (5 SP): By the acquisition of this skill the character may include up to 3 additional characters in a ritual circle in order to use their power. These characters do not require the “access to magic” or the “Ritual Magic” skills.

    • *The skill “Ritual Magic” is a prerequisite

  • Casting Master (5 SP): A caster with this skill only requires a half the number of words for their incantations.

  • Balanced Casting ( 3 SP) This skill will allow a caster to forgo the Exhaustion time after casting by taking a longer time casting the spell.
    The caster must repeat the spell's required incantation an additional 2 times before casting the spell to use this ability.

The Alchemy Guild

Skills for Alchemists and Herbalists that have already learned at least half of the potions in the alchemy section and at least 1 Advanced Alchemy skill.

  • Investigation of Alchemy (3 SP): The character can create experimental mixtures and investigate unknown plants for special potions.

  • Master of Alchemy (5 SP): The production time of Alchemical creations is reduced by half. 

  • Master of Herbs (5 SP): This skill allows the character to:
    a) Identify rare herbs needed to create special and unusual potions.
    b) Reduce the growth time of normal plants.
    c) Cultivate special and rare plants in an ordinary garden.

    • Note: Additionally to the notification of a garden, the ability "Master of Herbs" must be reported to an event Organizer.

The Thieves Guild

Skills for those who really don’t like locks or want to trap some larger game.

  • Master Lock Picker (2 SP): With this skill a character can pick Master locks. The Lockpicker must spend 10 minutes working on the Master lock before they can begin lockpicking as normal. 

  • Pickpocketing (2 SP): This skill allows a character to pick other characters pockets by placing a wooden clothespin holding a black piece of fabric on their pockets and then notifying an organizer. The organizer will then approach the target to collect the pilfered IT goods.

    • Note: The black piece of fabric may not be pre-attached to the clothespin.

  • Mangle Limb (3 SP): With the acquisition of this skill, a character can strike an opponent's limb leaving it mangled. A mangled limb can not be used properly again until it has been treated by the Skill “Medicine”.

    • Important: This ability can only be used once every 10 minutes.

The Warrior’s Guild

The place for warriors and fighters who wish to improve their skills.

  • Knock Down (3 SP): With the acquisition of this skill, a character can throw their opponent to the ground with a single blow using their weapon. The opponent suffers normal damage (unless the hit is blocked by a shield) and falls to the Ground.

    • *The ability to use the corresponding weapon is a prerequisite.

    • Important: This ability can only be used once every 10 minutes.

  • Cleave (3 SP): With the acquisition of this skill, a character can break a shield using a two handed weapon.
    *The skill “two handed weapons” or "polearm" is a prerequisite.

    • Effect: After a successful hit with a two handed weapon on a shield. The shield is broken and can not be used until it is repaired. 

    • Polearms with a sharp edge can qualify for use with this skill but the Polearm skill is required for its use and the weapon must be approved for use by event organizers.

    • Important: This ability can only be used once every 10 minutes.

  • Direct Hit (4 SP): With the acquisition of this skill, a character can cause DIRECT damage to his opponents. The damage points are subtracted from the HP without taking into account any kind of armor (even magic armor).

    • Important: This ability can only be used once every 10 minutes.

  • Mangle Limb (3 SP): With the acquisition of this skill, a character can strike an opponent's limb leaving it mangled. A mangled limb can not be used properly again until it has been treated by the Skill “Medicine”.

    • Important: This ability can only be used once every 10 minutes.

The Craftsman's Guild

Skills related to crafting and building.

  • Master Smith (3 SP): The character can use a special alchemical mixture to increase armor value by 1 through the application of this guild skill.
    An armor piece that has been upgraded should be marked as such, either via decoration or an OT marking.

    • *The skill “leather work” or “metal work” is a prerequisite.

    • Note: The character must have “Armor powder” to upgrade armor with this skill.

  • Master Locksmith (2 SP): With this guild skill a character can build and use Master Locks. In order to build Master Locks the character must invest 10 minutes working on a regular lock. A Master Lock can not be opened without the “Master Lock Picker” skill or the locks key. A Master Lock must be marked with white. 

The Healer's Guild

Skills that further improve a characters non-magical healing abilities

  • Master of healing (3 SP): To use this skill the character must have, powders, ointments or drinks to deal with serious injuries and treat them competently. With a successful treatment, the injured character recovers all their hit points. The treatment must last at least 10 minutes.

    • *The skill “Medicine” is a prerequisite.

  • Life Rescuer (2 SP): A character that under normal conditions would die can still be saved with this skill. This skill must be applied immediately after the death of the character. If the skill is applied within 10 minutes from the character’s death it might still work. After 5 minutes of healing the character does not die. However, they will still be severely injured so the character still has to be correspondingly treated.

    • *The skill “Medicine” is a prerequisite.

    • Note: This skill does not heal health points.

  • Battle Healer (3 SP): With the acquisition of this skill, a character can stabilize more than five wounded characters, whose HP has reached 0 or are bleeding to death, at the same time. This skill works like “First Aid” in that it stabilizes the wounded characters and prepares them for further healing.
    The effect lasts as long as you can focus on care for all your patients.

    • *The skill “Medicine” is a prerequisite.

    • Note: This ability enables the user to treat several wounded characters until other healers can help them. If the concentration of the healer ends without any other healers helping them; the patients revert to their original, bleeding out condition.

    • Note: This ability does not heal health points.

The Ranger’s Guild

Skills for the outdoorsman and survivalist.

  • Master of Traps (3 SP): With this guild skill the character can arm and disarm Master Traps. In order to build Master Traps the character must invest 10 minutes working on a regular trap. A Master Trap can not be disarmed without the “Master of Traps” Skill. A Master Trap must be marked with white and it should be noted on the trap's note.
    A master of traps may combine up to two trap types when building a master trap.

    • *The skill “Build and Disarm Traps” is a prerequisite.

  • Advanced Trap (2 SP): This trap type is applied to a “simple trap” and increases the time it takes to break free from the trap by 10 minutes (for a total of 20 minutes)

    • *The skill “Build and Disarm Traps” is a prerequisite.

  • Dust Trap (2 SP): This trap type is applied to a “simple trap”. It decreases the time it takes to break free from the trap by 5 minutes (for a total of 5 minutes) and causes Blindness to the target.

    • *The skill “Build and Disarm Traps” is a prerequisite.

  • Bear Trap (3 SP): This trap type is applied to a “simple trap”. It decreases the time it takes to break free from the trap by 5 minutes (for a total of 5 minutes) and increases the damage the trap deals by 1 (for a total of 2).
    Additionally 1 of the target's legs will be mangled and unusable until it is healed with the “Medicine” skill.

    • *The skill “Build and Disarm Traps” is a prerequisite.

  • Net Trap (2 SP): This trap type is applied to a “simple trap”.  It increases the area of effect of the trap to 2 metres. Anyone within 2 meters of the target who triggered the trap will be affected.

    • *The skill “Build and Disarm Traps” is a prerequisite.

  • Knockout Trap (2 SP): This trap type is applied to a “simple trap”. Instead of keeping a target stuck in place, this trap knocks them out for 10 minutes.

    • *The skill “Build and Disarm Traps” is a prerequisite.

  • Alchemical Trap (2 SP): This trap type is applied to a “simple trap”. It allows the trap builder to apply alchemical weapon ointments to the trap.

    • *The skill “Build and Disarm Traps” is a prerequisite.

Chapter 12.5 - Non Player Character Skills

This chapter goes over a few skills that are not available to Player Characters

  • The Powers of the Blood Queens Army
    (These powers are learned in succession)

    • All for one: the Caster can take blood from a subject via physical touch, dealing 1 damage to the subject and healing themselves by 1 damage in return 

    • One for all: The Caster can give blood to a subject via physical touch, healing them by 1 damage and receiving 1 damage themselves in return

    • The Blood Protects: The Caster may choose to take 1 damage to gain 3 extra Temporary HP (temporary HP is lost after 30 min. And can not be used to fuel any powers of blood magic)

    • The Bloods Will: The Caster may choose to take 1 damage to Infiltrate the mind of a subject that has been targeted by “One for All”. The subject must follow the casters orders to the best of their ability until they are knocked unconscious or until they have 0 HP remaining.

    • The Servants Sacrifice: The Caster may choose to Sacrifice all remaining HP to create 2m explosion dealing damage equal to HP sacrificed

  • Nightmares
    Nightmares have a white, featureless mask concealing their face.
    Additionally, Nightmares costuming is predominantly black.
    Many Nightmares also have strange or otherworldly features, such as extra limbs or lumps and bumps in strange places on their bodies.

    • Primal Fear (This skill is Passive) if a Nightmares mask is removed the spell “Fear” will be cast with the “Mass” modifier.
      (Caster suffers Exhaustion as normal) (can be done once every hour)

    • Unnatural Resistance (This skill is Passive) A Nightmare may ignore up to 3 effects placed on it every hour.

chapter 13.
Stealing/Looting

Stealing/Looting Out-Time items is strictly forbidden. Any theft of another player's personal possessions will be reported to the police.

Permission is required before attempting to loot an unconscious character,
It’s recommended to ask for permission again before looting anything that is not coins, potions or spell scrolls since it could be an OT item.

IT items that can be stolen will be marked with an orange or red sticker, speak with organizers for further information.

chapter 14.
The Calls

Security Calls

  • HOLD  & GAME ON: 

    • This is a Full Pause command. If you hear it lift a hand in the air, pause what you are doing and spread the call. 

    • This call can also be used to pause the game due to situations outside of the game such as when combat is taking place on unsafe terrain or when the game needs to be paused to avoid injury

    • When the game is ready to resume, an organizer will call out “3…2…1…Game On!” 

  • CODE RED: 

    • This is a Full STOP command. If you hear it, stop what you're doing, spread the call and crouch down.
      This call is only used when an injury has occurred. It is important to follow the instructions of the call and crouch down so that on site first aid responders can quickly see where the injured individual is located. If you are closest to the injured individual, remain standing and keep calling until a first aid responder arrives.
      If you have first aid training, please notify event organisers before the event so you can be registered as a first aid responder.

      • Important: if someone has suffered an injury, do not rush over to help them unless you are a designated first aid responder, it is important not to crowd the injured person.

Out Time (OT) Calls

  • Timeout: 

    • This is followed by a “Timeout” hand gesture that is held for the duration of the time out. This call should only be done to speak OT with another player or organizer.

  • Fist On Top Of Head: 

    • When a player or an organizer has their closed fist on top of their head, this means that the character is not there and you should ignore them. 

      • This can also be shown by putting your weapon on top of your head.

  • Cut: 

    • This is a call to indicate that a scene has concluded and may be used by players whenever they feel the scene should no longer be acted out but want it implied that it carries on in some way until the characters part ways.

  • Brems: 

    • This call is used by players to indicate that they are no longer comfortable with where a scene is going or if they wish for the other players to “tone it down a bit”.

  • Check In: 

    • If you would like to check if another player is doing alright without necessarily interrupting play, you can use the “Check In” method. 

    • The concerned participant makes the OK sign to the participant where they can see it. Typically, in the middle of their torso.

    • The participant being checked in on…

      • ...responds with a thumbs up. Play proceeds uninterrupted.

      • ...responds with a thumbs down, a so-so sign or anything that isn’t explicitly a thumbs up. Play stops, out of character discussion occurs. Play may proceed but only after adjusting and negotiating.

      • ...does not respond. Play stops and it is treated as a thumbs down.

    • Participants can give a double thumbs up to indicate that they are liking the intensity of the scene and would like to turn it up a notch.

    • Participants can also give the responses on their own without anyone checking in.

In Time (IT) Calls

  • Mass…(Mass Spell): 

    • This Call can only be made by Special NPC’s or PC’s using an Artefact. This call can be combined with most spells. The spell then hits any number of characters that can hear Calle.

  • Instant…(Instant Spell): 

    • This Call can only be made by Special NPC’s or PC’s using an Artefact. This call can be combined with most spells. The spell is cast immediately and with no Incantation.

Common Larp Terms

  • In-Time (IT): 

    • This term describes the time a player spends in the game as their character. In-time refers to unreal situations or unreal actions. "Unreal" stands for an action of the character in the game world, opposed to an action of the player in the normal world. The term is used to define circumstances inside the game. In-Time means that the player's character is ‘physically’ completely inside the game and can be talked/acted to by all other characters.

  • Out-Time (OT): 

    • This term describes the time, state or action of a participant outside the fictional game world. Additionally it’s a term used whenever a player or NPC character is not available to other characters in the game, meaning he is not present in the game world. He is invisible to all others. Out-time is used when moving through the game area but not being there in-time, for example after the death of a character or when NPC’s are needed at a certain place but appear only upon their arrival, etc.
      To make this out-time action visible to everyone, players moving out-time have to cross their arms in front of their bodies or hold one hand above their head. To all others this means that the player is simply not there.

  • A Scene: 

    • An interaction between characters I.E. like a movie scene.

- Questions - 

Please direct all questions to the event Organizers. Thank you for reading the rulebook and we hope to see you at our events in Funjerai soon.

Organizers for the Funjerai Larp 2025

Oddur

Sólmundur

Bryn Galdur

Hilmar

Bjarni

Bragi

Jóhannes