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Combat Rules

HITS

The Flamel Academy works on a global hit point system. If you reach 0HP, you are knocked unconscious and should fall safely to the ground. If active combat is taking part around you, you can move slightly out of the way to somewhere safer if needed.

 

If while on 0HP you are struck again, you are Mortally Wounded and begin Bleeding Out. Once your Bleed Out timer reaches zero, your character is considered On Death's Doorstep. Should you decide you do not wish for your character to die, they may still be saved but there will be negative consequences for your character (you may lose hits, skills or spells).

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NON-COMBAT CHARACTERS

If you do not wish to be struck for out of character reasons, you may opt to play a non-combat (or "non-com") character for the duration of the game. Once you declare your status as non-com, you must remain as non-com for the remainder of the event, unless confirmed otherwise by the Head Ref.

Should you be in danger of being struck, you may raise both hands in the air and declare "Non-com!". At this point, you should either drop to the floor or move out of the way of combat. Your character is now Mortally Wounded.

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ONE PER SECOND RULE

In combat, you can only take one hit of damage per second from any one source at a time. This rule is to encourage more dramatic and cinematic fighting rather than speed fighting or drum rolling. To give some examples of this rule in action:

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  • If Monster A hits you three times in a second, you still only take one hit point of damage (even if they do it with dual-wielded weapons).

  • If Monster A and Monster B both hit you at once, you take two hit points of damage.

  • If Player 1 hits Monster A with the weapon in their left hand, and Monster B with the weapon in their right hand, both monsters take one hit point of damage.

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UNSAFE PROPS IN COMBAT SCENARIOS
The Flamel Academy uses items such as wands, crystal balls, books and staves as methods of casting magic. These should never be used in such a way as to risk causing them to come into physical contact with another individual. For the case of wands, crystals or books, these should be drawn close and flat to the body if another person comes too close to you. In the case of staves, you should never cast by pointing the stave directly at your target, but rather hold the stave in one hand and cast through your free hand.​

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CONSENSUAL FIGHTING

If any players wish to involve themselves in simulated fighting outside of PvM combat scenarios, they may only do so with the express permission of the parties involved and with prior discussion with the Head Ref. This should be done at half-speed, and with an agreement beforehand of how the combat will take place and how it will end. Should refs or NPC's feel that any simulated combat is too unsafe, they will call a TIME FREEZE and end the simulated fight to ensure safety.

During consensual simulated fights, both fighters must remain on their feet for the duration. We do not permit tackling, throwing, body-slamming or anything else that involves taking a player off their feet.

Please be aware that all crew will be instructed to deny any requests for simulated fighting. This is purely a roleplay device for players who wish to use it with another trusted player, and it is done so entirely at the risk of the consenting parties.

You must NEVER engage in physical combat with ANY person attending The Flamel Academy (either player, monster or NPC) without their express permission. 

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WEAPONS AND SHIELDS

There are five types of combat item in The Flamel Academy. Please note that stab-safe/collapsible tip weapons are not used in this system. For weapon construction regulations, please refer to the Weapon Check Guidelines section of the wiki.

 

Small Weapon: A dagger or other small bludgeoning or bladed item between 7" to 18"  in length, striking for 1HP of damage per landed blow. Parrying does not ignore combat calls, but does ignore hit point damage. Only Duellists may use this item as a weapon.

 

One-Handed Weapon: A sword, club, mace or similar bludgeoning or bladed item between 18" and 42"  in length, striking for 1HP of damage per landed blow. Parrying does not ignore combat calls, but does ignore hit point damage. Only Duellists may use this item as a weapon.

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Two-Handed Weapon: A longsword, spear, staff or other long bludgeoning or bladed item between 42" and 84" in length, striking for 1HP of damage per landed blow. Parrying does not ignore combat calls, but does ignore hit point damage. Only Duellists may use this item as a weapon.

 

Shield: Up to 60 inches by 30 inches for tower shields, and 36 inches diameter for round shields. These can ignore hit point damage that strikes the shield’s surface. It cannot ignore calls. Only Duellists may use this item.

 

All combat in The Flamel Academy should be epic and cinematic in nature, rather than based on speed. All blows must be pulled to minimise the force of the blow, and strikes to the face, neck and groin should be avoided. Hits to the breasts and unarmoured head should also be avoided where another viable target is available.

Weapons must not be grabbed or trapped in any way. Should this happen accidentally, stop fighting for a moment to release the weapons before continuing to fight.

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REPAIRING DAMAGE

Weapons and Shields can be destroyed with the SHATTER call. At this point, it is no longer usable until someone with the REPAIR spell has mended it.

© 2019 by Kelly Poole of LEGENDARY LARP, created with Wix

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