These are the basic rules that everyone should know and follow.
Health measures the physical endurance and overall vitality of a character.
Each character has base Health 6.
Certain Creatures may have increased base Health.
Choosing certain Skills reduces base Health permanently.
Special rules may increase the base Health or temporarily add Health, but it cannot exceed the maximum of 10.
Certain Creatures may have increased maximum Health.
Taking Damage and using some Skills causes Health loss.
When Health becomes 0 (for whatever reason), the character is considered severely injured and gets two effects:
Pain: The character is experiencing pain and can't walk without support or assistance, can't fight, can't use Skills for 2 min.
Agony: The character bleeds out and dies in 2 min.
If they take Damage again while their Health is 0, the character dies immediately.
A character who rests for at least 20 min, restores their Health and heals from their Injuries.
Rest is allowed in any dedicated place (faction camp, game town, sanctuary).
Walking a considerable distance outside of the place of rest, running, fighting and Skill use interrupt the accumulated rest time and it starts again.
When the Agony period has expired or the character has been killed within that period, they die. The player must role play the "death" of their character, and then remain in place until the situation that caused their death is over (but not more than 2 min). During this time the body of their character can be searched.
Afterwards the player discreetly leaves the area and goes to the nearest Sanctuary or other available Revival location.
While dead, the character does not perceive nor remember anything that is happening around them.
In this world, Fate is stronger than gods and heroes. If someone's soul is not yet destined to leave the world, it can return to its body in a Sanctuary designated by the organizer after 20 min of the character's death.
If there are Trauma effects in the game, after the recovery time has elapsed the player draws a random note with Trauma effect. If they have accumulated more than 3, they can return back a previously drawn Trauma effect.
His character returns to play with restored Health and healed Injuries, and in the they must proceed to role play the newly acquired Trauma effect.
In case there are no designated Sanctuaries, characters revive at their own Camps or starting areas.
All combat and role play interactions can result in acquiring or losing of some of the effects that are explicitly listed below.
Special rules may stipulate that an effect can be invoked by shouting a keyword.
When taking Damage a character loses some Health.
Attacks deal 1 or 2 Damage depending on the character's Armor of the attacked spot.
Keyword: "Injury!"
Injury to a limb makes the limb unusable, and when the torso is injured the character loses all remaining Health and gains effects of Agony and Pain.
Attacks also cause Injury, unless the the attacked spot is adequately armored.
Keyword: "Agony!"
The character dies of bleeding in 2 min.
Keyword: "Pain!"
The character is in pain or experiences physical exhaustion for 2 min:
Unable to walk without support (staff / crutch / other people's help) - they can only crawl on their own.
Cannot fight and shoot.
Cannot use Skills.
Keyword: "Knockout!"
The character is unconscious for 2 min:
Unable to move.
Cannot fight and shoot.
Cannot use Skills.
He cannot communicate, does not perceive and does not remember anything that is happening around them.
They player may decide to play this effect as Death.
Keyword: "Impair!"
The character is immobilized for 2 min and can not take their feet off the ground for that time.
Keyword: "Heal!"
The character restores their Health and is healed from the effects of Agony, Pain and Injury.
Keyword: "Zombie!"
The character's body is turned into a weapon wielded by to another character and literally obeys their commands for 2 min, and then Decays. During this time:
Withstands a total of 5 attacks and ignores all effects except for Injury inflicted by a Heavy weapon or Magic.
Unable to communicate, run and use Skills.
Does not perceive or remember anything that is happening around them.
If touched and given the command "Decay!", the zombie decays instantly.
Keyword: "Decay!"
The character's body is destroyed.
The character cannot be zombified until they revive and die again.
Light armor
Gambeson: Textile armor made of stacked layers of strong fabric sewn together, with or without metal rivets.
Leather armor: Armor made of hard leather or layers of soft leather at least 2 mm thick, measured when pressed.
Others: Any armor with appropriate appearance made of lightweight material such as aluminum, plastic, EVA foam etc.
Chain Mail: Armor made of linked together steel rings, with or without riveting.
Heavy armor
Brigandine: Armor consisting of steel plates upon a textile or leather padding.
Plate Armor: Armor made of a steel sheet with a thickness of about 1 mm.
Light weapons
One-handed weapons: sword, axe, mace, war hammer.
Hand-and-a-half weapons: bastard sword.
Long weapons: spear, naginata, light halberd, quarterstaff.
Throwing weapons: throwing knives, throwing axes, shurikens.
Arrows
Any arrows shot from a bow or crossbow.
Heavy weapons
Two-handed weapons that are used with only two hands: two-handed axe, two-handed hammer, two-handed mace, heavy two-handed sword, massive halberd.
Magic Staves: Can only be used as a weapon with a spell that activates them.
Arrows fired from a siege weapon: ballista, scorpion. These arrows must look different and more massive than bow arrows.
Projectiles of "firearms" that load significantly slower than a bow. These projectiles should look different from arrows.
Any shield that can be held in the hand and is not part of the character's armor.
A character cannot carry more than one shield.
All weapons must be made in a safe way so that even in the event of a strong blow against an unarmored player, they cannot cause injury more serious than bruising.
All throwing weapons must not have hard and sharp edges, so that injury to the eye or other soft tissues is not possible.
All arrows must not have a metal head and instead they need to have a soft-tipped head that is larger than a human eye socket.
All armor and shields must not have sharp edges or spikes that can injure a player by cutting their skin.
Hits and shots are counted only if they represent a clean hit with a realistic area of impact.
If an attack only brushes against the garment or barely scratches the skin of the person, it has no effect.
An attack on the head is prohibited and it does not cause damage or injury, regardless of whether the opponent wears a helmet or not.
Attack in the groin is prohibited and it does not cause damage or injury.
Blind attack (attacking without seeing the enemy) is prohibited.
The attacked player has the right to recognize and choose to role play a prohibited attack as if it was a valid attack.
Any clean attack deals 2 Damage.
Wearing steel armor reduces the damage from certain attacks.
A shield fully protects against taking damage, except against Heavy weapons.
Parrying an attack with a weapon fully protects against taking damage.
In addition to taking Damage, an attack that hits an insufficiently protected spot also causes an Injury which has an effect according to the hit body part:
Torso (including slit throat): The character loses all of their Health.
Leg: The character loses the ability to run and has to drag the injured leg, and if both legs are injured, cannot walk without assistance.
Arm: The character cannot use weapons and tools with the injured hand, and if both hands are injured, cannot use Skills.
Any armor protects from Injury with a Light weapon (sword, spear, throwing knife etc.).
Any two pieces of armor stacked together protect from Injury with an Arrow, and if one of them is Heavy armor, they protect from Injury with a Heavy weapon as well.
Any steel armor (chain mail, brigandine, plate mail) additionally reduces the Damage of Light weapons and Arrows to 1.
Shield protects from Injury with any weapon and additionally reduces the Damage of Light weapons and Arrows to 0.
The character Elve wears a gambeson that covers his arms and torso, and a steel plate that covers his torso.
If he is hit with a sword in his arm (gambeson), his armor will protect him and he will take 2 Damage but no Injury.
However, if he is shot in the arm (gambeson), the arrow will pierce through the single armor and he will take 2 Damage and the arm will be Injured.
If he is hit with a sword or arrow in the chest (gambeson + steel), his armor will protect him from Injury and he will take reduced damage of 1.
If he is hit in the chest with a two-handed war hammer (Heavy weapon), his armor will protect him from Injury, but he will still have to take 2 Damage.
If his unprotected throat is cut with a knife or a sword, he will lose all of his Health because it represents a torso Injury.
In a role-played duel or in a simulated hand-to-hand combat, surface hits that are not a "clean hit" and hand touches that represent hand-to-hand attacks are valid hits. They cause damage only to an unprotected part of the body and deal 1 Damage (but do not inflict an Injury).
A dead character or a captive can be searched for game objects. In this case the searching character role plays actions of searching and asks the searched character for explicit types of objects (money, herbs, ingredients, magic items, documents, etc.) - for each object type separately. The player whose character is searched must hand over only those types of things for which he was explicitly asked.
Personal belongings, personal equipment, and sources of metagame information cannot be taken with searching.
Scrolls that symbolize an already "mastered" skill also cannot be taken.
A character who is helpless due to Pain, Knockout or similar effects, can be taken prisoner by role played tying of his arms and/or legs.
A rope or another suitable material must be used, but that must be done in a way that allows the player to free themselves if an offgame necessity arises.
Tying up a character's arms or legs disables them in the same way as an Injury does, with one exception: if the captured character acquires a cutting weapon, they can role play cutting themselves free from the ropes.
After 20 min in captivity, the player may decide that their character died or managed to commit suicide. In this case they should role play the Death of their character.
As "personal" are considered any items that belong to a player and are not marked or put into play as a game object.
Personal belongings and equipment may not be used without the consent of their owner under any game or non-game pretext.
Taking of personal items in the context of the game is allowed only when disarming a captured character - and in this case only their game weapons can be taken and placed away from their reach, and still somewhere nearby.
These are objects marked with a symbol that shows they are in game, or unambiguously described by the organizer of the game as game objects - magical ingredients, artifacts, in-game money etc.
Such items may be used by all players in accordance with the rules of the game, while taking due care not to destroy or lose them. When the game is over, these items should be returned to their owner (which is usually the game organizer).
Special rules may provide that a game object is removed from play - when it is exhausted or destroyed in the game world.
In this case, the object is placed in a place marked as "Out of play" or "Offgame", or kept by the player separately from in-game objects, and it is not used for its intended purpose.
Offgame objects cannot be brought into play unless special rules provide for this.
Unless otherwise specified in the rules of a particular game, game objects are not transferred from game to game - except for Scrolls, which are kept between games of the same series.
Scrolls that contain a "recipe" for performing an action in the game can be introduced or produced in-game. The actions described in them can be performed only by a character who has "mastered" the skill of the Scroll.
When a player acquires a Scroll, they can decide that their character will "master" the Skill incorporated in the Scroll. To do this, a character must have a main Skill that allows to master associated scroll skills.
For example, only a character with Alchemy can learn alchemy recipes.
Once "mastered", a scroll is removed from the game and can no longer be given to another character.
Herbs are disposable play objects, prepared in advance by the organizer or by a player in the form of artificial flowers with a description and symbol for the respective Herb attached to it.
An herb that is not "planted" in a special basket, but is in a character, in a box or just on the ground, can be taken by any player.
A planted herb can only be collected by a character with the skill Herbalism and only within the time interval indicated above the place where the herb grows.
Ingredients are single use game objects that are prepared by the organizer and marked with a label with their name.
There is no stand-alone use for them - they are only used for completing quests or for the crafting of other game objects.
After being expended for crafting a game object, ingredients are spent and should be removed from the game in a discreet way.
Potions are single use game objects prepared in advance by the organizer or by a player as labelled bottles.
They can be crafted and put into play through certain Skills which require the use of Herbs and sometimes Ingredients.
The name and effects of the potion must be described on its label (before or after crafting it).
Each character can benefit once from the effects of the potion - either voluntarily or by being forced or tricked into drinking it.
In the latter case, the player who has given the potion needs to discreetly explain the effect of the player whose character drank the elixir.
The bottles with "consumed" potions are removed from the game and returned to their owner as soon as possible.
Magic items are reusable gaming items that are prepared by the organizer or a player and labeled with their name and effects.
They can be crafted and put into play through certain Skills which require the use of Ingredients and sometimes Potions.
The name and effects of the item must be described on its label (before or after crafting it).
Each character can benefit from the effects of an item they have with them.
Object with this symbol can only be used by a character who has the skill Mechanics.
If the symbol is placed on a chest lid or door, it means that the skill is required to open them.
This object cannot be local from its place, unless special rules provide otherwise.
This object can only be used by a character who has the skill Mysticism.
Money is reusable game objects prepared in advance by the organizer in different denominations.
They have no effects of their own and only have a suggested value, but each character is free to bargain.
Modularp coins come in three denominations:
copper coin (round) with a value of 1
silver coin (5 edges) with a value of 5
gold coin (20 edges) with a value of 20
The rules may specify suggested copper prices for the various items that are crafted using in-game Skills.