RHINELARP RULES (ALWAYS CHECK THE DISCORD RULES ARE UPDATED THERE FIRST)
WEAPONS
Blunts - Heavily Coated, Light Core, Soft ✅
Blunts - Light Coating, Metal Core or otherwise hard hitting ❌
Blades - Edges coated in combat grade foam, hard plastic core or thin metal ✅
Blades - No coating, hard core, hard hitting ❌
Spears/Longarms - Handle coated towards top, blade coated on flat and bladed side ✅
Spears/Longarms - Handle and blade with no coating, hard core ❌
Nerf/Dart Guns - One round, hammer action or rear primed, full length dart rounds ✅
Nerf/Dart Guns - Multiple Rounds, any other type of priming or firing, half length darts, rival rounds, BB rounds or other ammo types ❌
Any weapons with a revealed metal core or sharp edges are not allowed. Multi round dart guns are not allowed. All weapons must be pre-approved by GM prior to combat.
Hits to the neck, face, or groin do not count and will be counted as a strike if intentional. 3 Strikes and you are kicked from the group forever.
Shield Breakage - When a shield is struck 3 times with a Polearm or two handed blade, it breaks and must be put down.
Limb Chopping - When your arm or leg is struck, you must put it behind your back and are unable to use it. If you are unable to wield a weapon, it is considered Total Dismemberment and you lose.
HP - HP is based on your character's race. Light races get 3 HP, Medium races get 5, Heavy races get 10. Heavy Races must be pre-approved by a GM
Light races are considered things like Fey, Goblins, and Gnomes. Light races cannot wield Polearms or Greatweapons, and cannot be hit by ranged weapons
Medium races are considered things like Humans, Elves, Dwarves, and Animalfolk. No special abilities.
Heavy races are considered things like Trolls, Giants, Ogres and Orcs. Must be pre approved by a GM before playing. Heavy races cannot run, and deal 2 damage on their first strike.
Light Armor (Cloth) adds +1 HP
Medium Armor or Reinforced Light (Leather, Chainmail) adds +2 HP
Heavy Armor or Reinforced Medium (Metal) adds +3 HP
Reinforced Heavy Armor adds +4 HP
Only Light, Medium and Heavy armor can be used without GM approval.
When downed, you are considered to be dying and must be healed by a teammate or NPC. If you aren't healed after 2 minutes you are considered dead and have to be brought back via necromancy. You can only be brought back via necromancy if you've been dead for less than 60 minutes.
DIFFERENT CALLS
Risk - If you are injured and need to step out briefly.
Hold - Immediate stop if you are in dangerous
Clear - Resume play
Out - Stop combat entirely, player has a serious injury and needs to step out for the entire combat session
TERMS
-Total Dismemberment: When you are no longer able to wield a weapon, it is considered Total Dismemberment and you can no longer fight.
-Limp Chop: When you are struck in the arm or leg, you can no longer use that limb.
-Dying: A state between life and death where you can be healed.
-Reinforced Armor: Armor with extra bits and bobs, spikes, padding, etc.
CLASSES
Fighter - Delay, Dash
Barbarian - +3 HP, Rage Ability
Healer - Healing Ability, Necromancy
Rogue - Dash Ability, Sneak Attack
Gunslinger - Double Deal
Trained - Delay, +1 HP
Monk - Aura, +2 HP
Wizard - Spellcasting, Aura, -1 HP
Bard - Spellcasting, Inspiration
SUBCLASSES
Duelist: Precision Strike, Fighter Subclass
Breaker: Shield Shatter, Fighter Subclass
Samurai: Call of the Dragon, Fighter Subclass
Paladin: Holy Smite, Fighter Subclass
Spellblade: Enchantment, Fighter Subclass
Reaper: Bloodrage, Barbarian Subclass
Unbreakable: Unbreaking Fortitude, Barbarian Subclass
Thunderstepper: Arcing Bolt, Barbarian Subclass
Shield Guardian: Protect, Healer Subclass
Gravekeeper: Bind of Life, Healer Subclass
Blood Mage: Deal and Heal, Healer Subclass
Trickster: Duplicate, Rogue Subclass
Saboteur: Disable, Rogue Subclass
Gambler: Chance Shot, Gunslinger Subclass
Outlaw: Uncaring Shot, Gunslinger Subclass
Veteran: Self Heal, Trained Subclass
Survivor: Adrenaline, Trained Subclass
Quickstep: Dodge, Monk Subclass
Fury: Strike Twice, Monk Subclass
Chronomancer: Time Stop, Wizard Subclass
War Wizard: Inspired Cry, Wizard Subclass
Druid: Shapeshift, Wizard Subclass
Warlock: Life Drain, Wizard Subclass
Lorekeeper: Recall Knowledge, Bard Subclass
General: War Call, Bard Subclass
ABILITY DESCRIPTIONS
Delay: When hit, you can delay taking the damage from it until your next turn
Rage: If your HP hits 0, you can keep fighting for 60 seconds before falling.
Healing: If your teammate is injured, you can lay a hand on them, and heal them for half health.
Necromancy: If your teammate dies you can bring them back to life.
Dash: When struck, you can not count the hit once per combat round.
Sneak: When you strike first in combat, you deal 2 damage instead of 1.
Double Deal: You can wield a 2 round gun instead of a 1 round
Aura: When struck, you can choose to heal by that amount of health instead once per round.
Spellcasting: You can have up to 8 spells on your person per combat round.
Inspiration: By playing a tune, you can grant invincibility to your teammates within hearing range for as long as you play.
Precision Strike: When striking, once per combat round, you can call Precision. If you hit them in the chest, you deal 2 damage instead of 1.
Shield Shatter: When striking a shield, it breaks in one hit no matter your weapon.
Call of the Dragon: When fighting with a ranged weapon, it deals double damage, and you are immune to cursed items.
Bloodrage: When you use your Rage ability, it lasts 120 seconds instead of 60, And you deal 1 additional damage for every enemy you kill until the end of combat.
Unbreaking Fortitude: In combat, you take full damage, but don't count it until after the round ends.
Protect: You can cast a protection spell over one of your allies, giving them an additional 3 HP, once per round.
Bind of Life: If your teammate is downed, you can bring them to life for 120 seconds, in a zombie-like state before they go back down, once per round.
Duplicate: When struck in combat, up to twice per round, you can call DUPLICATE, and the strike doesn't count.
Disable: You can disable traps without a skill check.
Chance Shot: Every time you fire a round, you roll a 6 sided die. Whatever you roll is the damage you deal sliced in half (Roll a 6, deal 3 damage).
Uncaring Shot: When firing a round, if it misses you can call a hit instead once a round.
Self Heal: When you take more than 1 damage, you can self-heal by 1 HP once per combat round.
Adrenaline: When your HP reaches 0 and you get downed, if you have an ally in danger within sight, you can get back up and fight until either they are out of danger or they have been downed.
Dodge: When you are struck, you can call DODGE once per combat round, and the strike doesn't count.
Strike Twice: All melee attacks do 2 Damage instead of 1 when your HP is at half or lower.
Time Stop: Once per combat round, you can call TIME STOP, and for 30 seconds only you can move.
Inspired Cry: When your allies are at half health, you can shout out "INSPIRED" and all allies within hearing range regain 2 HP.
Recall Knowledge: You have an innate knowledge of most things, and can recall anything without a skill check by asking a GM.
War Call: You can rally NPCs to fight for you without a skill check.
Shapeshift: Once per combat round, you can turn into an animal form. If it's a small animal, like a mouse or a small cat, you can't be hit by any weapons on your arms or legs, or by any ranged weapons at all. If it's a medium animal, like a wolf or a deer, nothing changes. If it's a large animal, like a rhino or a bear, you deal 2 damage per turn instead of 1. Forms last for 120 seconds.
Life Drain: When you deal damage, you regain health equal to the damage you deal.
Holy Smite: Once per combat round, you can call "SMITE" and deal 5 Damage on your next strike if it hits.
Deal and Heal: By sacrificing your own HP, you can heal your allies. Sacrificing 1 of your own HP is equivalent to 3 points of healing.
Arcing Bolt: When you deal damage to one enemy, all enemies within weapon range of it take damage as well.
Classes cannot be combined, 1 class per character.
RACES
Human (Medium)
Elf (Medium)
Dwarf (Medium)
Gnome (Light)
Fairy (Light)
Goblin (Light)
Orc (Heavy)
Half-Ogre (Heavy)
Ogre (Heavy)
Mutant (Medium)
Automaton (Medium)
Kitsune (Medium)
Animalfolk (Medium)
Demon (Medium)
Dragonkin (Medium)
Hobgoblin (Medium)
Kobold (Small)
Satyr (Medium)
Undead (Medium)
SUBRACES
Vampire (Life Drain ability, Take damage from Sunlight, Garlic and Crosses)
Zombie (Infection ability, Take double damage)
Werewolf (Curse ability, transformation, take damage from silver)
None (No abilities)
Life Drain: When you deal damage, you regain health equal to that damage
Infection: If you deal 2 or more damage to someone, they become a Zombie.
Curse: If you deal damage to someone while in Werewolf form, they become a werewolf as well.