Manual of Life and Death
Make sure to read the General Rules above with priority.
The following set of rules is mainly related to combat, but is also applicable in non-combat scenarios.
See the Manual of Arms and Armor below as well, for more information related to combat, and more specifically regarding the capabilities of your equipment and how to play fair.
Manual of Arms and Armor
This set of tables will give you all the information you need for the different types of armor, as well as weaponry.
Feel free to familiarize yourself with the whole file if you wish, however, the only details you need to remember and know are the ones related to the equipment you’re going to use.
Manual of Abilities and Ingame Effects
This set of rules aims to explain the general mechanics behind the abilities that your character can use based on your chosen Class(es).
It offers a comprehensive and relatively short guide on how you must react on the moment to certain ingame effects that are a product of the environment, or that other players are targeting you with.
The more elaborate effects of Abilities and Spells are expected to be explained to you by the player who targets you with them.
Classes and Origins
The Twisted Tales games are introducing a brand-new and fresh Class-based system. You might see some obvious inspirations we've drawn in terms of the Classes' themes, yet as we adapted them for LARP they became something very different.
We've got 7 Classes which you will be able to play in the Old World, including some different flavors for each of them - Fighter, Rogue, Ranger, Alchemist, Wizard, Cleric and Bard.
As of 2026, we've decided to reimagine the way players access the Class mechanics, and made them more akin to professions that are closely tied to the several Guilds we got in game. You will be able to gain the related Class abilities only after signing a Guild Contract, by progressing through the related quests and content.
You will be able to sign one of each of three types of Contracts - Primary, Secondary and Honorary - effectively 'multiclassing' to some extent. Your Primary Contract will give you full access to the Class abilities' progression and the quests governed by that Guild. Your Secondary Contract will let you take on the quests given by that Guild, but it will let you learn only the most basic abilities from the related Class. And finally, the Honorary Contract will let you take and complete quests from Guild in question, but it will not award you any abilities from it.
DISCLAIMER!!! Signing multiple Contracts is by no means necessary. In fact, you should keep in mind that any additional Contracts will slow down the progress of your Primary one, meaning that you won't be able to gain the strongest abilities from the related Class. For example, Someone who's only a Ranger will be a more powerful Ranger than someone who has a Secondary Contract as a Rogue'
More about the individual Guilds and Classes - Coming soon!
In addition to Classes, there are also several particular types of Origin (fantasy races) that aim to reward those players who not only roleplay their character appropriately as a member of that race, but also have prepared a costume and appearance for themselves that is recognizable at a glance.
Each of the Origins we got so far - Fey, Dwarf, Werekin, Vampire, Half-Demon and Demon - will give you some relatively minor mechanical bonuses, and possibly some additional bits of content you can take advantage of. There will be dedicated GMs who will inspect your costume when you arrive at the event site and check-in, in order to confirm whether you're eligible to play with the Origin mechanics.
More about the available Origins and what's expected from your appearance - Coming soon!