conquest rules (english)

Upload: matthew-bean

Post on 04-Jun-2018

237 views

Category:

Documents


0 download

TRANSCRIPT

  • 8/13/2019 ConQuest Rules (English)

    1/53

  • 8/13/2019 ConQuest Rules (English)

    2/53

    1. PREFACE AND INTRODUCTION

    Dear player, welcome to ConQuest.

    The rule-set of the ConQuest Event is structured in order to allow many players fromdifferent Countries to play together. We knew that we had to avoid to shape thisrule-set too comple so that the chance to participate could !e given to!eginners as well as epert players of all nations.

    "ro!a!ly we missed or forget a few skills, spells or rule-sets somewhere along theprocess. The idea !ehind was to find a good !alance to make it easy to convertan eisting Character and#or create a new one.

    This of course leads to the $uestion of how many rules are needed for a %&'"anyways. (ince this set of rules is supposed to apply to Con$uest of )ythodeaa!ove all, it is our opinion it should contain an a!solutely necessary minimum of

    a!ilities and frameworks that are to !e followed strictly*

    +n top of that, the most important rule applies "lay along* f someone interactswith you, react*t doesnt matter how you react, !ut stay in character and react to the otherplayers actions in game. &t the same time do not epect a specific reaction toyour own actions from your fellow players. &ccept other peoples actions andcontinue playing on the !ase of that.&s long as all participants adhere to this simple course of action, everything youredoing will contri!ute to an eciting game for everyone.

    Enough introduction, en/oy reading and memori0ing these rules and mostimportantly have a lot of fun at ConQuest, we1re glad you1re here with us*

    2our ConQuest Team

    2. ESSENTIALS

    2.1. THE GAMEMASTERS (GM, IN GERMAN: SL)

    To ena!le a smooth flow of the ConQuest Event and to help you in every possi!leway, e.g. with Questions a!out 'ules and playing, you can always contact theTeam of 3amemasters that are present on the whole &rea. & mem!er of theConQuest +rgani0ation is easy to recogni0e They wear nota!le +ut-time clotheswith a special design, for eample a white T-shirt with a ConQuest logo and a!adge. This is done for security reasons, and to make it easy to recogni0e them inany possi!le 4dangerous5 situation.2ou may also contact them with $uestions or pro!lems not related to the gameitself, e.g travel informations, parking and so on.

    Decisions of a 3) within the game are o!ligatory and have to !e followed 6 it isnecessary for a game that is played together !y so many participants.

    n some cases mem!ers of the ConQuest +rgani0ation participate in the game.

  • 8/13/2019 ConQuest Rules (English)

    3/53

    They will of course !e dressed up, !ut are still recogni0a!le !y a red passport.

    2.2 TERMINOLOGY

    To handle (ituations regarding the game for all in an easier way, there is a specialterminology that we will use on the ConQuest Event.

    The follo!"# $%ll& %"' &!#"& e!& :

    T!*e I" (C%ll):

    &lso known as 7n 3ame7, or 7T7 for short. 8sually, when the game has !egun, anylocation in the designated gaming area is 7in time7. Conse$uently, everyparticipant is epected to !e in character anywhere and at any given point oftime during the game. +nly eceptions to this rule will !e designated 7out time7areas 4see !elow5

    T!*e O+ (C%ll):Everything that is la!elled 7+T7 does not !elong to the ongoing game. 9y decisionof the gamemasters and#or CQ-officials or in cases of emergency the game can!e put on hold in a chosen area for a certain amount of time 4see !elow 7Time+ut- Time n7# 7 (topp7 # 7Time :ree0e7 5. &lso, there are permanent 7+T7- 0onesclearly and visi!ly marked, such as the paramedics areas or the ;"C camp, foreample.

    So (C%ll):

    n dangerous situations or when some!ody is in/ured 4really in/ured5 the game must

    !e stopped immediately. To this effect the call

  • 8/13/2019 ConQuest Rules (English)

    4/53

    Re' C%-' (S!#" /0 GM):

    & red card shown to a player means that this participant has to leave the fightimmediately, or game situations for a limited amount of time and is out of gameuntil the 3) allows him to play again. f a player does not react accordingly to thispenalty, he or she can immediately !e !anned from the Event.

    :or eample, this is issued when a player !reaks rules a few or more times, ignoresweapon hits in a fight or fights without safety foam weapons.

    2. COLOUR CODES

    There is a code of different colours worn as sash or !and on the !ody, o!/ects orweapons that have a special meaning on the ConQuest Event.

    l+e: & Character that is visi!le wearing a !lue !and is protected !y a magicalarmour.

    Yello: "ersons or o!/ects with a yellow scarf or !and are invisi!le, !ecause theyare in another plane of eistence. They can sometimes influence the game, !utcannot !e detected !y normal means.

    G-ee": The o!/ect 4knife, drink etc5 is poisoned.

    P+-le: (omeone or something can !e seen only in its ghostly form, thus it can not!e taken#picked up or carried with.

    2.3 ARE4IATIONS

    8sed terms#a!!reviations

    EP: Eperience points, "oints that you can earn through participating in games.2ou can convert them into a!ilities given !y the rule-system. 43ame-days#> ? E"5

    D!-e$: @it points that are inflicted on a target with the addition =DirectA are notstopped !y armour and have to !e deducted directly from your %ife points 4%"5.

    LARP: %ive &ction 'ole "laying

    LP: %ife points 4(ee Chapter B =(killsA and =:ightA5.

    MP: )agic "oints, those are points you gain for every learned magic spell that youhave =!oughtA with your E". These add to a pool from which you can draw thecost of every cast spell.

    NSC (!" e"#l!&h NPC): ;on-player character, these are players that get a specificrole from the +rgani0ation of the ConQuest Event and have a role as etra 4walk-

    on5 for the game.

    O-#%: (hort for +rganisators, these run the whole event and are the persons incharge. They wear khaki shirts with an Event logo. "lease do not contact them with

  • 8/13/2019 ConQuest Rules (English)

    5/53

    rule or game $uestions.

    RP: &rmour "oints 4'"5 which you get for wearing &rmour and which protect youfrom inflicted damage on you, see Chapter =:ightA.

    SC (!" e"#l!&h PC): "layer Character, these are all the players that participate in

    the event with their own self-made Characters.

    SL (!" e"#l!&h: G%*e*%&e-&): The referees and contact persons of the game 6They are there for you to answer any $uestion around the game and the event.They wear a white T-(hirt with an Event %ogo and the%etters =(%A.

  • 8/13/2019 ConQuest Rules (English)

    6/53

    . SAFETY

    E5e-0 P%-!$!%" of he E5e" h%& o %5o!' '%"#e-o+& &!+%!o"& fo- h!*&elf %"'

    ohe-&.

    (afety is the first priority in %ive 'ole-playing. &ll game actions stand second placeto this and in case of real danger the game should !e stopped immediately.

    6e h%5e follo!"# -+le& h% 0o+ &ho+l' follo:

    - Every participant is responsi!le for his e$uipment and needs to make sure that it isfollowing the general safety standards. n case you dont, we will hold youaccounta!le for putting other peoples health to /eopardy.- f any piece of your e$uipment is no longer safe, you have to make sure thatneither you nor others 4even !y accident5 are a!le to use it. "8T T &W&2.- The 3amemasters will do spot tests randomly during the whole event, especiallyon Check-n, !efore and during !attles, at the entry of camps and else places.- @aving unsafe e$uipment with you while anywhere on the eventgrounds, this can

    lead to instant epulsion from the event.- n case of $uestion, you can always ask any 3amemaster to help or classificatethings.- Every participant has to !ring his weapons and armour to a 3amemaster for ageneral control !efore the event starts. This will /ust !e a visual check - !eginningwith >, we will no longer hand out check stickers to place on your e$uipment.- n case you are using self-!uild pro/ectiles 49ow#Cross!ow#Throwing Things5, youhave to !ring them to the Event @Q to get them checked and marked safe onyour character-sheet.Weapons that fail this check will under no circumstance !e allowed in the game. t

    is mandatory and the "layers1 own responsi!ility to have the +rgani0ation checkhis or her weapons. Weapons that got unsafe due to a partial damage during thegame can !e taken out from the game through the 3)s at every time of theEvent. 'eal weapons 4even smaller ones, like knives for eample5 have no use inthe game and may not !e worn at the !ody during the event. Therefore, personalitems like knives or forks or any cooking utensils must remain in a tent or house andmay not !e carried around at any time.

    I" f!#h!"# &!+%!o"&:

    @its on the head or !etween the legs are strictly for!idden, like any form of

    unarmed fighting is. During !attle a lot of caution is re$uired, this is a game andreal in/uries should !e avoided at any costs*-e%7!"# he&e R+le& le%'& %+o*%!$%ll0 o % e-*%"e" /%" f-o* he E5e".

  • 8/13/2019 ConQuest Rules (English)

    7/53

    3. THE RULES

    The maim of this rule system is, to !e a mutual !asis for every gamer and their playon this event. This !asis wants to !e understood easely and to !e fair in everysituation that might occur during the game. (tarting from the motto of =2ou cando what you can act outA, this rule-set delivers some !alance modificators througha point system fitting for the dimension of this Event 4e.g. for &rmour or (pells5.Within this rule system, every Character-class or 'ace is allowed in principle. &topof that, there is no restriction a!out what the character could choose from magic,alchemy or other skills as long as it is in the rule-set. This means, that everycharacter, regardless if Warrior, )agician, "riest, (haman, 'anger or somethingelse, can choose from the complete set of skills, spells and mitures.

    There are no advantages or handicaps for races or classes within the rule system,!ut every player is free to play out self given downsides and disadvantages of hischaracter. (uch an act is not awarded with etrapoints 4E"5, !ut we en/oy watching every player to do so and raise the fun for

    himself and others to act out within the game.

    2ou can generate a complete new character within this system or convert yourold character from other systems.

    Within this set of rules all character races and classes will !e treated e$ually.@owever, there can !e severe inhi!itions during the game to some characters dueto their individual !ackgrounds. Therefore we strongly advise those players tocontact the gamemasters !efore the game 4p.e. for players of ;ecromancers,8ndead, Fampires, &ngels, Demons, 3ods, etc.5 n connection to this issue we

    would like you to again consider the !asic rule of 7 2ou can only do in game whatyou are a!le to convincingly act out7 ahead of time and check your concepts forimpossi!le features.

    Th!& -+le &0&e* !& *%"'%o-0 fo- e5e-0 $h%-%$e-8 E5e" % % +"'e%'9'e*o"!$ h%lf9

    $% %"#el9*e'+&% &%-& !h 1 EP %"' $%" o"l0 h%5e he &7!ll&, &ell& %"'

    *!+-e& #!5e" !" h!& -+le9&e8

  • 8/13/2019 ConQuest Rules (English)

    8/53

    ;. E

  • 8/13/2019 ConQuest Rules (English)

    9/53

    >. S?ILLS

    n general the following rule applies in %ive 'ole-playing

    Yo+ $%" 'o e5e-0h!"# !" he #%*e h% 0o+ $%" 'o !" -e%l l!fe.

    'unning fast or invisi!ility, for eample, are never written in any %&'" rules, !ecausethey !elong to one of the many things that are very hard to act out. +n thisground every player has a huge responsi!ility to play his character truthfully and ina credi!le way. There are only a few skills that represent the knowledge acharacter has gathered that need to !e eplained detailed in the rule!ook. (omeof the skills have to !e restricted through a point system for !alancing.

    n the following list a player can choose skills that fit his Character and that hewould like to !e a!le to use during the game. These skills need to !e =!oughtA witheperience points.

    Theoretically every player can choose all skills and magical spells freely, howeverwe ask everyone to only choose those skills and spells that fit the characters1 classand !ackground and deliver a truthful and credi!le Character*

    ;et to technically !uying the skill with eperience points the learning or receivingof every gained skill or spell should !e earned in play* :ighters that learn a higherlevel of 9attleskill should spend a large amountof their time training to achieve this goal delivering a realistic gaming eperience.)agic-8sers on the other hand should not only =!uyA a spell from the list !utshould, for eample, spend time in an academy or with a

    teacher that will train him or her the new spell. t is possi!le as well that you findanother player to train you in the new arts.

    The !elow listed skills and spells represent the full repertoire that are theoreticallyavaila!le to each player.8nder Chapter .I you will find a list of additional ;"C spells and mitures thatcannot !e used !y players !ut are used within the game nevertheless. This list is /ustfor a !etter understanding of actions inflicted onthe players !y ;"Cs . 8pon that, you may meet very special ;"Cs 4like the&vatars5 that use nonlisted spells and skills, in such cases, the effects will !e

    eplained !y a !ystanding 3).

    A"0 Ch%-%$e- h%& % he o!" of h!&@he- $-e%!o" H! Po!"&.

    That means he#she can suffer H wounds to his#her !ody and !y this getsunconscious and will

  • 8/13/2019 ConQuest Rules (English)

    10/53

    >.1 S?ILL LIST

    ;ote n the following list the word =cumulativeA is used many times on skills, spellsor potions. The term is used with the following meaning in order to !e a!le to=!uyA an higher level of a skill, you need to have the lower level4s5 of that the skill,spell or potion.

    Eample To get (urgeon a Character has to spend > E" to get :irst &id, then Jmore E" to get @ealings &rts and finally B for (urgeon. That means J "oints total.

    (kills cost a certain amount of eperience points

    N%*e Ge-*%" N%*e Co& of EP

    :irst &id Erste @ilfe >

    @ealing arts 4cumulative,re$uires :irst &id5

    @eilkunde J

    (urgeon 4cumulative,re$uires @ealing &rts5

    &r0tkunde B

    Tales and %egends 4can!e levelled > times5

    3eschichten und%egenden

    > 4per %evel5

    'eading K Writing %esen und (chrei!en >

    'epair &rmour, %evel 'Lstung reparieren, H

    'epair &rmour, %evel > 'Lstung reparieren, > H

    'epair &rmour, %evel H 'Lstung reparieren, H H

    'epair shields (childe reparieren H

    "roduce "ro/ectiles 3eschoss herstellen H

    +pen#9uild locks 4can !eraised to any leveldesired5

    (chlMsser Mffnen#!auen per %evel

    :ind#'emove#9uild traps4can!e raised to any level

    desired5

    :allen finden #entschNrfen # !auen

    per %evel

    mmunity mmunitNt H times the cost of theeffect 4e.g. spell, potion5against which theimmunity is desired. 2ouonly can immunise againstcertain effects.

    Onock unconscious ;iederschlagen

    &ssasinate 4re$uires

    7Onock unconscious75

    )eucheln >

    Etra %ife "oints4cumulative, the lowerlevel is mandatory for the

    PusNt0licher %e!enspunkt

  • 8/13/2019 ConQuest Rules (English)

    11/53

    net additional life pointdesired5

    &dditional %ifepoint PusNt0licher %e!enspunkt H

    &dditional %ifepoint > PusNt0licher %e!enspunkt > G

    &dditional %ifepoint H PusNt0licher %e!enspunkt H

    &dditional %ifepoint J PusNt0licher %e!enspunkt J

    &dditional %ifepoint G PusNt0licher %e!enspunkt G >

    &dditional %ifepoint I PusNt0licher %e!enspunkt I J

    Etra )agic "oints PusNt0liche )agiepunkte per single )"

    Thievery 4(ee Chapter .5 Die!en J

    (hoplifting 4cumulative,

    needsThievery5

    Warendie!stahl J

    :riendship of the Element4special, see Chapter .>5

    :reundschaft derElemente

    )agic and &lchemy )agie und &lchemie 4see a complete %ist of allspells and mitures inchapter .G with cost5

    Co"$e-"!"# he %$+!&!!o" of &7!ll&, -e*e*/e-:

    t is not enough to only !uy skills from the list. The character needs to get these skillsin a logical way within the game. The character generation or conversion at the!eginning of the game is ecluded from this rule. "lease !e aware that theac$uisition of a new skill always re$uires an amount of time and should !e playedout in an logic way within the event.

  • 8/13/2019 ConQuest Rules (English)

    12/53

    >.2 S?ILLS DESCRIPTION

    F!-& A!' 4> E"5+nly stops the !leeding of a character to death. & wound treated !y :irst &id willnot infect 4see Chapter >, # J # I E"5The Character receives additional information from the ConQuest +rgani0ation,a!out the land where the game is held. This information can !e in different formsmyths and legends, rumors and tales, !ut also ha!its and laws. The amount ofinvested E"s affects only the Quantity, not the Quality of received informations at

    the start of the Event 4handed out in printed form !y the 3) on Check n5.

    Re%'!"# B 6-!!"# 4> E"5& character generally possesses the a!ility to read and write independent of fontand language. What the player is a!le to understand, the character will !e a!leto understand if the player so chooses.

  • 8/13/2019 ConQuest Rules (English)

    13/53

    Re%!- A-*o+-, Le5el 14H E"5The Character can repair &rmour of %evel (trength. :or every lost 4damaged5&rmour "oint minutes repair time is re$uired. :itting working tools and materialsare necessary.

    Re%!- A-*o+-, Le5el 24H E"5The Character can repair &rmour of %evel > (trength. :or every lost 4damaged5&rmour "oint G minutes repair time is re$uired. :itting working tools and materialsare necessary.

    Re%!- A-*o+-, Le5el 4H E"5The Character can repair &rmour of %evel H (trength. :or every lost 4damaged5&rmour "oint G minutes repair time is re$uired. :itting working tools and materialsare necessary.

    Re%!- Sh!el'& 4H E"5The Character can repair shields of different si0es and styles. S*%ll &h!el'&, not!igger than G !y G cm, take %/o+ *!"& -e%!- !*e, %ll /!##e- &h!el'& %" ho+-.4(ee Chapter .J, (hields5

    P-o'+$e P-oe$!le& 4H E"5The Character has the skill to make up &rrows, 9olts or 9allista "ro/ectiles or anyother ammunition for 3uns, Cannons or siege weapons like catapults. To produceone single pro/ectile or piece of ammunition, you need a certain amount of time9 A--o, ol, +lle: 1 M!"

    9 M+"!!o" fo- %"0 /!##e- S!e#e 6e%o": 2 M!"&de$uate tools and materials for producing 4like, for &rrows, Cutting Onife, thread,glue and feathers5 have to !e availa!le and used. Course of &ction :inding theraw materials 4please do not clear the woods, it is +O to use old wood from theground5 and then act out 7!uilding ammo7 for the time needed.

    Oe"@+!l' lo$7& 4R E"59y ac$uiring this skill, the Character is a!le to open and !uild locks. %ocks arerepresented !y a sealed envelope with a stamp of the ConQuest +rgani0ationand the word =(chlossA on the outside and the level of the lock inside.

    The desired level of a lock is given !y the !uilder of this lock. 4&mount of investedE" in your level of the skill is the maimum level of the lock you can !uild.5 Fo- e%$hle5el 0o+ "ee' 1 M!"+e& o /+!l' %& he $-%fe-6 the stronger the lock, the moretime you need. To oe" % lo$7, 0o+ "ee' ; M!"+e& e- Le5el of h% lo$7. To !esuccessful in this task, your level in that skill has to !e either the same or higher thanthe level of the lock. To !uild or open an in-game lock, you need materials andtools for your game, like wires, pincers, picklocks or else.E%*le:

    To create a level B %ock the !uilder has to spend B E"s and B 4B5 minutes. Topick it with dedicated tools will !e needed at least B E"s and J minutes.

    F!"'@Re*o5e@+!l' -%& 4R E"59y ac$uiring this skill the Character is a!le to find, remove and !uild traps. Trapsare represented !y a sealed envelope with a stamp of the ConQuest +rgani0ation

  • 8/13/2019 ConQuest Rules (English)

    14/53

    and the word =:alleA on it. To find the trap, theCharacter should role-play the fact that he is actively searching for a trap and offcourse has to have the skill itself. To !uild a trap a Character must have invested atleast one E" on this skill. Then he is a!le to !uild a trap that can only !e found andremoved !y a Character with at least the same skill level as the creator1s. &nenvelope containing a paper stating the strength of the trap represents this trap.

    This paper must !e signed !y the ConQuest +rgani0ation and must carry its1 stampto !e valid.The strength or difficulty of the trap is determined !y the skill of the Character!uilding it 4num!er of E" ? strength or difficulty5. Fo- e%$h EP 1 *!"+e& %-e-e+!-e' o /+!l' he -%, meaning that more time is needed to !uild a !etter andstronger trap. To 'ef+&e % -% ; *!"+e& %-e -e+!-e' fo- e%$h '!ff!$+l0 le5el.

    The !uilder of the trap with the consent of the ConQuest +rgani0ation candetermine the effect of the trap.Whoever !uilds a trap must take care that it cannot hurt anyone in reality. t must

    look like a trap and doesn1t have to !e really functional. +ff course, to !uild orremove it, the necessary tools are re$uired, like metalwire, pincers, screw drivers, release mechanisms etc.E%*le:

    To create a level G Trap the !uilder has to spend G E"s for this skill and G 4G5minutes to !uild it. To find and disarm it, at least G E"s and >G minutes are re$uired.

    I**+"!0 4(pecial5(pending h-ee !*e& he EP& Co& of the effect desired to !e immune against,Characters can get an mmunity against the following effects 9erserk, Coma,

    (leep, Weakness and >, (ilence, Deafness, ;ausea, :orget, (low K >, "etrify andTruth. t is not important wether the effect is coming from a potion or a spell. :or theCosts, see Chapter 6 )agic.E%*le:

    9erserk costs J E"s, so, to gain the immunity against 9erserk, a Character mustspend > E"s. n this way he#she will !e protected from such an effect, no matter ifcoming from magical or alchemical sources. TheCharacter is also immune if he or she tries to create the effect himself.

    ?"o$7 +"$o"&$!o+& 4 E"5

    To successfully knock the victim unconscious, the attacker may not !e noticed !ythe victim or the attack fails. The attacker therefore needs to !e a!le to movesilently. Onocking some!ody unconscious is done !ysimulating a hit with the !utt of a weapon on the !ack of the head and emitting asound such as ="ompfA that has to !e heard from the victim. n no case may theweapon really touch the victims head.f someone is knocked unconscious he will remain so for G minutes and will have asevere headache when waking up. 9ecause it is /ust a normal

  • 8/13/2019 ConQuest Rules (English)

    15/53

    A&&%&&!"%e 4> E", re$uires (kill 7Onock unconscious75E5e-0 %&&%&&!"%!o" %e* h%& o /e $o**+"!$%e' /efo-eh%"' o % GM %"' /e

    &!#"e' off /0 he*8

    The eperience points that are invested in this skill represent a profound knowledgeof the anatomy of different races. & Character with this skill is a!le, independent ofthe victim1s race, to silently and instantly kill another Character. The victim must !ecompletely taken !y surprise for this skill to have effect.The victim is considered murdered when a Character with the assassinate skill slitsthe throat of the victim cleanly with a dagger 4only a dagger may !e used andthis dagger may not have a hard core5.

    :or security reasons the dagger may not touch the victim1s skin, and especiallywith this skill one must !e etremely careful. Through this cut, the attacked personwill not loose any %ife points, !ut is unconscious instantly. f the victim does noticethe murder attempt, the attack is considered !locked. The victim still receives awound to the neck however, which must !e treated as a heavy wound, althoughit is not deadly. 4(ee Chapter , :ight5 f the attacker doesn1t have theassassination skill, the a!ove effect still takes place meaning the victim sustains awound similar to a !locked assassination attempt.

    If % Ch%-%$e- !& &+$$e&&f+ll0 %&&%&&!"%e' he o- &he &+&%!"& % o+"' of &+$h

    #-%5!0 h% !f ! !& "o -e%e' !h!" he *!"+e he Ch%-%$e- '!e&.

    t is not possi!le to wear an universal protection against an assassination attempt4;eck "rotection, magical or alchemical &rmour, or else5, !ecause an assassinknows more than one way to fulfil his task. (leepingor unconscious characters can !e assassinated at every time !y a person having

    this skill. &n instant death !low can only !e inflicted, when the person hasa!solutely no %ife points left.

    A''!!o"%l L!fe o!"& 19= 4H # G # # # > # J E"5Cumulative, lower levels of this skill have to !e taken for the higher ones&dditional %ife points represent that this character has a a !etter physicalcondition and is not that easy to kill - the so-called

  • 8/13/2019 ConQuest Rules (English)

    16/53

    a!le to only cast it once.4(ee Chapter . )agic5

    Th!e5e-0 S7!ll&

    4see Chapter B. Thievery (kills5

    F-!e"'&h! of he Ele*e"&

    4see Chapter B.> :riendship of the Elements5

  • 8/13/2019 ConQuest Rules (English)

    17/53

    . COMPLE< S?ILLS

    .1 THIE4ERY S?ILLS

    E5e-0 %$!o" 'e&$-!/e' !" h!& $h%e- !& o"l0 %'*!&&!/le fo- !" #%*e $+--e"$0 %"'

    &e$!%l lo !e*& (*%-7e' /-!#h -e'). A"0 ohe- h!e5!"# of e-&o"%l !e*&, e5e" !f

    he0 /elo"# o he #%*e (&+$h %& .e. e%o"& o- /%""e-&) !& &-!$l0 -oh!/!e'

    %"' !ll le%' o !"&%" e$l+&!o" f-o* he e5e".

    Th!e5e-0 4J E"5The character is allowed to loot characters for in game currency which arehelpless in game 4 acting unsonscious, or dead, !eing held captive etc.5 Thesearch has to !e acted out 4+nly in accord with the 7victim7 * 5 The victim has to!e asked for consent to hand over found in game currency and should usuallyagree.

    Shol!f!"# 4J E"54cumulative, needs Thievery5The character is allowed after receiving a mission from the Thieves 3uild to stealspecially marked o!/ects from the shops of traders within the City Camp.To get a contract from the guild of thieves, the character has to esta!lish in gamecontact with the guild.

  • 8/13/2019 ConQuest Rules (English)

    18/53

    .2 FRIENDSHIP OF THE ELEMENTS

    F-!e"'&h! of he Ele*e"& (6%e-, F!-e, E%-h, A!-, M%#!$)

    This special skill can only !e o!tained during game and has to !e checked in at

    the &rtefact-Check-+ut "oint in the @Q of the Event. These a!ilities are eperiencepoint free, nevertheless, they are marked on your character sheet.

    Effects within the game are possi!le, !ut not steera!le !y the "layer itself.3amemasters and ;"Cs will react on this skill depending on situations during thegame as they see fit.We recommend to inform the 3amemasters of your own camp during Check-nand inform the 'ulemasters via email 4artefakteSmythodea.de5 if you already ownthis skill.2ou can have only one elemental a!ility at once, !ut you are allowed to changethem if you change the friendship with one element. Every player using this skillhave to wear special painted signs of this element on their wrist.

  • 8/13/2019 ConQuest Rules (English)

    19/53

    . MAGIC AND ALCHEMY

    n this chapter we want to clear up why we standardi0ed the effects of spells andalchemical )itures. 'egardless whether the effect comes from )ages, "riests orElementalists, "otion makers, &lchemists or pharmacists, they all have something incommon

    They create different Effects on other !eings or themselves. :or us its completelyclear that any of these Classes are trying to get an effect in many different ways,and that they can eplain it with several Theories.;evertheless, the effect stays the same. n order to keep track of the effects,regardless through whom they are created, we unified them.4(ee chapter .G, %ist of all (pells and )itures5.

    This offers some new possi!ilities to magical and alchemical skilled characters. &llthe effects have a mandatory way of action, duration and a word of command.4see chapter .G %ist of all the (pells and )itures5The o-' of $o**%"' *+& /e &o7e" %fe- he -e%-%!o" of he &ell o- o!o".

    The word of command is always the name of the spell or miture. & player who isonly a!le to understand the word of command 4;ot the entire spell orpreparation5 , e.g in a !ig !attle, can !y this !e sure to play out the correct effect.This way, we are sure to stop discussions without restraining the characters in theirindividual gameplay.Effects with the same name in different values need all the weaker versions to !eknown !efore the mightier can !e learned. Effects that are created !y )agic,can not !e neutrali0ed through &lchemy and !ackwards.

    &s long as you cling to the frame and mode of action of the 'ules for )agic and&lchemy, the way how you act it out is completely of your choice. 2ou canchoose the components and way of representing the spell during play freely !yyourself.(till, the corner points have to !e fulfilled. )eans, the magician has to use after hisspell the word of command and at least the minimum count of words for the spell,the alchemist has to o!ey the !rewery times and !oth of them need to act outthe activators of the effect 4throwing a component and hit the opponent, drink orget one into contact with the !rewed miery, etc.5

    elo, % $l%-!f!$%!o" of he &e$!%l '+-%!o"& of he '!ffe-e" effe$& !ll /e #!5e":

    D+-%!o" l%&& +"!l &e$!%l $o"'!!o"& %-e *e

    This means, that the effect will last until the caster fulfils special conditions. Duringthis time, the caster is not allowed to take part in fighting or to cast other spells.

    Eample for usual conditions to meet. (pell endures as long the caster holds a special o!/ect in his hand and does

    something special with it.>. &s long as he concentrates and points with a finger on his spell target.

  • 8/13/2019 ConQuest Rules (English)

    20/53

    O"e LARP E5e"

    The effect works for the whole Time-n of one event, no matter how many days theevent lasts.Pe-*%"e"

    The effect lasts forever and has to !e neutrali0ed through another spell or effect.

    .1 MAGIC

    When we talk a!out

  • 8/13/2019 ConQuest Rules (English)

    21/53

    connection to a source of magic and is then a!le to channel the power of thisenergy. +ther theories are accepted too 6 it is all up to your own fantasy.The Term 4J)"5, )agical )issile 4 )"5 and additionally has invested > E"1s in the skill&dditional )agic "oints has a total )agic pool of )agic "oints. This means thathe or she can use a total of H )agic "oints per day to cast spells. @ow many times

    he casts a certain spell in his spell !ook is his own choice. The )agic pool can !eregenerated in three different ways

    The first method is to sleep. 3 ho+-& of +"'!&+-/e' &lee -e#e"e-%e 3 of themaimum of his magic pool, ; ho+-& 'o = and when sleeping lo"#e- h%" =ho+-& 1. The second possi!ility is to find a master in &lchemy who can create aspecial potion called Energy :luid that allows a )agic-user to $uicklyregain )agic "oints.

    Re&-!$!o"&:

    To stay true to the classic image of a )agic-user, "riest, (haman, Druid etc. amagically gifted Character cannot cast spells anymore when wearing metal&rmour. This is also true for a chain mail shirt. The same isvalid for !attle f a )agic-user doesn1t cast any spells !ut actively gra!s aweapon and starts fighting or if he is physically attacked 4or wounded5 he hasinterrupted his casting !ecause he !reaks his concentration.;aturally a fleeing )agic-user cannot concentrate enough anymore to cast a)agical spell.%earning new spells is not a mere =!uyingA from a list. The "layer has to ac$uirethem in a logical way within the game. 4+f course there is some eception during

    the creation.5

    &s eample, new spells could !e ac$uired through a visit at an &cademy, throughmeeting up with a teacher, finding and studying scrolls and other methods. &s

  • 8/13/2019 ConQuest Rules (English)

    22/53

    stated !efore, learning a new skill#spell takes an amount of time and should !eplayed out accordingly. &ll possi!le (pells and )itures can !e found in Chapter.G. +thers than those are not allowed on the ConQuest Event.

    .2 ALCHEMY

    &lchemy is the lore of analysing and !rewing different kinds of su!stances, potionsor poisons. &lso, similar to )agic-users, the role-playing of the preparation isetremely important. (tarting with the collection of thespecific her!s, and continuing with the preparation itself 4light the fire, !oil water,crush the her!s, use phials and filters etc.5 the preparation ends with the analysis,heating up, distillation, filtering and !rewing.

    8nlike )agic users, the alchemists have no limit in performing their arts !y spendingpoints, !ut they are limited !ecause of the preparation time re$uired for eachpotion or salve. The alchemists also have to rest at least I hours with undistur!ed

    sleep !efore !eing a!le to have the necessary concentration to perform newtasks the net day.

    :or eample, an alchemist that knows the recipe for )inutes per "otion and I hours of sleep5, aslong he or she would do a!solutely nothing else than that. 2ou may !rew morethan one portion at a time 4like, in the same cauldron5, !ut then the potion takesmore time to !rew. &s eample H "ortions at the same time in one process take hour to !rew 4H> mins5.9asically, there are two ways for the potions to affect someone

  • 8/13/2019 ConQuest Rules (English)

    23/53

    . RITUALS

    Where the limited effects of (pellmagic, &lchemy or other skills reach their limits,the wide field of con/uring in rituals !egins. Whether the )agic-user is trying tocon/ure a creature from another plane, resurrect a friend that died too early in a!attle, curing a group of Characters from the effects of a magical disease, orcreate very strong magic effects to !e a!le to win an important !attle Thepossi!ilities of 'itual )agic are virtually limitless. n general, one can say that 'itualmagic is performed when one or more Characters want to do such special tasksthat normal

  • 8/13/2019 ConQuest Rules (English)

    24/53

    7feeling7. "retty much like a paint-/o! on a car. %ooks good !ut thats all. This is onlyeffecting and helping 3ame-play, !ut has really no additional effect for theweapon or o!/ect. f you really want to get more 7!ang for the !uck7 on yourweapon, this has to !e haggled out with the 3amemasters of your camp.

    .; LIST OF ALL SPELLS AND MI

    ;eutrali0e &lchemy &lchemieneutralisieren

    & >

    9arrier 9arriere ) J

    9erserker 9erserker ) J

    Detect Effect Effekt erkennen )

    Detect Effect > Effekt erkennen > ) >

    (hield against Effect Effektschut0 ) B

    Energy :ield Energiefeld ) G

    Energy :luid Energiefluid &

    Energy :luid > Energiefluid > &

    Disarm Entwaffnen )

    :ire :euer )

    @eat +!/ect 3egenstanderhit0en

    ) >

    )issile 3eschoss )

    )issile > 3eschoss > ) >

    )issile H 3eschoss H ) H

    )issile J 3eschoss J ) J

    )issile G 3eschoss G ) G

    Cleaning Wound 'einigung Wunde ) >

    @ealing 9ody @eilung OMrper ) >

    @ealing Wound @eilung Wunde ) J

    Coma Ooma ) >G

    %ight %icht )

    Dispel )agic )agie aufhe!en ) >

    Transfer )agic )agie L!ertragen ) >

    Defuse secured )agic )agieentsicherung ) J

    (ecure )agic )agiesicherung ) J

    )agical (earch )agische (uche ) >

    )agical (earch > )agische (uche > ) J

  • 8/13/2019 ConQuest Rules (English)

    25/53

    &rmour 'Lstungseffekt ) >

    &rmour > 'Lstungseffekt > ) J

    &rmour H 'Lstungseffekt H )

    &rmour J 'Lstungseffekt J )

    &rmour G 'Lstungseffekt G ) G&rmour I 'Lstungseffekt I ) >

    (trengthen (hield (childverstNrkung ) J

    (leep (chlaf ) >

    Weakness (chwNche ) J

    Weakness > (chwNche > ) B

    (ilence (chweigen ) J

    (eal (iegel ) >

    (trength (tNrke ) J

    (trength > (tNrke > ) B

    Deafness Tau!heit ) H

    (peak with &nimals Tiersprache ) >

    (ickness !elkeit ) H

    :orget Fergessen ) H

    (low Ferlangsamung ) H

    (low > Ferlangsamung > ) G

    Turn to (tone Fersteinern ) I

    Truth Wahrheit ) J

    3ust of Wind Windstoss ) >

  • 8/13/2019 ConQuest Rules (English)

    26/53

    Al%-* 4&larm5E"-cost >Time to !rew4drink5 -Time to !rew4contact5 -(pell duration I seconds spell duration 4J words min.5Components & small piece of thread and a little !ell.Eecution The caster ties the !ell and the thread to the o!/ect that needs to !eprotected and speaks the magical words.Duration > hours or till the &larm rang once.Effect Through this spell, the caster is a!le to install a magical alarm on an o!/ect4door, chest, etc.5 f a person touches it 4friend or foe5, the alarm triggers. @e or shemust cry a loud alarm cry as long as he#she is touching 4e.g. doorkno!5 or holding4e.g. Chest5 the o!/ect, and for at least H seconds after the o!/ect has !eenreleased.

    Ne+-%l!e Al$he*0 4&lchemie neutralisieren5E"-cost >Time to !rew4drink5 dentical with the time to !rew of the alchemical effect that isto !e neutrali0ed, regardless of its form of use.Time to !rew4contact5 dentical with the time to !rew of the alchemical effectthat is to !e neutrali0ed, regardless of its form of use.Components -Eecution (wallow or ContactDuration nstantlyEffect ;eutrali0es only the effect of the previous miture. & sleep effectneutrali0ing potion helps only against a sleep poison and not against any otherpotion. Effects gained through magic spells cannot !e neutrali0ed via this miture.

    %--!e- 49arriere5E"-cost JTime to !rew4drink5 -Time to !rew4contact5 J min(pell duration > seconds spell duration 4B words min.5Components (ome :lour and a ropeEecution The caster makes a line !y pouring the flour on the ground. &n

    alchemist additionally pours his miture on the line.Duration > hours.Effect The caster is a!le to create a !arrier that cannot !e passed !y magical orphysical means. The !arrier can have either a length of H m and a height of G m ora length of G m and a height of H m. The !arrier cannot !e split up nor !end orchanged in another way. The !arrier can only !e a vertical wall.

    e-&e-7e- 49erserker5E"-cost JTime to !rew4drink5 > min

    Time to !rew4contact5 J min(pell duration > seconds spell duration 4B words min.5Components -Eecution &lchemical drinking or contact.

  • 8/13/2019 ConQuest Rules (English)

    27/53

    )agic casting the spell and touching the person the effect is to !e inflicted on.Duration )inutes.Effect The affected Character gets into a mad rush and fights against any personnear him, no matter if friend or foe until the end of the effect or till it is impossi!le forthe character to attack any further 4!locked, tied, dead, etc.5. @e#she gets twoetra %ife points till the end of the effect.

    Dee$ Effe$ 1 4Effekt Erkennen5 E"-cost Time to !rew4drink5 4special, see !elow5Time to !rew4contact5 4special, see !elow5(pell duration H seconds spell duration 4> words min.5.Components (andEecution The caster concentrates and needs free hands.&lchemist "ro!e the o!/ect a little 4Pero time needed5Duration nstantlyEffect This helps to eamine if an effect is on an o!/ect or person.

    Dee$ Effe$ 2 4Effekt Erkennen5 >E"-cost > 4cumulative, (pell level has to !e learned !efore5Time to !rew4drink5 4special, see !elow5Time to !rew4contact5 4special, see !elow5(pell duration I seconds spell duration 4J words min.5.Components (andEecution The caster needs concentration and free hands.&lchemist "ro!ing the o!/ect at least five minutes long.Duration nstantlyEffect 9y this you can detect not only the effect, !ut gain information a!out thestrength, source and other things to !e analysed. The 3) decides the amount ofinformation that can !e gained.

    Sh!el' %#%!"& Effe$4Effektschut05E"-cost BTime to !rew4drink5 -Time to !rew4contact5 -

    (pell duration >J seconds spell duration 4I words min.5Components "rism or )irrorEecution Caster takes mirror or prism in !oth hands, holds it !efore his !ody andspeaks his spell.Duration > hours or until caster got hit !y the first spell invoked onto him.Effect This spell shields the caster 4or any person which the spell is casted on5 withan antimagic field that will negate any given spell that hits this field. There can only!e one field at a time on a person, a second one would instantly negate the firstone.

    E"e-#0 F!el' 4Energiefeld5E"-cost GTime to !rew4drink5 -Time to !rew4contact5 -

  • 8/13/2019 ConQuest Rules (English)

    28/53

    (pell duration G seconds spell duration 4 words min.5Components & piece of string of appro. meter, a soft!all attached to the string.Eecution The caster !inds the string to the soft!all, speaks the magical words andstarts to spin the !all around himself and his concentrationisn1t !roken.. The caster can only move within a radius of > meters once the spell iscast or the energy field will !reak up immediately.

    Duration &s long as the caster spins the !all around himself and his concentrationisn1t !roken.Effect This spell ena!les the caster to create an energy - or force-field around himor herself, which protects against all physical harm 4short-range and long-rangeweapons, etc.5. f the caster wants to include other persons in this protection, he orshe can do so only at the !eginning of the incantation, !efore the actual field iscreated. +nly a maimum of three people in addition to the caster can !eincluded 4J persons total5. +nce the shield is up neither friend nor foe will !e a!leto physically enter or pass through. &ny o!/ects or !eings outside of the energyfield cannot !e physically influenced or manipulated. )agic spells can !e cast

    through the !arrier at things or !eings outside of the field, !ut also from the outsideat people on the inside*A

    E"e-#0 Fl+!' 4Energiefluid5 ->E"-cost #> 4Cumulative, %evel must !e learned !efore %evel >5Time to !rew4drink5 G# minTime to !rew4contact5 #> min(pell duration -Components -Eecution (wallow or Contact of potion

    Duration nstant, !ut can only !e used every I hours.Effect The Character using it gains immediately GU-U 4%evel or >5 of his#herma. )". .e. his#her )agic pool contains H )", then the character will recoverG or H )". The user cannot eceed his normalpool level. 8ser can drink only fluid every I hours.

    D!&%-* 4Entwaffnen5E"-cost Time to !rew4drink5 -Time to !rew4contact5 -(pell duration H seconds spell duration 4> words min.5Components & piece of string or draperyEecution The caster knots the string or the drapery and speaks his words.Duration nstantEffect The Character affected !y the spell must drop the weapon in his mainhand immediately.

    F!-e 4:euer5E"-cost Time to !rew4drink5 min 4special, see !elow5Time to !rew4contact5 min 4special, see !elow5(pell duration H seconds spell duration 4> words min.5Components lighter or matches.

  • 8/13/2019 ConQuest Rules (English)

    29/53

    Eecution The magician takes the lighter or matches in his hand and speaks themagical words. The alchemist uses the lighter or match on !urna!le material in hishand.Duration Till the match has !urned or the lighter is switched off.Effect & little flame appears in the casters1 hand.

    He% O/e$ 43egenstand Erhit0en5E"-cost >Time to !rew4drink5 -Time to !rew4contact5 -(pell duration I seconds spell duration 4J words min.5Components & match.Eecution The caster must light the match, point at the o!/ect and speak themagical words.Duration Till the match !urns down.Effect With this magical spell the caster can heat an o!/ect. &s long as the match!urns, this o!/ect cannot !e held, even with gloves. f casted on a worn &rmourthis has the effect that the wearer has un!elieva!le pain and thus goes to theground 4this inflicts ;+ W+8;D on the person hit !y this spell5. This person can onlystop the pain through the heat !y taking off the &rmour as long as the match!urns. &fter the match etinguished, the o!/ect is no longer hot.

    M!&&!le 1 J ; 43eschoss -G5E"-cost #>#H#J#G 4cumulative, )agical )issile > re$uires )agic )issile etc.5Time to !rew4drink5 -Time to !rew4contact5 4 level5 min(pell duration H#I##>#G seconds spell duration 4>#J#I#B# words min.5Components a soft !all.Eecution The caster throws the !all on the target.Duration nstantEffect f the spell-caster hits the target, it will suffer a num!er of wounds e$ual tothe spell#!rew level. @its on the head are not valid. The caster throws a soft!all athis victim. %ightly 43ently5 touching the victim e$uals a soft!all hit. &ttention Duringfights or !attles you may only use soft!alls, for safety reasons there are no contact-spells allowed.

    He%l!"# 6o+"' 4@eilung Wunde5E"-cost J 4Cleaning wound is prere$uisite5Time to !rew4drink5 minTime to !rew4contact5 > min(pell duration I seconds spell duration 4J words min.5.Components (alve.Eecution The caster coats the wound with a salve and speaks out the spell.&lchemist Wounded Character has to drink the potion or apply the miture on thewounds.Duration nstantEffect The caster heals one wound 4'estores one hitpoint5 on a single person. Thisdoes ;+T prevent inflammation, which re$uires the =healing woundA-spell, skill

  • 8/13/2019 ConQuest Rules (English)

    30/53

    =:irst &idA or treatment !y a healer. The effect !egins immediately, !ut it takesmore than minutes for the wound to heal completely. f the character isinvolved in a fight or heavy !odily eercise 4p.e. lifting something heavy5 !eforethis time is up, the wound will open again, causing loss of the restored hitpoint.

    He%l!"# o'0 4@eilung OMrper5E"-cost > 4cumulative, @ealing Wound is prere$uisite5Time to !rew4drink5 H minTime to !rew4contact5 I min(pell duration B seconds spell duration 4> words min.5.Components (alve.Eecution caster coats the wound with a salve and speaks out the spell.&lchemist Wounded Character has to drink the potion or apply the miture on thewoundsDuration nstantEffect The caster heals all wounds 4'estores all lost hitpoints5 on a sigle person. Thisdoes ;+T prevent inflammation, which re$uires the =healing woundA-spell, skill=:irst &idA or treatment !y a healer. The effect !egins immediately, !ut it takesmore than H minutes for the wounds to heal completely. f the character isinvolved in a fight or heavy !odily eercise 4p.e. lifting something heavy5 !eforethis time is up, the wounds will open again, causing loss of the restored hitpoints.

    Co*% 4Ooma5E"-cost >GTime to !rew4drink5 >G minTime to !rew4contact5 >G min(pell duration G seconds spell duration 4G words min.5.Components 'ice K 9lood from a fresh wound 4- lifepoint5 that the spell-casterinflicts on himself. 4The wound is only usa!le for one spell5Eecution &lchemist Target character has to drink# touch the potion.)agic pour the rice in the !lood and throw the rice on the victim. The ricehas to hit the opponent.Duration >J hours or nullified.Effect The character hit !y this falls into a deep coma, not knowing what happensaround him, not seeing or hearing or feeling anything. n this state, the character isvulnera!le.

    L!#h 4%icht5E"-cost Time to !rew4drink5 G minTime to !rew4contact5 min(pell duration H seconds spell duration 4> words min.5Components Caster :lashlight. &lchemist (naplight in 9ottleEecution The caster holds the flashlight in his hand and speaks the magicalwords. &lchemist puts (naplight in a !ottle.Duration 8ntil the lamp is switched off or the user casts another spell.Effect The caster creates a magical#alchemical light. The flashlight must !epointed towards the ground 4;o searchlightV not to !e pointed in the eyes of anopponent etc5.

  • 8/13/2019 ConQuest Rules (English)

    31/53

    D!&el M%#!$ 4)agie &ufhe!en5E"-cost >R 4special, see !elow5Time to !rew4drink5 -Time to !rew4contact5 -(pell duration I seconds spell duration 4J words min.5.Components (mall wooden stickEecution The caster touches the o!/ect or the person 4even himself5 with thesmall wooden stick, utters the words and !reaks the stick.Duration nstantlyEffect The spell ena!les magican is a!le to dispel any other magic that is notsecured !y the (pell )" for the dispel )agic cast and J )" for the9arrier (pell. f the user does not have enough points in his pool, he will loose > )"for the (pell and there is no effect. Effects gained through &lchemy can ;+T !edispeled with this spell.The magican is even a!le to dispel magic that is targeted on him !efore it inflictsthe effect. To do this, the caster has to !egin his own seconds after the command word of the opponentthat inflicted a spell on him was uttered. :urthermore, (pells or Effects from Chapter.I cannot !e dispeled. (ame for )issile (pells targeting the caster.

    T-%"&fe- M%#!$ 4)agie !ertragen5E"-cost > 4special, see !elow5Time to !rew4drink5 -Time to !rew4contact5 -(pell duration I seconds spell duration 4J words min.5.Components writing tools, for eample a feather and ink, or a !rush and paintEecution The caster draws a magical sym!ol on the palm of his or her hand. @eor she then puts his or her hand on the target and speaks the magical words.Duration nstantEffect With this spelll, the magican is a!le to transfer own )" to another person orinto another spell. f the magic is transferred into a person, the target cannot takemore )" than his normal )agic "ool is capa!le of. & spell could !e madestronger to make it harder for an opponent to dispel it. Transfer )agic costs >)"plus the transferred )".

    Def+&e &e$+-e' M%#!$ 4)agieentsicherung5E"-cost JTime to !rew4drink5 -Time to !rew4contact5 -(pell duration > seconds spell duration 4B words min.5.Components dagger and a magical flame.Eecution The caster takes the dagger in his or her hand and cleanses it with themagical flame. Then he speaks the magical words while unglueing the wa withthe three hairs from the o!/ect 4see spell

  • 8/13/2019 ConQuest Rules (English)

    32/53

    Duration nstantlyEffect With this special spell, the caster is a!le to take down a spell securation ofan o!/ect. 9y this, the caster is then a!le to may!e dispel the magic in this o!/ect.

    Se$+-e M%#!$ 4)agiesicherung5E"-cost JTime to !rew4drink5 -Time to !rew4contact5 -(pell duration > seconds spell duration 4B words min.5.Components (ome wa and H hairs from the caster.Eecution The caster sticks the H hairs to the o!/ect he wants to protect using thewa and speaks the magical words.Duration > hoursEffect The spell ena!les the caster to protect another spell, that has a longerduration, from !eing dispeled.

    M%#!$%l Se%-$h 1 K 2 4)agische (uche5E"-cost >#J 4cumulative, )agical (earch > re$uires )agical (earch 5Time to !rew4drink5 -Time to !rew4contact5 -(pell duration I#> seconds spell duration 4J#B words min.5.Components dagger, magical flame, specific o!/ect.Eecution The caster holds the dagger, cleanses it with the magical flame andwaves it a!ove the o!/ect. Then he or she must lay the dagger on the palm of his#her hand and speak the magical words.Duration )inutes.Effect %evel 9y this, the magician is a!le to find a person, if the user owns apersonal o!/ect from the person that has to !e found. The o!/ect has to !esomething that was in close contact with the person 4e.g worn /ewellery like ringsetc.5%evel > The magician is a!le to find an o!/ect that has a close connection to theo!/ect used !y the magician during the spell. 4e.g the "ommel of a sword to findthe its !lade5. The 3) decides if the o!/ect can !e found 4e.g if specialcircumstances hinder the detection5 and decides the amount of informationreceived through this spell.

    Cle%"!"# 6o+"' 4'einigung Wunde5E"-cost >Time to !rew4drink5 -Time to !rew4contact5 minutes(pell duration Iseconds spell duration 4J words min.5.Components WaterEecution&lchemy 9ring water to a !oil 4 for !etter effect add flower petals or her!s, etc.5,then store. +ver the course of the net >J hours this purified water can !e used toclean wounds. This effect works on everyone, not /ust the alchemist.)agic The caster touches the water and speaks the spell, then stores it. +ver thecourse of the net >J hours this purified water can !e used to clean wounds. Thiseffect works on everyone, not /ust the caster.

  • 8/13/2019 ConQuest Rules (English)

    33/53

    Duration >J hEffect This spell creates a means to keep a character from !leeding to death ordying from an inflamed wound. 8sing the water to clean a wound preventsinflammation 4see chapter > =Character DeathA 5. f the wound is notconse$uently treated magically#alchemistically or !y a healer, it will not heal. &fterapplication of the purified water, the character still remains wounded and has to

    !e treated accordingly. :or more info on =!eing woundedA see chapter .

    =:ightingA

  • 8/13/2019 ConQuest Rules (English)

    34/53

    A-*o+- 1 J = 4'Lstung -I5

    E"-cost >#J###G#> 4cumulative, lower level has to !e learned !efore the netone5Time to !rew4drink5 - > 6 HG 6 G 6 G 6 minTime to !rew4contact5 > 6 J - 6 6 G 6 > min(pell duration I#>#>#H#JG#I seconds spell duration 4J#B#J#>#H#J wordsmin.5 Components& !lue ri!!on plus ? a piece of soft leather> ? a piece of hard leather.H ? a piece of metal reinforced leather 4studs for eample5.J ? a piece of mail &rmour.G ? a piece of scale &rmour.I ? a piece of plate &rmour.

    Eecution )agic The caster holds the re$uired piece of &rmour in his hand,touches all !ody parts of the target with it and speaks the magical words. Then thetarget of the spell has to wear the !lue !and in a visi!leway 4like a sash5.&lchemy (wallow "otion or contact 4pour the potion over all parts of the !ody to!e protected. Then the target of the potion has to wear the !lue !and in a visi!leway 4like a sash5.Duration > hours or till used.Effect The effect creates an energy field around the target that protects for -I&rmour "oints depending on the level of the spell. This means protection against -

    I hits, regardless where, and not -I &rmour points per !ody part.&rmour effects cannot !e com!ined 4&rmour R &rmour > will !e &rmour > 5

    S-e"#he" Sh!el' 4(childverstNrkung5E"-cost JTime to !rew4drink5 -Time to !rew4contact5 J min(pell duration > seconds spell duration 4B words min.5.Components (ome Talc "owder or fine sand.Eecution )agic The caster pours the powder on the shield and speaks the

    magical words.&lchemy &pply potion on shield.Duration Ends minutes after the first hit to the shield in a fight, effect fades awaywithin an hour after spell is cast if there is no involvement in a fight.Effect The effect protects a shield from destruction (E$e!o": NPC Sell De&-o0Sh!el'). The rule of G hits for a small shield and for a !ig one until it is destroyedis not valid in this case. Caster or (hield user has to put a visi!le !lue ri!!on overthe shield as 7+ut of 3ame sign7 for this effect.

    Slee 4(chlaf5

    E"-cost >Time to !rew4drink5 minTime to !rew4contact5 > min

  • 8/13/2019 ConQuest Rules (English)

    35/53

    (pell duration I seconds spell duration 4J words min.5.Components 'ice.Eecution )agic Throw the 'ice on the victim 4cannot !e !locked !y a shield5V'ice must hit the target. &lchemy (wallow or contact with potion.Duration minutes.Effect The character falls asleep. With cold water etc. he or she can !e woken up

    for a short time, !ut after that the character falls asleep again. f attacked theeffect will !e over after the first wound inflicted on thecharacter. This can !e a hit !y a sword, a knock-out !low or an assassinationattempt, !ut no death !low.

    6e%7"e&& 192 4(chwNche ->5E"-cost J#BTime to !rew4drink5 > # J minTime to !rew4contact5 J # B min(pell duration >#>J seconds spell duration 4B#I words min.5.Components "eas.Eecution )agic The caster throws the peas at the victim 4they cannot !e!locked with a shield5.&lchemy (wallow or contact with potion.Duration minutes.Effect The victim loses GU or U 4rounded up5 of his#her ET'& %ife points. Thevictim does not lose any of his normal 4H5 %ife points.

    S!le"$e 4(chweigen5E"-cost JTime to !rew4drink5 > minTime to !rew4contact5 J min(pell duration > seconds spell duration 4B words min.5.Components & cloth and a feather.Eecution The caster puts the feather in the cloth, points it to the target andspeaks the magical words. &lchemy (wallow or contact with potion.Duration )inutesEffect This spell disa!les the person to speak

    Se%l 4(iegel5E"-cost >Time to !rew4drink5 -Time to !rew4contact5 > min(pell duration I seconds spell duration 4J words min.5.Components Wa from a white and a !lack candle.Eecution The caster holds !oth candles in his hands and lets the wa drip on theo!/ect, speaking the words.&lchemy "our potion over o!/ect.Duration >J hoursEffect The effect protects 9ooks, scrolls, chests or other things against !eingopened. The effect does not protect the o!/ects from other damage like !eing!urned etc.

  • 8/13/2019 ConQuest Rules (English)

    36/53

    S-e"#h 192 4(tNrke ->5E"-cost J#B cumulative, %evel has to !e learned firstTime to !rew4drink5 > # J minTime to !rew4contact5 J # B min(pell duration >#>J seconds spell duration 4B#I words min.5.Components -Eecution &lchemist drink or contact. )agic contact.Duration minutes.Effect The person gains GU or U 4rounded up5 of his#her ET'& %ife points.Wounds that caused a loss of the etra %ife points have to !e healed etra. Themaimum cap of %ife points, , is the limit.

    De%f"e&& 4Tau!heit5E"-cost HTime to !rew4drink5 G min

    Time to !rew4contact5 H min(pell duration seconds spell duration 4I words min.5.Components (ome wa and a piece of clothEecution The caster enrols the wa in the cloth, points it at the target and speaksthe magical words. &lchemist (wallow or contact with potion.Duration )inutesEffect The caster can inflict deafness on the target for minutes.

    Se%7 6!h A"!*%l& 4Tiersprache5E"-cost >

    Time to !rew4drink5 minTime to !rew4contact5 > min(pell duration I seconds spell duration 4J words min.5.Components & snail- or seashellEecution &lchemist Drink or get in contact with the miture, while !eing near ananimal.)agic ;ear the animal, take the shell to your ear and speak the words.Duration G )inutes.Effect &s a result of this spell, the caster is a!le to speak the language of ananimal. The 3)s will decide the kind and etent of information that is received. t

    has to !e mentioned, that, of course, a worm will not !e happy to !e pulled out ofthe ground and will have very limited information.

  • 8/13/2019 ConQuest Rules (English)

    37/53

    S!$7"e&& 4!elkeit5E"-cost HTime to !rew4drink5 G minTime to !rew4contact5 H min(pell duration seconds spell duration 4I words min.5.Components -Eecution &lchemist Contact with potion or drinking.)agic ContactDuration minute.Effect The Character has to throw up and suffer the typical pain.

    Fo-#e 4Fergessen5E"-cost HTime to !rew4drink5 G minTime to !rew4contact5 H min

    (pell duration seconds spell duration 4I words min.5.Components &lcohol.Eecution The caster sprinkles the alcohol on the earth near the victim and speaksthe magical words. &lchemy Fictim has to drink or contact potion.Duration Till the effect is dispeledEffect The caster can force the target to forget something that has happenedrecently. & maimum of minute can !e deleted from the mind of the target.

    Slo 1 4Ferlangsamung 5E"-cost H.

    Time to !rew4drink5 G minTime to !rew4contact5 H min(pell duration seconds spell duration 4I words min.5.Components ;oneEecution &lchemist (wallow or contact with potion, Duration G seconds.)agic %ay own hand on own mouth, point to target, speak the words.Duration &lchemist G seconds, )agic &s long as the magician concentratesand holds his hand on his mouth.Effect The caster is a!le to slow down the speed of speech of the victim. Thetarget can only speak in slowmotion.

    Slo 2 4Ferlangsamung >5E"-cost G 4cumulative, %evel has to !e learned !efore5Time to !rew4drink5 G minTime to !rew4contact5 H min(pell duration G seconds spell duration 4 words min.5.Components ;oneEecution &lchemist (wallow or contact with potion, Duration G seconds.)agic 3ra! your your other hand1s wrist, point to target, speak the words.Duration &lchemist G seconds, )agic &s long as magician concentrates and

    holds his wrist.Effect The caster is a!le to slow down the speed of movement of the victim. Thetarget can only move in slow motion.

  • 8/13/2019 ConQuest Rules (English)

    38/53

    T+-" To So"e 4Fersteinern5E"-cost ITime to !rew4drink5 H minTime to !rew4contact5 I min(pell duration B seconds spell duration 4> words min.5Components (oft!all.Eecution )agic The caster speaks the magical words and throws the (oft!all.&lchemy Fictim swallows or gets in contact with potion.Duration G )inutesEffect The effect petrifies the victim. The target is indestructi!le while !eing astone. ;o interaction possi!le. &fter effect ends, the victim does not know whathappened while !eing petrified.

    T-+h 4Wahrheit5E"-cost J

    Time to !rew4drink5 > minTime to !rew4contact5 -(pell duration > seconds spell duration 4B words min.5.Components little scale and a sword.Eecution The caster speaks the magical words and takes the sword in his righthand and the scale in his left hand.&lchemy Target has to swallow the potion.Duration +nly one $uestion.Effect The effect forces the target to answer one $uestion truthfully. The $uestionmust have a specific goal, and no additional $uestions may !e asked. The targetmust answer the $uestion and must give all information he has concerning the$uestion. t should !e possi!le to answer the $uestion in two sentences.

    G+& Of 6!"' 4Windstoss5E"-cost >Time to !rew4drink5 -Time to !rew4contact5 -(pell duration I seconds spell duration 4J words min.5Components !undle of feathers or a fan.Eecution The caster takes the !undle of feathers or fan in his hand and fanning

    with it he speaks the magical words.Duration &s long as the caster keeps on fanning 4maimum )inute5.Effect The caster creates an elemental 3ust of Wind that pushes an o!/ect 4si0eand weight of a grown up person5 or person !ack G meters for as long as the spelllasts. The spell only works on one opponent, never on more.&lchemy Contact target or target swallows potion.Duration 8ntil wound is healed or the cured Character makes an intensemovement like running or fighting.Effect The effect only stops the !leeding of all wounds on the !ody and cleansthem. Wound infections are stopped. The wounds are ;+T healed.

  • 8/13/2019 ConQuest Rules (English)

    39/53

    .= ADDITIONAL SPELLS AND MI words min.5Components WeaponEecution The caster hits the ground with his weapon and speaks the magicwords.Duration nstantlyEffect f this power is used, everyone, player and ;"C, in front of the caster 4in aBX &ngle5 is hit !y a gust of wind.

    Fe%- 4:urcht5E"-cost J

    Time to !rew4drink5-Time to !rew4contact5 -(pell duration special, see !elowComponents &rrow or special artefact weaponEecution & high pitched cry for around > seconds duration, the victim must !e hit!y arrow or weapon.Duration H (econdsEffect The victim flees instantly in fear of the caster. :ighting is not possi!le for thevictim as long as the effect lasts.

    I"fe$!o" 4nfi0ieren5E"-cost JTime to !rew4drink5 > )inutesTime to !rew4contact5 J )inutes(pell duration > seconds spell duration 4B words min.5Components (pray of WaterEecution The caster sprays a cloud of waterdrops on his victim.Duration special, see !elowEffect Depends on the infection, the situation will !e eplained to the victim !y a3)

    M%&&9Fe%- 4)assen-:urcht5E"-costITime to !rew4drink5-

  • 8/13/2019 ConQuest Rules (English)

    40/53

    Time to !rew4contact5 -(pell duration special, see !elowComponents J or more white pieces of cloth.Eecution & high pitched cry for around > seconds duration while waving arounddramatically with the white pieces of cloth.Duration H (econds

    Effect Every "layer in the direct proimity of the caster flees instantly in fear of thecaster. :ighting is not possi!le for the persons hit !y the effect.

    De&-o0 Sh!el' 4(child!recher5E"-cost>Time to !rew4drink5-Time to !rew4contact5 -(pell duration HI seconds spell duration 4>J words min.5Components special artefact, hammer weaponEecution The caster speaks the words of the spell and has to hit the shield of theopponent. The !low must hit the targeted shield or the spell will not workDuration nstantlyEffect Destroys the shield that got hit !y the artefact weapon, even if the shield isprotected !y a words min.5.Components !one and a tuft of hairs.Eecution gestures with the !one and uttering of the words of the spell.Duration nstantlyEffect The caster is a!le to raise dead player characters or higher undead ;"Csthat are under his full control after the spell was cast successfully.

    U"hol0 le&&!"# 48nheilliger (egen5E"-cost >Time to !rew4drink5 )inutes

    Time to !rew4contact5 > )inutes(pell duration -Components -Eecution (wallowing or contact potion

  • 8/13/2019 ConQuest Rules (English)

    41/53

    Duration I )inutesEffect The character targeted !y the unholy !lessing is protected for I minutesagainst the first alchemical effect that hits him. This also includes positive effectslike @ealing etc.

    D+el 4Pweikampf5E"-costTime to !rew4drink5-Time to !rew4contact5 -(pell duration H seconds spell duration 4> words min.5.Components -Eecution 8ttering the words and point at the targetDuration nstantly, until the death of one of the opponents or until the caster stopsthe spell.Effect The caster is a!le to force an opponent to a duel that cannot !e distur!ed!y anyone.

  • 8/13/2019 ConQuest Rules (English)

    42/53

    1. COMAT

    D+-!"# % F!#h o" he Co"+e& E5e" ! !& o"l0 %lloe' o +&e Fo%* 6e%o"&

    h% %l0 o he %$+%l S%"'%-'& of S%fe0 %"' h%5e o /e $he$7e' o7 /0 he

    GM& /efo-e he G%*e &%-&.

    Each player is !ound to verify and take care of the safety of his#her weapons inorder not to endanger others.9roken weapons or weapons that fail the weapon check are to !e taken out ofthe game immediately and will !e stored !y the 3)s during the Event.

    H!& o" he he%' o- #-o!" %-e &-!$l0 fo-/!''e".

    During com!at, the safety and security of all players is most important. :airnessand responsi!ility for other players that take part in a fight is compulsive for everysimulated !attle."lease remem!er always t is not allowed to carry real knives or other weapons

    around with you, this included knifes for grilling#eating. 2ou have to leave theseo!/ects in or around your tent. &cting against this rule can lead to epellation fromthe event.

    @its must !e role-played correctly, even if one is not wounded heavily or still hasenough &rmour "oints. "lease remem!er 3ood roleplay means to give youropponent the feeling that you really have acknowledged a taken hit instead ofonly decreasing the &rmour points in your mind.(ame applies for the usage of a weapon. Even if a foam weapon is not as heavyas a real one, please use them as if they were and play the weight and strain that

    you =feelA when using it during a !attle. The !igger the weapon, the slower youshould hit with it. 3ood 'oleplay always comes first.

    E5e-0 o"e h%"'e' e%o" $%+&e& e%$l0 1 o!" of '%*%#e. E5e-0 ohe- he%50

    e%o" h% h%& o /e +&e' !h o h%"'& (!f !" 'o+/, he GM 'e$!'e&) $%+&e& 2

    o!"& of '%*%#e. (R+le 'oe& "o %l0 fo- +%-e-&%ff&, &*%ll %-h%**e-& +&e'

    !h 2 h%"'& o- lo"#&o-'& h% $%" /e +&e' !h 1 o- 2 h%"'& e$.)

    Se$!%l e%o"& h% h%5e o /e h-o" % he e"e*0 (Sh+-!7e", ?"!fe&, &*%ll %e&

    %"' ohe-&) $%+&e 1 '%*%#e.

    6e%o"& !el'e' /0 % l%0e- $h%-%$e- !ll "e5e-, "o e5e" h-o+#h % -!+%l, 'e%l

    *o-e h%" he '%*%#e 'e&$-!/e' +"'e- 6e%o" D%*%#e.

    f a participant gets hit !y a foam weapon, he gets damage which is calculated ina point system. :or weapon damage, check a!ove.@itpoints will first !e deducted from your &rmour "oints 4%eather, Chainmail, "late,magic or alchemical generated &rmour effects5 and then, when they are usedup, !e deducted from your %ife points.Depending on your skills and e$uipment, the hit will !e deducted from either your

    &rmour "oints or your %ife points. &nd as said !efore, even if the damage will !estopped from your &rmour, please acknowledge the hititself and act it out. t is not necessary to fall on the ground, !ut good role-play alsomeans that everyone around you gets the feeling that you really have registered

  • 8/13/2019 ConQuest Rules (English)

    43/53

    this hit.

    E%*le:

    & player gets hit in a simulated fight !y a

  • 8/13/2019 ConQuest Rules (English)

    44/53

    S!e#e e%o"&

    & hit to the torso with a siege weapon causes an instant loss of all @it "oints, nomatter which kind of protection he or she is wearing. The Character will fallunconscious and will die for !leeding, if not treated with normal or magicalhealing skills within one minute. The skill regeneration will not protect from the

    death due to such a hit. To prevent discussions during the healing process, a 3)may !e contacted in case of dou!t.f some other part of the !ody is hit, it will !e smashed and cut off. t can only !eregenerated through magic or alchemical skills 4see Chapter .G, (pells and)itures, the skill 'egeneration will only help against !leeding to death5.f the hit goes to a shield worn !y a character, the shield is instantly !roken 6 andthe arm holding it is smashed. (uch a wound has to !e treated !y people withhealing skills. (urgeon or 9ody @ealing will help, other skills will only stop the!leeding !ut will not restore it. 'egeneration K > will heal such a wound in >,respectively I hours. n such cases f a character is hit !y a siege weapon, he

    instantly falls unconscious and will !leed to death within G minutes if not treatedaccordingly. f the torso was hit, the time till death is minute.

    S!e#e e%o" 'ef!"!!o"

    S!e#e e%o"& $%" o"l0 /e 'e&-o0e', "o %7e" o5e-, /e$%+&e o"l0 he o"e-

    (o- he e-&o" -e&o"&!/le fo- !) !& %lloe' o +&e ! '+-!"# #%*e.

    (iege weapons are all those seconds. (uch a weapon can only shoot a maimumof two o!/ects at the same time.

    S+**!"# +:

    YZ(tationaryYZ;eeds H or more persons to transport and handle itYZTime to reload minimum > secondsYZ:ires maimum > o!/ects in one shot

    If &+$h % e%o" 'oe& "o f+llf!ll e5e-0 of he %/o5e o!"&, ! !& "o $o"&!'e-e' %&!e#e e%o" /+ o"l0 % /!# -%"#e' e%o".

    +!l'!"# %"' +&!"# of % S!e#e 6e%o"

    n general &ny o!/ects !rought !y participants to the event will only !e checkedfor safety directly on the event. &nd we can only give some !asic info on the 7@owto !uild and use it7 facts. This is mainly due to the fogginess of the germansweapon laws and !ecause they are ever so changing, we cannot set a concrete!asis for !uilding and using those things.

    U&%#e of S!e#e 6e%o"&- +nly those persons either !eing the owner and !eing responsi!le for it or personsaccompanied and supervised !y the owner are allowed to use such o!/ects.- (uch a (iege Weapon is only allowed for use as long as !ystanders and other

  • 8/13/2019 ConQuest Rules (English)

    45/53

    persons are farther away than G m. f 4e.g. during a !attle5 persons come nearerthan G m, the usage has to !e stopped and the weapon has to !e made safe andsecured 4relaed and unloaded5.- & transport of such weapons is not allowed in an armed modus. +!/ect has to !erelaed and unloaded.- 2ou should not move such weapons faster than walking speed.

    Ge"e-%l -+le& fo- /+!l'!"# 'e&!#"

    - The (iege Weapon may not have sharp edges, pointy spikes or else standing outnails, !olts or screws.- Every part of the (iege Weapon has to !e !uild in a way that it cannot loose orfly away during use.- Every part of the (iege Weapon has to !e !uild in dimensions that guaranteethat nothing will !reak under load or can !e damaged in other ways so that it canput !ystanding people in danger - e.g. !reaking !ows, ripping ropes snappingaround and else.

    - 2ou are not allowed to use chemicals or other things that may endanger nature4includes +il or fuels in certain parts of your weapon.

    Se$!%l -+le& o" /+!l'!"# 'e&!#"

    - The machine may not have unsecured possi!ilities for tearing or shearing arms,legs and else !ody parts. We especially mean (iege Weapons with long throw-arms like a tre!uchet. %ong levers can !uild up etreme forces through theleverage effect.- )oving parts have to !e either covered or !y height over ground or !y a securityfencing out of range for people moving near the (iege Weapon.

    - There may not !e swinging around parts after a shot 4like at the tre!uchet5 inreach of persons. (winging parts have to !e at least >.Gm high over ground andhave to !e fully covered !y foam polstering.- &ll rules for shooting weapons apply.- During use and while (iege Weapon is armed, there have to !e ways to secureand lock the weapon 4!y means of levers, locking !olts or else5.- f the owner or responsi!le person for this weapon is not near the weapon, it hasto !e locked down from usage !y heavy locks 4like a !ikelock chain or elsemeans5 to prevent usage through other persons.- &mmunition has to !e !uild in a way that it is safe, not harming any!ody that

    gets hit and especially is easy to collect. ;o confetti !om!s.- &mmunition for (iege weapons has to !e at least a si0e of > cm diameter or if inarrow form at least BG cm long.

    9 If 0o+- S!e#e 6e%o" f%!l& !" o"e of he&e -+le& o- !& $o"&!'e-e' U"&%fe /0

    G%*e*%&e-& h%" 0o+ %-e "o %lloe' o +&e ! '+-!"# he e5e".

    Se$+-!0 *e%&+-e&:

    :ollowing weapons are not allowed on this eventYZWeapons and (iege Weapons that use 9lackpowder to shoot an o!/ect

    YZWeapons and (iege Weapons that shoot an o!/ect through a pipe or tu!eYZ'anged Weapons or (iege Weapons that fire pro/ectiles with a hard core withinthe foam

  • 8/13/2019 ConQuest Rules (English)

    46/53

    n case of dou!t, the 3) decides directly on the camp ground when checkingsuch a weapon. What damage a (iege Weapon inflicts on a palisade or wall can!e found in the etension of this rule-set,

  • 8/13/2019 ConQuest Rules (English)

    47/53

    A-*o+- $l%&&e&:

    A-*o+-

    $l%&&

    M%e-!%l

    &ny material covering no more than >GU of a !ody part.

    %eather, "added Clothes

    > @ardened %eather, Chainmail, (calemail

    H "late &rmour

    A"0h!"# h% $%""o /e $l%&&!f!e' !"o he&e 3 $l%&&e&, !ll /e $he$7e' o" /0 %

    G%*e*%&e- '!-e$l0 o" he e5e" (e.#. $h!"e&e %*/oo %-*o+-).

    A-*o+- o!"& e- /o'0 o"e %"' A-*o+- $l%&&:

    Co5e-%#e Cl%&& Cl%&& 2 Cl%&& 1 Cl%&&

    %ess than >GU >G 6 GU .G .G

    )ore than GU H >

    The &rmour only counts for those parts it actually protects. Thus, when you get hiton a !ody part that is not covered !y &rmour, the damage goes directly to your%" and cannot !e deducted from your &rmour points.To make it easier for everyone, all hits to a protected 0one are deducted from yourtotal &rmour points, no matter how often one specific 0one is hit while others arenot hit at all.

    &s eample I hits to your right leg will !e deducted from your total &rmour points,even if your torso or other parts protected !y &rmour were not hit yet.&rmour and shields that got hit during a !attle have taken the damage and haveto !e repaired. This is only possi!le with the according skill. When a Character iswearing more than one type of &rmour on !ody part4eg plates on chain mail5the &rmour that covers a larger part will !e counted in itsnormal &rmour class, !ut the &rmour that covers a smaller part of the !ody part isconsidered as on class-level lower.

    E%*le:

    The right arm is completely covered with chainmail 4over GU, &rmour class >5, ashoulder plate is worn on top of it which covers the arm from shoulder to el!ow4>GU-GU, &rmour class H5.Chainmail over GU ? > &rmour points 4'"5 R "late &rmour class H will !e reducedto class > ? '".This means that you get a total of H '" for this 0one.

    If o '!ffe-e" 7!"'& of A-*o+- %-e o-" o#ehe- !" l%0e-&, %"' $o5e- he &%*e

    %-& of he /o'0 o"e, he loe- A-*o+- $l%&& $o+"& o"e $l%&& le&&.

    f a Character is wearing an &rmour on a !ody part, that is made from severaltypes of &rmour, the class will !e the one of the type covering the greaterpercentage of the !ody part. The &rmour value on the rest of the

  • 8/13/2019 ConQuest Rules (English)

    48/53

    part, the one with the material covering the minor percentage, will !e counted asone materials class lower.

    E%*le:

    The right arm is completely covered with chainmail 4over GU5, a plate arm is wornon top of it 4over GU5.

    "late over GU ? H '"Chainmail over GU, !ut one &rmour class lower !ecause it is worn !elow theplate ? '"+verall J '" together for this !ody 0one 4maimum possi!le amount for a !ody0one5

    M% A-*o+- Po!"& e- /o'0 %-: 3

    M% A-*o+- Po!"& $olle$%/le: 2

    &ll &rmour points a!ove >B 4including magic or alchemical &rmours5 do not count.

    Each 0one can !e protected from ma. two different &rmour classes. )agical oralchemical &rmours are not counted to the &rmour point limit for the specific !odypart, thus it is possi!le to have a 0one with J R I &rmourpoints 4coming from the ma. magical &rmour5. )agic or alchemical counts forthe entire !ody and is deducted first 6 after such an &rmour reaches '", the!ody parts that are not covered !y normal &rmour are unprotected again.

    E%*le:

    "late on Torso R magic &rmour >Torso front ? H '"

    R Torso !ack ? H '"R > '" on the 0ones that get hitmeaning a total '" of B '"&fter two hits 4no matter where5 the magic &rmour is destroyed and the spare&rmour points caused !y normal &rmour count only where the &rmour is actuallyworn, uncovered parts are not protected anymore. The normal &rmourguarantees only I '" on the Torso 4front and !ack5

    Fo- e5e-0 /o'0 o"e, o"l0 o A-*o+- $l%&&e& *%0 /e %7e" !" %$$o+". The

    -oe$!o" %#%!"& A-*o+- !e-$!"# e%o"& l!7e /o, $-o&&/o %"' ohe-& 'oe&

    o"l0 $o+" !f % le%& ; of he /o'0 %- h% #o h! /0 &+$h % -oe$!le !&$o5e-e' !h o l%0e-& of A-*o+-, he-e%& o"e of he* h%&

    o /e % *e%l A-*o+- (e.# $h%!"*%!l o5e- %''e' $loh!"# o- l%e o5e- le%he-

    %"' ohe- $o*/!"%!o"&).

    Oeep in mind Every !ody part where &rmour is worn, even if it is too less to !etaken in account, is protected !y the total &rmour points and whenever a hit isinflicted on such a part, the damage is deducted from the total &rmour points ofall &rmour worn on the entire !ody.

  • 8/13/2019 ConQuest Rules (English)

    49/53

    1. THE ARMOUR SYSTEM IN COMAT

    The ma. total value of points a character may have is HB*)a %ife points ? )a &rmour "oints ? >B

    . Within a !attle situation, after damage was taken, the &rmour points arereduced to first 4see Chapter .> &rmour5. &rmour points are received throughwearing real &rmour 4Chainmail, "late, %eather5 and#or alchemical or magic&rmour. alchemical or magic &rmour will !e reduced first, then the real &rmour.The maimum of reacha!le &rmour points is >B.

    >. f all &rmour points are reduced to , meaning that it was destroyed during a!attle or there was never one, every hit is directly reducing the %ife points. Themaimum reacha!le limit for %ife points is 4through skills,potions, etra %ife points, magic5. Direct damage 4e.g. from &rmour piercingweapons5 is directly deducted from the %ife points.

    1.3 SHIELDS

    The &h!el'& $%" o"l0 /e /-o7e" /0 e%o"& h!$h, $%" /e +&e' %"' %-e %$+%ll0

    +&e' !h o h%"'&. 6he" !" 'o+/, %&7 % GM.

    - (mall to medium shields 4appro. G Gcm5 can resist G hits of a two handedweapon !efore they are !roken. &fter G hits, they !ecome useless and offer nomore protection and need to !e repaired.- &ll shields a!ove this si0e resist hits of a two handed weapon.- (hields that are covered with special alchemical or magic protection are

    indestructi!le. 4(ee chapter .G

  • 8/13/2019 ConQuest Rules (English)

    50/53

    f !uild in a special modular way, those parts can !e placed in storage and !ereused on the net upcoming event if desired so. :or !eing a!le to !e placed instock, those modules have to !e stapled in the way descri!ed."arapet walks may only !e constructed in a height of B cm over ground 4this isenforced !y german laws for personal security5.& siege wall that is constructed over a camps escape#rescue way have to !e

    !uild in such a way that you can take them down and haul them awayimmediately and opens a gap that is minimum J m !road. This segment of thepalisade has to !e reacha!le from the in- and outside of the camp in emergencycases.The whole wall has to !e constructed in a way that you can put it down in smallsegments during a !attle to simulate destroyed wall-parts.The way you !uild it is considered !y us in our decision of how many damage itcan take during a !attle through siege weapons and rams. The maimum time ofsta!ility you can reach for one segment is H minutes - depending on the way you!uild it up.

    11.1 STORAGE

    :or palisade modules 4wall parts, including tower casings5 that we shall store foryou, following !uilding#design rules apply

    - Dimensions .> >.J m ma.- (ta!ility 2ou have to !e a!le to walk on without !reaking it.- (ecurity ;o nails#screws standing out- ;o overlaying parts standing out. @as to !e a rectangle.

    - )ust !e transporta!le !y two persons without !reaking when it gets lifted.- Every supporting structure parts have to !e !uild in a way that you candeconstruct them without effort and !reaking the modules.

    "alisade parts that you D+;T plan to !e stored can !uild in every way you desire&( %+;3 2+8 D+;T E;D;3E' players using it. Those parts have to !edeconstructed completely at the end of the event and EFE'2 nail or screw has to!e removed from the wood. 2ou then have to place those wooden parts in anarea that are marked for it. Too, for these parts someone must sign responsi!le forit.

    11.2 MAGIC PALISADE 6ALLS

    )agic palisades are taken as e$uivalent to wooden constructions according tothe rules of this event. Their 7sta!ility7 is depending on the effort that you put inpoints like design, !uilding it up, ritualising it.We take the !uilding and construction time of wooden palisade walls incomparison for that.

    - )agic walls are like wooden siege walls not mova!le 4;3&)E5

    - 2ou can[t pass through any holes- )agic walls are not inflamma!le and cant !e !urned down. nstead, &nti-)agic'ituals apply for destruction.- (iege Weapon &mmunition, &rrows, (pears and other thrown o!/ects dont pass

  • 8/13/2019 ConQuest Rules (English)

    51/53

    through - !ut heavy o!/ects fired from (iege Weapons inflict structural damagethe same way like on wooden walls.- )agical walls are like wooden walls attacka!le through !attering rams or elseand even normal weapons can attack them. 'amming actions are acted out insecure distance to the tetile !ands displaying the line of the wall.

    Co"&-+$!o" -+le& of % *%#!$ %l!&%'e %ll

    - & segment of a magic palisade wall is !uild !y two +!elisks or "ylons which arestanding in a distance ofJ-G metres and anchored to the ground to secure them against falling over.- Every +!elisk or "ylon covers a !ase of JJ cm or greater, has at least H sidesurfaces and is at least> m tall.- Those o!/ects have to !e painted with waterproof paint, even !etter in morethan one colour and covered !y a design. Every one of those have to !e lighted

    at night with at least > (nap-lights or !etter lights.- 9etween each of those o!/ects you have to span two G->cm !road tetilestripes in a good light colour 4white or light !lue5, one in a!out knee-high, thesecond in head-high.- The tetile !ands have to !e covered at night with either phosphorescent runesor with snap-lights in a distance of -.G metres each.- f there are more then > segments in a row, you have to take the same colour forthe tetile stripes.

    mportant information a!out the way how to play with magical walls

    & magical wall does not !egin right at the tetile !ands !ut is instead sensi!le in asecure distance. 9y this, you can act out the unpierca!le resistance when youcome near to such palisades. Else there would !e that superfluous danger to ripdown those tetile !ands !y coming too near to it. (o /ust play with it in a littledistance.

    11. UNDER SIEGE

    @ow is a siege to a camp played out\

    To remove security risks like :ights !etween the Tents and Camp fires, every campgets an area that it has to secure. This area is placed ideally to one side of thecamp 4most often at the front side5. Within this area the camp participants are notallowed to !uild up tents or place else o!/ects. This !attle 0one has to !ecompletely free of anything.

    This part of the camp is deemed as main entrance of the camp and is thesu!stitute for the whole camp and can !e secured !y you through walls, a gateand else means. The !oundary is without connection to the tents of the camp. Themeasurements of this area will !e set !y the 3amemasters and depends on the

    amount of players in this camp. & camp with GR players has to defend a !iggerarea than a camp with only players.

  • 8/13/2019 ConQuest Rules (English)

    52/53

    S!e#e %"' Co"+e& of % $%*

    When an enemy attempts to attack the camp, his army has to !ring con$uest tothe !attle 0one of this camp.& camp is deemed to !e con$uered when the aggressor was successful in gettingthe palisade down and has at least won over GU of the !attle 0one area 4This is

    decided !y the 9attle Coordinators - not the camp 3amemasters during thefight5. With this, a > minutes countdown starts. f the aggressor has won for longerthan this > minutes over at least GU of the !attle 0one, the camp defenders haveto leave the camp.

    n case the aggressors have won over the camp or is trying to hold the !attle 0onefor even longer time, every attempt to regain control over the own camp has to!e tried from outside. & con$uered camp looses all !anners of power 4maimumG5 and all people living in this camp will loose %ifepoint for the net day. Thiseffect is non-cumulative, meaning if a camp is loosing a fight for more than ti