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The rules system enables players to represent what characters can do within the game, and as such everything working together can become rather complicated. As everything else with Concord, focus on learning only what you need to know in order to enjoy yourself. You don't need to know the entire system top-to-bottom, references will be available during the game if you forget how something works and usually a player nearby can help you understand.

For new players it is recommended that you read the Player Brief as it provides an overview of the content, combat, and community rules for Concord LARP. You will still need to complete an in-person Player Brief, but this will provide a clear overview.

Game Mechanics

Combat - Understanding these rules is a requirement to play.

Abilities & Calls - Understanding these rules is a requirement to play.

Weapons - All players are able to use a weapon up to 115cm long, for example a Single Handed Sword or a Dagger.

Armour - All players can wear up to medium armor, but doing so can restrict spellcasting.

Magic Items - See also Artisan Crafts and Crafting Skills.

Potions - See also Potions and Crafting Skills.

Characters

A character is your identity to explore the world of Concord. It is their story that you will tell and it is their ambitions that you will chase. Over the games you attend your character may grow and change in both skills and allegiances.

Creation & Submission

Character Skills

Skills Home Page

Characters have 8 experience points to spend at creation. You do not need to spend all of your points and you can save them for later purchases.

Costs that increase per purchase are separated by forward slashes '/'. For example, a second purchase of the Juggernaut skill costs 4 points.

If a skill has prerequisites, you must have purchased each in order to purchase the skill.

Name Prerequisites Description Cost
Additional Energy You gain an additional energy per purchase. 1/2/3/4/5/6/7/8/9/10
Archer You may use a bow and carry arrows. You must complete the additional archery clearance. 3
Armoured You may wear heavy armour. 2
Bladehand You may wield a one handed or short weapon in each hand. 2
Bulwark You may wield a shield. 3
Deathless Taking Deathless raises your character’s maximum bleed out time to 5 minutes, although it is affected by Venom as normal. 1
Get it Together A character with Get it Together may spend five seconds of roleplay and one point of energy interacting with a character under the effect of fracture and is within five metres. That character regains the use of one of their limbs affected by fracture.  During this five seconds of roleplay you must not engage in any other action and must remain stationary. If you are struck or engage in any other action during the five seconds of roleplay you do not expend the energy but the roleplay must begin again. 3
Hand-and-a-half Weaponmaster You may strike opponents while wielding a Great Weapon in a single hand. This may only be used to deliver standard strikes, strikes that consume energy to deliver effects still require two hands. 1
Juggernaut You gain an additional hitpoint per purchase. You may not purchase the ‘Additional Mana’ skill. 2/4/6/8
Relentless Deathless A character with Relentless may spend 1 energy and spend 5 seconds of appropriate roleplaying such as relocating a joint, shaking your head to clear it of pain, or hyping yourself up. Once this roleplay is completed, you can regain one of your limbs that has been incapacitated through the fracture call. During this five seconds of roleplay you must not engage in any other action and must remain stationary. If you are struck or engage in any other action during the five seconds of roleplay you do not expend the energy but the roleplay must begin again. 2
Stay With Me You may spend five seconds of roleplay and one point of energy interacting with a character who is bleeding out within five metres. That character then gains one hitpoint. Your roleplay should end with the call ‘Stay with me’  You may attack and be attacked during this time. Any effects that would stop your ability to deliver effects (such as Silence) or would move you further than five metres from your target (such as Knockback or Fear) would interrupt this effect. If the effect is interrupted, you do not spend energy. 3
Unstoppable Deathless Within 5 seconds of being reduced to 0 hit points by a hostile character or effect, a character with Unstoppable may spend 5 seconds of roleplay emoting defiance in an obvious manner, while getting to their feet. After these five seconds of roleplay they must spend 1 energy and call ‘Unstoppable, Heal 2’ targeting themselves.  During these five seconds they must remain stationary, but should be getting to their feet. During these five seconds you are immune to damage and the ‘Damage’ effect. You are not immune to any other effects. If any effect would interrupt your roleplay by stopping you from completing abilities (such as Silence) or through moving you from the spot (such as Knockback or Fear), you instead continue your bleed out after completing the effect. During this roleplay you may not deal damage. During this roleplay, your bleed out timer is not paused. 2
Weaponmaster You may wield Great Weapons and Polearms. 2

Progression

By attending events as your character, you will receive experience points to spend on their skills - alongside any titles, deeds, items and other accomplishments you gain.

Character Growth

A character who attends a Concord event for at least half its duration will receive an additional experience point at the end of the event, to be spent either during downtime or at the next Concord event they attend. There is no requirement for any particular roleplay to learn a skill, although it is encouraged. New skills should be listed on the character sheet in your character packet.

Character Death & Retirement

Not all characters will survive a Summit, or want to return.

Characters who enter bleedout, become terminal and die have died permanently. There is no way to return a slain character to life as understood by mages or priests of the Concord and players should not hold onto hope for such an event occurring for their character.

Retiring a character represents your heroic character stepping back from the life of a foremost Concordian citizen to focus on their personal endeavours. It is the end of their story, but is is hopefully a peaceful one.

Retiring a character is a permanent end to their story. The Concord team wants players focusing on their current stories rather than trying to sit with one foot in each world. Once a character is retired, they no longer attend events, communicate through letters, or take much of a role in the goings on of the world.

You can opt to retire your character during any time where it is reasonable to do so. Times when it is not reasonable to do so are during any active interactions your character is undergoing (in a conversation, on a conflux, during combat etc).

If you retire your character and your character is the current holder of a title, please inform the Concord Team (either in person if at a main Concord event or via email to [email protected] if between events) so that the team can facilitate the titles reelection. No titles allow successors due to the death or retirement of a character, instead they are put up for election.

Downtime

How we interact with the world between Summits and at Sanctioned Events.