Travelers of Ki'Mara

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Live Action Combat

Simulated combat offers the thrill of physical conflict resolution without many of the inherent dangers of swinging and shooting solid objects at each other. Each rule is designed with the easiest approach possible and allows for quick and fluid fighting without breaking the action or pausing every few seconds to allow everyone to "catch up" their turn. Though you are free to act in real time with our system there are a few guidelines that must be followed to ensure the safety of every member of travelers.

Combat Basics

  • You should never grab or grapple anyone or strike them with your shield or nerf prop. Several skills simulate these maneuvers but they should never actually be performed. 
  • Always respect other's personal space in combat. Do not try and walk over other players or use your body to force people aside.
  • Absolutely no using your shield to strike someone, even if your shield happens to be made entirely of soft foam, do not ask.
  • Do not intentionally strike or block melee attacks with firearm props. Both weapons can be damaged in the process and become unsafe.
  • Always be aware of your surroundings. Ice, sticker bushes, gravel, and uneven ground all present real life hazards. Never make an excuse not to call a safety hold and move combat away from hazards.
  • Roleplay when you are struck in combat. If someone scores a blow directly to your gut, even if it deals only 1 point of damage, don't miss the chance to role-play the hit. We will always try to reward this type of roleplaying when we spot it. If enough people are roleplaying damage we may even hand out bonus XP to everyone in a battle.

Melee Attack Skills

Any damage or skill that is dealt with a melee weapon is considered a melee attack. As long as your weapon makes contact with your target it is considered a successful hit. You should never put your full strength into striking with a melee weapon or hit your opponent with anything other than a larp safe weapon. You should also never machine gun your strikes with your weapons or perform an attack without swinging your weapon at least 45 degrees. 

Projectile Attack Skills

Any attack that is made with a dart, arrow, or thrown weapon is considered a projectile attack. Never aim projectiles at the head, face, or groin or modify your ammunition. Darts and balls should always be brightly colored and are subject to inspection when you enter an event. You may bring up to 30 nerf darts with you to an event but you are responsible for collecting them when fired.

Bows in particular should never be fired at someone who is standing closer than 10 feet. We allow the use of simple bows with no more than 20-25 lbs of draw weight. All arrows must have boffer tips. (We will feature a much more in-depth tutorial on boffer archery in the future. For now we recommend that bow and arrow be used by experienced players who are familiar with safely in using bows).  

Magical Attack Skills

Magical attacks are always made by pointing at your target and calling the name of the spell. All spells take 5 seconds of standing in one place and concentrating to cast so there is no need to rush your verbals. Spells always hit your target as long as your spell is not interrupted by an attack or something else that breaks your concentration or forces you to move.

Mental Attack Skills

Mental attacks are delivered like other attack skills (melee, projectile, or magical) but the mental quality always takes priority. Even if you have a defense against their delivery method, you may only defend a mental attack with a mental defense. Mental attacks include curses, and any skill that causes fear, confusion, dominates, or otherwise causes you to take an action that is not your own.

Surprise Attacks

Some skills require that you make a “Surprise Attack.” This includes an attacks made while the target is unaware of you, due to a skill like stealth or invisibility, or your very first attack in a fight if you are able to catch them off guard; usually this occurs in a non-hostile situation or before your target has their weapon drawn and ready. Only skills that specify Surprise Attack can be used this way.

Defense Skills

All four defense skill variants work the same and rely on two keywords, "No Effect" and "Immunity." Calling "No Effect" as part of a skill tells your attacker that the defense skill you used defended against a single attack they made. Immunity on the other hand signifies that no matter how many times they attack with a specific skill or type of attack it will have no effect. When Immunity is used it still defends against the skill they called and the attacker's skill is wasted. The four defenses are Melee, Projectile, Magical, and Mental. A defensive skill always defends against all the effects of a skill or spell unless it specifies that you need more than one defense to protect against it.


A buff is a latent ability that lasts for an event, and can be invoked once per battle. Buffs are usually granted by talismans, potions, or other items of a unique nature and rarely by other characters or skills. 

Buffs do not stack. For example you cannot have 2 buffs that increase your health or the amount of damage you deal. Only the strongest buff applies and the other is wasted. Additionally you cannot have more than 1 buff with the same name. You may have multiple buffs that give you an extra use of a skill or defense but they must be different buffs.


The following words are regularly used during combat and condensed here for brevity in the rules. Keywords let others easily understand what your skills do without having to stop to ask every time a new skill is encountered. Keywords are always spoken after the name of a skill that uses them unless they share that name. For example you don’t have to say “Disarm, Disarm” when using the skill of the same name. Additionally, some skills may give keywords a duration; which is always spoken last.

# Damage
The most basic keyword in the game. The # is an amount of damage to deduct from your Hit Points
# Piercing
This keyword means that the damage cannot be blocked by a weapon or shield. If your weapon or shield is struck with a piercing attack you still take the damage. This keyword also ignores most armor.
# Type
The term type may replace any instance of damage in the rules. It signifies that the damage is a specific type that can have special significance to you or your target. For example, if your weapon deals 4 Fire damage you would not call “4 Damage Fire” or “4 Fire Damage” but instead “4 Fire.” Some example types are Silver, Lightning, Cold, Fire, Earth, Poison, Arcane, Shadow, and Absorb.
This keyword is used in conjunction with healing, buffs, and other skills that give the target a beneficial effect.
You must roleplay blindness and can only move at a walking pace. You cannot call any skills that require the ability to see. Do not actually close your eyes during play to ensure your own safety.
Bestows a curse. You must follow the directions of the curse until removed.
You are unable to take any action except defend yourself and move at a heel-to-toe pace. You may only call defensive skills while dazed. 
You must roleplay being unable to hear and may not use any skill that requires hearing.
You are removed from play and cannot be affected by anything until this keyword is removed. You also cannot move or use skills and any durations currently affecting you are paused, including your death count.
This keyword must specify a weapon or object the target is holding. You must immediately drop the item and cannot pick it up for a minimum of 5 seconds. This keyword must specify a weapon or object the target is holding. You must immediately drop the item and cannot pick it up for a minimum of 5 seconds.
You are only able to roleplay fleeing, hiding, or avoiding the source for the duration of the effect.
This keyword declares that a skill or other keyword had no effect on the target and will not affect the target even if used again/
This keyword targets a limb. When struck with maim you must roleplay being unable to use your affected arm or leg. This keyword can only be removed by a skill that restores the limb to full use.
No Effect
This keyword declares that an action had no effect on the target. It is usually called after stating a defense.
You must roleplay agonizing pain. You cannot attack or defend while under this effect.
You must roleplay being grappled, held, or pinned. You cannot use movement skills when grabbed and if a limb is specified you are unable to use that limb.
You have been afflicted by a venom or substance that knocks you unconscious. You enter the dying status. When used with a duration the poison does not affect you until the duration expires. For example, if you are hit with “Poison, 1 Minute” you would not be knocked unconscious for 1 minute. 
Push # Steps
 You must roleplay being pushed away from the source of this keyword.
You must roleplay being unable to speak and may not use any skill that requires speaking. You may still call skills that do not require speech. You may not cast arcane spells but may still cast cantrips and defensive spells.
You are considered paralyzed, asleep, or otherwise incapable of taking any action. You may not call any skills or defend yourself. 1 point of damage or other attack skills will break a stun.­
You are either tied up or paralyzed by magic, and cannot move in any way. You may still speak and cast spells but cannot call other skills.
This keyword targets a weapon or object. It is destroyed or broken until repaired and cannot be used. If the object is being held or attended by someone they may defend against the sunder as though it targeted them.
You are knocked to the ground and must stay prone for a minimum of 5 seconds. You may crouch or kneel instead. 
Weaken X
These keywords make you unable to use a specific group of skills. They are Weaken Magic (All Magic Skills, but not spells), Weaken Strength (Melee Attack Skills), Weaken Aim (Projectile Attack Skills), Weaken Mind (Mental Attack Skills), and Weaken Defense (Defense Skills).