The first thing to learn is how one can die. There are two ways to die.
IF a weapon strike or stab barely connects/hits with little to no force, call out the word "scar" to let your opponent know it wasn't a good hit and doesn't count.
Theatrical slashes, power named “gash”, will not count as a “scar”. Meaning if using a weapon representing a sword or other blade-like weapon, a player now may call out “gash” and run the blade along another player counting as a strike. These will count as a normal hit, as long as the word “gash” was called mid-swing and is presented more theatrically then a normal hit “I.E. Any thing that would represent a real fatal injury if the weapon were real.
We ask all our players to die theatrically once being killed to keep the spirit and livelihood of the game. Once dead, one can wait to be revived by a class or put your weapon over your head (to show you are not still in the game to other players) and walk off the game field to the sidelines until the next game.
"Fatality" Rule: If killing a player by removing two limbs (even if you were to only remove the last one) you may perform a theatric fatality by calling out the name "Fatality" mid-strike.
If coming up from behind someone, since a full force hit isn’t needed to kill them, we ask players to consider doing something similar to the “gash” rule to help avoid non-needed aggression and add more theatrics to the game. If coming up behind someone and delivering a fatal blow, do a theatric kill and yell the power name “Fatality” mid-strike.
I.E. coming up behind a player with a spear and ramming it through their armpit for a theatric death. The game will feel more alive with showmanship and keep possible confusion or outrage from a player being blindsided.
By doing a fatality, this makes it impossible for the character to be revived in any way. *NOTE* The Fatality must be theatrical and not just some sort of quick stab. This does not effect games with respawn.
Our armor unlike most LARP groups do not deal with armor points. TWOA finds that system to hard to keep up with during combat and to easy to cheat on. Instead we have taken a more historical approach to what most people think of when they think of armor, that being steel armor.
Once armored, you are protected from a variety of weapon strikes permanently (only on armored covered areas). Armor pieces are split up as: Head, Shoulder to elbow, Elbow to wrist, Front torso, Back torso, Hip to knee, and Knee to ankle. Armored areas must appear VERY apparent to all players. Armor just needs to look its part and may range from real leather or steel to sturdy plastic Halloween costume armor.
Helmet Rule (Safety First):
All players, if they so choose, regardless of game-type, class-type, and armor policy (doesn't count as an armor point) are allowed to wear a helmet to protect from incidental head shots. Players may never strike a “RED” hit to a helmet, although they count as complete armor.
Classes give each person a special ability/advantage and are recognized by a certain color represented by each class . When you choose a class you like, you must wear the color that represents that class as a headband, armband, or wristband to show other players what class you are. Each class comes with a balance of strengths and weaknesses, mastering how to use a class to it's full potential is keen.
Every class is only usable to people wearing garb (dressed up in medieval type clothing). Classes may be changed at the beginning of each new game (as long as you can represent the new class your changing into).