RISVEGLIO

I believe that the atmosphere that is created at an event is crucial to its success. This does not mean that everything has to be exactly historically correct but it does mean that everyone should make an effort to create a costume and an in-character camp and equipment that looks like it could have come from the IV Century B.C.

You need to imagine that you belong to the people you have chosen and start to think that way. You will have your gods, way to act, superstitions and belief.

Because of this relatively strict approach to this event I have put together a set of guidelines that will help to create the IV Century BC atmosphere.

Costume

Costumes do not need to be complicated, simple tunic with cloak (kiton or by the type in use by the population you are representing) is all that is needed. Try to use only natural fabrics, wool is one of the best and most authentic material available. Woollen blankets can be bought from jumble sales or second hand shops and can easily be made into costume.

Footwear should ideally be sandals for greeks, etruscans and italic people in general, celts wearing their style of leather shoes. Bare foot is permitted, tough can be painful or dangerous in the wood so it is suggested you have a pair of sandals or boots when you are outdoor....

Armour

Ancient Time armour was mostly in leather or bronze. Light armour would have been made from layered fabric, leather or fur and Heavy armour would have been made of, or reinforced with, bronze. The most protective helmet would have been greek style. Italic people used mostly Montefortino or Nagau type, with a lot of variations: open-faced or cheek guards, plain or with crest and so on. The best body armour would have been a chainmail for celts (only for leaders) and bronze body armour for rich greeks and etruscans. The others warriors using often just a “cardiophilax” round or square (Capestrano Warrior is a good example). Each population must follow the guidelines for them. Historical research is fundamental to reach an adequate standard of historical accuracy. But please feel free to ask anything.

  

Weapons

Try to bring weapons that look simple and historical, no fancy fantasy weapons please. Most warriors would have a plain looking sword and a simple dagger; they would also have had a large shield often with a different style and colour for each person... The basic weapon is dagger and spear, but each people will have a list of favourite (more common) weapons... try to follow the list without research for rare exception... If you have archaeological evidence for a weapon feel free to adopt it but please contact the organization before.

LARP Weapons (latex) will be permitted (although quite light for the purpose). Home made weapons are also allowed, but try to put attention to the aesthetics. “Cocon” style weapons will also be accepted, depending on the look and protection.

      

Food & Drink

Although there will be always some food that can be “bought” in-character at the event in the Taberna you should come with at least one dose of your own war rations. Dried fruit, cooked sausage, bread, apples, cheese, nuts, and home made biscuits are all ideal foods for someone in an army at the time. Try to store this food in an in-character way, try rapping it in brown grease proof paper or a fabric bag and tying it with leather thong or put the food in a light brown fabric or paper bag.

Make sure that you carry water or some kind of juice with you as well. If you don’t have a “time-in” flask, a water bottle can easily be made from a plastic bottle, just cover it with a leather bag and add a leather strap and a cork.

If you want to buy appropriate, costume, weapons, shields, leather armour or water bottles for the event then email, for more information to luigi@valledelcupale.it. Or visit the forum.

 

CHARACTERS

This is an occupation based character system that is designed to be simple and easy to understand. Character development does not focus on gaining more skills but fulfilling a characters role-playing aims and objectives. All of the occupations listed below have a list of appropriate aims that the specific occupation would normally try to achieve; other appropriate objectives can be added to this list if they will enhance the depth of the character and aid role-play.

A character can gain new skills and is able to change occupation but a rules structure is not needed to account for these possibilities, which will be considered on a case-by-case basis if and when they occur.

Free skills:

All characters can start with these skills.

Use improvised weapon

Use shield

Numeracy (if appropriate for character class and education)

Use armour

Bandage wound

Occupational skills:

These skills are specific to certain occupations.

'A trade' i.e. woodsman, carpenter, potter etc.

Tracking

Use weapons of war

Throw weapon

Use Bow

Discern wounds

Treat wounds

Surgery

Literacy (read and write)

Extra language i.e. Latin/Etruscan/Celtic/Greek etc.

 
Because of the strong possibility of character death all players are asked to prepare two characters, so that if their first one dies then they are ready to play the second. The second should be a different type, and you should have a different dress or style to avoid confusion by the players that don't know that you are dead.

 

RACE: you can choose any of the one in the following list. Exception can be accepted but motivated. Consider that you are in Vulci in the IV century, there isn't place for nubian nomads or chinese warriors, but a phoenician merchant can be found...

ETRUSCANS: they are at home in Vulci, but can be coming from another city as well. Some of the player that are etruscans could be NPC.

GREEKS: we intend italian greeks, coming mostly from Magna Grecia and especially from Campania or Sicilia, but other greeks could be welcome as well but must be justified.

ROMANS: the neighbour young republic of Rome is rising in power but far from being dominant. Romans are rude and strong warriors and willing and smart politicians that are looking for some more space where expand...

CELTS: most of the celts represented in the game would be Senoni tribe, but others could be justified if part of a raiding group, but then act consequently.

ITALIANS (Sanniti, Piceni, Umbri): representative of italic people are most welcome and can have any good reason to be present in Vulci: merchant, mercenary, slave, travellers... is up to the will of the players.

 

Occupations:

Occupations available to player characters (some are possible only for some people, the initials in parenthesis mark the possible choice). Other that are not in the list can be possible, but must be asked in time and motivated.

Peasant/Freeman/Levy (Any race)

Peasants make up the levy of any army; they have to fight because they work on the land of the Lord or the City  that is raising the levy. Otherwise is a simple worker concentrated on his/her occupation (farmer, merchant, craftsman, servant etc...).

Aims: Some of the various aims that a peasant might have are:

To survive his service in the Levy and go back unharmed to his family.

To gain the skills and equipment that are needed to become a Warrior.

To gain wealth.

Progress in his work and activity.

Skills: A peasant's occupational skill is a trade, which they must choose for example: leather worker, black smith, servant, fisherman, farmer, woodsman, and miner. A trade will give the character role-playing depth and maybe some abilities that could be useful for achieving a role-playing aim.

Veteran Skills
One skill can be chosen after each full event that is survived (A full event can be considered to be the majority of a weekend):

Red mist: Delay up to two wounds instead of one per encounter.

Discern wounds: Same as Healer skill (Requires a bead bag).

Starting equipment:

Some tools of their trade

Improvised weapon(s)

Can have Light armour

Can have a Shield

A small amount of money

 

Hunter/Scout (Any race)

Hunters are often used by a group because of their useful skills.

Aims:

To gain employment with a lord

To gain wealth

Skills:

Use Bow or javelin

Tracking

Veteran Skills
One skill can be chosen after each full event that is survived (A full event can be considered to be the majority of a weekend):

Advanced tracking: The character is highly skilled at tracking and can discern much more detailed information from tracks.

Red mist: Delay up to two wounds instead of one per encounter.

Discern wounds: Same as Healer skill (Requires a bead bag).

Starting Equipment:

Bow or Javelins

Improvised weapon(s)

Can have light armour

A small amount of money

 

Warrior (Any race)

Normally a warrior that is professional mercenary in service of a Lord or a City. They are the main part of any army and normally fight in units. They are well equipped and well trained for battle.

Aims:

To defeat their lords/city enemies

To gain fame

To gain wealth

To become a lord through skill of arms

Skills:

Use weapons of war

Throw weapons

Veteran Skills
One skill can be chosen after each full event that is survived (A full event can be considered to be the majority of a weekend):

Battle hardened: Reduce severity of one wound per encounter (must choose as soon as a discern bead is drawn).

Red mist: Delay up to two wounds instead of one per encounter.

Discern wounds: Same as Healer skill (Requires a bead bag).

Starting Equipment:

Can have light or heavy armour

Weapons of war

Shield

A small amount of money

 

Haruspice/Augures (Etruscans only)

A Haruspice or an Augures is a person who earns their living from reading the signs of the Gods; they are paid for every prophecy. Aruspex are specialized in reading the “interiors” of animals (especially the liver), Augures can read signs in nature, especially flying birds, atmosphere phenomena’s (lightning, trees noise, exceptional events). Both are interrogated to interpreter major events or prodigies. They are well educated and expert in religion and because of their knowledge of languages and history they are often used as teachers.

Aims:

To follow the “Etruscan Discipline”

To gain wealth

To study nature and the “gods manifestations” in it

Skills:

Literacy

Extra language

HEALER

Starting Equipment:

Religious equipment

An improvised weapon (Knife for Aruspex, Staff for Augures)

Writing equipment

A small amount of money

 

Religious Man (Druid: C, Priest: G, R, I)

A Religious man is a person who earns their living from following the will of the Gods; they adore a specific god or more than one, from a pantheon of their people and are paid from the people that worship the same god with “offering”. Druids are the “holy men” and wise persons of the Celts, they are a secretive sect and rarely adventures outside their places. Priests of other people are worshippers of various ancient gods. Each can have their specific characteristics. Most of them are wise persons and follow a group as counsellors but often don't adventure outside they temple if there isn't a good reason. They are well educated and expert in religion and because of their knowledge of languages and history they are often used as teachers.

Aims:

To follow the God (specify) will and discipline

To gain wealth for the temple

To study nature and the “gods manifestations” in it

Skills:

Literacy

Extra language

HEALER

Starting Equipment:

Religious equipment

An improvised weapon

Writing equipment

A small amount of money

 

Healer (Special)

An Healer can be a specific class if someone want it but is also a Skill that Religious men have. They know how to deal with wounds and treat ailments through their use of plants and potions. Most villages will have a wise man or woman who knows the arts of healing otherwise they are religious men, but not all the Gods allow or pretend that their priest heal all the time all the people.

Aims:

To heal the wounded and sick

To gain wealth

To follow their Gods will or protect the worshippers of their Gods (For religious men only)

To gain patronage of the persons they heal (for normal Healer only).

Skills:

Discern wounds

Treat wounds

Make ingestive poison

Treat disease

Treat poison

Veteran Skills
One skill can be chosen after each full event that is survived (A full event can be considered to be the majority of a weekend):

Advanced healing: Can draw two beads instead of one when attempting to heal, and pick the best bead. (This skill requires that the Healer/surgeon use more advanced/comprehensive healing equipment).

Purge infection: Allows the healer/surgeon to attempt to cure an infected wound. This is not an easy process and will require extra role-play, equipment, Honey (historical treatment), mouldy cheese etc.

Starting Equipment:

Bandages

Healing herbs and potions

Improvised weapon

A small amount of money

 

Cerusico (E, G)

A specialist type of healer who can save a persons life by performing surgery. Because of the difficulty of such a skill surgeons are rare and often well paid. They are unlikely to be a peasant being more likely to come from a well off family. They often employ someone to assist with surgery.

Aims:

To heal the wounded

To gain patronage with a lord

To gain wealth

Skills:

Discern wounds

Treat wounds

Surgery

Literacy

Veteran Skills
One skill can be chosen after each full event that is survived (A full event can be considered to be the majority of a weekend):

Advanced healing: Can draw two beads instead of one when attempting to heal, and pick the best bead. (This skill requires that the Healer/surgeon use more advanced/comprehensive healing equipment).

Purge infection: Allows the healer/surgeon to attempt to cure an infected wound. This is not an easy process and will require extra role-play, equipment, Honey (historical treatment), mouldy cheese etc.

Starting Equipment:

Bandages

Surgical tools

Improvised weapon

Dagger

A moderate amount of money

 

Noble

A leader of men who often owns land and has great wealth. A Noble can be a oligarch of a City or be in command of any large war band or army. Some Nobles employ servants to help arm them, feed them, set up camp etc.

Aims:

To serve their City or family interest or his king

To gain land

To gain fame

To protect his land and people

Skills:

Weapons of war

Thrown weapon or bow

Literacy

Veteran Skills
One skill can be chosen after each full event that is survived (A full event can be considered to be the majority of a weekend):

Battle hardened: Reduce severity of one wound per encounter (must choose as soon as a discern bead is drawn).

Red mist: Delay up to two wounds instead of one per encounter.

Discern wounds: Same as Healer skill (Requires a bead bag).

Starting Equipment:

Impressive cloths

Heavy armour

Weapons of war

Shield

A Large amount of money

 

 

 

LRP Combat simulation (Introduction)

What follows is my attempt to create a set of combat rules that is a more realistic simulation of historical combat but safe and funny. It has nothing to do with real fight or archaeological experimentation. Still in such a system it would be good if any weapon blow has the potential to kill and one of the main achievements of a days adventuring would be to overcome the fear of dieing and survive without injury.

The ‘Bead Bag System’ is the mechanism for determining the severity of wounds. It was been introduced by Mark many years ago and found that it brought more excitement and fear into LRP combat.

The Bead Bag System

Firstly, we will assume that the person being hit has no armour (Armour is covered in section F). All weapons do one hit of damage but may increase or decrease the severity of a wound depending on their effectiveness.

When the unamoured character is hit, he will role-play the wound and will not be able to use the location (See section A for Taking a wound) until it has been discerned, unless they want to ignore the wound and increase it’s severity (See section B for Ignoring a wound). A character with Discern Wounds will determine the severity of the injury by getting the wounded character to pull a bead from a bag. This bead will be one of four colours which represent the severity of the wound, white being a minor wound, brown a flesh wound, red a serious wound and black a mortal wound (See section C for Wound severity). This wound rating is then modified depending on the weapon that caused the injury (See section D for Weapon classes). After the severity of the wound has been determined the bead is placed back into its bag. There is the same mix of colours in all bead bags 5 white, 3 brown, 2 red, 1 green and 1 black.

Section A - Taking a wound

When a location is hit and there is no protection from armour the location will take a wound. The result of this wound will mean that the location will be ineffective in combat, unless as previously mentioned the wounded character wants to use the ignore wound rule.

Taking a wound table

Head or Body

The character can no longer fight and must prop himself against something, sit or lie down. The character is in pain but can speak/moan. They are classed as disabled.

 

Arm

The character can continue to fight but on taking the wound must immediately drop to the ground any weapon or item that was held by the wounded arm.

 

One Leg

The character can continue to fight but must immediately drop onto the knee of his wounded leg. He will be able to move slowly on his knees or crawl but cannot hop.

 

Both Legs

The character can continue to fight from a lying position but will only be able to move by dragging himself by his arms.

 

If a character takes more than one wound to the head or body in combat then the character must fall unconscious. When someone comes to discern the characters wounds they should draw a bead for each wound.

A character that is disabled due to a head or body wound is now an easy target for capture or death. An enemy character can choose to deal a mortal wound to a character that has been disabled by saying mortal wound and using their weapon to strike an unarmoured part of the body or head. The disabled character will then die within one minute if the mortal wound is not treated. Slit throat can be used on an enemy who is not in a combat situation, and has no neck armour, the character must slit from ear to ear from behind the enemy making sure that this is not done hard.

 

Section B - Delaying a wound

Any time after taking a wound a character can choose to delay it and fight on, however by doing so the wound will increase by one level of severity when it is discerned after the encounter. A character can only delay one wound per combat encounter.

Section C - Wound severity

White bead/ Minor wound
The location is bruised/sore/sprained etc.
The character can ignore this injury in any further combat situation.
The injury does not require any treatment.

Brown bead/ Flesh wound
The location has a flesh wound and is bleeding.
The injury needs treatment within 10 minutes or it will continue to bleed and worsen into a serious wound.
Bandaging will stop the injury from worsening and allow the character to use the location in combat with reduced effectiveness (This is role-played).
A successful Treat Wounds (See section G for Treating a wound) is needed to heal the wound.
If Treat wounds is unsuccessful a bandaged flesh wound will have significantly improved after a full nights rest and can then be used in combat with no more disadvantage.

Red Bead/ Serious wound
The location has a deep flesh wound or serious internal bleeding and it needs attention within 5 minutes or it will worsen become mortal and cause death. Bandaging will stop the bleeding but the location cannot be used until it is healed or until the character has had weeks of bed rest.
A seriously wounded location cannot be used so a character with a serious head or body wound will be barely conscious. A successful Treat wounds or Surgery (see Section G for Surgery) is needed to heal the wound.
If a serious wound is healed the location can be used in combat again but at a reduced effectiveness, only after a full nights rest can it then be used in combat with no more disadvantage.

Green Bead/ Infected wound
The wound has become infected.
Draw another bead to determine the severity of the infection. A further bead is then drawn to determine the severity of the wound in the usual manner. An infection can only be cured by a healer/surgeon who has the Veteran skill Purge Infection. A healer who has the Purge infection skill can cure the infection by pulling a bead that is equal to or higher than the severity of the infection.
Unlike normal wounds any healer with Purge infection can attempt to cure the infection periodically, every four hours or so. The infection and the wound are treated as separate for the purposes of healing, so if only the wound is healed the infection will still remain and if only the Infection is purged the wound will still remain. The infected person will start to get symptoms such as Reddened cheeks, joint pain, Headaches, Fever, Localised pain, Chills, Nausea. If the infection is not treated with Purge infection it will continue for the remainder of the event. The severity of the infection will determine the severity of the symptoms.

Black bead/ Mortal wound
A mortal wound as the name suggests will kill you if located in Body or Head, It will cause death. In limbs, that can be avoided by amputation made by a Surgeon.

Section D - Treating Wounds

As all ready discussed a person with Discern wounds will have a bead bag which is used to determine the severity of a wound, this bag is also used to treat wounds.

Anybody who has bandages will be able to bandage a wound but discerning wounds is more difficult and the character would need to learn the skill.

The Treat wounds skill would be used by a Healer, Surgeon, Druid, Wise woman, herbalist etc and involves a role-playing attempt to treat the injury. At the end of the role-playing the healer will draw a bead from his bag, if this bead is equal to or of a greater severity to the wound then the Treat wounds has been successful and the wound is healed. If the first bead pulled is a green bead then the wound has become infected while the healer was trying to heal it. Pull another bead to determine the severity of the infection. Then pull a further bead for the actual healing. A Healer/Surgeon can gain a bonus of +1 to his Treat wounds if the character is being treated in a comfortable covered location such as a tent or a building and is also being assisted by another character that has the Treat Wounds skill. A wound can only ever have one Treat wounds attempted on it, if this fails the only other option for a serious or mortal wound is Surgery.

 

Surgery affect table

Part of the Body

Serious Wound

Mortal Wound

Head

Loss of eye, loss of hearing in an ear, slurred speech, headaches.

Minor brain damage, Fits, loss of memory, loss of speech, loss of all hearing.

Death

 

Body

Frequent vomiting, periods of severe back pain, poor stamina.

Chronic fatigue, curved spine.

Death

 

Arm

Crippled causing limited use.

Amputation of the affected limb or limb is maimed and unusable.

 

Leg

Crippled causing limited use.

Amputation of the affected limb or limb is maimed and unusable.

 

Surgery will always be successful and will stop the injury from killing the character but it is a drastic measure that has permanent affects. However, all players can choose to die while they are receiving surgery, whether this is because they do not want to live with the after affects or just think it is a good role-playing moment to die. Surgery on a mortal arm injury mean that it must be amputated and then the stump sealed by fire (see the table below for examples of the affects of surgery on both serious and mortal wounds for different locations). One or a selection of these affects should be chosen for the wound.

Both treat wounds and Surgery must be performed with appropriate role-playing accessories. A character Treating wounds might use healing balms, potions, needle and thread, plenty of bandages and maybe some salt.

A character doing surgery might have a saw, small sharp knife, a flaming torch and a needle and thread the emphasis for both of these skills is on the role-playing.

Section E - Weapon classes

There are three different classes of weapon when it comes to wounds Improvised weapons which include small and piercing, One-handed weapons of war and two-handed weapons of war. All weapons are categorised in one of these groups.

Weapon class

Modifier to wound severity

 

Improvised /small/ piercing weapons

Staff, club, dagger, bow, throwing spear or javelin.         -1

 

One-handed weapons of war

Sword, axe, mace, spear.                                             0

 

Two-handed weapons of war

Any two-handed weapon of war.                                    +1

 

Section F - Piercing weapons

Weapons that are classed as piercing are bows and throwing spears. These weapons can pierce through armour but do not reduce an armours value.

Although piercing weapons ignore armour they have a –1 modifier on wound severity. (Note: I understand that an arrow or throwing spear could do as much damage as a sword and cause a mortal wound but I am trying to strike a balance and do not want Piercing weapons to be too powerful).

Section G - Armour

There are two levels of armour light and heavy, light armour gives the character one point of protection on the location and heavy gives two points. To gain the one point of protection from the light armour the character must be wearing at least thick padded material, thick leather or substantial animal furs. To gain the two points protection from heavy armour the character must be wearing metal armour like chain mail or scale mail, leather armour covered with metal plates can be considered to be heavy only if the plates cover a significant amount of the armoured location.

Each time a piece of armour is hit by a weapon, apart from piercing weapons (see section F), the armour is reduced by one point, so that when the protection is reduced to zero the next hit in that combat will cause a wound.

(Note: I want to represent the protective effect of armour and believe that armour would not become totally ineffective after only one or two hits, like in many systems. Therefore when the armour has been reduced to zero and the character has taken a wound the armour protection will return to its full value, it will also return to its full value after each combat encounter, which should make things easier to remember. So in this system light armour will protect its wearer against one in every two attacks and Heavy armour will protect its wearer from two in every three attacks)

Repairing armour

A character will need to make running repairs on armour but this will be left to role-playing. I would suggest that armour is maintained about once every day that it is used, or more if it is possible.