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Rules

The Nightmare Circle Rulebook in Word format: Download

Game Calls

Time Out – Upon hearing a time out call, instantly stop whatever you are doing, even mid combat. It can indicate a need for the Keepers to halt proceedings, or it can indicate an out of character emergency such as an injury. It is absolutely imperative for everyone’s safety that a Time Out call is obeyed quickly.

Flames/Fire – If you discover an in character fire, then please call “Flames!” and reserve the call “Fire” for out of character fires. Please do not mix them up.

Combat

Weapons Checking

All combat items must be passed by weapons check either prior to or during the OOC introduction to the event. Any item found to be unusable must be returned to the owner’s car or left with the Keeper to be collected at the end of the event.

Tracking Damage

Health points (HP) track how much damage a character has taken. If a limb is hit and damage is taken, then you must not use that limb until it has been given first aid, or sought out medical attention. Once your character’s health points have hit 0, your character is unconscious. If they fall below -2, your character dies. You may not use Medicine or First Aid on yourself.

Recovery

Rules on recovery currently being updated. Watch this space.

Melee Combat

For Melee weapons, you simple draw your weapon and attempt to hit each other, remembering to call damage. If it hits it does damage, unless there is a special reason it wouldn’t. This would continue until you have subdued your opponent, flee or get subdued yourself.

Missile Combat

Conducted by throwing your LARP safe missile at your opponent.. If the item hits your opponent, then it will cause an effect or do damage. The Keepers will explain this in game when it is needed.

Firearm Combat

Firearm combat is a bit more difficult to handle. You have to points your weapon and you must fire at your opponent. If you hit, call damage.

Non-Combat Props and Impromptu Weapons

Impromptu weapons are items taken from your environment in desperation to use as weapons but are often not LARP safe. Rather than bash a poor NPC over the head with a glass bottle, call a time out and inform a Keeper of your intentions. They will advise you how to proceed safely.

Magic and the Occult

Most characters are unaware of the occult lurking in their midst. Magical effects will be explained to you as needed by a Keeper.

Sanity

Your sanity points are very likely to decrease of the course of a game. The Keeper will inform you when you lose sanity. The following table is to give an indication of how to roleplay various levels of (in)sanity.

 

0

The character is insane. See a Keeper.

1 – 15

The character is bordering on the insane. They are probably haunted by phobias and nightmares and one more experience is likely to push them screaming over the edge of the abyss.

16 – 35

The character is a little nervous. They may be a bit jumpy or have minor character flaws such as a phobia, compulsive disorder or likely to flee when faced with the unknown.

36- 60

The character’s sanity is within the normal population range.

61 – 80

The character is well balanced, and could be described as having a stiff upper lip

81 – 95

The kind of person you want to be next to in a high-pressure situation as they tend to be calm and collected

96+

The character is a tower of strength nothing fazes them, the strange and horrific are all taken in their stride.


Temporary Insanity

Your character can suffer temporary insanity when they lose more than a quarter of their starting sanity in one hit. Inform a Keeper that this has happened and they will decide the form that the temporary insanity will take.


Recovering Sanity

Sanity can be regained through ten minutes of meditation per sanity point, or through psychoanalysis.

 

   

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