How to Play

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Rules of Play

  • The Foundation of the Rules – The foundation of the rules is based around honesty and a dishonest player can ruin the game .
  • Playing Mordavia – Basic LARP rules and calling time-outs. .
  • Basic Character Attributes and Status - Details on the life and death of all characters as well as their basic abilities .
  • Basic Abilities – Abilities accessible to all Characters .
  • Advantage Abilities – How the Abilities from Advantages are used In-Play .
  • Verbals and Tag-lines – Verbals and Tag-lines and how they are used to represent play .
  • Delivering Verbals – Explains the specifics on how to deliver verbals and perform abilities..
  • Status Effects – These are the details of all status effects players might encounter during the game.

The Foundation of the Rules

Anyone is capable of violating the rules of Mordavia. When an individual deliberately violates these rules they're ultimately devaluing all player's gaming experiences. This is because even small acts of dishonesty can destroy the game's foundation. Integrity and honesty are the two most fundamental traits every player must posses at Mordavia LARP. This is because the foundation of our game is the Honor System. Without the Honor System the Mordavia will lose it's spirit and become dull and aggravating.

The Honor System

The Honor System is the unspoken agreement between all players and staff to play the game with honesty and integrity. Our staff members work very diligently to regulate and facilitate the game's system for players at every episode. Unfortunately, we cannot be everywhere at once so we expect our players to adhere to our rules when we're not present. Even if it would mean that a character would lose all of their in game items, resurrect, or even permanently die players should always play their character honestly. These are the instances where those fundamental traits come into play. Players should take their hits, pull their tags, and try to avoid meta-gaming.

Player rewards

Sometimes staff will reward players with a spin on the Wheel of Fortune. Which contains random things that will generally benefit any character. These are gained by going above and beyond the call of a player, including helping out staff with crew time or other tasks.

Disciplinary Action

Staff may take disciplinary action against any player who fails to fulfill their duties as a member of the Mordavia game. Actions are usually limited to “Spins” on the wheel of Misfortune. This wheel contains many random bad things that a player would not like to have fall upon their character. After 3 spins on the wheel, then much harsher penalties such as game suspensions may be implemented.


Meta-gaming is using knowledge that you gained out of play for your character's advantage in play. Meta-gaming is considered cheating. A player who is not taking his/her hits and deliberately miscalculating his/her characters stats to give him/her an unfair advantage in combat or keep said character alive is cheating. Deliberately not pull a character's tags (Maneuver Points, Spell Points, and per/day abilities). When a player is unsure if a course action falls into the above mentioned categories it is always okay to ask a staff-member. Players must please use honesty and integrity. Refrain from acting C.D. or “seedy”, that is, attempting to bend the rules or utilize vague explanations to benefit themselves in obscure ways. This is highly frowned upon and may result in discipline if too many issues arise with a player acting seedy.

Consequences of Cheating

The first accusation of cheating will result in a verbal warning. Our staff initially gives all players the benefit of the doubt as we're all adults and we just want everyone to have fun. If we find an issue afterward, it will be handled privately and may result in detrimental actions taken against the player's character. If we consistently have severe, reoccurring issues of dishonesty the player will be suspended from the game. If the player decides to return to the game after suspension and continues to cheat they will be banned.

Bannable Offenses

  • Mordavia hosts it's episodes at a Louisiana State Park. At these parks it's illegal to bring drugs or alcohol. Violation of these; or any other state park rules will result in severe disciplinary action.
  • The theft of one's personal; O.O.P., effects will result in an immediate permanent ban. Please bring lost items to staff.
  • The deliberate harming of another player or staff will result in action being taken by staff based on severity.

Having a Good Time

The goal of all who play and run Mordavia is to have a good time with friends in a safe and entertaining environment. The rules in the following sections of this chapter are there to facilitate the story and play of Mordavia. Playing Mordavia is about having fun, but there are moments where things need to be done in an ordered fashion for the play to be fair. These “Rules of Play” dictate the specifics of playing Mordavia as a character, and settling disputes of combat or other in-play interactions.

Playing Mordavia

The concept of Mordavia involves taking on the role of a character so players may experience and participate in the game world.

Here we will describe the rules and guidelines for the creation of a new character, for use in the game world. Players are required to read these rules and create their own character for staff to review before they can begin playing LarpWorks Presents: Mordavia. The next sections will describe the basic game-play concepts, then move into character creation.

Important Things to Know

In-Play ( IP )

“In-Play” is a reference to anything within the game world. Players must remain “in-play” and act as their characters during the course of the game. The game is an over-night event, so sleeping players are considered to be sleeping in-play and can be affected and interact with other characters any time they are in-play.

Out-of-Play( OOP )

“Out-of-Play” is anything outside of the game world. OOP discussions and actions at the episode are discouraged and should be avoided as much as possible. When a player does need to go OOP they may wear a white headband or both hands on the head to be considered OOP. Any player that is OOP may not loiter in town, tavern, or bunk areas with out legitimate reason. All cars, bathrooms, bath facilities, the kitchen, and War Room are considered OOP areas.

This is a Physical Game

Players may choose to limit their physical activity at the game. Players who wish to survive Mordavia should expect moderate to heavy physical activity. Dangers could including falling, being hit by a foam sword in the face, running into something, among other potential physical sport hazards. Following the rules in this book and being physically prepared is the best way for everyone to remain safe and have an enjoyable time.

Physical Representations/ Costuming/ Props

All players are required to have costuming appropriate to the setting and are encouraged to be bring props. Characters must also wear any required make-up. Physical representations of weapons are used in the game but typically made out of foam and must be approved by staff with a safety check.

People at the Game

“Players” are the actual human beings who LARP. Players are out-of-play. They should be treated with respect and courtesy.
“Characters” are the alternate personae, aliases, identities, and belief structures made up by the player. Characters are in-play. They should be treated as your own “Character” sees fit.
Staff Members
Staff are the people who run the game for the players. They use the OOP areas of the site to facilitate all the game's features. This includes running all of the core elements of the experience such as logistics, the kitchen, playing characters, and storytelling.
Staff members who act as referees of player in accordance with the rules. They also create the story elements of the game as well as individual “Non-Player Characters”.
“War Marshals”
Staff members that run the War Room during a shift at the game. The main duties of the war marshal are to maintain the war room, sign players in and out of crew time, to bring players through resurrection.

Time Out

Things happen which call for a pause in the game. To take a Time Out simply yell “Time Out” and make a T-Shape with your hands if possible. Everyone in the area takes a Knee. Time Outs are permitted for more serious situations like a medical emergency; safety concerns; someone is hit in a sensitive area, or if there are rule discrepancies. While anyone can call a Time Out, it is requested that we try to keep them to a minimum as they break immersion. To “unpause” the game make sure everyone is aware and say,“3, 2, 1 game on!” (e.g. A player trips and takes a nasty fall;“Time Out!”; Players take a knee; after the player is checked out to be in good health they signal “1, 2, 3 Game-On!” “Time” If players have a situation that can be solved in seconds and doesn’t require the entire game to pause, they can call “Time” and make a T shape with their hands. (ex. A player didn't realize they were hit with a Poison Spell so you simply call to them to inform them they were hit.. Or, you need to warn someone they are about to back up into a thorn bush or fall in a ditch)

Basic Character Attributes and Status

Characters in Mordavia must survive in order to continue playing the game and make their mark. Players keep track of life, death, along with other things that effects a players status in the game world. This is in order to figure out what state each character is in. The following is the system for understanding if your character is alive or dead.

Basic Attributes

Health Points: Characters in Mordavia have Health Points (HP). HP that represent a character's ability to endure physical damage. Weapon damage, spell damage, healing, and certain status effects will alter the current amount of HP. The Racial Advantage, “Constitution”, increases maximum health. This can be bought unlimited times and increases your HP depending on your race.

Temporary Health Points (THP): THP first restores HP if the character has less than their Max HP (Even Vampires). Any amount over the Max HP is granted as additional HP for as long as the effect lasts. THP are reduced first, when applying damage.

Toughness: Physical damage is reduced by an amount equal to a characters Toughness to a minimum of 1. If the toughness would reduce the damage to 0, the defending character instead takes 1 Damage without any attached taglines. (e.g. +2 Toughness reduces an attack of 4 Bronze Damage to 1 Damage) Toughness reduces the physical damage amount first, then applies any doubling effects (such as Vile). Damage can only be doubled once, and additional doubling effects do not stack. After this, the Character’s HP is affected. Toughness has no affect on non-physical attacks. Toughness is bypassed by any attack with the “Pierce” Tag-lines.

Armor: Armor grants protection in the form of Toughness. Armor does not work against any attack with “Knockout” Tag-lines unless the Suit of Armor the character is wearing has a helmet. If armor is shattered, none of its benefits can be used. Armor may be repaired by PCs or NPCs with the necessary advantages to do so. Toughness from Armor is added to other sources.

Strength: Strength provides a variety of uses like increasing weapon damage, breaking out of binds, resisting disarming a weapon, breaking locks, and is mentioned in the next section.

Beneficial Abilities and Effects (Buffs) – Buffs are Beneficial Effects placed on a Character by an Ability. Effects of the same Type do not stack, but effects of multiple types do stack. (e.g. A “Strength Potion” stacks with “Adrenaline Rush”, but not “Infernal Strength”) If a Player is unaware of what a Buff grants, they do not gain the Buff, unless the Caster explains it to them.

Soul Tag: Players destroy their Soul Tag by ripping it when their Character Resurrects. Any character without a Soul Tag must report to the War Room to Resurrect and receive another Soul Tag. Soul tags represent a characters life. A Player must turn-in their Character's Soul Tag at Checkout. Some Characters can collect Soul Tags using In-Play abilities.

Spell Points: Characters who have Spell Advantages are granted Spell Points, which are recorded by small numbered tags. When a spell point is used, a portion of the Spell Point Tag is ripped.

Maneuver Points: Characters who have Combat Advantages are granted Maneuver Points, which are recorded by small numbered tags. When a Maneuver point is used, a portion of the Maneuver Point Tag is ripped.

Character Status

Living: A Living Character takes normal damage from sources of Holy, double from Vile, and is considered the “Normal Status” for most characters. Living Characters Can change into different statuses depending upon in-play interactions.

Bleeding: Characters are considered “Bleeding” when your HP is reduced to zero. Bleeding characters can not use advantages and must crawl slowly and whisper with struggle. The character begins a 60 second bleed count, after which they begin to dissipate. Special effects like “First Aid”,“Suspend Metabolism”, halt the bleed count. Healing Tag-lines brings a character out of bleeding. Bleeding Out – When a characters bleeding count reaches its maximum amount (typically 60)

Healing: A healing effect ends with the Tag-line “Heal”. The number said before this Tag-line is how much HP is restored by the effect. The “Life” Tag-line heals a dissipating character. The Undead may not be normally healed. A Vampire who is brought back with “Life” must drink blood immediately or return to bleeding.

Dissipating: 'Dissipation' is a 5 minute count that begins after a player's 'bleed' time has expired, a successful 'Coup de Grâce ' Dissipation can only be stopped with a 'Life' spell, corpse spells, “Resist Death” or similar abilities. Control Corpse resets dissipation time.

Resurrection: A character who reaches the end of a 'Dissipating' count, without receiving a 'Life' spell, suffers a 'Character Death' and experiences 'Resurrection'. Immediately upon entering 'Resurrection', all In-Play items in the characters possession are left on the ground where the death took place, and that character must immediately report to The War Room for further instructions. All characters start with 5 Lives that can be lost before suffering 'Permanent Death'.

Permanent Death: Players may resurrect four times before they suffer permanent death. The character is permanently dead and may not return to the world of the living. All of the character's items remain where the soul passed on. Please report to the war room to make a new character.

Undead: Undead Characters are Immune to Poison, Knockout, and Vile Tag-lines and are considered “Living” but “Undead” for all purposes. They take double from sources of Holy. Undead Characters return to life at the natural ending of a Dissipation Count. This includes characters affected by “Raise Corpse” from Necromancy.

Incapacitation: Status Effects may Incapacitate a character. Characters are Incapacitated when they cannot defend themselves (e.g. Knockout, Poison, Bleeding, Sleep, Paralyze, Fully Bound, or Literally Sleeping). See Status Effects

Basic Abilities

All characters have Basic Abilities which can be used In-Play without the purchasing of specific advantages. These abilities are the most common ways characters interact with one another during an Episode. Abilities may require phys-reps or the use of out-of-play tags.


An 'attack' is a specific offensive action against a target that directly reduces a targets total Health Points or Armor. 'Attacks' can be either physical or non-physical.

Physical Attack: An attack that has the 'Damage' Tag-line at the end of the attack verbal. Physical attacks can be blocked with shields or weapons. These attacks are usually delivered with a weapon. E.g. - 'One Iron Damage'.

Non-Physical Attack: An attack that DOES NOT have the 'Damage' Tag-line at the end of it. Non-physical attacks CAN NOT be blocked. These attacks are usually delivered with a spell packet. E.g. - 'Five Fire'. Any Tag-line or other verbal without a number is a spell, which is also a non-physical attack.


Strength is a passive ability which modifies attacks, defends against certain attacks, and allows additional role-play benefits. Strength has a variety of uses In-Play that do not require counts. Defenders win ties in tests of strength.

  • Characters except Half-Orcs have a base of 0 Strength.
  • Strength may be added to the base damage of any attack delivered with a weapon.
  • The 'Disarm' and 'Waylay' Combat Maneuvers are both modified by adding a character's Strength.
  • Disarm and Binding Enchantment effects may be negated by a character with Strength equal to or greater then the number at the end of a 'Disarm' or 'Bind' Tag-line. (e.g. - 'Disarm +2' and “Bind footsteps +2” would both be negated by a Half-Orc named Marty with 2 or more strength by saying “Break” in response to being hit with one of these attacks)
  • Characters with at least one strength can drag another character by saying “Dragging” and touching a willing or incapacitated character. They may run with the character if they have at least three strength and say “Dragging +3”
  • Up to two characters may also hold doors shut or push open doors by saying “Holding/Pushing Door + [characters strength]” • For role-playing purposes a character may “push” another character out of their way by saying “Moving/Pushing plus [strength rating] If the target does not have equal or greater strength they must move out of the way.
  • Arm wrestling is another role-play usage for strength. Ties in arm wrestling are decided by literally arm wrestling.
  • Characters with the required strength can enter a barrier by performing a 5 Passing Barrier Count


Counts are verbals which represent a character performing an Inplay action. Players must role-play actions being preformed in a count. Upon completion of the count characters say an appropriate Tag-line. Hearing a Count is the same as seeing a character perform the simulated action. Counts may be stopped willingly or by Incapacitation. Targets of counts who are not Incapacitated may stop the Count by saying “No Effect”, which interrupts the count. Counts cannot be stopped by out-of-play physical interaction. Counts that are stopped must be restarted from the beginning.

5 second counts60 second counts
Death Blow* First Aid
Searching for [specific item]*Extended Search*
Consume MaterialTransfer SP
Disable DeviceTying Rope
Transfer HP Breaking Item*
Bypass Barrier*[Extended Misc. Action Count]*
Unlocking Hiding

*Indicates a Basic Ability

A Half-Orc named Marty with Holistics approaches a comrade who has fallen in battle. The fallen character mutters they are bleeding out and require healing. The first character pulls out a cloth bandage to add to the immersion of using Holistics and begins the verbal “First aiding 1, first aiding 2, first aiding 3...first aiding 60. 1 Heal.” (the target takes the effect of “1 heal' and goes from 0 to one health.)

Death Blow

Death Blow is an action that any player may take against anyone who is Incapacitated. Place a weapon on the target's body and “Death Blow” 5 count. Upon completion may optionally add any Tag-line types on the weapon. Performing this action immediately brings a character to dissipating. Players may choose to leave a situation at any time by killing themselves. They must complete the death blow count successfully to succeed, no weapon needed.


Characters may Search other characters who are unconscious, incapacitated, or willing. A character searches another character by initiating a search count. Searched characters should immediately retrieve their item ring for presentation to the searching character. There are two types of search counts:

Searching – “Searching for [item] 1, Searching for [item] 2...Searching for [item] 5”. Upon completion, the searched players must hand over a specific named item. (e.g. Kopeks, or Spell Book.) May search for Demonic Runes on a Character, or for their Identity if hidden.

Extended Searching – “Extended Search, searching 1, searching 2, searching 3 … searching 60.” If the player conducts a 60 second search count then a characters entire item ring must be given up to the searching character, including any loose tags or kopeks on their person.

Advantage Abilities

Advantages all come with a myriad of abilities. Some of these abilities are passive, but many are active and require role-play, item, or other requirements. These Abilities must be used using specific rules.

Passive Abilities

Passive Abilities are gained from Advantages and cause a Character to gain a Permanent Ability or Attribute change to the Character. Advantages like Constitution, Strength, Meld in Shadows, and others grant Passive Abilities. These abilities can be uses as frequently as the requirements of the advantage description are met, which can be in the form of counts or role-play actions.

Activated Abilities

Active Abilities require the use of an Out-of-Play slip of paper called a “Tag”. These tags are used to identify how many Activated Abilities a character has left. Racial advantages require a tag for each activated use, and are replenished at reset. Spell and Maneuver Points are used by ripping portions of numbered tags.

Pulling Tags

All Maneuvers, Spells, and Racial Abilities have paper tags which symbolize how many uses of certain advantages a character has. Any ability that has an expendable tag must be ripped when they are used. This is the method used out-of-play to keep track of your in-play advantages. Give the tags to anyone you use abilities against (if possible) or a Staff member. All players must pull tags as soon as they can when they use abilities and keep them on their person if there is no one around to receive them.

Player can wait until after combat to pull their tags, but be sure not to expend more then the character has. A one-use item such as an Alchemy potion must be ripped. Characters receive new Tags at Reset for their Activated Abilities.

  • Item Tags – White and Green
  • Trap and Lock Tags – Pink
  • Barrier Tags – Pink
  • Spell Point Tags – Blue
  • Maneuver Point Tags – Red
  • Racial Ability Tags – Yellow
  • Soul Tag – Grey

Rules of Combat

Verbals and Tag-Lines

The rules of Mordavia rely upon an understanding of delivering Tag-lines by saying a verbal. All verbals are considered to be in-play if a player can hear them. Hearing a damage verbal is akin to hearing active combat. Hearing a spell verbal is hearing the spell being cast. Tag-lines are words said by a player which cause an effect to occur in-play. These effects are delivered through one of three methods:

Weapon Delivery

Weapon delivery requires the player to make a legal weapon attack (or “hit”)* against another player. Legal attacks are made by pulling the weapon back at a 45 degree angle between attacks and striking the target on the body. Weapon delivered attacks which strike a weapon or shield (including up to the wrist) are considered blocked (unless Massive). Some attack modifiers change where a player must be hit with a weapon delivered attack. All weapons must be approved by staff.

Touch Delivery

Touch Delivery requires the entire verbal to be said while touching another character and does not require a packet.

Packet Delivery

Packet delivery comes in two types depending on the source of the verbal. Yellow packets, or “Racial Packets” are considered out-ofplay, cannot be looted. All other packets are called “Spell Charms”. These packets can be used to cast any spell other than Alchemy. Packets must be delivered through legal hits.

Self Delivery

Self delivery is any Tag-line delivered to a player's own character. It does not require a packet or a weapon. The only requirement is the ability to use the Tag-line as outlined in the advantage which grants it. Self-delivered attacks do not require a strike or “hit” and are considered legal if the verbal is correct.

*A legal packet “hit” is on any part of a player, their weapon, or their costume. *A legal weapon “hit” is on any part of a player, weapon hits against other weapons and shields are considered blocked. *Any hit to the face or groin is illegal and the player delivering the hit must not use excessive force.

All “Tag-lines” are added together to create a “Verbal”. There are numerous advantages which allow for combinations of Tag-lines and verbals, but all are delivered using only the four methods above. A verbal is considered successfully delivered if the hit is legal and the verbal is correct. Characters on the receiving end of a verbal are called Targets.

Using a Verbal with Tag-lines Information regarding the individual Tag-lines that are placed in each part of this formula is explained in the next section. All verbals will follow this formula and players must be aware of the proper method of saying a verbal using Tag-lines. It is important to use Taglines in this manner so that every player understands the effect and responses they have against an individual verbal. Verbals may be simple, only using parts of the above formula, or very complex using each part. All verbals are constructed using the following formula:

Verbal Formula

“Preparation(s)” + “Modifier(s)” + “Number” + “Type(s)” + “Physical or Non-physical”

Preparations – These Tag-lines are the preparatory words a character says before the rest of the verbal. Every spell school has it's own special Tag-lines (See Spellcasting). All ability Tag-lines are listed in quotes under the description of their advantage. Additionally there is a preparation called “Ritual” which allows the character to call a Tag-line that may be modified or different from the spell.

Modifiers – These change how an attack affects a target. They may also change how the effect is delivered.

Defense Based Modifiers

Massive – Any verbal that has “Massive” Tag-line modifies the ability by not allowing it to be be blocked. It affects a character even if the delivery would be considered blocked under normal circumstances.

Innate – “Innate” Tag-lines may not be avoided using the “Dodge” ability. It may still be physically dodged. “Innate” verbals makes the delivery unseen. Players must role-play that they did not witness the ability being delivered.

Pierce – Verbals containing the “Pierce” Tag-line may not be Resisted or Absorbed. Attacks with Pierce also ignore Toughness and affect HP directly.

Strength Based Modifiers

Bind (bind type) – Binds modify the abilities of the target by causing them to be immobile in a manner described later, in the Status Effects section. (e.g. “Bind Footsteps Plus Two”)

Disarm – A verbal with the “Disarm” Tagline can be delivered against weapons and shields or other hand-held items. These affected items must immediately be dropped by the player holding it. Strength allows a player to call “No Effect” if their strength is equal or greater than the following number Tag-line. The player may not pick the item for three seconds.*

Other Modifiers

Shatter – A verbal with the “Shatter” Tagline can typically be delivered against weapons, armor, and shields. Items that are successfully hit take a shatter effect, which makes the item considered broken and unusable in-play.

Arcane – Arcane abilities modify spells. Arcane spells do not require the verbal to be said, and instead of the verbal the caster says, “Arcane”.

*Shatter and Disarm: Packet delivered Disarms and Shatters names the item it affects in the verbal. Weapon delivered Disarms and Shatters must hit the item it intends to target.

Number – This Tag-line is represented by a number. The number usually affects Health, and sometimes strength. Just a number refers to Health, usually referred to as damage (unless it includes “Heal”) A “Plus” (+) in front of the number means that the ability has “No Effect” on a character with that much strength or more. A number with a “Minus” (-) before it is the amount of Strength a character loses when affected by the ability.

Types – There are several Attack Types which may affect characters and cause an effect on the target. The maximum number of types per verbal is two. The Material Tag-line is a Type that must always be said if the verbal is being weapon delivered, but may be omitted if there is another Type. Claws do not have material Tag-lines, and it is not required to add a Type to a claw attack verbal (e.g. for a bronze weapon: “1 bronze damage”; for a claw “2 damage”). An attack's Type may be of any available to the attacking character with a minimum of the material type. Basic Tag-line Types are:

  • Material “Bronze”, “Stone”, “Wood”, “Bone”; Metals have different types based on tier
  • Heal “Heal” causes living targets to regain Health Points (see Living and Dying, next section)
  • Holy “Holy” causes any damage dealt to an undead creature or character to be doubled
  • Vile “Vile” causes any damage dealt to a living creature or character to be doubled
  • Lethal “Lethal” causes a character to skip bleeding and drop to dissipation if the damage exceeds their HP
  • Elemental “Fire”, “Water”, “Air”, and “Earth” do normal damage to everyone but attuned characters
  • Magic “Magic” Raw magical energy; Deals double damage to specific types of characters
  • Spirit “Spirit” can only affect those who are Incorporeal; Corporeal characters are immune to any attack with the “spirit” tag-line

Some Tag-line Types can change the status of a character, these are called “Status Effects” and are listed in their own section at the end of this chapter. There are four types of status effects:

Instant: These status effects do not have a duration and occur immediately

Binds: These status effect are considered Enchantments, but only last for five minutes. (these are said before the number, e.g. Bind Footsteps +2)

Ailments: These effects last five minutes and are typically negative effects. (Fatigue is an ailment, but may also be a Modifier, e.g. 5 Fatigue Damage or Fatigue -2)

Enchantments: These modifiers grant an effect that lasts an hour (some last longer; see “Status Effects” section)

Physical or Non-physical

The last Tag-line in a verbal is the inclusion or omission of the word “Damage”. Verbals that include the word “Damage” are considered physical and can be blocked normally. These are usually weapon delivered. Verbals that do not include the word “Damage” are considered non-physical and cannot be blocked. These are usually packet delivered.

Using the Verbals in Combat

E.g. - A Half-Orc Marty has 10 Health Points and 5 Toughness. He takes '5 Sleep Damage'. The attack's damage is reduced by 5, so his HP is not reduced, which prevents the Status Effect. Marty replies by saying “No Effect” or “Null”. Then, he is hit with a '5 Fire' a nonphysical attack, which reduces his HP by 5, leaving him at 5hp. The last attack he takes is a “Sleep” spell, which is a non-physical attack therefore applying the “Sleep” status effect.

Reactive Verbals

Characters have access to a variety of defensive abilities that react to attacks differently. Some abilities are able to be used by any character and some require advantages. The abilities which require advantages are marked by an asterisk (*)

Flub ( Basic Ability )
When a player says a Tag-line or verbal incorrectly or inaudibly, hits someone in a sensitive area such as the groin or face, or swings with excessive force, anyone may call “Flub” on them. The ability has no effect and is considered failed and any Spell or Maneuver Points are wasted. If you “Flub” something, any tags spent performing the failed action are wasted.
No Effect ( Basic Ability )
Any character who is immune to an attack or ability must say “No Effect” against their immune status. A vampire is hit with a “Poison” Tag-line, and is immune. The vampire says “No Effect Poison”. A Zhana who is uncharmable and hit with a “Charm” would say “No Effect”. “Pierce” has no effect on immune characters.
A character with the ability to Absorb an attack or spell says, “Absorb” upon being successfully attacked. Absorbed attacks heal the character for the attack amount and any damage or effect is negated. The 'Pierce' ability specifically bypasses 'Absorb'.
A character says “Dodge” within three seconds of a successful attack and negates any weapon strike or spell which would otherwise hit them. Characters can't dodge attacks that are delivered from behind there should line. The “Innate” Tag-line when added to verbal cannot be Dodged.
Parry is a maneuver that is called in response to being hit by a normal weapon strike. To Parry; a character must be holding a weapon and the attack must be from the front or sides of the character, and not behind them. (normal attacks don't have any attack modifiers, such as Innate, Pierce, Massive, Disarm, or any of the Strike Maneuvers.
“Resist” means that you have the ability to negate a specific attack or status effect. This also indicates that your character has an Advantage, item, or spell which specifically allows this to happen. A character hit with a successful attack or ability may say “Resist” and negate the effects. The 'Pierce' ability specifically bypasses 'Resist'.

Status Effects

Status effects are everything in the game that can have a special effect that changes how your character is played. This is done by effecting game rules or by causing a character to role-play a certain way. Characters are encouraged to role-play status affects accordingly. (e.g. snoring while sleeping, or acting sickly if poisoned) All Status Effects occur simultaneously on a character. (e.g. A character can be fatigued, and walk with -2 strength. They can become enraged so they attack everyone in sight. But this character is also dominated so they will listen to the commands of the dominator. The effects of Enrage will override a charm, and a dominate will work on an enraged and charmed character.) Corpse – any Tag-line with Corpse can only affects Dissipating Characters.

Instant Effects

Instant effects are Tag-lines which affect the status of a character on a successfully delivered verbal. These status effects do not have a duration and occur immediately.

Dispel a Dissipating character of Enchantment effects; Bleeding or Dissipating Undead instantly Resurrect
Coup De Grâce (koo - day - graw)
Reduce a characters bleeding count to 0, and take any Tag-line said after the Coup De Grâce
Immediately go to Dissipating status Death Knell Reduces any characters dissipation count to 0
Removes all Enchantments on an affected character at any status
Remove [Ailment]
This ability removes the specified [ailment] from a character
Brings any Dissipating character to 1 HP
Destroy [Item]
Higher Tier abilities allow the destruction of an Item tag by In-Play abilities. Items like Clothing and Scrolls can only be destroyed by this ability. When an Item is destroyed, the tag is marked destroyed or physically destroyed and can no longer be used or scrapped.

Binds (Active Enchantments)

These status effects are considered Enchantments, but grant effects for five minutes. (Binding status effect Tag-lines are said before the number, see Ability Modifiers above)Characters effected by a bind can disregard it if they have Strength at least equal to the number given in a bind verbal. For example, a character receives a packet delivered verbal “Bind Footsteps Plus Two” they may say “No Effect” if they have at least 2 strength, stopping the Enchantment. A character who gains strength through abilities while bound may say “Break” upon gaining enough strength to break the bind.

Bind Footsteps
The target's feet become stuck to the ground. Typically requires +2 Strength to break.
The Target may not use their arms or feet and is considered Incapacitated. The entangle Bind can be ended by another Character completing a “Cutting Bind” 5 count with a Melee Weapon. Typically requires +4 Strength to break.
Bind Arms
The Target's arms and hands are bound and they may not be used. Typically requires +6 Strength to break.
Entomb Bind
The target can not use their arms or legs, they are also effected by a Silence effect that ends when the bind is broken. At the end of the bind duration, the target receives a “Death” attack. If the target dies while under the effect of the bind, or when the bind ends they are affected by “Raise Corpse”. Typically requires +10 Strength to break.
Ethereal Imprison
The Target becomes Ethereal and places one hand on their head; they can not move and are considered Incapacitated. Requires typically +20 Strength to Break

Ailments (active)

Ailments last for 5 minutes. Ailments are removed when a character falls to dissipating status, the 5 minute time expires, or it is removed through another in-game ability. Targets effected with a non-physical ailment Tag-line immediately take the effect of the ailment. (e.g. “Poison”) If the ailment is delivered with a physical attack, then the character must also be affected by a health point adjustment in the same Tag-line to take the effect. (e.g “1 poison damage”) Cripple Any arm or leg hit by a cripple Tag-line may not be used; No weapons or items can be held and the player may not lift that limb;

Enraged characters must attack every target around them starting with the closest player; The use of Coup De Grace is optional; Gain +2 strength; Enrage stacks with strength enchantments. Enraged characters gain the Attitude: Hostile.
Fatigued character suffers a minus two penalty to strength and must walk
Knocked out characters may not be shaken awake; They may not hear, see, smell, or otherwise observe the world around them
The target of a paralyze is frozen in play and cannot move or speak
A poisoned character may not use any abilities and must move at a slow crawl; Poisoned characters who have their five minutes transpire immediately become dissipating
The target of a sleep effect may not talk or move; Any amount of damage will awaken a sleeping character; A sleeping character may be shaken awake by performing a shaking count: “Shaking 1, Shaking 2,… Shaking 10”


Enchantments tend to affect a character's mind. This influence of the mind can be used to grant magical benefits or to harm and manipulate others. Enchantments continue on a character even in 'Dissipation' Enchantments which grant similar abilities do not stack. Enchantments come in 5 varieties:

  • Active Enchantment (Binds, below): Lasts for 5 minutes
  • Enchantments: Lasts for 1 hour
  • Persistent Enchantments: This type of enchantment lasts all day or until used. (Reset [2p.m.] is considered the new day)
  • Enduring Enchantment: These Enchantments last until used, or until removed. They persist through episodes, chapters, and death.
  • Permanent Enchantment: An enchantment that can not be removed, and lasts indefinitely. Permanent Enchantments with per day abilities are reset each day; Permanent enchantments can not be Dispelled.
  • Greater Enchantments: May only be disenchanted with a “Greater Dispel”
A charmed character becomes Charmed to the first person they see; Discrepancies of who is seen first are settled by using who is also closer; Characters who are Charmed immediately gain the Attitude: Helpful.
The Cursed Character is Immune to Heal and Life tag-lines
The target of a cower is overcome with fear and can not look at the character who delivered the cower or take action against them; The enchantment is broken if the delivering character attacks the cowed character
The target of a Dominate effect must do whatever the delivering character says; Target must make their best efforts at whatever the command and act at their highest capacity; There are no restrictions on commands with-in consent of the players; Dominated Character immediately gains the Attitude: Helpful
An exhausted character has their strength brought to 0 and can not activate any combat maneuvers
Raise Corpse
Raises and controls a dissipating character; That target suspends their dissipation count and becomes a mindless zombie that can only attack and moan; The target regains full HP, strength, and toughness, but is considered “Undead” meaning they take double from Holy and are immune to Vile and Ailment Tag-lines and have no Bleeding Count; effected characters retain their skills but are considered under a “Dominate” effect from the character who raises them; Undead with no commands will attack all living Characters indiscriminately; When the controlled corpse dissipation count reaches zero it comes back to “un-life” at full health. When the Control Corpse effect ends when the enchantment is dispelled, ends, or the character returns to dissipation. Special – This acts as an active enchantment (5 minutes) for non-heroic characters.
Slowed targets must walk and can not use any Dodge abilities;
Targets who are silenced may not verbally speak in-play or cast spell verbals; They can still use abilities that do not require speaking In-play such as attacking with a weapon or deliver activated racial abilities.
Spirit Shift
Incorporeal characters are considered to be in the Spirit World. Being Incorporeal is represented by placing one hand on the head; An Incorporeal character is Immune to all attacks that do not include the “Spirit” Tag-line; All affects delivered by an Incorporeal character have the “Spirit” Tag-line: a Character who Resurrects while Incorporeal retains their Items through resurrection; An incorporeal character cannot affect characters or objects(including doors) in the physical world without special abilities that say otherwise. Spirit Veils: Costume phys-reps of the appropriate color are meant to hide the character's identity while Incoporeal. This Veil must be an appropriate color based on the method of becoming Incorporeal. Meld with Shadows uses a Black Veil. Spirit Shift uses a Grey Veil, and Meld with Nature uses Woodland Camouflage.

Other Effects – Some effects change how a character is perceived and played in the game.

Entering/ Leaving Play

Non-player Character only. NPCs can leave and enter play using special counts for specific in-play reasons. This allows them to go into and out of play. This includes leaving town, enter the Inn of the Tavern, coming into play from the forest or shadows or any other effect that will be described in the count while the NPC slowly removes their OOP indicator such as 2-hands on head or a white headband.


Characters in servitude to a master will not harm or plot against their master, even under the influence of other status effects; Characters in servitude cannot interfere with the actions of the master; Characters must protect their Master from harm, especially physical danger; Characters in Servitude gain the Attitude: Helpful.


A willing Character refers to a character that makes a decision of their own free will, and not because of effects such as Charm and Dominate.


Character actively seeks to do you harm; most likely will attack
Character wishes you ill but does necessarily want to take personal risks to harm you
Character does not consider you a friend, enemy, or otherwise considers you to be a threat; Will not usually take any actions outside of normal unless acted against first
Character wishes you well but will not necessarily endanger themselves for you or your causes
Character supports you and your cause and will go out of their way to endanger themselves to do so

Important Times and Places

These are important times during an episode that all players must know, and they all take place in the Tavern.

Check In – The check-in process includes paying for the game, receiving your character sheet, getting a bed assignment, resolving any issues, signing up for volunteer crew time, making alchemy, weapon safety checks, and a few other out-of-play related things.

Opening Ceremonies – A short period of time where introductions, announcements, and the game chapter and episode are given.

Game On – This is when the game begins. The exact time of when the game begins is announced at opening ceremonies.

Reset - This is an hour long period of time, normally between 2-3 pm, when several special functions occur: - Players may regain per-day advantages such as spell points, maneuver points, and racial advantages. - All persistent (until end of day) spells and effects end. - During this time the Tavern is considered in Time-out and staff will usually have limited interaction with characters. - This is the latest time that players are allowed to check-in.

Check Out – When a player leaves the game they must first complete Character Checkout. On this form a player must at least place their real name, character name, and if they will be turning in their character update at a later time via email.

Crew/Crew Time

“Crew” is the term used to refer to Staff and specific player members who do general work for the game. “Crew Time” is an optional part of every event. Crew time will be logged, and players who have done crew may receive an in-play reward for your service. Usually crew time is not mandatory for the event.

The Tavern

The “Tavern” is the location where the players are served food and sit in an air conditioned environment. Generally, the “Tavern” is a central building where the site kitchen, staff, and medical supplies are stored. The “Tavern” is in-town. Some areas of the “Tavern” are considered OOP and cannot be accessed by players. If you pay the cooks enough, they will poison someones food for you.

The War Room

The “War Room” is an OOP location where the staff materials and logistics is located. Non-player characters originate from this location. Players proceed to the war room in order to initiate their crew time, have weapons inspected, have armor points calculated, have spell books/spell scrolls checked and signed, or to report their character's death.

What can I expect at an episode?

Contact staff before going to a Mordavia event. Players are expected to arrive between 6p.m. and 9p.m. Staff will guide you through the check-in process and give you all your “Tags” and “Character Sheet”. Once you have all your in-play gear it's time to prepare your bunk and sleeping area. It's a good idea for people coming together to select a common sleeping and storage area. This is also the best time to get some early eats from the delicious on-site catering.

The event officially begins at opening ceremonies where the hosts of the event will go over any changes, in-play developments, and other announcements. Opening ceremonies is held at 10p.m. on the first day of the event. New players will be directed to a “newbie mod” to go over the rules and safety checks one last time. All other players will continue getting set up and getting in costume and makeup for the game. A time for game-on will be declared in opening ceremonies.

Players are expected to play their character to the best of their abilities while the game is on. Characters in Mordavia are of many wondrous fantasy races with many diverse abilities. Each race has their own history and each player is expected to have a back story (Ch. 2 Character Creation) Staff will present themselves as various characters in the game world called “Non-Player Characters” (NPCs). These NPCs provide opportunities to learn more about the world and role-play your character in new ways. NPCs can provide beneficial help to your character's goals or become nefarious evil-doers who must be stopped at all costs.

During the second day of the event the game is “Reset” and all characters report to staff and get new tags as necessary. This is considered “The Next Day” and resets all “Per-day” abilities. You'll read more on what abilities these affect later. For now, just know that you'll need to “check-in” again during the second day of the event. Reset times are announced at opening ceremonies and during reset.

The final morning starting at 9a.m, players are expected to check out, gather their belongings, and be off the site by 11a.m. Game off occurs around 3-4:00am on the final night. This is a “soft” game off. During this time staff and players alike are exhausted, so generally strenuous fights, story, or important plot-related information occurs. This time is generally referred to as “late night shenanigans” because it is a fun time for players and staff to experiment in a lighter toned setting.

Duties of the Player

  • Players have their own responsibilities at the game that help keep the experience as immersed and enjoyable as possible.
  • Golden Rule. Treat other Players and Staff members as you would like to be treated.
  • Respect the personal space and property of other players. Stealing OOP items and Phys-reps is prohibited. Players who find another player's item must turn it into staff or return it to the player.
  • Stay in Character and increase immersion as much as possible.
  • Bring props appropriate for the setting. Be mindful to keep the site clear of trash and other waste. Cigarettes can be smoked in outdoor areas, but players must be mindful of their trash.
  • Keep all required items on them at all times. Using abilities without required items is against the rules and considered cheating.
  • Refrain from acting C.D. or “seedy”, that is, attempting to bend the rules or utilize vague explanations to benefit themselves in obscure ways. This is highly frowned upon and may result in discipline if too many issues arise with a player acting seedy.
  • To know the rules of the game.

Questions About Rules

Most staff members are qualified to answer any question about the game. Any issue that arises in-game is encouraged to be solved by the players involved. If they feel the situation is serious enough to require a rules call then they can seek a rulebook or a Staff member for guidance. If the results of the rule call are still not satisfactory then please wait until it can be discussed at an appropriate time.

Safety Checks for Weapons and Costume Phys-reps

Checks will be conducted at the beginning of every game. Every players must have their costuming, make-up, props, and especially weapons, inspected for safety and rule compliance. This process is very easy and is just to make sure people don't bring things that could accidentally harm other players or drastically break immersion.

On-Site Safety and Medical Issues

We will have designated Medics for out-of-play medical issues. Anyone with preexisting health concerns such as Asthma or Allergies must report these issue to a Medical Staff for your own safety.

Harassment and Problems Between Players

We encourage players to act like adults and try and solve issues amongst themselves. However, this is not always possible. If a player feels there is a serious or persistent issue please get in touch with a Staff Member you feel comfortable with and they will help with possible resolutions or arbitration.

Playing a Character

Progress character history

  • Push character goals
  • Uncover the secret story line behind Mordavia and gain special game rewards of epic proportions!
  • What to do at Mordavia
    • Hang out in-town and role-play with characters and see where the story takes you.
    • Advance a story, once a player has found something of interest, they should attempt to pursue it.
    • Gain levels and advantages from attending the game and surviving.
    • Enjoy the experience (especially the food)
    • Participate on Mods
    • Sign up for crew

Creating Immersion

LarpWorks Presents: Mordavia is a Larp that focuses on character development, role-play, immersion and balance. Immersion is the mental state of being deeply involved or absorbed.

Immersion and How it Applies to the Game

The concept that united the staff was to create a game that immersed its player's so deeply that they would forget their real lives and live as their characters. The way staff-members actualize this concept is by having N.P.C.s fully costumed and by having a simple rule system. The staff works diligently to maintain a friendly, professional, and immersive atmosphere. The staff's mission is to provide a game that challenges it's players to create and play characters that will grow in story and personality.

Helping Maintain Immersion Excellent role-playing is paramount to maintaining immersion. New role-players may not understand what this means. Immersive roleplay is simply playing your character properly at all times. You do not have to overly dramatic or flashy (unless that's your character). You simply have to portray the personality of your character during the entire event. If your character is a dumb Half-Orc who only cares about brawling then just maintain that frame of mind. Your character's personality can be as simple or as complex as you want it to be. The better you portray your character the better other players will want to portray their characters.

Staying in costume and maintaining proper makeup are very crucial to maintaining immersion. This is because characters are perceived by their makeup and costume. The more detailed and amazing your character's outer features are, the more you will care about your character. Other players will see how much work you put into your character's costume and makeup and want to emulate that behavior.

Cabin and Tent Decorations Bringing decorations

The LARPWorks Staff is aware that cabin decorations can be expensive and most of the players are on fixed budgets. However; it is highly encouraged to raise the level of immersion by decorating your cabin as authentically as possible. This may result in increased story attention.

Restricting Technology Use

It is also encouraged that players turn off their cell phones, iPads, laptops, ect. and leave them in their vehicles. Music can be played but try and keep is with the theme, and preferably instrumental.

Characters and Role-playing at the Episode

Characters at the game are physically in play and can interact with other characters played by people in a live-action setting. The live-action setting is filled with various features that characters can use for role-play as well as out-of-play functions. Some of the notable places are:


“In-town” is used to describe the central area where the players are encouraged to hang out and engage one another in-play. This is commonly one large central area, but can be used to describe multiple areas around the site.

“The Tavern”

The tavern is generally considered a 'safe' place where people gather for great food and water. It is often populated by characters of any and all walks of life. It is a central meeting place for characters and the location of opening ceremonies. Noble meetings are usually held in the tavern. The tavern is a major hub of activity and one of the most important locations for characters to know.

“The Fire Pit”

A centralized area usually next to the tavern where other travelers typically gather tell tales, find work, conjure magic rituals, meet newcomers into the town and defend the town from wayward visitors.

“The Cabins”

The stronghold and sleeping area of the player characters. Neighbors in the player character quarters try to be friendly with one another for fear of having 'unfriendly' neighbors in their sleep.

“The Campgrounds”

Sleeping areas for travelers who enjoy the outdoors. During the day and during nice weather, many players spend time here resting or meeting with guests and allies. Use caution approaching unknown camps.

“The Trails”

The trails are usually designated with in-play signs and lead to/from other cities, towns, etc. When characters pass inplay signs, or go into a sign designated area, they are considered at the location of the sign. Mods and many other story segments are played out here. Travelers to town take these trails to get there. Players are free to roam trails within the boundaries of the site. Beware of who may roam with you.

“Other Site Features”

Each game site offers unique opportunities based on the geography, terrain, buildings, surrounding foliage, and overall size of the site. Important information regarding this will be announced at opening ceremonies. For further insider information on the unique features of a particular game site, you can always ask other players.

Characters are encouraged to use the features of the site to formulate their role-play strategies. Find out about the town by asking other characters and learning their stories. When players role-play their characters together, interesting information is presented for characters to interact with. All characters have likes and dislikes. Some have codes of honor and important belief structures. Some hold strong biases, prejudices or outright hatred towards other races, styles of dress, manners of speaking, beliefs and many other important features of a character. These important decisions are what make a character who they are to every else. They allow a player to interact with the story and game world in a deeper way than just mindlessly killing for loot, unless that's your thing.

Many characters decide to play what they consider good characters. They have beliefs like helping others and protecting the innocent. They follow usually the King's law and look out for their own. Good characters are interested in rooting out anything that may pose a danger to themselves, the town, or the world at large.

A Player may choose to make nefarious characters or characters who are considered dangerous by other characters. Any player who does this must understand that the characters of the frontier town may live in opposition to their views. This is often the case with “Necromancers”, as it is considered illegal to be a necromancer. Gypsies, a player race, are not considered illegal but are not protected by the law and seen as animals. Vampires are frightening undead creatures but are considered citizens under the law. The various degrees of legal status and whether or not a player's character will be sought after by the town must be taken into account when deciding what type of character a player makes.

Characters should look to make allies and find what the goings on in town are to get immediately to the heart of their story. Other characters will be embroiled in quests and business which may align with a character's beliefs and goals. Characters who work together stand a greater chance against the forces of their opposition. Characters should actively attempt to discover new information and trade secrets to learn the secrets of the game.

Modified Player Experience

A Module or Mod. For short. Mods are scenarios created and placed into the greater story. Mods can sometimes alter the basics of game-play, or what a player's character may see and experience. This is up to a storytellers discretion. Mods are very dynamic and have set difficulties that will return a certain reward. Based on varying factors such as getting help from an NPC, defeating extra waves of minions, or partial completion of the Mod can add or decrease the initial reward amount.