Rules

Below is a very basic rundown of the rules of Thaliondor.

At the bottom of the page will be a link to the official rulebook that can be downloaded!


Combat

 

In order to deal damage in combat, you must solidly strike your opponent with the striking edge of your weapon.

Thaliondor operates on an honor system, and the person being hit determines whether or not the strike that hits them is solid and reacts accordingly.

However, when using ranged weapons, the person using the ranged weapon will call out if it has hit, and where it has struck.

Once an area has sustained one point of damage, the area is considered disabled. Once your torso or two limbs become disabled, you are considered dead.

A disabled arm must drop whatever it’s carrying and be placed behind the back, or let hang limp.

A disabled leg may no longer move; you may either take a knee, have companions carry you, or pin and pivot around your dead leg.

A disabled head, neck, or torso all result in death.

However! The head and neck are only valid targets for ranged damage.


Weapons and Armor

 

“Blue” Weapons – One handed melee weapons less than 48 inches in length; deal 1 point of damage.

“Red” Weapons – Two handed melee weapons over 48 inches in length; deal 2 points of damage, go through Light Armor, and, if used to slash or smash, can break Shields.

“Ranged” Weapons – Projectiles, such as arrows, chakrams, bolts, and javelins. Chakrams deal 1 point of damage. All other ranged weapons deal 2 points of damage, and go through Light Armor. (Magic is also considered ranged damage, but interacts differently than arrows and such.)

Light armor prevents one point of damage and is made of leather, foam, or other non-period materials.

Heavy armor prevents two points of damage and is made of metal or chain.

Shields and Bucklers are equipment used to defend against weapon strikes, and can absorb an infinite amount of normal blue or ranged strikes. However, they can only take a certain number of “shield breaking” strikes from a red weapon before it is rendered useless.

SHIELDS must be gripped in a hand or strapped to an arm in order to be treated as SHIELDS. They have 2HP in the hands of a fighter, and 1HP in the hands of a Cleric.

BUCKLERS are shields worn on the arm of a player. They may be worn on the forearm or the bicep. BUCKLERS have 1HP and are only useable by the Fighter class.


Classes

 

Fighters are melee specialist proficient in use of all melee weapons, javelins, shields and bucklers. Fighter shields have two hit points, Fighter bucklers have one hit point. Fighters can equip both full light and heavy armor, as well as layer them. Fighters are represented by a Red Belt Flag.

Archers are ranged specialists proficient in the use of bows, crossbows, chakrams, and one headed weapons. They cannot use shields or bucklers of any kind. They can equip full light armor. Archers can carry a maximum of six (6) arrows on the field and more chakrams as they level up. Archers are represented by a Green Belt Flag.

Wizards are destruction magic spellcasters, using spells to defeat opponents. Their amounts of spells are dependent on their weapon that they have equipped. All weapons equipped by this class, regardless of length or style, do Blue damage. The maximum length swung weapon a Wizard can use is six-feet. The maximum length stab weapon is eight feet. Wizards can equip light armor. Wizards are represented by a Blue belt flag.

Clerics are support magic spellcasters, using spells and shields to protect their comrades. Like a wizard, their amount of spells depends on their equipment of choice. All weapons equipped by this class, regardless of length or style, do blue damage, and the maximum length able to be equipped is six feet if swung, eight feet if stab-only. Clerics’ shields only have one hit point. Clerics can equip Light Armor. Clerics are represented by a Yellow belt flag.


MAgic and abilities

 

To the Wizard and Cleric, Magic is their strongest weapon. To cast a spell, a spellcaster must first hold the spell in an unoccupied hand and recite the spell’s incantation while remaining in one place.

The length of a spells incantation, unless listed otherwise, is AT LEAST fifteen (15) syllables.

A spellcaster may carry a maximum of ten (10) spell balls on the field, regardless of spell slots.

All Level One Wizard Spells:

Fireball: A red spell ball is thrown. A fireball disables the area struck, but has no effect on areas covered by heavy armor.

Lightning Bolt: A yellow spell ball is thrown. A lightning bolt disables the area struck, but has no affect on areas covered by light armor.

Frozen Orb: A light blue spell ball is thrown. If a player is struck by a Frozen Orb, their entire body is frozen and the player cannot move for five seconds. If the player is struck in the head, they are rendered incapacitated.

Acidic Bite: A green spell ball is thrown. Acidic Bite destroys any armor over a hit location, shield or weapon struck, but does not disable any player target areas.

All Level One Cleric Spells:

Healing Light: A white spell ball is thrown. If hit by a Healing Light spell, one disabled limb is recovered.

Healing Hands: Healing Hands does the same effect as Healing Light, but is cast through an open hand, and cannot be pre-cast.

Binding Roots: A brown spell ball is thrown. If a player is struck anywhere with this spell, their legs are rooted to the ground and are unable to move. The player must deal 5 points of damage to each leg in order to free them. If a Rooted limb is moved before freed, its considered disabled.

Shatter: A grey spell ball is thrown. If an armored player is struck with this spell, all of their armor is broken. If an unarmored player is struck with this spell, they are considered “fragile“ or “glass“ and the next hit they take to any limb will result in death. If a shield or weapon is struck with this spell, nothing happens.

Silence: A purple spell is thrown. If struck by a Silence spell, you may not cast any spells or use skills until you are healed.


Full rulebook