The IMMORTALS
PLAYER'S GUIDE PLAYING TIPS
If you've never played a Live Action Role Playing (LARP) game before, the concept can seem a bit strange. Don't worry. It really isn't difficult to play - they are little more than evenings of "let's pretend". The event takes about 4-6 hours.

Planning For the Event
Before you arrive at the event you should have enough details to provide yourself with some kind of costume if needed. Please note that real weapons will be confiscated at the door by the Host.

Talking to People
The trick to doing well at a LARP is to talk to people. This helps you determine who can help or hinder you. Start with the people mentioned in your character background. If your character knows them, it's likely that their character knows you. You will also have something to talk about - they'll be mentioned for a reason. Your sheet may mention characters that are not at the party. Just ignore any instructions or information regarding characters not at the party. Keep in mind that they might arrive later, at which time you can complete those goals or use those secrets.

Your Goals
The main indicator of success is the amount of fun you had playing. Normally, to achieve your goals you need to get other people to help you. And that usually means negotiating with them. Provided that their goals don't conflict with yours, there's no reason why you shouldn't go for it.

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COMBAT STYLE 1
[used in "Costume Ball 2006", "Holiday Festival 2006", "Broken Hearts 2007", and "New Beginnings 2007"]

There is one Artifact Weapon for each group. For example, Were can only be killed by the Silver Blade of Luna. If you find a weapon, it is a good idea to keep this fact a secret so you don’t become the #1 suspect if it should happen to be used in a murder. The weapons can only be used once and no one can commit murder without an Artifact Weapon. These will be very valuable commodities!

To Commit "Murder":

The victim will be removed and return as a new character or an Inquisitor. The Weapon will become Evidence.

COMBAT STYLE 2
[used in "Bon Voyage 2008", "Pieces of Eight 2010" and "House of Cards 2010"]

When one player wants to attack another, they must be within touching distance and must have a WEAPON, weapon card, or the Brawling Ability, and must succeed in a Rock-Paper-Scissors trial against the intended victim.


Unconcious characters:
If someone with the healing ability or a healing potion heals the unconcious person within ten minutes, they immediately make a full recovery. If they do not get medical aid in those ten minutes, then the injury was fatal and the character dies. The player then chooses to play the remainder of the game either as a GHOST [you can only talk and listen - no cards, can't carry stuff or interact physically with other players] or as one of the SPARE characters.

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Notes on poisoning:
If you choose to "poison" someone you must have either the ability or the item card to do it.
Usually, you will be given stickers that you will use to mark the poisoned item [plate of food, drink, drawer of silverware, etc].
Poisons must be injested, no contact poisons or injections, making them different then weapons.

Spell Cards
Some games use magic and spell cards. In these games, at the beginning of the evening you will be given at least one SPELL CARD. Others can be won later in the evening during games and contests. Use Spell Cards wisely as they can only be used once! To use a Spell Card on someone:

The spelled person MUST follow these rules once the card has been ripped. All spells are bound with forget me dust. This means your character will not know they are under a spell, until afterwards.
NOTE!!! If the caster forgets to rip the card, the spell does not take effect! PAY ATTENTION!

Got an idea for how the game could be played better?
Email your thoughts or suggestions about the rules or mechanics of the game to the Host.
Type "Immortals" in the Subject Field please!

Submitted suggestions:

Through the advice of players, these LARPs have matured to a point where no GM is really necessary, and the action can take place more "real time". The only time the GM had to step in was to insure certain events necessary to the plot happened by certain times; such as the choosing of a sacrifice, or the volcano erupting. :)