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The Official Rulebook

Fourth Edition

(Updated December 2012)

Shards of Eternity

For these are the moments,

the shards of eternity,

that shall live on forever,

in memory.

What is Shards of Eternity?

Shards of Eternity is a live action role play (LARP) system designed by John Tisdale. Additional thanks go to Tim Suitor for helping develop and test this game. Rules changes are marked in red.

If a rule change would make your character illegal, you may replace the illegal or nonexistent spells or abilities at no cost. However, if you wish to change legal spells, abilities, or skill points, you must unlearn, and then relearn. See Unlearning.

Rules of Play

This is a game. Don't take it too seriously. If you get mad or out of control, you may be removed from play by a marshal.

Play fair. Keep track of where you've been hit, what spells you've used, etc. and be honest about it. If you cheat and ignore hits or rules, it's unfair for others, and a marshal may remove you from play for a period of time determined by the seriousness of the offense.

If you have questions about fairness, cheating, or safety, talk to a marshal. It's their job to keep everything running smoothly, so listen to them.

If you see a harmful or dangerous situation, yell the word "Pause". This pauses the game until the situation is fixed. If someone is in need of first aid or other medical assistance, yell “Medic”. Don’t yell “Medic” unless it is absolutely necessary. As soon as everything is good to go, a marshal or the person who called "Pause" will yell "Lay On". This resumes play.

All weapons, shields, spell props and other combat related objects must be approved by a marshal. Nothing that is actually dangerous will be allowed into combat, ever. If a weapon or prop has a tag that says “DO NOT USE”, don’t use it unless you have explicit permission from a marshal. You will be removed from combat if you disregard this rule.

Anything illegal in the real world is illegal in this LARP.

The combat in this game is lightest touch. Any contact with a weapon must be taken as a hit. Also, there are no full strength swings. You may be removed from combat by a marshal if you disregard this rule.

Call your shots. For instance, if you get hit in the arm, call "Arm". If you are protected by armor from a hit, call "Armor". The face (eyebrows to chin, in front of ears) and throat (front of neck) are off target. If you are hit there, call it and continue fighting if you wish.

There should be no bodily contact. Weapons should hit weapons, people and shields, but people shouldn't hit people, weapons or shields. Don't grab an opponent's weapon or shield, and don't run at people so they have to move to avoid being trampled. Never hit with the pommel of a weapon.

Only throw thrown weapons. Aim below the shoulders with such weapons.

When using a bow, use the minimum pull necessary to score a hit. Never aim above the shoulders, and never parry with a bow or an arrow.

Before you enter combat for the first time, you must get basic combat training from a marshal. There are no real combat rules contained in this book for a reason- it’s not exactly a good idea for people to learn how to fight from a piece of paper. To make sure everyone is safer, every player must get combat training before they enter combat.

A character may not bring more than three non-magical implements of war (swords, shields, axes, etc.)to an event. This is to maintain the usefulness of certain spells and abilities. Player-created magic weapons or shields are counted as implements of war.

As a general rule, a player should have no more than two characters. If a character dies permanently, the slot is considered “filled” for six months. After that time, a player is free to create a new character.

This is a game, and it runs on the honor system. The point is to have fun and create a memorable experience, not quote rules at each other all day. Players are expected to follow the spirit of the rules above the letter. If a rule could give you an unfair advantage because of a “loophole”, talk to a marshal before using that advantage. Don’t powergame, don’t cheat, and don’t be the guy who makes the game less fun for everyone else. In other words, try not to be “That Guy”.

No jean pants.

You must have a waiver signed to play. Waivers are available on the website ( and should be available at events. There may be event-specific waivers that need to be signed.

Weapon Rules

For safety, certain lengths and types of weapons can only be wielded certain ways.

Up to 4’- One handed. These weapons can be used in one hand, and you may (if you have the skill points) wield one in each hand or wield one with a shield.

4’-5'- Hand and a Half. These weapons may be wielded with one hand or both, but there can be no weapon or shield in the other hand.

Up to 5’- One handed, thrust only (Spear)- These weapons can be wielded with one hand or both, but must only be used to stab. Any hit from the side of the weapon should not be taken, and it is the responsibility of the person wielding the spear to say “Don’t take that”. You may not use another weapon with a spear, but you may use a shield. Spears must be clearly labeled as spears.

5'-6'6"- Two handed. These weapons may only be wielded using two hands. If you only have one arm, you may parry and block, but not attack. Both hands must be on the weapon at the start of the swing or it doesn't count. You cannot have a weapon or shield in the other hand when using a two handed weapon.

5’-8'- Two handed, thrust only (Pike)- Follow the same rules as two handed weapons, but must only be used to stab. Any hit from the side of the weapon should not be taken, and it is the responsibility of the person wielding the pike to say “Don’t take that”. Pikes must be clearly labeled as pikes.

Bows- Bows must have a draw weight of under thirty pounds. Do not aim above the shoulders with a bow. If a bow is hit by a weapon, it is considered broken and cannot be used until repaired. A bow does not count as an implement of war.

Thrown Weapons- All thrown weapons must be approved by a marshal. Do not aim above the shoulders with a thrown weapon.

Shield Rules

Shields may be any size, and are considered one-handed implements of war. You may not attack with a shield. Shields must have their edges covered by foam. For game balance, shields are measured by the longest dimension, and require skills to use above a certain size. (See Skills).

Additional rules: Weapons and shields are implements of war, and they may disrupt certain spells. Mages cannot cast while actively using a weapon or shield unless they are a Battlemage (see Mage Powers).

For these purposes, any single shield or weapon is an implement of war. If a weapon has two heads of a different type, or has a shield built in, it may be counted as being multiple separate implements of war. Up to three arrows or other ranged weapons may be counted as a single implement of war.

Playing

Getting started in this game is fairly simple. To play, you need to fill out a notebook (known as a Spellbook, whether you have spells or not) with the following information:

Character Name: This is what other people will call you at events.

Your real name: As in, the name of the player.

Your skills: A list of the skill points you have chosen.

Your spells/abilities: A list (with descriptions) of the spells or warrior abilities your character currently has. A marshal should sign your Spellbook every time you learn a new spell or ability.

This book serves two purposes. First, it makes checking in to an event easier, as you can just hand a marshal your Spellbook, which they can then look over quickly. It also provides a reference for the player, so that they can check on any rules for spells or abilities quickly and easily.

The Skills:

There are twelve skills, each of which does something unique. Some skills may even have abilities beyond what is listed, at a marshal’s discretion. Every character has at least one skill point, and you choose your skills when you start play. You must write the skills you have chosen in your Spellbook. The number of skills you get is based off of how much magic you want.

If you want to be a warrior, choose six of these skills. Warriors do not have spells, but they get more skills and a few extra powers.

If you want 7 spells, or one path of magic, choose three of these skills. Then choose which element you draw your magic from, and choose a mage power (see Mage Powers).

If you want 14 spells, the most magic you can have, you start with 3 skills and begin learning spells. As soon as you choose to start learning from a second path, whether you have completed the first or not, you lose the use of 2 of these skills, leaving you with one. Buydowns do not count as learning a separate path. You also keep the Mage Power that you chose earlier.

The skills are:

Craft- Allows you to make and fix various forms of items and armor. This skill can be used in a few ways, but none of these options may be used in combat.

  • Repairing light armor that has been broken or pierced- this process takes two minutes. The armor must be mostly leather, quilted, or some other non-metallic material. Use common sense, and ask a marshal if you are unsure if Craft will work on a certain piece of armor. Armor may not be worn while being repaired.
  • Repairing heavy armor that has been broken or pierced- this process takes five minutes. The armor must be mostly leather, quilted, or some other non-metallic material. Use common sense, and ask a marshal if you are unsure if Craft will work on a certain piece of armor. Armor may not be worn while being repaired.
  • Repairing a bow that has been broken- this process takes two minutes.
  • Crafting a new item, implement of war, or piece of armor- this process takes at least one minute. The item made must be non-metallic in nature. You must actually make the item. Certain materials may have special rules concerning how they may be used.

Dual Wield- allows you to wield a one-handed weapon in each hand, or a one-handed weapon and shield combo, or even two shields.

Forge- Allows you to make and fix various forms of items and armor. This skill can be used in a few ways, but none of these options may be used in combat.

  • Repairing light armor that has been broken or pierced- this process takes two minutes. The armor must be mostly metal or metallic. Use common sense, and ask a marshal if you are unsure if Forge will work on a certain piece of armor. Armor may not be worn while being repaired.
  • Repairing heavy armor that has been broken or pierced- this process takes five minutes. The armor must be mostly metal or metallic. Use common sense, and ask a marshal if you are unsure if Forge will work on a certain piece of armor. Armor may not be worn while being repaired.
  • Creating a new item, implement of war, or piece of armor- this process takes at least one minute. The item made must be metallic in nature. You must actually make the item. Certain materials may have special rules concerning how they may be used.

Light Armor- allows you to wear armor such as leather that will stop swords, magic missiles, and any elemental attack spell of third level or less. As the head is a very vulnerable area, all head armor counts as light armor. If struck with a weapon that it does not stop, light armor will break. This means that the blow that broke the armor will not harm the character wearing it, but the armor will no longer provide protection from any further hits. If an effect pierces armor, the armor is considered broken and the caster is harmed by the strike as if they had no armor. Arrows are considered to pierce light armor, and some spell may use the word “Arrow” to signify the piercing of light armor. Head armor will stop a Flat.

Heavy Armor- allows you to wear heavier armor such as chain or plate mail that will stop swords, arrows, axes, maces, hammers, magic missiles, and any elemental attack spell of fourth level or less. If an effect pierces armor, the armor is considered broken and the caster is harmed by the strike as if they had no armor. You must have the Light Armor skill to get this skill.

Long Weapon- allows you to wield any single weapon or shield up to four feet (4') in length. Without this skill, you are only able to use a dagger or buckler (any weapon or shield 18" or less).

Great Weapon- allows you to wield any single weapon or shield up to eight feet (8') in length. You must have the Long Weapon skill to get this skill.

Mix- allows you to take two or more alchemical ingredients (usually represented by fake plants or small gems) to a marshal and declare that you’re making a potion. You must give the ingredients used to the marshal, and the marshal will inform you of what effect(s) your potion has. The mixture may mimic a spell or ability, have a new or unique effect, or do nothing. You must label the potion, or otherwise make the effect obvious. Potions are considered stealable objects. If you have the skill point Ranged, you may ask the marshal about throwing potions. Potions expire at the end of each event.

Sly- allows you to pick locks, disarm traps, and do similar things. There are a few things this skill allows you to do:

  • Pick locks (represented by a tag with the word “Lock” and a lock level, which is a number). This is done by spending 10 seconds per lock level picking the lock.
  • Check for traps on a pouch or container. This is done by declaring that you are checking for traps.
  • Disarm a trap or bypass it. Disarming a trap makes the trap no longer functional, meaning that it no longer works. This process takes 15 seconds. By spending twice the time, you may bypass a trap. This means that the trap will continue to function, and will work on the next person who would normally be affected by the trap.

You should ask a marshal about other abilities this skill may grant you. The marshal may wish that some things not be known to all of the players, to maintain the shadiness of Sly.

Ranged- allows you to use ranged weapons such as bows, javelins, stars, and other thrown or ranged weapons. A bow does not count as an implement of war. Up to three arrows or ranged weapons are considered one implement of war, unless the ranged weapon can also be used for melee combat.

Schtick- allows you to choose a power for your character based in roleplay and/or your backstory. This power should not be any more powerful than any other skill, and is always able to be failed by a marshal for any reason. This skill allows for a large amount of character customization, but may not be as powerful or useful as the other skills. Example: Jamie is a sailor, and has spent all of his life around boats. As such, his Schtick is that he can do any task relating to a boat in half the time, and will never suffer from any sea-sickness effect. You should pre-register your schtick (s) before an event to allow marshals to cater to you, and allow the schtick (s) to be useful.

Alignment Change- allows you to change your elemental alignment(s). If you are a mage and take this, you may change what alignment you are. You could make yourself a different element or elements, or choose to have no elemental alignment. Changing your alignment to something different does not have a major effect, but will change what types of circles will affect you, how certain magic items or NPCs will interact with you, and allow for interesting roleplay. Choosing to have no alignment will also change how things will interact with you, and will allow you cross and break any circle. If you have attack magic, and choose to have no alignment, it changes your spells. Instead of “Element”, all of the attack spells would be “Magic”.

If you are a warrior and you choose this skill, you get an elemental alignment. You may only choose one element. This affects which circles you can cross, and also how different things will interact with you.