So, you wanna battle in an Triangle Elite LARP? Read this, you muffle-brained cod:
HOW FIGHTING WORKS:
You should have a duct tape weapon. What you do to see if it is LARP approved, you hit yourself on your leg really hard. If it really hurts (like, causes bruises), you're a moron and you need to make it softer. If not, good for you.
Now things I dont recommend:
-Maces (The strings break off quickly)
-Gauntlets (You cant grab weapons even with gauntlets)
-Machine guns (Duct tape machine guns usually explode)
Now you have your weapon. Yay. Now you'r fighting someone. If you hit them in the arms or the legs, you've done 1 HP damage to them. If you've hit them in the torso, you've done 2 HP damage to your enemy.
HP is how much weapon hits you can take before you die. Now say they had 3 HP. You hit them in the arm and torso. They're dead. You win. Hoo-rah.
DEATH AND REBIRTH:
You're dead, haha. Well, there will be a box or something with monster costumes. Basically, you'll be a monster for a little while. You put on the items, grab a specific amount of coins, a few CP and go out and fight the next person you see.
Once you die, give them the GP and CP and return the monster stuff to it's original place. You are now reborn. If you are low on HP, you can usually be healed my a white mage merchant. Money buys health. Sometimes items you find will also assist.
MAGIC:
Practically every character has at least one magic attack. There are five elements: Water, fire, ice, earth and lightining.
Water beats fire.
Fire beats ice.
Ice beats Earth.
Earth beats Lightning.
Lightning beats water.
Know your weakness and advantage.
HERE'S HOW TO CAST A MAGIC SPELL. Say an incantation that is tied your element spell.
Water: "From the oceans of posideon I conjure a mighty AQUAWAVE!"
Fire: "I call upon the eternal plane of fire to summon FIREBALL!"
Ice: "The cold and barren send me their powers to call forth the mighty FREEZE!"
Earth: "From the trees, ground, plants, and stones, I summon forth the power of TERRA!"
Lightning: "I conjure forth from the ominous dark clouds above LIGHTNINGBOLT!"
To cast a spell you stand in a place and have your feet planted in that spot when you are reciting the incantation, if you move or get hit; you must take the damage and start over.
You must be pointing at the target and you must almost yell the spell words and you can't rush through, use common sense there.
Now you have something called MP. MP says how much damage your attacks can do and how many times you can use them. Now when you end your magic incantation, you say how much damage you want to induce and how much MP you're willing to give up. For instance:
You want to cause 2 damage through a fireball and you dont mind losing 2 MP. You point at the target and say "I call upon the eternal plane of fire to summon FIREBALL TWO!"
Your enemy recieves 2 damage. You lose 2 MP.
You have a maximum amount of MP; so when you refill MP, you cant go above that. Also, you cant have 2 MP left and say "FIREBALL THREE!".
OPPOSING ELEMENTS AND MAGIC:
Now, say you use a Fireball on an Ice element character. They are weak against fire so they add +1 HP to how much damage you do to them.
And vice-versa, sar you use a fireball on a water element character. They are resistant against fire so they subtract -1 HP to how much damage you do to them.
THREE GOLDEN RULES OF MAGIC USAGE:
You and another character are fighting and you begin saying magic spells. Being the second to start chanting is useless since all spells have seventeen syllables, therefore you have seventeen syllables worth of time to attack them with your weapon and interrupt them.
If there is a argument as to who hurt who (like, for example, the magician finishes chanting at the same time he gets hit) you settle it with a Rock-Paper-Scissors match. THIS IS ONLY IN CASE OF A TIE! Then take three steps back and continue battle.
There are a few incantations which are shorter than 17 syllables, but those are likely reserved for NPCs.