Welcome to Epoch Toronto

Epoch is a live-action roleplaying game set in an apocalyptic time of swords and sorcery. It is a world of warriors, bandits, mages, alchemists, and mystics. The Epoch rules allow for any profession or combination of professions, so the players have total freedom when creating a character.

Dice, cards and hand gestures are never used to determine the outcome of a situation, but rather the players’ own abilities — enhanced by rules in the game. Players really have to fight, hide, and throw spells when playing their characters.

Epoch is a safe, full contact game. Combat is played out with foam-padded weapons, better known as “boffer weapons”. Spells are represented by small throwing bean bags known as “mana”. Even fists are represented by a section of foam tubing.

Epoch uses costumes and huge puppets to represent exotic people, fearsome monsters and bizarre creatures, some of which are operated by two or more cast members!


Hello everyone,

The following playtest skills are available for the April event. If you would like to use the skill, great, you can, just make sure you fill out the feedback form that will be posted after the event. If you don't want to take the skills, great, you don't have to, please fill out the feedback form if the skills were used against you. 2 CRPs will be rewarded if you fill out the form

Stable Zero - One (1) hour after being stabilized (ie: bandaged), a character heals 1 Health Point only (does not stack with Fast Healer). This time is reduced by 10 minutes per level of Fast Healer, to a minimum of 10 minutes.

“With Water I Protect My Mind X Minutes” – When casting this spell, the Mage must hold their hands flat, and their hands on their temples. The character can assume/resume this position at any point during the timed spell, they are then immune to any and all other Mind effects of Psychic abilities, spells, and alchemical effects, and must declare “Protected” when struck by such an effect. This is a Timed Spell. This is a Mind Effect.

“My Essence will Blend With {Air| Earth| Fire| Water}” – We are adding options for Air and Fire blending spells to be used, in an effort to bring the Blending spells up to par with Earth and Water. Additionally, a modification to Earth is being tested. These are still only available to champions, elves and kin of the appropriate types
Air – Open Sky, a feather
Fire – Burned material, such as charcoal
Water – Remains the same (puddles, the river, snow, rain, cups, etc)
Earth – Forests, caves, rocks, but not places where there is open sky

Psychic Strike – This will eventually replace Psychic Battle. Psychic Strike deals damage equal to your current number of psychic states, and bypasses armour and toughness. Touch the target with a foam fist and declare “Psychic Strike X” where X is your current number of psychic states, then pull your state. This is a Mind Effect.

“With Fire I Cause a Blast x Points” – When cast, this spell causes a blast of flame to scorch the area, reaching a range of ten (10) feet from the caster in a circle. Once cast, all struck by this spell (all within 10 feet of the caster) must take X points of damage, where X is the number of Tiers of Fire that the caster possesses. The caster cannot choose who is and is not affected by the spell. This is a Body effect
Sat, Apr 22, 2017, Continue reading at the source
Please remember to be sure to get ALL weapons, shields, and armour checked by a safety officer before game starts for your 2017 stickers. If you do not have a 2017 sticker on your weapon, shield or armour, you cannot use said weapon, shield, or armour till it has been checked by a safety officer.

For new players: Hello new players! If this is your first game, please be sure to speak to a safety officer before game to go over fight safety rules, and to be safety checked with your style of fighting before playing your first time. You must be "fight safety" checked before you can play.

For players who have not been back to Epoch in over a year, please speak to a safety officer to be re-safetied for all your gear and fighting style before playing.


Sat, Apr 22, 2017, Continue reading at the source
Hey folks, it's that time again!

This is your reminder that, same as last year, your pre-log is due the Monday before each event at Noon, so we're really hoping to be bogged down in all of your up to date sheets on April 24th!

And a note, if you would like your log records to be under a nickname, or anything that is not your legal name, we can do that for you, just let us know when you send in your pre-log (or any time, we're happy to hear from you) and we will update your records to reflect your correct names.

Thanks, see you all soon!

Val (and Mike)
Thu, Apr 20, 2017, Continue reading at the source
In the past, child and “Child Mind” characters at Epoch have engaged in specific behaviours that have harmed players on an Out of Game (OOG) level. On top of being a trigger for people in our community, these characteristics have the potential to force other players into performing caretaking roles without their consent (often due to OOG reasons), which negatively impacts gameplay and player wellbeing. Some of these practices can actually be illegal: such as depicting a person under the age of 18 engaging in sexual activity.

We recognize that not every child / Child Mind character causes a detriment to the game, which is why we are outlining the possible harms in playing this type of character. We want you to make informed choices about playing this type of character.

It is incredibly harmful to engage child / Child Mind characters in:

- Intoxication and addiction roleplay

- Sexual roleplay

- Domestic violence roleplay
These forms of roleplay are no longer permitted for these characters.

Basically, don't do terrible things to children and don't do terrible things as child / Child Mind characters.

Changes to Child Mind Characters

Going forward, no player will be allowed to play a child / Child Mind character as their first character at Epoch. All current characters that fall under this character type will need to be re-approved by the President and AD Team before the May event (May 19th, 2017). If your character(s) requires modification (i.e. if they need to age-up, or have parts of their history retconned or rewritten) please email: president@epoch-larp.ca

If you would like to make a new character that is a child, or has a Child Mind, you must first submit the concept to the President and AD team. Please include points on how your character will be an asset to the game, and how you plan to be mindful of triggering other players / avoid unnecessary bleed, breaking of immersion, or otherwise reducing other player's enjoyment of the game.

We are an 18+ game and players do not want to be forced to play babysitter. Moreover, benevolent metagaming stops us from removing your character from play by shipping them off to a safe location (which would be the logical thing to do to a child in Carreg Wynn).

What is “Child Mind”?

Children and Child Mind characters are often portrayed as:

- Minors: have not reached physical or mental maturity (all Epoch species reach mental maturity at age 18)

- Dependent / requiring constant supervision

- Unable to be responsible for their own actions (legally or comprehensively)

- Unable to comprehend consequences, or understand cause and effect
Children and Child Minded characters have not yet learned the necessary social skills to safely act as an independent person. It is possible to have Child Minded + adult age characters, for example, if a character was raised in social isolation.

Example: A Kin at the age of 20 has the mental maturity of a 20 year old Human because they have both lived for 20 years. However, in comparison to a Kin who has lived 500 years, the 20 year old is quite young and inexperienced (for a Kin). Even though 20 years is young for a Kin, it does not mean all 20 year old Kin characters will necessarily have a Child Mind.

Example: If an Orc reaches physical maturity at the age of 13, they still have the lived experience (and mental maturity) of a 13 year old Human. It would be inappropriate for this character to engage in prohibited adult activities (i.e. intoxication or sexual roleplay), and it may be considered illegal to do so .

How the Child Mind Policy Was Made

- Players have reported being triggered by this style of roleplay in multiple characters, by multiple players over multiple seasons. Players have decided not to return to Epoch as a direct result of this roleplay.

- This Policy was proposed to the executive board by Daniel (President) as a response to these complaints.

- The executive board collaborated on writing the policy, and made a decision to enact this policy.

- We are enacting this policy to promote the OOG safety and wellbeing of people in the community, and we expect everyone to share that goal.
The intent of this policy is to help players identify what forms of roleplay are causing harm to others, so you can create and play characters that fulfill your goals and desires in a positive (not damaging) way. We believe there are ways to play young characters, foolish characters, naive characters and gullible characters that do not cause OOG harm or coersion to other players.

It's an unfortunate truth, but we all need to recognize the likelihood that we are roleplaying alongside people who have been personally affected by violence against children. When we, as adult roleplayers, decide to take on the role of a child / Child Mind character - it is our responsibility to ensure that we respect the role we are creating, and its affect on the community.

If you think your character falls under this category, or if your character is triggering someone, please be open to reviewing your concept with the AD team, and making some modifications if necessary.

The executive board, along with the lore team, will work on clearly outlining life spans for each Epoch species, and we may revisit this policy in the future.

Please forward comments and issues with this policy to: president@epoch-larp.ca
Tue, Apr 18, 2017, Continue reading at the source
Hello everyone,

The following changes have been officially made to the rulebook, and will be starting at the April event. If you have an issue with these rules, please send an email to president@epoch-larp.ca and we can work it out.

Changes to existing rules:
Viper's Blade - The Viper's Blade Alchemy will no longer destroy the weapon. When the 24 hour duration expires, the weapon simply ceases to have its bonus. It can now also be applied to gloves/gauntlets

Arrows/Bows - Arrows fired from real Bows call for Bypass without requiring the skill. This does not apply to bolts/crossbows/NERF weapons, due to their ease of aiming and (re)loading. We hope that this encourages people to use archery more often, and we acknowledge the difficulty of using/aiming these sorts of weapons.

With Water I Untaint You ‘x' Minutes – When cast, this spell delays all poisons and alchemical effects from a character for a total of 2 minutes per tier of water, essence, and void. This is a timed Spell

Medic 2 – Can assess whether somebody is under the effect of alchemy, but not by what. While the medic is contact with the character, the alchemy is stalled

Medic 3 – Can assess what alchemy is in the character's system

Medic 4 – After five (5) uninterrupted minutes with a patient who is under the effect of alchemy, the medic can cure the effects of the alchemy. The medic must be in contact with the patient for the full duration and mime removing the alchemy. They do not need to be in an operating theatre

Recuperate - a character can EITHER be resting without their armour on, OR eating and drinking to fulfil the requirements for this skill.

New Rules:
Courtesy Armour - An Exec or Medical officer may make the OOG call of "Courtesy Armour" (and we will try posting it on the OOG message board if/when it comes into effect) i f the temperature reaches a certain point. Characters who are wearing heavy armour may forgo wearing it, so long as their player keeps the tag(s) and wears a sash with a grey shield on it. The sash may be any colour other than Blue or Orange and it becomes your phys rep for the armour for the duration of the Courtesy Armour call.

Good Night's Sleep - A full night's rest heals 1 HP/hour, and can stack with Fast Healer (but not Recuperate, as it requires the character to be consciously resting).
Knockback – Costs 10xp. Prerequisite weapon skill 3. Once per combat per purchase, you may call “Knockback” instead of calling damage after hitting with a weapon. If you connect with any part of the target, including a shield, they are knocked back ten (10) feet.

Maim – Costs 10xp. Prerequisite weapon skill 2. Upon striking a limb, you may add “Maim” to your damage call. If this damage hits health, then the struck limb is “Maimed”. You can stack the Maim skill with Bypass or Backstab, calling "Number, Damage Type, Maim, Bypass/Backstab" A maimed limb can only be used once every five seconds, as per the Slow effect, but is localized to the struck location. This effect lingers until healed either with a Regrow spell, a Healing Potion, or by 5 minutes of treatment by a medic with the appropriate level of skill (Medic 2 or higher), but not by the “Earth Will Heal You” spell. This effect can also be healed by a Regenerative Sleep Potion, or a Healing Trance.
If your torso is hit with the attack, then you act as though under the effects of a slow. Broken ribs and ruptured organs are much worse than a broken arm or leg. If one of your legs is maimed, you can step with the other leg at normal speed, only the maimed limb is affected. You can be simultaneously “Maimed” on different locations, but the slow effect does not stack on the same location.

With Water I Confuse You ‘x' Seconds – Second Tier Water Spell. The x in this incant is twice (2x) the number of Tiers of Power that the caster has in Water, Void, and Essence. Whomever is struck by this spell is unable to focus their mind and cannot think clearly. For the duration of the spell, the target is unable to use any Magical, Psychic, Alchemical, Medical, or Crafting skills. This includes, but is not limited to: Spells, Awareness abilities, Psychic Disciplines, Smithing, Medic, and Traps.
This is a Timed Spell. This is a Mind Effect

Trip – Costs 10xp. Prerequisite weapon skill 8. Adept warriors can trip up their opponents with their Cunning Strikes! This skill must be taken per weapon skill it is to be combined with. It may only be used once per combat per purchased, but can be purchased multiple times. Using this skill requires only lightest touch to one of the target's legs, accompanied by a call of “Trip!” Upon being struck, the target must fall to the ground so that they are laying on their front*. As soon as they have done this, the target may get up and continue play as normal. If the ground is wet, the terrain is unsafe, or if the target has difficulty performing the action, they may instead use a five (5) second described action.

Negate – Costs 16xp no prerequisite. Whether the character is nimble and quick on their feet, or adept at putting their equipment in the way of oncoming assaults, there are those who have mastered the art of getting out of the way. Once per combat, per purchase of this skill, the character may choose to call “Negate” against any boffer, missile weapon, spell, packet effect, or strike within two (2) seconds of the effect being called; the effect is then not considered to have hit the character. Negate may only be used on effects delivered from the forward half of the character's Lateral Line*. This ability cannot be used to avoid Area of Effect abilities, or effects such as Knockout, Assassinate, or Backstab.
* Lateral Line – if you imagine dividing your body in half from left to right/right to left, the front half of your body is considered the “front half” of the Lateral Line.

Whetstones - Manufacturing a Whetstone takes a Smith ten (10) minutes, and requires one (1) unit of Metal to craft. The finished Whetstone takes 1 (one) minute to apply to a weapon, and subsequently adds 2x the Smith's level to one (1) weapon strike. The weapon's user may choose when to use the Whetstone's damage bonus. Applying a Whetstone to a weapon does not require any Smith training. The Whetstone's tag must be attached to the weapon it has been applied to.

Armour Patches - Manufacturing an Armour Patch takes a Smith ten (10) minutes of work, and requires two (2) units of Leather to craft. The finished Armour Patch takes one (1) minute to apply to a piece of armour, and subsequently adds 2x the Smith's level of “phantom Armour Points” to the wearer's armour. Multiple Armour Patches cannot be stacked, and only one (1) Armour Patch may be active at any point in time. Once the Armour Patch has been reduced to zero (0), it is considered consumed. The Armour Patch tag must be kept with the armour tag upon which it is affixed.
Sun, Apr 16, 2017, Continue reading at the source

(more news…)

May 2015 meal plan

Friday Night: Stuffed Pepper Soup Saturday Morning: Pancakes with a variety of Toppings (Berries, Bearnana, Whipped Creme Etc) Saturday Lunch: Sandwich Bar Saturday Dinner: Taco Bar Veggie Option – TVP Taco “Meat” Bearnana cream pie Sunday Breakfast: Variety of Fresh … Continue reading