prophecy larp rulebookdcltdw/rpgs/prophecy/p2rulebookpar...that the new world might regain the glory...

47
1 Prophecy LARP Rulebook Book of Prophecy Svmft gps uif Qspqifdz JJ; Sbdifo{b Mjwf.Bdujpo Spmfqmbzjoh Hbnf These rules are adapted from the EXILE rules, with the permission of the author, Truax McFarland, to whom we extend our sincere and grateful thanks. September, 2005 Prophecy LARP P.O. Box 105 Hurley, NY 12443 [email protected]

Upload: others

Post on 24-Jan-2021

5 views

Category:

Documents


0 download

TRANSCRIPT

  • 1

    Prophecy LARP Rulebook

    Book of Prophecy

    Svmft!gps!uif!Qspqifdz!JJ;!Sbdifo{b!

    Mjwf.Bdujpo!Spmfqmbzjoh!Hbnf!

    These rules are adapted from the EXILE rules, with the permission of the author, Truax McFarland, to whom we extend our sincere and grateful thanks.

    September, 2005

    Prophecy LARP P.O. Box 105

    Hurley, NY 12443

    [email protected]

  • 2

    Prophecy LARP Rulebook

    The second campaign of Prophecy is dedicated to the memory

    of Larry Swedis.

    You are deeply missed.

    Bob and Deva Fagan have created a magnificent world and shared it with

    all of us. They have given us a great gift, and for that we are all

    incredibly grateful. This would not be possible, or nearly as fun, without

    them.

    We would also like to thank the many creative and talented people who

    have helped Prophecy mean so much to all of us.

    We also extend a hearty welcome to our cast members, new and

    returning, some of whom were wonderful players in the first campaign.

    Finally, we would like to thank all of the players, past and present, that

    breathe life into this world. We hope you enjoy this journey.

  • 3

    Prophecy LARP Rulebook

    Table of ContentsTable of ContentsTable of ContentsTable of Contents

    THE BATTLE OF POTTER’S HILL………………………………………………………………………………………………..4

    INTRODUCTION ............................................................................................................................................... 5

    RULES AND POLICIES ..................................................................................................................................... 8

    CHARACTER CREATION .............................................................................................................................. 11

    CHARACTER RACES ....................................................................................................................................... 14

    Durriken ........................................................................................................................................................... 15

    Elves ................................................................................................................................................................. 15

    Goblins ............................................................................................................................................................. 16

    Humans ............................................................................................................................................................ 16

    Petrogens .......................................................................................................................................................... 17

    GIFTS AND FLAWS ......................................................................................................................................... 17

    BACKGROUNDS .............................................................................................................................................. 19

    Ardenshire ........................................................................................................................................................ 19

    Clarion .............................................................................................................................................................. 20

    Deepwood ........................................................................................................................................................ 20

    Falendale .......................................................................................................................................................... 20

    Free Commons ................................................................................................................................................ 20

    Gwent ............................................................................................................................................................... 21

    Island of the Dead ........................................................................................................................................... 21

    Nieva ................................................................................................................................................................. 22

    Rachenza .......................................................................................................................................................... 22

    Venelasque ....................................................................................................................................................... 23

    SKILLS ................................................................................................................................................................ 23

    Alchemy & Craft Skills .................................................................................................................................... 24

    Faith Skills ........................................................................................................................................................ 26

    Fighting Skills ................................................................................................................................................... 27

    Information Skills ............................................................................................................................................ 29

    Magical Skills .................................................................................................................................................... 30

    Medical Skills ................................................................................................................................................... 34

    Mundane Skills ................................................................................................................................................ 36

    Racial Skills ...................................................................................................................................................... 37

    Stealth Skills ..................................................................................................................................................... 38

    Weapon Skills .................................................................................................................................................. 40

    COMBAT ............................................................................................................................................................ 41

    DEATH & DYING ............................................................................................................................................. 45

    MAGIC ................................................................................................................................................................ 46

    EFFECTS ............................................................................................................................................................. 48

    SAMPLE SPELLS ............................................................................................................................................... 52

    RELIGION .......................................................................................................................................................... 64

    ITEMS ................................................................................................................................................................. 70

    ALCHEMY, CRAFTS & RUNES ..................................................................................................................... 71

    SIGNS & MARKINGS ....................................................................................................................................... 74

    TRAPS & PHYSICAL CHALLENGES ........................................................................................................... 75

    CHARACTER ADVANCEMENT & BETWEEN GAMES .......................................................................... 76

    PLAYER INFORMATION ............................................................................................................................... 80

    CAMPAIGN INFORMATION ........................................................................................................................ 81

    APPENDIX ........................................................................................................................................................ .86

    Basic Item Charts ............................................................................................................................................ .86

    Post Event Worksheet .................................................................................................................................... .91

    Skill Costs ........................................................................................................................................................ .92

    Prophecy Character Creation Worksheet ..................................................................................................... .93

  • 4

    Prophecy LARP Rulebook

    Nobility foul, honor slain by greed,

    Count Vilfray e’er did prey upon the land,

    In Rachenza fair the scoundrel hid his deeds,

    And Duke’s decree did naught to stay his hand.

    Merchants rich with wealth beyond compare

    With urgent commerce sought Rachenza-way

    Hired Murdac to…dissuade the wicked count

    From forcing them, by blood or wealth, to pay.

    Raiders bold did leave the wagons’ side,

    As Murdac queried serfs about their liege,

    Downtrodden people gladly showed the way,

    That Murdac might release them with a siege.

    Murdac hid, the Raiders were concealed,

    Knotted trees encrusted rocky knolls,

    And at the hour the riders did approach,

    Murdac’s Raiders emerged from secret holes.

    Murdac’s Second, strong and stern as oak,

    Stood astride the road with chin held high,

    An army did approach – she flinched but once.

    So many, and so few to make them die.

    Halted now, the Count’s man came to call,

    Upon the young woman astride their path,

    His blade at her throat, she stared ahead,

    And from her stoic mouth, escaped a laugh.

    Crystal peals across the vast wooded scape,

    Clouded arrows flew, slicing crimson swaths,

    Lieutenant bold, she fell and rolled aside,

    A charge of horse came, led by Murdac’s wroth.

    Into the rear the charge lanced through the foe,

    And pikes astride the flanks cut to the fore.

    Blood and soil were sprayed as the Count’s men fell,

    Surrender came as quickly as the war.

    A thousand twice, the men they slew that day,

    Upon the place now known as Potters’ Hill,

    And those that lived, when faced with Murdac’s sword,

    Resigned the fight, submitting to his will.

    A thousand twice were slain with but one fourth ,

    Or so the local serfs are apt to say,

    Daramore be praised, the task was done,

    But Murdac had one more to fight that day.

    Alone he rode astride his courser swift,

    Alone he limped into the manor’s court,

    And claiming a disaster, Murdac weeped,

    He was taken to the count for a report.

    Murdac dropped his ruse before the count

    His sword was drawn across the noble’s jaw

    Before an eye could blink, the count was had,

    And Vilfray did subject to Ducal law.

    The Battle of Potters’ Hill

    And since that day the deeds have continued,

    And with victories heaped upon his brow,

    Murdac rides yet, and the stories go onward,

    But my voice does grow tired, and I’ll rest it, for now.

    - Timothy Hodge Harcourt

  • 5

    Prophecy LARP Rulebook

    IntroductionIntroductionIntroductionIntroduction A Summons for the Brave and Talented of Arden –

    His Majesty, Roderick, King of Arden, has ridden to the east in pursuit of the vile Grith. However, in his great

    wisdom, he has recognized that Arden faces a threat from within, in the wake of the Grithean turmoil. Rachenza’s

    harbors, trade routes, and establishments of commerce have been decimated. Even the stalwart Magephilen

    Collegium faces a daunting task to rebuild, after the Masters were scattered and the edifice destroyed by the Grith.

    Profiteers and charlatans prey upon the citizenry, bereft of a Duke to guide and protect them.

    His Majesty has entrusted Rachenza, this nexus of commerce and learning, to Prince Rupert, so that the Duchy can

    be restored to a state of peace and vitality. Thus, the way shall be prepared for Rachenza to choose a new Duke or

    Duchess, according to tradition.

    His Royal Highness, Rupert, Prince of Arden, thereby extends this invitation for all brave and noble

    Citizens of Arden to aid him in this task in one of two ways. First, a special branch of the Arden Army has been

    created, under the direct command of the Prince. Falcon Cadre will oversee military rebuilding efforts, law

    enforcement, and peacekeeping efforts. Second, a unique group, the Magephilen Cooperative, has been established

    for the honored purpose of re-establishing the Magephilen Collegium. The Cooperative will also provide research

    and magical assistance to the Falcon Cadre. Together, these groups will work under the Prince’s leadership to

    restore the glory of beloved Rachenza.

    Talented citizens are needed for all endeavors: military training, law enforcement, diplomacy, medical and surgical

    disciplines, knowledge of schools of magic, and all crafting trades. Volunteers will be assigned to either Falcon

    Cadre or the Magephilen Cooperative, according to their choice. All volunteers will be provided with shelter and a

    stipend for the duration of service. Additionally, when Rachenza is stabilized and a new Duke is chosen, volunteers

    will be considered for higher awards, which may include lands, titles, positions of responsibility in either the Arden

    military or in the Collegium, or other boons as His Royal Highness and His Majesty see fit to bestow.

    Volunteers should proceed to the town of Potters’ Hill, in the Duchy of Rachenza, to be mustered into immediate

    service.

    The Prophecy EpicThe Prophecy EpicThe Prophecy EpicThe Prophecy Epic Thousands of years ago during the magic and wonder of the Sunlit Age, the world was a bower of endless growth and

    renewal. Then came Winterfall. Blizzards covered the gardens of the world in blankets of snow for the first time,

    great sheets of ice enveloped the lands, and the world was changed utterly. The ancient civilizations fell to ruin, and

    the great works and arts were lost, as the world was cast into the Age of Darkness.

    From those chaotic and harsh times arose many kingdoms and powers, scattered across the lands of the world.

    Empires rose and fell, and civilizations were built upon the ruins of the earlier age. Hope flourished, and it seemed

    that the new world might regain the glory of the past.

    It was then that the Prophet of the Covenant spoke:

    Then shall the Darkness of Yore Arise under a New Name,Then shall the Darkness of Yore Arise under a New Name,Then shall the Darkness of Yore Arise under a New Name,Then shall the Darkness of Yore Arise under a New Name, And Seek to Suck the very Marrow from the Bones of the World,And Seek to Suck the very Marrow from the Bones of the World,And Seek to Suck the very Marrow from the Bones of the World,And Seek to Suck the very Marrow from the Bones of the World,

    But tBut tBut tBut the Blood of the True Sovereigns shall Unite the Lands,he Blood of the True Sovereigns shall Unite the Lands,he Blood of the True Sovereigns shall Unite the Lands,he Blood of the True Sovereigns shall Unite the Lands, And a new Power of Righteousness shall be Born.And a new Power of Righteousness shall be Born.And a new Power of Righteousness shall be Born.And a new Power of Righteousness shall be Born.

    Thus was formed the Kingdom of Arden, by the Treaty of the Covenant which bound disparate peoples into a strong

    nation under the line of the True Sovereigns. Since that day, Arden has stood proud as a haven for scholars and art-

    ists, a defender of the weak, and a bastion of justice and freedom.

  • 6

    Prophecy LARP Rulebook

    But true to the Prophet’s words, another power had arisen. In the lands of the east, the Empire of the Grith bared its

    teeth and began stretching out its powerful hand to grasp all within reach. Relentless and ruthless, the Grithean

    Imperium had only grown stronger over the ages. Their conquests provided the wealth and plunder to feed their

    armies and the slaves to work their great mines and workhouses. Conflict was inevitable, and thus were several wars

    waged over the centuries between the two powers. But Arden stood fast with the Bloodline of the True Sovereigns

    upon the Winged Throne, and did not break or bow.

    Then, in Year of the Prophet 598, the Grith launched a new offensive.

    King Roderick, the much loved bachelor king of Arden, rode forth once again with his army to do battle. During the

    height of the campaign in y.p. 599, his forces seemed on the verge of throwing back the Imperial menace. Then, the

    unthinkable happened… King Roderick disappeared! His body could not be found, and the Grith did not admit to

    having taken him prisoner. His brother, Prince Rupert, was declared Regent in his stead.

    Less than a year later, another blow fell upon the struggling people of Arden. Prince Rupert was slain in the Battle of

    Tortheld’s Gap, leaving his infant son Mallius as the only heir to the throne. Prince Rupert’s wife, the Princess

    Malleraine, served as Regent. With the war still raging and an infant on the throne, the times were dark indeed. Of

    the missing King Roderick, there was no word, but in his name the people fought on, defending their land against

    those who would take it and bleed it dry.

    In these dark hours, stalwart citizens of Arden known as the Defenders of Vaurendale answered a call to service from

    Vauren Abbey in y.p. 601. Thrust into a maelstrom of combat and political intrigue, these brave adventurers rose to

    the challenge. They discovered a dastardly scheme by which Princess-Regent Malleraine and Earl Ranulf of

    Shotwick would ascend to the Winged Throne and gain power. These two usurpers were responsible for the

    disappearance of the good King Roderick and the death of his brother, Prince Rupert.

    Vaurendale, at the time, was the site of a convergence of fates, where several events crucial to the health of all of

    Arden were played out. The Defenders, stretched thin but still courageous, divided the tasks at hand and set about

    them with zeal. A cursed bannerman of a dead Arden army was freed from his eternal torment, helping to turn the

    Grith advance aside in Ramalthy. Defenders sacrificed their lives to help thwart the destructive ambitions of Ingoth,

    a dark and hungry god. The Defenders were instrumental in freeing a large number of goblins from slavery, and in

    freeing the Venelasque people from an ancient musical curse known as the Threnody. Eventually, with the

    accomplishment of this and a multitude of other deeds, the Defenders gathered the evidence to lay Malleraine’s evil

    scheme bare. In y.p. 604, King Roderick was rescued and restored to power, and the Earl of Shotwick was slain for

    his crimes. The fugitive Malleraine escaped, and was never found. Through the aid of a magical scroll given to him

    by the Defenders, the King brought Prince Rupert back from the dead.

    It is now y.p. 606, and King Roderick has ridden to the east to end the Grith threat once and for all. His wife, Queen

    Vanneth, has been left in charge of the affairs of state. Prince Rupert, it is said, begged his brother to let him lead the

    vanguard of the thrust into Grith lands, but the King insisted he stay to oversee the rebuilding of the shattered Duchy

    of Rachenza. The King could trust no one else with the task. So important is Rachenza to the health of Arden, that

    no time could be wasted restoring it. Defeating the sinister elements preying on the lawless duchy, and rebuilding

    the institutions of commerce and learning, can once again help Arden to thrive. The citizens of Arden face a great

    challenge, this time from within.

    What is Live Action Roleplaying?What is Live Action Roleplaying?What is Live Action Roleplaying?What is Live Action Roleplaying?

    Live Action Roleplaying, or LARPLARPLARPLARP as it is often called, is a form of art, recreation, and social gathering all rolled into

    one. LARP events are often referred to as GamesGamesGamesGames, and may take place at an outdoor or indoor location, and could

    last a few hours or an entire weekend.

    The chosen physical location will represent a SettingSettingSettingSetting, and a number of people known as CastCastCastCast populate the setting

    with characters ranging from monks to brigands to ghosts to wild beasts. Cast members will usually play several

    different CharactersCharactersCharactersCharacters during an event. The actions of the Cast are guided by a number of inter-connected PlotsPlotsPlotsPlots, which

    are written and directed by the Prophecy StaffStaffStaffStaff.

  • 7

    Prophecy LARP Rulebook

    A PlayerPlayerPlayerPlayer will create a single Character, with personality, desires, goals, motives, skills, etc., using this rulebook. The

    Player will then portray that Character, and interact within the world of the Setting. So while Cast Characters

    (sometimes called Non-Player Characters or NPCs) must for the most part follow a pre-written Plot, as directed by

    the Staff, the Player Characters (or PCs) are free to do what they will within the confines of the Rules. A good way to

    think about it is that the Game is like a sweeping epic novel, in which the Players are the main characters, while the

    Cast and Staff provide the opposing forces, setting, and side characters.

    For this second Prophecy campaign, we plan to run mostly weekend events at a rural wooded site, several times a

    year, for 3 to 4 years. The events will be part of an overall CampaignCampaignCampaignCampaign, with a main over-arcing Plotline that has a

    definite ending point. Depending on the actions of the Players, that ending point may be reached earlier or later.

    The Game revolves around “real” actions. What this means is that when you choose to do something you must

    actually do it. You can never “say” you are doing something and have it happen for you. You must actually do it. If

    you say, “I climb up this wall”, all it means is that your character has just said that, which will get you some odd looks,

    but won’t save you from your enemies.

    There should be no need for you to ask other players out-of-game questions, such as “Do I recognize you?” or

    “What do I see?” These questions should be avoided. There may be a few cases where you will need to ask another

    player to clarify a situation, but these should be rare.

    You can do anything that you are capable of accomplishing without breaking the rules, endangering another player or

    yourself, disrupting the flow of game, calling a Hold, or damaging other people's property. There are some things

    you just can’t do, even if “realistically” your character could do them.

    The reasons for this are to avoid situations like the following:

    Player A: “Okay, I set the hut on fire. You guys must be roasting in there by now, come on out!”

    Player B: “Actually, I broke down the back wall and climbed up that tree.”

    This sort of thing confuses the continuity of the game. Examples of things you cannot “say” you are doing include:

    cutting off limbs, breaking down doors, violation of another’s person, and burning items. There are also some

    real-life actions we would ask you to refrain from for your own safety, and the safety of others. This information can

    be found in the Rules and Policies section of the Rule Book.

    What to ExpectWhat to ExpectWhat to ExpectWhat to Expect Prophecy is a game intended for people who enjoy complex plotlines, intensive roleplaying, and tough, meaningful

    fights. The person who will get the best experience out of Prophecy is someone who attends regularly, is eager to

    roleplay and get into plots, and enjoys challenges. While we expect that someone who comes occasionally or even

    just once can still have an enjoyable time, we intended Prophecy as a series of episodes in a continuing plotline, thus

    it will be more meaningful to a person who can participate regularly.

    The Prophecy rules are more complex than some other systems, so please expect that you will have to spend some

    time reading this book at least once through in detail. You will have a difficult, and probably less enjoyable, time if

    you arrive at an event without having read the rules and created your character ahead of time. We could have chosen

    a simpler rules system, but chose the current rules because we felt they would best allow us to create the complex

    world and plots of Prophecy.

    BetweenBetweenBetweenBetween----Game Actions (BGAsGame Actions (BGAsGame Actions (BGAsGame Actions (BGAs)))) Throughout these rules you will see references to “BGAs” or Between-Game Actions. For those who are familiar

    with the rules for the first campaign, this replaces what was known as “Time Blocks.” BGAs are a feature of the

    Prophecy Rules that are used to account for what your character does between Events. A Prophecy Event portrays a

    “high point” in your character’s adventures, but the world does not grind to a halt simply because the weekend is

    over! A great deal happens between events. Your character may train to learn new skills, spells, recipes, cures or

    crafts. Your character may make craft items, or perform divinations, or do research or travel. All of these things

    require BGAs to accomplish. You are not required to use your BGAs if you do not wish to. See the “Character

    Advancement & Between Games” section of this Rulebook for more information on BGAs.

  • 8

    Prophecy LARP Rulebook

    AAAA Note on the Rules Note on the Rules Note on the Rules Note on the Rules These rules are meant as a guideline. It would be impossible to include every single detail on the possible

    interpretations of all rules. We ask that you follow the spirit of the rules and not be a “Rules Lawyer”. It is reason-

    able to ask questions, but if you are constantly demanding the clarification of minute points purely in the interest of

    “power”, the Prophecy Staff may be forced to define the rules to such an extent it becomes unpleasant to play the

    game any longer. Remember, we are all here to have fun!

    RULES AND POLICIESRULES AND POLICIESRULES AND POLICIESRULES AND POLICIES

    Safety RulesSafety RulesSafety RulesSafety Rules These are the most important rules in this book. These are the most important rules in this book. These are the most important rules in this book. These are the most important rules in this book. Follow Follow Follow Follow them above all others, and at all times.them above all others, and at all times.them above all others, and at all times.them above all others, and at all times.

    Running at NightRunning at NightRunning at NightRunning at Night The single greatest safety risk you face in live roleplaying is NOT combat. It is running at night over rough terrain,

    risking falling and bashing your brains out on a rock. Prophecy plot is written to avoid such situations, but to totally

    forbid running at night would stifle too much of the action. HOWEVER, always use extreme caution when running.

    Try to avoid pursuing other players at night.

    Combat ForceCombat ForceCombat ForceCombat Force When fighting with padded weapons, you must always pull your blows so as not to strike too hard. No blow should

    cause real pain. If you are struck by a blow that you think is too forceful, say “Excessive Force”. The hit DOES

    NOT COUNT! Everyone is different, so you will have to adjust to your opponent’s level of comfort. Blows that

    some players would hardly notice are quite unpleasant for others. No one should feel uncomfortable about calling

    “Excessive Force”. It doesn’t mean you are a wimp. You are actually helping the game by keeping things under

    control. If you feel a player is abusing this rule, smile, make nice, and inform the staff.

    Combat TargetsCombat TargetsCombat TargetsCombat Targets Do not strike the head or groin. Hits to the hands do not count.

    Weapon SafetyWeapon SafetyWeapon SafetyWeapon Safety All weapons must be inspected by the staff before every event. For guidelines on weapon construction, consult the

    “Combat” section of the Rule Book.

    Blocking DoorsBlocking DoorsBlocking DoorsBlocking Doors Blocking or holding a door with your body or furniture is not allowed. Do not try to physically force doors open.

    FireFireFireFire No unattended flames are allowed at any time. No combat may occur within 10 feet of an open flame. Please do

    not yell “Fire” unless there really is an out-of-game emergency.

    LightLightLightLight No lights with directed beams may be used, at all. You can modify flashlights and lanterns so that they aren’t

    “aimed” by adding a diffuser or film. Glowsticks are also safe and useful. Blue and yellow lights have in-game

    significance, so please avoid using these colors unless you are instructed to do so by a staff member.

    Drugs, Alcohol, ReDrugs, Alcohol, ReDrugs, Alcohol, ReDrugs, Alcohol, Real Weaponsal Weaponsal Weaponsal Weapons These are NEVER allowed. You will be instantly “disinvited” if you are found with these. This includes coming to

    an event “under the influence”. You may bring a pocketknife or similar tool for utilitarian purposes.

  • 9

    Prophecy LARP Rulebook

    Physical ContactPhysical ContactPhysical ContactPhysical Contact No physical contact is allowed in game without the other player’s permission. No direct physical contact is allowed in

    combat AT ALL, and you should avoid getting within arm’s length, unless using a fist-sized packet.

    No Unsafe Stunts or No Unsafe Stunts or No Unsafe Stunts or No Unsafe Stunts or ClimbingClimbingClimbingClimbing Please do not climb trees or buildings, or jump out of windows.

    Carrying Other PeopleCarrying Other PeopleCarrying Other PeopleCarrying Other People There will be many instances during the course of the Prophecy Campaign when your character will want to lift or

    carry another character. We strongly encourage you to “roleplay” this action, rather than actually picking up and

    carrying the other person. Take them by the arm and say, “I carry you”, at which point the person you are carrying

    should get up and move with you, slowly, as if you are carrying them. Both of you should move no faster than a slow

    walk while you are roleplaying this action. We would rather see roleplaying of this sort than have someone get hurt

    by picking up another person, or being dropped by another person.

    You may actually pick up a close friend and carry them, IF, and only ifIF, and only ifIF, and only ifIF, and only if, you ask them “May I really carry you?” and

    they agree. In this case, you may move as quickly as you see fit. Again, we discourage this type of realism in the

    game for safety reasons. Other competitive players may see your action as a challenge and want to outdo you, only to

    hurt themselves or others in the process. The person to be carried may NEVER insist on actually being carried, nor

    can they make you carry them if you do not wish. They must always agree to roleplay the action if that is what you desire. Remember…the policy of Prophecy is no physical contact; so be sure to ask the other person before taking them by the arm, to avoid possible miscommunication.

    CAUTION!CAUTION!CAUTION!CAUTION! When you see a safety problem, call “Caution”. This is used for things such as someone about to back over a rock

    or into a tree. The caution creates a sort of mini-“Hold” (see below) during which you should be ignored by others,

    as should the person at risk.

    CLARIFY!CLARIFY!CLARIFY!CLARIFY! When you did not hear or do not understand a spell or in-game effect, call “Clarify”. The person should explain

    what has happened or answer your question. This also creates a mini-“Hold” (see below) during which others

    should ignore both you and the person answering you.

    HOLD!HOLD!HOLD!HOLD! In the case of MAJOR safety problems, injuries, or the like, call “Hold”. ALL action stops within line of sight, and should start again only when the problem is resolved and a “Play On” has been called. Do not call Holds for in-game reasons (like someone not noticing the spell you hit them with). But do not hesitate to call Holds when you

    think it might be needed, such as for real-life injuries. We would rather be safe than sorry!

    PoliciesPoliciesPoliciesPolicies Do Not Use ObscenitiesDo Not Use ObscenitiesDo Not Use ObscenitiesDo Not Use Obscenities Swearing is poor roleplaying, and upsetting to some people. If you feel the need for colorful language, practice using

    suitable in-game phrases, e.g. “By Duron’s Horns!” or “You poxy knave!” or “By the Seven Unmentionable Parts of

    Jalubi!”

    Do Not CheatDo Not CheatDo Not CheatDo Not Cheat This should go without saying. The game is nothing if the players are not honorable – no matter how despicable

    their characters may be!

  • 10

    Prophecy LARP Rulebook

    Do Not Insult Others OutDo Not Insult Others OutDo Not Insult Others OutDo Not Insult Others Out----ofofofof----GameGameGameGame In-game insults are fine, of course, but we should all respect one another out-of-game. Unpleasant, out-of-game

    personal remarks, slurs on sex, race, religion, or sexual orientation are not acceptable. Treat members of the

    opposite sex with courtesy and respect. No one should be made uncomfortable out-of-game by what other people

    are saying at a Prophecy event. If you feel another player is violating this policy, please contact a member of the

    Prophecy Staff as soon as possible.

    Do Not LitterDo Not LitterDo Not LitterDo Not Litter Everything you bring to the camp should either leave with you or be placed in a suitable trash receptacle.

    Smoke in Designated Areas ONLYSmoke in Designated Areas ONLYSmoke in Designated Areas ONLYSmoke in Designated Areas ONLY The Prophecy Staff understands that you may wish to smoke during the course of the event. However, there are

    many other players who do not want to smoke with you. Please be courteous to them and smoke only in the

    designated areas. Take your cigarette butts with you and deposit them in the trash. Do not throw cigarette butts on

    the ground! If we find that this is happening, smoking may be permanently banned from the game.

    Roleplay!Roleplay!Roleplay!Roleplay! Prophecy is about roleplaying. Not everyone likes to roleplay every minute of a game, but NO ONE likes to be

    trying to roleplay while someone else is blatantly out-of-character nearby. Being out-of-character while others are

    roleplaying is rude, and will not be tolerated. Certain areas of the game are “roleplaying zones”. It is REQUIRED

    that you stay in character in these places. The Nym will routinely Disintegrate anyone who breaks character in these

    areas. In all other places, we simply ask that you be considerate of others.

    Maintain AtmosphereMaintain AtmosphereMaintain AtmosphereMaintain Atmosphere It is hard to enjoy the game atmosphere when modern things are strewn about. When outside your cabin stay in

    costume and keep the modern necessities out of sight. In your cabin you may do as you like, but the Cast will react

    to mundane possessions as though they were the foulest excrement, out-of-costume people as though they were

    dressed in horrid rags, and out of character remarks as though they were the vilest of insults!

    Stay In ControlStay In ControlStay In ControlStay In Control Blatantly losing control of your actions or emotions (whether during combat or because you are unhappy with the

    outcome of an encounter) leads to dangerous situations and out-of-game offensiveness. If you feel like this is

    happening, just step back from the situation for a moment to settle down and remember it is just a game. You may

    certainly roleplay that your character has lost control, but even in that situation you must always keep safety first.

    No SpectatorsNo SpectatorsNo SpectatorsNo Spectators Live Action Roleplaying is NOT a spectator sport. Spectators, be they friends, significant others, etc. are NOT

    WELCOME! They make people uncomfortable and disrupt play. Everyone is welcome to play Prophecy, and the

    staff will find Cast roles suitable for those who are only interested in watching or roleplaying. But every person on the

    game site must be in-game and in-character.

    “Disinvitation”“Disinvitation”“Disinvitation”“Disinvitation” The Prophecy game is run by its staff solely for their enjoyment, and that of the players. Everyone who attends a

    Prophecy event, be they staff or player, does so by invitation. The invitation is an open one – anyone is welcome!

    However, if you are not fun to play with, because you are abusive, cheat, are discourteous, etc., then you will be

    issued a “disinvitation”. This will usually (but not always) be preceded by a warning. Prophecy is about fun, and we

    are not interested in wasting time with people who cause problems.

  • 11

    Prophecy LARP Rulebook

    CCCCHARACTER CREATIONHARACTER CREATIONHARACTER CREATIONHARACTER CREATION

    Creating a character for Prophecy involves several steps. You will have the opportunity to make many choices that

    will shape a unique and individualized character. You may change your character ONCE prior to the third game you

    attend, if you find that you are dissatisfied with your choices. Although the world of the game consists of various

    kingdoms and empires, all player characters mustmustmustmust be citizens of the Kingdom of Arden.

    The steps to create a Prophecy Character are:

    Choose a RacChoose a RacChoose a RacChoose a Race e e e There are five races available to Player Characters in Prophecy. These are Humans, Elves, Durriken, Petrogens, and

    Goblins. These races coexist in the Kingdom of Arden on good terms, each valued for their contributions to the

    society. However, intolerance and bigotry do exist, and every race may encounter them.

    Every race has different basic attributes of Life and Mana, as well as Advantages and Disadvantages. Life points are

    the basic physical vitality of your character, and represent the amount of damage you can withstand before falling

    unconscious.

    All non-Human races have some makeup or costuming requirement. If you wish to play a non-Human race, please

    be certain that you are comfortable with the race’s makeup or costuming requirement before choosing to play a

    member of that race. You must provide your own racial makeup and costuming. If you do not come prepared, you

    may not be able to play.

    Interbreeding between the races is impossible, and you may not play a “half-race”. See the “Character Races” section

    of the Rule Book for detailed descriptions of the Races.

    Spend Free PointsSpend Free PointsSpend Free PointsSpend Free Points Your choice of Race will give you a variable number of Free Points. These can be spent to increase your base attrib-

    utes (1 Free Point = 1 Mana Point, 1 Free Point = 1 Life Point). You may not reduce your Mana and Life attributes

    below the starting values to gain Free Points. You may instead choose to spend Free Points on Gifts, or gain more

    Free Points by choosing Flaws (see the “Gifts and Flaws” section of the Rulebook).

    Please keep in mind that it is unlikely you will find the means to increase your Life or Mana statistics beyond your

    starting scores, and most characters will find that they always need more Mana!

  • 12

    Prophecy LARP Rulebook

    Choose Gifts and/or Flaws (Optional)Choose Gifts and/or Flaws (Optional)Choose Gifts and/or Flaws (Optional)Choose Gifts and/or Flaws (Optional) Gifts and Flaws may only be chosen during character creation. They represent innate positive and negative aspects of

    your character, and can add depth and uniqueness. Gifts are purchased with your Free Points. Flaws give you

    additional Free Points to spend. You may choose as many Gifts as you can afford, but you may choose only ONE

    Flaw.

    ChooChooChooChoose a Backgroundse a Backgroundse a Backgroundse a Background The protagonists of the Prophecy Saga are all citizens of the Kingdom of Arden. However, it is a diverse land that

    arose from the banding together of other lesser Kingdoms against the threat of the Grithean Empire. These lesser

    Kingdoms are now Duchies of Arden, each retaining some of their individual cultures and traits. Your choice of

    Background is very important to the roleplaying and costuming of your character.

    Each background has a special power. You gain this power simply by having a good costume that contains no

    anachronisms such as white sneakers, sunglasses or blue jeans. This will be awarded at Check-In. If at any point you

    fail to maintain this level of costuming, the power will be revoked. Returning players from the first Prophecy

    campaign should note that some of these powers have changed. See the individual descriptions for more details.

    ChoosChoosChoosChoose Skillse Skillse Skillse Skills You will begin the game with 35 Skill Points35 Skill Points35 Skill Points35 Skill Points. This number may be affected by choosing certain Gifts and Flaws.

    These Skill Points can be spent on any of the skills listed in this book. Some skills are available only to certain races,

    and there will be other “hidden” skills available only through in game means. See the “Skills” section of the Rule

    Book for more information on available skills, and the Appendix for a concise list of skill costs.

    Choose a NameChoose a NameChoose a NameChoose a Name You may be tempted to take the name of a well-known character from a popular book or movie. We heartily suggest

    that you avoid this. Many other players have read those same books and seen those same movies. To encounter a

    character with a well-known name may interrupt their Prophecy mindset and take them out-of-game.

    Assemble a CostumeAssemble a CostumeAssemble a CostumeAssemble a Costume The Kingdom of Arden is modeled on Medieval Europe. Thus, most Ardenians wear simple tunics, capes, skirts,

    hoods and breeches. Players may bring fancier clothing and armor as well, if desired. See the “Combat” section of

    the Rule Book for information on Armor.

    If you are interested in purchasing appropriate costuming, the Prophecy Staff may be able to provide contact

    information for vendors with reasonable prices. Please inquire well in advance.

    See the “Player Information” section of the Rule Book for more information on assembling a costume and other

    items you may need.

    Write a Character History (Optional)Write a Character History (Optional)Write a Character History (Optional)Write a Character History (Optional) You will gain 5 additional Skill Points by writing and submitting a history of your character to the Prophecy Staff.

    We encourage players to email their character histories to the Prophecy email address, or they can be neatly

    handwritten or typed and sent to the official mailing address of Prophecy (see first page of Rule Book for address).

    Submitting your character history by email will gain you 1111 Skill Point in addition to all others.

    Your character history should contain personal information about your character’s exploits prior to the start of the

    Prophecy Campaign. This might include information on your background, your family, your childhood, your

    enemies, what brought you to town, etc. This information will remain confidential with the Prophecy Staff, but may

    be used for Plot purposes.

  • 13

    Prophecy LARP Rulebook

    Please do not include anything in your character history that will give you an unfair advantage in game. You may not

    write that you are some sort of supernatural creature with additional abilities beyond your starting skills. You may not

    write that you are of noble or royal blood, have an active position in the Arden Army, that you have large amounts of

    wealth, that you have magic items, etc. You may have an item that you think is magical, or that you believe might be,

    if only you could discover how to activate it. You may have had wealth once, but lost it, or had it stolen. You may be

    an orphan who doesn’t know who his mother is, and for all you know she might end up being a duchess! The point

    is that you cannot begin the game with an advantage over other players because of your character history.

    Character Histories are subject to approval by the Prophecy Staff, in order to ensure consistency in the game and

    setting. Furthermore, the Prophecy Staff reserves the right to alter names, places and events to better fit your history

    into the overall plot. If such alteration is suggested, the Prophecy Staff will contact you first to inform you of the

    changes. For example, suppose your character is named Joseth. Joseth’s parents were murdered by a cruel bandit

    who has an eye patch. A fellow player named Raena is the runaway bride-to-be of a cruel bandit named Skeevy. The

    Prophecy Staff may add to Joseth’s history that the one-eyed bandit who killed his parents is actually named Skeevy,

    and may alter Raena’s history to add that Skeevy has an eye-patch. In this way, a single Cast member can be intro-

    duced as the one-eyed bandit Skeevy, and entertain two players, rather than having to introduce a different cruel

    bandit for each player. Please note that it may take a few weeks for the Prophecy Staff to examine your character

    history. Therefore, unless you submit your character history well in advance of your first event, you may actually

    wind up playing a few events before the staff can inform you of any alterations.

    Remember: your character must be a citizen of Arden.

    An ExampleAn ExampleAn ExampleAn Example We include here an example to illustrate the steps outlined above. Let’s say John is coming to his first Prophecy

    event and needs to make up a character to play. He has read through the rules and has a pretty good feel for the type

    of character he wants to play. He would like his character to be a dashing, swashbuckling fellow with some scholarly

    interests. So he sits down with a Prophecy Character Creation Worksheet (see the Appendix).

    First, John must choose a Racechoose a Racechoose a Racechoose a Race. He decides that he would like to play a Human. That means he starts off with 1 Life Point, 1 Mana Point, and 6 Free Points.

    Now John needs to decide how to spend his Free Pospend his Free Pospend his Free Pospend his Free Pointsintsintsints and whether to buy Gifts and Flawsbuy Gifts and Flawsbuy Gifts and Flawsbuy Gifts and Flaws. First he determines that he will use two of his Free Points to increase his Mana Points from 1 to 3, and use four of his Free Points to increase

    his Life Points from 1 to 5. This leaves him with no more free points, but John would like to get a Flaw also, although

    it is optional. He decides that his character will be bad with money, and have the Spendthrift Flaw. This gives John

    an additional 1 Free Point. He could use that to buy a Gift, but instead decides to increase his Mana Points one

    more, to 4. So currently John’s character is a Human with 5 LP, 4 MP, and the Spendthrift Flaw.

    Now John can choose a Backgroundchoose a Backgroundchoose a Backgroundchoose a Background. He decides that his character is from the cultured seaside Duchy of Rachenza, since that seems to best fit his character concept. When he arrives at the first event and checks in, he will be given

    his Background Power, if his costume contains no really obvious anachronisms. In the case of Rachenza, his

    background power is that he will be able to purchase the first level of any Knowledge, Craft, or Alchemy skill at half

    the normal skill point cost, rounded down.

    Now John will choose Character Skillschoose Character Skillschoose Character Skillschoose Character Skills. John has 35 Skill Points to start with. He chooses: One-Handed Weapon (1/2 price for Humans) 4 SP

    Two Weapons 12 SP

    Swashbuckling 10 SP

    Literacy (1/2 price for Rachenzans) 2 SP

    Dodge (Human Racial Skill) 4 SP

  • 14

    Prophecy LARP Rulebook

    This uses up all but 3 of John’s skill points. John notes that the Dodge skill requires the expenditure of 2 Mana

    Points each time it is used. Since he has a Mana Point statistic of 4, he will be able to Dodge twice per mana cycle.

    He would really like to get the Rumors (1 SP for Rachenzans), Balance (3 SP), and Desperation (3 SP) skills.

    Since he has only 3 SP left, he can only choose one of these. However, if he writes a Character History and sub-

    mits it electronically, he will get an additional 5 + 1 = 6 SP, giving him a total of 9 SP left to spend. This would

    be enough to buy all three additional skills.

    John decides to choose a Name for his character that he thinks sounds flamboyant and dashing. He decides on

    “Peregrine Nevarre”, and is ready to go!

    Changing your CharacterChanging your CharacterChanging your CharacterChanging your Character You may alter or completely change your starting character once prior to your third event, without losing earned skill

    points. However, after the third event you may not alter your character. Furthermore, you may only have a single

    active Player Character at any given time. If you decide you no longer wish to play your character (after your third

    event) you must retire the character and create a new one from scratch. Retired characters may not be played again

    except as NPCs.

    CHARACTER RACESCHARACTER RACESCHARACTER RACESCHARACTER RACES There are five races available to Player Characters in Prophecy. These are Durriken, Elves, Humans, Petrogens, and

    Goblins. These races coexist in the Kingdom of Arden on good terms, each valued for their contributions to the

    society. However, intolerance and bigotry do exist, and every race may encounter them.

    Every race has different basic attributes of Life and Mana, as well as Advantages and Disadvantages. Life points are

    the basic physical vitality of your character, and represent the amount of damage you can withstand before falling

    unconscious. Mana points are the measure of your character’s magical power. Mana is the bloodstream of the

    Prophecy universe. All things and all characters are somewhat magical. Mana is spent not only to cast spells, but to

    make special fighting attacks, and many other miscellaneous skills. Thus, having a high Mana attribute is as

    important to a warrior as to a mage. The higher your Mana attribute is, the higher your “Level of Effect” will be

    when casting spells. Conversely, the higher your Mana attribute is, the LOWER your “Level of Resistance” will be

    when fending off magical effects. See the “Magic” section of the Rule Book for information on Level of Effect and

    Level of Resistance.

    All non-Human races have some makeup or costuming requirement. If you wish to play a non-Human race, please

    be certain that you are comfortable with the race’s makeup or costuming requirement before choosing to play a

    member of that race. You must provide your own racial makeup and costuming. If you do not come prepared, you

    may not be able to play.

    It may seem that the Human race is generally more “powerful” than the other races. This is intentional. The

    Prophecy Staff would like to encourage players to choose non-Human races more on the basis of roleplaying

    preferences than power. We do not want to see people playing a non-Human race simply for the sake of “being

    more powerful” and then not taking the effort to adequately costume and roleplay the race. We would rather see all

    players play Humans than see Petrogens with just a smear of grey on their foreheads.

    Additional hidden racial skills and abilities may be revealed or discovered in game.

    Interbreeding betInterbreeding betInterbreeding betInterbreeding between the races is impossible, thus you may not play a “halfween the races is impossible, thus you may not play a “halfween the races is impossible, thus you may not play a “halfween the races is impossible, thus you may not play a “half----race”. race”. race”. race”.

  • 15

    Prophecy LARP Rulebook

    DurrikenDurrikenDurrikenDurriken The Durriken are a tough, sturdy, resilient people who greatly value hard work and good craftsmanship. They hold

    great reverence for family ties and are very dedicated to their children. Most Durriken are also sternly opposed to

    Nethramancy. The other races value the Durriken steadfastness and presence of mind. There are more Durriken

    serving in Arden’s Army than any other race but Humans, and a number of these are officers.

    The Durriken favor underground dwellings and dislike bright light. It is said that they are the last remnants of an

    ancient race, and much of their past is shrouded in mystery. There are rumors of ancient Durriken ruins buried deep

    beneath many modern cities, and that they once had a great empire that spanned from sea to sea. Historians have

    repeatedly sought to investigate this past, but the modern Durriken have proved quite close-mouthed on the matter,

    often claiming that all knowledge of the days of old has been lost.

    Attributes:Attributes:Attributes:Attributes:

    Life: 3

    Mana: 3

    Free Points: 1

    Advantages: May learn the StonefastStonefastStonefastStonefast racial skill

    Rank 1 Alchemy and Craft SkillsRank 1 Alchemy and Craft SkillsRank 1 Alchemy and Craft SkillsRank 1 Alchemy and Craft Skills cost half.

    (This benefit does not stack with the Rachenza background benefit.)

    ToughnessToughnessToughnessToughness is gained automatically at character creation.

    Disadvantages: Sunbeam effect causes Knockout.

    Racial Makeup

    Requirements: Single horizontal black or dark blue stripe across the eyes from temple to temple.

    Stripe may extend into hair color (optional).

    ElvesElvesElvesElves Elves are an ancient race that originated in the great forests of the world. It is said that the first elves were uniformly

    fair and graceful, and dedicated to the natural world. Their culture was complex and refined, emphasizing

    philosophy and ritual. Since the dark age of Winterfall, however, the harshness of the world has tempered the Elves

    so that they are sturdier and worldlier. Modern elves come in a wide variety of shapes and sizes, and while most

    maintain a deep appreciation for beauty and nature, they can as often be found living in cities and towns as in the

    wilds. Elves are generally very courteous and value wisdom highly.

    It is said that the Elves invented Archery, although those of other races can now often be found with the skill. Elven

    archers are rumored to be capable of mysterious and powerful feats with their bows, and these skills are known only

    to their kind.

    Attributes:Attributes:Attributes:Attributes:

    Life: 2

    Mana: 4

    Free Points: 1

    Advantages: May learn the SilversSilversSilversSilvershafthafthafthaft racial skill.

    LiteracyLiteracyLiteracyLiteracy skill at no cost.

    Second SightSecond SightSecond SightSecond Sight can be purchased at character creation for 1 Free Point.

    Disadvantages: Take double damage from Ice. Ice. Ice. Ice.

    Racial Makeup

    Requirements: Pointed ears.

  • 16

    Prophecy LARP Rulebook

    GoblinsGoblinsGoblinsGoblins Goblins are an ancient race, generally known to be clever and wise. They are often seen as “less than heroic” in

    stature by other races. Whether this reputation is deserved or not is a matter of conjecture. The goblins have been

    enslaved by one kingdom or another throughout the ages. In fact, the ancient goblin homeland was recently liberated

    from the current Grithean Empire, and the bulk of the Goblin people freed from slavery. Arden has sheltered a

    large population of free-born Goblins since its founding, and many others have sought shelter there over the years.

    The Goblins of old were famed as great scholars and healers who developed a great store of magical and medicinal

    knowledge, much of which has been lost in the strife that has beset their kind. However, modern Goblins retain

    some of this skill and tend to make excellent surgeons. Goblins continue to love magic and many aspire to becoming

    great mages and wizards. However, they often lack the patience and dedication to reach master status. It is said,

    among the goblins, that they were once masters of the other races, and that they should be proud of the contributions

    they have made to the world. Other races describe them as everything from “wretches” and “annoyances” to “objects

    of pity”.

    “King” Snarg Bugcatcher is recognized by the Winged Throne as the Duke of Lesser Serewaene, traditional

    homeland of the goblin race. This is due to his staunch efforts to free goblin slaves as a member of the Defenders of

    Vaurendale.

    Attributes:Attributes:Attributes:Attributes:

    Life: 2

    Mana: 2

    Free Points: 3

    Advantages: May learn the Dexterity Dexterity Dexterity Dexterity racial skill.

    Rank I Magical Skills Rank I Magical Skills Rank I Magical Skills Rank I Magical Skills (not including Dabbling) cost half.

    May purchase Rank I SurgerySurgerySurgerySurgery skill at half cost.

    Disadvantages: Rank III Magical SkillsRank III Magical SkillsRank III Magical SkillsRank III Magical Skills (not including Dabbling) cost double.

    Racial Makeup

    Requirements: Green skin.

    Pointed nose.

    Pointed ears.

    Pointed chin (optional).

    HumansHumansHumansHumans Humans are a vital, warlike race that has flourished and spread throughout the world. The wars that have occurred

    between humans and other races have nearly always ended with Humans as the victors. In spite of this formidable

    reputation, however, obscure legends state that Humans were also responsible for helping the other races survive the

    dark times of Winterfall. Thus, other races tend to regard Humans with a mixture of fear and respect. Humans are

    the most adaptable race, with the ability to live anywhere and become skilled in almost any trade. They are more

    populous than any other race in Arden, filling positions in society from scholar to beggar, and running the gamut of

    health from weak and fragile to incredibly strong.

    While Humans are the most common and widespread of all the races, their origins are shrouded in mystery. The

    earliest legends claim they appeared in the known lands soon after Winterfall, arriving in longboats from across the

    seas.

    Attributes:Attributes:Attributes:Attributes:

    Life: 1

    Mana: 1

    Free Points: 6

    Advantages: May learn the DodgeDodgeDodgeDodge racial skill.

    All Weapon SkillsWeapon SkillsWeapon SkillsWeapon Skills (not including BowBowBowBow) cost half.

    Disadvantages: None.

    Racial Makeup

    Requirements: None

  • 17

    Prophecy LARP Rulebook

    PPPPETROGENSETROGENSETROGENSETROGENS The young of this race resemble human children, but as they age their heritage manifests. By the time they reach

    their twelfth year, Petrogens possess the stony grey skin and hair and slowness of their kind. Over the years, a

    Petrogen will grow even more stone-like. As they approach complete immobility, elderly Petrogens will seek out a

    quiet and remote spot in which to “Root”. They will then become living statues, visited and looked after by their

    descendants until they crumble to dust.

    Petrogens are seen as sturdy, reliable, strong and wise. They move slowly, for their bodies are stiff and somewhat

    stone-like. It is commonly known that no Petrogen is capable of telling a lie, although none of their kind will reveal

    why this is.

    Attributes:Attributes:Attributes:Attributes:

    Life: 4

    Mana: 1

    Free Points: 2

    Advantages: May learn the Feat of StrengthFeat of StrengthFeat of StrengthFeat of Strength racial skill.

    Immune to Maim and Knockout.

    Disadvantages: Physically slow (may not run faster than a shambling lope).

    May not lie.

    Cannot wear Heavy Armor.

    May not take Venerable Gift or Honesty Flaw.

    Racial Makeup

    Requirements: Hair and skin must be of an appropriate stone-color (not black).

    Rock-like texture (optional).

    GIFTS AND FLAWSGIFTS AND FLAWSGIFTS AND FLAWSGIFTS AND FLAWS Gifts and Flaws may only be chosen during character creation. They represent innate positive and negative aspects of your character, and can add depth and uniqueness. Gifts are purchased with your Free Points. Flaws give you addi-tional Free Points to spend. You may choose as many Gifts as you can afford, but you may choose only ONE Flaw. The cost/gain in Free Points is listed after the name of each Gift or Flaw.

    GiftsGiftsGiftsGifts !!!!Courage (1)– Characters with Courage are completely immune to the Fear and Torment effects. You may not take the Cowardice flaw if you take the Courage gift. Driven (1)– Characters who are Driven strive hard to achieve their goals. They receive one additional BGABGABGABGA to spend after an event, to represent the time they spend working when others would be sleeping, resting or goofing off. You

    may not take the Lazy flaw if you have the Driven gift. Hidden Gift (1)– A Hidden Gift will manifest itself sometime during the course of the campaign. It could be a gift not on the list. It may be random, or may be chosen by plot. Mysterious Benefactor (1) - Characters who have a Mysterious Benefactor will occasionally receive advice, aid, and possibly material support from an unknown person or persons who wish to help them for their own reasons. The

    Character will not be able to contact their Benefactor in person, though letters may be possible. The Benefactor is

    not necessarily reliable, and may be attempting to use the Character as a pawn to accomplish some nefarious goal.

    The Benefactor will not necessarily respond to specific requests. Second Sight (2) – Characters with Second Sight can perceive the spiritual/magical world or “Ether” that overlays all reality. Only characters with Second Sight may read blue “Second Sight” flags, and clearly see ethereal characters

    and objects. If you have this Gift you may also state “Second Sight” discreetly to indicate that you are looking at

    something or someone in an attempt to discern their “aura”. However, those with “the sight” are cautioned that

    many creatures can detect that they are being thus examined, and there may be backlash. If no response is given,

    then nothing special is noticed using this skill. See the “Signs and Markings” section of the Rule Book for further

    information concerning the Ether.

  • 18

    Prophecy LARP Rulebook

    Stoic Blood (1) - Characters with Stoic Blood are strong of constitution, and take longer to become Critical than most. If you have this gift, you may remain in the Unstable state for 10 minutes (instead of 5) before becoming

    Critical. Thrift (1) - Characters who have Thrift will start each event with a variable amount of extra money that they have saved. Please remind the Staff at Check-In if you have this gift. You may not take the Spendthrift flaw if you have the

    Thrift gift. Toughness (1) – Characters with Toughness may spend one Mana point, once per mana cycle, to call “Resist” to the following effects: Maim, Knockout. You may not take the Toughness gift if you have the Frail flaw. Venerable (1) – Venerable characters must roleplay age and frailty, and have one less Life Point (in addition to the Free Point spent on the Gift). They must wear makeup to make them appear very aged, and learn new skills at twice

    the cost. However, they begin the game with 70 skill points. Not available to Petrogens. You may not take the

    Inexperienced flaw or the Veteran gift if you have the Venerable gift.. Veteran (1) – Veteran characters are experienced adventurers. They begin the game with 50 skill points. You may not take the Inexperienced flaw or the Venerable gift if you have the Veteran gift..

    FlawsFlawsFlawsFlaws Berserker (2) – Characters with the Berserker flaw fly into a frenzy (the “Berserk” effect) as soon as they take damage. This is NOT an excuse for unsafe fighting! These characters will not retreat, negotiate, surrender, or

    otherwise stop the battle until they are dead, unconscious, immobile, all opponents are dead, or the duration of the

    Berserk effect expires (5 minutes). While berserking, they will never take prisoners, and may even attack allies in

    their rage if there are no enemies within view. They will always attack anyone, even an ally, who inflicts damage upon

    them. A berserk character cannot cast spells. If a berserk character does not possess a melee weapon, he or she will

    seek to obtain one by any means necessary. Bleeder (1) - Characters with the Bleeder flaw are hemophiliacs. If you have this flaw, you may remain in the Unstable state for only 1 minute1 minute1 minute1 minute before becoming Critical. Cowardice (1) – Characters with Cowardice may never engage in frontal combat with an enemy unless the odds are at least 3-to-1 in their own favor. Characters with Cowardice will always be affected by the Fear effect if it strikes them,

    regardless of any Shields, Resistances, etc. Additionally, the “Fear” effect renders these characters immobile and

    unable to do anything but cower and whimper in shock for the duration of the combat. If dragged, you may leave the

    area. You may not take the Courage gift if you take the Cowardice flaw. Dense (1) – Characters who are Dense are extremely dim-witted, and should roleplay this. Additionally, all Information and Alchemy/Craft skills cost double to learn. Rachenzans with this flaw do not receive the benefit of

    their regional power, but this flaw is worth 2 points to them. Frail (2) – Characters who are Frail begin the game with one less Life Point, cannot wear medium or heavy armor, and pay double for Fighting and Weapon skills. A character that has only one LP already cannot take this flaw. You

    may not take the Frail flaw if you have the Toughness gift. Hidden Flaw (1) – A Hidden Flaw will manifest itself in the course of the game. This will be determined by the staff, based on the character’s submitted history, if possible. It may be a flaw not on this list, a two-point flaw, or a flaw so

    minor it would not be worth the point. Honesty (1) – Characters who are honest do not lie, do not deceive, and do not break oaths. Cannot be taken by Petrogens. Honor Code (2) - Characters who have an honor code adhere to a strict ethical code similar to the romantic ideals of chivalry in our own world. Characters with this flaw are considered to have the Honesty flaw, but also must

    endeavor to protect the weak at all times, deliver justice to the wicked, never engage in subterfuge, never fight

    unarmed persons, and never leave a friend behind. Characters with this flaw may wish to forgo the use of missile

    weapons, but this is optional. Inexperienced (2) – Characters who are Inexperienced start with only 20 skill points. You may not take the Inexperienced flaw if you have the Venerable or Veteran gift.

  • 19

    Prophecy LARP Rulebook

    Lame (1) – Characters who are Lame require a crutch or other aid in walking, and can never jump. They cannot take Dexterity, Balance, Flee, Tightrope, Evade Trap, Two-Handed Weapon or certain job skills that would be

    impossible for someone dependant on a crutch.

    Lazy (1) – Characters who are Lazy prefer to be bone-idle at all times. This must be roleplayed! They receive one less BGA to spend between events, representing that they spend most of their time goofing off or resting. You may

    not take the Driven Gift if you have the Lazy Flaw.

    Phobia (1) – Characters with a Phobia are horribly afraid of something relatively common in game, for example: fire, enclosed spaces, a common monster. The mere sight of the item in question causes the character to

    experience the Fear effect, even if he or she has the Courage Gift. The Prophecy Staff must approve all Phobias.

    Spendthrift (1) – Characters who are Spendthrifts must spend or give away all money they earn by the end of each event. You may not give the money to your friends so that they can give it back to you at the next event! You may

    not take the Thrift Gift if you have the Spendthrift Flaw.

    Wasting Disease (2) – Characters with this flaw have a nasty disease (see Afflictions in the “Effects” section of the Rule Book) that is permanent and incurable. The Prophecy Staff will choose the Affliction.

    BACKGROUNDSBACKGROUNDSBACKGROUNDSBACKGROUNDS The protagonists of the Prophecy Saga are all citizens of the Kingdom of Arden. It is a diverse land that arose from the banding together of several lesser Kingdoms against the threat of the Grithean Empire. These lesser Kingdoms are now Duchies of Arden, each retaining some of their individual cultures and traits. Your choice of Background is very important to the roleplaying and costuming of your character. Every player character must be a citizen of Arden hailing from one of the Backgrounds listed here. Each Background bestows a special benefit. You gain this benefit simply by having a good costume that contains no anachronisms (such as white sneakers, sunglasses, or blue-jeans). This will be awarded at Check-In. If at any point you fail to maintain this level of costuming, the benefit will be revoked.

    ArdenshireArdenshireArdenshireArdenshire Ardenshire is the region surrounding Caer Arden, the capital city of the Kingdom of Arden. Being directly under the

    control of the Kings and Queens of Arden has made this region highly patriotic. Currently, King Roderick’s cam-

    paign into Grith territories has left Queen Vanneth as regent. The folk of Ardenshire are generally prosperous and

    upright, and range from farmers to merchants to craftsmen to soldiers to scholars. It is commonly said that “Life

    and the weather are always good in Ardenshire,” and that every man, woman and child from this land is born a

    “Hero”.

    Benefit: Benefit: Benefit: Benefit: You may “Parry” twice per event. You must have a melee weapon or bow in your hand(s) and have the skill

    and ability to wield it at the time. If it is a Bow you must have the Bow Parry skill.

  • 20

    Prophecy LARP Rulebook

    CCCClarion larion larion larion The region of Clarion lies under the direct control of the Church of Harmony, and is the seat of religious power in

    Arden. Many abbeys and temples are spread throughout its pastoral fields and green valleys. The Council of

    Clarion, at which each abbey, temple, or house of worship of the Church of Harmony has one representative, meets

    in the Holy Citadel. The Church is a powerful institution, having been instrumental in the very founding of the

    Kingdom of Arden, and Church ratification is required for the ascendance of any noble to a position of power, in-

    cluding even the King or Queen. The residents of Clarion include both male and female monks, priests, and

    templars, as well as lay people and farmers. They are generally pious and take interest in politics and world affairs.

    Clarion is renowned for scholarship and healing, and the great Librus Harmonium in the Holy Citadel is said to be

    the most comprehensive library in the world on matters of history and genealogy.

    Benefit: Benefit: Benefit: Benefit: You may bestow the “Heal Full” effect by touch, twice per event. This cannot be used on yourself. You

    must be conscious to use this ability.

    DeepwoodDeepwoodDeepwoodDeepwood The Duchy of Deepwood is a vast tract of forested land, crossed by several great rivers and well-worn roads. The

    people of Deepwood are familiar with the ways of nature, and tend to be excellent trackers. Duke Geraint rules

    Deepwood from his stronghold of Caer Tammerlan, which is composed of buildings set high up in the giant trees

    upon platforms, connected by walkways among the leaves. The main industries of Deepwood are timber and

    trapping, but strict customs regulate these harvests to ensure that the resources are maintained. The people of

    Deepwood are especially concerned with protecting all forests from the Grithean Empire, which has clear-cut all its

    own wooded lands.

    BeBeBeBenefit: nefit: nefit: nefit: You may “Heal Full” yourself (notnotnotnot others) two times per event by touching a living tree and stating “I Fully Heal Myself”. You must be conscious to use this ability.

    FalendaleFalendaleFalendaleFalendale The Duchy of Falendale is an urban region with very little wild land. The sprawling capital of Caer Falen is a haven

    for merchants, gamblers and thieves. Orphan workhouses take in the many homeless children that roam the streets,

    and the general populace lives in squalor and poverty. Despite these conditions, the people of Falendale consider

    themselves “cosmopolitan” and “cultured”, and pride themselves on their “street smarts”. Residents of Falendale

    look out for themselves, and are always ready to make some easy money. They are surprisingly loyal to their

    kingdom and their Duchy. Duke Jaquise, the lord of Falendale, is rumored to promote many of the illicit activities

    that are rife within the Duchy. Nevertheless, his people describe him as “fair” and “generous” and will uphold his

    reputation to all outsiders.

    BenefitBenefitBenefitBenefit: : : : Hidden Pocket. You will be provided a 4” by 6” yellow pouch at Check-In. You may carry any in-game

    items in this pouch, so long as they fit completely within it. The pouch and its contents are considered so well hidden

    that they will never be found in a search of your person. You should still make an effort to keep the pouch out of

    view, and you must carry it with you. Items in this pouch will register if an appropriate “Detect” effect is called. The

    pouch itself may not be stolen. If you lose or forgIf you lose or forgIf you lose or forgIf you lose or forget your pouch you may not use this ability!et your pouch you may not use this ability!et your pouch you may not use this ability!et your pouch you may not use this ability!

    Free CommonsFree CommonsFree CommonsFree Commons An elected Council governs the Free Commons. The people of this land consist mostly of crafters, artisans, and

    farmers. Many scattered villages are spread across the rolling hills of the these lands, and there are no great cities.

    The Commons-folk are open-minded, and greatly prize their freedom. Arts and crafts from the Free Commons are

    reputedly the finest in the world, and certainly the most creative. Many young citizens travel there to apprentice

    themselves to the great masters of their chosen craft. There are many bards and storytellers who make their homes

    in the peaceful villages of the Free Commons, and most evenings will find the Commons-folk gathered in halls and

    around their hearths trading songs and tales.

    Benefit: Benefit: Benefit: Benefit: You may Resist the “Charm” or “Enslave” effects twice per event.

  • 21

    Prophecy LARP Rulebook

    GwentGwentGwentGwent The Duchy of Gwent is comprised mostly of bogland, heath, and moors. Most of the buildings, including the capital

    Caer Graveston, are erected on stilts above the marshy land, and all are surrounded by great hedges of sharpened

    wooden spikes. The people of Gwent are generally wise but reserved, and dress in muted colors. Their ways are

    often mysterious to outsiders, who perceive them as a strange, superstitious lot. Many tales of strange happenings,

    magical mists, ghosts, and unearthly creatures have been told about the lands of Gwent. Duchess Eineth herself is

    rumored by some to be slightly mad. Nevertheless, she has kept her lands safe for several decades. Much of the

    defense of Gwent is carried out by an elite band of warriors known as the Mist Wardens, who are said to have

    centuries-old stores of secret martial and magical knowledge. The Mist Wardens were thought to be destroyed at the

    climax of the Grith War in the years y.p. 601-604.

    Benefit: Benefit: Benefit: Benefit: You will receive one randomly chosen Talisman (a minor Magic Item). This item is in-game and can be

    stolen. If you lose it, you will not be given a new one!If you lose it, you will not be given a new one!If you lose it, you will not be given a new one!If you lose it, you will not be given a new one!

    Island of thIsland of thIsland of thIsland of the Deade Deade Deade Dead The Island of the Dead is the only prison in all Arden. Arden law very rarely sentences criminals to incarceration.

    The more common punishments are fines, indentured servitude, or execution. However, in some cases, whether it

    be due to an especially stern Sheriff or a particularly brutal crime, a criminal may be sentenced to the Island. The

    criminals are considered “Dead” once they board the ships bound for the island, and all legal records are altered to

    show this.

    The Island of the Dead is a rocky, windblown land set off the western coast of Arden, in kraken-infested waters. The

    interior of the island is encircled by the Cemetery Wall, which is patrolled by Warden Raekern and his army of

    guards to ensure that no prisoners escape. Within the Cemetery Wall the “Dead” are allowed to roam freely and do

    what they will. Farming supplies are distributed to the prisoners each year, but very rarely do the inmates grow

    enough to decently sustain themselves. Over the years the Dead have developed their own harsh society and brutal

    culture. A number of children have been born upon the island, but even they are considered “Dead” and are not

    allowed to leave.

    When Malleraine was Princess-Regent, she instituted a policy whereby certain prisoners can be “reborn.” The first

    test of this policy was to be the release of willing prisoners to aid in the settlement and defense of the area

    surrounding the Vauren Abbey. As this proved to be successful and valuable, King Roderick decided to extend the

    opportunity for those who wish to serve Prince Rupert in rebuilding Rachenza. Those released will choose new

    names to live under. If they are convicted, even once, of any crime, they will be sent back to the Island forever. The

    “Reborn” will arrive with minimal starting supplies and castoff clothing, and will be sent directly to Potter’s Hill under

    guard to ensure their arrival.

    All of the Dead are marked by a brand upon their face in the shape of the scales of judgment. Players who choose

    this background mustmustmustmust wear this mark upon their face, and may not disguise it with makeup. All players who choose

    this background must be one of the “Reborn”. You must inform the Prophecy Staff of the crime for which you were

    imprisoned, or if you were born on the Island.

    BeneBeneBeneBenefit: fit: fit: fit: Twice per event, you may throw a fist-sized seed packet at a foe, from within an arm’s length, and call the “3

    Damage” effect. A shield, weapon, or hands can block the beanbag. The beanbag must hit the target in the torso. If

    it does not hit the torso, is blocked, or misses entirely the ability is wasted.

  • 22

    Prophecy LARP Rulebook

    NievaNievaNievaNieva The Duchy of Nieva is the northernmost part of Arden. It is comprised of frigid tundra and dense pine forests,

    where bear and elk are common. The Nievan people have domesticated elk for travel and milking, and most know

    how to ice-skate and snowshoe. They are seen as a proud, intrepid, and joyful people who live life to the fullest,

    relishing both hard work and festive celebration. They value honesty and openness, and may seem quite blunt, and

    even un-civilized, to others. The people of Nieva favor fur, leather, and garments of white or dark green, often

    accented by bright colors. The only permanent settlement of Nieva is Caer Shiverdown, an ancient fortress of stone.

    This serves as a center for trade, and as the stronghold of Huntmaster Joras One-Eye and Huntmistress Ires

    (formerly of the Strider clan), co-rulers of Nieva. Many of the people of Nieva are nomadic, erecting seasonal shelters

    throughout the land and migrating with the great herds of elk that they tend.

    Benefit: Benefit: Benefit: Benefit: You may Resist any cold effect three times per event.

    RachenzaRachenzaRachenzaRachenza The Duchy of Rachenza was a rich and prosperous land, governed by the much beloved and admired Duke

    Calentine until his death. As Calentine had no heir, Rachenza currently has no Duke, and is the scene of upheaval

    and turmoil due to the power vacancy.

    Many of its towns, including the capital Caer Rachenza, are built out onto the protected Bay of Mardinale, with

    streets of water rather than cobblestones, and graceful gondolas rather than horse-drawn carts. Being an ocean-side

    duchy, Rachenza is usually a center for trade. This has exposed the Rachenzan populace to a variety of other

    cultures and peoples, as well as bringing significant wealth into the land. Rachenza was also rich in culture and

    scholarship under the influence of the great Magephilen Collegium of Arts and Sciences. The people of Rachenza

    are generally educated, refined, open-minded, and hold a high appreciation for the finer things in life. They tend to

    dress as well as possible, and even the poorest among them strive to cultivate their minds and artistic sensibilities.

    The Grith invasion saw the death of Calentine and the destruction of the Magephilen Collegium and its Masters.

    Rachenza is steeped in anarchy at the moment, as petty nobles and criminal elements attempt to gain from the lack of

    governance.

    Benefit: Benefit: Benefit: Benefit: The first level of any Knowledge, Craft, or Alchemy skill can be purchased at half the normal skill point cost.

    If the normal cost is one skill point, the cost is not halved. Note: this benefit does not stack with the Durriken racial

    benefit for Craft and Alchemy skills.

  • 23

    Prophecy LARP Rulebook

    VVVVenelasqueenelasqueenelasqueenelasque Also known as the “Lasque” or the “People of the Roads”, the Venelasque are a free-spirited and fiery people who

    travel throughout Arden by horse and caravan. They are divided into numerous close-knit bands or families, each

    identified by a unique melody known as a Spirit Song. The Venelasque favor festive clothing and are fond of music

    and revelry. Many of the greatest Seers of the world are Venelasque, for it is said that their people have much traffic

    with the world of Spirits. Legends speak of an ancient curse upon the Venelasque, that from time to time one of

    their blood will rise up from the dead as an unliving creature and vanish to unknown lands. It is said that this curse

    has been broken, but the Lasque have long memories, and still place great emphasis upon the burial rites of their

    dead.

    An ancient blood-oath dating to the founding of Arden binds the Venelasque to honor its monarchs, even though

    they are not considered subjects of any Duke or Duchess. Furthermore, the Grithean Empire holds a bounty on the

    heads of any Venelasque. The reason for this is unknown, but because of it the Venelasque rarely travel beyond the

    borders of Arden.

    BenefitBenefitBenefitBenefit: You may cause “5 Damage to Undead” twice per event, as a packet based attack

    SKILLSSKILLSSKILLSSKILLS Skills are purchased using Skill P