PROPHECY III INTO THE MISTS Rules for the Prophecy LiveLive----ActionAction Role Playing Game
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.
Prophecy LARP P.O. Box 105 Hurley, Y 12443
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We would 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.
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Table of Contents TABLE OF CONTENTS 3 (heh) INTRODUCTION 4 RULES AND POLICIES 7 CHARACTER CREATION 10 CHARACTER RACES 14 Children of Novum 15 Durriken 16 Elves 17 Goblins 18 Humans 19 Petrogens 20 Ratkin 21 GIFTS AND FLAWS 22 BACKGROUNDS 25 Ardenshire 25 Clarion 25 Deepwood 25 Falendale 26 Free Commons 26 Gwent 26 Serewaene 27 Walker of the Endless March 27 Nieva 28 Rachenza 28 Venelasque 28 SKILLS 29 Alchemy & Craft Skills 30 Faith Skills 33 Fighting Skills 33 Combat Styles 35 Information Skills 38 Magical Skills 40 Medical Skills 43 Mundane Skills 45 Racial Skills 45 Stealth Skills 47 Weapon Skills 48 COMBAT 49 DEATH & DYING 53 MAGIC 55 Effects 56 Sample Spells 61 RELIGION 72 ITEMS 81 SIGNS & MARKINGS 86 TRAPS & PHYSICAL CHALLENGES 87 CHARACTER ADVANCEMENT & BETWEEN GAMES 88 PLAYER INFORMATION 90 CAMPAIGN INFORMATION 91 APPENDICES 95 Basic Item Charts 95 Feats of Legend 105
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INTRODUCTION
A Call to the Citizens of Arden-
A strange and unnatural curse has arisen, to devour the very heart of Gwent. The Gwentish people have sought to defend themselves from this curse, but to no avail. Even the Mist Wardens, stalwart defenders against the darkness, have fallen against this enemy.
His Lordship, Baron Egalin Sepulcrave, of the demesne of Westfalia, thereby extends this invitation for all brave and noble Citizens of Arden to aid Gwent in its hour of need. He shall provide shelter and stipend for as long as there is need, asking only that Gwent be saved from whatever seeks to destroy it.
Talented citizens are needed for all endeavors: combat, research, diplomacy, medical and surgical disciplines, knowledge of schools of magic, and all crafting trades. Volunteers should proceed to what remains of the town of Westphalia, in the Duchy of Gwent, to be mustered into immediate service as Guardians.
-Baron Egalin Sepulcrave
The Prophecy Epic The Kingdom of Arden has seen much peril and strife, and faced enemies great and terrible over the centuries. Yet in each time of great trial there have been brave and wise heroes who stood and faced the challenges. The names of these heroes fill the great epics; tales of the Defenders of Vaurendale and the Protectors of Rachenza still echo across the lands on the lips of bards and storytellers.
But now, a new darkness rises, and new heroes must answer the Call.
It is the year 710. The frightful mists of the Duchy of Gwent have begun to reach out past their borders in the Dead Marsh. Towns and villages are consumed by the Mists, their inhabitants seemingly lost forever. Alarmed, the Duke's counselors mobilize the Mist Wardens, who are sent into the Dead Marsh to discover the secret of the Mists. One fateful night, the Mist Wardens enter the Mists, ready to do battle... and vanish.
Gwent, the land of spirits and haunts and perilous bogs, now stands defenseless. Bandits ply their foul trade in the lawless and fearsome wastelands. Strange lights flicker in the swamp, luring travelers to their doom. And the Mists grow thicker.
Baron Sepulcrave, lord of the lands closest to the mists, recalls the other dark times in Arden's history and sends out the Call. He begs those of courage, intelligence, and patriotic hearts from all across Arden to brave the perils of Gwent and go INTO THE MISTS.
It is a time when the ancient knowledge of the past must be regained, when hope must be rekindled, when great deeds must be done. It is a time of high adventure, and you are about to become part of it!
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What is Live Action Roleplaying?
Live Action Roleplaying, or LARP 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 Games , and may take place at an outdoor or indoor location, and may last a few hours or an entire weekend.
The chosen physical location will represent a Setting , and a number of people known as Cast populate the setting with characters ranging from monks to brigands to ghosts to wild beasts. Cast members will usually play several different Characters during an event. The actions of the Cast are guided by a number of inter-connected Plots , which are written and directed by the Prophecy Staff .
A Player 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.
In Prophecy, we plan to run mostly weekend events at a rural wooded site, several times a year, for 3 years. The events will be part of an overall Campaign , 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.
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What 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.
A 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 reasonable 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!
A Note for Returning Players Prophecy III: Into the Mists continues the story of the lands of Arden that was begun in Prophecy I: Vaurendale and continued in Prophecy II: Rachenza. However, Prophecy III takes place some 100 years in the future, following the events of Prophecy II, and concerns events in the Duchy of Gwent. As such, we advise any returning players of the following:
• You must create a new character for Prophecy III. You may not carry over money, items, or skills from your previous character(s). • You may carry over any gamebucks acquired from both the first and second Prophecy campaigns. • Your Prophecy III character may have access to any lore you learned in previous campaigns if you provide a reasonable explanation as to why (such as, your PIII character is a historian). However : • Specific lore introduced in PI and PII is highly unlikely to have any bearing on the events of the PIII campaign. Although the cosmology, theology and history will remain consistent in the new campaign, the main plot-lines will rely upon exciting new swaths of lore developed for this campaign specifically. • Some rules have been significantly altered. We ask for your patience and understanding: all changes were made in the interest of running the game more smoothly and to avoid burning out the staff (especially the hard-working logistics people!).
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RULES AND POLICIES
Safety Rules: These are the most important rules in this book. Follow them above all others, and at all times.
Running at ight 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 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 Targets Do not strike the head or groin. Hits to the hands do not count.
Weapon 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 Doors Blocking or holding a door with your body or furniture is not allowed. Do not try to physically force doors open.
Fire 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.
Light 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, Real 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.
Physical 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.