Rules:Rules
Introduction
Herofest is a festival system. The rules are designed to be easy to use, and to play. The focus is on the roleplay, and exploring what threats, dangers, and celebrations happen upon Orin Rakatha.
Creating a Character
The LARP character is the focus of Herofest, and generally has a personality that is separate from your own (although this is not essential). This personality can be developed before play or during events, allowing the Herofest world to shape your character.
The first thing you should consider is your character's name. If it will be your first LARP event, do not worry too much about this; you can always change it once you have a better grasp of the system and your character.
Character Background
Every Herofest character should have a personal backstory. This is not essential for your first few LARP events. As you come to more events, you will begin to develop your character and a backstory will emerge. It is easier to create a backstory as you go, rather than to start with one that doesn’t fit and have to change it once you get more familiar with playing your character.
Each factions will have a suitable general background for any characters joining that Faction to utilise, if they wish.
Character Race
The next step of character generation is to choose the race of your character. There are three main race categories to pick from within the Herofest world: Human, Goblinoid, and Elvish. The Goblinoid and Elvish races are divided into sub races, to ensure that every conceivable race is accounted for and contained within the three main races.
Human: No explanation should be required to play a human. If in doubt we will of course explain!
Goblinoid: Includes sub-races such as: Goblins, Orcs, Half-Orcs, Bugbears, Trolls, Dwarves, Duergar, and Ogres.
Elvish: Includes sub-races such as: Elves, Half-Elves, Sprites, Pixies, and Lizardmen.
It is possible for a large range of fantasy races or sub-races to be played. However, please note that it is not possible to play any form of non-living creature. There are no in-game advantages or disadvantages to playing any races within Herofest LARP; it is only there to enhance the roleplaying aspect of the character.
The non-human races and sub-races have certain LARP physical representations ('phys-reps'), which are required if you wish to play a character of those races. This includes the application of make-up to change skin colour (e.g. green for Goblins, and grey for Trolls) or applying certain prosthetics (e.g. pointed ears for Elves, and piggy noses or tusks for Orcs). What method you use to act as a phys-rep for your character is up to you, but you should produce something to clearly identify what race your character is – if in doubt, play a human!
Advice on suitable phys-rep requirements for your race may be obtained from Herofest LARP.
Character Costumes
The costume is another identifying feature of your character, which helps you to stand out and should be appropriate for the character that you are playing. Obtaining a good LARP costume may appear daunting for newcomers, but it doesn't need to be.
A basic under costume can be made from: brown or black trousers; a shirt (with no buttons); sturdy footwear; a plain belt; and gloves. You can hire some items of simple costume (tabards and hoods) from Herofest to go over a basic costume. Try to avoid items of clothing that are glaringly unsuitable such as white trainers, jeans and labelled t-shirts.
Costumes should not have any hard or sharp edges (such as on phys-rep horns and claws) that could cause injury during LARP combat.
Character Nations
The land of Orin Rakatha is scoured in dangerous Mists, which cleanse the lands of those without protections. Being part of a Nation is what keeps a character protected from these Mists, as well as offering other benefits unique to each Nation.
There are creatures that live in the Mists called Hordelings. Hordelings are attracted to large groups of people, so Nations do not leave their lands in large groups. Instead they send out small groups to carry out activities; these groups are called Factions, and these are the groups you see at Herofest LARP events.
New characters upon Orin Rakatha are given a grace period of one year and a day, before the Mists are a danger to them. In this time, they are encouraged to join the 'Mercenaries' to learn more about the world of Orin Rakatha before picking a Faction to join.
Because of the dangers of the Mists, there is a limit to how large a Faction can be. This also allows for each Faction to remain balanced against the others, ensuring a more fun event for all. Because of this limit, it is important to check whether there is space in a Faction before you decide to join it.
Character Classes
The final thing to do when designing a character is to decide your character's class.
There are 4 main character classes: Warrior, Expert, Mage, Acolyte. They all have their own skills, unique to their class. Once you have chosen a class, buying skills from another class will cost you double.
There are, however, a series of universal skills that can be purchased at the same rate regardless of your character class.
Universal Skills
Universal skills cost one XP point to take, regardless of the character's class.
| Skill Name | Skill Description |
|---|---|
| One-Handed Weapon Use | Allows a character to be able to use a one-handed weapon. Weapon size to be between 12” – 42” only (from tip to pommel). |
| First Aid |
Allows a character to apply bandages to themselves and others, as well as determine how injured people are. More information can be found here. |
| Forage |
Allows a character to gain additional commodities at events, by playing a foraging mini-game. More information can be found here. |
Mages are characters that are able to harness the elemental energies, using them to debuff and harm their enemies, as well as empowering and protecting their allies. Some Mages focus on mastering only one or a few elements, while others learn to channel all the elements.
Magic is split into six schools, organised according to the elements involved.
All Magic spells requires 10 words of vocals and a free hand to cast with. The vocals may be of the player's own choosing. They must be spoken out loud in a clear voice, not whispered or mumbled.
The vocals must include the type of magic you are casting, and end with the name of the Spell - for example, "I call upon the element of Ice to cast Freeze".
There are no spell cards in use at Herofest, so you must keep track of your own spell usage.
Elemental Schools
- Black Magic (Darkness Magic)
- White Magic (Ice and Light Magic)
- Red Magic (Fire Magic)
- Green Magic (Water Magic)
- Blue and Yellow Magic (Air and Lightning Magic)
- Brown and Grey Magic (Earth and Steel Magic)
Mage Skills
| Skill Name | Skill Description |
|---|---|
| Darkness Magic | Allows the character to choose two Level 1 Darkness spells, and gain the ability to cast each one three times a day. |
| Ice Magic | Allows the character to choose two Level 1 Ice spells, and gain the ability to cast each one three times a day. |
| Fire Magic | Allows the character to choose two Level 1 Fire spells, and gain the ability to cast each one three times a day. |
| Water Magic | Allows the character to choose two Level 1 Water spells, and gain the ability to cast each one three times a day. |
| Air Magic | Allows the character to choose two Level 1 Air spells, and gain the ability to cast each one three times a day. |
| Earth Magic | Allows the character to choose two Level 1 Earth spells, and gain the ability to cast each one three times a day. |
| Level 2 Darkness Magic | Pre-requisite: Darkness Magic skill. Allows the character to choose one Level 2 Darkness spell, and gain the ability to cast it three times a day. |
| Level 2 Ice Magic | Pre-requisite: Ice Magic skill. Allows the character to choose one Level 2 Ice spell, and gain the ability to cast it three times a day. |
| Level 2 Fire Magic | Pre-requisite: Fire Magic skill. Allows the character to choose one Level 2 Fire spell, and gain the ability to cast it three times a day. |
| Level 2 Water Magic | Pre-requisite: Water Magic skill. Allows the character to choose one Level 2 Water spell, and gain the ability to cast it three times a day. |
| Level 2 Air Magic | Pre-requisite: Air Magic skill. Allows the character to choose one Level 2 Air spell, and gain the ability to cast it three times a day. |
| Level 2 Earth Magic | Pre-requisite: Earth Magic skill. Allows the character to choose one Level 2 Earth spell, and gain the ability to cast it three times a day. |
| Wizard | Pre-requisite: Have one Mage skill and have the Mage Class. Allows the Mage to resist 3 Magic Spells per day |
| Spell-caster Staff | Allows the character to use a two-handed staff. This be held in one hand while casting with the other, and can be used to block even while casting. |
Power
Upon Orin Rakatha, there are two types of energies that people often think of as magic. Elemental Magic, and Power. Elemental Magic, or simply 'magic' upon Orin Rakatha, is focused on the elemental power of the world. The other type, Power, comes from the World:Spheres by way of World:Prions, what you from other worlds might call 'gods'
One of the abilities of an accolyte is to talk to their Prion. An Acolyte who is well-known to their Prion can perform a Ceremony in order to garner aid. This ancient form of communitcating with prions is can be done alone, but it is often more succesfull with others. Ceremonies are simple to learn, but difficult to master, as masterie requires a deep and abiding knowledge of the chosen Prion. What the world knows about Ceremonies was delivered in a hand-written manual, as the world seeks to re-learn this ancient art.
