Scarred landS - Warwick Larp Society
Transcription
Scarred landS - Warwick Larp Society
Scarred landS Player Guide By Mat Lougher Jon Hocker Pictures By Claire Selley James Powell Welcome to scarred lands you've taken your first steps on the path to glory Hello, greetings and welcome to the Scarred Lands Player Guide. This small booklet is all you need to be able to turn up to one of our adventures and get stuck in and involved. But what is Scarred Lands? Scarred Lands is the LARP System run by the Warwick University LARP Society. It has been running regularly for six years, and is fondly thought of by students and graduates alike. But what is LARP? LARP stands for Live Action RolePlay. That may sound serious, but it's little more than an excuse to don a funky medieval costume, pick up a padded weapon and head into the woods to beat your friends and acquaintances silly. Most people also roleplay whilst they do this, literally taking on the role of a character from the system's setting, but that's less important compared to being awesome. If you think you might enjoy this sort of thing, or hell, even if you don't, it's worth trying out at least once. And the best way to do that is to join Warwick LARPs one Sunday afternoon. Just turn up with some old boots and a bit of enthusiasm, and we will kit you out, arm you up and get you ready to bash some heads in! (Safely, of course). In this booklet, you will find a small amount of information about the background of our system, the rules needed to play it, and some sample characters that you can play as when you turn up. However, for a much more in-depth explanation of our hobby, system and rules, you should check out the web links on the back cover of this booklet, where you can find out website, our forums, our rulebook and our very own wiki. Knights and maidens may not have had the internet, but none of us are that in-character, and we're all far too addicted to FaceBook. A disgustingly Brief Overview of the Scarred Lands The Scarred Lands The Scarred Lands is a large, temperate continent that has seen many catastrophes and crises in its short history. Its weathered inhabitants have fought against necromancers, demon princes, Beast Plagues, rogue deities, and occasionally each other, and yet have still managed to survive and prosper. Many great heroes have been forged in the fires of these conflicts, from Thrond the Pacifier, Champion of the Judge, to Grim'jaw the Wise, plainsman and priest. Only the strongest survive on the path to glory, however, and hundreds more great lives have been lost in the fight against evil. Realms of Existence There are four great realms of existence within the universe. There is the Natural Realm, the place of the living and where the world of the Scarred Lands exists, and also the Natural Realm's mirror, the Shadow Realm, the home of the dead. Then there is the Celestial Realm, the throne of the Gods and their champions, balanced by the Demon Realm, a hellish kingdom of fire and torture. Beings can occasionally pass from one realm to another, but when they do, trouble and chaos usually follow. Races There is only one truly sentient species in the Scarred Lands, and that is humanity. Myths abound about the likes of elves and fairies, but none have ever been found. The only other race that might be considered intelligent is goblins, stunted and vile creatures so stupid that mind magic rarely affects them. Magic Magic exists in the Scarred Lands, but it costs a terrible price to those who wish to use it. The First Circle of Magic breaks the minds of others, and so the mage must break his own mind and turn insane if he wishes to gain power. The Second Circle breaks others' bodies, and thus demands a rite of self-mutilation on behalf of the caster. The Third Circle is best not spoken of. NATIONS OF THE SCARRED LANDS Armelia is the cold, dark nation at the top of the world, as mysterious as it is deadly. No living being truly knows what goes on beyond the iron curtain of the northern mountains, and there are few who dare to find out. The woodland nation of Eym has a bountiful agriculture industry, and this has made it by far the richest nation. It has also been one of the most peaceful, rarely involved in the many cataclysmic events that wrack the other nations. Eymians are typically Akamite, and the High Council of Akam is indeed headquartered in central Eym. Eym's capitol, Boughton, hosts the court of the King, along with the headquarters of the Physician's guild. The military state of Kia is the most powerful and advanced nation in the Scarred Lands, its cityfolk enjoying the security and comfort of life in fortress towns along the border. Kia is predominantly Sirynite, and is ruled over by military stewards from within the high walls of Mitchum on the northern border. Kians are a hardy lot, and have endured many struggles over the centuries. The plainspeople inhabit the vast plains of central Kia, where they live as nomads and huntergatherers. They are excellent warriors, and are fanatically loyal to their tribe. All plainspeople worship the Fius as a protector and a guide. The empty wilderness of Schayelle can be a harsh place to live, especially for the peasant villagers that make up most of the populace. These peasants are ruled by a system of soviets, local governmental councils that manage the affairs of each village. The Judge is the major religion in Schayelle, with the High Court Temple situated in the centre of Isengrad, the capitol. Religion in the Scarred Lands There are five Gods of the Scarred Lands, all capable of great miracles. They are worshipped through prayer, by the achievement of great deeds in their name, and by the blessing of the faithful. Priests of the gods can rise to become incredibly influential and powerful, eventually ascending to the celestial realm to coexist with their god for eternity. Siryn, the Creator Siryn is the god credited with the creation of the world. His tenets rule that all peoples of the world must come to conflict, that the weak might be pruned whilst the strong survive and grow stronger. Such a state of affairs prevents stagnation and inaction, sins in the eyes of Siryn's followers. It is also the teaching of Siryn that everything has its place, and that the distortion of the natural way of things is unholy, such as the presence of undead and demons within the mortal realm. Akam Akam is the goddess of life, fertility, and of natural death. Followers of the light Akam venerate life, conserving it as best they can. Followers of the dark Akam understand that death is a necessary part of the great cycle, that some beings have to perish so that others might flourish. Akamites are most at home in the woods, the fields and the rivers, where they can seek a closer bond between themselves and their god. The Judge The Judge oversees all matters of balance and justice. His disciples follow his divine will to maintain order, to ensure that all actions have consequences. Light juddites work to preserve the status quo, prevent injustice from occurring in the first place, whilst dark juddites act to bring justice to those who have earned it. Many legal proceedings in the Scarred Lands are overseen by acolytes of the Judge, ensuring an objective arbitration. Fius The Fius, the fire, the protector and the ravager. Worshipped almost exclusively by the plainsfolk, the Fius is the most aggressive of the gods, and often the most misunderstood. Light fians worship Fius as the protector, the campfire that wards away predators, the violence inherent in guarding from evil. Dark fians are rather more intense, revelling in brutality and aggression. However, Fius is never chaos, and all violence must occur in the name of some greater cause. Eldritch, the Unifier Eldritch mirrors Siryn in every way. Whilst Siryn teaches that competition will lead to perfection, Eldrites believe that only the unification, the equalising of all beings, can lead to true utopia. Although his followers exist only as dark cults and sinister conclaves, Eldritch is quite as powerful as any of the other gods, and more than capable of blessing his flock with potent blessings and gifts. Godfearing The Scarred Lands pantheon can seem like a disparate, conflicting array of teachings to some, but others understand that each of the gods has their part to play in the life of a mortal, and so they choose to respect all of the gods equally. The majority of the populace, however, simply don't have time to devote themselves to one particular deity, and instead spend their time in training and trade, hoping that their deference to all of the gods will protect them in times of need. Atheist Atheism is a dangerous game to play when the gods' wrath can manifest so easily. But there is always a small group of people who see the spells wielded by priests as arcane, and not divine, magic. There are others who accept that the gods exist, but refute their authority and their will, viewing them instead as elevated demons, or some kind of misunderstood magical entity. This lack of belief can protect atheists against some divine assaults, but can also deny them holy healing when they need it most. The rules of the game Combat Calls and Hitpoints Fighting in the Scarred Lands is a gritty, brutal affair that is easily resolved through a set of simple rules. The most basic rule is that, as a character, you have a number of hitpoints. When you are hit with a weapon, this takes away one of your hitpoints. When you have no hitpoints left, you you have 5 seconds to stagger about and cry out for help before you fall unconscious and begin your deathcount. As an illustration, Barbara the Bandit has 3 hitpoints. Pete the Paladin charges Barbara, and hits her 3 times. Each hit removes a hitpoint, and so Barbara collapses to the ground and begins bleeding. Pete rejoices, praises his god and goes home to drink ale. Combat calls are the exception to these rules. A combat call is a word or phrase spoken (or shouted) as you strike a blow. If the blow hits, special effects can occur, such as extra damage, or knocking your opponent to the ground. Your hitpoints can also be augmented by certain things. By wearing armour, you can gain armour points, identical to hitpoints in almost every way. You can also use skills, such as Steadfastness, to temporarily gain hitpoints, but these will only last for a specific time, or in specific circumstances. So, six months later, Barbara has bought light armour and now has 4 hits. However, Pete has been training and has learned Cleaving Blow! Pete again charges Barbara, and this time, because Cleaving Blow deals 2 points of damage, he can bring the bandit bitch down in just 2 hits, leaving him even more time to drink ale. Deathcounts When you have all of your hitpoints removed, you may stagger about for 5 seconds, screaming for a healer, before you must fall unconscious and start your deathcount. For most people, a deathcount is 30 seconds long. So, as you hit the ground, you start counting: if you reach 30 without being healed, then your character dies, and you get to lie around for a bit pretending to be a corpse. Whilst you are on your deathcount, you are unconscious and cannot act, move or speak in any way. If a healer approaches you, then they can bind your wounds, restoring a single hitpoint and allowing you to get to your feet. Or, a healer can staunch your wounds by laying a hand on you. If they do this, then your deathcount is halted for as long as they continue to staunch you. You must resume counting if they then leave you. Some skills extend your deathcount, such as Toughness. In this case, you can count for a little longer before dying, granting more time for healers to staunch and bind you. Pain Resistance extends your deathcount by 10 seconds, but also grants you consciousness during this time. So, for the first 15 seconds after losing all of your hitpoints you cannot fight, but you can call for a healer or crawl out of the way of the combat. Karma Karma is unusual in that it has a few different uses. First and foremost, it counts as an extra hitpoint, lost after armour but before normal hitpoints. However, it also acts as a source of power for priests, much like mana does for mages. If a priest has not lost their Karma during a fight, they can use it to cast priestly spells such as Lay on Hands or Blessing. Karma also acts as a signifier of rank or status. Peasants and most starting characters have no Karma, and thus are not known, by either the gods or the public. Priests and Lords, however, are recognised, by either their subjects or their god, and their Karma represents this. As a rough guide, someone with Karma 1 is known to their own village, whilst someone with Karma 5 is a world-renowned avatar of their god. Magic Magic does not come cheaply in the Scarred Lands, and has high demands of its users. Most mages are only First Circle ascendees, and so can only manipulate the minds of others, although this also costs them their own sanity. Mages only know a few spells at first, and they cast these by uttering spell verbals, short magical rites related to the spell. A mages spell verbals are often defined as being “x lines long”. A “line” of a spell verbal is a short phrase a few syllables long. All lines must be uttered loud and clearly, and should be relevant in some way to the spell being cast. The final line should contain the name of the spell. A good example for the 4-line spell verbal for Confusion would be: “A thousand lights dazzle, A thousand voices scream. I call forth madness, Jon, And I confuse you!” Here, Jon is the out-of-character name of the target of the spell. By putting his real name before the final effect, you can call the player's attention to the spell being cast and avoid him missing it in the clatter of battle. Priestly spell verbals work in much the same way, but the priest should include words of praise to their god. Also, priests do not suffer the same insanity as mages (although some priests are hardly sane by any reasonable definition). Mages require Mana to cast spells. The only way to retrieve Mana is to “meditate” for 60 seconds. This meditation should be roleplayed by indulging your insanity, going even more wild and irrational for the minute than you would normally be. The final point about magic is that all mages are insane. This insanity is in many ways a disability, and should impede the mage in some way. You could, for instance, be terrified of grass, or you may only be capable of walking sideways like a crab. In any case, your view of reality should be so twisted that nobody would mistake you for a normal, lucid member of society. Safety Though nowhere near as exciting as giving heretics a nice big faceful of smite, combat safety is by far the most important set of rules to remember when playing in any LARP game. There are only a few basics when it comes to safe combat, but they will ensure that nobody gets hurt and that everybody can have a good time of things. The one exception to these rules is that accidents happen, and in a messy, chaotic fight nobody can be blamed for a bit of bad luck, so don't beat yourself up if you do something wrong. Firstly, LARP weapons are not made for stabbing. If you thrust with a latex weapon, the core is liable to be pushed through the protective foam and into the chest of your assailant. As such, never stab with a LARP weapon. Second, always pull your blows. By slowing the speed at which you swing your weapons, you can lessen the impact and avoid hurting your target. It is incredibly difficult to seriously injure someone with a padded weapon, but if you don't pull your blows, you could give someone a nasty bruise. Avoid sensitive areas such as the head, groin, and anywhere else that might really hurt if struck. Again, accidents happen, but deliberately striking at someone's face or crotch is an absolute no-no. Don't do stupid things. This includes charging head-first into a row of enemies, wrestling or other physical contact, hitting people with shields, or fighting over dangerous terrain, such as near a drop or a stream. A list of sample characters has been provided for new players over the coming pages. These characters already have all of their skills and background sorted out, and if you wish to use one then all you have to do is come up with a name (see the rear page for example names). Anybody can play any of these characters, regardless of gender. Pictures of each character have been provided, but these are to act as inspiration rather than guidelines to be adhered to. You may want to play a character with a rich back story, ready for some indepth roleplay. Or, you may simply want to look and feel awesome whilst you're playing, emulating all the greatest heroes, from Aragorn to Leonidas. Alternatively, you might be out to do as well as possible, selecting the skillset with the best stats and abilities. All intentions are perfectly fine, and there will be something for everyone over the next few pages. Note that there are many more character options available in the main rulebook, including new skills, different backgrounds and races, along with a multitude of other resources for crafting your perfect character. These sample characters are simply for those people who want to get involved and start playing straight away. CHARACTER SHEET INTRODUCTION SAMPLE CHARACTER STATS Character's Nationality and Faith Total Hitpoints: The total number of permanent hitpoints a character has, including Karma, armour and woad, but not including additions from spells and skills such as “Steadfastness”. Karma: The total number of Karma points the character has. Any hitpoints gained from this are included above. Combat Calls: Weapon-based combat calls that the character may use. Mana: How much mana the character has. For nonmage characters, this field is omitted. Spells: Priestly or Arcane spells the character may use, along with their Mana or Karma cost, if any. Any other skills and abilities the character possesses, Other Abilities: along with how many times per adventure they may be used. Equipment: A list of the minimal equipment in the character's possession. Raised since childhood to love the Judge and hate the impure, a Paladin is a being of pure devotion and zeal. The Judge's teaching of justice and balance are the very essence of a Paladin's motivations, for so the tenet goes: Juddite Paladin “Innocent blood spilt must be matched drop-for-drop with the blood of the guilty.” PALADIN STATS The actual definitions of innocence and guilt are open to interpretation, but once a Paladin has judged a wrongdoer, only the Gods may turn him back. Paladins draw their strength from their faith, and from intense physical training. Protected by zealous dedication to their cause, and from heavy armour blessed by the high priests of the Judge, they dash into melee without a second thought for their own safety. Paladins are less concerned with protecting the weak as they are with righting wrongs, and this will lead to a cold and uncaring attitude to most. Indeed, there can be little space for affection in the heart of a divine avenger. Scheyellei, devoted to The Judge Total Hitpoints: 5 Karma: 1 Cleaving Blow: By striking dramatically against an Combat Calls: opponent, you inflict 2 points of damage and stagger them backwards. Spells: Prayer: Pray for 30 seconds to regain your Karma. Zeal (once per encounter): Every time you start a new combat, you can ignore the first hit you suffer, regardless of its effects, as long as you are charging forwards. Other Abilities: None. Equipment: Sword / Hammer Heavy Armour (boiled leather / chainmail) Black and white face paint “The Judge will illuminate your path, as a lighthouse amid an ocean of sin.” Akam is the Goddess of Life, and so her subjects work to the benefit of all living things. The priesthood of Akam typically devote their lives to healing, channelling Akam's purity through their bodies and into the hearts and minds of the ill and wounded. In a combat situation, a priest of Akam will typically be behind the main lines, tending to the injured and making them ready to fight again, or at least to escape should the battle be lost. They use divine magic to heal those close to the brink of death, but are also trained in basic medical techniques for less severe wounds. They are not trained in any of the arts of combat, and so stay well away from all but the most timid of opponents. An Akamite healer would feel only kinship with all but the most bitter of atheists. However, anyone displaying a lack of regard or respect for the nature around them will swiftly find themselves facing a scolding at best, and outright assault at worst. “Let me heal the wounds to your body, and let Akam heal the wounds to your soul.” Akamite Healer AKAMITE HEALER STATS Eymian, devoted to Akam Total Hitpoints: 3 Karma: 1 Combat Calls: None Spells: Prayer: Pray for thirty seconds to regain your Karma and your body hits. Blessing (1 Karma): Ask an Akamite three questions of devotion; if they answer “yes” to all of them, then the devotee regains all hitpoints and Karma. Lay On Hands (1 Karma): Lay your hands upon a dying religious ally, recite a six-second prayer and restore the ally to one body hit, ending their deathcount. Staunch Bleeding: Lay your hands on a dying ally and stop their deathcount indefinitely, as long as you retain contact. Bind Wounds (5 uses per adventure): Apply a Other Abilities: bandage to a dying ally to restore one body hit, ending the ally's deathcount. Great Faith (once an adventure): Cast any one of your priestly spells instantly, and for no cost in Karma. Equipment: Priestly robes Sword / Basic weapon Bandages The plainspeople are a proud if simple race, driven only by the need to survive, and by their devotion to the Fius. They are led in worship by the Shamans, individuals closer to the Gods than most. Worship of the Fius can involve many savage traditions: animal sacrifice, ritualistic mutilation, drug-induced frenzies. The practices vary from tribe to tribe, but all appear outlandish and barbaric to the Kian cityfolk, who have low opinions of the plainsmen at the best of times. Typically, plainsmen worship the Fius as the protector and the guardian: the campfire that keeps away dark spirits and predators. So, too, does a plains shaman watch over the tribe, protecting them spiritually and physically. They are the healers and the guides, to whom all plainswarriors turn in times of danger. A shaman is by no means helpless in a fight, and whilst the heavy combat is carried out by the plainswarriors, most shamans can still hold their own against weaker opponents, often using their agility to escape tougher fights and attend to where they are most needed. shaman of the Plains SHAMAN STATS Plainsperson, devoted to The Fius Total Hitpoints 4 Karma: 1 Combat Calls: None Spells: Prayer: Pray for 30 seconds to regain your Karma. Blessing (1 Karma): Ask a Fian three questions of devotion; if they answer “yes” to all of them, then the devotee regains all hitpoints and Karma. Lay On Hands (1 Karma): Lay your hands upon a dying religious ally, recite a sixsecond prayer and restore the ally to one body hit, ending their deathcount. Woad: By applying tribal warpaint to your face and body, you gain 1 armour hit. Can also be applied to other plainspeople. Runepriest (1 Karma): You Other Abilities: can spend a minute creating a rune holding the spell Lay On Hands, which may be cast instantly at any point. Agility: You are immune to the strikedown effect of “Sweeping Strike”. Equipment: Staff / Spear Woad paint Minimal Clothing “Fius protect. Fius guide. Fius fight. Fius remember, but Fius never forgive.” The Demon. Subversive, abusive, aggressive and pervasive. For centuries the Scarred Lands has been stricken by demons of one form or another, from the diminutive Harlequins to the hulking Groms. Only those with fiery courage in their hearts and cool calculation in their heads can possibly smite these abominations before Siryn. The Realms of Existence were formed separately for a reason, for Siryn, above all else, works for balance and equality. But if the demons leave their kingdom to conquer the natural realm, then all balance in the world will be lost, and everything will turn to dust. Sirynite Demonslayer “I fear no demon. These creatures of Hell cannot stand before the righteousness of Siryn.” DEMONSLAYER STATS Kian, devoted to Siryn A demonslayer must never hold back from a fight, for decisive action and quick thinking are the only tools a mortal has against the denizens of Hell. They will always be at the forefront of every melee, ready to suffer and die for their cause. Few demonslayers find time outside of training and combat to indulge in hobbies and careers. Fewer still live to old age, for the path of a slayer is paved with lethal danger at every turn. But for those who are quick enough with a blade, eternal glory awaits them beside their God in the celestial realm. Total Hitpoints: 5 Karma: 1 Combat Calls: Demonbane: Upon striking a demon, you deal 2 points of damage instead of the usual 1. Spells: Prayer: Pray for 30 seconds to regain your Karma. Holy Armour (1 Karma): Utter a 6-line prayer to Syrin to receive two points of magical armour. Other Abilities: Pain Resistance: You can ignore the incapacitating effect of “Venom”. You still suffer the extra point of damage. Also extends deathcount by 10 seconds, during which consciousness is retained. Equipment: Light Armour Greatsword Dark Clothing Duty and Honour, the watchwords of the warriors of Kia. Since the Beastplague decades ago, and all through the Mage Wars, Kia has suffered the brunt of aggression facing the Scarred Lands. But these constant challenges have sculpted a nation of solid, dependable citizens, and rock-hard soldiers to boot. Since Lord B'Stard first fashioned the blacksnuff pistol it has been the icon of the Kian military, issued to the best warriors with the sharpest aim, and it has seen many battles won. Though slow to reload, the shock and awe effect of a pistol is hard to ignore, even for a well-weathered veteran,. Kian Footsoldier “Right lads, let's give these bastards a good old lead bukkake. Open fire!” FOOTSOLDIER STATS Kian, devoted to Siryn Typically, Kian foot-troops operate a fluid, mobile style of fighting, unleashing a hail of lead shot before pulling back, reloading, and repeating. However, they are well doctrined in hand-to-hand melee and are no slouches with a sword. Any Kian citizen will be straightforward and direct in conversation, and the military take this to an extreme bordering on abruptness. However, despite an often frosty attitude, no other military force is bound so tightly by loyalty and brotherhood to one another. Total Hitpoints: 5 Karma: 0 Combat Calls: Pistol Single: Fire a pistol and deal two points of damage to the target's chest. Pistol must be reloaded between shots. Spells: None. Pain Resistance: You can ignore the incapacitating effect of “Venom”. You still suffer the extra point of damage. Also extends deathcount by 10 seconds, during which consciousness Other Abilities: is retained Steadfastness: You gain an additional hitpoint when stood still and receiving a charge from an enemy. Pistol Use: Spend 60 seconds to reload a pistol. Equipment: Blacksnuff Pistol Sword Light Armour Crimson Sash / Tabard The Ironbearers are the steel-clad backbone of the Scheyellei military. Formed recently to bolster a large but untrained militia army, the Ironbearers now hold pride of place at the front lines of any large engagement, It is the resilience of the Ironbearers that sets that apart from other soldiers. No other warrior can claim to last so well against enemy attacks, and this is thanks to exceptional stamina, exceptional training and die-hard patriotism. With such a great reserve of strength and toughness, an Ironbearer is best suited to heavy combat right in the middle of the fight, where cold Scheyellei steel can wreak its havoc upon the frail bodies of the enemy. However, an Ironbearer should not wade in unsupported: even the hardest warrior may fall if greatly outnumbered, and nobody can run very far whilst wearing such heavy armour. Ironbearers rely on camaraderie and unit loyalty to survive on the battlefield, and will work hard to keep morale high and spirits lifted. However, they are not bards by any means, and still retain a cool air of seriousness when approaching a fight. Scheyellei Ironbearer IRONBEARER STATS Scheyellei, Godfearing Total Hitpoints: 6 Karma: 0 Combat Calls: Cleaving Blow: By striking dramatically against an opponent, you inflict 2 points of damage and stagger them backwards. Spells: None Pain Resistance: You can ignore the incapacitating effect of “Venom”. You still suffer the extra point of damage. Also extends deathcount by 10 seconds, during which consciousness Other Abilities: is retained Steadfastness: You gain an additional hitpoint when stood still and receiving a charge from an enemy. Alternatively, you may ignore the first Shield Smash against your shield. Equipment: Heavy Armour (Platemail) Shield Sword / Axe “Let them come. Let their bodies break across our shields, let their skulls split beneath our axes.” Out on the plains, one can be very far from home without shelter, food or water. As it is, only the toughest can survive long journeys between tribes, and so only the toughest are chosen for the role of Runner. Plainsrunner PLAINSRUNNER STATS Plainsrunners carry messages and small packages between the elders of the many tribes. Very often, the contents of these deliveries can be of vital importance, such as the date of a planned attack, or an heirloom of great value. In any case, the bearer must be of peak fitness, and strong in a fight, ready to die for the mission. Prescience and agility are the key words for a Plainsrunner, or at the very least they would be if the plainspeople understood what they meant. But certainly, a watchful eye kept all around, and at all times, is the greatest advantage on the long trek across empty grassland. Should a fight occur, a runner is a great asset on the flanks of the engagement, darting in and out, dealing heavy damage, harrying the enemy and pinning them down. By denying freedom of movement to an enemy force, the battle can be controlled and contained to great effect. Plainsperson, devoted to The Fius Total Hitpoints: 4 Karma: 0 Combat Calls: Sweeping Strike: Strike at an opponent's legs to deal a point of damage and knock them to the ground. Spells: None. Dual Wielding: You can use a normal-sized weapon in each hand to full effect. Pain Resistance: You can ignore the incapacitating effect of “Venom”. You still suffer the extra point of damage. Also extends deathcount by 10 seconds, during which consciousness is retained Other Abilities: Toughness: Your deathcount is extended by a further 15 seconds, for a 60 second total deathcount. Steadfastness: You gain an additional hitpoint when stood still and receiving a charge from an enemy. Agility: You are immune to the strikedown effect of “Sweeping Strike”. Equipment: 2 Swords / Axes Woad paint Minimal Clothing “Eyes open, run into wind, run softly. Leave no tracks. Fius guide you well.” The woods of Eym are dangerous. Dark and mysterious perils more sinister than bandits and far more powerful than goblins lurk in the darkest shadows of the forest, and it takes a keen eye to spot them before they spot you. Rangers are at home in the wilds. They meld with their surroundings on an almost supernatural level, reading the ground and the trees as a scholar might read a book of knowledge. Their woodsmanship is second to none, as is their aim, which is sharp and true. A good ranger can pierce a stag through the eye from three hundred paces, through undergrowth and low-hanging branches. Eymian Ranger “The glory of the hunt is addictive. The silence, the patience, the smell of fear in the air.” RANGER STATS Eymian, devoted to Akam A ranger should never enter the main combat zone of a fight, instead waiting around the flanks and sniping key targets in the enemy lines. Once the balance has swung in favour of the ranger's allies, they can sweep into the wasted foes to put down any stragglers. Rangers are the masters of their realm, and will act with authority within it. However, they can become nervous and reclusive when outside the woods, insecure without the protection of concealment. However, they value kinship as much as any hunter might, and appreciate good company when times are hard. Total Hitpoints: 5 Karma: 0 Combat Calls: Sweeping Strike: Strike at an opponent's legs to deal a point of damage and knock them to the ground. Spells: None. Longbow Use: You inflict two points of damage to an enemy upon a successful arrow strike. Agility: You are immune to the strikedown effect of “Sweeping Strike”. Other Abilities: Pain Resistance: You can ignore the incapacitating effect of “Venom”. You still suffer the extra point of damage. Also extends deathcount by 10 seconds, during which consciousness is retained Equipment: Light Armour Long Bow and Arrows Sword / Axe The life of an Eymian noble is a gentle one, with most comforts cared for, and most cares cast far and away and being dealt with by the servants. However, some of the upper class develop a new-found respect for life, turning away from their rich upbringing to do good in the world, helping the poor or destroying evil. Others simply tire of the bloated decadence of the rich life, seeking the excitement of a more adventurous existence. Some suffer a great tragedy to their families or their estates, and so set out for revenge and justice. Eymian Lord “No obstacle exists that cannot be overcome with a level head and a moment's thought.” LORD STATS Eymian, devoted to Akam Lords are often best suited for leadership roles, where their charisma can be put to great effect. Though few are natural born warriors, most can handle themselves in a fight if need be, relying on elegant fencing techniques and refined duelling styles. They are best placed in the second lines of a fight, ready to defend healers and coordinate the frontliners. They have little reason to be stuck-up with the peasants around them, for their lives depend on the competence of the lower classes. However, any individual of decency and elegance would refuse to engage in the coarse and vulgar paths of discourse held between the less well-educated of society. Total Hitpoints: 4 Karma: 1 Combat Calls: Sweeping Strike: Strike at an opponent's legs to deal a point of damage and knock them to the ground. Spells: None. Dual Wielding: You can use a normal-sized weapon in each hand to full effect. Agility: You are immune to the strikedown effect of Other Abilities: “Sweeping Strike”. Staunch Bleeding: Lay your hands on a dying ally and stop their deathcount indefinitely, as long as you retain contact. Equipment: Master-crafted Light Armour 2 Swords Blacksmiths are in high demand across the Scarred Lands, for a skill with ironworking can help to create the armour, weapons and other equipment needed to fight off hordes of vicious demons and undead. Amongst travelling adventurers, armourers are even more greatly appreciated, since their ability to rapidly repair armour of all kinds makes them invaluable following heavy fighting. There are some armourers within the military, but most are civilians, independent traders looking to seek their fortune, or on hire by the local lord. Blacksmiths possess key knowledge about most armaments, and so are ideally suited to dealing with tough enemy formations with vulnerable equipment. However, most armourers are not front-line fighters, and should remain behind the main lines guarding the healers until the call comes in to mend broken armour. Blacksmiths are tradesmen, and so typically very professional. They rely on manners and politeness to gain customers, and bring these qualities with them to the battlefield, treating their comrades with respect and friendliness. Kian Armourer ARMOURER STATS Kian, Godfearing Total Hitpoints: 4 Karma: 0 Combat Calls: Shield Smash: By striking dramatically against an opponent's shield, you shatter it into pieces, rendering it useless. Spells: None. Armour Repair: Spend 30 seconds repairing an ally's armour to restore one armour point. Steadfastness: You gain an additional hitpoint when stood still and receiving a charge from an enemy. Pain Resistance: You can ignore the incapacitating Other Abilities: effect of “Venom”. You still suffer the extra point of damage. Also extends deathcount by 10 seconds, during which consciousness is retained Toughness: Your deathcount is extended by a further 15 seconds, for a 60 second total deathcount. Equipment: Warhammer Workhammer Light Armour (Apron) “Ah, the heat of the forge, the smoke in the air, the clang of steel and iron. Life is simple, life is good.” In Kia's darkest hours, many warriors fall victim to the blade, the arrow and the pox. Tired of seeing so many crimson soldiers die, the leaders of noble Kia created the Medical Corps, and so hoped to see at least a few more sons return to their mothers. The Medical Corps train their medics to do two things : heal and fight. The field surgeons of old were too often caught by enemy flankers and put to the sword, leaving front-line warriors with no physicians to tend their wounds. Now, the Corps is capable of defending itself, though they are still highly trained physicians capable of extraordinary feats of healing on the battlefield. A combat medic is a capable warrior, but they should rarely find themselves anywhere beyond the rear lines. When healing the wounded, they should adopt military triage practise, treating first those more likely to survive before dealing with the heavily injured. Medicine is a two-fold art of both physical and mental recovery, and soldiers' wounds heal fastest when their spirits are buoyed. As such, it is down to the combat medics to maintain morale when the crap hits the fan, remaining cheerful and supportive in times of dire need. Kian Combat Medic COMBAT MEDIC STATS Kian, devoted to Siryn Total Hitpoints: 4 Karma: 0 Combat Calls: Pistol Single: Fire a pistol and deal two points of damage to the target's chest. Pistol must be reloaded between shots. Spells: None. Staunch Bleeding: Lay your hands on a dying ally and stop their deathcount indefinitely, as long as you retain contact. Bind Wounds: Apply a bandage to a dying ally to restore one body hit, ending the ally's deathcount. Other Abilities: Journeyman Pharmacologist (25 uses per adventure): By applying herbs and bandages to a wounded ally, you may heal one of their lost Karma or Body hits. Pistol Use: Spend 60 seconds to reload a pistol. Equipment: Physician's Medkit Light Armour Blacksnuff Pistol Crimson Sash / Tabard “Looks like your lucky day, kiddo, I think you're gonna make it. Besides, girls love scars like that.” There are those of the medical profession who, every day of their lives, seek to heal and mend the wounds dealt to others, to use their skill and knowledge for the betterment of mankind, to restore to life those who have fallen. And, there are those who do not. A “pragmatist” is someone whose intimate knowledge of the human anatomy leads to a key understanding of what makes it work and, more importantly, what can happen to make it stop working entirely. When not engaged in a spot of “moonlight doctoring” across the rooftops and through dark alleys, a pragmatist is best employed at the flanks of a combat, where pinpoint precision and a keen eye for a vulnerable target can lead to massive casualties amongst the enemy. Following a fight, a pragmatist can still use his medical skills to heal his allies, but that job is probably best left to someone with experience actually healing people. “Do not fret, young one, for I promise you this shall not hurt for long...” Eymian Pragmatist PRAGMATIST STATS Eymian, Godfearing Total Hitpoints: 3 Karma: 0 Combat Calls: Shiv: When using daggers, you cause two points of damage to human enemies pet hit. Backstab: By approaching an unaware enemy from behind, you may immediately slay them and put them on a 30-second deathcount. Spells: None. Staunch Bleeding: Lay your hands on a dying ally and stop their deathcount indefinitely, as long as you retain contact. Bind Wounds: Apply a bandage to a dying ally to restore one body hit, ending the ally's deathcount. Journeyman Physiologist (15 uses per adventure): Other Abilities: By applying herbs and bandages to a wounded ally, you may heal one of their lost Karma or Body hits. Agility: You are immune to the strikedown effect of “Sweeping Strike”. Off-hand-weapon Use: You may use a dagger in your off-hand to full effect. Equipment: Physician's Medkit 2 daggers Light Armour The Medikin are the most skilled healers in all of the Scarred Lands. Founded in Scheyelle, in direct competition with the Physicians' Guild, the Medikin seek nothing less than perfection in their work, and they are coming quite close. A medikin should be able to heal just about any wound one might suffer on the field of battle, or elsewhere for that matter. Brutal gashes, broken bones, even magical injuries are not beyond the remit of these dedicated healers, and warriors are learning to become quite reassured when they see a medikin in the lines behind them. A medikin is not a fighter, and should make no attempts to prove otherwise. However, a medikin can mend any wound they come across, and should put this ability to good use. However, they should guard against healing frivolously, and should retain some resources for serious injuries. A medikin is an individual of singular focus and determination. Whether ethical or academic, their dedication to the art of healing cannot be questioned. “Forget the ignorance of the priesthood. Any wound can be healed with skill and dedication.” Scheyellei Medikin MEDIKIN STATS Scheyellei, Atheist Total Hitpoints: 3 Karma: 0 Combat Calls: None. Spells: None. Staunch Bleeding: Lay your hands on a dying ally and stop their deathcount indefinitely, as long as you retain contact. Bind Wounds: Apply a bandage to a dying ally to restore one body hit, ending the ally's deathcount. You may even do this for an ally suffering from a magical wound. Journeyman Arcanologist (15 uses per adventure): Other Abilities: By applying herbs and bandages to a wounded ally, you may heal one of their lost Karma or Body hits. Alternatively, you may use Cure Ailments to heal a single location injury. Pain Resistance: You can ignore the incapacitating effect of “Venom”. You still suffer the extra point of damage. Also extends deathcount by 10 seconds, during which consciousness is retained Equipment: Physician's Medkit Sword “'In cold blood'? Please. Their blood was quite warm as it splattered across my face. Blood. Blood and sweat. Hot and sticky and vile and all over the place. The way it should be. The human body never looked so beautiful as when it was in several places at once. It's what the bastards deserve, anyway, they were holding their swords like amateurs. Scheyellei Spellsword SPELLSWORD STATS Scheyellei, Atheist Only the strong deserve life. The Gods? They give life to the weak and the unskilled, the stupid and the poor. Much better to take life from those who don't need it, who won't do anything with it, who were never going to achieve what I will achieve, when the world is mine. Total Hitpoints: 4 Karma: 0 Combat Calls: Cleaving Blow: By striking dramatically against an opponent, you inflict 2 points of damage and stagger them backwards. Mana: 2 Spells: Hatred (1 mana): By reciting a 4-line incantation, your target develops an irrational hatred of you and must charge directly towards you to engage in melee combat. Aversion (1 mana): By reciting a 4-line incantation, your target finds whichever object you name entirely repulsive, and must drop i immediatelyt and not touch it for the next 30 seconds. Mind Tap: By inducing your psychosis for 1 minute, you slip further into insanity, losing lucidity but restoring all of your mana. Other Abilities: None. Equipment: Heavy Armour (plate or chain) Sword Shield So I stay in the front line. If they cannot hold their weapon, they will not hold it at all, that can be seen to. And once they are unarmed, they are easy prey, especially as they dash towards my blade like the rabid beasts they are. The others want to talk, but they have nothing to share. Their insights are limited, overshadowed by their devotions to their gods. But I, I am devoted to something far more pure. My faith is the reliability of a good sword and the stupidity of mere humans. Battles are scary. Very scary. Very very scary. Scary indeed. What better way to survive a battle than never being in one in the first place? Twist and break and wither and bend and force minds to your glorious will, never let them dominate you. Never! That's the trick! Does that sound mad? Surely madness is to leap into a fight of blood and guts and blood and blood everywhere, have your guts torn into out-of-tune violin strings? So lead the way! Be at the forefront of every fight. But not a fight of blades and spears, oh no! A clash of wills, far more deadly than mere swords and arrows! Then we shall see who's mad, yes we shall, oh yes, my precious. They shall look at you funny, you can't escape it, they'll treat you like a lunatic, but they're the insane ones, there can be no doubt, oh no, but you mustn't let them. Trust no one, believe everyone, treat the wicked and punish the kind, maybe somehow we can get through this alive... “Stop looking at me like that! Look over there! No, there! I suggest you go away , RIGHT NOW.” Eymian Equivocator EQUIVOCATOR STATS Eymian, devoted to The Judge Total Hitpoints: 3 Karma: 0 Combat Calls: None. Mana: 2 Spells: Suggestion (1 mana): With the words “I suggest...” and a slight hand gesture, your target is compelled to follow your command to the best of their abilities, for 30 seconds. Self-harm may not be commanded. Confusion (1 mana): By reciting a 4-line incantation, you render your target dazed and confused, unable to do anything except defend themselves halfheartedly. The effect lasts for thirty seconds, or until attacked. Mind Tap: By inducing your psychosis for 1 minute, you slip further into insanity, losing lucidity but restoring all of your mana. Other Abilities: Iron Will: You are completely immune to all mind magic. Off-hand-weapon Use: You may use a dagger in your off-hand to full effect. Equipment: Sword Dagger Light Armour Some Useful Terms and Phrases IC - In-Character, anything that exists or takes place in the game system, such as roleplaying or casting spells OOC - Out-of-Character, anything that takes place outside of the game, such as drinking and washing. Characters - Fictional entities, whose roles are fulfilled by players during an adventure. Players - You and your friends, as normal human beings and students at Warwick University. The Ref - Da Boss, the Big Guy/Girl. The person responsible for planning and running the adventure. Time In - Used by the Ref to signal the beginning of an adventure, and the point at which you should start roleplaying. Time Out - End of the Adventure! Whether your character lived or died, you as a player now get to go to the pub. LARP Safe - Literally “safe for Larping.” Used to describe a weapon or a method of fighting that is not considered dangerous in combat. Roleplaying - For some, an in-depth portrayal of a fictional personality with motives and background. For others, responding to a different name whilst hitting stuff. Player Party - The Players and their characters. The victims of the adventure. Trial By Larp - Reserved for cheaters and noobs. Involves surrounding the offender in a tight circle and beating them until they stop bleeding. Monster Party - Players not playing their characters, instead playing “monsters”, to interact with and fight with the Player Party. They are at the full disposal of the Ref. Noob - A veteran player who has proven their incompetence. Newbie - A new player who is yet to prove their incompetence. Veteran Player - Usually a noob. FOIP - Find Out In Play. Used to refer to information that should be revealed/discovered whilst IC. Time Freeze - Time has frozen IC used for sudden changes of ingame circumstances. Phys Rep - Literally, a physical representation of an object. A catch-all term for latex weapons, props, masks, and anything else that is meant to resemble an object. Rule 7 - The seventh rule of Larping: “Don't take the piss”. Taking the Piss - What all players do when they Larp, Larping - The act of taking part in LARP. Drinking - What most Larpers do when not Larping. PAST HEROES OF THE SCARRED LANDS (In no particular order) THE GOOD THE BAD THE UGLY Countess Annabel DeMontford, Kian Warrior Captain Angeline Akethrin, Kian Soldier Ruby Clearwater, Eymian Bloodmage Grim'Jaw the Wise, Plains Shaman Sil'Sheth, Demonkin and Ravager Jared, Grand Soldier of the Sera'phem Milone PLAINSWARRIOR, Plainswarrior Regan of the Many Faces, Herald of Eldritch Dmitri, Schayellei Bloodmage Guy Akramala (formerly de Glastonbury), Champion of Akam Guy the Kinslayer (formerly Akramala), Master of the Blade Guy de Glastonbury, Kian Warrior Sergeant Thomas Plunkett, Kian Sharpshooter Lord Armel von Woert, Kian Lord and Mage Thrond the Pacifier, Schayellei Champion of the Judge Lady Luthien, High Priestess of Akam Cassandra, Eldritch Sorceress Basaine, Eymian High Priestess of Siryn Owain Castleleigh, Eymian Priest of Akam Bethesda, Demonic Queen of Hell Luther Ignis, Kian Fire Mage SCARRED LANDS Originally Conceived and Written By: JACOB BARLOW With Contributions By: Will mitchell claire bowden dan waldron sacha nicholson isabel mccourt mat lougher The Player Guide Written By: JON HOCKER With Photos Taken By: CLARE SELLEY JAMES POWELL Models Featured in this Book: rob lockley anna norton James webster alex stuart laura ferguson luke southwell helen colson pete steffe dave williams aggie zili ian selley pete wren dan kerr phil richards glen dorrington alex campbell casper stockton Some Useful Weblinks: Our Website: www.warwicklarps.co.uk Our Message Boards: www.warwicklarps.co.uk/forum Our Wiki: scarredlands.wikispot.org