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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]

Prophecy LARP Rulebook - mit.edudcltdw/RPGs/Prophecy/P2RulebookPartI.pdf · Prophecy LARP Rulebook The second campaign of Prophecy is dedicated to the memory of Larry Swedis

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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]

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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.

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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

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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

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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.

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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.

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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.

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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.

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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!

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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.

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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!

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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.

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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

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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”.

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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.

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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

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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.

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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.

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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 <Type> (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.

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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.

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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.

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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.

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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 Points. Each player starts with 35 Skill Points to spend when creating a character.

This total may be increased or decreased by various Gifts and Flaws. (Submitting a character history can also increase

this number.) Each skill is listed by name and by category. You may purchase skills from any category except Racial Racial Racial Racial SkillsSkillsSkillsSkills, from which you may only buy skills according to your character’s race. Please remember to take into account

any restrictions or benefits based on RaceRaceRaceRace, Background,Background,Background,Background, Gifts,Gifts,Gifts,Gifts, and Flaws Flaws Flaws Flaws when purchasing skills. Please note that the costs of some skills have changed from the first campaign, most notably the costs of skills that have multiple lev-

els. You may see the cost in SP displayed like this: 6/9/12. In this case, 6 would be the cost of the first level of the

skill, 9 would be the cost of the 2nd level, and 12 would be the cost of the 3rd level. Unless noted in the description

of the skill, skill levels must be purchased in progression (i.e. you cannot purchase level II without having purchased

level I). Following the name of the skill are several important values that indicate the following characteristics:

****: An asterisk following the skill name indicates the skill may be purchased multiple times.

SPSPSPSP: This indicates the cost in Skill PointsSkill PointsSkill PointsSkill Points to purchase the skill.

MPMPMPMP: This indicates the cost in Mana PointsMana PointsMana PointsMana Points to make one use of this skill. If this is not listed, mana is not required to

use the skill. Remember that you get a number of Mana Points equal to your Mana Point statistic each mana cycle of

the game (see the “Magic” section of the Rule Book for more information on mana cycles).

DMPDMPDMPDMP: This indicates the cost in Dedicated Mana PDedicated Mana PDedicated Mana PDedicated Mana Pointsointsointsoints to make use of the skill. It represents that the skill is always

“turned on”, thus the mana used to power it is permanently expended and may not be used for any other purpose.

For example, if a character has a Mana Point statistic of 4, and buys Warcraft, which is 2 DMP, then the character

only receives 2 Mana Points per mana cycle.

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Some skills have different ranks of expertise, represented by the numerals I, II, III. Purchasing the Rank II skill

requires having the Rank I skill, and similarly purchasing the Rank III skill requires having the Rank II skill. You

may purchase multiple levels of a skill at the same time if you have sufficient Skill Points. This list does not include all skills you may encounteThis list does not include all skills you may encounteThis list does not include all skills you may encounteThis list does not include all skills you may encounter in game. There are many hidden skills in all areas that you r in game. There are many hidden skills in all areas that you r in game. There are many hidden skills in all areas that you r in game. There are many hidden skills in all areas that you will only be able to learn in game. See the Appendix for a conciswill only be able to learn in game. See the Appendix for a conciswill only be able to learn in game. See the Appendix for a conciswill only be able to learn in game. See the Appendix for a concise chart of skills and costs as listed in this book.e chart of skills and costs as listed in this book.e chart of skills and costs as listed in this book.e chart of skills and costs as listed in this book.

Alchemy & Craft Skills Alchemy & Craft Skills Alchemy & Craft Skills Alchemy & Craft Skills Generally, Alchemy and Craft Skills are used , both during and between events, to manufacture alchemical concoctions and crafted items. See the “Alchemy, Crafts & Runes” section of the Rule Book for more information on using Alchemy and Craft Skills. Each level of an Alchemy or Craft skill provides 4 Crafting Points, or CP. Crafting points are used to fabricate items, either during events or as Between Game Actions.

LearningLearningLearningLearning Craft Items and Recipes Craft Items and Recipes Craft Items and Recipes Craft Items and Recipes: : : : You will begin the game with 3 Recipes/Craft Items per Alchemy/Craft skill you have purchased. Additional Recipes

and Craft Items must be learned during the course of the campaign. Learning a Recipe or Item from a book or

teacher requires at least 1 BGA. There are also some teachers who may be able to teach a Recipe or Craft Item

during an event. When you have learned a Recipe or Craft Item, you will be given a Craft or Alchemy Template

describing the item/recipe, the action required to create it, and the effect. These templates are considered in-game,

and may be stolen, traded, or sold. You must physically possess a template (on your person) in order to craft the

item. If your templates are stolen or lost, you cannot craft the items on those templates until they are replaced

in-game. Some Items are created using a combination of several different craft skills. Alchemy IAlchemy IAlchemy IAlchemy I----II (Darankarik Tradition)II (Darankarik Tradition)II (Darankarik Tradition)II (Darankarik Tradition)

SP: 6/9 SP: 6/9 SP: 6/9 SP: 6/9 MP: 0MP: 0MP: 0MP: 0

Purchase of this skill makes one a recently graduated apprentice (I) or journeyman (II) in the Darankarik alchemical

Tradition. Alchemists are able to concoct elixirs to bestow various effects, following known recipes in their Tradition

as well as researching their own concoctions. Recipes require various alchemical components that must be obtained

in game. You will begin with 3 recipes per level purchased, and may learn more in game. Complexity of recipes

increases with each level of this skill. The Darankarik Tradition is renowned for its emphasis on military uses of

alchemical concoctions. Alchemy IAlchemy IAlchemy IAlchemy I----II (Magephilen Tradition)II (Magephilen Tradition)II (Magephilen Tradition)II (Magephilen Tradition)

SP: 6/9 SP: 6/9 SP: 6/9 SP: 6/9 MP: 0MP: 0MP: 0MP: 0

Purchase of this skill makes one a recently graduated apprentice (I) or journeyman (II) in the Magephilen alchemical

Tradition, once centered at the great Collegium in Rachenza. Alchemists are able to concoct elixirs to bestow various

effects, following known recipes in their Tradition as well as researching their own

concoctions. Recipes require various alchemical components that may be found or

purchased in game. You will begin with 3 recipes per level purchased, and may learn

more in game. Complexity of recipes increases with each level of this skill. The

Magephilen Tradition is the eldest and most respected alchemical Tradition. It is

renowned for its emphasis on practical matters contributing to the wealth and safety of

the Kingdom of Arden. Alchemy IAlchemy IAlchemy IAlchemy I----II (Revician Tradition)II (Revician Tradition)II (Revician Tradition)II (Revician Tradition)

SP: 6/9 SP: 6/9 SP: 6/9 SP: 6/9 MPMPMPMP: 0: 0: 0: 0

Purchase of this skill renders one skilled in the Revician alchemical Tradition.

Revician alchemists are able to concoct elixirs to bestow various effects, following

known recipes in their Tradition as well as researching their own concoctions. Recipes

require various alchemical components that may be found or purchased in game. You

will begin with 3 recipes per level purchased, and may learn more in game. Complexity

of recipes increases with each level of this skill. The Revician Tradition is renowned for

its emphasis on mentalist effects such as divination, clairvoyance, and altered mental states. NOTE: any PC that possesseNOTE: any PC that possesseNOTE: any PC that possesseNOTE: any PC that possesses Alchemy skills will be provided with a more detailed explanation of the system before s Alchemy skills will be provided with a more detailed explanation of the system before s Alchemy skills will be provided with a more detailed explanation of the system before s Alchemy skills will be provided with a more detailed explanation of the system before

their first event.their first event.their first event.their first event.

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CookingCookingCookingCooking

SP: 5 SP: 5 SP: 5 SP: 5 MP: 0MP: 0MP: 0MP: 0

Purchase of this skill requires Herbal Lore as a Prerequisite. The potency of herbs can be enhanced by clever

combination with more mundane food, spices, and heat. By spending 20 minutes of game time, any number of fresh

or dried herbs (all of the same type) and an equal number of units of “Food” can be combined into a dish that can

exert the Herbal effect on up to twice the number of recipients as there are Herbs in the pot. You must know how to

use a given Herbal component in order to be able to Cook with it. Cooking implements and a simulated source of

heat are required to roleplay the cooking. This skill may only be used with Herbal Lore Recipes, and only in game.

The Herbalist must serve the cooked herb within 1 hour of having finished the cooking process for any effect to be

obtained.

Herbal LoreHerbal LoreHerbal LoreHerbal Lore

SP: 6SP: 6SP: 6SP: 6 MP: 0 MP: 0 MP: 0 MP: 0

This skill enables the herbalist to use certain plant components (herbs) raw to deliver various immediate Effects in

game, or to dry them between events. Dried herbs have the same effect as raw herbs, but can be preserved

indefinitely. A starting Herbalist will receive Recipes for preparing/using 3 different components, and may learn

more in game. Fresh herbs will not retain potency between events. Herbs can be dried between events by declaring

the use of 1 BGA for this purpose on the Post-Event Worksheet. 1 BGA is sufficient to dry all herbs

possessed. All unused component physreps must be turned in at the end of each event.

Metalcraft IMetalcraft IMetalcraft IMetalcraft I----IIIIIIII----IIIIIIIIIIII

SP: 6/9/12SP: 6/9/12SP: 6/9/12SP: 6/9/12 MP: 0MP: 0MP: 0MP: 0

This skill can be used to create and enhance armor, and to make metal items, from weapons to jewelry to farm

implements. Various ores and metal components are needed to craft in metal. Each rank of the skill represents

additional experience and allows for more complicated and useful crafting. You will begin knowing how to make 3

metal items per level purchased, and may learn more in game. This skill can also be used to enhance metal weapons

so that they will be capable of performing various Effects in the hands of anyone who can wield them. Upon

attaining Metalcraft II, you will be able to examine tags on metallic

items such as armor and weapons to ascertain their properties.

Scribe IScribe IScribe IScribe I----IIIIIIII----III III III III

SP: 6/9/12SP: 6/9/12SP: 6/9/12SP: 6/9/12 MP: 0 Prerequisite: LiteracyMP: 0 Prerequisite: LiteracyMP: 0 Prerequisite: LiteracyMP: 0 Prerequisite: Literacy

A character with the Scribe skill has developed expertise in the art

of lettering. Local establishments, organizations, and other

townsfolk who cannot write for themselves, may hire the character

for this expertise. This skill can be used to create (or forge) certain

official letterheads and seals that the character may not normally

have the right to use. In addition, this skill can be used to copy

recipes, templates, or scrolls.

The Scribe skill does not automatically guarantee that forged documents will be accepted. Players must use

creativity, guile, as well as information and names learned in game to make sure their forgeries are as believable as

possible.

For each purchase of the Scribe skill a Player will be given templates for three documents. Special inks and papers

are likely to be needed for creation of the appropriate documents. Each rank of the skill represents additional

experience and allows for the creation of successively more complicated, and potentially more useful, documents.

Upon attaining the Scribe II skill, the scribe can read purple Archivist tags. The skill Literacy is a prerequisite for the

purchase of this skill.

Saeth bent over the writing table, quill in her hand, painstakingly etching lines on a piece of fine parchment. This document had to be perfect. The Defenders must have the prisoner Barton Craddock turned over to their keeping. Just a little more now...done. Carefully blotting the page to prevent smearing, Saeth sat back from her work, impressed with herself. Indeed, this should do the trick, she thought as she nibbled the tip of her quill...

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Sewing ISewing ISewing ISewing I----IIIIIIII----IIIIIIIIIIII

SP: 6/9/12SP: 6/9/12SP: 6/9/12SP: 6/9/12 MP: 0MP: 0MP: 0MP: 0

This humble skill can be used to create light armor and some swashbuckling items, as well as certain magical and

medical supplies. Cloth, thread, and/or dye components are needed to craft an Item with Sewing. Each rank of the

skill represents additional experience and allows for more complicated and useful crafting. You will begin knowing

how to make 3 sewn items per level purchased, and may learn more in game. Upon attaining Sewing II, you will be

able to examine tags on textile items to ascertain their properties.

Tinkering ITinkering ITinkering ITinkering I----IIIIIIII----IIIIIIIIIIII

SP: 6/9/12SP: 6/9/12SP: 6/9/12SP: 6/9/12 MP: 0MP: 0MP: 0MP: 0

This skill can be used to create locks, crossbows, traps, and various unusual

gadgets. Each rank of the skill represents additional experience and allows for

more complicated and useful crafting. Gears, wires, and other clockwork

components are needed to craft an Item with Tinkering. This skill may be

useful in game to use or disable other tinkered devices you may encounter. You

will begin knowing how to make 3 tinkered items per level purchased, and may

learn more in game. Upon attaining Tinkering II, you will be able to read tags

on mechanical items to ascertain their properties.

Woodcraft IWoodcraft IWoodcraft IWoodcraft I----IIIIIIII----IIIIIIIIIIII

SP: 6/9/12SP: 6/9/12SP: 6/9/12SP: 6/9/12 MP: 0MP: 0MP: 0MP: 0

This skill can be used to make wooden weapons, shields, special paper, and other paraphernalia. Various wood, oil,

and veneer components are needed to create an Item with Woodcraft. Each rank of the skill represents additional

experience and allows for more complicated and useful crafting. You will begin knowing how to make 3 wooden

items per level purchased, and may learn more in game. This skill can be used to enhance wooden weapons so that

they will be capable of performing various Effects in the hands of anyone who can wield them. Upon attaining

Woodcraft II, you will be able to examine tags on any wooden crafted item to ascertain its properties.

Faith SkillsFaith SkillsFaith SkillsFaith Skills For additional information on Faith and a description of the gods of Arden, see the “Religion” section of the Rule Book.

Faith IFaith IFaith IFaith I----IIIIIIII----IIIIIIIIIIII

SP: 4/6/8SP: 4/6/8SP: 4/6/8SP: 4/6/8 MP: 0MP: 0MP: 0MP: 0

Characters with Faith have dedicated themselves to a singlesinglesinglesingle deity, and can earn Faith Points. For each purchase of

the Faith skill you will receive 2 Faith Points at the beginning of every event you attend. Additionally, Faith Points can

be earned through prayer and by performing deeds pleasing to your chosen deity. However, Faith Points may also be

taken away if a character displeases the deity! Faith Points last until used. Each Faith Point will be represented by a

faith tag, a slip of card stock with the symbol of the god upon it. These are visible in game as an aura of holiness, but

may not be stolen by a normal character. Faith points can be used to cast Divine Magics (or “Rites”), to empower

prayers, and to request your god’s assistance (see the “Religion” section of the Rule Book).

When a character with Faith dies and faces Judgment, they will be judged by the guidelines of the deity in which they

have Faith. The Faith skill may be purchased a maximum of 3 times.

All characters that have the Faith skill begin as Acolytes. If they wish to become a Priest of their chosen god, they must discover how to do so in game.

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Learning RitesLearning RitesLearning RitesLearning Rites: : : : These are divine magics, powered by Faith Points rather than Mana. Characters with any level of the Faith skill

begin with knowledge of the three starting Rites listed below. Additional Rites must be learned in game. When you

have learned a Rite, you will be given a Rite Template bearing a description of the Rite, Faith required, the

incantation or action required to cast it, and the effect. You must have these Rite Templates with you at each event,

but you do not have to carry them on your person. They are out-of-game and serve only as a reminder of the

specifics of the Rite and proof that you know it.

Item Item Item Item Blessing: Blessing: Blessing: Blessing: Requires use of 1 or more Faith Point(s). This Rite is invoked to Bless an Item in the name of the chosen Deity.

Blessed items may be useful in certain situations in game. The Blessing will last until the end of the Mana Cycle. If a

weapon is Blessed, the person wielding the weapon should announce Blessed <Name of Deity> when striking.

Acolytes should be cautioned that Blessed Weapons will not necessarily be more effectual than others, except in

isolated circumstances. The Player may roleplay this Rite in whatever manner they choose, but must end with the

words “May <Deity> Bless this <Item>” and then affix the Faith Tag(s) used to the item.

Last Rites: Last Rites: Last Rites: Last Rites: Requires use of 1 or more Faith Point(s). This Rite is invoked to ask the favor of the given Deity for the spirit of one

who is going to Judgment. It must be performed over the body of the fallen prior to them rising as a Shade. The

Player may roleplay this Rite in whatever manner they choose, but must end with the words “May <Deity> grant their

favor to this spirit” and then hand the Faith Tag(s) used to the recipient. A Shade who has been given Last Rites

should be sure to turn over the Faith Tag(s) used in the Rite when they arrive for Judgment.

Divine Shield: Divine Shield: Divine Shield: Divine Shield: Requires use of 1 Faith Point. This Rite is invoked in advance to protect oneself from becoming Unstable (see the

“Death & Dying” section of the Rule Book for more information on becoming Unstable). The Player may roleplay

this Rite in whatever manner they choose, but must end with the words “May <Deity> shield me from death” and

tear the Faith Tag being used. The Acolyte may perform this rite only upon him or herself, but the shield will last

until used. Under the protection of this rite, the Character will remain Unconscious the next time he or she suffers an

effect that would ordinarily have caused them to enter an Unstable state (it will not help if you are rendered Critical

or Dead). The shielded character will regain consciousness if given the Heal or Tend effect, or five minutes after the

battle is over. Once expended, the Rite must be performed again and another Faith Point used to renew the effect.

Only one Divine Shield may be placed on a character at a time. Divine Shield will not protect someone using the

Battlethirst skill.

Fighting SkillsFighting SkillsFighting SkillsFighting Skills Battlethirst Battlethirst Battlethirst Battlethirst

SP: 5SP: 5SP: 5SP: 5 MP: 0MP: 0MP: 0MP: 0

Characters with Battlethirst can fight on after wounds that would render them unconscious, if their enthusiasm for the

fray is sufficient. They may, when reduced to zero HP, cry “Battlethirst!” The character may now continue to fight

until they are reduced to a negative HP total equal to their full HP attribute. When this happens, or at the end of the

battle, the character will immediately fall into a Critical state. Divine Shield will not protect someone in this case.

See the “Death & Dying” section of the Rule Book for more information on becoming Critical. BowBowBowBow Block Block Block Block

SP: 8SP: 8SP: 8SP: 8 MP: 0MP: 0MP: 0MP: 0

Characters with Bow Block may use their Bow to physically block other weapon blows. If you do not have this skill,

and you use your Bow to block a weapon blow, the Bow will be Shattered. Note that this skill does not allow you to

call the “Parry” effect. To block attacks with a bow in one hand and a weapon in the other requires the Two

Weapons skill.

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DesperationDesperationDesperationDesperation

SP: 3SP: 3SP: 3SP: 3 MP: 1MP: 1MP: 1MP: 1

Characters with Desperation can, when the need is great, expend a Mana point to wield weapons that they have no

real skill with. Once activated, the talent lasts for one “battle” or “adventure”, the end of the mana cycle, or up to 30

minutes, whichever comes first. No other fighting skills may be employed when using a weapon in Desperation.

Maim Maim Maim Maim

SP: 7SP: 7SP: 7SP: 7 MP:MP:MP:MP: 1 1 1 1

Characters with Maim may use their melee (not missile or thrown) weapons to deliver the “Maim” effect. The

character must have a weapon of his or her own with which to attack, must announce “Maim”, and must

successfully strike his or her opponent. The effect must be called BEFORE the blow is made! Maim must strike a

limb to be effective, and represents a debilitating magical blow. If you call “Maim” and fail to land a blow

successfully or strike your opponent’s torso, weapon, or shield, your opponent will take no effect, but your Mana will

have been expended.

MindsharpenMindsharpenMindsharpenMindsharpen

SP: 10SP: 10SP: 10SP: 10 MP: 1MP: 1MP: 1MP: 1

Characters with the Mindsharpen skill have been trained in meditation techniques that allow them to Enhance

themselves prior to a battle. The warrior must spend at least 10 minutes roleplaying some form of meditation (sitting

in silent contemplation, practicing rote fighting techniques, etc.). During this meditation the warrior may not

communicate with others. The meditation can be “held” as long as desired, provided it is at least 10 minutes in

duration. When the meditation ends, the warrior is then in a heightened state of battle-readiness, and will be

Enhanced (+1 Damage) for the next battle in which she or he fights. If the warrior does not participate in a battle

within the next 15 minutes, the enhancement is lost. This skill is usable only with hand-held melee weapons (not

including missile and thrown weapons). Mindsharpen is not combinable with other enhancements such as Strike of

Might, and cannot be used in conjunction with stealth skills. However, enhancements applied directly to weapons

can be used in conjunction with Mindsharpen.

Strike of MightStrike of MightStrike of MightStrike of Might

SP: 7SP: 7SP: 7SP: 7 MP: 1MP: 1MP: 1MP: 1

Characters with Strike of Might may use their melee (not missile or thrown) weapons to deliver the “3 Damage”

effect. The skill represents a strike magically made more powerful than normal. The character must have a weapon

of his or her own with which to attack, must announce “3 Damage”, and must successfully strike his or her opponent.

If you call “3 Damage” and fail to land a blow successfully, or strike your opponent’s weapon or shield, your

opponent will suffer no damage but your Mana will have been expended. Sucker Punch Sucker Punch Sucker Punch Sucker Punch

SP: 5SP: 5SP: 5SP: 5 MP: 1MP: 1MP: 1MP: 1

This skill simulates brawling with one’s fists. Characters with Sucker Punch may throw a fist-sized seed packet at a

foe and call the “Knockout” effect. The beanbag must strike your opponent’s torso, and must be thrown from within

an arm’s length for the “punch” to be effective. Your opponent may block the beanbag with a shield, a weapon, or

hands. If it is blocked, fails to hit the torso, or misses entirely the Effect fails and the Mana Point is wasted.

SwashbucklingSwashbucklingSwashbucklingSwashbuckling

SP: 10SP: 10SP: 10SP: 10 MP: 0MP: 0MP: 0MP: 0

This skill allows a character to physically bat away packets using a hat, a bunch of flowers, a fan, etc. Any

successfully batted-away packets do not affect the character. Only items with “Swashbuckling” printed on their tags

can be used for this skill. You will be provided a tag for a starting item to Swashbuckle with (you must provide the

actual hat, fan, etc. and have it approved at Check-In) . You may find other suitable items in game, or have them

made through the use of Craft Skills. You should call “Resist” when you have successfully blocked a packet. Packets

that strike you will take effect as normal.

As Benedict approached the Falendale thugs and started talking tough to them, Vervain made sure to watch the Deputy Sheriff's back. As he expected, one of the thugs started to maneuver around to flank his friend. "I wouldn't do that if I were you," Vervain said while brandishing his sword at the slight woman. That was the last thing he remembered, until he opened his eyes again and looked up into Benedict's smirking face. "I'll never live this down," the elf muttered while rubbing his jaw.

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Two Weapons Two Weapons Two Weapons Two Weapons

SP: 12SP: 12SP: 12SP: 12 MP: 0MP: 0MP: 0MP: 0

Characters with the Two Weapons skill may use two hand-held weapons (not including Crossbows) at one time. You

must have the skill required to use each of the weapons individually. One weapon may be no longer than 42”, the

other may be no longer than 30”. WarcraftWarcraftWarcraftWarcraft

SP: 14SP: 14SP: 14SP: 14 DMP: 2DMP: 2DMP: 2DMP: 2

Characters with Warcraft are so proficient in the use of weapons that they routinely make attacks that others would

have to use magic to achieve. The character may call ONE Maim or Strike of Might against EACH opponent they

face, provided they have already purchased the Maim and/or Strike of Might skill. Characters with Warcraft may not

use the skill multiple times against the same opponent when that opponent is a creature that regenerates or repairs

itself in some other way. During large battles, when cast members “recycle” (leave play and return as a “different”

creature), then Warcraft can be used against these “new” opponents. Example: Therran is a skilled fighter who has the Maim skill, but not the Strike of Might skill. Each time she uses that skill she expends 1 Mana Point. She learns Warcraft, and dedicates 2 Mana Points to it. Now, she may use a Maim against each foe she fights, without expending any additional mana. If she learns the Strike of Might skill, she may choose to use a Maim OR a Strike of Might (not both) against each foe she fights. There are other hidden skills that can be used with Warcraft.. Warcraft may be used with any weapon, but is not applicable initially for missile and thrown weapons (that would, for example, allow the delivery of Maim with a Missile Weapon). Such abilities are not starting skills and must be learned in game.

Information SkillsInformation SkillsInformation SkillsInformation Skills Architecture Architecture Architecture Architecture

SP: 2 MP: 0SP: 2 MP: 0SP: 2 MP: 0SP: 2 MP: 0

This skill gives the ability to find certain types of secret doors and compartments, detect some types of traps, unsafe

floors/ceilings, recent construction, and other structural information. Only characters with Architecture may read grey

“Architecture” flags. Durriken may purchase this skill for 1 SP. Discern FateDiscern FateDiscern FateDiscern Fate

SP: 1SP: 1SP: 1SP: 1 MP: 0MP: 0MP: 0MP: 0

This skill allows a character with the Precognition skill to spend 1 BGA between events to divine the “Pattern of

Fate” surrounding an individual. The diviner must have an item of personal significance belonging to the person.

You may not use this skill on yourself. Information gained will be distributed at the beginning of the next event. Event PreviewEvent PreviewEvent PreviewEvent Preview

SP: 1SP: 1SP: 1SP: 1 MP: 0MP: 0MP: 0MP: 0

This skill allows a character with the Precognition skill to spend one or more BGAs performing divinations that will

reveal vague hints as to the nature of the next event. The more BGAs spent, the better the information. Please note

that the character will not be handed the entire plot for the event! The information divined may even be wrong, or

obscure from time to time, for in-game reasons. Information gained will be distributed at the beginning of the next

event. GuidanceGuidanceGuidanceGuidance

SP: 1SP: 1SP: 1SP: 1 MP: 0MP: 0MP: 0MP: 0

This skill allows a character with the Precognition skill to spend one or more BGAs between events performing

divinations that will provide simple advice and ideas on what can be done to further a specific goal. The more BGAs

spent and/or the more specific the question, the better the information. Information gained will be distributed at the

beginning of the next event. LiteracyLiteracyLiteracyLiteracy

SP: 4SP: 4SP: 4SP: 4 MP: 0MP: 0MP: 0MP: 0

This skill allows a character to read and write the common language of Arden (English). Although we are all literate

in “real life”, you may not read or write as your character without this skill. The Prophecy Staff would like to advise

prospective players that there will be a great deal of written information in game, as well as written sources from

which one may learn Spells, Skills, Cures, Recipes, and Crafting Templates. You do not need to have the Literacy

skill to read Item tags or flags for skills such as Architecture. This skill may be taken multiple times to reflect the knowledge of additional languages beyond the common tongue.

However, these languages must be discovered in game.

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PPPPrecognitionrecognitionrecognitionrecognition

SP: 6SP: 6SP: 6SP: 6 DMP: 1DMP: 1DMP: 1DMP: 1

Characters with Precognition have attuned their minds to the vibrations of magic in the world surrounding them.

This gives the character a mystical knowledge of the future, some say. The Nym may whisper vague clues and omens

to them, or they may have visions and waking dreams. Characters with Precognition may read orange

“Precognition” flags. The Precognition skill is unpredictable and unfocused. It serves as a prerequisite for various

other skills and magic which refine and direct it. The information gained from these will always require player

interpretation. Please note that you will never be given the whole answer to Prophecy plots through Precognition or the Divinatory Skills and Spells. ResearchResearchResearchResearch

SP: 6SP: 6SP: 6SP: 6 MP:0MP:0MP:0MP:0

This skill provides a character access to sources of information. By spending one or more BGAs between events on

Research (which could include reading, scouting, or talking to sources) the character may discover answers to his or

her questions concerning a specified topic. Note that you will receive no benefit from this skill if you do not choose

to spend any BGAs in research for a given event. The more BGAs you spend, the better the information you may

acquire. It is up to the player to specify the topic of research on the Post Event Worksheet. A more specific topic

will provide more in-depth information. However, for more obscure or difficult topics, research may yield no useful

information at all! Some examples could be:

Research <Grithean Empire>

Research <History of Arden>

Research <Luejack the Despicable>

Research <Battle of Potters’ Hill> RumorsRumorsRumorsRumors

SP: 2SP: 2SP: 2SP: 2 MP:0MP:0MP:0MP:0

This skill provides a character with a random number of tidbits of useful, or not-so-useful information at the start of

each event. This information represents rumors that the character has overheard between games. You cannot

specify that you are seeking rumors on a particular topic, you just get what you happen to get. Wilderness LoreWilderness LoreWilderness LoreWilderness Lore

SP: 4SP: 4SP: 4SP: 4 MP: 0MP: 0MP: 0MP: 0

This skill allows a character to perceive tracks and footprints, and provides a general knowledge of the wilderness.

This skill also allows a character to hear and understand various elements of the natural world, including trees, rocks,

and streams. This skill does not allow a character to speak to the natural world, only to listen to the “voices” of

nature. Characters with Wilderness Lore may read brown “Woodwise” flags and green “Nature’s Voices” tags.

Magical SkillsMagical SkillsMagical SkillsMagical Skills For additional information on Magic and a list of sample Spells, see the “Magic”, “Effects”, and “Sample Spells” sec-tions of the Rule Book. Learning SpellsLearning SpellsLearning SpellsLearning Spells: : : : You will begin the game with 3 Spells of each level of Magical Lore you have purchased. Additional Spells must be

learned in game during the course of the campaign. Learning a spell from a book or teacher generally requires 1

BGA. There may also be some teachers who may be able to teach a spell during an event. When you have learned

a spell, you will be given a Spell Template bearing a description of the spell, Mana required, a sample incantation,

and the effect. You must have these Spell Templates with you at each event, but you do not have to carry them on

your person. They are out-of-game and serve only as a reminder of the specifics of the Spell and proof that you

know it. Spell incantations can vary—those provided on templates are only examples. If you choose to experiment

with creating your own spell incantations, the following rules apply:

• You may experiment with incantations during your first event with a spell to “get a feel” for your preferences.

• Incantations must be of at least equal length to those on the templates, and must be sensible.

• Between your first and second event, you must submit your desired incantations to the Prophecy Staff for

approval. If the incantations are approved, you must use your new incantations instead of the samples on the

templates.

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CCCCieleomancy Lore Iieleomancy Lore Iieleomancy Lore Iieleomancy Lore I----IIIIIIII----IIIIIIIIIIII

SP: 6/9/12SP: 6/9/12SP: 6/9/12SP: 6/9/12 MP: Per SpellMP: Per SpellMP: Per SpellMP: Per Spell

Cieleomancy is derived from the essence of Wind and Sky. It is an ancient magic of a curious and mercurial nature.

The effects it creates are usually as short-lived as a gust of wind, but may also be as devastating as a thunderbolt from

above. Practitioners of pure Cieleomancy often prefer the outdoors, and dislike being constrained or confined.

Cognimancy Lore ICognimancy Lore ICognimancy Lore ICognimancy Lore I----IIIIIIII----IIIIIIIIIIII

SP: 8/12/16SP: 8/12/16SP: 8/12/16SP: 8/12/16 MP: Per SpellMP: Per SpellMP: Per SpellMP: Per Spell

Cognimancy is derived from the essence of Thought and Emotion. Its spells can affect the minds of those upon

whom they are cast. It rarely affects the physical world. Creatures and entities without thought or mind will not

generally be affected by many of the magics of Cognimancy. Practitioners of pure Cognimancy may be especially

sensitive and receptive to the emotions around them, or alternatively may retreat behind a protective numbness.

Dabbling IDabbling IDabbling IDabbling I----IIIIIIII----III III III III

SP: 4/6/8SP: 4/6/8SP: 4/6/8SP: 4/6/8 MP: Per SpellMP: Per SpellMP: Per SpellMP: Per Spell

This skill allows one Dabbling “Experiment” per time taken. Dabbling is a recently developed form of magical

experimentation and it has been severely frowned upon by the Magephilen Collegium. Dabbling can lead to the

creation of new spells and effects, but it is also unpredictable and may result in serious injury or death. At the end of

an event, a Dabbler will turn in a Dabbling Work Sheet detailing their experiments, as well as any material

components they have decided to use in the attempt. Dabbling Experiments take place between events, and require

no BGAs. At the next event, the Dabbler will receive a sealed card for each Dabbling Experiment he or she

performed. The card will contain an incant, mana cost, and effect. The Dabbler can choose to release the spell at

any time during the course of the event by opening the card. Channeling unknown power in this way is risky. If,

upon opening the card, you find the spell takes less than or equal to the amount of mana you have left, the mana is

expended and the spell works. If the Spell takes more mana than you have, it will begin to drain your available Hit

Points as well, andandandand you will fall unconscious after casting the spell. If the spell requires more mana than your

available Hit Points and available mana combined, it does not work, and you will become Criticaland you will become Criticaland you will become Criticaland you will become Critical. There may be

side effects to certain Dabbling Experiments. Once you have repeated the same Dabbling Experiment 5 times, you

have learned the spell and may cast it without further experimentation, (provided you have any necessary prerequi-

sites).

Divination LoreDivination LoreDivination LoreDivination Lore

SP: 4SP: 4SP: 4SP: 4 MP: Per SpellMP: Per SpellMP: Per SpellMP: Per Spell

Divination requires Precognition as a prerequisite. Divination Lore is a form of magic that bestows information and

guidance from beyond the physical world upon the person who knows its secrets. Diviners seeking more immediate

guidance developed this magic. A great variety of tools are used by Diviners, including cards, stones, bones, gazing,

dreaming, and more. Practitioners of divinatory magic are also very diverse, ranging from farm-wives to merchants to

scholars. There are different forms of divination, represented by “spells” in-game. Information gained from these

spells will certainly be vague, and is more than likely to require player interpretation. Divinations can be cast by find-

ing a “divining pool” or by locating a Nym. A divining pool is an in-game location where divinations can be

deposited. By expending the number of Mana Points required for the spell to be cast, a diviner can leave a

description of the divination on a piece of paper in the designated receptacle at the “divining pool.” It is said that the

most auspicious time to visit a divining pool is in the hour-long cusp around each change in the Mana Cycle. This is

due to the more common presence of Nym at these locations during those times. See the “Signs and Markings”

section of the Rule Book for more information on the Nym.

Embermancy LEmbermancy LEmbermancy LEmbermancy Lore Iore Iore Iore I----IIIIIIII----IIIIIIIIIIII

SP: 6/9/12SP: 6/9/12SP: 6/9/12SP: 6/9/12 MP: Per SpellMP: Per SpellMP: Per SpellMP: Per Spell

Embermancy is derived from the essence of Flame and Ember. It is an explosive, powerful magic focused on

causing damage to others and defending against ice and snow. Some say that it was first taught to mortals during

Winterfall by the god Daramore, who burned the incantations of the first Embermantic spells into the great Stone of

Chareth with his flaming sword. It was said that the first Embermancers used their magically generated warmth to

enable many to live that would otherwise have perished in the first snows.

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Geomancy Lore IGeomancy Lore IGeomancy Lore IGeomancy Lore I----IIIIIIII----IIIIIIIIIIII

SP: 6/9/12SP: 6/9/12SP: 6/9/12SP: 6/9/12 MP: Per SpellMP: Per SpellMP: Per SpellMP: Per Spell

Geomancy is the essence of Pure Form and Ideal Geometric Shape. It is an ancient science derived from the power

of circles, triangles, lines, squares and other, more complex forms. A wide variety of effects can be created using

Geomancy, but all are limited in that the casting of a Geomantic Spell requires the drawing or construction of a series

of forms, known as sigils. Geomancy is considered by many to be the most abstract (and sometimes the most

obscure) form of magic, and Geomancers themselves are often quirky and eccentric. This is especially true for the

more advanced Geomancers who have ventured into more complex, multi-dimensional forms.

Glaciamancy Lore IGlaciamancy Lore IGlaciamancy Lore IGlaciamancy Lore I----IIIIIIII----IIIIIIIIIIII

SP: 6/9/12SP: 6/9/12SP: 6/9/12SP: 6/9/12 MP: Per SpellMP: Per SpellMP: Per SpellMP: Per Spell

Glaciamancy is derived from the essence of Water and Ice. It is a deceptive magic that may seem inoffensive but is

still capable of great power. Pure Glaciamancers, like water, tend to flow around their obstacles, wearing them down.

Glaciamancy had its greatest development during Winterfall, when it became focused more on ice than on water.

There are rumors of an offshoot, or forerunner, of glaciamancy dedicated specifically to liquid water.

Lyrimancy Lore ILyrimancy Lore ILyrimancy Lore ILyrimancy Lore I----IIIIIIII----IIIIIIIIIIII

SP: 4/6/8SP: 4/6/8SP: 4/6/8SP: 4/6/8 MP: Per SpellMP: Per SpellMP: Per SpellMP: Per Spell

Lyrimancy is derived from the essence of Melody and Harmony. Lyrimancers use music to channel their mana and

create startling and unusual effects, including Healing (which is generally uncommon in magical disciplines other than

Natramancy). Lyrimancers must invoke music of some kind in order to cast their spells. This can be as simple as a

few verses of song or a rhythmic drumbeat, or as complicated as a full performance for a gathered crowd. Lyrimancy

is one of the areas of magic in which it is most common to find more than one mage able to work together to

accomplish an overall effect. It is also the discipline in which it is easiest to affect a large number of people with a

single spell. Players interested in casting Lyrimancy will be expected to sing or perform music on their own

instruments. Players who may wish to bring large and/or breakable instruments may do so, but should be aware of

the potential risk of damage. Players who wish to bring such instruments are encouraged to contact the Prophecy

Staff in advance so that safe performance times may be arranged. The Prophecy Staff regrets it is unable to supply

instruments of any sort to a prospective Lyrimancer. Note: the effect of a Lyrimantic spell must be “called” at the

same volume at which the music was performed.

Mineramancy LorMineramancy LorMineramancy LorMineramancy Lore Ie Ie Ie I----IIIIIIII----IIIIIIIIIIII

SP: 6/9/12SP: 6/9/12SP: 6/9/12SP: 6/9/12 MP: Per SpellMP: Per SpellMP: Per SpellMP: Per Spell

Mineramancy is derived from the essence of Stone and Ore. Those who pursue this path exclusively tend to be

tenacious and sometimes overly stubborn, possessed of a quiet strength, and implacable in anger once roused.

Mineramancy spells are generally protective and beneficial to the mage, but also include some specialized effects

useful to miners and stoneworkers.

Natramancy Lore INatramancy Lore INatramancy Lore INatramancy Lore I----IIIIIIII----IIIIIIIIIIII

SP: 8/12/16SP: 8/12/16SP: 8/12/16SP: 8/12/16 MP: Per SpellMP: Per SpellMP: Per SpellMP: Per Spell

Natramancy is derived from the essence of the Cycles of Life. Natramancy provides effects related to plants and

animals, as well as some healing spells. It is said that some natramancers take on a specific animal or plant as their

focus or totem, and through this specialization are able to gain magical abilities related to the nature of that animal or

plant. Mages who pursue Natramancy exclusively tend to prefer to live near nature, thus Natramancy is less

commonly practiced by mages dwelling in cities. However, a slightly more scholarly variant was studied extensively in

the Magephilen Collegium of Rachenza, before it was destroyed.

Nethramancy Lore INethramancy Lore INethramancy Lore INethramancy Lore I----IIIIIIII----IIIIIIIIIIII

SP: 10/15/20SP: 10/15/20SP: 10/15/20SP: 10/15/20 MPMPMPMP: Per Spell: Per Spell: Per Spell: Per Spell

Nethramancy is said to draw on the essence of destruction and forces outside the normal cycle of life. It has gained a

reputation as a dark and dangerous, though powerful, path. This has certainly been accentuated by the common

knowledge that Nethramancy can be used to raise the bodies of the dead and force them to walk again, powered by

the essence of their own Spirits. Defiling the Dead is a crime in Arden, but the practice of Nethramancy itself is not.

There have, in fact, been many famous and powerful Nethramancers in Arden’s history, acclaimed as heroes for

their deeds. However, the general consensus is that those who practice Nethramancy may be on a path that leads

only to madness and destruction.

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Runic Lore IRunic Lore IRunic Lore IRunic Lore I----IIIIIIII----IIIIIIIIIIII

SP: 6/9/12SP: 6/9/12SP: 6/9/12SP: 6/9/12 MP: Per SpellMP: Per SpellMP: Per SpellMP: Per Spell

Runes are derived from the magic of an ancient alphabet of unknown origin. Each Rune is a letter in this alphabet,

and can bestow a certain effect when incorporated into a Craft Item. Generally, runes are incorporated when an Item

is crafted, so craft workers are the usual (but not exclusive) practitioners of this art. The Rune is crafted into an item

between events, but the effect is called forth during an event. See the “Alchemy, Crafts and Runes” section of the

Rule Book for more information.

Spellcasting SpecializationSpellcasting SpecializationSpellcasting SpecializationSpellcasting Specialization

SP: 5SP: 5SP: 5SP: 5 DMP: <All>DMP: <All>DMP: <All>DMP: <All>

A character that chooses to purchase this skill must dedicate allallallall of his or her Mana Points to spell casting exclusively.

The character then receives all their usual Mana Points plus 2 additional Mana Pointsplus 2 additional Mana Pointsplus 2 additional Mana Pointsplus 2 additional Mana Points each Cycle. However, all of

these Mana Points must be spent only to cast spells! This bonus will not affect Level of Effect and Level of

Resistance. Remember that these Mana Points are dedicated permanentlypermanentlypermanentlypermanently, and no other Dedicated Mana Point

skills may be taken, so consider carefully before choosing this path. Example: Massiphus has 4 Mana Points and

thus gets 4 Mana every Mana Cycle. He decides to take the Spellcasting Specialization skill. He now gets 6 Mana

per Mana Cycle to spend, rather than 4 as he would normally. However, this Mana may only be spent on the casting

of Spells (including Dabbling). Massiphus cannot use any other skills requiring Mana now that he has taken

Spellcasting Specialization!

WayWayWayWayfinderfinderfinderfinder

SP: 8SP: 8SP: 8SP: 8 MP: 0MP: 0MP: 0MP: 0

The Prophecy world is riddled with ancient “pattern spells” from the long-ago ages of great magics. These connect

different points of the physical world, but persist only in a fragmented and unpredictable manner that is constantly in

flux. These mysterious magics may, for example, cause a forgotten graveyard to suddenly manifest in the woods near

a village, and then fade away. Or, underground tunnels may shift and move, leading to different hidden caverns.

Thus there are many locations that will appear and disappear from time to time, and some that players will have only

one chance to visit. The Wayfinder skill, an ancient and scholarly magic, allows a character to explore these pattern

spells to some degree between events, and use BGAs to predict times and places where remote locations will

manifest. Thus if you wish to find a cavern you have heard of, or visit a sacred glade you once encountered,

someone with the Wayfinder skill might be able to find the way for you.

Please note that Wayfinding is not an exact science, and you may not end up exactly where you hope to be.

Furthermore, if you do not spend enough BGAs, you may not find a particularly elusive path, and there may be

some locations in game that you can never reach! Or, the Wayfinder might know where and when a new location will

manifest, but no other information about the location at all. It depends on the information sought and the number

of BGAs used to explore between events. The Wayfinder will be informed of the time and place in game at which

the location might be found. This information might be revealed well in advance, or it might be revealed with only

moments to spare. Pattern spells bring the location to you; they do not transport you to it. Thus, with this skill, it is

not possible to travel this way, only to visit!

Often, wayfinders are limited as to the number of companions they can bring along into the “ways.”

This information will be revealed to the wayfinder before the “ways” are entered. In addition, travelling the “ways”

requires a two-directional trip. Those who travel to a location must travel back, or risk being lost in the “ways”

themselves.

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Medical SkillsMedical SkillsMedical SkillsMedical Skills Bandage IBandage IBandage IBandage I

SP: 5SP: 5SP: 5SP: 5 MP: 0MP: 0MP: 0MP: 0

This skill simulates basic first aid practices, and allows a character to deliver the Heal One effect OR the Restore

effect after roleplaying bandaging for 1 uninterrupted minute. An actual bandage must be used, and may not be

removed for at least one half hour. (Bandagers must supply their own bandages). You and the person you are You and the person you are You and the person you are You and the person you are

bandagibandagibandagibandaging must be stationary while using this skill!ng must be stationary while using this skill!ng must be stationary while using this skill!ng must be stationary while using this skill! Successful completion of the Bandage I skill can achieve the following results:

• You may heal a wounded but conscious character of 1 HP of damage with the Heal One effect. You may

achieve this result on yourself if you are conscious and have the use of both arms. You may bring an Unstable

character to consciousness with 1 HP with this use of the skill.

• You may restore function to one Maimed limb with the Restore effect. You may achieve this result on yourself

if you are conscious and have the use of both arms.

• You may use the Heal One effect OR the Restore effect during a single use of this skill, but not both.

• After Bandage I is used to apply the Heal One effect, the recipient must be wounded again before Bandage I

can be used to restore another HP. Bandage I can be used multiple times to Restore multiple Maimed limbs

with no such restriction. Example: Lisya the Quick has 4 Life Points + 3 Armor Points = 7 total Hit Points, but she has taken 5 points of

damage and currently has only 2 Hit Points remaining. Lisya’s right leg and left arm were also Maimed. She crawls

to Worick the healer, and begs for aid. Worick spends a minute bandaging her up, and announces “Heal One”.

Lisya is now at 3 HP, but her leg and arm remain Maimed. Lisya cannot receive the Heal One effect from a use of

the Bandage I skill until after she is wounded again. Bandage II Bandage II Bandage II Bandage II

SP: 5SP: 5SP: 5SP: 5 MP: 2MP: 2MP: 2MP: 2

Bandage I is a prerequisite for this skill. Bandage II simulates advanced first aid practices. The skill allows the

Bandager to deliver the Heal Half effect to one individual by expending 2 Mana Points, after roleplaying bandaging

for 1 uninterrupted minute. The Heal Half effect will bring an Unstable character to full consciousness

immediately, will heal one Maimed limb that a character has suffered, andandandand will restore the character’s Hit Points to

half of his or her maximum (including armor), all at the same time. “Heal Half” will not reverse other effects

including Knockout, Sleep, Trance, Critical, or Slay. An actual bandage must be used, and may be removed when

the character is fully healed. (Bandagers must supply their own bandages). You and the person you are bandaging You and the person you are bandaging You and the person you are bandaging You and the person you are bandaging

must be stationary while using this skill!must be stationary while using this skill!must be stationary while using this skill!must be stationary while using this skill! Example: Lisya the Quick has 4 Life Points + 3 Armor Points = 7 total Hit Points, but she has taken 5 points of

damage and currently has only 2 Hit Points remaining. Lisya’s right leg and left arm were also Maimed. She crawls to

Worick the healer, and begs for aid. Worick spends one minute bandaging her up, and announces “Heal Half”.

Lisya is now at 4 HP (7 divided by 2, rounded up), and one of her Maimed limbs (choice of the character bandaging)

is fully functional! If Lisya had only taken 2 points of damage (5 total), and one maimed limb, the “Heal” effect will

not restore damage, since her total HP is above half. However, the Maimed limb will be restored. Bandage III Bandage III Bandage III Bandage III

SP: 5SP: 5SP: 5SP: 5 MP: 3MP: 3MP: 3MP: 3

Bandage I and II are prerequisites for this skill. Bandage III simulates the most effective first aid practices available.

The skill allows the Bandager to deliver the Heal Full effect to one individual by expending 3 Mana Points, after

roleplaying bandaging for 1 uninterrupted minute. The Heal Full effect will restore consciousness to any Unstable

character, will heal all Maimed limbs that a character has suffered , andandandand will restore full HP (including armor), all at

the same time. Heal Full will not reverse other effects including Knockout, Sleep, Trance, Critical, or Slay. An

actual bandage must be used (Bandagers must supply their own bandages). You and the person you are bandaging You and the person you are bandaging You and the person you are bandaging You and the person you are bandaging

must be stationary while using this smust be stationary while using this smust be stationary while using this smust be stationary while using this skill!kill!kill!kill! Example: Lisya the Quick has 4 Life Points + 3 Armor Points = 7 total Hit Points, but she has taken 5 points of

damage and currently has only 2 Hit Points remaining. Lisya’s right leg and left arm were also Maimed. She crawls to

Worick the healer, and begs for aid. Worick spends a minute bandaging her up, and announces “Heal Full”. Lisya

is now at her full 7 HP, and both of her Maimed limbs are fully functional!

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DDDDiagnose iagnose iagnose iagnose

SP: 2SP: 2SP: 2SP: 2 MP:0MP:0MP:0MP:0

This skill allows a character to Diagnose another character’s condition. The character may examine someone and

then quietly ask any of the following (out-of-game) questions:

1. “Diagnose – How many HP have you lost?”

2. “Diagnose – What Effect are you suffering?”

3. “Diagnose – What symptoms of Affliction do you show?”

4. “Diagnose – How long have you been Dead (or Critical, or Unconscious, or Unstable)?”

5. “Diagnose – What type of Weapon or Effect killed you?”

Diagnose also allows characters with the Surgeon skill to draw the marble before beginning surgery. Physician Physician Physician Physician

SP: 2SP: 2SP: 2SP: 2 MP:0MP:0MP:0MP:0

This skill allows a character to learn Cures for medical Afflictions (see the “Effects” section of the Rule Book for

more information on Afflictions). Instant cures take place during events; the Physician simply roleplays applying the

treatment, and then states the name of the Cure. If the Physician has correctly researched the affliction, the victim

should be cured. If not, that should soon become apparent. Note that some Cures will only partially or temporarily

alleviate the Affliction. You will be given 3 Cures to start with, and may learn more in game. Learning a Cure from a

book or teacher requires at least one BGA. Certain cures may require more than one. There may be some teachers

who may teach a Cure during an event. When you have learned a Cure, you will be given a Cure Template bearing a

description of the Cure, detailing the roleplaying, and listing any tools or materials required to enact it. You must

have these Cure Templates with you at each event, but you do not have to carry them on your person. They are

Out-of-game and serve only as a reminder of the specifics of the Cure and proof that you know it. Surgeon ISurgeon ISurgeon ISurgeon I----IIIIIIII----IIIIIIIIIIII

SP: 8/12/16SP: 8/12/16SP: 8/12/16SP: 8/12/16 MP:0MP:0MP:0MP:0

The “Surgery” skill simulates knowledge of basic surgical techniques, such as amputation, bone setting, suturing, etc.

These techniques are very specific, and do not imply knowledge in medical areas other than surgery. A character

that starts the game with this skill will be given the Item Tag for a Surgery Kit, and a set of black and white marbles

that represent the efficacy of their skill. You must You must You must You must

provide your own provide your own provide your own provide your own safesafesafesafe prop for the S prop for the S prop for the S prop for the Surgery Kit, urgery Kit, urgery Kit, urgery Kit,

containing medical implements you deem appropriate. containing medical implements you deem appropriate. containing medical implements you deem appropriate. containing medical implements you deem appropriate.

If you lose your Item Tag, your marbles, or forget your If you lose your Item Tag, your marbles, or forget your If you lose your Item Tag, your marbles, or forget your If you lose your Item Tag, your marbles, or forget your

prop, yprop, yprop, yprop, you may not use the skill!ou may not use the skill!ou may not use the skill!ou may not use the skill!

When performing surgery, you must roleplay surgical

techniques for at least 5 minutes (administering

anesthetic, cutting, stitching, etc.). Then either the

surgeon or the patient will draw randomly from the

marbles. White indicates success; black indicates

failure. Some surgical kits will provide a greater chance

for success than others. Purchasing additional levels of

“Surgery” allows you to redraw a marble for each level,

increasing your chances of success.

Note: Surgeons with the Diagnose skill may draw the a

marble before beginning surgery in order to determine

if the patient is able to be saved. Surgeons without the

Diagnose skill must complete the surgery (five minutes

of roleplaying) before the marble can be drawn.

This skill may not be used while within line of sight of This skill may not be used while within line of sight of This skill may not be used while within line of sight of This skill may not be used while within line of sight of

combat! You and the person yocombat! You and the person yocombat! You and the person yocombat! You and the person you are treating must be u are treating must be u are treating must be u are treating must be

stationary while using this skill!stationary while using this skill!stationary while using this skill!stationary while using this skill!

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The “Surgery” skill can be used in the following ways:

• Minor Surgery: This will deliver the “Restore” effect, repairing a Maimed limb. Surgery must be attempted

separately for each Maimed limb. Minor Surgery may also be needed to cure some Afflictions. The subject may

remain conscious during the attempt. If the marbles indicate failure during Minor Surgery, the attempt has not

succeeded, and the same surgeon will not be able to alleviate the ailment during the current event…no matter

how many times he or she tries.

• Major Surgery: This will deliver the “Revive” effect, restoring life to “Critical” characters that would otherwise

die (“Healing” is not effective on characters who are “Critical”). Major Surgery may also be needed to cure

some terrible Afflictions. If the attempt succeeds, the character that has undergone “Surgery” will remain

unconscious for five minutes, at which point they will regain consciousness with half their total HP, including

armor (round up). No other skills will awaken them before this time. If the attempt fails, the subject is Dead!

No further attempts by the same surgeon, or by other surgeons, will change this outcome.

• Life Support: A surgeon that continuously operates on a character in the Critical state may use their skill to keep

that person alive until other help arrives. In this case, the countdown for a Critical character will stop as long as

the surgeon continues to roleplay medical treatment. Note: the count does not start over—it stops where it left

off. If the surgeon stops treatment, the count will resume from that position.

Players who purchase the “Surgery” skill after their first event will be provided with marbles, but must find an Item

Tag for their surgical kit in game. Players who already have kits can try to improve the quality of their starting kits in

this way, and may choose to sell, or give, their original kits to other characters in game.

Mundane SkillsMundane SkillsMundane SkillsMundane Skills AliasAliasAliasAlias

SP: 5SP: 5SP: 5SP: 5 MP: 0MP: 0MP: 0MP: 0

A character with this skill has undergone a ritual of protection to grant them a special false name. This alias protects

a character from magic that is cast “by Name”. All magic cast “by Name” using the character’s alias is automatically

resisted. See the “Magic” section of the Rule Book for information on casting “by Name”. Job Skill*: <Type> Job Skill*: <Type> Job Skill*: <Type> Job Skill*: <Type>

SP: 1SP: 1SP: 1SP: 1 MP: 0MP: 0MP: 0MP: 0

This skill simulates a certain degree of experience that a character has gained in a chosen type of mundane work. If

handled creatively, having a Job Skill may help a character find work and earn money between events, and/or may

have in-game plot significance. Some examples are Bartender, Charcoal Burner, Crier, Field Hand, Clerk,

Ratcatcher (They were actually called “cat hunters” because they “hunted like cats” Strange but true.), etc. You may

take this skill multiple times for different Types of Jobs. This skill is not required for a character to be hired in game,

but a character with related job experience is more likely to be hired than one without. LightLightLightLight

SP: 0SP: 0SP: 0SP: 0 MP: 0MP: 0MP: 0MP: 0

Every character has the innate “free” ability to conjure a magical light (diffused flashlights, glowsticks, etc.) for the

sake of out-of-game safety. No light with directed beams may be used at all. You must provide the light source. 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. Note that this is different than the “Sunbeam” effect (see the “Effects” section of the Rule Book).

"Karlton," Kei shouted in a squeaky voice. "There are more coming, we are going to be six deep in a moment." The distant sounds of battle were muted in the triage area. Karlton looked around the room and began juggling timetables and priorities in his head. "Get your kit Kei, Circeran and I are going to be overwhelmed." A look of panic crossed Kei's face at the thought of surgery with a life on the line. "But, Karlton, you know I am barely good enough for legs and arms. If you put someone under my knife they could die!" Ciceran glanced up from his patient at these words. "Kei, you know enough surgery to keep a person alive. Just keep their heart beating until one of us can take over. Understand?" Kei nodded and started digging through his pack for his tools. "And Kei," Karlton said with a shudder. "No blood leeches this time..."

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ScroungingScroungingScroungingScrounging

SP: 6SP: 6SP: 6SP: 6 MP: 0MP: 0MP: 0MP: 0

This skill allows the character to “find” things between events. What is found is completely random, and can range

from a piece of scrap paper to a handful of coins to a

powerful magic item! The “found” item(s) will be given to the player at Check-In. Please remind the Staff at Check-

In that you have this skill.

Racial SkillsRacial SkillsRacial SkillsRacial Skills Only characters of the Race indicated may purchase these skills.

Durriken: Stonefast IDurriken: Stonefast IDurriken: Stonefast IDurriken: Stonefast I----IIIIIIII

SP: 6/9 SP: 6/9 SP: 6/9 SP: 6/9 MP: 1MP: 1MP: 1MP: 1

This skill allows a Durriken to plant his or her feet on stone or earth and call “Stonefast”. After this, all 1 point

damage attacks are “No Effect” on the Durriken, until they move their feet, at which point the Stonefast ends. Each

purchase of the skill increases the threshold by 1 additional point. Stonefast does not protect against anything other

than straight Damage (so, for example, a Maim or Knockout will still affect a Durriken in Stonefast). The Stonefast

is broken if the Durriken is rendered Unconscious, if the Durriken is struck by an effect that causes his or her feet to

move (such as Maim or Trip), or by a change in the Mana Cycle. Example: Brom has 3HP. He calls “Stonefast”

while fighting zombies at the mouth of a dirt path. From then on, all 1 Point Damage attacks do not effect him.

Unfortunately, he does not see the odd little creature sneaking up behind him. The creature strikes for “2 Damage”!

Brom takes 2 points of damage, but maintains his stance and goes on valiantly fighting, despite now being at only

1HP.

Elf: SilvershaftElf: SilvershaftElf: SilvershaftElf: Silvershaft

SP: 6 SP: 6 SP: 6 SP: 6 MP: 1MP: 1MP: 1MP: 1

This skill allows an Elf to magically silver 5 arrows per Mana expended. The Elf should announce, “I grant the

Silvershaft” while touching the arrows. When the Elf shoots these arrows they will do “# Silver” damage. The arrows

will lose their “Silver” effect after they have been shot, whether they strike the target or not. If anyone other than the

Elf who performed the Silvershaft uses the arrows they will just do normal damage! Unused “Silver” arrows will revert

to normal at the changing of the Mana Cycle. Note that you must have the Bow skill to make use of this ability.

Goblin: Dexterity IGoblin: Dexterity IGoblin: Dexterity IGoblin: Dexterity I----IIIIIIII

SP: 6/9 SP: 6/9 SP: 6/9 SP: 6/9 MP: 0MP: 0MP: 0MP: 0

This skill allows a Goblin 1 Armor Point per time taken. These Armor Points represent the Goblin’s skill at “rolling

with the blow” to avoid the full force of an attack. These Armor Points can be regained by role-playing stretching for

5555 minutes per point out of line-of-sight of battle. These Armor Points are not in effect if the Goblin is not able to

run or move freely (suffering the Weakness, Bind, Trap, Paralyze, or Trance effects, or otherwise restrained) or is

wearing actual physical armor of any sort.

HumaHumaHumaHuman: Dodge n: Dodge n: Dodge n: Dodge

SP: 6SP: 6SP: 6SP: 6 MP: 2MP: 2MP: 2MP: 2

By expending 2 Mana Points, Humans with this skill may avoid any attack or packet they see coming. The Human

calls “Dodge” and must roleplay the Dodge by spinning around, jumping back, ducking down, etc. Traps, and any

attacks from behind, cannot be Dodged, nor can Effects cast by Level, or by Area Effect. The Human does not have

to choose to avoid the attack until afterafterafterafter it has actually struck, but should call “Dodge” as soon afterward as possible.

Dodge cannot be used if the character is immobilized in any way.

The four Durriken Defenders looked out at the small army of brass men approaching the portal that they were guarding. The fighting was intense, but the automatons needed to be stopped lest they become stronger still. They all knew their roles in this fight. The gate must be held. As one, they concentrated on centering and balancing themselves, and felt the power of stone and earth begin to seep up into them from below. The grinding of metal grew closer as the mute soldiers approached their position. These mechanical men might kill Orgrin, Joras, Benedict, and Sabine where they stood, but the Defenders would not be moved.

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Petrogen: Feat of StrengthPetrogen: Feat of StrengthPetrogen: Feat of StrengthPetrogen: Feat of Strength

SP: 6SP: 6SP: 6SP: 6 MP: 0MP: 0MP: 0MP: 0

Once per Mana Cycle, a Petrogen with this skill may announce “Feat of Strength” and roleplay performing a feat of

heroic strength. This might include any of the following:

1. Carrying another character at a normal walking pace for any distance.

2. Holding a door shut when others want to get in as long as the Petrogen is touching the door.

3. Forcing open a door held by another Feat of Strength (i.e. canceling it out).

4. Any action described on a Yellow Card – for example “This boulder requires a Feat of Strength to move”

Please note that anything secured by a lock CANNOT be broken with a Feat of Strength. It is part of the innate

magic of Locks.

This skill may NEVER be used to do anything that would require a stoppage of play or out-of-game intervention (e.g.

“I rip up this tree” or “I break through this wall” or “I throw you”). This skilThis skilThis skilThis skill must be used responsibly, and with l must be used responsibly, and with l must be used responsibly, and with l must be used responsibly, and with

safety as the prime consideration.safety as the prime consideration.safety as the prime consideration.safety as the prime consideration. Please exercise caution!

Stealth SkillsStealth SkillsStealth SkillsStealth Skills Backstab IBackstab IBackstab IBackstab I----IIIIIIII----IIIIIIIIIIII

SP: 4/6/8SP: 4/6/8SP: 4/6/8SP: 4/6/8 DMP:1 (for Backstab I only)DMP:1 (for Backstab I only)DMP:1 (for Backstab I only)DMP:1 (for Backstab I only)

This skill allows the character with an edged weapon to do additional points of damage in a single attack from

behind. Each opponent can only be Backstabbed once per combat. Each purchase increases the damage bonus by

+1. Backstab cannot be stacked with any other enhancement except those applied directly to weapons. The attack

must come from behind, and it must strike the opponent in the back; otherwise, the attack does normal damage. The

character must attempt to be stealthy when backstabbing; “drive-by” backstabs at a run in the heat of battle are bad

form and do not count. Backstabs cannot be parried or dodged, but a Return effect would affect the attacker, and

backstabs can also be bladeturned.

BalancBalancBalancBalance e e e

SP: 3SP: 3SP: 3SP: 3 MP: 0MP: 0MP: 0MP: 0

This skill allows a character to avoid falling off a “chasm edge” or “stepping stone” physical challenge, unless BOTH

feet are off the safe surface. The character should at least attempt to keep both feet on “solid ground” and cannot

simply walk about with one foot hanging “off the edge”.

Disarm Traps Disarm Traps Disarm Traps Disarm Traps

SP: 5SP: 5SP: 5SP: 5 MP: 0MP: 0MP: 0MP: 0

This skill allows a character to attemptattemptattemptattempt to disarm a trap. You must actually disarm the trap yourself, and if it is set off,

you will be affected. This skill does not guarantee success! A character without this skill automatically sets off traps if

she or he messes with them.

Evade Trap Evade Trap Evade Trap Evade Trap

SP: 5SP: 5SP: 5SP: 5 MMMMP: 1P: 1P: 1P: 1

This skill allows a character to say “Evade Trap” when damaged or otherwise affected by a trap. This indicates the

character’s nimbleness in getting out of the way and avoiding the effect or damage.

No, no, no! You clumsy excuse for a specialist. How can you expect to slide a blade through the narrow gap between two ribs when you rush your strike? How can you expect to keep your blade from lodging itself in bone when you run! Remember Griffon! Remember the tales I have told you of the battles at Vauren Abbey. The cat sees the mouse because of the mouse's quick and sudden movement. If the mouse would glide carefully through the grass, the cat would never pounce. Griffon never ran, Griffon never rushed. He floated on the wind at the edge of each battle, he closed with the enemy with grace, balance, and caution. His strikes were unhurried, unexpected, and absolutely devastating. Do it like that, or get out of my school...

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Prophecy LARP Rulebook

FFFFleeleeleelee

SP: 6SP: 6SP: 6SP: 6 MP: 1MP: 1MP: 1MP: 1

This skill represents great swiftness, or a gift for cowardly flight. To use the skill, a character must be actively running

full speed away from an enemy. The character must announce “ I Flee”. The character may then call “Dodge” ver-

sus ANY melee (hand-held) weapon attacks that come from behind. It is assumed that he or she has managed to

pull just far enough ahead to dodge the blow. Missile or packet attacks cannot be dodged, nor can melee attacks that

come from the front or side. Thus, if an enemy is fast enough to pull ahead and attack you from the front, this skill

will do you no good. Once activated, this skill lasts until you stop running or use any other skill. Note: running at

night is discouraged! Characters that use the Flee skill at night should be not be chased at high rates of speed. The

pace should be limited to a brisk walk at night.

PicPicPicPick Locks k Locks k Locks k Locks

SP: 5SP: 5SP: 5SP: 5 MP: 0MP: 0MP: 0MP: 0

This skill allows a character to attempt to pick a lock. There are several types of locks used in the Prophecy game.

All locks are magical to some degree and they, along with that which they are fastening, cannot be broken by any

means! If the lock is an actual physical lock, it must really be picked (these locks are very simple and require only a

sturdy unbent paperclip to pick). If the lock is highly magical, it is represented by a folded slip of paper with the lock

symbol on the cover and a set of numbers inside. These represent the “tumblers” of the lock, and you must have a

magical lockpick with the same number on it in order to pick that tumbler. Thus, if a magical lock had code L5326

on it, you could only open it if you had lockpicks numbered 2, 3, 5 and 6, or a key labeled K5326.

Tightrope Tightrope Tightrope Tightrope

SP: 3SP: 3SP: 3SP: 3 MP: 1MP: 1MP: 1MP: 1

This skill allows a character to throw down a piece of rope (not string!) up to 10 feet long across a pit, chasm or

unsafe floor, and walk along it. Both ends of the rope must rest on “solid” ground, and the rope must be

more-or-less horizontal. The use of the skill lasts until the character puts one foot down, off the rope. Only a charac-

ter with Tightrope may use the rope.

"What's going on over there?" Kei asked with a look of pure mischief in his eyes. Several Defenders were being harassed by a dark entity in the middle of the field. "That shadow creature is trying to find Gwydion and getting a bit aggressive about it " Yve replied. "Oh...sounds like fun." Kei started over toward the ruckus. "Kei...what are you doing?" Yve called out to the wayward goblin. "Causing trouble...I mean having fun." "Kei...you don't want to go over there," Yve said warningly. "Don't worry, I'll be fine." Kei approached the creature from behind and slipped his dagger out of his belt. "Ha HA!" He shouted as he stuck the creature in the back with a well-placed blow. The creature turned its attention to the goblin and roared, readying its large menacing claws for a retaliatory strike. "Eep!" Kei whirled about and tried to run. "FLEEEEEEEEEEE!" the goblin cried at the top of his lungs. The mon-ster began to chase the goblin around the field trying to slice him down with its claws. Kei ran in circles, he jumped sideways, he sprinted ahead. Every time the claws got close he moved just enough to avoid a nasty hit, always careful to keep the monster behind him. When the other Defenders had recovered from their sudden fits of laughter, they eventually succeeded in regaining the creature's attention.

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Prophecy LARP Rulebook

WaylayWaylayWaylayWaylay

SP: 12SP: 12SP: 12SP: 12 MP: 0MP: 0MP: 0MP: 0

Allows unlimited use of the “Knockout” effect delivered by weapon, but only from behind. The blow must land on

the upper back. You may be positioned to the side or behind your target when delivering this attack to the upper

back, but you may not reach around behind a target that is facing you. Any blunt weapon may be used. The pommel

of a weapon may not be used. The character must attempt to be stealthy when waylaying; “drive-by” waylays at a

run in the heat of battle are bad form and do not count.

Weapon SkillsWeapon SkillsWeapon SkillsWeapon Skills See the “Combat” section of the Rule Book for Weapon Construction guidelines. Bow Bow Bow Bow

SP: 12SP: 12SP: 12SP: 12 MP: MP: MP: MP: 0000

Bows used by archers in the Prophecy world have no visible strings, and their arrows are more magic than substance.

Archers use a boffer weapon made to resemble a bow. Arrows consist of birdseed packets with long (24”) cloth

streamers attached. To fire an arrow, the archer draws the packet’s streamer through two fingers of the hand holding

the bow, aims the bow, then throws the packet. Normal arrows are white and do “1 Damage”. There are other types

of arrows that can only be found in game. Arrows must be kept in a pouch and more than one may not be held

ready at a time. Normal arrows may be retrieved and fired again. You may not use your Bow to block weapon

blows without the Bow Block skill. If you do so, even accidentally, the Bow is Shattered. If one or both arms are

incapacitated, you may not fire a Bow. The Bow itself may not be used offensively as a melee weapon. Crossbow Crossbow Crossbow Crossbow

SP: 10SP: 10SP: 10SP: 10 MP: 0MP: 0MP: 0MP: 0

Allows use of a crossbow. The Crossbow Item Tag determines damage, with possible additional bonuses (or

penalties) added by the bolt. A Player may not use a Crossbow to block a weapon attack, and opponents should

avoid aiming attacks at the crossbow itself. Two hands mustmustmustmust be used to aim and fire any Crossbow. If one or both

arms are incapacitated, you may not fire a Crossbow. There may be skills that can be learned in game to allow

one-handed firing of a crossbow. One Handed WeapOne Handed WeapOne Handed WeapOne Handed Weaponononon

SP: 8SP: 8SP: 8SP: 8 MP: 0MP: 0MP: 0MP: 0

Allows use of any melee weapon greater than 24” and less than 42”, wielded in one hand. The use of this skill will

allow you to wield a one-handed weapon with two hands if you prefer. Shield IShield IShield IShield I----IIIIIIII

SP: 8/16 MP: 0SP: 8/16 MP: 0SP: 8/16 MP: 0SP: 8/16 MP: 0

Level I allows use of a shield up to 18” in any dimension. Level II allows use of a shield up to 40” in any direction.

Shield I is not a prerequisite for Shield II. The levels are simply to differentiate between sizes of shield. Small Weapon Small Weapon Small Weapon Small Weapon

SP: 6SP: 6SP: 6SP: 6 MP: 0MP: 0MP: 0MP: 0

Allows use of any weapon under 24” in length. Staff/SpearStaff/SpearStaff/SpearStaff/Spear

SP: 12SP: 12SP: 12SP: 12 MP: 0MP: 0MP: 0MP: 0

Allows use of a staff or spear from 60”- 72” in length with a center grip. These must always be used two-handed for

both blocking and attacking. Thrown Weapon Thrown Weapon Thrown Weapon Thrown Weapon

SP: 10SP: 10SP: 10SP: 10 MP: 0MP: 0MP: 0MP: 0

Allows use of a thrown weapon no more than 8” in length. There is no limit to the amount of throwing weapons that

may be carried. Two Handed WeaponTwo Handed WeaponTwo Handed WeaponTwo Handed Weapon

SP: 18SP: 18SP: 18SP: 18 MP:MP:MP:MP: 0 0 0 0

Allows use of any melee weapon from 42”- 55” in length with an end grip. These must always be used two-handed

for both blocking and attacking.

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COMBATCOMBATCOMBATCOMBAT All combat is conducted using padded weapons. These may be hand-held (swords, maces, etc.) or thrown weapons

(daggers, etc.). All blows do 1 point of damage UNLESS your opponent calls an effect when striking you (such as

“Maim” or “3 Damage”). Thus, if you are struck with a “Maim”, it will not cause any actual damage, only the Maim

effect itself.

WEAPON CONSTRUCTIONWEAPON CONSTRUCTIONWEAPON CONSTRUCTIONWEAPON CONSTRUCTION ♦ If you have never constructed weapons for a LARP before, or require additional help, we advise you to contact

the Prophecy Staff prior to the event for additional assistance.

♦ Weapons should be securely constructed and not rattle. You should not be able to feel the edges of the pipe

through the thrusting tip. Weapons (especially long ones) should not be “whippy”.

♦ Weapons are constructed using 5/8” wall pipe insulation, 1/2” x 3/4” diameter CPVC pipe, open cell foam, and

duct tape.

Weapons made of non-standard materials will be considered on a case-by-case basis. Be aware that you may not be able to use a non-standard weapon should you bring one to an event, so be prepared with a back up.

!!!!

Weapon Sizes:Weapon Sizes:Weapon Sizes:Weapon Sizes:

Weapon TypeWeapon TypeWeapon TypeWeapon Type LengthLengthLengthLength

Bow Between 30” and 50” (center grip)

One Handed Weapon Between 24” and 42” (end grip)

Shield I Less than 18” in the largest dimension.

Shield II Less than 40” in the largest dimension

Small Weapon Less than 24”

Staff/Spear Between 60” and 72” (center grip)

Two Handed Weapon Between 42” and 55” (end grip)

Thrown Weapon Less than 8”

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Prophecy LARP Rulebook

Melee Weapons: Melee Weapons: Melee Weapons: Melee Weapons: Includes One Handed Weapon, Small Weapon, Two Handed Weapon, and Staff.

• Cut a length of 3/4” diameter CPVC pipe to a length 4” shorter than the desired end length. File down the cut

ends to ensure there are no sharp edges. Cap both ends of the pipe with duct tape.

• Cut a length of 5/8” wall pipe insulation of an appropriate length to cover the pipe and extend at least 1” beyond

the thrusting tip, while leaving whatever grip area exposed. Use duct tape to secure the foam in place at the grip.

In the case of a staff with a center grip, you should use thin-walled pipe insulation to cover the grip area, for

added safety.

• Pack the 1” deep hole at the tip(s) of the weapon with a small piece of rolled up pipe foam or open-cell foam,

and secure it in place with a small amount of duct tape.

• Take a 2” cube of open-cell foam and attach it securely to the tip(s) of your weapon. You can trim the sides of

the open-cell foam to a more cylindrical shape to match your weapon, but the end should remain blunt.

• If your weapon has a single thrusting tip, add a “pommel” to the other end. Cut a short length of pipe foam that

will attach to the end of the grip, and extend 1” beyond. Pack the resulting 1” deep hole with a rolled up piece

of pipe foam or open-cell foam, and secure in place with duct tape.

• Use foam to create any cross-guards, axe-heads, etc. on your weapon. You may not add any projections that

might entangle or trap another player’s weapon in combat.

• Cover the entire weapon with duct tape. The tape should be applied length-wise along the weapon, and overlap

slightly, so that all foam is covered. Do not loop or spiral the tape around the weapon.

• Poke several holes in the thrusting tip(s) of the weapon with a small knife, so that the foam will not become

compacted when used.

• You may use soft leather, rope, cloth, or tennis racket grip to cover the exposed grip area of a melee weapon

(but not on a thrown weapon).

Shields:Shields:Shields:Shields: Shields must have all edges covered with pipe insulation and padding. There should not be any sharp projections on

the shield surface that might injure another player or damage weapons. You may not include any projections or

cut-outs that might entangle or trap another player’s weapon in combat.

!!!!Thrown Weapons: Thrown Weapons: Thrown Weapons: Thrown Weapons: !!!!Thrown Weapons are constructed ONLY of foam and duct tape. No pipe should be used, and they may not be

weighted. You may create thrown weapons to resemble small bladed weapons, or any other medieval European item

that might conceivably serve the purpose (rocks, bottles, potatoes). Your thrown weapons may not have any points

small enough that they might harm someone’s eye. You may never throw shields or any weapon with a pipe core at

an opponent.

Bows: Bows: Bows: Bows: Bows are constructed as per Melee Weapons. CPVC may be heated using very hot water or a stove or gas burner

and bent carefully to create a proper “Bow” shape. The Bow may be entirely padded, or may have a center grip.

Both ends of the Bow should be finished as if they were the thrusting tips of Melee weapons. Arrows should be

constructed as per regular packets (see below) but with a 1/2” to 1” wide, 24” long streamer attached to the packet.

CrossbowCrossbowCrossbowCrossbows: s: s: s: Crossbows may be plastic toy crossbows, painted an appropriate neutral color. Crossbow bolts should be made

entirely of foam and must be covered in neutral colored duct tape. Prophecy also allows certain hand-made crossbows constructed of wood and bungee cord. Please contact the Prophecy Staff for information and guidelines should you wish to construct your own Crossbow.

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PACKET CONSTRUCTIONPACKET CONSTRUCTIONPACKET CONSTRUCTIONPACKET CONSTRUCTION Normal-sized packets used for spells, etc. should be constructed by placing a spoonful of birdseed in the center of a

4-5” square of stretchable fabric, then securing the fabric with string or twine. A finished spell packet should fit in a

film canister. The finished packet should have some “give” and not be so tightly packed that it would be painful when

thrown at an opponent. Do not use rubber bands to secure your packets, as they may be harmful to wildlife should

you lose them on the site. Do not fill your packets with anything other than birdseed. The birdseed should not

contain any large or sharp seeds, such as sunflower seeds.

Fist-sized packets used for the Sucker Punch skill should be made in the same manner as regular packets, above,

except fist-sized.

WHAT COUNTS?WHAT COUNTS?WHAT COUNTS?WHAT COUNTS? Judging when you have been hit by a foe is solely your responsibility, but you MUST at all times do so in as fair and

scrupulous a manner as possible. !

Do Not Count:Do Not Count:Do Not Count:Do Not Count: 1. Any weapon blow that lands on the same body part as the immediately previous strike. This is called “machine

gunning”. Before legally scoring another blow on the same part of the body, a foe must strike at another body part,

or parry a blow.

2. A weapon blow that strikes only cloth or a dangling pouch, and passes through without contacting your body.

3. A weapon blow that is too hard. Be sure to announce “excessive force.”

4. A weapon blow that overcomes your parry by force.

5. A weapon blow that strikes the head, groin, or hands.

Do CounDo CounDo CounDo Count:t:t:t: 1. Weapon blows that strike capes, backpacks, sheathed weapons and the like, IF they would have hit you had the

item not been there.

2. Weapon blows that are very light.

3. Weapon blows that glance off your weapon and then hit you.

ARMORARMORARMORARMOR Standard armor comes in three basic types: Light (soft leather, heavy padded cloth), Medium (hard leather,

chainmail), and Heavy (6-in-1 chain, brigandine, plate, scale). Light armor is worth 1 Armor Point, Medium armor

is worth 2 Armor Points, and Heavy armor is worth 3 armor points. These point totals assume coverage of the torso.

If the armor worn covers more than the torso (half of arms and legs, at least), an extra Armor Point may be assigned

at check-in. If you bring an appropriate (good, realistic-looking) physrep to your first event, you will be given a tag for

that type of armor. You must be wearing the physrep to gain the Armor Points! You may only wear one suit of armor

at a time. You may acquire or craft armor worth additional Armor Points in game. Armor Points are quasi-magical,

and combine with your Life Points to give your total Hit Points, which are used to determine how much damage you

can sustain. Healing restores your total Hit Points, not just your Life Points, so the healing effects repair your armor

so long as you are wearing it at the time. Armor you find in game may have other benefits and disadvantages,

which will be outlined on the item tag. In most cases, once armor is found you may keep the tag, but the prop

should be returned by the end of the game. You are then responsible for bringing a suitable physical representation

to any subsequent events. You may have temporary or permanent effects added to your armor by someone with the

Metalcraft skill.

WEAPON TETHERS WEAPON TETHERS WEAPON TETHERS WEAPON TETHERS

Weapon TeWeapon TeWeapon TeWeapon Tethers are not allowed!thers are not allowed!thers are not allowed!thers are not allowed!

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HELMSHELMSHELMSHELMS A helm completely negates all Knockout attacks. You must be wearing the helm, obviously! A Helm must cover the

majority of your head to afford this protection, and must be approved at Check-In.

NONNONNONNON----COMBATANTSCOMBATANTSCOMBATANTSCOMBATANTS There may be players at an event that for one reason or another cannot take part in combat with boffer weapons.

These people are considered Non-Combatants, and will wear a prominent orange or yellow armband. At night they

will wear a yellow glow-stick. Do not attack these players with weapons! If you wish to strike someone down who is

a non-combatant, simply go up to them, point your weapon at them within five feet, and state, “I strike you down.”

The non-combatant will fall Unstable. Non-combatants cannot wield weapons themselves, although they may cast

spells and use other game skills.

SEARCHING & BEING SEARCHEDSEARCHING & BEING SEARCHEDSEARCHING & BEING SEARCHEDSEARCHING & BEING SEARCHED Once you have defeated an enemy, you may wish to go through their clothing and belongings looking for loot. If you

wish to search them, you should state, “I search you.” The person being searched has three options at this point:

• The person being searched can simply hand over ALL in-game items they are carrying.

• The person being searched can ask the searcher to “describe the search”, and turn over game items in the

locations the searcher indicates he or she is searching.

• The person being searched can say, “go ahead”, which means they are giving you permission to ACTUALLY

SEARCH THEM. When searching, please avoid all taboo areas. You may not hide game items there either. If

you do not feel comfortable physically searching someone who has given you permission, let them know and

they may ask that you describe your search or must simply hand over any items. You never have to search or be You never have to search or be You never have to search or be You never have to search or be searched physically, if you dsearched physically, if you dsearched physically, if you dsearched physically, if you do not want too not want too not want too not want to!

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DEATH and DYINGDEATH and DYINGDEATH and DYINGDEATH and DYING During the Prophecy Campaign you are likely to experience and encounter various states of existence. These states

of existence, and other matters relating to them, are described below.

UnconsciousUnconsciousUnconsciousUnconscious If rendered unconscious due to a specific effect such as Sleep or Knockout, you will fall to the ground with your eyes

closed, and you will be unable to take any action or perceive anything that occurs. You will remain Unconscious for

5 minutes at which time you will be able to wake up and act normally. The “Awaken” effect is the only effect that will

revive someone in an Unconscious state before the 5 minutes elapses.

UnstableUnstableUnstableUnstable Your total Hit Points consist of your Life Points plus any Armor Points. Each point of damage subtracts from any

Magical Protections and then from your total Hit Points. If a blow reduces you to zero HP or lower, you are

Unstable. You will fall to the ground with your eyes closed and be unable to take any action or perceive

anything that occurs. It is acceptable and encouraged for you to take a few steps to stumble out of the way of battle, if

necessary, to avoid being stepped upon! You will remain Unstable for 5 minutes at which time you will become

Critical, unless you are given any “Heal” or the “Reset” effect.

CriticalCriticalCriticalCritical If you remain Unstable for 5 minutes, are deliberately struck in the chest by a weapon while in the Unstable state, or

if you are struck with the “Critical” effect, you are Critical. You will fall to the ground with your eyes closed and be

unable to take any action or perceive anything that occurs. It is acceptable and encouraged for you to take a few steps

to stumble out of the way of battle, if necessary, to avoid being stepped upon! You will remain Critical for up to 20

minutes, at which point you will be Dead, unless you are given the “Revive” effect within that time. You may choose

not to wait the full 20 minutes and become Dead at any time after 5 minutes of being Critical. Note that “Heal”

effects WILL NOT work on a character in a Critical state. “Reset” effects (see Effects, page 47-49) will work, but

will simply restart the 20 minute clock. “Reset” DOES NOT make a Critical character become Unstable. All

players have the ability to strike an Unconscious or Unstable individual and deliver the “Critical” effect, provided

they have a weapon of some kind.

DeadDeadDeadDead If you remain Critical for 20 minutes, or you are struck with the “Slay” effect, you are Dead. You will fall to the

ground with your eyes closed and will be unable to take any action or perceive anything that occurs. It is acceptable

and encouraged for you to take a few steps to stumble out of the way of battle, if necessary, to avoid being stepped

upon! You must remain for at least 5 minutes, to allow for searching of your body, last rites, etc. Any time after you

have completed the required 5 minutes, you may become a Shade. However, you may choose to wait as long as you

wish before passing to the Shade state.

ShadeShadeShadeShade A Shade is distinguishable by its hanging head and vacant eyes. A Shade is on the brink between the Ethereal and

Material world and is incapable of interaction with either beyond a meaningless groan or two. A Shade must travel

directly to face Judgment. Everything that is physically in your possession at the moment you become a Shade

remains with you and accompanies you to Judgment.

JudgmentJudgmentJudgmentJudgment When your character goes to Judgment, you will find a Judgment Form. This form can only be completed by a

character in the Shade state, and must be completed truthfully. Once the form is completed, place it in the

designated receptacle and return to the game until a Nym or some other representative of the gods arrives to take you

to Judgment. If you received Last Rites from an Acolyte or Priest prior to coming to Judgment you should be sure

to inform the Nym or representative when you arrive. If you have the Faith skill you will be judged according to the

values and tests of your chosen deity. If you do not have the Faith skill, the judge will determine whether you are to

be resurrected or not. What motivates the gods and Nym to return shades to the living is unknown, and their

arbitration may seem mysterious at times.

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MemoryMemoryMemoryMemory You will remember nothing that occurs while you are Unconscious, Unstable, Critical, Dead, or a Shade, except what

transpires when you go before Judgment. However, you do remember everything that occurred while you were

conscious, beforehand. Thus it is difficult to murder someone without their knowing who did it!

Taking Your Own LifeTaking Your Own LifeTaking Your Own LifeTaking Your Own Life The Nym will rarely, if ever, return to the living a Shade who has killed him or herself. Asking your friends to kill

you is also considered taking your own life. !

Permanent DeathPermanent DeathPermanent DeathPermanent Death If your character dies permanently, you have two options. You may make a new character and begin playing again.

Or, you may choose to Cast for the remainder of the event. Creation of secondary and later characters follows the

same rules as creation of your starting character, and you may not begin with Hidden skills, even if you as a Player

now know they exist.

MAGICMAGICMAGICMAGIC Magic, also known as Mana, is the bloodstream of the Prophecy universe. All things and all characters are somewhat

magical. Magic manifests in the form of spells, innate powers, talents, special attacks, etc. Most magic is represented

in game by one of the standard Effects in the “Effects” section of the Rule Book.

Mana CyclesMana CyclesMana CyclesMana Cycles Magic has a “heartbeat” of sorts. These are the magical cycles. At the changing of the cycle, all Mana is reset to full,

and most magics dissipate. Note that unspent Mana does not carry over between cycles!unspent Mana does not carry over between cycles!unspent Mana does not carry over between cycles!unspent Mana does not carry over between cycles! The cycle changes at

12AM, 6AM, 12PM, and 6PM.

The amount of Mana you get each cycle is equal to your character’s Mana Point statistic. Certain skills, magical items . Certain skills, magical items . Certain skills, magical items . Certain skills, magical items

and other modifiers may raise or decrand other modifiers may raise or decrand other modifiers may raise or decrand other modifiers may raise or decrease this number. ease this number. ease this number. ease this number.

Level of EffectLevel of EffectLevel of EffectLevel of Effect Certain spells are cast “By Level of Effect”. Your “Level of Effect” for casting spells is equal to your Mana Point

statistic . Any other bonuses to your amount of Mana DO NOT count in determining your “Level of Effect”. Some

hidden skills may be discovered in-game that can increase this number.

Not all magic is delivered by Level of Effect!Not all magic is delivered by Level of Effect!Not all magic is delivered by Level of Effect!Not all magic is delivered by Level of Effect! !

Level of ResistanceLevel of ResistanceLevel of ResistanceLevel of Resistance Your “Level of Resistance” is equal to 8 MINUSMINUSMINUSMINUS your Mana Statistic. Any other bonuses to your amount of Mana

DO NOT count in determining your “Level of Resistance”. You will note that characters with higher mana statistics

are lesslesslessless resistant to other magics!

The more easily you use mana, the more easily mana can affect you!The more easily you use mana, the more easily mana can affect you!The more easily you use mana, the more easily mana can affect you!The more easily you use mana, the more easily mana can affect you!

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Spellcasting and IncantationsSpellcasting and IncantationsSpellcasting and IncantationsSpellcasting and Incantations In most cases magic requires an incantation or ritual – words that must be spoken or actions that must be performed

before the magic can be used. Unless otherwise indicated, all spells require that the caster be able to speak and have

at least one hand free, holding nothing more than a single spell packet. If the caster cannot speak or move as

required, the magic cannot be used. Unless otherwise noted, the caster may not walk or run while casting spells. If

the caster takes damage or is struck by spell or weapon (regardless of damage) while speaking the incantation or

performing the ritual, or if the caster moves his or her feet, the spell is interrupted and will not work. No mana is

spent in these cases.

The entire incantation, including the Effect, must be stated clearly before the packet is thrown. Within seconds of

pronouncing an incantation, a mage must throw his or her packet(s), unless specifically stated otherwise in the Spell

Template. A mage may not, for example, pronounce the incantation and hold onto the packet for instantaneous

release at a later time. Exception: any Lyrimancy spell that creates packets may be used this way. The packets will

remain potent until used, dropped, or the next change in the mana cycle.

DurationDurationDurationDuration Sometimes an Effect will have a duration stated after the effect. In this case it lasts for the stated duration. Otherwise,

all effects will last for 5 minutes or until the next changing of the Mana Cycle, whichever comes first. Note that some

effects are instantaneous and/or permanent.

Types of DeliveryTypes of DeliveryTypes of DeliveryTypes of Delivery You will encounter magical effects created in the following methods: By Packet By Packet By Packet By Packet An opponent may speak an incantation, call an effect, and then throw a birdseed beanbag “packet” at you. These

represent “dyshas”, or bolts of magical energy. You are affected if a packet strikes you on any part of your body,

clothing, gear, or weapons. Please try to avoid throwing packets at other people’s heads! Think of magic as a sort of

field that envelops your entire body, even if it touches your shield or cloak.

By FistBy FistBy FistBy Fist----sized Packetsized Packetsized Packetsized Packet An opponent may call certain effects and throw a fist-sized Packet at you. You are affected if the attacker was within

arm’s reach, and the packet strikes your torso. This attack represents a punch of some kind.

By WeaponBy WeaponBy WeaponBy Weapon An opponent may call certain effects and then strike you with a weapon. The effect must be called BEFORE the

blow is made! You are affected if the attacking weapon strikes you, as per a normal weapon blow (see the “Combat”

section of the Rule Book). You will notnotnotnot take any additional damage from the weapon blow, only the effect itself. In

other words, if someone says “Maim” and strikes your leg with a sword, the leg will be Maimed, but you will not take

any additional damage. You may “Dodge” or “Parry” an effect delivered by weapon.

By Level EffectBy Level EffectBy Level EffectBy Level Effect An opponent may call out a brief description of your character, the effect, and a “Level of Effect”. You are affected

by the spell if your “Level of Resistance” is LESS than the “Level of Effect”. For example, an opponent states: “You

in the blue cloak, <Incantation> <Effect>, Level Five.” If your “Level of Resistance” is less than five, you are affected.

If it is greater than or equal to five, you are not affected, and you should announce, “Resist”. Those casting Level

Effect magics must be sure they are clearly indicating the target. Please do not use someone’s out-of-game name to

indicate them, as it will disrupt the “in-game” atmosphere. In order to deliver an effect in this way, the caster must be

able to clearly see the target (line of sight) and describe the target visually. Describing a target by the target’s current

action is insufficient. For example, hearing an enemy spellcaster make an incantation and then saying, “You who

just cast that spell…..” is not specific enough. Indicating a target with a pointed finger is acceptable, if the target can

see the caster pointing at him or her.

Instead of using a Level of Effect, some spells may use “no resistance”. These spells may not be resisted unless a

character has a specific immunity to that effect.