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Herofest LARP - Character creation

Herofest LARP Steampunk Live Action Roleplaying Festivals

Starting Character Skills

When creating a character to play on one of our Steampunk LARP events you should first think about what faction you are going to join. To find out more about factions clink on the link here » .

Once you have decided what faction your are joining then it is up to you to decide the type of person you are going to be. Larping at a Herofest Steampunk event is primarily about the roleplaying and whilst there is combat throughout the event it is optional and some players enter few or no fights at all. It is also useful to create a background story for your character and again it may help you to read the history first which can be found by clicking - here ».

So now you have your characters background and you know what faction you are joining you can now choose three skills for your character to start with. Choose a skill tree from the table below and pick one two or three skills from that tree, note that you can only pick a tier skill greater than tier one after you have picked all the lower tier skills in that tree. Once you have chosen skills from your first tree you may now pick another tree and choose skills from there. Again you can only have three in total and you must always choose tier one before tier two etc. If you have chosen a tier one skill from your first two trees you can now choose a tier one skill from a third tree.

To summarise - Starting Characters gain any three skills (although they must be purchased in order!) so either:

Skill Trees 1st Tier (T1) 2nd Tier (T2) 3rd Tier (T3) 4th Tier (T4)
Aether Technophile Resistor Aethernaut Master
Archaeology Digger Archaeologist Tutor Professor
Aura Awakened Gifted Medium Master
Engineering Mechanic Engineer Scientist Inventor
Estates Tenant Landlord Developer Charmed Life
Firearms Pistol Bandolier Rifle Master
Medicine First Aid Medic Doctor Professor
Melee Sword Ambidextrous Spear Master
Mining Prospector Miner Refiner Master
Old School Tie Respectable Dilettante Gentry Charmed Life
School of Life Rogue Infamous Boss Charmed Life

Advancement

Characters and Skills for Steampunk at Herofest LARPAt the end of each event your character gains one extra skill (of any Tier) which must follow the following principles:

Example

Following the purchase of First Aid (T1), Pistol (T1) and Bandolier (T2) as a Starting Character the Grackle-Back Warrior considers his options after Event 1 – he may choose another T1 Skill (e.g. Rogue) or as he already has 2 T1 skills he may choose a second T2 skill but this could only be Medic (T2) building on his First Aid (T1). He chooses Medic and ventures forth on event 2 with new found healing skills! After Event 2 he again considers his options – he may choose another T1 skill of a new type and start building proficiency in that, or as he already has two Tier 2 skills he can choose a T3 skill building on either of them so Doctor (T3) or Rifle (T3) – remembering his warrior heritage he decides Rifle is the one for him! After Event 3 he has another skill to add– he may choose another T1 skill of a new type, or he may build on his Medic (T2) skill to take it to Doctor (T3). He cannot build on his Rifle (T3) skill to take it to Master (T4) as he does not yet have the necessary two Tier 3 skills to allow advancement to Tier 4 in any area.

Skill Descriptions

Aether - for examples of devices see here »

(T1) Technophile You may use Basic Aether devices.
(T2) Resistor You may use Advanced Aether devices.
(T3) Aethernaut

You may operate Complex devices. You may also use Basic Aura devices but not to directly affect others. With access to a Research Lab you may invent new Aether devices thus creating a Blueprint – see Invention and Blueprints ».

(T4) Master A master in the manipulation of Aether, it is like clay to you, you may model it with your hands (thus circumventing the need for some devices) and using an Aether or Complex device are able to achieve an Astonishing Feat once per event.

Archaeology

(T1) Digger Each event your digging grants you between one and five Crystal or Blue ore (your choice) – amounts produced vary randomly!
(T2) Archaeologist Each event your excavation now grants you between one and five Crystal or Blue or Gold or Silver ore (your choice) – amounts produced vary randomly! In addition with at least five minutes of suitable role playing you may harvest Archaeology from a recovered Egyptian Artifact.
(T3) Tutor Each event your excavation may (your choice) now grant you one piece of Archaeology rather than mineable ore. You may also use both Basic Aether and basic Aura devices but not to directly affect others.
(T4) Professor Archaeology is second nature to you, you can sense suitable sites merely by walking over them, and you are able to achieve an Astonishing Feat once per event.

Aura - for examples of devices see here »

(T1) Awakened You may use Basic Aura devices but not to directly affect others.
(T2) Gifted You may use Basic Aura devices to affect others and may use Advanced Aura devices to affect yourself but not to directly affect others.
(T3) Medium You may use Advanced Aura devices to affect others and operate Complex devices. You may also use Basic Aether devices. With access to a Research Lab you may invent new Aura devices thus creating a Blueprint – see Invention and Blueprints ».
(T4) Master Aura is as visible to you as the landscape that surrounds us all, you may influence it with your mind (thus circumventing the need for some devices) and, using an Aura or Complex device, are able to achieve an Astonishing Feat once per event.

Engineering

(T1) Mechanic You may perform a simple repair on a broken device of any single origin (Mechanical, Aura or Aether). With at least five minutes of suitable role playing you may harvest Technology from a recovered Martian Artifact.
(T2) Engineering You may perform a complicated repair on a broken device of any single origin (Mechanical, Aura or Aether) or a simple repair on a broken device of Complex Origin. You may use Basic Mechanical devices. Given a Blueprint and the correct ores you may build a device though to build an Advanced or Complex device you will need access to an Assembly Plant.
(T3) Scientist You may perform a complicated repair on a broken device of Complex origin. You may use Advanced Mechanical devices and operate Complex devices. With access to a Research Lab you may invent new Mechanical devices thus creating a Blueprint – see Invention and Blueprints ».
(T4) Professor Engineering is second nature to you; you can glance at a device and understand how it works, and using a Mechanical or Complex device, you are able to achieve an Astonishing Feat once per event.

Estates

(T1) Tenant

You may own (on behalf of your faction) the deeds to a single piece of Land (following successful purchase at an auction) and develop that land by building on it.

(T2) Landlord You may own (on behalf of your faction) up to three deeds and develop that land by building on it. When building on land that you own the cost is reduced by 5 Guineas.
(T3) Developer You may own and develop any number of pieces of land. Buildings on land that you own are 20% more productive.
(T4) Charmed Life Once per event you may cheat death, or carry out another form of Astonishing Feat.

Firearms - for Weapons rules see here »

(T1) Pistol

May use a single handed Nerf gun that requires no batteries to operate and has a cartridge capacity of no more than 8. (Note:  modifications may make these weapons not look like pistols or require two hands but as long as they fulfil the rules that is fine) ADDITIONALLY a person with the pistol skill may start the game and possess 8 bullets at a time AND NO MORE! (If they use these bullets they must purchase more in game).

(T2) Bandolier Doubles the number of Gauss bullets a Pistol user may hold (a person may now carry 16 bullets). This does not stack with the Pistol skill ability to carry eight.
(T3) Rifle

May use any Nerf weapon. Additionally may start the game and possess a total of 32 bullets at any one time (this is the person’s new total not in addition to the number from Pistol and Bandolier skill).

(T4) Master You are a marksman and are able to hit a gnat’s bottom at 20 paces. Your skill is such that you are able to achieve an Astonishing Feat once per event.

Medicine - for more details see here »

(T1) First Aid

May Cure or bandage a single wound, if a person has multiple wounds (i.e. more than one, two wounds mean a grievous wound, three wounds mean a mortal wound and a ‘downed state’) those skilled with first aid may only bandage or repair one, a medic will be required to cure more than one injured location (or a grievous wound) on a person. Bandaging or curing takes 5 minutes of role-playing to ensure the person is well again.

(T2) Medic May cure or bandage multiple wounds, this takes 5 minutes of role playing if a person is treated by a medic the medic must draw from a bead bag wound is fatal – if the injured party draws a white bead then they are cured! If they draw a black bead they have two choices: 1. Accept a long term injury (in this case ‘long term’  is for the remainder of the event  e.g. a limb that is unable to be used effectively – if an arm you cannot fight with it – if a leg you must not run) or 2. Draw again; if following this second draw they draw a black bead they will die by the end of the event, players may choose the moment,  unless something Astonishing happens (see Astonishing Feats); IMPORTANT NOTE: This can happen more than once on an event!  (Medics are responsible for maintaining this ‘death count’ and informing the referee’s).
(T3) Doctor

You may heal a single wound in 30 seconds and multiple wounds in five minutes but without the need for a check for a fatal wound (i.e. bead bag). You can attempt to heal other injuries such as gas attack, crushing blow etc. but will require a referee to adjudicate the result. You may also use both Basic Aether devices and basic Aura devices but not to directly affect others.

(T4) Professor you know the human body like the back of your hand; you can diagnose illnesses whilst blindfold and you are able to achieve an Astonishing Feat once per event.

Melee

(T1) Sword

May use a single handed LARP safe melee weapon (of less than 43” in length)

(T2) Ambidextrous May use a single handed LARP safe melee weapon in either hand.
(T3) Spear

May use a two handed LARP safe melee weapon (of more than 43” in length)

(T4) Master You are a master-at-arms and are able to cut the wings off a bee in flight. You are able to achieve an Astonishing Feat once per event.

Mining

(T1) Prospector

Each event your prospecting grants you between one and five Gold or Silver ore (your choice) – amounts produced vary randomly!

(T2) Miner Each event your mining now grants you between one and five of any mineable ore (your choice) – amounts produced vary according to the type of ore selected and a random factor! You may also use Basic Mechanical devices.
(T3) Refiner

Each event you may exchange certain types of ore for one another (to a maximum of 10 units one type of conversion per event). Ores that can be changed are Silver into Gold and vice versa, Blue into Crystal and vice versa. If you have access to a Refinery then you may instead change any ore into Unobtainium at a ratio of 2:1 i.e. 10 silver creates five Unobtainium. You may also use Advanced Mechanical devices

(T4) Master Your expertise in mining techniques allows you to identify the location of seams of ore seemingly by smell. You are able to achieve an Astonishing Feat once per event.

Old School Tie

(T1) Respectable You have a private income (perhaps from a professional job), you gain 1 Guinea at the start of every event.
(T2) Dilettante

A ‘comfortably-off’ gentleman or lady you gain 3 Guineas at the start of every event.

(T3) Gentry

You are independently wealthy, you gain 5 Guineas at the start of every event. Your social status improves the way some you are perceived and treated by some NPC's (you may need to name drop your position of course!).

(T4) Charmed Life

Once per event you may cheat death, or carry out another form of Astonishing Feat.

School of Life

(T1) Rogue

You are a vagabond or thief or just used to living on your wits and you gain 1 Guinea per event.

(T2) Infamous

You are feared / revered or just well known, you gain 3 Guineas per event.

(T3) Boss

You are at the top of your tree and given respect, you gain 5 Guineas at the start of every event. Your social status improves the way some you are perceived and treated by some NPC's (you may need to name drop your position of course!).

(T4) Charmed Life

Once per event you may cheat death, or carry out another form of Astonishing Feat.

Astonishing Feat

More detail on these acts and the types of things that can achieve will be revealed as people learn the Tier 4 skills

Booking details for Steampunk @ Herofest LARP/LRP are here »

For more information, or to post your completed booking, contact Paul Matthews at Herofest LARP/LRP, Unit 42A/6, Morelands Trading Estate, Bristol Road, Gloucester, GL15RZ.  Alternatively email us for information or details on how to make a Steampunk @ Herofest booking at: paul@herofest.co.uk.


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