HEROFEST LARP LARP/LRP CHARACTER CLASS

The final thing to decide is your character class.  There are a number of different LARPing classes available that define what your character can do on an event

Each player picks a Character Class for their first event or the first event with a new character, and their character gets the skills associated with that class

These classes and their associated skills are listed below:

LARP/LRP CHARACTER DEVELOPMENT - AFTER YOUR FIRST EVENT

After each of your first three Herofest LARP Events, or 3 events with a new character, you gain an additional LARP skill pick.

Following the appearance of the Guilds at the “A Job for Life?” event, the Guilds wish it to be known that are going to teach all peoples who journey to the Festivals, a 4th additional skill pick, meaning that, with experience, your character will have 2 skills gained from your Class, and 4 additional skill picks

To clarify – after each of your first 4 events you will gain an additional skill pick

However, some skills will be more difficult to learn, based on your character’s Class – see the table below.

Skills are divided into 6 different types

GREEN – these are the skills that you get for being that Class

1 – these skills cost 1 skill pick each

1* – You get 1 pick of these as a Class Skill, and then may purchase them for 1 skill pick

2 – these cost 2 skill picks each

RED – Not available to that Class

ORANGE – these skills have a pre-requisite to be able to use

So, for example, if you were a Militiaman, who has been to 4 events, you would gain the skills 2 Handed Weapon and 1 Handed Weapon from being of the Militiaman Class, and you would have 4 skill picks from the table below.

If you wanted to have First Aid and Forage, this would cost 1 skill pick for First Aid, and 2 skill picks for Forage, leaving you with 1 skill pick unspent.

Bow Use One Handed Two Handed Dual Wield Shield Use Warrior Skills First Aid Delay Poison Delay Disease Forage Caster Life Caster Death Caster Balance Caster Nature Caster Rank 2 High Priest Life High Priest Death High Priest Balance High Priest Nature
Bowman C C 2 2 2 2 1 1 1 1 2 2 2 2 2 2 2 2
Ranger 2 C 2 C 1 2 1 1 1 1 2 2 2 2 2 2 2 2
Militiaman 2 C C 1 2 2 1 2 2 2 2 2 2 2 2 2 2 2
Soldier 2 C 1 1 C 2 1 2 2 2 2 2 2 2 2 2 2 2
Priest C 2 2 1 1 1 1 2 1* 1* 1* 1* 2 1 1 1 1
Mage 2 1 2 2 1 2 2 2 2 2 2 2 2 2
Ritualist C 2 1 2 2 2 1 1 1 1 2 2 2 2
Healer 1 2 1 C 1 1 1 1* 2 1 2 2 1 2 2
Caster 1st Colour Caster 2nd Colour Caster Additional Colour Caster Level 2 Wizard Magic Resistance Devotion Incantor High Incantor Alchemist 1 Alchemist 2 Alchemist 3 Scribe 1 Scribe 2 Scribe 3 Enchanter 1 Enchanter 2 Enchanter 3
Bowman 2 2 2 2 1 2 1 1 1 1 1 1
Ranger 2 2 2 2 1 2 1 1 1 1 1 1
Militiaman 2 2 2 2 1 2 1 1 1 1 1 1
Soldier 2 2 2 2 1 2 1 1 1 1 1 1
Priest 2 2 2 2 1 2 1 1 1 1 1 1
Mage C C 1 2 2 1 2 1 1 1 1 1 1 1 1 1
Ritualist 2 2 2 2 C 1 1 1 1 1 1 1 1 1 1 1
Healer 2 2 2 2 1 2 1 1 1 1 1 1 1 1 1

Key

Skill has a pre-requisite
Class Skills
Skill not available for this class
1* Class Skill, then purchasable at this cost

Please note that if you are selecting the skills of Caster [……], Wizard, High Priest or Forage, then you must Contact Us, so that the appropriate things can be brought to the event for you.

Skill Descriptions

LARP Combat Skills

Bow Allows a character to be able to use any Bow or Crossbow. (Max 30 pound pull)
One-Handed Weapon Allows a character to be able to use a one handed weapon.Size to be between 12” – 42” only (from tip to pommel).
Two-Handed Weapon Allows a character to use a two-handed weapon.Size to be between 43” – 84” only. Swords cannot be taller than the wielder.
Two-Weapon Fighting Allows a character to use a one-handed weapon in each hand. This does not give the character the ability to use a one-handed weapon, they must obtain this separately.
Shield Use Allows a character to be able to use a shield.Size to be no larger than shoulder width and neck to groin of wielder.

LARP Warrior Skills

Strength Pre-requisite: Militiaman This will allow the character to resist Weld & Entangle attempts, with the call “By the power of the [insert appropriate name here] I resist that” – 6 per event
Iron Grip Pre-requisite: Soldier This will allow the character to resist Disarm & Fumble attempts, with the call “By the power of the [insert appropriate name here] I resist that” – 6 per event
Sure Footed Pre-requisite: Ranger This will allow the character to resist Slip attempts, with the call “By the power of the [insert appropriate name here] I resist that” – 6 per event
Keen Sighted Pre-requisite: Bowman This will allow the character to resist Blindness attempts, with the call “By the power of the [insert appropriate name here] I resist that” – 6 per event

LARP Wilderness Skills

Forage Allows the Character to gain additional commodity per event. See details for Foraging

LARP Medicinal Skills

First Aid Allows a character to be able to apply bandages to themselves and others, and to determine how injured they are. Find out about Binding Wounds
Delay Poison Allows the character to remove the effects of a standard poison, or to delay the onset of the effects of unique poisons.Suitable role playing should be used to treat Poisoned wounds, and if in any doubt about which type of poison, then treat them as unique poisons
Delay Disease Allows the character to remove the effects of a standard disease, or to delay the onset of the effects of unique diseases.Suitable role playing should be used to treat Diseases, and if in any doubt about which type of disease, then treat them as unique diseases.

LARP Magic Skills

Caster Black Magic This will allow the character to cast 3 Dark Bolts & 3 Blindness spells per event.
Caster Blue Magic This will allow the character to cast 3 Mend & 3 Repulsion spells per event
Caster Brown Magic This will allow the character to cast 3 Weld & 3 Warp Wood spells per event
Caster Green Magic This will allow the character to cast 3 Slow & 3 Slip spells per event
Caster Grey Magic This will allow the character to cast 3 Weapon Proficiency & 3 Strength spells per event
Caster Red Magic This will allow the character to cast 3 Fire Bolt & 3 Flame Blade spells per event
Caster White Magic This will allow the character to cast 3 Fumble & 3 Freeze spells per event
Caster Yellow Magic This will allow the character to cast 3 Lightning Bolt & 3 Static Field spells per event
Caster Level 2 Black Magic Pre-requisite: Have Caster Black Magic skill This will allow the character to cast 3 Weakness's per event.
Caster Level 2 Blue Magic Pre-requisite: Have Caster Blue Magic skill This will allow the character to cast 3 Shields of Air per event
Caster Level 2 Brown Magic Pre-requisite: Have Caster Brown Magic skill This will allow the character to cast 3 Entrapment's per event
Caster Level 2 Green Magic Pre-requisite: Have Caster Green Magic skill This will allow the character to cast 3 Ensnares per event
Caster Level 2 Grey Magic Pre-requisite: Have Caster Grey Magic skill This will allow the character to cast 3 Double Strength's per event
Caster Level 2 Red Magic Pre-requisite: Have Caster Red Magic skill This will allow the character to cast 3 Firebolt 2's per event
Caster Level 2 White Magic Pre-requisite: Have Caster White Magic skill This will allow the character to cast 3 Clear Sight's per event
Caster Level 2 Yellow Magic Pre-requisite: Have Caster Yellow Magic skill This will allow the character to cast 3 Forked Lightning's once per event
Wizard Blue Magic Pre-requisite: Have one Caster Magic skill Allows the Mage to resist 3 Blue Magic Spells per event
Wizard Black Magic Pre-requisite: Have one Caster Magic skill Allows the Mage to resist 3 Black Magic Spells per event
Wizard Brown Magic Pre-requisite: Have one Caster Magic skill Allows the Mage to resist 3 Brown Magic Spells per event
Wizard Green Magic Pre-requisite: Have one Caster Magic skill Allows the Mage to resist 3 Green Magic Spells per event
Wizard Grey Magic Pre-requisite: Have one Caster Magic skill Allows the Mage to resist 3 Grey Magic Spells per event
Wizard Red Magic Pre-requisite: Have one Caster Magic skill Allows the Mage to resist 3 Red Magic Spells per event
Wizard Yellow Magic Pre-requisite: Have one Caster Magic skill Allows the Mage to resist 3 Yellow Magic Spells per event
Wizard White Magic Pre-requisite: Have one Caster Magic skill Allows the Mage to resist 3 White Magic Spells per event

LARP Power Skills

Caster Life Power Pre-requisite: May not have Caster Death Power This will allow the character to cast 3 Cure Mortal & 3 Remove Fear invocations per event
Caster Death Power Pre-requisite: May not have Caster Life Power This will allow the character to cast 3 Cause Mortal & 3 Fear Invocations per event
Caster Nature Power This will allow the character to cast 3 Goodberry & 3 Entangle Invocations per event
Caster Balance Power This will allow the character to cast 3 Power Hammer & 3 Ward Invocations per event
Caster Rank 2 Life Power Pre-requisite: Have Caster Life Power This will allow the character to 3 Protection's from Disease per event
Caster Rank 2 Death Power Pre-requisite: Have Caster Death Power This will allow the character to cast 3 Cloak's of Ushaz per event
Caster Rank 2 Nature Power Pre-requisite: Have Caster Nature Power This will allow the character to cast 3 Neutralize Poison's per event
Caster Rank 2 Balance Power Pre-requisite: Have Caster Balance Power This will allow the character to cast 3 Power Weapon's per event
High Priest Life Power Pre-requisite: Have one Caster Power skill Allows the Priest to resist 3 Life Power Invocations per event
High Priest Death Power Pre-requisite: Have one Caster Power skill Allows the Mage to resist 3 Death Power Invocations per event
High Priest Nature Power Pre-requisite: Have one Caster Power skill Allows the Mage to resist 3 Nature Power Invocations per event
High Priest Balance Power Pre-requisite: Have one Caster Power skill Allows the Mage to resist 3 Balance Power Invocations per event

LARP Ritual Skills

Devotion (Devotee) Allows the character to lead any Ritual, to perform the Ritual of [faction name] and the Ritual of Resurrection, and to participate, and thus gain the benefits of a Defined or Major Ritual. May also reduce the duration of a Ritual
Incantor Pre-requisite: Devotion Allows the character to lead a Defined Ritual, gain it's benefits, and reduce the maximum time of a Ritual to 8 minutes
High Incantor Pre-requisite: Incantor Allows the character to lead a Major Ritual, gain it's benefits, and reduce the maximum time of a Ritual to 5 minutes

LARP Crafting Skills

Alchemist Alchemists make potions/salves/poisons, magical powders, and imbued inks out of various components and store them in enchanted vials. Alchemists learn, and teach, recipes, as well as having the ability to research new potions. In general, alchemists make healing, enhancing, and defensive based items
Scribe Scribes make spell scrolls, attunement sigils and spell seals using enchanted paper and imbued inks. Scribes copy master scrolls that they collect, as well as having the ability to research new spells scrolls. In general, scribes make damaging, information, and ranged target based items.
Enchanter Pre-requisite: base Class of Mage, Priest, or Ritualist Enchanters make items that can hold magical enchantments, enchanted paper, and enchanted vials, using magical powders and attunement sigils. Enchanters craft items using category knowledge, and can also transmute components and craft incense.