“We are what we pretend to be..." -Kurt Vonnegut
It is not mandatory to create a formal character or follow the Character Paths to enjoy a LARP Adventures event. These rules are meant as a frame work to help structure role play. We have found that a Character Journal is a great way to keep track of your adventures and skills.

Character strip.jpg

Character Paths - Overview

Many games have a strict system of classes, yet with all those classes, there is rarely a perfect fit for the unique character you envision. So, Instead we focus on organically earned skills that stem from actual player experience, and role playing. Earning Skill Points in play and choosing skills, spells, and abilities from the four primary Skill Paths; Warrior, Rogue, Healer, and Wizard. From these fundamental archetypes you can create any of the traditional classes, and subclasses, as well as create your own custom characters. In this system the kind of character a player can portray via costuming, props, gear, and role-play is unlimited. What kind of experiences you as the player seek out will define your character as you progress and and earn new skills. As a Nordic style game with an organic skill based system, your character can do what you actually can do, and do what you can imagine with props, or simulate through collaborative role play.

Warrior Skill Icon.jpg
Wizard skill Icon.jpg

The art, and part of the fun of playing characters is role playing their weaknesses, or shortcomings. It is impossible to be a master of all things, and as in the mundane world it pays to specialize. In our live, organic system growing a character is not only learning new skills, but role playing the restrictions that may come along, or be required to use those skills. These limitations can help to define your character in everything from the garb, and equipment you choose, to your demeanor in play. It is the weaknesses, flaws and limitations, as well as the skills and abilities that make a character special, and interesting to play. Give them a personality. Make them uniquely yours, and allow you and them to grow. Strengths and weaknesses also help to promote the need to assemble a balanced adventure party so that you can face whatever challenges might arise.

Characters are defined by the in-game choices you make and your experiences, you may choose to focus on one path or combine several, ultimately it is your journey.  These experiences generally fall into four spheres; Battle Skills known as The Warrior’s Path, Clandestine Skills are The Rogue’s Path, Healing Skills are the Path of the Healers, and Arcanum is The Path of Wizards. Those who aren't sure which Path they wish to follow, or do not want to part of combat for any reason, can be Non-Combatants. By seeking in-game knowledge and taking part in quests, and training with other players and NPCs you can build any kind of character you want. The Skill Paths are detailed on the following pages, by combining them you can tailor your character, seeking out the experiences that will help you build the skill set you are interested in, and bring your character to life.

Rogue Skill Icon.jpg
Healer Skill Icon.jpg

Skill Point System

Updated 6/22/2022

  • Tiers are based on the number of events attended.

  • Skill Points are earned, training in skills costs points.

  • At a player's first event, they are Tier 0. Any skills available to learn at Tier 0 cost 0 points to train in. up to 3 Tier 0 skills can be acquired at your first event.

  • At each day event attended players earn 1 skill point and 2 points for campouts. They use these points to train (purchase) new skills.

 

Table 1: Seasonal Skill Point Tier Table

Day Events = 1 Skill Point

Campout Events = 2 Skill Points

305617872_1202698890294216_1678844419035285512_n.png

Training/Purchasing Skills

  • Players can train/purchase as many skills as they have Skill Points for after their first event.

  • General skills and weapons training at Tier 0, cost 0 points and can be trained at any tier, up to 3 Tier 0 skills can be trained/purchased per event. 

  • Skills available at Tier 1 cost 1 point.

  • Skills available at Tier 2 cost 2 points.

  • Skills available at Tier 3 cost 3 points, ect.

  • Players must train in at least 1 skill in a Tier before ascending to the next Tier.

  • Cross training in skills cost double and you advance half as quickly as your primary Skill Path. You may only access Tier 1 cross training skills at Tier 2, Tier 2 skills and abilities after Tier 4, and so on.

Guilds 

Each Skill Path is governed by a Guild, there are four Guilds; The Warrior’s Guild, Healer’s Guild, Wizard’s Guild, and Rogue’s Guild.

 

Your primary Skill Path determines which Guild you belong to. The Guilds are meant as a way to foster role play and to help train players in the proper use of skills in game, as well as to hold players accountable for their Physical Representations of said skills, spells, and abilities.

 

Guild Masters and Skill Trainers

Each Guild is led by a Master, this is usually the highest ranking member of the Guild, based on their Tier. If there are multiple members of the Guild of the same rank then one should be elected Guild Master. Players that reach Tier 3 may petition to become Skill Trainers. Skill Trainers serve the Guilds by learning about all of the skills, spells, and abilities in their Skill Path so that they can help other players create the Physical Representations, and develop the role playing skills needed to bring the skills into play.

 

Evolving System & Skill Supplements

One of the duties of the Guilds is to work to improve game play and the rules system. As we move ahead, we will learn more about what works and what doesn’t. Players will propose new skills, spells and abilities. It is ever our goal to create balance, keep in check rules and power creep, and above all to have fun.

Creating your Character

To create your character, here are the basic steps;
 

  • You first need a small notebook to function as your character journal. Here you can track your character name, path, skills as well as any adventure notes you may wish to keep.

    • You can use the same journal for more than one character, but not for more than one player.

    • There should be clear separation between characters

  • Choose your starting path. Characters start with the Tier 0 skills from a single path.

    • Your first quest as a new character is to seek out your Guild. Before you can use your new skills you must be sure you understand any safety and RP requirements. 

    • If you choose the Wizard’s or Healer’s path, your journal will become your spellbook. This should be personalized and can be used as a prop and resource to help build the style of your character. ​

Character Class Venn with wizard.jpg

Combine the Skill Paths to create any character you can imagine

​​

  • Use the Skill Path tables to plan your character and decide how to advance based on your Skill Points. As you gain Tiers of experience you can learn skills from other paths. But being a Jack of All Trades can slow down your progression towards advancement. To gain access to higher tier skills/spells, your character must seek out adventure and attend events. There  may be bonuses for playing NPCs, or for completing quests. The Guilds are a place for you to RP your training and learn the mechanics, concepts and requirements  for new skills. In the case of melee skills you must show your proficiency with the new weapons and the ability to wield them safely against other players. For spell you must add them to your spellbooks and create the necessary physical representations

  • Also consider your garb and costume. Your look presents your character as much as your roleplay. You may wear layers as best portray you, or allow more comfort, but you will not gain extra Armor Points beyond your character path/tier allowance. (example: if your max AP is 3, you may choose to wear a gambeson under your plate for looks/comfort, but you will not get the extra 1 AP for padded armor if it would put you over your max.)

  • Though this is a human heavy world, your character may be of any race you wish as long as you can obtain a level of makeup/costuming that will maintain the immersion of this new world. Being something other than human will not gain your character any benefits. Races are purely a cosmetic choice for players as there are strong and weak versions of every fantasy race. To help maintain our immersive goals, before you play a non-human, you need to send us an image of your character in full makeup for review at larpadventures@gmail.com.