Showing posts with label LARP. Show all posts
Showing posts with label LARP. Show all posts

Tuesday, February 11, 2020

The Final Flight of the de la Torre

GEOFF NOTE: This is the introductory text for the Invictus LARP, a rule book that I created for fun. It is meant to take place in the same world as the Mystwood LARP, but many thousands of years in the future, after Humanity has developed space travel and hyperdrive. It's a pastiche of Warhammer 40k and Traveller. 

This is the flight recording of the final moments of the Dreadnought de la Torre, whose heroic crew won an impossible victory for Humanity. Portions of this recording have been redacted or altered per New Terran Republic Governmental Protocol 1193-1A, for security and safety reasons.

COMANDER VAAL: We have a lock. The package has been picked up. Repeat—the package has been picked up!
CAPTAIN LUMIA: Excellent work. Energize stasis field.

Electrical discharge. Screams. The distant sound of tolling bells. Chanting in an unknown language.

VAAL: Captain, stasis field is collapsing! The Princes are breaking…
LUMIA: Divert all reactor power to the hold. Keep that field up!
BRIDGE CREW: Ma’am, the system’s overloading. It’s shorting out!
VAAL: They’re out! Marines! Ready weapons. Concentrate fire. Hold the line. HOLD THE LINE!

Sounds of battle, screaming, ritualistic chanting.

ALIEN VOICE: SUB-CREATURES! YOUR DOOM IS AT HAND!

INCOMING TRANSMISSION: De la Torre! This is the Arcada! The entire Chaos Fleet has changed course. Heading for your position.
LUMIA: Roger that, Arcada! It’s because we’ve captured their Princes. They’re confined to our hold right now.
ARCADA: What the [REDACTED]! How in the…
LUMIA: We can’t contain them with our stasis field. My marines are trying to take them out.
ARCADA: Understood, de la Torre! We are scrambling to assist. Hold out as long as you can.
INCOMING TRANSMISSION #2: This is the Nedeni. We are en route as well.
VAAL: Captain, we’re giving them hell, but they’re still advancing. We’ve sealed the hold, but they’re…

Interruption by screaming, explosions. 

VAAL: Captain! We can’t stop them! They’re carving their way to the bridge.
ARCADA: De la Torre! Be advised, we are taking heavy fire! Six Annihilators closing fast. Shields collapsing. Wall shields holding, but…
HELM: Captain, I read the six Annihilators and…a dozen other ships. They’ll be on us any second.
LUMIA: Damn it. Helm. Set course for local system point, mark zero-zero-zero.
HELM: Ma’am? That’ll take us into the…
LUMIA: That’s an order lieutenant. Vaal, can you still hear me?
VAAL: I hear you, captain!
LUMIA: You have my condolences. You know I wouldn’t waste…
VAAL: (chuckle) Forget it. I never wanted to live forever.

More explosions. Static. Screams.

ALIEN VOICE: WE ADMIRE YOUR HUBRIS, BUT YOUR RESISTANCE IS IN VAIN. YOUR FLESH IS OURS TO SCULPT. YOUR SOULS SHALL BE THE FUEL FOR…

VAAL: All units, advance! Slow them down! Put your hearts into it! Come on you [REDACTED]!
NEDENI: We’ve sent a general distress, de la Torre. The fleet’s mobilizing and moving to your position.
HELM: Captain…coordinates accepted. We are coming about.
LUMIA: Thank you, Nedeni, but that won’t be necessary. Tell the fleet to pull back and get out of here.
NEDENI: De la Torre, I don’t understand. Say…Oh [REDACTED]. What are you doing?!
LUMIA: What we have to, Nedeni! Tell the fleet to keep those Annihilators off of us just a little longer.
NEDENI: (unintelligible)
HELM: Captain, hyperwarp engines are cycling up, but the automatic safety interlocks just engaged. We can’t…
LUMIA: Disengage safety interlocks. Input override code [REDACTED].

ALIEN VOICE: YOUR DEATHS ARE INEVITABLE. YOUR WORLDS ARE OURS TO DEVOUR.

VAAL: Captain…are you there…We…lost…most of the company…our heavy primordials…I’m sorry…we…
HELM: Safety interlocks disengaged.
LUMIA: No apologies necessary, commander. You did well.
VAAL: Thank you…captain…
LUMIA: Helm, engage hyperwarp on my mark. Three…Two…
VAAL: You want some, you oozing, mutie [REDACTED]? Well, take THIS and THIS! AAAH!

Gunfire.

LUMIA: Mark.

Tuesday, July 11, 2017

Burgundar: The Musical

I play Enoch, a gravedigger, at the Mystwood LARP. Mystwood takes place at two sites: The Keep, in Jefferson, ME, and Burgundar, in Harrison, ME.

Lately, in Burgundar, the town has been beset by a vile Chaos demon named Old Grom. As Grom is wonderfully played, delightfully scene-chewy, and possessed of a somewhat generic appearance (an old man in a black cloak and an eyepatch), he has started to get blamed for things he hasn't even done.

This amused me so much that I wrote a song about it. Here it is.

NOTE: I am not a musician or a poet. I don't know the tune to this song, or if one could even be crafted for it. I doubt that it will scan. Please be gentle. Also, this will likely make sense only to about 40 people, but I hope the conceit is amusing enough that people conversant with the fantasy genre will also enjoy it.


Thursday, March 2, 2017

The Misadventures of Mr. Foppish, Rabbit Extraordinaire

I've written a lot of LARP lore and in-game documentation in my time. I'd like to think that they're all reasonably good and interesting, but some of them are definitely better than others. Only a handful have made it into my favorites pile, however.

This is one such piece of lore. It's a series of several BGAs (between game actions), in which a player read several different chapters of The Misadventures of Mr. Foppish. Ostensibly a children's book, it can actually teach the reader advanced Viramancy (disease magic), if they know what they're doing and read between the lines. What follows are the silly stories I wrote--the special skills that the player could learn are in another document, to which I do not have access.

You can see that I got increasingly into writing the stories as I went along...


NB: The stories have been slightly edited for punctuation, spelling, and grammar, and also to pad out the running hat gag to it's natural conclusion.


BGA: Reading the Misadventures of Mr. Foppish

On the surface, this book is merely a collection of whimsical tales centering on the adventures of one Aloysius X. Foppish, Esq., a lepus of considerable means. The tales are simplistic, but engagingly written and entertaining. Much of the action revolves around the titular character’s preening self-importance and vanity, and how those character flaws tend to get him into a great deal of mischief. Fortunately for Mr. Foppish, he is surrounded by a number of animal friends of sturdier personality, who frequently assist him when his schemes come to their ill-conceived ends.

To the trained eye, the book is much more than a series of amusing anecdotes about a rabbit squire. Woven deftly into the text are instructions on techniques of advanced Viramancy. The first story, “Rompknoll’s Banquet,” provides a lesson on one such technique, which appears to be the basis upon which most of the subtler aspects of the Viramancer’s art are based.

At the beginning of the story, much is made of the strong bonds between Mr. Foppish and his rabbit friends. The author writes that Foppish and his cohorts have even developed a series of secret signs such that they can easily identify and communicate with one another.

This proves to be the key point upon which the story hinges. Rompknoll (depicted in one of the book’s many lavish illustrations as a cloaked and hooded badger), playing to Mr. Foppish’s considerable ego, tricks the squire into gambling away the rights to his estate. Mr. Foppish, cast into exile from his familial lands, can only watch in horror as Rompknoll moves into his posh warren and invites all manner of sycophantic hangers-on to celebrate in a decadent (and inheritance-annihilating) masked banquet.

Mr. Foppish, the reader learns, is not particularly clever. He does, however, have a number of friends who are clever. By means of his friends' secret signs (as described previously), he is able to locate and communicate with his loyal companions and infiltrate the masquerade party. Thanks to the strength of the bonds with his friends, the level-headed thinking of the fetching Ms. Stoat, the sacrifice of Mr. Foppish's favorite hat, and the timely inversion of a soup tureen, Mr. Foppish drives out the ne’er do wells, punishes the wicked Rompknoll, and reclaims his ancestral home.

BGA: Reading The Adventures of Mr Foppish, Rabbit Extraordinaire

The saga of Aloysius X. Foppish, lepus of means, continues in the second story, "the Kapelo of Kendello." The story opens on the eve of a most excellent party, hosted by one Mr. Vole, whose wealth and taste rivals those of our hero. Everyone who is everyone has gotten an invitation to the soiree, and all are expected to wear their very best.

Mr. Foppish, consumed by vanity, wants to wear something so fantastically fashionable that it will put the haberdashery of all the other party-goers to shame. After trying on everything in his considerable wardrobe, and visiting more than a half-dozen tailors, Mr. Foppish despairs of finding anything suitable. That is, until an owl apprentice-tailor of unsavory disposition reveals to our hero the location of the Kapelo of Kendello.

The Kapelo is described as a hat of singular appearance. The lavish illustration that accompanies the story depicts it as being utterly festooned with feathers, bells, gemstones, fans, lace, crenelations, and buttresses. It is locked away, of course, in the ruins of an old weasel warren. Mr. Foppish's quest to acquire the hat for his party costume takes him across muddy rivers and through thorny hedges, causes the absolute destruction of his second-favorite hat, and lasts a full eight pages.

Mr. Foppish emerges with the Kapelo squashed firmly down on his aristocratic pate. Buoyed up by the opulence and uniqueness of his new accouterments, he hopes to be quite the sensation at Mr. Vole's party. And he is. Alas, far from being the belle of the ball, Mr. Foppish is reduced to a laughingstock--the Kapelo being so hideously ridiculous that the entire populace of the gala is reduced to hysterical fits.

Mr. Foppish's plight is further magnified by the fact that he cannot remove the Kapelo. This is illustrated by means of a humorous drawing, in which the lepus attacks his hat with a fire poker, to no avail. After the laughter has died down, the other party guests seek to help Mr. Foppish with his problem. The levelheaded Ms. Stoat soon discovers that if she offers her own hat to Mr. Foppish, she can remove the Kapelo and put it on her own head.

This leads to a scene reminiscent of a fire brigade, in which the party-goers all line up to exchange hats, passing the Kapelo out across the dance floor, and through the doors to the garden. It comes to rest, at last, on the statue of Mr. Vole's late father, which dominates the garden. Mr. Vole himself must briefly contend with weight of the statue's stone hat, but otherwise, the tale ends on an positive note.

BGA: Reading my bunny book again.

The chronicles of Aloysius X. Foppish, distinguished lepus and squire-about-town, continues in the third story, "Mr. Foppish's Pocket Watch." The eponymous watch is a treasured heirloom of the Foppish family, handed down from father to son for generations, and quite highly prized by the current Mr. Foppish.

The story opens with Mr. Foppish bored of the staid pursuits of polite society. Desirous of action of a rougher and more common fare, he journeys to a tavern down by the wharves that is frequented by a "certain class of individual."Though initially wary of the salt-of-the-earth types that frequent this establishment, Mr. Foppish finds himself quickly accepted into their ranks. Within half a page, Mr. Foppish and a company of weasels are carousing and drinking by the fire.

Talk soon turns to gambling, and Mr. Foppish finds dice pressed into his manicured paw. The steady flow of drink, along with a string of quite improbable luck, puts Mr. Foppish into such high spirits that he bets every bit of wealth in his possession on a final throw of the dice. He loses his wallet, his fine ascot pin, his third-favorite hat, his riding cloak and, of course, the pocket watch. Left completely destitute, and without funds to pay his considerable tab, Mr. Foppish is ejected into the streets post-haste by a pair of badger dock hands.

Mr. Foppish slogs home, only to be discovered on the roadside by the winsome and charming Ms. Stoat. With some wrangling, she coaxes the whole story from him and, infuriated by the cunning of her distant, lowborn cousins, concocts a plan whereby Mr. Foppish might regain his family honor and heirlooms.

After a whirlwind tour of a late-night haberdashery, as well as by a convenient encounter with a troupe of mummers, Ms. Stoat disguises herself and Mr. Foppish as two lowborn weasels of sullen demeanor. This is, of course, much easier for Ms. Stoat than it is for Mr. Foppish, but so long as he keeps his watch cap tight upon his ears, none shall be the wiser.

They return to the dockside tavern and infiltrate the sneak of weasels, finding them still laughing over their easy victory of the foolish young squire. It is here revealed that the weasels have conned Mr. Foppish by cunning use of a pair of loaded dice, which are hollowed out and inhabited by two dormice of the criminal underclass, who, by virtue of a cunning system of pulleys, can make the dice roll however they desire. The two dormice and their dice disguises are illustrated.

This admission so enrages Mr. Foppish that he lets fly with fisticuffs at the rapscallions! A move which, as anyone who knows of the ferocity of weasels can tell you, is extremely ill-advised. His disguise in disarray, himself pinned against the crude, stone hearth, it is only the timely intervention of Ms. Stoat, a lantern, a pair of tin forks, and the noble sacrifice of Mr. Foppish's third-favorite hat that saves the day.

In the aftermath, the squire and his lady friend flee out into the rising dawn, the pocket watch restored to its rightful owner.

BGA: The Misadventures of Mr. Foppish, Rabbit Extraordinaire

The escapades of Aloysius X. Foppish, Esq., a lepus of means, continues in this next tale, entitled, "Madam Stuffley-Ermine's Annual Garden Social and Tea-Tasting Extravaganza." It opens with our eponymous squire boarding a carriage, bound for the party of the year. Seated across from him is a huge and lumpy parcel, enmeshed in canvas and lashed into the carriage with taut cords. As Mr. Foppish urges the coachmouse to greater haste, he gives his parcel a loving pat. This, he is sure, will simply dazzle Madame Stuffley-Ermine and her esteemed guests.

Mr. Foppish arrives fashionably late and begins making the rounds. The author spends a great deal of time describing the exquisite arrangements of flowers, all put together by Madam Stuffley-Ermine and the lesser, unnamed members of the Garden Club. Fully a page is dedicated to the description of the tea-tasting gazebo, with its porcelain pots arranged in such a way that the jets of steam issuing from their spouts fill the air with a complex tannic bouquet.

These florid descriptions are accompanied by a two-page illustration showing the garden grounds, with the gazebo in the center. Two working-class rats dominate the foreground as they haul Mr. Foppish's mysterious package to a central table.

The parcel, Mr. Foppish proudly exclaims, is a rare, succulent plant that grows only in a far-off shard. With thumbs in his lapels, he struts before the heavily laden table, informing a now rapturous crowd that he has spared no research or expense in bringing the wondrous plant to his estate. With a flourish, he slices the restraining cords and whisks off the canvas, to reveal a monstrosity of leaves, tubers, thorns, spines, spires, fruits, barbs, and rhizomes. The crowd oohs and aaahs in appreciation.

Mr. Foppish, lost in the praise of the crowd and his own exposition, swats the body of the strange plant with a proud paw. At the impact, the plant begins to quake and tremble, to such an alarming degree that the now fearful party-goers begin to take cover behind ribbon-covered tables and decorative hedges. Our beloved squire, alas, is oblivious to their retreat, and slaps the plant once more as his speech reaches a crescendo.

At that, the plant detonates, firing volleys of spines and barbs in all directions. Teapots shatter. Flower bulbs explode. Guests scurry to the deeper parts of the garden, while vicious thorns hiss and buzz all around them. Several, alas, find their mark, ruining fine garments and causing any flesh that they penetrate to both swell to hilarious proportions and turn a fetching shade of magenta. Mr. Foppish's fourth-favorite hat meets an ignominious demise, first perforated, then impaled upon the breast of a garden statue.

Whilst cowering tactically beneath the gazebo, Mr. Foppish discovers the hiding place of the fetching Ms. Stoat. The always present-minded Ms. Stoat enlists Mr. Foppish's aid in a daring plan involving a biscuit tray, sugar tongs, a chafing dish, and two heaping fistfuls of Dyrel's Lace. In a climactic, enchantingly-illustrated scene, Mr. Foppish's left arm and right leg are wounded and double in size and the troublesome tuber is reduced to harmless pulp.

In a satisfying denouement, Madam Stuffley-Ermine puts on her most regal airs and, with the help of her dozen amphibian tea-butlers, brews a soothing draught that takes the sting out of even the most embarrassing of the wounds, restoring everyone, including Mr. Foppish, to normal.

The story ends on a sad note, with our favorite lepus banned from all major social gatherings for the next year. As illustrated in a final picture, Mr. Foppish sits at the curb outside of the Stuffley-Ermine estate, riddled hat upon his head, a wreath of ruined flowers crammed down over his shoulders. The lovely Ms. Stoat, immaculately coiffed despite the trouble, offers him a hot cup of tea.

BGA: The Misadventures of Mr. Foppish, Rabbit Extraordinaire

The adventures of Mr. Foppish, our much-beloved squire, conclude in this final tale, entitled, “The Marriage of Mr. Foppish.” Herein we learn that the goodly folk of the town have decided that Mr. Aloysius X. Foppish, Esq., being a single lepus in possession of a good fortune, must be in want of a wife. That such a thing has never occurred to Mr. Foppish proves to be no barrier for the elderly Widow Stellarmole, whose proclivities for matchmaking are known to all and sundry.

Once the Widow Stellarmole has set her sights upon the bachelorhood of Mr. Foppish, there is nothing our poor lepus can do to shake her off the scent. Every garden party turns into a series of interviews with hopeful ladies. Every walk in the park leads to ambush by the Widow, armed with a sachet of headache-inducing perfume and an armload of ladies’ visiting cards. A short trip to a haberdasher’s to claim his newly-blocked, fifth-favorite hat turns into a convoluted chase in which several young ladies, spurred on by the Widow, endeavor to be the first to invite him to the Autumn Ball.

Midway through this chase, which is charmingly illustrated across the bottom of two facing pages, Mr. Foppish happens to bump into the fetching and clever Ms. Stoat. This has the unfortunate effect of scattering her parcels and his hat across the lane, which necessitates a brisk and comedic retrieval in the face of the advancing horde of potential paramours.

The end of the chase finds Mr. Foppish and Ms. Stoat (each wearing the other’s hat) hiding in the stables on his estate. Despite both their heightened emotions, the pair’s mutual respect for one another, and the repeated mention of both the Autumn Ball and Ms. Stoat’s complete availability to attend said Ball, the obvious questions go unasked.

A short time later, we discover Mr. Foppish out on a very careful walk in the early morning hours, the better to avoid the machinations of the Widow Stellarmole. On his sojourn, he happens across the path of a Ms. Larkpeak, a gentlerabbit of bewitching demeanor. He is so entranced by her presence that he spends hours in the park with her, too enchanted to flee at the first sight of a happily sighing Widow Stellarmole.

Several pages are devoted to the courtly romance of Mr. Foppish and his new paramour. A gown for the Autumn Ball is ordered. The social scene is taken by storm. The winsome and cheery Ms. Stoat is by turns less cheery, for she sees something rather untoward in the blossoming relationship. Ms. Larkpeak is not at all kind to Mr. Foppish, frequently upbraiding and mocking him when she thinks no one can hear. Curious, concerned, and driven by emotions hitherto unexplored, Ms. Stoat does some investigating on her dear friend's behalf. She discovers Ms. Larkpeak has taken steps to gain control over Mr. Foppish's finances and holdings. All that remains to seal the deal is for him to take her paw in marriage.

Despite being confronted with these accusations and piles of accompanying evidence, Mr. Foppish seems only too ready to discount the advice of his levelheaded friend. Gravely concerned now, and suspecting the most despicable of sorceries, Ms. Stoat prepares to go to war. Her plan involves nothing less than a peach-colored gown, a diamond hair pin, pretty but extremely comfortable dancing shoes, an invitation to the Autumn Ball, and a pouch containing fine dust that is proof against all enchantments.

Another pair of facing pages is given over to a lavish illustration of the Autumn Ball. Everyone is there in their finery, including the teary-eyed Widow Stellarmole, who has caught the attention of a stammering elder frog. Dominating the picture are the handsome lepus and his paramour, dancing beneath a sky full of strange stars.

After the first dance, our beloved lepus tinkles his knife upon his glass and asks for everyone's attention. He proclaims that, after much thought, he has asked Ms. Larkpeak to join him in matrimony. The guests are agog. The Widow Stellarmole cannot leave off of joyous weeping. Ms. Stoat, pragmatic as always, takes this opportunity to approach the blushing bride-to-be and upend the contents of the pouch upon her head.

The lady vanishes in a puff of smoke, standing revealed as the duplicitous badger Rompknoll! There follows a brief digression, refreshing the reader's memory about the first story in the book, in which the villainous Rompknoll makes his initial appearance. Then, chaos! The villain attempts to flee, widows clutch their hearts and implore the gods to mercy, scandalized guests scream and point, a diamond hair pin is wielded to good effect in a desperate duel, and a young squire of means drinks down several glasses of wine in too-rapid succession.

At the end of the most memorable Autumn Ball in a century, the villain is carted away in chains, leaving the very sheepish Mr. Foppish standing quite close to the blushing and vindicated Ms. Stoat. After a fumbling of courtesy, the two come together for the final dance, a gesture which makes the Widow Stellarmole faint with joy. The book closes on this final scene, with the future of our dear lepus unknown, but decidedly bright.

Wednesday, February 22, 2017

The RPG Character Library: Mystwood LARP

It's been a while since I've made up a LARP character...so here's a LARP character.

Mystwood is a game that I occasionally play up in Maine. It currently has two chapters, Mystwood: The Keep, which runs in Jefferson, ME, and Mystwood: Burgundar, which runs in Harrison, ME. The two games are interlinked and share continuity, which means that you can take a break from the Keep and hang out with the Norsemen, or vice versa.

Mystwood is what I like to call a "day in the life" LARP. Player characters are, for the most part, regular people, with day jobs and professional skills that they can use to improve the town. The game is a continuing LARP (meaning that it runs forever and doesn't build up to some kind of apocalyptic end-game), but the staff runs numerous overlapping Chronicles that provide the requisite amount of adventure and excitement.

One of my favorite things about the game is character generation and progression. To start with, you get to buy ranks in one or more gifts. These gifts give you adventure-y type abilities, such as weapon skills, magic spells, summoning bolts of power, and so on. Then you get to pick your profession from a list. Your profession will give you income, appropriate skills, and crafting skills. If you have the ability to use magic (because of your gifts), then your profession might also give you spells.

You can round out your character with some advantages and flaws, if you like, and you can choose to be devoted to one of the three divinities of the misty wood: Justice, Mercy, or the Wild.

My actual-factual character is a chap named Enoch Smith, a vampire (with a small v--being a Vampire in Mystwood gets you murderstabbed) gravedigger with a deep and abiding faith in the Wild. I could just present him here, but I feel that doesn't abide by the spirit of the arbitrary rules of this challenge, so I decided to make a new character from scratch.

The character I chose to make is actually an NPC character I played at a Mystwood one-day event a couple of weekends ago. The character had a name, a job, and a personality, but with no stats, so this is my opportunity to flesh him out and make him look like a player character. I'm going to have to cheat a little bit, since getting the character to where I want him to be requires that I take an Advanced Profession.

My character was Quintus, chamberlain of House Titus. The closest profession that fits my character concept is the Advanced Profession: Steward.  In order to qualify for an Advanced Profession, I would need to first acquire resources during the game. In most cases, all I would need is money, but for Steward, I need to find a wealthy patron to support me and give me a job. If Quintus was a real PC, I'd have to start at the bottom with a Basic Profession and work my way up. Since he's an NPC, we can assume that he did all that at some point in the past.

Speaking of Basic Professions, I figured that Quintus must have had one when he started out working for the Titus household. I went through the book and chose Cook. The nice thing about choosing professions is that it gives me a solid idea of Quintus' history. Apparently he started out in the Titus household as a humble cook but, through skill and competence, rose to be the chamberlain of the entire household.

As is the case with many of my LARP characters (especially those made using the MASI rules), Quintus is described more with words than with numbers. Read on if you'd like to see what he looks like.

Quintus Sextus Septimus, Chamberlain of House Titus

Hit Points: 5 (2 base, 2 from Courage, 1 from Livery)
Livery: The keys of House Titus, worn around neck on a cord.

Gifts
Courage, Rank 3
This gives Quintus +2 Hit Points and Use of Arms, which allows him to use all basic melee weaponry. He also gains the Stretcher Bearer ability, which allows him to move unconscious people out of danger/toward a physician. His Courage allows him to Disengage once per Renew (imagine one of those nifty slashing moves that drives all your opponents back from you), and one use of Battle Endurance per Renew (allowing me to heal myself in the midst of a battle with appropriate, dramatic roleplaying).

Dexterity, Rank 2
Thanks to this gift, Quintus can attempt to disarm traps and pick locks (interesting things happen around the Titus household, I guess?). He is also able to use crossbows and bows (not that he ever does). He may make one Special Weapon Attack per Renew.

Profession
Quintus' initial profession was that of a Cook in the Titus household. This gave him two skills: Butcher, which allows him to cut up normal animals and turn them into Food tags, and Cook (4), which gives him the ability to make nourishing food that bestows beneficial effects. The number in the parentheses indicates how many crafting points Quintus gets, and each dish takes a variable number of crafting points.

Quintus, is no longer a cook, however, and has switched professions to Steward. He loses all of the skills from his previous profession, but gains a bunch of new ones, including Cook (6). He also gets the following:

Buy/Sell (50): I can go up to Ops once per game and arrange to buy and sell things. I believe the number in the parentheses is the maximum amount of Crown (i.e. cash money) I can buy or sell.

Commerce: Quintus knows how much things are worth. If there's a "Commerce" tag on an item, he can read it to learn secret things about it (such as how much it is and a bit about its history).

Leadership: Quintus may call "Heal 2 to X by Gesture." Quintus can only use this skill on retainers and followers of his patron, Lord Titus.

Scribe (2): Another crafting skill. Quintus gets two crafting points to make documents and send letters.

Other Skills
I assumed that Quintus would have gotten enough experience (represented in the game as Moonstones), to purchase the Livery skill. His livery is represented by the keys to the household, which he has on his person at all times.

Advantages and Flaws
Most of the advantages in the game either require you to take an obvious mutation (which is one of the reasons why Enoch, above, is a small-v vampire) or aren't terribly appropriate for a humble servant of a noble house. Because of that, I didn't take any. Because of that, I also didn't have to take any flaws. For those that are interested, the game rules state that you can take up to 4 points of advantages, but you must balance out your advantages with an equal value of flaws.

So, Quintus is flawless. Something he'll happily tell you all about if you'll let him.

Religion
I portrayed Quintus as being not particularly religious. He pays the usual amount of lip service to the three deities, but isn't particularly devoted to any of them.

And thus, the character write-up ends!

Wednesday, December 14, 2016

The RPG Character Library: Lexicon LARP

My friend Bob was the creator and game master behind the two campaigns of the Lexicon LARP. I never played Lexicon (and, as LARPs are sadly ephemerial by nature, I never will, unless Bob decides to a) run it again and b) let me play), but I did help Bob out here as an NPC and plot writer during the second campaign.  

NPC characters at LARPs are not made in the same way that PC characters are. For an NPC, you can get away with throwing on a costume, talking in a funny accent, remembering your lore, and busting out one or two useful skills if and when they are required. If you're bad at math and forgetful of mechanics, like Yours Truly, NPCing is really the way to go.

PCs, on the other hand, are much more extensive—Lexicon PCs more than most. They start out quite a bit more powerful than characters in other LARPs I have played and only grow more so as time goes on. As Bob once described it to me, "this is a world that really, really wants to be Exalted, but letting it get to that point is a bad idea."

The quick overview of the game world is as follows:  The First God made the world and everything in it and set everything in motion. The ancient Stygians became decadent jerks and a handful of them presumed to take the mantle of godhood for themselves. There was a war in heaven, the First God was cast down and destroyed, and the world was shattered. From the broken shards of the world arose the Nightmare, the antithesis of the First God and the avatar of Chaos

New gods arose, and the world was cast down into darkness, for a time. Out of this dark age arose the Tykorian Empire and, while they started out all right, they too became decadent and corrupted by power. Some of them sought to duplicate the works of the ancient Styigians of old and, because no one in fantasy stories ever learns anything ever, they brought about the fall of their own empire.

After that, numerous smaller powers arose upon the shards of the world, including the Kingdom of Galicia (where all the players come from). Geomancers linked shards together to grow and stabilize the nations, as well as to allow safe passage for travelers and merchants. Brave adventurers traveled to distant shards to cleanse them of the taint of Nightmare. Invaders from long-lost shards sought to raid civilization, and were either put to the sword or, after extensive negotiations, welcomed into one fold or another.

Into this world comes my character! 

I normally play humans at LARPs, because the makeup requirements are usually the easiest, and because my glasses make it very difficult for me to wear masks. However, since I will not actually be playing this character, I decided to go all-out and have him belong to one of the non-human races. He is of the recently restored Hrekin race, who once had mastery over time and destiny until they were corrupted by the Nightmare. They're now free of the Nightmare and, though much of their time magic has been lost, they are able to use their divinatory powers to great effect. Oh, and they also look like giant, bipedal spiders. Neat!

I am usually very bad at statting out LARP characters, either because I want to do too many different things at once or neglect obvious stacking bonuses in the rules because I'm bad at games. This time, I tried to go through the rules much more carefully and keep a narrow focus. This led to me limiting my choices to Divination skills with some secondary abilities as a Guy Who Throws Things. 

The few things that do not support Divination or Hucking Things are ones that I chose because I know Bob and I know what his favorite things are; how better to get plot for my character? 

This build technically requires me to have written a character history in order to get enough skill points. While I do have a history in mind, this entry has already gone way longer than I was expecting. If there's interest (or if I feel like it), I'll provide the history and the rationale for all of my skill choices in another post.

Navino (AKA: Calus Navinus Numminen)


Health
3
Essence
2
Race
Hrekin (5)
Bloodline
Forsaken (5)
Backgrounds
Cultist of the Profane Gods (5), Hy Beltane (6), Order of Seers (8)
Advantages
Divination costs 10 CP; gain +1 Divination.
Divination skills cost -2 CP each.
Call Resist to one effect delivered By Time per refresh.
Detect Nightmare at will for free.
Ignore one Detect Heretic call per refresh.
+1 damage to any thrown weapon special attacks. 
Spend 1 E to throw 1 Piercing once/refresh. 
+1 Divination.
Disadvantages
By Gesture effects delivered by Will cost 2 Essence to resist.
Effect By Light acts as Torment, in addition to other effects.
Gifts
Divination:  +1 Divination use, read any red flags. (10)
Flaws
Hunted:  By agents of the Nightmare. (+20)
Bloodline Skills
Gather Information (3)
Hide in Shadows (12)
Divination Skills
Total Divinations Per Event:  8
Clear Sight (3)
Haruspex (8)
Item Reading (8)
Second Sight (3—Detect Critical)
Shard Reading (3)
Divine Skills
Faith in Obulos (10—Faith Points: 3)
Magical Skills
Unbound Name (5)
Weapon Skills
Javelin (5)
Piercing Strike (10)
Shield (10)
Equipment
Buckler
Some Javelins
Leather Lamellar Tunic (+1 AP)
Tykorian Hunger Sword