Craft and repair skills
People with the crafters skill take raw material and time and turn them into usable items.
- Read more about Craft and repair skills
- Log in or register to post comments
Trade skills
People with the merchant skill are skilled at getting things cheap so they can sell them... not so cheap. Most merchants are crafters themselves and sell their own wares or at least have a deal with one or more crafter to supply them with items to sell.
- Read more about Trade skills
- Log in or register to post comments
Shield
Shields come in different sizes and with a different toughness. Lastly, superior shields make it easier to use shield skills.
A higher toughness defends against a break 1 effect the enemy might call. But no shield made by mortal hands can withstand break 2 effects.
Note that unless otherwise mentioned, the arm and hand used to carry a shield cannot be used to wield a weapon.
- Read more about Shield
- Log in or register to post comments
Defence
Nobody plans to come into contact with the weapons of the enemy. But every smart person plans for it. - Galfog, gnome mercenary.
The defence domain contains skills items and conditions that defend you from attack from different characters. The most common examples are armours and skills that give you extra HP or that negate effects.
- Read more about Defence
- Log in or register to post comments
Introduction
In the Heimr LARP Core you will find rules which are common to all characters in a Heimr LARP. Players should know all of the rules in this chapter before attending a Heimr LARP based on this rule set. Any character specific abilities are documented in the rest of the document. These do not require memorising.
- Read more about Introduction
- Log in or register to post comments
Introduction
Welcome to the Heimr LARP rulebook. This booklet contains all the rules as used in the Heimr Larps. It consists of the core rules (that everybody should know by heart), the character creation rules and the various character domains that include all the skills, conditions and items your character can gain.
Only the core rules should be read by everybody and are therefore made as small as possible.
- Read more about Introduction
- Log in or register to post comments
LARP Rulebook
- Read more about LARP Rulebook
- Log in or register to post comments
Home management and monthly salary
The "home" condition is used to define where your character lives. We advice that everybody chooses a home location because it adds to the flavour of your character and we give you a free rumour as a reward.
- Read more about Home management and monthly salary
- Log in or register to post comments
Mental limitation
=Condition | Unwilling to kill |
=Points | 0 |
=Unique Rule | When you kill a person since gaining this condition you will lose 4 WP. |
=Unique Rule | When you kill a second person since you gained this condition you will lose 2 WP. |
=Unique Rule | When you kill a third person since you gained this condition you will lose 1 WP and this condition. |
=Details | You have a moral or psychologica
Larceny and thievery(draft)These are my current thoughts on this domain. I am just putting them down to get them out of my head. Feel free to bitch about these ideas:
|