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Herofest LARP - Classes and Skills

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 Class LARP Skills
Bowman Bow (Longbow or Crossbow), One Handed Weapon
Healer First Aid, Caster Life Power
Militiaman Two-Handed Weapon, One-Handed Weapon
Mage Caster [.....] Magic, Caster [.....] Magic (Choices from the Caster [colour] Magic Skills below ») and you may take the same colour twice
Priest Caster [.....] Power (Choice of one of the Caster Power Skills below »), One-handed Weapon
Ranger Two-weapon fighting, One-Handed weapon
Soldier Shield use, One-Handed weapon
Ritualist Devotion, One-Handed weapon

LARP/LRP Character Development - After Your First Event

New Announcement!

Previously, 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 A Job for Life?, 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, with this expansion of skills available to characters, it has been determined that 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

You may download a .pdf of this table from here »

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.

Existing characters will be allowed to amend their Classes / Skill Picks following these changes, and they should email paul@herofest.co.uk to sort out

Herofest Skills

Please note that if you are selecting the skills of Caster [......], Wizard, High Priest or Forage, then you must email paul@herofest.co.uk », so that the appropriate things can be brought to the event for you.

 

LARP Combat Skill Descriptions
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 Skill Descriptions
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 Skill Descriptions
Forage Allows the character to gain additional commodity per event.
See details for Foraging »
LARP Medicinal Skill Descriptions
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 Skill Descriptions
Caster Black Magic This will allow the character to cast 3 Dark Bolts & 3 Blindness spells per event.
Spell Descriptions »
Caster Blue Magic This will allow the character to cast 3 Mend & 3 Repulsion spells per event
Spell Descriptions »
Caster Brown Magic This will allow the character to cast 3 Weld & 3 Warp Wood spells per event
Spell Descriptions »
Caster Green Magic This will allow the character to cast 3 Slow & 3 Slip spells per event
Spell Descriptions »
Caster Grey Magic This will allow the character to cast 3 Weapon Proficiency & 3 Strength spells per event
Spell Descriptions »
Caster Red Magic This will allow the character to cast 3 Fire Bolt & 3 Flame Blade spells per event
Spell Descriptions »
Caster White Magic This will allow the character to cast 3 Fumble & 3 Freeze spells per event
Spell Descriptions »
Caster Yellow Magic This will allow the character to cast 3 Lightning Bolt & 3 Static Field spells per event
Spell Descriptions »
Caster Level 2 Black Magic

Pre-requisite: Have Caster Black Magic skill
This will allow the character to cast Weakness once per event.
Spell Descriptions »

Caster Level 2 Blue Magic

Pre-requisite: Have Caster Blue Magic skill
This will allow the character to cast Shield of Air once per event
Spell Descriptions »

Caster Level 2 Brown Magic

Pre-requisite: Have Caster Brown Magic skill
This will allow the character to cast Entrapment once per event
Spell Descriptions »

Caster Level 2 Green Magic

Pre-requisite: Have Caster Green Magic skill
This will allow the character to cast Ensnare once per event
Spell Descriptions »

Caster Level 2 Grey Magic

Pre-requisite: Have Caster Grey Magic skill
This will allow the character to cast Double Strength once per event
Spell Descriptions »

Caster Level 2 Red Magic

Pre-requisite: Have Caster Red Magic skill
This will allow the character to cast Firebolt 2 once per event
Spell Descriptions »

Caster Level 2 White Magic

Pre-requisite: Have Caster White Magic skill
This will allow the character to cast Clear Sight once per event
Spell Descriptions »

Caster Level 2 Yellow Magic

Pre-requisite: Have Caster Yellow Magic skill
This will allow the character to cast Forked Lightning once per event
Spell Descriptions »

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 Skill Descriptions
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
Invocation Descriptions »
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
Invocation Descriptions »
Caster Nature Power This will allow the character to cast 3 Goodberry & 3 Entangle Invocations per event
Invocation Descriptions »
Caster Balance Power This will allow the character to cast 3 Power Hammer & 3 Ward Invocations per event
Invocation Descriptions »
Caster Rank 2 Life Power Pre-requisite: Have Caster Life Power
This will allow the character to Protection from Disease once per event
Invocation Descriptions »
Caster Rank 2 Death Power Pre-requisite: Have Caster Death Power
This will allow the character to cast Cloak of Ushaz once per event
Invocation Descriptions »
Caster Rank 2 Nature Power Pre-requisite: Have Caster Nature Power
This will allow the character to cast Neutralize Poison once per event
Invocation Descriptions »
Caster Rank 2 Balance Power Pre-requisite: Have Caster Balance Power
This will allow the character to cast Power Weapon once per event
Invocation Descriptions »
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 Skill Descriptions
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 Skill Descriptions
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.
For full details on crafting, visit the crafting section »

Back to LARP/LRP Rules index page »

Booking details for 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 Herofest booking at: paul@herofest.co.uk.

LARP Classes and Skills

Resources

Herofest LARP Campaign
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Overview of herofest
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Herofest live action roleplay rules
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Herofest LARP Frequently Asked Questions
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