HEROFEST LARP Skills

Here we break down the descriptions of each skill along with their limitations.

Universal Skills Details

1 Handed Weapon Use Allows a character to be able to use a one handed weapon.Size to be between 12” – 42” only (from tip to pommel).
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
Forage Allows the Character to gain additional commodity per event. See details for Foraging

Warrior Skills Details

2 Handed Weapon Use Allows a character to use a two-handed weapon. Size to be between 43” – 84” only. Swords cannot be taller than the wielder.
Bow Use Allows a character to be able to use any Bow or Crossbow. (See Archery rules for more details)
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.
Dual Wielding 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.
Strength* 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 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 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 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
Armour Use* Can only be learned in game. Allows the wearer to ignore the first blow per location as long as that location is at least 50% covered. Will resist Power or Magic as part of the blow ignored. Cause Mortal is not ignored. Takes 30 minutes of roleplay to repair

Any skills marked with an asterix (*) require in character training to use. These skills may be taken before training has been received but cannot be used until the training has been completed. On average these will consist of a half hour training session or class with the relevant trainer and some possible I.C. cost.

Mage Skills

Darkness Magic This will allow the character to choose 2 of the following 3 spells to cast 3 times a day: Dark Bolt, Weakness, Blindness
Air Magic This will allow the character to choose 2 of the following 3 spells to cast 3 times a day: Mend, Repulsion, Lightning Bolt
Earth Magic This will allow the character to choose 2 of the following 3 spells to cast 3 times a day: Weld, Endurance, Strength
Water Magic This will allow the character to choose 2 of the following 3 spells to cast 3 times a day: Slow, Warp Wood, Identify
Fire Magic This will allow the character to choose 2 of the following 3 spells to cast 3 times a day: Fire Bolt, Flame Blade, Burning Blade
Ice Magic This will allow the character to choose 2 of the following 3 spells to cast 3 times a day: Freeze, Weapon of Ice, Fumble
Level 2 Darkness Magic Pre-requisite: Have Darkness Magic skill This will allow the character to choose 1 of the following 2 spells to cast 3 times a day: Dark Shield, Greater Dark Bolt
Level 2 Air Magic Pre-requisite: Have Air Magic skill. This will allow the character to choose 1 of the following 2 spells to cast 3 times a day: Shield of Air, Chain Lightning
Level 2 Earth Magic Pre-requisite: Have Earth Magic skill This will allow the character to choose 1 of the following 2 spells to cast 3 times a day: Weapon Proficiency, Entrapment
Level 2 Water Magic Pre-requisite: Have Water Magic skill This will allow the character to choose 1 of the following 2 spells to cast 3 times a day: Enchant Weapon, Dispel Magic
Caster Level 2 Fire Magic Pre-requisite: Have Fire Magic skill This will allow the character to choose 1 of the following 2 spells to cast 3 times a day: Greater Fire Bolt, Greater Flame Blade
Level 2 Ice Magic Pre-requisite: Have Ice Magic skill This will allow the character to choose 1 of the following 2 spells to cast 3 times a day: Clear Sight, Mass Fumble
Wizard Pre-requisite: Have one Mage skill and have the Mage Class Allows the Mage to resist 3 Magic Spells per day

For details on the spells above, take a look at the Magic Spells page.

Acolyte Skills

Life Power Pre-requisite: May not have Caster Death Power This will allow the character to choose 2 of the following 3 invocations to cast 3 times a day: Cure Mortal, Remove Fear, Power Weapon
Death Power Pre-requisite: May not have Caster Life Power This will allow the character to choose 2 of the following 3 invocations to cast 3 times a day: Cause Mortal, Fear, Power Weapon
Nature Power This will allow the character to choose 2 of the following 3 invocations to cast 3 times a day: Goodberryy, Entangle, Shillelagh
Balance Power This will allow the character to choose 2 of the following 3 invocations to cast 3 times a day: Power Hammer, Ward, Power Weapon
Rank 2 Life Power Pre-requisite: Have Caster Life Power This will allow the character to choose 1 of the following 2 invocations to cast 3 times a day: Protection from Disease, Heal
Rank 2 Death Power Pre-requisite: Have Caster Death Power This will allow the character to choose 1 of the following 2 invocations to cast 3 times a day: Cause Disease, Mace of Woe
Rank 2 Nature Power Pre-requisite: Have Caster Nature Power This will allow the character to choose 1 of the following 2 invocations to cast 3 times a day: Neutralize Poison, Absorb Elements
Rank 2 Balance Power Pre-requisite: Have Caster Balance Power This will allow the character to choose 1 of the following 2 invocations to cast 3 times a day: Spiritual Balance, Greater Power Weapon
High Priest Pre-requisite: Have one Acolyte skill and have the Acolyte Class This will allow the Acolyte to resist 3 Power Invocations a day.

For details on the spells above, take a look at the Power Invocations page.

Expert Healer Skills Details

Treat 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
Treat 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.

Ritual Skills Details

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 - Trained Skill. 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

Each skill has three ranks. Each successive rank in these skills allows for greater energies to be harnessed while being moderately certain of sucess

Alchemist Alchemists reconstitute the energies of the world into potions, salves, poisons, magical powders or imbued inks.
Scribe Scribes capture the energies present in the world onto spell scrolls, attunement sigils and spell seals.
Enchanter Enchanters use their skills to impress symbols into items so that the item can then manipulate the energies around itself.