New Players Reference Guide
Important terms used in Underworld Larp everyone should know!
Shaper: A person who is running the story out of game (OOG). They wear white headbands and are invisible to player characters (PCs). They are referred to in game (IG) as “wind spirits”.
Frags: “Soul Fragments” are points you earn by volunteering, donating, or constructing items for Ashendael. They can be spent on everything from the ability to play unique races, to using special magic. All items are listed in the Soul Fragment book.
NPCing: Non-Player Character. You can volunteer to do this and earn frags!
Character Points (CP): These most closely resemble experience points from a video game. They are acquired by paying for events and can be used to level up your character’s skills and abilities.
Blankets: You will receive 1 or 2 blankets per event and these turn into CP. How much CP you get depends on your current level.
Phys Rep: A physical representation of something IG. (i.e. a boffer dagger representing an IG dagger or a gold locket representing a magical item from a fallen enemy.)
Tags: Slips of paper, either on their own or attached to a phys rep, that provide details about the item.
Hold: OOG call to STOP EVERYTHING. Use only in real medical emergencies, if one is suspected, or if you see one is likely to occur.
Medic: OOG call for medical attention. Use “doctor” or “healer” IG.
Photo Ninja: A person responsible for taking pictures during game. When seen IG they are nothing more then a wind spirit. Any player talking to a photo ninja while IG gets on Grim’s naughty list. Also, if you need a portrait photo of your character don’t hesitate to ask the photo ninja before or after the game (bring cookies).
OOG to IG References
Underworld Rule Book: Book of Laws
Time: Bells (i.e. 5:30 = 5 and a half bells)
Cars/Parking area: Caravans
Dollar: Copper (i.e. $4.25 = 4 and a quarter coppers)
McD’s: McDonald Farm, any restaurant is a Farm.
Please remember that any use of references to real world objects, people, events etc.. that do not exists in-game (IG) accumulates you Grim Points, and you do not want to meet Grim.
When you arrive at your first game find the logistics table and they will give you the following.
- Your character card with all your characters skills and abilities. Do not lose your character card and do not show it to anyone.
- Some starting money.
- Assess any armour and weapons for Armour Points and safety.
- Write up any tags you need.
- Direct you towards the town centre of Ashendael, where you will setup your camp.
Being a good Role-player
- Stay in character. Keep it real.
- Construct a costume to the best of your abilities. Not everyone is a master seamstress, but try your best and keep modern items hidden away in your tent.
- Role-play damage or magical effects on your character. This really adds to the believability of the scene.
- Always be courteous and respectful of other people’s property. If you steal something IG, please give the phys rep to a Shaper to return to the owner and you will be given its tags.
|| Matriarchal race of cat people
|| Satient race of magically created constructs
|| Stocky humanoids, famed for mining, smithing, and beards
|| Graceful, artistic scholars. Know for mastery of magic.
|| Subterranean elves. Natural chemists and alchemists.
|| Tribal nomads. Try to live in harmony with nature at all times.
|| Distant cousins to True Fae. Rumored to be borne of raw magic.
|| Fierce and competitive tribal warriors appreciating strength over all.
|| Small, peaceful, furry footed people.
|| Numerous and varied. The most diverse of the races.
|| Also known as Aja. They are a colourful, extravagant race of nomads.
|| A superstitious, warrior race. Know for strong honour codes and traditions.
Warriors: Take naturally to the more physical skills, and rely mainly on strength and stamina. You can be a Mercenary, Ranger, or Templar.
Rogues: Have a tendency to be from a lower to middle-class background. Their skills are usually more ambiguous in nature, taking knowledge and talents from numerous sources. They tend to be the “catch all” class for those who live by their wits, rather than by knowledge or strength. You can be an Assassin, Nightblade, or Witch Hunter.
Scholars: Focus on magic skills, but some pursue physical skills as well. This is the most customizable occupation with a variety of spells that heal, protect, charm and much more. Young scholars concentrate on magic with immediate results and simple incants, though the scholar’s goal is to perform Ritual Magic some day. You can be a Druid, Mage, or Bard. Skills: Abilities that your character can learn, either when you create your character, or over time by spending CP on them. (Pages 48 – 51 in the Rule Book have charts for these, followed by full explanations of each skill.) Skill Reset: You can only use skills so many times per day, so between the hours of 6pm and midnight, you must spend 10 uninterrupted minutes memorizing your spells again. Everything is replenished afterward.
Combat – Weapons & Armour
Boffer: A phys rep for a weapon. Made of PVC pike, foam, and duct tape.
- A safe swing has a draw back of 45°-90°.
- No hitting enemies in rapid succession without proper draw back.
- No head or groin shots if they can be avoided. Accidents happen.
- To call damage you say the number and then the type (i.e. 2 Normal).
- Phys reps are necessary for weapons and armour, they will be accessed at Logistics for safety and points.
If you aren’t sure about an attack making contact, it is the defender’s call.
Combat – Magic and Spell Spheres
Spell Packets: A phys rep for a spell. Made of cloth and tied around bird seed.
- You will have an incant for each spell and must recite it correctly to cast your spell. A miscant will result in a failed spell. Chapter 9 in the Rule Book lists all spells and their incants. (i.e. Nature Caster – “I invoke nature to inflict Hunter Snare.”)
- Casters need a spell focus (foci) that allows them to channel their magic from a specific sphere. Foci are listed for each sphere in Chapter 9. (i.e. Elemental Caster – A smooth river stone.)
You can choose from Elemental, Healing, Nature, Protections, or Psionics. If you are not sure about a spell making contact, it is the caster’s call.
Life & Death in Underworld
Body Points (BP): Like health points. Armour Points are stacked on top of this. This works on an honour system. We trust you to play fair.
|Current Body Points
| +2 (Healthy)
|| Alive, conscious
|| Alive, semi-conscious
|| 5 minutes
|| 5 minutes
|| Dying (bleed count)
|| 1 minute
| After 1 minute at bleed count/td>
|| Dying (death count)
|| 5 minutes
| After 5 minutes at death count
- All your tags and items get left behind, with one piece of clothing.
- Travel towards the nearest resurrection circle. If it is hostile (meaning if an enemy of yours is invested in it or a battle is happening around it), pick another one.
- You will be a cloud of red matter inside the resurrection circle when you arrive, and if a healer invested in the circle shows up, putting you back together takes 10 minutes. If no one shows up, it takes an hour.
- When complete, you will wake up naked IG and be fully healed. No spells will be on you.
- A shaper or the healer that resurrected you will pick a number between 1 and 10, if you pick correctly, you will remember the last hour before you died. If not, you will be given a “Resurrection Dream” and forget what actually happened.
- If you’ve already died twice before, you can final on your third death. This is done with a coin flip. If you win, your character resurrects, if not, your characters corpse remains where it died.
Make sure you eat and drink!
You could get attacked at any time – take advantage of a break whenever you can!
(Use the bathroom too. Ghouls don’t like to let you take bathroom breaks during battle.)
When in doubt, find a Shaper.