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Glossary of Terms |
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What is a LARP?
A LARP is a live action roleplaying game, where we dress in costume and play out the action in real time.
In a LARP, you can be a noble warrior, a craven rogue, or even a powerful mage. The only limits are your imagination.
Below we have a list of common terms that you might hear while playing in Bloodlines. We hope this will help make you game experience more enjoyable.
- Adept:
- A person with instinctive magical abilities. They cannot use regular magic.
- Advantage:
- A trait that provides a general benefit to a character. These may only be taken at character creation.
- Aura:
- A protective effect that blocks an amount of damage equal to the rating of the aura. Auras may not be stacked with themselves, but do stack with other protective effects. Auras are used before endurance.
- AV (Armor Value):
- The strength of a physical suit of worn armor. The armor absorbs an amount of damage equal to its AV.
- Blast:
- A spell that deals five damage. This damage bypasses a physical, worn shield.
- Bleeding:
- A person who is mortally wounded but not dead. Typically, this is caused by a torso wound or three limb wounds. It takes a person five minutes to bleed to death.
- Body Weapon:
- The natural weaponry of a creature, such as a claw or massive horn. Body weapons are as hard as manufactured weapons, thus allowing creatures to block with them.
- Boffer Weapon:
- A LARP-safe weapon physrep. Typically, these are made from PVC pipe and pipe insulation. Weapons must be checked for safety before use.
- Bolt:
- A spell that deals two damage. This damage bypasses a physical, worn shield.
- Burst:
- A spell that deals four damage. This damage bypasses a physical, worn shield.
- Cabin Notes:
- A list of a cabin’s protectives and special circumstances. These notes are posted to notify marshals of any traps, protective spells, rune magic, or other special abilities that could come into play during a cabin raid. The notes must be posted by the PC’s, but are not considered to be in play.
- Call:
- The general term for any out of game spoken phrase that represents the use of an ability in game. Not to be confused with an incant.
- Check-in:
- Before the event starts, plot and staff members collect money, check physreps for safety, and handle production at check-in.
- CP (Character Point):
- Character points represent your character’s experience and potential. They are used to purchase and upgrade skills and traits.
- Dart:
- A spell that deals one damage. This damage bypasses a physical, worn shield.
- Dead:
- Someone who has bled to death or was killed directly is dead. Death lasts only one minute.
- Departed:
- This state occurs when death’s one minute duration ends. This is the state in which the dead person’s spirit has left the body.
- Disadvantage:
- The opposite of an advantage, this is a trait that inflicts a general malefic condition on a character.
- Disease:
- A blanket term for an extreme illness. Diseased characters may not run, use any combat skills, or cast spells until healed. You may block blows and use weapons, dealing only the base damage. If the disease lasts until SR/SS, it kills the infected person. Creatures without a metabolism are not affected by diseases, but may carry them.
- Elixir:
- The standard term for all alchemical creations.
- Endurance:
- This represents a creature’s hardiness, providing extra durability to its body. If a creature has endurance and takes weapon damage, it takes that damage on endurance before hit locations. Endurance is used after an aura.
- Hold:
- An important convention of LARP’s, a hold is a time when the action pauses. Holds are discussed in detail in Chapter 6.
- IBGA (In Between Game Action):
- IBGA’s represent your character’s activities in between events. Typically, you receive three IBGA’s per event, which you may use to perform research, learn spells or recipes, or use production skills. IBGA’s can have an associated monetary cost, depending upon the actions taken.
- Incant:
- The in-game verbal for casting spells, incants are required to complete casting. Not to be confused with a call.
- IP (In Play):
- A term that refers to information, actions, and items that exist in the game world. Characters may react to and interact with in-play elements.
- Killing Blow:
- A deathblow dealt to a helpless opponent; this is delivered as a three count.
- LOS (Line of Sight):
- Line of sight must be maintained to continue numerous spells. For LOS to be broken, both people involved must be completely incapable of seeing one another for a sustained three seconds. The view must be obstructed by an immovable object.
- Mana:
- Representing a mage’s store of magical power, mana fuels spells and certain skills.
- Medic(al):
- A call used in the event of a real world, out of game injury. Do not call out “medic” or “medical” for any in game injury.
- Metagame:
- The act of using out of play knowledge in play, metagaming is severely frowned upon.
- Mind Effect:
- An ability, skill, spell, etc. that affects the mind. Some abilities provide resistance to mind effects. Mindless creatures are immune to these effects.
- Monster Town:
- The location from which plot stages its modules. NPC’s prepare here, as well. If any PC’s have a reason to speak with plot, they should announce their presence and request permission to enter.
- Module:
- An encounter with NPC’s and/or in a location with a prepared set. Modules can be encountered through hooks by NPC’s, exploration, or bringing a mod sheet to Monster Town.
- NPC (Non-player Character):
- NPC is a blanket term for any being not controlled by a player.
- Non-combatant:
- A player who, for medical or other reasons, cannot engage in combat. A non-combatant must wear an orange headband and may not attack or be attacked. At any time, an NPC or PC may point at the non-combatant and deliver a three count indicating an attack. The non-combatant immediately receives a torso wound.
- OOP (Out of Play):
- The opposite of in play, out of play elements are things that the player knows, but the character does not. In play actions and decisions may not be based upon OOP information (see metagame).
- Packet:
- A physrep that represents magical power, a glob of poison, a glass vial, or any other thrown attack that is not a weapon. Packets are made from a square of fabric with birdseed inside.
- PC (Player Character):
- The character that a player has control over in Bloodlines.
- Physrep:
- An abbreviated form of the term, “physical representation.” Physrep refers to the props we use to safely and economically represent items in-game.
- Poison:
- A blanket term for any number of toxic effects, poisons have a wide variety of effects. Any attack that is a poison must include the poison tagline. Creatures without a metabolism are not affected by poisons.
- Proficiency:
- The ability to equip and use a type of equipment, such as a weapon or shield. Without the appropriate proficiency, you may not attack with or block with a weapon, equip a shield, or wear armor.
- Protective:
- The general term for any effect that provides protection from another type of specific effect.
- Protective, dumb:
- A protective that is automatically used when the attack it is effective against is encountered.
- Protective, smart:
- A protective that is used when the player chooses to employ its protective effects against the attack type it is effective against.
- Reset:
- This term refers to any time that skills or mana are refreshed. Fighter skills reset 10 minutes after combat ends, but mana resets only at SR/SS, like empathic skills. On rare occasions, strange conditions may cause a reset to occur at an unusual time.
- Resist:
- A smart protective that allows you to shrug off the effects of the attack it is designed to function against. You may stack an unlimited number of resists.
- Ritual:
- A powerful form of magic that takes 5 minutes to complete. Rituals are potent, but easily interrupted.
- Shield:
- A dumb protective that prevents the first type of attack it is designed to function against. You may not have more than one shield on you at a time.
- Skill:
- Skills are purchased with CP. Unlike traits, your character may purchase these at any time.
- Spear:
- A spell that deals three damage. This damage bypasses a physical, worn shield.
- Spell:
- A magical effect created by a mage or other magic user. Spells are delivered via packets. Spells are sometimes delivered without an incant, typically by monsters who use them innately. Spells cast in this manner are still treated as spells, allowing protectives to function against them.
- Spellstrike:
- Like a spell, but delivered by a weapon hit. The spell is delivered according to packet contact rules, allowing spellstrike attacks to deliver the spell component even if blocked or parried (or even if the weapon only touches clothing). The spell effect and the weapon attack must be defended against separately.
- SR/SS (sunrise/sunset):
- The standard time for daily resets, SR/SS is referenced in numerous spell durations. Plot will announce when SR/SS takes place each game day.
- Strength:
- An ability representing superhuman might, strength allows you to perform exceptional feats. By expending strength, you may deal one extra point of melee damage, run while carrying an unconscious body, rip out of binding effects (taking a wound on the bound part of the body), or generally perform other feats of strength.
- Superior Quality:
- High quality equipment that resists destruction once each day.
- Tag:
- An out of game slip of paper that describes an in game item. Except for elixirs and potions, all tagged items must be physrep’d in order to use them.
- Tagline:
- Part of a call, taglines are descriptive terms that notify your target of the nature of your attack. Examples include poison, disease, magic, etc.
- Three Count:
- A staple of LARP’s, three counts represent the time it takes to complete actions. While you do not count to three in the course of completing the count, your statement must take at least three seconds to complete. The most common example is the killing blow, delivered as “I…kill…you,” or “Kill…ing…blow.”
- Tier:
- A term representing a level of magical prowess. Each school of magic has 5 tiers in addition to novice.
- Trait:
- A blanket term for advantages and disadvantages. These may only be taken at character creation.
- Travel Hold:
- A hold that represents travel time. Players walk to modules while in travel holds. Some travel holds are in play, depending on the marshal’s call on the matter.
- Ward:
- Wards are similar to shields. They are dumb protectives that block the first attack of a particular type. You may not have more than one ward on you at a time.
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