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Mister Alistair

Mister Alistair was once considered one of the most brilliant minds in the town of Lullin. A scholar of the ways of knowledge and a master alchemist, he was known for his insatiable curiosity and his gentle, if reclusive, demeanor. He and the Governor of Lullin were once close, sharing a common vision of a prosperous and enlightened town. They debated philosophy, shared meals, and even collaborated on a few minor civic projects.   However, Alistair became obsessed with a forbidden area of study: the very essence of life and death. Whispers began to spread that he was no longer merely a scholar but a dabbler in the darkest arts. Some say he made a deal with a shadowy entity for a shortcut to knowledge—a shortcut that came at a terrifying cost.   The Governor of Lullin, a staunch traditionalist, grew concerned by the rumors and Alistair's increasingly erratic behavior. The final straw came during a public festival. One of Alistair's unstable alchemical concoctions, a supposedly harmless potion meant to create a new type of crop fertilizer, went horribly wrong. It caused a minor panic, and though no one was seriously hurt, the public outcry was immense. The Governor, feeling betrayed and pressured by the community, publicly denounced Alistair. The two men have not spoken since.   Now, Alistair is a man haunted. His research has led him to a terrifying personal affliction that he refuses to speak about. The Beast, a raw and violent manifestation of his darkest desires and base instincts, has taken over his body, causing him to lose himself in a fit of rage. He has dedicated his life to finding a cure for this "condition," which he believes to be some sort of unnatural illness or curse. He has been forced to make difficult and morally ambiguous choices, and his desperation has led him down many dark paths, creating more of the "bad" concoctions that the town has come to fear.   In his desperate search, Alistair has stumbled upon a shocking secret: the "noble" families of Lullin are not what they seem. He has caught glimpses of their true nature, hints of their unnatural speed, unnatural strength, and a strange aversion to sunlight. He believes their vampiric nature may hold the key to his own salvation, a desperate hope that has him observing them from a distance. He knows that his time is running out and is willing to do whatever it takes to find a cure for his affliction, even if it means seeking a pact with the very creatures he fears.  

The Beast

Culture: Emerald Folk
Class: Monster   APR: 1 (from tough skin)   Hit Points: 8   Attack: weapons, claws   Shield Use: None.   Scroll Use: None.   Ghost Talker: No   Abilities Claws: if you touch a target player with your hands (touch, not punch) and call out claws. You deal 3 pts of damage. This ignores armor and is considered piercing   Rend: If you touch a target player with both of your hands and call out rend, the target NPC, Player, or Monster is now torn in two and and dropped to 0 HP. This attack ignores shields and armor and can only be performed once per day and cannot be renewed. A NPC, Player, or Monster that has been killed this way can be healed, but has to be escorted back by two other party members, one to hold each end of the body.   Crazy Strong: Due to the massive strength The Beast can use any weapon, not with skill, but as a club.   Strength Bonus: All weapons in the hand of the beast deal and extra +2 damage, but do the fact the he uses them more like a club with swinging motions all weapons loose any special abilities that they may posess, including piercing.   Umbral Warp: The Beast can manipulate and solidify shadows within its immediate vicinity. It can use them to create tendrils that restrain its enemies, form temporary shields, or completely cloak itself in darkness to launch a surprise attack. In game terms this works like the Druid's Entangle spell ability. The beast has 3 of the per day (3x day) and they can be renewed by turning back into their original form for at least 10 minutes in real time.   Cognitive Erosion: Through close proximity or direct contact, the Beast can inflict a maddening sense of dread and paranoia on its victims. This ability doesn't cause physical harm, but it slowly erodes their sanity, making them question reality and their own senses. This is a role playing ability, and players near the Best will hopefully role play this out.   Rage: The player can call out rage and then goes into a rage for the reamainder of that duel, battle, or encounter. While in rage the beast gains +5 HP but will attack the nearest creature (NPC, player, or monster, it makes no difference). This can be used once per day and cannot be renewed. When the battle, duel, or encounter is finished this causes the Beast to revert back to his true form.    

What is an NPC

If you’d like to play, but want to reduce costs, then you can sign up as an NPC or Monster. If you choose to play as an NPC or monster, you may be given a role (perhaps more than one). You can specify a combat or non-combat role. You don’t have to choose a class and culture as an NPC, we will choose one for you. You will receive double experience points, standard starting gold, and are eligible for Royalty Points. You will also get an entry at half price.

THE PURPOSE


Monsters, NPCs, and Staff allow the LARP to run smoothly and help players who don't know exactly what they want to play, or that want to help, and/or need help with discounts to take part in the LARP.

The BIG Difference


between an NPC and an Adventurer is that an NPC’s primary job is to help the story move forward and to help players. NPCs fill jobs like healers, essential townsfolk roles, etc.

Children

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