New Player Starter Characters
First off, all new players receive their first event for free! Come check us out!
At Fantasy Alive we understand that attending your first event at a LARP can be confusing and intimidating. The rulebook is 100+ pages dense, the players all have established allies and enemies and trying to discover your own place in the world can be difficult. So to help ease new players into the Fantasy Alive world, weve setup four base character builds that a new player can pick from and jump right into the game. While Fantasy Alive is a system not based in the traditional fantasy classes, we designed these characters to fit with the tropes so that new players can more easily merge their ideas in with the world of Fantasy Alive. All of these starting packages are also Human, in order to make entering game easier.
Warrior, mercenary, soldier, the Fighter is a character who relies on their skill with their weapon to survive the dangerous lands and even use that skill to earn some coin along the way.
Starting Equipment: 1 Longsword, 10 AP Leather and/or Chain armour, 50 cp.
1. Different starting weapon type: Axe, Mace or Spear.
2. Replace Disarm Skill or Parry Skill with Shield skill. Start with a Buckler.
Thief, assassin, scout, the Rogue uses stealth, speed and wits to make their way in the world. A silver tongue or a knife in the back, whatever works.
Starting equipment: 2 Daggers, 6 AP Leather armour, 50 cp.
1. 1 Short Sword instead of a Dagger
2. Replace Knockout with Two Weapons and start with 2 Short Swords instead of 2 Daggers
Wizard, arcaner, wielder of magic, the Mage has studied the flow of magic through the world, learning to harness that power to do strange and wonderful effects. Using only their force of will and mental acuity, they can protect themselves, cause others to erupt into flame or divine the mysteries of magic itself.
Starting equipment: 1 Spellbook, 4 Spells (listed), staff or club, 50 cp.
1. Trade any spell for one of these alternates:
a. Lend Health: With Will and Mind I Lend Health, 2 LP! Heals target 2 LP. Costs 2 ME.
b. Mystic Robes: With Will and Mind I summon Mystic Robes, 4 AP! Provides 4 Armour Points (AP) for 24 hours. Costs 3 ME.
c. Repair: With Will and Mind I now Repair! Fixes any item which has been Shattered. Costs 4 ME.
d. Repulse: With Will and Mind Repulse! Causes the target to move 10 feet directly away from the caster. Costs 2 ME.
Priest, monk, paladin, the Cleric has chosen to devote themselves to a cause represented by a deity. That devotion could lead the cleric to wage war upon the evils in the world, seek to protect and heal the innocent, bring glory to the sun or sky or nearly any other possible goal.
Starting equipment: 1 Mace, 1 Shrine, a Holy Symbol of Clovis (god of protection, redemption and battling evil), 50 cp.
1. Other suggested deities and spells:
a. Anajaream, god of luck, chaos and chance.
i. Disarm: By way of chance Disarm
- ! Causes the item specified to be dropped from the targetÂs hand. Costs 3 SE.
ii. Extinguish: By way of chance Extinguish! Puts out any small light source. Costs 0 SE.
iii. Magic Stone: By way of chance Magc Stone, 1 Magic! Causes 1 Magic-type damage to the target. Costs 0 SE.
b. Atha, goddess of the earth and plants.
i. Retains Lend Health Spell
ii. Pin: With earthen patience I Pin! Causes the targets right foot to be stuck to the ground. Costs 3 SE.
iii. Thorn Staff: With earthen patience I form a Thorn Staff! Add +1 damage to the target staff for 1 encounter. Costs 4 SE.
c. Strega, goddess of dragons, ambition and greed.
i. Repulse: With power and greed Repulse! Causes the target to move 10 feet directly away from the caster. Costs 1 SE.
ii. Arcane Dart: With power and greed Arcane Dart, 2 Magic! Causes 2 Magic-type damage to the target. Costs 1 SE.
iii. Detect Magic: With power and greed I Detect Magic! The caster can call Detect Magic for 1 minute or until another skill or spell is used. All players with active magic call ÂHere. Costs 3 SE.
For new players who would rather take advantage of Fantasy Alives ability to fully customize your character, they can instead start with 30 Skill Points to spend and appropriate starting equipment based on the skills purchased. Details of this should be confirmed with Logistics prior to an event if possible to ensure a quick entrance into the game.
Following a new players first event as a character, they may choose to keep their current character or may also re-mort their character as outlined in the Fantasy Alive Rulebook on page 7. The character in either option will maintain their 30 Skill Points and also keep any XP earned from their first event.
We also understand that new players might not have all of the costuming, props or accessories they need to play a character on their first event. That is why Fantasy Alive offers some equipment (called phys-reps) to new players on their first event. When you register for the event, just let us know what you need and well be happy to provide. Following your first event you will need to start providing your own phys-reps but we have many players willing to offer advice or help in building or acquiring your gear.
New players are encouraged to register on our website, and read through our various forums. Our members are very friendly, and will be happy to answer any questions you might have. Also check out our Facebook group where you can discuss the game with all of our other players.
We have a team dedicated to assisting our new players. They can offer assistance designing your first character, offer ideas on building or purchasing supplies such as costume, weapons, and armour, answer any questions you might have, and even help with introductions when you arrive at your first event. To contact our new player welcome team, simply send them an email at: firstname.lastname@example.org
All of Fantasy Alive look forward to greeting new faces to our game!