Midnights Shadow A Modern Day Alternative Reality LARP System
Midnights Shadow A Modern Day Alternative Reality LARP System
Basic Setting
Drawing inspiration from a variety of sources I wanted to create a setting where the
mundane hides a place of magic, wonder and horror. Think Pans Labyrinth meets Silent Hill,
or SLA industries meets a Neil Gaiman graphic novel and all strongly influenced by a series
of video games from Japan called the Shin Megami Tensei series.
The above in character ramblings are the basic intro you play a character who knows
someone affected by the mysterious sleeping sickness and after months of worry and
unease and no explanations from the doctors and old man approaches you telling you that
you can help them but with no small risk to yourself. So you need to have a strong enough
connection to the person affected to take a chance to help them.
Some of the game will take place in the real world for which there will be no rules really
required and no combat but with out giving too much away there will be times and places
where it will switch to another realm an aetheric realm, an umbral plane, the dreaming, the
spirit realm call it what you will really it has many names. In that place there will be a rules
system for character development and combat that I have endeavoured to keep as simple
and easy to understand as possible. My aim is by and large to introduce as much of this as
possible in game so as your character struggles to come to terms with this strange place
and the rules that govern it you pick up the rules as you go along. A few basics relating to
health and safety will obviously be covered off first but the rest can be picked up in game.
My aim is not to have purely combat driven scenarios but a nice mix with the choice of
how to deal with issues being largely down to the players and their preferred style. Combat
will be a mix of larp style melee weapons, nerf guns and magic with a balance between it
all, with a strong emphasis on healing, enhancing and crafting skills it would also be
possible to be invaluable in combat with out ever hitting anything.
That is basically the pitch so if interested then let me know and I will keep you in touch, I
am more than happy to involve anyone regardless of how much experience they have had
with role-playing or live action role-playing a good imagination and interest in story telling
is all that is required. However as I am effectively play testing this system if you have lots of
experience or are just curious then please read on the rules as laid out below and feel free
to make suggestions and point out holes and errors with in (except grammar).
Rules
Life and Essence are the only stats as such you need to worry about effectively they
represent hit points and magic or special ability points. The numbers for each are generally
quite low and easy to keep track of for instance at level 0 you have 3 life and 0 essence and
then when you reach level 1 you have the choice of 6 life / 3 essence, 8 life / 2 essence or 4
life / 4 essence. Damage will follow the format of single, double, triple, etc so if you get hit
by a single you lose 1 life, double 2 life and so on. Every time you level up you have the
choice of gaining either 2 life or 1 essence (3/2 post level 10) and certain levels of certain
skills will also give you boosts to these.
At 1 life you feel noticeably unwell at 0 you are unconscious and at -1 you have 5 minutes
to be revived before you suffer death back in the real world. Should it be found at the end
of a combat that someone should have reached 0 or minus health during a battle then
they collapse at the end and if revived have a life penalty for the rest of the scenario. Also if
essence drops below 0 then a penalty to maximum essence is applied for the rest of the
scenario.
There are no locations to damage as such, harking back to this being a symbolic and
spiritual realm where injury is tearing your soul apart rather than chopping arms off.
There are 10 basic skills to chose from all of which can be purchased up to level 10 :
Attack (Melee)
Defence
Shot
Destruction Magick
Hex Magick
Healing
Support Magick
Magic Control
Aether Knowledge
Crafting
You gain a number of skills points every time you level up and can only take a specific skill
up by one level each time you level up. There are a number of advanced paths that open
up then once you reach at least level 10 which require you to have certain levels in certain
skills. This then allows you to purchase skills from lists which do represent the more
powerful abilities available in game. There are however no restrictions on which skills you
choose to level up and at higher levels it will be possible to have skills high enough to then
purchase abilities from 2 or more paths. This means there are many different combinations
that can be put together and no 2 characters should be the same.
The advanced paths are : and skill requirements are
Blade Master : Attack 10 / Defence 6 / Craft 5
Gun Fu : Shot 10 / Defence 6 / Craft 5
Bastion : Defence 10 / Support 6 / Heal 5
Spell Sword : Destruction 8 / Attack 8 / Magick Control 5
Magic Bullet : Shot 8 / Destruction 4 / Hex 4 / Magick Control 5
Enhancer/Hexer : Support 8 / Heal 8 / Hex 5
Shot Mage : Destruction 10 / Magick Control 6 / Hex 5
Synther : Aether Knowledge 10 / Craft 10
Characters will start with no armour and only basic weapons, there is a quality coding on
weapons that determines the maximum level of damage they are capable of doing a
Bronze weapon can only do up to double damage, silver up to triple, gold up to quad and
legendary has no limit. If someone capable of doing higher damage does so with a
weapon that cannot then it is destroyed at the end of the encounter. Armour will have one
of two effects it will either block the first certain number of hits taken in any encounter or it
will reduce the damage taken by a certain damage type by a level so triple down to
double, etc with a single hit always being taken as a minimum.
Under normal circumstances quad is the highest damage call available even if the
combination of weapon bonuses, skill bonuses and enhancer boosts would take you higher
than this. However several paths include limit break skills which remove this cap. It also
does not change damage taken by creatures with weaknesses so a creature taking double
effect from fire would take 8 hits from a fire quad call.
Damage Types :
Slash (Melee)
Fire
Electric
Magic
Entropy
Nerve
Shot (Gun)
Ice
Force
Expel
Almighty
Mind
Some NPC's (monsters) may be immune to, absorb, reflect or be weak to certain attack
types. Making knowledge of the enemy a key factor.
Mind and Nerve may on rare occasions be damage types but more often refer to status
effects which are :
MIND : effect
Enrage : unless resisted must attack caster
Charm : unless resisted may not attack caster unless they attack first
Sleep : unless resisted unconscious until attacked or for 10 secs
Amnesia : unless resisted all skills forgotten except for basic attacks
NERVE : effect
Bind : unless resisted cannot move from spot for 10 secs
Poison : unless resisted you take damage after 10 secs
Blind : unless resisted blinded for 10 secs
Paralysis : unless resisted unable to move at all for 10 secs even if hit
The effects will be called with single, double, etc. after them this refers to damage with the
poison and with the rest it does not change the effect but simply makes it harder to resist.
Certain skills and armour will allow you to resist lower level status effects and some
enhancer abilities allow you to resist one status effect regardless of its level. A healer with
the right abilities can also instantly undo status effects.
Guide to XP and levelling up :
XP is gained in large from killing creatures and is in effect your character absorbing their
life to become stronger, as a rough guide 1 lvl x creature will give x xp to all the party. The
cost is cumulative so it takes 8 xp to reach level 2 then another 12 (20 in total) to reach 3
etc.
Level
0
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
XP to Lvl Up
SPCL
8
12
16
20
28
40
52
75
100
128
140
156
176
208
236
262
304
344
400
Skill points
2
2
2
2
2
2
3
3
3
3
3
3
3
4
4
4
4
4
4
4
Skill
Critical Strike
Cost / Time
0 / 2 secs
Counter
+ 3 Life
1 Ess / none
Permanent Passive
Shocking blow
+1 Damage
1 Ess / 1 sec
Permanent Passive
Counter Critical
+ 3 Life
2 Ess / none
Permanent Passive
Counter shock
Critical Triple strike
+1 Damage
2 Ess / none
1 Ess / 2 sec
Permanent Passive
Effect
+1 damage grade on next strike
Upon being struck free return strike, can be
combined with guard.
+3 maximum life
Stuns opponent for a few secs or until struck
+1 Damage with melee weapon
Upon being struck free return +1 damage
strike can combine with guard
+3 maximum life
Upon being struck free return shocking strike
can combine with guard
+1 damage grade on next 3 hit flurry
+1 Damage with melee weapon
SHOT
Skill
Critical Strike
Cost / Time
0 / 2 secs
Counter
+ 3 Life
1 Ess / none
Permanent Passive
Shocking blow
+1 Damage
1 Ess / 1 sec
Permanent Passive
Counter Critical
+ 2 Essence
2 Ess / none
Permanent Passive
Counter shock
Critical Triple strike
+1 Damage
2 Ess / none
1 Ess / 2 sec
Permanent Passive
Skill
Guard 1
Dodge 1
+ 3 Life
Guard 2
Dodge 2
+ 2 Essence
Guard 3
Dodge 3
Guard 4
Dodge 4
Cost / Time
1 Ess / none
1 Ess / none
Permanent Passive
1 Ess / none
1 Ess / none
Permanent Passive
1 Ess / none
1 Ess / none
1 Ess / none
1 Ess / none
Effect
Block dmg from a single effect melee atk
avoid dmg from single effect spell or shot
+3 maximum life
Block dmg from a double effect melee atk
avoid dmg from double effect spell or shot
+ 2 maximum essence
Block dmg from a triple effect melee atk
avoid dmg from triple effect spell or shot
Block dmg from a quad effect melee atk
avoid dmg from quad effect spell or shot
Skill
Dia
Media
Purge Mind
Diarama
Mediarama
Recarm
Purge Nerve
Diarhenia
Mediarhernia
Cost / Time
1 Ess / 2 sec
2 Ess / 2 secs
1 Ess / 1 sec
1 Ess / 3 sec
2 Ess / 3 secs
2 Ess / 5 secs
1 Ess / 1 sec
2 Ess / 3 secs
4 Ess / 3 secs
Samecarm
4 Ess / 5 secs
Effect
5 life back to individual target
5 life back to group max 5 metre range
Cure mind effects individual target
10 life back to individual target
10 life back to group max 5 metre range
Return target from zero/ minus life to 5 life
Cure nerve effects individual target
20 life back to individual target
20 life back to group max 5 metre range
Return party from zero/minus life to 5 life +
ability to lock off 4 ess and automatically
revive self on 0 hp,to be logged with ref.
GUARD
HEAL
Effect
+1 damage grade on next strike
Upon being struck free return strike, can be
combined with guard.
+3 maximum life
SUPPORT
HEX
Skill
Shield
Barrier
+ 2 Essence
Rage
Focus
Resist Mind
Resist Nerve
+ 3 Essence
+ 2 Max life
+2 Max essence
Cost / Time
1 Ess / 1 sec
1 Ess / 1 sec
Permanent Passive
1 Ess / 1 sec
1 Ess / 1 sec
1 Ess / 1 sec
1 Ess / 1 sec
Permanent Passive
1 Ess / 1 sec
2 Ess / 1 sec
Effect
+1 Physical Armour (encounter) max stk 2
+1 Magical Armour (encounter) max stk 2
+ 2 maximum essence
+1 phys dam next blow (encounter) no stk
+1 mag dam next blow (encounter) no stk
+1 lvl resist mind effects (enc) max stk 2
+1 lvl resist nerve effects (enc) max stk 2
+ 3 maximum essence
(encounter) max stk 2
(encounter) max stk 2
Skill
Bind
Enrage
Poison
Charm
+1 Hex effect level
Blind
Sleep
Paralysis
Amnesia
+ 1 Hex effect level
Cost / Time
1 Ess / 2 secs
1 Ess / 2 secs
1 Ess / 2 secs
1 Ess / 2 secs
Permanent Passive
2 Ess / 2 secs
2 Ess / 2 secs
2 Ess / 2 secs
2 Ess / 2 secs
Permanent Passive
Effect
Nerve
Mind
Nerve
Mind
Cost / Time
Permanent Passive
Permanent Passive
Permanent Passive
Permanent Passive
X life / 2 secs
+1 essence on top of cost
+1 essence on top of cost
+1 essence on top of cost
+1 essence on top of cost
Permanent Passive
Effect
+1 damage with Elemt 1 damage type
+1 damage with Elemt 2 damage type
+1 damage with Elemt 3 damage type
+1 damage with Elemt 4 damage type
once per encounter / max 5
chain up to 3 of effect
chain up to 3 of effect
chain up to 3 of effect
chain up to 3 of effect
+ 5 maximum essence
Magick Control
Skill
Element 1 Boost
Element 2 Boost
Element 3 Boost
Element 4 Boost
Life to Essence
Chain Element 1
Chain Element 2
Chain Element 3
Chain Element 4
+ 5 Essence
Nerve
Mind
Nerve
Mind
Ok the whole element 1,2,3 and 4 thing needs an explanation, you get to chose your
primary element that you are closest to in affinity, this then determines your element order
as follows :
Fire : Electric : Force : Ice
Ice : Force : Electric : Fire
Force : Ice : Fire : Electric
Electric : Fire : Ice : Force
DESTRUCTION MAGICK
Skill
Element 1 Single
Element 2 Single
Element 3 single
Element 4 single
Element 1 double
Element 2 double
Element 3 double
Element 4 double
Magick / Expel / Entropy
double
Almighty Double
Cost / Time
1 Ess / 2 sec
1 Ess / 2 sec
1 Ess / 2 sec
1 Ess / 2 sec
2 Ess / 2 secs
2 Ess / 2 secs
2 Ess / 2 secs
2 Ess / 2 secs
Effect
Single target / range 3 metres
Single target / range 3 metres
Single target / range 3 metres
Single target / range 3 metres
Single target / range 3 metres
Single target / range 3 metres
Single target / range 3 metres
Single target / range 3 metres
2 Ess / 2 secs
2 Ess / 2 secs
The choice of Magick / Expel / Entropy damage is based on alignment Law (Expel), Neutral
(Magick) or Chaos (Entropy) this is a joint storyteller / player call.
CRAFT
This is not as prescriptive per level as the other skills for each level you purchase you gain a
higher ability of :
Identify artifact
Repair artifact
deconstruct artifact
craft artifact
And you also gain 1 recipe per level 1-5 and 2 per level 6-10. These could be for potions,
stones, armour, weapons, bullets or much more. Resources will have to be gathered in
game also to then use for crafting as well as a lab or a forge obtained or borrowed.
AETHERTECH
Blatantly a bit of a blag skill but as your level increases you will be able to recognise
different daemons and shades and have an idea about their:
Weaknesses
Resistances / Nulls / Reflects
Damage Types used / Special Skills
Alignment / Family group
Uses for their essence in crafting
Likelihood for them attacking you on sight if you....
ADVANCED PATHS
So once you have reached level 10 and have certain skills at the required levels you can
start purchasing abilities from the advanced paths. Unlike the normal skill trees you do not
need to purchase these in order you can pick and choose the ones you want first. Many of
them are somewhat reliant on you having decent enough gear to support them too, ie.
Legendary sword or gun, a stave or potions to restore essence, etc.
Some of the effects are based on a time freeze to avoid slowing down play too much there
will be a limit to how many times these may be used per encounter which will usually be 1
or 2 per player per encounter. The storyteller will make this call and it may well be relaxed
for suitably epic boss battles.
BLADEMASTER
Ability
Armour Break
Cost / Time
2 Ess / 2 Secs
MultiGuard
2 Ess / instant
3 Ess / 1 sec
Heavens Gate
3 Ess / 1 sec
5 Ess / 1 sec
Hells Gate
5 Ess / 1 sec
Weapon Break
+1 melee damage
2 Ess / 2 Secs
Permanent Passive
Limit Break
5 Ess / 3 secs
5 Ess / instant
GUN FU
Ability
Armour Break
Cost / Time
2 Ess / 2 Secs
Multi Dodge
2 Ess / instant
Rapid Shot
3 Ess / 1 sec
Pierce shot
Rapid Bind Shot
3 Ess / 1 sec
5 Ess / 1 sec
5 Ess / 1 sec
ARM Snipe
+ 1 Shot damage
3 Ess / 1 sec
Permanent Passive
Limit Break
5 Ess / 3 secs
5 Ess / instant
Effect
Destroy physical armour
Block damage from up to 3 strikes landed in
a flurry / multiple opponents up to the
maximum level you can block.
Spin attack max melee dmg to all targets in
range / time freeze effect
straight line rush attack up to 3 metres max
melee damage to all targets enroute
Spin attack as above with added Bind effect.
Rush attack as above with added shock
effect.
Only works versus melee weapons of lower
quality than wielders.
+ 1 maximum melee damage
Removes quad maximum damage limit for
rest of encounter
Guard versus up to 3 blows followed by spin
effect as above in counter.
Effect
Destroy physical armour
Dodge up to 3 shots or damage spells from a
flurry or multiple opponents up to the
maximum level you can dodge.
4 shot burst fired off quickly / time freeze
effect
Pick target if shot hits them then every other
target between you and them also takes
damage / time freeze effect.
As above rapid shot with added bind effect.
As above pierce shot with added knock back
to all targets.
-1 physical damage effect to target, counts as
physical attack for resists.
+ 1 maximum gun damage.
Removes quad maximum damage limit for
rest of encounter
Dodge followed by rapid effect as above in
counter.
BASTION
Ability
Resist Armour Break
Cost / Time
1 Ess / instant
Multiguard
2 Ess / instant
Taunt Crowd
Wake up Soldier
4 Ess / 3 secs
2 Ess / 2 secs / X life
X essence / 2 secs
1 Ess / instant
Permanent Passive
3 Ess / 1 sec
3 Ess / 1 sec
Lord of Armour
5 Ess / 3 secs
SPELLSWORD
Ability
Cost / Time
Flame Blade
3 Ess / 3 secs
Icicle Blade
3 Ess / 3 secs
Thunder Blade
3 Ess / 3 secs
Force Blade
Magick / Expel / Entropy
Blade
Magic Blade Boost
3 Ess / 3 secs
Limit Break
5 Ess / 3 secs
Magic Armour
3 Ess / 3 secs
4 Ess / 1 sec
5 Ess / 3 secs
3 Ess / 1 sec
Effect
Null armour break ability
Block damage from up to 3 strikes landed in
a flurry / multiple opponents up to the
maximum level you can block.
Enrage affect on all enemies in clear ear
shot / 5 metres if easier to determine.
Revive target with x life.
Once per encounter up to 5 essence turned
into life.
Null knockback / shock / armsnipe
Craft a shield useable only by self
Null Mind abilities
Null Nerve abilities
All incoming damage except almighty is
reduced to a single damage effect, the
maximum damage done by the character is
also capped at single damage.
Effect
Sword summoned for encounter doing
double Fire damage.
Sword summoned for encounter doing
double Ice damage.
Sword summoned for encounter doing
double Electric damage.
Sword summoned for encounter doing
double Force damage.
Sword summoned for encounter doing
double alignment damage.
Blade ability raised to base triple damage
Removes quad maximum damage limit for
rest of encounter
5 armour versus magical attacks, lasts till end
of encounter.
Spin attack usable only with summoned
blade weapon.
Rush attack usable only with summoned
blade weapon.
While base damage is double (triple if boosted) magic control bonuses do apply so this will
usually be a grade higher. This does not apply to affinity damage but the rarity of this
damage makes it very valuable even at lower damage grades.
MAGIC BULLET
Ability
Flame Shot
Ice Shot
Thundershot
Force Shot
Cost / Time
1 Ess / 1 sec
1 Ess / 1 sec
1 Ess / 1 sec
1 Ess / 1 sec
Effect
3 bullets fire double damage.
3 bullets Ice double damage.
3 bullets Electric double damage.
3 bullets Force double damage.
2 Ess / 1 sec
3 Ess / 3 secs
Limit Break
Blind Shot
Paralysis Shot
Amnesia Shot
5 Ess / 3 secs
4 Ess / 1 sec
4 Ess / 1 sec
4 Ess / 1 sec
ENHANCER/HEXER
Ability
Cost / Time
Hells Fury
6 Ess / 3 Secs
Heavens Wrath
6 Ess / 3 Secs
Devils Shield
4 Ess / 3 secs
Divine Barrier
4 Ess / 3 secs
Effect
+1 Phys damage to whole party for rest of
encounter, max range 5 metres.
+1 Mag damage to whole party for the rest
of encounter, max range 5 metres.
Totally block next physical attack for all party
members. Max range 5 metres, does not
stack.
Totally block next magical attack for all party
members. Max range 5 metres, does not
stack.
Natures Boon
Mass Sleep
Mass Paralysis
Mass Amnesia
Mass Bind
Mass Blind
5 Ess / 3 secs
5 Ess / 3 secs
5 Ess / 3 secs
5 Ess / 3 secs
5 Ess / 3 secs
5 Ess / 3 secs
Ok some explanation needed here, the party boosts have to have a range limit so it is set
at 5 metres if you are further away than that from the enhancer when they cast you do not
gain the benefit. The +1 damage grade cannot take you above Quad damage unless you
have limit break engaged, it does however boost a Bastion with Lord of Armour in effect
up to double damage. The shields, barriers and null effects are all individual everyone in
range gains one, it cannot be transferred to someone else. It also does not stack so if the
enhancer casts it again and you have not used the first you still only have the one block.
Almighty damage is the one exception it cannot be blocked in any way.
Mass effect hexes target a group of enemies a maximum of 5 metres across.
SHOT MAGE
Ability
Field of Flames
Glacier of Ice
Storm of Thunder
Wall of Force
Sheet of Magick / Expel /
Entropy
Vortex of Almighty
+ 1 Magic damage
Cost / Time
4 Ess / 3 secs
4 Ess / 3 secs
4 Ess / 3 secs
4 Ess / 3 secs
Effect
Area effect Double Fire Damage
Area effect double Ice Damage
Area effect Double Electric damage
Area Effect double Force Damage
6 Ess / 3 Secs
8 Ess / 3 secs
Permanent Passive
Limit Break
5 Ess / 3 secs
SYNTHER
This is the art of forging legendary or artefact items that can be made for yourself or
someone else you have a good connection with. Each skill pick gives you one artefact
recipe that with the right components (usually hard to gather) can be crafted more than
once if required.
A few examples are needed really to give you an idea of the possibilities :
SORROWFUL THUNDER
Legendary Sword (no damage limit) Electric Damage
(3 essence put into sword adds +1 damage for an encounter)
(1 essence allows shock effect to be added to next blow)
BLESSED STAVE
Legendary Stave (no damage limit)
Can store up to 6 Essence in it to draw on at any time
All healing effects add +5 health to the recovered amount
RED RAIN
Legendary Gun (no damage limit) Fire Damage
(3 essence put into gun adds +1 damage for an encounter)
(3 more essence allows another +1 damage for an encounter but each shot drains 1 life
from the wielder)
ROBE OF SHADOWS
Legendary armour Reduce all gun / destruction magic attacks by one damage grade
(Add 5 essence to reduce all gun / destruction magic attacks by another damage grade for
one encounter) minimum single damage still taken.