Lost Memories LARP
Lost Memories LARP
Lost Memories LARP
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Lost Memories LARP takes place in the afterworld of Purgatory, your character, whoever
they were, was murdered, they don't know who did it, they may have suspicions or theories
but theres no proof. The only reality now is when their soul was moving on it was stopped,
captured and thrown into this dark and dreary place.
Throughout the Multiverse all Gods know that one day the time will come where they will
have to battle and this battle will end the Universe, some welcome this, some strive to save
it, it has been forseen in every reality, known to very few mortals but a fact. This however is
a problem as these Gods cannot exist in every realm, the laws of the Universe are finite so
it was decided eons ago that the fight at the end of time will take place on Pelenor Fields, a
vast grassland in the very heart of Purgatory and each and every God must chose a mortal
vessel to posses and take to the field for the grand Battle Royale at the end of time.
Your character is one of these prospective vessels. You may have suspicions about the God
that chose you, you may not but some higher being has chosen you for a higher purpose
and it is up to you to prove yourself worthy or to sabotage the Gods plans.
When a soul is sent on to the otherworld it is stripped of its memories and any semblance
of individuality to be recycled into the cosmic energies, these memories are dumped in
Purgatory where they linger like a fog. This means that with the right inclination and
knowedge anyone can harvest this knowledge to learn the skills, abilities and secrets of the
people who have lived and died in the Multiverse.
LM is an open universe system, this means that any fantasy world can be sourced for
characters. This means medieval fantasy worlds such as Elder Scrolls, Dark Souls,
Warhammer Fantasy and Lord of the Rings can all be used as a basis.
As your heart beats its last and the lights go from your eyes you feel your body dying,
your soul rising and you realise that this is the end, you can finally rest. You didn't die of
old age, you were murdered, taken before your time, poison, a knife in the back or a
gunshot, you can't be sure, all you know now is that it's over.
But no, you feel a grasp, you're falling and suddenly life fills you again, but not life like
you've known before, a new life, a sad life, a life of torment and pain.
You open your mouth to scream as your new body is wracked with pain of rebirth and
you awaken in a forest alone, cold and with a hunger you've never known...........
For example:
Fenric Greystone the Sigmar Priest, he remembers a sharp pain on the back of his neck then
waking in a forest after feeling the light of Sigmar leave him.
In LM he can still be a Sigmar Priest which can either fit in the Cleric or Warrior class, the
God that sent him here could be Sigmar or possibly one of the ruinous powers.
This however does not mean you cannot play original characters from original worlds that
you design, this is encouraged. All characters need to be run past the Game Team Manager
before play to make sure there arent any issues that may damage your roleplay experience.
Weapons and armour:
LM has no weapon size limits, any character can use any size of weapon in one hand
aslong as you are safe during combat, the Game Managment Team has the right to stop
you if they feel you are being unsafe.
This means if you are playing a hero Warrior and you feel your character could wield a
greatsword in one hand then you may do that.
Any character with a shield above their waist MUST wear a helmet.
Shields block physical damage but may not block all forms of damage.
Hits and armour classes:
Each character has 5 global hits to start and wearing armour increases these hits, when you
reach ZERO hit points you start your deathcount which is 60 seconds. Your hitpoints
regenerate every 30 minutes and will be reminded of this by the GMT.
No armour 5 global hits
Light armour 10 global points of protection Thin leather or thick robes
Medium armour 15 global points of protection Chainmail or hard leather
Heavy armour - 20 global points of protection - Platemail
Armour must be physrepped properly and safely. All metal armour must have rolled edges
and no sharp points.
Hollowing:
As your character is dead, they do not need to eat, sleep, breath or blink and can happily
live without them.....for a time. Not doing these things will make you slowly forget what it
was to be alive, you will forget who you are and revert into what is known as a Hollow, a
mindless zombie like creature, doomed to live forever in Purgatory with no memories or
purpose, they quickly turn to violence and are a menace to all.
Death in LM is not permenant, if you die in the field a Cleric can revive you. If no Cleric is
available or choses not to save you, between adventures you can be revived by sacrificing
all your unspent memories. If you have none to spend, you are dead permenantly unless
you chose to go Hollow. Going Hollow is a dark act and not something taken lightly and
cannot be undone.
Any character who dies while on adventure can chose to return to life as a Hollow if their
deathcount has expired but doing this stops the Heal and Great Heal spell from working
on them permenantly and their Hollow level increases. Your Hollow level is a stat that only
the GMT are aware of and has various effects, roleplay and physrep requirments if you
chose to do it.
Too many deaths can also cause Hollowing, you begin to feel death is where you should
be, life becomes a distant memory. However there are rumours of those who have found
power in Hollowing, a dark force hidden away inside their desicated minds......
Classes:
Lost Memories has 4 playable classes, Warrior, Cleric, Sorcerer and Deprived. All archetypes
and character ideas will fit into one of these 4 classes. Each one has it's own unique skills.
However you are not tied down to one path. Each class gets their own skills at a cheaper
memory price but if you wanted you could purchase skills from other classes you can.
Unclassed skills available to all classes at any time:
Wear Light armour
Wear medium amour
Wear heavy armour
Shield use
Warrior:
The Warrior is a classic fighter, martial skills come easy to him, he is used to the fires of war,
the terrors of battle and is hardened both in spirit and body.
Class skills:
Double damage Call double when hitting with any weapon, does 2pts of damage
Titan hit Once per encounter, with 2 hands on a weapon it does 10 points of
damage
Extra heavy armour Can wear up to 20 points of armour
Feat of strengh Can lift and move people and objects alone
Disarm After 5 seconds of uninterupted combat with an oponent call "DISARM" and
the oponent will drop his primary weapon
Knockback With any greatweapon "KNOCKBACK"can be called after an apropriate
roleplay movment
Hardened constitution Environmental effects are lessened
Cleric:
Clerics are individuals who have an inate connection with their God, uniquely these are
people who know who their God is, they may not fully understand the reasoning behind
them being chosen but are grateful for a second chance. Clerics are masters of healing and
boosting party abilities, they are a welcome sight to any traveller. But not all Clerics are
good, they know which God has chosen them, they may also know who chose you and it is
up to them to guide you in how to please and serve your diety or lead you astray from the
path, an unwilling host will be no use at the final battle.
Clerics have a particular hatred for Hollows as they know a Hollowed body is no use for
any God, good or evil, it is putrid and diseased.
Clerics gain the use of Miracles, a form of magic gleaned from what little divine energy
seeps into Purgatory, to cast Miracles a Cleric must have a Talisman, this is a small figurine
of their God, this can either be a truthful representation to honour their God or a mocking
characature made to anger an unwanted patron God. This must be at least 6 inches in
height and must be visibly held in the hand while casting.
Clerics get 1 casting per day of their spells and abilities for each time they are purchased.
To cast a spell the Cleric must hold aloft their Talisman and shout the name of the spell and
point to the target.
Healing spells require the Cleric to be touching the target.
Class skills:
Revive Bring a character back from death.
Heal Bring a characters health and armour back to full, works on both damaged
and characters on their deathcount
Great heal Brings all characters heath and armour back up to full within 3 paces,
works on both damaged and characters on their deathcount
Lighning spear Does 5 points of damager to the target
Great Lightning spear Does 10 points of damage to the target
Detect God A ritual to discover which God brought a character here, requires a
roleplay ritual. Only the caster gets the answer and can chose to lie to the characrer it
was cast on.
Wrath of the Gods Does 15 points of damage to everyone within 10 paces.
Clerics can wear up to medium armour but can use any weapon and a shield.
Sorcerer:
Memories are very powerful, they flow through the world, unclaimed and wild, this creates
an energy that can be tapped by Sorcerers and used to wield a dangerous and powerful
magic.
Sorcerers are masters of magic, not just destructive but beneficial and benevolant. They are
usually paranoid and suspicious of other sorcerers as they know there is only a finate
amount of energy to go around and the more users there are the less there is to go
around, because of this many chose not to live in houses, as houses can be robbed and
burned down, so carry all their possessions with them, scrolls, books, paper, pens, magical
paraphanelia in their volumous robes.
Magic is cast using a Catalyst, this is medium for channeling the power of the memory fog.
It must be a larp safe stick between 24 inches and a staff. It must be held to cast any spells.
Catalysts are a Sorcerers connection to magic and they are very possessive of them and
decorate them ornatly.
Magic is split into levels, each level requires different actions to cast.
Level 1 requires a spell verbal of your choice that contains at least 10 sylables.
Level 2 requires 20 sylables,
Level 3 requires 30 sylables and so on.
Also each level also requires a cooldown in minutes equal to the level of the spell, Level 1 =
1 minute after the casting. The Sorcerer is only bound by time and has infinate castings.
Class skills:
The sorcerer starts with access to only the level 1 spells but must purchase them, to
gain levels they must do a task and pay the required memory price. You must have
all spells in level 1 to move onto level 2.
LEVEL 1
Soul Spear Does 5 points of damage to the target
Command A one word command the target must follow
Resist Can shrug off a spell but cannot cast for 1 minute afterwards, verbals are said after
the spell has been resisted.
World Magic The sorcerer now hasa rudimentary knowledge of the world around him and
can create their own passive spells, these must be run by the Game Management Team.
LEVEL 2
Great Soul Spear Does 10 points of damage to the target
Knockdown Knocks 3 targets to the floor, backs against the ground
LEVEL 3
Soul Vortex Does 15 points of damage in a cone infront of the caster
Create Demon Using latent stagnant memories a Demon ally can be created for 3 minutes
Dark Magic Find out in play
Sorcerers can only wear light armour but can use any weapon and a shield
Deprived:
Deprived are the wildcard class, they have no skills, no abilities and start with no memories
to spend and no equipment. They do however get the unique ability to chose a unqiue skill
or item that is just for them, an example for this would be:
Dirty Jimmy the Rat catcher. Jimmy choses not to fit into the other 3 types, instead opts for
Deprived and choses his unique item to be a small but vicious dog that can be used in
combat and has its own stats.
They can, once started, chose to buy any skills and abilities as per normal provided they
can afford it.
All Deprived must be discussed with the Game Managment Team before being played.