The Barrens - Rules

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The Barrens LARP uses the Fate Core system with a few exceptions.

Aspects:
Player characters can have up to 5 Aspects.
 * High Concept
 * Trouble
 * An aspect linked to their origin
 * A background link with another character
 * One aspect is not picked at starting, but can be selected after the first few sessions to allow some room for growth and development.

Skills:
Characters start with

• One Great (+4) skill • Two Good (+3) skills • Tree Fair (+2) skills • Four Average (+1) skills • One Poor (-1) skill • All other skills are considered Mediocre.

Skill list (Please note that Drive has been replaced by Animals and that Fighting has been broken up into more specialised skills):
 * Animals (Which covers both riding, taming and other animal interactions)
 * Athletics
 * Brawling (unarmed combat and weapons that augment unarmed combat styles)
 * Burglary
 * Crafts
 * Deceive
 * Empathy
 * Faith (This represents your religious convictions. People can use this to resist supernatural effects, and a true Flamen can use it to perform minor miracles in some circumstances if they have the correct stunt.)
 * Investigate
 * Lore
 * Notice
 * Physique
 * Provoke
 * Rapport
 * Resources (we removed this at the last minute)
 * Shoot
 * Stealth
 * Survival
 * Weapons (melee weapons only)
 * Will (Willpower)

Stunts and Refresh
Characters begin with 3 Refresh and 3 stunts. Some archetypes/high concepts may have access to special stunts.

All characters begin with 3 Refresh, this may be reduced later in play to purchase extra stunts, once again to allow some room for growth.

Some High Concepts have unique stunts available to them.

Expertise:
This is an addition to the normal rules for Fate.

All characters of significance will be familiar with the tools of their trade or something they interact with heavily. This is represented as an expertise linked to your "Great" skill. If an expertise is relevant it adds +1 to your roll. If you gain an extra "great" level skill, you can also gain an extra Expertise.

An Expertise must be a specific noun that is not too broad. Humans biology, crop plants, song birds, natural stone, fresh water, equines, books, axes, etc… Some topics like; space, time, divine fire and magic are not available as an Expertise.)

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