Isle of Wight LARP club

Isle of Wight LARP club The isle of Wight LARP club helps promote LARPs on the Isle of Wight and to help peaple get into the hobby.

24/01/2014

Member's of the Isle of Wight Larp club will be going to Empire for the 2nd Year in April.
Empire is a 4 day fest Larp set in Brackley which holds 2,000 larpers on its fields and forests.
The game is a fantasy setting wear the players are heroes/heroines of the Empire fighting to keep the Barbarian Hordes at Bay however they can.
Empire is a firm favorite for the Isle of Wight Larp club for many reasons.
1 Massive battles of around 1,000 men and women against 1,000 or more Orcs is amazing all marching and fighting in formation looks and feels incredible.
2 Costume's and characters, The Larpers that attend put allot of effort into their costume and role-play with different styles and fashions depending on wear the character lives.
3 Economy the game has its own Currency with printed out metal coins which can be spent on herbs, potions magic items, food. drink, metals and services.
Are group Called the Brotherhood of the Ashern Tower started last year with 7 member's now we have over 40 to are banner.
If you are interested in joining us this Year or would like to know more please don't hesitate to contact us.

25/12/2013

Merry Christmas from the Isle of Wight Larp club❗

09/12/2013

still more rules to come on the Island of Velorn and there has been some amazing developments on the isle of wight LARP scene and when its clear to be told you will be hearing it hear first!

13/11/2013

ok thease are the the main rules and abit about races more law and fluff to come. Game overview

The game is set in the newly discovered Island off Velorn. No one knows when it first appeared or wear it came from some say it is a land of plenty given by the gods some that it is the work off great magic and others a land off death. The citizens off the known world and its rulers have taken a great interest in this island and as such have organised a great expedition.
At the head off the Expeditions are Three Factions,
The Royalists organised and set up by mankind’s great king Urike the first man to unite the kingdoms off men now run by his son Blake. The Royalists believe that the pantheon off the gods is for all to worship and happily accept any individual from any race that worships the gods as a citizen . The imperials believe that Vellom is a gift from the Gods and as such it is only right that their beloved worshipers be the first to set foot upon the holy land.
The House off cascading bounty the known worlds biggest merchant guild run by the wealthy they organise trade between all off the races and are now a empire onto itself . Led by a council off the worlds richest merchant’s they are well known for their profiteering and their mercenaries.
The merchants guild have set forth their own Expedition to Vellom to see what lays in store for the common citizen and to spread the lands wealth throughout the Kingdoms.
The black spire ruled by the dark queen Malisipher of the dark Elves she rules over all her vast territory with ungodly dark power and a venomous smile. Rewarding her loyal followers with power and wealth and destroying all that stand in her way and those that fail her. Although her power is terrible the lands off the black tower have renowned diplomats and always get what they came for no matter the price.
Malisipher has set a expedition to Vellom to inshore diplomatic relations between all factions and to have a peaceful head start to negotiations to any local inhabitants on the island.
As a player you will start the game associated to one off these three factions.
Any race may join any off the three factions.
Each faction can portal their adventures into Vellom.
Members off the same faction may be in a group together known as a banner.
There is no limit to the number off banners per faction.

Character creation
First you must chose your characters name and race there are 7 civilised races in the known territory’s each has their own culture, look and racial ability’s.
Humans, high Elves, wood Elves, dark Elves, Norsk and Beast men.
Then chose your skills all players have 5 skill points plus their races racial ability.
Ambidexterity 1pt The ability to use a weapon in each hand.
Thrown 1pt the ability to throw larp safe weapons that do 1 point off damage on contact.
Archer 3pt the ability to use a bow or crossbow a larp safe bolt or arrow courses pierce further rules apply
Two handed fighter 2pt can use two handed weapons and polearms
Shield 2pt grants the use off shield
Heroic action 1pt goes up by 1 for each buy. Start with 2 actions at 1st buy then 1 extra with each further buy.
Resistance physical 1 pt resist 1 physical call ( hack, trip, break, disarm, stun) must shout resistance when struck by a call to negate it costs 1 heroic action.
Resistance magic 1pt resist a magical attack (range magic, silence, curse ,trap, fear, puppeteer ) must shout resistance when struck by a call to negate it costs 1 heroic action.
Rend 1pt costs a heroic action renders a body part useless (arm the character can no longer use that arm, leg the character can no longer walk he cannot hop! And falls to the ground, chest the character goes into the critically wounded state and falls)
Healing hands 1pt with 10 seconds of appropriate role play regains a character 3 hits cannot be used on themselves cost 1 heroic action
Voice off doom 1pt with 10 seconds off appropriate role-play the character can get his target out of the critically wounded state with 1 hit point this costs 1 heroic action
Trip 1pt the target falls to the floor costs 1 heroic action
Break 1pt the character breaks the target weapon , armour or shield and can no longer be used \ get benefit of that item cost 1 heroic action
Second wind 2pt regain 3 hit points with 10 seconds off appropriate role-play such as catching breath ect.
Head strong 2pt after going into critically wounded state you may get up with 1 hit point with 10 seconds off appropriate role play within 1 minute off being in that state costs 1 heroic action this does not heal cleaved or impaled limbs.
Medic 1pt you can get target character out of the critically wounded state with 1 hit point with 30 seconds of appropriate role play.
Surgeon 3 pt must have medic to buy this skill you can mend hacked or pierced limbs with 2 minuets off appropriate role-play with another surgeon reduce time by 30 seconds with a surgery table or room reduce time by 30 seconds again by having both you can also administer herbs and potions to subject .
Apothecary 2pt you can combine herbs to create potions and administer them please refer to potions/poisons you get 1 potion/poison set with this buy.
Potion/poison set 1pt per buy must have apothecary
Magic user 2pt you are able to use magic and get 8 manna per game day you also get the detect magic spell.
Extra mana 2pts you have one extra mana per game day this can be stacked but costs 1 extra experience point per buy.
Range magic 1pt must have magic user you can cast a yellow bolt off magic at a target that does 1 point off damage per hit.
Range magic fire 1pt goes up by 1 with each buy must have range magic
Range magic ice 1pt goes up by 1 with each buy must have range magic
Range magic earth 1pt goes up by 1 with each buy must have range magic
Range magic chaos 1pt goes up by 1 with each buy must have range magic
Range magic air 1pt goes up by 1 with each buy must have range magic
Mage armour 2pt must have magic user grants you 2 extra global hits
Staff use 2 pt must have mage user you can cast magic through your staff
Ritualist 1pt must have magic use also gives you the transportation ritual for free as well as commune.
Transportation ritual must be performed at a faction site ritual circle may teleport objects to your faction living things can not be teleported.
Commune use any un active ritual circle to try and commune with a deighty or individual of great power.

Ritual circles
Protection blue goes up by 1 pt per buy.
Healing white goes up by 1 pt per buy
Cage brown goes up by 1 pt per buy
Rage red goes up by 1 pt per buy
Ethereal walk 2pt goes up by 1pt per buy
More rituals to be confirmed
Enchanter 3 pt you can enchant items to have magical effects you get 1 set of enchantments
Enchantment set 1pt per buy must have Enchanter.
Silence 2pt the target can no longer speak or call out combat calls.
Curse 2pt the target and the caster suffer curse wear if they drop to zero hits they do not enter critical state but instead instantly die without the chance of resurrection.
Trap 1 pt the target cannot move his legs for 10 seconds
Fear 1pt the target must turn their back and run/jog away from you for 10 seconds
Puppeteer 2pt the mage can place a black mark/dot on a dead or critically wounded target which stops their bleed out time and temporarily revives them with 1 hit point the target must obey the mage for 2 minuets or until the target sustains damage at which point the target collapses and continues his original critically wounded state.
Thief 1pt goes up by 1 with each buy.


The Races
There are many races that live throughout the known territory’s defending there borders from apposing army’s and the powerful creatures that live beyond, each race holds a uneasy alliance with each other.
High elves
High Elves are a very proud race that has an affinity for magic. They dwell in large civilised towns, and trade openly with other races. Their cities boast beautiful elaborately designed buildings and structures only achievable by their combination of craft and magic. Although not the most aggressive choice of race, they make average fighters, but peerless mages. .
Bonus: High Elves begin with Magic Use (2pt buy)
Orcs
In time immemorial, Elves controlled the Orcs. Using them to haul rocks, build bridges and serve as frontline shock troops. Lost is the story of how the Orcs gained their freedom, but each and every one has a natural distrust of all Elven Kind. Their ancestry of labour and fighting makes them savage in battle, and strong as an ox. Orcs would serve as excellent Fighters, but dislike most things magical.
Bonus: Orcs begin with Heroic Surges(Lvl 1) and Rend (1pt buy each)

Wood Elves
Wood Elves, unlike their High elven relatives, build their dwellings among the trees and forests. Completely in tune with nature, these elves are almost be***al in the defence of their territory.
The wood Elves Have almost unnatural coordination and their bowmen ship is feared throughout the land.
Bonus: Wood Elves begin with ambidexterity and the archery skill is one point cheaper to them.

Norsk
At some point in the high peaks and mountains, the Norsk became men apart. Fighting creatures of nightmare across their homelands has forced them into the higher ground. They make their fortresses of mountain roc k and defend them with well-crafted steel. Their constitution is legendary, their stamina boundless. Drinking in their mountain holds, they are happy, but to cross a Norsk is to court disaster as they do not forget a grudge. Their stubborn refusal to fall down makes Norsk excellent Defenders
Bonus: Norsk begin with Toughness (Lvl 1) (2pt)

Humans
Their ability to reproduce, adapt, and explore has led this race to be found across most of the land. Their trading network reaches far and wide, and their cities boast the most variety of other races. Humans are ruled by a single King by right of blood, as it was his father who united them. Versatility is their key strength, and they can turn their hand to almost anything. Some can even wield the magic arts.
Bonus: Humans start with 1 additional experience point to spend at creation.

Beastmen
Beastmen are half human half animal, mostly found wandering in large packs. These nomadic people are often found trading and talking with woodelves, but show a natural caution towards other races. Beastmen are divided into smaller tribes each ruled by its own chief. Only in times of great peril do they unite as one single tribe ruled by a council formed of all cheiftans. Once the danger has passed, they drift apart and go their separate ways once again. Their animal side gives them a natural agility, and keen senses almost to the point of precognition.
Bonus: Beastmen begin with Ambidexterity and Thrown Weapons Skill (1pt each)

Dark Elves
Dark Elves, so called due to their open worship of demons are thought to be the cause of the Orcs years of oppression. Slavery is still rife in these shady towns and cities. Their worship and devotion has caused them to change over the years, unlocking a much more aggressive form of magic, bestowed upon them by their Demonic Dieties. Dark Elves seek to trade with most races and have a strong alliance with both Humans and Norsk.
The Dark Elves have a matriarchal society male member’s may only get political power by being in the military.
Dark Elven politics is seen by other races as crude as only the strongest stay in power as assassination attempts are often usually with the aid off the races favoured tool poisons.
Bonus: Dark Elves begin with apothecary (2pt)

Combat
All players start with 2 health points (HP) this can be increased by the use of Armour, potions and magical effects.
When you drop to 0 health points you are critically wounded and you start to bleed out. When you are in the critically wounded state you cannot move or take actions but you can talk.
As soon as you enter the critically wounded state you must start counting to 3 minuets if you are not healed in this time or stabilised your Character dies you will then report straight to the games operation desk (G.O.D) and make a new character.
A hit to any wear on the body counts as a hit and takes 1 HP away from you, Blows to the head do count but special effect calls such as cleave and impale do not .
Things that can lower your HP.Any Larp weapon that hits youMagic missiles of varying cullers some also do other effects please read MagicArrows if you get hit any wear with a Arrow it counts as a hit all arrows count as having pierce. Bolts if you get hit any wear with a bolt it counts as a hit all bolts count as having pierce. when a Referee says you have been hit.Poison some poisons count as hits others may have other effects please read poisons and potions.
Armour there is a buy for armour if your character is wearing armour you get the benefit.
Armour must cover at least two locations to get the armours benefit (chest, head, arms and legs) different armour types worn in conjunction with each other do not stack you can not use magic whilst wearing armour.
Light armour, thin leather, padded jack gives the player 2 more global hits.
Medium armour, thick leather aluminium chainmail or any other thick armour not made out of steel. Gives the player three extra global hits and protects them from hack on armour locations.
Heavy armour, any armour made from steel. Heavy armour gives the player 4 extra hits and protects the player from hack and pierce on armour locations.

11/11/2013

we did this last night it was fantastic cant wait till the next event.
If you mist out this time don't worry its on all year round and Zombies go free!

08/11/2013

We have heard news that a Hunger Games inspired larp will be starting up soon to go with the release of the new movie on the isle of Wight we will post more hear when we have more details of the event.

02/11/2013

Introduction to Larp

This section is designed to help explain what live roleplaying is for people who are new to the hobby. If you are new to live roleplaying and interested in the hobby then don't hesitate to contact us after you have read this introduction and we can answer any questions that you have.
What is live roleplaying?
The most common question that people who are new to the hobby ask is what is live roleplaying? A game with rules but no winners or losers, a performance with actors but no audience or script, it is often confusing to the newcomer.
Roleplaying literally means assuming or acting out a particular role. In live roleplaying we take on a role or character for the enjoyment that can be had by acting out the role. One of the easiest ways to understand live roleplaying is to look at the similarities with other hobbies.
Online gaming
In online games players create a character who can explore the computer generated world and talk with other characters in the world. The world is filled with challenges and dangers for the characters to overcome.
Live roleplaying is just the same but it is all done for real. You dress, speak and act as the character you have created once the game begins.

Acting
It is easy to understand the idea that actors take on the role of the part they are playing. Once they are on stage they act as if they were the character they are portraying, in some cases improvising their lines if needed.
When live roleplaying you will be both actor and audience, creating lines for your own character and witnessing the improvised words and actions of the other players in the game.
How do you do it?
When you are live roleplaying you simply pretend to be your character, then act and speak as your character would. Unlike other roleplaying games, you never describe what your character is doing, instead you simply attempt the action. If you want to challenge another character to a duel, you must call them out, then draw your sword and try to strike your opponent with it. We strive to make the imaginary world feel as real as possible for all participants, so ask players try to avoid references to the real world and instead remain in their chosen role as much as possible.

Is it difficult?
No. Anyone can live roleplay, there is no skill or technique to learn. In essence it is no more difficult than the games of imagination like Cowboys and Indians that children play. If you are capable of pretending to be someone else then you can live roleplay.
Our live roleplaying games have a set of rules, in the same way that sports like football or tennis have rules. Learning these rules can appear cumbersome, however they are rarely needed in play. Established players are always understanding with new players who are still learning the rules so don’t be put off if you can’t remember them all. If you have any questions about the rules then you can find a referee to help.
What is the point?
Live roleplaying, like acting, is enjoyable purely for its own sake. Most participants find that by immersing themselves in the character they have created, they can forget about the pressures of real life for a while. In the same way that an action film is different to a comedy or period drama, different games will offer different experiences. Some live roleplayers enjoy the social interaction, some prefer the thrill of battle whilst others relish the opportunity to create and wear amazing costumes.
There is no winning or losing. Just as real life doesn’t offer clear cut win or lose situations, neither do most live roleplaying games. However live roleplaying presents opportunities that you could never normally experience, allowing you to become the protagonist in historical or imaginary settings. In the end it is impossible to know whether you will enjoy live roleplaying unless you try it.
Can my character be anybody?
All live roleplaying games have a setting that describes the world the game takes place in. If you think about a Shakespearian play, you wouldn’t expect Julius Caesar to come on stage during a performance of Romeo and Juliet. You must create a character that is appropriate for this setting. By reading the description of the game world you can get a feel for the kind of characters that are suitable to play.
It is best to avoid trying to play a character taken directly from a film or book. It is much better to try and create a character of your own after you have read through the setting, although you may be inspired by a character you have seen or read about.

How does fighting work?
Live roleplaying games make use of special props that allow participants to fight each other safely. If you take part in a battle you can enjoy the thrill of actually wielding a weapon and experience the physical challenge of trying to strike your opponents while avoiding being struck yourself. The rules determine the effects of hitting an opponent and of being hit. If the character you are playing is killed then you can create a new character and then resume playing the game as someone different.
Battles can be exhilarating but they are not for everyone. Some people who attend events choose to avoid combat, preferring to focus on the social side of the game. Although you can never be sure what will happen to your character, most players who attend our events have little trouble avoiding combat if they make an effort to do so.
If you have never done live roleplaying before then we can arrange for an experienced player or member of crew to give you a quick lesson in how to fight safely at your first event. It only takes a few minutes to learn and most players will be happy to show you how.
How do I get a costume?
If you take up a hobby like diving or mountaineering, you need to have the relevant clothing and equipment. Costume is very important in live roleplaying because you need to dress as your character would. It is particularly important to avoid wearing anything that other players will see is inappropriate for the setting. For our events this means not wearing modern clothing such as trainers, jeans or printed t-shirts. If you were watching Robin Hood it would be totally incongruous if Guy of Gisburne was wearing a modern leather jacket.
We are more than happy to offer are advice on costume that is appropriate for your character.. If you follow the advice then you can be confident that your costume will look good and be suitable for the game. If you have any questions about the suitability of a piece of costume then it is best to email us and we can give you specific advice.
Some live roleplayers enjoy making their own costume. If you don’t feel confident using a needle and thread or following a pattern then you can purchase costumes, weapons and armour from one of the many traders who support the hobby. We offer a 10% discount on all Epic Armory products to all players attending are events.

31/10/2013

The isle of wight LARP club is proud to Present its first ever Larp The Experdition to Vellum.
A 3 day camping Medieval fantasy Game.
With in Charactor Money and items from herbalism and potion making to Enchanting.
The system starts next year and will be a monthly Campaign more post to come including game overview and charactor creation sheets.

The Isle of Wight LARP club is also a surplier of Epic Armoury for all your LARP surplies if you woud like to order plea...
31/10/2013

The Isle of Wight LARP club is also a surplier of Epic Armoury for all your LARP surplies if you woud like to order please get in contact with us and we will make shore you get the items that are right for you.
All Isle of Wight Club memmbers get 10% off Epic Armoury products.

please note that this is in Euro's and without Tax.
http://www.epicarmoury.com/
we apologise that the items are in euro's and without Tax

Epic Armoury is leading manufacturer of high-quality LARP clothes, weapons, metal armor and much more

31/10/2013

The Zombie Hunter experiance now on the Isle of Wight!

Zombie Hunter a very simple Party booking based Larp that has just started on the Island we cant waight to get some in g...
31/10/2013

Zombie Hunter a very simple Party booking based Larp that has just started on the Island we cant waight to get some in game pictures of this.

31/10/2013

Hi the Isle of wight larp club's aim is to promote L.A.R.P's (Live action Role play) to the Island and to help people get into the Hobby.
LARPs is much like a computer game but you get to do it in real life.
Their are many diffrent type of systems or games to chose from and each one has its own set of rules or type of game play.
In are future posts we will be introducing games that are on the island and how to get involved in them and also systems that we go to on the mainland together.
please feel free at any time to ask us questions you may have.

Address

Newport

Telephone

07518348146

Website

Alerts

Be the first to know and let us send you an email when Isle of Wight LARP club posts news and promotions. Your email address will not be used for any other purpose, and you can unsubscribe at any time.

Share