New Player Guide
- Making the Character
- Character Card
- Making an Account with Logistics
- Character History
- Costuming and Reps
- Costuming Expectations
- Tips for Costuming & Armor
- Making Weapons
- Packing for Event
- Camping Gear and Phys Reps
- Guide to Checking In
- Setting Up
- What to Expect at Event
- Your First Game
- Casting Magic
- What Does This Spell Do?
- What Will Change
- NPC Shifts
- Links to Rulebooks
- Glossary of Terms
The two most important parts of character design are your character card and character history. These aspects are explored in detail below.
1.A Character Card
The character card includes all the mechanical aspects of your character, or your characters race, occupation, and skills. All of these can be found in the rulebook (chapters 2, 3 & 4). Take some time to consider what kind of character you’d enjoy, and come up with a concept.
When creating your character, you begin by picking your character’s race (ie: Elf, Hobling) and his/her occupation (Mercenary, Ranger, Templar, Nightblade, Assassin, Witch Hunter, Mage, Druid, or Bard). All races can be any occupation, and vice versa. Some players choose an occupation or a race because it suits their concept; others choose an occupation and race that compliment the skills they’d like to invest in. Note that some races have make-up or costuming requirements (e.g. elf ears, dwarven beard) and you’ll need to wear them to be considered part of that race.
Once you’ve decided on a race and occupation, you’ll want to pick out your skills.
Skills are purchased using character points. Your character will begin with 150 character points to spend (200 for humans). As you attend more events, you will earn more Character Points (or, CP) to buy additional skills with. This will be discussed later on, in Part Three: Attending your second game, or LARPing after your first game.
Skills can be found in Chapter 4 of the rulebook, and vary in cost based on your occupation. Occupation headings are listed across the top of the chart, and read as M R T N A W M D B (Mercenary, Ranger, Templar, Nightblade, Assassin, Witch Hunter, Mage, Druid, and Bard). A character can purchase any skill in the rulebook, regardless of occupation. The only limiting factor is the Character Point cost of the skill.
It’s often suggested for those new to LARPing that they create a character with one or two skills that aren’t combat oriented. This way you’ll have something to do, even if it’s just to clean up after a battle by fixing armour or performing first aid. Not to mention it’s a great way to meet other characters, good help is hard to find!
Some useful tools for creating a character:
Level 1 Character Templates: http://www.underworldlarp.ca/mybb/showthread.php?tid=8087
Underworld LARP Character Builder: http://www.underworldlarp.ca/mybb/showthread.php?tid=178
1.B Making an Account with Logistics
Once you’ve got your basic character concept finished, it’s time to make an account with Logistics. This is the account you’ll use to store your playable characters, apply changes and updates to them, and prelog them for games.
To activate your Logistics account, send an email to email@example.com with the following information:
Name: Your full, real name.
E-mail: The ideal way to contact you.
Referred By: If another Underworld Player referred you, this is where you’ll put their name.
Character Name: What people will know you as.
True Name: A magical name that guards or controls your character. Should be kept very secret. Refer to Chapter 1 for details.
Race: Refer to Chapter 2 in the rulebook for details.
Class: Refer to Chapter 3 in the rulebook for details.
Once Logistics has entered you into the database, you receive an e-mail including details for accessing your account. After activation, you’ll get the opportunity to add your character’s skills to their card through the database program online.
The URL for the database: http://www.underworldlarp.ca/logistics/login.php
1.C Character History
Your character’s history is a written account of your character’s past before arriving in Jericho. A history is not mandatory to play your first event, but it’s generally a good idea to have a simple concept of where your character is from, and what brought them here. Some players choose to wait until they’ve gotten a feel for their character’s concept before submitting an official history, some players have their history planned and written out ahead of time. This is entirely your choice.
However, if you do choose to flesh out a history ahead of time, please submit the piece to firstname.lastname@example.org. The shaper team will review your history, and deem if it is an acceptable concept for your character. If this history is to be officially added to your character, your character needs to be in the database first.
Some tips on writing a history:
- Keep it short and simple. Remember, someone else has to read your history. 1 page is a good mark to aim for (2 pages, max). Also, writing your history in point form, as opposed to prose, is encouraged by plot members.
- Keep your character’s relative power level in mind. A level 1 character isn’t likely to be able to achieve much, so to speak, so creating a character concept around a dragon or god slayer won’t work. Let your character write their epic tales in game, with their actions.
- Don’t worry about making a masterpiece. It’s perfectly acceptable for your character to have led a simple life before coming to Jericho. In fact, many plot members prefer simple, humble backstories, to extravagant or overly complicated ones.
- Feel free to contact a New Player Liaison, if you’re unsure whether or not your history is acceptable. New Player Liaisons exist to help you with any questions you have as a new player, and will be more than happy to review your history before submission.
Additional tips and information on writing a history can be found here: http://www.underworldlarp.ca/mybb/showthread.php?tid=45
The next aspect of your character will be the costume they wear, and the weapons & armor they use In-Game. Below is some information on putting together your own costume.
2.A Costuming Expectations
While Underworld is a medieval-based LARP, first time players aren’t expected to be fully costumed. If you haven’t invested in a costume, it’s recommended that you wear neutral brown or black garb, and avoid modern adornments (like large brand names, visible zippers, and blue jeans). If you can add a few extra costume pieces that fit the theme, like a cloak or shawl, then all the better.
2.B Tips for Costuming & Armor
Many players make their own armour and costuming. This is strongly encouraged and brings realism and enjoyment to all players of the game, not to mention personal satisfaction! Your costume, like your character, can be as elaborate as you want. If you are interested in making your own costume or armour but need some help, there is a section on the Out of Game (OOG) forum dedicated to props and costuming, and many experienced players are happy to help out.
Underworld’s Props and Costuming forum: http://www.underworldlarp.ca/mybb/forumdisplay.php?fid=7
Some tips when designing your outfit:
- Keep in mind that Underworld doesn’t have a “quiet time”, and that if what you’re wearing becomes wet, it will stay wet until the end of event unless you have something dry to change into. Remember also that waterproof fabric doesn’t breathe, so if you start to sweat it will stay inside your clothing. Sweating during combat while the weather is cold means you’ll likely get chilled once combat slows down.
- Cotton is a good overall fabric due to its breathability, ability to absorb water (sweat!) and how quickly it dries. Polar fleece is good for warmth as well as in the rain, and will dry out quickly. Wool is a denser fabric, and doesn’t breath as well, but will stay warm even when wet (if you don’t mind the smell and itch) and takes a long time to dry out.
- As with any outdoor sport, the weather can turn on you in an instant. Dress like you’ll be outside for the entire night and you should be alright. Wear layers, so that you can take some off if you get too warm, and put them back on if it the temperature drops. Everyone in medieval themed movies seems to wear a cloak; this is for good reason. Cloaks can keep you quite comfortable depending if you close the front, throw it over your shoulders or let it blow in the wind. They also help hide out of period clothes if you’re stuck wearing your street clothes to stay warm, and are even comfortable to sleep under if you sleep with the trees for a night.
More basic costuming suggestions: http://www.underworldlarp.ca/mybb/showthread.php?tid=10066
More cold weather clothing suggestions: http://underworldlarp.wordpress.com/2014/10/04/primer-to-cold-weather-survival/
2.C Making Weapons
As a new player, we recommend you rent a boffer weapon for your first game. This is a free service provided to allow new player to experience the game, without the stress of relying yourself to craft a weapon for your first game, which may face rejection at the hands of a safety marshal.
However, if you’re intent on crafting your own boffer weapons before attending your first game, there are some tutorials available:
Building a Boffer Weapon: http://www.underworldlarp.ca/mybb/showthread.php?tid=1424
Arrow Construction: http://www.underworldlarp.ca/mybb/showthread.php?tid=1536
Keep in mind that when crafting any boffer weapon, it must pass safety at Logistics. Here is a list of the credentials a Weapon Marshal uses when determining whether or not your boffer is safe:
Tips for creating safe boffer weapons:
- Use adequate closed cell foam around the PVC core of your weapon so you can’t feel the pipe
- The purpose of a thrusting/pommel tip is to prevent the pipe from coming through the end of the weapon. You shouldn’t be able to feel the pipe at all through the tip of the weapon.
- Make sure you’ve taped the foam directly to the PVC using double sided tape, or backwards rolled duct tape. The foam shouldn’t slide on the piping.
- When duct taping the outside of the weapon, run tape down the length of the weapon (from tip to handle). Don’t wrap duct tape in a spiral around the weapon, this compresses the foam into something akin to granite.
- Don’t add weight inside the piping. If the weight becomes dislodged, it immediately becomes a safety issue.
Prelogging (or, preregistering with Logistics for game) is heavily encouraged, for ease of logistical prep work. Or discounts to your admission cost, both are good.
Barring special circumstances, Prelog opens 2 weeks before event, and closes about a week before event. During this time, you can register to play a character for the event through the database.
It is heavily encouraged that you prelog, because not only does it make getting your character card easier, it makes the process easier for the logistics team.
A step by step guide to prelogging with the database: http://www.underworldlarp.ca/mybb/showthread.php?tid=5211
You’d be surprised at how much energy fleeing for your life can take. A quick primer to eating at LARP can be found here:
If you cannot bring this much food with you, consider purchasing from the on-site (and IG) tavern, or sharing food with a friend.
Some other pointers:
- If you’re bringing perishable items, like milk or chicken, please carry them in a cooler so they don’t spoil. There’s nothing worse than getting food poisoning while camping.
- If you plan to cook, don’t forget to bring the necessary cooking utensils. These could include items such as a pot, pan, plate, fork/knife, mug, and a towel or mitt for removing hot pots from the fire.
- While cooking, you will still be considered In Game (IG), which means that there is the possibility that you’ll be interrupted by an event In Game. Carry ready-to-eat, non-perishable snacks for just such emergencies.
- Avoid foods that leave lots of garbage behind. There is a strict no-garbage rule at the Underworld site, so you’ll be required to bring it off site with you. You will need to bring a garbage bag for cleaning up your site at the end of game.
- Water is essential for the weekend! If you’re running around in the hot weather, you may become dehydrated. Your weight in pounds divided by two is the number of ounces of water you should be drinking on an average day (ex: a 150lb person should be drinking about 75oz of water on an average day; 6 500mL bottles of water is just enough to keep an average person going per day).Plan to bring more than that since you’ll be active all day in the heat, as well as extra if you need it for cooking. Many people bring a case of water or two (the bottles will crunch up nicely to take home), or a large water jug they can refill from.Keep in mind that our site has no running water, so you cannot refill your bottles/jugs during game.
2.B Camping Gear & Phys Reps
The following list of things to bring includes Physical Representations (physreps). These are items used to represent something that your character would own. For example, if your character is a mage, they would have to own a spell book, so you will need to have a physrep for a spell book; any book from a pocket notebook to a large leather-bound tome would be reasonable – whatever you think matches your character’s style!
Quick list of stuff to bring:
- Camping gear
- Tent: extra tent pegs, etc.
- Sleeping gear: sleeping bag, blankets, pillows, etc.
- Tarps and/or ground sheet for excessive rain.
- Basic costuming items: shirts, pants, socks, etc.
- Extra costuming items: scarves, belts, jewellery, etc.
- Cold weather items: cloaks, sweaters, woollens, etc.
- Extra socks: never underestimate the power of dry socks.
- Extra underwear: never underestimate the power of dry underwear.
- Boots: combat boots blend in best and are much more suited to the extreme conditions UW will make you run through.
- Street clothes: unless you want to drive to and from site in your costume.
- IG physreps
- Racials: make-up, spirit gum, wet wipes, etc.
- Weapons: boffer weapons or plan to rent.
- Repair kit: duct tape, foam, etc. in case your armour or weapons get too badly damaged.
- Packets: white spell packets, orange alchemy packets, etc.
- 3 meals a day: see food section for details
- Water: see food section for details.
- Snacks: anything easy to eat and pocketable
- Flashlight: can be used in the privacy of your own tent.
- Green glowsticks: IG lights (tags required).
- Red-filtered light: OOG safety light when alone to get around site.
- Toiletries: medications, toothbrush/toothpaste, deodorant, etc.
- Pouch or small bag: to hold your IG belongings as you run around.
- Whistle: if you’re lost in the woods, blow on it OOG to get help.
- Garbage bags: expect to take all your garbage home with you.
Download a PDF checklist here: https://www.dropbox.com/s/ubl32jgc7esi6ow/LARP%20checklist.pdf
3.A Setting Up
The site officially opens after 2:00 PM on the first day of an event. If you arrive before 6pm, you should go directly to the main play area to unpack your belongings. This is an area past the main parking lot, which is just straight down the path from the entrance.
Please drive slowly and carefully.
As a new player, we recommend that you set up in Town Centre, located in the main field, with your tent along the treeline. Many people who are unattached to camps or need/want to be readily available to other characters set up there as well. Don’t be afraid to ask other players where your tent should go – they’ll point out if you’re blocking a path, for instance.
If you happen to have an in-period tent, you have the option of setting up anywhere in the field. Just make sure to choose a space at least 20 feet away from the main fire pit.
Once you have all of your belongings unpacked, you can return to the parking area and leave your car there for the weekend. You’ll most likely see cars parked there already, but if you are unsure of where exactly to park, ask another player to point it out for you. The parking lot is directly to the left of the site’s entrance.
All cars must be out of the playing area by 10:00 PM, which is when game officially starts. Once game is called on Sunday afternoon, vehicles will be given access to return onto the site, so players can pack up their belongings.
If you arrive on site after 6:00 PM, it’s recommended you park first and proceed to Logistics to sign in before unpacking your stuff, so you don’t get caught Out Of Game when game begins. The process for signing in through Logistics can be found below.
Logistics generally opens at 6:00 PM and closes at about 1:00 AM. The game officially starts at 10:00 PM. If you are coming after this time, it’s good etiquette to inform Logistics (email@example.com) that you will be late and what time you intend to arrive, so someone can be prepared for your arrival.
Logistics is currently in the parking lot, across from the cars. If you have properly prelogged, Logistics will already have an envelope with your character’s name waiting for you, with your character sheet within it. If you did not prelog your character, Logistics will have to write up your card on the spot, which will take more time. Players who prelog are given priority for the check-in process, as a reward for preregistering, and making Logistics’ job easier.
As a new player on your first event, you will not receive any tags for your weapons, armor or spell book. This is done to protect you from losing your equipment at your first game and because you will have the option to completely change your character at your second event. In Game, we refer to your untagged items as ‘spirit-linked’ items, and if ever lost or destroyed, will immediately reappear on your person.
However, you will be given your starting coin, and your character sheet. Your starting coin is 1 gold and 1 silver. Once you receive this, it won’t be replaced later (even if you completely change your character for next game), so make sure to keep it safe.
Your character sheet is considered your IG ‘soul’. What this means is: keep it secret, and keep it safe! If another player gets ahold of your ‘soul’, they have the power to tear it in half, causing you to take a death. You need to keep your character sheet on your person at all times: at any time a Shaper may ask to see it, and it could lead to awkward repercussions if you’re caught walking around without a soul.
If you are using rental weapons for your first game, mention this to logistics, so they can get your equipped with your weapons. You won’t need to worry about having your rental weapon checked for craftsmanship or safety.
However, if you chose to build your own boffer weapon(s), you’ll need to have them evaluated by a safety marshal. Safety marshals are always set up around logistics, so you can always get your weapons checked. Safety marshals also double as armor marshals, so have them check any armor you have for point value.
4.A Your First Game
As a new player, you gain some additional benefits that other players won’t have. Some have already been mentioned, but just so you don’t forget:
- All weapons and armor is considered ‘spirit-linked’ to you, and cannot be lost, stolen or broken. In game, a ‘spirit-linked’ item reappears on your person, fully functional, if these things occur.
- Deaths aren’t recorded on your character sheet. Your first game, you effectively get ‘free’ deaths, that don’t count against the usual limit of 2 deaths per character.
- You may set your tent up in the ‘New Player’ camp. There will be an NPC stationed here that can help you with any rules questions or concerns.
After your first event, these benefits will no longer apply, so don’t be afraid to jump into combat or go on quests!
Since you’re new in town you likely don’t know anyone, so your first step would be to make friends. Look for those everyone is talking to, since they’re probably friendly, and introduce yourself – In Character, of course.
While roleplaying, keep in mind that you are acting as your character would act. Some species may have strict rules regarding how they should act (ie, Wild Elves and their dislike of metal), while others may act identical to how you are OOG. If you’re up for the challenge, it’s often suggested that you create a character as different as possible from your OOG self, so that you can get the most enjoyment out of roleplaying. However, it is perfectly acceptable for those who are new or struggle with acting to create characters similar to themselves.
Since roleplaying is the basic premise of Underworld, it’s expected that you stay in character all weekend. OOG conversation can really disrupt the effort people are putting into staying in character. If you must make an OOG comment (asking what a spell does, asking where the Port-o-John is, etc.) then you simply put your hand on top of your head. People will understand and are usually lenient about it – we were all in your situation at one point.
A note on Metagaming:
Players who would have a hard time separating OOG knowledge from IG knowledge will combat Metagaming by actively avoiding hearing OOG knowledge, or telling other players not to share OOG knowledge with them that may lead them to accidently swaying their character in an IG way (for instance, asking your friends not to tell you if committed crimes IG).
Before engaging in any combat, read Chapter 6 on combat and safety in the rulebook.
Combat in Underworld tends to be fairly fast. (How fast can you say “2 Normal” in 5 seconds?) It seems difficult remembering what you call for damage, how much Armour you have, how much Body you have all at the same time. Here’s an easy way to remember:
Let’s say your character has 15 points of Armour and 4 points of Body. So, in total, you can be hit 19 times until you get to 0 Body. While in combat, remember the number 15 and the number 17.
(Why not 19? Where did the other 2 Body go? As long as you have 2 Body points, you’re conscious and awake, if you have 1 Body then you’re semi-conscious, and if you have 0 you’re Unconscious. So we know that 2 Body is the farthest we can go before we fall to the ground.)
Now, since it’s generally easier to add together numbers then subtract them, all you have to do is start adding the numbers people yell out when you’re hit with a weapon:
“7 Normal!” (4+7=11)
“4 Normal!” (11+4=15)
Oh no! You hit the first number, which means you’re out of Armour and about to start taking damage to body! This also means your armour was breached and you must call “Breach!”. Any damage taken after this point goes directly to your Body Points.
This is likely a good time to run away.
Roleplaying an injury when you’re “hurt” isn’t necessary for Underworld but adds to the realism of the game for other players, not to mention makes it a lot more fun.
Some things to avoid while in combat:
- Watch how hard you swing your boffer. Remember, underneath the NPC mask is a person. Hitting too hard even with a padded boffer weapon can cause bruising. At Underworld, we call swinging too hard ‘Baseball Swinging’.
- Avoid sensitive areas when striking. The head, neck, and groin are all considered sensitive areas, and do not count as striking zones. This means that if you do happen to strike someone in one of these areas, they aren’t considered to have taken your damage. It’s also encouraged that players avoid striking women in the chest.
- Don’t hit someone in the same spot repeatedly. Calling damage and hitting the same spot repeatedly is called “Machine Gunning”, and hits after the first will be discounted. This helps us slow down fighting to a reasonable rate and attempts as best it can to emulate realistic combat.
4.D Casting Magic
Casting at Underworld is done with small quantities of small-grain bird seed tied into a piece of fabric. These packets can be used by any casters who still have spells to throw in their spell pyramid. These packets are just heavy enough so that you feel the impact of the packet, without the possibility of being injured.
Touch casting is also a good way to deliver a spell, just by physically touching someone with your hand and saying the incant.
It’s recommend that you practice throwing spell packets before game. Aim over a distance, throw underhand, overhand, side arm, “flick” them. Yes, your parents/roommates will wonder why there are packets in their shoes, but it’s a good skill to have.
4.E What Does This Spell Do?
If you’ve just been hit by a packet and you aren’t sure of the effects you’re allowed to ask the caster OOG what the effects of that spell are. Even the best role-players forget the specific effects of a spell on occasion! Don’t worry! You’ll learn what some of the more popular ones’ effects are quickly enough.
When packets are thrown, it is the caster’s decision as to whether the packet hit or not. All zones, including head, weapons and cape are valid: the spell technically channels through anything you’re wearing or holding to affect you. (We strongly encourage not regularly aiming for people’s eyes, groins or fingers though.)
On your second game, you will receive IG tags for your weapons and armour, and certain items that your character is permitted to start with (e.g. spell books, craftsman payments). It is the responsibility of the player to ensure that they have everything needed in the character envelope before leaving the Logistics area. Once you leave the Logistics area, there is nothing Logistics can do to replace missing tags.
If there is anything you want to change about your character, you can do it between your first and second events. It can be as minor as changing a few backstory points – “oh, both of my parents are alive” – to completely rewriting your entire character. Even if it’s as drastic as a Wood Fae Nightblade exiled from their home to a Wild Elf Druid collecting the world’s herbs. People will suspend disbelief for you, and can roll with the changes. Do be mindful that PCs treat different characters differently – if you go from Einher Mercenary spoiling for a brawl on your first game to Dark Elf Mage with an interest in necromancy on your second, expect people to react appropriately.
1.C NPC Shifts
An NPC shift is a block of time when players help Shaper camp out and play NPCs. As great as the Shaper team is, there’s at best two dozen of them and over a hundred people playing. That’s not enough bodies to keep everyone entertained, and Shapers have a lot to do on top of being being a body.
For your first three events, you don’t need to do an NPC shift. You’re still learning the rules and need to experience the game on the player’s side before going backstage.
After your first three events, you’ll need to do an NPC shift. For more details, refer to this primer here: http://www.underworldlarp.ca/mybb/showthread.php?tid=10536
After your first few events, it’s recommended that you join a camp. Camps are located in the woods and house all kinds of groups of players. Some camps are a collection of friends, while others might group up by race, religion, moral code or other similarities. Not only do they provide companionship and a ready source of people to fall back on in time of need, but camps can receive special buffs or specific mods (not necessarily at the most convenient time).
You’re also welcome to set up your own camp! Take your time to explore the woods (before or after game; if you do it during, you always risk getting jumped by something). If you find a clearing to your liking that hasn’t been claimed, go ahead and stake it out.
1: Links to Rulebooks:
2: Glossary of Terms
Ashendael: IG, a settlement five month’s travel north-east of Jericho. OOG, the Ottawa branch of Underworld LARP.
Battle Magic: any magic up to, and including, 9th level spells.
Blanket: a set of Character Points (CP) given to your character. You receive a blanket at the beginning of each event, and can earn more through by attending events or other means. As your character gets higher, each blanket contains less CP.
Boffer Weapon: padded weapon used for combat at Underworld.
Build Day: a non-game day when OOG work is done on the site (e.g. gathering firewood).
Character Points (CP): points available that you can use to “build” your character with from the Skills Cost Charts.
Class: the type of character that you are playing. There are 3 main classes (Warrior, Rogue, Scholar) each divided into 3 subclasses, also known as occupations (Mercenary/Ranger/Templar, Assassin/Nightblade/Witch Hunter, Druid/Mage/Bard).
Find Out In Game (FOIG): to learn how something happened IG. Often said to prevent metagaming.
Formal Magic: all magic that is 10th level and above. Also known as Ritual Magic.
Gas Globe: an orange cloth packet filled with birdseed, used to represent alchemy.
Hold: an OOG term used to pause the game. May be called by anyone to pause a potential medical situation, or by Shapers to explain what is happening (commonly known as “descriptive hold”). The hold may be unpaused by the original caller saying, “Three, two, one, lay on.”
In Character (IC): playing a specific character, role and personality. Also known as In Game.
In Game (IG): the game world you’re playing in.
Infernal(ism): OOG items found in the IG world (e.g. a phone at Town Centre). Excessive infernalism feeds IG demons. Certain items are necessary and can’t be avoided (e.g. tents and water bottles), but should minimize their appearance.
Jericho: the town Underworld primarily takes place in.
Kalidor: IG, a distant island far from Jericho. OOG, the Edmonton branch of Underworld LARP.
LARP: Live Action Role-Playing
Logistics (Log): the database where your character information is registered and updated at each event. Also refers to the team of people who manage the database.
Marshal: a person dedicated to a specific OOG role (e.g. Armour Marshal, Medical Marshal). May or may not be a Shaper.
Medic: OOG call for a Medical Marshal for a medical emergency. Avoid saying IG.
Metagaming: using OOG knowledge to aid or benefit characters IG.
Module (mod): IG quests and scenarios.
Non-Player Character (NPC): characters created by Plot for any number of purposes.
Out of Character (OOC): real-life behaviour, or behaving as a character commonly wouldn’t.
Out of Game (OOG): not seen in the game world. Signified by holding a hand on top of your head or wearing a white headband.
Occupation: an OOG designation of the type of character you play: Mercenary, Ranger, Templar; Assassin, Nightblade, Witch Hunter; Druid, Mage, Bard. Not necessarily corresponds to your IG occupation.
Player Character (PC): characters created by the people playing the game.
PC-NPC: a specific character controlled by Plot. These are usually recurring characters who are important to a plot, such as foreign officials.
Physical Representation (physrep): a physical item used to represent a game item.
Plot Team (Plot): Shapers specifically running plot, or the overarching story.
Prelog: a time period when players pre-register their attendance to the upcoming event. May also refer to Logistics.
PVC: common piping used for the core of Boffer Weapons, wrapped in foam (of course).
Race: categorization of different physical species in Underworld (e.g. Human, Dwarf, Savar).
Racial: skill available only to specific races. (e.g. Wild Elf “Chosen Enemy”)
Ralinwood: IG, a settlement a month’s travel south of Jericho. OOG, the London branch of Underworld LARP.
Ritual Magic: magic at the 10th level and above. Refer to the appendix in the core rulebook.
Roleplaying (RP): assuming the role of the character you’ve created.
Season: OOG game year or time. Off-season is the winter months (typically January through March); the season properly begins and ends at the first and last weekend events.
Season NPC: a person dedicated to playing NPCs for the entire season. May control a PC-NPC.
Shaper: a person who runs the OOG aspects of the game (e.g. organizing mods). Bring them tea, coffee or a snack of their choice.
Skills: specific abilities characters can use IG.
Socks: always wear a warm and dry pair!
Spirit-Linked: an IG item permanently attached to your person; it cannot be lost, stolen, or removed from your immediate vicinity (e.g. if you put down a spirit-linked book, and someone tries to walk away with it, it will reappear at your feet after a few steps).
Soul Fragments (frags): OOG currency to access special races, skills and occupations.
Spell Packet: a white cloth packet of birdseed, used to represent mana IG.
Tag: a yellow piece of paper signifying a game item. Many game-affecting items require tags to use e.g. weapons/armour, scrolls, lights.
Tavern Night: a day or evening event hosted at an indoor location. Typical for winter, off-season events, as it’s too cold to go camping. Generally more focused on RP.