Friday, December 20, 2019

Using “0” Level Characters for LL/AEC

Using 0 Level Characters for LL/AEC

SO one feature of a certain other RPG is called The Funnel. It basically lets someone roll up a few weak 0 level characters to start adventuring with. If they survive they can choose to become 1st level characters. 

Choose any allowable race in your LL/AEC game. What is allowable?  Its up to the Gm as he/she is the final rule.

Roll 3d6 in order. 6 times in three columns making three characters for Str, Dex, Con, Int, Wis, and Cha.

Once abilities have been determined, each player must roll for a skill. You are not picking out a class yet but think of the class you WANT. Each class desired will have a prime requisite, and some classes have a requirement of a minimum ability score. If the prime requisite ability is high enough, the character will receive a bonus to experience.

Sometimes, a player will choose a certain class and the character does not have a prime requisite high enough to receive the experience bonus. In these cases, 2 ability points may be sacrificed from one ability to raise one prime requisite ability 1 point. This may be done more than once, but no ability can be lowered below 9. There are certain restrictions on how to raise or lower abilities. No ability may be lowered if it is also a prime requisite for the class, even if there are a few points to spare above the minimum required score. Dexterity can only be raised, never lowered. Constitution and Charisma are the only abilities that may not be modified in any way.
Roll once d100 Skills.

1. Actor
2. Animal Trainer
3. Appraiser     
4. Armorer             
5. Baker
6. Banker
7. Barber
8. Bartender
9. Beggar $               
10. Blacksmith 
11. Boatman       
12. Bookbinder            
13. Bowyer/Fletcher % 
14. Brewer            
15. Butcher
16. Burglar $       
17. Carpenter      
18. Chandler
19. Clown  
20. Cobbler   
21. Cooper
22. Cook       
23. Coppersmith
24. Crier
25. Cutler
26. Dairyman
27. Dancer 
28. Drifter $
29. Dyer
30. Explorer
31. Farmer          
32. Fisher  
33. Fortune Teller*
34. Friar <     
35. Furrier
36. Gambler 
37. Game Keeper %
38. Gem Cutter     
39. Glassblower
40. Glazier 
41. Goldsmith
42. Gravedigger
43. Hatter
44. Herald
45. Horse Trader  
46. Huntsman %
47. Investigator
48. Jailer
49. Jeweler
50. Juggler
51. Laborer
52. Lapidary
53. Lens Maker
54. Lorimer
55. Mapmaker
56. Mason
57. Merchant
58. Mime
59. Miner
60. Minstrel
61. Mourner
62. Notary
63. Occultist*
64. Painter
65. Pawnbroker
66. Peasant
67. Perfumer
68. Pimp/Whore
69. Poet
70. Porter
71. Potter
72. Prisoner
73. Puppeteer
74. Rat Catcher
75. Reeve
76. Roper
77. Seafarer
78. Servant
79. Scribe
80. Shepard
81. Shipwright
82. Slater
83. Slave
84. Silversmith
85. Singer
86. Stevedore
87. Tailor
88. Tanner
89. Taxman
90. Thatcher/Roofer
91. Thug
92. Tinkerer
93. Torchbearer
94. Undertaker
95. Vintner
96. Wanderer
97. Weapon Smith
98. Weaver
99. Woodcutter +
100. Roll Twice

*- Has the Spell Read Magic only and can use Magic User scrolls.
$- Has the 0 Level Thief Skills of PL 11%, FRT 9%, PP 18% CW 44%, HIS 8%, HN 1-2
%- Starts out with a Long Bow OR Short Bow and 12 arrows.
+- Starts out with a Hand Axe or Battle Axe.
<- Can cast Clerical scrolls.

Roll 1d4 HPs modified by the Con score.

Roll 1d6 x 10 for gold.

Start out at -500 XP

My god this looks fun as hell!

Sunday, December 8, 2019

The Living Fantasy Realm LARP Rules!

When one walks into a LARP world, there should NOT be a HUGE rulebook to learn. When a person enters the Living Fantasy Realm they get one 4 page pamphlet that covers everything they need to know and one is playing within minutes!

Those of NOBLE BLOOD get an additional pamphlet.

From there one can go around the LARP site and find the various guilds to join such as Fighters and Scouts (they can become Knights and Rangers), Wizards and Priest. There are three pamphlets explaining all of these occupations as well. 

THE RUMORS OF THIEVERY and ASSASSINs (ALSO know as Knaves and Taffers!) Guilds are completely untrue! There is a pamphlet for those rumored occupations (or lack there of) as well!

The default race is human but there is yet another 4 page pamphlet explaining the rules of other races as well as foul monsters. 

With the legal documents there are a total of 8 pamphlets that help someone enter a fantasy world without spending days reading over rulebooks. 

Less Rules=More Fun.

Long ago in ages past there was Shade's LARPLIST, one of the oldest IF not the oldest LARP website on the internet. Since 1990! I Eldrad Wolfsbane was a moderator BUT let's go back to the past!

I had dreamed of LARPing in my area back in the 80s but to no avail as the people around me wouldn't help me form such an organization.  

Then is the late 90s I discovered a rather large LARP group in my area! I had finally found it! Somewhere around there I found SHADE'S LARPLIST.

They were using a simple set of rules  and were playing at a public park.  I instantly stepped in to help with the rules and show them that with a group of their size they could actually buy some land and form a LARP park. I wrote some fantastic rules! They actually converted to them for awhile but the politics continued on.

Sadly the politics of the group and the general unwelcoming leadership drove my clan away. Total power hungry and insecure members of the group's leadership felt threatened that they might not get to run all aspects of the player's lives within the LARP.

I had various failures of “friends” that I will never forgive. I had formed a scenario of an Empire attacking and had gathered a group of 10 or so players to help me attack the group (all for fun). I made them weapons and tabbards and set up the meeting for the surprise attack.

None of them showed on the day of the attack... 

The leader of the Imperial Forces was also another member but the “leadership” was so organized that they did not even know he was there even though I mentioned him by name. He also denied being the leader of the imperial forces out of fear of retaliation. This made me loose so much face that I never recovered.

In my foolish quest to try and find an army to attack the group in a conquest scenario and spread MY SET OF RULES, I accidentally sealed my own doom when I contacted a larger LARP organization in the next city over. I lost the group on October of 99. I found out when I was prepping some land for my first large event.

I won't say who they are but they are actually a LACS not a LARP! This group went all out in trying to recruit our group. I had my set of rules BUT not the might of a huge flashy organization. Even thought their rules were terrible and did not allow for the formation of a LARP Park, the Leadership of the LARP went for that organization and left me in the dust defeated and destroyed.

I warned them on what they would loose by being a part of another set of very badly written rules but the people were swayed by their leadership. They lost a few of their primary members but gained more.

There was also the factor (some say running gag!) that one of the main power players of the group kept getting his persona assassinated  and the new LARP Group's rules had "lives" like a video game and no permanent character death. 
In my sojourn of desolation and sadness I turned to Shade's LARPLIST and continued to form my rules. This is the result of my exposure to the Nordic Theory of LARPing which is simplicity and ease of use.

This battle had also caused great tension on the home front and these people had been unfriendly to my clan members and the rest of my clan were done with most of the group to say the least.

A few times I had the promise of someone adopting my rules but as always the group flaked out or turned to other more complicated rules and broke from their own weight or lack of organization.

These rules as stated before follow the SIMPLE Nordic tradition of LARPing aslo called FEST Style of LARPING! A person can walk onto site and become proficient with the rules in a matter of minutes not hours. 

There are not hundreds of pages of rules in the LFR! The rules are to be printed in fold over booklets, using only one page per section printed out.  

If one has renfest, campsite, or large piece of land, that would be ideal for an LFR Group!

These rules would also be ideal for "Transformitive Festivals" as well and would allow a deeper level of escapism. 

There is no guarantee of success BUT IF you decide to adopt my team's rules and have 5 or more acres of land, then for a small percentage you will have my team's years of planning and expertise to go along with these rules. With our guidance you will be able to create a LARP Park that will break even and possibly make a profit. 

You can also just get together with friend and play in the woods as well.

We have cheap building techniques and plans to form villages and towns. Ways of getting cheap building and repurposed materials.

The rest is up to you.

I hope you enjoy these LARP rules of the Living Fantasy Realm as I have bled and suffered for them for them many years ago.  

SHADESlarplaist Alumni


The Living Fantasy Realm LARP Rules

Wednesday, October 30, 2019

Sci Fi Primordial RPG


Make a character.

Get information on the setting.

Come up with a name and a concept for a character for the setting.

Come up with an outstanding feature such as "Strong, Tough, Quick or whatever"

Have a small description of what you do such as " The Swordsman, The Charmer, The Best Damn Pilot, The Gun Slinger, The Merc, The Wizard, The Time Traveler" as a guide. Other details will come out in play as needed.

Come up with you physical and mental status if any. If your character has any disabilities, mental illnesses or whatever.

Obtain some possessions and wealth for your character if any.

Start playing.

Roll a 2D6

The higher the roll the better the outcome.

A 1 on any roll means something bad. Double 1s mean the worst possible outcome.

A 6 on any roll means something good. Double 6s mean the best possible outcome.

A 7 for an average difficulty. Lower the number if the person is skilled.

Combat: All involved roll. The high roll gets to say what happened.

Some bad guys will have a difficulty of 3 to 12 and most are defeated when their number is rolled or higher. Within a few points of the number, dramatic injuries and such can be narrated.

If you are running the game then come up with some sort of world and story for the characters. Only come up with what you need to tell this story.

Friday, September 20, 2019



The stinking dirty giant rotting cities built upon many layers of ancient ruins. The pitiful and weak people hiding in dread behind great stone walls from the chaos outside. All surrounded by the dark and unforgiving wilderness of a dying world.

Far and wide the stony mysterious remnants of some lost foreboding and ancient powerful civilization peak forth from the ruins scattered across the realms waiting centuries to be explored! Ancient and forbidden monster and forgotten nameless demon filled dungeons deep and full of marvelous plunder. The omens have been read and the signs in the stars tell of this age of adventure!

The desperate, brave, pious, and insane adventurers in search of magic and treasure so that one can gain fame, comfort, drink, and pleasure! The fools that delve deep and fear not stirring up of the ancient powers that hide away in the darkness, least they die invisible and forgotten after time! No not these brave and foolhardy ones! Their names shall be remembered and etched in the tales and legends of many generations!

So one may take the sword, dagger, staff, and mace and go forward! Forget not your trusty backpack and equipment for adventure! It is time for one to begin their adventure and not die forgotten by time!


So you want to be an adventurer eh?

DUNGEONPUNK game that takes minutes to make a character and provide hours of fun. The only dice you need for this game is a 20 sided dice. When you want to do something you roll a Dice. The higher you roll the better the outcome. How high you need to roll is determined by your described skill and the amount of difficulty from 1 (easy) to 20 (nearly impossible) assigned by the game master. A natural “1” is a complete failure and a natural “20” is a complete success. A set difficulty class is DC for short. The set difficulty may be lowered IF the character has a skill or tool to make it easier. Any other dice will do as long as everyone is using the same dice but the D20 is the king.

Destiny Points

You may roll again if you spend a Destiny Point if you do not like the outcome of the story. You may spend as many Destiny Points as you want as long as you have them to do more powerful attacks or effects. You may only spend Destiny Points on powers and abilities that you have.

  • Destiny Points can also allow one to shrug off damage results in combat. Most of the time it takes only one Destiny point to shrug off most damage.
  • More powerful attacks may require you to take more than one Destiny Point away to shrug off damage or effects.
  • Each Player gets 5 Destiny Points to start.
  • Most of the time you get your Destiny Points back after a good night’s rest, recovering 1 an hour.
  • When you are out of Destiny Points you are very much alive BUT the random dice roll controls your fate.


When you want to make a character you need to forget all that you know about attributes, hit points, and anything else you have learned from other RPGs. Remember what you have learned on Free Form RPG boards on the Internet. If they work there they will work here. There is a dice roll mechanic but it exists “outside” the game itself. The players write up Characters on a piece of blank paper and give the Characters reasonable powers and equipment based on the power level being played. The game master will have the final say on “how powerful” your character is. One may also put his character in a small handmade journal with a leather cover. There the player may track his character's adventures and tales!



You are a heroic (or not) warrior of old. Your primary purpose is fighting and killing the enemy. You can wear all armor and use all weapons! You have Piecemeal or Leather Armor, Old Helm, Backpack, Sword (or whatever) and Shield, (Spear and Shield or Dual Weapons or Longbow and 20 Arrows or Staff or Pole Arm and no Shield or Two Handed Weapon and no Shield Giant Battle Axe and no Shield)


You are the sneaky stealthy type that prefers to let the fighting be done by others. You can Pick Locks and Disarm Traps if you spot them. You also have the ability to Sneak and Hide which allows you a free attack and move if you succeed to a distracted or unwary victim. You are always dabbling in Ancient Lore and Tales to try and find where tombs and dungeons full of treasure are to plunder. You have Leather Armor, a Dark Cloak, Backpack, Lock Picks, Blackjack, A Short Sword or Twin Daggers or Short Bow and 20 Arrows.


You are a practitioner of the ancient arts of sorcery and magic. Wizards either have been trained by ancient schools of magic or their magic awakened in them naturally. There are no two Wizards alike in the world. Most wizards are full of ancient and forbidden lore. You can pretty much do any spell that comes to mind at the cost of 1 Destiny Point at a far range that last a few rounds. You may actually do a spell that harms at close range at a cost of 1 Destiny Point with more added to create more damage and to effect more than one victim. One must roll a dice for each spell and roll high. Magic can be dangerous and backfire so don't roll a “1”! Most Wizards have spells that do damage like a magic missile, or spells that control the mind like charm, or even more powerful spells such as fireballs and lighting bolts! You have a Spell Book, Backpack, Staff, Dagger, Robes, Large Hat.


You are a priest or cleric of the olden gods. You have been trained in the ways of combat and divine magic. Magic works exactly as it does for a Wizard except that most of your spells involve healing and helping as well as turning away undead and foul demons. Some healers can even raise the dead if powerful enough! You have Mace (or chosen weapon of your god), Shield, Piecemeal or Leather Armor, Old Helm, Backpack, Holy Book, Holy Symbol.


You must include your character's Name, Class, and a short description of what he can do. You must have at least 5 (equal to your Destiny) descriptors, skills or spells. Other strange races are allowed as well such as Dwarves, Halflings, and Elves as long as they fit in the description. There is no limit to the choices!

For Example:
Gonar Brightshield the Fighter is a Strong and Tough Fighter from the ancient wastelands. He is very tired from years of battle and wishes to settle down to farm and read.

So the example says he is an experienced strong tough fighter who is a literate farmer.


You get to carry an additional five items of equipment. The list will get larger as the game progresses. Don't see something? Add it in.

Acid Flask
Block and Tackle
Canvas (10')
Chain (10')
Fishing Net
Fishing Kit
Flint and Steel
Grappling Hook
Healing Potion
Holy Symbol
Holy Water
Hour Glass
Iron Spike x5
Ladder (10')
Large Sack
Musical Instrument
Parchment (10 sheets)
Pen and Ink
Pole (10 ft)
Preserved Ration per day
Ration per day
Rope 50'
Saddle Bags
Scroll Case
Sewing Kit
Small Sack
Stakes, Wooden x5
String 100'
Torches x10
Water Skin
Wet Stone
Wine Skin



One person has to be the DUNGEONPUNK Game Master which is basically the teller of the story. He makes up the story, setting, and all the people that the players meet including the villains. Use what you know!

If a character tries to do something and is able to do with ease the charter succeeds. If there is a pivotal time in the adventure the Character rolls the dice. The roll is not modified in any way. The result is read from the vantage of the skill of the character. For example if a skilled person and an unskilled person both roll an 4 it would mean different things for each Character. A skilled person may have his result described far better while an unskilled would not have done as well. A bad roll is not always a failed attempt to do something. It also can be a change of plot against the positive flow of the Story. This is actually a good thing as it makes very exciting stories. A Destiny Point can let there be another roll to see if there can be a better outcome but even with more chances your Destiny can still be bad!

Each player declares what they are doing based on their descriptions and power levels. Each player rolls and attack and defense plus any other rolls they are doing. The higher result usually wins unless the other player pulls a cool stunt or is just far more superior. Destiny Points can be spent if one does not like the results.
Damage is judged from the weapon used, the protection offered from cover, armor, and stamina and the result of the Plot Roll. Make it dramatic!

Remember in fantasy novels that during combat there is always a lot of collateral damage. Windows broken, buildings leveled, wagons thrown about, explosions, people injured and killed, and whatever else can go wrong.

The effects of combat damage can be very detailed from a detailed description of each body area injured to a simple Uninjured, Scratch/Beat Up, Injured, Severely Injured, Incapacitated, and Dying. Use descriptions INSTEAD of numbers. It all depends on how you want to run the game.
It is up to the players and the game master as well as the dice to figure out where your character stands.

You have to decide how much damage or effect was done according to the power and skill level described in the character’s text minus any relevant defenses.

As stated before, Destiny Points can also allow one to shrug off damage results in combat. Most of the time it takes only one Destiny point to shrug off most damage. You still get wounded but it just does not effect you as much. More powerful attacks may require you to take more than one Destiny Point away to shrug off damage or effects.

For instance, falling out of a two story building may take 2 Destiny while getting caught in an explosion may be 2-5 Destiny to still be able to function.

When you are out of Destiny points then your life depends on the roll of the dice only! Be careful how you use your Destiny points!

Mental states can be done this way as well. Insanity and addiction has been a part of many fantasy stories!


Normals – Normal people are simply wiped out if they decide to engage in combat with DUNGEONPUNKS. Roll a 1D20 and that is how many fell in a single round.

Minions – Minions are weak bad guys that are wiped out in usually one hit and many times multiple bad guys are wiped out a round! Most won't have many skill or powers but will have weapons and possibly armor and magic items. Example include Goblins, Orcs, Kobolds, Skeletons, Zombies and other terrible creatures from Dungeons Deep. May have 1-5 Destiny.
Goons – Goons are more powerful bad guys that work for large organizations and more powerful bad guys. Some goons will even have powers or magic items but are still quite weak compared to a SWORDPUNK. Some examples include ogres, trolls, giants, chimera, gorgons, hydras, vampires, and more. May have 1-10 Destiny
Masters- Masters are the lead bad guys that are very powerful and may lead large organizations and have armies of goons, minions, and normal. These may be evil wizards, dark lords, dragons, vampire lords, and more! They may have 10 or more destinies. Most likely more!

REMEMBER! Make up new monsters as you need them. Let the party think that they know then show them they don't know!


The characters are delving through dungeons deep and deadly. Have weird traps and tricks. Most will be interesting but some are deadly, killing the player right away! Beware! In some cases, a completely deadly trap may do 5 or more Destiny points, effectively killing any weakened character. As one goes deeper into the levels of the dungeon, it gets more deadly.


The dark wilderness is even more deadly than the dungeons the farther out that you go! There are points of light.


Each encounter with monsters and traps has the chance to bring piles of gold and treasure! Each encounter may have up to 100 gold pieces per encounter per level. Some items such a gems and jewelry may be worth even more. Make it up as you go.


The greatest of treasures are magic items from the long lost age! There could be magic potions of various effects, magic rings, amulets, weapons, and armors! There are some magic items that are one or more uses then you throw them away and there are some magic items that are unique and each item being more powerful the deeper in the dungeon you are!


There is only a small equipment list and nothing else listed. Is that a problem? Not for a DUNGEONPUNK Gamemaster! Make up additional equipment and prices as you go. Prices may be different depending on how far into the wilderness you are!


As you play, you get better. After a few encounters one may add a point to their destiny total. At the starting 5 Destiny you are considered a low life. When you get to 10 Destiny you are considered a local hero. At 20 Destiny you are considered a national hero. When you get to 40 Destiny you are considered a Legend. Normally you have as many descriptors, skills or spells as you have Destiny.


You are a DUNGEONPUNK Gamemaster! Make the game up as you go. Make up new monsters, traps, and magic items. Don't like these four classes? No problem! Make up new classes! Any character tying to do something? Let them roll and see how they do. No modifiers are needed! Roll high is good. Roll low is bad. Roll a “20” something great happens. Roll a “1” something terrible happens. Between than make up the difficulty depending on the Character. For instance if a there is trying to pick a lock with his lock picks then make the difficulty lower. If a fighter is trying to use a dagger to pick a lock then make it harder. Sometimes you need to roll for them when they don't know what's going on. Sometimes you need to roll just to make them paranoid.


As a DUNGEONPUNK Gamemaster one must create a badass Gamemaster screen! Make it look cool with at least three panels, Decorate it with fantasy art and make it functional! Creativity is the key!