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© 2009 Raven LARP Inc.

Raven LARP Rules

The primary source for our rules is the rulebook, which can be downloaded in PDF form: The rulebook version is currently "beta 4", and will be updated to its final 2010 version shortly.

Discussion about the rules takes place in our Rules Discussion forum.

We also have quick reference printable spell lists for Earth magic and Celestial magic.

Additional Rules

Locks, Keys, and the Pick Locks skill

The rules for locks and lock picking were intentionally not included in the rulebook as they are very dependent on the particular props we happen to be using.

Locks are represented by multiple dial combination locks of varying difficulty - having 2, 3, or 4 dials. Each lock will have a tag attached giving the lock a unique lock number and an encoded string of numbers and letters. Locks are always built into a container and cannot be removed and used to lock something else.

A key will have a suitable phys-rep, with an attached tag showing the corresponding unique lock number and giving the combination.

There are no limitations on how players can interact with the combination - it can be memorized, communicated between players, written down, covertly stolen by glancing at the key, and so on. However, if the lock is ever opened without the key the lock is broken and cannot be re-used.

All players can attempt to open the lock by trying combinations. Buying the skill "Pick Locks" will give you the details of how to decode the string of numbers and letters on the lock tag to get the first number in the combination, making it 10 times easier to break the combination. The details of how to do this decoding are a secret and may not be communicated to players without the skill.


Death Penalties

The rules for the death penalties that take effect when a character has died and resurrected one or more times are also not included in the rulebook, as they may vary across campaign settings.

The following penalties are based on the number of deaths recorded on a character card. This number begins at zero (no penalties) and increases by one for each death, until the 7th death (that is, dying with 6 deaths already on card) when the character cannot resurrect and becomes "permanently dead". It can be reduced by "buying back" deaths, as detailed in the Campaign Policies page, and the corresponding death penalties are removed. The penalties are cumulative if applicable, except the last one.

  1. The effects Physical Shield, Elemental Shield, Poison Shield, Magic Shield, and Magic Reflect are removed at the end of each logistics period when skills are reset. (Normally, these effects last until used up.)
  2. The character is immune to the effects Magic Reflect and Greater <Type> Blade.
  3. Only 3 out of the 4 Shield effects (Physical Shield, Elemental Shield, Poison Shield, Magic Shield) can be on the character at once.
  4. The Life effect returns the character to the Alive state with 1 body point, instead of full body points.
  5. Only 2 out of the 4 Shield effects (Physical Shield, Elemental Shield, Poison Shield, Magic Shield) can be on the character at once.
  6. All previous penalties are removed. The character gains +5 body points, +2 armour proficiency, "personal eldritch strength" 2x per day, and takes 2 minutes instead of 1 to move from the Dying state to the Dead state.