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Props

In the Shards of Orn, you use a variety of items, collectively referred to as "props," to serve various game purposes. Some of these props act as physical representations, or "phys reps," of in-play items and effects. For example, a boffer sword represents a real sword in play, and a packet may represent a wizard's spell as it flies through the air. Other props exist out of play to communicate information about your character. For example, white headbands are used to signal that you are out of play, and character sheets are used to verify what your character is able to do. The props you are likely to encounter are listed below.

Character Sheets

Your character sheet serves two main purposes. First, it validates that you are allowed to play. Character sheets are not valid unless they are signed and dated by an admin, which generally occurs at registration after you have paid your game dues. Second, your character sheet serves as a record of what character you're playing and what actions that character is capable of performing. This is a handy reference for you, as well as a valuable aid for marshals in settling game disputes.

Note that, if you are in play, you must carry a valid character sheet at all times. This applies to players as well as monsters and plot members. Failure to do so may result in disciplinary action.

Costumes and Make-Up

Part of the fun of a fantasy LARP is dressing up as your character. A good costume can help you get into the proper mindset and enhances everyone else's fun.

When planning your costume, remember that period attire is required. Among other things, that means no watches, blue jeans, T-shirts, sneakers, or the like. Preferred articles of clothing include tunics, vests, wrap pants, leather boots, etc. When in doubt, ask yourself whether or not you would fit in with the actors at a Renaissance fair. If the answer is yes, it's probably okay.

It's also important to keep your character's race in mind. Any race other than human has special costuming requirements. For example, elves require prosthetic ears, angori require prosthetic horns, and homunculi require green face paint. If you cannot meet the costuming requirements of a particular race, you will not be allowed to play a character of that race.

Lastly, remember that Orn is a non-religious game setting. Out of respect for the diverse backgrounds and beliefs of the other game participants, you are asked to refrain from displaying real world religious symbols as part of your costume. For more information, please refer to the policy on in-game religion.

Boffer Weapons

Boffer weapons are weapon replicas constructed out of various types of padded foam. A well-constructed boffer weapon can accurately simulate the appearance of a real weapon without the risk of injury to participants. They come in all shapes and sizes, from swords and axes to daggers and polearms. Before they are allowed in play, all boffer weapons (even previously approved ones) must be inspected and approved by a prop marshal for adherence to safety guidelines. This generally occurs at registration.

If you're interested in purchasing a boffer weapon for the game, the Shards of Orn is affiliated with several pre-approved boffersmiths (link to be added) whose weapons should have no problem passing inspection. If you prefer to do it yourself, please pay close attention to the instructions in this boffer weapon construction guide.

Packets

Many special actions in the game can be performed at range. The mechanic to determine whether the action successfully hits its target is to throw a packet. Packets are small squares of cloth packed with bird seed and tied off with a rubber band. Like boffer weapons, they help minimize the risk of injury to participants.

Packets are generally donated to the game and made available to all participants. If you'd like to construct some for game use, please read this quick guide on packet construction (link to be added).

Item Tags

Item tags are small slips of paper that represent an in-play item. Like a miniature character sheet, item tags must be signed and dated by a marshal, and give details about what the item is and what actions it can be used to perform. Often, if the item tag represents a piece of armor, weapon, or other phys rep, it will be affixed to that phys rep for the duration of the event.

Headbands

Headbands of different colors are out-of-play signals used to indicate something about a participant. White headbands indicate that a participant is currently out of play.

Additionally, bright orange headbands indicate that a participant is a non-combatant. Non-combatants are in play but, for medical reasons or by virtue of being underage, are not allowed to engage in boffer fighting. Non-combatants are required to avoid areas of active combat, and other participants are restricted from fighting them.

Hand Signals

Although not technically items, hand signals nonetheless communicate important information about your character.

Holding one hand over your head indicates that you are temporarily out of play. This is the same as a white headband, but is generally reserved for occasions when you're going out of play for less than a minute or two.

Holding two hands over your head indicates you are concealed. When another character inspects you out of play, you must tell them what your level of concealment is. Note that actions of any kind, even common actions like moving or speaking, break concealment unless otherwise indicated by the concealment effect you're using, and other characters may possess abilities that allow them to sense your presence or pinpoint your location in play.

Monster Tabards

Player characters (that is, characters created and played by players) wear a wide variety of different costumes. Monsters, on the other hand, wear special tabards to distinguish themselves from player characters. Monsters are frequently dangerous and/or hostile, so it's important to be on the look out for participants wearing monster tabards in play.

Cabin Notes

Often, characters will store in-play valuables in their cabins and set up in-play safeguards to protect those valuables from being stolen. Cabin notes are special, out-of-play instructions that detail those safeguards to rogue marshals who accompany thieves to your cabin. Cabin notes should be written legibly and kept in an envelope near the door to your cabin. Only rogue marshals and other residents of your cabin are permitted to read them.

Decorations

Often, the tavern and individual cabins will be decorated with lights, drapes, wall hangings, and the like. These props are technically in play for the purposes of backdrop. As such, they do not require item tags and cannot be used to perform in-play actions.

Thad | Sat, 11/22/2008 - 12:08am