Site hosted by Angelfire.com: Build your free website today!
Note: until the rulebook is finalized, this page is subject to change

Transferring Characters from Other LARP Systems: IFRA allows characters from other systems to be transferred into the IFRA game system. To do this, simply present an old character sheet from the other game, a typed character history, state how long you have played that game, how many events it has a year, and about what percentage of those you have played in. The IFRA plot staff will then determine how many Skill Points you will have to spend. Please do not expect the character to retain his or her full power. To be fair to current IFRA players, the IFRA staff may tone your character down. Also, as much notice as possible would be appreciated by the IFRA plot team. Contact them here.

List of Races: Specifics coming soon

List of Classes and their Body Totals: Class descriptions coming soon

Experience per level:

LevelXPLevelXPLevelXPLevelXPLevelXP
1st46th3411th8916th16921st275
2nd87th4312th10317th18822nd300
3rd138th5313th11818th20823rd326
4th199th6414th13419th22924th333
5th2610th7615th15120th25125th361

Advantages and Disadvantages With their Point Costs:

You may buy up to 10 points in Advantages by taking on up to 10 points of Disadvantages.
4 Ambidextrous 1-4 Addiction
8 Berserker 1-2 Allergies
4-8 Blackmail 4 Amnesia
2-10 Boon 1 Black Sheep
6 Clear Thinker 4 Branded Criminal
2 Code of Honor 1 Care Free
6 Destiny 3 Chaos Taint
4 Direction Sense 1 Compulsion
4 Educated 2 Curiosity
6 Elemental Resistance 1-5 Cursed
6 Enduring Constitution 5 Dark Fate
1-10 Extra Spells 3 Dark Secret
3 Faerie Affinity 6 Deaf
5 Fast Healer 3 Death Wish
7 Fey Blood 2 Deficiency
6 Fey Friend 2 Disfigured
10 Giant's Blood 4 Driving Goal
4 Good Armament 1-10 Enemy
9 Guardian 2-8 Favors Owed
8 Heir 4 Fragile Constitution
4 Higher Purpose 5 Hatred
5 Inventive Genius 3-8 Haunted
8 Iron Will 2-10 Hunted
4 Knack 7 Incompatible Arts
4 Known by Seelie 8 Inexperienced
4 Library 3 Insanity
6 Linguist 3 Intolerance
7 Luck 1 Lazy
1 Magic Affinity 2 Light Sensitive
7 Magic Sense 1 Lost Love
8 Magical Ability 1 Low self-esteem
3-7 Mistaken Identity 4 Loyalty
5 Mystic Visions 2 Lunacy 
4 Natural Healer 2 Mentor's Resentment
9 Nine Lives 4 Mistaken Identity
6 Noble Blood 4 Monstrous
6 Prestigious Family 6 Mute
1 Prestigious Mentor 1 Nightmares
3 Reputation 3 Oath of Fealty
6 Reserves of Strength 2 Obligation
10 Sharp Claws 6 One Arm
6 Side Effects 4 One Eye
5 Social Affinity 2 Outcast
7-10 Special Gift 3 Overconfident
3 Spirit Ally 2 Permanent Wound
7 Superior Armament 3 Petty Merchant
5 True Blood 2 Phobia
2 True Love 5 Phobia (severe)
5 Underworld Ties 2 Poor
3 Useful Ally 5 Poor Armament
1-10 Wealth 3 Poor Student
3 Wealthy Merchant 6 Race Enmity
3 Well Traveled 1 Reckless
    1 Secret Friendship
    7 Short Attention
    4 Short Fuse
    1 Shy
    2 Speech Impediment (casters beware!)
    3 Strong Dislike of Silver
    6 Susceptible to an Element
    5 Tormenting Master
    3 Twisted Upbringing
    4 Unattainable Goal
    6 Vengeance
    1-6 Vow
    5 Vulnerability to Iron
    5 Vulnerability to Silver
    6 Weak
    9 Weak Will
    7 Werewolf

Starting Skill Points:300 to start, gain 100 additional Skill Points per level

Skill Charts and Skill Point Costs:go to skill charts

Armor Smith:Specifics coming soon

Weapon Smith:Specifics coming soon

Leather Working:Specifics coming soon

Alchemy:Specifics coming soon

Tradesman Skill:Specifics coming soon

Magical Spell Lists, Incants, and Vim Costs:Specifics coming soon

Paths of Enlightenment:There are many paths of enlightenment within the IFRA game system. Once a character finds a path, and finds a teacher, they can begin to gain powers from following a way of life more closely. The powers they gain are called Mantras (which must be bought with skill points). Examples of these paths include Peace & Protection, Wickedness & Cruelty, or Luck & Merriment. All paths are open to any character race or class, provided they fit the description of how one must act. However, paths must be discovered in-game and new characters cannot start with Mantras.

Weapon Damage and Measurement Restrictions: All weapons have a base damage that the weapon will do. Additional damage is based upon the character's skill and strength. Generally, a small one-handed weapon like a dagger will do "1" point of damage, large one-handed weapons will do "2" points of damage, and two-handed weapons will do "3" points of damage. The type of weapon also makes a difference in the type of damage. Wooden weapons do "normal" damage, metal weapons do "steel" damage, silver weapons do "silver" damage, magic weapons do "magic" damage, and so on.

1
WeaponBlade Min. LengthBlade Max. LengthGrip Max. LengthOverall Min. LengthOverall Max. LengthDamage
Dagger16"18"6"22"28"1
Short Sword20"28"12"26"34"2
Long Sword30"38"14"36"44"2
Bastard Sword34"44"18"40"56"2 or 3
Great Sword40"48"22"50"64"3
Short Axe, Hammer, Mace, or Club20"28"12"26"34"2
Long Axe, Hammer, Mace, or Club30"38"14"36"44"2
Bastard Axe, Hammer, Mace, or Club34"44"18"40"56"2 or 3
Small Weapon16"18"6"22"28"1
Naginata25"36"36"60"78"3
Polearm18"26"28"78"90"3
Claw/Natural Weapon/Fists16"18"6"22"28"1
Great Axe, Hammer, Mace, or Club40"3
Spear6"8"30"44"64"2
Thrown Weapon
Bow3 Body
Crossbow3 Body
Staff22"60"78"2

Armor Protection Ratings:Specifics coming soon

Armor Restrictions:Specifics coming soon