STARBASE 1
A LIVE ACTION ROLE PLAY (LARP) SIMULATION
Game Overview
Starbase 1 LARP is a Science Fiction live Roleplay
Simulation, set in the distant future of our own Galaxy.
Humanity has discovered faster-than-light Space Travel and have
already Colonized a large area of Space, only to begin
encountering Alien Empires of equivalent Power. The four major
newly aligned Factions vie over the Planet Atarum’s Resources,
which is in a distant part of our Milky Way Galaxy, centered on
the Sol system, about 10,000 light-years across, which without
Warp Drive, even the most advanced Vessels would take many
months to traverse.
The story begins after a period of increasing tension,
as the Federation invites Ambassadors selected from each of it’s
allied Races, to share it’s out its unique preliminary
Information and Scans of the Dilithium rich Planet, and already
have set up a well equipped Outpost, with Crew and Mining
Technology. These Shuttles offer the opportunity to carry small
Crews over vast distances, opening up fresh horizons for
Research, Expansion and Discoveries. Some NPC Players are
invitees of the Federation, and its partner Starport Industries
- the select few who can intervene in critical Events to
influence the fate of the Starbase 1.
Events represent interventions by the neutral Corporation,
Starport Industries at the behest of local Planetary
Authorities. Each Event will provide opportunities to engage
with local Issues on Planet, and also hire Warp Drive-equipped
Shuttles to Travel elsewhere in known Space, and complete all
manner of Public (and Secret) Missions. Player Teams will have
the chance to earn ludicrous Profits, discover unknown Worlds,
build the power of the Federation and increase their own Status,
Wealth and Reputation, all while under the watchful eye of the
Starfleet Command.
Factions
The four Factions are designed to be culturally and
visually distinctive. At Events, each Faction has a Separate
Camp, arrayed around a “hub” area (for Games Ops and NPC
Starport Industries). Three of the four Factions have strong
cultural Roleplay elements, and their Player Members will be
expected to participate in Cultural Gatherings and Ceremonies.
Each Faction has a Dominant Species, which the majority
of its Attendees will be. Your Character's Species determines a
few basic stats and access to some skills and abilities (such as
the Psionic Powers).
The four playable Factions are as follows;
The Federation and it’s Allies
Humans –
Humans
(Homo
sapiens), also known as Human beings or Terrans, were a
warp-capable humanoid species from the planet Earth, in the Sol
system, Sector 001, of the Alpha Quadrant. Humans were the only
surviving race of several sentient/intelligent species to have
evolved from the Genus Homo.
Klingon - The Klingons (tlhIngan in Klingonese) were a
Humanoid Warrior Species that originated from the planet Qo'noS
(pronounced Kronos), an M-class Planet in the Beta Quadrant. One
of the Major Powers of the Galaxy, the Klingons were a proud,
tradition-bound People who value Honor and Combat. The
aggressive Klingon Culture has made them an interstellar
Military Power to be respected, and feared.
Betazoid - A
philosophical faction dedicated to understanding the mysteries
of the cosmos, guided by a caste of Judges, who possess
mysterious mental powers. The main species in the Commonality
are the powerfully Psionic Priests, whose physical frailty is
more than made up for by their mental abilities and
psionically-enhanced technology.
Vulcans - The Vulcans, or
Vulcanians, were a warp-capable Humanoid Species from the Planet
Vulcan. They were widely renowned for their strict adherence to
Logic and Reason, as well as their remarkable stoicism. In 2161,
their Homeworld became a founding member of the United
Federation of Planets.
Romulan - The Romulans were a
Humanoid Race from the Planet Romulus. The Romulans were
Biological Cousins of Vulcans, descended from those who rejected
Surak's Reforms during the Time of Awakening. By the 24th
century, the Romulan Star Empire was one of the Major Powers in
the Galaxy. After a Supernova destroyed the Romulan Sun, the
Romulan Free State became the official government. Eventually,
the Romulans reunified with the Vulcans and settled on the
planet Vulcan, which was renamed Ni'Var.
Corporate Allies
Starport Industries Corp. - Starport Industries
(Starport Industries) is an American Aerospace Manufacturer,
Space Transportation Services and Communications Corporation
headquartered in Mojave, California. Starport Industries was
founded in 2004 by Rick Smith with the Goal of reducing Space
Transportation Costs, to enable the Colonization of Mars.
Starport Industries manufactures the Warp 3 Engine and Heavy
launch Vehicles, several Rocket engines, Outpost Cargo
Shipments, Crew Spacecraft and Outpost Communications
Satellites.
The Planet Atarum’s Government
The Free Union - A
confederacy of fiercely independent human colonies and alien
worlds, whose adaptability and diversity are their main
strengths. Although the majority of the Free Union's population
is human, its alien Vulcans enjoy equal status in society. The
Free Union has less cultural requirements and a lot more freedom
for divergent character concepts, but has fewer advantages as a
result.
Alien Species
While each Faction has a dominant Species, they also
Rule over other, less powerful or numerous Aliens, which are
under the Federation's Protection. Alien Species can have access
to strange Powers, and the ability, based on their Alien
Physiology, but cannot participate in the society of their
parent Species to the same extent as the dominant Species, and
draw fewer advantages as a result. Each Faction has large number
of Aliens, which Players can choose to Play, with the Agreement
of the Game Team. Alien Species have Racial Abilities assigned
by the Game Team, usually determined by the coolness, and
unwieldiness of their Physreps. If you would like to Play a
Member of a Alien Species, please Contact us with your ideas – a
brief Synopsis of the kind of Species you have planned would be
great, as well as your intended Physrep plans, if any.
See the Alien Species Page for more
details.
The Game
Starbase 1 LARP Events have a variety of Festive and
Linear Elements. Participants play Characters from one of the 4
major Factions of known Space, each of which has a distinctive
Culture, Advantages and Abilities. Within the Factions, Players
belong to a Team, which represents a Crew or various types of
independent Teams working within their Faction. Teams can be one
of 3 types (Military, Corporate or Scientific), which will
determine what kind of Gameplay and Earnings they get during the
Events, as well as signpost what kind of things the Players want
to get involved with to the Organizers. Although each Faction
will have dedicated NPC interactions, such as the Ambassadorial
Representatives of the different Faction's Authority - the
Player Characters are for the most part Self-Governing (although
they may be sanctioned if they step wildly out of line), and the
Faction NPCs are there to provide Leadership and Direction.
Outpost Events will consist of Gameplay with Players
camped according to their Faction, with a central area
containing representatives of NPC Starport Industries (large,
specialized organizations independent of the Factions). Players
will be able to interact with each other, and with
representatives of the Planet, or System that each individual
Event is on (who will provide plot to work through with the
chance of special rewards, goodwill or being paid). The NPC
corporation Starport Industries will provide Services, Missions
that the Players can work to complete for Payment, as well as
the opportunity to go on Missions by hiring a shuttles (both to
set up linear, and also have Player Crews fly Missions using
computers set up to simulate a Starship Bridge). This System
will allow Players to revisit Sites that they have had
involvement with in the past, and progress Plots or built
networks of contacts across the Planet.
In-Character, Events are hosted by the Starport Industries
Corporation, or other local Groups such as individual Planetary
Authorities, or Mining Stations, etc., and Game Participants
will be Ship Crews, and the like, who have been specifically
invited to attend - this is to keep the feeling of the game
somewhat marginalized, and to keep away from grandiose Political
Themes (so while each Faction will probably send a few
mid-ranked Ambassadors, and other Representatives (faction NPCs
to serve as a link between the Faction Players, and the Game
Organizers), they won't be able to send their top-end Leaders,
to boss everyone around. Factions may have some specific
missions lined up for attendees (as they will be able to access
the Jump-capable spacecraft, which the Faction's don't have).
The hosts technically discourage all-out violence between the
factions, but don’t massively care as long as none of their
resources get disrupted.
Each Event takes place in an area generally free of
Laws, and other Legal precepts, as the Starport Industries, who
Host each Event, generally insist on a Legal Exclusion Zone.
However, the Starport Industries Corporation provides Services
at the Outpost that are not accessible otherwise, so remaining
in their good graces is important. The current uneasy peace
between the Factions does not encourage open War at the Outpost,
but there is plenty of opportunity to interfere with the
activities of the Away Teams, and from other Factions. If Player
Teams, or individuals are seen as excessively disruptive, then
they may be denied certain Services, or have Bounties placed
upon them by the Outpost Authorities, which anyone can collect.
Characters with a significant Bounty on their heads might find
themselves drawing the attention of Bounty Hunters, or Mercenary
Teams from across the quadrant.
Player Roles and Abilities
The Starbase 1 LARP does not restrict Players to specific sets of Skills and Abilities. Generally, if a Player is capable of doing something, they are permitted to carry it out, so long as it does not physically harm themselves, or other Players, and does not Violate additional Rule Limitations.
Generally, Characters are organized and
differentiated by two
major Characteristics: Rank and Role. Given the military
nature of Starbase 1,
and it’s Occupants, Rank will play a major part in
establishing both Characters,
and their Storylines. Military Characters will all begin
with a specific Rank
that places them somewhere within the Military Hierarchy.
Whenever possible, Characters
should make an effort to respect the general Chain-of-Command, adhering to the
Orders
of those above them and demonstrating superiority over
those below them. While
occasional disobedience towards Superiors is permissible –
especially if it is
a Trait determined by the Character’s background – such
actions should draw Penalties
from higher-ups. For a full breakdown of Starfleet and
Command Ranks, see the Rule
Book.
Key Points
◼
_If a Player can
carry out a Task within other Rule limits it is
permissible.
◼
_Major
differences between
Characters are determined by Rank and Role – both
determined by a Player’s Character
Bio.
◼
_Military and
Non-Military
Characters will exist within a hierarchy of Rank;
Respecting (or in some cases
ignoring) the Chain-of-Command will be an essential part
of Roleplay.
◼
_The
responsibilities
of a Character’s Role will be explained during Tutorial
Sessions prior to the
Game’s Start. Players will have ample time to learn the
Skills needed to carry
out their Duties.
◼ _It is possible to allow a
Character
to change Roles if another Character teaches them the
necessary kills, and they
do the necessary Training. Characters new to a Role
should never be perceived
as being more capable than those who originally began
within that class.
While Civilian Characters do not
fall within the Military Hierarchy,
they also possess a notable Chain of Command. Especially
within the Civilian
Government, the Outpost Governor will act as the highest
Official, with lesser Officials
ranking beneath them. Civilian Colonists have very little
Authority, and are
generally placed below all others. Their obedience to the
Military’s Ranking
System is purely optional,
as they have no personal background, or interest in it.
In addition to
Rank, Characters will also have a specific Role that helps
to define their activities
within the Mission. Some Characters will be Engineers or
Scientists, while
others will be Crewmembers, or Officers. A Crewmember may
be ranked as an
Ensign, but possess his Role of helmsman of the SS
Einstein. In every
case, they will be tasked with a set of responsibilities
as outlined in their Character
Bio’s.
The ability to
perform these Responsibilities will depend greatly on the
Training Session that
each Character will receive before the commencement of the
Event. In the hours
before Game Time, Players will be Briefed by Starbase 1
Staff Members according
to Character Roles. In some cases, this may involve
familiarizing Players with
specific props or locations, while others will be
introduced to specific
Software essential to their Character. In every case,
these Tutorials will
allow a Player time to gain the necessary expertise, to do
their Job well, once
the Mission begins.
GAINING RANK
Acts of great Service and Heroism
are always to be Rewarded,
and it is possible for Players to be awarded with a
greater Rank while serving
in the line of duty. This should not be commonplace,
however, and generally
requires the Permission of the Fleet’s Admiral. When this happens,
the character will earn the Respect
and Prestige of their new Rank.
LEADERSHIP OF
THE
FLEET
As a General Rule, the three
highest-ranking Characters in Starbase 1 are
the Fleet Admiral, the Civilian Outpost Governor, and
the SS Einstein’s Captain
(who ranks below the Admiral). Conversions between
Military and Civilian Rank
are left deliberately ambiguous, and should ultimately
create tension between Characters.
After all, who really leads the fleet – the Governor or
the Admiral?
Because
these Skills
depend almost exclusively on the ability to carry them
out, it is possible that
– as the Game progresses – Characters may instruct others
in how to do their Job.
In this way, it is possible that a Civilian Colonist could
be drafted into the Starfleet
Mission to assist a Terminal Repair– an important
opportunity if the existing
Techs are unavailable. Many Players — including those in
Civilian and Command Roles
— may already be trained in tasks during Pre-game Tutorials to
correspond to their past backstory. For
the purposes of Roleplay, such opportunities present
challenges In-Character;
Reassignment should be met with opposition, or Support
from others, and always
with the Permission of those in Authority. Most
importantly, shifting Characters
into a new Role, should never give them superiority to
those who were
originally assigned that Role. A Colonist-turned-Engineer
should attempt to be
less-skilled than the Engineers who began in that Role,
even if it means Roleplaying
a degree of incompetence.
Missions
A big part of Gameplay will involve Away Missions to
Science and Research Stations, or in Space. While all of the
Factions have access to Warp travel, it is relatively slow, and
takes hours to get from System to System. One of the Starport
Industries, the Spacer Collective, has Shuttles that are able to
warp across space instantaneously - this Corp hires out these
Shuttles to PC Teams, so that they can go on Missions. Player
Teams can hire a Shuttle for a timed slot to jump to an agreed
destination - this gives the Plot Teams time to prep the Mission
in advance. Some Missions will be purely Spaceship-based (which
will be simulated using a room fitted out to run the Spaceship Bridge Simulator Game with customized,
In-Character Scenarios) or could involve travel to a Planet and
Transporting down to do a ground-based Mission. One of the
Factions, the Commonality, will have an alternative method of
visiting other Planets - they have Psionically active Plants
that can be attuned (via a ceremony) to open a Portal after a
set time (basically the prep time for the thing they want to
do).
Mission Examples
§ Join an Away Team on a Mission, fly to a different
Planets, beam down, Repair or Replace Equipment on a distant,
remote Planet Outpost.
§ Destroy an incoming Asteroid that will impact the
inhabited World.
§ Assist a beleaguered Shuttle.
§ Rescue some Player Characters whose Shuttle was
destroyed.
§ Intercept and destroy Hostile Aliens/Space Pirates, or
whatever.
§ Transport to a Planet, and investigate, or cure an
unknown Disease.
§ Transport to a Planet surface and Survey/Collect some
strange unknown substances. FOR SCIENCE!
§ Transport to a Planet surface, hunt some obscure Element
and harvest its rare and precious s for a Vaccine.
§ Investigate various sites on the Planet suitability for
Mining.
§ Scout the inhabitants of a newly discovered Alien
Colony.
§ Uncover ancient Ruins, and prevent the looting the
Artifacts within.
§ Evacuate a compromised spy before they are caught and
interrogated by another Faction's police.
Players can also send Messages via the Spacer
Federation's wormhole network to Teams, Command, as well as NPCs
elsewhere, but there will be no Real-Time Conversations with
Offworld NPCs (for Game Logistical reasons).
Local Issues
Every Event will be set on the same specific Planet,
which will have Local Plot and Opportunities for the Players to
gain Resources, or improve their own and their Faction's
Reputation with the Locals. The precise agreement between the
Locals, Starfleet and the Starport Industries Corporation is
usually laid out in advance. Usually each event will take place
on a different planet, and the local issues will form an
overarching plot thread for that event that everyone can get
involved in if they choose.
Example local issues might include;
§ A Mining Outpost has unleashed strange hostile Aliens
from deep within the Planet, and is looking for help dealing
with them.
§ A Network of bizarre Ruins has been found by an
Archaeological Expedition, and Starfleet is invited to look into
them.
§ A Territory dispute has arisen between two Colony
Settlements over the recently uncovered Dilithium Resource – the
largest share of which will be given to the group that helps the
most.
Appearance and Themes
A wide range of Science Fiction Media, but the Main
Pitch lies somewhere between Star Trek, the Star Wars series,
and Firefly/Serenity inspires the setting. There is a lot of
visual divergence info between each Faction available on their
Brief for Costume and Technology, and they are intended to have
signature looks that make the Members of each one discernible at
a glance.
Although the styles of the Game have borrowed from a
number of well-known Sci Fi genres, the final mix is intended to
be a unique setting, and we encourage Players to design
Characters and Costumes that works within the Setting. For our
part, we have created Guidance for the look that we are going
for with each Faction, and are in the process of creating
examples of In-Game items that fit within the setting, as well
as a range of Science Fiction Set-Pieces.
Most standard LARP weapons and armor types will be usable in
Starbase 1 LARP - melee weapons are a viable choice, as are
shields and projectile weapons such as bows and crossbows of
less than 30lbs draw. Energy weapons are Physrepped in the game
by Nerf-style dart guns. All energy weapon physreps must use
foam darts with compressible rubber heads (similar to the Nerf
Elite Dart - http://nerf.wikia.com/wiki/Elite_Dart) Light and Medium energy weapons fire the smaller
versions of these darts, while Heavy energy weapons can only use
their abilities with the larger “Mega” versions. Darts with flat
rubber tips, suctions cups or similar are not allowed. Building
some form of eye protection into your character kit, while not
mandatory, is strongly encouraged.
Items & Economics
One of the main Goals of the Game will be attempting to
earn Money, improve your Equipment, and use Cash to further your
IC goals. There are some high-end Services offered by Starport
Industries, which will require a lot of IG Money to Purchase
(even one-shot resurrections). Basic Equipment is fairly cheap,
and Teams will do Online Training as well as well as upgrade
Profiles between Events. Engineers and Scientist Characters can
modify Equipment, and perform Research to improve their Gear or
unlock the Secrets of forgotten Technology, but these things
need to be maintained, and the cost increases the more
extensively an item has been improved. The idea is that there
are numerous diverse components to the Game - Faction Politics,
individual Status, building networks of Contacts, Research and
Discovery, gathering knowledge and making things, but a lot of
these activities can be made easier by having and spending IC
Money.
In the Sci-Fi Genre, Technology and how it is used is
often an important part of the story. Starbase 1 LARP makes
substantial use of items as the source of Special Powers and
Abilities rather than innate Powers like Magic or Superpowers.
There are a wide range of Game Item Types that Players can
acquire, and modify in order to help them achieve their Mission
Goals, and affect the Game Setting. See the Game Page for
more details.
Core Design Principles
Freedom and Flexibility
The Game is designed to allow Players room to create
interesting Concepts, cool Physreps, and do things that make
changes to the Setting that endure.
§ The scale of the System will be focused on the Actions
of Individuals and Teams, rather than Nations and Empires.
§ A Legal System flexible enough to be a Threat (and to
discourage Players from killing NPC Functionaries), while at the
same time not completely suppressing Assassination PvP.
§ Preserve the opportunity to revisit planets from
previous games, so that plots initiated there can be followed up
at later events. Once a planet enters the general game
knowledge, it can be revisited.
§ Vulcan race abilities to encourage cool and unique
Physreps and Prosthetics, but their social downsides should
prevent them becoming ubiquitous.
§ Flexibility on the back-end, with mechanics and systems
in place to allow player freedom, while giving enough
constraints to prevent the Game Team imploding with stress at
events.
Immersive and Collaborative
Setting
A key element of the Science Fiction Genre is
Exploration of the Unknown. The Setting has been envisioned to
allow for uncovering not only new Worlds, and strange phenomena,
but more Information about the History of Sentient Life in the
Galaxy.
§ Faction Races that are strong and distinctive, and give
advantages to Players who Role Play them, but room left for
People who want to do their own thing (the Free Union offers
this flexibility of concepts).
§ The Setting and Background leaves room for new Threats
and Opportunities to come from - the first wave of Federation
Habitation & Terraforming Probe distance lies beyond the
domain of the established Empires.
§ We encourage Players and Crew to add to the depth of the
Game Setting in a Positive, Collaborative way. This is reflected
in Players being able to submit Profiles as
a Vulcan Species, but is intended to
stretch beyond that - if you have a cool idea that you think
will add to the Game, we encourage you to Contact Us, and we can work
with you to try and incorporate your idea into the Setting.
Logistics and Longevity
Systems have been created to prevent the game becoming
stale or impossible to run in the long term. Setting, theme and
game mechanics are designed to make it easier on the Game Team
to handle multiple plot threads, on-the-fly linear and support
the other design goals.
§ A wide range of Linear Missions available, but not total
freedom to go anywhere at any time as the means of transport
(Federation Shuttles) needs to be hired. Missions are cued by
Plot Drops, or Public Information Posts (on a bounty board), and
Players will be able to choose which ones to go on and when, but
this flexibility will require prep time, so total freedom
(Player-owned Shuttles are able to go anywhere) is impractical.
FTL Travel is structured to give a reason for why using the
Hired Shuttles is necessary, so that they can be booked to give
warning in advance.
§ Combat will be gritty, tense and story-driven, but
fairly infrequent. Characters are relatively hard to Kill off,
but Healing is slow. Missions should give opportunities to pull
out and leave, with slow accumulation of Walking Wounded
Characters, or needing to take Breaks instead of a Resource
Consumption/Total Party Kill precipice (when instant Healing
means you keep going, and going until you run out of Healing,
then everyone Dies).
§ No specific set-piece Combats (such as mandatory large
Battles) demanding realistic Plot Reasons, as this often becomes
tired, and thin over time.
§ A focus on Equipment as the source of Special Abilities
to Level the Playing Field a bit after a few years of Power
Creep. More experienced Characters should have more options
available to them, but not be invincible for dedicated Newbies.
More powerful Equipment, also costs more to maintain - cash
should constantly drain out of the System as Player Characters
improve their Gear. Surplus Equipment found on Missions can be
used by PCs, or sold to Starport Industries - in most cases it
is a Liability otherwise.
§ Event 1 “Discovery” - 15-17th of May 2022 at Outpost Camp near Mojave
Spaceport.
§ Event 2 “First Contact” - 17th-19th of July 2022 at Outpost Camp near Mojave
Spaceport.
§ Event 3 “The Peace Accords” - 2nd-4th of October 2022 at Outpost Camp near Mojave
Spaceport.
When you attend one of our events, you
will need to have a Character and a Team. We also need some
Out-of-Character information from you for safety reasons (see
our Privacy Policy for details of what
we do with this information). We gather this information using
the following series of Google Forms. Note that you cannot
create a character without first having booked a ticket for one
of our events. Once you have booked at ticket, we send you a
Player ID number that you can then use to fill out the following
forms.
Starbase 1 LARP events are gatherings of
Companies, Crews and Individuals from across the four Factions, usually invited by
a group of Starport Industries with interests in the local star system. Typically one
or more Starport Industries will have a direct stake in what is
going on on the planet that the event is held on, and will enter
into a joint venture with the others to host a gathering of
contractors, experts, mercenaries and troubleshooters (the
players).
Before the event, the Starport
Industries set up a hub area with various facilities, as well as
four Faction camps. Once the event starts, the Starport
Industries and possibly locals will have tasks that they need
done, and are willing to reward those who can do them - with
money, assistance, renown or rare items. The majority of tasks
will be published on a Bounty Board in the Hub area, although
most parties who need things done will have a few secret
missions that they will only offer to those who they trust.
Tasks and Missions might require ongoing work on site,
transporting to other areas on the Planet, or even hiring a
Shuttle from the Spacer Collective, capable of
Jumping vast distances in the blink of an eye.
Missions might take the form of
Bounties, or specific goals handed down by the faction
representatives to their trusted Members. Some Missions will be
ongoing throughout the weekend, others might have to be done at
a specific time. Most crucially, and unlike other LARP systems,
Player Characters are not assigned specific slots to do specific
things. Individuals and Crews will be able to undertake and
complete missions and claim their bounties as and when they
become available in the local area, or by hiring slots on Federation Shuttle to go and complete Away Missions. As to the
ongoing Plot behind each Missions - some may progress in one way
or another if the Mission is completed (or not completed), while
others may just roll on to the next Event. It is up to the
Players to prioritize what they want to do, and when.
Bounties are publicly listed tasks with
publicly listed rewards for those who complete them, and are
generally facilitated by the Clearance
Organization, who will maintain
a listing of available bounties and keep it updated. The first
person or crew to claim the bounty, providing evidence (which
could be a ship's log recording), gets the reward. Some bounties
will be ongoing throughout the weekend - for example, Advanced Armaments have been known to offer a standing reward for each
piece of unknown alien tech brought to them.
Usually, the specific faction or
Starport Industries offering the bounty can be approached for
additional information about it. Some bounties may not be
possible to complete at any given event, and might require
several events worth of planning, investigating or accumulating
equipment before they can even be undertaken.
Player characters can place Bounties -
for tasks, items, services or even people if they wish. The Clearance Organization representative is happy to talk to any character about
any bounties they might wish to post.
The
Federation will have one or more
Shuttles available for hire in one-hour slots throughout the
weekend. Hire Slots are issued on a first-come-first-serve
basis, and usually released in clusters for that day. You can
buy multiple slots, and will be issued a voucher for each one
you buy. Vouchers can be transferred, sold, auctioned, traded or
lost, but whoever wants to use the voucher must inform the
Collective representative of their destination at least an hour
before their slot (so the Collective can compute the impact, and
the Game Team can prep what needs to be prepped). The Voucher
can be lost or transferred after this point, but whoever has it
can board the Shuttle and jump to the pre-arranged location. If
the voucher is completely lost, then either the slot is wasted
(no refunds) or the person who bought the slot can redeem some
of their down-payment by signing an affidavit saying that the
voucher has been lost, and the Collective will then re-issue it
(for the original payment).
At the beginning of a hire slot, the
crew report to the Starship Bridge, represented by an instance
of Spaceship Bridge Simulator. They will then transport to the computed destination
to complete their Mission - which could be purely in Space, or
also involve teleporting down to the Planet, and doing things
there also (similar to linear Adventures in other LARP Systems).
There is rarely any official Law
Enforcement at Events, beyond what People are willing to Pay to
have enforced. Characters and Starport Industries may post
Bounties for the Apprehension, or Punishment of Troublemakers.
Starport Industries are loath to intervene unless they are
attacked directly, but they do have an interest in keeping
generally good order at Events.
A Character's Reputation is one of their
most important Assets. While Reputation and Status with certain
Factions and Starport Industries can be bought as skills, it is also
affected by someone's behavior towards that Team at an Event.
Reputation is the key to many hidden doors - from special
discounts to secret Assignments and rare opportunities.
Characters with good Reputation may have special privileges such
as being able to take out loans, etc.
At Events, there will be a good number
of NPCs who are there to facilitate the Game and help Players
Roleplay, and find things to do.
Each Faction will have one or more
Representatives, NPCs who serve as a connection with the
Faction's authorities. These NPCs are primarily there to help
out their Facion's players, signpost them towards things they
might be interested in, and serve as exemplars of that Faction's
culture and themes. If you are at a loss for something to do, or
just need a bit of help, your Faction Representative should be
your first port of call.
Starport Industries Representatives are the
Hosts of each Event. There will usually be a few prominent
Starport Industries NPCs hanging around the hub area, offering
various Services and facilitating Missions. There may also be
lower-ranked NPCs, usually in plain Jumpsuits, with Starport
Industries ID Patches - these are typically Game Team Members,
doing OOC facilitation of the Game, but they are still present
within the Game World.
Combat Skills Combat skills
represent your Character's abilities to Fight, endure Pain and
use Combat Equipment. These Skills are generally used in LARP
Combat, although some will have utility in other situations.
Most do not have any application in downtime.
Combat Skills
Cost
Ability
Toughness
2+
Grants +1 locational Body Hit per Rank.
Resilience
1+
Your Death Count is extended by 100
seconds
per Rank.
Dual Weapons Training
2
You can fight with two Weapons
simultaneously.
Shield Training
2
You can use Shields to block Attacks.
Large Melee Weapon Training 2
You can use large Melee Weapons
Projectile Weapon Training
4
You can use a Projectile Weapon.
Thrown Weapons Training
1
You can use thrown weapons.
Med Energy Weapon Training 2
You can use a medium energy weapon
Hvy Energy Weapon Training
2*
You can use a heavy energy weapon.
Medium Armor Training
2
You can wear Medium Armor effectively
(2
locational hits).
Heavy Armor Training
2*
You can wear heavy Armor effectively (3
locational
hits).
Steel Nerves
2+
Reduce the duration of FREEZE calls that
affect you
by 5 seconds.
Steel Head
2+
Reduce the duration of KNOCKOUT calls that
affect you
by 5 seconds.
Steel Viscera
2+
Double the progression Time of Toxins &
Diseases
that affect you, better chances in
Surgery.
+ - Can be acquired multiple times. Cost increases by 1
point each time.
* - Prerequisite skill required.
Each rank of the Toughness Skill taken grants you +1
Locational Body Hit. Every rank you purchase increases the cost
by one Character Point.
Resilience
Each Rank of the Resilience skill taken extends your
Death Count by 100 seconds. Every Rank you purchase increases
the Cost by one Character Point.
Dual Weapons
Training
Dual Weapons Training allows you to wield a weapon in
your off-hand and make attacks with it. You cannot dual-wield
Weapons that require 2 hands to use.
Shield Training
Shield Training allows you to use a Shield in your
off-hand. You can use a Shield to block attacks and Energy
Weapons Fire, but cannot use one to make Attacks. Physically
impacting or barging another Player with a Shield is not
permitted. If you are under fire by Energy Weapons impacting
your Shield, you cannot move except to Hide behind your Shield,
or slowly Retreat.
Large Melee
Weapon Training
With Large Melee Weapon Training, you may use great
weapons or pole weapons 42”-84“ in length, held in both hands.
You may also use pike-style Weapons, which are more than
85”-108“ long, but must have a thrust-safe tip and only be used
for thrusting, and held in both hands.
Projectile
Weapon Training
With Projectile Weapon Training, you may use crossbows
and bows checked as being suitable for LRP (which must have no
more than a 30lb full draw). If you intend to use this skill
then you must attend a safety briefing at the start of the
Event. Improper use of a Bow or Crossbow may result in your
Character being stripped of this Skill.
Thrown Weapons
Training
With Thrown Weapons Training, you may throw LARP-safe
throwing weapons to deal a single point of Damage. Thrown
Weapons must be at least 8” long in one dimension, constructed
from coreless Foam, and must represent actual Weapons - Knives,
Darts, Saw Blades, etc. “Thrown weapons” resembling Rocks,
Cheese, Fish and other novelty items cannot be used as Thrown
Weapons.
Medium Energy
Weapon Training
You may use Medium Energy Weapons – NERF dart guns with
an ammo capacity of 10 or more darts, a clip system or a powered
firing mechanism. Note that any energy weapon Physreps that use
a Clip system are considered to be Medium Energy Weapons, even
if the clip you are currently using has a capacity of less than
10 darts.
Heavy Energy
Weapon Training
You may use Heavy Energy Weapons – NERF dart guns that
fire large MEGA-style darts. You must have Medium Energy Weapon
Training to purchase this skill.
Medium Armor Training
You may wear Medium Armor, which provides 2 locational
hits.
Heavy Armor
Training
You may wear Heavy Armor, which provides 3 locational
hits. You must have Medium Armor Training to purchase this
skill.
Steel Nerves
Your nervous system is hardened by repeated exposure to
numbing agents, and has become more resistant to them. For each
rank of Steel Nerves you possess, you may decrease the duration
of FREEZE calls that affect you by 5 seconds. If this would
reduce the duration of the call to 0 seconds or less, then you
must call RESIST and Roleplay bracing yourself against the
Attack. Every rank you purchase increases the cost by one
Character Point.
Steel Head
You have
developed the ability to remain conscious and reduce the effect
of stunning agents, either by training or sheer exercise of
Will. For each Rank of Steel Head you possess, you may decrease
the duration of KNOCKOUT that Affect you by 5 seconds. If
this would
reduce
the duration to 0 seconds or less, then you must call RESIST,
and Roleplay bracing yourself against the Attack. Every Rank you
acquire increases the Cost by one Character Point.
Your
Constitution has become more resilient, and resistant to
Diseases and Toxins, slowing their progression in your Body. The
progression time of Toxin and Disease Conditions is doubled, and
for each additional Rank of this Skill that you possess, it is
increased by the same amount again. For example, if you were
affected by a Toxin which progressed to the next Stage in 1
hour, then with 1 rank of this Skill it would progress in 3
hours, with 2 ranks it would take 3 hours, with 3 ranks it would
take 4 hours, etc. Every Rank you acquire increases the Cost by
one Character Point.
In
addition,
if you are the Patient in a Surgery,
every Rank you have in the Steel Viscera Skill adds one Green
Scan to the Treatment Option. This makes it more likely
that the Surgery will succeed, and reduces the Risk of bad
things happening.
Surgery is one of the uses of the Physician Skill, and provides
opportunities for tense Medical Roleplay.
Physicians can perform Surgery to treat
some Conditions - Broken Bones, some
Infections, Infestation by horrible Alien Parasites, etc.
Surgery does carry some risk, however, and may fail, or even
have negative consequences. The Condition Scan will indicate the
type of Surgery required, and whether any additional resources
like Medicaments, or other
requirements are needed.
Having more ranks in Physician makes a
surgery more likely to succeed, as does working with a team of
other Physicians or on a patient with the Psionicskill. Some Conditions might be more challenging or
risky to try and remove, particularly complex or
life-threatening ones. As a surgery progresses, unless the
Condition is repaired quickly, the risks increase more and more,
and an unlucky surgeon must eventually choose to stop working or
continue and potentially risk a patient's life.