Into the Black Contents Chapter Page Introduction 3 Out of Character Safety and Well Being 4 Combat Safety 6 Phys-reps 8 OOC Information 9 Character Generation 10 Merits & Flaws 13 Skills 16 Combat 22 Body and Dying 22 Doing Damage 25 Combat Calls 29 Character Advancement 31 Virtuoso Skills 35 Into the Black – Lightning Bug LARP Main Rules v1.03 1 Into the Black Introduction This document contains the rules and information for playing the game. Everything you need to know to play the game should be here, with the exception of the technical skills (mechanics, cortexing) which have their own document. Player packs All players should report to God (Game Organisation Desk) at the start of the event for sign in, weapons check and to collect their player pack which will include their initial wound cards (three white, one red). Player briefing Before time in at each event there will be a briefing to ensure everyone is familiar with safety procedures and first aid cover as well as any specific information for that particular event or site. SAFETY – key concepts Players, crew and staff are responsible for their own and each other’s safety at all times. If in doubt, ask a ref: this is especially important as these rules are substantially different to those used previously. Into the Black – Lightning Bug LARP Main Rules v1.03 2 Into the Black Out of Character safety and wellbeing Trigger warnings Due to the nature of the Universe we are playing in, this LARP regularly explores themes of war and its aftermath, genocide, violence, crime, death, torture, mental illness and other harrowing themes. You should note that due to this, it is not generally suitable for players under 18. Also the above will not be warned of specifically so should be expected to be addressed at any event in plot, NPC interactions and personal role play. The game will not generally address themes of sexual assault or sexual violence and if it does, it will generally be by inference (We cannot eliminate this theme as it is an integral part of things like Reaver canon and similar). You are still able to include these concepts in your backstory, but you should be aware that they will not come up in game plot. If you wish to address the aftermath in personal plot, it will be done in such a way as to minimise the risk of causing distress to players and/or crew. Also please give consideration to others and check OOC (Out of Character) that those around you are ok before involving them in role-play around this subject. You are not permitted to role-play any serious sexual assault even if all those involved are ok with it. Due to the age restrictions on our events, incidences of violence towards children will be few and will generally be ‘off camera’ and by implication. The exceptions will be with crew who are over 18 but look younger or with mannequins/dolls. As with the above guidelines on sexual violence, players are welcome to include this in their backstory and to mention and role-play around this subject but should do so sensitively and with consideration. If anyone choosing to attend one of our events as a player or crew is aware that they have specific triggers that could cause them distress, we strongly encourage them to talk to us ahead of time so that we can prepare them for what may occur/arrange for that particular role-play to be carried out after they have been given time to remove themselves from the immediate area/offer guidance as to whether it is integral to plot and therefore, as a last resort, discuss if the event is suitable for them to attend. Equalities statement In any LARP game, it is important to be very clear on what is acceptable both in and out of character. Conflict is often at the core of LARP plot and this is part of what makes it fun. It is not our intention to constrain any role-play or interfere with the idea that IC (In Character) actions and words have IC consequences. It is, however, useful to have guidelines to minimise the chances of IC actions causing OOC distress. OOC: We (Lightning Bug LARP) will not discriminate on the grounds of gender, gender identity or expression, race, ethnic origin, body size, physical appearance, religion (or lack of), sexuality, disability, marital status or age (with the exception of the above referring to the unsuitability of the Into the Black – Lightning Bug LARP Main Rules v1.03 3 Into the Black events for those under 18). We expect our players to abide by the same rules and sexist, racist, homophobic, transphobic, ableist or sizeist language or actions will not be tolerated. We aim to make our game as safe a space as possible for everyone and to promote an atmosphere that actively encourages this. However, given the nature of the hobby, some events may not be held at sites where all plot is fully accessible to those with disabilities and in light of the aforementioned trigger warnings, players attend our events at their own discretion. IC: This game takes place in a future universe. We have actively chosen not to reproduce existing states of oppression and discrimination, partly because it is not cool or interesting, but mostly because we believe LARP should be an escapist hobby for everyone, which includes people who may have to deal with discrimination in real life. It is not acceptable to IC use racist, homophobic or transphobic language. These are not forms of discrimination we have any intention of exploring in game and we do not feel anything is gained from doing so. We do have a number of people roleplaying companions and other sex workers in the system. In the Serenity ‘verse, you should note that companions are often (usually) well respected, at least among the Core and Border worlds. However this view is by no means universal, especially on frontier worlds or extended to other sex workers and as such, certain characters may have strong and disapproving views. If you do choose to play a character who is involved in sex work, you should note that there might be negative role-play around this, including use of offensive language, for example ‘whore’ as well as people self-describing as such. In this, as in all LARP, there should be a clear line between what is role-play and what is not and we expect everyone to remember this. We also touch on ableist language and attitudes, especially around mental illness and substance abuse. It is ok to portray characters with mental illness and issues of this nature and portrayals of the after effects of traumatic military service are core to a lot of characters. You should, as with all role-play, strive to be sensitive about this and avoid offensive portrayals of people with mental health issues. This means avoiding generalised and offensive stereotypes and common misconceptions about people with mental health problems or playing it for laughs. If you choose to include a particular concept in your role play, try to do so sensibly and realistically. Into the Black – Lightning Bug LARP Main Rules v1.03 4 Into the Black A lot of role-play takes place around the religious aspects of society and these are real world religions, most commonly Buddhism and Christianity. However, this game takes place in a society where these and other religions have changed and evolved over several centuries and it should be understood that those who IC adhere to these faiths will not always adhere to the rules and mores of today’s followers. The Firefly/Serenity universe is one where Chinese culture has mingled with American culture and this is one of the things that makes it so much fun to play in. Players are welcome to use Chinese names, wear Chinese clothes and accessories as part of their portrayal of this blending of two cultures but we ask that you do so with due sensitivity. With all of the above, we trust you, our players and crew, to use your common sense and not simply portray offensive and inaccurate stereotypes but act with respect for those who attend these events. Into the Black – Lightning Bug LARP Main Rules v1.03 5 Into the Black Combat Safety Unarmed Care should be taken when using unarmed combat. If you are under the effects of alcohol or tired to a point where you can no longer safely use unarmed combat then you should have the common sense to refrain from doing so as unsafe or uncivil use of unarmed combat will not be tolerated Melee Any melee weapons must be of a ‘LARP-safe’ variety consisting of a core covered in foam and latex. During combat be sure to pull your blows. Under no circumstances must a weapon be used to stab, even if the weapon is designed to be safe to do so. There may be LARP-safe weapons onsite that have been designed to look like ordinary objects such as bar stools or shovels. Do not use something to hit another player unless you are sure it has been designed to do so safely. Projectile All arrows and bolts must conform to the Mike Stringer/“Second Skin” standard and bows must not exceed 30lbs at a draw length of 28 inches. Thrown Thrown weapons must be larger than an eye socket, be of a safe foam and/or latex construction and must not have a solid core or solid weighting. Ranged Ranged weapon props must be non-firing replicas, airsoft guns or blank firing of a sufficient quality to be appropriate as props with in the setting. Guns must not under any circumstances have any batteries, ammunition, blanks or other such items installed and you should not bring any of the above to an event. Guns and all other weapons will be safety checked as you check in to the event and random checks may occur at any point. Non-combat props Any non-combat props such as tools, utensils and boxes must be of a sturdy construction and possess no protruding sharp edges. Medical props such as syringes must not have needles attached and any drug phys-reps must be of a substance that is safe to consume should any mix-ups occur. Any Out of Character medications should not be stored in an In Character medical bag and should be clearly marked “OOC medication – do not use” with the players name. Any electrical, pneumatic or mechanical props need to be examined by the organisers before being used and we would strongly urge you to contact us well before the event so we can advise you as to their suitability. Any electrical systems must be cleared for use with the organisers beforehand. Mechanisms must not have any exposed moving parts such as transmission systems that may cause injury. Into the Black – Lightning Bug LARP Main Rules v1.03 6 Into the Black Phys–Reps General The futuristic setting means that costume and props do not have to conform to a specific historical period. Generally 19th or 20th century European, Chinese and American styles work best, with Wild West fashion being of particular merit for those of appropriate background. Popular culture references are to be avoided; an Iron Maiden t-shirt is a priceless antique from ‘Earth-that-was’ and no-one in their right mind would risk wearing one openly. Similarly any refreshments should conform to the same standard, no Coke cans or other well-known brands should be used in IC areas. Of course, that doesn’t prevent you simply removing the label from a bottle of Coke or gluing a new one over the can. Discreet or lesser known labels are acceptable, such as those found on ale bottles. Combat Melee and projectile weapons should be of a historic or modern day design- setting specific design e.g., no high fantasy weapons. Ranged weapons must be of a suitable replica quality. Toy guns are permitted if they are of a sufficient quality and scale to avoid breaking the atmosphere of the game; no water pistols, poor quality plastic toys or jarringly bright colour schemes. Nerf guns are perfectly acceptable if appropriately painted. Professional Mechanics’ tools and medical kits should be of believable quality. Any actual tools that don’t break the aforementioned safety guidelines such as spanners, bandages, voltmeters and stethoscopes add immensely to the atmosphere and allow more interesting roleplaying whilst using professional skills. Miscellaneous If you have any props of which you are unsure of the suitability with regards to phys-rep or safety guidelines then please contact the organisers well before the event. Into the Black – Lightning Bug LARP Main Rules v1.03 7 Into the Black OOC Information First Aid and medical cover The head first aider will be introduced during the pre-event briefing and you will be told how to access first aid cover during the event. Refs Game referees will be introduced during the player briefing at the start of an event and will be clearly identified during the event. IC dead people Anyone with their finger in the air is invisible and cannot be seen. This is for use by the crew in order to deploy into areas they cannot access without being seen or to remove themselves from an area after being killed in combat or for a referee to denote they are only there with a specific task such as providing information to someone exercising a skill. OOC calls The following calls are out of character information calls used for safety or organisational purposes. Man down Shouted when someone is injured OOC. When you hear this call stop roleplaying immediately and remain stationary until instructed otherwise. If it is obvious that a nearby player or ref has not heard the call, please repeat it/inform them. Time Freeze Stop roleplaying. This call is used to pause the game in order to avoid accidents or dangerous Situations or, more frequently when the refs need to simulate something or in part information that your character would be able to see/feel/hear etc. Time in Begin/resume roleplaying. Time out Roleplaying has ceased for the day/weekend/event. Of course this doesn’t stop you continuing to role-play, it just means that everything is unofficial from now on and we would ask that at time out on an evening you respect that other players/crew/staff may will be needing to sleep by keeping noise and disturbance to a minimum. Into the Black – Lightning Bug LARP Main Rules v1.03 8 Into the Black Character Generation This chapter explains how to create a character for play in the Serenity LRP system; players should submit new characters via our website. Steps 1. 2. 3. 4. 5. 6. Think of a Concept Pick your origin: Core, Border or Frontier, this determines your background. Pick your Merit Pick your Flaw (optional) Pick your skills; you have 8 points, plus up to 2 points from having any flaws chosen. Pick your gear. Money and prices are described in the Verse sourcebook section. Concept The rules listed in this chapter help you describe your character in mechanical terms; how effective they are in combat, how good they are at fixing machines and the like. We recommend that players start with a brief summary of their character concept to help them add depth to their character before they start to worry about the numbers that represent them. This can be as brief as “Cocky Pilot”, “Genius Engineer” or “Core-world Surgeon” - or something a little more involved, like “A Brown coat veteran, disillusioned by the war and holding a grudge against the Alliance, buys a rickety old ship and forges his own path in an ever-shrinking ‘Verse.” Once you have that, the sections that follow will be a whole lot easier. This is also a good time to start thinking about a name for your character; not because you need to know it yet, but because it is by far the hardest part of Character Creation, so you want to start thinking early... Origin Knowing where your character came from can tell you a whole lot about who they are and where they’re going. Home Planet This is where your character was born and raised; some characters are proud of it, some try to hide it and some have been moving around for so long they can’t even remember, but everyone was born somewhere. Your character’s home planet determines their Backgrounds, and those in turn affect the skills they have when they enter play and the way they develop once in the game world. Backgrounds also provide a guide for roleplaying your character in-game, similar to character stats (like Strength, Intelligence & Charisma) in table top RPGs. You must pick a home planet for your character; a list of suitable planets can be found in the Serenity RPG or on the FireflyWiki (http://firefly.wikia.com/wiki/Category:Planets ). If you want to create your own planet, you must submit a narrative description with your character details. Into the Black – Lightning Bug LARP Main Rules v1.03 9 Into the Black Backgrounds Backgrounds are split into three categories: Build Your general physical fitness. Characters with high Build are strong, quick and made of tougher stuff than their peers. Sophistication A character that is raised to understand the intricacies of etiquette and courtesy will have high Sophistication. They know the right people and can say the right thing to open doors – and are generally wealthier for it. Schoolin’ Those with proper education and a curious mind will have high Schoolin’. Technological and Medical skills generally require high Schoolin’. A character’s starting levels in Build, Sophistication and Schoolin’ are dependent on where they originated, broadly split into Core Worlds, Border Worlds and Frontier Worlds: Homeworld Build Sophistication Schoolin’ Core 1 2 2 Border 2 1 2 Frontier 3 1 1 Skills (which you will pick later) have a prerequisite background level in order to purchase, so if you do not possess a background at the required level it will be more difficult to acquire the skill. Merit Everybody’s got a special talent, a little quirk that picks them out from the crowd; this is their Merit. Each player starts play with a merit which is selected from the list in the Merits chapter. If you have an idea for a merit that you would like and that is not listed, please contact the organisers beforehand to develop the idea. The advantages a Merit provides may be lost or improved depending on a character’s actions within the game. Flaw Nobody’s perfect and some people have more obvious imperfections than others, but that’s not all bad as they often find ways to compensate for their shortcomings. You may opt to take a flaw at start-up in order to gain additional points with which to purchase skills. You may purchase a maximum of up to two points of flaws. A 1-point flaw provides you with one additional skill point and a 2-point flaw provides you with two additional skill points. Flaws are listed in the Flaws chapter. Skills A Starting character may choose any number of skills to a total cost of no more than 8 points. This may be increased by taking a flaw. Certain skills are available to your character for free or at a reduced price depending on your home world. Core Computer literate, 1 knowledge skill, Navigation, Shuttle Border Fist fightin’, Computer literate, Pistols, First Aid Frontier Fist fightin’, Survival, Rifles (1 point cheaper), Endure The cost of taking a character or virtuoso skill is determined by the base cost of the skill. If you do not possess the prerequisite backgrounds, the points cost is increased by 1 for every level of background that the prerequisite is above your actual background score. E.g. Armour [Heavy] has a prerequisite of 3 Build and a cost of three points, a character with 3 Build may purchase the skill for 3 points whilst a character with 1 Build must pay 5 points to purchase the skill. Into the Black – Lightning Bug LARP Main Rules v1.03 10 Into the Black If the prerequisite listed is a skill, then you must possess the prerequisite skill before you may purchase the skill. Some skills will require equipment to use in play. Skills can be purchased only once, unless otherwise stated in the Skills chapter. Body Body indicates how many times your character can be hit in the face with a 2 by 4, shot or otherwise beaten up before they fall over. When your Body is more than 0, you may be battered and bruised but you’re otherwise good to go. Below this, and you are in danger of serious, or even fatal, injury. Your starting level of Body is calculated by your home world but these values can be changed by certain merits and flaws, the Tough skill and the use of armour. The details of how to use this stat can be found in the section under Body and Dying. Homeworld Core Border Frontier Body 3 4 5 The crew of the ‘Memphis’ Into the Black – Lightning Bug LARP Main Rules v1.03 11 Into the Black Merits & Flaws Merits This chapter contains a list of the standards Merits that are available to starting characters and a description of the bonus conferred. Merit Description Assets You start your first game with 100 extra credits to spend on equipment. Benefactor Someone has taken a liking to you; you may call on them for aid when needed. Book Smart +1 Schoolin’ Built like a Brick +1 Build Outhouse Cortex Empathy The Cortexer and cortex specialisation skills costs 1 less point per purchase. Please see the chapter on Skills for details. Cortex Spectre There is no computer record of your existence; you are a ghost who cannot be tracked. Creditor You have invested in someone else’s business and can expect a regular income from it. Fame Everyone knows your face and wants to be your friend. High Falutin’ +1 Sophistication Home Base You own a bit of property on some planet that you can use to store things, lay low or entertain guests. Jaynestown Somewhere out there is a shitty town where you are the hero! Mean Left Hook You gain the ability to make the Strike unarmed combat call in unarmed combat, even if you do not possess the Fist Fightin’ skill. If you gain the ability to make the Strike call through the aforementioned skills it upgrades to Double Strike. Mechanical Empathy The Mechanic and mechanical specialisation skill costs 1 less point per purchase. Please see the chapter on Skills for details. Strong as an Ox You may use a rifle, shotgun or assault rifle in one hand; usually they must be wielded in two. Stun Resistance You take less effect from Stun calls; when you are knocked unconscious, you wake up after 5 minutes rather than 10. Tenacious You add an additional minute to bleed times on White Wound cards. Wealth This merit operates exactly the same as the Investment skill with the exception that the money is your own and does not need to be repaid. Details of how the Investment skill works can be found in the Blue Sun Catalogue. The Lady Luck, how you got the ‘Wealth’ merit may explain how you got the ‘Wanted’ flaw. Into the Black – Lightning Bug LARP Main Rules v1.03 12 Into the Black Flaws This chapter lists the Flaws that are available to starting characters along with a description of the Flaw’s effect. Flaws are listed in order of value. Flaw Description One Point Flaws Glass Jaw You fall unconscious for ten minutes whenever you are hit with the Strike or Double Strike calls. Branded You have a visible brand signifying you as a convicted criminal, whether you were guilty or not. This brand must be phys-repped and located in an obvious and hard to conceal place, such as the face. Lightweight You are immune to the ‘Snap out of it!’ Virtuoso skill Space Sickness Space flight causes you significant discomfort which must be roleplayed in appropriate situations. This can be dizziness, vertigo, headaches, stomach cramps, etc. Vomiting is purely optional. Infamy You are known to be trouble and will have a hard time getting folks to trust you. Permanent Injury -1 Body Thug -1 Sophistication Weedy -1 Build Skipped School -1 Schoolin’ One of those faces You are memorable. Slow Healer You require twice as long to heal. Mistaken Identity Could be you share the name of a wanted criminal, could be your face is somehow familiar. Whatever the reason, folks are always getting you confused with someone else. Pernickerty You are not comfortable unless everything is set just so. When not working in perfect conditions, complicated actions take half as long again as normal Addiction You require an illicit or some other addictive substance on a regular basis or suffer the Shakes as below. The Shakes You suffer from the Shakes. Every second shot fired is BANG and you must roleplay calming of the nerves before conducting complicated actions such as Cortexing or Surgery. One to Two point Flaws Debt You owe some folks a lot of money and they expect regular payments else they’ll come to collect. This is equivalent to having a level of the Investment skill, but you don’t get the money. Wanted Ref Discretion. Some level of government or law enforcement or other powerful individual or group wants to take you down and they aren’t going to stop chasing you till they do Deadly Enemy You’ve got on the wrong side of someone who’d like to see you dead as a doornail. Two point Flaws Bleeder You take one less minute to bleed out on your wound cards to a minimum of one minute. Stun Vulnerability You take increased effect from Stun weaponry. You spend twenty minutes unconscious rather than ten. Into the Black – Lightning Bug LARP Main Rules v1.03 13 Into the Black Combat Paralysis Slow Learner Mute In the Wars Ugly as Sin Illiterate Dead Broke Lame Your nerve is shot and you just can’t handle yourself under fire. When in combat you may make no action other than to run to cover until the fight is over. You cannot even act to apply first aid to your friends. Something about the way you think means new ideas don’t sink in too well. When learning skills in downtime it also takes the additional month regardless of whether you are tutored or not. You cannot talk loudly or often. You have a personalised, non-tradable complication card for surgery as a result of old wounds. Please provide some description of your injury in your character background Your character is so hideously scarred or deformed that it makes children cry, must be phys-repped. You cannot read/write nor can you learn Computer literate. Schoolin’ counts as 0. You start with the clothes on your back and only one small weapon. No starting cash or further equipment. You cannot run, a quick lurch is all you can ever hope for! ‘In the Wars’ not all folks came through in one piece. Into the Black – Lightning Bug LARP Main Rules v1.03 14 Into the Black SKILLS A skill marked with an asterisk (*) may be purchased multiple times for cumulative effects. A skill marked with a ~ indicates that this skill must be taught if learnt in Downtime. Note: Membership skills are mutually exclusive; you cannot purchase more than one. Skill Costs Skills are grouped by standard points cost and are listed with the skill name and any prerequisite backgrounds or skills. If no prerequisite is listed the skill will always cost the base points cost. Skill Prerequisites Description One point Skills Computer Literate ~ 2 Schoolin’ You can competently operate a computer and access information on the Cortex. Conceal You may conceal a small weapon (dagger or pistol) or other item about your person. Physical searches of your person will not reveal the weapon or item. During downtime you may conceal several small items or a single large item (e.g. a crate) on board the ship in which you travel without need for a smuggler’s hold. Searches of the ship will not reveal the items. Endure 3 Build You are used to harsh circumstances so much so that you may ignore the effects of pain for a 10 minutes. When suffering grievous wounds, extreme conditions, etc. you may roleplay pushing on through the discomfort. You may also act during a Suppression/Heavy Fire call but you will take damage. Escape Artist ~ You are used to avoiding slavers, lawmen or just trouble in general. If bound by rope or handcuffed you may escape the bonds. Roleplay struggling for 2 minutes then you may remove the bonds and act normally Faith Member ~ 2 Schoolin’ You are a Shepherd or equivalent of your chosen faith (commonly Christianity or Buddhism) possess the relevant identification papers, Holy Scriptures and can gain access to their facilities. You may also receive instructions and information from your faith during play or downtime. In-character actions will influence your standing within your faith and may lead to promotion or exclusion. Note: As you will be roleplaying a member of a realworld religion you are expected to be respectful to any beliefs that may not be your own and try not to cause out-of-character offence. Any one being blatantly disrespectful will be escorted off site First Aid 1 Schoolin’ Allows a character to pause the bleed time of a character who is in negative Body for five minutes. Note: In order to do so the First Aider must remain in contact with the patient and take NO OTHER action. First Aid can be used on yourself as long as you are conscious. Into the Black – Lightning Bug LARP Main Rules v1.03 15 Into the Black Skill Fist Fightin’ Prerequisites 2 Build Investment* Knowledge [type]* 1 Schoolin’ Martial Arts ~ 2 Build and 2 Sophistication Melee [Onehanded] Navigate ~ Open Lock 2 Schoolin’ Description You may make the Throw or Strike calls as described in the combat section under Unarmed Combat. An investment is a credit agreement with an organisation or individual that the character knows; the money is intended to be used on large scale items that will turn a profit (such as a ship or medical bay) for the character to repay the investors over time. Investment money cannot be used to purchase starting equipment, only sizeable purchases that a character would not otherwise be able to acquire see the Investment section. Each additional point of Investment purchased increases the size of the investment. Multiple characters may combine their investments to produce a greater overall sum. You have a professional knowledge in one area (e.g. Accounting, Literary Criticism, Demolitions, Gunsmithing.) While this is mainly a roleplaying and downtime skill there are certain situations which a character with an appropriate knowledge skill may succeed at a task that a character without the skill would fail. If you wish to create anything during downtime, from works of art to pipe bombs (which some folks might argue are the same thing), you will need the appropriate Knowledge skill to do so. You may use the special calls Grapple, Break and Disarm three times a day each in unarmed combat. You may use a dagger, club, machete or other similar weapon in combat as described in the combat section under Melee Combat. You have knowledge of how long it takes to fly between planets and how to plot a course to take advantage of gravitational wells and local circumstances. You may bypass simple mechanical locks such as those found on doors, chests and handcuffs and electronic locks as found on security doors and cases. Some locks will be represented with combination padlocks, you will be provided with a lore sheet containing possible combinations to open the lock. Note: You may only open the locks on handcuffs you can see and access without restriction, you may not open the locks on handcuffs attached to your own hands unless one hand is free. Pistols This skill requires a suitable lock-pick phys-rep in order to use. You may use a pistol in combat to do Single as described in the combat section under Ranged Combat. Into the Black – Lightning Bug LARP Main Rules v1.03 16 Into the Black Skill Shuttle ~ Prerequisites 2 Schoolin’ Survival 1 Build and 1 Schoolin’ Thrown Weapons Tough* Two Point Skills Armour [Light] 1 Build Survival skills are at ref discretion. You may use throwing weapons and thrown grenades in combat as described in the combat section under Explosives. You may purchase this skill as many times as you have points of Build and the effects stack. You gain an additional point of Body, e.g. a standard Core-worlder character has 3 Body, the same character with Tough has 4, if they purchase Tough twice they have 5. 2 Build Bow Cortexer ~ Description You are trained in the basic skills for flying a small shuttle. This also covers small land and hover based vehicles such as mules. You are familiar with navigating the wilderness and making best use of your environment. Survival allows for a degree of direction sense, map-making, acquiring food in a rural environment, tracking, trap making and general bushcraft. Computer Literate, 2 Schoolin’ and 2 Sophistication Cortexing Cortexer, Specialisation[role]* You may wear light armour such as high-impact weave which will provide +2 Body in combat. To benefit from this skill you must wear an appropriate phys-rep. You may use a bow in combat as described in the combat section under Projectile Combat. You may re-program computer systems and programs and bypass simple computer security systems. This is covered in more detail in the Cortex section.Characters with the Cortex Empathy merit may take the Cortexer skill multiple times and this is capped at the character’s Schoolin’. Thus, a character with 2 Schoolin’ (and the Cortex Empathy merit) may take the Cortexer skill twice. The First time you buy this skill it gives you 3 cards. Subsequent purchases give you 2 cards. Choose a role: Diagnosis, Infiltration, Tampering or Clean-up. You have reached a sufficient level of proficiency in Cortexing to begin specialising in a particular area. Characters may take the Cortexing Specialisation skill as many times as they have points in Schoolin’ & Sophistication. Thus, a character with 2 Schoolin’ and 2 Sophistication may take the Cortexing Specialisation skill four times. Additional levels may have any role, regardless of the role(s) chosen previously. Each buy of this skill gives 3 solution cards in your chosen specialisation. Into the Black – Lightning Bug LARP Main Rules v1.03 17 Into the Black Skill Gang Member ~ Prerequisites Mechanic*~ 2 Schoolin’ Mechanic Specialisation* Mechanic Melee [Twohanded] Melee [Onehanded] and 2 Build Paramedic First Aid and 2 Schoolin’ Pilot~ Shuttle Research Knowledge, 2 Schoolin’ Description You are a member of a gang and can gain access to their facilities. You may also receive contracts and information from your gang during play or downtime. In-character actions will influence your standing within the gang and may lead to promotion or exclusion. Lawmen on various planets will be wary of your presence or attempt to ‘bring you in’ if you are not careful to whom you reveal your gang membership. You may salvage usable components from wrecked vehicles, jury rig broken devices to work and construct usable devices given the proper components. You may also check if components you wish to purchase or have been given are operational or of usable quality. You will be provided with 3 Mechanic cards. This is covered in more detail in the source book. Each additional purchase provides you with 2 additional cards. Characters may take the Mechanic skill as many times as twice the points they have in Schoolin’. Choose a role: Demolitions, Engineering, Macguyver, or Salvage. You have reached a sufficient level of proficiency in Mechanic to begin specialising in a particular area. Characters may take the Mechanic Specialisation skill as many times as twice the points they have in Schoolin’. Thus, a character with 2 Schoolin’ may take the Mechanic Specialisation skill four times. Additional levels may have any role, regardless of the role(s) chosen previously. Each buy of this skill gives 3 solution cards in your chosen specialisation. You may use a large spade, snooker cue, wood axe or other similar weapon in combat as described in the combat section under Melee Combat. You may make the call Double when using a two handed weapon. Allows a character to pause the bleed time of a character who is in negative Body for 10 minutes whilst moving them. Note: In order to do so the Paramedic must remain in the close vicinity of the patient, either touching them or using a stretcher upon which the patient is lain. You may fly a ship; a ship will only operate in downtime if it has a pilot on board. During game time you have the relevant knowledge on how to operate a ship. You may use downtime to find out information which is not currently available to you. You must have an appropriate Knowledge skill to support your Research and explain how you intend to pursue your enquiry. Into the Black – Lightning Bug LARP Main Rules v1.03 18 Into the Black Skill Rifles/Shotguns Swords Three point Skills Armour [Medium] Assault Weapons~ Forensic Analysis Forgery Further Research Guild Member~ Guild Member [Companions]~ Prerequisites Description You may use basic non-automatic rifles and/or shotguns in combat to call Double as described in the combat section under Ranged Combat. 2 Sophistication You may use an elegant and gentlemanly sword in duels as described in the combat section under Melee Combat. 2 Build You may wear heavy armour such as flak or bullet-proof vests which will provide you with +3 Body as described in the combat section under Body and Dying. To benefit from this skill you must wear an appropriate phys-rep. You may use basic automatic weaponry in combat to call Double as described in the combat section under Ranged Combat. You may also use Rifles and shotguns and are considered to possess the Rifles/Shotguns skill. You may upgrade from Rifles/Shotguns to Assault Weapons by expending 1 skill point and receiving proper training. 2 Schoolin’ Allows combination use of other skills and appropriate knowledge’s to detect forgeries and examine evidence. 2 Sophistication Allows combination use of other skills and appropriate knowledge’s to create forgeries. Research May use downtime to expand on or probe deeper into a line of research. You must have an appropriate Knowledge skill to support your Research, if you do not you may enlist others to help you. Ensure you explain how you intend to pursue your enquiry and who is assisting you. 2 Sophistication You are a member of a trade guild, possess the relevant identification papers and can gain access to their facilities. Once per event you may call upon a relevant favour from your guild. This must be appropriate for the chosen Guild and could be anything from a Cargo, Knowledge of the location of a salvageable wreck, Legal Representation or access to medical facilities. In-character actions will influence your standing within the guild and may lead to promotion or exclusion. 3 Sophistication Special: The Companions guild has a prerequisite of 3 Sophistication instead of the usual 2 for Guild membership. A Companion will be provided with opportunities to entertain a client where appropriate. Although we remind you that aside from the Fist Fightin’ and Martial Arts skills this is a non-contact hobby. As per normal Guild Membership, Once per event you may call upon a relevant favour from your guild. Alternatively, you may call upon a Favour appropriate to the client you have entertained this event, assuming that the appointment went favourably. Into the Black – Lightning Bug LARP Main Rules v1.03 19 Into the Black Skill Medicine~ Four point Skills Armour [Heavy] Surgery~ Five point Skills Heavy Weapons~ Sniper~ Prerequisites Paramedic and 2 Schoolin’ Description You may stabilise a character that is on negative Body and aid characters in recovering lost Body whilst in negatives. This is covered in more detail in the combat section under Recovery. With access to proper medical facilities, you may also treat characters that have contracted diseases or other illnesses. Appropriate medical phys-reps are required in order to use this skill. 3 Build You may wear heavy armour such as carapace armour or heavy bullet-proof vests which will provide you with +4 Body as described in the combat section under Body and Dying. To benefit from this skill you must wear an appropriate phys-rep. If you wear heavy armour without possessing this skill you will still gain additional Body but will be unable to run. You may operate on a character to negate the effects of a Critical hit. This is covered in more detail in the Body and Dying section. Appropriate medical phys-reps are required in order to use this skill. Paramedic and 3 Schoolin’ 3 Build 2 Schoolin’ Rifle You may use heavy automatic weapons, rocket launchers, etc. in combat as described in the combat section under Ranged Combat. While Light Machine Guns can be used directly in combat to call Triple, other weapons such as Rocket Launchers and grenade launchers allow you to narratively effect an encounter and require a ref to use. These weapons are not fully described in the combat section and possession of this skill does not guarantee ownership of a heavy weapon or ammunition for it. You may use sniper rifles in combat to call Quad as described in the combat section under Ranged Combat. The possession of this skill does not guarantee ownership of a sniper rifle nor ammunition for it. Into the Black – Lightning Bug LARP Main Rules v1.03 20 Into the Black COMBAT Out in the Black it is cold, dark and full of scary people; Alliance troopers, Ornery Feds, ExIndependents, Hard-bitten Colonists, Mercenaries, Mad Men and worst of all Reavers. Even if you ain’t looking for trouble it has a knack for finding you and yours, and when that happens you need to know how to defend yourself and what’s important to you. This chapter describes how health & combat are simulated within the Lightning Bug LARP ‘Verse. When it comes to some folks lookin’ for trouble and breathin’ ain’t too far apart. Cinematic versus Realistic The rules presented in this chapter provide a mechanism for players to operate on a level playing field in protracted cinematic fights. This does mean that following the rules to the letter results in some situations being somewhat unrealistic. Therefore, the number of hits represented by your Body stat is the maximum damage that you can take and the damage calls represent the minimum damage that must be taken. Feel free to drop to -1 from a Pistol shot to the head at close range, and as with all things please apply a healthy dose of common sense. Naturally players should also consider being creative with their injuries to allow players with medical skills to fully role-play their character’s abilities. At some events, there may be casualty makeup effects available to enhance this. Into the Black – Lightning Bug LARP Main Rules v1.03 21 Into the Black Body and Dying Body Body points are removed at a rate of one for each level of damage caused by the attack. A pistol doing Single damage removes one point of Body whereas a rifle doing Double damage removes two points of Body. If you have armour you lose body points from this first as appropriate. As you take damage to the body you should role-play being injured, so choose a location to have been hit and role-play its effects. A leg shot may cause you to limp; a shot to the arm may cause you to drop anything you are holding; etc. It is up to how you role-play your pain tolerance but characters with a high Build will generally handle being in pain better than characters with a low build. Certain skills such as Moment of Clarity or Endure can help in this regard as can being tended by a character with Career Nurse. Dying A character becomes incapacitated at zero hits, which means they cannot run or perform complicated actions (e.g. surgery or cortexing). If you are reduced to negative damage you are bleeding to death and will need to open a wound card. There are two colours of wound card white and red. For most damage types you will have to open the envelope containing a white wound card. White wound cards usually hold the following information: Wound Type Whether you have been Critically Injured or Not. Bleed Time The period of time you will spend bleeding to death if not receiving any form of medical help. Bleed Times are paused by the application of First Aid or Paramedic skills. Mortality Time The period of time before you will die if not treated by someone with Medicine for normal wounds or Surgery if a Critical Hit. Severity of Wound Number of Solution Cards needed Some white wound cards will simply say ‘You feel fine.’ If you get this card, please find a Ref who will give you or your medic further information and roleplay tips. In certain circumstances a Ref will ask you to open a Red Wound card, regardless of your immediately previous circumstances. This means you are now unconscious and at a minimum of -1 Body. Heavy Armour may mitigate a red wound card situation at a Ref’s discretion. Red wound cards mean a serious and deadly trauma, these injuries always means you are Critically Injured requiring you to see a Surgeon quickly or a Shepherd - if you are really lucky you might have both to hand. Some folks just ain’t lucky! Into the Black – Lightning Bug LARP Main Rules v1.03 22 Into the Black Body 1,2,3… 0 -1 or less -5 Description Everything’s Shiny You are incapacitated You need to open a wound card You are unconscious Recovery Whilst a character is in positive Body, 1 point of Body is recovered per hour. If during that hour the character is attended by someone with the Medicine skill for 5 minutes the time drops to half an hour to recover 1 point. If the character is attended by someone with the Nurse virtuoso skill that time is halved further to fifteen minutes. Anyone recovering from surgery takes 4 hours in Medical care (5 minutes spent with Medicine trained character per hour) or 2 hours if that carer is a Nurse. Completion of Surgery or being stabilised by use of the Medicine skill moves a character from negative Body to 0. Body 0,1,2,3... Surgery Without Care 1hr per point No recovery Care (Medicine) 30 minutes per point 4hrs Care (Nurse) 15 minutes per point 2hrs Surgery and Stabilising If a Character is reduced to negative body points, they are incapacitated or unconscious and in need of Medical attention. If the patient has not suffered a critical injury they can be stabilised by a character with the Medicine skill performing appropriate role-play over a period of 5 minutes and they will recover with adequate rest, however if a critical injury has occurred then that character requires surgery to be successfully performed before they can be stabilised. In order to perform surgery a character must have the skill Surgery and the appropriate phys-repped tools. Inspection of the wound card (Diagnosis) will tell the Surgeon how many Solution cards need to be drawn. Each Solution card has a time listed on it that will show how long that particular bit of surgery will take. Also in a surgeon’s deck of cards are complication cards, and if these are drawn each one requires a separate solution card to be drawn to counter it. These include a small amount of major complications, which are cards that immediately require the patient to open a red wound card, and must be immediately dealt with before surgery can continue. If the surgery is not successfully solved by the end of the mortality period the patient dies on the table. Into the Black – Lightning Bug LARP Main Rules v1.03 23 Into the Black Doing Damage Ranged Key Concept If you cannot see it then you cannot shoot it. The effects of partial concealment are covered later on under Cover. Indirect fire weapons such as grenades, mortars and pipe bombs produce the damage effect from the phys-rep and are covered under Explosions. Damage Calls To fire a weapon you simply point the firearm phys-rep at your intended target and make the following call: Target, Level, Type Target A description, name or other method of identifying the intended target, e.g. ‘Captain Reynolds’, “Brown coat” or “guy with the huge great rocket-launcher thing” Level The amount of damage caused by the weapon, e.g. Single, Double, Triple. Type Special properties of the shot, such as Stun or Global; these are covered in more detail until Damage Types. By default this part of the call is skipped. Let’s take a look at an example… Someone has complained once too often about Skippy’s cooking and her usual level of bombastic verbal violence has gone unheeded so she decides to be more serious. She draws a shotgun from under the counter points it at the unlucky patron and makes the call: “Dude with yellow Hawaiian shirt, Double, Knockdown” Here “Dude with yellow Hawaiian shirt” is the Target and “Double” is the Level of damage caused by the shotgun with “Knockdown” as the Type. Alternatively if Skippy was shooting someone she knew she could use alternative descriptors such as “Saul”. It is best to avoid using out-of-character names as descriptors unless you are sure none of the characters or players share the same name. In addition using common descriptors that could apply to several targets is also best to avoid for example. Into the Black – Lightning Bug LARP Main Rules v1.03 24 Into the Black Regan is on Boros and opening fire with his assault rifle at a pick pocket but using “Dude in a Hawaiian shirt” as a target could refer to anyone in the bar and he might as well just use a hand grenade. Firearm calls must be clear, loud and complete. The full call must be made in a combat situation; if you are not making the full call then your shot is deemed inaccurate and the target should not take the hit. If the target doesn’t hear the call or cannot make out the call then they are not obliged to take the effect. Ranged weapons do not have an infinite number of rounds and must be reloaded after a given number of shots which is covered in the armoury section. Common sense should dictate the amount of time required to roleplay reloading your weapon. The target and damage calls made when firing a ranged weapon represent the sound of gunfire; if you hear the sound of people shouting damage calls then you are assumed to have heard the sound of gunfire. Pistols may be used in one hand but any larger weapons such as rifles or shotguns must be wielded with two hands unless you have the Strong as an Ox merit. Projectile Combat Bows always do Double damage and ignore Medium and Light Armour however an arrow must physically hit the target before damage can take effect. Since all bows do the same damage no call needs to be made since compared to firearms the loosing of an arrow is almost silent and being hit by one is considered reasonable notification. Melee Combat All one handed melee weapons (up to 42 inches in length) do a Single point of damage when they strike a target, so no damage call needs to be made. Blows from one handed melee weapons that are longer than 18 inches in length must come from the shoulder and be consistent with hefting a metal weapon. Weapons of 18 inches or shorter must strike from the elbow. There should be a space of at least one second between strikes to prevent ‘machine gunning’. Two handed weapons (42 inches and longer) do Double damage type when in melee and require both hands to wield. Swords A sword is a melee weapon requiring grace and finesse when in the hands of someone skilled in its use. A character who has the sword skill can opt to call for Double when striking with a sword but may also call Disarm, as the Martial Arts skill, up to three times per day using the sword to tap the upper arm carrying the weapon. Into the Black – Lightning Bug LARP Main Rules v1.03 25 Into the Black Unarmed Combat Unarmed combat is the most potentially dangerous of the combat styles in that it involves physical contact between players. All contact should be made with an open palm and should be targeted at the upper arm of the target. Care should be taken when using unarmed combat. Upon contact the attacker may make the following calls depending on their skills in unarmed combat. Strike damage type is considered to be Stun damage and will cause the target to fall unconscious if they are reduced to zero Body through unarmed combat. Call Strike Grapple Skill Fist Fightin’& Martial Arts Fist Fightin’& Martial Arts Fist Fightin’& Martial Arts Martial Arts Break Martial Arts Disarm Martial Arts Double Strike Throw Effect Upon contact the target takes a single level of damage. Upon contact the target takes a double level of damage. Upon contact the target is thrown five paces away from the unarmed combatant and must fall to the ground. The target grappled for 30 seconds – you may retain open-palmed contact with the target for the 30 seconds and breaking contact before 30 seconds has passed ends the grapple. A grappled target may not make any action other than using the Break unarmed combat call. When grappled you may make the call Break at which point the grapple is broken and the grappler must cease contact. Upon contact the target must hand you whatever weapon or item is in the arm contacted. It ain’t considered wise to get into a fist fight with Reavers Into the Black – Lightning Bug LARP Main Rules v1.03 26 Into the Black Cover Cover may be used to prevent damage during ranged combat. If 50% of your body is behind cover, such as a wall, tree or unfortunate stooge, then you are considered in partial cover and only take every other firearm shot targeted at you. This does not apply to sniper fire or those using the virtuoso skill Dead Shot. If you are wholly hunkered down behind cover that stands between you and your shooter you take no damage. Explosives There are three types of explosives available in the ‘Verse using differing levels of complexity and use. Type Pipe Bomb Grenade Skills Mechanic (Demolitions)* Thrown Weapons Damage Quad Boom Quad Boom Chem-Plast Knowledge (Demolitions) Special *Requires Thrown Weapons to throw phys rep if used similar to a grenade Notes Triggered by flame, External Fuse Internal Fuse, Works in Vacuum, Triggered by flame Triggered by electricity, Works in Vacuum, requires detonator Explosive devices do Boom damage. This means that that they normally affect anyone within 5 feet of the phys rep when it detonates; although this may vary and you will be informed by a referee if you are caught in the blast and need to open a red wound card or a white wound card if you are at the edge of a detonation. Chem-Plast is a putty used to make shaped charges and claymore mines, on its own it has no shrapnel but is powerful if used properly therefore seek a ref before attempting to detonate or deal with a Chem-Plast explosive device. When using explosives retiring to a minimum safe distance is considered less wise as healthy Into the Black – Lightning Bug LARP Main Rules v1.03 27 Into the Black Combat Calls Special Calls Call Description Suppression Fire You yell the call ‘Suppression Fire’ five times with a two second gap between calls. During this time anyone in a 90 degree arc to the front must take cover if there is no cover they can lie on the floor and take no action. Players with Moment of Clarity or Endure can attempt to act but take Single damage per call. Taking damage or moving interrupts your suppression fire. Each use of suppression fire requires roleplaying reloading. You only use Suppression three times per day then your assault rifle is empty and can no longer be used. Heavy Fire You yell the call ‘Heavy Fire’ five times with a two second gap between calls. During this time anyone in a 90 degree arc to the front must take cover if there is no cover they can lie on the floor and take no action. Players with Moment of Clarity or Endure can attempt to act but take Double damage per call. Taking damage or moving interrupts your heavy fire. You can only use Heavy Fire five times per day then your machine gun is empty and can no longer be used. Execute You may approach a character on 0 or incapacitated and call Execute to kill them. You require a weapon or the ability to make a Strike call. Bang The shot has gone wide either intentionally or unintentionally. This does not mean that no damage comes from the discharge at ref or player discretion… Damage Types Call Knockdown Stun Boom EMP Description The force of the blow is so great that a damage call with the Knockdown effect causes the target to fall to the ground even if the damage is soaked on armour. They may get back up and move again immediately after falling but must have both shoulders touch the ground if it is safe to do so. If the target is unable to fall down or it is unsafe to do so the target instead holds their hands above their head, crossed at the wrist for 5 seconds to represent being on the floor. The blow does not pierce the skin but rather affects the target’s nervous systems in some way. A stun effect causes them to fall unconscious for 10 minutes if they are reduced to 0. You cannot fall into negative body with a Stun shot. A damage call with the boom type will hit the target and anyone within five feet. Using ‘Dodge’ from the Lucky Virtuoso skill will not negate Boom damage. This damage will wreck electronic equipment such as computers, radios and energy weapons. If you take any EMP damage any electronic Into the Black – Lightning Bug LARP Main Rules v1.03 28 Into the Black Paralyse Disarm equipment is useless and a mechanic needs to fix the “short circuit” problem to fix it. This includes Advanced weaponry (see the armoury) and implanted devices such as cybernetics where the player may also take stun damage. If you take the Paralyse call you cannot move, and should freeze in place for ten seconds (unless otherwise specified). You cannot speak. As covered by the Martial Arts rules, if struck by a ranged call of Disarm (through Sniper or use of Deadshot Virtuoso skill) simply place the item in targeted hand on the floor. You may not attempt to retrieve it until after you have returned to your previous position for 3 seconds. Some folks don’t so much receive differing damage types as collect them as a hobby Into the Black – Lightning Bug LARP Main Rules v1.03 29 Into the Black Downtime and Character Advancement This chapter details the actions that a single character may take during the period of downtime between two events, and the expenses incurred in running a ship in these three months. Downtime Costs Ships cost money. Lots of money. Every downtime, the Captain must pay for the upkeep of their ship – if you don’t, you gain the Debt flaw. Don’t pay your debts and people with guns will turn up. Sustenance: This is a base cost of $100 multiplied by the number of crew located on an individual ship regardless of whether all of said crew attend event. The crew of Roisin Dubh fairly pack out their Firefly with nearly maximum number of crew. These fifteen souls munch their way through $100 each of water, protein, soya and coffee amounting to a massive $1,500 (30 credits) sustenance bill for the ship account. Maintenance: The more expensive the ship more it costs to maintain, as such it costs 1%/10%/50% of the initial purchase value of the craft to keep it flying depending on the age of the ship (New/20yrs/40yrs respectively). This figure can be reduced further by the number of mechanics on board. So for example, the Roisin Dubh is a venerable Firefly which set Regan, Oz and Locke back 11,520 credits. As such keeping the old gal in the Black costs the ship’s account 1,152 credits between events however the presence of Kidd, Caine, and Carter the Rose’s trio of talented mechanical troublemakers each reduce the cost by 10% thus bringing the final cost to 807 credits. Fuel: A ship without gas ain’t going far! Ships in the Serenity ‘Verse are powered by Liquid Hydrogen but that stuff is neither cheap nor abundantly easy to make, luckily though every shuttle and ship needs it so folks tend to sell it where they can. To get from one event to the next it is calculated that a ship will use up 100 credits worth of fuel since traipsing through the Black doesn’t put a massive strain on the budget, doing jobs in downtime require going places and often breaching the atmosphere, so for each mission a ship does add another 50 credits to your ships tab at the bar. However the presence of a Navigator on board allows the pilot to plot the most efficient course and reduces the cost by 20%, more than one navigator just causes fights on the command deck so you only get the benefit once. Captain Regan decides that the large nature of his crew allows him to organise three jobs (one per month) between events. This brings in valuable commerce for his smartin’ bank account but increases his fuel costs to 250 credits for the 3 months, luckily wily old McNally, his pilot, can plot him the most efficient route and saves Regan a whole 50 credits! Expense Sustenance Maintenance Fuel Cost/quarter $100 per crew/passenger 10% cost of ship 100 credits plus 50 credits per job Into the Black – Lightning Bug LARP Main Rules v1.03 Mitigation None 10% of cost per Mechanic 20% if anyone on board has Navigate skill. 30 Into the Black The Preacher teaches the Companion how to maintain an assault rifle Downtime You can spend each of your three downtime months in the following ways: Improvement of self: Simply put you can ‘bank’ one month towards learning a character skill or virtuoso skill. Improvement of ship: Assuming you have the appropriate parts you can repair/improve your ship. The time taken for each job can be reduced if more people with the appropriate skills are assigned to the task. Research: Using either Research or Further Research skills to find out information. Tinkering: Crafting items for use or sale at your next event, making explosives, repairing weapons and armour, etc. Working: Choosing from a list of jobs that are available for the downtime, only a captain or designated deputy can collect jobs for their ship but must assign crew to each job. A ship can only perform one job a month, success is determined by the crew skills applied to the task. The captain assigns people but each crew member must set that month aside in downtime to perform the task. If the relevant skills needed for the job are covered the task goes ahead without a hitch and the ship receives the payoff which can be in money and/or items that can be used or traded at the next event. Training All characters have up to three months to spend on acquiring standard skills. The time required to learn a skill is one month per skill point (including any bonus points required for not having the prerequisite background) plus one month if you do not have a teacher. Thus, a 3-point untaught skill takes 4 months (3 + 1) to learn. Any character that already has the skill may be your teacher. Into the Black – Lightning Bug LARP Main Rules v1.03 31 Into the Black Note that a character may only teach one skill to one person each downtime, and this person/skill should be included in the teacher’s downtime submission. However you can reciprocally teach (e.g. John teaches Fred light armour, while Fred teaches John mechanics). For example, Shepherd Locke is drawing on the skills he learnt in the Armed Forces to train the Companion, Tobias, how to use an Assault Rifle. Lessons are role-played out in game and then added to both Tobias’ and Locke’s downtime submissions. One shudders to think what Tobias may offer to teach the Preacher in return. Note that some skills such as Assault Rifle, Heavy Weapons and any Guild/Gang Affiliations cannot be self-taught and require a teacher. Slow Learners Slow Learners can have a teacher but still require the additional month to learn a skill. Repairs/Improvements If you have acquired or can afford to buy the right parts you can upgrade your ship. For example, improving fuel efficiency of the engines or installing salvage gear. Your downtime response will give you an estimated number of person-hours till completion. Tinkering Some folks just like to build stuff, whether it’s a replacement part for the mule, a set of forged ID cards or a pipe bomb. Making things takes time, so set aside a month or two of your downtime to a hobby or a business venture to craft something. Below is a table of suggestions and is not a definitive list of what can be made with which skills. Product False ID papers Skill Required Forgery, Cortexer, Knowledge [Bureaucracy] Hand Grenade Knowledge [Demolitions], Mechanic [Engineering] and [Demolitions] Mechanic [Demolitions] and[MacGuyver/Engineering] Pipe Bomb Hydroponics Bay Mechanic [Engineering], Knowledge [Agriculture/Botany] Helpful Tools Access to a Cortex, Contacts [Underworld] or [Bureaucracy], Friends in High/Low Places. Explosives tool kit, a stable/non-moving environment. A stable/non-moving environment and a degree of insanity. Seeds or cuttings and either cargo or bunk space for the end result. Your downtime response will give you an estimated number of person-hours till completion. When creating something for the first time (or for explosives) a coin toss will decide if it works. Into the Black – Lightning Bug LARP Main Rules v1.03 32 Into the Black Working Captains who have not acquired paying work for their crews, or even ones who have, can check out the website to examine the lists of jobs available after each event. Each job will require the services of a number of different skill sets. You can assign your crew members to a job but ensure they allocate the time on their downtime submission - you can give your orders however you like, but some folks don’t respect the chain of command till you hit them with it. Jobs can provide much needed credits and dollars but also can produce other goods that you can either sell on or bring with you to events to trade or use. Loan Sharks Each character must also pay 10% of the total value investments and debts that they currently hold, whether or not the investments are allocated to ships or cargo per three month downtime period. When you have paid off 150% of your total investment or 100% of your debt you can breathe easy again but should you fail to make a payment two downtimes in a row expect to be paid a visit by some decidedly unfriendly folks. Into the Black – Lightning Bug LARP Main Rules v1.03 33 Into the Black Character Advancement Virtuoso Skills Each Virtuoso skill now carries a cost, for example Moment of Clarity is a two point skill but Tending the Flock costs 10. In order to learn a virtuoso skill you need to devote the cost in months to train in it. You cannot teach or be taught a Virtuoso skill, you just have to spend time honing your natural talent. The full list of Virtuoso Skills are below Virtuoso Skill The Kirk Manoeuvre Sucker punch* Cost 2 4 Prereqs Fist Fightin’ or Martial Arts The Kirk Manoeuvre Anaesthetist 6 Sucker punch Lethal Weapon 10 Anaesthetist Swashbuckler 2 Pacifier 4 Swords and Martial Arts Martial Arts Stronger Kung Fu 6 Pacifier Sinister Dexter 4 Pistol or Melee [One Handed] Gun Bunny 6 Assault Rifle Iron Body 6 Lucky 8 Stun Resistance or 2 levels of Tough Into the Black – Lightning Bug LARP Main Rules v1.03 Description You may make the Knockdown call in unarmed combat. You may call Triple Strike in unarmed combat once per day. Extra purchases grant 1 additional use per day per purchase. You may call Quad Strike in unarmed combat once per day. You may lethal damage in unarmed combat. Note: This means you could reduce someone to negative body with unarmed combat. You can double the amount of disarms you can do with a sword. You may make an additional use of Disarm beyond your normal daily limit. You may make an additional use of Grapple or Break beyond your normal daily limit. You may wield a one handed weapon/pistol in each hand. You may call ‘Double’ using two pistols on the same target and at the same time. This will cost one round from each pistol. Note: this skill does not combine with the Merit Strong as an Ox You may use one additional call of Suppression Fire per day before your assault rifle runs dry. You may ignore the stun effect of one call with the Stun damage type. This allows you to ignore all the damage from a single Damage Call once per day. Simply call ‘DODGE’ which represents your character not actually getting hit, due to dodging, or the bullet hitting the tree beside you, etc. You may also use this skill to take a damage call from someone else within 5 feet of you, taking the damage instead of them. 34 Into the Black Slippery Varmit 8 Martial Arts & Escape Artist Any Firearm skill Dead Shot 10 Big Damn Shiny Hero 0 Card Shark 2 2 Sophistication Contacts (Type) 2 2 Sophistication Survival Mastery 4 Survival Whatever is to hand Friends in High Places 6 Open Lock 6 Friends in Low Places 6 Contacts, Guild Membership [Companion] Contacts, Pilot Lung Capacity 6 Tough Sly as a Fox 6 Conceal Stupidity invalidates Guarantee! Improved Forensic Analysis Improved Forger 6 8 Forensic Analysis 8 Forgery Into the Black – Lightning Bug LARP Main Rules v1.03 You may make 1 additional use of Break beyond your normal daily limit. Using a warm up of 10 seconds you can target not just a person but a specific location; e.g. left arm, head, right leg, etc. Armour must cover at least 50% of the location targeted to be effective. Arm shots Disarm the target, leg shots would cause Knock down and head shots may well circumvent any armour worn. Note: A sniper rifle automatically confers the ability Dead Shot whilst using that weapon. You can sacrifice your character with no chance of reprieve to accomplish a goal in true heroic fashion. Please seek a Ref before use. You will gain an in game benefit to aid you in gambling. Due to the nature of this benefit you will only be informed of it by the ref team Once per event you may call upon your contacts for a relevant favour. You may purchase Contacts multiple times choosing different types each time. You are well versed in Survival and even if another Survivalist has covered their tracks you can still track them. Once per day you may open a lock without having lock-picks or system-bypass tools. You have friends in positions of authority and once per event you may call upon your contacts for a relevant favour. You have friends on the streets and spaceports across the ‘Verse. Once per event you may call upon your contacts for a relevant favour. By roleplaying holding your breath you may operate for three minutes (3 minutes) without breathing; this makes you immune to some Gas calls and allows you to survive in areas where others would suffocate. You may conceal two small weapons (such as daggers or pistols) or items about your person rather than just one. When testing an invention for the first time you may re-do the coin toss once per day if you do not like the original attempt. Can be purchased up to twice, each time increasing the chance to spot forgery Can be purchased up to twice, each time increasing quality level of the forgery 35 Into the Black Moment of Clarity 2 Faith Member Tending the Flock 10 Moment of Clarity Cortex Ninja 4 Cortexer Cortex Reaver 4 Cortexer Cortex Architect 4 Cortexer Armour Smith 2 Mechanic Ad hoc Mechanics Guild 4 Mechanic Pipe Bomb Kid 6 Cut the Red Wire 8 Mechanic (Demolitions) Mechanic (Demolitions) Gaffa tape and Utility Knife 8 Mechanic (MacGuyer) Grease Monkey 8 Mechanic Into the Black – Lightning Bug LARP Main Rules v1.03 You have such clarity that you may ignore the effects of pain as you take comfort in your faith. When suffering grievous wounds, extreme conditions, etc. you may role-play being unfazed by the experience. You may also act during a Suppression/Heavy Fire call but you will take damage. If a character is in negative Body and therefore bleeding, you may take up position next to them and begin praying, performing rituals and offering wisdom to the injured party. If you do so their mortality count is paused for as long as you attend to them, though it will continue as normal once you stop. For every minute using this skill you take a point of stun damage and you cannot counter this damage. You must be in contact with patient at all times and even if awoken from stun early cannot attempt to tend flock again until the 10 minutes are up. You take 30 seconds less when Infiltrating into secured systems and add 30 seconds to the time when Tampering using this skill. You take 30 seconds less when Infiltrating into secured systems and add 30 seconds to the time during Clean Up using this skill. You take 30 seconds less when using diagnosis on systems and add 30 seconds to the time Tampering using this skill. You may attempt to mend armour of any type in order to allow it to refresh Body points, you do not require the relevant armour use skills to do this. When you assist another character in resolving their Mechanic problem, the solution takes 30 seconds less to resolve. Subtract 30 seconds from the time shown on the card. This stacks with other Mechanic Virtuoso skills You start each event with two pipe bombs. Demolitions problems take you 30 seconds less to solve. Subtract 30 seconds from the time shown on the solution card. Problems of a mechanical nature take you 30 seconds less to solve. Subtract 30 seconds from the time shown on the solution card Problems of a mechanical nature take you 30 seconds less to solve. Subtract 30 seconds 36 Into the Black Yoink! 8 Mechanic (Salvage) Snap out of it! 4 Paramedic Nurse 4 Medicine Take Two & See Me in the Morning 6 Nurse Physician, heal thy self Frontier Doctor 8 8 Take Two & See Me in the Morning Frontier or Border World Background, Medicine Barber Surgeon Quarter 4 Surgery Gifted Surgeon 8 Surgery Flat-liner 10 Gifted Surgeon Into the Black – Lightning Bug LARP Main Rules v1.03 from the time shown on the solution card Problems of a mechanical nature take you 30 seconds less to solve. Subtract 30 seconds from the time shown on the solution card You may wake someone from unconsciousness caused by a Stun effect. Patients in your care recover lost body at twice the normal speed; you must role-play regularly attending to their needs. Note: A doctor’s bag is required in order to use this skill You may administer the necessary medication to another that they can ignore the effects of pain when suffering grievous wounds. For the next 30 minutes they can role-play being unfazed by their injury. They are still injured and still affected by any unresolved wound cards that are open. You can self-medicate using ‘Take Two & See Me in the Morning’ and ‘Nurse’ yourself. You may use any available materials at hand for your first-aid if a first-aid kit is not available; In addition, this allows you to jury rig equipment required to resolve challenges on Complication cards where the appropriate medical equipment is not available. When you assist another character in resolving their surgery problem, the solution takes 30 seconds less to resolve. Subtract 30 seconds from the time shown on the card. This stacks with other Surgeon Virtuoso skills You reduce the time required 30 seconds per card of any surgery you undertake. If you reach a patient that has died in the last five minutes then you may attempt to return them to life with suitable role-play. The ref will toss a coin and the patient calls heads or tails, if the coin lands in their favour they will come back to life otherwise they remain dead. Only one attempt may be made on a dead character. Any character restored in this way will gain an appropriate permanent injury role-play effect, and loses one point of body. Flat-liner cannot be used again on this character until this effect is removed. 37 Into the Black Rehabilitation 10 War Stories 2 High G Manoeuvres 6 Leaf on the Wind 8 Define Interesting 10 Nurse Allows the character to recover from the permanent injury effect gained from the use of the virtuoso Flat-liner in downtime. These sessions require 3 non-consecutive months to be invested by both Nurse and patient in order for full recovery to occur. After this point the patient may be revived by the Flat-liner ability once more. Pilot If another member of your crew is rendered unconscious through combat then you may pick up and use any weapon they were carrying until the danger has passed, even if you do not have the requisite skill. Pilot You have the high-G tolerance required for combat manoeuvres in atmosphere and space. This may narratively change the outcome of some actions while piloting ships and Shuttles. High G Manoeuvres A pilot piloting a ship or shuttle may negate the effect of one hit on their vehicle. Leaf on the Wind You can land your ship regardless of the damage it has sustained. Any landing you can crawl away from, right? Not all folks in the ‘Verse are friendly Into the Black – Lightning Bug LARP Main Rules v1.03 38
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