Crafting
Step 1. Design
Draw your design on the provided paper in the main crafting area. A higher quality design will result in a production requiring less resources and less time. However it will have less uses before fading.
Step 2. Production
Organise supplies and complete at least the minimum crafting time specified by the design. Show to Storyteller who will then remove a use from the design.
Missing Meals
Meals Missed | Effect |
1 | Lose 1 Cool |
2 | Lose access to specialist skills |
3 | Lose 1 cool every hour. |
4 | Lose 1 hitpoint every hour. |
5 | Expire. |
Environmental Danger
- Level 1 – Green. This danger is more unsettling than actually dangerous. But it’s still pretty dangerous. For every ten seconds in this space your character loses one cool. Every minute they lose one hitpoint.
- Level 2 – Yellow. Ok this is getting messed up. Your character loses one cool and one hitpoint every ten seconds in this space or touching this object.
- Level 3 – Orange. This is deadly. If your character spends more than 30 seconds in this space they are reduced to 0 Hitpoints and are considered bleeding out.
Combat
Standard Melee strikes / Elite Darts = 1 Damage
Heavy Melee Strikes / Rivals / Mega= 2 Damage
Armour Reduces all damage taken by 1 to a minimum of 0 for strikes that hit the armour.
Melee Strike Zones: Chest & Limbs
Ranged Strike Zones: Chest, Limbs and Head
0 Hitpoints=
Wounded (only crawling, whispering and shouting occasionally for help.)
Wounded+additional damage = bleeding out.
Bleed out ends after two minutes with death.
Bleed out can be paused at a cost of 1 cool per minute.
Execution takes 5 seconds and must be performed on a wounded or bleeding out enemy.
Hitpoints is 1+skills.
Long Term Trauma
Number Rolled | Long Term Trauma |
1 | Character has a complete and total recovery and is the stronger for it. They gain 1 additional maximum cool. |
2 | You develop a physical or verbal tic that helps your character maintain their equilibrium. Lose 1 permanent cool. |
3 | Develop a phobia based on how you lost your final point of cool. Lose 1 permanent cool. |
4 | Develop a phobia based on how you lost your final point of cool. Lose 1 permanent cool. |
5 | Develop a phobia based on how you lost your final point of cool. Lose 2 permanent cool. |
6 | The character falls back on a series of debilitating routines when under serious amounts of stress. These compulsions may not be dangerous but are likely interrupting and irritating. Lose 2 permanent cool. |
7 | Your character seeks stability through alcohol. Your character can only regain cool through alcohol. Lose 3 permanent cool. |
8 | Your character finds no rest from sleep either due to a lack of it or from chronic nightmares. You never regain cool overnight from sleeping. Lose 3 permanent cool. |
9 | The character suffers selective amnesia to protect themselves from harmful memories. You lose the use of a general skill. Lose 3 permanent cool. |
10 | The character becomes increasingly paranoid and sees enemies everywhere. Over time this worsens. The character begins to see everyone in their faction as enemies. Lose 4 permanent cool. |
11 | The character suffers a crisis of identity. Your previous life is horrifying to you. You lose access to your specialist skill. Lose 4 permanent cool. |
12 | The character is on a thin edge of sanity. Inform an ST and you will be given a instability deck. Draw from this deck hourly until you draw a ‘break’. This instantly reduces your cool to 0 and you suffer a mental breakdown. This does not cause you to suffer a risk of additional trauma. Lose 4 permanent Cool. |
Counseling
Standard Counseling:
5 Minutes per point. Patient/Counsellor ratio of 1/3
Extreme Counseling:
10 minutes per point. Patient/Counsellor ratio of 1/1
Surgical Complications Table
Number Rolled | Result |
1 | A masterful piece of surgery. Remove five minutes from the overall required time and gain 2 cool. |
2 | You’re doing fine. Gain 1 cool. |
3 | A decent stitch, remove 5 minutes from the overall required time. |
4 | The surgery progresses, no effect. |
5 | The surgery progresses, no effect. |
6 | The surgery progresses, no effect. |
7 | The wound is worse than you expected, lose 1 cool. |
8 | The wound is far worse than you expected and you may have made it worse, lose 2 cool. |
9 | The wound is jagged and may contain some shrapnel, you slice your finger. Either extend the surgery by five minutes or take 1 damage. |
10 | The wound erupts in blood. The character takes no additional damage but is assumed to be bleeding out for the rest of the surgery. |
11 | Consult the Major Surgical Complications Table |
12 | Consult the Major Surgical Complications Table |
Major Surgical Complications Table
Number Rolled | Result |
1 | False alarm, carry on. |
2 | The character suffers from temporary paralysis from the waist down for d12 hours. |
3 | The character is blinded for d12 hours. |
4 | The character is shellshocked and suffers from amnesia, forgetting d12 hours. |
5 | The surgery requires the loss of a finger or toe. |
6 | Patient wakes during surgery and suffers from |
7 | Massive internal infections wrack their body. Total max hitpoints reduced by 1 permanently. |
8 | The character is horrifically disfigured, they character suffers numerous physical scars on their face or forearms. |
9 | The surgery discovers extensive optical nerve damage, the character loses an eye. |
10 | Shrapnel and scarring is far more extensive than previously estimated. A single limb becomes entirely unusable, either withered beyond all repair or amputated. |
11 | Through a series of cascading failures, they expire. Inform the player their character is about to die. You lose all cool once they have done so. |
12 | Complete and sudden brain death. Inform a storyteller. |
Skills List
Barfly General +1 Hitpoint
Bloodlust General +1 Cool
Calm Specialist: +6 Cool General: +3 Cool
Chef de Apocalyptie Specialist +1 Hitpoint +2 Cool
General- +1 Hitpoint
Counsellor Specialist +4 Cool
General +1Cool
Dedicated Worker General +1 Cool
Engineering Specialist: +2 Cool +2 Hitpoint
General +1Hitpoint
Escape Artist General +1 Hitpoint
Extraction Specialist – +3 Cool +1 Hitpoint.
Feral Specialist +4 Hitpoints.
Golden Child Specialist
Gone Hungry General – +1 Hitpoint
Helping Hand General +1 Cool
Hidden Strength General +1 Hitpoint
Intimidate General +1 Cool
Iron Gut General +1 Hitpoint
Iron Will General +1 Hitpoint
Lore Specialist +3 Cool General +1 Cool.
Masochist General +1 Hitpoint
Pat Down General +1 Hitpoint
Pick Lock General +1 Cool
Pride In Your Work General +1 Hitpoint
Quick Learner Specialist +2 Hitpoints +2 cool
Resilience Specialist: +6 Hitpoints
General: +3 Hitpoints
Spiritual Specialist +1 Hitpoint +3 Cool
General +1 Cool
Slayer General +1 Cool
Status (Faction) General
Networker + 1 Cool
Tanker +1 Hitpoint
Forger +1 Hitpoint OR +1 Cool
Stone Cold General +1 Hitpoint.
Trauma Specialist- +4 Cool
General +2 Cool
Traveller Specialist +2 Hitpoints +2 Cool
General +1 Hitpoint
Unarmed FighterSpecialist- +3 Hitpoints +1 Cool
General- +1 Hitpoint
Unkillable Specialist +2 Hitpoints +2 Cool.
Well Supplied Specialist +2 Hitpoint +2 Cool
General +1 Hitpoint +1 Cool
Items and Cost
Starting Personal Gear: 15
Points
Alcohol (Poor
Quality) – Free (2 bottle max)
Alcohol (Medium Quality) – 1 Point per bottle
Alcohol (High Quality) – 2 Point per bottle
Armour – 3Points per piece
Ammo (Poor) – 1 Point for 3 Elite Darts
Ammo (Good) – 1 Point for 2 Rival/Mega round
Bag – 1 Point
Bandage – 2 Points
Bike- 5 Points
Blanket – 1 Point
Book – 1 Point
Boots (protective) – 1 Point
Chemicals – 2 Points
Clean Surgery Tools – 6 Points
Dirty Surgery Tools – 3 Points
Electrical Scrap – 2 Points
Food (1 meal preserved) – 1 Point
Gun Cleaning Kit – 3 Points
Handcuffs – 2 Points
Heavy Clothes – 2 Points
High Caliber Simple Gun – 4 Points
High Caliber Complex Gun – 8 Points
High Caliber Military Gun – 15 Points
Low Caliber Simple Gun – 2 Points
Low Caliber Complex Gun – 4 Points
Low Caliber Military Gun – 10 Points
Map – 4 Points
Mechanical Scrap – 2 Points
Mechanical Tools – 3 Points
Medical Supplies – 5 Points
Pillow – 1 Point
Plant Parts – 2 Points
Protective Suit – 4 Points
Radiation Suit – 8 Points
Rebreather – 4 Points
Rope – 1 Point
Sleeping Bag – 1 Point
Tent – 3 Points
Torch (Wind up) – Free
Torch (low lumen electrical) – 1 Point
Torch (high lumen electrical) – 2 Point
Weapon (melee) Under 50cm – 2 Points
Weapon (melee) between 50cm and 100cm – 2 Points
Weapon (melee) longer than 100cm – 5 Points
Code of Conduct
Any LARP Event will have inherent dangers and it is in
everyone’s best interests to minimise these risks as much as possible. The
rules presented here supersede any other game rules and are in place ultimately
to insure both personal and event safety.
Respect each other and yourself.
Illegal Substances and items will not be tolerated at any Avoss Event.
Any real-world prejudice and bullying, be it racial, sexual or otherwise will not be tolerated.
Any
item to be used in combat must be approved by a Marshall. Any person wishing to
engage in combat must also be cleared.
Non-Consensual Sexual content will not be tolerated, neither will explicit
sexual content.
The Avoss team retains the ability to remove or decline entry to any person or
item that does not meet the requirements set out by these or any other rules.
A Note on Cheating
This is a LARP game the focus of which is providing an immersive roleplaying experience. We are all here to tell stories together and for each other.
Cheating is not going to be actively policed.
It is shitty and it is covered by the “Don’t be a dick” rule already,
but we are not going to be overly concerned unless your cheating impacts on the
experience of others in a way that we feel is damaging.
Please don’t cheat, but please also do not seek to police your fellow players
excessively. Certainly do not stop play
to do so. If you are very concerned then
find a time that is appropriate and will not further impact the experience of
yourself and those around you and tell an organiser about what you are
concerned about.
They will do what they feel is best for the experience we are all trying to
have together.