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Mil-Sim LARP

Posted: Tue Mar 23, 2010 3:16 pm
by Dallid
MERCS
Mercs is a near-future mil-sim RP that takes place in a politically unrecognized, and quite failed, central-Asian state.
The region had been subject to unrest for decades, with its borders disputed by multiple nations and the indigenous population desiring a separate state of their own. Eventually these people got as far as setting up their own government, military, police, and social services, but it didn’t last. Warring factions and political pressures from neighboring countries prevented the new state from ever getting off the ground. Within a year of the government’s formation, a terrorist network (or perhaps foreign spies) detonated a nuclear bomb in the capital – Sero City (nicknamed since the blast as ‘Sorrow City’). Anarchy has reigned since.
Now a total quagmire similar to Somalia, no nation wants to get their hands dirty by becoming directly involved. However, numerous nations are expending significant resources in the area. Mercenaries and militias fight proxy wars for foreign states. Terrorist organizations and criminal syndicates have moved in. The lack of law and order also appeals to otherwise legitimate governments, who use the territory to set up secret prisons and research centers, where they can make the kind of progress that can only come without regulation. Biological and radioactive weapon advancements occur right alongside genetic manipulation and cloning experiments. An unending supply of political prisoners feed the bottomless appetite of immoral scientists.
Lured by the vast wealth pouring in, you have arrived at a mercenary base in the area to join up with one of the chapters present.

Regional Factions
Russian Federation
The rejoining of several satellite states to Russia was one of the main drives of the Serovian national movement. As Sorovia claimed significant parts of the former Kyrgyzstan and Tajikistan, Russia saw this as an infringement in its territory and sent in its military to put down the revolt. In a matter of days, Russian troops found themselves unexpectedly exchanging fire with Chinese, Indian, and Pakistani forces – in addition to Serovian Nationals – all involved suffering tremendous casualties. Then, amid the chaos, the rebel capital, Sero City, vanished in a mushroom cloud, killing tens of thousands more of the soldiers from all sides. The political fallout rivaled the radioactive, and all nations pulled back to their respective borders to dig in.
Russia still wants its land back, and sees a chance at claiming all Serovian territory. Rumors also circulate that Russia is carrying out biological weapons R&D in the lawless region.

People’s Republic of China, Islamic Republic of Pakistan, Union of India
In addition to Russian-annexed territory, Serovia claimed land from Western China, Indian Kashmir and Pakistan’s Northwest Territories. Like Russia, all three of these nations sent troops in to reclaim their land and pacify the region. However, a complete lack of coordination between these countries – as well as greed to claim a bit more territory than was formerly theirs – resulted in armed conflict between them all. In an effort to prevent all-out war, and to get their troops out of a chaotic and explosive (literally) situation, all nations pulled back outside of Sorovian territory following the nuclear blast that claimed Sero City.
Like Russia, all nations are still attempting to gain the upper hand in Serovia through proxy groups such as mercenaries and terrorists. All are also rumored to be taking advantage of the lawless land to pursue illegal activities – dirty bombs, genetic manipulation, and electronic warfare research are all rumored to be taking place.
Serovian Nationals
Despite a four front invasion and the total loss of their capital and government body, there is still a strong drive among local warlords and militia for a Greater Serovia nation. They want to be rid of all foreign invaders and re-establish their own rule of law, and are willing to go to any lengths to do so. Marked as terrorists by the U.N., they do not shy away from deals with other terrorist organizations, criminal syndicates, or any other entity that might grant them even a temporary advantage.
Complicating the matter is a number of Serovian factions vying for dominance. The People’s Army of Serovia oppose the Serovian Democratic Party who had been in power before Sero City was destroyed. Individual Serovian warlords have also emerged in the ensuing chaos to promote their own agenda and seek power.

United States of America
The Americans simply must be involved in absolutely everything, and Serovia is no different. Secret consultants and advisors were rumored to be deployed with the Serovian Democratic Party before the bomb exploded, and may still be lending them a hand. Unmanned drones and special forces units operate out of nearby U.S. bases in Afghanistan, India, and Pakistan as they hunt for ‘targets of interest’ operating out of the lawless territory. Occasionally mercenary groups are contracted to go after such targets, if convenient. In addition, accusations have been made regarding an extra-legal interrogation center rumored to have been set up by the CIA in cooperation with the former Sorovian government, which may still be in use.

Islamic Republic of Iran
Anywhere the U.S. goes, Iran is sure to follow if only to oppose any aims of the ‘Western Imperialists’ in their one-nation rebellion. Most efforts are carried out by proxy fighters such as terrorists and mercenaries, but on occasion the Elite Revolutionary Guard will deploy their own special forces into Serovia to handle the most sensitive tasks. Iran is accused of operating terrorist training camps within the region.

United Nations
Numerous aid groups operate in the territory, despite the high risk. Some are fortunate enough to have a U.N. security detail assigned to them. However, these details are typically undermanned, under-equipped, and under-trained. Criminals, terrorists, and militias sometimes target them to acquire desperately needed supplies.

Al Qaida
This international terrorist organization (determined to rule the world) has always held special interest in failed states as locations from which to base their activities. Sorovia, so near to their ideological base, has proven particularly accessible, and now hosts a significant terrorist presence. Recruiting and motivating its troops by religious doctrine, Al Qaida has a nigh-inexhaustable supply of cheap minions clamoring to expend their lives for them – making these terrorists perhaps the most dangerous force in the region. They work with criminal syndicates – exporting drugs and importing arms. They control numerous drug and munitions manufacturing plants as well as jihadist training camps.

Criminal Syndicates
Criminal activity in Sorovia is centered about the transportation of arms and drugs into and out of the region. Alliances of convenience are made and broken on a near daily basis with other local and international organizations, such as the Russian Syndicate, Italian Mafia, Columbian Cartel, Chinese Triad, and Japanese Yakuza.

Corporations
Corporate entities seek to exploit cheep manual labor to excise rare and valuable resources from the Sorovian territory. Mercenaries are hired to protect active mines and secure new ones, as well as transport resources into and out of the danger zone. Some corporations, such as those from Russia, operate under government mandate, and are considered military operations. However, companies from the United States, India, and China tend to operate independently.

Mercenaries
All the above factions are ready to spend mass wealth to pursue their agendas, and mercenaries are standing by to soak it up.

Base Camp
All players operate out of the same base camp, which houses a number of mercenary groups who largely stay out of each other’s way. The International Red Cross also operates out of this camp – providing a well-equipped and professional medical facility in exchange for security. Base camp also features a fully functional motor pool, barrack spaces, mess hall, and CnC center featuring satellite communications offering phone, internet, television, and radio service. This also functions as a central bank, able to withdraw, deposit, and exchange currencies from accounts all over the world.
Farsii the Arms Dealer is a frequent resident making available all manner of weapons, and willing to purchase practically anything the players are willing to sell. Business is good, and Farsii is sure to find a nearby buyer for whatever he acquires.
While those within the Base Camp treat it as neutral ground, staying too long in one place too long will surely make it a target for outside hostiles. As the International Red Cross tries its hardest to treat EVERYBODY in the local area, the base’s location can never remain secret for long. As such, Base Camp relocates between every event, ensuring an ever-changing combat theater.
Reputation
Reputation, as tracked on each player’s flash drive, affects the availability of missions, price of goods, and hostility of a given faction. Reputation may be anywhere from -100 to 100, or from extremely bad to extremely good.
A character may only be a member of one mercenary organization at a time. When a character joins a new organization, membership to any prior organization is removed. Each organization carries separate Reputation with every faction in-game. Performing missions for a faction will raise the organizations Reputation with that faction and its allies to varying degrees. Performing missions against a faction will decrease reputation with it and its allies. Nearly all missions will be for at least one faction and against at least one other.
In addition to missions, performing certain actions can also affect an organization’s reputation. Given the volatility of the area and the newsworthiness of everything going on there you can bet at least one satellite is monitoring your every move at all times and an embedded reporter is behind every corner. What you do today will likely be on the news tonight. Kill a civilian, and your organization’s reputation with everyone will drop. Kill a police officer or a soldier neutral to the current battle, and your reputation with that particular faction will drop. Likewise, save a civilian’s life and your total reputation is sure to rise.
A player’s reputation is updated to reflect current levels each time his flash drive is plugged into a game terminal.

Mission Database
The database will only show missions available for your reputation level or lower for all factions. The various factions will have their missions spelled out in their native languages, which will be unreadable to characters without the requisite language knowledge as defined on their flash drives. Unreadable missions cannot be accepted, though an interpreter may be hired to translate the mission at a cost of $100 per mission. Due to the secretive nature of most missions, many may simply have the instructions: “Send Liaison to the following coordinates for mission specifics…” May also want to hire a camp interpreter to travel with your liaison.

Currency
There is no in-game phys-rep for money. All transactions occur electronically though laptops running game administration programs. Players maintain their character stats, abilities, and bank balance on their flash drives, and insert them into the terminals to make purchases and receive payments. Any price-affecting skills are taken into account.



Physical Attributes
Body – The aggregate strength and toughness of a character.
Brains – The intelligence of the character.
Reflexes- The responsiveness and precision of a character.

Characters start out with 1 Health and 1 Luck. An additional point of Health is added for each point in Body, and 1 Luck is added for each point in Reflexes. Players start with 3 points to distribute amongst these attributes.
One point in Body is required to carry a single non-resisting person in heel-tow fashion. Two points in Body allow you to walk while carrying a non-resisting person, and 3 points in Body allows you to run. You may do nothing else while carrying a body. The person being carried must follow with both hands on your shoulders.
In addition, each point in Body allows you to carry 50 lbs. in virtual gear in addition to the real world gear you all ready have. For instance, if you wanted to loot a 100 lbs bag of gold from an enemy base, you would need to have at least 2 Body.

Damage
Unless otherwise stated, damage is first applied to Luck, then Armor, then Health. All lost Luck points return after the character spends 15 minutes out of combat. Destroyed armor must be replaced, and Health points return at a rate of one point every 15 minutes while the character is in a Medical Facility or at Base Camp.
Any damage that subtracts from Health should be role-played. Walk with a limp after a leg hit, favor an arm that’s been shot, or, should you take a solid hit to the head, feel free to drop directly to -2 or -3 Health.
Should any purchased gear be hit by a pellet (including weapons), the gear is destroyed. The player takes no damage. However, the player may expend a Luck point to save the affected gear on his person. Should a character be reduced to negative life by a blast, or be hit by a blast while in negative life, all gear on his person is destroyed. Any discarded gear hit by a pellet or blast is destroyed – no save possible. If hit by Blast damage, the player may spend 2 Luck and fall instantly prone to avoid the effect.

Health Levels
1 or higher – Character is fully active and capable.
0 – Character is still conscious and may talk, shoot, reload, etc, but cannot stand nor move other than by crawling.
-1 –Character is still conscious and may still talk, but is in great pain and bleeding badly. No action may be performed. Soldier will slip to -2 after bleeding-out for one minute. The passage of this time is often referred to as ‘Bleeding Out’ or as a ‘Death Count’.
-2 –Character is unconscious and will slip to -3 after bleeding-out for one minute.
-3 and on – Character is clinically dead.

Wounded soldiers in Base Camp are considered to be at the Medical Facility where they regain one Health every 15 minutes. Arrival at a Medical Facility stops any death count and healing begins immediately. The doctors there will not allow a combat medic to simply dress some wounds to get a soldier out earlier, nor will they allow a soldier to be discharged before full recovery without the express permission of the Company Commander. Medical Facilities will also detoxify patients and clean out radiation poisoning.


Coup-de-grace
If you can sneak up on an unaware, unresisting, or unconscious soldier, you can kill the target quickly and silently with a melee weapon. Place melee phys-rep against the target and say “I slit your throat, you are dead.” If the target fails to even flinch before the phrase is complete, the target is instantly at -3 Life.
If you don’t mind being noisy about it, you can point your gun phys-rep at a target within three feet, who is not currently resisting you, and yell ‘BANG’. Target is immediately at -3 Life.
Safety
A full face mask, long sleeve shirt, and long pants are recommended to reduce the risk of injury. At minimum, a set of safety goggles is required. Face mask and/or googles must be worn at all times while in a live-fire zone. Please police yourself and those around you. Repeated safety violations will necessitate removal from play.
All Airsoft guns, save sniper rifles, must have a velocity below 350 FPS, and should not be fired within 10 feet of the target. If the target is too close, perform Safe Zone combat calls as described below. Sniper Rifles must have a velocity under 450 FPS, and should not be fired within 50 feet of the target.
Safe Zone Combat
Certain areas of the field will be designated “Safe Zones”, where safety gear may be removed. Base Camp is considered a Safe Zone, as is any area where pellets may cause damage to the environment.
All airsoft phys-reps must have safeties on and clips removed in a Safe Zone.
So what happens when a mercenary band pisses off the Red Army and leads them right back to base?
Combat in Safe Zones is carried out by calling your damage, - “One”- rather than pulling the trigger. Single shot weapons must do a 5-count between each shot. Semi- and Full-Auto weapons may fire as fast as the player can call damage articulately. All shots are automatic hits provided your target is visible. Once dropped into negative life, called damage no longer affects the target, save Coup-de-grace and Blast damage. Make sure there is no confusion as to who your target is. Get your target’s attention, if necessary. “Hey! Indian Sniper! One-One-One!”
Out of Game
Any player holding a weapon high in the air or with a fist held on top of the head is considered out of game. Such a player is not considered a part of the scene, and should not interact with active players.
Thrown Attacks
Thrown attacks, such as grenades, may be represented by tennis balls, Nerf balls, rubber or foam replicas, Airsoft replicas, etc. All such phys reps must be heavy enough to be felt, large enough to be seen, and unlikely to cause physical harm should they strike a person. As such, they must be GM approved. Where the phys rep first lands is where the effect goes off.
Ammo
Ammo of all calibers is plentiful in war zone, and its cost is negligible when compared with other expenses. As such, no in-game tracking of ammo supply or expenditure exists. Ammo usage is dependant solely on real-world situations and limitations. However, the NPCs will assign an ammo expense which is subtracted from mission payment at the end of a mission based on how much ammunition they believe was used.
Weapons
Most in-game weapons are phys-repped by Airsoft pellet guns. All small-arms fall into a few broad classes based on their method of pellet-delivery – Spring Action, Semi-Auto, Full-Auto, and Shotgun. Like ammo, small-arms weapons are considered plentiful and free, with a character considered to walk onto the field carrying the weapon represented by the player’s phys-rep. If a character’s weapon is destroyed, it cannot be used again until repaired, or the player may take a weapon of the same category from a fallen friend or enemy to continue using his phys-rep – regardless of the weapon model. This is to not only keep logistics simple and manageable, but also because NPCs typically cannot truly represent the availability of weapons to the various factions of the game world. That poorly trained and equipped rebel isn’t using a P-90, he’s using an ‘automatic weapon’.
In fact, that P-90 may represent a ‘semi-automatic weapon’. Should a player ‘take’ it, the NPC will inform the player as such. The player then continues to use his own phys-rep, but may not use its full-auto setting, if it has one.
Vehicles:
All vehicles are considered protected against small-arms fire. Only weapons that do Blast damage or are specifically designed for use against vehicles may do them harm.
Vehicle classes include:
Technical
Civilian vehicle modified for a combat role. Blast Resistance 2. Technicals are everywhere and easily accessible.
Light Transport
A lightly armored military vehicle such as a jeep or a Hum-Vee. Blast Resistance 3. $100,000
Hvy Transport
A well-armored personnel carrier such as an M-RAP or a Stryker. Blast resistance 4. Occupants are fully protected against small-arms fire, though may fire from vehicle. $700,000
Light Tank
A smaller, faster tank such as a Bradley. Equipped with Cannon (10 Blast 7). Must perform a 10 count to reload. Blast Resistance 5. Occupants are fully protected against small-arms fire, though may fire from vehicle. $5,000,000
Hvy Tank
A large tank such as the M1A2. Equipped with Cannon (10 Blast 9). Must perform a 10 count to reload. Blast Resistance 7. May have no more than 4 occupants, all of whom are fully protected against small-arms fire, though may fire from vehicle. $20,000,000

Vehicles may be modified with upgrades that help protect them against damage. Once damage is absorbed, the upgrade must be repaired before it may be used again. A vehicle may have up to one of each supported upgrade.
Vehicle Upgrades
Reinforced Armor
Effective against RPGs, Grenades, and Light Cannons. $4000
V-Shaped Hull
Effective against Mines and IEDs. May only be used by Hvy Transports. $10,000
Ablative Armor
Effective against RPGs, Grenades, Light Cannons, Heavy Cannons. Cannot be used by Technicals and Light Transports. $10,000
Reinforced Undercarriage
Effective against Mines and IEDs. Cannot be used by Technicals. $10,000

Skills
Characters start with four Skill Points. Four new points are earned at the end of every event. Points unspent before the next event are lost. A character may have a maximum of 20 points spent on skills.

0 Point Skills (Free if requirement is met)
Basic Firearms
Any spring-loaded cock-and-fire small-arms weapon. A semi-automatic weapon may be used, but a 5 count must be made between each shot. Call ‘one’ damage in Safe Zone combat, with a 5 count between each call.
Combat Knife
A melee weapon less than 16” in total length. Each hit to the body of a person does one damage. Bypasses Luck to directly affect armor and health. Cannot damage equipment. Requires 1 Body.

One Point Skills
Combat Firearms
May use any small-arms weapon on the semi-auto setting. Requires 1 Body.
Call Evac
A evac vehicle (such as a helicopter or hvy transport) is dispatched from a nearby friendly faction base to remove friendlies from the battlefield. Vehicle will not approach if the area is “Hot” and the enemy is witnessed to possess anti-vehicle weapons. The mission leader will be charged $3000 for the service post-mission. Death Counts are suspended aboard the vehicle.
An evac vehicle typically takes 10 minutes to arrive at the scene, though this time may be extended depending on the situation. Such a vehicle may not be available if no major friendly faction base is nearby. Requires 1 Brains.
Situational Awareness
At the beginning of a mission, the player may ask the NPCs for the general deployment of hostile forces. Requires 1 Brains
Field Dressing
Spend one minute to heal a soldier from 0 Health to 1 Health, or from -1 Health to 0 Health. Bleed-out time is paused while this skill is active. This skill also allows an assessment of a non-resisting character, revealing current Health level and maximum Health level. Requires 1 Brains, 1 Bandage.
Regional Lore
You are familiar with the regional territory and its people. Spend 15 minutes conducting research to ask one Yes/No question. Player should role-play scouting the land and talking with the natives. Requires 1 Brains.
SAM Launcher
May use a portable Surface-to-Air Missile launcher such as a Stinger system. A SAM missile counters an Air Support instance. Requires RPG Skill, 1 Brains.
Akimbo
May use one semi-automatic weapon in each hand. Requires 1 Reflex and Combat Firearms
Field Repair
Spend five minutes to repair one infantry weapon. Requires 1 Brains, Field Kit
Wheelman
Gain the Dodge ability which counters RPG, Grenade, and AT Artillery damage to a vehicle. Dodge may be used once per mission, and only with Technicals or Light Transports. Requires Combat Driver.
Training
Raise an Attribute from 0 to 1

Two Point Skills
Combat Shotgun
May use a shotgun. Must also have Combat Firearms to use a semi-auto shotgun. Combining with Assault Firearms allows the use of a full-auto shotgun. Requires 2 Body.
Disarm/Recover
Spend 1 minute to harmlessly disarm and destroy or acquire an armed device that does Blast damage. Requires 1 Brains, 1 Reflex.
UAV Hack
The Slicer has the tools and talent to hack into feeds from overhead satellites and unmanned aerial vehicles. After remaining stationary for 2 uninterrupted minutes, the player may yell “Reveal Enemy”. All opposition who can hear the call must yell “Here I am”. If properly equipped, the opposition may be alerted that they have been monitored by an unauthorized entity. Some NPC factions are using their own satellites and UAVs to monitor the area, and may make “Reveal PC” calls periodically. Requires Slicer Skill, data pad phys-rep.
Tactical Superiority
Soldier knows how to utilize the unit to best effect. All soldiers in the player’s deployed unit gain 1 Luck for the duration of the mission. Ability does not stack. Requires 2 Brains.
Triage
Spend 1 minute to stabilize a person who is at -2 Health. This extends the soldier’s bleed-out time to 30 minutes. Bleed-out time is suspended while the Triage operation is under way. Any interruption in the operation kills the soldier. Requires 2 Brains, 1 Bandage , 1 Plasma.
Certified Surgeon
This skill reduces the time for one character to heal a Health point while at a Medical Facility from 15 minutes to 5 minutes. The Surgeon must be at Base Camp for this skill to take effect. May not use this skill to affect yourself. Requires 2 Brains, Field Dressing, and Medical Facility.
Refit
Spend 15 minutes to repair one spent Vehicle Upgrade at the Motor Pool. Requires 1 Body, 1 Reflex, and Motor Pool.
Off-Roader
Get your vehicle passed a single otherwise impassable obstacle such as a river, fallen tree, tank trap, steep grade, etc. Ability repops after 15 Minutes. Requires 1 Reflex, 1 Brains, Combat Driver.
Hacker
Player gains 15 seconds for solving computer puzzles each time this skill is purchased. Requires Slicer.
Translator
No character may speak a regional language dialect without this skill. Even if the Character’s national origin is Chinese, the character is considered to speak a dialect different from that of the conflict region, and cannot understand the locals. Each time this skill is purchased, the player is able to speak, read, and write an additional regional language. Regional Languages are: Chinese, Pakistani, Indian, Russian, Kurdish, Nepalese, and Arabic. Requires 2 Brains
Regional Background
You’ve got a solid background in the region and can churn up a good deal of info in little time. Spend 15 minutes research to ask for a one ‘word’ answer , such as a number, name, place, time, etc. (A full name would be considered a single word). Player should role-play scouting the land and talking with the natives. Requires 2 Brains.
Pick Locks
Spend one uninterrupted minute to bypass a physical lock. The quiet way to gain entry. Some doors cannot be breached this way (barred, braced, or magnetically sealed doors, some high-quality locking mechanisms). Requires 1 Reflex, 1 Brains.
Pyro
Spends 5 minutes with an explosive to increase its Blast damage by one. Not stackable. Requires 2 Reflex.
Machine Pistol
May use one full-auto weapon in each hand. Requires 2 Reflex, Assault Firearms, Akimbo.
Training
Raise an Attribute from 1 to 2.

Three Point Skills:
Assault Firearms
May use any small-arms weapon on the full-auto setting. Requires 3 Body, Combat Firearms.
Marksman
If the player can remain perfectly still and uninterrupted with weapon pointed at the target for 30 or more seconds, he may call “Aimed Shot” to make an automatic hit on a visible target with the next small-arms weapon shot. Target need only be visible at time of firing, but must be close enough to hear the call. Requires 1 Body, 2 Reflex
Explosives Detection
While walking heal-toe and performing no other action, may detect any armed device within a 10’ radius that does Blast damage. Requires 2 Brains, 1 Reflex
Coordinate with Sniper
Somewhere in the area is a friendly sniper you’ve convinced to lend a hand. Call “50 Cal. Strike” and describe your target. Target is automatically hit for 5 damage. May use radio to contact distant target. Target need not be visible. Ability repops 15 minutes after use. Requires 3 Brains, radio.
Theater Control
Soldier has managed to cause a disruption in the enemy supply lines. For one combat during a mission, the player may declare that enemy soldiers cannot reload their weapons. Requires 3 Brains.
Field Life Support
Resuscitate a dead soldier to -2 from either -3 or -4 Health if the soldier can be reached within 30 seconds of death. At this point, Triage may be performed. Requires 3 Brains, 1 Surgery Kit, and Triage.
Emergency Response
By keeping a cool head and coordinating medical activity you may extend the effect of your Field Dressing, Triage, and Certified Surgeon skills to three people at once. Requires 3 Brains.
Tech Wiz
Player gains 1 retry for solving computer puzzles each time this skill is purchased. Requires Slicer.
Combat Driver
May drive any vehicle in combat. Requires 1 Reflex, 2 Brains.
Regional Contacts
You know exactly where to look and who to talk to in order to find out what you need to know. Spend 15 minutes research to ask a question with a detailed answer (opposing force composition, enemy objective, makeup of town, etc.). Player should role-play scouting the land and talking with the natives. Requires 3 Brains.
Slicer
A slicer is required to hack hostile computer systems in order to access or retrieve objective data. The slicer inserts his flash drive into the target computer to begin the hacking operation. Should a slicer fail the puzzle and have no retries remaining, the computer becomes locked. Only one slicer may attempt any given puzzle – should the slicer remove his flash drive from the target computer before the computer is hacked, the computer becomes locked. The slicer has 15 Seconds to resolve a puzzle, and has no retries. Requires 3 Brains.
Air Strike
Should a friendly aircraft be nearby, the player may ask it to provide air support by attacking a specific target. The aircraft will respond with an ETA that may be different from situation to situation. Target may be an area, in which the result is an attack of 30 Blast 3, or a hardened target such as a building or a tank, in which the attack is a Blast 10. Anti-air countermeasures may prevent the strike from succeeding. Aircraft may refuse to cooperate if such countermeasures are known to be in the area. Requires 3 Brains, radio.
Training
Raise an Attribute from 2 to 3.

Four Point Skills

RPG
Player may now use an RPG. RPG must reload after every shot. 30 Second reload time (10 seconds with a second player assigned as a dedicated loader – loader must remain within 10 ft of RPG player). Once loaded, the RPG may be fired at the target. Requires 4 Body.
SAW
May use any Squad Automatic Weapon or heavy machine gun on any setting. This is a large physrep with a continuous-fire high-capacity clip. Requires 4 Body
Flamethrower
This weapon is phys-repped by a water gun. Does 1 Damage on first contact with the target, and 3 damage every second the stream of water is maintained on the target. Damage above a vehicle’s Blast Resistance is carried over to the passengers. Should the last living passenger be reduced to negative life by a flamethrower, the vehicle is destroyed. Should the flamethrower be destroyed, it explodes for 10 Blast 5. Requires 4 Body.
Sniper
May use a Sniper Rifle and a Gilly suit. Must have Combat Firearms to use a semi-auto Sniper Rifle. Full-auto Sniper Rifles are not allowed. Requires 2 Body, 2 Reflex
Artillery Strike
Player may call in an artillery strike from a friendly base, then must remain perfectly still and uninterrupted for 30 or more seconds with a stationary target in sight to ‘paint’ it. One minute after the call, the target is hit by the strike – no counter possible. Strike may be anti-personnel (30 Blast 3) or Anti-Tank (Blast 10) – determined when the strike is requested. Ability repops 15 minutes after use. May not be available if no friendly bases are in the area. Requires 3 Brains, 1 Reflex.
Strategic Deployment
Once per mission, up to half of the player’s deployed unit may be selected to go out of game for 30 seconds and reposition themselves. They may move no closer to any enemy units then they were when they went out of game. There is no game-stop. Requires 4 Brains.
Miracle Worker
The Medic is immune to interruption during Triage so long as he remains within 3 feet of the patient and able to attend. Field Life Support will work on any patient who has been dead less than 5 minutes and is at -6 or better Health. Requires 4 Brains, Field Life Support.
Lucky Dog
Gain the Lucky Dog ability which counters any attack made against a vehicle. Lucky Dog may be used once per mission. Requires 4 Reflex and Combat Driver.
Regional Database
You know the regional territory, and how to think just like one of the bad guys. Spend 15 minutes research to bypass any one obstacle, physical or virtual. (computer lockout, physical lock, roadblock, minefield, etc.). Requires 4 Brains.
Master Mechanic
Use parts from two disabled vehicles of the same class to make one working vehicle. Vehicle is in stock condition without any upgrades. The Master Mechanic must spend 4 hours at the Motor Pool to create the new vehicle. Each additional Master Mechanic reduces the time by one hour, to a minimum of one hour. Requires 2 Body, 1 Reflex, 1 Brains, and Motor Pool.
Training
Raise an Attribute from 3 to 4.
Veteran Abilities
If no skills are purchased between events, then a Veteran Ability may be taken, instead. These abilities represent the character’s growing influence, reputation, and personal contacts in the region. Veteran Abilities are one-shot abilities – expended upon use and do not come back until repurchased.
Favor
This is a solid “You owe me one” with an NPC. A faction must be specified for each favor gained. Favors may be had with any faction, hostile or not. A favor may be spent to get passed an otherwise hostile roadblock or patrol, convince an unfriendly support unit to lend a hand, temporarily increase reputation with the faction for the purpose of mission selection, temporarily decrease the cost of supplies, etc.
Duck n’ Cover
You know just what to do when you hear “INCOMING!” While everyone else is reduced to charred husks by a napalm bomb, you emerge from under a log unscathed. When a UAV flies overhead, you’re the one it doesn’t see. Expend Duck ‘n Cover to ignore an area effect.
Dodgey
Use this to gain five Luck for an event. This extra Luck cannot be regained once expended and goes away at the end of the event.
No Time to Bleed
May be used for a one-time extension of your bleed-out time by five minutes.
Out of Action
Prevents additional damage from being externally inflicted while in negative health. Normal bleed-out times still apply. Effect lasts until character dies or is healed into positive life.
War Mule
May make one run carrying two unresisting people.
What’s at Hand
Removes the resource requirement from one use of the First Aid, Triage, Field Life Support, or Field Repair skills.
Jack Rabbit
Remove your character from a scene. You are lucky enough and fast enough to avoid being hit by any fire and soon lose any pursuit. If in a vehicle, you dive out, roll, and disappear into the wilderness. Must be fully mobile and unrestrained to use this ability. Character re-emerges at Base Camp and can no longer take part in the active mission.
Bond, Neo Bond
Your character has the luck of an action movie hero, with bullets exploding all around with none hitting the mark. Five seconds immunity to pellet damage.
Unbreakable
If subjected to a Truth Serum, the character may be reduced to -2 Health without having to answer the question.
Interrogator
Gain information once through 5 minutes of physical and mental torture. Use of the Interrogator ability acts as if a Truth Serum was used on the target.
Computer Hacking
Some missions require the recovery of enemy data. However, military computers are protected by layers of security and encryption. Initially, data on such a computer is irretrievable. Also, should the hostile organization realize their computer has been compromised, they will send a purge command that will destroy it and all data contained. As such, contracting agencies will not accept a recovered enemy laptop – just the desired data files. Target computers therefore must be hacked in the field.
A slicer may attempt to access the contents of a hostile computer. This is simulated by the slicer player taking on one or more game puzzles. These puzzles may vary in difficulty depending on the mission. When a player inserts his flash drive, the computer checks to see if he has the Slicer or Regional Database ability. If a Slicer, the computer checks for Hacker and Computer Wiz upgrades and runs the puzzle accordingly. If the Slicer fails and has no remaining retries, the flash drive is removed, or another flash drive is inserted, the computer becomes locked out. No further hacking attempts may be performed. If the player has Regional Database, the computer will bypass one puzzle and/or lock-out every 15 minutes after flash drive insertion. Removing the flashdrive will reset the puzzles/lock-out. Once all puzzles are bypassed/defeated, the computer will download the guarded data to the flash drive.

Damage Calls
Pellet hit (no call)
Take one damage. Damage subtracts first from Luck, then Armor, then Health.
Knife hit (no call)
Take one damage. Bypasses Luck.
Number
Take the called number in damage during No-Fire Zone combat.
50 Cal Strike
Take 5 damage.
Stun
Paralyzed for 5 seconds.
Incapacitate
Call while touching a bound or non-resisting hostile target to render unconscious for 15 minutes. Requires uninterrupted 15 seconds to carry out, during which the target cannot escape. Any interruption (damage to the attacker or physical touch intended to interrupt) frees the target.
I slit your throat, you are dead
Call with a knife phys-rep touching a non-resisting target to kill the target instantly. If the target does not at least flinch before the phrase is complete, the target is reduced to -3 Health.
Bang
Yell while holding a gun phys-rep within three feet of a non-resisting target to reduce that target to -3 Health.
Toxin
Lose 1 Health every 5 minutes after affected until cured or until reaching -7 Health.
Radiation X
Lose 1 Health per X minutes after affected until cured or until reaching -7 Health.
X Blast Y
Explosive damage. Grenades, rockets, mines, artillery strikes, etc. may use this call. For simplicity, Grenades are armed as soon as they leave the thrower’s hand, and explode as soon as they hit something. Players within X feet of the hit location take Y damage. Explosive damage is line-of-sight. Walls, trees, even people may block the effect from affecting characters further away. If you have any doubt as to whether or not you are hit by a grenade effect, you were hit.
Some grenade and mine phys-reps expend pellets, smoke powder, or sound when they go off, and need not be accompanied by a call. If no call is made, the damage is 10 Blast 3.
Global
Everyone who can hear a Global call takes the effect.
Reveal
Everyone who can hear this call must yell “Here I am”.

Equipment:
Players start the game with $1000 to purchase starting gear, and is considered to start the game with the weapon(s) portrayed by his phys-rep(s). Purchased weapon accessories such as silencers become a permanent part of the weapon they are attached to. If the weapon is destroyed, so are all attached accessories. All equipment must be Phys-Repped and approved by the game staff.
Flash-Bang – Single-shot thrown attack. 10 Blast Stun. $200
Grenade, Frag – Single-shot thrown attack. 10 Blast 3. $100
Grenade, HE – Single-shot thrown attack. 10 Blast 4. $300
Grenade, Incendiary – Single-shot thrown attack. 10 Blast 5. $600
Mine, Anti-Personnel– A buried explosive detonated by tripwire or direct weight between 10 and 500 lbs. Call is “X Blast Y”. Physrep must be able to convey activation and damage (an NPC may make the calls). $50 for every five X and $50 for every one Y.
Mine, Anti-Tank– A buried explosive detonated when a vehicle rolls over it. Call is “Blast X”. If the vehicle has a Blast Resistance less than X, it must counter with a defense card or be disabled. $100 for every point of X.
Rocket – Unguided propelled explosive. Fired from RPGs. Phys-rep must be a tube at least 1” in diameter and 2’ long. A LARP-safe arrow may be stored in the tube and taken out to be launched when the rocket is fired. Available rockets include:
Rocket, Frag – Damage is “10 Blast 3”. $250
Rocket, HE – Damage is “10 Blast 4”. $500
Rocket, Incendiary – Damage is “10 Blast 5”. $1400
Rocket. AT – Damage is “Blast 7”. $2500
SAM – self-guided surface-to-air missile. May be used to counter one enemy air support action. Destroyed on use. Phys-rep must be a tube at least 2” diameter and 4’ long. Must be fired from a SAM Launcher - $20,000
Satchel Charge - A remote detonated explosive with the call “X Blast Y” Takes a 5 count to set. Cost is $100 for every five X and $100 for every one Y. Minimum cost is $200 for “5 Blast 1”. A character may purchase and place multiple satchel charges, but all of that character’s placed charges go off on remote detonation. On detonation a Game Stop is called while the satchel blast(s) are swiftly resolved. Must be phys-repped.
Taser – Single Shot thrown attack. No radius. Stun effect. $100
Flare – Use to make a “Reveal All” call. Everyone who can hear the call must yell “Here I am”. May only be used after sunset and before sunrise. Destroyed on use. $200
Body Armor – A character may wear up to 2 points in Armor. Lost armor points must be replaced by purchasing new plates. $250 per point.
Breach Charge – Remote controlled single-shot bomb. Takes a 5 count to set up. Removes a door. $1500
Geiger Counter – Alerts the character to elevated levels of radiation. $200
Gilli Suit – Provides immunity to “Reveal” calls. Must be adequately phys-repped. Free
Riot Shield - A LARP safe shield. Max size is 2ft wide by 4ft tall. Shield cannot be transparent. Shield is effective against any melee or small arms attack. Blast damage destroys the shield and affects the character as normal. A player using a riot shield may only fire semi-automatic weapons. A used Riot Shield is considered destroyed at the end of the mission. $300
Weapon Silencer – Need only say ‘Bang’ loud enough for target to hear. $150
AAA – Self operating Anti-Air Artillery equipped with radar and IFF module. This may be a SAM launcher, flak cannon, or similar anti-air fixed emplacement. Counters all enemy air-support actions at the scene. Blast Resistance 3. A purchased AAA starts off at Base Camp, but may be relocated by a heavy transport. Takes 5 minutes to set up. Destroyed at the end of the event. $250,000
Anti-Tank Gun – A fixed emplacement cannon that will destroy any enemy vehicle entering the scene unless the vehicle can counter a cannon hit. Additional Anti-Tank Guns at the scene will cause additional cannon hits. Gun is assumed manned by a friendly NPC. Blast Resistance 4. A purchased Anti-Tank Gun starts off at Base Camp, but may be relocated by a heavy transport. Takes 5 minutes to set up. Destroyed at the end of the event. $100,000
Anti-Toxin – Cures toxin on a character. Destroyed on use. $500
Bandage – Destroyed on use. $50
Plasma –Destroyed on use. $300
Rad Neutralizer – A high-tech device that emits an EM shockwave burst that breaks down cells with rogue ions. Cures radiation on all characters within 10 feet. Destroyed on use. $800
Surgery Kit –May be expended to perform any task requiring Bandage, plasma, Anti-toxin, and/or Rad Neutralizer. Destroyed on use. Phys-Rep should be backpack sized. $1000
Field Kit – A tools and parts pack for fixing weapons on the field. Phys-Rep must be at least 6”x8”x2”. Destroyed on use. $200
Adrenalin Shot –A drug that will awaken any unconscious character whose Health is greater than -2. Will also prevent any effect from rendering a character unconscious while health is greater than -2 for the current or next combat. Reduces time count of Toxin or Radiation damage by half (Toxin now deals 1 damage every 2.5 minutes). Very hard on the system and can lead to long-term complications, but you’re probably not going to live long enough to experience them. $200
Coagulant– A drug that greatly enhances blood clotting. Doubles remaining bleed-oug time when administered to any character in negative health. The drug is taxing on the system, so once administered, may not be administered again until the patient has recovered to max health. $100
Cyanide Tablet – A drug that reduces the character instantly to -3 life on ingestion and places him under the effects of Toxin. $150
Metabolic Inhibitor – A drug that slows metabolism, doubling the time count for Toxin and Radiation damage (Toxin now deals 1 damage every 10 minutes). Removes all other drug effects. $500
Morphine – A drug that allows the character to ignore injury penalties at 0 and -1 health for the current combat (or next combat, if administered while not in combat). Character still falls unconscious at -2. At the end of combat, character is susceptible to health limitations as normal. Addictive and harmful in large doses. $500
Speed – A drug that adds +1 Luck for the current or next mission. May not be taken again until the effect wears off. At the end of combat the character’s max Luck returns to normal limits. Addictive. Long-term side effects are severe, but given your expected life span , that doesn’t matter much. $300
Steroids – A drug that adds +1 Health for the current or next mission. May not be taken again until the effect wears off. After the mission the character’s max Health returns to normal limits. Addictive. Affects psychology, making the user more aggressive and short tempered. $300
Truth Serum – A drug that forces the target to answer truthfully after 30 minutes of ingestion. Drug is very harmful. After answering one question, subject drops to -2 Health. $1000

Posted: Wed Mar 24, 2010 11:38 am
by Ark
now im no expert in any way but i will give any help i can so....

what would a physrep for a vehicle be, an actual car or truck, golf cart, etc.
the plot seems to leave alot of room for backstabbing, so if thats something your counting on and want awsome, but if its not i forsee alot of it.
for some of the skills (50 cal strike) it says you can contact them by radio, how so? im trying to think of a way to tell someone over long range that you shot them without stoping or breaking a scene or combat, and dont have much atm.

the shooting mechanics seem solid enough, as well as the grenade mechanics, im asuming grenades would be something akin to packets.

thats all i really have to say for now, though i do like the concept, as i read over the rules and think of a larp i think.....fallout :lol:

Posted: Wed Mar 24, 2010 11:53 am
by cole45
using the radio doesn't break the scene in world WITH radios. In SER, they use them all the time, even as plot points(giving you a radio that will go off for your secret call.) ad it is sweet.

Posted: Wed Mar 24, 2010 12:40 pm
by Esmerelda
Grenades are a tough one and we're struggling to get them how we want them in Serenity. Unfortunately atm we are using packets since airsoft grenades operate at a much higher fps than we allow. But I keep looking in hopes that I'll find one...

As for radios, they do work well in a setting that allows them. they're used quite heavily on the Npc and pc side. I know at least one ship crew that keeps a set so they can keep in contact with each other.

And I like where you're going with the computer stuff, Doug. great minds must think alike because we're on track to incorperate more of that this year ourselves.

Posted: Wed Mar 24, 2010 1:37 pm
by Malachi
Jared and I are actually working on a grenade phys-rep that has a timer and sounds like a FH buzzer trap. I'm thinking we might be able to fit it into a nerf ball or something like that.

Posted: Wed Mar 24, 2010 3:03 pm
by Dallid
Vehicle phys-reps would be player cars. Obviously players would be expected to put safety first where vehicles are concerned. For the most part they’d function as Technicals – uparmored civilian vehicles with strengthened chassis for off-road use. Stronger vehicles would probably be designated by banners taped to sides or flags flying from antenna or windows. Different colors for each vehicle class.

I see the amount of backstabbing that goes on as largely controlled by the GMs. Sure, you can easily have two missions focused on the same objective, such as a Chinese mission to defend a firebase and a Russian mission to attack the firebase, but such overlapping missions can just as easily be avoided. Have a Russian mission to attack a Chinese Firebase, then later post a Chinese mission to take and hold the firebase until relieved by Chinese forces. The same merc group could do both if they want to repair the reputation they lost with the Chinese and don’t mind losing the rep they just gained with the Russians.

That’s probably more how I’d run it – earlier missions will almost all be aggressive ones that cause a crises for victim factions, and those factions will later in the event post missions to address these crises. By picking and choosing which missions are done, PCs can have an impact on how the political situation develops.

Others have answered the radio question nicely. I’d go farther to say playing a sniper requires having a radio.

Yeah, for grenades I’m thinking packets, or grenade-shaped foam covered in duct tape. Though if a better mouse trap can be built, awesome!

Posted: Wed Mar 24, 2010 3:41 pm
by Ark
okay on the radios, didnt know how you would contact who you shot on there radio as i know most have different channels and such.

grenades as done in real airsoft games come in two forms, there are smoke grenades, wich are more there for effect and fun, and "grenades" that are pretty much fire crackers.

the other airsoft grenades as sold online for guns i have rarly seen used in games and tournaments, there more for novelty, and expensive.

computers and hacking and such...great idea, end of story.

....is there any kind of melee? a popular weapon in many games be them real or fake is....the knife!!!

Posted: Wed Mar 24, 2010 5:13 pm
by Dallid
Been considering that - yeah, there'd certainly have to be a melee option. Probably knife phys-reps. Take a hit to the body, take one damage. Probably won't bother with fists - if you need to grab a fist phys-rep, may as well just make it a knife.

Need a coup-de-grace rule, too. With guns, just yell 'bang' with your gun held within a foot of the target. With a knife, probably go with the old FH method. Hold your knife against the target and say "I slit your throat you're dead". If the target doesn't flinch before you're done saying the phrase, he's dead.

Need point-blank and non-fire zone rules too like Serenity. I'll add this stuff in.

Posted: Sat Mar 27, 2010 1:09 pm
by Daffyd
http://www.youtube.com/watch?v=OiDvsuWCXSE

Oh No You Didn't lyrics

Oh no!
Oh no!
Oh no!
Yo, yo, yo

Oh no you didn’t!
Sucka tried to play me
But you never payed me, never

Oh no you didn’t!
Pay back is a coming
You will be running forever

Oh no you did!
Till i get my vengence
I will never end this mayhem

Oh No you didn’t!
I'm a mercenary
You ain't gotta prayer you owe meeee
Oh no you didn’t!

Oh no you didn’t!
Oh no you didn’t!
Oh no you didn’t!
Oh no you didn’t!
Didn't you oh no
You didn't pay me what you owe me
So now its over for you!

papapapapapapapapapapapapapa
Yeah!
papapapapapapapapapapapapapa
Yoyo
check it out!

Oh no you didn’t!
First you tried to trap me
Then you bust a cap in my ass

Oh No you didn’t!
Such humiliation
Would bring annihilation at last

Oh no you did!
It will be delicious
When I get vicious tomorrow

Oh no you didn’t!
There’s no second chances
You will do the dance of sorrow
Oh no you didn’t!

Oh no you didn’t!
Oh no you didn’t!
Oh no you didn't!
Oh no you didn’t!
Didnt you oh no
You didnt pay me what you owe me
So now it’s over for you!

Papapapapapapapappapapa
What a fool!
Papapapapapapapapa
alright come on!

Oh no you didn’t
Better watch your back boy!
Keep running!

This aint just a game
Ill never stop coming

I got my arsenal
I put out the call

And when I finish y'all
Your be a rag doll

Fool tried to diss me
Now your gonna wish you were dead!

Oh no you didn’t!
After I deliver
Your blood will be a river of red

Oh no you did!
Better beware
When no one’s there to defend you!

Oh no you didn’t!
So many ways to kill
Its gonna be a thrill to end youuuuu

Oh no you didn’t

Oh no you didn’t!
Oh no you didn’t!
Oh no you didn’t!
Oh no you didn’t!
Didnt you oh no
You didnt pay me what you owe me
So now it’s over for yoooooouu oooooo

Oh no!
Oh no!
Oh no!
Oh no you d(Explosion)

Posted: Wed Mar 31, 2010 3:27 pm
by Nick

Posted: Thu Apr 01, 2010 8:48 am
by General Maximus
Here is the question. What are you focusing on more.
1. Airsfot combat with a RPing element
2. RPing with an airsoft combat element

Depending on what you are looking for will dictate the rules. I have many suggestions and idea, but need to understand what you are looking to achieve.

Some concerns
1. Airsoft and mellee do not mix well!
2. Damage call outs on the field of will be very hard to understand and taken. Avoid them at all cost.
3. All pellets should do the same damage
4. The combat skill levels should grant you access to better weapons and full abilities of that weapon verus unique weapon calls. Example
1. You can use weapon type on semi auto firing
2. You can use scopes, lazers, flashlights on the weapon
3. You can use weapon type on full auto
4. Your clip size is equal to the actual physrep clip size. this
can range from 20 shots to 5000 shots per clip
5. I dislike therater rules for non combat zones. I preferr to see all combat done on the field. For some reason when at home base violence can not happen. The home base is a safe zone and if people want to camp in there, so be it. As soon as they walk out the door its battle.
6. Not sure if I'm a big fan of the vechile combat. Need to think on it more.


Idea for sniper weapons - They can fire betwee 350 to 450 FPS, but you must be at least 50 feet away to shot a person. This pellet will hurt so it is wise to distance your self even furthure than 50 ft.

Rockets should be done with the airsoft gernade shells that fire 120-240 BB's at one time.

Gernades can be airsoft or a lash type call. Can't avoid that

More to come as I get time to look at it more. But my feeling is if you want to use the special weapons, you will have to sink some money into them to be able to do so. But than you balance that with the skills you need to take to use those cool weapons. It should allow for a couple different builds. The gun monkey who is all about there weapon and those who have the useful skills to complete the plots. A good mix of both will be required.

Posted: Thu Apr 01, 2010 10:34 am
by Dallid
Great ideas!

The focus is Airsoft combat with RP elements. RP flexibility is quite limited – everyone is a mercenary as no other role is really available, and there’s not much room for goals other than victory and cash.
At Serenity, my impression has been that damage calls are very easily heard within effective firing range, so I’d like to try them out at the first Merc event. Mind you, Serenity limits Airsoft velocity to 300 fps, and I think Merc will have it go up to 350 – maybe 400 if we can get a feel for how hard 400 hits (need someone with a 400 fps gun even though it may not be allowed in-game). The resulting longer ranges might prove damage calls to be unworkable.

Allowing Sniper weapons a much greater range by allowing them higher power could work very well. If so, calls may not work at that extended range, so damage would be dropped to one, but the ammo limit would be dropped as well (clip size is phys-rep clip size).

Likewise replacing RPG rocket rules with actual Airsoft rocket phys reps sounds like a good plan, too.

My greatest concern there is cost. You can get a cheap automatic rifle for around $40, a flash drive for around $20, and be able to play, so that’s not much of a concern. But NPC camp will need a sniper rifle, RPG launcher, and RPGs to provide necessary NPC roles. That’d be added onto other necessary start-up costs such as site rental, laptop computers, and faction uniforms. Representative vs. Physical rules may be in flux until we have a better idea of assets at game launch.

Some of the existing skills certainly need work, and replacing them with the ability to use physical equipment (sights, gun features, maybe even higher fps) is a cool idea. Clip size may just always be physical clip size, with the understanding at least one clip is expended in every combat, given the difficulties of tracking ammo expenditure.

Posted: Mon Apr 05, 2010 10:32 am
by General Maximus
I was thinking it would be neat to include melee monsters for PC's to fight with guns. Just like the scags in Boarderlands. Of course the NPC would need to layered and where a full face mask. I see most of them would die before they get to the PC's, but if they do, much damage can be done.

Another idea
Safe area's - All airsoft weapons must be checked into a gun locker at the door. This locker is under guard and has security so no guns can be stolen. The weapons can be kept loaded and plugged in inbetween battles. You can only use fist and melee weapons in safe areas if there needs to be a fight.

Live areas - everything goes. But must say bang when 5 ft away from a person.

I personaly do not like called shots becasue you lose the fun of airsoft. It is hard to hit a person when you are under fire! Calling out a hit takes that element away.

Here are some ideas for working in explosives
RPG's - Use the foam air pressure rockets. Where it lands it does X damage in a 10ft radius of the rocket
A Buzzer - rep's a mine or explosion. Everyting in a 10ft radius of the buzzer takes X damage
Packets - Rep's a gernade becasue you need to be close to use so you can call out the damage.

More to come

Posted: Mon Apr 05, 2010 3:41 pm
by dier_cire
So Nelkie was talking to me about this over Easter, so here's some thoughts:

Base fps should really probably be based on weapon class, of which you really only need like 6 (pistol, smg, rifle, shotgun, sniper and heavy).

_if_ you are running high fps (>350), I'd say the player would need to have to take a safety course consisting of where and when to use said weapon, show enough skill to actually use said weapon before they can do so. Then at every event, the weapon will need to be checked out by a marshall. Getting hit by a 400fps gun hurts like hell from even moderate ranges. Even 350 will leave very visible welts (I have one right now from testing the new shotgun)

Vehicles - These should really just enable a point A to point B type transition with x possible encounters on the way. A driver skill could reduce the number of possible encounters and encounters could be handled by a set list on the plot card and having the players select a random number. Using real cars = very bad as who wants dents all over their car? Also, safety...

Economic model - Ok, so you go on missions and collect cash. You need to spend it. To reduce the overall stupidity of tags, all basic guns and ammo are free. You have the phys-rep, you can own it. This way you don't have to deal with 3 ak47s, 2 barettas, and a knife found after combat. So you give out less cash, items overall, which is easier on the GM staff. Still need to spend cash though. Well, first, armor would be one shot use (can't use a flak jacket twice) which would cost money. Also, weapon upgrades (laser sights, red dot, flashlights, etc) would all cost money and once used on a weapon are perm (no swapping). You ould even have special weapons from a better manufacturer that would give a slight bonus to certain skillsets. You could also buy special gear to conceal you from some of the below attacks. Then you have the big source of cash flow. Mission mods. These could be anything from a UAV type deal (global call and everyone on the opposing side has to reveal location) to full blown airstrikes (thanks MW2). Now, you could also buy counters to these attacks to protect your team. I also could see a special character type to allow him to buy these slightly cheaper. Tada, you now have money and a reason to spend it.

Bang idea at close range is good at 5-10 ft (5ft mandatory, 10ft good idea so there's no "I was outside that" bs). I wouldn't go coup-de-grace since honestly, these people are better and more alert than the player is. Also, it'd make melee attacks on players interesting since you'd go into bang mode as the NPC approaches while you buddy shoots at you and the NPC if he's still at range.

Reason for clip size idea is to make it less stupid when fighting the 300rd clips. If you have to pause and reload every so often, it does make a difference. Ideal size would be 9-16 for pistols, 30-60 rifles / smgs, 5-10 sniper, and say 7-10 shotgun. Heavy would be excluded since they are huge normally. Also, someone wanting to use the large clips has a skill to buy which is nice for a character to shoot for. Now, trying to count ammo is fudge but with a decent range, you can hit it easily enough.

I'm also not a fan of the theater calls (minus global effects as mentioned before). If you want to run airsoft, run airsoft. If sniper rifles need to be tested out, you'll weed out any problem guns before they enter game. If someone brings in a home modded pos that shoots 375fps, shooting some shots through it at a target and seeing where the ball becomes unstable will get it disallowed.

Posted: Thu Apr 08, 2010 8:45 am
by General Maximus
Vehicles

Benefits
1. Cut down travel time
2. Reduce random encounters
3. Provide protection when in a gunner seat
4. Provide a platform to make defensive system mobile
5. Provide a quick exit point from a battle
6. Provides a barrier to hide behind during a battle

How to Destroy a Vehicle
Depending on the vehicle type and armor, a vehicle can take so many hits from the below effects before it is destroyed. The driver or gunner would keep track of the vehicles damage. If there is not a person inside the vehicle and it gets hit, then a tag needs to placed on the physrep of the damage it just took.
1. Grenades
2. RPG’s
3. Explosives
4. Mines and IED’s
5. Certain global effects

Vehicle Add-on’s
1. Extra armor, increase the amount of damage the vehicle can take
2. Defensive platform to counter certain global effects.
3. Better gunner protection
4. Random encounter protection gear, Mine clearing device, IED detection gear, etc….

How to physrep a Vehicle
1. Use an actual vehicle. It must be parked during a battle. Can only move after battles and only on roads and parking lots.
2. Use a light weight curved board with braces to physrep the gunner seat/ location of vehicle. Depending on the gunner protection will determine the size of the board, cut out’s, etc…. Will have to come up with a system to communicate what type of vehicle people see
3. Use a head band or sash system which will rep a person in a vehicle
4. Use an actual man powered vehicle requiring 4 wheels.


Other Ideas
1. Riot shields. Can use a shield as wide as you are and as tall top of your shoulders. Can only use up to a semi automatic pistol. Riot shield only protects against BB’s. Explosive effects will still hurt a person behind the riot shield. Riot shields can not have see through areas.
2. Use a light weight curved board with braces to physrep the gun turrets
3. Safety – require eye protection and mouth coverage (no BB down the thought). Suggest full face mask’s
4. Not allowed to take another person gun phys rep. People pay to much money for other to take them. If you can place a stolen tag on the weapon and escape with out being noticed, you have that person’s weapon. You get to take all of the weapon upgrades from the weapon then. Or not allow for people to steal weapons
5. Weapon up grades can only be transferred to other guns in the same category. Pistol to pistol, etc…
6. Safety – Head shots count. Use common sense; do not repeatedly aim at a person head if they have other body parts showing. You will be asked to leave the game if you only shot at people’s head when they are showing other body parts.
7. Sniper rifles – 400-450 FPS. You can not shot at a person unless they are at least 75ft -100 ft away. If a person rush’s you, you must not use your sniper rifle and switch to you side arm. Must be GM approved to use sniper rifles.
8. Standard gun can fire between 300-350 FPS.
9. Safety – Recommend to wear full face mask, gloves, long sleeve shirts/jackets and pants. Full body coverage will help reduce the impact of the BB’s.