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The young boy stared out at the dark outline of the forest, the tops of the pine trees jutting up against the moonlight like a distant range of mountains. He started out into the darkness, the silence surrounding him as the adults all froze and waited, nervous hands sliding to weapons on belts or checking the precious few rounds in the chamber of a gun. After a few moments people began to move again, if they don’t come when the frenzied screaming stops then they don’t usually come at all. The young boy looked up into the face of the oldest man in the village who was standing beside him, a hand resting on his shoulder. “What makes them crazy?” he asked. The old man smiled and knelt down, his joints creaking with the effort. He looked into the boy’s eyes and grunted a laugh, “Something from the old world, long forgotten that was caused by the actions of a few.” “What do you mean?” “They are afflicted with an illness from the world before the collapse, an illness that we can no longer treat. There is no hope for them. It’s ironic really, we used to be the country that had the fewest cases of it and now we’re overrun.” The old man laughed bitterly and shook his head. He gently tapped the side of the young boy’s face, “Don’t worry, you’re safe in here.” The young boy looked around at the fence, the men guarding it, the spears and wooden staves they carried and the bits of scrap armour that adorned them. He turned back to the old man and asked; “What was the world like when you were young? You were alive before the collapse, weren’t you?” The old man nodded. “It was different but it wasn’t the paradise you youngsters seem to think it was. There was war, famine, violence, all of these things, just as there is now. We had money and the internet, a place where you could talk to people on the other side of the world and even buy things on the other side of the world.” The young boy snorted in derision, “You couldn’t talk to people on the other side of the world, that’s silly.” The old man smiled, “You could, believe me.” “What’s buying?” “Buying is like barter only we used paper with words on it and the person selling it to you told you how much of the paper he wanted and you either agreed or you didn’t get what he was selling most of the time.” “Why paper? It’s not very useful.” “It was then. It was more than useful, it was powerful. The world revolved around it and that is why the world devoured itself when the collapse happened. A man, called Keith James, released a self perpetuating virus onto the internet. That’s like a sickness for these machines we had called computers that did all of our hard thinking for us and told us how much our paper was worth. Anyway, it infected a computer and then produced more copies of itself and they went off and infected other computers. Within an hour the internet was overloaded and all the computers connected to it turned off, even the special ones that governments had. The computers didn’t just tell us how much our paper was worth but also they helped us speak to people far away, to control things that we had grown too lazy to control and to help look after the sick. With them turned off none of this could happen and since our society needed computers to tell us these things we were lost, like a small child alone in the woods without a grown up to show them how to get home.” “Sounds like it was scary.”
“It was, I wasn’t much older than you are now. The society we lived in collapsed under its own weight and chaos reigned. It looked like the government would rally and bring order to chaos but they were simply overwhelmed with the demand on their time and services. ” “Wow!” The child’s eyes were wide with awe, “That’s a lot of people. How did the Lawkeepers manage to keep them all safe?” “Well”, said the old man, “They had a lot of them. They were called the Police and they were allowed to arrest you and put you in a holding cell for ever if you’d been really bad, like if you killed someone.” “But they must have put a lot of people in holding cells forever then.” “No, back then, people didn’t kill as often, there wasn’t the need to. There was plenty of clean water and food. Anyway, as I was saying, the government collapsed and the world went to hell very quickly. The paper was useless and so people started to swap things for other things that they wanted which is what led to the bartering we use now to get things. People were scared and alone and so if someone who was stronger or who knew how to talk to people came along they rallied round them, hoping they could save them or keep them alive, maybe even lead them to a better life. Some people held onto crackpot ideas and formed cults and sects, others flocked to safe looking, fortified towns and hamlets, like ours.” “Yeah but if someone wanted to take our town from us, could they? Why would they do it?” “We’re a good community kid, water and food are available and we’re mostly safe from the Lost and bandits around here. There’s Lawkeepers in the town and the surrounding area so it would be hard for someone to take it but you can see why they’d want to.” “Because it’s safe?” “Yes, not much is these days.” “Are things going to get better? Will it be like it was when you were young?” The old man stared out into the night and shook his head, “I’ve heard that a group of people are trying to form a government and are spreading the word but they’ve got a massive fight on their hands. They’ll need to get rid of the bandits, the Lost, makes sure everyone toes the line and....” The man stopped and shook his head again. “Sorry kid, I think it’s like this for some time to come.” The child seemed to mull this over for a moment before speaking again. “Couldn’t the Mechanists run things? They know how to make machines work and they keep us safe with the Chimera, surely they’d be good at running things?” The old man laughed, “Remnants of the military with delusions of grandeur running the country! No thank you, we’d be reopening the tunnel and marching to France before you knew it!” “What’s France?” “You know the old man with the strange accent that comes here from time to time? The one that says he has a boat?” “Henry? Yes, he’s nice. He gave me toys and they worked and everything.”
“Henri, not Henry. He’s from France. He sails his boat from there and he comes here with things to trade.” “What, across the sea? That’s impossible, it’s too far away!” “Not as far as you’d think and anyway, yes, that’s exactly what he does.” The young boy looked doubtful for a moment but then, accepting what the old man had said, he began to get excited as he thought about a whole new country somewhere that can only be reached by boat. “You see, us old folk are very resourceful.” The old man patted the young boy on the shoulder. “Off to your parents with you, it’s late. “ “What time do you have?” asked the boy “Nine thirty by my watch by the clock of crows in Raymond’s Rest.” “Oh, that is late. Thanks for the stories Mister Roberts.” With that the young boy ran off towards his home, always keeping to the light of the watch fires in the town square.
Welcome to 52 North, a game about post-‐collapse society in the UK. This guide is intended to give you a feel for the game world and explain the system. This document is an ongoing project and as such will be revised over time. The document version is listed at the front. A list of changes can be found in the appendix at the back for ease of reference along with the dates of revision. A new version can be obtain by e-‐mail from Gee at any time. If you would like a printed and spiral bound version this can also be arranged.
A (very) brief history of the world.
Some time in the early 21st Century a hacker called Keith James released a virus called Una Bomba onto the internet. It was supposed to infect machines, replicate and spread. Once it had spread from the host machine it caused it to enter an infinite loop of circular logic which made it crash and not reboot. The idea was that the hacker was exposing the dangers of having everything connected throughout the world and the ensuring that companies became better prepared, perhaps even employing him to upgrade their security to avoid such threats. Unfortunately it worked like a dream. Every single computer connected to the internet was infected within hours and shut down. Stock markets, military communications, mobile phone networks, air traffic guidance, banking systems, anything that used a computer ground to a halt. Within 24 hours money wasn’t worth the paper it was printed on. Rioting, looting, all the horrible things that human beings do in these situations rose to the fore and society teetered on the knife edge. Governments tried to restore order but with police forces and the military having to operate without up to date orders and information they were stretched, too stretched. Within a few weeks things had gone from bad to worse and slowly society began to topple. It didn’t take all that long for things to fall, dragged down by hubris and reliance on machines and technology.
People in the UK found themselves cut off from the rest of the world barring sea travel across the channel to France or risking walking the Channel Tunnel but the continent didn’t really fare any better it seemed. The remnants of the police around Dover secured the Tunnel against incursions from the continent and the Gendarmerie Nationale secured it on the French side, nobody was getting through in either direction. Some pressure groups took this as the opportunity to perform acts of sabotage against a weak system. One such group broke into vivisection labs and released all of the animals into the wild. This included animals that were diseased and sick, infected with Aids, Rabies and far worse. This caused a massive surge in disease across the surviving population and wiped out swathes of people. Those that didn’t die but became infected were culled quickly and their bodies burned by quick thinking groups but some of them fled, fearful for their lives, making the situation even worse. Within 2 years, half of the population was dead, 5% of it appeared to have gone feral and native and the rest was clinging on in groups ranging in size from a handful to a small town full of people. People that had experience distilling were able to make small amounts of fuel for vehicles if they could scavenge the parts to convert them. The larger and bolder groups of bandits in the country seized these quickly to make sure they had the edge over everyone but some of the remaining government groups did the same, the odd police force managing to maintain a couple of working vans or cars. The military bases became insular, relatively safe behind their fences and walls and armed to the teeth. When it became clear that the government wasn’t going to be able to re-‐establish itself in any useful fashion the military groups became independent. Some became no better than bandits, praying on the surrounding countryside, others became like a police force, maintaining a semblance of order in the area around their base and some retreated behind their barricades and rarely emerged. Time has moved on and things have stabilised in the country, insofar as they can following the collapse of meaningful society. It has been somewhere between 60 and 70 years since the day that the virus destroyed the old world and gave rise to the new one. There are some areas of the Island that are no go areas. The old nuclear power stations have not been taken care of and the area surrounding them is toxic, nothing lives for miles around them but some young gang members use the areas as initiation grounds for coming of age ceremonies where they send teenagers in to retrieve something and prove their manhood (and getting horrific radiation poisoning in the process). It’s a wonder any of them actually survive. Some of the woods and forests, especially near old zoo sites tend to be a bit risky to venture into as you’re never quite sure what lives in them and a few of the big cities are derelict wastelands, run by vicious gangs and psychopaths or prime hunting ground for the inevitable slave drivers that appeared after the society toppled. People get by, most hamlets and villages are fenced or walled and most folks are suspicious of strangers until they’ve proved their not out to kill/thieve from or enslave them. The barter system is the only recognised form or exchange and trade for goods or services and as a result the worth of things varies from place to place but some things, sealed wet wipes, ammunition for firearms, clean water and food, working batteries and fuel for vehicles or generators usually fetch a high price in most places.
Think Fallout 3 without most of the mutants, Mad Max 1 or 2 (not 3, dear God NO, not 3), The Book of Eli, The Postman (apart from the terrible, terrible ending) a future where technology is largely broken but there are still working examples of most things though some are rarer than others, people survive by bartering and there’s a decent excuse to wear spiky shoulder pads, hubcap chestplates and walk around with a gun or a big, rusty knife. Survival is a daily chore for a lot of people. Medicine isn’t what it used to be, most folks have to use herbs and poultices to stave off infection. Clean water can be hard to find as the nuclear power stations have bled toxic waste into the water table and decent food can be scarce. Some people have taken to cannibalism as a way to always make sure they can eat. This is still viewed as a taboo practice at best and as a total, utter vulgar loss of the right to call yourself human to most. This doesn’t stop people that are desperate of course. Since most cannibals suffer from the shakes due to the almost exclusive protein diet most of them are easy enough to spot. The year is roughly 2082 by the reckoning of most. England has been without central government for longer than a lot of people have been alive. There are rumours that a group of folks near the south of the country have buried their differences and are attempting to re-‐establish a central, governing body for the country. As there has been no mass recall of the Lawkeepers to Central this seems to be just that, rumour. Different parts of the country are run in different ways depending on how big the group is that controls it currently. Some areas are off limits due to massive bandit attacks or toxic seepage. Others are controlled tightly by large groups of ex-‐military groups for whatever reasons they have and since most folks don’t bother stopping to ask them the mysteries remain. The area that the game is centred around is a small town called 52 North which resides on the edge of a forest somewhere is central England. It is a stable community and on a safe-‐ish and widely travelled trade route along the centre of the country, being not far from one of the major old big roads that goes from North to South. It is blessed by a natural spring that gives clean water straight from the local water table and it appears to be uncontaminated by any of the ecological disasters that have gone on before. Some of the nearby settlements of people trade regularly with 52 and they form a small group of co-‐ dependent settlements that seems to deter large bandit groups from trying to take the land and the
water. It has been tried in the past but the local Lawkeepers and a company of The Mechanists Sect repelled the bandits with such merciless force that no-‐one has ever fancied trying again. Several Zonewalkers make their trade in the area, often fulfilling requests of the locals for certain things and they bring with them stories of the wider world, stories of hope, of restoration but also stories of despair and increasing banditry and marauding gangs of the Lost. The town is faring reasonably well and everyone that lives in it is mostly disease free and has enough to eat and drink on a daily basis. As it is the larger of the townships in the immediate area it is usually the one that annual celebrations are arranged at. Harvest, Xmas, Midsummer and Deepwinter are all celebrated at the town and each nearby community sends at least a couple of people to represent them. A good time is usually had by all and the local tavern/inn helps to put up somewhat drunken revellers from the nearby towns.
The Guild of Fair Trade The guild operates across the country, mostly in caravans and packs, bartering in settlements and towns as they roam around. They usually have the nicest stuff to trade and frequently offer recharging and rearming services for batteries and ammunition. All guild members are identified to the public by a red armband with the guild symbol on it. Guild Masters, members that have proven their worth to the guild and now run their own caravans, can confirm the authenticity of someone wearing a guild armband just by talking to them. It is rumoured that there is a secret handshake that is only known to guild members that identify them and help prevent fraudsters. The guild is generally given sanctuary wherever it goes as it is a lifeline between isolated communities and also in possession of useful goods. The presence of a guild caravan also affords some protection to the community that shelters it as most folks won’t attack the guild for fear of ending up on their blacklist of people or places not to trade with. The guild can also be hired to take messages, missives or mail between communities. The Mechanists These somewhat militant folk are the ones responsible for creating the Chimera system that fits in most current firearms. With the collapse came the inability to create complex machinery and a small military outpost realised that they had plenty of ammo but the weapons to use it were failing. The soldiers and techs designed and created the Chimera system, a series of gaskets, cams and self adjusting clockwork that fits inside the barrel and chamber of most firearms. When the weapon is cocked the system latches onto the round that enters the chamber and creates a serviceable but poor gas seal that means the round will fire providing the barrel is big enough to throw it out of the other end. Of course accuracy is horrible, range not much better and the thing is in constant need of adjustment and tightening but it’s better than not having a weapon when you need one. The creators of the system evolved into an autonomous military group that travels the land servicing their invention and trading and bartering for the things that they need. Though anyone with decent mechanical knowledge could probably make a Chimera the Mechanists will only service ones they make themselves so few people bother trying.
As well as the Chimera the Mechanists fix broken machinery and barter heavily for written texts relating to anything mechanical or discusses skirmish tactics. They are more or less welcomed everywhere but some see them as slightly aloof and arrogant while others may perceive them as helping perpetuate a cycle of violence. Whatever their outlook, most folks run into a group of them at some point and inevitably have need for their services. The Mechanists all bear a patch or banner with the Mechanist logo so are easily recognised. They apparently have secret rituals and rites that ensure they can test if someone is genuinely a member of their sect or not though whether this is true has never really been tested openly. The Lawkeepers People that choose to enforce the local laws are called Lawkeepers. They are a universal group of noble folk that try and keep murder and rape at bay throughout the land. They have a headquarters in a fortified stockade in what remains of London according to rumour and their orders are dispatched by plain clothes runners who carry them up and down the country, relaying intelligence and wanted posters as well as new order or laws from the Lawgiver, their revered master. Each Lawkeeper has a badge of office that is bestowed upon them by the Lawgiver and they use this to both instil fear and command respect as well as a means of identity between their own brotherhood. Lawkeepers are a welcome sight in the land as they help protect the weak, at least in theory, and will often exchange food and a roof over their head for patrolling a town or village for a period of time. There are stories of groups of corrupt, marauding Lawkeepers in the Wild Places like in the hearts of dark forests and the hills and mountains in what used to be Wales but these stories are always told by the friend of a friend who knew someone who survived and so are often taken with a pinch of salt. Some towns and villages use Lawkeepers much like a town watch or guard that help maintain order permanently. These folks tend to be locals that have sworn an oath to a roaming group of Lawkeepers that has had a Sergeant among them for only a man of rank can swear in new ones. Though they will likely spend most of their time in that town there is always the concern that they could be summoned away if a call is put out for all Lawkeepers to gather to face some huge threat. The Church The religious and devout weathered the collapse through faith and hiding in Churches and other places. Those that made it through believed that they were chosen by God to lead the flock that remained through the dark days that lay ahead and into the light of the Kingdom of Heaven when the Rapture came. The Church believe that the collapse was merely the beginning of the end of days and that the Rapture is literally upon us. They are prophets of doom and heralds of sermons and depressing dogma. The priests of the Church are Chosen and there are those devout souls that devote themselves to ensuring that they are able to go about their mission of preaching and saving unhindered by guarding them, protecting them and aiding them in whatever way they can as service to one of the chosen Priests of the Church is a sure way into the Kingdom of Heaven. The Priests are often seen with
their entourage of repentant sinners in the countryside, bringing religion and salvation to those that need it. Of course, anyone who says they don’t need the salvation of the Church obviously has an even greater need of salvation. The Aspirants, as the repentant are known, often see themselves as unworthy of the Church and the Lord and self-‐flagellate to cleanse their spirit through pain. Some are delirious with the Word of the Church, so much so that they recite their litany almost without knowing they are doing it, some that have learnt to write scribble the litany onto paper and pin it to their clothes and bodies as a walking prayer. For a good barter there are some who will scribe a prayer for you and wear it, reciting it for you constantly, for a year and a day. A lot of people try and give the roaming members of the Church a wide berth for they are a disturbing people to most. Some of them are borderline insane from the perspective of a non-‐believer but they are righteous and the work of the Church must be done, especially in the face of adversity. Zonewalkers This nickname is thrust upon anyone who makes a living by venturing out into the wilds and the contaminated places of the country and trades whatever they manage to scavenge. They are usually treated with some mild suspicion as some people think them little more than armed thugs and thieves. However, they often manage to get hold of little pieces of working technology, reliable ammunition or decent, disease free game. They tend to travel alone and trade between a regular group of settlements, sometimes filling bespoke requests for certain items that the trade caravans don’t have but the settlement needs. That said, it is not unheard of for a Zonewalker to travel the length of the Country, trading all over it and coming back with stories of what lies beyond the borders of England. The Lost Not an organisation so much as an affliction. The Lost are people that have succumbed to madness and disease. Some of them travel in packs, some travel alone but all of them inspire fear. They are the souls that have been infected with whatever horrific, mutated diseases that have come to exist in the current time. Most of them simply become sick and die but a small minority exhibit irrational and often violent and murderous behaviour. Though it is a minority it is deemed safer to completely avoid or kill the Lost when they are encountered on their own. When they are present in a pack however they are a very real threat to life and limb. The howling madness that is a pack of Lost tends to go silent when it has found something to prey upon for some reason. The silence lasts a moment or two before they begin the howling and screaming again as they rush their target. This seems to be a universal pattern of behaviour and at least lets a village or travelling group know that they are about to be attacked. The Lost have no saving graces, they are wild, savage and disease ridden. They tear through people and settlements, eating the fallen and violating the living until they are broken and dead and then consuming them out of frustration.
Language has mostly remained the same other than a few colloquial sayings and phrases that are explained here. As there is no centralised time from atomic clocks anymore everyone has a slightly different idea of what the current time is. It is customary for people to synch their working timepiece with a local one in the area they mostly reside in, be this a clock in the town square or the watch of the town mayor. As a result when asked for the time people respond with not just the time but they clarify that it is the time according to them which in turn is synched with something else. So, a resident of 52 North would usually say 9pm by saying “9 o’clock by my watch, by the clock in the North 52 Tavern.” This helps people to set their timepiece to the local time. Most places are within an hour or so of each other but you can get places that have a few hours difference.
Firstly, a word on combat. LRP safe melee weapons are to used for melee combat, that’s a given, as is slow, non-‐contact, telegraphed blows for hand to hand fist fighting. Ranged combat, such as bows must be phys repped using LRP safe arrows. Gun combat will be phys repped by Nerf guns. Nerf guns? WTF? Nerf guns eliminate the need for damage calls, they also remove the doubt as to whether you were shot or not and since this is a post collapse society you are using either well out of date ammo or hand reloads so the range will be compromised and some of them might not work. This will be represented by the fact that the ref will load ALL Nerf guns at the start of the event and some rounds may be sabotaged to not fire. The ref will supply all Nerf ammo. Since it is unlikely that every member of the player base will have a firearm it shouldn’t be an issue. If you don’t like the idea of using a Nerf gun then don’t have a firearm in game. Firearms are rare enough anyway so don’t expect the event to be a gun fight as you’ll probably be rather disappointed. Nerf ammo All ammo for in game guns will be supplied by the ref. Please do not bring your own nerf ammo to supplement your supply with.
Once a nerf dart is fired it is used up. Please do not collect darts from the ground and keep them, please return them to the ref. Bear in mind that due to the collapse of society ammo is scarce. We will use a random system to decide how much ammo you start with. This WILL be a single figure. Arrows All arrows and crossbow bolts are to be LRP safe phys reps.
DAMAGE AND HEALING IMPORTANT NOTE: All firearms do 2 hits of damage per hit that lands. If you are wearing armour, 1 point always goes through UNLESS you are wearing a phys repped flack jacket / bullet proof vest or are told otherwise by the ref. Depending on what you elected to do with your points at character creation you will have between 1 and 5 hits. Once you have taken your hits +1 in a single COMBAT SCENE you fall over. Everyone will have a “HIT BAG”. This is a pouch containing different coloured beads. On the floor you take a bead from your HIT BAG and it will denote what has happened to you in terms of wounds. If you have not taken sufficient hits to knock you down you are just WOUNDED. If you are knocked down and draw a CLEAR bead you are INJURED. If you are knocked down and draw a GREEN bead you are SERIOUSLY INJURED. If you are knocked down and draw a RED bead you are MORTALLY INJURED. Once you have taken a bead out to see what has happened to you please put it back in the “hit bag” for later. The use of beads should make most combat self reffing should the ref be elsewhere. All phys repped weapons, be they nerf guns, arrows, swords, sticks, etc. do LETHAL damage. You can use a melee weapon to call SUBDUE should you so wish. Hand to hand fighting does subdual damage. You can take as many subdual hits as you have body regardless of whether you have taken any lethal damage or not. If you fall over because of subdual damage exceeding your hits you do not take a wound bead out, you are considered to be temporarily knocked senseless and it takes 10 seconds for you to clear your head. During this time you cannot do anything other than roleplay trying to regain your senses. If during that time someone continues to assault you can withstand another 10 blows and then you must take a bead out and apply the effects. If someone assaults you while you are trying to regain your senses you stall your 10 second countdown until they either stop or you take another 10 blows. If you take another 10 blows you have to take a wound bead out and apply the wound effects. Every ten subdual blows taken after the bead reduces you to the next wound level down, ie. you draw a clear bead but your assailant continues to kick and punch you. After another 10 blows you move to GREEN. After another 10 blows you move to RED. Any further damage at this point has no effect and you are 5 minutes from death.
There are 4 wound states NOT KNOCKED DOWN = WOUNDED – you’re not seriously hurt although armour may have been damaged and need repair. You have a few cuts and bruises. When the COMBAT SCENE is declared over you regain all your hits. CLEAR = INJURED -‐ start counting down from 300, when you reach 0 you are at GREEN wound state. You have taken some damage, and are bleeding, but it’s relatively superficial so far. Being INJURED means you can’t engage in further combat, all you can do is walk away from danger and seek medical aid. First Aid – the wounded character stops counting and the first aider counts to 300. When they’re finished you are WOUNDED with 0 hits. If the first aider is interrupted you restart your count down. Medicine level 1 – as above with the medic counting to 300 Medicine level 2 – as above, but the medic counts to 150 Medicine level 3 – as above, but the medic counts to 100 Surgical skill halves all these counts GREEN = SERIOUSLY INJURED – start counting down from 300, when you reach 0 you are at RED wound state. You have taken a few serious blows and are damaged to the point where all you can do is crawl away from danger and seek medical attention. First Aid – the wounded character stops counting and the first aider counts to 300. When they’re finished you are still GREEN / SERIOUSLY INJURED, but stabilised i.e. you don’t need to resume you count. If the first aider is interrupted you restart your count down. Medicine level 1 – the medic must spend 30 minutes working on you and then you’re WOUNDED with 0 hits. As long as the medic has worked on you continuously for 5 minutes you’re stabilised as per first aid. Medicine level 2 – as above, but the medic must spend 15 minutes working on you Medicine level 3 – as above, but the medic must spend 10 minutes working on you Surgical skill halves all these times
RED / MORTALLY WOUNDED – start counting down from 300, when you reach 0 you are dead. You have received at least one, possibly more, mortal injuries and are unconscious unless you have a special ability to remain conscious through severe pain, in which case you may crawl away from combat and seek medical attention First Aid – this must be performed continuously on someone in a RED / MORTALLY WOUNDED state to pause their death count. It never stabilises a RED / MORTALLY WOUNDED character and if the first aider is interrupted the death count resumes where it left off. Medicine level 1 – the medic must spend 30 minutes working on you and then you’re GREEN / SERIOUSLY INJURED and stabilised, if they’re interrupted you continue your death count Medicine level 2 – as above, but the medic must spend 15 minutes working on you and then you’re GREEN / SERIOUSLY INJURED and stabilised, if they’re interrupted you continue your death count Medicine level 3 – as above, but the medic must spend 10 minutes working on you and then you’re GREEN / SERIOUSLY INJURED and stabilised, if they’re interrupted you continue your death count Surgical skill halves all these times You may use First Aid, Medicine or Surgery to heal yourself if your wound state means you are conscious, UNLESS the last blow you received that knocked you down and caused you to draw a bead was in an area that is inaccessible to you e.g. on your back, etc. Not even the most skilled surgeon can sew their own back up!
Armour Armour is locational and allows you to ignore a certain amount of damage on a hit for point basis. For example, 2 point armour allows you to ignore the first 2 hits of lethal damage you take to that location. Subdual damage has no effect if applied against an armoured location. Armour will be given points by the ref at the start of the event and will depend on the phys rep. If you are wearing American football armour you will have more points than a leather top. Once your armour has absorbed its value in hits the remaining damage for the combat scene is applied directly to you and your body/wounds. A combat scene lasts until the ref states it has ended. For every hit your armour takes it needs a point of repair before it becomes effective again and regains that hit. See the skills list for details of how to do this using the armourer skill.
Character Creation. Everyone will get a small, laminated character sheet at the start of the game. This will be roughly the size of a playing card and will contain all of your skills and stats data in a handy, wipe clean form. Everybody has 2 sets of stats, attributes and skills. Attributes are your natural abilities such as your strength etc. Skills are things you have learned. Everybody also gets a perk. This is a small tweak that gives you an ability or quirk in game. Stats are rated from 1 to 5 At character creation your stats are all 1 and you have no skills and no perks. You have a pool of 5 points to spend on your three attributes. You then have 10 skill points to spend. You may then choose 1 perk. Attributes. Strength – Your physical strength, this dictates how capable you are of lifting heavy items and can be used in direct contests with other people. Body – This translates directly into how well you can handle pain and physical trauma. Each point translates directly into 1 hit. Aptitude – This is an abstract way of lumping intelligence, learning, manual dexterity and such like into a catch all number for system effects like lock picking and such like. Skills. This list is by no means exhaustive. If you would like a certain skill that isn’t listed, e-mail me and I’ll get back to you with a yes or no and if it’s a yes I’ll tell you how it works in-game. If it’s a no then it’s a no, sorry. I will also assign a points cost to it. First a note on combat skills. Everyone is able to pick up a basic, single handed melee weapon and hit someone with it. This requires no in game skill. Skills that are listed here for specific weapons mean that you must have that skill on your character sheet in order to use that weapon. Without the skill you do NO damage. This is so people that wish to play combat orientated characters have skills to set them apart from the regular folk of the game world. 2 Handed Weapons – (requires a Strength score of at least 2) allows you wield a 2 handed weapon and cause damage. Staffs, halberds etc. – Costs 1 point Bows – (requires an aptitude of at least 2) allows you to use bows and crossbows and cause damage with them. – Costs 1 point Firearms – (requires an aptitude of at least 2) allows you to use any firearm and cause damage with it. Due to the added complexity of the Chimera system and the jury rigged and unreliable nature of firearms in the game world you cannot use one without this skill. – Costs 3 points Armourer – (requires an aptitude of at least 2) allows you to repair and create armour. It doesn’t allow you to tinker with anything else, just armour. You can repair 1 point of armour by using some tools and scraps of material/armour every 15 minutes. – Costs 2 points
First Aid – (requires an aptitude of at least 2) allows you to stabilise wounded people. In order to do so you must phys rep the fact that you are giving them first aid and you must apply some form of bandage, poultice or tourniquet for the skill to affect anyone who is injured or worse. Stabilising someone takes at least 5 minutes of uninterrupted attention. If you are interrupted, i.e. you stop treating the patient, then they restart their injury count. If you return to stabilising them it still takes at least 5 minutes. You cannot stabilise a mortally wounded character but you can work on them continuously to stall their countdown. As long as you continue to work on them they get no worse. If you stop then they resume their count from where it last stopped. You can hand over treatment to someone with the medicine skill so that they can stabilise them. Costs 1 point Medicine – (requires an aptitude of at least 3) allows you to create herbal poultices and remedies and mix poisons. You can make basic herbal poultices at level 1 that can be used to halve the time to stabilise someone who is CLEAR / INJURED. Level 2 allows you to make poultices that can be used to halve the time to stabilise someone who is GREEN / SERIOULSY INJURED . Level 3 allows you to make poisons. This skill also means that you have some limited experience or skill with trauma, more so than someone trained in first aid. This is detailed in the damage and healing system above. Making a level 1 poultice takes 2 hours. Making a level 2 poultice takes 4 hours. If you have the ability to make these the referees will assign you a quantity at the start of each game that you have already prepared. Creating a poison requires advanced and prolonged discussion with the refs. – Costs 2 points per level Surgery – (requires an aptitude of at least 4 and Medicine of at least 2) Halves all of the times required for treatment using the medicine skill. See the damage and healing system above. – Costs 4 points Lock picking – (requires an aptitude of at least 2) allows you to attempt to pick locks. You need this skill to attempt to open any mechanical lock without the correct key. Can be purchased at levels 1, 2 or 3. Lockable containers in the game will be phys repped with combination padlocks. If you have lock picking you will get a sheet of possible combinations for the event. The higher the skill level, the smaller number of combinations you will have and therefore the easier it will be to find the correct one. – Costs 2 points per level Tracking – means you are a skilled tracker. You can recognise animal tracks and are able to track animals or people through the undergrowth and woods. – Costs 1 point Forager – you know where to forage for food in the wilderness and know what is edible and what isn’t. You need medicine at 1 to be able to forage for herbs that help with healing/disease/poison etc – Costs 1 point Literate – (requires an aptitude of at least 3) you can read and write. Without this skill you have the reading and writing ability of a 4 year old so you can probably read simple 1 or 2 syllable words if you concentrate and read aloud very slowly and scrawl big, scruffy letters but have no comprehension of spelling or grammar. – Costs 2 points Mechanic – (requires an aptitude of at least 3) you have been trained to fix mechanical devices. You can repair broken mechanical items with access to the correct tools. You are also able to jury rig temporary solutions together for mechanical problems. Any mechanical devices in game will have sticker on them denoting the minimum level of mechanic needed to fix/repair or tamper with the device. A mechanic skill of 1 also allows you to repair armour at a rate of 20 minutes
per point. A skill of 2 allows you to repair Chimera systems. – Costs 3 points per level to a max of 3 Ancient Technology – (requires an aptitude of at least 3, literacy and Mechanic of at least 1) you have experience with ancient technology (computers and such things). You have a very basic knowledge of how pre-collapse technology works and could probably use a computer terminal after a lot of fudging about with it. – Costs 4 points Scavenge – (requires an aptitude of at least 2) you are adept at scrounging bits and pieces from the crumbling ruins of the world around you. If you are a zonewalker or similar you may start the game with some higher value articles for trading than someone without this skill. You can also use the skill during the game should you wish to try and find something. You will need to see a ref and they will decide if you know of anywhere that you can acquire what you seek. This will mean going out into the wilderness to get it. This will take some time (potentially several hours) as it will require you to travel to the location, find what you are after and come back. – Costs 2 points Herbalism – (requires an aptitude of at least 2) you are knowledgeable about herbs, locating them and growing them. You know how to prepare herbs and plants properly to make remedies and poultices. If you use this skill in combination with Medicine to make a poultice it reduces the time to create it by 30 minutes. You can also use this skill with Medicine level 3 to make particularly potent poisons that are very hard to counter with antidote. You can also use the skill with Medicine level 3 in order to create effective antidotes to a poison once you have figured out what it is. – Costs 1 point Perks Perks are a small addition to your character that makes you a little different to most other players in game system terms. Hardy – You gain 1 additional hit but not an additional point of body. Escape artist – You are able to slip out of bonds or cuffs after 2 minutes of squirming around. Lucky - You gain 2 additional clear beads in your hit bag. High pain threshold – you can choose to remain conscious regardless of the severity of your wounds (unless you are dead of course). It winged me– When you draw a bead for a wound you can choose to draw an extra one and choose the lesser effect. If they are the same, hard luck. You may do this ONCE per day only. Extra rounds – If you have a firearm you start each event with 2 extra rounds of ammo that are both live. Cast iron gut – you don’t get poisoned by dirty or irradiated water and food and can in fact survive off them if needs be.
Starting kit. Ask and ye shall possibly receive. Send me a list of your possessions when you create your character. I don’t want everything you own but things that are pertinent to the game world, i.e. weapons, surgical tools etc. If you have a bow then you have whatever arrows you can phys rep that are LRP safe. If you have a firearm I will determine how many rounds of ammo you have prior to each event. This will be done using some dice and adding them to a certain number so it’s fairly random and without bias. Final Words Refs decisions are final. The aim is for everyone on the events to have fun and enjoy themselves, if you have a problem please come and see a ref and we will do what we can for you.
Gee & Dan
Change log V1.1 Amended character creation to include skill points. All skills given a points value. V1.2 Added armour to the rules Added Armourer as a skill V1.21 Amended cost of Medicine from 3 to 2 points per level V1.3 Amended firearms so they do 2 points per hit and 1 point always penetrates armour regardless of armour value Added ability to self-treat with first aid and medicine skill at any would state provided you are conscious V1.4 “Say hello to my little friend” (said in a Tony Montaña voice) – Dan Hume joins the 1 man band making it a duet Overhaul of healing system, streamlined timings and amended descriptions of wound states Change to First Aid, Medicine and Surgery skill descriptions. All “healing” skills now have specific timings based on wound level being treated. Added rules for making healing poultices in game and amended in game effect of poultices to reduce the “magic healing poultice” factor. Amended rules for armour to simplify degrading armour that has taken damage. Amended subdual damage rules to make it easier to keep track of. Updated a little bit of formatting Enjoyed a nice Chilean merlot
Mocked Selwyn on the phone Added fact that you will have a small amount of ammo if you have a firearm (single digit amounts of ammo). Added Herbalism and Scavenge skills. Reduced uses of It Winged Me Perk to once per day only.
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