Steamage
LARP system version 1.1
Character Generation
6 Skill ranks of the players choice
3 hits per location = location is useless but still takes hits
Total of 10 body hits, after ten damage total fall down
Weapons do 1 hit each, and must contact (Bows and Crossbows do 3 each)
Unarmed combat does non-lethal damage (The call for non-lethal damage is Ka-pow/Biff/Whack or anything else as used by the batman Live action TV series, This damage lasts until the end of the encounter) Safety Note – Unarmed attacks may be shown by light taps to the target player.
Roleplaying Note – All damage taken should be roleplayed, Swords hurt when they hit, maces crush, axes cut bow and bolts pierce.
As an additional note Swords/Axes/Etc are heavy and take time to swing sufficient to deliver a damaging blow, all weapons should travel at least 2/3 their length before striking to be considered effective.
Effects of Damage:
The Exact effects of the damage you have taken are not known until someone comes to heal you. (see Bead Draws below)
Healing damage:
Every player is capable of providing first Aid
First aid: allows one bead to be drawn from the bag, once per encounter per first aider. (see the clarification under healing for more information)
Healing takes between 30 seconds and the remainder of the encounter, and should be roleplayed.
If possible a physrep bandage should be applied to the victim showing the “location” of the most major injury.
Bead bag mix: 8Green, 7Amber/Blue, 6Red, 1White, 1Black
(This may be changed for more dangerous missions)
Beads should be of uniform shape and recognizable colour.
Players are responsible for their own bead bags. Any player who does not have a bead bag
may not have first aid performed on them.
Please Note: The ref will be carrying a bead bag, if you have no bead bag your welcome to take one from the refs Bag!! :Evil:
Green: no significant damage, Full hits
Amber/blue: minor wound, 1 hit per location until end of next encounter
Red: Able to walk and Talk, not able to use skills, run or fight until the end of the next encounter
White: Referees discretion, Possibly an infection or debilitation.
Black: Unable to continue mission, See “Player death”
Player Death:
if during a mission the entire party is unconscious at the same time or if a player has drawn the black bead as part of a healing check (and not been negated) the players are in an "At Risk" state,
Players may choose to:
If a player chooses to Die they will gain XP and may use it on their next character. For the rest of the adventure the player is welcome to join the Crew team.
If a player chooses to Recover during Downtime they gain no XP or Downtimes and may not use Downtimes until after they have adventured once more (ie have returned to full health). For the rest of the adventure the player is welcome to join the Crew team.
If a player chooses to go out in a Blaze of Glory: for the next encounter only they gain +10 hits (floating global, ie taken before any locational hits are a applied) Six additional uses of their skills in any combination. However at the end of the encounter or when they hit the ground with 0 hits they are Dead. no bead draw required. Players choosing this option do not gain any XP from the mission and lose any accumulated XP they may have. they may then join the Crew Team for the rest of the adventure
All skills can be used (Rank) times per encounter.
Here is a list of single rank abilities for each skill. When you have 6 ranks in a skill you may propose a Veteran skill unique to your character, if accepted by the ref team you may buy a 1/mission use of this skill for 10xp for every 6 ranks you possess in the skill.
*30 seconds of continuous repair efforts and the single limb is restored to full use
Weapon skills:
Automaille Skills:
Automaile Skills represent replacing part of your body with mechanical components. You are harder to heal, Healers draw one less bead for each rank of Automaile skill that you have,
Knowledge Skills:
Alchemy Skills
* No opposing Alchemy skills may be taken
Fire opposes Air
Earth opposes Water
Spheres of Alchemy
Alchemic Casting: requires the caster to draw an alchemic circle before the effect takes place.
This should be a circle bisected by one or more lines in a geometric shape. And take at least 5 seconds to draw
Each skill rank in Alchemy allows the caster to use one effect per encounter chosen from his accessible spheres.
E.g. Fire 2 could use two spells per encounter from either the combat or healing spheres
Fire 2 Water 1 could use two spells from combat and one from Healing or Enhancement, One spell from combat, one from enhancement and one from healing, Three spells from healing, or Two spells from Healing and one from Combat or Enhancement
Parry –ignore the next hit as if actually parried.
Disarm – must hit weapon, Target must drop their weapon
Critical strike/hit – Deals 3 damage to target
Shiv – target must be unaware Deals 6 damage to target
Subdue – Target falls unconscious (no actions until roused or end of encounter) damage is considered sufficient to rouse you
Sunder – Target item is unusable until the next encounter (includes armour reducing that location to zero)
Pin - Held until released by the Grappler
Throw – Target is thrown 10 paces in the direction indicated, taking 1 damage upon impact
Deflect – Ignore any one targeted attack
Riposte – as parry but opponent takes 1 damage.
Cleave – hit limb is unusable until next encounter.
Impale – target cannot move their right leg from the ground, weapon must remain with target, 30 Seconds of roleplay required by another character to remove
Feather me Yon OafS – Bow shot hits at any range (provided target can hear you)
Knockback – target takes 3 long steps backward
MarksmanS – ignores armour, Dodge and deflect
Poison/toxin – target falls to the floor and Writhes (mook) or Target draws from the Bead bag at the end of the encounter (PC, Elite, NPC)
Wound -- At the end of the encounter draw a bead regardless of if you are down or not, Black is counted as red. This is in addtion to any other draw.
Fatal -- At the end of the encounter if down draw 3 beads taking the worst. Healer skill reduces this by one per use. This is in addtion to any other draw. (ie if a black bead is drawn it would take someone with healer 3 to save your life, as they have to remove all the beads)
Other Calls may be defined as play progresses if you are unsure as to what a call does please ask a referee at the end of the encounter
Armour – target gains (Alchemy skill ranks) armour
Impale – as above
Knockback – as above
Heal – Draw (Alchemy rank) beads
Cure – removes poison effect
Dispel – removes any Alchemical effect
Entrance – Must maintain eye contact with the caster, may talk (normal voice) to the caster but take no other actions
Blast – Target takes 3 damage global
Poison/toxin – target falls to the floor and Writhes (mook) or Target draws from the Bead bag at the end of the encounter (PC, Elite, NPC)
Curse – target cannot use any Skills or Talents until the end of the encounter, excluding knowledge skills.
- Clarification, Skills and talents do not include Veteran/Hero Abilities or I Have a .......
Subdue – as above
Animate – Target fallen monster rises under your control with (Alchemy rank) hits
Blink – as Leap
Imbue – adds a one shot ability to an item, lasts until used 1 ability per item
Restore – repairs any armour to full, and makes items useable again
Strength of Will – target gains (Alchemy skill ranks) Resolve
P requires physrep R Please roleplay this RT Ranged or Touch
TTouch SStackable with one other talent call
First aid: allows one bead to be drawn from the bag, once per encounter per first aider.
Clarification: every player may draw a bead for a player who is down, once. The person on the floor being healed may have more than one bead drawn for them in an encounter but only once for each person that comes to heal them, if at any time a white or black is drawn stop drawing immediately and call for a ref.
Healing takes between 30 seconds and the remainder of the encounter, and should be roleplayed.
Bead bag mix: 8Green, 7Amber/Blue, 6Red, 1White, 1Black
(This may be changed for more dangerous missions)
Beads should be of uniform shape and recognizable colour.
Players are responsible for their own bead bags.
Green: no significant damage, Full hits
Amber/blue: minor wound, 1 hit per location until end of next encounter
Red: Able to walk and Talk, not able to use skills, run or fight until the end of the next encounter
White: Referees discretion
Black: Unable to continue mission, See “Player death”
The heal skill:
Healers get to draw one extra bead PER ENCOUNTER for each rank in the heal skill they possess, they may choose when they draw the extra bead, Once the healer has drawn all their extra beads they may still perform first aid. It is advised that the healer draw a first aid bead before using any of their heal skill beads, but this is at the players discretion.
The heal skill also removes any and all detrimental effects existent on a player. This requires 30 seconds of good roleplay, referees are within their rights to rule that the skill is expended for no effect.
Special skills: resource skill (not affectable by brewing, leadership or instruction) begin with the phrase: “I have a …..”
There are many resources available, most are made by other player characters, however some can be gained through good concepts or roleplay. Most notable are:
I have a gun – your character possesses a firearm and the skills to use and maintain it, <skill rank> number of reloads per encounter.
I have explosives/grenades – your character possesses some form of grenades or explosives, they deal Blast each and you have <Skill rank> per encounter
I have a zeppelin – your character possesses a zeppelin of some form, this skill requires a variable amount of upkeep but provides powerful in game benefits (ask a ref for more information)
Quick Skills cost reference table
Skill gain and XP:
Players gain XP for Crewing and Playing
Adventuring a mission (playing) gains you 1 XP
Monstering a mission (Crewing) gains you 2 XP
Certain Plot specific missions will gain you extra XP, you will be informed of this by the referee after the mission has concluded.
Gaining skills:
Skills cost 1 Xp per rank that you are purchasing, you must buy the ranks up to the value you want incrementally.
Alchemy and Demonology are harder to learn than any other skill;
Alchemy requires:
3+ rank you wish to buy in XP per level and
1 downtime per rank that you are advancing to in order to learn in addition to the XP cost.
Demonology requires:
A Teacher with more ranks in the skill than you currently possess or
A Tome of Demonology or
A Deal made with a demon to learn the first rank.
Plus you must submit 1 downtime per rank that you are advancing to and a brief description of how your character is gaining the knowledge and power required to summon control, bind and banish demons.
Example characters and Character sheets
Imbue: Imbue adds a one shot skill bonus or immunity to an item. It remains until used or the end of the next encounter, only one skill or immunity can be imbued per encounter (all skill bonuses must be the same skill all immunities must be the same immunity) . each use of alchemical imbue is considered as if it were a new character using the skill..
Imbue immunity grants one use per immunity to the type of attack chosen (Ie Sunder).
For example John the bodger (Steam -Mancy 3) decides that for the next encounter he is going to make everyones swords immune to sunder, he can make one sword immune to three sunders, or three swords immune to one sunder each. His adventuring colleague Bjorn the Traitor (Steam -Mancy 1) decides to imbue his sword, as he does this he picks any combat talent he can then use it for the next encounter (yes this means you can make unique item calls for other weapons with a sword). If John wanted to do the same it would have to be the same talent he imbued into each item.
Steam -Mancy:
Costs table
Rank Resource Upkeep
Steam -Mancy allows you to create items that break the rules of the game. One rule per item level. All items must be cleared with the Ref team prior to using the components and Downtimes.
Example; Joe Shmo from Cocamo wants to have a Hammer which is immune to sunder 4 times per encounter, he hires John the Bodger, John the bodger cannot make an item immune to sunder 4 but he can make one that has three, Joe is happy with this and pays John for his service. John makes a Level 3 item with immunity to sunder 3, this item ignores the first three sunders that hit it each encounter.
John later decides that he wants a sword that can grant him the combat talents of other items, so he makes a level three item (he chooses a sword) that grants him one Cleave, One Shiv and one Sunder each combat.
Build repair/Mastercrafted items
See costs table.
Each rank allows you to add up to <rank> bonus to a skill. Different skills may be added. Combat skills add one specific talent chosen by the creator (appropriate to the weapon.)
Brewing
Brewers begin the Mission with up to their rank in free Brews
Brews can:
Brews must be decided upon at the start of the mission, suitable physreps should be used for them.
Brewers may brew on the fly, potions cost a number of ingredients equal to their rank (see costs table) (a brewer may only have their rank+4 in potions at any one time. A non Brewer can only carry 3 brews, anyone carrying more than this amount takes a Blast for each brew on their person.
A Player can only drink 6 levels worth of brews in a single encounter
Downtimes
Characters gain 3 Downtimes per mission played, per month
A character cannot have more then 15 downtimes in a month
Leadership grants Extra Downtimes equal to your rank.
A downtime may be used for the following:
Rank Value:
Instruction 1 +2
Instruction 2 +3
Instruction 3 +5
Instruction 4 +8
Instruction 5 +11
Instruction 6 +16
Some abilities require multiple downtimes
Each of these abilities requires a downtime for each level of the item being made. Eg a level 1 item takes one downtime, a Level 5 item takes 5 downtimes.
Multiple characters with the appropriate skill can combine their downtimes together. But any odd downtimes left after the division must come from the highest skilled character
A minimum of one character working on the item has to have the appropriate skill at a level equal to or greater than the item they are crafting.
Skill enhancing items may be used to boost the characters rank in the skill for the purpose of meeting this restriction.
e.g. Three characters work together to make a level 7 Axe, Joe B/R 6 (+1 Masterwork Spanner) and his two apprentices B/R 1
Joe spends 3 Downtimes and the Two apprentices spend 2 Each making a total of 7 Downtimes.
Brews:
Resources
Maintenance. Items require repair and maintenance after use. After a mission you must spend a number of resources equal to the construction value of the item to return it to useable condition.
Craftsmen with the build/repair skill, or the Steam-mancy skill can maintain items for a reduced cost (equal to the level of the time).
If an item is Master crafted then a person with Build/repair pays the reduced cost
If an item is Technomantic then a person with Steam-Mancy pays the reduced cost
If an item is both Master crafted and Technomantic then one or more characters with both Skills are required to pay the reduced cost (one character with both skills, or two characters with one skill each)
Demonology
Demonology the skill can only be learned from a demonologist or a demon