Please avoid maintaining fights or blockades within doorways, they are the most dangerous and least interesting fights in the game!
Please respect the site, set dressing and props provided. Avoid crashing into the walls, not everything is as solid as it may look and some are more solid than you might think!
Please keep close combat "scenic" and adjust your fighting speed to what is often called "hero fighting". This is more fun to participate in and safer in closely confined spaces.
There is a specific skill (Martial Training) that allows a player character to initiate a grapple against an NPC or player. Once initiated the effect is in play, you may agree with your target the roleplay you are both comfortable with.
No other grappling is permitted within the game!Your skills are selected during character creation.
Each skill has 3 ranks available, representing a Basic, Trained and Advanced level of knowledge. Each rank costs points equal to the new level, Level 1 costs 1 point, advancing to level 2 costs a further 2 points and advancing to level 3 a further 3. Level 2 costs 3 points in total and Level 3 costs 6 points in total.
Each skill rank has a mechanical effect as described below but also represents some IC knowledge of the area it describes. This knowledge may give you access to further information about items you find within the game world. FOr example a character with martial training may know about the rank indicated by a military uniform that a character without the skill would not.
This skill represents knowledge of electronic technology and wider physics. Characters with this skill have more time to successfully bypass doors and other security measures.
Rank 1 - +30 seconds to hack
Rank 2 - +30 seconds to hack
Unlocks Astrometrics Use
Rank 3 - +30 seconds to hack
Unlocks Starship Piloting
This skill represents physical conditioning and toughness, the ability to endure physical damage.
Each rank of this skill grants you additional hit points per location and 10 seconds additional death count. Each rank’s effects stack with each other and other skills and item’s effects
Rank 1 - +1 Hit point per location & +10 seconds death count
Rank 2 - +1 Hit point per location & +10 seconds death count
Rank 3 - +1 Hit point per location & +10 seconds death count
This skill represents formal military training. A character with this skill has knowledge and training in military protocols, equipment and strategy.
All martially trained characters have access to the “REND” call using a melee weapon and the “GRAPPLE” call when unarmed. These calls can be used in any combination up to their rank in military training per hour.
When grappling a character should state their martial training rank
All martially trained characters have access to the RESIST call for grapples initiated against them that are of equal or lesser level to their rank in this skill
Rank 1 - Unlocks the Grapple and Rend calls (rank per hour times)
Unlocks Resist Grapple of Equal or Lower rank
Rank 2 - Unlocks the ability to use Explosives
Rank 3 - Unlocks the ability to use Power Armour and Starcraft Ordnance
This skill represents your luck and intuition. You are less likely to suffer a fatal encounter than others.
Each rank of this skill grants you additional hit points per location and 10 seconds additional death count. Each rank’s effects stack with each other and other skills and item’s effects
Rank 1 - +2 Fate Cards & +10 seconds death count
Rank 2 - +3 Fate Cards & +10 seconds death count
Rank 3 - +5 Fate Cards & +10 seconds death count
This skill represents the ability to extract valuable materials from items and equipment you find. The elements retrieved can be stored within your PDA and converted into immediately accessible credits. The process will remove essential components of the item rendering it unusable. All characters are able to salvage but unskilled characters can only retrieve 1 credit from an item regardless of value. The value available to you in scavenging will be significantly less than its value if you carry it
Rank 2 gives you access to “Scavenge Points”, these are special marked points where you will be able to retrieve credits on a periodic basis from larger pieces of equipment.
Rank 3 gives you access to “Ammo Scavenge” which allows you to pick up spent ammunition from the floor. You must collect spent ammunition in a separate bag. This ammunition can be converted into ammunition at a scavenge point
Rank 1 - Salvage 33% of an items “immediate” value
Rank 2 - Unlocks access to Scavenge Point
Salvage 66% of an items “immediate” value
Rank 3 - Unlocks access to Ammo Scavenge
Salvage 100% of an items “immediate” value
This skill represents a knowledge of medicine and the wider field of biology. Only characters with this skill are able to stabilise dying players without using items.
All characters with this skill are able to use bandages to stabilise a dying player. While bandaging the player pauses their death count. After phys repping bandaging and medical work for the time shown for your rank the player will recover 1 hit on each location and no longer be dying.
This skill also unlocks the ability to use a Med Bed facility to restore fate cards of a player. You are able to restore fate cards up to your rank in this skill for each patient once per game.
Rank 1 - Use Bandages - 15 minute phys rep
Rank 2 - Use Bandages - 10 minute phys rep
Use Nanite Pills - 1 hit healed on all locations per patient per hour)
Rank 3 - Use Bandages - 5 minute phys rep
Use Nanite Syringe - heal a single location up to full hits, taking 1 minute per hit point restored
This skill represents a knowledge of mechanics, engineering and physical technology. Only characters with this skill are able to repair items that have been broken by the REND combat call or due to having been salvaged.
All characters with this skill are able to repair armour damaged by normal means, more skilled characters are quicker at this
Rank 3 gives you access to “Ammo Repair” which allows you to pick up spent ammunition from the floor. You must collect spent ammunition in a separate bag. This ammunition can be converted into ammunition at an AmmoMatic machine
Rank 1 - Unlocks Repair action
Armour Repair - 1 point per 3 minutes
Rank 2 - Ability to Weld certain Vents/Doors
Armour Repair - 1 point per 2 minutes
Rank 3 - Armour Repair - 1 point per minute
Unlocks Ammo Repair
This skill represents a knowledge of pharmacology and wider chemistry. Characters with this skill are able to combine “concoction” components into items that provide potion effects.
Each concoction component will have a value for its Biological and Chemical aspects. Each potion will require a quantity of each aspect to create in total. If a component has more of one/both of the aspects than is required by the potion created then it is lost if used in the potion. Only one potion can be concocted at a time.
Rank 1 - Create Potion from 1 concoction component only
Rank 2 - Create Potion from up to 2 concoction components
Rank 3 - Create Potion from up to 3 concoction components
This skill represents influence, experience and connections within the corporation. All characters start with a C1 clearance level.
Each rank of this skill grants you additional starting credits and an additional rank of clearance within the corporation. Each rank’s effects stack with each other and other skills and item’s effects
Rank 1 - +100 credits starting balance, +1 clearance level with corporation
Rank 2 - +100 credits starting balance, +1 clearance level with corporation
Rank 3 - +100 credits starting balance, +1 clearance level with corporation
1 hit per location
30 second death count
3 Fate Cards
Combat is a locational points system, if you are hit you take a point of damage. There are 5 locations in this system one of each arm, each leg and the trunk (which includes the head and chest)
If you lose all the hits from a limb then the location is unusable.
If you lose all the hits on your trunk you are unconscious and need to use a fate card. As soon as possible after falling down on 0 hits you must open a fate card if you have one, if you have no fate cards you begin your death count.
If any three limb locations are out of use you also fall unconscious but do not start your death count unless hurt.
If you are behind inappropriate cover (eg a table cloth) but would have been hit by a bullet take the damage as if it had hit you.
If you take a lot of incoming damage and can't keep track of your hits assume the worst and be on 0 hits.
Please respect the refs decision in this regard (if they think they made a bad call they may rectify this later)
Please play the effects of damage to the spirit of the game.
When on your death count you should count up each second. If you reach your death count total you die and should report to a ref.
If you begin to be healed by a med tech you pause your death count. If they stop working on you you should resume your death count from the point you paused.
If you are hit whilst on a death count you die immediately.
Healing is available from items in game and effects of the Medical skill
weapons in this game mostly do a single point of damage but some may vary if in doubt ask a ref.
all modern small arms (represented by nerf guns) do through damage ignoring most armour.
all heavy weapons eg belt-fed Machine guns and heavier armaments do rending damage
all basic melee weapons do a single point of damage
advanced melee weapons do rending or through though a card on the weapon will say this.
Bows and crossbows do a single point of damage
Armour is graded 1-5 if worn gives that number of bonus armour hits
If the armour is not hit then damage comes off of your hit points as normal.
Some Armour is resistant to through damage and rending damage.
This call indicates that someone is injured or in real distress. Play is stopped immediatly and all players should aim to kneel to indicate that they are observing the call.
This call indicates that play should pause/resume. Players should remain still and for long pauses close their eyes.
On receiving this call a target is stunned for 30 seconds. The target can move but should do so slowly and act disoriented.
This call can initiate or break an existing grapple. A broken grapple cannot be re-initiated for 5 seconds. You should declare your rank of martial training when initiating a grapple.
If a grapple is initiated against you you may call resist if you have martial training equal to or greater than the initiator's rank
An item hit by this call is destroyed (for example armour). If an unarmoured limb is hit that limb is incapacitated until the condition is healed. If an unarmoured torso is hit the character is immediatly reduced to 0 hits
This call indicates that an NPC or Referee has acknowledged another call but in this instance the effect was not sucessful (eg "rending" a blast door)
This call indicates that the hit accompanying it ignores armour