DRAFT GAME FINAL UPDATE TO BE ANNOUNCED PRIOR TO NOVEMBER EVENT - Quest Adventure Gaming, 2019 - Outbound Hope
←
→
Page content transcription
If your browser does not render page correctly, please read the page content below
CHAPTER I GAME DRAFT FINAL UPDATE TO BE ANNOUNCED PRIOR TO NOVEMBER EVENT © Quest Adventure Gaming, 2019 ...AD ASTRA PAGE 1
USSC NAVAL HANDBOOK (2219 Edition) OOC INTRODUCTION The Outbound Hope Mission is a multi-day, live-action role-playing event intended to give players the realistic, immersive experience of being aboard a space-bound starship. Hosted within the interior of the decommissioned USS Edson in Bay City, Michigan, players will be en- gaged in three days of exciting science-fiction adventures and mis- sions. For the duration of the event, the Edson will be outfitted to serve as the Ascendant Dawn, a military vessel leading a fleet of colo- nists into the unknown. With a crew of over 100 individuals, players will need to work together – and against each other – to fulfill duties and objectives unique to their character. PLAYER VERSUS CHARACTER Throughout these rules, the terms “player” and “character” will be used de- liberately. These terms are not interchangeable; “Player” implies the actual individual participating in the experience. “Character” implies the fictional persona a player is meant to be carrying out. Certain situations may affect a player but not the character and vice versa. PER ASPERA... PAGE 2
CHAPTER 1: GAME RULES IN AND OUT-OF-CHARACTER Throughout the Outbound KEY POINTS: Hope experience, players will be asked to remain “in character” as OOC ◼ Out-of-Character (OOC) much as possible. For the sake of actions should be kept to a immersion, players are asked to car- minimum. ry out the persona of their assigned ◼ A call of “GAME HOLD!” character as much as feasibly possi- will temporarily suspend ble. Interactions – from conversa- gameplay to resolve dan- tions to conflicts – should be isolat- gerous OOC situations. A ed to in-game experiences. call of “GAME ON!” will resume game functions As such, they should also be understood within an in-character ◼ Bright orange is used to context: A conflict between two designate OOC items, loca- characters should never be inter- tions, or individuals, and should be inconspicuously preted as a conflict between two ignored by players. players. Players are encouraged to refer to each other by their charac- ter names and should avoid out-of- character distractions – such as personal electronic devices – as much as possible. That being said, there are instances when breaking character is essential to the safety and well-being of players. In the event a player becomes injured or is in a situation where injury is possible, any player involved in the situation may call out “GAME HOLD!” At this time, all players within earshot should instantly break character, take a knee, and echo the “GAME HOLD” call. This should allow the at risk-player to move out of the dangerous situation or seek necessary medical help. If warranted, another player can – and should – seek out a member of the Outbound staff. Once the situation has resolved itself, the player who originally called for the hold (or, if they are removed, any other player nearby) may call out “3… 2… 1… GAME ON!” At this point, all paused characters may resume gameplay as if no time has passed. A “GAME ON” call should similarly be echoed. ...AD ASTRA PAGE 3
USSC NAVAL HANDBOOK (2219 Edition) OUTBOUND STAFF Outbound staff will frequent the play area for the sake of maintaining safety, story, and continuity. Whenever this happens, their costume will reflect OOC rules and will also be marked with orange. Unless deliberately speaking to a player, Outbound staff should be ignored by characters. Though typically OOC dressed as the ship’s maintenance staff, there is no in-character reason to engage them in any major way. Should a player need something or have a concern, staff members are happy to assist. When items, locations, or individuals must be placed out of play, they will be marked by Outbound staff with the color orange. Areas clearly marked by bright orange should therefore be inconspicuously avoided by characters while in-play. An orange object should never be used, and a door marked orange should never be entered. LOCKERS Inside all berthing (sleeping) areas, players will be given two lockers – one for in-character (IC) items and props and the other for out-of-character (OOC) personal items. These lockers will be issued upon player sign-in at the event. The IC locker should be used for any in-character items a player has access to and – being in-character – can be viewed, broken into, and stolen from by other characters. While theft from an IC locker is not OOC illegal, it should cause a character to report the incident to ship security. IC locker locks are provided by Outbound Hope staff. Players will be given the key to these locks along with the character badges at sign-in. OOC lockers are strictly for OOC personal items — wallets, keys, electronic devices, etc.. At no point should an OOC locker – appropriately marked with orange – be broken into or stolen from. Such an act would immediately be considered both an OOC offense and a violation of Michigan State law and should be referred to game staff. OOC storage areas may never be used to hide or maintain IC items – an act that would also be considered an OOC offense. Players are asked to provide their own OOC lock, though Quest Ad- venture Gaming and the USS Edson reserve the right to remove a player’s lock — via bolt cutters if necessary — should the need arise. Players are strongly encouraged not to carry their OOC locker key — if any — along with their IC key. Quest Adventure Gaming and the Saginaw Valley Naval Ship Museum (USS Edson) are not responsible for personal items left in lockers. PER ASPERA... PAGE 4
CHAPTER 1: GAME RULES PLAYER ROLES AND ABILITIES Unlike many live action and KEY POINTS: tabletop roleplaying games, Out- bound Hope does not restrict play- OOC ◼ If a player can carry out a ers to specific sets of skills and abili- task within other rule limits ties. Generally, if a player is capable it is permissible. of doing something, they are per- ◼ Major differences between mitted to carry it out so long as it characters are determined does not physically harm them- by rank and role – both selves or other players and does not determined by a player’s violate additional rule limitations. character sheet. Generally, characters are orga- ◼ Military and non-military nized and differentiated by two ma- characters will exist within a hierarchy of rank; Re- jor characteristics: Rank and Role. specting (or in some cases Given the military nature of the As- ignoring) the chain-of- cendant Dawn and her occupants, command will be an essen- rank will play a major part in estab- tial part of roleplay. lishing both characters and their storylines. Military characters will ◼ The responsibilities of a all begin with a specific rank that character’s role will be ex- plained during tutorial ses- places them somewhere within the sions prior to the game’s military hierarchy. Whenever possi- start. Players will have am- ble, characters should make an ple time to learn the skills effort to respect the general chain- needed to carry out their of-command, adhering to the or- duties. ders of those above them and ◼ It is possible to allow a demonstrating superiority over character to change roles if those below them. While occasional another character teaches disobedience towards superiors is them the necessary skills. permissible – especially if it is a trait Characters new to a role determined by the character’s back- should never be perceived ground – such actions should draw as being more capable than penalties from higher-ups. For a full those who originally began breakdown of USSC and USOM within that class. ranks, see the appendix. ...AD ASTRA PAGE 5
USSC NAVAL HANDBOOK (2219 Edition) GAINING RANK Acts of great service and heroism are always to be rewarded, and it is possi- ble for players to be awarded with a greater rank while serving in the line of duty. This should not be commonplace, however, and generally requires the permission of the fleet’s Admiral. When this happens, the character will earn OOC the respect and prestige of her new rank. While civilian characters do not fall within the military hierarchy, they also possess a notable chain of command. Especially within the Civilian Government, the Governor will act as the highest official, with lesser officials ranking beneath them. Civilian colonists have very little authority and are generally placed below all others. Their obedience to the military’s ranking system is purely optional, as they have no per- sonal background or interest in it. LEADERSHIP OF THE FLEET As a general rule, the three highest-ranking characters aboard the Ascendant Dawn are the Fleet Admiral, the Civilian Governor, and the Ascendant Dawn’s captain (who ranks below the admiral). Conversions between military and civilian rank are left deliberately ambiguous and should ultimately create ten- sion between characters. After all, who really leads the fleet – the Governor or the Admiral? In addition to rank, characters will also have a specific role that helps to define their activities within the fleet. Some characters will be engineers or scientists, while others will be crew members or officers. A crew member may be ranked as an Ensign, but possess his role of helmsman of the Ascendant Dawn. In every case, they will be tasked with a set of responsibilities as outlined in their character sheets. The ability to perform these responsibilities will depend greatly on the training session that each character will receive before the com- mencement of the event. In the hours before game time, players will be teamed with Outbound staff members according to character roles. In some cases, this may involve familiarizing players with specific props or locations, while others will be introduced to specific software essen- tial to their character. In every case, these tutorials will allow a player time to gain the necessary expertise to do their job well once the mis- sion begins. PER ASPERA... PAGE 6
CHAPTER 1: GAME RULES Because these skills depend almost exclusively on the ability to carry them out, it is possible that – as the game progresses – charac- ters may instruct others in how to do their job. In this way, it is possi- ble that a civilian colonist could be drafted into the USSC to assist a gunnery terminal – an important opportunity if the existing gunners OOC are unavailable. Many players — including those in civilian and com- mand roles — may already be trained in tasks during pre-game tutori- als to correspond to past backstory. For the purposes of roleplay, such opportunities present challenges in-character; Reassignment should be met with opposition or support from others and always with the per- mission of those in authority. Most importantly, shifting characters into a new role should never give them superiority to those who were originally assigned that role. A colonist-turned-engineer should attempt to be less-skilled than the engineers who began in that role, even if it means roleplaying a degree of incompetence. HEALTH & HEALTH STATUSES A voyage of exploration and KEY POINTS: discovery like the Outbound Hope Mission is sure to bring with it a ◼ Character ailments are rep- host of potential injuries and condi- resented by three Medical tions affecting the overall health of Categories (Physical Injury, Infection/Poisoning, Radia- its participants. tion) over four Health Stat- Negative medical conditions are ues (Healthy, Sick/Injured, represented in Outbound Hope by a Incapactitated, Dead). total of three Medical Categories ◼ Health Statuses are not (Physical Injury, Infection/Poisoning, permanent, and demand or Radiation) and four Health Sta- specific roleplay require- tuses (Healthy, Sick/Injured, Inca- ments (see next page). pacitated, Dead). None of the ◼ If untreated, non-healthy Health Statuses – even death – is Health Statuses will pro- ever permanent, with numerous gress to the next State opportunities to move into and out after 10 minutes. of each. All characters start as Healthy, with no Damage Levels in any Medical Category. ...AD ASTRA PAGE 7
USSC NAVAL HANDBOOK (2219 Edition) Health Statuses have important roleplay effects on the player: CHARACTER Health Statuses: EFFECTS HEALTHY OOC Healthy characters are unrestricted by medical conditions and have unlimited movement. They can carry out normal duties and tasks without difficulty. A sick or wounded character has been in some way injured, poi- WOUNDED soned, or otherwise negatively affected by another character or SICK or the environment around them. Sick or wounded characters have limited movement, requiring them to limp, clutch a limb, or com- plain of severe internal pain (depending on the cause of their con- dition). Their ability to perform tasks is extremely limited. Charac- ters in this State cannot operate their console, use a weapon, etc, without the assistance of another character (see next page). INCAPACI- TATED An incapacitated character’s injuries have progressed to the point of unconsciousness. At this point, they are fully immobile, and are completely unable to perform duties or tasks. They have very little awareness of what is going on around them. A dead character has no awareness of their surroundings, no DEAD movement, and no signs of life. For all intents and purposes, “He’s dead, Jim…” Progressing from the first to second status – that is, from “healthy” to “sick” or “wounded” – can come about through several means: typi- cally combat injury, disease, or hazardous atmospheric conditions. In some rare circumstances, additional causes can be announced by an PER ASPERA... PAGE 8
CHAPTER 1: GAME RULES attending Outbound staff member. Such damage can come from any of the three Medical Categories, but all result in the sick/injured status. Note that a character who is hurt during roleplay or gameplay in a way that is not life-threatening – a black eye, a head cold – is considered to be healthy. Moving into the sick/wounded status phase requires a OOC player to roleplay limited movement and an impairment in the ability to complete tasks, regardless of the cause (that is, an injured character has the same rule requirements as an irradiated one), though a play- er’s roleplay should better reflect the original cause (clutching the re- cently shot limb or feigning extreme nausea, for instance). Unfortunately, any ailment will progress if left untreated. All char- acters will have skills that allow them to perform Stabilization, a type of first aid, for one or more of the three medical categories. Stabiliza- tion is one key to returning a player to a Healthy State. If a character is not Stabilized, they progress down the Health Statuses after a set amount of time. If a Sick/Injured character is not Stabilized within 10 minutes of the initial injury, the character becomes Incapacitated. Alternatively, if a character who is in a Sick/Injured State takes additional severe damage of any Medical Category, they immediately become Incapacitated If an Incapacitated character is not Stabilized within 10 minutes of reaching Incapacitated, the character becomes Dead. Alternatively, if an Incapacitated character takes additional severe damage of any Medical Category while in this Health Status, they immediately be- come Dead. In-character, if a Dead individual is not restored via BioBed within 72 hours, they have been killed permanently — though this is impossible for a player given the limited event time. OFFERING HELP “Help” is a dedicated action where a present healthy character may choose to take direction or directly assist a Sick/Injured character to complete tasks otherwise restricted to the latter character’s role. So long as a Sick/Injured character hasn’t become Incapacitated they may continue to guide Help. Roleplay during this time is expected to reflect the difficulties of performing a task outside of one’s training, as well as the all the severe pain, nausea, etc. of trying to keep working while suffering life-threatening condition. ...AD ASTRA PAGE 9
USSC NAVAL HANDBOOK (2219 Edition) STABILIZATION & TREATMENT Stabilization is key to pre- KEY POINTS: venting the progression of damage to a character. All healthy charac- ◼ OOC Any Healthy character can ters have the ability to “Stabilize” Stabilize a character with a Physical Injury through another suffering from a physical appropriate roleplay for injury or an incapacitated state re- one minute. sulting from a physical injury; Healthy medical-trained characters ◼ Healthy medical-trained can additionally Stabilize infected, characters can Stabilize and poisoned, or irradiated characters. Treat any known Health Status from any medical To do this, the Stabilizing char- category. acter must maintain close proximity ◼ Stabilization locks a charac- to the victim for at least 1 minute ter in their current Health and display appropriate roleplay -- Status, preventing decline. applying pressure to the wound, Treatment returns a char- “dosing” with game-provided props acter to a more favorable like medicines or faux injections, Health Status. etc.. Once completed, the patient ◼ Medical Treatment is exclu- will be Stabilized, and progression sive to medical personnel, to the next status will be halted in- and varies slightly between definitely. If the Stabilizing charac- medical categories ter is stopped or redirected to an- (Physical Injury, Infected/ other task (or victim), the ten- Poisoned, Irradiated). minute progression timer will begin ◼ Treatment options include approximately where it left off. This use of the HADTU, extend- rule is slightly altered in any of the ed surgery (roleplay) and Ascendant Dawn’s medical facilities, — in cases of death — use where medical-based characters of the BioBed. may can Stabilize or Treat up to three characters at a time. While useful, Stabilization does little more than lock a character in his or her current state. Treatment refers to bringing characters back to more favorable Health Statuses – ideally returning them to full health. This can be achieved in a variety of ways. PER ASPERA... PAGE 10
CHAPTER 1: GAME RULES DETERMINING A DIAGNOSIS For obvious reasons, character ailments will not always be visible to other players. A gunshot wound – which would realistically be clearly visible – may need to be narrated rather than viewed. Any character may approach a sick/ wounded or incapacitated character and quietly declare “MEDICAL CHECK.” If OOC the character in question has been damaged by a physical wound, their play- er may then describe the wound out-of-character to the checking player. Otherwise, they should merely declare “non-wound.” If the checking player is playing a medical character, the sick/wounded or incapacitated character can freely describe the ailment in whatever form. Note that medical characters’ uniforms will al- ways incorporate patches with the appropriate cross symbol shown on the left. While Physical Injury Stabilization is an op- tion open to any healthy player, all other Sta- bilizations and all Treatments require medical specialists exclusively. All Stabilizing or Treating char- acters must be in good health themselves, since such an act would be prevented by the existence of a negative Health Status. In the Treatment of character ailments, Stabilization and Treat- ment break down along the following categories: THE THREE MEDICAL CATEGORIES PHYSICAL Infection/ RADIATION INJURY POISONing ◼ Physical Injury: Anyone on the Outbound Hope Mission already has the basic training required to Stabilize an- other’s physical injury. All Treatment, however, must be conduct- ...AD ASTRA PAGE 11
USSC NAVAL HANDBOOK (2219 Edition) ed by a medical professional (hospital corpsman, marine medic, or chief medical officer). Only characters in the appropriate medical classes will be able to conduct these tasks. ◼ Infected/Poisoned: All Stabilization and Treat- OOC ment must be conducted by a medical professional. Only charac- ters in the appropriate medical classes will be able to conduct these tasks. ◼ Irradiated: All Stabilization and Treatment must be con- ducted by a medical professional. Only characters in the appropri- ate medical classes will be able to conduct these tasks. Treatment Options Medical characters will have a number of Treatment options at their disposal, each with various advantages and disadvantages: ◼ HADTU (Handheld Augmented Diagnostic & Treatment Unit) The use of a HADTU device requires medical personnel and the HADTU prop. The character is healed of the Treated Damage Type 5 minutes after the HADTU dispenses nanomaterials specific to the category of ailment sustained. Each HADTU will have limited charg- es for each of its nanomaterial types, and is a consumable re- source. Specific usage information will be given to medical person- nel during tutorial. ◼ Surgery or Extended Treatment This is active care roleplay, for 30 minutes, and requires appropri- ate props. It may be surgery, administering drugs via IV, Treatment with handheld devices, etc. The medical personnel administering extended Treatment cannot leave the patient during the 30 mi- nute period without resetting the timer and returning the charac- ter to their previous state. This is a one-on-one interaction, with one patient and one medical specialist. The exception to this is in the MedBay, where sophisticated equipment allows one medical specialist to Treat (or Stabilize) up to 3 patients simultaneously. PER ASPERA... PAGE 12
CHAPTER 1: GAME RULES “ Introducing the HADTU (Handheld Augmented Diagnostic & Treatment Unit)! Brought to you by TraumaTek Industries! Diagnoses and Dispenses Specific Materials for Field Expedient Medical Care! Works with individual patient’s personal nanotech to rapidly diag- OOC nose and develop immediate custom treatments for debilitating and life- threatening conditions. Using the latest in TraumaTek Gen6 Nanotech, the HADTU dispenses programmable materials your TraumaTek Nanites can employ to repair nearly the full range of human injury. This is the ” industry’s most advanced and reliable system and puts your personnel back where they belong! ◼ BioBed Despite their high degree of sophistication, no nanobots or drugs can restore the dead. In this case, the only solution is the BioBed, which cannot be used on a living patient. The BioBed works with each character’s internal passive nanonetwork to restore the char- acter to a full Healthy state. The BioBed has two modes; Scan or Repair. In Scan mode, the BioBed writes the character’s complete State, including current memories, to their personal nanonetwork. In Repair mode, the Biobed restores the character biologically to their last nanonetwork recorded state. The restoration process of the BioBed takes less than 5 minutes. The body must be placed into the device, requiring the player to be present at (if not in) the prop. When the player emerges, they are Healthy but have no memory of events since their last BioScan. In most instances, this will require a significant amount of roleplay, since a player may be asked to ignore critical – and recently acquired – information. For all Outbound Hope personnel, their last scan was within the 72 hours before the launch of the Mission. If a new scan does not take place before death, the character will return to life be- lieving that the mission had not yet passed through the Bifröst Station. Medical staff will be trained – during the tutorials – about how to properly scan player information. Human nanonetworks are only able to update with a scan once every 12 hours. ...AD ASTRA PAGE 13
USSC NAVAL HANDBOOK (2219 Edition) Medical Flowchart HEALTHY ◼ Unlimited Movement OOC ◼ Normal Duties and Tasks PHYSICAL INFECTION/ IRRADIATION WOUND POISONING SICK/WOUNDED ◼ Restricted Movement ◼ Limited Task Performance Only ◼ Normal Duties may resume with 1:1 Help from a Healthy Character 10 MIN. W/OUT PHYSICAL INFECTION/ IRRADIATION STABILIZATION WOUND POISONING INCAPACITATED ◼ Partial to Full Unconsciousness ◼ No Movement ◼ Unable to Perform Duties or Tasks 10 MIN. W/OUT PHYSICAL INFECTION/ IRRADIATION STABILIZATION WOUND POISONING DEAD ◼ Complete Unconsciousness, lack of awareness of surroundings ◼ No Movement ◼ Unable to perform Duties or Tasks PER ASPERA... PAGE 14
CHAPTER 1: GAME RULES OOC SURGERY HADTU USAGE RP, Heals after Heals in 5 Min. 30 min. STABILIZATION (1 Min RP) PREVENTS PROGRESSION TO DEAD (Medical Only) SURGERY HADTU USAGE RP, Heals after Heals in 5 Min. 30 min. STABILIZATION (1 Min RP) PREVENTS PROGRESSION TO DEAD (Medical Only) USE OF THE BIOBED (
USSC NAVAL HANDBOOK (2219 Edition) COMBAT Systems Outbound Hope uses three KEY POINTS: separate combat systems, depend- ◼ ing on the situation: Passive com- OOC Combat exists within three separate systems: Passive, bat, live combat, and starship com- Live, and Starship. bat. ◼ Players are asked to curb As the Outbound Hope Mis- on-ship combat as much as sion strongly emphasizes interper- possible for safety con- sonal conflicts, stories, and relation- cerns. ships between characters, combat situations will be less frequent than in many other forms of live-action role play. Still, there are numerous occasions that might spark open conflict and violence between player characters or between player characters and non-player characters. Conflict situations will play out very differently depending on whether characters are aboard the Ascendant Dawn (as depicted by the USS Edson) or an alternative location. Given the concern for safety and the need to preserve the historical site that is the USS Edson, The Saginaw Valley Naval Ship Museum has asked that combat scenarios be kept off-ship as much as possible. For this reason, most violent en- counters aboard the Edson will operate off a very different rule set than in alternative locations, and is known here as “passive combat.” “Live combat,” involving a much more physical and realistic approach to combat, is the term used to describe off-site, alternative locations. Starship combat – the third form of character combat available in Out- bound Hope – is carried out through a combination of computer soft- ware simulation and physical character actions. DISSUADING COMBAT IN CHARACTER Given that players must curb their desires for on-board combat, characters can help to explain this by understanding the significant damage a firefight might cause to a ship’s delicate systems. For all intents and purposes, live combat aboard a vessel like the Dawn is incredibly risky, as a stray projectile could sever a life support system or puncture a reactor. Anyone attempting to start live combat aboard the Dawn should be dissuaded by other characters present as much as possible – One missed shot could kill everyone! PER ASPERA... PAGE 16
CHAPTER 1: GAME RULES COMBAT SYSTEMS - Passive OOC As of the release of this beta version of this ruleset (August 2019), Outbound Hope Staff are still undergoing playtesting of passive combat rules. These rules will be added prior to the event and will be reflected in all player handbooks. ...AD ASTRA PAGE 17
USSC NAVAL HANDBOOK (2219 Edition) COMBAT SYSTEMS - LIVE Players will be presented with KEY POINTS: a number of opportunities for off- ◼ ship combat in the form of ship-to- OOC Live Combat exists as a more physical form of com- ship boarding and possible station bat based on the use of a or planetary landings. While most infrared laser system. of these types of conflicts will favor Marine characters, there is always ◼ In Live Combat, each par- the potential that other individuals ticipant will be assigned an could be caught up in these violent IR-projecting weapon and a body-mounted receiver, affairs. In these instances, an alter- largely dependent on their native combat ruleset – referred to character role. as “live combat” – will occur. ◼ Receivers will keep track of Live combat incorporates the and display a character’s use of a high-tech infrared-based armor points. When armor combat system using IR-projecting points are depleted, the weapons and body-mounted receiv- character should take a ers. Prior to a live combat instance, “Physical Injury” and is no all participating players must be longer able to fight. outfitted with receivers and their ◼ Use of melee weapons can weapons. Once the engagement instantly cause one drop in begins, it will play out in much the Health Status — despite same way as a typical airsoft or remaining armor points. In paintball encounter. Each individual this way, wounded players receives a specific amount of armor can be accelerated into points, displayed on a player’s re- incapacitation and death. ceiver and determined by the char- ◼ In rare circumstances, live acter type they are playing. Security combat can take place on personnel will begin with sufficient- the Edson with GM approv- ly more armor points than typical al and supervision. When officers, crewmen, or civilians, with this happens, a call of “Live Marine personnel having far more Combat Situation” will be than security, and OMEGA Troopers given. Players who do not wish to participate may having the most. The amount of evacuate. damage a weapon deals is deter- PER ASPERA... PAGE 18
CHAPTER 1: GAME RULES mined largely by the weapon being used. THE WEAPONS OF 2219 In character, all ranged weapons still rely upon many of the same technolo- gies available in the 21st century – that is, they continue to fire projectiles. While newer methods and technologies have been introduced into the Out- OOC bound Hope World, military forces have yet to rely upon lasers, plasma, phas- ers, etc. to eliminate the enemy. To maintain realism on this point, all IR weapons will be set to emit appropriate sounds and muzzle flashes. As soon as both parties – typically one PC, one NPC – are present in an off-site location, the combat may break out. Play- ers will need to aim their IR weapons at their enemies, striking their sensors. With each hit, the player’s IR rig will calculate everything from remaining ammo to availa- ble armor points. Once a character’s armor points are depleted, their weapons system will cease operation, and the character should now be wounded via “Physical Injury.” Wounded characters will no longer be able to fight, and will thus need to retreat if still able. Following the typical medical progression, an untreated wound will eventually cause incapacitation, and finally death. In this instance, other players may continue to Stabilize and Treat wounds, though doing so may put them at significant risk. Though the vast majority of a live-combat situation involves the IR weapons system, use of melee weapons can bypass the system alto- gether. If a player is able to make contact with another player via a melee weapon (such as a combat knife), it causes the victim to move down by one Health Status – despite remaining armor points. In this way, characters may “stab in the back”, or expedite a character’s pro- gression from wound to incapacitation or incapacitation to death. It is the responsibility of every player to ensure the safety of others. While live combat situations almost exclusively occur in locations other than the USS Edson, there are highly-specified times when live combat may occur on the ship itself. When this happens, players will ...AD ASTRA PAGE 19
USSC NAVAL HANDBOOK (2219 Edition) be notified via an announcement from the ship’s SAI indicating the commencement of a “Live Combat Situation.” This call will typically occur long before combat itself is meant to break out, allowing charac- ters who do not wish to participate ample time to evacuate. GM’s will typically mark out designated areas to contain the Live Combat en- OOC counter. This ensures that players who do not feel physically safe and able — or simply desire not to — are not obligated to be involved in the situation. A similar call of “live combat situation now over” will re- turn the area to a passive combat zone. COMBAT SYSTEMS - starship Ship-to-ship combat is the KEY POINTS: third means of combat, and exists as a vastly different system from ◼ Starship combat takes place primarily via terminal the other three. Given that the As- through the game’s elabo- cendant Dawn, its gunships, and the rate starship system. remainder of the Outbound Fleet exist within an elaborate software ◼ Role specifics will be out- network, all ship-to-ship combat lined to players in the tuto- will take place through the software rial sessions. itself. Characters whose role in- volves ship control, maintenance, or weapon use will all play a part in ship-to-ship combat. Role specifics will be outlined to players in the tutorial sessions at the beginning of the Outbound gameplay weekend. While most actions will occur via computer interfaces – including power allocation, shield allocation, or targeting with and firing weapons – there are instances when physical actions and the manipulation of props will affect the situation within the sim- ulation software. An engineer repairing a key power node, for example, could restore a ship’s shields and bring them back into the fight. Like software familiarity, these specific actions will be detailed to players at the time of tutorials before the event. PER ASPERA... PAGE 20
CHAPTER 1: GAME RULES ENVIRONMENTAL HAZARDS Certain situations may cause KEY POINTS: characters to encounter various environmental hazards associated OOC ◼ Environmental hazards can negatively impact a charac- with the dangers of space travel. ter’s health. They are typi- When this occurs, hazards will be cally indicated by a colored indicated by a specifically colored light within a given space. light to notify players, who should respond accordingly. ENVIRONMENTAL HAZARDS INDICATED SUGGESTED COLOR: HAZARD: ROLEPLAY: Gameplay may continue White/RED/ NO HAZARDS as normal. BLUE Gameplay may continue as normal. Choking, inhibited LOW ATMOSPHERE breathing as a result of low oxygen GREEN Health Status decrease by one level for every 60 sec- onds of exposure (PHYSICAL INJURY). Can be avoided by use of appropriate protective gear. Difficulty breathing, se- TOXIC ATMOSPHERE vere pain, shaking YELLOW Health Status decrease by one level for every 60 sec- onds of exposure (INFECTED/POISONED). Can be avoided by use of appropriate protective gear. Nausea, disorientation, HIGH RADIATION weakness, fatigue. UV/ BLACKLIGHT Health Status decrease by one level for every 60 sec- onds of exposure (IRRADIATED). Can be avoided by use of appropriate protective gear. ...AD ASTRA PAGE 21
USSC NAVAL HANDBOOK (2219 Edition) Green (low atmosphere) and yellow (toxin) lights are typically used to mark an entire room or region, and thus its effects take place for everyone within that space. UV (high radiation) lights are typically emitted from a particular object. In this case, any character within a 10 foot radius from the light source takes the effect of radiation. Typically OOC a monitoring GM will supervise any area of environmental hazard. Ad- ditional hazards may come into play as the game progresses; Present GMs will explain these conditions when appropriate. INTERROGATION In some instances, characters KEY POINTS: will need to obtain information ◼ Interrogation is allowed, from sources unwilling to give it up. but only under strict condi- When this happens, a system of tions. Interrogation may be employed. Given that this type of roleplay can ◼ A player may — at any time be uncomfortable to some, it re- — opt out of an Interroga- tion, though doing so will quires a highly-specific and manda- cause them to reveal any tory set of procedures: information their character ◼ An Outbound Staff Member may have been hiding. must be present ◼ Interrogations play to a character’s “Weakness,” as ◼ The character subject to Inter- outlined in their character rogation must be restrained or im- packet. If an Interrogator’s prisoned (in character) roleplay successfully corre- sponds to the victim’s ◼ The player must never be made weakness, they must re- to feel physically or emotionally veal information. Other- threatened wise, they make react as they see fit. If these conditions are satis- fied, an Interrogation may begin. IMPORTANT NOTE ON INTERROGATION: At any point, a player has the option of “opting-out” of Interrogation by revealing their information. This immediately ends the Interrogation. PER ASPERA... PAGE 22
CHAPTER 1: GAME RULES OOC THE THREE WEAKNESSES PAIN PERSUASION COMFORT Interrogations play off of a character’s “Weakness,” a trait found on the “Personnel Profile” page of a player’s character packet. Weak- nesses are one of three things: Pain, Persuasion, or Comfort. At the beginning of an Interrogation, an Interrogating player may begin a roleplayed Interrogation that threatens one of these basic weaknesses if proper information is not revealed. Appealing to “pain,” for instance, might take a more aggressive approach, threatening the physical safe- ty of the character. “Persuasion” might attempt a more logical ap- proach, outlining the reasons why it might be in the character’s best interest. “Comfort” effectively “sweet-talks” the character, offering a more “good cop” approach. The roleplay of the Interrogator should clearly reflect one of these options. If the Interrogator’s approach matches the captive’s weakness, they must reveal the information that the Interrogator seeks for ap- proximately the next five minutes. While every detail and specific need not be given, the responses of the captive should be the general truth as much as possible. If the Interrogator’s approach does not reflect the captive’s weakness, the captive can respond however they would like – even feigning fake duress or giving false information if they choose. If the Interrogator fails to achieve their goal, they may try another Inter- rogation session a minimum of fifteen minutes from the start of the prior – No character may be Interrogated more than once every fifteen minutes, even if a different Interrogator is used. Given its questionable implications, Interrogation should be seen as a moral and ethical issue by most characters. ...AD ASTRA PAGE 23
USSC NAVAL HANDBOOK (2219 Edition) RESTRAINT & Imprisonment Situations may arise that re- KEY POINTS: quire the restraint or imprisonment of a character. In such instances, ◼ OOC Characters may be re- certain rules must be followed in strained or imprisoned, but a Player must always be order to allow for maximum safety able to remove themselves of all players involved. for safety purposes. Characters can only be re- ◼ Restraints or imprisonment strained or imprisoned if the corre- areas must be given or es- sponding player agrees; while it is tablished by staff, and can- possible to resist, doing so may not be escaped without cause the injury or death of the assistance from another character. Even if a character is in- character. capacitated, the player may not be restrained against their will. Restraining a player involves the use of specific props provided by the Outbound Hope Staff. At no point should an individual be re- strained by anything other than a Staff-provided prop — especially one which prevents easy escape in the case of a real-world emergency. While it is possible to easily break out of Staff-provided props, this fea- ture is purely for the safety of the player and should be ignored in roleplay. Restraint props cannot be broken out of by the character in them; They must seek the assistance of another char- acter in order to escape. Similarly, players may be imprisoned in specific, staff-established areas, which also allow for easy escape in the event of an emergency. These, too, can- not be escaped from with- out the assistance of anoth- er character. PER ASPERA... PAGE 24
You can also read