2014fullrules(WIP) - nzLARPS

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Dec 14, 2013 (3 years and 7 months ago)

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History

In July of 2011, China announced that it would begin a countrywide conversion to what it
called “a new, unlimited, clean
-
burning power source”. This power source has not been
shared with any part of the rest of the world sa
ve for North Korea. Th
is worried

the
United States and Great Britain very much; it has led to the beginning of a new arms race
with China
, what politicians and news
-
network talking heads are calling ‘Cold War II’.
Global tension built as speculation increased ab
out China’s ne
w
source of energy

what
they tentatively refer
to as “Green Box” power plants.


The late hours of September 10
th
, 2012 saw
the worst fears of the west realized; three
massive explosions of dubious origin rocked the western countries, spreading a wave of
stra
nge radiation flowing across a huge portion of the

planet. They also generated an
EMP which knocked out a massive proportion of electronic equipment; the result was
several nationwide blackouts. This

explosion has become known as the “
Big Bang”.


In the th
roes of the blackout came worldwide chaos. Much of American society
degenerated into survivalist anarchy. People began to take shelter in warehouses,
supermarkets, or their own homes; communes formed. Bands of brigands ranging from
five to a hundred strong

also took over buildings and areas, ruthlessly haranguing or
slaughtering those who came within their territory. The US military and what remained of
the police fought valiantly against this chaos, preserving and encouraging what little
order they could u
ntil finally, after about a week, electricity and communications were
restored. With t
he power back on, a nationwide force
of law enforcement was mobilized,
assisted by those who chose to remain steadfast and benevolent in the face of the Great
Decline.


I
t took a month or so for things to return to a semblance of normalcy, but the world was
forever changed by the events of September.
Much of what occurred during the Great
Decline is largely undocumented or based on verbal accounts. It was during this time
that
people with superhuman abilities first began to emerge. Stories are told of men who
could walk through walls, resist bullets, or avoid them altogether. These abilities were
displayed on both sides of the social divide, but of course, largely the media

focus on
people with these abilities tipped towards the negative.


In November of 2012, a horrendously frightened, fragile and confused nation elected
Julius ‘The Silver Man” Silverman into the American presidency. He ran on a platform of
social reform, p
romising to protect the American people from the threat of these
superpowered monstrosities a
nd restore the nation to peace and stability.


The year is now 2014; the result
s

of these fundamental changes to society have taken
their full effect. Superhuman i
ndividuals, called Anomalies, are now a very real part of
society, with more and more people manifesting their own abilities every week. And with
the rise of the Anomaly population, there is a correlating increase in anti
-
Anomaly
sentiment and legislation;

they are a feared species living in poverty, persecution, and
seclusion.



The world is a very different place now than it was ten years ago

and all but the most
oblivious can sense that there are more changes yet to come…



Society and Citizenship

Since
his election into office, the Silver Man has enacted a great deal of laws and bills to
help the United States cope with the presence of these superpowered beings. Likewise,
society itself has adapted to reflect this fundamental shift in nature.

This sectio
n will explain some of the prominent aspects of society in 2014 and bring you
up to date with the state of the world.


1.

Citizenship Credentials

The emergence of the so
-
called ‘Anomalies’ (super
-
humans) challenged and uprooted
the most fundamental of constit
utional clauses: that ‘All men are created equal’.
Julius Silverman, ever the champion of the constitution, has taken this clause quite
literally. Anomalies, by default, are not fully protected by the constitution, not strictly
being human and being a larg
e potential threat. Their growing presence in society
prompted the passing of the Citizen Credentials Act of January 2013. Citizenship in
the United States is now a tier
-
based system. In order to receive protection by the
constitution, one must be register
ed with their local CCA offices.

Districts and businesses are also broken up into default levels of citizenship; this will
be elaborated on after the fundamentals of citizenship levels are explained:



-
Level 1 Citizenship: Referred to in the vernacular as

“No
-
Level” citizenship. A
Level 1 citizen is treated as an illegal alien would be. They are not recognized as legal
entities nor do they receive basic protection under the American judicial system. Anyone
who is not registered with the CCA is considered a

No
-
Level citizen.

-
Level 2 Citizenship: By registering with a CCA, an Anomaly, Android or other non
-
strictly
-
human person can become a Level 2 citizen. These allow for basic protections
under the law and legal status which also allows access to most publi
c businesses and
districts. Some Level
-
3 areas also allow access by Level
-
2 citizens if they are supervised
by an appointed guardian. If you are playing an Anomaly and wish to register for Level
-
2
status (at creation or in
-
game), please consult a GM.

-
Leve
l 3 Citizenship: Full protection of the law and legal status. Access to any and all
public property without supervision. This status is currently accessible only to registered
Humans.

-
Level 4 and above: There are a few higher tiers of citizenship reserved

for those with
special power or influence in the government. It is not publicly known how high the
levels go.


Level 1 districts and businesses are generally those in ghettos or low
-
income areas. These
are the people who must mostly fend for themselves in

a system which shuns and
incriminates them. Their crime rate is higher, and their facilities and resources are of
inferior quality. You do not need any special credentials to patronize a No
-
Level area or
business.

Level 2 districts and businesses are of a
verage quality and upkeep. Many level 2 districts
have checkpoints where they ask for your citizenship credentials. Some will turn away
No
-
Level citizens; others will allow them to pass, satisfied with the knowledge that they
will be carded if they attempt

to buy anything. Most chain establishments such as
supermarkets and fast food restaurants only go as high as Level 2. Level 2 businesses
tend to ask for Credentials at the register, but as they are rarely outside of level 2 districts
they tend only to ask

it of suspicious
-
looking

individuals. This, of course, varies from
place to place.

It is not unheard of to find a Level 2 district where No
-
Levelers are turned
away at the gates and everyone is carded at the register.

Level 3 districts range from well
-
off

to exceedingly rich. Anyone lower than Level 3
must either have a supervisor or a pass to enter these districts. Businesses either have
mounted DNA scanners, armed security guards who card you at the door, or both. White,
upper
-
middle class and pure human

is the standard here.


Finally, it must be understood that there are always holes in the system. There are Level 3
businesses in lower
-
level districts
, and vice
-
versa
; not all districts are gated or sanctioned
with a default CCA level.
The intensity of CC
A regulations in a play area will be given in
the event’s briefing.


2.

Arms race with the Chinese; Cold War II

The source of the ‘Big Bang’ was never truly uncovered. Almost everyone originally
suspected it to be an attack by the Chinese. The Chinese denied
any involvement,
sending
a meagre offering of aid troops to the US in an effort to avoid an incident. It
was reassured that the Chinese did not drop the bomb.

However, this left the quest
ion of what caused the explosion and the subsequent Great
Decline
. Th
e US had no choice but to up its security and turn its frustration inwards,
towards the new and strange Anomalies emerging around every corner.
It is still
heavily suspected that the Chinese had some hand in it, and the arms race has
continued unabated, if

not intensified. As such, the country and those from it are
treated with great suspicion.



3.

Androids

Following the Great Decline, a large number of employment positions in the United
States were left vacant

first due to the massive casualties suffered fr
om the aftermath of
the Big Bang, and then from newly
-
emerged Anomalies being terminated from their
places of work. Some of these positions were filled by the previously unemployed, but
not all the holes could be filled.

As a result, Julius Silverman order
ed the research and subsequent mass
-
production of
semi
-
intelligent androids to fill these positions
, a project undertaken by Dr. Angelica
King and a government engineer known as the Blacksmith. T
hese robots began to take
over as security guards, desk clerk
s, construction workers, and other such menial
professions. These machines were provided by the government for free to many
businesses and some of them were specifically tagged as being owned by the United
States government; however, commercial models also

became widely available. These
commercial androids were tagged as being open
-
source upon purchase, allowing for a
rapid advancement of AI sophistication. Androids now range from the most basic of
linear and task
-
based thought processes to having complex a
rtificial minds that some
have declared to be bordering on sentient. It is generally accepted that AI has reached the
point where an android can make subjective decisions based on its own experiences and
learning; however, they are still largely incapable
of abstract thought, hindering their
ability to advance in social situations.

Many people who are now Level
-
1 citizens worked in the factories that created these
androids

during the initial boom

android factory employment has since waned and

its
standard r
ate of pay risen
. It is not terribly uncommon to meet a Level
-
1 or
-
2 person who
is very frustrated with the existence and proliferation of these new robotic citizens

some

of them manned the
very
machines which manu
factured their own replacements.




Chara
cter Generation explained

Each character consists of a few basic attributes:

Race

and Racial Bonuses

Hit Points

Primary Trait

Secondary Trait

Equipment

Income

Challenge


Note:
Please be sure to read the entire rulebook before writing your character history
, as
many important events of the last two years are covered in sections s
eparate from the
History
.


Race:

Your character’s race; currently the playable races are Human, Anomaly,

Android, and
Diada.

Each race comes with its own special bonuses and disadvan
tages; in addition,
character creation is slightly different for each race. These differences are covered in
detail in the Races section. They do not affect the character’s basic attributes.


Hit Points:

Your health. Starting characters begin with three hi
t points.


Primary Trait:

The principal
trait or skill

that

defines your character build. A list of these can be found
below.

You can also trade in your Primary Trait for a permanent piece of
equipment.
This item will not detract from your starting income.




Secondary Trait
:

An area of expertise and/or knowledge your character possesses.

A list of examples can
be

found below, but generally they can be made up.


Equipment:

The items you have on hand at the beginning of an event.


Income:

How much
in
-
play
money you begin with at each event. Money does not carry over from
eve
nt to event

unless you bank it
.

At this event, starting characters will begin with $100.


Challenge:

A character flaw which you will be expected to role
-
play effectively. 2014’s players

are
encouraged to write three
-
dimensional, flawed individuals, with rich role
-
playing
opportunities.

You can take as many of these as you like, but you must have at least one.


List of Races

HUMAN

Humans are the most prolific and widespread race in 2014,
though week by week they
lose ground to the Anomalies as more and more humans manifest superhuman abilities. It
is important to note when rolling a human that you may, at some point, manifest an
ability of your own, at which point the decision about how to

handle this development
will be yours alone. Humans come from all walks of life; they are common in any social
circle and all levels of class and wealth.


Racial Features
:
Humans have no innate special abilities or disadvantages; they are,
however, the do
minant race in society and as such have access to all levels of education
and profession. Humans are the only race in 2014 to have

access to

Level
-
3 Citizenship at
creation.


ANOMALY

Anomalies are the superhuman beings that have begun to emerge in society
since the Big
Bang. They are treated with high amounts of suspicion, derisiveness and even contempt
by mainstream society. Many anomalies live in slums and communes, members of such
groups bonded through adversity. Some strive to be productive and accepted

members of
society while others have formed gangs and rebel cells with the intent to upheave the
social order in favour of the superhuman.

All in all, you are a special individual
struggling to find your place in a society that fears and even hates you. H
ow you handle
this situation is up to you.


Racial Features:

Anomalies come with a single Superpower

(covered in the
Superpowers section).
They are
,

as a general rule
,

Level
-
1 citizens; you can choose to be
registered at a
Citizen Affairs Office to become
a Level
-
2 citizen in exchange for some
sacrifices of your liberties.


Social Outcast:
You cannot take the Power or Wealth advantages at character creation,
and these must be earned through in
-
game events.




ANDROID

Androids are artificial beings. They are

manufactured for all kinds of purposes; they can
be simple desk clerks and construction workers, up to and including police officers,
judges and television show hosts. Open
-
source programming has advanced android
intelligence greatly, so that now there ar
e even androids who learn and function just as
humans do.

(Androids and their nature are fully explained in the Society and Citizenship section)

Playing an android

Racial Features:


There are three recognized tiers of Android intelligence and
functionality
, with further advancements always in progress.



Alpha
-
tier:
Very basic functions and processes. A set task or job to perform is
programmed, with a mildly sophisticated problem
-
solving matrix for dealing with

obstructions. Alpha
-
tier droids often hold pos
itions such as security guards, receptionists
and retail clerks. They do not have what would generally be regarded as a personality,
though they may come with quirks programmed in by their makers.


Beta
-
tier:
Problem
-
solving droids with more advanced thoug
ht patterns than
Alpha
-
tier droids. They are generally programmed with particular objectives in mind,
with the parameters of that objective clearly outlined. They are also quite sophisticated
when it comes to understanding and interpreting human speech and

input. Beta
-
tier
droids are often employed as police officers, programmers and technicians, construction
workers, and sometimes even judges in low
-
impact court cases.


Gamma
-
tier:

‘Free will’. Gamma
-
tier droids are capable of making their own
decisions a
nd coming to their own conclusions. They are capable of filling almost any
position in society held by a human, except for those which entail a substantial amount of
abstract and creative thinking, and which are barred by citizenship standards.
They have
a
lso begun to develop what could be called personalities, basing their actions on
environmental and situational learning. It would be inaccurat
e to say that no two Gamma
-
tier

droids think the same way, but it is certainly unlikely that three would.


Android

player characters come out of the box with Beta
-
tier intelligence. You can opt to
buy Free Will as your primary trait, or you can trade down to Alpha
-
tie
r intelligence and
buy a second Primary Trait at creation.

If you choose to be an Alpha
-
tier android i
t is
re
commended you have a supervisor who can give you instructions.

Androids

are immune to disease, do not need to breathe, do not need to eat or sleep
(though they tend to deactivate and let their systems recharge and cool down while their
human owners
or colleagues sleep)
, cannot be poisoned,
and generally do not have to
feel
pain unless they elect to. In addition, their armoured structures treat bullets as regular
blows that only deal 1hp damage.

However, androids are susceptible to EMP, more difficul
t to repair, cannot be healed by
the same means as would heal a person, and have difficulty with abstract or emotional
thinking. They generally see problems as resou
rce
-
based and are largely incapable of
lateral thinking
; they tend not to factor in conting
encies or allot for human error

or luck
.
They have great trouble understanding human emotions and the issues that come with it,
being very logical and mathematical in their approach to ‘life’.

Costume:
Androids vary in appearance from basic frameworks and

parts to almost
indistinguishably human. For the most part, as much care is put into the appearance of the
droid as is required for them to perform their duties, allotting for occasional vanities on
the part of the owner. Self
-
motivated modification of a
droid’s outward appearance to
appear more or less human is a phenomenon only present in gamma
-
tier androids.



DIADA

About the Diada

The Diada are highly intelligent, extraterrestrial life
-
forms from a society which has
intently focused on its artistic
and

intellectual pursuits. Diadi

culture is at the same time
somewhat divided

those who are not directly involved with government affairs are kept
largely and blissfully ignorant of the actions of their leaders, and those within the
government are on a strict

need
-
to
-
know basis.
Diada have over a long time been socially
conditioned to trust th
eir leaders to act in their best
interests, and there is no evidence to
support that greedy or selfish behaviour is inherent within them.

This is supported b
y the fact th
at Diadi

society no longer uses currency

Diada utilize
either direct trade of goods and services, or a system within which the ‘buyer’ must in
some way enrich the mind of the ‘seller’, through a creative or intellectual venture. This
ranges from a simple o
ffering of interesting facts, a mentally stimulating conversation, or
the sharing of a creative work.


Diada are essentially polygamous, noting the value of an intellectual and creative equal
and not limiting themselves to the enrichment of only themselves

and a single partner.
Likewise, they place little value on physical consummation and largely perform it only
with the intent to conceive. As such, they are highly confused and oftentimes saddened or
even irritated by the inherent human fixation on physica
l beauty and acts of ‘love’.

Millenia of focusing on the mental rather than the physical has led Diada to mentally tune
out the physical appearance of other Diada

as such they do not recognize other Diada
by face or build, but by identifying tattoos inscri
bed on the body. These tattoos are works
of art used by parents to mark their offspring as an expression of pride and creativity. To
have these tattoos removed or altered is considered a mighty affront to your heritage,
though the adorning of self
-
styled m
arkings is a common and embraced practice.

Playing a Diada

Diada player characters are
agents who have been
sent to earth to gather information or
perform some other kind of purpose. The motives behind your mission are quite likely
not explained to you

the
y are irrelevant. A mission can range anywhere from a single
day to a Diada’s entire lifespan.

Diada can at once be both enthralled and frustrated by human culture. They are highly
sensual beings in that they wish to see and experience things rather than
hear or talk
about them; they rarely restrain their desires. As such, they can be viewed as quite aloof
or emotionally detached by humans, placing little value on that which lies only within the
mind.

Likewise they can be very focused and intent on having
their ideas realized and
become frustrated with those who are repressed or uncooperative.

Human society is largely unaware of the presence of these aliens; Diada are made to
appear human before they arrive on Earth and are coached in the differences betwee
n
their cultures as preparation.
Very little is known about the Diada by humans.
If you wish
to play a Diada you will be briefed on the hidden facts about your race; please keep these
a secret from other player
s, even out of character!!


Racial Features:

F
rail:
Diada begin with
two hit points instead of three and are less resistant to physical
pain and trauma than humans.

Nonviolent:

Diada
are a highly intelligent, nonviolent species. They
will not

lash out at
another living being physically unless attacked

first, or in the defense of a comrade. This
is on a case
-
by
-
case basis

a Diada who is engaged in long
-
term hostility with someone
will always wait to be
attacked first before reacting violently.
In addition, they will
always seek to encourage and exhaust
diplomatic options before they opt to allow
physical violence to take place.

Iron Will:
Diada are immune to any kind of mental manipulation, unless the device is
specifically engineered to be effective against them.

Tattoos:
Diada tattoos remain visible th
rough the process which grants them humanlike
appearance. They must be present

and visible, but do not have to be uncovered.

Psychic Vice:
Three times per day, a Diada can use the Psychic Vice ability to avert
physical violence from befalling themselves or

someone they wish to protect. They can
grip the mind of a human and take some indirect control of their actions, for as long as
the vice is maintained. Diada must remain within five feet of the target to maintain the
vice.

Psychic Vice can be used for oth
er purposes such as interrogation, but this is generally
stigmatized by Diada moral standards and should only be performed when
a
substantial
number of lives are at stake.



Primary Traits

Tough

you gain an extra two hit points f
or your first rank of this
trait
, and one extra hit
point for every subsequent

rank.

You are also hardier and have more stamina than most
people.


Wealth

you begin with an extra $
10
0 for every rank of this trait.


Repair

you are able to diagnose and repair relatively simple devices,

provided you have
the appropriate tools and parts, and where necessary, schematics. This is best paired with
a Secondary Trait that includes the kinds of devices you are used to working with.
Anyone with Repair can fix a radio or old TV, but a firearm or
computer would require
an appropriate Secondary Trait

or a set of instructions
. An automobile is the most
complicated device one can attempt to fix with the basic Repair skill.





First Aid

y
ou can perform basic first aid. You can patch people up for one
hit point per
half hour, given the
necessary

materials, and also attempt to resuscitate with CPR.

You’re
also capable of administering injections should the need arise, but that sort of task is
really more suited to someone with further training.


Educated


y
ou have obtained a particularly good college
-
level education. Having this
skill allows you to be trained in an academic field

essential for a lawyer, scientist, or
doctor. (It is important to know that in order to be an M.D. or a surgeon, you must have
both Educated
and

First Aid)


Security

y
ou can finagle your way through most simple locks with a simple lockpicking
tool such as a hairpin, and can break through more sophisticated locks such as padlocks
and s
afes with the appropriate tools, such as a stet
hoscope.

Combined with a rudimentary
knowledge of computer coding, this skill doubles as Hacking.


Knockout Blow

allows you to take a blunt object to a person’s head and knock them out
for a couple of minutes. Does not work on people wearing helmets. When
combined with
a martial art as a secondary trait, you can perform this action with your bare hands.


Power

You hold a provincial government office

you are a city councilman, a
congressman,
the Overseer of a district, or are in another such comparatively lo
w
-
influence position of power. You begin with $150 and during play can opt to run for a
greater office with a greater sphere of influence

and higher pay
. Be advised that you are a
public figure and as such are vulnerable to public scrutiny of your actions
and decisions;
such things will affect your bids for election to higher office.

Bear in mind that your influence can only extend to areas equal to and lesser than your
current Citizenship Level. You cannot hold a position of Power in a district with a high
er
Default Citizenship Level than your own.


Free Will (Androids only):
Your AI is advanced as such that you are capable of learning
and making subjective decisions without the necessity of input from a human owner or
operator.
You are able to function as
a member of society in your own right and your
mind is constantly learning new and wonderful things about the nature of the world.










Secondary Traits

Secondary Traits are largely invented by the player. These traits represent your
profession, trade
skill, expertise or otherwise area of knowledge. Some creative
combinations of Primary and Secondary traits can result in new and useful skills that can
be used in
-
game. When creating a secondary trait, run the general gist of what you’d like
to be able to

do with it past the GM; if necessary, some regulations will be set in place.


Some examples of secondary traits

Boxing

Automotive repair

Sharpshooting

Outdoor survival

Helicopter piloting

Foreign languages

World history

Speech and drama


Anomaly Superpowe
rs

The chief advantage of being an anomaly in 2014 is, of course, that you get a sweet
superpower

and better yet, one of your own design!



Due to the restrictions of the physical world, superpowers are necessarily more subdued
than the kind you will see i
n many comic books or movies; optic blasts, claws that pop
out of one’s hands, wall
-
crawling and massive strength are unfortunately very difficult, if
not impossible to faithfully bring to life in a live action setting (though you are

encouraged
to try!).

As such, many 2014 heroes have low
-
key but nonetheless
extraordinary talents, such as the ability to comprehend any language or the power to
decipher the workings of any mechanical device.


There are two rules of thumb when designing your anomaly superpowe
r:

1.

You are allowed ONE basic power at creation

you cannot take teleportation
AND invisibility.

2.

The scope of permitted superpowers is limited only by your ability to phys
-
rep
and balance the ability.


I

it is emphasised that your power be as unobtrusive to
combat or other such fast
-
paced
activities as possible. Powers which require questions

either of another player, or of a
GM

will not work in combat situations.

For example

a character with telekinesis can
manipulate objects reasonably precisely with the at
tendance of an appropriate NPC, but
in combat will only be able to focus enough to p
ush enemies with a psychic wave, if
anything at all.


Due to the versatile nature of anomaly superpowers, filling a section with precise
mechanics and regulations
to cover
every possible idea
would be folly. Consult a GM
with the idea for your superpower
,

and they should be happy to help you develop the
power into

an

effective and balanced

in
-
game ability.


If you’re feeling particularly adventurous, or don’t have any good i
deas, you have the
option of rolling an Anomaly and having your power assigned to you during play.


Examples of past powers have included:

-

Super
-
density

slow movement and heavy body, but extra health points and
immunity to Strike Down

-

Healing


heal six hit

points per hour, distributed
among self or allies
as the
player desires

-

Teleportation

Put hands on head to move anywhere within 30 metres, for a
duration of five seconds. Five seconds must pass between each use of this ability.

-

Voltage

power a small to me
dium siz
ed electronic device for up to 15

minutes
at a time as contact is maintained. Stun targets for 3 seconds at touch
.



Challenges

Challenges make up on
-
paper

flaws and add to the depth of your character. Take as many
as you like, but take at least on
e.


-
Looking unusual or non
-
human




-
Can range anywhere from a strange eye color to skin that appears to be made of
stone, or beyond. Must be effectively phys
-
repped.


-
Minor disability

-
Near sighted, hard of hearing, one eye, missing fingers, etc.

-
Spe
cial vulnerability

-
Losing a sense

-
Being restricted in movement

-
Wheelchair, bad/one leg, one arm, etc.

-
Psychological per symptom

-
Temper, fear, angst, etc.

-
Won't or can't go certain places

-
Heights, closets, dark places, churches, whether for psych
ological reasons or otherwise

-
Won't break the law

-
Dangerous to self in some way

-
Major psychological restriction

-
Insanity, uncontrollable activities, nigh
-
unbreakable habit, etc.

-
Chronic disease or condition

-
Character needs attachment (regular med
ication,
dialysis machine
, another person, etc.)
to stay alive or perform certain activities

-
Haunted past

-
Deadly enemies

-
Conflicting interests

-
Amnesia: There are large or important (or both) chunks of your past missing from your
memory. If you take t
his disadvantage, be prepared for the GMs to take liberties with the
missing parts of your backstory.



Equipment

Each piece of equipment detracts from your starting income. If you want to get an item
for less than its listed price on this list, seek out s
omeone to sell it to you in
-
play.


Items and money can be put in
the bank at the end of an event, and will be available to
you at future events. Items cost ¼ of their original value to bank; money costs 5%. This
can come out of your remaining cash or your
starting cash at the next event.







Weapons

Firearms come with one clip’s worth of ammunition. Extra ammo must be purchased.

Each weapon class contains (examples) of their size and calibre. This is not a be
-
and
-
end
-
all list.

Small
Melee
(Knife, Dagger,
Hammer, Wrench, Screwdriver)
-

$30

Medium
Melee
(Tire Iron, Machete, Lead Pipe,

Baton)
-

$45

Large Melee (Baseball Bat, Crow
bar, Large Pipe, Fire Axe)
-

$60

Extra
-
Large Melee (Sledgehammer,
Pitchfork, Bo staff)
-

$100

Small Firearm (Handgun, revolver)
-

$1
00

Medium Firearm (Shotgun, Rifle)
-

$130

Large Firearm

(Sniper Rifle, Assault Rifle, Machine Gun)
-

$200

Extra
-
Large Firearm (Grenade Launcher, Rocket Launcher, Flamethrower, Minigun)
-

$500


Armour

Leather Jacket (1 AP)
-

$40

Kevlar Vest (2 AP)
-

$70

SWA
T
-
grade Body Armour (3 AP)
-

$100

Metal Uniform (5 AP)
-

$300

Pow
er Armour (10
AP)


Is not invented yet


Items

Cheap cellular phone
-

$35

Good
-
quality cellular phone (internet access)
-

$70

Walkie talkies (2)
-

$50

First
-
Aid Kit (8 HP, 1 insulin, 1 adrena
line)
-

$50

Cigarettes + Lighter
-

$10

PDA
-

$140

Laptop
-

$300

Flashlight: $25

Taser: $70 (Stun,
once every five minutes
)

Comes with 10
-
charge battery

Taser Battery

(10 Charges): $15


Android plug
-
ins

Android players can buy these and incorporate them in
to their costume as extra functions.

DNA scanner: $8
0 (Short
-
range. Ask a given person their racial origin and they must
answer truthfully)

Built
-
in flashlight: $15 (Please appropriately physrep)

Taser: $50 (Stun, once every five minutes)






Combat

Comba
t in 2014 is simple. All melee attacks deal one hit point of damage; it is essential
that you roleplay your wounds effectively. In real life, a knife in the thigh or across the
face will affect you more adversely than a punch in the chest, and you should b
ehave as
though this is true in the game world.


When reduced to 0 hit points, lie on the ground unconscious or severely injured. In this
state you cannot move around. At this point, either wait to be healed or for someone to
come along and finish you off
with an obvious fatal blow.
If you are killed,

role
-
play
your corpse until the other players are done
doing what they will
with your body

and you
are alone
; then report to a GM.


Guns

are a very real and very dangerous threat in the game world of 2014.
ANY

gunshot
wound will instantly reduce you to 0 hit poi
nts and have you on the ground. After the
encounter with the firearm is over, the severi
ty of the wound can be assessed (summon a
player GM if you’re unsure of the severity of a gunshot wound).


Shots to

the limbs will be fixable with medical attention and rest. The limb will hurt for
some time afterwards, potentially even days.

Shots to the torso may be able to be fixed with medical attention, much like limbs, but in
many cases will require urgent medica
l attention

such as the attention of an equipped
M.D. or a trip to the ER
--

or a long period of unconsciousness and recovery.

Shots to the neck and head are

instant kills, except in very special

GM
-
governed

circumstances.


In the cases of larger
-
calibre we
apons like 12 gauge shotguns or assault rifles,
compensate for the power of the gun. Torso wounds from such weapons are very rarely
salvageable and require immediate, urgent medical attention. Limb shots from such
weapons can result in permanently impaired

movement without expert help.


A List of Common

Combat Calls and their Effects

Strike
-
Down:
Target is knocked backwards and onto the ground upon contact with the
wielder’s weapon(s).

Stun:

Target is dazed for a few seconds.

May include losing balance.


P
ause:
All within earshot of the call must freeze for five seconds. A particularly
powerful character might hold their
open palm in the air clearly
, signalling that the Pause
remains until he releases it.

Slow
-
Motion
or
Slo
-
mo:
Target must fight at
half
-
spe
ed. (May

be used when fighting
unarmed for safety reasons, but here principally represents an opponent with superhuman
speed)



Experience Points and Character Advancement

When your character makes it through an event, XP is dished out based on a
couple of

factors, explained below.

(The bo
ld parts are the really important ones)


1.

Portraying a distinctive, fitting, and engaging character.

2014 is its own world, a gritty, post
-
modern science fiction setting told as though from
the pages of a comic book. By wri
ting and playing a character who embodies the feel of
the game world, both in appearance and actions, you can not only help the game world
come to life but also earn some XP for yourself.


This does not mean your character needs to be in the foreground, no
r that they need to be
a big part of the story. This factor is all about getting into your role by acting and looking
the part.

A good
-
looking android with only alpha
-
tier intelligence, flitting around in the
background of the main action, can contribute

m
ore to the game’s feel than someone in a
lax costume who is nonetheless a great fighter and solves many puzzles.


Think about it this way:


Jason, new to the game, isn’t really sure what to play or what to wear. He decides
to be conservative, feeling a bi
t apprehensive about the whole thing; he names his
character Brendan Malloy, writes a thin background

he is a mechanic, with the power
to send electricity through objects

and shows up at the game dressed in some baggy
jeans, a band t
-
shirt and a jacket. Fo
r the most part, he doesn’t act very differently than he
does in real life.

All up, he loo
ks and sounds authentic enough to fit in.

He becomes
closely involved with the overall plot, helping the core player group overcome many
puzzles and encounters.


Mich
ael, on the oth
er hand, embraces the setting. H
e writes out a page or two
outlining the background of his own character, a
hotshot
helicopter pilot
turned anomaly
sharpshooter with a deep resentment towards the American government.

He also has the
power to

repel smaller melee weapons and small arms fire, by creat
ing an
electromagnetic

field around his body

or other objects and people
.

Michael names his
character Jake “
Vanguard” Heimdall. His costume consists of a wife
-
beater, bomber
jacket, cargos, boots an
d dog tags, as well as some flight goggles which he custom
-
painted by hand. To complete the look he has added a badge to the lapel of his jacket,
depicting a shield with a lightning bolt in the middle.

His character isn’t the smartest or
the most sociable,

so he isn’t much help with solving the puzzles and doesn’t try to make
too many in
-
character friends

but he is a crafty fighter, and many other characters come
to trust him and rely on him when they are in danger.


Who of the two contributes more to the f
eel of the game and enjoyment of the
other players

and who is walking away from the game with more XP?



2. Contributing to the
game’s story by being involved and roleplaying with
others, be it a player
-
driven drama or the overarching plot.

You don’t have
to be the hero of the day to earn points in this category, nor do you need
to be directly involved with the overall campaign story. This category is all about being
your character and being a part of the world, not just your own. Get involved with other
ch
aracters; further your own goals and relationships, and encourage others to do the same.
Doing these will keep the game exciting and involving for yourself and for others, and
net you some nifty experience points.


Sometimes, a character, even a low
-
key on
e, will perform a particularly memorable act.
You may be involved in a heart
-
rending improvised argument with another person which
attracts the attention of others. You might sacrifice yourself or something you value in
order to save someone else. Or maybe

you just manage to deliver a powerfully
memorable one
-
liner. Whatever the case, if you happen to do something which evokes a
great moment of roleplaying and impacts others, the GMs may award you with an extra
XP or two at game finish.


All in all,

awardin
g of

XP is based on the philosophy of 2014’s gameplay:
Have fun, get
involved, embrace the setting and encourage others to do the same.


XP rewards

(The following are for weekend events only; players by default get 1 XP for attending a
day game)


Portrayin
g an engaging character


0 XP: Character is forgettable. Costuming may be uninspired; character may not
differ meaningfully from the player in appearance, actions or concept; character may not
evoke a general sense of really belonging in the setting.


1 XP
: Character is executed admirably.
Costume may be slick; character displays
at least the beginnings of a distinct persona; character fits into the game both in
appearance and
demeanour
.


2 XP: Character is memorable and well
-
executed. Costume displays an a
dmirable
attention to detail or inspired design and/or motif; character is fun to interact with and
shows a distinct and engaging persona; character embodies the feel and tone of the game
in appearance and demeanour.







Being invol
ved in the plot and ro
leplaying


0 XP: Character’s contribution is minimal or nonexistent. Player may be seen to
be often out
-
of
-
character; player may rebuke or avoid plot items other than their own,
especially those which are potentially dangerous;

player mostly remains stoic
and makes
little

effort to be involved in plots or roleplay with others meaningfully.


1 XP: Character’s contribution is effective and present. Player makes a good
effort to remain in
-
character; player is receptive to plot branches, including those
involvi
ng others and/or potential danger; player is present and involved in the game,
receptive to plot and may also generate story of their own.


2 XP: Character’s contribution is significant. Player is rarely out of character;
player embraces plot hooks sent th
eir way, especially those involving others or potential
danger; player is integral to the experience of the event, rolling with any storylines they
can get their hands on and roleplaying with others often.

Character may generate
significant plot hooks of t
heir own which involve other players in a meaningful way.


Bonus Points

Bonus experience points may be awarded at GM discretion for the following things.
(These are not guaranteed nor required)


Completing a significant long
-
term goal


Being involved in a
particularly memorable scene or event


Having a really cool outfit


Having a particularly memorable and enjoyable character


Creative use of abilities or resources


Whatever the hell else

In addition, newer players are eligible for “showing up” XP:


First
event: 4 XP


Second event: 2 XP


Third event: 1 XP


Spending experience

New Primary Trait: 6

XP

Small buff to superpower: 2

XP

Permanent piece of equipment: 3

XP



(Secondary traits are generally improved over time, through continued practice.)