Systems: Information

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Ranged Weapon Specifications

Any weapons used to do damage at range.

Thrown Coreless foam-latex <= 12" or an oversize packet wrapped in silver cloth, packets must be >= 8" end to tail. Base 1 damage.
Bows Bows can be any height over 24”. Base 3 damage.
Crossbows Crossbows can be any length. They may fire arrow packets or foam darts, but may not fire heavy foam arrows. Base 3 damage.
Derringers Dart blasters that fire no more than twice before reloading and are designed to be held in one hand. Base 2 damage.
Rifles and shotguns Dart blasters that fire no more than once before reloading and are designed for use with two hands. Base 3 damage.
Revolvers Dart blasters that fire no more than 6 rounds and are designed to be held in one hand. Base 2 damage.
Repeating Rifles Dart blasters that may have cylinders, magazines, or other mechanisms for firing more than once and are designed for use with two hands. No magazine should hold more than 6 rounds and you may not change magazines during gameplay (must use the same magazine). Base 3 damage.
Bullets Bullets can be any foam dart that would fit in a foam dart blaster.
Arrows Arrow packets must be >= 8" end to tail, wrapped in brown cloth. You may not use heavy foam arrows. Carrying arrows or arrow packets requires that the carrier prominently display the packets or, preferably, carry a prop quiver on their person.

Foam dart blasters may only be modified cosmetically. You may not install or upgrade any mechanical parts on your blasters. Blasters may not use batteries to power their loading or firing action and must use either a lever, hammer, or slide/bolt action to chamber a round. Derringers may use pulls, and rifles may use a barrel break chambering action. The weapon must require chambering between each trigger pull.

Thrown Weapons - Do not need to be tagged, but should be shown at check-in if they are not packets. Any character may use a thrown weapon - no skill purchase required. Thrown weapons do 1 base damage and are not affected by Augment.

Dynamite - A special item crafted through Gunsmithing/Ammosmithing 5. To use Dynamite, hold the Dynamite prop in both hands and call: "Lighting Dynamite", you may switch to only one hand after the call. Make an audible 3 count of "Burning 1, Burning 2, Burning 3", then remove the sheath (if there is one) and throw the dynamite at the ground with a bit of force. The discs should shatter apart. Call "4 Fire". If it fails to explode, you may reset the prop and use it again.


Melee and Natural Weapon Specifications

Regular weapons should appear to be either silver or brown. Natural weapons, like fists, claws, and tentacles should be visibly black. All melee and natural weapons deal a base 1 damage. Stakes do no damage. Two handed weapons (equipment, not tentacles used in 2 hands) deal 2 base damage when used with two hands.

Brawl / Small Weapon / Stake 8-12" striking surface, 18-24" overall length. Foam-latex <=18" okay. One handed only.
Claw / Medium Weapon 13-24" striking surface, 25-36" overall length. Foam-latex <=36" okay. One handed only.
Tentacle / Large Weapon 25-36" striking surface, 37-48" overall length. Foam-latex <=48" okay. May be used with 2 hands.
All homemade boffers with cores must use a flexible core between 0.5" and 0.75". Epoxy Tubing and PVC are examples of valid materials.
All homemade boffers must use foam with a minimum thickness of 5/8". 3/4" or thicker is preferred.
All homemade boffers that are used with 1 hand may not have a grip length greater than 6", but can have foam pommels that extend beyond this. Pommels may not be used as striking surfaces. Any length up to the maximum weapon length is acceptable, however, when striking, your foremost hand must be within a few inches of the padded part of the weapon and the weapon must be controlled.
All foam melee weapons with cores, homemade or not, must include thrust-safe tips. This is a safety feature. A thrusting tip consists of a foam area at the top of the weapon that extends 2-4" past the end of the core and covers the end of the core to prevent coring out, the core of the weapon breaking through the tip of the foam.
Claw boffers should have a white claw painted near the striking tip, or a solid white tip.
Tentacle boffers should have a white stripe running their length.

Defensive Equipment

Armor and Shields - Armor and shields in this game provide an “armor pool” that sits on top of your Health pool. Both take damage before the character’s body and cannot be healed; they must be repaired or replaced. They also do not benefit from powers such as Stone Body or Hardened Flesh. To repair them, visit ST camp with the armor prop. Pay $0.01 per point of damage repaired on that item if you are repairing the item yourself. If you are having it repaired by an NPC, pay $0.04 per point. When health or blood are drained, they do not affect the armor pool. Armor takes damage before character health.

Shields lose pool after armor, but before character health. When you are reduced to or below your maximum health, the shield has also been reduced to 0 pool. A shield reduced to 0 pool is broken, cannot be used in combat and must be dropped (you can pick it up when not in combat, but must drop it again if you go back into combat). Striking the shield directly with melee damage has no effect, but hitting it with bullets or spell damage will reduce the pool of that item. Status effects go directly through shields.

Each piece of armor (chest, arm, leg) provides 1 armor pool. A shield may provide 1, 3, or 5 armor pool, depending on the size. (Small: Less than 18” square; Medium: Less than 24” wide and 36” tall; Large: Anything bigger than Medium)

Glossary

Abilities are things that you know how to do - they are on-off switches. For example, if you don’t have the brawl ability you may not fight with unarmed boffers, but if you do have this ability then you may.
Skills are things that have degrees of usefulness - they do not require energy but may require props.
Techniques are special abilities beyond the basics that require training and energy to achieve.
Powers are supernatural abilities that are above and beyond normal human capacity. Non-innate powers require a teacher (another character) as described in each section.
Damage Effects are any effects that directly cause damage to another character. Damaging effects may not exceed 4 damage except in the case of Imprint, which allows a player using fist boffers to deal up to 5 damage. If you have a damaging effect that deals damage you may call less damage, however it only counts as an attack if it deals at least 1 damage.
Mental Effects target a character’s mind. Mental effects usually last 10 minutes.
Status Effects target a character’s body. Status effects usually last 60 seconds.
Regenerative Effects restore values to your pools.
Signature calls, also called sig calls are phrases used to designate effects. These are usually designed to take at least a full second, however certain calls (like damage numbers) may take less time. For these calls we recommend counting a second between attacks. Make your sig call in an audible, clear voice. Signature calls are required for most abilities and will be called out. We’ve tried to make most of our signature calls generally obvious, but if you have a question you may always hold up an Out of Game signal and ask.
Tick refers to an event that occurs in a timed interval. Each time the event occurs it “ticks”. For example, Medicine 1 “ticks” every 30 seconds while using it.
Tree is a named grouping of powers, skills, or techniques that each have levels.
Treeset is a named grouping of powers that each have levels. They differ from trees in that there may be more than one power at each level. Wherever you see multiple Trees described under a single name, those are considered a Treeset.
Out of Game Signals are used to specify that you the player are doing something, rather than your character - in this type of immersive game we expect people to use these as rarely as possible. The following things designate a player as out of game: A closed fist, thumb facing down, placed atop your head. A weapon held horizontally across the head. A hand held up with the index and middle fingers crossed and the thumb extended. A solid orange headband.

Visual Cues

Headbands
  • Orange - Out of Game - this person is not currently playing a character.
  • White - Umbra - this character is in a non-physical realm. If you do not have an ability that specifically allows you to see into the Umbra then your character may not see things in the Umbra.
  • Orange/White Twisted - Cross-Realm - this character exists in both the physical and Umbral realms - as such they can affect and be affected by things in either realm.
Masks
when a character is wearing a mask, unless you have seen them shape shift or seen them in a form and had them admit to who they are, you should not recognize the character.
  • Animal Masks - Beast Form / War Form - Characters in this form usually come with claws or tentacles. They also cause the Delirium Effect. These characters appear to be half that animal form and half man.
  • Black Mask - War Form - This version of War Form does not cause Delirium, but does appear to be an inhuman shadow creature
  • Other Masks - We ask that players use distinct masquerade masks to represent in-game masks, rather than forms or shapes, as often half face or full face masks will be used to represent inhuman characters in-game.
Mantles
  • White - Vaporous Body - this character appears as a cloud of vapor, vaguely human in shape - you cannot make out their features. Weapons pass through without causing damage and most powers seem to deflect except for damaging spells and Mental effects.
  • Black - Incorporeal Body - this character appears as a translucent human form - you cannot make out their features. They cannot be harmed in this form, but may be affected by most non-damaging powers.
  • Red - Stone Body - this character’s flesh appears to be made of stone - they are reducing all damage taken to 1.
  • Silver - Steel Fur Body. The character’s fur appears to be made of metal - they are reducing ranged damage taken to 1.
  • Orange - used by ST Camp to designate a handler - these individuals are not valid targets and cannot be seen by any powers.
Hand Signals
  • Crossed index and middle fingers, thumb pointed outward - Out of Game.
  • Closed fist, thumb down atop head - Out of Game
  • Weapon horizontal atop head - Out of Game
  • Arms crossed ~90 degrees against chest - Hasty Escape, immune to damage as long as they continue to move away from you
  • Arm straight out, hand toward you. Avert - Mental, you may not approach this character
  • Closed fist with thumb upward, front of fist aimed directly at you. Command - Mental, do as this character says.
  • Hand in front of face palm toward face, fingers spread. This target is invisible to you unless you have the Cloak :* Sight power and can see the realm they are in.
  • Hand in L shape with thumb to forehead and finger pointing outward - One-way telepathy.
  • Hand with first 3 fingers closed, thumb and pinky spread (Shaka) - Regular telepathy.
Other Signals
  • 3x5 Cards in-game represent lasting effects or messages sent via non-physical means. If you receive a card from another player, read the text to determine how and if this card affects you. If you see a card attached to an object that card should describe its visibility. Sense Item allows you to read any 3x5 card attached to an object, please see Sense Item for further details. If a card is attached to an immobile object, the card cannot be moved by a player unless a power specifically states that it can move that card.
  • White mesh encompassing an object says that the object is Umbra-Bound, meaning falls into the Umbra instead of into the Realm when not held.
  • A white square containing an orange circle inside with an “R” in the center is a "soft spot" that will send you into the Realm. These soft spots are visible if you have both Umbrasight and Cloaksight.
  • An orange square containing a white circle with a “U” in the center is a "soft spot" that will send you into the Umbra. These soft spots are visible if you have both Umbrasight and Cloaksight.
  • White rope bordering a doorframe with a "U", "R", or both in the center of the door or directly above the frame is a "soft spot" that will send you into the Umbra, Realm, or switch the side of the Gauntlet you are on when passing through it. These soft spots are visible if you have both Umbrasight and Cloaksight.
  • Brown packets with >= 8” overall length represent arrows.
  • Blue glow sticks or dim blue lights worn around the neck or head are NOT REQUIRED, but may be used to augment white headbands while in the Umbra after dark. They are not a replacement for headbands.
  • Other glow-stick colors may be used by ST camp, these characters will also be in the Umbra, but hold unique characteristics. Those colors are not designated here and may be learned about in-game.
  • A high-vis green/yellow sash, This character is a non-combatant, please see the appropriate rules.
  • Red ribbon wrapped around an object. This object is on fire.

Equipment Costs

When taking the Equipment Background, use the Equipment Buy Value (EBV) for each individual point taken. You may only receive equipment tags for Craft cost at check-in, but you may purchase equipment tags for their Buy value at any time by visiting ST camp. All values are in cents ($0.01).

Item EBV Buy Item EBV Buy
Gunsmithing/Ammosmithing Herbalism
Derringer 1 120 Tonic of Health 1/5 20
Rifle 1 140 Toxic Mixture 1/5 20
Revolver 1 160 Tonic of Vitality 1/5 44
Repeating Rifle 1 180 Potion of Lethargy 1/5 28
Specialty Ammunition 1/5 20 Smelling Salts 1/5 36
Dynamite 1/2 160 Sleeping Potion 1/5 36
Heavy Shot ǂ 1/5 20 Adhesive Goo 1/5 40
Weaponsmithing/Armorsmithing Potion of Strength 1/5 44
Small Melee Weapon 1 120 Potion of Weakness 1/5 44
Medium Melee Weapon 1 140 Philter of Life ǂ 1/5 40
Long Melee Weapon 1 160 Alcohol ǂ 1/20 2
Specialty Material (+ wpn) 1 140 Moonshine ǂ 1/40 2
1|30 | 120|Opiate ǂ|1/3|7 | 28
Carpentry/Fletching Coca ǂ 1/3 28
Stake 1/2 28 Peyote ǂ 1/3 28
Bow 1 140 Flame Oil ǂ 1/3 36
Crossbow 1 180 Flame Arrows ǂ 1/5 20
Small shield 1 200 Locksmithing
Medium Shield 1 300 Lock 1 + 2 keys 1 120
Large Shield 2 400 Lock 2 + 2 keys 1 200
Specialty Arrows 1/5 20 Lock 3 + 2 keys 2 280
Specialty Thrown ǂ 1/5 60 Individual Keys 1/5 20
Other Lockpick 1 1/2 60
Flint and Steel ǂ 1 60 Lockpick 2 1 120
Lockpick 3 ǂ 1 200

Recipes Certain craftable items require recipes to make. These are designated above by the symbol ǂ. Recipes should get added to the Rituals section of your character sheet when you purchase them. These recipes can be purchased from the following table:

Item Skills EBV Buy Philter of Life Herbalism 4 + Medicine 2 1 100 Alcohol Herbalism 2 + (Gunsmithing 1 or Weaponsmithing 1) 1 75 Moonshine Herbalism 2 + (Gunsmithing 1 or Weaponsmithing 1) 1 50 Opium Herbalism 3 + Medicine 3 2 150 Coca Herbalism 3 + Medicine 3 2 150 Peyote Herbalism 4 + Detection 2 1 100 Heavy Shot Gunsmithing 4 + Locksmithing 2 1 75 Flame Oil Weaponsmithing 4 + Herbalism 2 1 100 Flame Arrowheads Fletching 4 + Herbalism 2 1 75 Flint and Steel Weaponsmithing 2 + Detection 2 1 50 Specialty Thrown Fletching 3 + Weaponsmithing 3 1 75 L3 Lockpicks Locksmithing 4 + Weaponsmithing 2 2 150

A description of all tags and recipes can be found here: https://darkprospects.endogaming.net/Gear .


Restricted Character Costs Vampires: 0 Assamite (any): 5 Daughters of Cacophony: 8 Giovanni: 3 Ravnos: 3 Salubri: 8 Samedi: 4 Setite: 3 Gargoyle: 9 Revenant Merit (Ghouls): 10

Werewolves: 0 Silent Strider: 1 Stargazer: 3

Fera: 1 per Fera + Bagheera: 3 Balam: 3 Bubasti: 4 Khan: 3 Pumonca: 1 Qualmi: 1 Simba: 3 Swara: 5 Corax: 2 Gurahl: 4 Nuwisha: 6 Engineer: 3 Plague Lord: 3 Munchmausen: 3 Twitcher: 3

Power Format and Descriptor Line Tags Throughout this book you’ll find powers and skills. In the type-specific sections you’ll see a specific format. We refer to this as the “power descriptor line”. It reads as follows: Level) Name, Cost, Target, Duration (if applicable), Additional Tags The Level is the purchase level for that power. The Name listed here is the name of the power in the Powers section of the book. If a power is written as Power: Power that means that the first power works on or against the second power. The Cost is what resource this costs your character. If there is no cost, it should read “No Cost”. The Target should be either Self, Other, or a combination of the two. This means you use this power on yourself, on another target, or on either target. Unless otherwise specified, the target must be in the same realm you are in (Realm: No Headband. Umbra: White Headband.) The Duration is the amount of time the ability lasts or the words “Always On” - Always On abilities remain on at all times. If you possess an Always On effect, you may choose not to use it.

A partial list of Additional Tags follows. We believe most of them are self-explanatory, but in case they aren’t... Cross-gauntlet: This power can be used against Realm targets if you are in the Umbra, and Umbral targets if you are in the Realm (unless otherwise specified). Realm-only: This power can only be used against targets in the Realm. Umbra-only: This power can only be used against targets in the Umbra. “Quoted Text”: Text that should be added to your sig call. Touch: This ability requires you to touch the target. Please see the “Touch Abilities” section above. Unconscious/Dead/Dying target: The target must be in one of these states. You may have put them there yourself. Enforced: This ability must be used. Irresistible: Cannot be resisted. vs. [target description]: Only against the described target. Mass: Affects multiple targets - targets should be described on this line. Levels: This ability gains power as you buy further up the character sheet column it is in.

Addition of powers: You may see two powers on the same line as follows. Power 1 + Power 2, Cost, Target, Duration, Additional Tags - this means that both powers must be used together at the same time. Power 1, Cost, Target, Duration, Additional Tags & Power 2, Cost, Target, Duration, Additional Category:Chapters