Gameplay Concentrated

This page sits somewhere between the high level of detail contained in the rest of the Gameplay pages of this website, and the short System Cribsheet given to players as part of our standard player packs. No pictures, no anecdotal fluff: This is the pure system set out in point form. This is for players who are veterans of Aeon Horror LARP events and who don’t need to familiarise themselves with the whole thing. For the sake of brevity, some of the fiddly bits have been removed but these will be covered before every game in the System Brief.


Combat

Combat is a non-contact, deductive points system. Each character has a health score and when they take damage, the amount of damage inflicted should be subtracted from their current health total.

How to fight

Each character has a combat rating in both melee (hand to hand) and firearms. The number assigned to these skills determines how many seconds you must count down before your character can inflict damage. For example, a firearms skills of 3 will require you to slowly count to three before you can let off a shot.

To engage in combat, your character must broadcast their intent by adopting a suitable stance, then they should take a shot/swing a blow (stopping about half a foot short of your intended target). On successfully hitting or shooting another player, you will call out how much damage you have inflicted.

If you do not wish to let off a shot/swing a blow immediately after you have completed your count, then you may choose to hold you action. There are two likely reasons for this: your target is ducking in and out of cover and you know where they will appear from next, or the character is prone or at your mercy and you wish to postpone the inevitable.

Inflicting Damage

Melee:

The amount of damage you deliver without a weapon is the same as your character’s Strength skill. Improvised or actual weapons will add to this.

  • A +1 weapon possesses one of the following properties: is sharp, is hard, is heavy, is long enough to apply an additional kick. Most improvised weapons such as chair or weighty vases would fall into this category.
  • A + 2 weapon will have two of the following properties: is sharp, is hard, is heavy, is long enough to apply an additional kick. +2 weapons are actual weapons and cannot be improvised.
  • A +3 weapon will be large, sharp, dangerous, and will require skill to handle.

Ref decision on damage bonuses is final.

Firearms:

The amount of damage inflicted by guns is variable. The base is 6. Refs will inform you of damage totals for different types of firearms. If you fire a gun and the cap fails to sound, it counts as a misfire.

Effects of Health Damage

  • At less than half health your character will be in pain and will be greatly discomforted. If your character takes a blow which deducts more than half of their starting health total in a single blow, this is a Serious Injury. Your character will be stunned and will take a consequence appropriate to the weapon they were hit with:
    • A sharp object such as a knife will cause bleeding, which means you will lose 1 point of health every 5 minutes until you reach -1
    • A blunt object such as a cricket bat will cause crush/crippling damage and will cause -1 to Strength
    • Objects which have both properties (such as a bullet) will cause both bleeding and crippling damage.
  • A 0 points, your character is unconscious is Unconscious until they are told otherwise by a Ref.
  • At -1 points or below, the Dying rules come into effect. Seek a Ref immediately.
  • At -5 points your character is dead.

Grappling and Strangling

Combat which does not use weapons or look to result in inflicting damage is called Grappling. This is when two players wish to wrestle with one another, perhaps to restrict someone’s movement, or retrieve an item being help by another character. Grappling should be performed sensibly, with all participants able to make contact. A full hand of contact is necessary – only being able to touch someone with your fingertips is not sensible or realistic.

Grappling is an opposed Strength check. Whoever has a highest Strength score wins. If the Strength scores are the same, an awkward shuffle should be mimed before both parties split. Other people may become involved in a Grapple; their Strength will add to whichever side they ally themselves to.

Beating a target character’s Strength score by 2 points or more enables you to manipulate them and move them howsoever you wish.

Grappling can also be used to strangle another character. Your Strength score must beat them, and you must mime strangling them by pacing your hands on their shoulders. The victim’s health will fall by 1 point every 15 seconds. If their health reaches 0, they are Unconscious. If they’re health reaches -5, they are dead.

Some characters possess the Escape skill which will enable them to remove themselves from a Grapple situation.

Surprise attacks

For the purposes of simplicity, it is assumed that Melee and Firearm Surprise Attacks result in a blow to the target character’s head. This should be mimed safely, and the victim should be informed of their fate by a hand being placed on their shoulder and their damage number given.

  • Melee: A melee surprise attack confers the attacker with a +1 bonus to their attack. If you inflict a Serious Wound, the target will also fall Unconscious.
  • Firearms: Surprise Attacking with a firearm means you are shooting someone up close in the back of the head. More often than not this will result in the instant death of your target. Do NOT fire a cap gun near another player’s ear.
  • Surprise Grapples: A surprise grapple confers the attacker with a +1 bonus to their Strength score for the purposes of the grapple.

Health Recovery

First Aid, Surgery, and Medicine are the three primary healing skill; they each restore 1 point of health per treatment. A “treatment” is a single instance of restoring health to a patient by whatever skills at one’s disposal. It can only restore Health up to the level it was at the last time a treatment was successfully applied, so you can’t get healed by 2 points, say, then take a single Health point of damage, then get healed up a further 2.

  • First Aid:  a pre-requisite to any further medical training. First Aid can only do so much to help a person get back on their feet, but most significantly, it can stop Bleeding.
  • Medicine: handles the administering of the correct drugs to control pain and stabilise a body in shock. Medicine can also have non-combat related benefits – for more information, see the Skill.
  • Surgery: can brace or splint that break in such a way that it will (eventually) heal. In game time, an afflicted character will continue to suffer the -1 to strength effect of crippling damage (as the limb or such is still not functional), but the pain will be lessened and movement will be all-but restored to the rest of the body. It’s generally helpful for RP purposes.

Will Power

Will Power is used to resist effects such as fatigue, to remain conscious, or to perform magic. Each character has a Will Power score and when they expend Will, that number should be deducted from their current Will Power total.

Actions which require the use of will power will be stated clearly by Refs; they will vary between events.

Will Power to retain consciousness is called Walking Wounded. It must only be used at the onset of unconsciousness. It cannot be used for any of the following:

  • To remain conscious after a Surprise Attack which has inflicted a Serious Injury
  • To drift in and out of unconsciousness at your discretion
  • To resist a Drop! call as given by Refs
  • To regain consciousness where unconsciousness has been brought about as a result of will power loss

 Effects of Will Power Damage

  • At less than Will, your character is very disconnected and lethargic
  • At point, your character is in a stupor
  • A 0 points, your character is unconscious
  • At -5 points your character is dead

Will Power Recovery

Unlike Health, characters will naturally regain Will Points through rest and relaxation. Being awake but remaining at peace will restore 1 point of Will per hour. Being unconscious or asleep will restore 1 point of Will per half-hour.


Sanity

The Sanity System is there to enhance role play. It is not a numbers game.

  • Sanity is how your character reacts to things that defy their understanding of the world.
  • Your character will encounter Mundane or Unnatural Threats to their Baseline sanity – that is: how they are from day to day. These Threats might threaten them physically, mentally, spiritually or emotionally. You can fight, flee, freeze or faint as an immediate reaction. Whatever you do will be influenced by the fact that…
  • When threatened, your character has a Flaw that becomes aggravated. Flaws cannot be controlled: they can only be counteracted. The severity of the Threat dictates how severely your character will react.
  • Your character can – if they choose (or if others force it on them) – bring that Flaw under check by indulging in a Coping Mechanism. This will enable them to return to their Baseline faster, but might carry a harsh penalty in and of itself.

Mundane Threats to Sanity

Mundane Threats are things that could happen in the really-real world but are sufficiently horrible or unsettling that they will make your character disturbed. For example: bodies, torture, or isolation. Refs do not “police” your character’s reaction to mundane threats. It is at the player’s discretion to decide if their character is sufficiently touch to deal with such things, or if such exposure will break them.

Unnatural Threats to Sanity

Unnatural Threats cannot be resisted unless you have been explicitly told otherwise. The severity of an Unnatural Threat will be broadcast by the use of coloured cards with dots on them to indicate how you should reaction (1 is green and is the least unsettling, 2 is yellow, 3 is orange, and 4 is red indicating its high severity).

Cards are not cumulative (so two greens do not make a yellow), but it is at your discretion as a player to decide if your character should be more disturbed by what they have experienced than we as Refs have indicated.

Other Notes

You do not have to use your Coping Mechanism to control your Flaw

You will use your Coping Mechanism or express your Flaw for as long as you, the player, feels is realistic for your character and the situation they are in


Mechanics

Core participants:

  • Refs: The people who organise, run, and arbitrate events
  • Crew: Catchall term for non-players who help in the running of events
  • Players: The people who play in events
  • First Aiders: People who are first aid qualified
  • Members of Public: Non-participants who might enter into an event area

Out of Character Direction and Instruction

The colour purple is used to indicate things which players should respond to, but characters cannot see. Members of the Ref team, for example, will wear purple to indicate that they are not present in the scenario. Purple signage is also used to provide information and instructions. Common signage includes:

  • OOC: Whatever this sign is attached to is not accessible in character
  • Ref Area/Ref Bunker: Strictly no entrance to players; key plot area and Ref dumping ground
  • Player Inside Is Unwell: Area beyond is for players who are unwell and occupies an OOC/IC middle ground
  • Locked: This door or item is locked IC and will require certain conditions to be met before it can be opened
  • Barricaded: This door has been reinforced through character action and will require certain conditions to be met before it can be opened

In-Game Calls

Calls may be issued by Refs, Crew members, or players. They must be responded to by all players unless specific instruction has been given.

  • Time In: The game has begun/restarted after a Time Freeze call
  • Time Freeze: Gameplay has paused
  • Time Out: The game has concluded
  • Drop: Affected characters should drop to the floor unconscious and await instruction
  • Man Down: A player, Ref, or Crew member has been injured. Gameplay must stop and First Aiders should respond

Health and Safety

  • Never, ever use sharp-edged objects such as knives as role play props whether that’s to gesticulate, threat, or engage in combat. Players found doing so will be removed from the scenario.
  • Alcohol is often available at events. If it is felt that you have had too much to drink and you are a danger to yourself or the enjoyment of other people, you will be removed from the scenario.
  • Look after yourself: keep rested, hydrated, fed, and ensure that if you have any medical conditions that required timed care, you observe that. If you become ill out of character, you must tell a Ref otherwise you will be treated as any other player which may cause you further harm. If you become upset or angry in game, please tell a Ref.
  • Look out for other people: Know your audience in all things  – avoid getting into someone’s personal space unless you are certain they will be okay with that. This extends to shouting as well as to touch. If you are aware of someone who is ill, please ensure the Refs are aware as the player themselves may not have informed the Ref team. If you see anyone in breach of game rules or Health and Safety, please discuss with the member of the Ref Team.
  • Be mindful of your surroundings: Pay attention to any event-specific safety brief provided before each game. Each event and each location will have its own quirks. Always be respectful of the play area as it ensures we remain in good standing with the venue owners and can use it again.