PDQ Games
Paintball LARP
LARP Rules
This game is a fast easy form of real-time role playing. The rules are simplified for quick actions and high pressure situations.
- Tricorder/Referee
- Mundane Rules of Interaction
- Character Generation
- Health Points
- Hand to Hand Combat
- Weapon Modifiers in Hand to Hand
- Healing of health points
- Shoot & Dodge
- Bonus & Penalty for Shoot & Dodge
- Shoot & Dodge Modifiers
- Department Levels & Skills
- Dilemmas
- Tricorder readings
- Game Conduct and Etiquette
- Searching a Character
- No Grabbing
- No Touching
- Props and Equipment
Tricorder/Referee
The mission is designed by the Game Master and controlled through referees. The referees of the game will act as tricorders and ship computers. They will give information normally provided by these devices on the show, as well as acting as judges for the games. Remember tricorders and ship computers never volunteer information. The more detailed question you ask, the better and quicker the results will be. Referees will wear a white arm band with the letter "R" printed upon it so that they can be identified. Runners and other participants which are not part of the game will wear a white arm band with the letter "N" (for non participant) printed on it. Runners typically carry information and items between the referees, and NPC's. Runners are not to be questioned or otherwise interfered with. In effect they are not there. Please do not follow the runners either , as they may be headed for a secret location which you will find by following the story line. Anyone not wearing either of these arm bands will be considered part of the citizenry and may be part of the game.
Mundane Rules of Interaction:
- No player may violate the law. This includes, but is not limited to laws concerning breaking and entering, theft of personal property, vandalism, etc.
- All role playing weapons must approved by the gamemaster. (boff weapons & non-functioning props)
- Any real weapons, ornamental or other, must be peace-bonded at all times during play. Under no circumstance will a weapon be drawn or brandished during play.
- Prisoners, captives and hostages may be taken in the course of play, but they may not be searched, frisked, bound, restrained, manhandled, or locked up in any fashion. See "Game Etiquette" for how to properly perform these tasks.
- Violence is strictly prohibited.
Violation of these rules will result in forfeit of the game and expulsion.
Character Generation
In order to participate in the Star Trek Larps game we need to generate a Character for you to use. This Character can be as complex or as simple as you decide to make it, it's all up to you. Your Character will have Health points to help determine how much damage it can take and how good it is in hand to hand combat. Shoot and Dodge scores to tell how good a marksman it is and how well it can dive for cover. You must also choose a race, the base line is Human but you can choose a different race and receives bonuses (and penalties) for that race which will effect your scores. These scores will be further modified by rank . Then you have to attend Starfleet Academy and choose a section in one of 5 areas. These sections are Command, Security, Engineering, Medical or Sciences. We will then assign the character a level their section that tells us how well it does its job. And finally it will acquire skills to tell us the Character specializations.
Health Points
First we need to create a scale to determine the physical attributes of the different characters. Hit points or health points if you will. These numbers will determine how much physical abuse each character can take before becoming unconscious. The gaming staff will assist you in creating the health points of your character based on; Race, Training, Rank, Section.
Hand to Hand Combat
Using the above Health points we can now use a combat system based upon a paper, rock, scissors system.
A Klingon Captain starts a argument in a bar with a Federation Lt, violence ensues:
Total the health of each character, then subtract.
- Klingon = 15
- Human Lt. = 11
- 04
Now paper, rock , scissors begins, ties are discarded.. Because the Klingon has the advantage with the greater health difference of 4 he needs only win once against the Lt.. However, if the Lt. were to win 4 times in a row, he would beat the Klingon into unconsciousness. Multiple attacks are cumulative in damage, but the defender may use both hands to engage 2 attackers. A third opponent would get a free shot. After 5 minutes the character regains consciousness. Health points are regenerated 1 per 5 minute.
Weapon Modifiers in Hand to Hand
If a Character is carrying a Knife, Sword, Club, Batleth, or any weapon modifiers will be assigned as:
- Blunt object; +1
- Sharp Object: +2
- Hand-to-Hand combat (armed)* +1
* This is listed as a security skill. We want to try to keep the system simple or we could find our selves with a few hundred modifiers for weapons. "This is Star Trek dam it! Not dungeons and dragons."
Healing of health points
Since Health points reflect prowess in combat more then physical health it is difficult to assign damage points to any given situation. This is further complicated by the fact that the Game is a LARP, if you slide down a cliff and get hurt you are really going to be hurt (at which point we take you some place for help!). For now game masters will assign damage based on traps or situations they may have set. Medical personal can certainly heal most wounds on the spot provided they have a Med Kit. For weapons combat and higher damage from Phasers and disrupters the tricorder will inform the player characters what they need to be healed or how long they have to live.
Shoot & Dodge
There are other scores that need to be generated; Shoot & Dodge (Marksmanship). This represents how good you are with a phaser and how good you are at dodging phaser fire. All Starfleet cadets are required to take Marksmanship, so it is an automatic hit in a range of less then 10 feet.
Bonus & Penalty for Shoot & Dodge
To use these scores simply aim your phaser at someone and fire. If the target is aware that you are firing at them, the tricorders compare the numbers and announce if you hit or miss. Under 10 feet is a automatic hit, 10 ft. to 50' is a straight comparison of shoot and dodge. If the target is unaware of phaser fire under 50 ft. it is a automatic hit, for every 10 ft. over 50 ft. a -1 penalty is applied to the shoot . A +1 is awarded to dodge for every 20% of cover which includes but not limited to dropping to the ground and firing , around corners etc.. However please remember trees are going to afford very little cover on a phaser set to maximum. If phasers fire at the same time the tricorder will announce which hit first by the sound of the phaser they heard first. When you fire, yell out "ZAP!" or "BANG!" to make the player you a are shooting at and the ref aware that you are firing. Some of the r prop weapon (toys)makes a sound, but a lot of the time in these situations it is just not loud enough, yell ZAP or BANG or whatever sound you would like as long as the tricorder or your opponent can hear it. If no tricorder is around we will depend on the honor system, as we have in the past. Types of phasers and there effects on shoot and dodge are listed under "Props & Equipment".
Shoot & Dodge Modifiers
- under 10 ft. automatic hit 11-50 ft. compare shoot to dodge (unless target is unaware)
- each 10 ft. over 51 ft. -1 penalty to shoot
- each 20% of cover +1 to dodge
- running and firing -1 to -5 to shoot
- Dropping and firing +1 to dodge for cover - 1 to shoot for movement
Department Levels & Skills
Once the base-line Health and Shoot & Dodge of your character has been established, we need to create a back ground for it. We will bring your character all the way back to an Academy cadet, although you may take it back farther if you wish The characters will enter the Academy and begin its Starfleet career. You have a choice of being a major in one of 5 subjects, Command, Engineering, Medical, Science, or Security. Each of these sections will graduate after four years with the following skills.
Skills;
- Basic Astrogation
- Holo Projector Operations
- Basic Engineering and Repair
- Planetary Survival
- Basic Scientific Analysis
- Replicator Operation
- Communications
- Small System Operations *
- Computer Operation
- Shuttle Craft Piloting
- Damage Control Procedures
- Transporter Operation
- Federation Law
- Zero Gravity Operations
- First Aid
The level and skills can have a direct impact on how well your character functions in the game. To acquire certain information or to be able to solve a problem you will be asked if it has the correct level in that field. Ex; To save a wounded aliens life a medical level 3 may be needed, to repair the impulse engine on the shuttle a engineering level 2 may be needed, to identify the sub space emissions being detected by your tricorder a science level 4 may be needed. All of these levels will also tie in to the Starship Combat system.
Dilemmas
Aside from combat confrontations, there may be Dilemmas to face. Sometimes these Dilemmas can be solved like a puzzle by the character(s) encountering it. A Dilemma may also be accompanied by a card with a dilemma number, section or sections and a number code on the bottom. If you are in the section and have the correct level you will have a envelope corresponding to the dilemma. Write the code down on the sealed section of the envelope and open it. If you do not have the code do not open the envelope. IMPORTANT; IF YOU ARE CAUGHT WITH OPEN ENVELOPES AND NO CODE YOU WILL BE EJECTED FROM THAT GAME.
Tricorder readings
On areas of interest there will be papers marked tricorder readings. These papers will contain written information along with an area number and section and code number. The information will give you details about your physical surroundings but not lifeforms currently in the area. If you are in the section and have the correct level you will have a envelope corresponding to the area. Write the code down on the sealed section of the envelope and open it. If you do not have the code do not open the envelope.
You may bring your code from the "Tricorder readings" to someone who does meet the requirements, and let them read the tricorder and decipher the information. Do not remove the Tricorder readings from the area or object! Just write down the correct code.
Game Conduct and Etiquette
Some of the races in the larps have special ablitites. For the sake of the game you must behave as if the player is performing there special abilities. If a Vulcan nerve pinches you must fall to the ground or say you are unconscious. Any unusual characters will be explained by a Tricorder when encountered and you must behave appropriately. If your race has certain restrictions (Vulcans no emotions) then YOU must stay in character. It will be decided by the tricorder whether a player is acting inappropriately for there character, and issue penalties.
Searching a Character
You must announce that you are intending to search someone by saying "Search" and telling where you wish to search. The character then must reveal if any thing is hidden there. You are not allowed to confiscated property from another player unless it is given to you. A tricorder (referee) will make note of any phasers, tricorders or other equipment that the searcher may have taken, unless it is willingly surrender by the player to the searcher. In any case all personal property must be returned to the player at the end of the game.
No Grabbing
You must not physically try to grab another players property (phaser, light sabre, etc.) or person. If you are in reach of an item you must announce "Grab" or "Disarm" and one round of paper, rock, scissors will ensue. Ties go to the defender in this case. If the Disarm is successful then hand to hand combat will ensue. If the attempt meets with failure the Defender has a choice of firing there weapon or starting hand to hand combat.
No Touching
You are not allowed to restrain or grab any other character or strike them even softly with an object. If this happens, even by accident, the tricorder will issue penalties so be careful.
Props and Equipment
Tricorders:
A device that enables characters to; scan, record, and reference stored information, on a given environment. Using this device Characters can detect energy sources and types, analyze the physical and chemical composition of an item, locate and identify lifeforms and collect data for further evaluation. Operated by touch control or programmable for voice command. The Tricorder has a saurim crystal power source good for 18 hrs of continual use. The tricorder has a default settings while scanning to sound a warning when it detects something and while calculating, but can be programmed for silent use. The tricorder is activated when open but can be programmed to scan while closed. The device also has a uplink system with its mother ship on normal communicator channels. Information can be exchanged freely between the ship and the tricorder to the point of utilizing the more power full ship sensors. The tricorder has a emergency dump button to down load its current data base to the ship almost instantly. The tricorder has a range of 40,000 KM for information exchange and a range of 10 KM scanning with its sensors. The Tricorder also has switchable memory chips for more memory.
Game Effects
You can program a tricorder and memory chips with any skill you think you may need that you do not already posses. With a tricorder any one who has a level in science can increase his lvl 2 points and all other personal 1 point but only in regard to the subjects programmed into the tricorder.
Medical Tricorders:
A device that enables characters to; scan, record, and reference stored information on lifeforms. The device also has a setting to perform it's own diagnosis and recommend treatment. Using this device Characters can detect detailed information about total body mechanical processes, organ system function , disease organism infiltration, and the bodies electromagnetic condition. Operated by touch control or programmable for voice command. The Tricorder has a saurim crystal power source good for 18 hrs of continuous use. The tricorder has a default settings while scanning to sound a warning when it detects something and while calculating, but can be programmed for silent use. The tricorder is activated when open but can be programmed to scan while closed. The device also has a uplink system with its mother ship on normal communicator channels. Information can be exchanged freely between sickbay s databases and the tricorder . The tricorder has a emergency dump button to down load its current data base to the ship almost instantly. The tricorder has a range of 40,000 KM for information exchange and a range of 5 KM scanning with its sensors. The Tricorder also has switchable memory chips for more memory. The Medical peripheral also contains a 18 hr power source along with compartments for blood and tissue analyzes. The diagnostic wand allows the tricorder to scan for problems on a sub atomic level, but this has a range of .5 M. The Medical tricorder can be programmed for basic treatment of over 500 races or detailed anatomy and diagnosis/treatment methods of 6.
Game Effects
You can program a tricorder and memory chips with any skill you think you may need that you do not already posses. This includes anatomy of alien races and procedures to assist in diagnosis and treatment With a tricorder any one who has a level in medical can increase there lvl 2 points and all other personal 1 point ,but only in regard to the subjects programmed into the tricorder. Padds: A device that allows characters to store and reference vast information. This information is referenced in book form. It is like carrying several sets of encyclopedia.
Game Effects
The PADD allows characters to reference skills they do not posses, but it does not add levels to their fields.
Kits:
A kit holding necessary tools to perform task on board a starship or on away missions, along with the players envelopes corresponding to there skills and the 'tricorder readings"
Phasers:
Type I
A small energy discharging weapon that has a range of 100 meters (But is only accurate with in 10 M). The phaser has settings 1 through 8 (stun to kill) and has a saurim crystal power source which allows 80 shots at stun and 10 shots at kill. The Phaser has a wide beam setting which would cover 20 M out and 20 M wide in a cone at stun , but this would drain the phaser in 2 shots.Game Effects
The type 1 phaser automatically hit under 10 feet for anyone knowing how to use it. 10 ft. to 30 ft. a straight comparison of shoot and dodge or the target unaware rule. The type 1 begins receiving penalties after 30 ft. Special Note: If you are using the key chain version of this weapon make sure the tricorder hears the shot.
Type II
A hand held energy discharging weapon that has a range of 200 meters (But is only accurate with in 18 M). The phaser has settings 1 through 16 (stun to vaporize) and has a saurim crystal power source which allows 150 shoots at stun and 20 shoots at vaporize. The Phaser has a wide beam setting which would cover 20 M out and 20 M wide in a cone at stun , but this would drain the phaser in 5 shots.Game Effects
The type II phaser automatically hit under 10 feet for anyone knowing how to use it. 10 ft. to 50 ft. a straight comparison of shoot and dodge or the target unaware rule. The type II begins receiving penalties after 50 ft.
Type III
A riffle energy discharge weapon that has a range of 500 meters, and a target computer with site allowing the Phaser riffle to be accurate with in 500 M (AUTOMATIC HIT) The phaser RIFFLE has settings 1 through 16 (stun to vaporize) and saurim crystal power source which allows 150 shoots at stun and 20 shoots at vaporize. The Phaser has a wide beam setting which would cover 20 M out and 20 M wide in a cone at stun, but this would drain the phaser in 8 shots.Game Effects
The type III phaser riffles automatically hit with in 500 Meters if the Character has time to aim. If in a running battle it is treated as a type II at -1 to shoot. For prop purpose a toy gun 32" long will do for a phaser riffle and make sure to make a really big noise when firing.
Communicators;
These small badges worn on the uniform have a Saurim Crystal power source and a range of 40,000 KM.Disclaimer:
Star Trek ® Star Trek: The Next Generation ® Star Trek: Deep Space Nine ® Star Trek: Voyager ® are registered trademarks of Paramount Pictures registered in the United States Patent and Trademark office. No Infringement intended.
site info
© 2005-2006
Roleplaying systems copyrighted PDQ games®.
Design by Andreas Viklund.