Unique Features and Rules of Steampunk

COMBAT:

In the olden days, when the town was called Falton, disputes were often settled with violence.  Steampunk-western , however, is more focused on role-playing, problem solving, teamwork, and investigation. Of course, there is always an opportunity for fancy gun play or a duel, but full pitch battles will not be a focus of the day.

Due to advancements in the technology of war, weapons of all sorts have become more dangerous. To reflect this, ALL PLAYERS HAVE TWO (2) HIT POINTS. All weapons deal one (1) point of damage per hit.  Lose two hit points and you go unconscious.

If you go unconscious, your memory is wiped of the last 2 minutes.  You don’t know who stabbed you in the back, or shot you from afar.  You’ll have to do some detective work if you are to get that sweet, sweet revenge.

About death — it doesn’t happen.  No one dies.  You can’t kill anyone.  However, if you lose your two hit points, you drop to the ground in a most dramatic fashion, and are unconscious.  A doctor or nurse can bring you around with various means.  And, if you are unconscious for what seems to be a long time (just use your judgement on the timing — considering what makes it fun for others), you become revived.  Get up and you’re back in the game — with no memory of what happened the last 2 minutes before you went unconscious — save perhaps for the soreness of the wound you received.

WHAT YOU KNOW, OR THINK YOU KNOW:

Slips of paper will be handed out that represent knowledge or beliefs that your character has.  The paper will give information about another character, such as:

  • A truth
  • A suggestion on how you may want to interact with them
  • A perception or belief — which may be false.

Act on this information however your character is inclined to act.  You can share it, keep it secret, use this info to modify your objective .  Just use the info however your character would use this knowledge/belief.

STEALTH

If you need to do something that in real life would be done in stealth — poison someone, pick a pocket, listen in unnoticed on a conversation, and your character has the ability to do that thing, let one of the Story Master’s (Ainsley, Quest Shawn Mark, Stryder, Queen Anne) know what you want to do, and they’ll go “do” it for you by letting the victim/beneficiary know what just happened and subtly bringing you back the results/item.

MONEY/BARTER:

We’ll hand out paper money at this LARP.  How much you get will depend on your character.

Please bring a bring barter item or two that would fit your character and your objectives.   These you can trade for cash, for other items, or for favors.   If it is a nice item, and you want to get the item back at the end of the game, use the code words, “This can be yours till the end of the world.”