In case you’ve been asleep for the last few week’s… One last notice to let you know that Star Wars LARP is this Saturday.
The organizer asks that if you could, please bring some food/snack/drink to share. That would be awesome!
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General Rules & Terms:
Combat Score: (abbreviated CS)
A numerical descriptor of how dangerous your character is in combat. When engaging in combat, you will compare this number to your opponent(s)’ Combat Score to determine a victor. If you tie, both sides/combatants lose.
Squad Combat Score:
The aggregate/total of the Combat Score of all Squadmembers. The maximum number of Squadmembers is 4 if you are Rebels who are trying to avoid notice, and 6 if you are Imperials who are not. When engaging in combat as a squad, you compare the opposing side’s Combat Score to this number. The number of victors is still decided as per the rules.
Squadleader:
Someone designated by the members of a Squad as their leader. They are selected when a Squad is formed at the end of a Regroup.
Regroup:
At certain points of the day (roughly every 60-90 minutes of gametime) a Regroup period will be called, when an uneasy peace settles on Numidian Prime. The Empire will return to their base in Fahlden City and will hunt for any rebels hiding amidst the civilians, whilst Rebels will have the chance to ply the local populace for valuable information (all the while, of course, hiding from prying Imperial eyes.)
Markers:
A Marker is given to each player at the beginning of each Regroup period. Markers come in three colors – Bronze, Silver, and Gold. Bronze applies a Combat Score bonus of +1, and when turned in during Regroup accumulates 1 Notoriety. Silver provides a Combat Score bonus of +3, and when turned in during Regroup accumulates 2 Notoriety. Gold provides a Combat Score bonus of +5, and when turned in during Regroup accumulates 4 Notoriety.
Notoriety:
Notoriety is a measure of how well-known you are becoming in the Battle of Numidian Prime. The Empire is attempting to hunt down well-known Rebels on the forested planet, and any Imperials that bring down enough Rebel troops are certain to have a death mark placed on their head. When you have accumulated enough Notoriety, you will become wanted by the opposing faction, and anyone who eliminates you will gain resources for your enemies.
Basically, the better you do, the more wanted you become.
Specifically: At 4 Notoriety, you are simply Wanted: if you are brought down, the opposing team will gain 2 Reinforcements, and whoever eliminated you will gain an extra Bronze Marker until the next Regroup. When you accumulate 7 Notoriety, you will become Hunted: eliminating you will net the opposing side 4 Reinforcements and whomever defeated you will gain an extra Silver Marker until the next Regroup. 10 Notoriety ensures you become Deathmarked. Defeat when you are Deathmarked will net the other side 5 Reinforcements and whomever defeated you will gain an extra Gold Marker until the next Regroup.
Defeat:
A loss in battle means that you are defeated. If you are traveling with a Squad, you can still suffer a personal defeat even if your Squad claims victory overall. Defeat means that your faction suffers the loss of a Reinforcement and opens up you personally to being looted.
Squad Defeat:
Occurs when your Squad overall suffers defeat in battle. Even though you may have taken some of your opponents down with you, this is a significant loss. In addition to the Reinforcement penalty suffered by the individuals on your Squad, a Squad Defeat will penalize you an additional Reinforcement and may open your faction to vulnerabilities that enemy Scoundrels can exploit. This means that instead of using the usual loot rules for combat, the victorious Squad may take an Artifact or Information in your posession.
Artifacts:
Diplomats have a unique role throughout the day in their information-gathering abilities. As they talk to NPCs and discover new intel and rumors about the locale and hidden treasures on the planet, they can find the locations of Artifacts. Artifacts are ancient Jedi repositories of knowledge that can be exchanged for either a
bolstering of reinforcements sent to the planet or for a large combat buff to force-users in your Squad.
Information:
Instead of carrying Markers, Scoundrels carry Information. Information is used to either discover the identity of hidden Rebels on Numidian Prime or to provide protection to Rebel troops by removing their Notoriety. Certain Scoundrel abilities allow you to loot Information from enemies defeated in battle instead of looting their Markers.
Intel: At each Regroup, Intel is distributed to players and NPCs. Intel is not lootable in combat. Diplomats with the ability Be So Bold or Jedi with the ability Jedi Mind Tricks may engage players or NPCs in roleplaying discussion (a few minutes at least) and ask for Intel. If the person they are speaking to decides they have convincingly asked for the Intel, they must give the Diplomat the Intel they are carrying. Intel can be exchanged during Regroups for the location of Artifacts.
Reinforcements:
Reinforcements are, at the end of the day, what decides which faction will end up in control of Numidian Prime. They are a measure of the amount of support that the Alliance or the Empire can funnel into the battle throughout the day. Reinforcements will be reduced through conflict and defeated combatants, but can be replenished through use of Diplomats finding Artifacts or Scoundrels with the No Disintegrations or Many Bothans Died abilities.
Combat & Roleplaying
If you attended Star Wars LARP II, you’ll be familiar with how we’re doing combat this time around. Since in the boring real world we can’t actually use the force, or have laser swords (or the years and years of training required to make them useful,) and Nerf darts seem to possess a mind of their own once they leave the barrel – we will be using the cinematic combat system introduced last year.
A singular combatant has a Combat Score attached to their character at the time of creation. A Squad’s Combat Score is simply the sum of all its participants’ Combat Scores. Certain abilities can modify CS for the purposes of specific combats, and possessing Markers can adjust your personal CS.
When encountering someone(s) with whom you or your squad would like to do battle, you may engage them in combat! Just say literally anything that is understood by both sides to be “I/We are going to fight you.” Whoever starts the combat is the Attacker, and the combatant(s) being attacked are the Defender.
After applying any bonuses or penalties to Combat Score from abilities, both sides will compare Combat Scores to see which side wins the combat (higher wins, a tie is a mutual loss.) A loss will penalize the faction (Rebels/Imperials) of the losing side. Regardless of combat outcome, participants on both sides of the combat will fall. You may defeat any number of enemy combatants whose Combat Scores total less than your (or your squad’s) overall CS. Defeated combatants may be looted for a single Marker they carry each, which can be distributed amongst the opposing side as that side sees fit. The Defending side decides which combatant(s) are defeated this way.
If any of the members of your Squad have Info Hunting, you may instead loot one Information or Marker per defeated opponent.
This means that even if your squad wins, one or more members of the winning side may be defeated and looted alongside the defeated members of the losing squad. The losing Squadmember must give the victorious Squadmember a victory marker (which they are handed during each Regroup, so we can track combat victories for Reinforcement purposes.)
Combat is, therefore, cinematic. You know beforehand which side will win and lose, so just make it look and feel awesome! Choreograph your fights together with your opponents and the rest of your Squad to make your combat as amazing on film as it feels to act out.
The rest of the day is reserved for roleplaying. Become your character! Interact with everyone you can find, and enjoy the story and characters of the day. You will be deciding the outcome of the day with your actions – whether the Rebels can supply enough military might to the planet to rescue their VIPs, or if the Empire will succeed in taking total control of the planet and dealing the Alliance a heavy blow. You are encouraged to form new squads and interact with new players and NPCs as much as possible to make our world feel as real as it can. Combat is not everything! There are significant benefits to be found in the avenues of information-gathering and employing your silver tongues in conversation…
Classes
Jedi:
Jedi are members of an ancient order of warrior monks sworn to uphold peace and order in the galaxy. They are trained in the use of the Force, a powerful force that links every living thing and allows them to perform nigh-magical feats. Their Force sensitivity allows them access to the Force Abilities Tree, and they can use either Blasters or Lightsabers in combat. They can also benefit from the knowledge contained
within holocrons found on Numidian Prime. They are allowed to select 7 skills, but must pick at least 3 from the Force Abilities Tree. They start with Force Sensitivity and one of either Blaster Training or Form I Training for free.
Notably, they are the only class with access to the Combat – Saber and Force Abilities Tree.
At the start of combat, they may choose to use their Force Powers. Doing so allows them the temporary benefits of every skill they have from the Force Abilities Tree, but makes them more noticable to the Emperor’s watchful hands. They have a limited number of these activations (noted by tallies given to them during each Regroup) and when they activate their powers they give a tally to the opposing Squadleader.
Soldier:
Soldiers are those individuals with combat training. They’ve seen fighting and lived through firefights, and know how to keep their heads in situations that would send others fleeing in panic. They know themselves, they know their weapons, and they know how to keep both at the top of their game. They may invest their 7 skill choices however they wish across any of their allowed Skill Trees, and begin with Blaster Training for free.
They do not have any special abilities to apply before combat begins, but all Soldiers begin with an automatic +2 to their Combat Score.
Scoundrels:
Liars. Cheats. Spies. Thieves. Smugglers. Scoundrels encompass a large portion of the galaxy’s population of ne’er-do-wells, and are exceptionally good at putting their opponents in uncomfortable situations. They are able to act as saboteurs, spies, and even blackmailers as the situation demands. They may invest their 5 skill choices as they wish across their allowed Skill Trees, and start with Fundamentals of Spycraft for free.
Scoundrels do not have any Tier IV or V abilities in their Espionage Skill Tree, and cannot carry Markers or take Tier IV or V abilities from other trees. Instead, they are the only class that can carry or obtain Information. Additionally, before combat, some of their abilities can penalize their enemies’ Combat Score if the opposing side meets certain criteria.
Diplomats:
The politicians and charismatic leaders and conmen of the galaxy all fall under this umbrella. Rather than use blackmail or brute force to defeat their foes,
Diplomats prefer a more civilized approach. They are able to use their social ability to bolster their troops and Jedi, tactically help their friends in combat, glean information otherwise unobtainable, and even work as propogandists. They may invest their 7 skill choices as they wish across their allowed Skill Trees, and start with Be So Bold for free.
Before combat, if their squad has Jedi or Soldiers in it, they may use their abilities to provide benefits to those members of the squad. Additionally, they can use tactical maneuvers to affect the outcome of combat in certain ways (described in the Social Skill Tree.) They also have the ability to obtain Intel.
Tier IV & V Abilities
If you are not a Scoundrel, you may take Tier IV and V abilities and become a High-Tier character. These abilities are much more powerful than other abilities, but make you more well-known. Scoundrels will be able to target you better and more effectively with many of their abilities, so be careful you don’t let your fame and power become a hindrance!
Skill Trees
Combat – Saber
Tier 1
Form I Training: Gain +2 Combat Score. You use a lightsaber in combat. You are not allowed to take Blaster Training. You are not allowed to take Be So Bold.
Tier 2
Form III Training: Gain +2 Combat Score. You are not allowed to take Form V Training. Requires Form I Training.
Form V Training: Gain +3 Combat Score. You are not allowed to take Form III Training. Requires Form I Training.
Tier 3
Form VI Training: Gain +2 Combat Score. Requires Form III Training.
Form II Training: Gain +3 Combat Score. Requires Form V Training.
Tier 4
Form III Master: Before combat begins, if you(r squad) are outnumbered, add +1 Combat Score for each opponent. Requires Form VI Training.
Form II Master: Gain +4 Combat Score. Requires Form II Training.
Tier 5
Form VI Master: As Form III Master, but increase your Combat Score bonus to +2 per opponent. Requires Form III Master.
Form VII Training: Gain +5 Combat Score. Requires Form II Master.
Combat – Blaster
Tier 1
Blaster Training: Gain +3 Combat Score. You use a blaster in combat. You are not allowed to take Form I Training. You are not allowed to take Be So Bold.
Tier 2
Marksman Training: Gain +3 Combat Score. You are not allowed to take Trenchwork. Requires Blaster Training.
Trenchwork: Gain +2 Combat Score. You are not allowed to take Marksman Training. Requires Blaster Training.
Tier 3
Gunner: Gain +3 Combat Score. Requires Marksman.
Bastion: Gain +2 Combat Score. Requires Trenchwork.
Tier 4
Suppressing Fire: Gain +4 Combat Score. Requires Gunner.
Hold The Line: Before combat begins, if you(r squad) are outnumbered, add +1 Combat Score for each opponent. Requires Bastion.
Tier 5
Cover Won’t Save You: Gain +6 Combat Score. Requires Suppressing Fire.
Just Try To Move Me: As Hold The Line, but increase your bonus to +2 Combat Score per enemy. Additionally, gain +1 Combat Score. Requires Hold The Line.
Espionage
Tier 1
Fundamentals of Spycraft: If you are a Scoundrel, you gain the ability to obtain and carry Information. You may not carry Markers. If you are a Scoundrel, you may not take Tier IV or Tier V abilities. Before combat begins, if any of your opponents are Jedi, reduce their Combat Score by -1. Before combat begins, if any of your opponents are High-Tier Characters, reduce their Combat Score by -1.
Tier 2
Info Hunting: Gain +2 Combat Score. When defeating opponents in battle, you have the opportunity to loot their Information instead of Markers. Requires Fundamentals of Spycraft.
Conceal Info: For each Marker your Squadmembers turn in during Regroups, they gain 1 less Notoriety. Requires Fundamentals of Spycraft.
Tier 3
Saboteur: Before combat begins, if any of your opponents are Jedi, reduce their Combat Score by -1. Before combat begins, if any of your opponents are High-Tier Characters, reduce their Combat Score by -1. You can use Saboteur during Regroups to add 2 Notoriety to any member of the opposing faction. Requires Info Hunting.
No Disintegrations: Before combat begins, if any of your opponents are High-Tier Characters, reduce their Combat Score by -1. When turning in Information during Regroups, replenish 2 Reinforcements for your faction. Requires Saboteur.
She Lied To Us: Before combat begins, if any of your opponents are High-Tier Characters, reduce their Combat Score by -1. Before combat begins, you may designate up to one combatant who cannot be looted at the end of combat. During Regroup, any member of your Squad may get rid of one Marker without gaining Notoriety from it. Requires Conceal Info.
Many Bothans Died: Before combat begins, you may designate an additional combatant who cannot be looted at the end of combat. When turning in Information during Regroups, replenish 3 Reinforcements for your faction. Requires She Lied To Us.
Social
Tier 1
Be So Bold: When speaking to NPCs, if you are a Diplomat, you may ask them for any Intel they may have. Gain +1 Combat Score.
Tier 2
Diplomatic Mission: Gain +1 Combat Score. You are not allowed to take Scum And Villainy. Requires Be So Bold.
Scum And Villainy: Gain +1 Combat Score. You are not allowed to take Diplomatic Mission. Requires Be So Bold.
Tier 3
Lead By Example: Before combat, each member of your Squad who is a Jedi gains +2 Combat Score. Gain +1 Combat Score. You may not take Respected Name. Requires Diplomatic Mission.
Respected Name: Before combat, each member of your Squad who is a High-Tier Character adds +1 Combat Score. Gain +1 Combat Score. You may not take Lead By Example. Requires Diplomatic Mission.
Nerf Herder: Before combat begins, for each opposing Squadmember who is a Jedi, reduce the opposing Squad CS by -3. This does not change who would be defeated as a result of combat, but can make your Squad win or tie when it would otherwise lose. Gain +1 Combat Score. You may not take Welcome to Cloud City. Requires Scum And Villainy.
Welcome To Cloud City: Before combat begins, for each opposing Squadmember who is a High-Tier Character, reduce the opposing Squad CS by -2. This does not change who would be defeated as a result of combat, but can make your Squad win or tie when it would otherwise lose. Gain +1 Combat Score. You may not take Nerf Herder. Requires Scum And Villainy.
Tier 4
Strategic Maneuvers: Before combat begins, you may designate one of your own squadmembers and one of your opponents. They begin a separate combat and do not contribute to the other combat with the rest of their team. Requires Lead By Example.
Inspiring Presence: Before combat begins, each member of your team who is a Jedi gains +2 Combat Score. Gain +1 Combat Score. You may not take Fame And Fortune. Requires Respected Name.
Fame And Fortune: Before combat begins, each member of your team who is a High-Tier Character adds +2 Combat Score. Gain +1 Combat Score. You may not take Inspiring Presence. Requires Respected Name.
I Expect To Be Well Paid: As Nerf Herder, but increase the penalty to -4 per opposing Jedi Squadmember. Gain +2 Combat Score.Requires Nerf Herder.
Altering The Deal: As Welcome To Cloud City, but increase the penalty to -3 per opposing High-Tier Squadmember. Gain +2 Combat Score. Requires Welcome To Cloud City.
Tier 5
Pin Them Down: As Strategic Maneuvers, but you may select two of your opponents instead of just one. Gain +1 Combat Score. Requires Strategic Maneuvers.
Fearless Leader: Before combat begins, each member of your team who is a Jedi adds +3 Combat Score. Gain +2 Combat Score. Requires Inspiring Presence.
No Civility, Only Politics: Before combat begins, each member of your team who is a High-Tier Character adds +2 Combat Score. Gain +2 Combat Score. Requires Fame And Fortune.
Less Civilized Age: Once per Regroup, you may speak to an NPC in Fahlden City to glean the location of an additional Artifact. Gain +3 Combat Score. Requires I Expect To Be Well Paid or Altering The Deal.
Force
Tier 1
Force Sensitivity: Gain the ability to use the Force, which allows you to use Force Tree “before combat begins” abilities and access certain areas and items otherwise blocked off. Gain +1 Combat Score. You may not take this ability if your class is not Jedi.
Tier 2
Force Push & Pull: Utilize the Force to move objects in combat. Before combat begins, you may activate your Force abilities to add +2 Combat Score. Gain +1 Combat Score. You may not take Bad Feeling or Jedi Mind Tricks. Requires Force Sensitivity.
Bad Feeling: The Force can warn you about hidden dangers. Before combat begins, you may activate your Force abilities. When you do, if the opposing Squad reduces your Combat Score, reduce the opposing Squad’s overall CS by -3. Gain +1 Combat Score. You may not take Force Push & Pull or Jedi Mind Tricks. Requires Force Sensitivity.
Jedi Mind Tricks: You can use the Force to loosen people’s tongues. When speaking to an NPC or PC, if they have Intel, you may activate your Force abilities to have them give it to you. You gain the ability to carry Intel. Gain +1 Combat Score. You may not take Force Push & Pull or Bad Feeling. Requires Force Sensitivity.
Tier 3
Force Repulse: The Force can repel enemies from around you if they get too close in combat. Before combat begins, you may activate your Force abilities to add +1 Combat Score per opponent you are facing. Gain +2 Combat Score. Requires Force Push & Pull.
Hard To See: The Force allows you to move almost faster than the eye can follow. Before combat begins, you may activate your Force abilities to reduce the opposing Squad’s CS by -3. Gain +1 Combat Score. Requires Bad Feeling.
Not Who You’re Looking For: The Force allows you to convince your enemies of what you want them to believe. Once per Regroup, before combat begins, you may spend two tallies to activate your Force abilities. If you do, have your Squad exit the combat. The combat does not occur, and may not be started again before the opposing Squad has lost track of you. Gain +1 Combat Score. Requires Jedi Mind Tricks.
Tier 4
Force Choke: Use the Force to take away your foes’ ability to breathe. Gain an additional tally each Regroup. Before Combat begins, you may activate your Force abilities to add +4 Combat Score. Gain +3 Combat Score. Requires Force Repulse.
Much To Learn: The Force allows you to obscure much from your enemies. You are not a High-Tier Character and cannot become one. Gain an additional tally each Regroup. Once per regroup, you may spend three tallies in Fahlden City. When you do, you may reduce the Notoriety level of any member of your faction by one if they are Hunted or Deathmarked. If they are Wanted, instead remove the condition from them. Gain +2 Combat Score. Requires Hard To See.
This Party’s Over: You can use the Force to influence events in mysterious ways. Gain an additional tally each regroup. Once per Regroup, before combat begins, you may spend three tallies to activate your Force abilities. If you do, regardless of the outcome of the combat, your Squad does not hand over any victory markers. If you have already used this ability during this Regroup period, instead before combat begins, you may activate your Force abilities. If you do, each member of your Squad who is a High-Tier Character or Jedi adds +2 Combat Score. Gain +2 Combat Score. Requires Not Who You’re Looking For.
Tier 5
Force Crush/Lightning: Use either the Light or Dark sides of the Force to crush your opponents with overwhelming force or fry them with dark electricity, respectively. Before combat begins, you may activate your Force abilities to add +7 Combat Score. If you have activated your Force abilities this combat, choose one enemy Squadmember. Regardless of the outcome of the comabt, they are considered defeated at the end of combat. Gain +3 Combat Score. Requires Force Choke.
Clouded Vision: You can use the Force to obscure not only your foes’ vision, but their very understanding of events. Before combat begins, each member of your Squad who is not a Jedi or High-Tier Character adds +2 Combat Score. Before combat begins, you may activate your Force abilities. If you do, for this combat, no member of your Squad is considered a Jedi or High-Tier Character. Gain +2 Combat Score. Requires Much To Learn.
Negotiations Will Be Short: The Force rewards self-sacrifice, and you are well accustomed to thriving in adverse situatiuons. Once per Regroup, when your Squad is turning in markers and tallies, you may spend 2 tallies to activate your Force abilities. If you do, you instead gain all Notoriety instead of your Squadmembers. You may use Not Who You’re Looking For an additional time each Regroup. You may not use this ability in two consecutive Regroups. Gain +2 Combat Score. Requires This Party’s Over.
Note: Unless otherwise specified, you spend one tally to activate your Force abilities.