GamePlay Rules
Gameplay
Inspiration for the game has been drawn from the following games in the following ways: Special
Calls and “Kits” from Odyssey, Melee Combat and LARP Safety rules from GOSH, Ranged combat from Chrome Prophecy and Background Material from the Original S.P.A.C.E LARP system.
S.P.A.C.E is a medium to high combat game based around global hits and simple weapon calls with some special damage calls. It is run in a linear manner with adventures being written for the player characters with crew acting as the monsters/enemies for each session. All melee weapons have a base call of SINGLE DAMAGE. Skills or weapon upgrades may affect this.
You will be told if you can call increased damage. When using melee weapons you must abide by the
LARP Combat Safety Rules.
Example – Cadet Zeph attacks Cadet Parul with a sword. If Zeph hits Parul, he calls Single Damage so Parul is aware that he has taken one damage.
All guns have a base call of SINGLE DAMAGE and a range of 10 metres. Skills or weapon upgrades may affect the damage or range of weaponry. You will be told if you can call increased damage. Guns may be fired 6 times before they must be reloaded. This takes 5 seconds and you MUST ROLEPLAY RELOADING YOUR GUN. Most guns can be only be reloaded 1 time before they become useless.
Some guns may allow the user to reload more often, fire further or have a larger clip You will be told if this is the case.
Ranged combat is done as follows. Point your gun at an enemy, pull the trigger, and damage is called as follows:
(Damage Call) (Name of Target)
Example - Cadet Parul then takes his gun and shoots Cadet Zeph. Parul points the gun at Zeph, then says DOUBLE DAMAGE ZEPH. Zeph is aware that he has taken two damage.
Please consider the ONE SECOND RULE when fighting with melee weapons or firing ranged weapons. There must be a clear gap of one second between blows or ranged calls. When using a gun, consider using the cocking mechanism before firing your gun as this will take around a second to complete. If you strike faster or get struck faster, the blows which are clearly in breach of this rule will be ignored. Consistent flouting of the one second rule will result in mission points not being awarded, or as a last resort being asked to leave the game.
All players have a base of 8 global hits, which is modified by the kit you choose. If you take a hit anywhere, you lose one hit. Once hits are reduced to zero, you are unconscious and bleeding on the floor and you start your “death count”. To survive, you must be healed by either a medic or expert medic or via Venusian Psychic Powers, or you die. This must be done within your death count time. If someone starts to heal you before your death count is reached (usually 60 seconds) then you reset your death count back to zero while being healed. If you stopped being healed, start your count back from 0. You cannot be reduced to a negative hit value in any way. There are no execute calls in this system. Stopping the death count of a dying player counts as one of the uses of your skill
Calls and “Kits” from Odyssey, Melee Combat and LARP Safety rules from GOSH, Ranged combat from Chrome Prophecy and Background Material from the Original S.P.A.C.E LARP system.
S.P.A.C.E is a medium to high combat game based around global hits and simple weapon calls with some special damage calls. It is run in a linear manner with adventures being written for the player characters with crew acting as the monsters/enemies for each session. All melee weapons have a base call of SINGLE DAMAGE. Skills or weapon upgrades may affect this.
You will be told if you can call increased damage. When using melee weapons you must abide by the
LARP Combat Safety Rules.
Example – Cadet Zeph attacks Cadet Parul with a sword. If Zeph hits Parul, he calls Single Damage so Parul is aware that he has taken one damage.
All guns have a base call of SINGLE DAMAGE and a range of 10 metres. Skills or weapon upgrades may affect the damage or range of weaponry. You will be told if you can call increased damage. Guns may be fired 6 times before they must be reloaded. This takes 5 seconds and you MUST ROLEPLAY RELOADING YOUR GUN. Most guns can be only be reloaded 1 time before they become useless.
Some guns may allow the user to reload more often, fire further or have a larger clip You will be told if this is the case.
Ranged combat is done as follows. Point your gun at an enemy, pull the trigger, and damage is called as follows:
(Damage Call) (Name of Target)
Example - Cadet Parul then takes his gun and shoots Cadet Zeph. Parul points the gun at Zeph, then says DOUBLE DAMAGE ZEPH. Zeph is aware that he has taken two damage.
Please consider the ONE SECOND RULE when fighting with melee weapons or firing ranged weapons. There must be a clear gap of one second between blows or ranged calls. When using a gun, consider using the cocking mechanism before firing your gun as this will take around a second to complete. If you strike faster or get struck faster, the blows which are clearly in breach of this rule will be ignored. Consistent flouting of the one second rule will result in mission points not being awarded, or as a last resort being asked to leave the game.
All players have a base of 8 global hits, which is modified by the kit you choose. If you take a hit anywhere, you lose one hit. Once hits are reduced to zero, you are unconscious and bleeding on the floor and you start your “death count”. To survive, you must be healed by either a medic or expert medic or via Venusian Psychic Powers, or you die. This must be done within your death count time. If someone starts to heal you before your death count is reached (usually 60 seconds) then you reset your death count back to zero while being healed. If you stopped being healed, start your count back from 0. You cannot be reduced to a negative hit value in any way. There are no execute calls in this system. Stopping the death count of a dying player counts as one of the uses of your skill
Special Calls
There are some special calls in the game which can be used by players or monsters: STRIKEDOWN, PARALYSE, DISARM, REPEL, CRUSH, MASS. Some monsters have these skills, some players may earn them. When using a special call, the player/monster would say:
(Special Call) (Target/Name)
STRIKEDOWN – you must fall to the floor and both shoulders must touch the ground before you can stand up again. Alternatively, you can kneel on one knee for 5 seconds and then stand up. While kneeling you cannot shoot/fight or defend yourself in any way. This call causes no damage.
PARALYSE – you are paralysed and cannot move or fight or communicate with anyone by any means for 10 seconds. If you are hit during this time, the effect wears off and you may continue to move and fight. This call causes no damage.
DISARM – if your weapon or weapon arm is hit by a DISARM call, you must drop your weapon to the floor. You must wait until the weapon hits the floor before you can pick it up and use it again. This call causes no damage. (Please note that Venusian Psychic Powers are the only instance of not having to touch an opponent to cause a disarm)
REPEL – if you are hit by a repel, you must back away from your opponent, at least walking pace, for 10 seconds. You may not shoot or attack an opponent but you can defend yourself from blows.
MASS – can be used in two ways – either a special call can affect every individual with 3 metres of the target, or a special call an affect everyone in a 45 degree angle in front of them at a range of 5 metres.
RESIST - If you have the ability to resist a special call, you would shout RESIST in response to the special call being done against you. You then ignore the effects of a special call. Some monsters can and will resist special calls made against them. Resist may be used to ignore other special calls when the player is affected by strikedown/paralyse/disarm
Additional Rules
ENCUMBERANCE - players may only carry a single large gun, a single pistol, and a single large (size over 18”) melee weapon. They may carry any number of smaller (less than 18”) melee weapons.
WEAPONRY - At the beginning of the story arc you will be equipped with a single gun (Rifle or Pistol, dependent on skill) and a single melee weapon (Large or Small, dependent on skill)
(Special Call) (Target/Name)
STRIKEDOWN – you must fall to the floor and both shoulders must touch the ground before you can stand up again. Alternatively, you can kneel on one knee for 5 seconds and then stand up. While kneeling you cannot shoot/fight or defend yourself in any way. This call causes no damage.
PARALYSE – you are paralysed and cannot move or fight or communicate with anyone by any means for 10 seconds. If you are hit during this time, the effect wears off and you may continue to move and fight. This call causes no damage.
DISARM – if your weapon or weapon arm is hit by a DISARM call, you must drop your weapon to the floor. You must wait until the weapon hits the floor before you can pick it up and use it again. This call causes no damage. (Please note that Venusian Psychic Powers are the only instance of not having to touch an opponent to cause a disarm)
REPEL – if you are hit by a repel, you must back away from your opponent, at least walking pace, for 10 seconds. You may not shoot or attack an opponent but you can defend yourself from blows.
MASS – can be used in two ways – either a special call can affect every individual with 3 metres of the target, or a special call an affect everyone in a 45 degree angle in front of them at a range of 5 metres.
RESIST - If you have the ability to resist a special call, you would shout RESIST in response to the special call being done against you. You then ignore the effects of a special call. Some monsters can and will resist special calls made against them. Resist may be used to ignore other special calls when the player is affected by strikedown/paralyse/disarm
Additional Rules
ENCUMBERANCE - players may only carry a single large gun, a single pistol, and a single large (size over 18”) melee weapon. They may carry any number of smaller (less than 18”) melee weapons.
WEAPONRY - At the beginning of the story arc you will be equipped with a single gun (Rifle or Pistol, dependent on skill) and a single melee weapon (Large or Small, dependent on skill)