The Zone

A Near Future Sci-Fi LARP

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rules:getting_started

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Character Generation Process

The character creation form can be found right Here.

Step 1 - Choose Skills

Each character, regardless of origin, starts play with 4 skills. It is strongly recommended that most characters begin play with first aid, data gathering and either a weapon damage or a technical skill so that they can be reasonably self-reliant.

Gun smithing and armour smithing can bring in a reasonable income during downtime and can also yield some bonuses when looting. Data analysis can be very useful to dig deeper into plot, as can the four scientific disciplines. Survivalist and trapper will greatly reduce the costs you must meet to remain healthy, although player action now means there are far better ways to do this that you will discover in game.

It is possible to start play as a specialist in either the scientific or technical fields, but be aware that it can be risky and you may find you cannot access some missions. On the other hand you may find you have greater access to the wider plot or the ability to command a higher price for your skills.

Step 2 - Choose Equipment

Characters smuggled into the Zone start with no money or equipment. Instead they must take out a loan of up to 500 bucks from the Gatehouse. Record a list of what you buy, the ref team will track your debt. You will need to pay a minimum amount towards your debt in each downtime session. You can of course pay off more than the minimum.

Characters starting play as existing Zone residents will start play with the equipment they had in their previous life. In practical terms they will start with the same 500b pool of kit, but the game team are willing to allow a certain amount of leeway with the exact number if the player provides a reasonable backstory to justify it. Such characters will not start with any debts, but they will have to meet any requirements the Manor House Mob puts on them in order to earn trust. This may well include putting them in debt…

You do not need to buy food at this stage, that will be covered during downtime between events. If you buy a first aid kit it has ten uses. Since treating somebody also requires painkillers, you will need 10 doses of painkillers to get the most out of your first aid kit.

Step 3 - Details

Record your character's name, and any background details you want to bring to the attention of the ref team. Most characters will have a military background or similar, but a law enforcement or security background also works, or you could play a wannabe who never got into the military. Disgraced scientists trying to redeem themselves, conspiracy theorists trying to prove a pet theory, these are all valid stories. It's worth considering why your character is in the Zone.

For the vast majority it is all about the money, with a three year tour of the Zone yielding more than enough money for most people to retire on. It is a very high-risk profession though, with only around 12% of freelancers coming back out of the Zone. What kind of person takes that risk?

If you are playing a character with a previous life in the Zone the game team will need a reasonably well fleshed-out backstory. Who did you work for? Why did you quit? Did you quit or were you pushed out? Did you see something you weren't supposed to? If you want to enter play knowing something of worth, speak to the game team about your rough concept and we're happy to flesh out further details.

rules/getting_started.1778836070.txt.gz · Last modified: by mochtire