MISSIONS > LARP > AFTERMATH > CHARACTER GENERATION
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Aftermath: The Characters

This section covers your character sheet, generating characters, weapon cost, and study and training. 

Character Sheet

The character sheet will have the following data captured on it.

  • Character’s  Name

  • Player’s Name

  • Public Background (Information that is generally known about the character)

  • Private Background (Information not generally known about the character)

  • Weapon currently in hand

  • Weapons owned (see associated Weapon Reference Sheet)

  • Additional Private Weapons (Hidden or secretly stashed weapons)

  •  Worn Armour

  • Armour Available (see associated Armour Reference Sheet)

  • Additional Private Armour

  • General Equipment Owned

  • Additional Private General Equipment

  • Permanent Body Hits

  • Current Body Hits (Always <= Permanent Body Hits)

  • Armourer Skill 

  • Medic Skill 

  • Other Skills. 

The player in consultation with the Laser Tag Referee will update the character sheet at the end of each mission. 

Generating Characters

Every new character has 100 points with which to allocate to their armour, skills, body hits, ammo and general equipment.

Character’s  Name

Self selected. 
Can't think of a name? Click here.

Player’s Name

Self selected

Public Background (Information that is generally known about the character)

Developed in consultation with the Referee

Private Background (Information not generally known about the character)

Developed in consultation with the Referee

Weapons owned

 

Armour Available

 

General Equipment Owned

 

Permanent Body Hits

1 body hit allocated at no cost.   Each additional body hit costs 30 points.   Maximum of 3 Body Hits in total

Armourer Skill

3, 10 or 20 depending on skill level.

Medic Skill

10, 25, or 50 depending on skill level.

Gunsmith

5, 15, or 30 depending on skill level 

TOTAL POINTS

100 OR LESS

Weapon Cost and Reference Table

For simplicity weapons are been generalized into categories.  The fire selector indicates the number of rounds fired when the trigger is pulled. A value of 0 indicates full auto.

Name

Cost

Cyclic RPM

Effective Range

Number Available

Fire Select

Single Action Revolver (Unlensed Pistol)
 

10

30

5-10 metres

8

1

Autoloader Pistol (Lensed Pistol)  

100

30

150 metres

7

1

Machine Pistol (Starlyte Pro)  

20

60

20 metres

7

0 – Full Auto

Sniper Rifle (includes grenade launcher)  

120

30

100 metres + (15 metres)

1

1

Sub Machine Gun

 

 

150 metres

On Order

0

SmartGun Morita Weapon Selection

There are only 3 SmartGuns Morita available total.  All have an effective range of 100 metres + and include a red-dot scope.

Option

Name

Cost

Ammo Per clip

Clips*

Reload Seconds

Cyclic rpm

Fire Select

0

Single Shot Rifle

60

10

4

3

60

1

1

Bolt action Rifle

65

10

4

3

180

1

2

Assault "Pulse" Rifle

200

99

9

7.5

600

3

Heavy Assault Rifle

180

75

6

10

300

4

SMG

100

30

8

4

300

5

LMG

150

50

5

300

6

HMG

200

99

9

180

 

7

Special

N/A

99

4

8

180

9

8

Mine

N/A

9

0

15

60

9

9

Sentry Gun

N/A

99

0

15

300

9

A

Double- barreled shotgun

40

2

2

60

2

B

Pump action shotgun

55

8

4

15

45

2

C

Combat shotgun

75

20

4

10

60

3

D

Special

N/A

15

2

300

2

E

Special

N/A

6

5

3

120

1

F

Mini-gun

195

99

9

15

900

 

General Equipment Cost and reference table

Item

Cost

Radio Headset

5

First Aid Kit

4

Medical Kit

20

Armour Repair Kit

20

Gun Repair Kit

2

Help you generate your character you can email the referee peter@lasertag.com.au.

 

Study and Training

Skills can also be improved by study and/or training. The following indicates what is required.

All Study requires a dedicated teacher of at least the same skill level that the trainee is trying to achieve.

Skill

Skill Level 1

Skill Level 2

Skill Level 3

Medical

2 Days

First Aid Kit

First Aid Text

6 months

Medical Kit

Nursing Text

3 years

5 x Medical Kit

Medical library

Weapon Repair

1 day

Weapon Repair Kit

3 months

Weapon Repair Kit

8 months

Weapon Repair Kit

Armour Repair

1 day

Armour Repair Kit

2 months

Armour Repair Kit

6 months

Armour Repair Kit

When a kit is specified, its assumed to be completed used up in the training process.

 



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