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Intro to Star Trek LARP 
Operation Gold Mine
 
 







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 Aftermath



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Scenario Design by Jason Howard & Peter Lander
LARP: An Introduction to Star Trek

Live Action Role Playing (LARP) is an extension of the traditional role-playing games where all the actions of the player characters (PC’s) and interact with actors under the direction of the Mission Director. Actions are taken for real, when necessary combat is resolved in real time by using our laser skirmish equipment.

While all our laser skirmish missions can be considered in the broadest sense live role-playing, however with this LARP, there are a lot more unknowns. So the idea behind live role-playing is that people you encounter may or may not be enemies, are they friendly?, can they help us?, can we trust them? 

A good definition and introduction to the basic concept of Live Action Role-playing can be found at http://www.core.binghamton.edu/~tyr/larp101.html  

While there is still a lot of potential for combat (this is laser skirmish after all), there is often a need to negotiate, evade or solve some mystery. Live role-playing with laser skirmish equipment takes lasertag to the next level. 

The Star Trek LARP is based on the Paramount Pictures cult..  :-)   Away Missions suit live role playing because it is quick to assemble the player characters and assign assets. Objectives are established easily because they are typically orders from up high. Typically each mission briefing covers:

  • Method of Insertion 

  • Fire Support Availability 

  • Enemy Movement Information 

  • Terrain 

  • Mission Objectives from Star Fleet Command

  • Special Rules 

  • Method of Extraction 

  • Equipment assigned

Characters

Each player character has one specialty, selected from:

  • Science Officer

  • Medic 

  • Point 

  • Security Officer

  • Communications Officer

  • Command


Science Officer

Intelligence specialisation allows characters to Interrogation, Impersonation and Safecracking/Lock picking. Intelligence specialists are assumed to speak the local language whereas characters that are not intelligence specialists can only speak English.

Medic

A medic is trained in first aid and minor combat oriented minor surgery. A character that has been reduced to 0 hit points can be saved by a medic. If a medic provides first aid (takes 5 minutes) to another character on 0 hit points within 5 minutes of the character dropping to 0 hit points, the injured character is set back to 1 hit point by the mission director. If first aid is not applied within 5 minutes, the injured character is dead. When a character is reduced to 0 hit points and is awaiting first aid from a medic, the character must lie on the ground, not move but can groan and call out medic, definitely cannot shoot or use any specialist skills.

Point

The point man is the first member of the squad to move down a trail usually. The player who takes this specialty better be a very alert person, because you are expected to spot the enemy before they spot you!

The point man is trained in the use of maps for orienteering (in game terms, the mission director will provide assistance from time to time to this character as to direction the force should be travelling and their current location).

Tracking is another skill of the point man, if the Mission Director deems it possible, the point man can track another group (The Mission Director will provide assistance with the tracking)

Security Officer

For those wanting to take pack a serious punch, you need a Morita. Only those characters with this specialisation can use light and heavy machine guns such as the Klingon Disruptor. Maximum of 2 Moritas’ can be carried per squad (10 crew) because it is assumed the other members of the squad are carrying spare ammunition and barrels. Characters with this specialisation are also able to use and place explosives and demolition charges. Very useful in those missions where your job is to blow something up! This specialisation also allows characters to attempt bomb disposal.

Communications Officer 

Only characters with Comms Officer specialisation can call in phaser strikes from the starship, photon torpedos and can contact with Star Fleet Command or the starship for transporter extraction. Up to 2 communicators can be assigned to player characters on any one mission.

Command

The leader of the squad, can also take one other skill.

Standard Starting Attributes

All player characters start each mission with 5 hit points, as they are considered well-trained Star Fleet personnel.

Click here to go to the first Star Trek Mission - Operation Gold Mine


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