the event deck for larpus

The Event Card Deck System
The Event Card Deck System is based off of a normal deck of 54 playing cards – you must buy a deck that has four (4) Jokers. This series of cards not only describe the scene or event, but help you with skill challenges, and any type of character combat. Other cards can be clue cards and weapons cards. The Game Master must hand out cards to players during challenges – in game intervals lasting from five to fifteen minutes. Read the card and consult the charts, then return the cards to the Game Master upon resolution.
To resolve skills or combat, you consult the cards – following simple card rules. Aces are ONE, not high, and Kings are leaders. Jokers may be used as whatever card effect the player drawing it desires.
When players attempt to use more than one skill at a time in any one skill challenge, with other players, or with a game master, all skill challenges beyond the first during the same challenge are at minus one (-1) each.
Untrained Skill Use
When players are attempting a skill that they are untrained with, all skill challenges are one level higher or more at the gamemaster’s discretion.
Borrowing Skills
Any player may ask for help from any other player in a skill challenge. The other player must have the skill required at one level higher than the player to give a bonus for the skill challenge. Even if their skill is far higher than the player’s, the suggested bonus is minus one (-1).
Mob Scenes
When massing skills or combat challenges, when more than five (5) people are attempting a skill at a single test, first all players must compare their skills within their party, and select a single person to take the skill challenge for the group. Gamemasters should assess all penalties and bonuses, and then the person selected should be equal to or lower than the result to win the test.
When two or more people are on either side of the player, the player gets –1 for each person.
Personal Influences
This allows a player to exercise sway or privilege in surrounding businesses or government. Players should select three from the following list:


Personal Influence Ranking
Poor = 1
Fair = 2
Good = 3
Better = 4
Best = 5
Obviously, there is no raking better than “best”. For instance, in the world of computers, a local techno-nerd might have, at best, a “fair” rank. Bill Gates, on the other hand, would rank “best”. This just represents their influence on their chosen community, and is no reflection on their skills.
Personal Influence Cost
Poor = 0
Fair = 5
Good = 10
Better = 15
Best = 20
Wound Levels
Wound levels give more realistic role-playing. There are two charts for gamemaster use – one that is lethal (suggested only for agreeable GM’s and players) and one that is non-lethal.

Light Bruise
Serious Bruise
Light Wound
Moderate Wound
Severe Wound
Fatal Wound
Light Bruise
Serious Bruise
Light Wound
Moderate Wound
Severe Wound


Any wound damage past unconscious transfers to lethal wound damage.
Wound Level Penalties

Lightly Wounded
Moderately Wounded
Seriously Wounded
Wound Level
+1 penalty to all skills and actions
+2 penalty to all skills and actions
+3 penalty to all skills and actions

If you have a fatal wound, or are incapacitated, or are unconscious, you are incapable of taking any actions unless properly treated by another player with First Aid skill.
To regain consciousness, you must make a skill check versus the gamemaster at 6 or less, plus any First Aid skill bonus.
Although officially listed as “dead”, players may attempt to reverse this by making a skill check versus the gamemaster at 2 or less, plus any First Aid skill bonus.
Players may combine First Aid skills to revive unconscious or “dead” players. Each player in any one situation may make only one attempt.

Wound Level Damage

Weapon Type
Blunt Weapons
Punch and/or Kick
Knife / short blades
Small caliber gun
Sword / large blades
Large Caliber gun
Arrow / Dart
Assault Rifle

Weapon Damage
1 level of non-lethal damage
2 levels of non-lethal damage
2 levels of lethal damage
4 levels of lethal damage
3 levels of lethal damage
3 levels of lethal damage
5 levels of lethal damage
3 levels of lethal damage
5 levels of lethal damage
Martial Arts
Martial Arts moves may cause a crippling effect (Incapacitated) or instant death from lethal Martial Arts moves. This type of combat will require two skill checks – one for the resistance factor, and one for the type of wound (if successful). If both tests are successful, target is crippled with broken bones and/or damage to vital organs. Players with severe life threatening wounds may make a skill challenge to avoid slipping into incapacitation or death.

Weapons Checks
All weapons should be checked for number of cartridges/bullets, whether or not they have a scope, whether they are manual or automatic, the range at which they are effective, and, most importantly, the number of life points they subtract – the wound level damage.


the live action role playing game universal system or larpgus

The live action role playing universal system

The larpus system it is a live-action role-playing system for both the player and the game master to created tabletop experience in a live action format. But believe that give the game masters have a right to create in any world they want to create. This is a tool set for both the player and the GM. we believe in forward and backward compatibility with in the type of game setting. We believe that it gamemaster has the right use these rules as he sees fit corporate created in any type of world he wants to write.

Character creation
1. Attributes stats
2. Skill system
3. combat system

The attributes stats

The attributes state the skills of each player. The attributes where physical metal and social which governs how your character does with Handling task against the GM or other players in a live action setting

The physical attribute represents the body overall health and dexterity
Social attribute a players ability to handle oneself and social setting
Mental attributes represent the player ability to handle high stressful mental tasked

We score the attribute from novice to experts
1.1 Attribute scores and modifiers
Novice – one
Knowledgeable – two
Trained – three
Professional – four
Specialists – five
Expert – six

To score the stats the player must approval from the GM what type of character he wants to play
Create the stats score the player would roll one d six die or a lot. Points to the stats with the game master approval

1.2 attribute stats during creation with one d six dice
1-2 novice
3-4 knowledgeable
5-6 trained

1.2 Attribute stat during creation with a points system
10-point novice
20 point knowledgeable
30 point trained

The examples the player rolled for all three stats or assign points to all stat ranks. He has one knowledgeable rank and anther stat a trained for another stats and final stat novice he can a lot one stat in physical social or mental attribute rank

The skills system

Skill represents abilities and trades in career, hobby and talents. The represent a player’s ability to handle task and perform other duties the offer represents the characters of natural progression of skills in attributes possible to indicate how well he did. For the tasked.

Players choose one career skill, 5 core skills and hobbies skills, and one talent

Each player can roll on 1d6 dice or select by points the follow skill attribute
Skill system follow the same ranking system like attribute stat


During character creation player can not have any skill rank above trained

Skill ranks modifiers
Novice – one
Knowledgeable – two
Trained – three
Professional – four
Specialist – five
Experts – six

Skill roll
Novice 1-2
Knowledgeable 3-4
Trained 5-4

Skill points
Novice 0 point
Knowledgeable 10 point
Trained 20 point

List of skills: careers
Accounting, Architecture, Art History, Computer program (security, hacking),
Cryptography, Economics, Electronic repairer, Electronics, Engineering,
Forensics, Foreign language, Heraldry, Mechanical repairs (mechanic), Military sciences, Occult sciences, Piloting (aircraft, sea craft, spacecraft), Business management, Artisan, Social works,
Cooking (professedly), Landscaping, Framing and ranching

Career: (Sciences): Alchemy, Anthropology, Archeology, Astronomy, Biology,
Chemistry, Escapology, Geology, Metallurgy, Meteorology, Naturalist, Advanced Mathematics, Physics, Psychology, Sports sciences, Theology, Toxicology,
Polices sciences

Core skills: Listening, Jumping, spot, Hiding, Tracking, Basic reading, Basic mathematics, Animal training, Basic Brawling, Acrobatics, Archery, Artillery, Blind fighting, Brewing/distilling, Blacksmith, Bribery, Camouflage, Carpentry, Dancing, Debating, Demolitions, Disguise, Falconry, Fast-draw, Fast-talk, First Aid, Fishing, Forgery, Gambling, Game playing, Gun smiting, Herbalism, Hunting, Jeweler, Journalism, Leather working, Lock picking, Photography, Parachuting, Pickpocket, Pottery, Psychoanalysis,Research, Ride (animal),Scuba,Singing,Skiing, Sleight of hand,Speed-reading,Torture

Hobbies skills
Any type of collecting
Cooking (personal)
Any type of repairing (personal)
Artist talent

Skill (Talents)
Artistic Expression (printing, all arts, acting and singing), Carousing, Diplomacy, Fortune Telling, Haggling, Instruction, Interrogation, Intrigue, Masquerade, Mind reading, Mimicry, Panhandling, Poetic expression, Public Speaking, Stage magical, Scrounging, Search, Seduction, Sense Deception, Style, Swimming, Throwing Ventriloquism,

The larpus skills system

This skill system represent the ability and talent of the player and the game master to complete difficult challenge and tasked against a narrator or other players

Each skill has level difficulty that the game master decide on how difficult the task is to complete

Skill level challenge chart
Very easy 11
Easy 10
Moderate 8
Difficult 6
Very difficult 4
Impossible 2

Each player needs a deck of cards
Two through ten represent the cards value
That aces represent the value of 11
Jack, Queen, king represents the value of 12
The joker represents the value of two
Critical failure on a 12
The critical success on a 2 or joker
Or players and game master can play with 2d6 dice or 1d12
With rolling 12 a critical failure
And critical success on 2 or 1

Skills system challenge
Each player will contest skills based on uses and a players or the game master by comparing stat numbers and then deciding to draw cards to challenge the action

One: Players comparing stat with opposing player and then the losing player must decide to continue or end challenge then

Two: each player then pulls one card from their deck the player with lowest face card Wins the challenge

To challenge a skill Players must combine there skills stats score and then add it with the attributes score then subtract from the skill level chart to get the skill action No. To be equal or less to the successful

Attributes stat number + skill stat number – skill level number = success / failure number

the game master will assign skill level to the player

Multi tasking
When players attempt to use more then one skills at a time in skill challenge with other players and gamemaster at + 1 penalty beyond the first skill challenge.

Untrained skills use
When player trying attempt with skills which the player don’t have proper skills to make the skill challenge must use one of three abilities at one skill level higher.

Borrowing skill
A player asking for help from another player on the skill challenge the other player must have the same skills at two level higher to gain a –1 bonus for skill challenge.

Mob scene
When players attempting mass skill in a combat challenge with more 5 or more people at single test, first all player must compare all skill being tested in party and select one person to test the contest for the group then ask the game master asset all bonus or penalty then the persons who was selected to pull the card to look results that was equal lower to win or tie the test

Combat System

This combat system is for realistic combat and wound.

1: All parties engaged must declare whom they want to target in the combat phase

2: All partied with firearms or melee weapon must say bang and slash to the other players

3: Each player pulled a card to cause any type of damage to another player then each player has checked his or her resistance factor. This allow each player to avoid taking life point or wound level damage to found each resistance factor following chart below
Resistance factor
Novice – knowledgeable – 8
Trained – profession -7
Specialist- expert – 6
The other player must equal or lower the resistance factor score any type of range or physical combat

Player take him Time one target an opponent in combat he for taking a full combat round to aim a shot gain -1 bonus against the other player resistance factor number

Lying prone
Prone is when you lay face down on the ground to avoid being hit in any type of combat this take you –1 bonus to your resistance factor against the other players or –1 when combine with aiming for total of –2 bonus to target hit
When you lying prone do to taking wounds from weapon damage you gain noting from it

Taking covers
Player hiding behind a solid object to avoid taking wound damage or any other bullets
2.2 to hit penalties
¼ cover +0 penalties
1/2cover +1 penalties
¾ cover +2 penalties
Full cover you must destroy the object first

Natural cover to hit penalties
Light brush or forestry +1 penalties
Dense brush or forestry +2 penalties
Cover of night +3 penalties (if you going unaided by flashlight or night vision goggles)
Light rain or snow +1 penalties
Heavy rain or snow +2 penalties

Life points
Life points represent how healthy the character is when you start the game. All character start with 100-life point that means your character is 100% healthy when starting the first series of combat rounds
The character in combat run the risk of taking wound
When by hits character any type of damages in combat the point does from taking the damage give subtracted from the remaining life points

Wounds levels (option rules)
Wound levels are for more realistic role-playing military battles for both players and game masters to deal out the realistic wounds damage (warning wound level is very lethal)

Wounds level chart
(Lethal) (Non-lethal)
Healthy Healthy
Healthy Healthy
Bruised Bruised
Bruised Bruised
Light wounds Light wounds
Severally wounds Light wounds
Fatal wounds unconscious

Any wound damage past unconscious transfer to lethal wounds damage charts

Penalties from wounds
Lightly wounds + 1 penalties to all skills and actions
Severally wounds +2 penalties to all skills and actions
Fatal wounds +3 penalties to all skills and actions

With First Aid and medical skill an unconscious gain conscious with a test against the gamemaster of 6 or less

To reverse a death on the player by make a successful test against gamemaster test of 2 with first aid or medical skill

Weapon and wound damage:
Each weapon does some type damage during combat

2.6 weapon wound damage chart
Hands and feet attacks 2 point of damage
Bashing weapon 3 point of damage
Small slashing 5 point of damage
Small caliber firearm 10 point of damage (per bullet)
Large caliber firearm 15 point of damage (per round)
Military firearm 20 point of damage (per round)
Semiautomatic firearm 10 point of damage (per round)
Semi automatic machine gun 25 points of damage (per round)
Grander 10 or more point damage deepening of type (all player in ten inches or less most made resistance factor test to see what type of damage you take)

Grander wound level
Equal or less then the resistance factor check test you’re light wounded
Fail by 1-4 on the resistance factor check test your Severally wounds
Fail by 5-8 on the resistance factor check test your Fatal wounds
Fail by 10-12 on the resistance factor check test your fatal wounds

Loss limbs
1-3 legs
4-6 arms or hand (1-6 hand) (7-12 arm)
7-9 torsos
10-12 Head (1-3 mouth) (4-6 nose) (7-8 eyes) (10-12 ear or top of the head)
Right (1-6) left (7-12)

Protection armor
Armor that help redoes amount wound damage

Leather or pad clothes 5 point of protection
Light armor/ chain mail 10 point of protection
Heavy armor/riot gear 20 point of protection
Military grade armor 15 or more of protection

When wearing armor in combat the armor the damage subtracted from the armor first and the rest of the wound get subtracted from life points
/ Wound levels

Optional biding system (optional rules)
In the style of minds eye theater (thank you White wolf)
This option is for both the game master and player who want quicker rounds in skill testing and combat challenges. For using rock, paper and scissor, odd and end, toss a coin (head or tail)

With this optional biding system some changes are made
Attributes stat number or skill stat number – optional biding system skill level challenge chart = optional biding challenge test result or the game master will assign skill level to the player

Optional biding system Skill level challenge chart
Very easy 0
Easy 1
Moderate 2
Difficult 3
Very difficult 4
Impossible 5

On comparing bids between two players, each player would compare attributes or skill stat and then do the biding systems to find out the result of the test
Remember paper cover rock, rock crushes scissor, scissor cuts paper
Odd and even the number closest to the real number used in the bid wins
The person who called the coin in air correctly wins
In event of the ties the person with higher attributes or skill number broke at all ties

Using the optional biding system resistance factor chart instead
Resistance factor +all bonus perfection from armor = resistance result number
The resistance factor changes
Resistance factor
Novice – knowledgeable – 1
Trained – professional -2
Specialist- expert – 3

The stone cast optional bidding system
The game master may used this optional system indeed of the normal creation and skill bidding system

Physical is red stone
Mental is yellow stone
Social is blue stone

May only casting for preparation color for the challenge level
Red stone for Physical attribute and skill only
Yellow stone for mental attribute and skill only
Blue stone for social attribute and skill only

The attribute score for stone costing
The normal creation attribute is the following
Novice – one
Knowledgeable – two
Trained – three
Professional – four
Specialists – five
Expert – six
But with stone costing optional bidding
All attribute are doubled
Novice – two stone
Knowledgeable – four stone
Trained –six stone
Professional – eight stone
Specialists -ten stone
Expert -12 stone
Some for all the skills
To bid for skills is
Attribute level and skills against challenge level and bonus/ penalty
Bid against anther player is your bid against the other player bid with the higher bid winning the challenge

Challenge level
Skill level challenge chart for stone coasting
Very easy 2
Easy 4
Moderate 6
Difficult 8
Very difficult 10
Impossible 12

Optional Rules

Damage location
The director may want a more realist damage system . Giving a the location of the damage , the player will have better idea what the affect from combat .

The director can draw a cards or roll a dice to found the location that combat damage on a player body
follow the chart below

1 head
2upper torso
3 arms ( 1-5 right , 6-10 left )
4 lower torso
5 hands (1-5 right , 6-10 left )
6 upper legs ( 1-5 right, 6-10 left)
7 lower legs ( 1-5 right, 6-10 left)
8 feet (1-5 right , 6-10 left)
9-10 director choice

part 2
what type of wound
1 flesh wound
2 minor bleed loss
3 muscle damage
4 joint damage
5 major blood loss
6 minor vital organ damage
7 major vital organ damage
8 -10 director choice

Flesh wound no extra injure level
minor bleed loss one extra injure level
muscle damage no extra injure level
Joint damage one extra injure level
major blood loss two extra injure level
Minor vital damage three damage
Major vital damage five damage

With Minor and major wound damage all task are +2-5 diff higher on skills and action
Player must make a fitness task test to stay conscious
The director may rule the wound damage is great that automatic drop player down to incapacitated
and with out proper medical care the wound can be fatal on fail first aid or basic medical test
(improbable difficulty)
Some martial art holds are so deathly the director may want two task test to see if the player die from the hold being used on the player one to check if the stay remain conscious . The second one is a fatal blow to the player

director may assign a permanent injuries on page 36

Optional bid system
A director may try different Task Resolution system
it’s very simple to change the task resolution
Free effort can became chance to successful effort
proper Abilities and skill to test for pass or fail check
director may used this system with rock – paper -scissor ,odd or even .toss a coin to resolve task.
for explain player have fitness of two and melee of novice that would give three chance to pass or fail on task test
may use a discipline as extra chance to successful effort on a task test as long you have discipline left
director may rule the playing need to score one successful effort to pass the task test

Trivial 0
routine 2
challenging 4
improbable 6
Impossible 8

The stone cast optional bidding system

The director may used this optional system indeed of the normal creation and skill bidding system

Fitness is red stone
Awareness is yellow stone
Creativity is blue stone
reasoning is green stone
all skill are white stones

But with stone costing optional bidding
All attribute and skill level are doubled

1 stone for -1 disabled
2 stone for +0 average
4 stone for +1 talented
6 stone for +2 very talented
8 stone for +3 super human
10 stone for +4 beyond human
12 stone for +5 unimaginable ability

novice 2 stones
proficient 4 stones
expert 6 stones

To bid for skills is
Attribute level and skills against challenge level and bonus/ penalty
Bid against anther player is your bid against the other player bid with the higher bid winning the challenge

Challenge level
Skill level challenge chart for stone coasting
Trivial 4
routine 6
challenging 10
improbable 12
Impossible 14

Hit points

The direction opt into using hit points instead of wound level .
Hit points are fitness level x 10

-1 and + 0 is10 hit point
+2 = 20 hit points
+3= 30 hit points
+4=40 hit points
+5=50 hit points

lossing one-eights hit point you lose one point of free effect
lossing one-half hit point you lose two point of free effect
lossing three-four hit point you lose three point of free effect and unable to move
At zero hit point the player must make series fitness task test to stay alive starting at challenging level if successful the player will alive until the character can get proper medical care or is dead by failing next the fitness task test

The damage from remain the same just remove words the injurie and fatigue behind the number(weapon chart p17)
The protection for armor also remain the same (armor chart page 17)

weapon damage – armor = total of hit points loss