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.


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