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game_items [2025/08/11 14:34] conan More detail on Charges |
game_items [2025/11/27 23:12] (current) conan Explicitly specified allowable ammo types. |
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| ==== Lammies ==== | ==== Lammies ==== | ||
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| + | * By attaching a lammie to an item, you are giving OOC consent to have it stolen under the [[combat#searching another character|searching]] and stealing rules (see below for specific opt-outs concerning fragile or sensitive equipment). | ||
| + | * You should be especially careful with attaching lammies to apparel such as clothing and armour in case they are stolen from you. | ||
| + | * Lammied items should be attached to items that are removable, or the part that is lammied is removable, relatively easily. | ||
| + | * We recommend that you do not attach lammies to fragile or sensitive items, such as mobile phones. You may be able to make the sensitive device part of a larger physrep, which can be separated if required - one example would be incorporating a phone as the screen of a sheath attached to a handheld sensor or similar, so that the phone can be easily removed. | ||
| + | * If you do attach a lammie to a sensitive device, and the associated item is IC stolen - you may opt to remove the lammie and give it directly to the character stealing the item instead of the normal item theft procedure. | ||
| The majority of game items that have special abilities or calls will have an attached laminated card, or lammie. Within the game area, lammies must remain attached to a suitable physrep at all times. | The majority of game items that have special abilities or calls will have an attached laminated card, or lammie. Within the game area, lammies must remain attached to a suitable physrep at all times. | ||
| ==== Charges ==== | ==== Charges ==== | ||
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| + | * Charges are tearable cards that represent the energy used to power most [[Devices]]. | ||
| + | * To use an item ability that consumes Charges, either tear the required number of Charge cards loaded into the item, or place them aside to be handed to a Referee and recycled back into the game. Avoid littering your Charges if possible. | ||
| + | * Any device that can hold Charges will indicate the maximum number it can hold at any given time. | ||
| + | * Charges can be purchased from the MegaCorp area at events at the cost of 1 Energy Chit per Charge. | ||
| + | * Transferring Charges between two devices requires 30 seconds of Roleplayed Action. | ||
| Charges are tearable cards that represent the powerful energies that power the futuristic technology of the Orion Sphere. The power represented by Charges is a high-energy plasma, similar to [[https://memory-alpha.fandom.com/wiki/Electro-plasma|electro-plasma]] in Star Trek, with each Charge being roughly the amount of energy stored in a modern car battery, but able to deliver lots of energy in a the fraction of a second. Most devices, and especially Charge Packs, are able to hold a certain amount of Charges somewhere in their structure, contained in specialist chambers lined with advanced alloys and magnetic fields. This energy is then used to the devices abilities, including powering energy weapon blasts, the complex detectors and computational equipment in Scanners, the emitters of Energy Fields, and many other applications. However, this high-concentration energy source is somewhat dangerous, and transferring it between devices is a fairly involved process, involving specialist conduits, magnetic seals and plasma shunts. | Charges are tearable cards that represent the powerful energies that power the futuristic technology of the Orion Sphere. The power represented by Charges is a high-energy plasma, similar to [[https://memory-alpha.fandom.com/wiki/Electro-plasma|electro-plasma]] in Star Trek, with each Charge being roughly the amount of energy stored in a modern car battery, but able to deliver lots of energy in a the fraction of a second. Most devices, and especially Charge Packs, are able to hold a certain amount of Charges somewhere in their structure, contained in specialist chambers lined with advanced alloys and magnetic fields. This energy is then used to the devices abilities, including powering energy weapon blasts, the complex detectors and computational equipment in Scanners, the emitters of Energy Fields, and many other applications. However, this high-concentration energy source is somewhat dangerous, and transferring it between devices is a fairly involved process, involving specialist conduits, magnetic seals and plasma shunts. | ||
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| Most items that have in-game powers will require energy to use their abilities - a certain number of Charges that they can hold and use. For example, an energy weapon might be able to fire a stunning bolt that freezes someone for a few seconds, or a science device might be able to scan the local area for life-signs, and using these abilities will require them to use up Charges. Charges are represented by tear-cards, about 23mm X 74mm - you can just attach these cards to your item with an elastic band or similar, but we would encourage participants to build in slots to store these cards in the items they build if possible. Charges are purchased from the Faction Representatives or from the MegaCorp employees in the hub area of each game - the flat rate is 1 energy chit for 1 Charge. | Most items that have in-game powers will require energy to use their abilities - a certain number of Charges that they can hold and use. For example, an energy weapon might be able to fire a stunning bolt that freezes someone for a few seconds, or a science device might be able to scan the local area for life-signs, and using these abilities will require them to use up Charges. Charges are represented by tear-cards, about 23mm X 74mm - you can just attach these cards to your item with an elastic band or similar, but we would encourage participants to build in slots to store these cards in the items they build if possible. Charges are purchased from the Faction Representatives or from the MegaCorp employees in the hub area of each game - the flat rate is 1 energy chit for 1 Charge. | ||
| - | Game items that use Charges include: Most Lammied Weapons and Devices (armour, energy fields, scanners etc), Artefacts, some Cybernetic Implants. Charge Packs are non-expiring devices that exist solely for the purpose of holding Charges. Transferring any number of Charges between 2 devices requires 30 seconds of roleplayed action. Some items that use Charges require special skills or abilities to transfer Charges to or from them - these will be indicated on the lammie - eg. "Cannot be Charged by normal means". | + | Game items that use Charges include: Most Lammied Weapons and Devices (armour, energy fields, scanners etc), Artefacts, some Cybernetic Implants. Charge Packs are non-expiring devices that exist solely for the purpose of holding Charges. Transferring any number of Charges between 2 devices requires 30 seconds of roleplayed action - as well as the OOC action of transferring over the cards, this could include carefully attaching a cable between the devices, placing contacts on them next to each other, running some diagnostics with another device, tapping buttons or twisting knobs on the items, etc. Some items that use Charges require special skills or abilities to transfer Charges to or from them - these will be indicated on the lammie - eg. "Cannot be Charged by normal means". |
| ==== Stealing In-Game Items ==== | ==== Stealing In-Game Items ==== | ||
| + | **What can be Stolen** | ||
| + | * Game Items that can be stolen include any lammied items or items represented by cards such as Medicaments, Energy Chits, Sample Cards and Exotic Substance stickers. Large or multi-part items such as [[game items#Armour]] only require a part of the armour (with the lammie attached) to be removed. | ||
| + | * By attaching a lammie to an item, you are giving OOC consent to have it stolen under the [[combat#searching another character|searching]] and stealing rules (see below for specific opt-outs concerning fragile or sensitive equipment). | ||
| + | * You should be especially careful with attaching lammies to apparel such as clothing and armour in case they are stolen from you. Lammied items should be attached to items that are removable, or the part that is lammied is removable, relatively easily. | ||
| + | * In the case of fragile or sensitive items that you may apply a lammie to, such as electronics or mobile phones - you may opt to remove the lammie and give it directly to the character stealing the item instead of the normal item theft procedure. This option is intended to protect your sensitive equipment and personal data/items and should not be exploited. Our first recommendation is that you do not attach lammies to these items - or instead use them as "part" of a piece of equipment such as a Scanner, where you can remove the sensitive item and hand over the non-sensitive part. | ||
| + | * Some Lammied Items may have specific effects that trigger when the item is stolen or interacted with by non-authorised individuals. You must read any lammie on a stolen item before using or interacting with the item beyond simply picking up and carrying it. | ||
| + | * Some Lammied Items, such as most [[game items#Artefacts]], belong to OSLRP, and do not require you to provide a new physrep to transfer the lammie to - you must still present them to Games Ops after stealing them. | ||
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| + | **How does Stealing Work?** | ||
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| + | * After [[combat#searching another character|searching]] another unresisting, unconscious or immobilised character you may steal any Game Items they possess. Unresisting characters should reasonably cooperate with the stealing character OOC to facilitate the interaction. | ||
| + | * Stealable Game Items not attached to/held by a person may be stolen after 30 seconds of Roleplayed Action to investigate __each__ lammied item or __each group__ of other Game Items (Medicaments, Energy Chits, Exotic Substances, etc). | ||
| + | * Items can only be stolen during Time-In, and from IC Areas. You may not steal items from any OOC areas or from people's personal OOC tents. | ||
| + | * You may not enter other people's IC tents without permission - see the [[code_of_conduct#Consent]] section of the Code of Conduct for more details. | ||
| + | * If you are intending to steal items, it can be helpful to get a Referee to accompany you in case any disputes arise. | ||
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| + | **Reporting the Theft** | ||
| + | * Once you have stolen one or more Game Items, you must bring them to Games Ops within an hour after you stole them. This applies to any and all items stolen (including Energy Chits, Medicaments and similar items owned by OSLRP), and is so that the Game Team can be made aware of any thefts and transfers of ownerships. | ||
| + | * You cannot use a stolen item until it has been brought to Games Ops to transfer ownership of the item. You must not remove a lammie from a stolen item yourself - you must bring it to Games Ops and give it to a volunteer to do so. | ||
| + | * You must bring any stolen item to Games Ops within 1 hour of stealing it, or ideally as soon as possible - you must do so by travelling to the Gateway and going OOC via that means (representing you transporting to your or your group's safe ship) - only then may you remove the lammie from the original physrep (which is handed in to Games Ops), and you must attach it to a suitable unlammied physrep before returning to the IC area. | ||
| + | * If the stolen item is fragile or sensitive (such as a lammied mobile phone being used as a scanner, etc), the owner may opt to give you the lammie directly instead of handing over the physrep. You still need to register the theft at Games Ops, but do not have to attach the lammie to a new physrep until you do. | ||
| + | * If you believe that one of your Game Items have been stolen IC, you should come to Games Ops after an hour since you believe the IC theft to have taken place. | ||
| ====== Item Categories ====== | ====== Item Categories ====== | ||
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| Solid rubber tipped darts are not permitted at OSLRP events. These hard tips can be quite painful, and when fired from a weapon that is close to the speed limit are considered unsafe. As darts are often scavenged and reused by different participants from time to time, we have banned any solid-tipped darts. Darts used at Orion Sphere LRP must have a compressible tip (the tip squashes down slightly when it is pressed) - usually these tips will have a honeycomb structure or have a small hole to allow air to escape when the tip is compressed. | Solid rubber tipped darts are not permitted at OSLRP events. These hard tips can be quite painful, and when fired from a weapon that is close to the speed limit are considered unsafe. As darts are often scavenged and reused by different participants from time to time, we have banned any solid-tipped darts. Darts used at Orion Sphere LRP must have a compressible tip (the tip squashes down slightly when it is pressed) - usually these tips will have a honeycomb structure or have a small hole to allow air to escape when the tip is compressed. | ||
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| + | Similarly, novel forms of ammunition are generally not permitted to be used in OSLRP. Allowable ammunition types include darts equivalent to the [[https://nerf.fandom.com/wiki/Elite_Dart|NERF Elite Dart]], Half-length Darts, or [[https://nerf.fandom.com/wiki/Mega_Dart_(N-Strike_Mega)|NERF MEGA Dart]] (all with compressible tips). NERF Vortex discs, suction-tipped darts, Rival ball rounds, or Gel rounds are all non-standard ammunition and are generally not permitted. | ||
| A list of common dart guns can be found on [[Energy Weapon Physreps|this page]], with the category they fall into and the faction look their design is most suited for. You can find a step-by-step guide for painting up a dart gun to look more in-character [[Painting a Dart Gun|on this page]]. | A list of common dart guns can be found on [[Energy Weapon Physreps|this page]], with the category they fall into and the faction look their design is most suited for. You can find a step-by-step guide for painting up a dart gun to look more in-character [[Painting a Dart Gun|on this page]]. | ||