Core Rules
You are preparing to enter a game world using the Accelerant system. The system is designed to be simple in concept and execution, yet have a rich and varied set of skills and abilities with which to develop characters and stories. To do this we have created a set of Core Rules that defines all of the effects of the game and presents them to you within the first chapter of the rule book.
All skills and special abilities refer back to these Core Rules, so once you have learned the Core Rules you know how to react to effects from any Accelerant game, even though the skills or abilities that allow a character to use those effects may be very different.
Resurgence LARP Specific
You will see some sentences marked out in this chapter in this red color. Those are Resurgence LARP specific notes on the Core Rules.
Meta Mechanics
Meta mechanics are designed to allow players to gracefully steer an interaction in a way that alleviates real world discomfort or anxiety but without interrupting the flow of the encounter for everyone in the area. They are metasignals between players that communicate information without disrupting the game’s atmosphere.
Plagued
If a character states they are “Plagued” they are indicating that for out of game reasons they cannot participate in a particular encounter. They may be exhausted, sick, overwhelmed, anxious, or something else. The point of the Plague is that even if your character is heroic and self-sacrificing enough to fight on when sick and injured, we want to allow the player a way to bow out gracefully without sacrificing their character concept. No one is allowed to argue with someone about their Plagued status. Being Plagued has no set duration or other timing rules.
You may be Plagued and then feel better later on and wish to resume participation and we welcome you to do so! In the game there is a magical plague that is known to strike suddenly and debilitate people and anyone might suffer it and recover from it at any time. If, during an encounter, you become overwhelmed in real life by what is happening and need to bow out for your own mental or physical well being, you may say that you are suddenly Plagued and walk away quietly in Spirit form to recover. If, for some reason, someone attempts to engage with you during this time in any way you can simply respond “Plagued” and continue to make your exit unobstructed by any game mechanics.
Fractured
If a character states they are “Fractured” it is a way for the player to indicate that they have forgotten the details of something, even if it is something that their character is deeply invested in. Resurgence LARP events occur four times a year and in between we all have busy lives with work, family, friends, other LARPs, and so on. So even the most impactful 1 AM conversation with a key backstory character can have the details forgotten by the time another event rolls around in a couple months. The Fracture is an in- game event that occurred in the setting’s past and so forgetting details is a commonly known issue in game. The use of “Fractured” is simply meant to indicate to another character that real life has overwhelmed your ability to remember key details from before and you want them to take that into account.
There is no specific required reaction to the signal, but we will generally find ways to repeat information or gently steer around the forgetfulness.
Hand Signals
Hand Signals
In addition to Plagued and Fractured, there are some hand-signals that will help players in moments of uncertainty or distress.
First and foremost, if a player makes a discreet thumbs down hand signal that means they are uncomfortable, scared, or otherwise need the current situation to de-escalate or end. If you see someone you are interacting with make this signal you are required to reduce the intensity or disengage from the encounter with them.
The second signal is the “ok” hand signal; forefinger and thumb making a circle with the other fingers extended. This is a way to proactively check to see how someone else is doing. It means, “Are you ok out of game?” There is no specific time you are required to use it, but we recommend it in moments of high stress or tension. Particularly when you do not know the other person well. If someone makes this gesture to you, they are concerned for your well-being.
In response, there are a few signals. The thumbs down, as described above, means the person is not doing well and you should act accordingly. A thumbs up, or the “ok” signal, means everything is fine and you may proceed without change.
An example of how it might work in play: Two characters (played by Steve and Mary) get into an argument that escalates to threats and yelling and Steve finds himself pushed beyond the in game atmosphere into genuine real life panic. He makes the thumbs down hand signal and, seeing this, Mary takes a couple of steps back and lowers her voice. The argument continues in a more controlled fashion and a little bit later Mary makes the “ok” signal. Steve gives her a thumbs up in reply and they proceed with the interaction.
Rules of Etiquette
In an activity as fluid and full of unexpected circumstances as live action games, it is important that each player attempt to follow the spirit as well as the letter of the rules.
Although we have tried to create a set of rules that is as cut and dry as possible, there are certain rules that are difficult or impossible to quantify that are necessary to promote atmosphere or safety.
These rules are marked as Rules of Etiquette. These rules are difficult or impossible to quantify.
We know this, and if players abuse them or become less than graceful when using them the game will suffer. We trust the player to follow the intent of the rules, and to be particularly careful to be graceful when dealing with Rules of Etiquette.
Rule of Etiquette
The first rule of etiquette is that abusive language or actions are not tolerated, whether they are in game or not. Language or actions that are derogatory or that are deemed to be harassment are not allowed. References to explicit sexual behavior or concepts, particularly violent ones, are not allowed. In game threats should be worded so they are clearly in game.
Whenever you are required to roleplay an effect you must always do so in a safe manner. If you must adjust your roleplay or position slightly to make the game safer for you or another player we ask you to do so. You should take care before moving in crowded areas even if you must play out the effect in a slightly different manner. You are encouraged to take the extra step or two when playing out an effect if it removes you from an area that is detrimental to your health such as a puddle or an area with too many other players.
Game Actions
The system is designed to keep the game running as smoothly and fluidly as possible. The game takes place in a site full of props, buildings, and other players. The rules define how you interact with the environment and other players. The game has removed actions and effects players cannot actually perform from the gameplay.
There are no creatures stepping through solid walls, no flying creatures, and no activities that cannot be played without interrupting the flow of the game. Characters that step into rifts and turn to spirit, or characters that die and rise as spirits are still visible as they walk off. You cannot attempt actions such as chopping up bodies or breaking down doors that cannot be performed for logistical or safety reasons.
Always In Game
Players stay in game and in character from the start of the event to its end. There is no “out of game” except during emergencies. There are no out of game indicators such as white headbands, and no people should be wandering about unless they are there in the actual game. The idea is to keep the game flowing so players can stay in character and be immersed in the story. If you have a question, attempt to word it and ask it in game. If you feel you must leave game, walk to the edge of the game area in character and leave the game for a time. You should never interrupt the flow of the game.
The system is also designed to minimize the times where you cannot act on what you see, hear and feel. You are always in game, even if your character is unconscious, dead, or affected by a game condition that incapacitates you. Your spirit still remains with you, and it can experience the game world around you. You do not need to pretend you did not experience the game even under these conditions. If your eyes are closed then you might not see what is going on, but you will remember everything you hear, smell, and feel. Your character also will realize this and knows that sometimes dead men do tell tales.
There is no information that is out of game. If you don’t want other players to know something in game, don’t talk about it out of game. Keep your in game secrets to yourself, and if you talk out of game about something other players can decide they learned that information in game if they feel that the conversation unfairly inflicts knowledge upon them they did not want to know. If you want in game secrets, keep out of game secrets.
The only caveat is that sometimes players experienced with a game play different characters altogether. Perhaps you have lost a previous character to death and are playing a new character. Perhaps, as a change of pace, you are participating as a non-player character or you are playing a plot character for a time. If you play a different character, creature, or plot role within the same game world we ask you do not transfer anything you learn to other characters.
To keep the game flowing as smoothly as possible, we have defined the following ways to deal with problems and interruptions.
Caution
This phrase indicates some condition that may threaten the health of a player. A Caution should never last more than 10 seconds. It indicates that those people who are close to or involved in that problem should pause so someone can get clear, get up, or move away from a threat. Only those people nearby need pause until the problem resolves. Everyone involved in a Caution is still responsible to the game, and should still be cautious of in game threats. They may move away from the Caution or pause until the person has dealt with the problem.
Clarification
This phrase, which can only be used by plot approved non-player characters, indicates that any encounter information that follows should be considered true. There are times when your character may not trust another character. This phrase indicates that the information that the character, trustworthy or not, will impart is important and true information about how some specific encounter works. This phrase cannot be used unless the player has plot approval for that specific encounter, and the information imparted must be a Clarification of some specific game effect or encounter.
Emergency
This phrase should come up rarely. This means that there is some medical Emergency that needs attention. The game play stops, and everyone who hears the Emergency should drop to a knee to indicate that a real problem exists. Emergency should only be called is there is a real problem and someone could be hurt.
Safety Restrictions
There are a number of basic safety restrictions in the Accelerant system to ensure the safety, comfort, and enjoyment of all.
No Physical Contact
You have no reason to touch another player in the Accelerant system. Physical contact is not allowed. You may contact another player with a boffer weapon in a legal attack area and you may contact another player by touching a packet to their arm or shoulder to deliver a “touch cast” effect. Violators will be asked to leave the game.
When the rules mention “touching” another player it is always with a packet as per this section.
Searching a Character
Because the game does not allow physical contact, you may not physically search someone else. Instead you approach within searching distance, roleplay the searching motion with both hands held out above their body, and tell them in a low voice “I am searching you.” You may have items in your off hand during this process, but may not block with weapons. The player reveals items you have found. The player may make a pouch available for you to reach into and take items.
Search For…
Some skills can give you the ability to use a special searching effect on a dead or helpless creature after you have finished your normal search. This searching attempt is represented by the verbal “Search for <Item Type>” where the item type is specified in the skill. You cannot use this effect unless you have a skill or ability that allows you to do so. Using a skill with this Search effect might reveal additional items, or it might trigger a response effect targeted on you. The Search effect is the name for the special search attempt, and the Search response is a resulting effect the targeted character calls out when you search them.
As an example, after you search an elemental you might have a skill that allows you to call out “With elemental harvesting, Search for True Elements.” That NPC might give up additional items, it might reply “You find nothing,” or it might even use a counter effect such as “Refresh 1 Body.” If searching some creatures is dangerous, the creature might even reply with a detrimental search response.
Please note that player characters in Resurgence LARP have a universal skill that allows them to only turn over items of story or plot significance when searched.
Carrying a Character
Because the game does not allow physical contact, you may not physically carry or drag another person. Instead you simply tell the person you are picking them up and roleplay carrying them along. They must get up and walk with you while you pretend to hold their shoulders. You cannot move faster than a walk while carrying someone else. If you are unable to move while being carried you walk with your head bowed and arms at your sides.
If you are carrying a character and that character is struck by an effect from a melee, missile, or packet attack that is not beneficial, you will also take that effect unless you “drop” the character immediately. If you are being carried and someone “drops” you then you roleplay falling to the ground. If you are being carried, you must roleplay an effect with a moan or grunt even if you are paralyzed or dead to indicate you have been struck. If you are carrying someone who roleplays an effect, and you do not know what the effect was, you must drop them. You may pick up a body after dropping it as soon as that body stops moving.
Rule of Etiquette
Whenever you are required to roleplay an effect you must always do so in a safe manner. If you must adjust your roleplay or position slightly to make the game safer for you or another player we ask you to do so. You should take care before moving in crowded areas even if you must play out the effect in a slightly different manner. You are encouraged to take the extra step or two when playing out an effect if it removes you from an area that is detrimental to your health such as a puddle or an area with too many other players.
No Alcohol or Drugs
You cannot consume alcohol or drugs on the premises of the game unless the drugs are for medical use. You cannot be under the influence of these while on the premises of the game. Violators will be asked to leave the game. If any drug or substance appears to inhibit a player’s judgement a staff reserves the right to ask that player to rest, away from the action, or to leave the game.
Rules Restrictions
As you play the game and wander around the world, there is a lot you can do to affect the game environment around you. Conversely, there are lots of effects that can change how you play the game, for both good and bad. Other characters may attempt to inflict unpleasant fates upon you, and you might attempt to do the same to them.
Activity Restrictions
There are three restrictions on your activities.
The first is an environmental restriction. When you come across props that represent certain environments, such as tarp walls representing solid walls, you must play as if that condition was real. You cannot move tarp walls, you cannot walk across black pits, and you cannot enter areas marked out of game.
The second is an effect restriction. If an effect has been inflicted upon you, you must abide by the restriction of that effect until it is removed. If you have a Slow effect you cannot run. If you have the Maim effect you cannot use the maimed limb. Effects can be inflicted upon you in a variety of ways.
The third is a skill restriction. If there is a skill that specifically allows you to manipulate a prop or perform some action, you cannot attempt to perform that action or manipulate that prop unless you have that skill. You cannot pick up weapons and try to fight unless you have the skill to do so. You cannot manipulate traps unless you have the skill to do, although you can attempt to avoid them.
Prop Restrictions
You are not allowed to bring to an event any prop that resembles or could be mistaken for common or unique game items provided by plot without the express permission of the game staff. You cannot attempt to duplicate or forge game money, item props, tags, or logistical documents such as character or monster cards. Any attempt to use in game means to create fakes of any items must be approved by the plot committee.
You are not allowed to break, destroy, or take apart any prop. If a prop is attached to a wall by a chain, for example, you cannot attempt to break or detach that chain in any way. The Destroy effect does not change the basic structure of a prop; it just makes the item unusable for any game related purpose.
Most props have no in game worth. Costuming, jewelry, weapons, and area props cannot be moved from the area they are placed in except by the owner. These props provide no in game benefit and disallowing their removal ensures these props are not broken or lost. Props may be handled but must be put back where they are found unless they have a sticker.
Small circular stickers indicate special rules about handling an item. If an item has a red circle, it cannot be moved at all. It cannot be picked up or touched. It will not move. If an item has a yellow or green sticker, it seems to be valuable. A small, yellow, circular sticker means the prop may be taken but it must be turned in at checkout. A small green circular sticker means you can take the prop and hold on to it. Special items may also have a red sticker with a rune or number on it. These stickers indicate that characters may not pick up or touch the item unless they have a skill or ability that allows them to manipulate objects marked by that symbol or number.
Items may also be marked by attaching a short green, yellow, or red ribbon to indicate the item’s in game status. These ribbons replace the sticker and have the same meaning. A ribbon can be used to mark small items that don’t have room for a sticker, such as rings, or on items where plot feels that a ribbon would look better or be more evident to the players. This ribbon may have codes or markings on it in the same manner that stickers can have markings for players with specific skills to recognize.
Some game effects will enhance an object such as a weapon or a piece of armor. When an item has been enhanced by a game effect, an effect sticker will be placed upon it so long as the enhancement is in place. Items with effect stickers are treated as though they were yellow sticker items. If you have an effect sticker upon your weapon, that prop can be stolen from you. You should bring back up props if you want to use item enhancements.
Game Environment
Games take place at a site, usually a campground. This site defines the boundaries of the game. During game play, a player may attempt to enter any area within the game boundaries unless the area is marked with a yellow information sign.
Areas marked with information signs are either special areas with additional rules described by the sign or they are out of game and impassable.
Gates
Portals ringed with strings of decorative light are magical portals. These portals lead to other places. Some lead to other places in this world, some lead to places beyond this world. If a portal is ringed with lights and they are not lit then you cannot go through that portal.
The areas beyond gates are often marked with yellow information signs, so you should always look around after going through a gate. Gates have a disorienting effect to compensate for the time it takes to spot and read a yellow sign. White gates are open portals. If the lights are on, anyone may step through the gate. White gates will always appear in ruined areas.
Colored gates are special. Only special staff characters that control the gate may bring you through a gate with colored lights. If there is no guide you cannot enter the gate. Some colored gates are free standing, with no actual area on the other side. If you enter such a gate at the request of a staff character then you will become a spirit. You will not be affected by any attacks and you must reply “Spirit” to any attack that strikes you. You cannot use any game skills or converse with any one else. You are visible to others, but you cannot converse with them and you can only enter an area indicated by the spirit guide who leads you. You must follow the spirit guide until you exit through another gate and your guide indicates you have assumed your normal form.
Turn Back Markers
Some games have locations in a game site are normally accessible to players, but are sometimes closed for specific encounters or modules. While this is usually handled with yellow information signs, it is often difficult to spot and read information signs without entering the encounter area to read them, especially at night. To make this easier, areas can be marked with circular information signs (rather than the usual octagonal signs) and at night these signs are lit with circular rings created with looped glow bracelets. If you spot these Turn Back Markers hanging in the area, it means that the area is inaccessible and you should stay away unless you are led to the area by a spirit, a scout, or a similar guide.
It is often left to the player to explain why they cannot proceed when they spot Turn Back Markers. One common reason is that the area ahead is impassable swamp. Another is that a mist has risen and players cannot find their way through the area. Sometimes players simply state that the area ahead looks uninteresting and turn back. It is left to you and your companions to come up with a plausible reason that you cannot proceed when you spot a Turn Back Marker.