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The Zeppelin GamesRulebook
BEING A MANUAL FOR CORRECT BEHAVIOUR
AND PROPER CONDUCT IN THE PURSUIT OF
ENTERTAINMENT IN LIV E ROLE PLAYING GAMES,
SO THAT SAID GAMES WILL BE A JOY
FOR LADIES AND GENTLEMEN OF ALL TASTES.
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TABLE OF CONTENTS
Table of Contents .......................................................................... 2The Facts of Zeppelin Games ...................................................... 4
The Fundamental Principles 4The Masquerade 4The Narrative Objective 5Character Skill Vs Player Skill 6Opposed Skill Checks 7Co-Operative Skill Checks 8
Combat 8Roles 9
The Laws of Theatrics ................................................................ 10Rule One 10The Other Rules 10Age Restrictions 11Feeling Comfortable 11Alcohol 12Game Calls 12Combat 13Costume 17
The Anatomy of a Character ..................................................... 18Step One: Character Concept 18Step Two: Character Abilities 19A Note on Social Status & Finance in Fumare 25Step Three: Character Discussion 28Step Four: Props & Costume 29Step Five: Play the game! 29
The Common Arts ...................................................................... 30Mind (Untrained) 30Body (Untrained) 31Fumare Citizenship (Untrained) 32Socialise (trained) 35Perks Of the Common Arts 40
The Science of the Soldier .......................................................... 53Health 53Combat 59
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Safety In Combat 62Fighting at night 62Goggles and glasses 62
The "Fainting Rule" 63Armour Use (trained) 64Defence (Trained) 68Firearms (Untrained) 69Melee Weapons (Untrained) 72Perks of the Soldier 74Appendix: Exotic Weapons and Restricted Weapon Talents 85
The Methods of The Detective and His Opponent ................... 86A Dangerous Game 86Investigation (Untrained) 86Legerdemain (Trained) 88Stealth (Untrained) 90Perks of the Detective and His Opponent 91
The Learnings of the Academic ................................................ 99Illness 104Scholar (Trained) 99Medicine (Trained) 103Perks of the Academic 108
The Art of Invention ................................................................. 110Foreword - A Note about Form and Function 110Science (Trained) 111Designing and building Inventions 112Mechanical Engineering (Trained) 128Chemical Engineering (Trained) 130Aesthetic Engineering (Trained) 133Perks 135
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THE FACTS OF ZEPPELIN GAMES
Zeppelin Games is a remarkable, fantastical and generally quite
clever (or so says Roberts Mum) Live-Action-Role-Playing
assemblage run in and around the admirable city of Melbourne,
Australia set in a curiously fanciful steampunk-inspired universe.
The self-proclaimed ingenious inventors, writers, directors, creators,
producers, proprietors, Organisers, game masters and high overlords
of Zeppelin Games (at least at the time of writing) are Lisa McOrist,
Robert Anderson-Hunt, Gareth Jones and Joe Mills.
THE FUNDAMENTAL PRINCIPLES
LARP or Live Action Role Playing, sometimes referred to as LRP
(Live Role Playing) is, in essence, a form of improvisational theatre.
Similar to acting, the goal is to take on a Character, though instead
of following a script you act and react as your Character would ifshe found herself in the situation before you. Its very much like the
make believe games that children play, though somewhat more
involved than most.
There are possibly hundreds of different kinds of LARPs going on
all around the world, but for the sake of convenience, from here on
we will only be describing LARP as it applies to Zeppelin Games.
THE MASQUERADE
As stated above the goal of a LARP is for the participants to fully
take on the role of a Character. This means that where possible, you
should talk as your Character would talk and do as your Character
would do. You are an actor playing a Character, and your Character
is your role. Of course, you also get to play scriptwriter, creating
your own background story, motivations, dark secrets and heroic
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dreams not only that, but you get to be the costumier, bringing
your Character to life with detailed costumes and props.
THE NARRATIVE OBJECTIVE
LARP is also about telling a story. This is a collaborative enterprise
in which all the people involved get to help shape and direct it. The
writers of Zeppelin Games events have created the world in which
your Character resides, full of plots and stories just begging for your
Characters entanglement - but it is up toyouto take part and its the
actions ofyourCharacter that will determine the outcome. Zeppelin
Games is primarily a free-form or sandbox style game.
Essentially, this means that you have full control over where your
Character goes and what they do within the game system. Naturally,
there will often be narrative consequences for their actionswithout
risk there is no gain, after all!
Indeed, your Characters actions will often have a lasting impact on
the game world. The world changes based on the actions of Players,
and the plot of the ongoing campaign is heavily Player-Character
driven.
A detailed world and culture brief can be found in The Nation of
Fumare. This booklet will also give you a good idea of the style of
the Zeppelin Games setting.
Of course, this is not only improvisational theatre, its also a game
and that means we need rules, and referees. The rules are needed tocreate balance (stopping one Character from being able to do
everything), to make it possible for you to play a Character vastly
different from yourself (by giving you capabilities that you cant
approach in the real world), to make it safer (by using things like
NERF guns in place of the real thing), to simplify the world and
how it works (because were not all physicists in nuclear medicine)
and because some people find playing with numbers fun.
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The referees or GMs are there to ensure the rules are being
followed, answer questions about the world and game, to fill in the
blanks (when its not possible to re-create something they are there
to describe it) and, of course, to find out what happens in the
story!
We cant do everything in life and neither can our Characters. What
a Character can and cannot do will depend on their talents, tricks
and training or what we commonly refer to as stats. All you
need to know about building a Characters stats can be found in The
Anatomy of a Character, but there are a couple of things that areworth mentioning here.
CHARACTER SKILL VS PLAYER SKILL
One of the key elements of Live Role Playing is the dynamic
between Character skill and Player skill. The game is more fun if
you as a Player get to do stuff just as your Character would do. In
many situations it is impractical for you to do exactly what your
Character would do (like shoot someone) so improvised tasks are
used to simulate the action the Character would be making (like
using NERF weapons).
In many situations, both Player skill and Character skill will come
into play to determine the outcome of a task. Talents and Skills are
designed to act as enablers. In practice, this means that most tasks
will have required Talent Ranks attached. If your Character lacks
the appropriate Talent, you may not attempt the task (well, you can, but youre guaranteed to fail). On the other hand, if the Character
does have the required Rank, you must roleplay through the task,
and your own skill will determine your success.
There will often be improvised challenges for tasks that cannot
easily be roleplayed. Unfortunately it is impractical to do this for
every situation that arises in-game. At these times Character skill
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will play a bigger part in determining the outcome. Generally
speaking, you should always attempt to roleplay the task as best you
can, i.e.; if you are hiding really try and hide, dont just rely on your
Hide Rank 3 to get you through.
For example, Katarina the Archaeologist is attempting to decipher
some strange text she has found on the wall of a cave. She has
Scholar 3, with the Skills Ancient History and Cryptography.
Katarina spends a few minutes taking down a copy of the strange
text in her notebook, then compares the lettering with some she has
found at another site that looks similar. After some time Katarinarealises that this writing must be in some kind of code and she sets
about trying to decipher it. ...
Katarina's Player asks a nearby GM if she can work out this code.
The GM (after checking the Character has the relevant Skills and
Talents) gives the Player the key to the code. ...
After a short while, Katarina finally works out the code that is beingused, and then spends a few minutes deciphering this ancient text in
her notebook.
OPPOSED SKILL CHECKS
When your Character is in active opposition to another Character, an
opposed Skill check may be called for. Your success would mean
their failure and vice versa (like in an arm-wrestling competition). In
these situations it is still vital for you to roleplay the task just as youwould any other. If your Skill is higher than your opponent you win,
if theirs is higher you lose. If your Skills are equal, things get a little
more complicated. Some of the rules will clearly specify who should
win a particular type of action, often based on another outside
factor- for example, If its night, or in a poorly lit area the Hider
will win, if its in a well-lit area the Seeker will win
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If there is a GM handy they will be able to adjudicate the result. If
not, and the rules dont specify the result, use the following
guidelines: First, can you determine the outcome via Player skill?
This could be done by one Playeracknowledging the other Player
has fairly won the challenge; second, look for an adequate
compromise, or have the contest result in a draw. Finally, if no other
solutions can be found, there is alwaysRock, Paper, Scissors.
CO-OPERATIVE SKILL CHECKS
A co-operative skill check is used when multiple people contribute
to a task to make it easier. You may only use skills co-operatively
when the task would actually be made easier by more people
helping - for example, when lifting a large heavy object. All co-
operative tasks must be adjudicated by a GM.
COMBAT
Combat in Zeppelin games primarily takes the form of simulated
gun fights using NERF weapons. You can read more about the rulesof combat in The Laws of Theatrics and about Health Levels,
weapons, and everything else in The Science of the Soldierbut there
are a few things to note that separate us from some other LARPs in
this regard.
Zeppelin Games considers itself to be a low combat game, and it is
entirely possible that you could go through a whole event without
getting into combat at all. If you are the type of person that is likely
to get bored if you dont get to hit something we suggest this isnt
the game for you.
Zeppelin Games aims to have a low Character fatality rate. The
system is designed around the fact that the world strongly believes
that killing a person is always considered an act of murder.
However, death is permanent. There is no way to resurrect or
otherwise revive a Character that has died.
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ROLES
A Participant is anyone that comes to a Zeppelin Games eventincluding Players and crew.
Player Characters (PCs) are Characters that are usually written by a
Player for themselves to play. They are self-governed. Some PCs are
pre-generated, which means they are written by the Organisers and
somewhat restricted in terms of their choices.
Non-Player Characters (NPCs) are Characters written by the
Organisers and played by volunteers. Many of these Characters will
be directed by GMs in order to facilitate the story.
A Character is a term used for the people who inhabit the game
world. This includes NPCs and PCs.
Crew is a general term used for people that are helping with the
running of the event. This includes NPCs, GMs and Organisers, but
also some PCs that take on extra responsibilities like cooking mealsfor everybody.
Game Masters (GMs) are responsible for the running of the event
once it has begun. They also act as referees. Note, for convenience
you will always be able to find a GM in the dining hall of the camp-
site. This person is referred to as the stationary or non-roaming GM.
Organisers (Orgs) are the people that organise the events, from
writing the NPCs and story, to booking the site, to building the
props.
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THE LAWS OF THEATRICS
BEING A LIST OF LIMITATIONS AND REQUIREMENTS
OF THE FORMS AND RESTRICTIONS OF LIVE
ROLEPLAYING.
RULE ONE
Play fairly and safely.
THE OTHER RULES
Players are expected to stay in-Character at all times that means
that within reason, you act as your Character would act, and speak
as your Character would speak. Out of play areas are clearly
marked, and anyone in a play area is assumed to be in play. The
exceptions to this rule are GMs and those people involved indiscussion with GMs.
In general, the rules are pretty clear about what you can and cant do
(see the Character section, below for skill descriptions), but if youre
in doubt, or theres a conflict, check with a GM.
A GM call is final and play continues. The time to play rules
lawyer is after the game, when were happy to discuss and fix issuesbut disrupting play for a rules discussion is no fun for anyone, and
we will not do it.
Zeppelin Games Steampunk Live-Action Role-Playing involves
several possibly dangerous elements and may involve themes or
situations some participants may find uncomfortable. Therefore,
safety and comfort are of paramount concern.
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AGE RESTRICTIONS
Zeppelin Games events can and do deal with mature themes. TheOrganisers are not running a game for children, but for adults. As
such, the Organisers reserve the right to refuse any Player under the
age of 18.
Even if Zeppelin Games chooses to allow a Player under the age of
18, we will require prior and informed consent of a parent or
guardian.
FEELING COMFORTABLE
In-Character situations may arise that make a Player feel
uncomfortable or distressed. In such situations, Players should know
that they are able to call TIME OUT (see Game Calls, below) for an
opportunity to sort things out with the people around them.
Participants should be aware that other participants may be
distressed by certain topics for personal reasons, have issues with
touching or personal space, or have illnesses or conditions which
mean that certain behaviours or activities are off-limits. All
participants should respect such boundaries.
Participants who have allergies, medical conditions or other special
requirements should make them known to the Organisers before
play commences, preferably well before an event. The Organisers
will do their best to accommodate the needs of all participants where
possible.
Players who have an out-of-Character problem or grievance with
another participant should feel welcome to express their concerns to
an Organiser. The organising team will make their best efforts to
ensure that such out-of-Character problems are resolved where
possible.
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ALCOHOL
Participants under the effects of alcohol are not permitted to engagein combat activities. A rough limit of .05 blood alcohol content
should be used to determine if a Participant is under the effects of
alcohol. A GM may at any TIME INstruct a Participant to remove
themselves from combat on the basis of inebriation.
Participants under the effects of alcohol who find themselves unable
to avoid a combat situation should make use of the "Fainting Rule",
as described in The Science of the Soldier.
GAME CALLS
The following game calls and signals are used to interrupt and
recommence play at Zeppelin Games events. All Participants must
understand the meaning and significance of these calls. Game calls
should always be announced clearly and if necessary, repeated by
other participants in the area. Some can only be made by a GM;
others can be made by anyone.
CODE RED
The most important game call. This call can be made by anyone.
CODE RED indicates that an injury has taken place or there is a
medical or other emergency. Anyone who hears CODE RED called
should immediately stop whatever they are doing. CODE RED
immediately stops game play and play will not recommence until a
GM determines that it is safe to resume play and calls TIME IN.
TIME OUT
This game call can be made by anyone. TIME OUT stops game
play. This call is most commonly used by GMs to explain rules or
the environment in which the Characters find themselves. Players
may use this call to indicate that they need to briefly interrupt play
in order to clarify a situation, explain a dangerous or complicated in-
Character action or similar reasons. TIME OUT can also be used
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when an unsafe situation has arisen in order to make the situation
safe for gameplay. Play recommences when a GM (or, if
appropriate, the Player who called TIME OUT) calls TIME IN.
TIME FREEZE
This call can only be made by a GM. TIME FREEZE pauses
gameplay. Players in a paused area should stand perfectly still, close
their eyes and sing to themselves. This call is most commonly used
to allow a GM to set up an instantaneous in-game effect which
would take Characters by surprise. Play recommences when a GM
calls TIME IN.
TIME IN
This game call means that game play has commenced or
recommenced.
THE HALF-MOOSE
Not technically a game call at all, the Half-Moose is conducted by
spreading ones fingers and placing a thumb to the temple. This
signal can be made by anyone. This is a temporary way of
suspending Character to make a brief clarification either to a GM or
other Player. Please use it sparingly.
HAND ON HEAD
A participant with her hand on their head is not in-Character or
present in the game world. They should be ignored by all in-
Character participants. Abuse of this signal is strongly discouraged
and extremely annoying.
COMBAT
Players will occasionally engage in simulated combat using weapon
props to represent either melee weapons (such as knives or clubs) or
ranged weapons (such as guns). Several measures must always be
taken to ensure that such combat remains safe for all Players
involved.
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In combat, participants must:
Maintain self-control and behave in a safe fashion. Be aware of their surroundings and take steps to avoid
unsafe areas. If combat becomes unsafe, call TIME OUT
(see Game Calls, above)
Use only approved weapon props. Pull their blows at all times. Never hit harder than is
necessary. A hit should never be hard enough to leave a
bruise.
Never aim to hit the head, throat or groin. They arerestricted target areas. Weapon blows hitting these areas
will still count, but participants must never aim for them.
Unsafe participants should be reported to a GM, who may
remove the participant from combat.
Never stab or thrust with a weapon prop. Most cored latexweapons are not designed to be safe for thrusting, and even
thrust-safe weapons may not be used for thrusting at
Zeppelin Games events.
Never crouch or duck in melee, as this increases thelikelihood of being hit in the head or face.
Never swing a melee weapon blindly, strike outside yourfield of vision, or otherwise attempt an attack which
reduces your control of your weapon prop.
Never grab an opponent's weapon. This is unsafe, and mayalso result in very expensive damage to weapons.
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Unarmed combat of all kinds is prohibited. Never push,slap, kick, punch or trip another Player. Under certain
limited circumstances, with explicit prior negotiation
between both Players and a GM, Players may grapple each
other, but this is a rare exception to the normal run of
things.
Never use a ranged weapon prop for melee combat (or viceversa!) without the express clearance of the Organisers.
Be aware that many ranged weapon props are not safe formelee and caution should be used when taking them into
melee combat.
Players whose Characters faint or are injured to the point of
incapacitation (see The Science of the Soldier) should always ensure
that when adopting an unconscious position, it is safe to do so.
This includes moving away from any combat and checking terrain
for possible hazards. Players who are about to be trodden on shouldcall TIME OUT and move away. For this reason, prone Players
should always keep their eyes open during combat.
When fighting at night or in low-visibility conditions, all
participants MUST reduce their speed and exercise extra caution. A
GM may instruct Players to move at half-speed, meaning no
sprinting or rapid series of swings.
WEAPON PROPS
All weapon props should be checked and cleared as safe by
Organisers before play commences.
Ranged weapon props must be foam dart blasters such as NERF-
brand products. Home-made or modified weapon props are
permitted, if deemed safe by the Organisers. Any ranged weapon
prop must not shoot projectiles at a velocity which would harm
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another participant if they hit. A good rule of thumb is that dart
blasters with a range higher than 20m are unlikely to be cleared, but
weapon props will be individually tested.
Rounds for ranged weapon props will be supplied by Zeppelin
Games. Please inform the Organisers if the ranged weapon you wish
to bring uses unusual ammunition.
Melee weapon props must be latex or rubber foam LARP-safe
weapons in good condition. Weapon props with solid elements, thin
foam, exposed core or other defects will not be cleared as safe.
If a participant brings a weapon prop to an event and it is rejected on
the basis of safety, the Organisers will endeavour to supply a cleared
replacement, though this is not guaranteed.
PROTECTION
Players are encouraged to wear some form of eye protection to
Zeppelin Games LARP events. This is not obligatory, but
Characters will receive benefits from wearing eye protection (see
The Science of the Soldierfor details).
Players wishing to engage in melee combat may also wish to wear a
protective cup to prevent groin injuries, or in-genre headwear to
prevent head injuries. This or other protective gear is purely optional
and the responsibility of individual Players. Some protective gear
will provide in-Character bonuses, as described in the game rules.
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COSTUME
PCs are expected to have at least a base level of costuming. A base
level could be as simple as a button up shirt, slacks and comfortable
boots.
Sneakers, t-shirts or other obviously out-of-genre gear is highly
inappropriate, and we expect props to be built or modified to fit in
with the themes.
PCs are also expected to come with whatever props they need to
approximate the equipment of their Character.
NPCs will have some costumes and most props provided for them.
Please speak to an Organiser about what can and cannot be
provided.
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THE ANATOMY OF A CHARACTER
BEING AN IN-DEPTH DESCRIPTION OF THE ZEPPELIN
METHOD FOR CHARACTER CREATION
Being a roleplaying game, one of the first things you need to do is to
write your role which we refer to as your Character. This section
deals mainly with the numbers that define that Characters abilities,
but also with their personality, background, hopes and dreams and
importantly, with their costume and props as well.
A note here Characters in many roleplaying games start as
untrained beginners, building their way over time to become experts
in their fields. In Zeppelin Games, Characters are considered
competent professionals at creation.
STEP ONE: CHARACTER CONCEPTThe first step is to come up with a good idea of your Character.
Every other element of Character creation stems from this idea.
Think of who your Character is: Whats their name? What do their
friends call them? What does he or she do? Where is your Character
from? What are a few of his or her mannerisms? How does he or she
dress? You will want to spend some time reading or talking about
the setting of the campaign. The Nation of Fumare is an extremelyhelpful and pleasantly readable assistance in this endeavour.
It is also important to think about what kind of story you would like
to tell with your Character - a gung-ho sharpshooter wouldn't
necessarily be the best idea if you're looking to play a high society
game, for example.
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Make sure youre happy filling the role of your Character over a
number of events. Make them interesting.
Speak to an Organiser once you've got your Character concept
worked out. They are more than happy to help you ensure that your
idea fits into the setting and the genre, or to give you some advice
about the next step.
STEP TWO: CHARACTER ABILITIES
Once your Character concept is solid, you will need to decide on
your Character's abilities - the rules side of Character creation.
On paper, Characters are made up of five elements (of course, these
are near-irrelevant compared to the intricacies of personality and
costume, but are nonetheless necessary):
TALENTS AND SKILLS
Talents are ranked 0 to 4 (Inexperienced, Amateur, Experienced,
Professional, Master), reflecting how talented your Character is in agiven field. High numbers are better, but starting Characters can't
take any Talents above Rank 3 (you can take Talents to Rank 4
later).
Rank 0 (Inexperienced) reflects no understanding of that field at all.
Rank 1 (Amateur) is analogous to a weekend course in the field,
while a Character with Rank 2 (Experienced) might have a year or
two of training. A Character with Rank 3 (Professional) is extremely
competent, and at Rank 4 (Master), the Character is one of the best
in the world, and probably famous for their ability.
Talents are divided into two types; Untrained, where the Skills share
the same basic fundamentals, and Trained, where the Skills
represent specific and isolated areas of study and expertise.
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A Character very rarely uses a raw Talent they are further
modified by Skills. When performing Skill checks, if the Character
has bought the appropriate Skill, they use their full Talent Rank. If
they have not, and the Talent is a Trained Talent, then they are
considered to have Rank 0 in that Skill; if the Talent is an Untrained
Talent, the Character may use that Skill at one Rank lower than their
Talent Rank.
CREATIVE POINTS AND PERKS
Creative Points (CP) are used to activate Perks and to create
scientific inventions. Characters will generally receive 15 CP perevent, but a GM will notify you upon arrival of how many CP you
have available. For more details on using CP For Science! see The
Art of Invention.
Perks are tricks which your Character can activate during games, to
grant unique abilities. Usually, activating a Perk will require the
expenditure of Creative Points this is the Activation Cost of a
Perk. Perks will state their activation costs in their descriptions. IfPerks list multiple Talent Ranks in their requirements, the activation
cost is based off the higher of the Characters Talents.
To gain access to a Perk, Characters must spend XP to buy them
the XP cost of each Perk is also listed in its description.
HEALTH LEVELS
Characters in the Zeppelin Games system have six levels of health:
Healthy, Bruised, Wounded, Seriously Injured, Incapacitated and
Dying. At Character creation, they are considered Healthy. See The
Science of the Soldierfor more details.
INCOME
This is a reflection of your Character's personal income. Don't worry
if you don't take Ranks in Income, you won't be completely broke:
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Income Ranks are above and beyond normal employment. See the
Income & Ownership section below for more details.
REPUTATION
Characters whove been around a bit may have a Reputation. A
Characters Reputation includes two short descriptors, either
negative or positive, that describe how a Character is seen by the
world at large. At Character creation, most Characters will not have
a Reputation. See The Common Arts for more details.
DETERMINING YOUR ABILITIES
All Players receive a base of 200 Experience Points (XP) to spend
on a new Character, and these Characters also receive a few abilities
for free.
Characters from Fumare receive the following free at Character
creation:
The Fumarean Citizenship Talent at Professional, with one regionaland one social group Skill - this reflects your Character's general
knowledge, education, upbringing and so on. See the Common Arts
for more detail on the Fumarean Citizenship Talent.
The Body and Mind Talents at Amateur, with one Skill in each -
these reflect your Character's basic physical and mental capabilities.
See the Common Arts for more detail on the Body and Mind
Talents.
Starting XP are spent according to the Table below. Spend all your
points, but don't worry about not being able to take every ability you
want. You can earn more XP by participating in Zeppelin Games
events.
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ABILITIES XP COST TABLE
Talent Rank Starting Cost Improvement Cost
Inexperienced (0) 0xp None
Amateur (1) 10xp From Inexperienced10xp
Experienced (2) 30xp From Amateur20xp
Professional (3) 60xp From Experienced30xp
Master (4) -- From Professional 40xp +
additional requirementsspeak
to a GM
Skills - It costs 10 XP for each Skill after the first in each Talent.
Remember, you get to choose a free Skill with every new Talent.
Perks - Perks each have a different XP cost, described in the Perk
description. Perks are detailed within the Talent to which they
pertain. Note that most Perks from The Art of Invention take the
form of Blueprints or Recipes - things that your Character can make
or build.
Income - Income costs 10 XP per level.
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TALENTS FROM THE COMMON ARTS
BODY
A measure of natural physical ability and training.
FUMAREAN CITIZENSHIP
Understanding of Fumarean society, as well as certain capabilities
inherent to anyone who grew up in Fumare.
MIND
Quickness of wit, alertness and strength of will.
SOCIALISE
The fine art of conversational manipulation.
TALENTS FROM THE SCIENCE OF THE SOLDIER
ARMOUR USE
The ability to use protective gear and armours, and move around
while doing so.
DEFENCE
Keeping safe from harm when others wish to harm you.
FIREARMS
The use and care of shooting irons, be they rifle, pistol, or
something entirely other.
MELEE WEAPONSThe ability to hurt people up close and personal.
TALENTS FROM THE LEARNINGS OF THE ACADEMIC
MEDICINE
Diagnosis and treatment of ailments, injuries and sicknesses.
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SCHOLAR
Academia, curiosities and research into specialised fields.
TALENTS FROM THE SCIENCE OF THE DETECTIVE
AND HIS OPPONENT
INVESTIGATION
Reading information, turning clues into a book written entirely for
you.
LEGERDEMAINSleight of hand, pickpocketing and other tricks of the nimble-
fingered.
STEALTH
Remaining undiscovered until the right moment useful for either
predator or prey.
TALENTS FROM THE ART OF INVENTION
SCIENCE
The invention of weird, wonderful, or simply baseline functional
creations.
MECHANICAL ENGINEERING
Turning a lifeless blueprint into a mighty machine.
CHEMICAL ENGINEERINGThe creation of chemical compounds from base materials.
AESTHETIC ENGINEERING
Life without beauty is not worth living, as all civilised people
understand.
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A NOTE ON SOCIAL STATUS
& FINANCE IN FUMARE
EMPLOYMENT
The Characters you play are exceptional individuals, and can easily
find work if they want it. A Character will be paid Fumarean dollars
equal to the Rank of the highest Talent they have that is appropriate
to the field they choose to work in. Working at a job between events
is a time-consuming process and so a Character must spend 1 XP to
do so.
For example, Katarina has managed to find gainful employment as
a mechanic. Katarina has the relevant Talent of Engineering to
Rank 3 (Professional). This means that at the start of the game,
Katarina will spend 1xp and be given three Fumarean dollars from
her job. She could, if she chose, have worked as a manual labourer
instead, but as her Body Talent is only 2, she would only have
earned two dollars.
INCOME & OWNERSHIP
The other major source of income that a Character may have is
through the ownership of something profitable, bank interest,
investments, or any of a whole series of things that we roll into one
number, which we call Income. How a Characters Income is
reflected in the game world is up to the Player, who should discuss
something appropriate to their background with an ORGANISER
Income is measured in levels, and each level of income will supply
the Character with two dollars per game.
For example, Katarina has managed to gain ownership of a small
coal mining claim in Lesser Colton. The claim is worth 1 Level of
Income, which means that at the start of each event, Katarina will
get an additional two dollars from the claim, on top of her work.
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TITLES & LIFESTYLE
In Fumare, aristocratic titles are given based upon a Character's
income. Thats yearly income, assessed at tax time, not savings.
Academic titles are given (in-game) when a formally-educated
Character has achieved a certain Rank in a number of specific
Talents (Scholar (Formal), Science, Mechanical or Chemical
Engineering or Medicine). When a Character has one of these
Talents to the Professional Rank, they may claim the title of Doctor.
When a Character has one of these Talents to Master Rank, they
may instead claim the title of Professor. Academic titles are alsogiven by position within the bureaucracy. They are considered
significantly more prestigious than aristocratic titles.
For example, Katarina, being a mechanic, has Engineering to a
Professional Rank. Thus, Montverne University acknowledges that
Katarina is formally Doctor Katarina.
Having a title carries a number of responsibilities.
All Characters of a certain aristocratic status are expected by society
to live a lifestyle of a particular quality. Hence, each title has an
amount of money that must be spent in conspicuous waste. While a
Character may choose to not spend this money, acting against
society's wishes often has severe and surprising consequences.
Aristocratically-titled members of society are also expected to
devote a portion of their wealth towards the scientific and culturaldevelopment of Fumare. Hence, aristocrats are expected to take
requests for grants from Scientists, Artists and the like into careful
consideration.
Academically titled members of society are also expected to devote
a portion of their time towards the scientific and cultural education
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of Fumare. Hence, academics are expected to take requests from
potential students into careful consideration.
Note that it is possible to have both an Academic and Aristocratic
title.
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TITLES BY INCOME & LIFESTYLE COST
Aristocratic Title Minimum Income Lifestyle Cost
Sir/Madam 5 3
Lord/Lady 17 9
Count/Countess 65 33
Baron/Baroness 257 129
Duke/Duchess 1025 513
STEP THREE: CHARACTER DISCUSSION
Once you have decided on your Character concept and his or her
abilities, you should discuss your Character with an Organiser.
During this process, you should go over the details and discuss your
Character's background, make sure it fits with the campaign, get any
clarifications on how your abilities work, and so on.
This also gives the Organisers a chance to get acquainted with your
Character.
After the Organiser feels that your Character is finished, they may
assign a small number of additional abilities based on your conceptand any background you've given them to work with. Remember
that the Organisers love getting more details about your Character:
the more you put in, the richer your experience will be.
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STEP FOUR: PROPS & COSTUME
Getting dressed up is an important part of LARP! It's technicallypossible to do the bare minimum and still have a great time, but
having a great costume and a few interesting props will go a long
way towards enriching your experience.
There's no reason you can't start thinking about (or even working
on) your Character's props & costuming at any stage of Character
creation. The Organisers do feel that it's best to wait until you have
at least spoken with them about your Character concept - if only to
check if there are any good reasons not to start work.
The Organisers are happy to give advice on props and costumes, and
have a few tips on where to find inspiration, buy things, or get
materials.
STEP FIVE: PLAY THE GAME!
Once you've got your concept and abilities worked out, spoken to
the Organisers, gotten your costume together and picked up a few
neat props, you're ready to play.
Read over the rules, head along to the next Zeppelin Games event
and have an awesome time.
See you there!
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THE COMMON ARTS
BEING A FULL ELUCIDATION OF THE TALENTS THAT
RELATE TO ALL PEOPLE, AND THE LACK OF WHICH
COULD REPRESENT LIMITATIONS BELOW THE
EXPECTATION OF BASIC HUMANITY.
MIND (UNTRAINED)
The Mind Talent describes a Characters basic intelligence,
quickness of wit and strength of will. It describes their ability to
think on their feet, and to understand and make sense of the apparent
chaos of the world around them. Mind includes a Characters ability
to plan for the expected and react quickly to the unforeseen.
SKILL: PERCEPTION
Perception is a combination of actively watching your surroundings
and instinct. It reflects a Characters attunement to their
environment, and their degree of attentiveness to what they can see,
hear and touch.
Characters with high Perception ratings are particularly observant,
capable of noticing slight deviations from the norm and rarely
surprised. Conversely, a Character with low Perception may be
absent-minded, short-sighted or simply inwardly focused.
SKILL: WILLPOWER
Willpower measures a Characters mental strength and force of will.
It may show itself as a stubborn refusal to bend in the face of
adversity, or a flexibility of mind that takes adverse circumstances
and sees the opportunity in the crisis.
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Characters with high Willpower are difficult to sway once set, and
near-impossible to intimidate or break. They are also capable of
continuing through pain and injury.
SKILL: EMPATHY
Empathy describes a Characters ability to sense and understand
other peoples feelings, emotions and underlying aims. It does not
necessarily mean that Characters are sympathetic to those feelings,
nor identify with them.
Characters with high Empathy can read other people like books the slightest slip of expression or tone reveals entire essays, and
faces are much like pages of diaries. Manipulations and obfuscations
seem clumsy and obvious to them.
BODY (UNTRAINED)
The Body Talent describes a Characters basic physical capabilities,
whether gained from natural talent or a significant amount of time
exercising.
SKILL: FITNESS
Fitness is the measure of a Characters physical strength and
stamina. In game, it is often used to lift heavy loads, perform feats
of strength or resist physical hardships requiring brute force or
endurance. Characters with high Fitness are highly resilient, and
capable of doing hours of hard labour.
Some objects will require a Fitness Rank to lift. If one of these
objects is dropped on a Character it will do damage equal to the
Rank needed to lift it. To throw the item requires a Fitness Rank
twice the Rank required to lift the item.
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SKILL: AGILITY
Agility is the measure of a Characters speed, dexterity and manual
deftness. Hand-eye co-ordination, litheness and sheer grace of
movement are all functions of a Characters Agility. In game, it is
often used to avoid physical hardship through grace or speed.
FUMARE CITIZENSHIP (UNTRAINED)
This Talent effectively represents the amount of time you have spent
in Fumare. It represents all the knowledge gained from living in
Fumare, including the spoken and written language as well as
understanding the culture and customs. The Skills represent the
areas in which you have spent most of that time, and potentially
your social position.
All Fumarean Characters begin the game with Fumare Citizenship at
Professional and two free Skills (one Regional Skill and one Social
Group Skill).
Note that while other cultures also have Citizenship Talents, theseare restricted. If you would like your Character to be familiar with a
different country, please speak to an Organiser.
See The Nation of Fumare for more details on the social classes and
areas of Fumare.
Inexperienced: A Character with Inexperienced Fumare Citizenship
does not come from, has never been to and knows very little aboutFumare.
Amateur: The Amateur Rank represents a Character that has
possibly spent a small amount of time in Fumare, or read a bit about
Fumare. They recognise the language and may be able to speak a
few simple words or phrases. They may simply know someone from
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Fumare that has talked about it in some detail. They know a little bit
about Fumarean culture and customs.
Experienced: The Experienced Rank represents a Character that has
spent a significant amount of time in Fumare, though they are
recognisably outsiders. They can speak the language, though they
will have a thick accent and may have a somewhat limited
vocabulary. They know enough about Fumarean culture and
customs to get by without offending people.
Note that without the appropriate Skill in the subculture or class thisis the Rank many Characters will find themselves operating at when
in areas or classes they are unfamiliar with.
Professional: The Professional Rank represents a native; someone
that has lived in Fumare for many years or their whole life.
Characters with this Rank have almost certainly finished a primary
school education. They speak the language fluently. They know all
general cultures, customs, and other matters that are commonknowledge to the people of Fumare.
Master: The Master Level represents an intimate and studied
understanding of Fumare. They know all the cultures and customs
including those specific to subcultures within that country. They can
not only fit in as a native, they will be accepted amongst any class
and in any region.
SKILL: REGIONAL
These Skills represent the area where your Character was born or
where they have lived most of their life. They know the
idiosyncrasies of the area, and can fit in as a local in that area. They
can find their way around and can answer most where can I find
this? questions. They dont stand out as a tourist.
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Admontein: The lost capital of Fumare, former home of the Arts
Faculty and University administration. Before the Disaster,
Admontein was the most populous city in the nation.
Montverne: Montverne is home to the Science Faculty. Situated in
south-west Fumare, the cultural capital of the nation is progressive
and modern. Montverne was originally settled by the Lelibrans and
to this day remains Fumares most cosmopolitan region.
Welleston: Welleston is home to the Engineering Faculty. Situated
in north-east Fumare, the manufacturing capital of the nation is apowerhouse of industry. Steeped in tradition, Welleston has become
Fumares financial centre since the Admontein Disaster.
Rural: The Fumarean countryside is wide and varied, taking in such
diverse locales as the orchards of Appleton, the seedy riverways of
Westlake and the surprising potential of Lesser Colton.
SKILL: SOCIAL GROUP
These Skills represent the social strata in which a Character has
spent most of her life. A low-class Character will not understand the
intricacies of high society, and an aristocrat will be completely out
of place on the streets.
The Public: The working class of Fumare are straight-forward and
diligent. Nonetheless, they are educated and intelligent.
The Faculty: The upper class of Fumare technically includes boththe aristocracy and academia. They are expected to adhere very
closely to a strict set of social rules. The Faculty wields all political
power in Fumare.
The Military: The military of Fumare makes up its own social
class. Most members join very young, often straight out of primary
school, and many remain in the Service for life.
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SOCIALISE (TRAINED)
The Socialise Talent represents a Characters ability to read people,understand what motivates them and to find the best way to
communicate with them. It also covers etiquette and the methods of
proper behaviour.
Socialise can be used to make friends, influence people, conceal
your identity and to hold interesting conversations.
This Talent will not force a Character to do anything, and neither
will it make them give up strongly-held principles. It can however
make them more likely to listen to opposing arguments.
The description of each Skill includes its opposing Skills these are
used to resist the influence of the socialite. If a Character attempts to
resist the use of a Socialise Skill, compare the resisting Characters
opposing Skill to the active Characters Skill. If the resisting
Character has a higher or equal rating, then the effect of the Skill is
resisted and can be entirely ignored. Characters can always choosenot to resist.
Most of the Skills in this Talent have similar in-game effects, but
they differ in style and flavour. Some Characters will be more
susceptible to particular Socialise Skills a coward might be more
likely to bow to Intimidate than agree with Convince, while an
aristocrat might take umbrage at heavy-handedness but bend to
flattery. Players are encouraged to also decide upon strengths andweaknesses their Character may have and roleplay them, though no
rules effects are given for these.
Players should roleplay the Rank of the Skill their Character has (or
lacks!), and pretend that the Character they are interacting with is as
interesting and convincing as their Skills indicate. Characters should
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generally listen to Characters with higher Socialise, unless they have
good reason to do otherwise or can successfully resist.
Some roleplaying by the Player is still required for this to come into
effect. The Socialise Talent is designed to be used as an enabler and
a Character bonus and is not supposed to replace good roleplaying
or genuinely interesting conversation. Socialise Three, this
conversation is awesome is actually pretty tedious.
Prior to his unfortunate demise, the unlucky Stevie was arrested.
Katarina, wanting to help her friend, tries to get into the prison tospeak to him. To achieve this, she needs the permission of the local
constable. Approaching the Constable, Katarina speaks to him for a
few minutes, pointing out her need to get Steves side of the story, to
check that hes okay, and to ensure he has access to the justice that
Fumarean citizens have a right to expect. The Constable doesn't let
just anyone in to see prisoners, but as Katarina has a high Rank of
Socialise (Convince), he decides to make an exception in this case...
REPUTATION
Actions have consequences. Characters will find that notable
behaviour gets people talking. Characters develop Reputations,
which any half-competent socialite will discover almost
immediately. To reflect this in the game rules, Characters may
develop a Reputation. A Characters Reputation includes up to two
short descriptors, either negative or positive, that describe how a
Character is seen by the world at large.
A Character may only have two Reputation descriptors at any time.
These descriptors have levels representing how widespread and
ingrained that Reputation is. Perk uses modify the level of these
descriptors. The descriptor itself is set at the creation of that
Reputation and never changes.
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If a Character already has two Reputations, then one of them must
be removed (by permanently reducing its level to 0 through the use
of Perks) before another may be given.
If a Players Character has Socialise (Any Skill) at Amateur, that
Player may, by briefly dropping out-of-Character and asking,
immediately discover a Characters Reputation. If a Character has
no Socialise Talent, they may still have a Reputation. They will not,
however, know about it Reputations are out-of-Character
knowledge for non-Socialites.
A Reputation may be modified temporarily or permanently,
depending on which Perk is used. If a rating is temporarily
modified, this should be stated as part of the Reputation Ranking,
e.g., a Character could have Really Quite Clever 3, and A Bit
Violent 1 (temporary).
SKILL: CONVINCE
The Convince Skill is used when a Character is making a reasonedargument in an attempt to sway the judgement of another Character.
The socialite who relies on Convince makes a claim and supports it
with evidence, clear examples and logical reasoning in order to
build a strong argument. You can choose to lie with this technique
but most find it is more successful with the truth, said in the right
way.
Convince is opposed to Convince or Empathy, whichever is higher.
SKILL: INTIMIDATE
Intimidate is used to change minds through fear, whether via overt
threat, subtle insinuation or simply terrifying demeanour. Characters
with high Intimidate give off a near-tangible aura of danger, when
they choose to do so.
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Intimidate is opposed to Intimidate or Willpower, whichever is
higher.
SKILL: CHARISMA
Charisma represents a Characters presence, force of personality, or
just sheer physical beauty. Characters with high Charisma are
attractive and magnetic, and people just generally want to make
them happy. Use Charisma when youre trying to get what you want
by charming someone.
Charisma is opposed to Charisma or Willpower, whichever ishigher.
SKILL: FAST TALK
There are times when you actually dont have solid evidence or a
good argument for your point, but you need to make it anyway.
These are the times when you use Fast Talk, glibly overriding
objection, deflecting argument and generally spinning a web of
verbosity that makes it impossible to argue against you.
Fast Talk is opposed to Fast Talk or Empathy, whichever is higher.
SKILL: LEADERSHIP
Great leaders exude authority and competence. Their presence
inspires those around them to new heights, their passion is
infectious, and lesser mortals have no choice but to fall in line.
Leadership is used whenever a Character invokes their personal
authority or particular competence to bring about desired outcomes.
Leadership is opposed to Leadership or Willpower, whichever is
higher.
SKILL: DISGUISE
The Disguise Skill is used to obscure your identity, whether with
elaborate costume, makeup, or simple misdirection. The thief who
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pretends to be a guard, the spy who appears as just another man in
the street and the wanted criminal with a fake moustache are all
beneficiaries of the Disguise Skill.
If you suspect that a Character is in disguise, you may speak to that
Player or a GM and call your Disguise or Perception, whichever is
higher. If your Skill is higher than the targets Skill, the Player or
GM will give you an indication of whether or not that Character is
in disguise. Seeing through a disguise does not give any further
informationonly that the Character is in disguise.
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PERKS OF THE COMMON ARTS
CRAFTY
Requirements: Mind (any Skill) at Professional.
Description: Youre inventive, creative, and a source of inspiration
and interest. You always seem to have new ideas and approach
situations from a unique point of view.
Effects: The Character has an additional three Creative points in
their poolan average Character with this Perk would thus have 18CP to use per event rather than the usual 15.
Countering: None.
Experience Cost: 10 Experience points.
Activation Cost: This Perk is always active.
BUILT LIKE A BRICK OUTHOUSE
Requirements: Body (Fitness) at Professional.
Description: Youre solid, muscular, and tough as year-old jerky.
You can take hits that would fell anybody else and get up smiling.
Effects: The Character has an additional Health level. She has seven
levels rather than the usual six. Treat this additional level as a
second Healthy that is, after taking a single level of damage, theCharacter is still considered to be at Healthy, and it takes two levels
to Bruise the Character.
Countering: None.
Experience Cost: 10 Experience points.
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Activation Cost: This Perk is always active.
DISGUISE OTHER
Requirements: Socialise (Disguise) at Professional.
Description: Youve learnt how to teach others how to carry
themselves and how to fake identities. You can apply makeup, dress
them up and show them how to fool the casual observer.
Effects: You can apply a disguise to another Character. They are
considered to have the Disguise Skill to Rank 2 for that disguiseonly.
Countering: None.
Experience Cost: 5 Experience points.
Activation Cost: Activating this Perk costs 4 Creative Points at
Professional and 3 at Master.
I AINT GOT TIME TO BLEED
Requirements: Mind (Willpower) at Professional.
Description: Pain is for ignoring, and injuries are irrelevant. Youll
rest when youre dead, and the real problem is that the blood might
well ruin your suit.
Effects: The Character can activate the perk when Seriously Injuredor Wounded. They do so by saying something dismissive about their
injuries, or about those who let their pain slow them down. It allows
the Character to act as if they were merely Bruised, though the
Character does not regain Health Levels, and will still collapse if
Incapacitated.
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Countering: If the Character is Incapacitated, this Perk will have
no further effect.
Experience Cost: 5 Experience points.
Activation Cost: Activating this Perk costs 3 Creative Points at
Professional and 2 Creative Points at Master.
I THINK IVE BEEN THERE
Requirements: Citizenship at Professional (any Skill)
Description: Youre a well-travelled individual, or youve read
enough geography texts to fake it. You can recite enough pointless
facts about various places to bore anyone to sleep. Every now and
then, one of those facts proves quite helpful.
Effects: Activate this Perk by speaking to a GM and asking them
what you know about a particular place. The GM will usually
provide you with a fun fact or two, the sort of thing generally only
known to locals. Occasionally youll get nothing at all, and in these
cases you will not be required to spend Creative Points. This Perk is
used for esoteric information and triviality about geography,
population, and other wiki-esque snippets.
Countering: None.
Experience Cost: 5 Experience points.
Activation Cost: Activating this Perk costs 3 Creative Points at
Professional and 2 Creative Points at Master.
ON THE TIP OF MY TONGUE
Requirements: Citizenship at Professional (any Skill) and Mind
(Perception) at Amateur.
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Description: Youre well-read, and pay a lot of attention to the
oddities and trivialities of history. Fumare is full of secret societies,
and its historical figures are almost invariably highly eccentric.
Youve paid attention to these things, and are full of esoteric
knowledge and interesting titbits.
Effects: Activate this Perk by speaking to a GM and asking them
what you know about a particular society, social group or historical
figure. The GM will usually provide you with a quick overview, or
some useful (or irrelevantly trivial) information. Occasionally youll
get nothing at all, and in these cases you will not be required tospend Creative Points.
Countering: None.
Experience Cost: 5 Experience points.
Activation Cost: Activating this Perk costs 3 Creative Points at
Professional and 2 Creative Points at Master.
THAT NAME RINGS A BELL
Requirements: Socialise (any Skill) at Professional orCitizenship
(of the same nation as the target) at Master.
Description: Your social network stretches far and wide, and it
catches all sorts of interesting gossip about all sorts of people.
Effects: Activate this Perk by speaking to a GM and asking them ifyouve heard anything about a particular person. The GM will
usually provide you with a quick summary, along with some
interesting titbit of gossip. Occasionally youll get nothing at all, and
in these cases you will not be required to spend Creative Points.
Often, youll get something entirely irrelevant. Still, every now and
then youll hit gold.
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Countering: None.
Experience Cost: 5 Experience points.
Activation Cost: Activating this Perk costs 3 Creative Points at
Professional and 2 Creative Point at Master.
MAKE AN ENTRANCE
Requirements: Socialise (Charisma orIntimidate orLeadership) at
Professional.
Description: You are capable of turning heads effortlessly. When
you arrive at an event, conversations go quiet, all eyes follow, and
for the barest of seconds, you are the focus ofall attention.
Effects: Just before walking into a room, inform a GM that you
wish to activate this perk. Everyone in the room stops what they are
doing and looks at the door, while you walk through it.
Countering: None
Experience Cost: 10 Experience points.
Activation Cost: Activating this Perk costs 2 Creative Points at
Professional and 1 Creative Point at Master.
SLIP OF THE TONGUE
Requirements: Socialise (any Skill) at Experienced or Mind
(Empathy) at Professional.
Description: Always composed, you recall details effortlessly. You
never forget a name or a face, and youre the one who remembers
that its the Professors daughters birthday today, and you gain
endless small favours because of it.
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Effects: You may slip out of Character for a brief moment by
putting your hand on your head to ask one Character one question
that you should know the answer to or consult a note (If the
Character has been introduced to you before this includes their
name). The Character you ask must be within close range of you and
not be inconvenienced greatly; you could also pull a GM aside if
theres one nearby.
Countering: None
Experience Cost: 10 Experience points.
Activation Cost: Activating this Perk costs 4 Creative Points at
Experienced, 3 Creative Points at Experienced, 2 Creative Points at
Professional and 1 Creative Point at Master.
THE PERFECT ONE LINER
Requirements: Socialise (Convince, Charisma or Leadership) at
Professional andMind (Empathy) at Amateur.
Description: Always ready with a cutting quip or supportive word,
you can build someone up or tear their heart out with a single
comment.
Effects: This technique is activated by calling The Perfect One
Liner and the effect you wish to have on the target Character. That
Character will feel the emotion that you choose in response to your
brilliant quip, within reason.
For example, Duchess Katarina the Professional Ransom
Negotiator finds herself speaking to a pair of kidnappers. When they
dont trust her word, she convinces them with The Perfect One Liner
by saying The Perfect One Liner I am completely trustworthy!
The kidnappers are now prepared to negotiate.
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Countering: Empathy at Master can completely ignore this Perk.
Experience Cost: 15 Experience points.
Activation Cost: Activating this Perk costs 3 Creative Points at
Professional and 2 Creative Points at Master.
KNOW THE SCENE
Requirements: Socialise (any Skill) at Professional.
Description: There are those who bluster and those who puff
themselves up, but you can read the looks and the hesitations, the
sideways glances and the vocal tones, and where the puppet strings
of power really lie.
Effects: When you are introduced to a group of people you may
spend some time studying the dynamics of the group. You must
observe and interact with some of the members of the group. When
it is convenient to do so you may inform a GM of what youre trying
to find out. Examples of possible targets include but are not limited
to;
Whos the most influential person in the room? (anindicator of Socialise Talent)
Whos the most important? (an indicator of social orpolitical power)
Whos the most powerful in the room? (an indicator ofwealth or other power).
Note that the GM might not answer immediately, and that the result
will rarely be the complete truth. You also discover the Reputation
of each person observed.
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Countering: Any Character with Socialise at Master can avoid
detection by this Perk if they choose to, and any Character with
Empathy at Master will see the Character using it.
Experience Cost: 15 Experience points.
Activation Cost: Activating this Perk costs 5 Creative Points at
Professional and 4 Creative Points at Master.
DONT LOOK AT THAT, TALK TO ME!
Requirements: Socialise (Charisma orFast Talk) at Amateur.
Description: You can command the attention of your target, using
body language, social cues or scintillating conversation to focus
their attention entirely on you, missing those subtle secrets in the
background.
Effects: During a conversation with another Character, you may
activate this Perk (by calling Distracting, followed by your rating
in either Charisma or Fast Talk). The target Character, if their
Empathy is lower than the called Skill, has their Perception score
lowered by 1 for the duration of the conversation.
Countering: This Perk only works on Characters if their Empathy is
lower than your Charisma orFast Talk.
Experience Cost: 10 Experience points.
Activation Cost: Activating this Perk costs 4 Creative Points at
Amateur, 3 Creative Points at Experienced, 2 Creative Points at
Professional and 1 Creative Point at Master.
DID YOU HEAR WHAT HE DID?
Requirements: Socialise (Any) at Experienced.
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Description: Reputation is the currency of the social scene, and
lives have been both created and destroyed on the fickle opinions of
the 'Scene. To a lesser extent, you know how to manipulate the
Reputations of others, as any good social warrior should.
Effects: Using this Perk will temporarily (until the end of the
current game event) give a Character a negative Reputation
descriptor with a level of 1. Use this Perk by speaking to a GM and
gossiping to other Characters about the target Character (which may
be yourself, of course).
This Perk may also be used to temporarily reduce a positive
Reputation level by 1, or temporarily increase a negative Reputation
level by 1.
Countering: Other Reputation Perks can be used to remove
Reputation descriptors given by this Perk.
Experience Cost: 10 Experience Points.
Activation Cost: Activating this Perk costs 4 Creative Points at
Amateur, 3 Creative Points at Experienced, 2 Creative Points at
Professional and 1 Creative Point at Master.
THAT GIRLS AWESOME!
Requirements: Socialise (Any) at Experienced.
Description: Reputation is the currency of the social scene, andlives have been both created and destroyed on the fickle opinions of
the 'Scene. To a lesser extent, you know how to manipulate the
Reputations of others, as any good social warrior should.
Effects: Using this Perk will temporarily (until the end of the
current game event) give a Character a positive Reputation
descriptor with a level of 1. Use this Perk by speaking to a GM and
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gossiping to other Characters about the target Character (which may
be yourself, of course).
This Perk may also be used to temporarily reduce a negative
Reputation level by 1, or temporarily increase a positive Reputation
level by 1.
Countering: Other Reputation Perks can be used to remove
Reputation descriptors given by this Perk.
Experience Cost: 10 Experience Points.
Activation Cost: Activating this Perk costs 4 Creative Points at
Amateur, 3 Creative Points at Experienced, 2 Creative Points at
Professional and 1 Creative Point at Master.
SOCIALITE
Requirements: Socialise (Any) at Professional
Description: Reputation is the currency of the social scene, andlives have been both created and destroyed on the fickle opinions of
the 'Scene. So used to dealing with the weapons of the Scene are
you, that you see more in a Reputation than others.
Effects: Using this Perk allows a Character to discover how
significant a Characters Reputation is. When you ask about a
Characters Reputation, they also give the level of the Reputation.
Countering: None.
Experience Cost: 10 Experience Points.
Activation Cost: This Perk is always active.
SOCIAL KING
Requirements: Socialise (Any) at Master
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Description: Reputation is the currency of the social scene, and
lives have been both created and destroyed on the fickle opinions of
the 'Scene. As a master in this battlefield, the Reputations you can
now give to others or yourself are as permanent and as powerful as
hanging a medal around their neck.
Effects: Using this Perk will permanently give a Character a
positive Reputation descriptor. Use this Perk by speaking to a GM
and regularly gossiping to other Characters about the target
Character. See Reputation, above, for details on how to change
Reputation levels.
This Perk may also be used to reduce the level of a permanent
negative Reputation descriptor.
Countering: Other Reputation Perks can be used to remove (or
modify the ratings of) Reputation descriptors given by this Perk.
Experience Cost: 20 Experience Points.
Activation Cost: Activating this Perk uses a variable number of
Creative Points, where the number of Creative Points expended
reflects the change in Reputation level.
SOCIAL PARIAH
Requirements: Socialise (Any) at Master
Description: Reputation is the currency of the social scene, andlives have been both created and destroyed on the fickle opinions of
the 'Scene. As a master in this battlefield, the Reputations you can
now give to others are as permanent and as powerful as stapling a
dunces cap to their head.
Effects: Using this Perk will permanently give a Character a
negative Reputation descriptor. Use this Perk by speaking to a GM
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and regularly gossiping to other Characters about the target
Character. See Reputation, above, for details on how to change
Reputation levels.
This Perk may also be used to reduce the level of a permanent
positive Reputation descriptor.
Countering: Other Reputation Perks can be used to remove (or
modify the ratings of) Reputation descriptors given by this Perk.
Experience Cost: 20 Experience Points.
Activation Cost: Activating this Perk uses a variable number of
Creative Points, where the number of Creative Points expended
reflects the change in Reputation level.
HOLD THE LINE!
Requirements: Socialise (Intimidation) at Professional and Mind
(Willpower)
Description: Sometimes, all a group of people needs to become a
cohesive unit is for someone to start shouting at them. After years of
practising your best Drill Sergeant voice, you have mastered this
trick.
Effects: To activate this Perk, you need to start commanding the
group of people that you are with. If they accept your command,
then for the duration of that encounter or scene, while obeying yourdirect commands, they may ignore wound penalties.
Countering: This perk only works while the recipients are obeying
the direct orders of the leader. Either disobedience or the removal of
the leader from command will end the effect.
Experience Cost: 15 Experience Points
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Activation Cost: Activating this Perk costs 5 Creative Points at
Professional and 4 Creative Points at Master.
MY FELLOW FUMAREANS...
Requirements: Socialise (Leadership) at Master
Description: People hold hidden depths, and what they need to
bring those buried strengths to the surface is a muse. When the
Professors built the first steam-trains and zeppelins, when the first of
the Colonies was founded, when the military lines held against the
worst that the Ramian could throw against them, the effort alwaysbegan with a truly great leader giving them a truly great speech.... a
truly great leader like you.
Effects: To activate this Perk, you need to give an inspirational
speech describing a specific task. At the end of the speech, you may
distribute any number of your Creative Points among members of
the audience. These Creative Points may only be spent in directly
furthering the task described in the speech.
Countering: None.
Experience Cost: 20 Experience Points
Activation Cost: Activating this Perk uses a variable number of
Creative Points, where the number of Creative Points expended
reflects the number of Creative Points that you may distribute
amongst the audience.
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THE SCIENCE OF THE SOLDIER
BEING A FULL AND COMPLETE DESCRIPTION
OF ILLNESS AND INJURY IN ZEPPELIN GAMES, AND
DIVERSE MEANS OF INFLICTING
OR MITIGATING SAME.
HEALTH
This section outlines the rules for determining how healthy a
Character is, the penalties for being injured, and how to recover
from injury.
GETTING HURT
Characters in the Zeppelin Games system have six levels of health:
Healthy, Bruised, Wounded, Seriously Injured, Incapacitated
and Dying.
Harmful effects (such as being hit by bullets and so forth) have
specific damage ratingseach level of damage removes one health
level from the Character.
Some effects deal multiple levels of damage - it is possible to skip
several levels if hit by something significant, like a phosphorous
bullet, or a cannon shell. Taking damage has negative effects on a
Character's abilities and capabilities. If a Character loses all fivelevels of health, then they may die.
For example, Katarina the Bookseller has gotten herself into a little
trouble. The first edition she sold turned out to have been a water
damaged eighth edition, and the disenfranchised buyer has pulled a
knife and slashed her. The knife does two levels of damage, reducing
Katarina to Wounded. Thathurts.
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THE LEVELS OF HEALTH
Healthyis the default state of a Character. Theyre fine and well.
If a Character takes a level of damage, they are Bruised. Ouch.
Still, its only a flesh wound, and a Bruised Character can do
anything they could do when they wereHealthy , except that if they
take another level of damage...
They go to Wounded status. A Wounded Character is in serious
pain, and they should probably sit down, or maybe lie down, or find
a doctor or something. Theyre having trouble concentrating onmuch other than their injuries. Plus, if they take a third level of
damage...
Theyre in Seriously Injured condition. Seriously Injured
Characters cannot engage in rigorous activity (unless they have
specific abilities allowing them to do so). Theyre having trouble
walking, and lifting a big heavy revolver is impossible. Its hard to
speak, and if they take another level of damage...
Theyre Incapacitated. They are no longer able to stand and
walking is right out. If still conscious, the Character will definitely
be unhappy about it. Speaking will either be through gritted teeth or
shouting.
If the last level of damage is taken...
Theyre Dying. The Character has been rendered unconscious byher injuries and is unlikely to live without aid. Unless stabilised (see
the Medicine Talent) within five minutes, that Character is Dead. If
Stabilised, that Character regains a single health level, raising them
to the Incapacitatedhealth level, but will remain unconscious for
five minutes.
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Note that the Dying level is the lowest level a Character may be
reduced to with damaging effects. Further damage is effectively
ignored.
Continuing the example, Katarina the Bookseller has a couple of
friends on hand, fortunately for her. Two of these friends are
nearby, and theyre packing fairly significant firepower. They both
open up with their revolvers, dealing eight levels of damage to the
unfortunate buyer. How inappropriate. The buyer is reduced to
Dying, unconscious on the ground. The two additional damage
levels are ignored, and Katarina, suddenly remorseful, grabs hermedicinal kit and begins binding the wounds, Stabilising her
customer and ensuring his survival.
Dead Characters are no longer playable. There are no means
available to revive DeadCharacters. Participants whose Characters
have becomeDeadshould continue to roleplay their remains until it
is no longer necessary to do so, then speak to an Organiser.
While it is usually only possible for a Character to die by being
reduced to Dying and then bleeding out in their allotted five
minutes, note that it is also possible to die if a Character is the
victim of the "Coup de Grace" perk, or similar ability.
In Fumare, while violence in the cause of self-defence is laudable,
allowing another person to die is a serious capital crime (even if
they had such things in mind for you), and actually deliberately
killing someone is almost unthinkable. Players should seriously
consider the implications of such action; any Character who would
do such a thing is probably either socio- or psycho-pathic.
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HEALTH SUMMARY TABLE
Health
Level
Levels
remaining
Effects
Healthy 5 No effects: The Character can act normally.
Bruised 4 No effects: The Character can act normally
(but may be sore in places)
Wounded 3 The Character is in serious pain and must
show it - limping, wincing, etc. Fast or
strenuous action such as combat or running is
hampered, and impossible to sustain for more
than one minute.
SeriouslyInjured 2 The Character cannot engage in combat, run,lift heavy objects, or perform strenuous
activity. They may walk slowly or crawl, with
some difficulty.
Incapacitated 1 The Character cannot stand or walk. The
Character can only speak through gritted
teeth, scream, or accept assistance. It is
perfectly acceptable (and, indeed, likely) to
pass out from pain.
Dying 0 The Character is unconscious and will die if
left unaided for five minutes.
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GETTING HEALED
Modern Science is full of ways to treat or fix harm to the body. The
main Talent used to do so is Medicine, which is covered in full
detail in The Learnings of the Academic. Some mechanical
inventions or chemicals can also be used to heal, treat or stabilise
Characters. These are discussed in theArt of Invention.
It is vitally important that Characters who have received damage are
Treated for their injuries. An untreated wound cannot heal, and is at
risk of being Infected. Infections are covered in full detail in The
Learnings of the Academic. Any Character who has not receivedtreatment within an hour of becoming hurt should inform a GM.
Wounds that have been Treated will continue to heal at the rate of
one Health Level after each full night of rest.
There are four ways of assisting an injured Character:
TREAT WOUNDS, which avoids the possibility of infection or
illness stemming from raw injuries.
STABILISE, which prevents a Character fromDying.
BANDAGE, which heals the Character by granting temporary
Health Levels.
SURGERY, which can repair serious damage taken by a Character.
A Character with the Medicine Talent (at any Rank and with any
Skill) may Treat Wounds and/or Stabilise aDying Character.
TREAT WOUNDS AND STABILISE
In order to Treat Wounds and/or Stabilise a patient, the medic
should spend a couple of minutes with the patient and roleplay their
treatment (cleaning wounds and staunching bleeding, for example).
The Characters wounds will then no longer be at risk of becoming
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Infected. A Dying Character who receives this treatment is also
Stabilised and healed to theIncapacitatedHealth Level.
Dying Characters healed by this process should remain unconscious
for about five minutes after receiving aid, and will likely be in
considerable pain upon awakening.
BANDAGING
A Character with the Talent Medicine (Field Medic) at Experienced
Rank or higher may Bandage other Characters. Bandaging grants
Bandage Points, that act as "virtual" Health Levels while the patientheals.
If a Character isDying, they should be Stabilised (see above) before
being Bandaged. Their wounds should also be Treated, preventing
the risk of Infection.
A medic wishing to Bandage a Character should roleplay treating
the patient's injuries. For every two minutes of roleplay, the patient
receives a Bandage Point, until the Character is effectively Healthy
or has received a number of Bandage Points equal to the medic's
Rank in Medicine (Field Medic). When a medic uses this Talent,
any current Bandage Points on the patient are removed first, then the
new Bandage Points are applied.
The medic must also provide the patient with a prop (a bandage or
similar) to represent the treatment. This prop must be worn or
carried for the Character to keep the Bandage Points.
If a Character takes damage, it should be taken from their Bandage
Points before their Health Levels (but after their Armour Points, if
they have any). If a Character takes more damage in one hit than
they have Bandage Points, further damage will be taken from the
Characters Health Levels.
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After 4 hours of solid rest, Bandage Points are converted to normal
Health Levels. Further injuries are healed at the normal Treated rate
of one Health Level after each full night of rest.
Note that although this process is called bandaging this actually
represents any medical technique that could be used to treat a
wound, such as applying stitches, making splints, etc.
SURGERY
Some events might cause massive physical trauma such as severed
or broken limbs. Other conditions may also arise which requiremore complicated treatments altogether. These can only be repaired
through Surgery. This is covered in full detail in The Learnings of
the Academic.
COMBAT
The most dramatic method by which Characters may do harm to
each other is Combat.
Combat at Zeppelin Games events should always be conducted with
participant safety in mind. For this purpose, several safety rules are
in place, as well as rules covering the props that may be used in
combat.
There are two ways to engage in combat - either in melee (using
weapons to directly strike another Character) or at range (using
firearms to shoot other Characters from a distance).
PROPS AND SAFETY
All Players