SOP LARP (Simple, One-Page Live Action Role Play) -- First Edition, Revised SOP Golden Rule The ruling of the Game Moderator takes precedence over any of these rules. SOP Character Creation Normal humans have 5 points to divide between the four attributes. A value of 0 is below average, 1 is average, and anything above 1 is above-average to a greater or lesser degree. 5 is the maximum for a human in any attribute -- this represents near-legendary ability. The attributes are: WARFARE -- This includes the ability to fight with a weapon, the ability to think strategically, and the ability to lead others. It is both tactical and strategic. Use it to command armies, swordfight, and play chess. STRENGTH -- Includes sheer physical brawn, the ability to shrug off damage, and the ability to fight bare- handed. Martial artists should take a high Strength to represent skill rather than actual strength. ENDURANCE -- The ability to heal damage and the ability to keep going without resting. PSYCHE -- Mental strength and willpower. Used for all mental activities not covered under Warfare, such as computer programming, forensics, calculus and, in a fantasy scenario, spell-casting. SOP Action Resolution Whenever you're attempting to do something to another player, each of you states what you are doing and each person draws a card. An ace is worth 1, a face card is worth 11, a Joker is worth 13, and all other cards are worth their face value. Add the appropriate attribute (as agreed upon by both players) to the value drawn -- higher total wins, and what they describe as happening happens. In case of tie, the person with the highest Endurance wins -- otherwise, draw again. For example. Joey says to Sal, "I'm punching you." Sal says to Joey, "I'm hitting you back." That's Strength in both cases. They draw cards and add Strength -- highest total hits the other one. If Sal had said, "I poke you with my knife," she'd have added Warfare instead of Strength, while Joey would still add Strength. If it is unclear which attribute to use, the player gets to pick. If there is a rules argument and no GM present to adjudicate, flip a coin to settle the issue for now and keep playing; ask the GM about it later. Chronic rules lawyers will be ejected from the game. SOP Damage and Healin Most weapons (including fists) do one point of damage -- swords and most firearms do two. If the players involved in a combat can agree a weapon does more or less damage, fine. Damage is first taken to one's Strength, then to one's Endurance. Once one's Endurance drops below maximum, the player must roleplay being wounded and subtract one (and no more than one) from all card draws. When one is at zero Strength and Endurance, one is unconscious and at the mercy of one's opponent. Damage heals every 24 hours, at a rate determined by one's maximum Endurance. Max Endurance Points Healed per Day 0 1/2 (one every two days) 1-2 1 3-5 2 6-10 3 11-20 4 21-30 5 31-49 6 50 7 Healing rates double if one rests all day, triple in a hospital. SOP Strangeness If you have some strange power, such as the ability to turn invisible, you will have a GM-issued index card that you can show to other players when you use your power, explaining how it works. Powers outlined on a red index card take precedence over those on a white index card. SOP Credits Copyright 1996 by Kirt A. Dankmyer. This document may be freely distributed so long as all text, including this statement and the table above, remain intact and unchanged. Credit is due to the Interactive Literature Foundation (from which I got my card-drawing mechanic, though Mike Pondsmith's Castle Falkenstein deserves a nod) and Erick Wujcik's Amber Diceless Role-Playing (where I got the idea for the attributes I used).