This is a rules light game – we want your headspace taken up with your character and not regulations – but there are a few things we would like you to know:

Language: Yes, you will be playing characters from many different countries, but those at the conference will be communicating in English. Translation software (with a 30 second back buffer) is available if anyone drifts into their “native tongue.”

The GIN: The GMs will be in theater blacks and scattered about the playspace. We will represent the Global Information Network (the GIN). Computing has come a long way since the teens and folks interface via voice or through an implant. If you need something from the net, talk to one of us. [Likewise, if you need something out of game, talk to one of us.]

Lethality: We want everyone to have the best time possible and we trust that our players will desire to aid other players in crafting their story. Knocking a character unconscious and shoving them outside to die in the Super Blizzard in the first hour may further your own goals, but likely cuts the other character’s story short. We want to see conflict and for things to get dirty, but try to reserve lethal force till the late game – if at all. We know you’ve got this.

Physical Roleplay: Some folks don’t like to be touched. Unless someone gives you explicit consent (that means asking directly and receiving an affirmative reply), it’s hands off during game.

Intensity and Bleed: This game covers some dark territory and might evoke powerful responses in you and your fellow players. In order to minimize breaking immersion, we give you the following for in game shorthand.
“Brake” – this is a warning, this player is feeling triggered and the scene can continue but be at that same level of intensity, but no further. The player does not need to explain themselves afterwards.
“Cut” – this player is feeling overwhelmed, the scene ends, no questions asked. They should feel free to speak to a GM and exit the game space for as long as they need.

Resolving Conflict: Quantum Entanglement

This is also a mechanics light game. We expect most of the conflict in this game will be resolved by building a story together; that friction and opposition will be overcome by roleplaying – we want to keep our players focused on playing their character rather than breaking immersion to perform a mechanic. However, should an impasse occur, the resolution will be abstracted.

Each character starts game with a certain number of “quanta” – glass beads of varying colors. These should remain secret. A player may not show or communicate anything about the quanta they have available unless it is revealed through an encounter (conflict or challenge). In conflict, the person who commits the most of a single color wins. Ties go to the initiator.

Player vs. Player Order of Operations

  1. Initiator invokes challenge on a single target or task.
  2. Defender describes consequence of failure (this cannot incapacitate the initiator).
  3. Initiator and defender select quanta to expose (this can be as many or as little as they like with one caveat – the initiator must commit at least one bead).
  4. Quanta revealed simultaneously.
  5. Winner determined by most of a single color. Tie goes to the initiator.
  6. Winner gives one quanta from winner’s pool. On a tie the defender chooses which quanta to take.
  7. Cooldown: the loser may not re-initiate conflict with the opposition for at least ten minutes.

Group Conflict
Same order of operations as above except that each person involved in the conflict may contribute to the encounter by showing one quanta from their pool without seeing what the initiator will be showing. Only the initiator will give up a single quanta if the actions concedes, and only the initiator may gain a single quanta if the action fails.

Environmental Challenges: Payment of Quanta

There will be times when a player will attempt an action that is opposed by the environment itself. A GM may request payment of quanta (or quantum) in order for the task to be successful. The request may be more than you alone can pay, and it is encouraged in a case like this to find other players that might be able to help.

Each quanta’s color has significance.

Black – Physical
Blue – Engineering
Green – Science
Red – Social
White – Unknown

It can be generalized that the “quantum signature” of a character represents who they are. A scientist will probably have more green quantum than a PR rep. Security personnel would likely be weighted toward black quantum whereas diplomats will likely have red quantum. Keep that in mind when looking for help. If you keep the search in character the scene will be unbroken.


Project Skuld: Terra davidjburbank davidjburbank