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Errata / Clarifications

Station Disaster

You now take 1 sanity damage for every 10 minutes on the Station. See the SpaceStation Disaster greensheet.

Public rules changes and clarifications will be posted here.

General

  • Game ends at 3am the second Sunday.
  • Pink paper is the same as purple paper.
  • The skill you need to attach each type of lego has been added to the rules.
  • Some mechanics, like copying virtual items, refer to a "Computer Cluster". This is an in-game sign, not a real-world Athena Cluster.
  • Please CC contact-gms on in-character communication. This is just because we love reading it; you're kludgite safe from other players hacking your email.
  • Question Web questions have three possible difficulties: Easy, Moderate, or Hard. This is an approximate measure of difficulty, and may not always be correlated with the reward for completing the node.
  • If you somehow lose or spend an Experience, you don't forget the memories that that Experience contained; they just seem a little less vivid.
  • You can't destroy mental items, unique items, immobile items, or corpses. You can destroy virtual items, except stock certificates. You can destroy other physical items, including RTIs, device prototypes, blueprints, whitesheets, blackmail, weapons, armor, and ID cards. Don't dig through the trash looking for remains of destroyed item cards.
  • Destroying items takes a 3-count.
  • If you change the Danger value or otherwise modify an Ouranios node, tell the GMs so we can recreate it properly if it gets grunged.

Combat

  • After recovering from being dazed, you are immune to combat for 5 minutes. This immunity ends if you challenge someone.
  • A weak human has 3 Endurance, an average human has 5, and a strong human has 7.
  • Rules change: you cannot drag or carry dazed people.
  • You expect an ordinary unarmed human adult to have a Strike, 1 hitchain.
  • If you are required to fight someone for a notebook or other mechanic, and you mutual, that does not count.
  • At most one Fight Me Instead can happen per challenge. If two people try to use it simultaneously, decide randomly or something.
  • While dazed, you are considered helpless for mechanical purposes.
  • If you challenge someone or use Fight Me Instead while temporarily immune to combat, this ends your immunity.
  • If you take Endurance damage, you're back at full after 5 full minutes in which you are not in combat, you're not in a shadowrun, and you don't take Endurance damage. You can't heal this way during a shadowrun or during a fight. This now applies to all shadowruns.
  • If you would lose Money but have no Money, you lose Morale instead. If you would lose Morale but have none, you lose Workforce. If you lose Workforce but have none, that's probably a sign that there will be major problems postgame.
  • If something lets you use a hit chain in "one combat per day", you can use it as many times as you want in that one combat.
  • You need the actual card for a weakness to use it upon victory. It's obvious to bystanders that you're using a weakness, and you should at least describe it's content out loud, ideally in a dramatic manner, though you don't have to read it word-for-word.
  • Once a combat challenge is issued, you can only use combatly abilities. You cannot destroy items while in combat, you cannot heal yourself or others, you cannot use your bodyguard ability to try jumping out of your current combat into another one, you cannot do research (unless your research step is "fight someone"), etc. Nor can other people direct abilities into the combat -- if someone challenges your friend, you cannot respond by quickly healing your friend before they start shooting, nor can you hand your friend a weapon, etc. Do your thing before your enemies challenge you!

Gamespace

  • You can cross the Infinite Corridor, but don't take game action there. 7-1, 10-1, and 8-1 are basically just the Infinite Corridor, and are not in game.
  • 6C-0 is the same as 6-0. 12-0 is not in game.
  • See the map for what floors of Ouranios we think are in game.

Shadowrunning

  • The leader can take mental items you find in a mental shadowrun the same way he can take other items. You can't take the last copy of a mental item from a reward packet in a mental shadowrun; if a reward packet runs low, the owner of that mental shadowrun should see a GM.
  • When entering a mental shadowrun, the victor doesn't have to be the leader, but they have to be in the shadowrunning group. They can leave right away if they want.
  • At an Exit, someone can leave the shadowrun without the whole group having to leave; the leader can't leave in this way.
  • You can write down or photograph a shadowrun you are in.
  • If a node causes HP or san damage, that only affects the leader unless the node says "each".
  • If you die while people are in your mental shadowrun, they're expelled.
  • If you're in someone's mental shadowrun and their 5 minute daze timer expires, you start taking sanity damage every minute starting then. That means you take your first sanity hit 6 minutes after the person was originally defeated.
  • Although you can normally walk slowly while dazed, you can't while someone's in your mental shadowrun. You can still talk and listen and so on.
  • You can't see your own mental shadowrun or the contents of the reward packets. You know that they contain at least copies of your weaknesses.
  • If you're reduced to 0 Endurance by a shadowrun (or other noncombat mechanic), you're not dazed but lose instantly if challenged. If a node or research step would reduce you below 0 Endurance, you can't pass it.
  • If there's a classroom with two doors, each of which is a different shadowrun, there will be a makeshift wall of chairs and/or tables dividing the classroom. Don't climb over this wall to get into the other shadowrun. You can see and hear across the wall, though.
  • There are things in game that modify shadowruns. Read the actual shadowrun every time, even if just going to your own corporate lab.

Public Sheets

Public Greensheets

Code Box

Only enter a code here if a notebook or other mechanic tells you you can.