General Rules

The general rules at Firefly: Take Me Out to the Black are established to create the most fun for the most people. They are there to support the play rather than limit it. If you have any questions regarding the general rules, feel free to contact the organisers before or during the event.

In the following rules, we will often be referring to skill trees, which the characters and groups are built upon. Every character has 10 points to spend on skills character, and every group also has 10 points to spend on skills. The skill trees are created to provide flavour and depth to your characters and groups, as well as to give you the option of specialising. You can read more about the character- and group skills under "Skill Trees". 

About Groups

Everyone participating in Firefly: Take Me Out to the Black must be in a group regardless of which type og character you play. All players must have reached the age of 18 by the start of the event. If you are 16 years old, you can in some cases receive dispensation to participate by the organisers if you are accompanied by a legal guardian of 18 years or older.

Group Size
Your group must consist of between 3 and 7 people. Exceptionally, dispensation for an extra group member can be given. However, by groups of 8-10 people, the organisers would usually ask you to split up into two groups. We hope that you will see this as an opportunity to play with and against each other. Although you can have relations between these two groups, we ask that you do not create two groups that work as one in praxis. Remember that your best friends can easily be your best worst enemies too. 

 The organisers are more likely to give dispensation for more members to non-combattant groups. Non-combattant groups could be e.g. settlers on Clementine, shop keepers, noble families and the sort.

If you don't have a group we recommend either searching for one or searching for people for your own group through our Facebook page

About In-Game Economy and Resources

The currency on Clementine is, like other places in the Firefly universe, "credits". Credits, however, are not the only valuables in the game. Often the various resources are also used for trading, bargaining or blackmailing. 

The Different Types of Resources
There are 3 different types of refined resources in the game: fuel, tech and med-kit. All three types of recourses have one charge, which is spent when using the resource. You can, however, obtain skills through the skill trees that optimise your use of resources.

Fuel resources are used when you want to fly out into the 'Verse. To reach your destination and return home again, you make a certain amount of 'jumps'. One jump usually costs 1 fuel resource. If you for some reason are out of fuel resources and are stuck in the Black, you will always have the option of straining your engine. Mechanics and pilots can buy skills that optimise the distance your engine can go on low fuel. You can read more about this under the respective skill trees. 

Tech resources are used when you want to meddle with your engine, pick a lock, make sabotage or somehow influence the game with technology. The amount of tech resources required to take the action depends on either the skill you want to use, or on the organiser sitting on the other end of the line when you call us asking how much resources it will cost you to install a speaker playing "Hero of Canton" on repeat in your rivals' ship. 

Medic resources are used to patch people up. The different skills in the skill trees define how many medic resources a certain medical action requires. Certain skills make you more effective in the use of medic resources so that an action requires less. 

Once a resource is used, you should bring it to one of the resource drop-off spots as soon as possible. 

Most resources can be found in mines on and around Clementine. If you fly into the Black to try your luck on the surrounding asteroids, you will most likely return to Clementine loaded with resources.

Starting Capital and -Resources for the Various Groups
Money-wise, there is a huge difference between a poor adventure crew, merchants on Clementine, and wealthy nobles. Therefore, the starting capital and -resources of your group will depend on the type of group you play, as well as on the skills and backgrounds of both the individual group members and the group as a whole. 

Asides from the shared recourses your group will be given, each group member will receive 50 credits in starting capital. Certain skills from the skill trees can increase your starting capital.

About Ammunition

At the event the organisers will provide your ammo. Thus, you should not bring ammo yourself,. It will be handed to you at the GM-bunker when you check in. You should think of ammunition as sort of a resource on level with credits and the refined resources. 

You can obtain skills that give you and your group more starting ammo.

Automatic Weapons
At Firefly:Take Me Out to the Black we want to delve into the Space-Western genre, and prefer dynamic battles rather than full-automatic NERF-war. Therefore the organisers have decided to allow maximum one automatic weapon per group. Those who want to utilise the automatic weapon must buy the appropriate skills in the "Gunner"-skill tree. Although more than one person in your group can use an automatic weapon, you are still only allowed to bring one automatic weapon per group. 

An automatic weapon is defined as a weapon firing more shots when the trigger is pulled, as opposed to semi-automatic weapons, which only fires one shot per time you pull the trigger. It is allowed to bring more than one semi-automatic weapon. 

About Locations and Territories

It is possible to obtain a location - a territory -, which represents a piece of real estate. This would typically be for those who play settlers on Clementine, who have a bar, a business etc. Nobles also have the opportunity of a territory. 

In order for your group to possess a territory, you must obtain the needed skills from the group-skill tree. Moreover, the hows and whys of the obtained territory must be stated in your group background.

The size, facilities, location and overall sweetness depends on the level of the territory in accordance with the skill trees. 

About Spaceships and Space Travels

At the event you and your crew will have the option of having your own spaceship, which can be used to support your group concept by e.g. flying on missions for wealthy nobles, exploring nearby asteroids, or performing more or less legal freighting tasks. There are different types of spaceships with varying capacities, strengths and weaknesses. You can choose the kind of spaceship that suits your group concept in the group-skill tree. 

There is always room for your entire crew on your spaceship. If more people, for reasons, need a ride on your ship, or if you are transporting resources or other cargo, the capacity of your ship depends on your choices in the group-skill tree. 

Space Travels
If your group has a spaceship and you'd like to explore or go on a mission in the local part of the 'Verse, you must report so to the FLYKONTORET at least one hour before take-off. The type of ship your group possess determines how much fuel you need to travel from A to B - that is, making a "jump". As before mentioned, it is possible to obtain skills that effectivise the use of fuel so that it is possible to make more jumps per fuel-resource. 

About the CQB Arena

At the event there will be a CQB arena, where different kinds of encounters will be acted out. When you and your group use the CQB arena, the organisers would like to emphasise the need for your consideration and care for both props, NPC's and fellow players, no matter how epic and long-awaited a foam-darts-stand-off you're facing. 

For your safety you are required to wear goggles when you are in the arena. Therefore we would like to encourage all of you who counts on using the CQB-arena to get your own pair of goggles. Should you be unable to do so, you can borrow goggles at the event before entering the arena. However, if you want to make sure that the goggles fit your otherwise fly outfit, make sure to bring your own.

Opening Hours
Friday from 21:00 - 02:00
Saturday from 09:00 - 02:00
Sunday from 09:00 - 11:00

About Fighting and Encounters

Damage and Hitpoints
At the event, HP are fluidm which means that no matter where on your body you're hit by a stroke or a shot, you will take damage. All players have 4 HP.

  • All guns cause 3 HP damage
  • All melee-weapons cause 1 HP damage 

The head is not a target zone, so if your shoot or hit someone in the head, the damage doesn't count unless your opponent chooses to play along. This is also the case if your opponent is wearing a helmet. If you by accident hit your opponent in the head, we count on you to roleplay yourself out of the situation, and, if needed, talk about it when the encounter is over. Remember: nobody hits you in the head on purpose, so be ready to accept an apology afterwards. 

By acquiring certain skills you can use armour as protection in ranged- and melee encounters. There are two types of armour: light armour and heavy armour. The table below shows how many hits the two types of armour can block:

Armour-type Light armour Heavy armour
Hits 2 5


Once your armour has blocked the number of hits it can stand, it does not give protection in other fights before it has been repaired by a mechanic or a similar professional. 

In order for your gear to count as light armour, your torso must be covered. An example of light armour could be a bulletproof vest. 

In order for your gear to count as heavy armour, your torso, arms and legs must be covered. An example of heavy armour could be a full combat suit in riot police style.

If you have any questions about your armour, feel free to send the organisers a picture. We will then do our best to guide you.

Critical Condition and Unconsciousness
Should you lose all your HP, you will be in critical condition, and thus unconscious. Moreover, you will be dealt one permanent damage either physically or mentally. To snap out of your critical condition you must be assessed by a doctor within 30 minutes. As soon as you're back on your feet, you must come to the GM bunker to find out which permanent damage you will receive.

You can obtain skills in the skill trees that make your recovery easier.

In the skill trees, you will also find skills that can bring a person to unconsciousness outside of combat . We are talking about the good old "bonk" or "niederschlag", with which you symbolically hit your target in the back of their head with a blunt object while saying "bonk". Your victim now falls unconscious. Players who wear helmets can't be bonked. If you have been bonked you don't need to be assessed by a doctor, but can e.g. be fake-slapped awake again by anyone after 10 seconds. If there is no one around you to wake you up, you wake up by yourself after 1 minute.  

There are other ways to take out your enemies than hammering their bodies full of NERF darts. Fistfighting is a non-lethal form of confrontation taking place between two or more people by comparing the overall fistfight level of the persons or groups (based on the skill trees). Hereafter the fistfight is acted out. Thus, the individual fistfight levels of the different group members are added up, and the group with the highest number wins. If the level of fistfight is equal between the persons or groups, both parts will receive a good beating.

The loser(s) of the fistfight are unconscious, and can be awoken the same way as if they had been bonked. 

You can buy skills to pump your fistfight abilities in the skill trees. 

About Consequences and Character-kills 

The Firefly setting is ideal for conflict and consequence between players and groups. Conflicts can be fun, and our intention as organisers is to use them to create great roleplay. But remember that the actions of your character have consequences in relation to other players and from the perspective of the organisers. And if you've spent the entire scenario agitating the most gun-heavy crew at Zionia Station or in some other way stretched your luck just too many times, consequences are inevitable. 

As organisers, we would rather that you solve such conflicts with lots of great roleplay, and we encourage you to have several steps on your conflict- and escalation ladder. But if you really live on the edge or obviously provoke the wrong people again and again, you may find yourself staring death in the face.

We have made the conscious choice of making character-kills possible at Firefly: Take Me Out to the Black to make the players think an extra time before hurling yourselves into some impossible mission or conflict that may cost your lives. Our goal is not to kill off as many characters as possible, and we would like to emphasise that the various parties of the conflict should have played the conflict out to a point of no return before a character-kill can be justified.

A character-kill doesn't occur if you've been gunned down, if you've lost all your HP, or of you're slowly bleeding out. An active and obvious action needs to be undertaken to kill another character, e.g. that you simulate a headshot or a cut throat accompanied by a victorious solo-speach like: "This is the last time you'll ever cross me, Ginger!". The player whose character gets killed should be left with no doubt of the fact that their character is dead. Remember to make room for the other players to make a scene. This counts for both the character that will be killed, and the character's group members, who may want to beg for their friend's life, try to catch the bullet, or curse you and your family for all eternity. 

Remember that character-kills are always a culmination on a longer and insolvable conflict, and not some random slaughter.

If your character has been killed, a visit to the med-bay won't bring you back to life. Your character is dead. 

If your character has been killed, you have to go to the GM-bunker. Here, we will help you creating a new character. See if your group doesn't have a new costume you can use so that your new character won't look exactly like your old one. In case you think that your character has been killed on an unfair basis, we strongly encourage you to come to the GM-bunker and talk to us before and instead of starting a debate in the game. 

Most likely, killing another character won't go unnoticed or unpunished. After all, it is murder. And although we are far away from the lawfulnes of the Core planets, the watchful eyes of the Alliance reach even the most remote parts of the Rim.