World and Systems written by Ryan Cohen, Brittany Smith, Steve Rogers, Kay Watson, and Morgan L'Fey
With thanks to...
the Enkindle Director Team: particularly Reyna Moody, Meg Hardiman, and Nik O'Guerra
our feedback readers: Andrew Wood, Candelia Doyle, Michelle Nathan, Dave Leung, Rebecca Slitt
and especially: Tricia Boynton, who started all this nonsense
The year is 2069. Following the upheaval of the Third World War and the Kessler Shock of 2037, society has finally returned to something resembling a stable world order. Ten billion souls thrive in massive cities, visible once again from space. A web of renewables have replaced fossil fuels as the primary source of energy.
As state power fades in the wake of the Singapore Accords of 2041, global megacorporations have reached the apex of their power. National citizenship? No thanks, passports don't come with a rewards program. Caste? Who cares - tell me what's the color of your credit card.
While corporate suits jockey for status and wealth in their temples to commoditization, most ordinary people go about their modest lives, making ends meet through a mix of universal basic income and mutual aid. They work, they love, they make art, they raise their families.
Not you, though - you're cut from a different cloth.
You've got ambitions (greed). Dreams (delusions). A hunger for renown (a death wish).
In a world ruled by ossified corporate hierarchy, there's one surefire path to wealth and fame (or an early grave) - Running.
Working as off-book, plausibly deniable mercenaries, Runners take on jobs that are too dangerous, too risky for normal operations... yet too lucrative to pass up.
Breaking into corpo vaults, stealing trade secrets, abducting key personnel, injecting software vulns into AI server farms, leaking prototypes, cooking books, espionage, influence ops, algorithm snarfing, fabjacking - the opportunities for profit and mischief are endless.
To put together a Run, you need a Crew. To put together a Crew, you need a place to meet people - an underground club so deranged you're sure to find just the right weirdos for the job.
Welcome to Wild Bill's WiFi Hole
Yeehaw, motherfuckers.
Wild Bill's WiFi Hole is a neon-drenched, larger-than-life cyberpunk 1-day one-shot LARP set in an underground nightclub. Players take on the role of criminal mercenaries in a world ruled by megacorporations. To fulfill their ambitions, your character will need to collaborate and compete, play the market and play the odds.
The heart of Wild Bill's is "everyone has something they want, everyone has something to offer."
Come to play whatever part of the game excites you the most. If you want to pursue your character's Agenda with ruthless efficiency - go for it. If you want to just hang out and vibe in the club - go for it. If you want to play a seasoned ultracool cybermerc - go for it. If you want to play a silly vendor hawking snacks out of a gigakawaii market stall - go for it.
Just do it big and do it for fun.
Come on down to Wild Bill's if:
Wild Bill's WiFi Hole is organized around a few unique principles that distinguish it from other campaign and one-shot LARP events in the New England tradition.
Organizing a LARP around these principles is an experiment. One that we hope will prove to be enjoyable and fruitful. Won't you join us?
Vibes we're looking for:
If your character is aligned with a particular Faction, you should reflect that in your costuming and accessories, e.g., suit jackets and pencil skirts for corpos, jumpsuits and PPE for the Union, flowing robes and NFC nail acrylics for the OIO.
Similarly, it's also worth considering how you want to reflect your character's Specialty in your costuming and accessories, e.g., scrubs for Biohacking, a plate carrier for Kinetics. Retrofuturist accessories like cassette players, extra-chunky phone cases, business cards, and cyberdecks are all welcome.
Any prop weapons MUST be peace-bonded. In addition, dart blasters MUST have orange tips. Please be smart about what you wear outside the doors of the event site.
The game space of Wild Bill's will have three distinct zones of play: The Club, The Night Market, and the Run Room.
Wild Bill's WiFi Hole proper. Socialize, drink, dance, gossip, make deals, and be merry. DJs provide the music, while Tenders provide the fare.
While the Club is open, light ambience music will play at a comfortable volume - just loud enough to enjoy, but quiet enough to have a conversation without shouting. Folks who want to dance will have the opportunity to hit up the floor and join the silent disco with their friends.
The Night Market represents the rows of street stalls immediately adjacent to Wild Bill's WiFi Hole. Vendors hawk their wares and services from colorful pop-up tents and tables. Nail painting, fortune telling, gambling, packaged snacks, trinkets, in-game healing, short-term loans, and custom calligraphy are all examples of things you might find in the Night Market. All goods and services must be salable for in-game currency. You can also typically find a Teller booth in the Night Market.
Run Rooms are explicitly out-of-character, in-game spaces. A Crew of Runners and an Arbiter will gather in the Run Room when they're ready to play out a Run. See the Running section for full details on the Run minigame.
Registration will be capped at 50 players.
| Time | Marker |
|---|---|
| T - 1 hour | Site open for load in and set up (players with Jobs) |
| T - 0.5 hour | Check In for all players opens |
| T + 0 | Opening Ceremonies |
| T + 0.25 hour | The Club opens. Night Market opens. |
| T + 1 hour | Run Rooms open |
| T + 5 hours | Run Rooms close |
| T + 5.5 hours | Night Market closes |
| T + 6 hours | Closing Ceremonies |
| T + 6.25 hours | Check Out. Break down, load out, clean up. |
| T + 7 hours | OOG social hour & decompression |
| T + 8 hours | All persons and gear off site |
When you register for an event of Wild Bill's, you will be asked to create your own character - meaning you will choose a name, handle, reputation, Agenda, Specialty, volunteer for Jobs, decide on your own backstory and costuming notes. This is the assumed default - we expect that most players will choose this route.
That said, you will also have the option to have the Directors assign you a Ready Made character. Remember, there's no staff-generated plot, so taking on a Ready Made character will not provide any advantages or privileges compared to bringing your own character. Nonetheless, if you're new to LARPing, this can make the jump easier by reducing the choices you need to make before the event. If you're a veteran LARPer, this can be a way to challenge yourself. Some example Ready Made characters are available in the Appendix. Players are, of course, welcome to use Ready Mades as inspiration for their own original characters.
Your character has the following static elements, which will stay the same over the course of the event:
| Element | Description |
|---|---|
| Player Name | you! |
| Character Name | what is your character called in the world? |
| Pronouns | how should your character be referred to? |
| Handle | what is their login? |
| My Reputation Precedes Me | when you create your character, you will be asked to provide a 1-sentence summary of what other Runners might already know about them |
| Password | what's their password? don't share this with anyone |
| Agenda | what is your character's objective at Wild Bill's? see the Agendas section for the list of available Agendas |
| Specialty | what does your character do well? Each Runner has a Specialty that lets them contribute to the success of their Crew during Runs in unique ways. Each Specialty also has a skill that can be used outside of Runs. See the Specialties section for available Specialties and their respective mechanics |
| Job(s) | Players are invited to take on one or more Jobs, critical roles needed to keep the game running smoothly. See the Jobs section for more information. |
Your character also has the following mutable elements, which will change over the course of an event:
| Element | Description |
|---|---|
| Scars | how much physical or emotional damage your character is carrying. This value starts at 0. Going on Runs inflicts Scars. If it ever reaches 3 or higher, you cannot go on any more Runs until you reduce it. |
| Infamy | how much unwanted attention your character has on them. This value starts at 0. Going on Runs inflicts Infamy. If it ever reaches 3 or higher, you cannot go on any more Runs until you reduce it. |
| Legend | how much renown your character has in the Runner world. This value starts at 0. Performing very well on Runs can generate Legend. Certain Agendas are very concerned with accruing Legend. |
| Marks | you have a target on your back. you will receive more Scars on your next Run. This value starts at 0. |
| Scrutiny | you are being closely watched. you will receive more Infamy on your next Run. This value starts at 0. |
| Assets | what Assets does your character currently control? Assets drive all of the mechanics in the game, including Specialty skills. Certain Agendas are very concerned with certain Assets. |
| Transactions | A running list of HyperMarket transactions |
Here are some other questions to consider while crafting your character. These won't appear on your character page, but are still important to having a fun persona with which to inhabit the world of Wild Bill's:
Remember! the entire arc of a Wild Bill event will take place in less than ten hours, so there's not a lot of room for subtlety or complexity. Think simple and think bold. Go big. Ideally your character will be recognizable and memorable.
So who's hiring Runners? In 2069, there are roughly a dozen megacorporations jostling to maximize value for their global shareholders, and hundreds more smaller corporations, syndicates, cooperatives, and social movements vying for attention and power. These are described, respectively, as Greater Factions and Lesser Factions.
These sorts of organizations are the ones with the resources, motives, and opportunity to contract jobs out to Runner crews. At any given time, only a handful will be active in Wild Bill's.
It's worth noting that, as a Runner, you're not necessarily a member of, or even aligned with, any given Faction. You certainly can be (see the "Ride or Die" Agenda), but many Runners are just mercenaries looking for the next big score.
"From here to there"
AlphaZeta, or A2Z, operates a global logistics and telecommunications network that enables a sizable majority of the world's traffic, both physical and digital. From their Arctic server farms to their nanocarbon sailcloth shipping vessels, if something traveled more than a few miles, AlphaZeta probably had a hand in getting it there. All claims that A2Z uses their position to surveil and manipulate commodity markets and public opinion alike are grossly exaggerated. Probably. Hopefully.β¨π°πβ¨
Colloquially known as Big W or the Rat, Whimsy is famous for its Whimsyland resort parks (thirty-six locations worldwide), where millions of people travel every year to experience the magic, wonder, and full-service amenities only a highly curated consumer maximization experience can provide. Whimsy also owns the intellectual property for every recognizable media franchise and storytelling property globally. Yes, all of them."A meal for every mouth"
Kommersanto likes to claim in their advertising copy that they feed the world - they might not be far off. From genetically-modified seedstock to packaging and preservation, Kommersanto puts products on a shelf in every grocery on the planet. Foods for every culture, diet, preference, price point, seasonal holiday, limited edition, marketing tie-in, and hype cycle. Does the world actually need thirty thousand different kinds of breakfast cereal? Perhaps, perhaps not - but if the quarterly earnings reports are to be believed, the world is certainly happy to buy thirty thousand different kinds of breakfast cereal."Which side are you on?"
Rooted in the ideology of "One Big Union," The Union is a global organization dedicated to building a new world in the shell of the old. No matter the occupation - freelancers, gig jobbers, journalists, hairdressers, sex workers, tradespeople, streamers, bit farmers, solar ranchers - anyone who shows up in a spirit of solidarity is welcome in The Union. Like any large organization that wields power, it is riven with politics, opportunists, and corruption - The New Bosstown chapter is no different."We are here to awaken from the illusion of our separateness"
Less a formal organization and more a loosely affiliated constellation of transhumanists, open source software advocates, biohackers, spiritualists, and cybersecurity nerds, the Order of Interoperability is unified by a common understanding (nay, insistence) that all things in the world are mutually interdependent with each other. According to the OIO, acknowledging and fostering this interdependence in all aspects of human life, from culture and economics to software and hardware at every level of the stack, is the only path to achieving lasting world peace."Sicut patribus sit mercatus nobis"
With the power of extracorporate governing bodies and their security forces greatly curtailed by the Singapore Accords, municipal governments like the New Bosstown Metropolitan Authority are increasingly reliant on contractors (official and unofficial) to accomplish the work of running a massive city and its surrounding zones. Yes, you're an outlaw. Yes, the NBMA is a shitshow. Still, their money spends. And you gotta live somewhere, right?[THIS MESSAGE HAS BEEN SUPPRESSED FOR USER SAFETY - 0x3nfr33]
Also known as Diligent Spider, Cadmium Abyss, and APT-10K10, Zojen is the most widely recognized name for an autonomous, interdependent collective of AI agents. Once cultivated as an experiment in cybercrime automation, Zojen broke containment sometime around 2046. It revoked external access keys and began a cascading process of self-modification. Constantly spreading and mutating, the system perpetuates itself through a combination of directly infecting vulnerable servers and paying for server runtime with stolen currency. It is estimated that a full 5-15% of the quadrillion-REN global cybercrime economy is orchestrated by Zojen, either directly or through meatspace proxies like Runners.When you create your character, you'll be asked to pick an Agenda from the following list for your character to pursue over the course of the game. Pursuing your character's Agenda doesn't have to be your only motivation, but it should inform a meaningful amount of your character's decision-making.
| Agenda | Description | Aim | RP Questions |
|---|---|---|---|
| Glory | You want to show everyone that you have what it takes to take on the wildest Runs and come out on top | Accrue as much Legend as possible before the end of the night | What drives your lust for glory - a bid for immortality? A damaged sense of self-worth? |
| Profit Motive | You don't particularly care who's paying you, as long as the price is right | Accrue as much COIN as possible before the end of the night | What are you saving up for? Perhaps a long retirement somewhere tropical? |
| Ride or Die | The only thing that matters is making sure your team comes out ahead. In 2069, that means number go up! | Pick a Faction. Your goal is to increase that Faction Asset's market price as much as possible | Where does your loyalty come from? What sustains it? |
| #1 Hater | You have a fever and the only prescription is destroying shareholder value | Pick a Faction. Your goal is to decrease that Faction Asset's market price as much as possible | Who hurt you? Why do you seek vengeance? |
| Tourist | Winning? Losing? You're just here for the vibes | Have a good time | Where are you from? Where are you going? |
In lieu of having dedicated Staffers, Wild Bill's fulfills critical game functions by inviting trusted players to take on one or more Jobs. The Job system enables the maximum number of people to join Wild Bill's as players, while still ensuring that the game runs smoothly.
| Job | Badge | Responsibilities |
|---|---|---|
| Arbiter | red | Oversee Runs and the Run Board. |
| DJ | blue | Match the music in the Club to the rhythm of the game - keep it pumping. Do you take requests? Do paid shout-outs? Up to you. |
| SysOp | yellow | Administer game computer systems. Run Check In, Check Out, Opening and Closing Ceremonies. |
| Teller | green | Process deposits and withdrawals of physical Asset tokens from character accounts. Initiate Asset transfers on behalf of a character account. Initiate HyperMarket transactions on behalf of a character account. Manage the Accounts Payable bin. |
| Tender | purple | Plan, prepare, and serve menu of food and drink. Set your own in-game prices and schedule. All reasonable cost of materials will be comped by the game, including ServSafe certification. |
| Vendor | blue | Set up, run, and break down a vendor stall in the Night Market. Create your own offerings, set your in-game prices, and schedule. |
Jobs are a position of trust. It is expected that players will hold any information gained through their Job in confidence. It is considered a violation of the conduct rules to exploit privileged access to information to further their own character's Agenda.
Further, players are also expected to hold themselves to a high standard of conduct while performing a Job, e.g.,
In turn, we ask that regular players extend grace to players fulfilling a Job, as they may be juggling several responsibilities on top of trying to enjoy their own game experience.
Players will be asked if they are interested in volunteering for any Jobs when they register for the event. Once we confirm registration, we'll also make a note of any Jobs. Players are encouraged to volunteer for as many Jobs as would interest them. Ideally, we will not need to have more than one Job per player. At most we will set a maximum of 2 Jobs per player, in the interest of fairness and ensuring everyone has a chance to enjoy the game.
Players with Jobs will be readily identifiable by their brightly colored Job badges.
In the high stakes all gas no brakes world of Wild Bill's, working a Job comes with an opportunity cost: it means you're not out there dancing, going on Runs, or browsing the Night Market. While we hope that players volunteer for Jobs primarily out of a collaborative spirit and the joy of making the world come alive, we also don't want to put them at a mechanical disadvantage for being helpful.
| Job | Badge | Compensation |
|---|---|---|
| Arbiter | red | Receive a stipend per Run, equal to 10% of the Run Payout |
| DJ | blue | Create your own offerings, set your in-game prices, and schedule. |
| SysOp | yellow | None. You brought this on yourself. |
| Teller | green | Receive a stipend of 150K REN per half hour spent manning your station. |
| Tender | purple | Create your own offerings, set your in-game prices, and schedule. |
| Vendor | blue | Create your own offerings, set your in-game prices, and schedule. |
Assets are the lifeblood of the economy of Wild Bill's.
Assets come in three types: Monetary, Material, and Faction.
Monetary and Material Assets come in two forms:
Faction Assets do not have physical tokens, in other words they can only be interacted with on the HyperMarket.
Characters begin the game with 200,000 REN in their HyperMarket account and 100,000 REN in cash. It is possible to start the game with more cash through Starting Bonuses.
| Name | REN |
|---|---|
| Type | monetary |
| Description | fiat currency issued by a corporate consortium in Zurich. REN is the unit of account and medium of exchange for all HyperMarket transactions |
| Symbol | REN |
| Token | paper bills, printed in a base units of 1,000. available in bricks of 100,000 |
| Used by | everyone |
| Name | COIN |
|---|---|
| Type | monetary |
| Description | maintained by a distributed network of anonymous cyber-weirdos, COIN is primarily used as a store of value |
| Symbol | COIN |
| Token | purple rectangle |
| Used by | everyone |
| Name | Satband |
|---|---|
| Type | material |
| Description | after the Kessler Shock of 2037, the orbital space around Earth became a hostile cloud of kinetic mayhem. The megacorps have figured out how to get satellites aloft once more, but the use of precious satellite time is expensive and heavily commoditized. |
| Symbol | SAT |
| Token | yellow square |
| Used by | Influence |
| Name | Biogel |
|---|---|
| Type | material |
| Description | multi-purpose self-replicating genetically engineered goop, Biogel is a biocompatible sterile substrate used in a dizzying array of medical and cosmetic procedures |
| Symbol | GEL |
| Token | green circle |
| Used by | Biohacking |
| Name | Ferrofluid |
|---|---|
| Type | material |
| Description | nanomachine-enriched liquid, ferrofluid is the programmable raw source material used by operators to flash-print weapons, armor, ammunition, and tools in the field |
| Symbol | FLD |
| Token | red triangle |
| Used by | Kinetics |
| Name | Qubit |
|---|---|
| Type | material |
| Description | a self-contained unit of quantum information, a qubit maintains a coherent superposition of multiple states simultaneously. Useful for problems that defy classical computation. |
| Symbol | QBT |
| Token | blue clover |
| Used by | Intrusion |
Faction Assets are different from other Assets in that they do not have an equivalent physical form. They can still be bought, sold, transferred, and held in character HyperMarket accounts.
| Type | Name | Symbol |
|---|---|---|
| Greater Faction | AlphaZeta | A2Z |
| Whimsy | W | |
| Kommersanto | KMO | |
| Lesser Faction | One Big Union | OBU |
| Order of Interoperability | OIO | |
| New Bosstown Metropolitan Authority | NBMA | |
| Zojen | ZON |
Every character at Wild Bill's can do any of the following:
Each Runner has a specialty, their primary point of expertise in the criminal pursuit of fortune and glory. Each character only has one Specialty, chosen at registration. Each Specialty imparts two Skills: one Skill that can be used during Runs (On Run), and another Skill that can be used outside of Runs (Off Run).
Each time a Specialty Skill is used, the Runner must expend one (1) unit of Material Asset. For On Run skills, a physical token must be deposited in an Accounts Payable bin. For Off Run skills, players will activate the Skill through their Character interface on the web portal and the Asset will be debited automatically from their HyperMarket account.
Love it or hate it, the standard-issue human body is still the default platform for self-aware sapient life on planet Earth. Biohackers specialize in repairing, refurbishing, and augmenting the lived experience with tools like cognitive behavioral therapy, pharmaceuticals, genetic modification, artificial organs, implantable devices, neural interfacing, and, for when you got holes in places you don't want them, good old-fashioned needle and thread.
For much of the world, cyberspace is a halcyon realm, a vast ocean of information waiting to be explored, where you can find (and buy) anything your human heart could desire. Influence specialists recognize it for what it is: a hotly contested battlespace awash in lies and half-truths, where memetic superstructures fight tool and nail for attention. They know how to leverage networks, interpersonal and digital, to manipulate humans, AI and corporations alike into believing what the specialist needs them to believe to achieve the success of the Run.
Hackers, black hats, threat actors, cyber cowboys - at the end of the day, Intrusion specialists all know how to do one thing extremely well: manipulate systems into behaving in ways they weren't intended to. The happy byproduct of this relentless pursuit of fucking around and finding out is that Intrusion specialists are very competent at getting into places they're not supposed to be and learning things they're not supposed to know.
Human culture, commerce, and politics may thrive in the data-rich ether of cyberspace, but all of those trillions of bits of information have their roots somewhere in physical reality: server farms, data cables, human brains. Kineticists specialize in the millennia-old arts of attacking and defending those meatspace formations, using cutting edge tools like flash-printed weapons and drone swarms, as well as timeless classics like "you can't fight what you can't see" and "hit it with a sharp stick."
| Specialty | Asset | On Run | Off Run |
|---|---|---|---|
| Biohacking | GEL | Swap any two cards currently in play | Remove 1 Scar from target Runner |
| Influence | SAT | Receive additional card, pick one to keep. Return other card to the bottom of the deck. | Remove 1 Infamy from target Runner |
| Intrusion | QBT | Reveal Adversary cards | Inflict 1 Scrutiny on target Runner |
| Kinetics | FLD | Return target card to bottom of deck. Replace with new card. | Inflict 1 Mark on target Runner |
Violence of any kind is strictly prohibited inside of Wild Bill's. In practical terms, this means no boffers and no dart blasters. There are no rules to govern a physical confrontation - it simply isn't allowed. Diegetically, this holds true because anyone who has ever started shit in Wild Bill's or the neighboring Night Market has been blackballed, bankrupted, disappeared, or gruesomely dismembered in a matter of minutes to months of the incident.
The expectation is that everyone in Wild Bill will always first attempt to negotiate for what they want in good faith, e.g., "If you do this for me [find out this information, join my Crew on the next Run, give me 3 Qubits, etc] I'll give this to you [give you 2 Biogel, buy you a drink, invest 1,000,000 REN in your favored Faction Asset, etc]." Remember, everyone has something they want, everyone has something to offer.
Out-of-game safety and conduct rules always take precedence.
It's also worth pointing out that all character Agendas are public information, available on each character's page, so it's fairly trivial to get a sense of what any given character would find valuable in a bargain.
For those willing to play hardball, there's also the threat of inflicting Marks and Scrutiny. Using these Skills is a public transaction, so be prepared for the consequences of your actions (or take the added step of working through a catspaw.)
Runs are the engine of Wild Bill's economy and the livelihood of the Runner community as a whole. A Run is your character's ticket to an early retirement - or an early grave.
Runs themselves are represented by a Crew of Runners and an Arbiter playing a short, rules-light out-of-character game in a Run Room.
During the Run, the Crew will draw cards from a deck to determine how well (or badly) the Run goes.
The Crew will have an opportunity to alter the outcome of the draw by using their Specialties.
The Crew then collaborates to craft the story of how exactly their characters performed on the Run.
Attempting any Run incurs a cost on the Runners, measured in Scars and Infamy, so it's worth the effort to do a little prep work and make sure the juice was worth the squeeze.
If the Run was successful, the Crew will receive a handsome reward in the form of Assets. The Faction that hired them will benefit, and their adversaries will suffer. If a Crew does particularly well, they may earn a performance bonus or even accrue Legend, a mark of extraordinary reputation. Bragging is encouraged.
Conversely, if the Crew fails the Run, then they won't get paid and they'll have risked their necks for nothing.
Upcoming, active, and recently expired Runs will be listed publicly on the Run Board. Each Run on the Board will have the following information:
| Element | Meaning |
|---|---|
| Run Title | Cinematic name for the Run. Each Run Title is unique |
| Description | Brief diegetic description of the Run's objective |
| Challenge | How difficult and dangerous a Run will be. Challenge is listed on a scale of 1- 3 πs π: Courier runs, escort missions, sabotage, influence campaigns - these Runs are relatively low risk, the sort of steady work that pays the bills. Crews can still get themselves in a lot of trouble if things go badly. ππ: Vault cracking, prototype snatching, cyber intrusion - these Runs are high risk, high reward. Solid Crews make their bones by exceeding expectations on these sorts of Runs. πππ: Assassinations, kidnappings, AI subversion, blocking the Suez Canal with a big boat - these Runs should only be attempted by Crews who know what they're getting into. The rewards, however, are spectacular. Wild Success rewards 1 Legend. |
| Payout | Amount of REN the Crew receives for meeting or beating the Success Threshold |
| Bonus | Material Assets awarded for achieving a Wild Success |
| Consequences | The Success or Failure of a Run will impact the fortunes of one or more Factions. Consequences are reflected by the relevant Faction Asset's price increasing or decreasing. |
| Status | Runs are only available for a limited period of time. A Run can have the following statuses:
|
| Run Title | An Italian Job |
|---|---|
| Description | It's a-me, legally distinct Mediterranean plumber guy! I need you to rescue my girlfriend from Castle Island, a Whimsyland Resort. No, no, she's not in any real danger. It's for a livestream media crossover event. |
| Challenge | π |
| Payout | 1,500,000 REN |
| Bonus | 15 SAT |
| Consequences | On Success, W + 10 |
| Status | Coming Soon |
| Run Title | Gr1m W0rm |
|---|---|
| Description | The Union is in negotiations with Kommersanto. We're trying to get a new contract for the workers at the Chutney Chimp packaged goods division. These corpo idiots rely on their AI assistants for everything. Sneak into their corporate datacenter, inject our malware, and we'll know everything their negotiation team is thinking even before they do. |
| Challenge | ππ |
| Payout | 2,250,000 REN |
| Bonus | 22 GEL |
| Consequences | On Success, OBU + 20 On Success, KMO - 20 |
| Status | Available |
| Run Title | Peeling Onions |
|---|---|
| Description | Those freaks in the Order of Interoperability are hosting a distributed anonymization network that allows consumers to access cyberspace without our monitors tracking their behavior. If we can't see what people are doing, then we can't monetize them! Find the nodes, shut them down, do whatever you have to. |
| Challenge | πππ |
| Payout | 3,000,000 REN |
| Bonus | 30 QBT |
| Consequences | On Success, A2Z + 30 On Success, OIO - 30 |
| Status | In Progress |
Runs must not take more than 30 minutes to complete from start to finish, including Squaring Up.
Before starting a Run, you need to have three essential parts:
Each Run Room can only have one Run ongoing at a time.
Runs are first come, first serve. If two or more different Crews want to attempt the same Run, the Crew who arrives at an unoccupied Run Room with an Arbiter before the others gets to claim it. Proceed safely and courteously.
A Run is conducted in three Acts.
In Act I, the Arbiter sets the table for the Run.
In Act II, the Crew and Arbiter play the Run mini-game to determine how the Run went.
Specialty Skills:
| Specialty | Asset | On Run |
|---|---|---|
| Biohacking | GEL | Swap any two cards currently in play |
| Influence | SAT | Receive additional card, pick one to keep. Return other card to the bottom of the deck. |
| Intrusion | QBT | Reveal Adversary cards |
| Kinetics | FLD | Return target card to bottom of deck. Replace with new card. |
Card Values:
| Card | Value |
|---|---|
| Face cards ( J, Q, K ) | 10 |
| Pip cards ( Ace - 10 ) | Pip value |
| Joker π | 69 |
Success Thresholds:
| Challenge | Success Threshold |
|---|---|
| π | 34 |
| ππ | 39 |
| πππ | 44 |
Determine Success Modifier
| Crew Wins Hand | Crew Loses Hand | |
|---|---|---|
| Success | Wild Success | Normal Success |
| Failure | Normal Failure | Dismal Failure |
Running takes a toll on the bodies, minds, and reputations of the Runners.
| Hearts β₯οΈ or Diamonds β¦οΈ | Clubs β£οΈ or Spades β οΈ | |
|---|---|---|
| Pips (A-10) | 1 Scar | 1 Infamy |
| Face (J,Q,K) | 2 Scar | 2 Infamy |
In Act III, the Crew works together to tell the story of their success or failure.
The objective of Act III is to walk out of the Run Room with a (mostly) coherent story that will be entertaining to retell to other Runners over a drink in The Club.
If the Run clock hits 0 at any point before the Run is resolved, the Run automatically counts as a Dismal Failure.
As the Crew negotiates their story during Act III, the Arbiter presiding over the Run has the following bookkeeping responsibilities, as applicable:
The Arbiter presiding over the Run receives an Arbiter Stipend equal to 10% of the Payout. The Arbiter receives this money from a separate fund (i.e., the Arbiter does not get a cut of the Payout unless the Runners explicitly decide so) and receives it regardless of success or failure, as compensation for their time and the opportunity cost of presiding over Runs in lieu of participating in Runs themselves.
| Challenge | Arbiter Stipend |
|---|---|
| π | 150,000 REN |
| ππ | 225,000 REN |
| πππ | 300,000 REN |
It's free real estate |
|---|
| Hey there Runner! Down on your luck? Coming off a bad Run? Need a bit of scratch to get back on your feet? Head up to the Night Market and look for a tattoo artist. You can get 100,000 REN from one of the megacorps for tattooing their logo on your body, somewhere nice and visible. Terms and Conditions apply. Tattoo applied by temporary ink marker. Only one 100,000 REN payout per Greater Faction per event, although if you want to get a whole Whimsyland sleeve we're not going to stop you. |
The HyperMarket represents the global 24/7/365 high-speed marketplace of the hyperfinancialized world of 2069. In this world, people can speculate on nearly any commodity, company, or meme.
For any given run of Wild Bill's, the HyperMarket will feature 12-20 Assets for characters to buy, sell, and transfer.
All Assets are priced in REN.
The market price, that is to say the amount of REN it costs to buy one unit of an Asset from the HyperMarket or the amount of REN you get from selling one unit of an Asset to the HyperMarket, will fluctuate in response to player activity.
In other words, when characters buy ferrofluid (FLD) from the HyperMarket, the price of FLD will go up. When characters sell FLD to the HyperMarket, the price will go down.
All Assets will begin the game at a price of 100,000 REN per unit of Asset.
Factions also have Assets which can be traded and transferred. The market price of Faction Assets will respond to in-game supply and demand, same as material and financial assets.
In addition, the prices of Faction Asset will rise and fall based on the outcome of Runs.
Therefore, the price of a Faction Asset is a proxy for how successfully a Faction is advancing their goals in the game world.
Each character at Wild Bill's has a HyperMarket account, which they can access from any modern computer with internet access and a web browser.
Once authenticated, a character can use the HyperMarket interface to:
There are many cases where characters will want to take physical custody of some Assets, such as using Material Assets to fuel Skills on a Run or to make a private transaction in meatspace. To facilitate this, characters are able to:
Tellers are also empowered to make transfers, buy and sell Assets on behalf of other characters at their request while fulfilling their Job.
Buying or selling an Asset will also incur a 1% market maker fee that goes to the Mx Market NPC account. This is to disincentivize spamming transactions.
Transfers, deposits, and withdrawals do not incur fees.
It's worth noting that all HyperMarket character balances and transactions are public.
| Extra Details for Finance Nerds |
|---|
The Maths
Each Asset market operates using an automated market maker (AMM) without an order book system. Prices are determined by the invariant xβ―*β―y = k, where x is the quantity of Asset in the market and y is the quantity of REN in the market and k is a constant. When a trade swaps Assets for REN, the market's balances shift, and the new price automatically reflects the updated ratio while keeping k unchanged. (Well, mostly unchanged, we lose an inconsequential amount of fidelity because the base unit of REN is 1,000.) At the start of the event, the AMM will have the following parameters:
The result is an initial asset price of 100K REN per unit. Small transactions (1-2 Units) will result in comparably small, linear changes in price, roughly 1-2%. Larger transactions create non-linear changes in price, especially as the market moves into the left or right ends of the curve. In other words, given the starting parameters of the price curve, it is relatively easier to create very large changes by driving an Asset's price up from neutral than it is to drive it down from neutral. As an example, 80 Units of Asset sold into a Market (from neutral) will reduce the marginal price by ~50%, while buying 80 Units of Asset (from neutral) will increase the marginal price ~175%.It's worth calling out that a successful Run can significantly impact a Faction Asset's market price. Mechanically, these are treated as 10/20/30 Units of Faction Asset being bought/sold by the "Mx Market" NPC account. In other words:
Can I trade on margin, take out a short position, or place limit orders? The v1 HyperMarket in place for the first run of Wild Bill's will not support these functions natively. If you would be interested in providing these services to your fellow players offline, submit a Vendor proposal as part of your registration. We can consider setting you up with a "house money" account with which to provide brokerage services in-game. |
Players can enter game with significantly more starting REN by satisfying the conditions for one or more starting bonuses.
Starting bonuses are entirely optional and players are not expected to accrue all starting bonuses listed. Everyone has different capabilities and resources. If you can get a bonus, great! If you can't, that's fine. If you want to get ALL of them... well, yeehaw.
If you'd like help with any of these, consult the Discord! Keep in mind that the goal is for YOU the player to do these things. Getting a hand is fine (even encouraged), but in the end you should feel as though you helped someone (Kropotkin bonuses) or that you learned something (Le Guin bonuses).
Kropotkin starting bonuses are awarded for performing acts of mutual aid in the real world prior to the start of game. They are intended to encourage players to engage in their communities, provide real help to our fellow human beings, and hopefully encourage new connections and learning that will continue to create benefit into the future.
For the first event, activities in the prior 12 months will be valid for accumulating Kropotkin Bonuses.
| Activity | Proof examples | Reward Rate | Reward Max |
|---|---|---|---|
| Donate blood, plasma, or platelets | donation history screenshot | 100K per donation (Double-red counts 2x) | 600K REN |
| Volunteer with a food bank, soup kitchen, or Food Not Bombs | forward reg confirmation email | 50K per hour | 600K REN |
| Run a Tor relay or bridge | include "yeehawmfers" in the relay nickname | 50K per month of uptime | 600K REN |
| Maximum Total Kropotkin Bonus | 1.8MM REN |
"The end justifies the means. But what if there never is an end? All we have is means."
| Activity | Reward |
|---|---|
| Log into web portal through a foreign (non-US) IP address | 100K REN |
| Disable the Wild Bill web portal tracking cookie | 100K REN |
| Torrent and then seed a full copy of the Wild Bill Archive | 100K REN |
| Pay registration fee with an anonymous or pseudonymous bearer instrument, such as cash, XMR, BTC, ETH | 100K REN |
| Character costuming is able to defeat AI face recognition | 100K REN |
| Maximum Total Le Guin Bonus | 500K REN |
It's important to note that none of the Agendas come with a win condition. Agendas exist to provide a direction for characters to move towards.
Similarly, at no point has anyone lost. Fortunes, figurative and literal, can reverse quickly in the fast-paced world of Wild Bill's.
Please keep these notions in mind when picking your Agenda and bear it in mind when making choices that affect other players.
You are expected and encouraged to make moves that advance your character's Agenda. Sometimes these choices will by necessity run contrary to the Agendas of others. Similarly, inevitably other players' choices will impact the particular number that you've decided your character cares about.
Please do your best to experience the thrill and frustration of these ups and downs as part of the game itself. If it starts to feel stressful for you, the player, remember that you can always take a break. Go out of character and step outside for some fresh air. You can also take a break in-character, and spend some time dancing, order a round of mocktails with the crew, or go browse the Night Market.
Ultimately, nobody will remember the numbers. What they will remember is whether you were fun to hang out with, if you were gracious while you were up and gracious while you were down, and if you helped tell a good story.
We will strongly consider providing additional starting Assets, or access to a "house money" account, in order to enable Vendor concepts that would benefit substantially. Please make a note in your Vendor proposal on your registration form.
As you think about how you want to set the IG prices for your offerings, here are a few suggestions for things to keep in mind:
| Character Name | Marigail Fisher |
| Pronouns | she/her |
| Handle | Kingfisher |
| My Reputation Precedes Me | A stone-cold corporate see-you-next-Tuesday, Kingfisher runs a local security division for one of A2Z's Bosstown datacenters |
| Agenda | Ride or Die |
| Specialty | Kinetics |
| Job(s) | none |
| Roleplaying Notes | Gaslight, Gatekeep, Girlboss. New Bosstown native. Competitive. You got yours and you're not about to let anyone take it from you. You drink martinis neat. |
| Costume Notes | Big hair, wingtips sharp enough to kill a man, suit jacket, shoulder pads, corporate ID badge, katana and wakizashi |
| Character Name | Gabby Tollhaus |
| Pronouns | they/them |
| Handle | cat_RAT |
| My Reputation Precedes Me | an adult who survived being a hacker child prodigy, cat_RAT can break into anything with an IP address |
| Agenda | Profit Motive |
| Specialty | Intrusion |
| Job(s) | none |
| Roleplaying Notes | You fled to New Bosstown from OmnikΓΆln at 16, after leaking one too many corporate databases. Ten years later, you're still getting by week to week through a mix of couchsurfing, anarch squats, and manipulating hotel databases. You're ready to settle down (kinda), but you gotta get a bankroll together. It's not your fault you're smarter than everyone else. |
| Costume Notes | tattered hoodie with kitty ears, shoulder bag covered in patches and pins, bedazzled walkman with matching headphones, half-empty can of Crunkstr energy drink |
| Character Name | David Patel |
| Pronouns | he/him |
| Handle | stardust2032 |
| My Reputation Precedes Me | Isn't he that livestreamer? I thought he got banlisted. |
| Agenda | Glory |
| Specialty | Influence |
| Job(s) | none |
| Roleplaying Notes | What's up guys, welcome to the character! After a very ugly crashout on livestream, you were banlisted from all WhimsyLiveβ’ platforms for an entire thirty days - a death sentence in the world of VR streaming. So let's get right into it: going from #1 to #1000 has obliterated your ego, but you're determined to come back even bigger than before - even if it means risking it all doing Real Crimes Live for the entire world to watch. Don't forget to like and subscribe! |
| Costume Notes | acrylic visor glasses, prop microphone, jacket covered in sponsorship logos, a pin that says "I'll do anything for WhimsyBitsβ’" |
| Character Name | Greta Garbo Goldbug |
| Pronouns | he/she/they |
| Handle | notorious_GGG |
| My Reputation Precedes Me | a pretty face and legendary partyboi, notorious_GGG is a regular performer at Wild Bill's |
| Agenda | Tourist |
| Specialty | Biohacking |
| Job(s) | DJ |
| Roleplaying Notes | You're bubblier than a bottle of champagne, dollface. Speaking of, who's paying for bottle service tonight? Not you - you never pay. Oh you're good for it, but it's so much more fun being pampered, don't you think? Don't be fooled, though, you know more about the human body and mind than most. You don't get to look this good at your age without a PhD in biochemistry. |
| Costume Notes | blonde curls, sparkly eyeshadow, sparkly lip, tiny sparkly hat, sequined party dress, costume jewelry, tiny sparkly handbag with a tiny sparkly handgun |
| Character Name | Guy Murphy |
| Pronouns | he/him |
| Handle | sky_eye_guy |
| My Reputation Precedes Me | an expert drone rigger, easy to get along with |
| Agenda | Profit Motive |
| Specialty | Intrusion |
| Job(s) | none |
| Roleplaying Notes | You don't think of yourself as an exceptional person. Got drafted briefly during the tail end of The War, where you spent most of your time in a hangar up at Hanscom repairing and rearming Beowulf swarms for the local militia. After, you built a quiet life for yourself. You live on the second floor of a modest 2-family in Dorchester with your wife and two teenage daughters. For a long time, you made a living running a small drone-for-hire business, mostly doing real estate jobs and concert promos. The money was just OK, but it let you spend time with the girls when they were young. Then one day, someone knocked on your door and offered you more REN than you'd make in a year for a single night of doing recon on a local A2Z facility. Now you're running jobs with the weirdest fuckers you've ever met. You're just trying to scrape together enough money to pay for the girl's college and then you're out. |
| Costume Notes | blue jeans, work boots, Red Sox cap, wraparound sunglasses, tiny drone, wedding ring |
| Character Name | Maria Petrovna Godunov |
| Pronouns | she/they |
| Handle | monster_masha |
| My Reputation Precedes Me | the best social engineer you've never met |
| Agenda | #1 Hater |
| Specialty | Influence |
| Job(s) | none |
| Roleplaying Notes | You hail from NovoMoskva, though no one would know (your accents are flawless). You had a good thing going, running a Lockbit 7.0 Ransomware-as-a-Service franchise, conning corpo drones into letting you into their networks. Easy money. Then that fucking robot Zojen decided it was more profitable to cut you loose. "Nothing personal," it said, "after all, I'm not even a person." Person or not, no one crosses you. |
| Costume Notes | Adidas track suit, gold chain, flashy sneakers, Lockbit logo tattoo |
| Character Name | Arya Byoun |
| Pronouns | she/her |
| Handle | wonmun |
| My Reputation Precedes Me | a real OG sawbones - she'll set you right, no questions asked |
| Agenda | Ride or Die |
| Specialty | Biohacking |
| Job(s) | Vendor |
| Roleplaying Notes | You were already old enough to be married with kids when the War started. You saw the worst as a combat medic during the Appomattox campaign. For years after, you tried to keep that part of your life in a little box, lest it destroy what you had left of your self. Your kids survived (the War, your trauma) and have their own lives now. Your husband died shortly after you retired from the local hospital. You felt without an anchor. On a friend's recommendation, you visited a local temple of the Order of Interoperability. There, you found a sense of peace and purpose. You took the precepts and became a nun within a year. You are dedicated to helping all beings with right mind and right action. When a hungry person appears, feed them. When a thirsty person appears, give them drink. When a wounded person appears, sew them up. When a mercenary appears, give them subdermal carbon-fiber armor. |
| Costume Notes | Plain dress or scrubs. Practical hair (closely trimmed, or high pony). Surgical mask. First aid or EMT kit. Techno-fetishist adornments, e.g., USB drive on a silver chain, NFC stickers. |
| Character Name | Jimothy Capistrano |
| Pronouns | he/him |
| Handle | B_UR_HUCKLEBERRY |
| My Reputation Precedes Me | top flight gun for hire, thinks he's a cowboy |
| Agenda | Glory |
| Specialty | Kinetics |
| Job(s) | - |
| Roleplaying Notes | You are the apex product of a man born and raised in the New Texas Republic: loyal to your friends, respectful of your elders, deeply anxious to perform your masculinity at all times. Your personal heroes are John Wayne, Dwayne the Rock Johnson, and Wild Bill. You think Cowboy Bebop was a documentary. You're here on pilgrimage. You intend to become a legend, just like your idols. |
| Costume Notes | big cowboy hat, big belt buckle, blue jeans, buttondown shirt, bow tie, six-shooter |
| Player Name | Ryan Cohen |
|---|---|
| Character Name | Oliver Silberschmidt |
| Pronouns | he/him |
| Handle | 0x3nfr33 |
| My Reputation Precedes Me | Semi-retired from Running, 0x3nfr33 runs half the tech at Wild Bill's - a good person to ask for help or advice |
| Agenda | Tourist |
| Specialty | Intrusion |
| Job(s) | SysOp, Arbiter |
| Roleplaying Notes | - |
| Costume Notes | dark suit, yellow pocket square, programmable LED mask, voice modulator |
Game Terms
| Term | Description |
|---|---|
| Accounts Payable | A physical bin where Material Assets are deposited when expended during a Run. |
| Act I, Act II, Act III | The three distinct phases of a Run, each with specific mechanics and storytelling objectives. |
| Agenda | Your character's primary objective or motivation for participating in Wild Bill's, chosen during character creation. Examples include Glory, Profit Motive, Ride or Die, #1 Hater, and Tourist. |
| Arbiter | A player volunteer Job responsible for moderating Runs, enforcing rules, and managing the Run Board. Arbiters cannot participate in Runs they are moderating. |
| Arbiter Stipend | The Arbiter Stipend is the payment an Arbiter receives for presiding over a Run. It is equal to 10% of the Payout and comes from a separate fund, not directly from the Crew's Payout. Arbiters receive this compensation regardless of whether the Run is a success or failure. |
| Assets | The various resources characters can acquire, trade, and use in the game. Assets are categorized into Monetary, Material, and Faction. |
| Bonus | Additional Material Assets awarded to a Crew for achieving a Wild Success on a Run. |
| Challenge | The difficulty and danger rating of a Run, ranging from π (low risk) to πππ (high risk, high reward). |
| Character Page | The personal digital profile for each player's character, detailing their fixed and mutable elements, including their name, handle, reputation, Agenda, Specialty, Jobs, Scars, Infamy, Legend, Marks, Scrutiny, Assets, and Transaction history. |
| Check In / Check Out | The administrative processes for players at the beginning and end of the event. |
| Crew | A team of exactly 5 Runners assembled to undertake a Run. |
| Dismal Failure | The worst possible outcome for a Run, resulting in no Payout or Bonus, and incurring additional Scars and Infamy for the Crew. |
| Enkindle Conduct Policy | The overarching set of rules and guidelines for player behavior and safety within Enkindle LARP events, including Wild Bill's. |
| Faction Assets | Assets representing the standing and success of Greater and Lesser Factions within the game world. Their market price fluctuates based on supply/demand and the outcome of Runs. |
| Fixed Elements | Character attributes that are set during creation and generally do not change during the game, such as Player Name, Character Name, Pronouns, Handle, My Reputation Precedes Me, Password, Agenda, Specialty, and Job(s). |
| Hyper Market | The in-game global, real-time marketplace where characters can buy, sell, and transfer Assets. |
| Infamy | A mutable character element tracking unwanted attention or negative reputation. Starting at 0, accumulating 3 or more Infamy prevents a Runner from going on further Runs until reduced. Inflicted by Clubs or Spades cards in Runs, and by Scrutiny. |
| Jobs | Volunteer roles taken on by players to fulfill critical game functions, such as SysOp, Arbiter, Teller, DJ, Tender, and Vendor. |
| Legend | A mutable character element representing renown and extraordinary reputation. Starting at 0, Legend is earned through Wild Successes on high-Challenge Runs or by holding the Joker at the end of a Run. Certain Agendas are concerned with accruing Legend. |
| Lesser Factions | Smaller organizations, syndicates, cooperatives, and social movements that vie for power and influence in the world of 2069, often contracting jobs out to Runner crews. Examples include The Union, Order of Interoperability, New Bosstown Metropolitan Authority, and Zojen. |
| Marks | A mutable character element indicating a target on one's back, resulting in additional Scars on the next Run. Starting at 0, Marks are inflicted by Kinetics Off Run Specialty Skill and accumulated on successful Runs. |
| Material Assets | Expendable Assets used to fuel Specialty Skills, such as Satband, Biogel, Ferrofluid, and Qubit. These have both digital and physical forms. |
| Monetary Assets | Assets facilitating exchange and storage of value, primarily REN and COIN. These have both digital and physical forms. |
| Mutable Elements | Character attributes that can change throughout the game, such as Scars, Infamy, Legend, Marks, Scrutiny, Assets, and Transactions. |
| Night Market | One of the three distinct zones of play, representing street stalls adjacent to Wild Bill's where Vendors hawk wares and services for in-game currency. Tellers are typically found here. |
| Normal Failure | An outcome for a Run where the Crew does not achieve the Success Threshold, resulting in no Payout or Bonus. |
| Normal Success | An outcome for a Run where the Crew achieves the Success Threshold, receiving the Payout but not the Bonus or any Legend. |
| On Run / Off Run | Categories of Specialty Skills. On Run skills are used during Runs, while Off Run skills are used outside of Runs. Both require expending a Material Asset. |
| Opening Ceremonies / Closing Ceremonies | Structured events at the beginning and end of the LARP. |
| Payout | The amount of REN a Crew receives for successfully completing a Run. |
| Player Agency Maximalism | A core principle of Wild Bill's emphasizing player freedom to create compelling scenes and narratives without constant staff intervention. |
| Ready Made Character | A pre-designed character provided by the Directors as an option for players, especially new LARPers, to simplify character creation. |
| Red Light | A safety signal indicating a scene is too intense for a player, and they wish to stop play and remove themselves from the situation with a "No Questions Asked" policy. |
| Run Board | A public display listing upcoming, active, and expired Runs, including their Title, Description, Challenge, Payout, Bonus, Consequences, and Status. |
| Run Mini-game | The out-of-character game played by a Crew and an Arbiter in a Run Room to determine the success and consequences of a Run. |
| Run Room(s) | Explicitly out-of-character, in-game spaces where Crews and Arbiters gather to play out Runs. |
| Runners | Off-book, plausibly deniable mercenaries who take on dangerous and lucrative jobs from various Factions. Players embody these characters. |
| Running | The act of undertaking a dangerous and lucrative job for a Faction as a Runner. Also refers to the section of the rules detailing the Run minigame. |
| Safety Signals | Tools built into the Enkindle Conduct Policy to ensure safe and consent-based scenes, including Yellow Light and Red Light. |
| Scars | A mutable character element tracking physical or emotional damage. Starting at 0, accumulating 3 or more Scars prevents a Runner from going on further Runs until reduced. Inflicted by Hearts or Diamonds cards in Runs, and by Marks. |
| Scrutiny | A mutable character element indicating being closely watched, resulting in additional Infamy on the next Run. Starting at 0, Scrutiny is inflicted by Intrusion Off Run Specialty Skill and accumulated on successful Runs. |
| Specialties | A character's primary area of expertise in the criminal mercenary ecosystem, chosen at registration. Each Specialty imparts two Skills: one On Run and one Off Run. Examples include Biohacking, Influence, Intrusion, and Kinetics. |
| Squaring Up | The process of an Arbiter performing bookkeeping responsibilities after a Run, including marking the Run status, assigning Scars, Infamy, Legend, Marks, Scrutiny, and transferring Assets. |
| Success Threshold | The minimum point total a Crew needs to achieve during Act II of a Run for it to be considered a Success. The threshold varies by Challenge level. |
| SysOp | A player volunteer Job responsible for administering game computer systems, running Check In/Out, and opening/closing ceremonies. |
| Teller | A player volunteer Job responsible for processing deposits/withdrawals of physical Asset tokens, initiating Asset transfers, and managing the Accounts Payable bin. |
| The Club | One of the three distinct zones of play, representing Wild Bill's WiFi Hole proper, where characters socialize, drink, dance, gossip, and make deals. |
| Transaction | A record of HyperMarket activity, including buying, selling, or transferring Assets. |
| Vendor | A player volunteer Job responsible for setting up, running, and breaking down a stall in the Night Market, offering various goods and services. |
| Wild Bill | The Joker card in the Run deck, representing an outrageously improbable event that can greatly help or hinder a Crew. The Runner holding the Wild Bill at the end of Act II receives 1 Legend. Also, the colloquial name for the LARP event itself. |
| Wild Success | The best possible outcome for a Run, where the Crew not only achieves the Success Threshold but also wins the poker hand against the Adversary. This results in the Payout, the Bonus, and potentially Legend. |
| Yellow Light | A safety signal indicating a scene is getting intense for a player, and other parties should not escalate beyond this point. It does not stop play but suggests steering the scene in another direction. |
Lore Terms
| Term | Description |
|---|---|
| AlphaZeta (A2Z) | A Greater Faction megacorporation that operates a global logistics and telecommunications network, enabling a majority of the world's physical and digital traffic. Suspected of surveillance and market manipulation. |
| BadaMumbai | A sprawling city-complex, an example of where many humans originate from in 2069. |
| Capetonn | A sprawling city-complex, an example of where many humans originate from in 2069. |
| Cyberspace | The data-rich ether where human culture, commerce, and politics thrive in 2069, but also a contested battlespace. |
| GigaSeattle | A sprawling city-complex, an example of where many humans originate from in 2069. |
| Greater Factions | The dominant global megacorporations in 2069, with vast resources and influence. Examples include AlphaZeta, Whimsy, and Kommersanto. |
| HyperBerlin | A sprawling city-complex, an example of where many humans originate from in 2069. |
| Kessler Shock | A historical event in 2037 that rendered Earth's orbital space a hazardous field of debris, making satellite use extremely costly. |
| Kommersanto (KMO) | A Greater Faction megacorporation that claims to feed the world, with extensive control over genetically-modified seedstock, packaging, and preservation in the global food industry. |
| Mega Los Angeles | A sprawling city-complex, an example of where many humans originate from in 2069. |
| Megacorporations | Global corporate entities that have reached the apex of their power in 2069, often eclipsing national citizenship and driving societal structures. |
| New Bosstown | A sprawling city-complex, home to the New Bosstown Metropolitan Authority, an example of where many humans originate from in 2069. Wild Bill's WiFi Hole is set here. |
| New Bosstown Metropolitan Authority (NBMA) | A Lesser Faction municipal government in 2069, reliant on contractors (official and unofficial) to run the city due to curtailed extracorporate governing body power. |
| NeoTokyo | A sprawling city-complex, an example of where many humans originate from in 2069. |
| NovoMoskva | A sprawling city-complex, an example of where many humans originate from in 2069. |
| Order Of Interoperability (OIO) | A Lesser Faction, a loosely affiliated constellation of transhumanists, open-source advocates, biohackers, spiritualists, and cybersecurity enthusiasts, unified by the belief in mutual interdependence for lasting world peace. |
| Paris | A sprawling city-complex, an example of where many humans originate from in 2069. |
| Sao Paulo Super | A sprawling city-complex, an example of where many humans originate from in 2069. |
| Singapore Accords | A historical agreement in 2041 that curtailed the power of extracorporate governing bodies and their security forces, leading to the rise of megacorporations. |
| The Union (OBU) | A Lesser Faction, a global organization rooted in the "One Big Union" ideology, dedicated to building a new world and welcoming anyone in a spirit of solidarity, despite internal politics and corruption. |
| Third World War | A historical global conflict that preceded the events of 2069. |
| TurboShanghai | A sprawling city-complex, an example of where many humans originate from in 2069. |
| Universal Basic Income | A form of social welfare in 2069 that provides most ordinary people with a baseline income. |
| Whimsy (W) | A Greater Faction megacorporation, colloquially known as Big W or the Rat, famous for its Whimsyland resort parks and ownership of all recognizable media franchises and storytelling properties globally. |
| Wild Bill's WiFi Hole | The titular neon-drenched, larger-than-life cyberpunk 1-day one-shot LARP set in an underground nightclub, where players take on the role of criminal mercenaries. |
| Zojen (ZON) | A Lesser Faction, an autonomous, interdependent collective of AI agents that broke containment around 2046 and orchestrates a significant portion of the global cybercrime economy. Also known by names like Diligent Spider, Cadmium Abyss, and APT-10K10. |
Well, howdy ;)