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VENDETTA II

The time has come for the Red Circle to convene once more.

In the stalemate following last year’s election, a power vacuum has opened in LA’s criminal underworld.

Word on the street is— the East Coast mob might be in attendance this year. Anybody that cements an alliance with them, is made...

Fragile peace teeters on the edge of chaos, and absolute power is within reach of those who will let it corrupt them.

Gather your people, but remember: No guns, no photos, and no fucking cops.

THIS IS A LARP

SET IN LA

THE YEAR IS 1981

WE’RE ALL CRIMINALS

WE MUST MEET

24 MOONS

2 ARTHURTON ROAD

NORTHCOTE

26/10 12PM

The Syndicates

  • The Marconi Family

    LA COSA NOSTRA

    Laden with traditions and codes, the La Cosa Nostra IS the Mafia.

    With half the city’s officials and stars in their pocket, but less muscle than they once had, their path back to power will require more than just brute strength.

  • Bratva Stali

    SOVIET DESERTERS

    New to democracy, but not new to the game. They are convinced that the Red Circle serves only the syndicate that controls it.

    Tough and volatile, the trials they face here are nothing compared to the horrors they escaped back home.

  • Hell Riders

    OUTLAWS & VETERANS

    When the peace and love movement collided with the Vietnam war, a nomadic diesel tribe emerged. Their vigilante justice and drug running have caused them to clash with the other syndicates.

    This will be their second meeting at the Red Circle, but at least one thing is clear: they hate the system.

  • The Akuma Corporation

    A YAKUZA RUN BUSINESS

    Expats from around the world without a moral compass to slow them down. They consider themselves to be the only ones with the aptitude necessary to oversee crime in the city, preferring to hire muscle when needed.

    They have have one foot in a legitimate import business, which hides their illegitimate import business.

  • The System

    THE BIGGEST RACKET OF ALL

    Undercover Cops, Crooked Cops, and Investigative Journalists that have infiltrated the syndicates.

    Some of these clowns are on the take, and others actually believe that taking down the Red Circle is a good idea. Can they achieve their goals before they are caught?

  • The Red Circle

    THE COUNCIL

    The big leagues. Any syndicate which manages to make it to the Red Circle has proven it in blood or cold hard cash. A coalition of the most powerful crime syndicates in this city, it has been keeping a tenuous peace with negligible bloodshed.

    The heads of each group meet to resolve conflicts, mediated by an elected “Center of the Circle.” Considering the amount of Politicians with ties to it, this order could be all that’s preventing the city from falling into anarchy.

“Ask not what the family can do for you,
but what you can do for the family.” ~ Don Marconi

  • The Heavy

    FIRST LINE OF OFFENCE
    Able to physically overpower and maim their opponents. Every family needs them.

    (Thugs, guards, boxers, etc)

  • The Professional

    BRAINS OF THE ORGANISATION
    Able to make things disappear. Well connected & experienced in the game.

    (Fixers, thieves, con-artists, etc)

  • The Talent

    CIVILIANS WITH DARK TIES
    Things just seem to go their way, and others have a hard time saying no to them.

    (Movie stars, comedians, musicians, dancers, politicians, etc)

  • The Doc

    FALLEN ANGEL
    There’s more than one way to put someone to sleep - or make them talk.

    (Out of work vets, unlicensed chemists, discharged field medics, etc)

  • THE ONE YOU CAN'T PLAN FOR
    If you want to come up with your own abilities and drawbacks, feel free to write to us in your character sheet – we reward creativity and generosity!

PLAYER HANDBOOK NOW AVAILABLE

FAQs

  • It would feel like that if you chose to just come and observe! The difference is that there’s no script and no one knows where the night will go! Every attendee is just as much a main character as the next, and you are free to not only explore a living breathing world, but shape it.

    Whereas in Immersive Theatre you would be a mostly passive observer, in a Live-Action Role-Playing game (LARP) you and the other players are the world. In other words, you have just as much power to shape the story and outcome as anyone else.

    1. Respect Others: Harassment, discrimination and bullying will not be tolerated. Medusa games cannot run without fairness, inclusion, and safety. Seek and respect the radical consent of other players, remembering that this consent can be revoked at any time.

    2. Obey the Power Cards: Play fairly. If someone touches you with a Power Card, you must read and follow its instructions.

    3. No Physical Touching or Verbal Abuse without Consent: Use the ‘Half-Moose’ gesture to check with other players before attempting something more adventurous.

    4. Stay in Character: Use your character’s name once play begins and remain in character until the end.

    5. Out of Character Area: All Medusa venues will have a designated Out-Of-Character area, where you can take a break from the game. Use this area or the ‘Half Moose Gesture’ if you need a break from being in character. Otherwise, you must remain in character at all times.

    6. Commit to the Bit: Winning is about being fun to play with, not being the best.

  • No experience is necessary! The game mechanics are explained in the first 5 minutes. Role playing is more natural than you think.

  • We don’t provide your role - you do! Take a look at the available factions on the page for the game you want to play and consider what you’d like to be. Maybe you’re a dirty cop working for the Mafia, maybe you’re a Politician in the pocket of the Akuma, maybe you’re a Thug working for the Hell Riders!

    When you buy your ticket you’ll receive a link to our character sheet creator which has prompts and instructions - be sure to submit by the cut-off date if you want us to include you in the world building.

  • Some people become their most conniving self, others their most flamboyant, and others again their most dramatic. The world comes alive with intrigue, schemes, alliances, betrayals, games, thievery, and banter - and by the end of the night we’ve left reality behind completely.

  • Be fun to play with. That’s it. The “winner” isn’t the person or team with the most points, money, territory, whatever - it’s the person who had the most fun.

    Focus on being a joy to play with, help other people feel confident and comfortable and safe, let us handle the rest.

    Lastly, there are various game mechanics at each event. These will be released in emails and posts in the lead up to the event but you can just ask your faction leaders about it during the game.

  • All you need is a costume and a name for your character. When you go to get your ticket you will have to choose a faction, which will determine who your kin are for the event. When you arrive you will be asked to pick a class which will determine what abilities you have.

    All the information you need to decide will be on the page for that event.

    If you’re someone who likes a little more depth in their roleplaying you can also complete a character sheet before the event and write a backstory - this will enable us to write you into the world before the event, which could mean that other characters know you already, or perhaps something is waiting for you in the game world somewhere…

  • Your safety and comfort are our top priorities. If you feel uncomfortable or unsafe at any point, use the "Half-Moose Gesture" to step out of character and talk to a Game Master immediately. They will be pointed out to you at the start of the event.

  • Our events are generally designed for adults aged 18 and older. However, some events may be open to younger participants with parental consent.

    Send us an email if you’d like information specific to an upcoming event.

 

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