Chapter I. General rules

1. The basics.

  • Every player is obliged to know and respect the Game Mechanics.
  • Organisers can introduce new rules during the game.
  • Organisers’ instructions (e.g. on plot items) overrule the Game Mechanics.
  • The field game continues non-stop starting from the announcement of its beginning until the announcement of its end without any pauses.
  • The player is obliged to have the following items (will not be allowed to participate without those):
    • a post-apocalyptic outfit,
    • an eye protection (glasses, goggles) gear with durability of at least 2J – mesh eye protection is not allowed,
    • a yellow reflective vest.
  • The player should have the following items (as they are very useful during the game):
    • a watch,
    • a knife or scissors.
  • The player will receive from organisers:
    • special currency used in-game,
    • ASG ammo (plastic 6mm BB ammo, three weight options, various colors, of good quality),
    • depending on the character played or the profession held the player may receive extra instructions or plot items.
  • Each player is obliged to have a post-apo styled outfit adapted to the realities of the game. A full military uniform or clean everyday clothes are not considered a suitable post-apocalyptic attire. The game world is loosely based on Fallout and Mad Max and is created within the framework of the Polish Post-apocalyptic Universe, and it is characterized by its commitment to spectacularity and diversity.
  • The player is obliged to keep their the post-apocalyptic look at all times unless they are in the ghost mode.
  • Every player whose encampment is placed on the game grounds should style it up appropriately. Failure to meet this requirement may result in the being told to relocate to a new campsite by an appropriate organiser.
  • Pyrotechnics (including blank guns, stun grenades, etc.) is reserved for use exclusively by event organisers and designated persons authorised by the organisers. Any use of pyrotechnics (including grenades, mines and traps) by the players is prohibited and may result in expulsion from the Festival.
  • Each participant has the right to fill in a special character registration form available at oldtownfestival.net/character-and-faction-forms-2018/. Filling it is not required in order to participate in the field game, but it allows the players to present their ideas for the characters they will be playing to the Game Masters (especially in situations beyond the regular game mechanics rules).
  • It is forbidden to wreck any elements of the set design prepared by the organisers and other players (all acts of vandalism are prohibited). Any unintentional damage should be reported immediately to the Info Point.
  • In the cases of evident bending of the rules of these mechanics, using loopholes and errors in a manner that conflicts with the very conception of the game and negatively influences other players, the organisers reserve the right to hold the player responsible for his actions which may result in character death or even expulsion from the LARP.

 

2. Roleplaying

 

  • Every player is obliged to roleplay the character they created. It needs to fit into the game setting and be accepted by the organisers.
  • A player with individual entitlements/abilities/powers is obliged to have the appropriate instructions provided by organisers in written with them at all times to be able to show it to other players on demand. The players have to obey the rules included in such instructions.
  • The individual entitlements/abilities/powers are always signed by the organiser who’s approved them.
  • Failure to comply with the rules by the holder of the instruction, in particular failure to present the instructions at the appropriate time (e.g., at the request of another player), will result in a given entitlement/ability/power not working.
  • While staying in-character, the player should not transfer the emotions connected with the game to their private life nor transfer the emotions from their private life to the game. You should also avoid using any in-game information obtained outside the game or while in ghost mode.
  • If at any point in the game a player spoils another player’s immersion in the game world with off-game conversations or behaviour, the affected player can use the phrase „What did you just say about my mother?” and challenge such a person to a duel on the arena, or  call CAD, they will deal with that player.
  • Players are required to adapt to all the storyline situations they will encounter during the game.
  • Players are free to improvise while playing out their characters, but we kindly ask you to respect the time and work of other players and think carefully about the situation (and the need) of depriving another character of their life.

 

3. BASTA

  • It is forbidden to use any kind of psychological or physical violence against other players. Any acts of violence will be immediately reported to the relevant authorities.
  • If both parties agree, the above principle may be partially waived (i.e., for the purpose of playing brawls, tussling, interrogations, torture, etc.) with undertaking appropriate security measures. Using the phrase „BASTA” revokes the prior consent – immediately discontinue any physical and mental interference taking place.
  • It is strictly forbidden to undertake any actions against another player which could prevent them from uttering the word „BASTA” (e.g., gagging).
  • In the event of a life and/or health threatening situation or accident/injury/serious malady, the game needs to be stopped immediately. Players in the vicinity are obliged to provide assistance to the injured persons and notify the organisers about the accident. Both the injured players and their aidees should wear warning vests (when entering ghost mode they are not bound by the rules of in-game death).

4. Ghost Mode

  • Entering ghost mode means long-term exclusion from the game and does not necessarily mean in-game death.
  • When not caused by character death, entering ghost mode MUST be reported to the field game organisers at the Info Point and will be recorded on the digital character card.
  • Entering ghost mode without prior proper notification at the Info Point is equals the death of the character.
  • Any player wearing a reflective vest does not exist to other players in-game – they are a spirit, so they cannot actively partake in the game. Ghost mode must not be abused.
  • A player without a vest is considered alive and must adhere to the in-game situation.
  • If necessary the player has the right to leave jail using ghost mode, but they must a priori agree with CAD on the time and principle of their return to the game.
  • In situations that threaten life or health it is allowed to use ghost mode without the obligation to immediately report this fact at the Info Point.

5. The city wall and mine field

  • For the purposes of the field game it is assumed that the entire town is surrounded by an impermeable city wall and a minefield, meaning that the town can only be entered via the city gate.
  • Entering the town in a way other than through the city gate is equivalent to character’s death.

 

6. The game areas and OFF-GAME, IN-ASG and OFF-ASG zones

  • Special OFF-GAME zones are designated in the game area to provide players with an opportunity to temporarily exit the game. These are the following: catering area, sanitary area (showers and toilets), all organizing zones (technical facilities, city generator, Info Point, etc.), off-game parking lot and private tents.
  • Outside of the OFF-GAME zones, it is forbidden to move with food and drink purchased in the catering zone, unless the food and drink is in appropriately stylised containers.
  • In the area of the town, which is a OFF-ASG zone, there is a permanent and overriding ban on the use of asg weapons, it is permissible to use only safe weapons and nerf guns. Violating this prohibition for whatever reason will be severely punished.
  • Exiting the city gate, the player enters the IN-ASG zone, where they can use the asg weapons. The player must put on eye protection before entering the IN-ASG zone.
  • It is forbidden to shoot in the general direction of the OFF-ASG and OFF-GAME zones.
  • The game area outside the town (the so called Wasteland, wilderness) is a vast and uninhabited area, so players are obliged to be particularly careful because there may be people who do not participate in the game there.
  • There are a lot of destroyed and dangerous buildings and places in the game area. The organisers will never leave in-game items or organize attractions in a place that is too dangerous for players. We ask for special care and common sense when exploring the Wastelands.

7. The IGOR system

  • In order to manage the game, the organisers use the custom IGOR computer system, created by Michał „Puzon” Blaumann.
  • All players have access to Igor’s computer terminals, and the organisers will provide such access through a system of publicly accessible city terminals.
  • Players can have their own equipment integrated with Igor (for specification please contact the organisers individually).
  • The IGOR System contains all the information about players’ characters (special abilities, infractions, respawn times, etc.), objects and professions, as well as a complete vehicle register.
  • The IGOR system is also one of the in-game forms of communication with game masters.

 

8. Drones

  • The drone system is a mechanical protection against the escalation of in-game violence at nighttime.
  • The drone system is active from 23:00 to 9:00.
  • The drone system operates throughout the entire town, in every district, every building and camp.
  • The drone system can be switched off or turned on at any time by the organisers.
  • The activity of the drone system is indicated by a constant light signal (whether or not the light at the center of the town is on) and a flag of a suitable colour displayed (green = active drones, red = inactive drones).
  • The activation or turning off of the drone system shall be indicated by an acoustic signal and switching the light signal on or off.
  • The in-game function of the drone system is to detect aggressive behaviour. Each time a player intends to be aggressive (hit someone, kill someone, etc.), the drones shoot and such a player falls on the ground injured, and the action he wanted to take is considered to be non-existent. In this case it is recommended to use BASTA to quickly explain the event between players.

 

Chapter II. Combat and weapons

1. Combat, including hits and roleplaying – the basics

  • A gunshot wound is being shot with an asg pellet or an arrow in place uncovered by armour. The shot person is wounded.
  • A barrage of consecutive projectiles from a gun or multiple simultaneous shots (i.e. a triple barreled shotgun) counts as one gunshot wound.
  • A gunshot landing on the armour causes the removal of one armour strip.
  • A blow is a clear and decisive hit with a safe weapon. The character is wounded after three blows in an unarmoured spot.
  • When fighting with safe weapons, players must move away from each other after each blow and simulate the fight as closely to reality as possible.
  • A blow on the armour does not have any effect, but should be acted out by the character that was hit.
  • It is forbidden to stab during combat.

 

2. Wounds and death

  • A person that was shot or recieved a third blow to an unarmored place is injured.
  • The wound should be played depending on the place of the hit (for example, holding onto a pierced knee). The injured figure falls to the ground, can crawl, but can’t fight.
  • The wound must be dressed. Untended person dies after 15 minutes, tended person has one hour to reach the doctor or dies.
  • Repeated shot or blow to the wounded character (even the victim) kills her.
  • The dressing must look realistically and include the place where you received the shot or the third hit.
  • A dead figure is obliged to stay on the death spot for 5 minutes (or until the end of playing the larp scene in which the corpse is needed) and play that he is dead. After this time the player can go into ghost state and go to Info Point to report his character’s death.
  • The player has the right to return to the game as a new character after the time set individually by the organiser of the feature (the so-called respawn).
  • While remaining in a ghost mode caused by player death, the player does not take part in the game and should avoid moving around in the game, as this may negatively affect the way other players play.
  • A character who can not move freely (hurt / unconscious) can be moved by another character. The player can realistically carry the other player or symbolically lead by holding his arm.

 

3. A safe weapon

  • A replica of a melee weapon must be made of safe materials. The possible stiff rod core must be securely wrapped in soft material.
  • A replica of a weapon must visually remind you of the weapon it represents. For example, a replica of a weapon designed to act like a dagger must resemble a dagger.
  • A weapon that visually looks like a piece of foam wrapped with insulating tape (the so-called silver sausage) will not be admitted to the game.
  • Each replica of the melee will be rigorously assessed during registration. Only replicas of the weapons registered by the LARP organisers will be allowed to take part in play, they need to meet both security requirements and visual requirements.
  • If the replica of a white weapon becomes physically damaged (rupture of the soft layer, broken core, etc.), the weapon ceases to operate. It is strictly forbidden to use a weapon that has been damaged, under the threat of being removed from the event area. Any repairs of melee weapon replicas must be reported to and approved by the organisers in the Info Point.
  • Only weapons in three lengths (including the handle) will be allowed to play:
    • up to 50 cm – short annihilation weapon (only assassinations can be made)
    • up to 120 cm – one-handed weapon, which can be used with the shield
    • up to 200 cm – two-handed weapon, which requires two hands to fight
  • Avoid attacking the head and crotch of the opponent with melee weapons replicas.
  • Admitting a safe weapon to the game is a subjective decision of the person responsible for accreditation and is not subject to discussion.
  • It is not allowed to use rubber training knives or other replicas of weapons intended for fencing training during the game.

 

4. ASG weapon

  • You can start the game with one piece of ASG weapons. If the player wants to have more pieces of weapon asg, he must purchase them in a feature weapon store (see special rules chapter).
  • During field games, you must not use your own ammunition in ASG replicas. The organisers undertake to provide players with balls in three weights (0.2 g, 0.25 g and 0.3 g) in special colors and a good brand.
  • During LARP ASG equipment with an outlet velocity of no more than 450 fps (measured on 0.20 g balls) may be used. If the battle takes place in the building, the maximum limit of the muzzle velocity is 350 fps, with the limits for gas-powered weapons (CO2, green gas, etc.) being 350 and 250 fps, respectively.
  • In the game area outside the OFF-ASG zone it is mandatory to wear the prescribed eye protection (glasses / goggles) and use asg and bowreplicas. In the OFF-ASG zone there is no obligation to wear the prescribed eye protection, it is forbidden to shoot and aim with asg and bow replicas.
  • A player who, outside the OFF-ASG zone, in the place and time of ASG fights, does not have eye protection, immediately becomes wounded, in addition to being obliged to lie down on the ground and protect his eyes (cover his hands). After completing the fight, he must wear eye protection. Each such case must be reported to the organisers who will draw the consequences from the situation.
  • When carrying an ASG replica into the area of ​​OFF-ASG, pull out the clip and make sure that the replica is unloaded.
  • Avoid shooting with ASG replica to the head and the crotch of the opponent.
  • It is not allowed to shoot with ASG replica at the opponent from a very short distance (eg execution), but the target should be informed about the hit and the BB should be discarded.
  • Grenade launchers or ASG grenades are not allowed.
  • The player who gets SHOT/HIT in the ASG replica must break the registration bar from it. The replica becomes damaged and can not be used until the weapon is repaired.

 

5. Bows

  • Bows are allowed for the LARP, but their tensile force on standard 28″ does not exceed 35 lbs (~ 15.5 kg).
  • Following bows will not be allowed to be used:
    • block,
    • allowing adjustment of the tensile force requiring no change of the chord,
    • having protruding elements (e.g. stabilizers) that may pose a potential hazard,
    • whose technical condition raises any reservations. In particular, this applies to self-made and bows that bear traces of repairs.
  • The string is a component of the weapon and is also subject to accreditation and marking. -They will be marked in a non-invasive manner.
  • Only safe shots from http://www.idv-engineering.de are allowed
  • Following arrows will not be allowed to play:
    • whose rays are made of other materials than glass or carbon fibers,
    • whose rays are taped / covered. Painting or wrapping to improve visibility / facilitate identification does not approach this point,
    • which are completed differently than the „puppet” (rubber tip) with a diameter smaller than the eye socket,
    • whose technical condition raises any reservations.
  • Archery equipment is not a larp gear, thus it is unacceptable to take it by non-owner players, which also means that it is not tradable during larp.
  • The player using non-accredited archery equipment or damaged equipment will be immediately removed from the event area.

6. Safe throwing weapons

  • Safe throwing weapon are allowed for the game. It must be a safe weapon that has no core, is soft and looks realistic.
  • The throwing weapon will be checked by the organisers under particularly strict security control.
  • All rules for the fight with melee weapons replicas apply to the throwing weapon.
  • It is forbidden to throw a safe weapon other than a rifle weapon.
  • The weapon will be tossed by the organisers in a way that does not pose a threat to the health of the participants.

7. Armor, including rules for granting armor points

  • Armor is a set of visible, rigid, impressive, relatively uniform elements of the character’s outfit (ie the armor can be covered with a material only partially, so that at first glance you can see the presence and location of the armor in a given place; it is made of metal, wood , plastics, tires, thick rubber or other rigid materials, it looks like an element of post-apocalyptic armor, made of one piece or smaller adjacent pieces), having the maximum endurance determined by the organisers, represented by straps attached to it.
  • Armor without its health straps does not protect against being SHOT.
  • The armor protects against HIT always, unless it does not have armor points (it is destroyed), and the HIT set in shielded by the armor place does not draw armor points.
  • Armor points are awarded by the organisers according to the scheme:
    • one bar – random individual elements of the armor
    • two straps – chest cover and at least two limbs
    • three stripes – armor covering the whole body (helmet is not required)
  • The organiser responsible for accreditation may award an additional, fourth belt for the armor which he considers to be exceptional (in terms of appearance, inserted work, etc.). -This assessment is discretionary and not subject to discussion.
  • After receiving the shot, the armor straps should be broken at a moment convenient for the player so that the overall dynamics of the stage does not suffer, but the hits count on a regular basis and the player is obliged to behave honestly towards other players.
  • All kinds of ‚power armor’ and other unique armor designs are subject to individual evaluation in the field of additional armor points and / or additional abilities. Please contact us by e-mail in advance to arrange the player’s expectations regarding your outfit with our requirements.

 

8. Shields

  • The shield must be made of safe materials, preferably soft, including properly secured edges. It may have a core or be made on the basis of a hard piece, but it must be properly secured.
  • The maximum dimensions of the shield are 80 × 80 cm or 60×100 cm. All shapes within the above-mentioned contours are allowed.
  • Striking the edge of the shield is forbidden.
  • The shield can only be used with a safety weapon no longer than 120 cm.
  • It is forbidden to use the shield as a fixed element of the armor.
  • The shield protects you from shooting. A physically pierced or otherwise broken shield stops working and requires repairs in the workshop.
  • Each shield will be rigorously assessed during registration. Only shields registered by LARP organizers will be allowed to play, which meet both security requirements and visual requirements (the shield is supposed to look realistic – foam rectangles do not look realistically).

 

9. Markings

  • Any items allowed to play, such as safety weapons, asg weapons, shields, bows, safe thrown weapons and other plot items will be marked by the organizers during the festival in a proper way (clamps and warning tape).
  • The participants may not arbitrarily label objects using tags reserved for the organizers.

 

10. Stunning

  • The player is stunned with one HIT if all of the following conditions are met:
  • The player can not defend himself or the attack took place by surprise,
  • A replica of a white weapon safely touched the player’s head in a place not protected by armor,
  • The attacker simultaneously put the player’s hand on the shoulder and clearly informed him of the stunning.
  • The stunned character must play a fainting and remain unconscious for a period of 5 minutes.

 

11. Assassination

  • Assassination occurs when all of the following conditions are met:
  • The attack took place by surprise with the use of an assassin weapon,
  • Attacked with a blow or a series of blows the body or head of the player in a place not covered by armor,
  • The attacked player was clearly informed about the executed assassination.
  • If the character finds out before he is killed and reacts, the hit ceases to be lethal, but still counts as a HIT.
  • Running to someone, putting a knife in his back and shouting „you are dead” is acceptable, but at the same time it is a behavior that we do not approve of.

 

12. Wpierdol

  • Wpierdol is a specific situation of a street fight with a numerical advantage of one of the parties.
  • All the following conditions must be fulfilled to declare the wpierdol: the ratio of forces must be at least 2 vs 1; attackers must be armed; an attacked person can not be armed or wearing an armor that has more than one armor point; place a hand on the shoulder of wpierdol recipient, wpierdol needs to be acted through.
  • Declaring wpierdol on a person armed: an armed person decides whether he submits to wpierdol, or fends off from the attackers entering with them in a fight, then follows the fight with a safe weapon on the normal rules.
  • You can not save yourself by running from wpierdol.
  • The person who is receiving wpierdol is obliged to act it.
  • A person who has received wpierdol may be searched and robbed according to the normal rules of search and theft.
  • The person left off after wpierdol remains awake, but can not call for help.
  • Wpierdol ends after 5 minutes, after which the character returns to the game.

 

13. Execution

  • The character is killed one SHOT or HIT if all of the following conditions are met: the character can not defend himself; is immobilized (ie tied, faced against the wall, lying down, held, unconscious, etc.); the attacker will play a deadly shot safely (replica must be on safety and the shot is acted without actually pulling the trigger) or a fatal blow.

 

14. Binding and slavery

  • The player can choose symbolic bonding and submit to the executioner or physical bond and take all actions he is capable of, including fighting and escaping.
  • The player whose character is to be / may be tied may not agree to it, then he must be either killed or released, but first he must answer all the plot questions.
  • Tied hands can be symbolized with handcuffs held by the player in front of him with both hands, rope, etc. A person with bound hands can not use his hands, including to untie other ties.
  • A character with tied legs can not move by himself– binding symbolizes a rope tied on one of the legs of the player, etc.
  • A gagged person can not say anything. The gag must not hinder the player from speaking and breathing.
  • Slavery is a special type of bonding, to which the player has to give consent and which he can interrupt at any time, but the character dies then. The binding rules apply to slavery.
  • The player who became a slave is put in a special collar (it is a possible to create object, marked by the organizer, having its own RFID chip), whose presence is marked on the player tied around the neck with a loose loop of red string that can be easily broken and which does not pose a threat to the player’s life and health.
  • The collar can only be removed by a person with the ability to create such an object (a technician or a person with access to the appropriate scheme), this is his basic skill, the operation takes 5 minutes and requires the Igor terminal.
  • The slave follows his owner’s instructions.
  • The collar can be detonated by the owner at any time, resulting in the death of a slave.

 

15. Search

  • The player has two options during the search. The first one consists of submitting to a real, physical search (the search person is content with what he actually found on the player). The second assumes that the searched player does not want physical contact, about which he must notify the person searching, but he is obliged to hand over all the game items he has on him.

 

16. Nerf

  • NERF weapons have been approved for the game. A hit from a registered NERF pistol is treated as a stun on normal stun rules. NERF weapon missiles ignore armor and shields.
  • NERF weapon will be introduced to the game only by the organizers.
  • NERF weapons are only allowed to use NPCs and Municipal Guards (CAD).

 

Chapter III. Skills

1. Types of skills:

  • Production of Chemicals: The skills in this field allow the production of chemicals. Only accredited syringes (with a green piston) may be used for production. The player registers the start of production in the IGOR system, physically makes a given chemical (puts the powders in the syringe in the appropriate order and quantity) and then, after a certain time period has elapsed, they are to report to the Green Room for accreditation of the completed item.
  • Production of Powders: The skills in this field allow the production of powders. Only accredited raw materials may be used for production. The player registers the start of production in the Igor system and then, after a certain period of time has elapsed, they are to report to the Green Room to turn in their raw materials and collect the powder.
  • Technician (previously plot item creation): a player with this skill can create new highly specialised plot items (using the list of rules available to him in the Igor system or by establishing his own design/object with the organisers). The player registers the beginning of production in the Igor system and then, after a certain after a certain period of time has elapsed, they are to report to the Green Room in order to turn in the materials used and collect the finished item.
  • Firearms repair: This skill allows the repair of asg replicas.The repair lasts standard 30 minutes and requires one portion of scrap metal. The player registers the start of the repair in the Igor system and then, after a certain time has elapsed, they are to report to the Green Room to turn in the materials used and accreditate the repaired replica.
  • Production of Ammunition: this ability allows the production of 10 pieces of ammunition from a single portion of grey powder (gun powder) and scrap. The standard production time is 30 minutes. The player registers the beginning of production in the Igor system and then, after a certain period of time has elapsed, they are to report to the Green Room to turn in materials used and pick up the finished item.
  • Armour repair: this skill allows the repair of armour. Repair takes up to 20 minutes as standard and requires one portion of scrap metal per restored armour strip. The player registers the beginning of the repair in the Igor system, and then, after a certain period of time has elapsed, they are to report to the Green Room to turn in the materials used and accreditate the repaired armour.

 

  • Treating wounds: This skill allows players to treat wounds and carry out other medical procedures. A player with this skill has a Log, in which he is obliged to correctly record the patient’s data, every action taken, and especially the start and end time of the treatment.
    • The holder of the skill shall be responsible for carrying the Log with them at all times, filling it in on an ad-hoc basis and presenting it for inspection at the request of the organisers.
    • The injured/bandaged may only be treated in a doctor’s surgery accredited by the organisers.
    • When accepting a patient, the player first writes down the time and the patient’s nickname in the Patient Log, and only then presents the patient with a treatment deck from which the patient draws a single card. The player using the Wound Treatment skill writes the name of the card in the log and puts the card back in the deck (they can, of course, look at the card to read the written instructions).
    • The doctor and patient are obliged to follow the instructions written on the card they have drawn.
    • After the first instruction (treatment, medication) is carried out, the patient can leave on their own only if they are bandaged (treated) otherwise they have to remain hospitalized.
    • After the end of treatment, i.e. following all instructions from the drawn card, the doctor removes all bandages from the patient and writes down the time in the log. The patient becomes fully healthy.
    • Removed bandages are destroyed – they cannot be reused.
    • Your doctor may collect blood. The person who donated blood has the status of a treated wounded person for 1 hour, and cannot be healed, after one hour the patient is healthy.  An accredited container is required for blood collection. After the procedure, the Dean’s Office should appear together with the person who donated blood in order to be registered in the Igor system. Blood can be collected from one person at a time. Blood can be taken from one person once a day (minimum 24 hours between donations). A second blood donation within 24 hours will result in character death.
  • Curing poisoning and addictions: This skill makes it possible to treat the negative effects of the chemicals available in the game. Players with this skill have a Log in which they are obliged to write down correctly the patient’s data, each treatment performed, paying special attention to the start and end time.
    • The holder of the skill shall be responsible for carrying the Log with them at all times, filling it in on an ad-hoc basis and presenting it for inspection at the request of the organisers.
    • The treatment of poisoning/addiction may only be carried out in the office by means of a first aid kit, a workshop or an appropriately prepared device accredited by the organiser.
    • As a standard, the treatment of poisoning and addictions takes 60 minutes. In addition, the therapy requires the use of certain amounts of chemicals.
    • The player uses one portion of white powder, one portion of green powder and one portion of yellow powder per patient (for the operation of the equipment).
  • Radiation expert: This skill is used to treat irradiation and to remove radiation from objects and to reduce radiation in radiation zones. Players with this skill have a log in which they are obliged to record correctly the patient’s data, each therapy performed, and especially the time of beginning and end of the treatment
    • The holder of the skill shall be responsible for carrying the Log with them at all times, filling it in on an ad-hoc basis and presenting it for inspection at the request of the organisers.
    • The irradiation can be treated only in the surgery using an appropriately prepared device accredited by the organiser. As a standard, the radiation treatment process takes 60 minutes.
    • In addition, the therapy requires the use of certain amounts of chemicals. A player uses one portion of blue powder and one portion of yellow powder per patient.
    • The removal of radiation from an item or the reduction of the level of the radiation zone must each time be consulted with the organisers, as they require special resources.
  • First Aid: a paramedic uses bandages to dress the wounded. A single roll is used to bind one wound – the bandage must not be split.
    • The person with the first aid skills learns from the injured person which part of the body needs to be bandaged (i. e. the injured player tells where he got it from), then bandages the indicated limb (s)/head following the rules below:
      • The leg – the knee should be immobilized with anything (from the outside) and bandaged from the half of the calf to the groin.
      • The hand should be bandaged from the wrist to halfway up the arm and tied around the neck or put on a sling.
      • The torso should be bandaged from the belt up to the armpits.
      • The head should be bandaged with a band around the forehead or, if possible, a helmet. The bandage should not cover the ears, eyes, nose or mouth.
    • If the bandaging player is wounded, the bandaging must be stopped – the injured player will not be treated.
    • A bandage used for dressing becomes the property of the bandaged player.
  • Driver: this ability allows the character to drive motor vehicles. The acquisition of this skill is dependant on the completing the safety training.
  • Skills not covered by mechanics: The player might have an unique set of skills or some specific profession (e. g. a locksmith). Thanks to the Igor System, we are able to take this ability into account and grant permission to use it using Igor (e. g. creating keys). This does not mean that every character with a special skill will be deemed sufficient by us to be included in the system and does not mean that objects and schematics associated with this skill will be created automatically.

2. The rules of granting skills:

  • New characters can not possess any skills.
  • During the larp, an opportunity to learn skills will be provided in the form of a school. The skills will be granted by the organisers at the end or during the larp, based on the feedback from the school staff and taking into consideration the overall larp balance. What is more, the organisers may refuse to give their consent to the granting of skills.
  • When attending all classes, the player should be able to acquire first level skills in 48 hours from the beginning of their education.
  • Skills obtained that way may be used right away.
  • More than one skill can be obtained during the larp.
  • The school teaches only 1st level skills.
  • Every participant of the larp has the basic knowledge needed to survive in the wastelands. In order to simulate it each character has a particular set of skills level 0 consisting of:
    • identifying objects
    • the skill to create basic items
    • production of ammunition
    • production of bandages
    • repairing armour
    • production of drugs
    • production of poisons and antidotes.
  • Level 0 skills do not guarantee a successful result, often the player will not be able to produce items.
  • A level 3 professional can teach one person the first level of their skill. It takes 24 hours. During that time the professional can not craft and is obliged to roleplay the process of training their apprentice.

 

3. Developing skills

  • Skills are developed the following ways:
    • First aid – develops automatically after a year, max level is 2.
    • Driver – does not develop, the max level is 2.
    • The development of the remaining skills depends on the subjective decisions of the organisers.
  • The players who possess skills that require the Igor system must be aware that some actions (i. e. creating ammunition) may end in failure. It depends on the skill level, the quality of the workshop and other factors established by the organisers.

 

Chapter IV – Fabular Items

 

  1. Definition

  • Only the organisers can introduce new fabular items to the game. Those items are not considered a private property of the players, and so they can be taken away (by force or otherwise) or yielded (through trade or otherwise). The fabular items must be properly marked by the organisers, and include currency (caps), bullets, powders (reagents needed for producing the chemicals) and the fabular raw materials, among others. ASG/weapon/bow and arrow replicas are not fabular items.
  • The fabular items cannot be stored in nor under the private tents when the player participates in the game.
  • Theft of items other then the above mentioned fabular items such as private property, parts of encampments etc. is subject to the Republic of Poland’s Criminal Law Code.

 

  1. RFID System

  • Most of the fabular items released into the game will be additionally marked with an RFID chip attached to them.
  • RFID chip can be read in each city terminal to obtain knowledge on what type of an item precisely is the player handling.
  • It is prohibited to detach, alter, swap and/or destroy the RFID chips.
  • The RFID chip is not a fabular item on itself, it’s a classifying tool to managing the LARP items.

 

  1. Item Classification

  • Items are divided into those, which carry the RFID chip and those which do not.
  • All items except the ASG ammunition, caps, powders and raw materials are additionally marked with green tape.a) Items without the RFID chips
    • ASG ammunition
    • Caps
    • Powders (in all colors required)
    • Bones
    • Fake (plastic) greenery (ivy)
    • Saltpetre (nitre) stones
    • Junk (small metal plates)
    • Syringes
    • Bongades
    • Fake blood
    • Chemicals produced with powders and syringes
    • Blueprints

      b) Items marked with RFID chips
    • All kinds of electronics
    • Rare and unique items
    • Other items carrying RFID chips which are not electronics
  1. Chemicals

  • The chemicals can be used by any conscious character by releasing the content of the syringe containing the chemical on themselves or another character and keeping the syringe, unless the description of that particular chemical says otherwise.
  • All chemicals come in form of appropriately signed syringes with layers of coloured powders inside which are prepared by the organisers.
    Description of chemicals, order of coloured powder layers and their use:
  • (Z) First-aid Kit – layers: green, black, green. Can only be used on other players. Comes with an attached bondage which needs to be used to dress the injured body part (limb, head or torso) so that the injured character becomes tended to. You don’t need to have the First Aid skill to use the first-aid kit.
  • (S) Stimpak – layers: red, white, red, black, red. An injured/tended to character instantly becomes healthy.
  • (SS) Super Stimpak – layers: red, yellow, red, black, red. An injured/tended to cyborg character instantly becomes healthy.
  • (N) Narcotics – layers: blue, green, blue. Taking drugs suspends the negative effects of injury, poisoning and/or radiation disease for 1 hours. If drugs were taken by an injured character who is then shot (gun) or hit (weapon) again, the character dies. If drugs were taken by an irradiated character who is then irradiated again, the character dies. After 1 hour from taking the drugs the character reverts to the original state of ailment effects. The player should act as if under the influence of narcotics (intoxicated), and then as if addicted. If the character does not receive a new drug dose after 6 hours, it becomes injured, and if it already were injured, dies. Narcotics have to keep being taken until the character is cured from its addiction. Drugs can come equipped with a note describing the effect of its use, in which case the player has to obey that rule and act this effect out.
  • (R) Radaway – layers: blue, white, blue, yellow. Cancels out all effects of radiation.
  • (X) RadX – layers: blue, red, blue, red. Lessens the amount of radiation taken in by the character by 1 level during 1 visit in a radioactive zone. Effect does not stack – intaking multiple RadX’s only gives the same effect as intaking 1 RadX.
  • (T) Poison – layers: 2x blue, black, 2x blue. The poisoned character dies after 1 hour. The poison (item) comes with an additional sticker that has to be attached on the food or drink for that food or drink to become poisonous.
  • (A) Antidote – layers: 2x white, black, 2x white. Cancels out all effects of poison.
  • (L) Antibiotic – layers: green, white, green. Used by a doctor for treating patients.
  • (W) Truth Serum – layers: red, blue, red, black, white. The character is compelled to tell only the truth for 10 minutes.
  • (H) Hypnogen – layers: blue, black, blue, green, yellow. Intaken makes the character susceptible for suggestions, hypnosis and manipulations, causes hallucinations (depending on the particular special rules). The character cannot be however coerced into performing actions which would directly impose a threat to its life (for example, you can’t tell it to shoot its head). Taking three doses at the same time will result in an addiction: headache, nausea, hallucinations during the 1st hour, slowing down until reaching a comatose state in the 2nd hour, possible nosebleed during the 3rd hour, and then death. Each use of hypnogen should be consulted with the organisers.
  • (U) Sleeping Drug – layers: blue, white, black, yellow. The character falls asleep for 1 hour and cannot be woken up during this time.

 

  1. Item Crafting, In- and Off-Game

  • The exact procedure will be published after finalising tests of the IGOR System, but it should enable using the System for as vast number of players as possible.

 

 

  1. Blueprints

  • A blueprint is a fancy word for a scheme used for crafting items. Characters which learn some crafting skill will receive the appropriate blueprints. For example, after mastering the ammunition production skill, the blueprint “Ammunition” will become visible on the list of available blueprints after logging into the system.
  • Most blueprints are based on few entry items from which after a certain amount of time one output item (a sum of all the entry items, ingredients) is produced. There are many exceptions from this rule, and the organisers are also welcoming players’ suggestions.
  • The blueprints do not have to be linked with any skills.
  1. Workshops

  • Workshops are places in which characters can perform their professions, such as the hospital, lab, shaman’s hut etc. – save for the First Aid and Driver skills, all professions require a specialised workplace. Characteristics of a workshop:
    * A number of workplaces (how many persons can work simultaneously)

* A list (or a group) of blueprints which can be crafted in that workshop

* Extra bonuses such as shortened time or lessened ingredients amount needed to craft an item.

  • The workshop owner decides who can work in their workshop and when. It is allowed to add a permanent user of the workshop (allows to perform work even without direct knowledge of the workshop owner).
  • Workshops can be developed during the game by adding new workplaces, blueprints or bonuses.

 

Chapter V – Vehicles

 

  1. General rules

  • Every vehicle taking part in the game has to be declared to the organisers before the game starts and should have a proper characterization. The organisers reserve the right to decline the vehicle from participating in the game if the vehicle does not meet the aesthetic values corresponding to the LARP’s stylistics. The organisers strongly encourage to send photos of styled vehicles to larp@oldtownfestival.net before the festival for a previous visual assessment.
  • The vehicle declared before the game receives appropriate registration, containing information on which characters with the driver ability can drive it and how many people can the vehicle transport, as well as who is the person responsible for the vehicle. Additionally, the vehicle receives in-game license plates, to help players and organisers in its identification. Every vehicle will also receive a RFID chip containing all above information.
  • The player applying for the driver skill must take a mandatory safety course before the game. A person without such training cannot drive in-game.
  • Vehicles are armored, hence shots will not pierce unopenable windows, the car body, wheels, engines etc. All openable windows must be fully opened.
  • A moving in-game vehicle can be shot at, as well as you can shoot from a moving in-game vehicle. Only weapons with limit of 350 fps (250 fps for gas-powered weapons) can be used to shoot from a moving vehicle. The driver is not allowed to shot, as he is to focus solely on the driving and safety issues.
  • It is forbidden to attack a moving vehicle with a melee weapon.
  • It is forbidden to attack with a melee weapon from a moving vehicle.
  • A vehicle can only move on paved surfaces (roads).
  • Vehicles cannot be driven by wounded characters. A driver who has been wounded has to stop the vehicle immediately but safely.
  • It is forbidden to carry passengers outside the designated seats i.e. on rails, roof, car hood etc.
  • Every single vehicle partaking in the LARP has to be equipped with a fire extinguisher and a first aid kit.
  • All sticking out and/or dangerous decorative elements on vehicles ought to be made of safe, soft materials. Vehicles with protruding dangerous elements will not be allowed to partake in the LARP.
  • Building roadblocks of any kind is forbidden. Emergency vehicles must have access to the whole area during the whole event.
  • It is forbidden to intimidate pedestrians and other drivers with collision by drivers and pedestrians alike. The maximum speed around other people is 40 km/h. It is forbidden to shoot vehicles not taking part in the game and to use vehicles that were not accepted by the organisers for in-game purposes.
  • During the game, the Polish Penal Code, Code of Petty Offences and road rules laws apply. It is strictly forbidden to drive under the influence of alcohol.
  • The person designated as the driver before leaving the in-game town will be held responsible for breaking any vehicle-related rules icluded in the mechanics and in the festival regulations. In case of any trouble with identifying the designated driver, the person held responsible is the person who declared themselves as the owner of the vehicle when it was registered and is assigned to it in the IGOR system.
  • Before leaving the town in the vehicle one unit of in-game fuel must be passed to organisers each time, (there will be a designated place – the Info Point). Fuel is marked as a plot item and can be obtained during the game.
  • One unit of fuel allows the vehicle to leave the town for 4 hours. Returning to the town after that period of time will result in a randomly assigned damage to the vehicle.
  • During every fuel transfer the driver’s sobriety will be tested with a breathalyzer.
  • Moving around the festival and game area in an off-game vehicle, without permission of the organisers, results in immediate death of the driver and all passengers.
  • All offences to the rules regarding vehicles will be punished with extreme harshness.

 

  1. Detailed rules

  • A car taking part in the game uses 1 unit of fuel every time it leaves the town, while a motorcycle uses ⅓ of a unit.
  • During the accreditation organisers can assign a different fuel usage for a specific vehicle, based on their own assessment (for example, a heavily armored car will use more fuel than a light racer). Such information will be included in the vehicle’s RFID chip.
  • Vehicles can be upgraded using plot items created according to blueprints available in the game.
  • A vehicle used during the night has to be equipped with a red light mounted on the roof, clearly visible, which indicates that the vehicle stays in-game.

 

  1. Damage to vehicles and vehicles excluded from the game

  • The organisers are working on a system of safe in-game damaging to vehicles, but it requires testing of the electronic system. We ask for your patience. Please be informed that if we don’t manage to work out a safe and consistent method, the mechanics will not allow such damage.
  • A damaged vehicle can be driven back to the town.
  • In case of a damaged vehicle or when the designated driver is absent, only the person driving can stay in the vehicle. The vehicle can’t move faster than 10 km/h or follow the speed of the rest of the (walking) group. After reaching the town gate it has to be pushed through it.
  • Damaged vehicles can be repaired in the town workshop.
  • Other methods of dealing damage to vehicles, not included in the mechanics, might be allowed. However, they have to be granted organisers’ permission beforehand every single time.

 

 

Chapter VI – Special rules

  1. Cyborgs

  • Characters with cybernetic modifications (cyborgs) are allowed in the game, as long as the player’s costume clearly indicates they are a cyborg and which body parts are artificial.
  • Organisers reserve the right to disallow a cyborg character from participating in the game if the costume does not meet the required aesthetic values.
  • Androids (robots that look like humans) are not allowed in the game.
  • To heal, cyborgs use superstimpaks instead of regular stimpaks.
  • To heal a wounded cyborg , both a doctor and a person with the Technician skill are required.
  • A cyborg bleeds out in 30 minutes.
  • Cybernetic parts act as armor and they will be treated as such during the accreditation.
  • Organisers reserve the right to give bonus skills to a cyborg character if their costume is particularly spectacular.

 

  1. Mutants

  • Characters with mutations are allowed in the game, as long as the player’s costume clearly indicates they are a mutant.
  • Organisers reserve the right to disallow a mutant character from participating in the game if the costume does not meet the required aesthetic values.
  • To heal, mutants use superstimpaks instead of regular stimpaks.
  • Mutants have a constant level 1 resistance to radiation.
  • Mutant’s blood cannot be turned into red powder.
  • Organisers reserve the right to give bonus skills to a mutant character if their costume is particularly spectacular.

 

  1. Radiation and resistance to it

  • Radiation occurs in zones surrounded with tape and/or marked with announcements that state the radiation level. Entering the zone with level 1 radiation results in radiation sickness and death after 2 hours from entering the zone. Higher levels of radiation cause the character death instantly.
  • Wearing a gas mask lowers the received radiation by one level. Wearing a gas mask equipped with a system creating a closed circuit lowers the received radiation by two levels. Wearing a full chemical protective suit OP-1 lowers the received radiation by three levels.
  • The character who already has radiation poisoning and enters any radiation zone dies instantly.
  • Irradiated items are marked with appropriate announcements. They always have level 1 of radiation. Touching them causes radiation poisoning and death the same way as entering the level 1 radiation zone.

 

  1. Gun shop

  • If a player wishes to have more than one asg weapon in the game, they have to buy it during the game (for bottlecaps) in the gun shop.
  • The gun shop doesn’t sell actual weapon replicas, just the right to introduce another weapon you own to the game.
  • After buying a weapon the player receives a token which they have to take to the Info point. The weapon will be checked for safety, marked and accepted into the game.

    5. NPC

  • During the game special “event characters” can appear, the so-called NPCs. Such players are closely working with the organisers and some rules included in the mechanics may not apply to them, especially combat rules.
  • Every NPC is marked with a RED BANDANA worn in a visible place. The bandanas, which are the NPC symbol, are only handed out by the organisers.
  • To join the NPC Corps, a player has to fill a form before the game and get accepted by the designated organiser.
  • It is possible to become an NPC during the festival, but the possibility depends on whether such characters are currently needed and on the decision of the designated organiser.
  • Players should remember that NPCs are people and deserve respect. They should be treated by others like any other player, according to rules of social conduct (for example, appropriate level of strength must be used in combat).
  • There is a Bestiary available which describes some of the dangers that can be encountered in the wastelands.

 

  1. Media

  • During the game media representatives (photographers or filmmakers) may be present. Media representatives approved by the organisers are marked with appropriate writing on their costumes. They don’t participate in the game unless they specifically agree to it.
  • Players should remember that media representatives are not allowed to disrupt the game, demand players to pose for photos and spoil the fun. If such a thing happens, please report it to the Info Point.
  1. Event and situations not included in the mechanics

  • During the game there can be situations which were not included in the mechanics (for example, any kind of bombs or destroying the town walls). If such a thing happens, please discuss it with the LARP organisers.
  • We’re open to players’ ideas that the mechanics doesn’t include.