Version 1.2
Changes:

  • the list of off-game zones has been updated with Sicz’s private tents area
  • jamming of IGOR’s wi-fi has been forbidden
  • the blood donation procedure has been clarified
  • the possibility of in-game addiction to chems has been added
  • new rule on vehicles stylization has been introduced
  • new rule regarding off-game vehicles & the in-game ones which are not taking part in the game moving in-game has been added
  • speed limit for in-game vehicles has been set to 40km/h at all times, not only around pedestrians

 

 

Chapter I. General Rules

  1. 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 without any pauses starting from the announcement of its beginning until the announcement of its end.
  • The player is obliged to have the following items (Game participation will not be allowed without them):
    • a post-apocalyptic outfit,
    • eye protection gear (glasses, goggles) 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 the organisers:
    • special currency used in-game,
    • ASG replica ammunition (plastic 6mm BB ammo, three weight options, various colours, 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-apocalyptic 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, is created within the framework of the Polish Post-apocalyptic Universe characterized by its commitment to spectacularity and diversity.
  • The player is obliged to keep their 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 being told to relocate to a new campsite by the appropriate organiser.
  • Pyrotechnics (including blank guns, stun grenades, etc.) is reserved for use exclusively by the 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 [?]. Filling it in 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 (any and all acts of vandalism are prohibited). Any unintentional damage should be reported at the Info Point immediately.
  • 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.
  • The Organisers reserve the right to change the mechanics during the game, especially if it results in increasing the safety of the participants.

 

  1. Roleplaying
  • Every player is obliged to roleplay the character they created. The character needs to be accepted by the organizers and to fit into the game setting.
  • A player with individual entitlements/abilities/powers is obliged to have the appropriate instructions provided by organisers in writing 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 instructions, 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 asking them to 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.

 

  1. 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 out 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).

 

  1. Ghost Mode
  • Entering the 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 the ghost mode without prior proper notification at the Info Point equals the death of the character.
  • Any player wearing a reflective vest does not exist in-game to the other players – they are a spirit, so they cannot actively partake in the game. The 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 agree with CAD on the time and principle of their return to the game a priori.
  • In situations that threaten life or health it is allowed to use the ghost mode without the obligation to immediately report this fact at the Info Point.

 

  1. City Wall and Minefield
  • 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 the character’s death.

 

  1. 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 organisers’ zones (technical facilities, city generator, Info Point, First Aid Point etc.), off-game parking lot, private tents and private tents in Sicz.
  • t is forbidden to move with food and drink purchased in the catering zone outside the OFF-GAME zones unless the food and drink is stored in an appropriately stylised container.
  • here is a permanent and overriding ban ASG replica use in the OFF-ASG area of the town, it is only permissible to use 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 replicas. The player is obliged to wear 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 many dilapidated and dangerous buildings and places in the game area. The organisers will never leave in-game items or organise attractions in a place that is too dangerous for the players. We implore the players to take special care and keep common sense when exploring the Wastelands.

 

  1. IGOR System
  • In order to manage the game, the organisers use the custom computer system IGOR 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.
  • The IGOR system uses the Wi-Fi network to operate, any jamming or tampering with it is strictly forbidden.

 

  1. Drones
  • -The drone system is a mechanical protection against the night-time escalation of in-game violence.
  • The drone system is active from 23:00 to 9:00.
  • The drone system operates throughout the entire city of OldTown, in every district, outdoor and indoor, in every building, camp and construction.
  • The drone system can be switched off or turned on 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 deactivation 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 they wanted to take is considered to be non-existent. In such cases it is recommended to use BASTA to quickly explain the issue between players.

 

Chapter II. Combat and Weapons

 

  1. Combat, including Hits and Roleplaying – Basics
  • A gunshot wound results from being shot with an ASG replica bullet or an arrow in a place on a body uncovered by an armour. The shot person is wounded.
  • A barrage of consecutive projectiles from a gun or multiple simultaneous shots (e.g. 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.

 

  1. Wounds and Death
  • A person that was shot or recieved a third blow to an unarmored place is wounded.
  • 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. An untended person dies after 15 minutes, a tended person has one hour to reach the doctor or they will die.
  • A repeated shot or blow to the wounded character (even tended to) kills them.
  • The dressing must look realistically and include the place on the body where the character has received the shot or the third hit.
  • The deceased character is obliged to stay on the death scene for 5 minutes (or until the end of playing out the LARP scene in which the corpse is needed) and play out that they are dead. After this time the player can go into the ghost mode and go to the Info Point to report their 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 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 their arm.

 

  1. Safe Weapon
  • A replica of a melee weapon must be made of safe materials. Any potential stiff rod core must be securely wrapped in soft material.
  • A replica of a weapon must visually resemble 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 weapon will be rigorously assessed during registration. Only replicas of weapons registered by the LARP organisers will be allowed for the in-game use as they need to meet both the 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 in-game:
    • up to 50 cm – very short weapon (the only  weapon that can be used for assasination)
    • up to 120 cm – one-handed weapon, which can be used with a shield
    • up to 200 cm – two-handed weapon, which requires two hands to fight
  • Avoid attacks to the head and crotch of the opponents with melee weapon 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.

 

  1. ASG Replicas
  • You can start the game with one piece of ASG replica. If a player wants to have more pieces of ASG replicas they must purchase them in an in-game weapon store (see: “Special Rules” chapter).
  • It is forbidden to use own ASG replica ammunition during the field game. The organisers will provide players with good quality bullets in special colours in three weight options (0.2g, 0.25g and 0.3g).
  • ASG replicas with an outlet velocity of up to 450fps (measured on 0.20g bullets) can be used in the field game. If a battle takes place inside a building the maximum muzzle velocity is 350 fps. Shooting speed limits apply to all shooting weapon replicas with all types of engines.
  • In the game area outside the OFF-ASG zone (so in the IN-ASG zone) it is mandatory to wear eye protection (glasses / goggles) and it is allowed to use ASG replicas and bows. In the OFF-ASG zone there is no obligation to wear the prescribed eye protection, and it is forbidden to shoot and aim with ASG and bow replicas.
  • A player who is outside the OFF-ASG zone during an ASG fight and does not wear any eye protection immediately becomes wounded and is obliged to lie down on the ground and protect his eyes (cover them with his hands). After the fight is finished they must wear eye protection. Each such case must be reported to the organisers who will analyse the situation and draw the consequences.
  • When carrying an ASG replica into the area of ​​OFF-ASG, pull out the ammo clip and make sure that the replica is unloaded.
  • Avoid shooting your opponents to their heads and crotches with ASG replicas.
  • It is not allowed to shoot at the opponent from a very short distance (i.e. an execution) with ASG replica. The target should be instead informed about the hit and the bullet should be discarded (eg. by shooting safely into the air).
  • Grenade launchers or ASG grenades are not allowed in-game.
  • The player who gets SHOT/HIT in the ASG replica must tear the registration bar off of it. The replica becomes damaged and can not be used until the weapon is repaired.

 

  1. Bows
  • Bows with tensile force not exceeding 35 lbs (~15.5 kg) for the standard 28″ size are allowed to be used in the field game.
  • Following bows will not be allowed for the in-game use:
    • block bows,
    • bows allowing for tensile force adjustment without requiring the bowstring exchange,
    • bows with protruding elements (e.g. stabilizers) that may pose a potential hazard,
    • bows whose technical condition raises any reservations. This applies to any self-made and bows that bear traces of repairs in particular.
  • The bowstring is an integral component of the weapon and is also subject to accreditation and marking. They will be marked in a non-invasive manner.
  • Only the safe arrows from http://www.idv-engineering.de are allowed for use.
  • The following arrows will not be allowed for in-game use:
    • arrows with shafts made of materials other than fiberglass or carbon fiber,
    • arrows with taped/covered shafts, excluding painting or wrapping which improves the arrow’s visibility or facilitates its identification,
    • arrows with any finish different than padded (blunt, rubber point) one and with a diameter smaller than an eye socket,
    • arrows whose technical condition raise any suspicion.
  • Archery equipment is not a LARP gear, thus it is unacceptable for it to be taken by non-owner players, which also means that it is not tradable during the LARP.
  • The player using non-accredited or damaged archery equipment will be immediately removed from the event area.

 

  1. Safe Throwing Weapons
  • Safe throwing weapons are allowed for the in-game use. The weapon must be safe, meaning that it has no core and is soft, but still looks realistic.
  • The throwing weapons will be subject to particularly strict security control by the organisers.
  • All of the rules on the melee weapon replica fights apply also to the throwing weapons..
  • It is forbidden to throw safe weapons other than the throwing weapons.
  • The throwing weapon will be marked by the organisers at the weapon accreditation in a way that does not pose any threat to the health of the game participants.

 

  1. Armour, including Rules for Granting Armour Points
  • An armour is a set of visible, stiff, impressive, relatively uniform elements of the character’s outfit (i.e., the armour can be only partially covered with a material, so that the armour’s presence and location can be clearly seen at the first glance; it can be made of metal, wood, plastics, tires, thick rubber or other stiff materials; it has to resemble an element of a post-apocalyptic armour; can be made of one piece of material or smaller pieces put together), which has a maximum endurance determined by the organisers represented by the number of resilience straps attached to it.
  • An armour without the resilience straps does not protect against being SHOT.
  • An armour always protects against HITS unless it does not have any armor points (i.e., it is destroyed). A HIT  landing on a place shielded by the armour does not lessen the number of armour points.
  • Armour points are granted by the organisers according to the following scheme:
    • one strap – random individual armour elements
    • two straps – armour covers the chest and at least two limbs
    • three stripes – armour covers the whole body (a helmet is not required)
  • The organiser responsible for the accreditation may award an additional, fourth strap to an armor considered exceptional (in terms of appearance, work input, etc.). Such assessment is discretionary and not subject to discussion.
  • After being shot the armor straps should be removed at the first convenient moment so that the overall dynamics of the scene being played out do not suffer, but the but the shots received still keep counting and the player is obliged to maintain honesty towards other players.
  • All kinds of “power armours” and other extraordinary armour designs are subject to individual evaluation in terms of granting any additional armour points and / or additional abilities. Please contact us by e-mail to discuss the your expectations and our requirements regarding the outfit in advance.

 

  1. Shields
  • A shield must be made of safe materials, preferably soft ones, and it must have properly secured edges. It may have a core or be based on a stiff piece but it must be properly secured.
  • The maximum dimensions of a shield are 80×80 cm or 60x100cm. All shapes fitting within the above-mentioned outlines are allowed.
  • Striking with the edge of a shield is forbidden.
  • ShieldS can only be used with safe weapons no longer than 120cm.
  • It is forbidden to use the shield as a fixed armor element.
  • The shield protects from being shot. A physically pierced or otherwise broken shield stops working and needs to be repaired in a workshop.
  • Each shield will be rigorously assessed during the registration. Only the shields accredited by the LARP organizers which meet both the security and visual requirements (the shields are supposed to look realistic – foam rectangles do not look realistic) will be allowed for in-game use.

 

  1. Markings
  • Any items allowed for the in-game use such as safe weapons, ASG replicas, shields, bows, safe throwing weapons and other plot items will be marked by the organizers during the festival in a certain way (with tie wraps and warning tape).
  • The participants are forbidden from marking any items with tags reserved for the organizers.

 

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

 

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

 

  1. Wpierdol
  • Wpierdol is a specific situation of a street fight where one party is significantly outnumbered.
  • All the following conditions must be fulfilled to declare the wpierdol:
    • the forces’ ratio must be at least 2 vs 1,
    • the attackers must be armed,
    • the attacked person(s) can not be armed or wearing an armor that has more than one armor point,
    • one of the attackers places their hand on the shoulder of wpierdol recipient, and wpierdol needs to be played out.
  • Declaring wpierdol on an armed person: the armed person decides whether they submit to wpierdol or fends off the attackers starting a fight with them which then evolves into a fight with safe weapons according to the regular rules.
  • You can’t save yourself by attempting to run away from wpierdol.
  • The person who is receiving wpierdol is obliged to play it out.
  • The person who has received wpierdol may be searched and robbed according to the regular rules of search and theft.
  • The playerw ho has received wpierdol remains awake after it ends, but cannot call for help.
  • Wpierdol ends after 5 minutes, after which the character returns to the game.

 

  1. Execution
  • The character is killed with one SHOT or HIT if all of the following conditions are met: the character can not defend themself; it is immobilised (e.g., tied up, held up against the wall, lying down and being held, is unconscious, etc.); the attacker will safely play out a fatal blow or a shot (not shooting the player directly).

 

  1. Binding and Slavery
  • The player can choose symbolic binding and submit to the executioner or physical bond and undertake all actions they are capable of, including fighting and escaping.
  • The player whose character is about to be/is tied up may not agree to it and then they must be either killed or released but they must answer all the plot related questions first.
  • Tied hands can be symbolized with handcuffs, rope, etc. held by the player in front of him with both hands. The player with bound hands can not use their hands, also to untie other ties.
  • A character with tied legs can not move by themself– binding can be symbolised by 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’s ability to speak and breathe.
  • Slavery is a special type of binding, to which the player has to give consent and which they can interrupt at any time, at the cost of their character’s death. The rules regarding binding apply to slavery.
  • The player who became a slave has a special collar (it is an object that can be created in-game, will be marked by the organizer and equipped with its own RFID chip) put on its neck. Its presence is symbolised on the player by a red string noose tied loosely around the player’s neck. The noose can be easily ripped off and does not pose a threat to the player’s life or 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 procedure takes 5 minutes and requires access to the IGOR terminal.
  • The slave must follow the owner’s instructions.
  • The collar can be detonated by the owner at any given time, resulting in the death of the slave.

 

  1. Search
  • The player has two options during the search. The first one consists of submitting to a real, physical search (the searching person is to be content with anything they can actually find on the player themselves). The second one is for players who do not wish to be searched physically, a fact they must notify the searching party about, but in return for the cessation of any physical searching attempts the to-be searched player is is obliged to hand over all the plot items it is carrying at the moment.

 

  1. NERF Weapons
  • NERF weapons have been approved for the in-game use. A hit from an accredited NERF pistol is treated as a stun according to regular stun rules. NERF weapon projectiles ignore armor and shields.
  • NERF weapon will be introduced to the game by the organizers exclusively.
  • Only NPCs and Municipal Guards (CAD) are allowed to use NERF weapons.

 

Chapter III. Skills

 

  1. Skill Types:
  • Production of Chemicals: The skills in this field allow to produce chemicals. Only accredited syringes (with a green piston) may be used for production. The player registers the start of the production in the IGOR system, physically prepares the- chemical (puts the powders in the syringe in the appropriate order and quantity) and after a certain time period has elapsed they report at the Green Room to accredit the completed item..
  • Production of Powders: The skills in this field allow to produce powders. Only accredited raw materials may be used for production. The player registers the start of the production in the IGOR system and after a certain period of time has elapsed they report at 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 them in the IGOR system or by establishing his own design/object with the organisers). The player registers the beginning of the production in the IGOR system and after a certain period of time has elapsed they report at the Green Room in order to turn in the used materials and collect the finished item.
  • Firearms Repair: This skill allows the repair of ASG replicas. The repair takes standard 30 minutes and requires one portion of scrap metal. The player registers the start of the repair in the IGOR system and after a certain period of time has elapsed they report at the Green Room to turn in the used materials and to accredit the repaired replica.
  • Production of Ammunition: this ability allows the production of 10 pieces of ammunition from a single portion of brown powder (gun powder) and scrap metal. The standard production time is 30 minutes. The player registers the beginning of the production in the IGOR system and after a certain period of time has elapsed, they report at the Green Room to turn in the used materials and pick up the finished item.
  • Armour Repair: this skill allows to repair armours. A repair takes up to 20 minutes as standard and requires using one portion of scrap metal per a restored armour strip. The player registers the beginning of the repair in the IGOR system, and after a certain period of time has elapsed they report at the Green Room to turn in the used materials and accredit 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 they are 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.
    • A doctor may collect blood. The person who donated blood has the status of a treated wounded person for 1 hour, cannot be healed, and after one hour the patient is healthy. An accredited container is required to collect blood. After the procedure the doctor and the player who donated blood should visit the Info Point in order to register the donation in the IGOR system, unless the doctor can access to IGOR’s terminal and can register the donation on site. Blood can be collected from one person at a time, so one doctor cannot collect blood from several persons at once. 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’s death. The blood donation process takes as long as the doctor says. The player who donates blood must be sober.
  • Treating 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 correctly write down 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, 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 correctly record 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 player with the first aid skills learns from the injured character which part of the body needs to be bandaged (i.e., the injured player tells where he got hit), then bandages the indicated limb(s)/head following the rules below:
      • the leg should be immobilized at the knee with anything (from the outer side) and bandaged from half of the calf up 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 depending on the bandaging person’s abilities, make a “helmet”. The bandage should not cover the ears, eyes, nose or mouth.
    • If the bandaging player becomes wounded, the bandaging process must be stopped – the injured player is not treated.
    • A bandage used for dressing becomes the property of the bandaged player.
    • A level one skill in first aid allows the player to bandage other players, a level two skill allows the paramedic to bandage themself as well.
  • Driver: this ability allows the player to drive motor vehicles. The acquisition of this skill is dependent 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.

 

  1. Rules on Granting Skills
  • Newly created characters cannot possess any skills.
  • During the LARP, an opportunity to learn skills will be provided in form of a school. The skills will be granted by the organisers at the end or during the LARP basing on the school staff’s feedback 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 since beginning their education.
  • Skills obtained this way may be used right away.
  • More than one skill can be obtained during the LARP.
  • The school teaches only 1st level skills.
  • Every LARP participant has the basic knowledge necessary to survive in the wasteland. 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.

 

  1. 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 1.
  • 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 (e.g., 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 – In-Game 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.
  1. a) Items without the RFID chips
  • ASG ammunition
  • Caps
  • Powders (in all colours required)
  • Bones
  • Fake (plastic) greenery (ivy)
  • Nitre stones
  • Junk (small metal plates)
  • Syringes
  • Bongades
  • Fake blood
  • Chemicals produced with powders and syringes
  • Blueprints
  1. 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 given the Truth Serum must be conscious of it. The Serum is in effect for 10 minutes or 3 questions and stops working after that time period is over or the questions are used up. The character under the influence of the serum must answer questions in accordance with their knowledge. They mustn’t lie but they are permitted to give evasive answers when the construction of the questions permits it (so ie. not in the case of YES/NO questions). Lying is impossible under the influence of the serum, even if we are saying something that is not an answer to a question.
    • (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.
  • Exact instruction of how to obtain each kind of powder can be found in a special Chemist Guidebook than can be found here: http://oldtownfestival.net/wp-content/uploads/2017/07/Chemia_-_sklad_pl.pdf
  • Intaking more than three portions of the same type of chems: RadAway, RadX, Truth Serum, Hyponogen, Narcotics or Sleeping Drug; in less than 24h since the first dose intake results in addiction (eg 3 RadAway’s give you addiction but 2 RadAway’s and 1 RadX do not).
  • Addicted players should play out their addiction. Addicted characters require a new dose of the chem they’re addicted to every 6 hours or else they become wounded, and if they were already wounded, they die. Doses of the chems must be taken regularly until the character is cured of addiction.

 

 

  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.
  • Detailed instructions on obtaining powders of appropriate colours is included in the Chemists Manual that may be found here: http://oldtownfestival.net/wp-content/uploads/2017/07/Chemistry_-_composition_en.pdf

 

  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 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.
  • Elements used to enhance the visuals of the vehicle (e.g. protruding elements) cannot pose any danger to the driver,the passengers or pedestrians. Vehicles with such elements may not be allowed to partake in the game.
  • 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 limit 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 included 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’s character as well as all passengers’ characters.
  • 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.

 

3.Damaging the Vehicles and Vehicles Excluded from the Game

  • During the LARP any off-game vehicles along with in-game ones that are not taking part in the game for various reasons (e.g. are destroyed) moving through the in-game grounds (airfield, OldTown city, etc.) should have a reflective vest displayed outside of the vehicle in a visible fashion.
  • The mechanics for damaging the vehicles will not be introduced to OldTown 2018. We would like to apologize and ensure you that it is only because we want the mechanics system to be as consistent as possible, and that requires a lot of time and testing.
  • A damaged vehicle can be driven back to the town.
  • If the vehicle is damaged or when the in-game driver is absent, only the driver designated to this vehicle can stay in the vehicle and drive it. The vehicle can’t move faster than 10 km/h or faster than the pace 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. The player may hold the radiated item up to 10 minutes, after that he becomes once again irradiated and dies.

 

  1. Gun Shop
  • If a player wishes to have more than one ASG replica in the game, they have to buy it for caps in a gun sho during the game.
  • 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.

 

  1. 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. Events 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. You can find us at the Info Point.
  • We’re open to players’ ideas that the mechanics doesn’t include.
  • A player who has obtained a permission for special skills or actions that go beyond the mechanics from the organisers is obliged to show a written permission.
  • A written permission slip is written on special paper and includes a signature of the organiser who has granted permission for a given skill, etc.

 

  1. Loss of Previously Obtained Skills due to New Mechanics
  • If due to the introduction of new mechanics the players lost their skills, or they were weakened they may come to the organiser in order to work out how to compensate it.
  • The compensation is determined individually.