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. 

Weapons Repair: This skill allows the repair of ASG replicas and safe weapons. 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&Shield Repair: this skill allows to repair armours and shields. 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.

Medic: This skill allows players to bandage, 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.

Medic profession is divided into four levels of proficiency:

  • Level 1 – Paramadic
    • Is able to bandage players.
  • Level 2 – Intern
    • Is able to bandage players, including himself, and perform basic medical procedures (draws one card during healing procedure while in hospital, or three cards of which then he chooses the worst one while performing procedure outside of hospital) 
  • Level 3 – Doctor
    • Is able to bandage players, including himself, and perform regular medical procedures (draws two cards during healing procedure of which then he chooses best one while in hospital, or two cards of which then he chooses the worst one while performing procedure outside of hospital) 
  • Level 4 – Chief of Medicine
    • Is able to bandage players, including himself, and perform most complicated medical procedures (draws three cards during healing procedure of which then he chooses best one while in the hospital, or one card while performing procedure outside of hospital) 

First Aid and Wound treatment from previous years has been merged and revamped. Players who acquired one or both skill should be compensated accordingly.

Bandaging Procedure

  •  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 Paramedic 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.

Wound Treatment and Medical Procedures:

  • Wound Treatment and Medical Procedures can be done by Medics level 2-4
  • 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 or in any other place if under the following rules:
    • Treating Wounds outside of hospital requires to draw a certain, medic level dependent, number of cards then pick the worst one
  • 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).
    • Number of card drawn very depending on level of medic skill
  • The doctor and patient are obliged to follow the instructions written on the card they have drawn but they are allowed to play the scene freely.
  • 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 critical wound. 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.
  • 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. 

2. Rules on Granting Skills

  • Newly created characters cannot possess any skills unless game master says otherwise.
  • 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. 
  • 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

  • Driver – does not develop, the max level is 1.
  • The development of the remaining skills depends on the subjective decisions of the organisers. 
  • There are means to increase your skill levels or even acquire one but they are optional and fully in-game dependent.
  • 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. 

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.
  • Every character is able to identify and craft simple in-game items via Igor System. The chance to craft is low but a success may give player new blueprints for items to craft.

2. 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.

3. 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

  • Bones
  • Fake (plastic) greenery (ivy)
  • Nitre stones
  • Junk (small metal plates)
  • ASG ammunition
  • Caps 
  • Syringes
  • Powders (in all colours required)
  • 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 


4. 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 the 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. 
    • (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 or mutant 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 suffers a critical wound. If drugs were taken by an irradiated character who is then irradiated again, the character suffers a critical wound. 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, suffers a critical wound. 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. 
  • 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 suffer a critical wound. Doses of the chems must be taken regularly until the character is cured of addiction.

5. Item Crafting, In- and Off-Game

  • Crafting an in-game item is each and every time done through Igor terminal.
  • To craft an item player has to log into terminal, choose an item to craft and a workshop to do so (if players have access to one), then begin the procedure. Every item takes a certain amount of time to craft, which should be spent by player to act the making of the item. 
  • After given time player should go to Info Point to accredit or acquire crafted item (player should bring all the components used to craft the item). Getting the item form the Info Point can be done in ghost mode.
  • Acquiring crafted items from Info Point is a unique situation when player can enter the ghost mode without reporting it, but player also shouldn’t wear a reflective vest during that time (it is to keep other player immersed in the game). That kind of situation is unique for crafting purposes and the way to and from Info Point cannot exceed 30 minutes total, starting the moment item is crafted.
  • If any problem arises due to this unique situation Info Point can easily verify if a player was allowed to be in special ghost mode. All abuse of this exception will be treated with severity.

6. 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

7. 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.
  • It is forbidden to cover openable windows by any means.
  • 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,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 owner/driver must report to Info Point to fuel up the vehicle.
  • Fuel usage exceeding the amount of fuel vehicle can hold will result in random car damage.
  • Fuel will be available to acquire during the game and will be labeled as such.
  • 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.

2. Detailed rules

  • A car taking part in the game uses individually specified amount of fuel per trip to the wastes. 
  • 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.
  • 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.
  • Vehicles can be damaged by means not included in the mechanics. However, they have to be granted organisers’ permission beforehand every single time.