F.A.T.E. Rulebook 2.0 Alpha Version © May 2014 1 of 90
Transcription
F.A.T.E. Rulebook 2.0 Alpha Version © May 2014 1 of 90
F.A.T.E. Rulebook 2.0 Alpha Version © May 2014 and Hell followed with him.” Revelation 6:8 (Alpha Version: Contains all recent info and rules - background groups not updated, no final graphic layout) 1 of 90 F.A.T.E. Rulebook 2.0 Alpha Version © May 2014 F.A.T.E © 2001 Author, Texts, Ideas & Concept Paul Mikoteit Layout & Design Paul Mikoteit All rights to this larp rulebook and content reserved to author/creator. Use, copying and changing only with permission by the owner. F.A.T.E Rulebook 2.0 © 2014 based on basic rules (published 2009) Translation Jutta Bossert Little German LARP dictionary: IT: InTime (= IG = in the game, in character) OT: OutTime (= OOG = out of game/character, everything related to real life) SC: Spielercharakter = Player character (PC) NSC: Nichtspielercharakter = Non-player-character (NPC) GSC: Guided player character (PC, but in a role set by the orga) Orga: Organization crew responsible for logistics of the con SL: Spielleitung = Game masters who supervise the game and coordinate NPCs and plot Sani: Sanitäter = Real life paramedics 2 of 90 F.A.T.E. Rulebook 2.0 Alpha Version © May 2014 Content 1. The Concept …..................................................................... 4 2. This is F.A.T.E. …..................................................................... 6 3. The World of F.A.T.E. …............................................................ 7 4. The Lost Ideas G.A.R.S. …............................................................ 9 5. Participants and the Game 6. The Game Concept …................................................... 11 …............................................................ 12 7. Concept Realization and Groups ….......................................... 13 …............................................................ 15 …..................................................................... 17 8. Realization and Plots 9. Game Principles 10. General Rules and Guidelines …................................................... 20 …............................................................ 36 …..................................................................... 36 11. Character Creation 12. Backgrounds 13. Organizations of the New World ….......................................... 46 …................................................... 65 ….......................................... 68 …................................. 73 ….......................................... 75 …..................................................................... 77 14. Weapons, Safety and Combat 15. Armor, Hits, Wounds and Death 16. Other Kinds of Fighting and Protection 17. The IT Mail System and IT Bank 18. IT and OT Radio 19. Crafting and Repairing …............................................................ 20. General Game and Survival Tips 78 ….......................................... 79 21. Medicine and Medics …............................................................ 81 22. Medicine and Drugs …............................................................ 85 23. The Economy and Currency System ….......................................... 3 of 90 87 F.A.T.E. Rulebook 2.0 Alpha Version © May 2014 1. The Concept We think the most important thing in post apocalyptic LARP is the right mix of realistic hardship and apocalyptic humor, so we try to keep a good balance between the two. Post apocalyptic LARP is very different from your typical Fantasy Con. Realism is very important to us - only what is there in real life is there in the game. For example, if there is a bunker, it’s a bunker. If it’s an old school building, the settlers have used an old school building for a base instead of a vault. A canvas cover in the woods is not a mythical dungeon, but a canvas shelter against wind and rain. Everything from location to character skills has to be really there, or at least has to be presented as realistically as possible to be relevant to the game. For Example, an elaborately built, massive-looking basement could pass for a bunker, if it looks and feels like it really is part of an underground shelter. There also won’t be any shared plot for everybody, because there isn’t any plot. Well, at least no adventurers-save-the-world kind of plot. Instead, there are loads of small tasks and jobs you can do for money, information, favors or simply food, or just to survive in a hostile world. Even if a large group of players happens to have the same objective, it’s not something you need to do to “win”, and sometimes a task is just not solvable. We encourage confrontations between players, groups and the environment, so resourcefulness, toughness and social skills are important to keep your character alive. Not every confrontation has to end with a character’s death, but it is quite common for characters to die, be it from dangerous situations, wrong decisions or bad luck. Death is part of the game in this kind of genre, and it doesn’t make a difference if a character is “important” for the group, the game or the campaign, death can happen to anybody. Groups and single players will often end up not only on their own, but sometimes forced to act against each other to get along in the F.A.T.E world. 4 of 90 F.A.T.E. Rulebook 2.0 Alpha Version © May 2014 Unlike at other Larps, the general degree of harshness at our events, as well as situations and opponents influenced by us, are deliberately not adapted to participants’ possibilities and competences. We try to imagine what would happen in real life and adapt the game situation accordingly. In addition there’s a huge supply of content and situations generated by players for players, which you can encounter anywhere or get mixed up in (un)voluntarily as a character. It might sometimes be very easy to accomplish a mission and kill everything that stands in your way - or it could be close to impossible, and some opponents are just too powerful for you to attack. A healthy assessment of a situation, the possibilities, rewards and the risks is absolutely necessary for the survival of your character. Basically, every participant has to develop their own tactics and their character’s behaviour for surviving in such a harsh world. Everything depends on what you make of your character’s (and your own) skills and the way you choose to act in a given situation. And sometimes dumb luck helps, too. 5 of 90 F.A.T.E. Rulebook 2.0 Alpha Version © May 2014 2. This is F.A.T.E. F.A.T.E stands for “Fall after the End”. It’s the postapocalyptic LARP project by Lost Ideas, inspired by movies like Mad Max, Postman or Waterworld, and Games like Fallout, Wasteland, Rage or Stalker. It started in 2007 and has a (more or less) ongoing campaign. For us it’s important to separate our “post apocalyptic” setting from “dark future” settings like Shadowrun, Cyberpunk or Blade Runner. We choose the “post apocalyptic” setting because even though it’s a hard world, it still has a sort of “Western movie” charm. There’s no Cyberware, Magic or Fantasy races in F.A.T.E., it’s not Science Fiction, but rather the simple reality of a dying world. F.A.T.E. is rough, dirty and harsh, but we try not to forget that there’s also a little fun along the way, and we shouldn’t take it too seriously. We like to call our kind of post apocalypse the “Retrocalypse”, because it has strong focus on styles and technology of postmodernism (the 1930s-1960s) and a more than a hint of black humor. F.A.T.E. takes place in an alternate reality, which of course still continued evolving after the 1930s-1960s until it burned out during the 2000s. However, the “retrocalyptic” style and postmodernist look was conserved up to the “Great Fire” and beyond. 6 of 90 F.A.T.E. Rulebook 2.0 Alpha Version © May 2014 F.A.T.E. Takes place about 150 years after the “great fire”. Our “new world” is defined by the technical and visual style of the postmodern age. Modern military, paramilitary scifi special forces, cyberware, magic or fantasy races do not exist in F.A.T.E.. Our game world is not about dreaming up a science fiction fantasy world, but about depicting the simple reality of a dying world. F.A.T.E. Is tough, dirty and harsh, but we never forget that it (accidentally) can still be fun, and we shouldn't take ourselves too seriously. 3. The World of F.A.T.E. F.A.T.E. is set in an alternative retrocalyptic future earth. It is basically our world, but history took a slightly different path from the 1960s on (see above), and there was an apocalypse in the 2000s. What exactly happened during “The Fire” is not important, and unknown to most inhabitants of the “New World”. It could’ve been nuclear war, a meteorite, the total crash of the financial system, dramatic climate changes, a pandemic or all of the above, it doesn’t matter. What matters is the outcome: “total destruction of civilization as we know it.” Earth has escaped absolute annihilation, but what’s left is defined by radiation, plague, climate changes and above all, shortage of resources. It’s around 150 years after the apocalypse, and there’s a lack of almost everything, for example water, food, shelter, fuel, clothing… except weapons and ammo, which doesn’t help that much. Many written records suggest that the old world burnt down around the 2000s, so many “civilized” settlements have started a new calendar (which slightly differs from town to town). Not that anyone cares, but some people are comforted by knowing which year they live in, so most just started over at 2000 and are now at 150 and counting. Some especially smart guys from the Web introduced the AB (After Bang) calendar which is based on the old world calendar. This means you just add 152 years to the year from 2000 on and can then use the old calendars. OT this means 2013 is 2165, 2014 is 2166, 2015 is 2167 and so on. But basically there are some new calendars in use, some inaccurate ones, the AB calendar by the web, and some people just don’t care at all. 7 of 90 F.A.T.E. Rulebook 2.0 Alpha Version © May 2014 What’s left of humanity features a technology level somewhere between the “Wild West” and some leftover tech from the early 21st century. Some few (still functioning) relics are from the last days of civilization, so they are state-of-the-art technology. But most of technology, knowledge and ideological standards that could be preserved comes from somewhere around the 19301960s. Most important in this harsh world is survival. The tough and relentless have found a way to get by. Everyone else bites the dust sooner or later, through hunger, radiation or poison, or because somebody else wanted their equipment, water or shoes. It’s a darwinist world and only the strongest and most adaptable characters will survive. 8 of 90 F.A.T.E. Rulebook 2.0 Alpha Version © May 2014 4. The Lost Ideas G.A.R.S. G.A.R.S. (Guided Action Roleplaying System) is meant to provide an easy to use set of rules with a great deal of freedom for acting. Your character can do what you can do (or convince people you can do), plus there's some basic principles and support. Our set of rules is supposed to give an impression of what is possible in the game. It is not supposed to be a limitation, more like guidelines and common ground for playing. We want to provide a general setting for ingame reality in which everyone can act out their character's actions depending on the situation. Our G.A.R.S. works entirely without points or tables. There's no Life Points, Armor Points, Skills, Attributes and such. It just gives players and NPCs a direction and some boundaries. It describes what is allowed in a particular setting, and how you're supposed to act it out. But of course, good play, fairness and realistic action always come first. In addition, the rule is “safety first - personal gain last”. Needless to say that OT security rules described here are not optional and are to be followed without exception. Safety is more important than roleplay. Violation of those rules and therefore endangering yourself or your fellow players can lead to a warning or direct expulsion from the event, or in serious cases even from upcoming events. We expect EVERY participant to have read the rules at least once and to understand them, no matter if you’re a veteran larper or a newbie. Even if much of it is self-explanatory, it helps the game if everyone knows the basic regulations and standards, as some of them are considerably different from other larp rule systems. You don't have to know it by heart, but it's important to have read and understood the system. Why is it necessary to have such a rule system at all, even though it’s basically what you see is what you get? G.A.R.S. combines some advantages of a Skill-and-Point-based rule system (e.g. universal game basis) with the adaptability and freedom for acting of a free what-yousee-is-what-you-get game. 9 of 90 F.A.T.E. Rulebook 2.0 Alpha Version © May 2014 The written rules are there to help players who aren't sure how to act in a certain situation, or who don't know what would be a realistic reaction. This way they'll have general rules to go by. Example: Most people don’t know that in a real firefight, if you get hit in the chest wearing a kevlar vest, you still go down and are incapacitated for a while, and if you’re lucky, you only have one or two broken ribs and some bruises. A projectile fired at very close distance can even go through armor. If you don’t know that, we can’t expect you to react in a way that is realistic. The most important principle is still „your character can do what you can do“, so if something would be the logical and realistic thing to do in a situation, never mind the rulebook. Good roleplay usually beats rigid following of the rules. Example: You are wearing heavy steel plates as armor. In a bar fight, you get hit by a throwing knife. To follow the rules, you would need to go down and be totally helpless for a few seconds, and you would have severe bruises, broken ribs etc. This seems a little overkill for a simple knife hit, so you could instead choose to stumble back a few steps, shout angrily, and promptly throw back a barstool at the knife thrower. You don’t have this option with a gunshot though. In our G.A.R.S., good roleplay is more important than sticking to the rules. But not everything is open for interpretation. In a nutshell, F.A.T.E. is usually played in accordance with the G.A.R.S rule system, in which some things are given and others are to be acted out freely. Roleplay should always come first, so in some cases the rules can be left aside in favor of common sense and a good game for everyone. Nonetheless, every participant has to know the rule system and use it for the sake of fairness. 10 of 90 F.A.T.E. Rulebook 2.0 Alpha Version © May 2014 5. Participants and the Game We’ve always wanted to not just organize cons in a new setting, but to create an entirely new kind of larp. We’re ready to take larp to a new level, and we’re sure you (our community) are ready to take this step with us. We don’t differentiate between players and NPCs (like usually at larps) any more. At F.A.T.E. every participant is equal. This has several reasons. In years of plot in the F.A.T.E. universe, we’ve seen lots of spectacular explosions, hostage situations, robberies, rescues, reactor leakages, shootings, bounty hunts, territorial conflicts and small and large wars. But to ensure the quality of a growing town simulation like Angel Falls in the future, we have created a new game system. Traditionally at larps, plot is brought into the game by NPCs controlled by the SL or situations are manipulated to have a desired effect on a group of people. At your average adventure con where players wait for and expect plot to happen, this is relatively easy. But because F.A.T.E. isn’t a typical adventure con, nor is it a normal fantasy ambience town simulation, plot integration always used to be a never-ending task. Thus, at conventional town simulations it is standard practice to have the game evolve around everyday life and work of the townspeople and travelers. At a post apocalyptic town simulation, this means e.g. trading, managing shops and bars, begging or stealing, repairing vehicles, drinking, politicking or just fighting for survival. This is still what we want to form the image of Angel Falls (and surroundings) together with you and to make a great post apocalyptic simulation possible and as complex and lively as possible. But still this is not enough for us. We want more, we want an exciting movie setting, a real world computer game, only better, harder, more vivid… more real. This is why we are realizing our Content Circulation Concept together with you (the participants), which combines maximum dynamic ambience of a town simulation and intense experiences of a controlled and elaborate plot pool of an adventure con. But this we can only realize together. Thus, ALL participants are responsible for the quality of this post apocalyptic simulation. 11 of 90 F.A.T.E. Rulebook 2.0 Alpha Version © May 2014 6. The Game Concept The Content Circulation System breaks up conventional larp norms and redefines them for the good of all attendants. We don’t differentiate between Players and NPCs any more, we all are participants and we all are responsible for our game together, as well as for the game of our fellow participants. F.A.T.E. is organized, guided, supervised, coordinated and protected by us, the members of the Lost Ideas Orga. We fill F.A.T.E. with life together with you, and we care about our own game as well as the game of our fellow participants. The basic idea is as old as LARP itself, but it hasn’t been tried out very often, least of all in this scale. Good intentions aren’t much help for an enterprise this big, so we have used our personal and organizational LARP experience of long years to develop this new “Real Concept”. You as participants are responsible for each other’s and your common game experience and it’s content, starting with a sense of responsibility for checking your character decisions. Ask yourself: Do they encourage play for the community and the event itself, or are they just typical for the character and only help your own success in the game? Another part of that responsibility is actively co-organizing the event in full. We, as organizers, put all our time, energy, material and funds in planning and organizing the event itself and it’s content. Instead of expending lots of resources to artificially integrate plot into the game, we now use all our resources to support game content generated by participants on a completely new scale. The logistics of the event are still managed by us (help is always welcome, of course), as well as all preliminary work, planning, coordination and community support throughout the year. We provide F.A.T.E. for you as a LARP platform for your play, we plan, guide and support the game on location and we coordinate participant ideas and concepts in advance. 12 F.A.T.E. Rulebook 2.0 Alpha Version © May 2014 7. Concept realization and Groups Groups and their backgrounds are written up by the participants themselves. Their integration and approval for the event is done in cooperation with us (Lost Ideas). The reason we can’t just allow any and all group concepts without evaluating them is that we need a constant, balanced and deep game world for our events and the F.A.T.E. LARP campaign (with all campaign orgas). Even if the game world IT is characterized by self-determination, freedom from rules and social fragility, our common game world, the game itself and the event need an OT regulation which regulates the fun and consistency of this world (before and during the game). This benefits every group and every single participant in the game. - Player groups of up to 10 people are classified as “small group”. In the game, they are mostly unknown and usually inconsequential in local politics (exceptions prove the rule). Their fictional number of members is the number of players actually in the group plus 50%. Example: The scavenger gang “Bloody Skulls” consists of 6 people, so the fictional size of the group in the F.A.T.E. world is 9 members. Now they highjack, blackmail and rob other wastelanders without keeping their base a secret. After a while, you decide to put a stop to it and hunt them down. When you have killed all 6 real members plus 3 replacement characters, you have successfully extinguished the group from the game world. These groups don’t need to inform us about their group concept (but they can if they want to). They are not part of the basic F.A.T.E. background and are not allowed to play something which sets active facts in the background world. They can’t influence the F.A.T.E. background in any relevant way. Their play is very open, but (since it has usually not been checked by us) it needs to be even more in keeping with the game world and the event (if you want to play something special or unusual, please contact us in advance). Because of their small number (actual players + 50%), a small group like this is often vulnerable. If all of them are killed (plus the 50% “reinforcements”), this group will cease to exist in the game. New characters after that have to be part of a different or new group. - Groups of more than 10 people are classified as “large group”. In the game, they are usually well-known in a certain region, and also have a certain amount of power locally. Brutal gangs, wild nomad tribes, conspicuous family clans or famous mercenary troops are examples for large groups. Their fictional number is also limited to actual number of players (+50%). Their group concept has to be registered and approved by us (and checked with us again after important group changes). Their background story is, at least locally, significant for the F.A.T.E. background world. The basic concept behind such a group should be consistent with the game world and the event even before presenting it to us (discussions usually take much longer if the concept is very unusual or non-standard). They are part of the F.A.T.E. background but not written down in the rulebook. The advantage is that they can have their own structure and “only” discuss with us things like game compatibility and some (IT and 13 of 90 F.A.T.E. Rulebook 2.0 Alpha Version © May 2014 OT) rules for behavior. Limited by their IT number of members, even their local position of power is vulnerable. If all of them (plus the 50% “reinforcements”) are killed, this group will cease to exist in the game. New characters after that have to be part of a different or new group. Every large group needs to have a fixed group orga (2 people) among the players who keep in contact with us to discuss arrangements with us, organize the group OT, have a GM function in the game and are responsible for the group. These guys are our contact in the group in the game and outside the game. - Groups that are written in our background world (rulebook or updates) are classified as “background groups” (group size doesn’t matter here). In the game, they are more or less well-known throughout the wasteland and more or less influential or powerful. From Messengers to Army of Steel, background groups are examples on how people can still grow together into strong factions. Their fictional number in the wasteland is approximately set in our game background. Limited by their IT number on site (actual number of players + 100%), only their local position of power is vulnerable (and only temporary). If all of them (plus the 100% “reinforcements”) are killed, a background group will cease to exist in this location for the rest of the event. New characters after that have to be part of a different or new group. For the next event, we will discuss together if, how and in what number this group will win back their place in or around Angel Falls, and what consequences this will have for the game world and it’s inhabitants. This position of power means that the basic concept, game compatibility and some (IT and OT) rules for behavior in and outside the game are set by us, the orga, together with the group orga. OT organization of background groups, and the rights of use for group concept, group name and logo are subject to copyright (which belongs to us). Management of the background groups is given over to the group orga for the duration of the cooperation, but we, as orga, maintain control over the group concept (this is not new, we just felt the need to communicate it again clearly). Most background groups already have a fixed group orga among the players who keep in contact with us to discuss arrangements with us, organize the group OT, have a GM function in the game and are responsible for the group. These guys are our contact in the group in the game and outside the game. If you want to get into contact with a background group, you can contact the respective group orga (e.g. in the forum or in the F.A.T.E. Facebook group). If there is no group orga for a background group yet (maybe because it isn’t played regularly) and you feel competent and want the job, contact us at [email protected] and we’ll talk about it. Especially background group concepts and their realization have to be registered and approved by us (and checked with us again after important group changes). Their background story is entwined with the F.A.T.E. background and they are essential for the F.A.T.E. campaign. The game implementation for background groups should be consistent with the game world and the event even before presenting the concept to us (we’ll gladly discuss your ideas, though). 14 of 90 F.A.T.E. Rulebook 2.0 Alpha Version © May 2014 8. Realization and Plots - EACH Group has to bring plot and quests into the game, some mini stories for the group’s own members (something like group secret Santa ;) ), and some opportunities for play for other participants (e.g. jobs and mini jobs, education, ambience play, some kind of service, events, games, trade offers… whatever). This generates play for everyone (external and in the group), gets you noted and/or famous in the wasteland, better integrates your group into game world/game community, and maybe even lets you earn some IT money. We don’t want to ask too much of especially the small groups, but still everybody (also small groups) are obligated to participate. - Teamwork for creating game content goes even further with large groups (and background groups with at least 10 people). This is supported by us with a plot budget and the help of our orga plot team in advance. In addition to the abovementioned game participation of all groups, they get to plan and realize some plots of their own for their group members as well as for other participants and groups. A document on “How to Plot in F.A.T.E.” (including directions on how, where, what and with who) is available in the forum. During the event itself, we’ll have short OT meetings (60 minutes) 3 times at set dates with all group orgas (and/or their deputies) to discuss which plots have already been played and which haven’t (no discussion of plot content, just a quick check-up). After this short report is done, the group orga is usually free to go back into the game right away. After this meeting you’ll have the opportunity to discuss group topics in more detail with us. In these meetings, IT and OT problems between groups can also be solved directly (together with us and the group orgas involved) without disturbing the game (e.g. to avoid IT consequences if this is intended). This way, players inside the game area can stay ingame all the time, and the group orga guys can also stay in the game full-time, except for those 3 meetings. So if there is a “game incident”, you can either (A) go through with it IT with all IT consequences (but then really only IT please ;) ), or (B) your character/group leader IT takes some “time to consider” the incident (if possible), to take it OT and discuss it together with us and the other party involved and reach a solution that is ok to play for everybody. Because we know from experience how much work and energy it takes to manage a large group and be responsible for it before and during the event, the leader/manager of a group gets to come to our F.A.T.E. event for free. In addition, every 11th ticket is free for each group (e.g. for deputies, group discount or social ticket for poorer group members, it’s the group’s choice). 15 of 90 F.A.T.E. Rulebook 2.0 Alpha Version © May 2014 ticket number of each ticket and the names of assigned group members. Also, the contact info of the group leader. The large group leaders will then be registered with us, and their ticket plus the eleventh bonus ticket will be sent to them. If you have questions about free tickets or refunds, you can also use this address. Through this new concept, EVERYBODY, from single participant to members of a large group, now has the opportunity to find plot and/or quests with pretty much every group. Everybody profits from the new system and it’s even larger pool of plot opportunities, they get to know each other, are linked in even more intense gameplay and thus become not only consumers but a real, living part(icipant) in this shared game campaign. For content questions and ideas please contact [email protected]. 16 of 90 F.A.T.E. Rulebook 2.0 Alpha Version © May 2014 9. Game Principles The following are principles that have to be observed by everyone, as they give direction to the game for participants as well as the organizers. 9.1 Reality and Fiction „At FATE, only what is there in Reality is there in the game.“ This is true for places as well as equipment and props. The principle “what you see is what you get” is one of the most important principles of G.A.R.S.. It helps more than anything else to keep the game realistic and has to be observed by participants as well as organizers. Example: Sheets or canvas in front of windows are not walls, but sheets in front of windows. A broken radio has to be repaired, provided with batteries and set to the right channel before it can be used, and then you either reach someone with your signal - or you don't. A dust mask from the hardware store is not a gas mask but provides only protection against dust. A blue LED on a helmet visor glows green – it doesn't give you night vision. Some pieces of equipment, like complicated homemade (fictional) air filter systems, can be used in favor of good gameplay. Although it doesn't work in real life, you can't tell just by looking at it. Except for such exceptions, all your equipment has to work OT to work IT. 9.2 It's All About Trust „Your teammate/opponent knows what he's doing“ You should always assume that other people's reactions to situations or actions are justified and just go with it. Don't be irritated or start an OT discussion. In cases of conspicuous or offensive behavior you can of course contact a game master anytime. Except for safety reasons, we don't encourage OT discussion between Players. Example: Another Player is hit by a projectile, but his reaction is different from what you'd expect. Maybe he didn't feel the hit, the bullet only grazed his clothing or he has another explanation for it (e.g. hidden armor, some kind of mutation). Instead of complaining OT why he didn't react to getting shot, you can either just ignore it or confront him IT. This gives your opponent a chance to also explain his reaction IT – or not. This doesn't disrupt the game, and it might tell you some IT details about your opponent. F.A.T.E. Rulebook 2.0 Alpha Version © May 2014 9.3 Action and Consequences „Every action in the game sooner or later leads to a corresponding reaction.“ Your IT attitude and actions towards other characters and groups has according consequences, positive or negative. These don't have to become obvious right away, but sooner or later they will appear in some form or other. Example: If you owe money to the Trade Guild, they will probably see to it that they get it back. If you kill an Army of Steel soldier, it will have serious consequences if it gets out. If you (for whatever reason) save a mutant from certain death, news will get around… to all interested parties. Consider carefully what you do in the game. You probably won’t get a chance to “resolve” a situation OT (and that is a good thing). Your actions have consequences, so consider carefully what you do in the game and what consequences this might have before you decide. 9.4. Stereotypes Support the Game „Stereotypical outfits and characters make your own role easier and help others understand your character.“ Stereotypes help to enrich the game world around them like few other things do. Of course you can make a non-typical character on purpose and somehow explain it IT, but that usually doesn't help to make your character more authentic. We don't want to force you to play a stereotype, of course, but we strongly encourage it. Example: A tribal character who has been living in the civilized part of the world for years has stolen a uniform from the Army of Steel and disguises himself as an Army of Steel officer to get by. This is a good idea in theory, but doesn't do the game much good. It's much easier for other Players to integrate and react to a person who dresses and acts according to their profession and background, because they don't have to wonder if the character is meant to be like that or if the player just doesn't know how to act it out. A character who dresses and acts according to his concept, his background and the retrocalyptic setting (and maybe even proves creative with his character concept) will be accepted more easily by the other participants and thus helps to enrich the game world. Try to integrate this principle when planning your character and/or group. It helps you and your fellow players, and according to experience, stereotypical characters become well-known faster and are liked better (wether IT or OT depends on the concept). 18 of 90 F.A.T.E. Rulebook 2.0 Alpha Version © May 2014 9.5 Collaborative Experience „LARP is a collaborative hobby and should be played accordingly.“ LARPing means to play and experience a story together. It is not about winning, but about trying your best to add your own part to the story that is shared by all. So consider with any of your decisions if they only help your character or if maybe there’s a way to enrich the whole game and create a playing opportunity for others. 9.6 Character Death and PvP „Put yourself in your character's place, then make life-and-death decisions.“ Since there are no NPCs, Player versus Player (PvP) situations are the norm at FATE. They are a consequence of the Genre and it's extreme requirements for a character's survival. Please think twice about killing another character. Ask yourself if it is necessary and if it makes sense in your situation, and be aware of the consequences for your character and for others. It doesn't matter if it is an “good” or “evil” character - every character is equally a part of the game world and has the same right to exist. However, if you come to the conclusion that it IS necessary in your situation to kill another character, don't take pains to avoid it. Once you have decided to end the story for this other character, do it without feeling bad (OT). Death is part of a post apocalyptic world, that's just the way it is. 19 of 90 F.A.T.E. Rulebook 2.0 Alpha Version © May 2014 10. General Rules and Guidelines These Rules and Guidelines are important and mandatory for all participants of FATE. 10.1 Luggage Equipment and trading goods represent the greatest value for your character financial and comfort-wise - at the event. They provide the basis for your character’s story in the new world, and often influences the speed of his/her development. - New characters have to carry any equipment the character is supposed to have access to at the event during the IT journey. So consider carefully what you will need and how you'll carry it. Backpacks, handcarts, trolleys or modded bikes, motorcycles and cars (these have to be registered and approved by the orga) are a good way to transport more equipment, but more stuff will also slow you down and make you less flexible. Only you yourself know what is essential to you, just remember you have to carry sleeping gear, tent, food, water and everything else you might need with you. - No participant is allowed to leave the Game Zone and get IT equipment for their character from the car while the character is still alive. We control this very strictly and it is not tolerated (OT emergencies excepted of course). - Some characters and/or fixed groups can sometimes start their character story at camp (with all their equipment), if this agrees with their background stories. This has to be cleared with the orga before the game. Usually, though, IT arrival and journey with complete equipment is mandatory for everyone. 10.2 Outfit FATE is set in a retroapocalyptic world, so we and your fellow participants expect outfits that fit into it. Dirty, worn, broken, washed-out, burned, sewn-together, mended, painted, dusty and improvised is the look we’re going for. Example: Even a vault dweller who has just left his bunker a few days before and is trying hard to keep his clothing intact won’t be able to avoid wear and especially dirt on his overall. Additionally, his outfit had at least been worn by 3 generations (around 90 years old) before he even left the vault. This kind of wear has to be obvious, for example by patches, seams and faded colors. Also, the basic outfit has to clearly fit the “bunker style” of the retrocalypse. Just like you’d do for a fantasy con, you’re expected to customize your gear for the setting. We know that military gear and army uniforms are practical and useful (and might be a logical choice), but in favor of the overall look we would like to see as little of that as possible. Even “military” characters should try to keep (modern) military dress and gear to a minimum or put a lot of work and ideas into ensuring the “apocalyptic factor”. There’s a world of possibilities to use homemade alternatives instead or at least modify everything for the right postapocalyptic look. They have to be as faded (drain cleaner), stained (oil, black tea, wall paint), ripped, burned and dusty (varnish 20 of 90 F.A.T.E. Rulebook 2.0 Alpha Version © May 2014 with dirt) as possible. But it’s not just about ONLY fucking it up. This clothing and gear is your character’s asset, so it should be “repaired” to make it functional again. They are wrapped up (with cloth), patched, sewed together (e.g. with thick thread or shoelaces), glued (with hot glue), welded (or soldered), decorated (with anything you can find that might be interpreted as decoration). Improvised gear is the most important thing in a good postapocalyptic outfit, it should not only look old and used, but also pieced together, wildly improvised and screwed together from things that are diverted from their original use (or seem to be anyway). Finally some sand colored and/or grey varnish sprayed on from a distance (as dust effect) works wonders. (further tips online in the forum, the F.A.T.E. community platform http://fate.mixxt.de/ or on facebook). 10.3 Flecktarn and black For camouflage, anything is allowed in theory (except German military flecktarn for various reasons). So anything the hunter/soldier/mercenary’s heart desires, as long as it is modded to fit the setting (which isn’t so easy with flecktarn). Black clothing is not banned per se, but it usually doesn’t look postapocalyptic. It might be a nice look for dark future or cyberpunk settings, but in our setting, it usually looks too new and doesn’t fit in. Flecktarn often reminds of today’s military too much. If you want/need to use black and/or flecktarn clothing or equipment, try to make it look as bleached (chlorine bleach), dusty (grey or sand colored paint) and worn as possible, just like any other postapo outfit. It’s really hard to get black and military cloth to look old, worn and dirty, because it’s made to be durable and dirt-repellent, but it’s possible with some effort. (further tips online in the forum, the F.A.T.E. community platform http://fate.mixxt.de/ or on facebook). 10.4 Rain protection IT, rain is often contaminated with poison or radiation, so it’s important for any character to be protected against it with at least a coat, waterproof shoes and a hat, and to let a trained professional measure radiation and, if possible decontaminate him and his gear after getting wet in the rain. OT, we just don’t pause the game due to weather conditions, so the story goes on regardless. “Therefore we find it important OT that every participant has weatherproof clothing.” Nothing is worse for you and for us than if somebody is hindered in their playing by rain and/or mud, or even gets sick because of it. So do us and yourself a favor and plan for rain and the occasional cold night even in summer. If a character walks around in the rain without protection, it will have IT consequences like raised contamination values, no admission to certain game areas etc. so take care not to get wet and also watch out for other characters getting close to you with contaminated rain water. 21 of 90 F.A.T.E. Rulebook 2.0 Alpha Version © May 2014 10.5 OT Bags You’re allowed two bags for OT stuff. One medium sized one at your camp for things like toothbrush, phone, wallet, underwear, contact lenses, teddybear… Despite our honest and careful community, important and/or valuable things should be left at home or in a locked car, because nobody can be held responsible if you lose something within the game area. The other small bag has to be carried with you. This one is for things you want to have on your person, like passport (has to be carried with you at all times), car keys, OT money, meds, your contamination chip (RAD-chip) etc. Both OT bags have to be clearly marked with white cloth or tape with a black “X” and/or “OT” written on it. “OT bags can not be looted, searched or taken from you IT or OT” Of course that also means you’re not allowed to keep IT stuff in them (except for your IT safety bank account). To hide other IT items in OT bags (thus removing them from the game) would be very unfair and is not tolerated. Looted wares are also not allowed in the OT bags. Participants and IT traders are asked to watch out for this kind of cheating in their fellow players. During the IT journey these two OT bags have to be carried with the rest of your stuff before you can leave one at your character’s camp. 10.6 The OT Rag The OT rag is a light (white) piece of cloth with a big, dark (black) X on it (best would be something to cover your upper body with an X on the front and back). It is used to signal that someone is OT (not in the game right now). It is visible from a distance and thus helps to avoid misunderstandings. This way, crossing your arms in front of you to show you're OT, which is hard to spot from a distance or in the dark, becomes unnecessary as a signal. Every person not wearing their OT rag is in the game, e.g. as an IT dead body on the ground. “The OT rag is an important game mechanism and thus not optional.” You're required to have an OT rag on your person so you can use it as needed. It is supposed to be used for safety reasons or when your character has died - not for watching the game OT or to bring your character safely from A to B. At the check-in you’re required to show your OT rag, nobody except the orga (who wear white safety vests) is allowed in the game area without one. 10.7 Fixed OT Knifes, Screwdrivers and Tools Knifes and real tools are very useful when camping and sometimes necessary for acting out your character. You are allowed to carry such tools with you, but you mustn't wear them openly/unsecured. We definitely don't want somebody drawing your real knife because he thinks it's a boffer weapon. This means you need to keep sharp/hard tools inside your bag, or underneath your clothing, in a sheath and secured with an extra leather strap so nobody can get it out easily. 22 of 90 F.A.T.E. Rulebook 2.0 Alpha Version © May 2014 10.8 Gas Masks Generally, gas masks (against contagion or smoke) don't need to have filters on them to make breathing easier. If you want, you can of course use filters or „emptied out“ filters to make it look more realistic, but gas masks are uncomfortable enough to wear without having to breath through those filters, so it's not required. Home-made filter systems can be used IT for the same effect, as long as they look realistic and fit into the postapocalyptic setting. To be exact, we even like those stylish postapo objects better than a simple gas mask (which has to be modded for the setting anyway). 10.9 Secondary Character, Safety Bank Account, Character Switch and Death We strongly recommend to have at least one or two backup characters. Also, it is a good idea to have an extra set of clothing to add and recombine with your primary outfit when necessary (this can be left in the car). We don't aim to randomly kill characters, but the hard setting and realistic rule system does tend to cause character „losses“. This is the same for all participants, nobody is exempt from it. Switching characters during the event is only possible after the death of the first character (or with our consent to fill out a plot role for a while). If your character dies, you go to the gravediggers at “the institute” OT (dressed in your OT rag) if you don’t get carried there IT anyway. They take care of OT formalities. New characters only get starting money at the check-in, not during the game. But you have the option to open a so-called safety bank account (in addition to your IT “lootable” account) at the messenger’s bank which only the owner of the account book has access to (like with the “normal” account). The difference is: The account book for your safety bank account can not be looted and can be carried in the OT bag. This safety bank account IT is some kind of “retirement provision” for your character. OT it’s like a “starting boost” for a new character since your IT money, trading goods, F.A.T.E. Rulebook 2.0 Alpha Version © May 2014 10.10 Nights, Sleep, Rest and OT FATE is a 24/7 IT LARP game, as no enemy would respect rest periods/areas IT either. To make it all more realistic and not have to explain why the mutants, radioactive zombies, raiders and cannibals conveniently never attack between 3 and 9 in the morning, the game will be on from start (usually Wednesday or Thursday evening) to finish (usually Saturday or Sunday night) without pause. After 0am on the last day of the event, no important IT actions are possible. The game is NOT OT from this moment on, but it becomes an “ambience” game. Character play, ambience play and pre-arranged actions between participants can (and should) still be carried out. But for the protection of all characters, there will be no taking RadX, no bank or mail transfers, no IT murders/crimes etc. allowed. Participants who want to go OT after that time have to use their OT rags and keep a low profile so the others can carry on with their game undisturbed. The purpose of this rule is not to end the game at midnight, but to give all players the opportunity to finish their game in a relaxed atmosphere. We don't play on the last day to give everyone the opportunity to sleep in and be fit to drive. Because even if your characters are badass survivors who never sleep, it's still real people inside, and we want you to get home safely. Tents and sleeping areas in the Game Zone are completely IT. This means there's no place to withdraw safely to rest. If you manage to secure your camp IT by means of planning, improvising or brute force, that's OK with us, but don't count on sleeping through the night. Only toilets and showers are OT, including the way there and back with your OT rag. Even though you can go OT in an emergency, you're not allowed to create your own OT Zone inside the Game Zone for recreation. If you're stressed out or unable to cope with a situation, please go to the OT area or the paramedics to relax, have some tea or just get some rest. There's also an OT camping area outside the Game Zone for people who for some reason can't stay IT all night. Don't hesitate to take yourself out of the game if you're overstrained. We haven't forgotten that there's real people inside our Players and nobody will look down at you for staying in the OT area or sleeping OT, it is your decision to make. 10.11 Paramedics Additional to all the helpful medical people among the Players, we also have OT paramedics to ensure 24 hour medical assistance. Please note that the German term for paramedic is „Sani“ or „Sanitäter“. If someone is wounded IT, call for a „Medic“ or „Doc“. If someone is hurt OT, call for a „Sani“ (pronounced „Sunny“) after stopping the game by calling „STOP“ loudly and clearly. If the injured person isn’t can’t move on their own, one person stays with him/her while another looks for an SL or gets the paramedics. OT paramedics' orders are to be followed at all times. 10.12 Looting, Stealing and Lost Items Some items can be robbed, looted or stolen from other participants. This can happen when the looted character is either dead or can't defend himself, or when he doesn't notice it. 24 of 90 F.A.T.E. Rulebook 2.0 Alpha Version © May 2014 IT money, trading goods, food, ammo, IT meds and drugs, and the IT account book from the messenger’s bank can be looted. All of these things can be taken from you and are then the possession of the player who looted them. There’s a separate list of items that are trading goods. As a participant at F.A.T.E., you need to agree to this to be allowed to participate. Just count those items as consumable or expendable goods and be prepared to lose them during the event. Personal equipment, weapons and clothing can NOT be looted. One IT reason for this could be that weapons and clothing are not that valuable because there’s so much of it (compared to the number of survivors). Armor and other equipment is mostly self-made and individualized, so it would be too easily recognized by the former owner (or his friends). Thus, these things are too “hot” to sell and people just leave them. OT it’s just easier and safer for everybody if everybody keeps their own equipment. For safety reasons, vehicles can only be looted with approval of the SL/orga and the OT owner of the vehicle. If you want to loot another player, it is not permitted to ask OT “what he has with him” and have him give it to you (like at most other larps). The “victim” has to be threatened or searched or you have to actually steal the looted goods from him to get them. This makes it more realistic and costs the looter a lot of time, which means there’s a bigger chance to be caught. So please don’t just give your stuff away if someone asks OT, make them work for it instead. You’re NOT allowed to store lootable items in your OT bags, shoes, underwear or bedding. Because searching those body parts, as well as sleeping places, is not allowed. To hide anything there would be very unfair and would be punished, possibly even with expulsion from the event. Please also control your friends and group members so nobody does things like that. To take something from a tent or sleeping place is a big step into the other person’s privacy and can only be done under supervision from an SL, so an SL has to be notified and go with you if you want to do it. To rob a camp is also pretty dangerous IT because most wastelanders have some security (alarms, bombs, traps etc.) in place to protect their stuff. Of course, if another Player wants to loot your stuff, you always have the right to say “no” OT. To keep it fair and not disturb the game, you should only do this if it’s really important to you, and not too often. Items and equipment you find which have apparently been lost by other Players, have to be taken to the orga immediately. During and after the event (at the day of departure), lost&found items can be found at the orga complex. Even though lost stuff usually turns up by the end of an event, you should consider marking your possessions with your name or a symbol just to make them easier to recognize. 25 of 90 F.A.T.E. Rulebook 2.0 Alpha Version © May 2014 10.13 Radiation, Poison, Contamination around the old cities) the RAD value is usually at 10 RAD a day (which means you need to take 2 RAD-eX pills a day). Inside most old cities, former industrial areas and facilities, and around old power plants, there’s mostly RED zones with over 50 RAD. At their centers are even rumored to be “Black zones” with 500 RAD and more. While you’re in a “civilized” area, your RAD level will sometimes be checked (e.g. by local security forces) with a so-called “RAD bird” (a RAD level measuring device). This RAD bird “twitters” the measured RAD level to the person with the device (green, yellow, red or black). Other groups and persons in the wasteland use this measuring technology to control if a person they meet is contagious. Conditions and building instructions for a “RAD bird” can be asked from the orga before the game. The RAD level goes up every 100 RAD, so “level up” is not a desirable event in the wasteland. • • If your RAD level is green, everything’s fine. A “good citizen” or successful businessman will always have the money and means to keep a green RAD level. Yellow is the usual RAD level for the average wastelander who is outside a lot or who can’t always afford RAD-eX and clean food and water. A yellow RAD level 26 of 90 F.A.T.E. Rulebook 2.0 Alpha Version © May 2014 • • • causes some first few physical effects (the character seems a bit rough, worn out and spent). “Level yellow” in the game is more of a social stigma than a physical limitation. Red is a “contaminated person”. Apart from heavy physical signs (pale skin, coughing, nosebleeds, hair loss, blisters and tumors) such a character will in most areas be identified even without a RAD check and is called a “Rad Head”, “Raddy” or “Zombie”. Nobody wants them around, so they have a pretty big social handicap in addition to their physical problems. Most establishments don’t let them in, and the “gecko-on-a-stick” vendor around the corner doesn’t want a coughing “Rad Head” contaminating his goodies either, just like he doesn’t want mutants around his booth. The character becomes a carrier for contamination. Black like death is the last “official” RAD level a normal character can survive (for a while anyway). With this level, the character can only move in great pain, almost blind and covered in bloody boils and blisters. It’s been said some people can function almost normal in “rad shock” until they suddenly break down during a RAD check, but usually a “Blacky” is closer to death than life. At this point, the player can decide if his character dies from contamination or if his body adapts and starts mutating. If he doesn’t mutate and isn’t lucky (and rich) enough to get a (very expensive) contamination treatment quickly (to lower his RAD level), the character dies within 12 hours. At RAD levels of 400 and up there’s the xeno levels I-X (up to 1000 RAD = X.L.I, up to 2000 RAD = X.L. II etc.) which can only survived by mutants. They remove the mutant further and further from his human origin (see also chapter “Playing Mutants”). Some doctors and other “specialists” have elaborate contraptions to lower the RAD value through different means. More in Chapter “Medicine”, here a short summary: • The most common way to lower your RAD value is medically supervised decontamination (body and clothing decon etc.) This can be done once a day and lowers your RAD value by 3-5 RAD. • In Vaults and technologically advanced areas there might still be a functional M.A.D.D. (medical analytic decontamination dialysis) device. If you’re lucky enough to find one, plus someone who knows how to operate it, it cleans away 5-10 RAD within 30 minutes once a day. • RAD-Away is the most expensive and rarest option for decontamination. It’s faster and more effective than all other methods. RAD-Away is an infusion and cleans away 20 RAD within 15 minutes. Side effects include nausea and sickness, cold sweats and shivers during treatment. 27 of 90 F.A.T.E. Rulebook 2.0 Alpha Version © May 2014 A rabbit bred in a sterile room in a vault would have a RAD value of 0. A normal wastelander can live easily (except social effects) with a value of 50-150 RAD. Generally, you should not underestimate contamination and keep your RAD level from going up as much as you can. Usually you’ll be in regions (Angel Falls for example) where you need to take two RAD-eX pills each day to not be contaminated further. RAD-eX pills are easy to come by in most regions and most wastelanders should be able to afford it. RAD-eX is the best known drug in the new world and comes with the territory, so it is not a luxury good, but part of everyday life. Rad-X will be brought into the game by the orga and can not be crafted or counterfeited. This would be unfair and harmful to the game economy and will be punished. RAD-eX and Pure-Life are the the only drugs with this kind of effect that are allowed IT and OT. Pure-Life is some sort of high society pure form of RAD-eX. It’s way more expensive, but it not only keeps your RAD level from going up, it even lowers it a bit, so it’s kind of a mix between RAD-eX and RAD-Away without the side effects. To take Pure-Life is not only a healthy choice, it’s also quite chic, a “clean” lifestyle in a dirty world, and it shows that you can afford it. RAD-eX or Pure-Life pills are taken (during opening hours) personally at a “RAD-Boy 2000” station (usually at the trading post) IT (and given to the SL there OT). The contamination system OT is an RFID system supervised by the orga. This makes it possible to read out the RAD value of a character IT and register contamination directly. The system knows OT who took RAD-eX pills and when (RAD-eX and PureLife pills last about 25 hours) and calculates RAD values, for example if you didn’t 28 of 90 F.A.T.E. Rulebook 2.0 Alpha Version © May 2014 take your pills in time. At arrival and departure day no pills have to be taken (we assume your character has taken them already). To avoid IT/OT problems with taking RAD-eX pills, there will be special agreements or additional stations for taking RAD-eX for groups camping outside the city (or can’t get to the trading post IT). (affected participants are notified by their OT group leaders/orgas). You get your first RAD chip (RFID dongle) free of charge at your first check-in. This will already have a low RAD value to start with. You get to keep the chip, but it is still the property of the orga. You’re required to have the chip on your person during the game. If you lose it, you have to get a new one for 5 € (which then has a higher RAD value on it). New characters arriving from the wasteland also get a higher RAD value to make up for their journey. Generally, Vault Dwellers are very sensitive to contamination, Renovators can cope with it a bit better, Tribespeople have adapted to it pretty well, and Mutants are almost immune to it. Mutants still take in contamination and their RAD value goes up too, only their body deals with it differently. Every inhabitant of the new world usually gets sick when his RAD value reaches red level. Now every participant can decide for themselves if their character fights the contamination sickness and tries to get their RAD level back down to get “well” again, or if their body adapts to the contamination and starts to mutate. This isn’t common in the new world, but it happens sometimes. Then the character will become a Mutant, a despised and feared outcast. This decision is yours to make, but it has to be registered with the orga. Mutants are better adapted to contamination than all other wastelanders. Their body takes in contamination and their RAD value goes up, but instead of getting sick they mutate (which can be a long and painful process). Mutants grow new mutations whenever they reach a new RAD level. More about it in Chapter “Playing Mutants”. 10.14 IT Medicine IT medicines are an important ingame factor in the F.A.T.E world, and they also make decent trading goods. “Crafting” them is strongly regulated and it is not allowed to create your own “new” medicines without consulting with the SL. To avoid OT allergic reactions, IT medicine should not be consumed for real. It is taken out of the wrapping/packaging and then disposed OT by the participant (this does NOT apply for RAD-eX and Pure-Life pills). IT medicines are categorized in 3 groups. Please refer to the extra F.A.T.E medicine and drug list for specifics. • “First Grade” medicines (e.g. RAD-eX, Pure-Life, RAD-Away) are the most important and most expensive meds in the F.A.T.E world. They directly affect the game system. They are NOT crafted by participants, only given out by the SL • “Second Grade” medicines are all substances listed on the extra medicine and drug list. They can be crafted and brought into the game by participants, used and traded. Crafting them is complex and time-consuming, but they are very valuable in the game. • “No Grade” medicines can be brought into the game by any participant. They 29 of 90 F.A.T.E. Rulebook 2.0 Alpha Version © May 2014 have no specified design, almost no IT effect and therefore almost no value in the game. To have a real effect, you have to take at least 10 units, and the resale value is about 1/10. In the game, medics and traders who use/trade such “no grade” medicines are seen as charlatans, and often get into trouble with the Trade Guild, the MedCorp or other medics and traders who take their jobs seriously. Ingame medicines are good for ambience and sometimes absolutely necessary for the game. They also are decent trading goods. But keep in mind that medics in a postapocalyptic world don’t always have the medicines, bandages and tools they need or would like to have for their patients. Certain shortages are a part of the game. 10.15 Vehicles At FATE, postapocalyptic cars, motorcycles, quads and bikes are allowed and appreciated, as long as drivers keep to safety rules and are really, really careful. Anything is possible from modded cars/buses to quads/motorcycles or e-bikes/motorcarts. If you are planning to bring your vehicle to the event, please check with the orga in advance to make sure it will be allowed in the game. Safety standards and optical requirements are pretty high, so please talk to the orga before putting a lot of work and money into your project and then maybe not be able to use it. Any vehicle has to be registered (including pictures) with and approved by the orga before the game, otherwise they will probably have to stay on the OT parking lot! Safety comes first, but of course, looks are important too when we decide which vehicles will be allowed in the game. So vehicles have to be safe and really fit into the retrocalyptic setting. There are lots of ways to modify a car with pre-made parts on location so it can still drive there and back on a public street, but this always means you have to put in a lot of work and creativity. Usually it is easier and looks much better to just modify the thing to be completely retrocalyptic, which means there is no way it is allowed on any German public road any more and you have to transport it with a truck or trailer. That is usually the kind of vehicle we prefer. To be allowed to use your vehicle in the game, it needs a valid OT inspection sticker from the orga. There’s two kinds of these “inspection stickers”: - A yellow “One-time sticker” with different color codes for each year - The green “Long-term sticker” Vehicles with a yellow sticker usually only just fit the visual standard and have to be registered and checked again each year. Modified cars that are still street legal usually fall into that category. Vehicles with a green sticker help to set the visual standard for the event and don’t have to be registered again before every event. You only have to tell the orga you want to use them again for them to be allowed, and they get a quick safety-check but don’t need a new sticker. Any vehicle has to go through a safety-check by the orga before the event. This doesn’t mean the orga takes any responsibility for the safety of the vehicle, but we 30 of 90 F.A.T.E. Rulebook 2.0 Alpha Version © May 2014 still want to make sure it is safe to use. Most important safety rules for cars: • • • • • • Never drive faster than jogging speed (15km/h) Always have lights on (even by day) Never drive when drunk Brakes have to be in top condition No sharp edges and corners Always put safety before IT efficiency Safety comes first for all participants (not only drivers). Please be careful around motorized vehicles, we don’t want any accidents. Vehicles are a good way to make money IT, they give you power and are important prestige objects. But they also need maintenance and fuel, which is not so easy to come by in the postapocalypse. Upkeep for motorized vehicles per day played: - Motorcycles and quads: Buggys and cars: Trucks and buses: Tanks: 2 liters of fuel + 20 chids for maintenance 6 liters of fuel + 50 chids for maintenance 10 liters of fuel + 100 chids for maintenance 40 liters of fuel + 400 chids for maintenance IT fuel is brought into the game by the SL only. Supply channels vary from one event to the next, and it is part of the game to find out where and how to get it. Ingame, the Trade Guild has a fuel monopoly, so they control the supply of “Go Juice” and keep it’s trade within “civilized” regions. Because it is hard to control the trading of fuel, they went to just controlling the vehicles themselves. There’s a “refuel register” listing all vehicles in the region, and the Trade Guild inspects them and verifies that they are fueled only with “Go Juice”. Usually, nobody cares about these regulations, but around larger cities and during “trek times” (OT during the events), the Guild has the power to enforce them. For the registration, the vehicle owner checks in at the trading post between 10:00 and 20:00 for supervised fueling and to get a fuel card for the day. If he fails to do this and gets caught driving without a valid fuel card, his vehicle might be “shut down” by a group of mercenaries hired by the Trade Guild. The money for maintenance is distributed by the crew on their own responsibility by paying for parts, spares or repair services. This way, you create more play for others, too. The SL will not control this, but they will “ask around”, so please be honest with this. Vehicle sabotage and fights - Normal weapons don’t harm vehicles, but IT explosives and large caliber weapons do. “Large caliber” nerf guns don’t count as explosives because the ammo doesn’t simulate an explosion. If a vehicle gets hit by such a nerf gun and the driver notices 31 of 90 F.A.T.E. Rulebook 2.0 Alpha Version © May 2014 it, he has to stop and can only drive on after repairing his vehicle IT. Sometimes more than one shot is necessary to stop a vehicle (IT: because not every shot does vital damage, OT: because the driver has to notice somebody is shooting at his car), so it is best to shoot from the front and try to hit the windshield. - White permanent marker (with knife handle or wrapped in tape) can be used to “pierce a tire”. This way, tires can be marked with an X while the vehicle is parked. It can only drive again after the tire has been repaired IT (OT the X has been removed). - Nobody is allowed to stand in front of a car to “block” it’s way with his/her body. Once the car is closer than 10 meters, people in front of it have to leave it’s path / the road, because IT, the driver would just drive right over them, but OT nobody wants this. Blocking a road with anti-tank obstacles or barriers are another matter, of course. We realize that rules, guidelines and requirements for vehicles at our events are relatively high, but on the other hand it does give you big advantages in the game. 10.16 Starting Money, Equipment and Check-out Every character gets 30 chids as starting money at every event (doesn’t matter if the character is old or new). IT money is only given out by the orga at the check-in, but more can of course be acquired ingame. It is not allowed to print or counterfeit IT money in any way or bring foreign IT currencies from other events into the game, because this would seriously mess up our game economy. However, any character is allowed to bring trading goods into the game and trade them for other goods or IT money. It does require some initiative and creativity before the game to provide your character with trading goods, but in the game they are a very good way to get IT money, so trading goods are a good “character investment”. If your character dies during the event, your new character will not get any starting money (except if you have some on your safety bank account). Try to keep your starting money together at first. It might look like enough to get by, but you will need a way to earn money on a regular basis sooner or later, and there’s probably lots of meager times and unexpected expenses (IT wounds or RAD treatments for example) ahead. After the event, you take all your IT money, IT ammo, IT medicine and RAD-eX pills with you, and bring them again to the next event. This makes it unnecessary to have a check-out, as every participant is responsible for their own IT resources. Equipment: You can and should bring anything your character needs for surviving and your IT job, as long as it is modded to fit the retrocalyptic setting and you are able to transport it IT. It is really important to us (and hopefully you too) that you and your equipment look good and fit the setting, so the SL might ask you to leave items that don’t fit optically (because they look too new for example) in your car during the event. 32 of 90 F.A.T.E. Rulebook 2.0 Alpha Version © May 2014 Please make sure the equipment you take into the game fit your character and the retrocalyptic setting of F.A.T.E. The technological standard of things you own varies with your character background. Here’s a quick overview where your character might stand compared to the wasteland in general. - Vault dwellers wear vault overalls and often have a lot of “old technology” and “relics” from the old world (which of course have to fit into the retrocalyptic setting). Tech standard: Very high - Renovators usually have a lot of self-made and improvised technology things they have found, and weapons that have been repaired and modified. Tech standard: Medium - Mutants usually only own what they carry on their person, sometimes some few technological “relics” and old, rigged-together weapons. Tech standard: Low - Tribespeople have mostly “tribal” equipment and items as well as self-made goods, maybe some painted fire weapons and usually just one “relic” (technical item or gimmick). Tech standard: Very low The above guidelines for equipment are for your “normal/average” wastelander with the respective background. They are supposed to be guidelines without limiting your character. 33 of 90 F.A.T.E. Rulebook 2.0 Alpha Version © May 2014 10.17 Ingame Services The postapocalypse is rough and merciless, and since every character needs resources to survive in the game, providing any kind of service is a good way to earn your living… BUT: Please only offer IT services which you actually want to play out. This prevents unnecessary OT discussions and misunderstandings. Any IT services at F.A.T.E events are voluntary. We don’t want situations in the game where someone feels pressed to do things he/she is not comfortable with. So please only announce services you are prepared to provide and don’t offer anything you don’t want OT to avoid uncomfortable situations for you and others. Example: A table or pole dancer who doesn’t want to strip can avoid inappropriate expectations by not introducing her/himself as a stripper (to maybe get paid more IT money). A person who gives massages for IT money is just an IT masseur or masseuse and NOT (like sometimes in other larps) an IT “prostitute”. Same goes for any other IT services like collecting firewood or trash, doing laundry or dishes, killing people or begging. You only offer IT what you want to do OT. However, playing a role IT never forces the player to do things they don’t want OT. A beggar can have some dignity and not beg for just anything, just like a dancer can choose who she dances for. Any participant always has the right to use the OT “stop” order and the “time out sign” when the situation gets too uncomfortable. Such an OT order (or sign) is not to be questioned, just accept it and stop whatever the other person doesn’t want. To break this rule can mean expulsion from the event, so don’t let it get that far and treat your fellow participants with respect. 10.18 Children and Dogs We don’t mean any disrespect by treating children and dogs in the same chapter, it’s just basically the same logistic problems that arise in both cases. We realize that children and dogs add a lot of atmosphere to the con and it’s often hard for parents/owners to find baby/dogsitters, but we also realize there’s a lot of IT/OT trouble potential. We have decided not to prohibit children and dogs at our events in general, but there’s very strict rules for bringing them. You have to ask via e-mail in advance, and any case is treated individually. For example, if you want to bring your dog to our event, you have to ensure that the dog is confined to one building (not the main city building) and looked after continually. Only walk the dog OT (with OT rag) and with a leash, and in parts of the game area where there’s no IT action going on. There also have to be warning signs at the building where the dog lives (children usually don’t need warning signs and a leash ;-). This might sound very strict, but the reasons are as follows: 34 of 90 F.A.T.E. Rulebook 2.0 Alpha Version © May 2014 - There’s often people at our events who are afraid of dogs. They react panicked or aggressive when confronted with a dog, so we want to clearly mark the dog’s building so they can avoid it. - Dogs can react unexpectedly when their owners are attacked, so most larpers would never try to attack a character with a dog IT (as the dog doesn’t know the difference between an IT and OT attack). Similar (adapted to people of course) rules apply for small children. Please just ask us about it before coming to the event so we can work out a solution. 10.19 Pyrotechnics Although the SL might in rare cases use pyrotechnics for effects, Players are not allowed to use pyrotechnical articles. This is due to German law and there will be no exceptions. In other words: NO smoke or flash bombs or flares (smoke powder, bengal or magnesium flares etc.) NO firecrackers NO pyrotechnical articles after BAM-PI (bang snaps, new year's fireworks etc.) Violations are strictly prosecuted and, in serious cases, reported to the police. 35 of 90 F.A.T.E. Rulebook 2.0 Alpha Version © May 2014 11. Character Creation You can create whatever character you like. You can join one of the background groups, make up your own small, or larger, group, or just start as “free” character. If you want, you can write a little summary about him/her (Where do you come from, what's your profession, do you have any special skills, etc...). Think about what you want to play, how your character earns a living, and what equipment or tools you can bring to the event. And that’s basically it. The important thing about choosing your character's profession is that you need to have at least a vague idea about it in real life. There will often be situations where you need to apply your actual knowledge/skills. This means for example that when you play a technician, the GM will (on question) give you hints on how to fix a broken 2-way radio, but it has to be actually fixed to work. So you might want to have a soldering iron, extra wires, and a selection of resistors with you and know how to use them, too. If it doesn't work OT, it doesn't work IT, which can get pretty awkward if you have to call for reinforcements. The same holds true for other jobs and professions. We don't expect a medic to really perform surgery on a patient, but he should either know at least partly what he's doing, or be very good at improvising. Feel free to put some thought and work into your characters and their outfit and equipment to make it all feel more realistic and retrocalyptic, but also keep in mind that in this kind of survival LARP you can lose characters easily. This doesn't mean you should be sloppy with your character creation. Just remember to take some extra clothing to change outfits and at least have a general idea for a secondary character concept. 12. Backgrounds Every Character chooses one of the following backgrounds. This helps us “categorize” and gives you some basic starting point for acting and behavior. It also gives you a first approach to how to design your costume, how to act and what to take, and determines how sensitive your character is to sickness and contamination. 36 of 90 F.A.T.E. Rulebook 2.0 Alpha Version © May 2014 12.1 Vault Dwellers “A wonderful day to you, citizen. Where do your Extremes lie?” Vault Dwellers are the descendants of the lucky few who survived the great fire in a bunker, air raid shelter, or vault. Their ancestors lived behind closed steel doors and air locks for countless years, isolated from the rest of the world. They enjoyed (and some still do) the safety of their vault and most of the conveniences of the Old World, but have had no chance to adapt to the changes of the New World. Many of them are now starting to open their doors to see what’s left of the world, to hunt for resources or because their life support systems are starting to fail. But there are still many more vaults lying unopened in the wilderness, continuing their isolated existence beneath the earth. Vault Dwellers are usually easy to identify. They often have very light skin, and many of them still possess relics and clothing from the Old World. Some even keep wearing their vault overalls. Most of them know a lot about old science and technology from teachings and books, and they have the best doctors, scientists and mechanics. To other people from the wasteland, their behavior seems very strange. They are often arrogant, but uncertain at the same time, very intent on hygiene, cleanliness and manners. Most of them speak some kind of stuck-up Old World slang that sounds oldfashioned and weird because their language hasn’t evolved in the last 150 years like it has on the outside. F.A.T.E. Rulebook 2.0 Alpha Version © May 2014 Vault Dwellers are very sensitive to radiation and contamination because they haven’t been exposed to any of it before, but they might get used to it after living on the surface for a few years. Vault Dwellers often wear overalls which are the most common form of vault clothing. These are overalls in different colors (depending on the vault), with a code number on the back and differently colored stripes at arms, legs, zipper, hips or neckline. Colors vary between vaults and you’re free to choose one considering your character’s background (and personal taste), except for grey/blue and white/red, which are the colors of the Army of Steel and the Brotherhood of the Cross. Vault Dwellers also wear armor and/or equipment for their individual trade or assignment. Depending on the time their bunker was built, they look very much like the 20s, 60s or 80s, with only some few items that are more modern and maybe got added to their bunker at a later date. The longer a Vault Dweller has been outside his shelter, the more he looks like a Renovator. Even if you’re fresh out of your vault and try to stay clean - after a few days in this new world, your outfit will start to look dirty and used, like everyone else’s. Additionally, clothing and equipment inside the vault will be at least 150 years old and has probably been reused and passed on repeatedly. So faded, used and patched-up fabrics are perfectly normal, just like repaired and redesigned equipment. To play a Vault Dweller in the wasteland is not an easy task. They are often more educated and technologically superior, but are seen as weak outsiders. Their equipment is just as old and used as everybody else’s, and their knowledge about history and “retro future” technology doesn’t compensate for their lack of street wisdom. To play this background brings a special kind of style to the game, and it can be a lot of fun if you play your weaknesses as a Vault Dweller as well as the strengths you gain from it. Traits: Knowledge, hygiene, cleanliness, cultural interest, following rules Weakness: sensitive to sickness and contamination, almost no knowledge about the new world Purpose: to conserve humanity, culture and civilization What Vault Dwellers think about other wastelanders: Themselves: Someone has to preserve civilization, and looking at the others out there… that’s probably going to be us. Renovators: Rough idiots who haven’t gotten it that we are the boss around here. We are the descendants and they are… well, maybe useful human resources. Tribespeople: Oh yeah, the savages. Some soap and skin lighteners and they might make passable workers… maybe grade 3b, but 2c at the most. Mutants: Interesting. Dangerous and disgusting, but interesting. I wonder what their brain looks like on the inside…? 38 of 90 F.A.T.E. Rulebook 2.0 Alpha Version © May 2014 12.2 Renovators “You’re always stuck in shit - only the depth varies.” Renovators are the largest part of what’s left of humanity. They are the ones shaping the face of the New World. They are descendants of those who survived the “great fire” in cellars and tunnels and later came back to the surface. Renovators build settlements and towns on the ruins of the Old World, they brave the contaminated wasteland, dig up leftover resources and are always searching for new things and old relics to make life more bearable, and maybe one day even worth living. They are the New World’s busy bees, always surviving, working, building, renovating. Most of their culture is based on relics and ruins from the Old World, but there’s also new things, usually created out of necessity. This shows that their culture is not slowly dying, but still has some possibilities to evolve. But not all renovators want to settle and rebuild. Some of them get together to form bandit or mercenary groups, others move from one habitable area to the next in large treks, and some travel the wastelands in small groups or even alone. These brave (or stupid) kinds of Renovators earn their living as relic hunters, traders, soldiers of fortune or renegades. Renovators are a very diverse group of people. They don’t really have character traits in common, except maybe their will to survive. Renovators wear and use anything they can get their hands on, that they like, that fits or can be made to fit. They like to decorate their stuff with lots of trifles and trash because it would be a shame to just throw it away, and maybe it can be traded in for something useful one day. Their clothing is usually pieced together, very used, often repaired and dirty. Their equipment is improvised and made from different parts and relics from the Old World, although items are frequently used in a way that greatly differs from their original purpose. Renovators are the “typical” post apocalyptic characters you see in movies and games. To play a Renovator means a quick, dirty and humorous game. You can enjoy the postapocalypse, and your motto is “everything broken - we fun” as long as possible. Because it will get tough eventually anyway, and that’s when the character play and fight for survival starts. 39 of 90 F.A.T.E. Rulebook 2.0 Alpha Version © May 2014 Traits: games, alcohol, drugs, fights, anything that makes life more bearable Weakness: distrust of anything and anybody, often slight genetic defects, used up by hard life Purpose: the best possible survival at all cost What Renovators think about other wastelanders: Themselves: The world is ours now, get it? Take what you can, live as fast and hard as you can… And that’s it. Vault Dwellers: Pfff… I once busted one of those clowns… didn’t even put up a fight. Loser. Tribespeople: Damned Native hippies, they’ll never learn that my revolver is faster than a shitty crossbow. Mutants: Stay away from them, those glowing things are dangerous. Back-stabbing and dangerous, you hear me? 12.3 Tribespeople “Awomba te hangascha som (protect the holy Llama)” There’s two different kinds of tribes - those that went tribal after surviving the apocalypse, and Old World tribes that didn’t get hit as hard by the “great fire” due to their remote location. Contrary to Renovators, Tribespeople don’t try to rebuild the old civilization or use it’s relics in their day-to-day lives, but learned to use what the land could still give them to survive even in dry steppes or contaminated areas. By now, there are lots of very different tribes in almost all remote places of the world. They have one thing in common though: they are masters at surviving in the wilderness and living with nature. They know how to find water and food, track and hunt and find their way without a map or compass. Some can cook up medicines or poisons from plants, others are formidable hunters. But as much as they are one with the new nature, they know next to nothing about the Old World and it’s relics. Today, about 150 years afte the apocalypse, only few tribes still remember that there used to be a different kind of civilization on earth, and usually it’s just legends and myth. Their mythology and beliefs are as diverse as the tribes themselves, and often contain details and newly interpreted info from the Old World. 40 of 90 F.A.T.E. Rulebook 2.0 Alpha Version © May 2014 Those that don’t live near bunkers or settlements sometimes don’t even realize there’s other groups of people and cultures out there. Tribespeople usually wear hand-made clothing made out of leather and roughly woven cloth, decorated with tribal designs, symbols, talismans or trophies. They also often use clothing found, traded or looted from Renovator settlements, that they then adjust to their tribal style. To play a Tribal doesn’t mean just watching the next best Karl May Western and then playing “the Indian”. It means to think yourself into a culture of people who were born and raised in the wasteland, to play someone who lives in harmony with the wasteland instead of fighting it. Traits: tribal rites and rituals, adaptability, wilderness lore, solidarity, courage Weakness: superstition, almost no technical knowledge or possessions Purpose: preservation of their tribe and culture in harmony with nature and the world What Tribespeople think about other wastelanders: Themselves: We are the children of the new world and you should honor your origins, because we have learned to live here and we will still be here when others have already left. Vault Dwellers: They are the descendants of the Old Ones. They are ghosts of the world that has passed and they will eventually bring disaster. Renovators: They are like termites, they devour everything and then move on. So better keep your distance from them or you’ll get eaten, too. Mutants: They are blessed, although most of them don’t know it. They are like butterflies who are trying to be like larvae and caterpillars. They would be welcomed in our tribe the way they are. 41 of 90 F.A.T.E. Rulebook 2.0 Alpha Version © May 2014 12.4 Mutants “You Smoothskins don’t live long enough to wipe us all out.” It’s hard to categorize Mutants as a group, because they are as diverse as nonmutants are. They are the ones who have been physically changed by radiation and poisons. These changes can manifest in any way imaginable. There are Mutants with four arms, some with gills, some might have thick, leathery skin and some are so mutated it’s impossible to describe. Although small mutations, like an 11th finger, three nipples or excessive hair growth, are very common after decades of contamination, more severe mutations often cause fear and disgust, sometimes even hatred among non-mutants. People (mostly Renovators and Vault Dwellers) tend to differentiate between Mutants (who are often cast out) and those who only have small mutations. Small or well concealed mutations are usually ignored because almost everybody gets them eventually. People with larger or more prominent mutations however are often labeled “Mutants” and chased away (if they’re lucky), or they leave of their own accord because they can’t deal with their new features. However, there are more and more areas where Mutants are the norm. Remote tribes, small settlements and even some large enclaves exist where there’s only Mutants of different generations living together. Of course, Mutants growing up there have a very different way of living with their mutations and changed bodies than outcasts from “human” settlements. Mutants aren’t very different from non-mutants concerning clothing and equipment. They are often even more ragged than the average wastelander because if people agree to trade with them, they often get pretty bad deals, so most Mutants tend to be even poorer than average. But, like always, there’s Mutants with very different backgrounds and social status, so clothing and possessions can be very different too. To play a Mutant means putting yourself in a position of social discrimination and disgust, but also having a very strong community to carry you. Many areas of the game are hard to get into as a Mutant, but on the other hand, most Mutants stick together thick as thieves against Smoothskins. No matter if they were just fighting amongst themselves, a Mutant will usually help another Mutant with no questions asked. 42 of 90 F.A.T.E. Rulebook 2.0 Alpha Version © May 2014 Mutants usually have less of everything than the average wastelander, they tend to be really poor. The time you save by having to mod less items you should invest in your mutations instead. They are your optical “figurehead” after all. Traits: solidarity, will power, will to survive Weakness: social outcast, outlawed or even hunted, genetic defects, obvious (though sometimes concealed) mutation Purpose: a place to live, acceptance and recognition of Mutants as a People What Mutants think about other wastelanders: Themselves: We are an advanced evolution of mankind, and someday we will rule the wastelands…The others just don’t know it yet. Vault Dwellers: One of those stuck-up prigs again... Hey you, come over here, check out my sting mutation! Renovators: Those dirty Smoothskins kick us down whenever they can, but not for long any more, I tell you. Tribespeople: Maybe a bit tooooo “alternative”, but otherwise ok. I like those painted loonies even though they are clearly a few cards short of a full deck. More info about playing Mutants To play a mutant at FATE is not an easy decision. Even though their mutations and resistance against contamination make them superior to other wasteland dwellers physically, their social status is a huge disadvantage. In most regions, they are suffered as long as there’s no reason to drive them away or kill them outright, in some (especially those controlled by the Army of Steel) they are hunted and killed on sight. There are only few areas, mostly Red Zones, where mutants are allowed to live in freedom without fear of prosecution and prejudice. Even in “neutral” trade zones where Mutants are tolerated, they are still discriminated against and attacked. They can’t often find “honest” work, and get cut off from some areas. Concerning the rules, you can create and wear optical mutations in whatever way you like. Example: Tentacles in your face, scales on your skin, animal traits or something like that. If you want your mutation to have an effect that gives you an advantage in the game, you have to make it work somehow, too. Example: A skin-colored suit with insect-like structures as body armor, a fake arm with a built-in nerf or water gun as a spitting/shooting mutation, gills at nose and neck as air filter or similar. Anyway, to make sure it works in the game, you should check with the orga beforehand. Also, you should consider giving your character a disadvantage of some kind to make up for powerful mutations. Most mutations, however, are only optical ones. There’s two kinds of mutations in the game, hidden and obvious ones. 43 of 90 F.A.T.E. Rulebook 2.0 Alpha Version © May 2014 Hidden mutations, like a small tentacle here or some fur, gills or horns there, are not visible on first sight, which lets the mutant blend in with non-mutants. working mutations are usually obvious, but obvious mutations don’t have to work. You’re free to built technical items (nerf guns, night vision goggles…) into your mutations to make them work, but they still have to look organic in the end to make them believable. Obvious mutations often have some kind of function, but they don’t need to have one. You can build technology or nerf guns into them so they give you an advantage, for example like the above mentioned spitting mutation, or boffer claws for melee fighting, or night vision goggles built-into an insect mask. All these mutations have to look organic, like they are grown, not built. Playing a mutant lets you be creative in many ways. Most mutants look almost like humans, with body parts that have changed. But anything is possible, up to a monster or insectoid look (with according xeno level of contamination). Mutants, Contamination and Xeno Level Mutants can live with higher RAD levels than “smooth skins”. Although there have been cases where mutants have died from radiation poisoning, they usually just keep mutating more and more, which is a long and painful process. At the latest, they get new mutations when their RAD value reaches a new xeno level. The following list is supposed to be a guide for mutants and their equipment, but it is not supposed to limit the character in any way. • Xeno level I-VIII mutants are normal humanoid beings with lightly to seriously changed appearance, with no up to some working/useful mutations. • Xeno level IX mutants are known throughout the wasteland as super mutants. Most of them are bigger and more massive than normal humans. They also have lots of mutations that make them stronger, harder, better than others. They live in the red zones and most of them hate those weak but numerous smooth skins. Their presence alone contaminates other wastelanders more than that of “normal” mutants. They themselves don’t take in any more contamination, except in black zones. They are the “kings of the RAD jungle”, and if a group of Mutant Hunters manages to survive killing one, they love to show off their heads as trophies. • Xeno level X mutants retain hardly anything human, if they ever were human in the first place. Most can’t communicate verbally, and their mutation is so far gone that they hardly ever interact with humans. They are lonesome hunters, deadly like contamination itself, and even other mutants are not always safe from them. There’s lots of campfire stories about these “monsters”, which are supposed to come from within the black zones. Only few “Zoners” claim to have actually seen such a RAD monster, and even fewer of them are alive today. 44 of 90 F.A.T.E. Rulebook 2.0 Alpha Version © May 2014 Some time ago, when mutants were not so separated from other wastelanders, many young mutants wore “the sign” - a black rag with a red circle and their xeno level on it - to set themselves apart from the “norms”. Today, this trend hardly exists any more, but many FreMuAr sympathizers have started wearing their xeno level proudly in this way again, even though (or because) by doing it they remove themselves even further from “normal” civilization. If you want to raise your xeno level from the beginning or in between events so it matches your mutant’s backstory, you can come to the SL area where we’ll book the RADs onto your RAD chip. Any character above xeno level VIII has to be cleared with the SL before the event. The number of such “high Xenos” is limited, and the requirements for costume and equipment are very high. There are also a number of rules they have to play by, as such mutants might have game changing power. 12.5 Mixed Backgrounds “I once was... hey, what do you care?!” If your character has more than one background, you can choose one that’s relevant concerning the rules, but it should fit the character’s story. An exiled Renovator joining a Tribe won’t suddenly lose all his knowledge so he still uses the Renovator background, even though he’ll adapt the tribe’s rituals and customs after a few years. A Vault Dweller that got thrown out of his bunker because of his spontaneous mutation would rather choose a Mutant background since his stuff probably got taken away, but his mutations are there to stay. So it’s your choice which background is the more important, as long as it fits your story. Characters with mixed backgrounds are as diverse as their appearance and clothing, there’s no general discerning feature. 45 of 90 F.A.T.E. Rulebook 2.0 Alpha Version © May 2014 13. Organizations of the New World The following describes some groups and organizations of the New World. These descriptions are supposed to provide an insight into the political situation in FATE, but don’t feel limited to those groups. Any player is free to join or leave existing groups during the game, found his/her own organization or survive on his own. For most groups, it is possible to start with a new character as a member of that group, but for some groups, membership can only be earned ingame. If you want to establish your own organization, just get in contact with Lost Ideas, and give us a summary of your idea. Then we can work out a working concept together… Player groups basically consist of the players that are actually on site, and 50% reserve characters (see chapter 7 - Concept realization and Groups). A big influential fictional background isn’t possible, as it would be too hard (and/or expensive) to play realistically. But if you have an idea for a larger group that you feel we should integrate into the FATE background, feel free to contact us and we’ll talk about it. All F.A.T.E. factions and background groups are an important part of the F.A.T.E. universe, so playing one of these groups means working together closely with the orga. The SL will help background groups to enforce their IT influence in the game, but they also monitor them and have the last say concerning important decisions (whenever they have direct consequences for the game world and other groups/participants) The following groups and organizations are big or influential enough so that most people will have at least heard of them. 46 of 90 F.A.T.E. Rulebook 2.0 Alpha Version © May 2014 13.1 The Messengers (Postmen/New Order Mail Service) “You’ve got mail!” Messengers earn their keep by carrying information, letters or small parcels from one place to another. Just like mail or parcel services today, only a little more dangerous. If you’ve seen the Kevin Costner movie Postman, you know what we mean, just without the heroics and patriotism. Most messengers are tough guys looking for adventure, but some are actually idealists trying to make the world a better place by keeping up communications between people. Radio communications are scarce, telephone lines (which are also mostly maintained by the messengers) are often broken and not secure, so messengers are a very important part of infrastructure and communications. In most towns and settlements, messengers get free board and lodging, and in exchange carry messages and letters free of charge within town limits. Parcels and extra services like express delivery or hazardous goods still cost a few chids of course. Most messengers deliver almost anything from water or food orders to trash bags or sung telegrams. They also operate the so-called post banks where you can store money as close to safely as is possible in the new world. Messengers usually have a tough Renovator look. Their outfits are practical and light for traveling. Most of them don’t have large weapons, and no or very light armor. They mostly try to be recognizable as messengers from a distance, so they have messenger symbols plastered all over their clothing. Their one common distinguishing object is a yellow scarf or rag to mark them as members of the New Order Mail Service. In dangerous areas or when carrying extremely valuable objects, badges and identification may be hidden for safety reasons… Any Background is allowed for messengers, since mail and parcels get send to every part of the new world. It is possible to start the game as a member of this group. 47 of 90 F.A.T.E. Rulebook 2.0 Alpha Version © May 2014 13.2 The Scavengers “Finders, keepers!” Scavengers are a pretty big, yet loosely organized group of looters, relic hunters, salvagers and collectors. They travel in small or sometimes larger groups to search the ruins for stuff they can use or sell. Those groups are very flexible, they usually don’t have a defined hierarchic structure, but keep to a loose code. Their methods are as diverse as their members. Some Scavengers don’t have a problem with robbing caravans or travelers, or attacking villages if they can’t find enough to earn a living. Others work as mercenaries who collect their pay right from the battlefield after the fight is over. Most of them, however, are content to scavenge for leftovers from the old or new world. They are nomads without a fixed residence. They stay until they have “harvested” everything from an area and then move on. By the Scavenger Code they are bound to trade with other scavengers whenever they meet, not rob each other and take in any scavenger who asks for it. Conflicts are solved in a “fair” fight. The winner can choose: he either wins the argument, gets to kill the looser or gets all his stuff, and that’s pretty much all there is to know about the code. Nobody likes to have scavengers close to them. Settlers don’t trust them, Army of Steel and Trader’s Guild sometimes even banish them from their settlements. The scavengers don’t care. They stay out of trouble if they can, avoid open conflict and make a profit out of it. Scavengers often wear very intricate clothing that has been sewn together from lots of different scraps and is covered with trinkets they have collected over the years, and of course, the large X’s that mark them as scavengers. Any background is allowed except for Vault Dwellers (they don’t trust the “stuck-up prigs”) and Mutants. It is possible to start the game as a member of this group. 48 of 90 F.A.T.E. Rulebook 2.0 Alpha Version © May 2014 13.3 The Trade Guild “Welcome to Geckomart, how can I help you?” The Trade Guild is one of the oldest organizations of the new world. Since trading has become very dangerous due to violence, greed and poverty, the Guild provides very welcome protection. Safety and profit are the top priority for the Guild. It cares for their members, because only a living trader brings them chids. The Guild pays for mercenaries as guards, doctor’s bills, they send fresh supplies, coordinate and control the distribution of merchandise at trading posts and make free competition disappear. In return, the Guild keeps about 50% of their member’s profit and dictate trading routes and exclusion zones. Nobody likes to mess with the Trade Guild since they don’t have a standing army, but could afford one at any time, and they can just cut off whole cities from their supply chain until the hungry and sick population agrees to their terms. Guild Traders are as well-dressed as possible to seem professional. Of course not every trader can afford to have new or even clean clothes (most of them can’t actually), but they all show off their Guild badge at visible parts of their equipment as it is a symbol of status and provides a little protection for themselves and their merchandise. Any background is allowed except for Mutants. It is possible to start the game as a member of this group. 49 of 90 F.A.T.E. Rulebook 2.0 Alpha Version © May 2014 13.4 The Followers of the Maw “mine mine miiiiiiine minemineminemine!” This weird group is something between fanatic sect and organized hawkers, except they don’t sell anything but take anything and everything they can find. After they have collected enough, they carry their findings to a secret place to throw everything they own down a deep hole they call “The Maw”. Nobody knows why they sacrifice their offerings this way, and what makes them go on these pilgrimages to collect stuff they never use for themselves but take back to throw it all in their hole again and again. They travel alone or in small groups. Whenever they come across a town they unleash their greed and take everything they can get. Forgotten, lost or displaced things, trash, unnoticed items. If they get caught stealing something, they usually give it back grudgingly, and they are peaceful, as long as you don’t try to take anything away from them or refuse to give them something they want. If they feel something has been taken from them unjustly, or when they haven’t found anything for a long time, they get aggressive and vicious. Nobody wants a horde of mad “vultures” (like they’re often called) close by, so in order to pacify them and prevent them from getting too aggressive, most people will leave food on the ground for them when they see a Follower, ignore them and don’t look too closely when one takes some unimportant trinket. If one of them gets killed in a fight, his pockets are filled with stuff and his body is taken outside town to be taken by other “vultures”. This way, people have learned to live with the Followers. They are like a cleaning force, the ants of the New World if you will. Sometimes a group of “collectors” will have a “feeder” with them. Where they are skinny, this guy will be abnormally fat. A feeder will stuff anything remotely edible into himself and is assisted by his collectors. Once they are fat enough after years of feeding, they take the long journey back to throw themselves into the Maw. They only carry a minimum of equipment and proudly present their large belly, which is decorated with tattoos and paintings. In contrast, the collectors wear ragged clothing with lots and lots of pockets. They carry bags, backpacks, sleds and other containers to store everything they collect. The spiral is their holy symbol, which they use to decorate themselves, their equipment, and found items they deem worthy of it. Any background is allowed. It is possible to start the game as a member of this group. 50 of 90 F.A.T.E. Rulebook 2.0 Alpha Version © May 2014 13.5 The Brotherhood of the Cross “Deus lo vult - God wants it!” The Brotherhood of the Cross originates from the Christian Crusaders of the Old World. Their goal is the restoration of a society capable of surviving, that is based on their interpretation of Christian values. Their members are warriors and thinkers of all races that live by the “Law”. The Law is a code of living that teaches equality, altruism and defending of their values. It binds it’s followers to truth, faithfulness, courage and absolute loyalty towards other members of the Brotherhood. The Brotherhood has a hierarchy straight from feudal clerical orders. For example, a trained fighter that has had his or her accolade has the title of knight. Under his command are up to four squires and some servants. He himself is under the command of the knight of the order and so on. A knight of the Brotherhood of the Cross will never lie. He will always keep his word. He will defend the honor of his faith, his master, the brotherhood and himself. He will help the poor and protect the weak. He will never abandon one of his Brothers. A knight of the Brotherhood will follow those rules, even if it costs his life. Other wasteland dwellers have differing opinions on the Brotherhood, from idolizing them as saints to despising them as religious nutcases. Everyone does respect them, however, for their courage, their unity and their supreme fire power. In theory, anyone can join the Brotherhood of the Cross, but only few will ever be members of the order itself. Most stay in the associated order called “Alliance of the Cross”. While goals and hierarchies are the same in both groups, members of the Alliance have less protection and support than knights and squires of the Brotherhood. Usually the Brotherhood knows where it’s members are and will send reinforcements when they are in trouble, while Alliance members are left to fend for themselves. Members of the Brotherhood are easy to spot. Their superior weapons and heavy armor are pretty noticeable already, and so are their colors: white and red. They usually wear a mix of medieval plate armor and modern protection gear lined with kevlar, lead or other armor. They carry lots of high tech equipment and a helmet with integrated air filter. 51 of 90 F.A.T.E. Rulebook 2.0 Alpha Version © May 2014 Members of the Alliance are usually more normal looking, although they try to imitate the style and colors of the Brotherhood. They don’t use the color red though, only light/white colors and a cross symbol. Any background is allowed as long as one converts to the “Faith of the Cross”, respects the “Law” and is “of noble mind”. It is possible to start the game as a member of the Alliance of the Cross. 13.6 The Left Ones “Turn your face to the sun and the shadows will fall behind you.” The Left Ones have their roots in the big religions of the Old World. They believe that the great fire was only the beginning and salvation through the end of all existence is still in the future. Only the ones who repent can be saved. Members of these congregations are defined by their attempts to do good deeds at all times.They help each other and anyone else without expecting anything in return. They are pacifists, and only few of them would defend themselves when attacked. Because of this, they are an easy target for bandits, but many congregations ask the brotherhood of steel for protection to keep them from getting raided all the time. Their clothing is usually simple and made from homemade fabric, while the style is similar to that worn by Renovators. For special occasions like holidays, they also wear traditional costumes that are elaborately embroidered. But even though the Left Ones’ clothing is as ragged and worn as anyone else’s, they usually are very clean and try to keep themselves as clean as they can whenever possible. Any background is allowed because they see the good in everybody. It is possible to start the game as a member of this group. 52 of 90 F.A.T.E. Rulebook 2.0 Alpha Version © May 2014 13.7 The Army of Steel “Load your weapon and get out of the trenches - the enemy won’t die of old age” This military structured group is pretty much the opposite of the Brotherhood of the Cross. The Army of Steel propagates the survival of the fittest. They collect high tech and recruit soldiers to expand their territories. It’s not official, but everybody knows they are in conflict with the Brotherhood. The only reason it’s not all-out war is that open warfare would be devastating for both sides. Structures within the Army of Steel remind of the Old World military. Mutants are not accepted in the Army, they are even hunted and discriminated against wherever possible. Villages and towns inside their area of influence are “protected” by the Army and have to pay taxes in exchange. Some are thankful for that… some aren’t. The Army doesn’t tolerate (other) bandits in their territory. The Army of Steel has power and they’re gaining influence. The AdS, or “Steelers” as they are called by most wastelanders, recruits anybody that is tough enough to survive basic training (except mutants, of course). They are rarely seen outside their base, except on missions or patrols, but there’s lots of mercenaries that are hired by the Army but aren’t soldiers. They are called “Legionaries of Steel” and get paid handsomely to carry out the Army’s unpleasant or “unofficial” tasks. They represent the Army’s rules and ideology and are treated with respect by Army soldiers, but don’t have their protection. Legionaries of Steel are usually organized in groups, but there are lone wolfs too. Mercenary troops respect each other, but don’t necessarily work together. Soldiers of the Army of Steel wear battered and repaired grey-and-blue uniforms with the Army-of-Steel logo on them, and banged-up steel helmets of any style and time period. Typical are also longcoats. Grey and blue are the colors of the Army of Steel, Legionaries of Steel wear their usual mercenary clothing and blue and grey straps of cloth tied to their gear to show their affiliation. Some of them also wear gear wheels, but without the globe and sword in the middle. Any background except Mutants is allowed. It is possible to start the game as a member of the Army of Steel, but characters should be cleared with the Army of Steel player group before the game. 53 of 90 F.A.T.E. Rulebook 2.0 Alpha Version © May 2014 13.8 The Breaker Church “We are God’s will, so bow before Him” The Breaker Church is the smaller, but more radical, complement of the Brotherhood of the Cross. They are a fanatic splinter group existing and acting independently of the Brotherhood. They are common in bavarikya (today’s bavaria). There’s no open enmity between the Church and the Brotherhood, but both groups believe the other one to be on the wrong path of faith. The Breaker Church doesn’t tolerate any other beliefs and religions and hunts down Mutants as “unnatural abominations” to “quench them from God’s earth”. That’s why they tend to get along with the Army of Steel. They don’t like each other either, but differences aren’t as great as with the Brotherhood. If the Brotherhood of the Cross is are the judges of the New World, the Breaker Church is it’s Executioner. Members of the Breaker Church wear clothing in earth tones decorated with lightly colored ribbons and banners with religious texts and their symbols and crosses. Their other gear is useful and practical, like other Renovators, they use whatever they can find. Any background except Mutants is allowed, as long as they convert to the “True Faith” and live by the laws of the Breaker Church. Membership can only be gained ingame. 54 of 90 F.A.T.E. Rulebook 2.0 Alpha Version © May 2014 13.9 The Eye “Man’s natural fear of the dark… is with good cause” The Eye is an organization of spies, thieves and assassins. Officially, nobody does business with them, but funnily enough, they are the ones that are never short on work. They are known to never give up their employers… except for the right price. They are some of the best informed people of the New World, as all information they get is collected, saved and interpreted at a central point to be used again by all members. Not much is known about this group, because members that draw too much attention to themselves are eliminated. They have a strict code of secrecy and cloak their actions with an obscure network of gobetweens and coded messages. They are the shadow you only see in the corner of the eye, they are the soft click and sharp pain that end your life. They are… The Eye. Since membership is top secret, members of The Eye are dressed like anybody else. They have a secret greeting to recognize each other: One hand forms a tube that sort of looks like an eye on first sight. Or they send a message with the eye symbol to possible candidates to show interest. Any background is allowed, although it is hard to find members because they never give themselves away. Usually, you don’t contact The Eye - they contact you. Membership can only be gained ingame. 55 of 90 F.A.T.E. Rulebook 2.0 Alpha Version © May 2014 13.10 The Mercenaries Guild “If the job is too hard, you’re too soft.” The Mercenaries Guild is an association of free bounty hunters and mercenaries. Every member is registered in the local bounty hunter bureau. In the bureau they can get missions and their payment or bounty, less the provision of 30%.. The Mercenaries Guild is not a caring family, it rather acts as an agent for mercenaries and employers. Depending on the people that work there, the bureau might consider providing medical assistance or pay your bail money, but it gets taken off your next payment. Employers like to give missions to the guild so they don’t have to get into contact with bounty hunters themselves, while mercenaries can be sure to get paid with Guild missions, even if it’s a little less than on the free market because the bureau keeps a provision of 30%. Groups or single mercenaries that work with the Guild get an “official” ID.z.e.E. (Identification number for external recognition), called “ID” or “Izzy”. Additionally, they get a call sign or tag by which he can get (in)famous in his line of work. Realistically, not many live long enough for even their team mates to remember their names. Mercenaries in general, and Guild mercenaries are no exception, use clothing and equipment that they need for their jobs. Since membership in the Guild is a sign of quality and reliability, they tend to wear the Guild symbol very openly. Members that work directly for the Bureau or have other administrative jobs in Guild wear the symbol and the word “STAFF”. Any background is allowed. It is possible to start the game as a member of this group. 56 of 90 F.A.T.E. Rulebook 2.0 Alpha Version © May 2014 13.11 The Old Council “Adapting is surviving. If your horse is dead, get off.” There are, and always have been, territory disputes between Renovators and the native tribes of a region, that often end with the annihilation of the Tribe or their enemy settlers. To solve conflicts like that peacefully, the leaders of 3 tribes (Asphalt Hunters, PatschlRunners and The Eleven) founded the “Old Council”. Since then, many different Tribes have joined the Council, which through it’s member clans, can muster a potentially substantial force. It uses this combined influence to represent the interests of their tribes, but also to keep the peace. They are open towards “civilization” and it’s modern comforts and like to integrate foreigners and foreign ideas into their structures without losing sight of their own culture and traditions. As long as you’re honest with them and respect their ways, you can get along well with Old Council tribes. They are one of few calming influences in the New World. Travelers like to employ them as workers or guides, military units value them as scouts and snipers. They learn fast, and what’s even more important, they’re loyal. Members of Council tribes wear the Old Council symbol in addition to their own clan tattoos and symbols. Some also wear 3 red feathers to honor the first 3 tribes of the Council. Any background is allowed, although members are usually tribespeople. Sometimes foreigners get to join one of the tribes, they then are treated like any other member. The Council itself consists of the clan chiefs, who usually stay with their tribe, but it is possible to start the game as a member of a tribe that belongs to the Old Council. 57 of 90 F.A.T.E. Rulebook 2.0 Alpha Version © May 2014 13.12 The Lost “Welcome to the world of pain, stranger!” Even though their structures are similar, the Lost stand in stark contrast with the Old Council. They live in socalled Hunting Tribes that are based on pack rules and survival of the fittest. Not only do they defend their own territories to the death, they also periodically invade neighboring areas during hunting rites to satisfy their bloodlust. Man or animal, young or old - anybody unfortunate enough to come across them becomes their prey. Except some “chosen” children and babies that they take with them to raise in their tribe, they kill anything and anyone in their path until their thirst for blood is sated. Sometimes they abduct people to use them as slaves, fresh food or blood sacrifice. Killing and pain are their religion. They glorify and perfect it as a sort of art form of the circle of life and death. They don’t feel mercy or remorse, pain is holy to them and is celebrated ecstatically. Many file their teeth to a point and decorate their bodies with tattoos, piercings, scars and brandings. They call themselves “Fire Children” and they hunt until they are too old and get beaten, killed and eaten by a younger member of the tribe. They love to collect trophies, and the stronger and more dangerous the enemy, the more interested are they in hunting him down to gain fame and glory. When they aren’t hunting, they sometimes trade with strangers, and sometimes even have agreements with neighboring settlements so both groups can coexist without too much bloodshed. Trading and dealing with them is dangerous, but usually very profitable. Only few of them leave the tribe to explore the world as “Fire Runners”. If an oracle speaks such a prophecy, chosen warriors have to head out with a torch to survive in the outside world. Most of them learn fast to adapt to “civilization” or die. They are among the best and most feared bounty hunters and killers the New World has ever known. Clothing and armor of the Lost is typical for tribespeople, but is more martial and menacing than that of other tribes, peppered with spikes and blades. They decorate their bodies with tattoos, piercings and scars and openly wear trophies taken from the bodies of the enemies they have killed. Any background is allowed, they accept any person willing to submit to their way of life. It is possible to start the game as a member of this group. 58 of 90 F.A.T.E. Rulebook 2.0 Alpha Version © May 2014 13.13 Gaya’s Children “For the Great Mother - ecology or death!” Gaya’s Children originally were an alliance of native tribes whose saw it as their duty to protect the world, or what’s left of it anyway, from total destruction. With time, other people and outsiders joined the group and took on the philosophy. Today, Gaya’s Children consist of people from all cultures and backgrounds. To them, living with, in and for nature, which they call the Great Mother, is the most important aspect of life. Protecting the Great Mother from further destruction has top priority, and they’re playing hardball against anyone harming Her. Technology is despised for only causing harm, but they still use it grudgingly to fight the “vermin”. Changing the countryside, to mine for oil or metals for example, is sacrilege and has to be punished. Because of their radical pro-nature beliefs, they are accepted by many tribes, but strictly banned in “civilized” areas. They burn down oil refineries, sabotage power plants, blow up mines and destroy dams. The Great Mother is angry and brings down Her wrath on all that live on Her face. Only once every last of Her tormentors is gone will She again shine Her love on us and hold us safely in Her arms. Mankind almost killed her once already, Her Children will not let that happen again. Gaya’s Children aren’t easy to spot, which, in most places, saves them from prosecution. They do tend to have a sort of “tribal” look about them, reminiscent of flower power and the new age scene. Their colors are natural earth tones, so they don’t stand out in a crowd, but most of them wear a necklace with an ivy leaf. If they openly show themselves as Gaya’s Children, they are very aggressive about it. They show up in groups, mask their faces, wear their symbols openly, shout slogans and move against everything and everyone they find committing crimes against the Great Mother. Any background is allowed, but it is hard to find members of Gaya’s Children. Usually they contact people they want to recruit. Membership has to be gained ingame. 59 of 90 F.A.T.E. Rulebook 2.0 Alpha Version © May 2014 13.14 Mutant Hunters “The head is worth it’s weight in booze.” Mutant Hunters are groups of bounty hunters that are specialized on hunting down Mutants, preferably dead. Few of them actually hate Mutants. Some hunt them for their rare mutations to sell them to the Army of Steel or other groups for experiments, others are looking for a challenge when facing the most dangerous prey the wastelands have to offer, but all of them try to earn as much money, cigarettes or alcohol as possible with their specialization. The Army of Steel frequently works with them because they keep their territories “clean” and are expendable at the same time, in some towns they are even honored for getting rid of “that unnatural mutated menace”. They live off looting their victims and collecting bounties for Mutants or their body parts. Needless to say they are hated and feared among Mutant communities, and are one of the main targets for the FreMuAr. Some say, Mutants are able to tell Mutant Hunters by their smell, but that’s superstition, isn’t it? Although Mutant Hunters look like other mercenaries, they don’t do bodyguard or guard jobs, they’re specialized on hunting humanoids. They proudly wear the 13 of spades as a symbol and as a good luck charm. Any background except Mutants is allowed. It is possible to start the game as a member of this group. 60 of 90 F.A.T.E. Rulebook 2.0 Alpha Version © May 2014 13.15 The FreMuAr “Those damned Smoothskins don’t allow us air to breath” The Free Mutant Army, or FreMuAr, is a radical group that wants to take revenge on non-Mutants for all the hurt and discrimination Mutants have been suffering for so long. They are dangerous fanatics and their tactic is guerrilla warfare. They blow up ammunition depots, sabotage the power supply, poison wells or steal a town’s RadX provisions so everybody will eventually mutate and see the world through their eyes. They want equal rights for Mutants, they want to abolish ethnic differences, they want a revolution! Members of the FreMuAr, like those of any underground group, wear normal clothing and try to look inconspicuous to fit in.They have a secret tattoo to recognize other members: 3 small points forming a triangle between ring finger and pinkie of one hand. It’s not much of a secret anymore, so it’s dangerous to wear it, but some still do to have a wordless way of revealing themselves. Another sign they use is to extend the pinkie of a hand away from the hand while waving a greeting. Only Mutants are allowed in the FreMuAr because they don’t trust any Smoothskin and want to see most of them dead anyway. Membership can only be gained ingame. 61 of 90 F.A.T.E. Rulebook 2.0 Alpha Version © May 2014 13.16 Medical Corps “Out of the way - I’m a doctor!” The MedCorps originally consisted of medical personnel and security forces from 12 allied vaults. After the vault doors were opened, structures dissolved over the years, and people moved away. To keep everything from breaking down completely, the medics joined with what was left of the security forces and concentrated their personnel and equipment around the largest 6 of the 12 original vaults, to build the greatest network of medical services the world had ever known. They specialized on medical care and rescue missions to generate enough income to provide for their bunker complex. Soon it became one of the most neutral and most capitalistic companies of the New World. The MedCorps sends out doctors and medics to care for anyone that can afford it or agrees to take out a loan at the nearest bank. It is possible to buy contracts with the MedCorps that include different levels of medical services, up to rescue missions under fire. Members of the MedCorps themselves can move pretty freely through the wasteland as the Corps is completely neutral. And since nobody wants to go without their supplies and services, they rarely get attacked directly. Still, you can never be really safe in the New World, so medical teams are usually well armed and consist of medics and armed personnel. In addition, every medic and doctor in the MedCorps has at least rudimentary military training, so they’re able to work in small teams or even alone without needing too much protection. Medics and Soldiers of the MedCorps don’t earn as much as their freelancer colleagues, because 80% of their income goes to the Corps. In exchange they get the prestige and backing of the Corps, regular pay, health insurance and a pension. Medics of the MedCorps wear the Star of Life in addition to red crosses and other symbols to mark them as medics, and most of them have a more military look than you’d expect from doctors and nurses. Some of them still have equipment and clothing from their vault, but most have adapted their appearance to the outside world. They are better equipped and have more modern technology the closer you get to their bunker complex, about 50km south of today’s Stuttgart. Any background is allowed. It is possible to start the game as a member of this group. 62 of 90 F.A.T.E. Rulebook 2.0 Alpha Version © May 2014 13.17 The Web “You cannot stop the signal.” The Web is the greatest working information platform still existing in the New World. It is not a closed group, more like a community that helps each other to follow a common ideal. They believe that the base for any civilization is information, so they work to spread information in any way they can. They build radio towers, operate printing presses, run radio stations and cinemas, and even have something like a computer network. They collect and spread information and make it accessible to everyone. They collectively have pretty much all information there is, and it doesn’t matter to them if the information they have is correct or if their sources are dubious, because, according to them, the consumer has to decide for himself what’s right and what’s wrong. So any information is provided unfiltered and uncensored, and in any form possible. They restore and archive books, upload data from discs, hard drives and CDs, and, of course they record recent events, interview witnesses and VIPs, eavesdrop, monitor radio communication, and even tap phones if they get the opportunity. Within the Web, there are lots of different kinds of jobs. From passive sponsors to fulltime admins, to “Trojans” who infiltrate other groups and collect information about them, to reporters and journalists. Most have to support themselves with their work, because any funds the Web comes by goes into equipment and infrastructure. Depending on the explosive potential of the information they have obtained and the way they collect it, live as a “Spider”, a member of the Web, can be quite dangerous. They operate in a network of independent cells that are coordinated through different ways of communication. They don’t have any central leadership that could be eliminated. If one cell is destroyed, it only means that some of their information is lost and work is slowed down, but the Web itself lives on… and broadcasts. Depending on their individual jobs, Web members either wear their symbol openly and aggressively dig for information in public, or keep it secret. In general, they wear whatever is practical and have the equipment necessary for doing their respective jobs. Any background is allowed. It is possible to start the game as a member of this group. 63 of 90 F.A.T.E. Rulebook 2.0 Alpha Version © May 2014 13.18 The Administration “Greetings, citizen. You need application A571 yellow for me to be able to help you.” The Administration is the central bureaucratic unit of a wealth of (sometimes still unopened) bunker complexes. Some of them are still connected to each other, some are independent, so it’s actually not “THE Administration”, but a lot of them all over the New World. Each Vault Dweller that comes from such a system will only accept the authority of his own Administration, but he will still be interested in working together with other bunkers. The Administration and it’s citizens see themselves as the only legitimate successors of the former government. Their mission is the survival of the bunker and the reestablishment of a functioning civilization under their military high command, through any means. Outside the bunkers you sometimes meet specialists or units that are on missions for their Administration. These missions can be for example obtaining mechanical parts for repairs, reconnaissance, searchand-destroy missions, or “area pacification”. Members and citizens of the Administration usually care very much for their appearance. They have a formal or uniform dress code that depends on the technical and cultural state of their home bunker. Of course, as soon as they are in the outside world, dirt, dust and wear and tear can’t be avoided. They always have the “three falling triangles” somewhere on their person as a print, pin or patch. Only Vault Dwellers are allowed. It is possible to start the game as a member of this group. 64 of 90 F.A.T.E. Rulebook 2.0 Alpha Version © May 2014 14. Weapons, Safety and Combat 14.1. Weapons and Equipment Safety Everybody is responsible for the safety of their own weapons and equipment (e.g. sharp edges). Anybody knowingly or negligently exposing fellow Players to high risk of injury by carrying or using equipment that is not safe, could be (depending on severity) expelled from the event and (in really, really serious cases) reported to the police. We, as organizers, don't check equipment for safety, every participant is responsible for the safety (and safe use) of their own stuff. However, if an item is brought to our attention, we reserve the right to check and possibly remove it from the event. All necessary safety rules are documented in this rulebook by the organizer (us), or are dictated by common sense, and existing law. Anyone ignoring safety rules will usually be warned once, and expelled from the event the second time. So please check your own equipment for safety and keep an eye on it's condition during the game. From experience, self-monitoring is way more effective than ostensive control by the organizers. This self-monitoring is not optional but obligatory when participating in a Lost Ideas event. 14.2. Weapons Boffer weapons, bows and crossbows (with LARP arrows up to 30lbs), Edison and Nerf guns, and water guns are allowed if they are modded optically to fit the postapocalyptic setting. Water guns count as acid throwers ingame. Ranged weapons can be used to shoot or block in close combat, but never to strike. Boffer weapons, bows and crossbows are to be aimed only at torso, arms and legs. Hands, genitals and the head are a no-go with those kinds of weapons. 65 of 90 F.A.T.E. Rulebook 2.0 Alpha Version © May 2014 14.3. Edison guns Any part of the body is allowed as target area for Nerf and Edison guns, and they count as firearms in the game. They have to be painted to fit the setting. Edison guns can be used with the original rubber ammunition without issue and have a core range of 3-10 meters. Core range is defined as the distance in which the projectile starts dropping from a straight line. It is not allowed to modify Edison guns for range and power for safety reasons. Power mods are not allowed for Edison guns, the shooting mechanism has to be left in it’s original state. Optical mods are mandatory though. 14.4. Nerf guns Nerf guns originally have a core range of 5-15 meters, depending on type and ammunition. You're allowed to modify your NERF for range and power (e.g. remove air restrictors etc.), but always remember you might want to shoot people in the face with it so you need to be absolutely sure it can't hurt anyone. If you have modified your NERF Gun, always try if it's too powerful by shooting at a sensitive part of your skin at close range. If it hurts or leaves a bruise – don't bring it to the game. Injuries (particularly of the eyes) caused by unsafe equipment have to be avoided at all costs. 14.4. Water guns (or anything that shoots water) can be used as acid throwers ingame. The device has to shoot a jet of water to count as acid thrower, mist doesn’t count. Any part of the body except the eyes is allowed as target area. Water with a little green food coloring is used as “acid” and can not be manufactured in the game. You’re allowed to bring your acid thrower into the game fully loaded, after that, “weaponized acid” can only be bought at the trading post. If “acid” gets on your skin, it causes chemical burns and pain, eyes will be damaged heavily if you catch it in your face. All wounds including eyes have to be cleaned and treated medically to be able to heal at all. If “acid” gets on your equipment, it has to be washed off or neutralized within 15 minutes, otherwise it will be damaged irreparably. Hard plastics and glass are not affected by acid, but rubber is. 66 of 90 F.A.T.E. Rulebook 2.0 Alpha Version © May 2014 At our events, the ammo for ranged weapons (Nerf darts, rubber bullets, arrows or bolts etc.) are not allowed to be modded for more power (like weight mods). They also have to have a soft rubber tip from the manufacturer to be allowed in the game. We have had cases of Nerf darts that were filled with nails, for example, so please don’t mess with your ammo, and please don’t use DIY-ammo for safety reasons. Smoke moddings (Nerf darts filled with film dust) are allowed for “shot-rush”effect. Even though there’s a lack of everything in a postapocalyptic world, weapons and ammunition are something of an exception. They’re one of very few things that are even still produced in small amounts. Since ammo is so important for survival in the New World, there’s usually plenty of places to buy it or pay for your used shells to be refilled. Nerf ammo is limited by it’s size anyway, because it takes up lots of space, so you’re allowed to bring as many shots as you want to carry. The exception from this rule is Edison ammo. The small rubber shots for Edison and similar guns are limited to about 30 per character. Used Nerf and Edison ammo can be collected as “empty shells” and stashed in a separate ammo container (marked with a blue stripe). This empty shells container is IT as its contents are IT and have IT value. Collecting empty shells from a battlefield or suchlike is an IT action, you’re not allowed to go OT for it. These empty shells can be sold at the trading post or “refilled” at some places for IT money. To keep it as simple as possible, we don’t make a difference between ammo types. IT, they represent different calibers. Re-using used ammo directly from the ground or from the empty shells container without having it refilled first is not allowed and will not be tolerated. 67 of 90 F.A.T.E. Rulebook 2.0 Alpha Version © May 2014 15. Armor, Hits, Wounds and Death Armor protects the body only where it covers it. A body part counts as armored when it is covered by kevlar, plate armor, thick leather (at least 3mm), chain mail, hard plastic protectors, lead dust inlays, compressed pad protectors, full rubber (e.g. car tires), hard wood (at least 2cm), or several layers of softer material that stack up (at least 15cm thick) to form adequate protection. If you are hit on an armored body part, it is an “armored hit”. If you are hit on a part of your body that is not covered by armor, it is a “direct hit”. If the weapon is touched to the armor and then released/thrust, it usually goes through normal armor. For this, the weapon has to be placed clearly against the armor. 68 of 90 F.A.T.E. Rulebook 2.0 Alpha Version © May 2014 15.1. General Hit Rules Generally, every hit has to be played out correctly, with pain and recoil, as realistically as possible. Thus every Player is required to have enough materials for wound make-up with him/her. Starting with some make-up for a black eye or bruise, up to a small tube or bottle of fake blood for wounds. Medics also will use fake blood for treating wounds, and sometimes cut open clothing (with safety scissors, of course) if they can’t reach the wound. Don’t worry - if you don’t want that for any reason, you can of course tell the medic in that situation, and most will ask you if it’s ok,too, before they cut away clothing. Playing out a hit doesn’t end with being hit, but goes on until the effects of that hit are healed completely (at least to the end of the con, for the character even longer). If you want to keep a scar or something like that, you’re free to get one, but that’s optional. The following rules regarding hits principally result from realistic play, so they don’t have to be learned by heart. They are general regulations which you can follow in most cases, but of course you can make changes to make a situation look better/more realistic. These rules are supposed to improve the game, not limit it. 15.2. Armored Hits If your armor gets hit by a strike or projectile, it is an armored hit which causes light injuries. Those kinds of Injuries cause temporary loss of function of this particular body part, as well as bruises, contusions, abrasions, cuts or lacerations that still have to be played out after the fight. - A hit on your armored arm makes it unusable. You have to lower your weapon before you can return fire, an item is dropped from your hand, or a person you’re holding has to be set down before you can use the arm again (although it still hurts). - A hit on your armored leg makes it give way temporarily. Afterwards you can get back up and keep moving (although it still hurts). - A hit on your armored torso or head (head shots only with Nerf weapons!) makes you drop down and you’re alternately disoriented, in serious pain or knocked out for about 10 seconds. After that you can get back up and keep moving, but you’re still in pain. This kind of hit causes contusions, abrasions, lacerations, bruises, broken ribs, concussions or even internal bleedings. Any torso or head injuries caused by armored hits are IT potentially dangerous and have to be treated by a medic within 24 hours. If they aren’t treated, they develop into wounds. Any armor of course has to be repaired after catching a few hits, which costs time and money (there’s no written rule for time or materials, we just want to see good roleplay). We ask that all participants keep an eye on that so we don’t have to control it. 69 of 90 F.A.T.E. Rulebook 2.0 Alpha Version © May 2014 15.3. Direct Hits If you are hit by a strike or projectile on an unarmored part of your body, it counts as a direct hit and causes wounds (and/or other injuries, depending on the weapon). Wounds and injuries are characterized by pain and moderate to heavy bleeding, and usability of affected body parts is limited. - A direct hit on your arm temporarily cripples that arm and makes it bleed. You can’t use a melee weapon with it or otherwise strain it. You can’t fire a weapon with it, although you can still use it to steady your weapon to aim. Breaking down doors or supporting your weight for example are out, too. The bleeding has to be stopped by first aid. If that doesn’t happen, you fall into a coma after about 3 hours due to the loss of blood and die after another 3 hours. - A direct hit on your leg makes that leg give out so you drop to the ground. You can only hop away on your good leg or crawl, but it bleeds and hurts a lot. You can’t put any weight on the wounded leg, so running and jumping is impossible.The bleeding has to be stopped by first aid. If that doesn’t happen, you fall into a coma after about 3 hours due to the loss of blood and die after another 3 hours. - A direct hit on your torso or head (head shots only with Nerf weapons!) causes a serious wound or injury and incapacitates you at once. If the bleeding isn’t stopped after about 15 minutes, you go into a coma. If you’re still not treated after that, you die after about 15 more minutes. No matter if it’s a moderately or heavily bleeding wound - simply bandaging, stanching or pressing on the wound only counts as first aid, not medical treatment. This kind of first aid doesn’t completely stop the bleeding, it only doubles the time until a wounded person goes into coma or dies from blood loss 15.4. Heavy and Extra Heavy Armor In addition to “normal” armor (see above), there’s also “heavy” and “extra heavy” armor. They basically follow the same rules, with some adaptations. Heavy Armor (Mark I) IT: Steel or PE-Ceramic Composite at least 4mm thick (OT: Steel and/or Thermoplast at least 2mm thick) • lessens IT hits on arms and legs so the extremity only jerks back but remains fully usable. • lessens IT hits to the torso or head so the person jerks back or falls down but isn’t incapacitated and remains able to fight. In theory, any character in the game is able to use heavy armor, but it also has to fit his background story. 70 of 90 F.A.T.E. Rulebook 2.0 Alpha Version © May 2014 Such armor parts have to be checked in with and approved by the SL before you can take advantage of their extra effect in the game. Extra Heavy Armor (Mark II) IT: Steel or “Steelplast” (ACC: AramitCarbonfiber-Composite) at least 8mm thick (OT: Steel and/or Thermoplast at least 4mm thick) • lessens IT hits on arms and legs so “normal” ammo has no relevant effect at all. The extremity only jerks back slightly (to acknowledge the hit). • lessens IT hits to the torso or head so “normal” ammo has no lasting effect. The person jerks back slightly or stumbles, but can keep on fighting regardless. These sets of armor are very rare in the wasteland, and only few powerful factions have access to them. Such armor parts have to be checked in with and approved by the SL before you can take advantage of their extra effect in the game. It is very important to us that these sets of armor look awesome and fit the background of the character, as they provide a serious advantage in the game. Any Mark I and Mark II armor part follows “normal” armor rules when hit by heavy guns (e.g. anti-vehicle weapons or artillery) and explosives. 15.5 Weapons Hits If your weapon gets hit by another ranged weapon, it is unusable and has to be repaired using spare parts and tools. Same goes if you block a melee weapon with your gun. It’s your choice if you want to block a melee attack with your gun/ranged weapon, but you’re not allowed to target a ranged weapon with your melee attack on purpose (as it could easily be damaged beyond repair OT - it’s just plastic after all). 15.6 Unarmed Combat Unarmed combat is all about good acting and keeping control. The winner is determined by realistic play and playing out of “Hits” (which don’t actually hit). As usual, the line between unarmed combat and “Infight” (light to full contact sparring which is only allowed if all involved players agree to it beforehand) is very thin. Risky or fast maneuvers should only be done by arrangement or with people you know well. As usual, it’s “safety first”. 71 of 90 F.A.T.E. Rulebook 2.0 Alpha Version © May 2014 The first way to die is to bleed to death. If a serious IT wound is not treated within 30 minutes (torso) or 6 hours (extremity) by a medic or doctor, the wounded character bleeds to death. First aid measures without a medical background only double that time. The second way to die is a situation that is obviously deadly, where the character has no way to logically explain why he would survive this situation (Like catching a grenade, getting eaten by monsters, or executed by a firing squad). The third way to die is to get executed by a “deadly hit” when the character is defenseless. These “deadly hits” are not supposed to be called out. An unmistakable close distance shot or strike, or an according phrase or gesture before the final hit is also a “deadly hit”. The final hit has to actually hit for it to count. The 15 seconds window for possible CPR and resuscitation (see “life preserving measures”) ALWAYS applies, so in this case, too. So there is always a chance, however small, to survive a deadly hit if the characters nearby act fast enough and correctly. Realistic or not, every character deserves this small chance. After your character has died, you have to make your way to the SL at the “Institut” before you can continue playing with a new character. 72 of 90 F.A.T.E. Rulebook 2.0 Alpha Version © May 2014 16. Other Kinds of Fighting and Protection Here’s some examples for “modern” combat equipment which is allowed at FATE. It’s possible to build your own variations, but please keep in mind that a certain realism has to be recognizable and safety comes before effectiveness. If something cannot be portrayed reasonably and safely, please leave it out of the game. Gas grenades Right now, you’re probably thinking “Gas grenades in a larp? What da hell?” Sure, but this rulebook includes this topic, too. An easy method to simulate the effect of weaponized gases in LARPing is deodorants. For example, take one of these deodorant samples (really small cans), put some foam padding around it and give it some kind of trigger mechanism, and you get a perfectly simulated gas grenade. Your opponent also knows exactly when he’s within range because as soon as he smells deodorant, he’s affected • Bloomy/sweet scents are used for KO gas (sleeping gas) • fresh/dry scents are used for CS gas (tear gas). Effects start as soon as you can smell it and last until 15 seconds after the scent is gone (maximum 15 mins). Gas grenades should of course never be used near open flame. While KO gas knocks out the victim, CS gas irritates eyes and airways. Breathing protection protects from all effects, only the eyes still burn from CS gas. A wet rag covering mouth and nose protects you for 15 seconds. All kinds of gas grenades are part of the game, but you’re not allowed to bring your own. We will place them around the game area as loot or up for grabs at the trading post, or bring them into the game another way. We don’t want too many of them in the game because they are cheap and easy to produce, but have a huge impact in the game. So we either bring them into the game ourselves or allow a few by personal agreement (e.g. in background groups). Tear gas sprays To simulate tear gas sprays, cans or nebulizers filled with boiled (not hot!) water are used. The device should not produce a stream of water to avoid confusing it with acid throwers. The water can be sprayed into the face of the victim, who then has to play out the effects for 15 minutes or until face and eyes are washed out with clean water. Sonic grenades These grenades can be found as “alarm grenades” on the internet. They don’t have any other effect besides loud noise, but can be used as alarm traps or as decoys. Homemade versions should give off a permanent, steady, high frequency sound and have a switch to turn the signal on/off. The maximum sound level for sonic grenades is 110 dB to avoid OT ear damage. If it hurts your ears, it’s too loud, for the factory version it would be level 1. 73 of 90 F.A.T.E. Rulebook 2.0 Alpha Version © May 2014 To damp down the sound level you can put a bunch of tape around it and then punch holes into the tape with a needle until you find it loud enough. Remember to keep the safety pin within reach so it’s possible to disarm the thing, and always remember to put foam around a grenade if you plan on throwing it, so people can’t get hurt if they’re accidentally hit. Booby traps, frag grenades, softair grenades, mines, and claymores Although the SL might in rare cases use pyrotechnics for effects, Players are not allowed to use pyrotechnical articles. This is due to German law and there will be no exceptions. The only two things that are allowed (although they still have to be checked in) are “table fireworks” and CO2 throwers. Please contact the orga to find out if whatever you’re planning is allowed at the event or not. You can build booby traps by taking the confetti out of table fireworks and refilling it with nerf darts and film dust (both not allergenic and not flammable). The trap itself has to be installed in a way that is safe, so nobody can accidentally trip for real. Small pressure / CO2 throwers can be refilled and used in the same way. Please observe the safety instructions on the product. To be allowed to use self-made booby traps, you need to show them to the orga at check-in. For this, it is a good idea to have one identical example to show how it works. However, even after this “test” we don’t take any responsibility for using them, we just want to know if it is a good simulation of IT explosives. Please always have the safety of your fellow players in mind when using booby traps (not on eye level etc.). Self-made “LARP frag grenades” Can be built similar to booby traps. Please remember to protect them with foam if you’re planning on throwing them. Softair grenades, mines and claymores Are allowed, however, not with the original BB filling but only with nerf darts or nerf dart tips and/or film dust, and only if the model is legal in Germany. Shields, ballistic covers and protection blankets A ballistic protection blanket has to be thick (at least 3cm) and weigh around 2kg per square meter OT. If you put this kind of blanket around a person in the game, it is treated like armor. Since you can’t really tell where the hit took place, any hit counts as an armored hit to the torso (contusions, fractures, lacerations etc.) A ballistic shield which is supposed to stop IT bullets, has to fit the setting optically, and be safe for LARPing. It also has to weigh around 10kg per square meter. Lead, wood or sand weights are good choices for building. This kind of weight is still manageable but can’t be moved around quickly so the advantage of having some portable cover is balanced and usage becomes more realistic. IT fighting shields which are lighter OT (IT: wood, sheeting, car tires or bone) are pierced by bullets and cause one armored hit (lots of little cuts and bruises that aren’t 74 of 90 F.A.T.E. Rulebook 2.0 Alpha Version © May 2014 deadly but cause pain and have to be treated by a medic). IT the bullet is slowed down, but parts of the shield splinters because it’s not bulletproof. It does protect from melee attacks though. After heavy usage, shields, like armor, have to be repaired which costs time and money 17. The IT Mail System and IT Bank F.A.T.E. has a functioning IT mail system and an IT bank. There’s different ways to use the mail system. Even though the orga sometimes sends IT letters and packages for characters, the mail system is mostly a player-to-player institution and should be used frequently by everyone. It makes for great atmosphere and gets characters even more involved in the game world. 17.1 Messenger Service Your character can send mail to another participant IT, be it for information, friendship, business related or for safe delivery. Example: You go to the post office, write a letter or pack a parcel for another character, and mail it. This parcel can be prepared before the game. Additionally, you can send mail to another character that IT comes from a person in their backstory that is not played at the event. This is just for the recipient to enjoy or to play with his or her backstory. Example: A letter from their sister, a parcel from their mum for christmas 9 years ago with old cookies and a knitted hat, some informative tips from their old teacher, a hate letter from an old enemy, an old receipt over a Swedish penis pump, whatever you can think of to send. You can contact the Messengers IT to hire them for mail services, transports, sung telegrams or whatever. While Messengers usually transport “normal” mail within the town for free - they in turn get free board and lodging - prices can vary for special 75 of 90 F.A.T.E. Rulebook 2.0 Alpha Version © May 2014 deliveries depending on distance, expenses, speed and risk. Messengers always have the right to refuse a request for various reasons, but they rarely do. Example: You talk to a Messenger and hire him/her to deliver 80 liters of water to the trading post, or you call them over the phone/radio (if there is one) from the middle of a battlefield to deliver ammo to your post, or you just need a plate of noodles and a beer and can’t wait until you get back to base. This will cost you some IT money, but it usually gets delivered. Since you probably won’t find too much time to write letters and pack parcels at the event that are not necessary for the game, it’s always a good idea to prepare some before the game and take them to the post office before time-in. There’s also a “secret santa” game going on in the forum most years, where you’re allotted a partner and have to send them something, and somebody else will send you a package in turn. 17.2 Messenger Bank Most larger settlements and towns have their own messenger bank. This bank (like the name says) is operated by the messengers. Post offices including a bank usually have extra security measures like safes and alarms in place. A bank hold-up is possible, of course, but also probably a bad idea, because messengers actually do shoot back and it is likely that you will lose your character this way. Most towns that are big enough to have a bank also have a sheriff and deputies or a town militia. This is not meant to discourage bank robberies altogether, but it has to be risky enough so people still bring their money to the bank. On the other hand, the bank is not supposed to be 100% safe, otherwise everybody could just take all their money to the bank for safekeeping. Everybody has to consider for themselves how much of their money they want to take to the bank, where it is not 100% safe, but still safer than in your own pockets (where you can get rid of it pretty fast). What you can do at the bank IT: • Open an account: Opening an account usually costs between 30 and 50 chids, and you get an account number, an account book and a password so you can place deposits and take out money from your account. • Place a deposit: Once you have an account at the bank, you can pay IT money into it, which is documented in your account book. 10% of any deposit go to the bank for security fees. • Direct outpayment: With your account book and password, you can get money from your account. There’s no fee for this. • Proximity outpayment: You hire a messenger (over phone or radio) to take money from your account (verified by your password) to a specified place within 76 of 90 F.A.T.E. Rulebook 2.0 Alpha Version © May 2014 the game area. The messenger then takes the money from your account and brings it to you, where he’ll need password and to see the account book. This service costs 30% of the transported sum, because the messenger will probably need to hire some mercenaries for protection. • Long-distance outpayment: This kind of payment is possible, but very expensive since it requires a messenger to travel the long and dangerous way to another bank. Terms and conditions are negotiated with the messenger. This service is sometimes used to transfer IT money from one event to the next when you can’t be there in person or don’t want to carry so much money with your character. • Deposit valuables: Like IT money, you can take other valuables to the bank, too. The item is marked with the account number and kept until somebody with the password comes to claim it or the agreed storage time is up. Prices and conditions vary (depending on the size and weight and the size of the bank’s storage room) and is negotiated with the messengers at the bank. Like money, valuables can be taken out via direct, proximity or long-distance outpayment. • Open a safety account: You can open a safety account, to which only you have access IT (account book can not be looted). There’s a “security fee” of 50% on deposits. OT, this is the starting money for your next character. IT it’s some kind of retirement provision, so it is an investment into the future IT and OT. Important: Whoever has the account book and the password, can take out anything and everything on that account (except for the safety bank account), so you should keep the book somewhere safe and not let anyone know the password. 18 IT and OT Radio CB and PMR radio can be used in the game. Most channels can be used freely. IT, PMR represents short-distance communication (fraction or group radio). PMR radio devices have to be modded optically to fit the setting. You need a “radio backpack” with antenna and a long cable-bound “microphone”. This microphone is the modded PMR radio itself. CB radio is IT long-distance radio, which is rarely usable in the postapocalypse, and has to be modded even more extensively, with antennae and base stations. All channels (PMR and CB) can be used freely IT, except Channel 6, 7 and 8 (orga radio). Channels 7 and 8 are for the orga only, they are OT and participants are not allowed to listen or send on them. Channel 6 is reserved for OT emergency calls to the SL and the paramedics. 77 of 90 F.A.T.E. Rulebook 2.0 Alpha Version © May 2014 Radio Broadcast There sometimes will be small local radio stations throughout the new world, which are usually operated by the Web. OT this will be simulated by an amateur broadcasting station, so anyone with multiband radio can pick up the signal. For the game, it is even more atmospheric to built a retrocalyptic radio into an old portable receiver, maybe put some extra speakers in for more power. This way, listening to retrocalyptic radio is even more fun and adds to the atmosphere in general. 19. Crafting and Repairing Crafting and repairing of items is “You can do what you can do”. If you want to craft something, you have to actually craft it. If something is broken and you want to repair it, you need to actually repair it to make it work again. It will probably be easier to knit some socks or gloves than to construct a bicycle, but with the needed raw materials, spare parts, tools and, most important, the necessary know-how, even that should be doable. To construct a new radio from scratch without any circuit boards or electronic units will probably be impossible, though. Another way to craft things is “fake crafting”. This is used when you want to craft items that can not actually be used at a LARP (weapons, ammo, medicine, drugs etc.). If you want to craft one of those things, the materials (except for those that are illegal or dangerous) and tools you would need in reality need to be there, and the crafting process has to be as close to the real process as possible. In medicine production for example it doesn’t matter if the process is natural or scientific, but the final product (which of course will not actually be used) needs to have at least some rudimentary similarities to the medicine it is supposed to be. For example, if you want to produce an antidote, the substance you are crafting needs to have at least some detoxicating attributes. After the crafting is done, you can switch your crafted substance for the antidote used IT (something without actual effects, like water with food coloring or powdered sugar if it’s a powder). Of course you should not really produce something in the crafting process which is poisonous, dangerous or illegal. So crafting of items isn’t possible without the actual know how, the necessary materials and tools, so usually very few items are built from scratch. Mostly you’ll use, reuse or repair things that are already there. 78 of 90 F.A.T.E. Rulebook 2.0 Alpha Version © May 2014 20. General Game and Survival Tips Postapocalyptic larp is new for lots of participants, and sometimes previous larping experiences are more hindrance than help. Here’s some hints and tips to help you get into this new kind of larp. 20.1 The Golden Five If you want to survive at F.A.T.E., there's some basic Rules that will make it easier: 1. “People offer Potential” Make friends and acquaintances, but always keep in mind that your primary goal is your own survival. 2. “Danger Seeking will kill you” Don't put yourself in dangerous situations – except when it can't be avoided, it's absolutely necessary, or totally worth it. 3. “Conserve Resources” Hunger, Injury, Disease and low ammo jeopardize your survival. Try to avoid situations that use up resources like ammunition, drugs, or bandages. 4. “You can't afford Laziness” Motivate yourself to get active, and always put some effort into improving your overall situation 5. “Survivors are Adapters” Use every situation to your advantage. If you can't change your position, try to benefit from it. Improvise and adjust your actions to current requirements. These rules should give you a good fighting chance. There are no easy solution for all your problems, and your survival will never be absolutely certain. But if it was, it wouldn't be „Survival LARP” or a postapocalyptic con. 20.2 General Tips Answers to FAQs and general info to help you prepare for the event. Too much equipment Generally speaking, if you have too much stuff, it’s easier to lose it. So try to make any technology or valuable gear look as old, used and dirty as possible. This way it fits the setting better, it looks less valuable and lets you appear less as a rich target. Example: A military style high tech touch display digital radio backpack with security earplugs and voice box is not as retrocalyptic as an old, repaired hand radio with glued-together antenna made out of scrap, huge batteries and lots of (OT useless) platines, cables, LEDs, transistors etc. 79 of 90 F.A.T.E. Rulebook 2.0 Alpha Version © May 2014 Same goes for weapons and everything else. If someone doubts that he’ll even be able to use your radio without breaking it, he is less likely to steal it or kill you for it. So the more trashy and retrocalyptic you look, the safer you are from robbers. Vehicles as status symbols If you own a vehicle, you find friends easily, because vehicles are absolute status symbols. They are useful for protection, transportation and transport. They also need money for fuel and upkeep, and have to be built OT in the first place, but we still encourage you to realize such a project because it enriches the game world like few other things. Of course we don’t just want as many vehicles as possible, they also have to look awesome. Alone at F.A.T.E. It's possible to die right at the beginning of the game, so always have your secondary character ready to start over with a different outfit (it's ok to reuse most of your clothing and gear, just make sure the distinguishing attributes of your characters differ). It's useful to be part of a group. But often it's the loners that have had (and survived) the most intense game situations so far. If you're careful and try not to get into trouble, your chances of surviving alone are actually pretty good. It all depends on how you want to play your character, so consider your options beforehand. It might be a good idea to rely on the safety of a group of „friends“, but it can also work out for you to try and make it on your own. Often, groups only develop during the game. So if you're alone for some reason, just play with people and see where it takes you. Plot, Missions and Quests At F.A.T.E., it is important to keep an eye on your finances and always have enough means to be able to afford surviving in the wasteland. Don't wait for plot to happen and quests to get handed to you, search for it. Ask for jobs or assignments at the trading post, at the bar and at groups or officials in the area. Don't insist on jobs that go with your character's profession, stay flexible. If you can't finish an assignment, enlist others to help or pass it on to someone else for a small profit. Bargain and talk to other characters, and keep an eye on group and business dynamics. Don't think too much about taking on work to improve your situation, use it. Even little jobs might add to your chances of survival, and give you a chance to socialize and prove yourself useful (to maybe get a bigger job later). “Important“ jobs are usually more dangerous, so you have to decide if it's even possible for your character, or if it's worth the risk. If you can’t find a job, think of another way to make money. Be creative and attentive to recognize and use your chances. On the other hand, everything you do will have consequences, good or bad. 80 of 90 F.A.T.E. Rulebook 2.0 Alpha Version © May 2014 Something might be profitable, but not a good idea because it will make you lots of enemies. So weigh the consequences an action will have, then decide to do it, or not. Don't get lazy and rely on your weapons or other survivors. If you can't 21. Medicine and Medics The following rules concerning medical play apply to all participants. They are supposed to set a common base for everybody to keep the game fair, not limit your playing opportunities. If a different reaction or treatment suits the situation better than what’s written down here, go for it - realistic and dynamic play are always more important. 21.1 General Simulation of Wounds IT Medics should always use fake blood when treating a wound, and be prepared to cut away clothing (not armor or other equipment) to get to the IT wound. If anybody doesn't want fake blood used for any reason or doesn’t want to have cuts in their costume, they have to tell the respective Medic explicitly OT. It's a good idea to store your supply of fake blood in your OT Bag, and always carry a small amount of it with you (e.g. in an empty cosmetics tube which can be opened one-handed). For projectiles (that you remove from a wound IT) you can use little tin balls or roundheaded screw-nuts. Creativity and dedication are very important for simulating medical treatment. 81 of 90 F.A.T.E. Rulebook 2.0 Alpha Version © May 2014 21.2 First Aid and “Life-Support Measures” Anyone who can fit it into their backgrounds (which in today's world is pretty much everybody), can treat wounds with First Aid. This means you can slow a bleeding temporarily with bandages or rags or by pressing on the wound until „real“ help arrives. This doubles the time a victim has until falling unconscious and dying, but doesn't fully stop the bleeding. When a character dies (by bleeding to death or a “final hit”), bystanding characters have 15 seconds to start Life-Support Measures (CPR etc. - please only simulate this). This buys another 15 minutes for help (medical personnel with the right equipment) to arrive and reanimate the patient (which might or might not be successful). Without medical assistance, the character will die after 15 minutes of CPR. 21.3 Medical Treatment To successfully stop a bleeding IT, medical treatment is necessary. This means you need to use the necessary dressing material (compresses, bandages, squeezers, sewing thread, disinfectant etc.) and have at least some medical know-how (e.g. be an IT Medic or doctor). This first medical treatment takes at least 5 minutes per wound. There will probably be quite some characters who can treat a wound this way, but it has to fit your character's background, since this is not something you learn in a firstaid class for your driver's license any more. It is not possible to treat a wound through armor, clothing/armor has to be removed or cut off to treat a wound. Every Medic (no matter if he's a paramedic, shaman, surgeon or whatever) can also treat injuries correctly so they heal right, avoid infection and repair the basic functions of a body. Every wound has to be treated separately. - Treating a minor or medium injury or bruise takes 3-5 minutes, depending on the wound and your education. - Treating a wound or major injury takes 5-10 minutes, depending on the wound and your education. - Re-attaching a small amputated limb, like a finger or a hand, takes 15-30 minutes. - Re-attaching a severed arm, leg or organ takes 30-60 minutes. If the body part is older than one hour, it can’t be reattached. If it is cooled with ice it can be used up to 6 hours after it was cut off. - If the organ or body part is not the patient’s but belongs to another “donor”, the time it takes to transplant it is doubled. Simple or small surgeries take 30-60 minutes, large or complicated ones take 1-2 hours of surgery. After the treatment, the patient has to rest for some time, or at least favor the treated body part, otherwise the wound will break open again and the treatment has to start over. The resting time is 3 times the time it took to treat the wound. If only the 82 of 90 F.A.T.E. Rulebook 2.0 Alpha Version © May 2014 bleeding is stopped but the wound is not treated correctly, it heals much more slowly and can not be used for the rest of the event. Even wounds that are treated correctly will only be fully healed at the next event, so bandages have to stay on and have to be checked and replaced regularly (every 24 hours). 21.4 Medics - the Guardians of Injury Simulation We expect every Player to follow the rules of the game and act out IT injuries correctly, even after they are treated. But the IT Medics really are responsible for making this part of the game realistic and realistic-looking. They can remove sloppy bandages from Players and explain to them IT that this wouldn't have stopped the bleeding and they would have bled to death within the next X minutes without them. They can ask how an injury came about and explain what kind of injuries could be the consequences, thus find out, or define, the nature of an injury. They have to follow the guidelines described in this chapter without skipping steps, and if they do, not just let the treatment work but encounter complications and start over. Of course there's always room for compromises for the sake of the dynamic of the game, but wounds and injuries should be serious threats, not something that is fixed by magic within seconds. It is important to explain the resting periods to patients IT, and see that they follow your instructions, or otherwise find that wounds have reopened and have to be treated again. Don't tolerate people ignoring their injuries, but keep reminding them that they are wounded and should not be up and about. If possible, make them come back to you for a check-up. Bandages should be worn at least for the rest of the day, and should be changed every 24 hours. This helps to ensure a more realistic game OT, and to avoid infection and assist healing IT. An additional effect is to make yourself (and other Medics) more important. Players will make a point of protecting Medics because they still need them to look after their wounds. Please help us provide for realistic injury simulation and don't let laziness be an excuse for bad roleplay. 21.5 Two Ways to Medicine Depending on your character’s background, you either choose the natural or scientific way. The rules for both ways are the same, but the needed equipment and the roleplay is very different. The scientific way is the one we know from our modern Western medicine. A doctor analyses the problem and performs surgery if necessary. For this you need equipment like a scalpel (boffer weapon), dressing materials, disinfectant, infusions, lots of fake blood and other stuff. The natural way is the way of primitive peoples and not only heals wounds of the body but also of the mind or spirit. The wound is dressed too, of course, but the spiritual part is more important. For this you need equipment like a knife (boffer weapon), dressing materials, herbs and plants for disinfecting, scented candles or smoke, fake blood, talismans,... just invent a way of healing with props that fit your character. 83 of 90 F.A.T.E. Rulebook 2.0 Alpha Version © May 2014 21.6 Reanimation In certain situations, it is possible to reanimate a patient with the help of necessary equipment and know-how. For reanimation, you need a fake defibrillator which at least makes a high-pitched noise. Practitioners of the natural way instead use a totem that weighs at least 2kg and is put on the patient’s chest, or something similar. Reanimation has to occur within 15 seconds after a character’s death, or within 15 minutes of continuing life-support measures like CPR. To find out if reanimation is successful, you toss a coin OT for every try. Heads means success, tails means failure. If you drop the coin or get three tails, it's a „fumble“ and the patient is dead right away. If you succeed, the patient falls into a coma for 15 minutes, and is „weakened“ 15 minutes after that. A patient can be reanimated up to 3 times a day, after that his body is just too weak for reanimation to be successful. After reanimating a patient, his wounds have to be treated normally to keep him from bleeding to death again. Reanimation Steps: 1. Remove armor and heavy clothing (nothing thicker than a t-shirt) 2. Check for vital functions (breathing, pulse, pupils) 3. Katecholamine injection (e.g. adrenaline) 4. Defibrillator, first try (charge for 3 seconds... hands off.... shock) 5. Check for vital functions (throw a coin. Heads – continue with 6. Tails – back to 3.) 6. At least a light infusion to stabilize the patient 7. Stop the bleeding, clean and treat wounds, including scorched skin from defibrillator and broken ribs from CPR. If you skip a step (e.g. no adrenaline left, no infusion, you forget one...), reanimation fails and the patient dies. The same if the bleeding isn't stopped for all wounds. Only successful reanimation including all steps, and necessary treatment afterward will ensure the survival of the patient. 84 of 90 F.A.T.E. Rulebook 2.0 Alpha Version © May 2014 22. Medicine and Drugs Meds and Drugs at FATE are simulated with lookalike edible or drinkable foodstuffs without OT effect. We divide medicine into categories (spheres of action) which are marked with different colors (tape or paint on the packaging, together with the abbreviation). It doesn’t matter which drug it’s supposed to be exactly. Example: A light painkiller is marked white with the letters “SM” and always has the same effect, no matter if it’s supposed to be Novalgin, Paracetamol, Aspirin or another drug from that category. Additionally, every drug has a “form” which describes the dosage form of the drug (pill, injection, infusion etc.). Many medicines have side effects. The side effects described here are for one dose, sometimes we’ve also added overdose effects. One dose of a medicine is on pill, 5ml liquid injection or 250ml infusion. Because of their IT value, medicines are only brought into the game by the game masters and are only valid within their original packaging. If the seal of the packaging is broken, the medicine inside counts as used and can’t be refilled or resold. IT medics can craft their second grade medicines using the following instructions and bring them to the event, or buy them IT during the event. First grade medicines will only be brought into the game by the orga. They can’t be crafted, counterfeited or diluted (RAD-eX, Pure-Life, Rad-Away, Plain Fare, Regenerate, Samariter, Jump Start, Poli-Regenerate, Katecholamine, K-Null shot and Needle belong to that category). 85 of 90 F.A.T.E. Rulebook 2.0 Alpha Version © May 2014 Second grade medicines have to follow strict rules concerning design and realization, products that don’t follow these rules automatically count as no grade medicines. Listed in the IT medicine list are name (or category), form (pill, injection, infusion), effect, dosage, side effects, overdose, color code and short letters. All these facts have to be included in the design of your packaging and be clearly visible. One package can include up to 10 units. The product itself has to be a color similar to the color code, just like the self-made product logo. Additionally, there’s only 4 forms of packaging for self-made second grade medicines: • Pills in a cardboard package have to be “blistered” and can only include up to 10 pills (so basically you can only use placebo pills for that). • Pills in a tin can or glass bottle can only include up to 10 pills. • Injections have to be applied in glass or nylon syringes (no pointy needles please!), and there can only be up to 5 bottles (with 10ml, so 2 units) in one package. The packaging is a tin or wooden box. • Infusions have to be 250ml infusion bags with liquid inside, so they are always one unit. All self-made second grade medicines have to be kept in retrocalyptic design. The picture shows some examples for this. 22.1 Medicine Categories There’s a list of medicines and their spheres of action in the document “F.A.T.E. medicine list”. This list is based on real medicines and their spheres of action, but of course can’t be used to treat OT sickness or injury. To avoid OT allergic reactions, please don’t eat or drink IT medicine but dispose of the contents after opening the packaging and taking the medicine IT. 86 of 90 F.A.T.E. Rulebook 2.0 Alpha Version © May 2014 23. The Economy and Currency System F.A.T.E. has a functioning IT economy and currency system. This is an elemental part of the game and is monitored and regulated by the orga. Every character needs IT resources to survive an event. This way, there is realistic and exciting play for and around all important and soughtafter resources within the F.A.T.E. universe. 23.1 Paper Money, Trade Currency and Trading Goods Besides the usual trade currencies like cigarettes, ammunition, batteries, alcohol, lighters, fuel, canned food, medicine and clean water, and other goods of any kind, there’s 3 different paper currencies. The Trade Guild’s Chids, the Army of Steel’s Steel Dollars, and Cross Trading Papers (called Crosses) by the Brotherhood of the Cross. IT money (except bottle caps) are only printed and brought into the game by the orga. Copying or counterfeiting IT money is not tolerated and if you are caught doing it, you will be expelled from the event. 87 of 90 F.A.T.E. Rulebook 2.0 Alpha Version © May 2014 Caps are the only IT money that can be crafted and brought into the game by participants. Trade currency (cigarettes, alcohol, batteries etc.) and trade goods (equipment, weapons, clothing, food and whatever) are also accepted by traders, but only up to a certain number. Ammunition is sold by most trading posts, but not bought, because the trader can’t be sure of the quality and functionality of the bullets. Medicines are only bought in IT unopened packaging. The value of trade goods depends on demand and supply, so if there’s too much of something, traders will stop buying it because they don’t know if they’ll be able to sell it later. Example: After the 20th pair of boots, a trader will not want to buy any more of them, or otherwise offer much less for them than before, because he knows he’ll probably not sell 20 all of them anytime soon. Still, trade goods are a good way of paying or making money, because it can also go the other way. Suddenly, some rare items might become very expensive and the only way to get them is trading with other rare items. The effective value of IT money varies, and many wastelanders rather trade for something useful than just paper money. Some groups that are removed from civilization will not accept paper money or caps at all, because they wouldn’t know what to do with it. So it’s always good to have a mix of IT money, trade currency and trade goods to stay flexible and adapt to the situation and changes in exchange rates. It’s important at F.A.T.E. to differentiate between trade goods and your own equipment. Trade goods can be traded for IT money and thus becomes the property of your trading partner. Trade goods is everything you want to give away OT, no matter if you sell it at the trading post or trade it in for something else with another participant. Anything from old equipment to food or sweets to jewelry or trash can be trade goods. For large amounts of trade goods you can take a spot at the midday market (usually 12 to 2 p.m. around the trading post). At the midday market, adventurers, scavengers and anyone else can buy and sell their wares without paying fees to the Trade Guild. It’s not only fun to shop and play with other traders, it’s also a great way to find new stuff for your costume or equipment without spending OT money. There are even characters whose character concept is based on making IT money by trading, making deals and investing, because money means power, influence and even safety (if invested in bodyguards, mercenaries, bribes or equipment). Generally speaking, you probably won’t get far in the new world without some IT money or some decent trade goods, because nothing is free. A “safe” place to sleep, water or anything else, everything has a price in the new world. 88 of 90 F.A.T.E. Rulebook 2.0 Alpha Version © May 2014 Private coupons or vouchers are trade goods because they don’t have a set value, and there’s no organization behind it to back it up. A trader can give out vouchers or coupons, it’s his business, and if he doesn’t cash them in, his customers will not be amused. However, new currencies can damage the IT economy system, so please don’t call your vouchers “X-Dollars”, “X-Euros” or anything that sounds like money, so it is clear that it is not IT money, but your personal coupon. 23.2 Traders and OT sales Almost all wares and services at F.A.T.E. events are OT free and are paid for only with IT money. If you want to sell goods, food and drink, or services for OT money (Euros), you have to have it authorized by the orga. During the game, both prices (IT and OT) have to be put on the product or a price list on an orange colored price tag, so customers can see directly that this item or service will cost OT money. Again, not red or yellow, and not the writing, but an ORANGE COLORED price tag with both prices on it. Such OT sales have to be registered with us at least 2 weeks before the event and can be a maximum of 10% of everything you have to sell. This is for legal reasons and to keep OT trade to a minimum. IT trade with IT money or trade goods always takes priority at our events. 89 of 90 F.A.T.E. Rulebook 2.0 Alpha Version © May 2014 Questions and suggestions only via e-mail at [email protected] May 2014 / all rights with the author. Thanks to all community members for suggestions, discussions and realization of my idea of a F.A.T.E. universe. Thanks to Bella for the early honest help, thanks to Nico for the Chance to start this thing, and thanks to Tammy for your ongoing support. Thanks also to Malte Belz who planned the original version of a post apocalyptic larp in 2001, which inspired me to produce my own post apocalyptic rulebook and larp campaign, which in turn led to the F.A.T.E. universe we have today. And last but not least, thanks to the whole Lost Ideas Team, who voluntarily, in their free time, help to make our events possible. Thanks to all of you, Paul Mikoteit and your Lost Ideas Orga 90 of 90