Game Rules – Referees

Referees, or refs, can be identified by white hats with their referee ID on them. For this reason, please do not wear white hats as part of your character kit.

The referees guide players through missions, oversee battles, and handle IC and OOC incidents or rules ambiguities. There are also designated crafting referees who oversee research and crafting.

Please bear in mind that referees cannot be seen IC. If you see a referee, ignore them IC. There may be instances where a referee informs you of something your character has discovered or can see/hear, and in these cases please do not react to the referee but instead roleplay a suitable reaction to the information given.

Referees also accompany and manage monster slots. During these, please pay attention to all briefs given to you by the referee, and any further instructions they may give you during an encounter. There are dedicated referees in each regiment who work together to run the regiment: the Commanding Officer (CO), the Executive Officer (XO), and regimental referees. All of these referees are appointed by the Game Team.

Game Rules – IC and OOC Spaces

In Character areas are where the events of the game take place. Most of the game site will be IC. This generally includes all regimental camps, the paths between them, and the entire area surrounding them. Anyone you see in these areas should be treated as IC unless they are clearly not (such as those wearing a white hat, or members of the public). In those situations you should ignore them and, if they are not part of the game, please be courteous.

The sites used by Green Cloaks are large and sometimes shared with other groups. Members of the public may ask questions about what you are doing. Feel free to explain! If you see a player doing this, please treat them as OOC. Anything else that takes place in an IC area during Time In should be seen as IC unless there is a very good reason not to do so. During Time In, OOC chatter should be kept to a minimum and any OOC interactions should take place in an OOC area.

Out of Character areas are any places not being used in the game. These will include the Games Organisation Desk, the nearby area – which will be clearly marked – and OOC camping and toilet facilities. The specific OOC areas will be clearly defined at the start of each event.

Unless otherwise specified, please treat all areas as IC. In OOC areas everything should be taken as OOC, and it is here that OOC situations can be dealt with. Please note that the eating area may be IC or OOC, so unless it has been defined as an IC area, please keep IC interactions to a minimum. If it is not clear, please assume the eating area is OOC. Note that this does not apply to any eating areas in regimental camps, as these are always IC.

Game Rules – In and Out of Character

Throughout the rules, you may see the terms IC and OOC referred to regularly. Something that is ‘IC’ (In Character) indicates an occurrence that takes place inside of the game, such as interactions between characters. Something that is ‘OOC’ (Out of Character) takes place in the real world. Knowledge and resources gained OOC may not be used IC. A variety of items and mechanics are used within the game to indicate a person or area that is Out of Character:

  • Hi-vis jackets may be worn by some staff members, medical personnel, or photographers to indicate that they are not within the game, and are not to be acknowledged aside from for OOC purposes. These jackets are not to be worn unless pre-arranged with the Games Organisation Desk or system organisers.
  • White hats are worn by referees and game organisers when they are OOC. Although they are invisible IC, you may communicate with them if you require assistance or have a rules question. Do not wear a white hat as part of your costume or clothing.
  • Yellow glow sticks are used as OOC markers by the game staff, and are invisible IC. Do not use yellow glow sticks as part of your costume or IC kit.
  • Some tents, items, or areas within the IC camps may have ‘OOC – No Entry’ tags on them. Treat these tents or items as OOC – they must not be used while in play, even if they are in IC areas.
  • Tents in IC areas are to be considered IC – anything kept within them must also be IC, and can be considered valid for the purposes of roleplay and IC theft. If you wish, you may have a small area or bag at the back of the tent, which must be clearly labelled with an ‘OOC – No Entry’ tag, which can be requested from the Games Organisation Desk.
  • If you need to keep your OOC tent in an IC area for medical or access reasons, you may also request one of these tags to protect your OOC belongings, and indicate to players that your tent is not in play.
  • Holding one clenched fist clearly visible in the air indicates to others that you are OOC. This is only to be used in necessary circumstances, such as when monstering, when prompted by a ref, or if your character has died and you are leaving the field of play.

Game Rules – Games Organisation Desk

The Games Organisation Desk is the place where a LARP game is run from. Here, you will sign in upon arriving at events, create your character, and be able to find referees and first aiders. At the Games Organisation Desk, you can also consult a printed rulebook and any other written material you might need for playing the game. You can also obtain resources, currency, and laminated item cards (lammies) that you might use in play.

Weapons

All weapons used at Green Cloaks should fall into one of the categories below, and should be within the specified limitations for a weapon of that type. Please note that all weapons must be checked before play by a qualified referee.

  • Blasters must bear an up-to-date plastic tag that indicates they have been checked and are safe to use. If you require one of these tags, you must go to the Blaster Safety tent to get the blaster checked and tagged.
  • Collapsible-tip weapons must bear a ribbon tag to clearly identify the weapon as a collapsible-tip one, allowing referees to identify them at a glance to verify safe play.
  • Bows and crossbows must be poundage checked (30lb maximum), and have a safety license attached to them. These checks are carried out at the Games Organisation Desk. Those using bows, crossbows and collapsible-tip weapons must also undergo a competence test before using them. Melee weapons must be checked to see that they are undamaged and within the limitations of the rules. If you are found to be knowingly using a weapon that has not been checked or approrpiately tagged, that item may be confiscated.

Bellow are the rules for various Weapons

Class – Vrede Scientist

Vrede Scientists are research experts in both medical and mechanical technology. While not as
strong as Operatives, their vast knowledge gives them the technological edge.

Primary SkillsSecondary Skills
AwarenessFortitude
EngineeringGrit
ExplosivesPistol
MedicaeSelf Sufficient
Regimental Skill

Class Attributes:

Free Starting SkillsEngineering or Medicae
Starting Skill Points3
Maximum Physical Armour TypeNone
  • Minimum Required Physrep: May take the form of any playable race, with the addition of extensive metallic or glowing veins on skin and clothing. May take features from several different races. Vrede can change their appearances overnight, but cannot replicate the appearance of one specific person.
  • Can’t Take it With You: Due to their shapeshifting ability, Scientists cannot wear armour.
  • Fragile: Scientists start with 1 point of Endurance rather than 3.
  • Natural Born Analyst: When performing Engineering or Medicae Hacking or Analysis tasks, the time required is reduced by 1 minute per rank of the relevant skill – for example, at Tier 3 Medicae, Medicae Analysis time would be reduced by three minutes. The time cannot be reduced below the number of people required by the task.
  • Versatile Research: Vrede Scientists can research both Engineering and Medical technologies, and may spend their Engineering and Medical Work Points (EWP and MWP) collectively to research both Engineering and Medical projects, if they have the appropriate skills.
  • Versatile Teacher: Vrede Scientists can teach the crafting of an Engineering or Medical item that they know how to make to those with the relevant crafting skill. Only one character may be taught at a time, and only items that have been fully learned or researched by the Scientist may be taught. Vrede-Tech cannot ordinarily be taught to non-Vrede characters.
  • Vrede-Tech: New Scientists are issued with an array of Vrede-Tech items, which are genetically keyed to the owner, can only be used by them, and will deactivate permanently upon their death. These must be physrepped by the player. These are lammie items and the player should collect their lammies from the Games Organisation Desk on character creation. Without a lammie attached to an appropriate physrep, a player cannot use the ablities of these items. All Scientists are issued with the following:
    • A Vrede-Tech light energy shield, granting 4 armour hits.
    • A Universal Systems Analyser (or “Omnispec” for short). This takes the form of a small portable computer that assists with a variety of both medical and engineering tasks.
  • No Regimental Training: Vrede Scientists do not receive a Regimental Skill on character creation. They may buy it as a secondary skill.

Class – Vrede Operative

Vrede Operatives are skilled fighters and engineers. They use unique technology to complement
their combat skills.

Primary SkillsSecondary Skills
EngineeringGrit
FortitudeMelee Weapons
MarksmanPistol
RifleSelf Sufficient
Regimental Skill

Class Attributes:

Free Starting SkillsEngineering or Rifle
Starting Skill Points3
Maximum Physical Armour TypeNone
  • Minimum Required Physrep: May take the form of any playable race, with the addition of extensive metallic or glowing veins on skin and clothing. May take features from several different races. Vrede can change their appearances overnight, but cannot replicate the appearance of one specific person.
  • Can’t Take it With You: Due to their shapeshifting ability, Operatives cannot wear armour.
  • Natural Born Engineer: When performing Engineering Hacking or Analysis tasks, the time required is reduced by 1 minute per rank of the Operative’s Engineering skill – for example, at Tier 3 Engineering, Engineering Analysis time would be reduced by three minutes. The time cannot be reduced below the number of people required by the task.
  • Team Leader: At higher tiers of Engineering, Operatives may lead groups of people with the Engineering skill in mending and repairing items.
  • Engineering Research: Vrede Operatives may spend their Engineering Work Points (EWP) to research Engineering projects if they have the Engineering skill.
  • Engineering Teacher: Vrede Operatives can teach the crafting of an Engineering item that they know how to make to those with the Engineering skill. Only one character may be taught at a time, and only items that have been fully learned or researched by the Operative may be taught. Vrede-Tech cannot ordinarily be taught to non-Vrede characters.
  • Vrede-Tech: New Operatives are issued with an array of Vrede-Tech items, which are genetically keyed to the owner, can only be used by them, and will deactivate permanently upon their death. These must be physrepped by the player. These are lammie items and the player should collect their lammies from the Games Organisation Desk on character creation. Without a lammie attached to an appropriate physrep, a player cannot use the ablities of these items.
  • All Operatives are issued with the following:
    • A Vrede-Tech light energy shield, granting 4 armour hits.
    • A Universal Systems Analyser (or “Omnispec” for short). This takes the form of a small
    • portable computer that assists with a variety of both medical and engineering tasks.
    • A Vrede-Tech rifle, that can call one of the calls: Through, Stun, Knockdown, or Disarm, once per encounter.
  • No Regimental Training: Vrede Operatives do not receive a Regimental Skill on character creation. They may buy it as a secondary skill.

Class – Tae’go Vanguard

Experts with bows and modern weapons alike, the Tae’go Vanguard are a formidable foe, often
found at the forefront of any attack.

Primary SkillsSecondary Skills
FortitudeAwareness
GritBulging Biceps
Heavy WeaponsMelee weapons
RifleSelf Sufficient
Regimental Skill

Class Attributes

Free Starting SkillsFortitude or Rifle
Starting Skill Points3
Maximum Physical ArmourHeavy
  • Minimum Required Physrep: Vanguard have a dinosaur-like appearance. All exposed skin must be scaled and coloured (either full face paint or prosthetics) and the head must be adorned by a large crest or large horns; tails and frills are optional.
  • Armoured Scales: Vanguards receive 2 extra armour points even without wearing armour. These will stack with physical armour and energy shields and must be repaired the same way as regular armour.
  • Canny: Once per encounter, a Vanguard may use a ‘once per encounter’ call 1 additional time from the Rifle or Heavy Weapons skill, provided they already have access to that skill.
  • Proper Training: Vanguards may move at a slow walking pace whilst using a heavy weapon, and they count as two team members when crewing a super heavy weapon (only applicable if they have the Heavy Weapons skill).
  • War Cry: Twice per day a Vanguard may call “Zone Fear” on an indicated target within a range of 10 metres (30 ft) from the user. This may not be used twice in the same encounter.
  • Reptilian Physiology: Due to the difference in medical methods, Vanguards cannot work in teams with Human Medics.
  • No Regimental Training: Vanguards do not receive a Regimental Skill on character creation. They may buy it as a secondary skill.

Class – Tae’go Outrider

Tae’go Outriders are quick-witted and stealthy, often used as covert operatives by the TSA. They are
adept in healing, and can apply weapons with poison to assist them on missions.

Primary SkillsSecondary Skills
BackstabAwareness
MedicaeFortitude
Self SufficientGrit
StealthRifle
Regimental Skill

Class Atributes:

Free Starting SkillsMedicae or Stealth
Starting skill points3
Maximum Physical Armour TypeMedium
  • Minimum Required Physrep: All exposed skin must be scaled and coloured (either full face paint or prosthetics); tail and frills are optional.
  • Bilious: Twice per day, Outriders may roleplay spitting/regurgitating on a melee weapon or arrow for 5 seconds. After this is done, the next strike from the melee weapon or arrow has the “Paralyse” call. If this is not used within 5 minutes, it is wasted.
  • Fox Step: Outriders may add 5 seconds to the amount of time they may move in Stealth. If they only have Tier 1 Stealth, they may move in stealth for 5 seconds.
  • Medical Research: Outriders may spend their Medical Work Points (MWP) to research Medical projects if they have the Medicae skill.
  • Medispec: New Outriders are issued with a personalised Medical Systems Analyser (or “Medispec” for short). This takes the form of a small portable computer that assists with a variety of medical tasks, and must be physrepped by the player. This is a lammie item and the player should collect their lammie from the Games Organisation Desk on character creation. Without a lammie attached to an appropriate physrep, they cannot use the Analyse ability of the Medicae skill.
  • Ranger: Outriders are able to spend time removing tracks in an area with appropriate roleplay. The amount of time taken is at the discretion of the referee present.
  • Reptilian Physiology: Due to the difference in medical methods, Outriders cannot work in teams with Human Medics.
  • No Regimental Training: Outriders do not receive a Regimental Skill on character creation. They may buy it as a secondary skill.