PDQ Games
Paintball LARP
Paintball Rules
These are the rules for the STLARPs paintball game. Please take the time to read them and pass copies to players who don't have e-mail. The game will run much smoother if everyone knows how to play. Please wear a watch, (no one wants to listen to you count to 1,200 Mississippi), bring a change of clothes especially socks (possible water pits), and dress warm (we will be in the mountains) with extra layers (to protect you from the pneumatically projected balls of biodegradable gelatin-encapsulated paint). You may also wish to bring something to carry extra paintballs in like tupperware or a sports bottle.
We have been doing Star Trek Larping for several years and are pleased so many others are now joining us. The rules for this game are based on "Star Trek Live Action Role Playing Systems" by PDQ Productions. These are the modified rules for the Paintball LARP.
We have divided the players into 5 different sections; Command, Security (including Marines and Rangers), Sciences, Engineering and Medical. We will provide a badge with your name, ship and section. You will also be able to identify players by colored bands on their arms. Red for Command, yellow for Engineering and Security, and blue for Science and Medical. Each wrap on your arm of the colored material indicates how many hits you can take before dropping (stunned).
Ex: A player with two wraps of blue will be able to take two shots before dropping. A player with one wrap of blue will only be able to take one shot before dropping.
The badges will look like this:
STLARPS
Captain Frank Logan
USS Integrity CO
Com;8 Sci;3 Eng;3 Med;1 Sec;4
Race; Human Hits;2
X
The badge contains the characters Rank and Name (Captain Frank Logan)
The Character assignment and Position (USS Integrity, CO)
The Characters levels in each Section (Com; 8 Sci; 3 Eng;3 Med;1 Sec;4)
The Characters Race (Human)
How many hits the character can take before being stunned (Hits; 2)
The badges will also have an "X" on them. A medic or doctor will be using these marks.
Rules for play:
The paintball field rules will always over-ride game rules and will be posted at the field.
We have some special rules that will simulate Star Trek conditions. These rules must be obeyed at all times or the game will not run properly.
Being Hit By Paintballs (stunned)
- When you are hit once or twice, as allowed by your character, you are stunned.
- Ham it up if you like, yell you are stunned and fall to ground.
- Now be quiet. You have been stunned and unconscious people do not make much noise.
- Put on your bandanna and put in your gun plug.
- Hopefully, people will stop shooting at you.
- Your bandanna stays on and you gun plug in until you are no longer stunned.
- If you are stunned, with your bandanna on and gun plug in but caught in the line of fire you are encouraged to move yourself a safe but reasonable distance from serious bodily injury. Remember, safety first.
- You will be stunned 10 minutes.
- If tagged, you must follow a captor or rescuer to the best of your abilities.
- He is carrying you, therefore he must keep one hand on you at all times and he may NOT fire his paintball gun.
- Do not allow yourself to be man-handled or used as a shield.
- If he announces he is dropping you, he can return fire but you still can not fire.
Recovering From A Hit (stunned)
- You will be stunned for the length of 10 minutes.
- 10 minutes must pass or you must be healed by a doctor or a medic before you can get up again.
- If the 10 minutes pass, and you have not been healed clean off the paint, remove your gun plug, and take off your bandanna. Time heals all wounds.
- If you received no medical attention it will only take one hit to stun you again.
- Now you will need a doctor to heal you or twenty minutes to pass before you can clean yourself off.
- Until healed by a doctor you will continue to take one hit to be stunned and need to wait 20 minutes to recover.
Being Taken Prisoner or Being Rescued While Stunned
- You are tagged.
- Put your bandanna on, gun plug in if you have not already.
- You must follow your captor or rescuer to the best of your abilities.
- The enemy may state he is taking your weapon and you have been bound and gagged.
- Do not give him your paintball gun or allow yourself to be physically bound and gagged
- When someone else rescues you from the enemy he can restore the use of your weapon and untie you.
Taking Enemy Prisoners and Rescuing Stunned Players
- Put your gun plug in
- Tag the player, do not pull him off of his feet
- Keep one hand on him while you are carrying him.
- The player must follow you to the best of his abilities but he can not move on his own.
- You may not fire unless you put him down.
- If you are going to jump a trench or run LET GO OF THE PLAYER but maintain a distance of no more than 5 ft.
- Do not use the player as a shield.
- You may state you are disarming and restraining your prisoner but you may not take his paintball gun or physically bind and gag him.
- The only difference between rescuing a stunned player and taking an enemy prisoner is usually you do not disarm or tie-up your own team.
Medics (healing)
- Only a medical level 3 or above with a Hypo-spray (we will provide the hole puncher) can revive a player from a stun.
- The medic may not return fire while he is administering "first aid".
- He must remove the paint from the stunned player.
- Then use his hole puncher to punch out the "X" on the players badge.
- When this is done they can both resume defending themselves.
- The next time the player has taken his allotted number of hits a medic can not heal him.
- When he is stunned again he must be brought to a doctor and have his badge repaired or wait 20 minutes.
- Until healed by a doctor you will continue to take one hit to be stunned and need to wait 20 minutes to recover.
- MEDICS CAN NOT HEAL THEMSELVES
Doctors (healing)
Doctors can do the same "first aid" as medics plus heal a player using their Medical Kits. The provided kits consist of:
Hypo-spray (hole puncher) Portable Sterilization Field (scissors and ribbon) Surgical Equipment (white stickers, pen, tape and digital watch)
And the instructions for healing players:
- Note the time on your watch.
- Take your patient and lie him on the ground.
- Tie the ribbon in a rectangle around the patient. Use sticks or trees. Your sterilization field is now up.
- Remove the badge from the player and open it.
- Cover the hole in the badge with the sticker provided, mark an "X" on it.
- Replace the repaired badge in the plastic case and tape it closed.
- Check the watch and when 10 minutes are up the patient is back to his original health when starting the game.
- If you come under fire during this time and your patient is hit he must wait an additional 10 minutes.
- Multiple patients are allowed.
- When your supplies are gone or if you lose your supplies you can no longer do this procedure.
- DOCTORS CAN NOT HEAL THEMSELVES
Dilemmas
Aside from combat confrontations, there may be Dilemmas to face. Sometimes these Dilemmas can be solved like a puzzle by the character(s) encountering it. A Dilemma may also be accompanied by a card with a dilemma number, section or sections and a number code on the bottom. If you are in the section and have the correct level you will have a envelope corresponding to the dilemma. Write the code down on the sealed section of the envelope and open it. If you do not have the code do not open the envelope.
Tricorder readings
On trees circling areas of interest there will be papers marked tricorder readings. These papers will contain written information along with an area number and section and code number. The information will give you details about your physical surroundings but not lifeforms currently in the area. If you are in the section and have the correct level you will have a envelope corresponding to the area. Write the code down on the sealed section of the envelope and open it. If you do not have the code do not open the envelope.
You may bring your "Tricorder readings" to someone who does meet the requirements, and let them read the tricorder and decipher the information.
There are bonuses and functions for specific sections:
Security: Security will have 2 wraps of yellow on their arms, and will be able to take 2 hits before being stunned.
Command: Command will wear Red . Many officers in the Command section also have a background in one of the other fields and are able to serve additional functions. For example; Captain Tony Rowley has a medical background and will be able to use a medical kit but wear a red ribbon. Captain Logan has a background in Security so he will wear 2 wraps of red indicating that he can take 2 hits.
Engineering; The Engineers will wear yellow. The Engineering Kits will be provided, but the players will have to figure out how to use them. To help them there will be envelopes marked for engineers of a specific level. This envelope can only be opened and the contents read by an engineer of the appropriate level. There will also be tasks that can only be preformed by the engineer. These task will be posted at locations through-out the playing field.
Sciences; The Scientist will wear blue. The Scientists work the same way as Engineers. There will be envelopes and tasks that can only be opened/performed by the appropriate level scientist.
Medical; The medical personnel (meds) will wear blue. They will be provided with medical and surgical kits. The medics can revive a stunned player immediately by using the hypo-spray. Doctors can use the surgical kits as outlined. There will also be envelopes marked medical and the same rules apply as above.
There will be exceptions based on the race and experience of your character. So it is possible for an engineer, a scientist or a doctor to take two shots before going down.
Props
Tricorders: Everyone is assumed to be carrying a tricorder, these are represented by the envelopes you carry. If you lose your envelope you have lost your tricorder.
Phasers: The paintball guns are the phasers and when they are empty, they are empty. They can be re-filled. If you are in the middle of a fire fight and run out of ammo you have to three options; Run, Surrender or hold them off with a empty gun. If your gun jams or is having firing problems you may call for a “field ref” but you are still in play until called out by the “ref”. The last game people were walking away saying "I am out of ammo, I can't play until I get more". At all times, on the field, you are either in game or on your way off of the field. If you are quitting the game put your bandana on, your gun plug in, raise your gun over your head and walk off of the feild. You are not allowed back in until the next game.
Engineering kits: These will consist of Isolinaer chips and your Engineering envelopes.
Med kits: You must have a medical skill level 3 to use a med kit. The med kit is used to revive stunned players by punching holes in their badges with a hole puncher.
Surgical kits: These will be explained and provided on the field
Shield generators: These devices when activated will generate a deflector shield in a defined area (spray paint on the ground or encircling ribbon). The generators will keep all of the rescue forces and physical objects out, so don't throw your grenades when the shields are up. They are ineffective against phaser fire so you can use your phaser to fire into a shielded area. However the generators themselves can not be damaged, so don't waste ammo. Check the tricorder readings surrounding the area for further details.
Other areas will be explained by the Tricorder readings surrounding them. If you encounter a trap please role play out what you read. Example: if you find a note that says you have opened a container that was holding a Medusian no one is immune and to start shooting at everyone and act like a loon, that is what you should do.
Do not bring any of your own props to the game, they are easily lost or broken on the field.
These are the general rules for the STLARP, if you have any questions please don't hesitate to ask them.
Addendum The Office of ADM Gilhooly
- Paintballs hurt.
- No firing at under 20 ft.
- Don’t run into under 20 ft, no charging.
- Do not fire at people wearing bandanas, they are already stunned so you are wasting your ammo.
- Do not fire at white ponchos, you are wasting your ammo.
- Do not make delibrate head shots and groin shots. Alter your next shot slightly.
- Do not fire at people wearing orange vests, they are refs and its never a good idea to anger a ref.
- At all times, on the field, you are either “in game” or on your way off of the field. If you are quitting the game put your bandana on, your gun plug in, raise your gun over your head and walk off of the feild. You are not allowed back in until the next game.
- If you are “stunned”, with your bandana on and gun plug in but caught in the line of fire you are encouraged to move yourself a safe but reasonable distance from serious bodily injury. Remember, safety first.
- If you are stunned you cannot shout out warnings.
The Horn:
- 1 blast game start/resume
- 2 blasts game pause - all players hold fire and position, no one moves.
- 3 blasts game over - leave field and meet at picnic table.
Players can not call time out if their guns jam or they are out of ammo, only a ref can. A field ref will count you out, fix your gun then count you back into the game. Only a ref can call “time out”. If you are out of ammo you can make your way off of the fieild.
Do not give up your kits and envelopes, If captured only give up props found on the field.
If you check your targets you are less likely to shoot your own team-mates.
There maybe talking and yelling on the field, afterall its a role-playing game.
Disclaimer:
Star Trek ® Star Trek: The Next Generation ® Star Trek: Deep Space Nine ® Star Trek: Voyager ® are registered trademarks of Paramount Pictures registered in the United States Patent and Trademark office. No Infringement intended.
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