Local Weapons Check Rules

Melee Weapons must be checked for sufficient impact padding, safe core material, cushioning on both ends of the core, and hooking risk.

Throwing Weapons must be checked for a combination of foam softness and eye socket safety.

Ranged Weapons must be checked for dart speed, dart type, and single dart per trigger pull.

Any Ops Guide can perform these checks and issue a weapon tag. Additional safety factors may be considered at Guide discretion.

Weapon Tags

A black weapon tag should be attached to each approved weapon, with the weapon owner or borrower’s player number and the date in MM/YY format written on the white sticker section.

Pickpocketing and Theft

PC v PC Theft

Everywhere

The initiating player of any PC v PC conflict, including theft, must remain in character for at least 2 hours to allow others the chance to respond to the conflict.

Civilized Zone

The area north of the main road, extending east to the Poolhouse

In Civilized areas, the Pickpocket skill and a Guide observing are required to steal any items, including abandoned or lost items. 

Theft targets, including lone physreps, should be clipped with a clothespin and only handled by the Guide, who will retrieve the corresponding item card from the owner of the physrep. Never pick up another player’s physrep during a theft interaction.

Lost item cards that are at risk of becoming litter on the site may be picked up and relocated to an indoor area by any player.

Wasteland Zone

The areas south of the main road and east of the Poolhouse

No Guide is needed for theft. Players are responsible for steering all Wasteland interactions with each other, and handling all PC v PC conflict results.

PC v NPC Theft

No Guide is needed when using a clothespin to steal  from an NPC. However, you must check in with a Guide or the NPC after stealing the item to ensure the theft was legal, as some items carried by players portraying NPCs may not belong to their active character.