The ID Envelope
All players are issued an ID envelope when they register to play Freefall. The contents of this small envelope reflect the health status of its bearer. Medics, Doctors, and certain specialized Healer NPCs are the only players allowed to look at or remove the Health Status Cards contained in another player’s ID envelope. Health Status Cards are color-coded to reflect the nature of the effect they represent.
Medical Roles
Field Medic | Doctor | Surgeon |
---|---|---|
May diagnose with a Red Wound Card. May apply a first aid kit to temporarily remove one wound level. | May diagnose with a Red Wound Card. May apply a first aid kit to temporarily remove one wound level. | May diagnose with a Red Wound Card. May apply a first aid kit to temporarily remove one wound level. |
May treat Standard Wound Levels 1 to 3. | May treat Standard Wound Levels 1 to 6. | May treat Standard Wound Levels 1 to 9. |
May treat Blue Wound Levels 1 to 6. | May treat Blue Wound Levels 1 to 9. |
First Aid Kits
First Aid kits contain a small amount of medical gauze (enough to tie around the arm of a wounded player) and a card with the words FIRST AID +1 written on it in green ink. First Aid Kits can be made by any medical professional, and they can be used by that medical professional or sold for in game funds to any other medical professional. First Aid kits cannot stack. Once you have treated someone with a First Aid they may not be treated with another First Aid Kit. You can get further injuries, however they cannot be treated outside of surgery.
Wound Treatment & Surgery
Wounds take time to heal. Since this is a weekend long game, even the most dire wounds can be treated in a reasonable time. The initial treatment must be role played, but after that, players must sit out of game for five minutes per wound level to heal. That time can be spent volunteering for a different position for a bit. Players may choose to be a Reaver, play a cow, or even run one of the carnival games that will be offered for play. All of these diversions are simple and easy to get into even if you have never done them before. The choice should be made after treatment and you will be sent to the appropriate area. All medicines given must be listed along with dosage and time given in the ID Envelope for treatment purposes. If you are overheating and need to hydrate, please let one of the staff members know so we can make sure you aren’t having serious medical issues.
Props & Other Important Things
Medical personnel in this game are required to have and use props. This is not something you can escape as it is a LARP. New players may not be higher than a Field Medic. Doctors are a restricted role and one may only move from Field Medic to Doctor with ST Approval. Trust us, your ability to ham it up when role playing and your use of props will go a long way in being able to move up. Surgeons are even more rare and restricted than Doctors. We ask that you play a Doctor for a few years before moving up. There will never be more than five Surgeons in play at a time. This is the Rim and not the Core. Good medical help should be a bit more difficult to acquire. That being said, those that put forth creativity and make the experience more fun for everyone by getting into their role will likely see a greater chance for rewards and advancement.
The Different Cards & Their Uses
Red Cards | Blue Cards | Green Cards |
Red Cards are Wound Cards. They are used as a diagnostic card by a medical professional in order to start treatment. | Blue Cards are Special Wound Cards. The effects of Radiation, Poisoning, or Non-Combat Wounds. | Green Cards represent the amount of armor that you are wearing and count as additional health levels. |
Once the card has been pulled, place it in the player’s ID holder. | Treat the same as a RED card. Doctors and above may treat and remove these cards. | Armor ranges from +1 to +3. |
Surgeons are the only ones that can remove these cards. | If you are injured apply the Red Card wound levels to armor before character health levels. |
Wound Levels
- 1 & 2 – Light Wound
- No weapons restrictions.
- No movement restrictions and must roleplay the appropriate injured location.
- 3 & 4 – Moderate Wound
- You may only fire a weapon on semi-automatic and must roleplay the appropriate injured location (fractured rib, bad shoulder, sore leg, etc.)
- You may only move unassisted at a normal walk, Faster if assisted.
- 5 &6 – Serious Wound
- You may only shoot a pistol or similar light sidearm.
- You must roleplay the loss of function of the most appropriate limb.
- You must roleplay the inability to stand up on your own, but may crawl unassisted. You may move at a normal walk if assisted.
- You are downed automatically in a Brawl.
- 7 & 8 – Severe Wound
- You may not fire any weapon.
- You must roleplay the inability to move under your own power.
- You are downed automatically in a Brawl.
- 9 – Critical Wound
- You may not fire any weapon.
- You must roleplay complete unconsciousness, with the occasional optional seizure for additional drama.
- 10 – Corpse
- You are dead, dead, dead. Hit the ground and stop twitching. Please remember to breathe, your roleplay doesn’t have to be that good.
- Display your kill rag for at least 5 minutes and then go and check-in with the Event Organizer or Ref.
Standard Medication
PCE – PolyChloricEuthinol | Alprazaline |
Type: Amphetamine | Type: Opiate Painkiller |
Method: Pill | Method: Injection |
Dosage: 2 60mg pills twice daily | Dosage: 10mg per 4 hours |
Effect: Decrease the wound level by one for an hour | Effect: Allows user to roleplay that they are two wound levels lower than they are for an hour. |
Overdose: Increase the wound level by one for an hour | Overdose: Do not use with Dilavtin or Bittamucin, patient will die. |
Dilaftin | Pascaline D |
Type: Tissue Regenerator | Type: Narcotic |
Method: Topical | Method: Injection |
Dosage: draw a thick line over wound | Dosage: 5mg per 4 hours |
Effect: Heals one wound level per minute for three minutes. | Effect: Used in the treatment of Degenerative Bone and Muscle Issues |
Overdose: Causes 4 wound levels if used with Propoxin in the same day. | Overdose: Caution highly addictive |
Morphol | Dexill |
Type: Experimental Healing Compound | Type: Antipsychotic |
Method: Injection | Method: Pill |
Dosage: 10mg per 4 hours | Dosage: 2 40mg pills twice daily |
Effect: This Drug will have a separate packet with it. It is opened with a wound card indicating Morphol and will have either a -2, -1 or +1 on it. That is immediately added/subtracted to the wound total. | Effect: Calming effect in cases where the patient exhibits severe psychotic mania with possible hallucinations |
Overdose: Causes 4 wound levels if used with Hydroxopam in the same day. | Overdose: Tissue damage, respiratory episodes, delusional thinking, increased psychosis |
Restricted Medication – Alliance Use Only
Isoprovalyn | Propoxin |
Type: Immune System Booster | Type: Cardio Strengthener |
Method: Injection | Method: Pill |
Dosage: 30mg per 6 hours | Dosage: 3 40mg pills per 6 hours |
Effect: Eliminates all toxins in 10 seconds | Effect: Heals 2 wound levels in 15 seconds |
Overdose: Vomiting, Difficulty Breathing, Blindness | Overdose: Cardiac Arrest, do not use with Dilaftin |
Hydroxopam | Byphodine |
Type: Tissue Regenerator | Type: Metabolic Suppressor |
Method: Injection | Method: Liquid or Pill |
Dosage: 20mg per 4 hours | Dosage: 2 tbsp or 4 25mg pills per day |
Effect: Shortens recovery time to 2 minutes per wound | Effect: Mimics the effects of death. Reversed by Isoprovalyn. |
Overdose: Increase wound level by 2 for an hour to represent tissue necrosis | Overdose: Severe hallucinations, paranoia, leading to cardiac arrest |