These are policies that our chapter has decided to put into play for our game. While some of these can be small changes, others may have a drastic effect on your experience. These local policies are designed to make the game space safer and more fun for our players. These policies only apply to Arkansas events.

  • Arkansas gets very hot and humid at all times of the year, especially during the summer. In order to protect our players we have implemented a policy reducing the required coverage for armor. Our local armor coverage requirements are 1.5% coverage per point of armor. This coverage has no cap. Upsurge Armor does not have a coverage requirement.


    5 points of armor ends up being 7.5% coverage.
    10 points of armor ends up being 15% coverage.
    15 points of armor ends up being 23% coverage
    20 points of armor ends up being 30% coverage.
    30 points of armor ends up being 45% coverage
    40 points of armor ends up being 60% coverage.

  • At Arkansas we encourage our new players to get involved in the crazy, scary, and even sometimes deadly plot. In order to facilitate this we allow our Bluebirds (players that have played less than 3 games) have an out should they realize this plot was something they are not interested in.

    Once per event Bluebirds may call “I’m too young to die!” to heal 5 Body, 5 Armor, and 5 Mind, and put the out-of-game symbol above their head and go to Logistics. They will then be “spawned” into the world in a different location per Guide discretion. This ability can be used in Bleed Out or while Stabilized. This ability cannot be countered by “No Escape”.

  • Any character with Basic Education will be able to do research once per event. To do so you must spend 10 Mind and 20 minutes of Active Roleplay looking into the subject you are planning to research.

    Once you have completed your 20 minutes you’ll fill out a research form and turn it into OPs. This form will be divided into 3 sections where you put the same question you are asking and what lore you are specifically using for your question. Once this is turned in OPs will do one of two things. If they can’t answer the question they will tell you to come back in X number of hours for the answer. If they can answer the question they will answer it with the most direct and limited answer possible. At that point you can spend 1 Mind each asking clarifying questions about the answer you were given.
    NOTE: Not clarifying questions about the question you asked, but instead the answer you were given.

    Once this process has been completed we will then ask you if you are keeping this research a secret. If the answer is yes, then we will cut out 1 of the research form sections and give it back to you with your answer and take the other 2 and keep it at OPs. If you say no, then we will cut the research form into 3 sections, give 1 to you, keep 1 at OPs, and put 1 on the town board so that others can see what research has been done and who was the researcher.

    Anyone can use a Faction Favor Token to ask them to do research on your behalf. You can give them what question you want answered and they will utilize their resources to get you an answer back.

    Can you share lores? Absolutely, although I would encourage you to do the research as well, so you get to ask 2 questions and get 2 answers.

    PFA:
    Sages can once per event spend 1 Resolve to ask 1 more research question. They must fill out the form per the normal mechanics to do this.

  • Orange bandana: Signifies non-combat status.

    There are numerous reasons why a player may choose to wear an orange bandana, and it's important for everyone to respect that decision. However, despite being labeled as "non-combat," these players are not exempt from taking damage. Damage is administered in a safer manner without physical contact from a boffer weapon. The initiator of combat must stand approximately 10ft away from their target, point their boffer at them, and call damage in a calm cadence. Environmental effects, areas of effect calls, and “by my voice” calls still impact those wearing an orange headband.

    That being said, our local ruling is that orange bands cannot participate in ANY physical aspect of the combat system. They must attempt to avoid the physical aspect of the combat system. Skills can still be used to help out friends and assist in the fight but cannot directly contribute to the combat portion. The exception to this rule is if non-combat players get trapped in a situation where they have no choice but to participate. At that point, we players and NPC’s must engage in the non-com combat system as described above.

    We’re making this call because combat is inherently physical in the game and if there are active participants in the combat, there is a high chance to be physically struck despite the orange headbands. In this case, safety will triumph over fun.

    Now, what about non-combatants using aberrant abilities to defend themselves or cause damage to a threat? The answer is that non-combat players can use their aberrant/psionic skills using the same point and call system,but must do so to get out of the combat and we still ask them to leave combat as quickly as possible. When I say “leave combat”, run away from the danger.

    For example, if you’re a non-combat player in the bar when raiders hit it, you should duck and weave to escape. That can look like getting out a door and hiding in the woods and watching from a distance or taking shelter under a table in the bar. If you’re on a mod when combat happens, while you do not have to leave the mod, you should seek to get away from the combat as quickly as possible or to avoid hits.

  • Interfere - If you are immune to the effect and interfere it you do not take the negatives of the effect. You still must be a legal target for the negative effect. (You must have a shield to interfere a break shield).

    Gizmo “Extended Warranty “ - can be used on an Augment except for the “Royal Flush” augment.

    Bloody Vestments: May be crafted by a combination of characters in order to meet crafting requirements.

    Florentine: Being under the effect of blinding does not prevent a player from using Florentine weapons.

    Master Pyro - Area of Effect, 30 body.

    Crafting/Production Policy:
    For the sake of simplicity and standardization, we have a local policy on crafting and production that deviates slightly from what is written in the Survivor’s Guide. At Dystopia Rising: Arkansas, you may spend up to two hours doing any one type of production before coming to the Post Office to acquire your cards from that two hour span. You must come directly to the Post Office after that two hours of production, though. However, if you wish to change production types, you must stop one method and get your card(s) before moving on to the next. So, for example, you may spend two hours farming whichever herbs you would like in whichever quantities before you come get your new herb cards. However, if you wish to hunt for one hour, then scavenge for the next, you must finish your hunting by coming to the post office after the first hour. Think of it as a way to represent your character changing their focus and mindset for a different type of task. That being said, if you keep your focus on one job, you may farm, craft, salvage, hunt, or forage whatever you would like in your two hours, with one exception noted below. Gathered cards (foraging or salvaging) do not affect your two-hour time limit, only the listed materials you may get by spending time in the woods with those skills affect it.

    To note, eating a meal or drinking a brew does count for your total accumulated time, so snack wisely.

    The Exception: If something you are making in the first hour is part of something you plan to make in the second hour, you must come get the cards from the first task first. An example of this would be crafting vehicle parts, then coming to get those cards before assembling your new vehicle, or farming herb then coming to get those herb cards before using the grinding mill to make fungal flour.