“Kutt” & “Brems”
Used on close to all Norwegian larps, these two words are signals meant to ensure the safety and comfort of all our players.

    • Kutt” is used when a situation has gone too far and you feel it necessary to break out of the game. Examples include when a real injury makes a situation physically unbearable, or when you feel a mentally tough situation goes out of hand. If you for some reason are unable to continue play you say “Kutt” out loud (NOT in English). All who hear it are to snap out of character immediately and stop play until the situation is under control and you're ready to move on. This rule is not to be used lightly, and nobody has any right to know why you needed to cut the game.
    • Brems” is for those tense situations where you feel comfortable with the play as it is, but really don't want it to escalate any further. Its purpose is to avoid cutting the game abruptly (like “kutt” does).

Roleplaying & Violence
We've found it necessary to include some game statistics in OUT, and they are there to help you roleplay your character, not hinder you. Since both these statistics can have great impact on all your experiences at the larp, it's important that you realize how much trust we're giving you here. It's obvious that our systems for both fighting - and particularly shooting people - are open to abuse and cheating.

Now, we're of course willing to give you some leeway when it comes to hits and misses, but please keep in mind that when you're being shot at, you're responsible for both your own larp and everybody else's. Of course you don't want to die. Maybe you don't even want a trip to the doc's for your character, but that other guy's larp is going to be pretty ruined if he never hits anything. On the other hand, it's equally important that you don't do more than your character is capable of. Most miners don't go into a duel or firefight without making fools of themselves...

We've got two game statistics to cover violent situations: Your character's gun skill and fighting skill. Gun skill describes how fast and accurate he or she is with a firearm, and fighting skill how good he or she is at brawls and fistfights.

Fighting skill ranges from 0 to 10+, where 0 is a crippled person and 6-7 is a seasoned and dangerous fighter. Very few characters have a fighting skill above 7.

When two or more people end up in a fight, they as discreetly as possible tell the other party their fighting skill and then roleplay the fight using those stats as a guideline. The person with the highest score wins, and the difference says a bit about how the fight should play out. If two guys with respective fighting skills of 7 and 2 go at it, it probably won't last very long before Mr 7 wipes the floor with his opponent, unless he wants to play a little with him. If two or more people decide to join forces, they add their scores together. For example, if Mr 2 got his friends 3 and 4 to help him out, Mr 7 won't be the one standing when the dust settles.

Gun skill ranges from 0 to 3, where 0 is an untrained person who doesn't necessarily even know how to load a gun and most likely couldn't hit a barn from the inside, and 3 is on par with legends like Doc Holliday and Billy the Kid.

There's two things to bear in mind when considering your character's skill with a gun: Accuracy and speed. When it comes to accuracy, we break it down like this:

  • At gun skill 3 you can hit a guy square in the head at ten paces, place a bullet in any other body part at 25 paces, and at least be sure of hitting something at 50 paces. Doesn't matter if you're Clint Eastwood. Weapons of the era just aren't accurate enough for greater distances …
  • At gun skill 2 you can't make any headshots, but can place a bullet in a different body part at five paces, and some random part of your target at 25 paces.
  • At gun skill 1 you're not able to make any called shots unless you're at point blank range and the barrel of the gun almost touches your target. You can hit a random part of a human target at ten paces.
  • At gun skill 0 you're not able to hit anything beyond 2-3 paces, and are unintentionally dangerous to be around.
  • These ranges are for revolvers. Rifles in general double the ranges.

Duels - formal or not - occur. Sometimes when two persons face off with the intention of putting each other in an early grave, who is the fastest draw matters. Here are the the rules of the Duel...

When duelling, the opponents face each other and signal their gun skill in the way described below, indicate with a nod or similar that the signal is understood and proceed to stare each other down. The person with the highest gunskill gets to draw first. If the duel is between two equally fast characters, it all comes down to who actually is the fastest draw. So practice counts... The signals are as follows:

  • Gun skill 3: Face your opponent with your arms folded over your chest.
  • Gun skill 2: Face your opponent with both hands on your belt in front of you.
  • Gun skill 1: Face your opponent with both hands held at your sides - in the classic gunfighter's pose.
  • Gun skill 0: As gun skill 1, but under no circumstances are you allowed to draw first.

A few general guidelines: There is no foolproof way of handling gunfights in a larp. This system relies on your roleplaying skills, and is absolutely dependent on you not abusing our and your fellow players' trust.

  • When you want to shoot someone, make sure you've got their attention. There's no way for a person to know if he's being shot at if he doesn't see you aiming at him.If your target is out of your range, you'll miss. In that case you can either make it obvious to your target that the shot will miss (by pointing your gun slightly off-target, for example) or simply don't shoot until you can move closer.
  • If you want to take a called shot for a specific body part, you have to take aim, unless we've specifically told you otherwise. Then you state what body part you're aiming for (in English) and pull the trigger. Some people might be able to pull off stunts like this even in a duel, but they are very few and far between.
  • Some characters have been given a little extra luck, so if your called shot misses it's not necessarily because the other person is a cheat and a bad roleplayer.

Getting shot at

  • If somebody takes a shot at you, assume they have a fair chance of hitting you. If you're not sure if you're the target or not, assume the shot missed, but it's probably a good idea to find some cover…
  • When you get shot and the shooter doesn't specify where he or she aimed, you're free to make it up. No matter where you're hit, it's going to hurt like hell. A melted lump of lead in your body does that to you. But just how hurt are you? You'll have to improvise, but here are a few guidelines: A head shot or two or more shots to the chest is lethal. If you take one shot in the chest you should have someone bring a doctor and a preacher as soon as possible. A shot in an arm or a leg leaves that body part more or less useless, and it certainly won't heal until after the larp. It could be a serious injury and you might die from it.
  • You get to decide where you're hit, but we organizers – through the doc – have final say on how bad it is.

Brawls, guns & Mexican standoffs
Drawing a gun is a sure way to end a fight. At the same time, those tense moments where one sore loser has pulled a gun in a fistfight only to find himself staring down the barrels of several of the onlookers' guns can be a really cool situation to play. So, in the interest of tension:

  • The first shot in this kind of 'Mexican standoff' situation will always miss, unless it's obvious that the shooter is a badass gunslinger or something. Roleplaying - as always - is the key word here... This means that If you see somebody drawing a gun on someone you don't want to see shot, you don't have to blow his head off just to be certain. Drawing your own gun and holding him at gunpoint is enough, because you will have time to shoot before he kills your pal.
  • If said culprit instead turns his attention to you it's a different story, though, and purely up to chance or roleplaying who shoots who. Unless somebody else interferes again, of course.
  • This rule of course doesn't apply in duels, and should be seen more as a guideline than a law written in stone. If you're unarmed and someone you know is a lethal gunslinger is holding a gun on you, you're up shit creek without a paddle.