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NEXUS-6 PLAYER DOCUMENT ENGLISH LANGUAGE RUN 11-13 AUGUST 2017 Version 5

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Page 1: NEXUS-6...2.PRACTICAL INFORMATION DATES The 2017 English language run of NEXUS-6 will take place on 11-13 August. A French language run will take place on 28-30 July. SIGN-UP Each

NEXUS-6 

 

 

PLAYER DOCUMENT 

 

ENGLISH LANGUAGE RUN 

11-13 AUGUST 2017   

Version 5

Page 2: NEXUS-6...2.PRACTICAL INFORMATION DATES The 2017 English language run of NEXUS-6 will take place on 11-13 August. A French language run will take place on 28-30 July. SIGN-UP Each

 

 

 

 

 

 

CONTENT 

 

1. APPROACH & EXPERIENCE 

 

2. PRACTICAL INFORMATION 

 

3. BACKGROUND 

 

4. THE BLOC ARMED FORCES 

 

5. RULES   

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1. APPROACH & EXPERIENCE 

 

NEXUS-6 is a simple larp about paranoia and comradeship in a hopeless,                       

totalitarian war.  

Influences range from the WWII and its totalitarian states to the works of                         

Philip K. Dick, with their reality-bending Replicant theme (later used in                     

Battlestar Galactica). In a nutshell, it’s “Blade Runner” meets “Stalingrad”.  

In terms of atmosphere, we’re aiming for bleak, grim and gritty, not heroic or                           

humorous. 

 

NEXUS-6 is very much in the Nordic larp tradition,                 

stealing ideas from “Monitor Celestra”, “Life Is Cheap”,               

“Robota”, “Last Will” and many others. The approach is                 

narrativist (sometimes called “play to lose”), placing             

emphasis on collaborative story creation rather than             

competition or coherence. This is neither a military               

simulation nor a shooting contest, and there is no plot                   

to solve. 

 

The larp has some transparency: you can read all                 

character sheets before the larp, character development             

is collaborative and there are some written monologues               

during the larp. 

 

The target experience for NEXUS-6 is hardcore-ish: limited food and sleep, no                       

running water or electricity, pressure from the racist/paranoïd/repressive               

totalitarian setting, etc. Basic physical fitness is required, even if this                     

larp is, by no means, a sports challenge. 

 

Participants will spend most of the larp amongst themselves, inside their                     

OUTPOST (shouting at each other, shooting at the enemy), with occasional                     

“missions” outside (such as re-checking the NUCLEAR SILOS or bringing a                     

report to HQ). This places quite a bit of responsibility on players to                         

pro-actively carry the larp and its themes. 

 

No previous experience is required: larp- and airsoft-beginners are totally                   

welcome.  

 

 

   

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2. PRACTICAL INFORMATION 

 

DATES 

 

The 2017 English language run of NEXUS-6 will take place on 11-13 August. 

A French language run will take place on 28-30 July. 

 

 

SIGN-UP 

 

Each run will have 24 player slots in total. A link to the sign-up form will be                                 

posted on http://experiencejdr.free.fr on March 1st 2017.  

If too many people sign up for a given run, a lottery will                         

determine who participates (you may sign up for both                 

runs but will not get two spots). The objective of having                     

balanced sex- and nationality-ratios may influence the             

lottery. 

 

You will know whether you got a spot or not by April 1st                         

2017. If you did, you get assigned a character at that                     

point, and have until April 15th 2017 to pay the 100 €                       

participation fee via bank-transfer. 

 

Before you pay, if you don’t like the character, you can                     

drop out of the larp (the character then goes to the next                       

person in the lottery) or swap characters with another participant (if both                       

agree, obviously). 

 

Since player cancellations and replacements are a big problem for this kind of                         

larp, participation fees will not be refunded in case of player cancellation. 

 

NEXUS-6 is not a big-budget high-production larp. Expect simple things,                   

in-line with post-apocalyptic gritty aesthetics. Money is mostly spent on the                     

location, food and airsoft gear. 

 

 

LOCATION 

 

The larp will take place in Courdimanche, near Paris (France). The site is                         

called Mirapolis and used to be France’s largest amusement park (all rides                       

have today disappeared). Local participants will help those coming from                   

farther away to reach the site from Paris via public transport or car (and back                             

again after the larp). 

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Site address: Avenue des Navigateurs 95800 Courdimanche 

 

There is no running water or electricity on-site. Toilets will be a tent with a                             

bucket of sawdust. 

 

 

LANGUAGE & LARP CULTURES 

 

The only language used during the workshops and larp will be English. This is                           

not their first language for most participants, so please be clear and explicit                         

when expressing yourself. Also keep in mind that participants will come from                       

different national larping cultures, so please be extra open-minded. 

 

 

TIMING 

 

DON’T BE LATE. Seriously, DON’T BE LATE. And once more: DON’T BE LATE. All workshops are mandatory (you may opt-out but must remain present). 

 

Friday: 

- 4 PM at the latest: participants arrive on-site. - Participants are welcome to arrive earlier to help with setting up. 

- 4 PM until 5 PM: participants change into their costumes, sew various                       

patches onto them (see below) and receive gear specific to their                     

character. 

- 5 PM until 7 PM: workshops. 

- 7 PM until 8 PM: military rations workshop (aka “dinner”). 

- 8 PM until 10 PM: workshops resume. 

- To increase immersion, participants sleep on location in their larp                   

costume and sleeping gear. 

 

Saturday: 

- 8 AM until 8.45 AM: another military rations workshop (aka “breakfast”). 

- 8.45 AM until 10.45 AM: last workshops. 

- 11 AM sharp: the larp starts. It will last 24h non-stop. 

 

Sunday: 

- 11 AM: the larp ends (exact time depends on character). 

- 11 AM until 12 noon: post-larp workshops. 

- 12 noon until 1 PM: players and organizers clean out the location                       

together. 

- From 1 PM: we all have lunch together, then those who need to drive take                             

a nap. 

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- 4 PM at the latest: everyone leaves the site. 

- 8 PM: optional meetup in central Paris for dinner and drinks. 

 

 

FOOD AND DRINK 

 

Organizers will provide military rations.         

Participants with special diets are welcome but             

will have to bring their own food and eat it                   

off-game. Participants will also have to monitor             

their own allergies. 

 

Lack of food will be a dramatic tool and                 

characters will steal each other’s food, but extra               

rations will be available in the decontamination rooms (see below) if                     

necessary, and participants may also keep snacks there if they wish (just don’t                         

bring these into play). 

 

Organizers will also provide water. As dehydration is dangerous, water will                     

NOT be part of gameplay: you may not keep someone from drinking (in fact,                           

please remind people to drink regularly). Also please note that this larp is                         

100% alcohol-free (with the exception of a few beers after the larp). 

 

As we’ll basically be larping outdoors, smoking is permitted, unless it makes                       

those around you uncomfortable (if unsure, ask). 

 

Sandwiches will be provided by the organizers for the after-larp lunch on                       

Sunday, but feel free to bring something to contribute if you like (do keep in                             

mind we won’t have a fridge). 

 

 

WHAT YOU NEED TO DO BEFORE THE LARP 

 

First, learn to sing the BLOC’S GLORIOUS ANTHEM!               

Bad singing is OK, but everyone sings. 

 

Next, flesh out your character before July 31st.               

Your character sheet contains some basic           

information, but it’s up to you to make this                 

character into a real human being with a past,                 

loved-ones, habits, etc. The more you develop             

your character, the more other players and organizers can create drama for                       

you. Discuss relationships (positive and negative) between characters with                 

the other players. Strong relationships usually make for a stronger larp. If                       

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you feel the need to contradict something in the sheet, check with the                         

organizers first. 

 

Character sheets and character development will be in a single shared                     

GoogleDoc. Please make sure all important decisions you make about your                     

character are recorded in that GoogleDoc, so that all organizers and players                       

can read them. 

 

Think about what your character does when they’re not                 

fighting. Do they read PROPAGANDA books, clean their               

REGULATION WEAPON, cry in a corner, draw, play cards,                 

trade rad-pills for food, tell stories, do something               

related to their special function or RANK? These small                 

things will make the OUTPOST come alive during the                 

larp. 

 

Finally, write a letter to at least one character in each                     

of the two OUTPOSTS (see below). These letters can be from                     

one of their loved ones or from someone else (the PARTY                     

?). Get in touch with the characters’ player to get any                     

information you need. Coordinate with other players to make sure all                     

characters get at least two letters. When you arrive at the larp, pin the                           

letters to the OUTPOSTS’ POSTAL BOARDS (see below) and clearly label to whom                         

they are addressed. 

 

Oh, one last thing: start learning the different characters’ NUMBERS,                   

especially your own. Otherwise we’ll have to workshop this to death the night                         

before the larp ^^ 

 

 

WHAT YOU NEED TO BRING 

 

Metal spoon + metal canteen. 

Something to sleep on (bed/mat) + something to sleep in (sleeping bag/blanket). 

Pen. 

Trinkets your character wears, keeps in his pockets or next to his pad. 

Personal belongings specified in your character sheet. 

Photograph of someone/something important to your character. 

One or more books considered subversive by the BLOC, to be burned during the                           

larp (literature, schoolbook, science, spiritual…). 

Phone + backup battery. 

Sewing kit. 

Flashlight. 

Sling for your gun (a 1m piece of string will do) (holster for COMMISSARS). 

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Cheap wristwatch (in case it gets hit by a BB). 

Tick repellent. 

Any real-life medication you might need (kept in decontamination room). 

Makeup to look dirty/sick/exhausted/hurt. 

Compass to navigate the site (optional). 

GoPro camera with charged batteries (optional). 

Your own airsoft grade protection glasses (optional).  

You also need to bring a costume that you don’t mind                     

getting full of fake blood: 

- Green military helmet (WWII-style peak-cap for           

COMMISSARS) 

- Green military jacket 

- Green military pants 

- Green military bag or satchel 

- Black military boots (or similar) with good             

ankle-support 

- Black gloves 

- Green knee and elbow-pads (optional) 

 

Mismatched uniforms are OK for characters who have               

been fighting for a while. Some of these characters                 

might even be wearing black pants for example, scavenged from a dead                       

Federation soldier. Just please avoid camouflage patterns.  

Please keep any knives in the decontamination rooms (see below). 

 

 

WHAT WILL BE PROVIDED 

 

Rations, water (including Friday night and Sunday lunch). 

Airsoft guns (without a sling), ammo (biodegradable BBs), protection glasses,                   

lower face-mask. 

Badges (with lanyards), patches, medals. 

PRS, MEDKITS, rad-pills, MORPHISONE shots (see below). 

 

Some organizer phones/speakers will be placed in the OUTPOSTS for ambient                     

sound. Please leave them alone. 

 

 

 

   

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PHOTOS & VIDEOS 

 

Photos and videos taken during the larp will be                 

sent out to participants. Any distribution           

outside this circle (Facebook…) is subject to             

approval by people recognizable in the footage. 

 

 

IMPORTANT PHONE NUMBERS 

 

Main organizer (JC): +33 7 60 77 97 22 Emergencies: 112 

 

 

   

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3. BACKGROUND 

 

RETRO-FUTURE 

 

A world just a little bit different from our own                   

during WWII. Armies have nuclear weapons. Robots             

are used for heavy/dangerous work like           

construction and, well, war. 

 

The initially crude NEXUS-1 robotic soldiers           

have gradually been refined into today’s heavily             

armored NEXUS-5 MECHANIZED INFANTRY UNIT.         

Visually, think Robocop: humanoïd but clearly a machine. 

 

 

THE BLOC 

 

The BLOC is a huge totalitarian state, controlled by the PARTY’s                     

COMMISSARS and led by the SUPREME LEADER. Everyone is                 

indoctrinated from a young age - singing the BLOC’S GLORIOUS                   

ANTHEM daily and reading the OmniBLOC newspaper is mandatory.                 

Public burning of seditious books is frequent. 

 

PROPAGANDA is omnipresent, and so (apparently) are the ENEMIES OF THE PEOPLE.                       

Instead of being executed, thousands of them are sent to REHABILITATION CAMPS                       

(such as An-Khour) by the PARTY’S SECURITY ORGANS, never to be heard of again. 

 

All BLOC citizens are expected to constantly and actively search for ENEMIES                       

OF THE PEOPLE, no matter who they are, and report them to their COMMISSAR (who                             

may sometimes reward them for it). Those who do not are reported themselves. 

 

 

THE RELIGION  

“Religion is slavery.” [The SUPREME LEADER] 

 

The only cult allowed is that of the SUPREME LEADER. However, despite                       

the PARTY’s efforts, some citizens develop spiritual inclinations and                 

secretly practise what is known as The Religion. Its adepts draw                     

crosses as a signal to each other. 

 

They share a faith in a superior being (God) who has created humanity, whose                           

Angels watch over each person and who welcomes those who deserve it into                         

Heaven. The faithful search for remnants of ancient worship to confirm and                       

strengthen their abstract beliefs. What little holy texts they have found, they                       

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study daily, searching for a path to Heaven. Prayer (talking to God),                       

candle-burning and making an oblique cross gesture accompany lonely and                   

important moments alike. 

 

Practicing The Religion is a PUNISHABLE OFFENSE that must be reported to a                         

COMMISSAR immediately. 

 

 

THE AUXILIARY DISTRICTS (ADs) 

 

The BLOC is divided into CENTRAL DISTRICTS and miserable AUXILIARY                   

DISTRICTS. Citizens from the AUXILIARY DISTRICTS are called “ADs” or                   

“Scrapers”. Although they are not officially discriminated against,               

they are effectively second-rate citizens and official PROPAGANDA               

often mentions their past crimes against the BLOC. ADs must wear a distinctive                         

patch at all times. 

 

In the ARMED FORCES, ADs are usually more readily exposed to danger, required                         

to stand in the back line when a UNIT is assembled, sleep in separate quarters                             

and receive their share last in food or rad-pill distributions. 

 

ADs have tattoos and different cultural mores: 

- Thank fortune when it smiles on you. When               

something is obtained thanks to good fortune, ADs               

give some of it back to express gratitude. For                 

example, if they find a bag of rice, they will throw                     

a handful in the nearby bushes. 

- Respect your elders. The young are expected to obey                 

older ADs and do what they can to assist them (for                     

example, by giving them the more comfortable seat               

or bed). 

- An eye for an eye. Letting an insult or attack go                     

unpunished is dishonorable. Once revenge is           

obtained, the matter is settled. 

- Fear the ghosts. ADs believe the spirits of the dead sometimes return at                         

night to torment the living. 

AD players may collaboratively make up additional cultural specificities                 

before the larp. 

 

Failure by an AD to wear an AD badge is a PUNISHABLE OFFENSE that must be                               

reported to a COMMISSAR immediately.   

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THE SUPREME LEADER  

“The SUPREME LEADER is the BLOC.” [PARTY Doctrine] 

 

Here’s an extract from the BLOC’s Official History: 

“In the name so-called freedom, the traitors of the Old                   

Regime had led our great NATION to the brink of                   

disaster. To save our NATION from itself and from the                   

enemies about to invade it, one person rose above the                   

others to unite us and show us the way. After having,                     

with infinite kindness, forgiven the AUXILIARY           

DISTRICTS for their support of the Old Regime, our                 

SUPREME LEADER returned our NATION to its past glory.                 

That is how our SUPREME LEADER saved us, building for                   

future generations a BLOC that is eternal, united and                 

pure.” 

 

Any criticism of the SUPREME LEADER or the PARTY is a PUNISHABLE OFFENSE and                           

must be reported to a COMMISSAR. 

 

 

THE FEDERATION    

“Life forgives no weakness.” [The SUPREME LEADER] 

 

The BLOC has been at war for three years now with another world                         

power: the Federation. 

 

At the beginning of the war, both armies used MECHANIZED INFANTRY                     

(robots) to fight alongside their soldiers. However, soon after, the Federation                     

managed to seize control of most of the BLOC’s robots, including the BLOC’s own                           

MECHANIZED INFANTRY. This disaster, unofficially called the “Federation               

Hack”, has resulted in thousands of BLOC soldiers getting slaughtered battle                     

after battle. Since then, the Federation has steadily increased its                   

technological advantage (even including some bullet-proof vests). 

 

Although official PROPAGANDA denies it, the BLOC             

is very clearly losing the war, with fighting now                 

increasingly taking place inside the BLOC’s own             

cities. The BLOC’s soldiers are proud to be               

holding on but they are exhausted and the               

Federation has stopped taking prisoners a long             

time ago. 

 

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Federation soldiers (“Feds”) and MECHANIZED INFANTRY wear black uniforms.                 

They use powerful whistles to coordinate their attacks and intimidate the                     

enemy. 

 

Any contact with the Federation (such as exchanging light signals) is a                       

PUNISHABLE OFFENSE and must be reported to a COMMISSAR. 

 

 

LANGUAGE 

 

There is only one language on this planet: English.  

The PARTY regularly bans certain seditious words. The most recent one is                       

“relative”. Using banned words is a PUNISHABLE OFFENSE and must be reported                       

to a COMMISSAR. 

 

 

GENDER & SEXUAL ORIENTATION 

 

Gender and sexual orientation are not important in the BLOC: everyone fights.  

 

THE CHARACTERS 

 

The characters are soldiers in the BLOC ARMED FORCES.                 

They belong to various UNITS located in QUADRANT               

SOUTH-EAST. Each UNIT is stationed in an OUTPOST that                 

each protects two critical NUCLEAR SILOS from the               

advancing Federation army. 

 

Soon after the start of the larp, each character will be                     

stationed either in OUTPOST ALPHA-14 or OUTPOST             

ALPHA-19. These OUTPOSTS are isolated from HQ and from                 

each other. They are both practically surrounded by               

enemy troops, so characters don’t venture outside their               

strict perimeter without a very good reason. Now, with                 

reinforcements and supplies slim to non-existent, their situation is grim,                   

and tensions between comrades in arms are starting to boil over. 

 

   

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4. THE BLOC ARMED FORCES 

 

YES/NO, NUMBERS & POSITION 

 

You say “Affirmative/Negative” (not “Yes/No”). 

You say “ALPHA ONE NINE” (not “ALPHA NINETEEN”). 

You say “Enemy at 3 o’clock” (not “enemy on the right”). 

 

 

REGULATION UNIFORM & EQUIPMENT 

 

In all circumstances, a member of the BLOC ARMED FORCES must wear a                         

REGULATION UNIFORM (including REGULATION HELMET - WWII style peak-cap for                   

COMMISSARS) and carry a REGULATION WEAPON. Their proper condition must be                     

inspected regularly by the UNIT’s CORPORALS. 

 

Insignia must be located as follows on the               

UNIFORM: 

- BLOC patch: left shoulder 

- RANK patch: right shoulder 

- Medals: left breast 

- AD/OPERATOR/MEDIC/PROPAGANDA patch: 

right breast 

- Badge with RANK & NUMBER: around neck 

 

Failure to wear the correct UNIFORM (for example: not wearing a REGULATION                       

JACKET) is a PUNISHABLE OFFENSE and must be reported to a COMMISSAR. 

 

RANKS & NUMBERS 

 

A member of the BLOC ARMED FORCES is identified by his RANK and NUMBER, never                             

by name.  

The NUMBER consists of: [“AD” ou “CD”] - [one letter] - [three digits] 

 

RANKS go as follows: SUP. LEAD. > GENERAL > COLONEL > LIEUTENANT > SERGEANT > CORPORAL > SOLDIER 

 

SERGEANT CORPORAL MEDIC OPERATOR 

 

 

 

 

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A full UNIT of 20 people includes: 

- A SERGEANT: Takes all important military decisions for their UNIT,                   

leaving the practical implementation to the CORPORAL. 

- Two CORPORALS: Advises their SERGEANT and “makes the SERGEANT’s                 

decisions happen”. They also have responsibility over discipline and                 

over their UNIT’s stock of REGULATION RATIONS. 

- A MEDIC: Patches up the UNIT’s wounded. They have responsibility over                     

the stock of RCMs, MEDKITS and MORPHISONE (see below). 

- An OPERATOR: Handles the UNIT’s PRS (see below) and keeps NUCLEAR SILOS                       

activated. 

 

In theory, OPERATORS and MEDICS have the same RANK/status as regular                     

soldiers. In practice, they are often protected by their superiors. 

 

Failure to obey orders or to protect the life of a superior is a PUNISHABLE                             

OFFENSE and must be reported to a COMMISSAR. 

 

 

INTERACTION WITH SUPERIORS 

 

Stand at attention when a superior is talking to                 

you until they say “Dismissed”: stand straight,             

feet together, arms along sides and head up. 

 

When a CORPORAL yells “Assemble UNIT!”, all             

soldiers form two lines in the OUTPOST’s radio               

room (see below) and stand at attention (one guard                 

stays at each guard post). CORPORALS stand in the                 

front right corner. The SERGEANT faces the lines. The COMMISSAR stands                     

wherever they like. 

 

Any interaction with a superior starts and ends with a salute: stand at                         

attention and strike your left breast with your right fist. 

 

When speaking to a superior, always finish your sentences with their RANK                       

(“Affirmative, COMMISSAR!” or “Awaiting orders, CORPORAL!”). 

 

When presenting yourself to a superior for the first time, stand at attention                         

and tell them your RANK and NUMBER, ending with “Awaiting orders!” and then                         

their RANK. 

 

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Off-game, while all participants share a responsibility for creating                 

military/totalitarian/interpersonal pressure, this is especially true of             

those playing officers. 

 

 

IDEOLOGICAL PURITY    

 “Without purity, there can be no victory.” [The SUPREME LEADER]  

The BLOC ARMED FORCES war-cry is “For the BLOC!”.  

The ARMED FORCES are under PARTY control. Each               

UNIT has an assigned COMMISSAR who embodies the               

SUPREME LEADER’S will and makes sure orders             

from HQ are fully applied.  

COMMISSARS also supervise the singing of the             

BLOC’S GLORIOUS ANTHEM. When the ANTHEM is             

heard on the PRS, the UNIT has until the end of                     

the music (2 minutes) to assemble in the               

OUTPOST’s radio room (see below). When the music ends, the COMMISSAR plays the                         

ANTHEM again on a loudspeaker and the UNIT starts to sing. 

 

In addition, a COMMISSAR must dedicate at least one hour each day to their                           

UNIT’s ideological hygiene. Sessions might include speeches about important                 

or banned terms, self-criticism exercises and Federation-hate exercises. 

 

Finally, a COMMISSAR must interrogate members of their UNIT on a regular                       

basis and undertake any measure they deem necessary to discourage and                     

eradicate seditious behaviour. Frequent punishment of the UNIT’s least                 

politically sound member is standard practice. 

 

COMMISSARS are not required to participate in GUARD DUTY or combat                     

operations (their REGULATION WEAPON is a pistol instead of a rifle). 

 

COMMISSARS have no authority over military operations, but have the RANK of                       

LIEUTENANT in case of disagreement with regular military personnel. 

 

   

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COMMISSAR HIGH-COMMISSAR PROPAGANDA SERVICE 

 

 

 

 

 

Off-game, all players have a responsibility to have their character engage in                       

denunciation to help COMMISSARS maintain pressure.  

 

PARAMETRIC RADIO-SENSOR (PRS) 

 

All UNITS have a radio room with a PRS to receive coded messages. These                           

messages can either come from QUADRANT HQ, or be automatic messages directly                       

from the battlefield sensors around the UNIT (thus bypassing HQ). 

 

Off-game, the PRS is a walkie-talkie with a headset. When                   

someone hears “Message incoming - Prepare to decode” on                 

the PRS, they get an OPERATOR (only specifically trained                 

soldiers can decode messages). The OPERATOR plugs the               

headset into the radio, answers “This is UNIT-XX - Ready                   

to decode” and writes down the message on the appropriate                   

form. When finished, they say “Message decoded - UNIT-XX                 

out”, unplug the headset from the radio, and bring the                   

form to the SERGEANT. 

 

If the SERGEANT orders a mission, a CORPORAL selects 2 or                     

3 soldiers. The OPERATOR then uses the PRS to calibrate                   

the battlefield sensors by informing them when the               

soldiers are being sent (this helps organizers to manage NPCs).  

In-game: 

- The PRS cannot be moved or damaged. 

- It can only receive messages, not send them (off-game, the player can                       

actually talk back to request that the message be repeated, if needed). 

 

NB: If a walkie-talkie goes dead, get a new battery from the decontamination                         

room (see below). 

 

 

 

   

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MAP 

 

Characters have a map of the surrounding area,               

divided into squares. Each square has           

coordinates. To help characters navigate on           

site with the map, pieces of orange tape attached                 

to walls and trees will have the coordinates of                 

the square they are in written on them. 

 

 

NUCLEAR SILOS 

 

The two NUCLEAR SILOS that each OUTPOST is protecting are critical to the                         

BLOC’s military operations and must remain activated at all times.  

The accessible part of a NUCLEAR SILO is its                 

CONTROL SYSTEM: a metal box with an external               

battery, external wires and some lights. If the               

wires are connected in the correct order, all               

the lights are on and the SILO is activated.                 

OPERATORS have a MANUAL with instructions on             

how to connect the wires correctly. SILOS             

cannot be moved. 

 

To make sure they are constantly activated, both SILOS must be checked at                         

exact times every 3 hours (an automatic PRS message will alert the UNIT                         

OPERATOR). It is only at these exact times that an OPERATOR with a MANUAL has a                               

few minutes to verify or re-activate a SILO. 

 

Anyone can deactivate a SILO at any time by disconnecting some random wires                         

or stealing the power-supply (external battery). Federation soldiers and                 

saboteurs repeatedly try. 

 

Missing a SILO verification or damaging/losing a MANUAL are PUNISHABLE                   

OFFENSES and must be reported to a COMMISSAR. 

 

 

GUARD DUTY 

 

An OUTPOST functions with 2x2 guards on duty at all times. Guards are                         

designated by a CORPORAL and are on duty for 30 minutes. The PRS will beep                             

loudly every 30 minutes to signal a change of guards. 

 

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On guard, your mission is to protect the NUCLEAR SILOS. If                     

you spot an enemy, yell “Contact!”. If unsure whether they                   

are friend or foe, yell “For the BLOC!” - a BLOC soldier                       

should reply the same thing. 

 

Guards fill out a GUARD DUTY FORM at the end of their                       

GUARD DUTY. Failing to do so, abandoning your post or                   

sitting down whilst on GUARD DUTY are PUNISHABLE               

OFFENSES and must be reported to a COMMISSAR. 

 

If you’re not on GUARD DUTY but don’t know what to do, go                         

check on the guards. 

 

 

SITUATION REPORTS (SIT-REPS) 

 

At exact times every 5 hours, the UNIT’s soldiers must hand over a completed                           

SIT-REP form at the HQ CONTACT POINT (an automatic PRS message will alert the                           

UNIT OPERATOR). The form contains: 

- an Equipment section, filled out by a CORPORAL after inspection 

- Morale and Tactical sections, filled out by the SERGEANT 

- an Ideological section, filled out by the COMMISSAR 

 

SIT-REP forms are not expected to contain disappointing results. 

 

Once the SIT-REP form is completed, a CORPORAL sends exactly 2 soldiers to                         

bring the form to the HQ CONTACT POINT. This HQ CONTACT POINT is situated                           

halfway between the OUTPOST and QUADRANT HQ (in enemy territory). 

 

A soldier from HQ with a red and yellow flag will                     

be at the HQ CONTACT POINT at the exact timing to                     

get the SIT-REP form and bring it back to HQ. To                     

avoid enemy interception, the HQ soldier will be               

in the same general area, but not exactly in the                   

same location. Being late at the HQ CONTACT               

POINT is a PUNISHABLE OFFENSE and must be               

reported to a COMMISSAR. 

 

 

PUNISHMENT 

 

Frequent punishment is a normal part of life for BLOC citizens, and is                         

necessary to discourage seditious actions, especially in times of war. A UNIT                       

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must therefore maintain a minimum rate of one punishment per hour. The only                         

hope of avoiding punishment is actively reporting others. 

 

Punishment can be ordered by anyone ranked             

CORPORAL or higher (including COMMISSARS,         

naturally). Unless otherwise instructed,       

specifics are at the CORPORAL’s discretion           

(including having other soldiers execute or           

supervise the punishment). 

 

Options are endless, but classics include: 

- Cleaning the PARTICLE FILTER (off-game low-intensity default option) 

- Beatings 

- No food at next meal 

- Push-ups (off-game: let the punished one count/fake them if needed) 

- Extra GUARD DUTY 

- Any of the above applied to the entire UNIT except the guilty soldier 

 

The most severe crimes are punished by sending the offender to die a very slow                             

and painful death in a REHABILITATION CAMP, rather than by execution. 

 

Off-game, punishment is a great tool to oppress characters who go against the                         

system (rebels, deviants, traitors…) and bring them back into the fold. 

 

Players should consider that, in this larp, going against the system will                       

ultimately fail. Continually being oppressed by the totalitarian system                 

creates cool drama, whereas eliminating the oppressor characters would take                   

away from your own experience and prevent their players from further                     

participating in the larp. 

 

 

MEDALS 

 

Black ribbon - MEDAL OF THE SUPREME LEADER 

Exceptional services rendered to the BLOC 

 

White ribbon - MEDAL OF IDEOLOGICAL PURITY 

Exceptional ideological rectitude 

 

Purple ribbon - MEDAL OF BRAVERY 

Exceptional bravery in combat 

 

Blue ribbon - MEDAL OF THE QUADRANT NORTH CAMPAIGN 

Veteran of the (officially victorious) QUADRANT NORTH CAMPAIGN 

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Participants playing characters that have taken part in the QUADRANT NORTH                     

CAMPAIGN are encouraged to collectively determine some anecdotes about it                   

before the larp. 

 

 

MEALS 

 “In the BLOC, every meal is a feast.” [PARTY DOCTRINE]  

Meals are decided by the SERGEANT (usually three times a day). A CORPORAL then                           

proceeds with distribution. 

 

Meals must be taken in the OUTPOST’s radio room and must be preceded with                           

singing the BLOC’S GLORIOUS ANTHEM. Guards will be grateful if you bring them                         

something to eat as well. 

 

 

   

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5. RULES 

 

STARTING THE LARP 

 

Players will start the larp in groups, at different times and different                       

locations, as described in the character sheets. The BLOC’S GLORIOUS ANTHEM                     

will be used as a transition into the larp: when the music stops, play begins.  

 

FALLING INTO HOLES 

 

Be careful where you walk. The most dangerous               

places (holes, barbed wire...) will be marked with               

red & white tape and glowsticks. 

 

During the night, ALWAYS keep your light on when                 

moving. Enemies might spot your character, but             

that just makes for a cool scene. You may turn off                     

your light when not moving. 

 

 

DECONTAMINATION ROOMS 

 

Each OUTPOST has an off-game “decontamination room”. Players may use it to: - temporarily isolate themselves from the larp without leaving the                 

OUTPOST 

- have a quiet off-game discussion with a player or organizer 

- get off-game or replacement gear 

 

When a player is unavailable for an off-game reason, they are                     

“decontaminating”. There will be no negative consequences for the character.  

 

LANYARDS 

 

The color of the lanyard holding your badge conveys to others how tough you                           

(as a participant, not a character) would like your larp experience to be:                         

green for easy, yellow for regular, red for hard. Participants can change                       

lanyard color at any time (extra lanyards will be in the decontamination                       

rooms). NPCs use lanyards too.  

Everyone has different comfort-levels and that’s cool. A red lanyard doesn’t                     

make you a better larper. 

 

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Comfort-levels will be collaboratively calibrated         

during the workshops, but here are some starting points: 

- Green: minimal physical contact, no prolonged           

direct shouting, leave my food alone, punish with               

particle filter, don’t wake me up… Be careful with                 

these participants. 

- Yellow: some weak-ass wrestling, shout all you             

want, take away some of my food, punish with                 

push-ups, wake me up... 

- Red: hit me (not too hard!), make me crawl, take all                     

my food, wake me up with water… Really push these                   

people, it’s what they want! 

 

When sleeping, place your lanyard on your shoes or helmet. A green lanyard                         

means your character is “decontaminating”. 

 

 

SAFEWORDS 

 

“Deep, deep” or “Deeply, deeply”: A request for more physical/emotional                   

intensity. Used by itself or as part of a sentence. 

Example: “I’m deeply, deeply sorry!” = Please increase scene intensity. 

 

“Brems” (slow down in Norwegian): A command to reduce intensity, by staying                       

in-game but steering play away from its current focus. Used when you are                         

exceeding your own limits. People monitor their own limits, so please don’t                       

“brems” for others. 

Example: “Brems - I’m sorry!” = You must leave my character alone now. 

 

“CUT!!!”: Stops the larp immediately for those present until the issue is                       

resolved off-game. Used in case of off-game danger or emergency. 

 

Using safewords is good. If in doubt, use the                 

safe-word. Also, using a safeword will never have               

negative consequences for your character. 

 

Please really do go for aggression, pressure or               

intimacy, but do so gradually, to give the other                 

player a chance to opt out by using a safe-word if                     

they wish. 

   

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POSTAL BOARD 

 

Participants can have their character receive a letter               

whenever they like: just take one with your character’s                 

name on it from your OUTPOST’s postal board. 

 

Participants are also encouraged to have their             

characters write letters during the larp. Sending these               

letters is represented by pinning them on the postal                 

board, where any participant (but not characters) can               

read them. The letters act as written monologues, giving                 

access to the characters’ private thoughts (and creating               

physical mementos of the larp). 

 

In-game, there is no functioning mail censorship (it               

relied on machines and has not yet recovered from the Federation Hack), so one                           

can write freely. We also don’t care how letters are delivered - they just are. 

 

The bottom part of the postal board can be used to pin off-game requests and                             

messages on, such as “Please play more on anti-AD discrimination” or “Has                       

anyone seen my spare socks?”. 

 

 

SHADES 

 

Anyone wearing red clothing (or a red light in the dark)                     

is a Shade and is therefore invisible to characters. This                   

allows organizers or off-game photographers to move             

around without creating misunderstandings or being           

shot at. 

 

If a Shade speaks to you, what they say are thoughts your                       

character forms in their mind. The character can of                 

course resist these thoughts, but they do feel them as                   

their own. 

 

If a Shade grabs your arm and makes you do something (eg:                       

raise you hand), your character does this without thinking about it, as if by                           

instinct. If the character thinks about why they’re doing this, they will try                         

and rationalize their action. 

 

If a Shade touches your forehead, your character can see them and interact                         

with them until the Shade touches their forehead again. The Shade will appear                         

to the character as a day-dream might, perhaps as someone they know. 

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A player can always simply ignore a Shade if they prefer. 

 

 

PHONES 

 

Phones will be used during the larp for off-game communication between                     

players and organizers (normally just a few text messages), so keep them on and                           

in vibration mode (in a pocket where you can feel them vibrate).  

Feel free to text the organizers if a problem arises, or call if it’s serious. 

 

In-game, phones are RADIATION METERS (or “rad-meters”) so it’s perfectly                   

normal for people to fiddle with them from time to time. 

 

 

REPLICANTS 

 

Replicants are machines that are indistinguishable           

from normal people.  

At the start of the larp, they don’t exist. The most                     

advanced robots the characters have faced thus far are                 

the heavily armored NEXUS-5 MECHANIZED INFANTRY. 

 

During the larp, one or more characters might be                 

revealed to be Replicant sleeper agents (think             

Battlestar Galactica). Which character(s) exactly will           

be determined by the players themselves through a               

simple voting system. 

 

Voting works like this: 

- During the first half of the larp, each participant sends a text message                         

to the organizers, telling them which character they think would make                     

the most dramatic Replicant (that is: the player selects a character). You                       

may vote for your own character. 

- During the second half of the larp, organizers will send instructions                     

via text message to players whose characters got the most votes. 

 

This means that your character’s fate may be determined in part by the larp’s                           

other participants. 

 

Playing a Replicant is NOT a signal to assassinate all the other characters as                           

soon as possible. Use it to create drama instead. 

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HAND-TO-HAND COMBAT 

 

Hand-to-hand combat is a great way to bring violent conflict into play                       

without risking serious character injury. It will be simulated using                   

stage-fighting (which will be workshopped).  

Basic tips: 

- Progressively build up from insults to shoving to fighting 

- Use the first phases to identify corners, stairs and other participants 

- Take your time, make the fight last 

- Make slow, obvious movements 

- When you grab someone, let them take control of your movements 

- Scream! 

 

Decide who wins based on what makes the most dramatic scene (not on actual                           

player strength or size). Losing the fight means ending up KO or controlled. 

 

Saying “I’m gonna fuck you up!” is an off-game way of telling the other player                             

you want your character to lose the fight. 

 

For safety reasons, all fights are 1-on-1. A third person joining must pick a                           

side and immediately makes that side win. 

 

 

GUNFIGHTS 

 

Gunfights will be simulated using airsoft guns. Safe use will be demonstrated                       

in a video and workshopped. No previous airsoft experience is required and                       

actual shooting abilities will have only a limited impact on the larp. 

 

Participants must wear eye-protection at all           

times during the larp, as a BB can permanently                 

damage an eye. Participants are encouraged to             

wear lower face-masks (or a scarf), gloves and               

helmets during firefights. 

 

Please be gentle with the guns, as some parts are                   

made of plastic and can easily break. 

 

If your target is closer than 10m, yell “BANG!” instead of shooting because                         

short-range shots can be painful. 

 

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Finally, please don’t take away someone’s gun unless it makes for a really cool                           

scene. Federation guns are not useable by BLOC soldiers. 

 

 

GUNSHOT WOUNDS 

 

When hit by one or more BBs, or when someone yells “BANG!” at you, fall to the                                 

ground screaming to show you’ve been hit (and splash yourself full of fake                         

blood if there’s a bottle nearby). Then, based on what makes for the best story,                             

decide if your character is seriously wounded or not.  

If you decide the wound is serious, let the others know through roleplaying.                         

From then on, you are physically impaired until a MEDIC heals you with a                           

MEDKIT.  

“Impaired” means whatever you want it to, depending on what’s more                     

interesting to play (example: maybe a really bad limp, or maybe people need to                           

carry you around). In exceptional circumstances, a seriously wounded                 

character might very briefly be able to overcome their injuries to accomplish                       

something simple that is very important to them. 

 

Organizers follow the same principles as players: if you shot them and they get                           

back up, they are only doing so to make the scene as cool as possible. 

 

 

HEALING FROM A GUNSHOT WOUND 

 

A seriously wounded character needs to be treated by a                   

MEDIC with a MEDKIT. They also need MORPHISONE or they                   

will hurt like hell. Once treated, the character is good                   

to go again as soon as the player likes. Off-game,                   

treating a gunshot wound involves using the bandage               

from a MEDKIT and plenty of fake blood. 

 

If a wound is not treated, blood-loss and pain will lead                     

to fever, hallucination and delusion. Eventually the             

character will go into shock: they’ll start shaking, then                 

go unconscious. If they are still not treated, they will                   

at some point die. Timing is up to the player. Go for                       

drama. 

 

To sum up: 

- A character is either “OK” or “seriously wounded”. 

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- If they’re seriously wounded, they are impaired and need medical                   

treatment or they will eventually die. 

 

 

MORPHISONE 

 

MORPHISONE is a powerful painkiller designed for             

combat surgery. It is also used on troops to reduce                   

anxiety or make them execute orders without empathy or                 

hesitation. 

 

Soldiers sometimes inject it illegally to escape the               

horrors of combat for a while, despite the side-effects.                 

These include disorientation, shaking, attention         

lapses, paranoïa, panic-attacks, headaches, nausea,         

emotional instability, hallucination… 

 

How long a dose lasts or what kind of side-effects                   

happen are up to the player. 

 

Warning: unless treated with a MEDKIT by a MEDIC, injection of three doses of                           

MORPHISONE in rapid succession can result in a fatal overdose! 

 

 

NEXUS-5 ROBOTS & EMP GRENADES 

 

Bulky armor, “full auto” rate of fire and robotic movement will make it very                           

obvious to players when their characters are facing a NEXUS-5 MECHANIZED                     

INFANTRY UNIT. 

 

To destroy one of these combat robots, soldiers have to throw an EMP GRENADE                           

within 5 meters of it, before shooting them (very) repeatedly in the chest. All                           

characters have done this before, at least once in training. 

 

Off-game, EMP GRENADES will be colored airsoft smoke grenades. They are                     

simple to use but become quite hot, so throw them once activated. Safe use will                             

be demonstrated during workshops. 

 

 

 

   

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RADIATION 

 

The use of nuclear weapons has saturated the combat zone with deadly                       

radiation. 

 

Anyone in the combat zone must swallow a RADIATION COUNTER-MEASURE (RCM or                       

rad-pill) every 5 hours (an automatic PRS message will alert the UNIT                       

OPERATOR). Failure to do so will lead to radiation poisoning (rad-poisoning),                     

with consequences similar to MORPHISONE side-effects. 

 

A character missing a second RCM will eventually               

go into shock and, after some time, die. 

 

Taking an RCM will bring you back from               

“rad-poisoned” to “OK”, or from “dying” to             

“rad-poisoned”. Barring that, MORPHISONE can         

ease your pain, if you manage to get some… 

 

Off-game, RCMs are blue and white empty gelatin               

capsules, safe to swallow. 

 

To sum up: 

- A character is either “OK”, “rad-poisoned” or “dying”. 

- Missing a pill at a 5-hour mark makes the character one level worse. 

- Taking an RCM at any time makes them one level better. 

 

 

TORTURE & IMPRISONMENT 

 

To torture someone, you basically beat them up               

using stage-fighting, with the tortured         

character restrained in some way (don’t hesitate             

to use fake blood). The player of the tortured                 

character gets to decide if they reveal or               

promise anything. 

 

In the totalitarian BLOC, torture is a way to                 

punish people or make them confess things. A citizen or soldier might be                         

tortured, then return to their post. Off-game, the player of the torturing or                         

imprisoning character has the responsibility to ensure that the victim does                     

not get stuck in a narrative dead-end. 

 

   

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SEX & INTIMACY 

 

Given the setting, sex and intimacy are unlikely. If players nonetheless wish                       

their characters to have an intimate relationship, a short off-game                   

discussion about peoples’ limits is mandatory. Any sexual violence is                   

prohibited unless explicitly agreed to. 

 

 

HIDING STUFF & SEARCHING 

 

A character can search anything (excluding the decontamination room). If you                     

hide something, make it easy to find. Organizers will do the same.  

 

CHARACTER DEATH 

 

Your character can die only if you want them to.                   

A miraculous survival is always possible. 

 

Conversely, if your character tries to murder             

another, let that player decide if their             

character survives or not. 

 

Only have your character die before the larp’s               

ending if this strongly enhances your experience through a really dramatic                     

scene. 

 

If your character does die before the end of the larp, play dead for as long as                                 

there are other players around, then contact the organizers. 

 

If someone else’s character dies, it’s a big deal: one of your last comrades has                             

just disappeared forever, so make the most of this opportunity to create an                         

emotional scene. 

 

 

ENDING THE LARP & “CODE BLUE” 

 

The larp will probably end at different times for differents players                     

(approximatively between 9 AM and 11 AM on Sunday). 

 

Participants may end their larp in three different ways: 

- Taking part in the pre-planned ending-sequence. This is the                 

recommended default option. Organizers will indicate that an order                 

leads to this ending-sequence using the “CODE BLUE” phrase. 

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- Staying in their OUTPOST until the bitter end. The Feds will eventually                       

storm the OUTPOSTS, killing all those left inside around 11 AM on                       

Sunday. 

- Setting up their own separate individual ending. If you go this way,                       

please notify the organizers at some point. 

 

A specific off-game song will be used to signal that the current scene will be                             

the character’s last. When they exit this scene, your larp is over. The MP3 will                             

be distributed so that participants setting up their separate individual                   

ending can play it on their phone. 

Listen to the song here: https://youtu.be/jSZZm0fxtXQ (Hourvari - II)  

 

RECAP OF META-PHRASES 

 

“Decontaminating” = off-game  

“Deep, deep” = please increase intensity “Brems” = decrease intensity now “CUT!” = stop larping now!  

“I’m gonna fuck you up!” = my character will lose this brawl “BANG!” = I’m shooting you at short range  

“CODE BLUE” = this order will lead to the pre-planned ending scene  

 

 

 

 

* THE END * 

 

 

 

Photos: 

Rémi Lapcinelle 

Philippe Carrère 

Jérôme Verdier 

Joram Epis 

All photographs were taken during previous runs of NEXUS-6. 

 

 

   

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ADDENDUM 

 

THE BLOC’S GLORIOUS ANTHEM 

 

 

VERSE 01 The BLOC arises glorious  

Our struggle unto death 

The enemy – The last of us 

To sigh their dying breath 

 

CHORUS Our anger – Our pure command 

Is our beacon in the dark 

By our LEADER's guiding hand 

To victory we march! 

 

VERSE 02 As one – Defeat those who oppress 

Our passionate ideals 

The plunderers – The merciless 

The people's will reveals 

 

CHORUS Our anger – Our pure command 

Is our beacon in the dark 

By our LEADER's guiding hand 

To victory we march! 

 

VERSE 03 The BLOC arises glorious  

Our struggle unto death 

The enemy – The last of us 

To sigh their dying breath 

 

CHORUS Our anger – Our pure command 

Is our beacon in the dark 

By our LEADER's guiding hand 

To victory we march! 

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