Table of Contents

Combat and Healing

Safety

Non-Combatants

You may have health reasons that mean you wish to avoid becoming involved in combat. If this is the case you may put two hands in the air to indicate that you do not wish any player to make physical contact with you. This is called being non‑contact and, while its use is uncommon at events, it is important that you understand the rules so that you can ensure the safety and well-being of other players.

If a fight starts near you then you can put your hands as high in the air as you can and keep them there, to indicate that you are non‑contact. If you indicate that you are non-contact, then you immediately lose all your body hits and start dying. You may move yourself out of the immediate melee before lying down or leaning against a tree or similar or may remain standing with your hand clearly raised. You may cease being non-contact at any point by putting your hand down, but you should not do this if you would become involved in the same melee.

It is up to the individual when or if they choose to go non-contact. There is no requirement at all to go non-contact at the start of a fight, or because a fight has happened near you. It is perfectly acceptable to move away from a melee while remaining in-character and mobile and only become non-contact if a character moves to attack you.

If you see any player indicate that they are non-contact then you must not hit them with a melee weapon, fire a bow or crossbow at them, or touch them. The player is still IC and you may roleplay with them normally but you may not hit or touch them while they are non‑contact.

It is important to note that nobody can guarantee that you will not be hit while you have indicated that you are non-contact. A live-roleplaying melee is a deeply confusing experience and mistakes can happen. If you have health reasons that make it critical that you are not hit with a latex weapon then you may need to avoid combat entirely and you must decide whether the event is safe for you to attend at all.

In the Physical Orb


What happens during your death count? You're mortally wounded and probably bleeding quite badly at this point. The world is moving in and out of focus and things begin to seem more distant as your awareness dims. Sometimes you are able to interact with things around you but as time progresses you are increasingly unable to summon the energy and focus to do so until it all fades and everything goes dark.

In the River of Dreams


What is death by disconnection? There is just less and less you you present to the world. First you stop moving about, then you stop looking around, then you stop standing up, then you stop even just sitting up, and finally, as you begin to reach the end of your death count, you just stop breathing.

Healing

Physical wounds - Draw a bead when healed from 0 to 1
Spiritual wounds - Draw a bead when healed from 0 to 1

You regain all lost Physical and Spiritual Health overnight by sleeping unless you explicitly use a skill to go dreaming etc. instead

Medicine Skill Rules

This skill represents your understanding of the human body. Anyone can apply immediate first aid to an injured person (not themselves), pausing their death count for as long as they continue to roleplay doing so to the exclusion of all else (including Medicine skills! Although another person can move the casualty if you continue to staunch). The first purchase of Medicine grants you the ability to perform appropriate roleplaying for one minute to restore one point of Physical or Spiritual Health to someone on zero Health. You can never use this or any other Medicine ability on yourself. Each subsequent purchase allows you to select one of the following:

Rules for Drugs are detailed here.

Calls

Note that certain calls are labelled either Sundering or Synthesis - this is simply a note to people with certain powers that react differently to Sundering or Synthesis and is not relevant to most people.

CALL EFFECT
Arc [x] Everyone within a 90-degree arc in front of the person making this call, up to 5m away, loses [x] Physical Health
Dodge You may ignore the effect of one blow struck by an opponent in melee combat, so long as you saw it coming and call Dodge immediately. Ineffective against arrows/bolts/ranged/magical attacks.
Holding The target is completely paralysed for one minute. Sundering
Impale The target's Physical Health is immediately reduced to zero.
Inferno (x) The target is consumed with flames and immediately loses (x) points of Physical Health. If the target is reduced to zero Physical Health in this way, they suffer an automatic Deep Wound. Sundering
Man DownAlthough not an official system call, we are aware that some people may use this accidentally instead of “Stop The Game.” If you hear “Man Down,” please quickly assess the situation to make sure that it is an IC use rather than an OC use. If it's OC, please help everyone out by calling “Stop The Game”!
Mass The other call made with this affects everyone within 5m
Ranged (x)The target (who much be within 20m of the person making this call) is struck by a fast-moving projectile, causing the loss of (x) Physical Health. (x) may also be another call, e.g. Impale or Strikedown, in which case you lose 1 Physical Health and take the normal effect of that call.
Repel The target must move in the specified direction for fifteen seconds. Synthesis
Sever If this attack strikes the target's limb, that limb is useless until treated. If it strikes the target's head or torso it has no special effects.
Shatter The struck object is destroyed, rendering it permanently useless.
Strikedown The target is knocked to the floor.
Sunder (x) The target's flesh rebels against them, causing the loss of (x) points of Physical Health. Sundering
Synthesis (x)The target is assaulted by Spiritual power, causing the loss of (x) points of Physical Health. Synthesis
Turn Aside Allows the user to resist being knocked to the floor by a Strikedown or prevents a weapon being shattered
Stop The Game You should use this call if you or someone nearby has become injured or seems likely to in the near future. You should also call Stop The Game if you or someone nearby has become uncomfortably distressed on an OOC basis. Play will stop and a Guide will come as fast as possible to provide assistance as necessary and call Time In when appropriate.
Time In (Guides Only)This is when game play starts or resumes. Once Time In has been called, you are expected to speak and act as your character as far as is possible.
Time Out (Guides Only)This is when game play stops. You should stop playing your character at this point.
Time Freeze (Guides Only)Game play is paused while something happens. You should shut your eyes and remain quiet while this is going on - it shouldn't take too long! From your character's perspective, no time has passed while in this state.