Quickstart Rules: Difference between revisions
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All characters have three hits at game start. | All characters have three hits at game start. | ||
All characters may use a 1 handed weapon of up to 42”. A character whose [[Regular Order]] grants melee calls may also use | All characters may use a 1 handed weapon of up to 42” and can strike for it in melee for [[SINGLE]], which doesn't need to be called. A character whose [[Regular Order]] grants melee calls may also use an up to 24” weapon or a buckler in their off hand. | ||
Drinks, which allow calls, will be available from the bar at the first interactive; taking a second drink replaces the call from the first. Additional drinks (and calls) will become available during play once they are discovered by the PCs. | [[Regular Order#Drinks|Drinks]], which allow calls, will be available from the bar at the first interactive; taking a second drink replaces the call from the first. Additional drinks (and calls) will become available during play once they are discovered by the PCs. | ||
Some monsters will possess elemental damage calls. At the start of the game these will have no additional effect on players but this may change depending on pacts made. Players can gain access to elemental calls during play and these will have additional effects against certain monsters. | Some monsters will possess elemental damage calls such as FLAME or ICE. At the start of the game these will have no additional effect on players but this may change depending on pacts made. Players can gain access to elemental calls during play and these will have additional effects against certain monsters. | ||
==Calls== | ==Calls== | ||
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|Anyone can call this if you are hit too hard. If someone calls this after you hit them, it isn’t an indictment of your abilities as a roleplayer, but hit them less hard please, as you just hurt them. If you are consistently being hit too hard by somebody, see a ref. | |Anyone can call this if you are hit too hard. If someone calls this after you hit them, it isn’t an indictment of your abilities as a roleplayer, but hit them less hard please, as you just hurt them. If you are consistently being hit too hard by somebody, see a ref. | ||
|- | |- | ||
{{Definition | |{{Definition|TIME IN}} | ||
|Called by refs to indicate play starts or resumes. | |Called by refs to indicate play starts or resumes. | ||
|- | |- | ||
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|{{Definition|CURSE}} | |{{Definition|CURSE}} | ||
|See a ref at the earliest convenient time and tell them you took this call. | |See a ref at the earliest convenient time and tell them you took this call. | ||
|- | |||
|{{Definition|MASS}} | |||
|Affects everyone in a 5m radius cone indicated by outstretched arms. | |||
|} | |} | ||
Latest revision as of 13:17, 2 November 2026
These are the rules you need to begin playing the game. After reading this, and the safety rules, you're ready to make a character or crew.
All characters have three hits at game start.
All characters may use a 1 handed weapon of up to 42” and can strike for it in melee for SINGLE, which doesn't need to be called. A character whose Regular Order grants melee calls may also use an up to 24” weapon or a buckler in their off hand.
Drinks, which allow calls, will be available from the bar at the first interactive; taking a second drink replaces the call from the first. Additional drinks (and calls) will become available during play once they are discovered by the PCs.
Some monsters will possess elemental damage calls such as FLAME or ICE. At the start of the game these will have no additional effect on players but this may change depending on pacts made. Players can gain access to elemental calls during play and these will have additional effects against certain monsters.
Calls
Out-of-game Calls
| Call | Description |
|---|---|
| STOP THE GAME / MAN DOWN | Anyone can call this. There has been a sort of emergency, it could be quite serious. Please call this if you are injured, or lose your glasses, or see someone else is injured. When you hear this, stop moving your feet (unless it’s unsafe not to) or roleplaying, and if people continue roleplaying, repeat the call. Ascertain the nature of the call, and respond appropriately (by looking around for someone’s glasses without moving your feet and stepping on them, or by letting any first-aiders tend to the harmed person). After things are dealt with, a ref will call TIME IN. If there are no refs during this interaction, for some reason, then by mutual consent play can start again. If you hear “MAN DOWN” then respond as if it were “STOP THE GAME”. |
| TOO HARD | Anyone can call this if you are hit too hard. If someone calls this after you hit them, it isn’t an indictment of your abilities as a roleplayer, but hit them less hard please, as you just hurt them. If you are consistently being hit too hard by somebody, see a ref. |
| TIME IN | Called by refs to indicate play starts or resumes. |
| TIME OUT | Called by refs to indicate play ends. |
| TIME FREEZE | Called by refs to pause play. This is usually to give the refs time to react to something or change something that can't be done in real time. |
| TIME FAFF | Called by refs on linears if the party is proceeding too quickly and things aren't ready yet. Continue roleplaying, but do not move forward. Feel free to invent an in-universe reason to take a break. |
Game Calls
| Call | Effect |
|---|---|
| SINGLE | Lose 1 hit. All hits with a melee weapon do single without having to be called. |
| DOUBLE | Lose 2 hits. You should roleplay a visible reaction, so the caller knows you've taken the call. |
| TRIPLE | Lose 3 hits. You should roleplay a visible reaction, so the caller knows you've taken the call. |
| STRIKE | Lose 2 hits and you are knocked back 3 paces. |
| HEAL | Heal all hits. |
| STUN | For 10 seconds you cannot attack or make calls, and can only move at a walking pace. This takes effect if blocked or parried. |
| REPEL | Move away for 5 seconds. This takes effect if blocked or parried. |
| DRAG | Move towards the target and stay within 5 feet for 5 seconds. This takes effect if blocked or parried. |
| WEAKEN | For 15 seconds you cannot make any calls other than SINGLE or resist any calls. |
| ENTANGLE | For 10 seconds you are unable to move your feet but can otherwise act normally. |
| SHATTER | A blow carrying the shatter call will break a full sized shield or polearm rendering it unusable. Any call that hits a broken shield should be taken as if it hit your body |
| EFFECT | The effect stated after the call applies to you.
Unless otherwise specified, EFFECTs last 5 minutes. |
| Would You Kindly | Do your best to carry out the instruction.
Unless otherwise specified, Would You Kindly lasts 30 seconds. May be abbreviated to "WYK" when written. |
| CURSE | See a ref at the earliest convenient time and tell them you took this call. |
| MASS | Affects everyone in a 5m radius cone indicated by outstretched arms. |