Quickstart Rules

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Revision as of 10:26, 6 October 2026 by Bink (talk | contribs) (→Game Calls)

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”. A character whose Regular Order grants melee calls may also use a 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. 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.