Game Calls
MAN DOWN
This indicates a real injury has occurred, all game activities in the immediate area must cease whilst the situation is assessed and any necessary first aid treatment is applied. This may be called by anyone, but should not be done so if someone has simply fallen over. You should remain in place unless advised otherwise by Security or event staff.
TIME FREEZE
This denotes something has happened that has taken no time, e.g. a monster has appeared. It requires all who hear it to stand motionless and close their eyes until Time In is called. On the call of Time In you must carry on with what you were doing before, as if nothing has happened, until you become aware of the occurrence In Character.
TIME OUT
This call indicates play is suspended. You can rest, sit down or chat Out Of Character whilst under a Time Out call. However, if it is only a brief suspension of play, it's best to remain in place.
TIME IN
This call resumes play after any of the above calls.
REMEMBER only a Referee can call a Time Freeze, Time Out or Time In.
Damage Calls
The following calls may be used by Monsters/NPCs, as well as players with Special Characters or items. Please read these carefully as some calls may 'stacked', such as Spirit Through.
ARTEFACT
Any blow struck, which is accompanied by this call will have an effect similar to that described under 'Enchanted, Coporeal, Spirit or Magic' below. However, it will effect all three Spheres at once. For a regular character or monster, these blows will deal a single point of damage as normal, and may be parried or absorbed by armour.
CRUSH
The first Crush totally destroys any Physical armour on the location hit, and is only repairable by magical means (see: Mage Spells: Mend). The second reduces the exposed location to zero, regardless of all types of Body Development, and Natural Armour. If there is no armour worn on the location struck, the first blow reduces it to zero as above. If a character has the Mage spell Armour cast on them, the first blow destroys the spell and any Physical armour worn on the location struck. (If no Physical armour is worn, it simply destroys the spell to that location.) The second blow reduces the location to zero as above.
Crush will not destroy weapons or shields, so it is possible to parry the blow.
NB: Certain Monsters/NPCs or some Special Characters may only take a limited effect from Crush once their armour has been destroyed.
COLD IRON OR SILVER
Any blow struck, accompanied by one of the above calls will have an effect on those who are vlnerable to a particular metal. For a regular character, these blows will deal a single point of damage as normal, and may be parried or absorbed by armour.
ENCHANTED, CORPOREAL, SPIRIT or MAGIC
Any blow struck, accompanied by one of the above calls will have an effect on those who may only be affected by a particular Sphere, or Spheres of magic. For a regular character or monster, these blows will deal a single point of damage as normal, and may be parried or absorbed by armour.
FATAL WOUND
A Fatal Wound call reduces the victims head and torso to zero instantly, regardless of the location hit. They are then dying and must begin their 2 minute count. The location struck does not take an additional hit of normal damage from the blow itself. This attack can be parried with a weapon or shield. The victim of a Fatal Wound may be healed as per any other mortally wounded character (see: Death and Dying).
PARALYSE
You are completely paralysed and unable to move or speak for 30 seconds. Neither Physical nor Natural armour will protect you from this kind of attack, and if dealt with a weapon you will also take one point of Through damage. It can be parried with a weapon or shield.
STRENGTH
A Monster/NPC calling Strength cannot be successfully grappled/obstructed by any amount of people. They are considered strong enough to fend off such attacks, and also may bodily throw people/large objects short distances without any apparent effort. If a Monster/NPC calls Strength as they hit you then you are knocked off your feet even if the blow was parried. You also still take the damage as normal if a location has been struck. Any additional modifier to that damage, such as Through, Crush etc. will be called at the same time.
SUBDUAL
When specifically stat'ed by an attacker, the damage inflicted may be Subdual. This has the same effect as normal damage except that a character cannot die from it. A location that has been subdued to zero becomes useless, and if the head or torso are similarly affected, you are unconscious but not dying. Subdual damage takes two minutes to cure naturally reardless of any Body Development or Natural Armor. Healing will also cure Subdual damage in the same way as normal damage (see: Corporeal Spell: Lesser/Greater Healing). A character wearing Physical armor must still repair/adjust it after receiving Subdual blows to gain full protection once more (see: Repairing Armour).
TERROR (+Rank Value)
If the number is greater than your Noble Rank then you must panic and flee the area as fast as is safely possible. This lasts for 30 seconds. Terror is an effect rather than a spell, and as such cannot be countered by magical means. Though a character can negate it themselves with sufficient Rank, it can also be resisted by the Veteran skill Fearless up to and including Rank Ten.
THROUGH
This will deal damage directly to the location struck. Neither Physical nor Natural armour will protect you, though it can be parried with a weapon or shield.
STUNNED
More a reaction than an actual call, being 'stunned' is described in the 'Effects' of many spells, and means you cannot act coherently. As with the Shaman spell Confusion, the character becomes instantly disorientated and confused to a degree that they are unable to act in a stable manner for 30 seconds. However, they may parry if attacked.
Registering Items
Please read this section very carefully. The only 'things' that need to be registered are non-mundane items and Special Characters. These are indicated by the prefix 'M' on the cards that denote their existence within the game. (Potions, scrolls etc. do not need to be registered.) Items are registered to an individual when they are created. They are this individual's responsibility from that point forward. They only cease to be the individual player's responsibility when they cease to own the item for whatever reason.
Items need re-registering when:
They get a new owner. Regardless of ownership, or date of creation, it must be done on an annual basis between Renewal and December 31st every year.
Re-registering may be done at any point from the Sunday afternoon at Renewal, in person, or by sending a photocopy of the cards to the Curious Pastimes office. Written details are acceptable instead of a photocopy, but please do not send the original cards through the post.
Any items still not re-registered after December 31st, (including Special Characters!) will be deemed to have left the system and be struck off.