Core Rule Book

Nothing in this core rule book is copyright, with the exception of the artwork, and you should feel free to utilise it in whatever way you wish.


All players are only asked to be familiar with the core rules set out in this document. In addition, further information is available in the form of skill sheets and other individual rules depending on your character choices. It is strongly recommended before creation of a character concept, you assess the additional rules you may be required to understand and to attempt to limit yourself initially to a sub-set of these.


Weapons Checking (Safety)

Any weapon or shield that is used for impact fighting must be checked for safety reasons before you are allowed to use it in a time in area. If a weapon or shield is not judged to be usable for live roleplaying fighting you must leave it in a car or with the crew.  If you believe a weapon has become unsafe in play, don’t use it until it has been rechecked.

Live roleplay combat

If there is one phrase that sums up live roleplay combat it is “Pull your blows!” and it is absolutely critical that before time in you are confident you know how to safely fight in a live role-playing game. If you are in any way uncertain how to fight safely or you have never practiced before you should ask and we will be happy to show you.

We don’t wish to scare you, as live roleplay fighting is relatively safe despite the warnings you are about to read. However it is safe is because everyone, without exception, treats these rules as inviolate.

  • Weapons must be checked:- In live roleplay combat you may only use a prop that has been specially designed for live roleplay fighting and only those props that have been checked and approved by us. See above for more information.
  • You must not thrust with any weapon:- Almost all live roleplay (lrp)  props that have been approved for fighting have a core, and thrusting with any weapon is incredibly dangerous. Because it is so dangerous you must not thrust even if that weapon does not have a core. However the refs are willing to make exceptions to specific individuals for specific weapons. Note that if you have been given permision to thrust one specific weapon you should never thrust with another weapon unless you have been given an exception even if you know that weapon is thrust safe.
  • Do not aim for sensitive areas:- This includes the face, head and neck as well as the groin or breasts of a person. Even if you pull your blows it is possible you might cause injury if you hit those areas.
  • Only strike with those surfaces designed for impact:- Do not strike with the hilt with any weapon even if it appears to be designed for fighting or with any surface not designed for impact.

  • You must not grab or trap a weapon while another person is wielding it:- To do so could damage the weapon as well as causing the wielder to lose control of the weapon and be unable to follow these safety rules. Further damage to the weapon could cause it to snap and become dangerous.
  • You must not throw a weapon unless it has explicitly been approved for throwing by a weapons checker:- To be eligible for being approved for throwing an item must be coreless as well as being of the correct size and shape.

  • You must not aim a missile impact weapon at the head:- If you have never used a bow in a combat situation before (which is something very different to just practising) we’d also suggest that you come speak to us to help.
  • You must not draw a bow string to its full distance when firing nearby:- In order to hit the target with minimal impact you should only draw the bow string enough to successfully strike the target but no more.

  • You must avoid combat if you are drunk:- Fighting while drunk is incredibly dangerous even if you still feel capable and you must avoid it.
  • You must not grapple:- You must only use weapons approved by a weapons checker for live roleplay fighting. Exceptionally if you have the other persons express permission and it is a small fight for that occasion only you may grapple.

  • You must not use a shield as a weapon:- This includes shield barging
  • You must Pull your blows:- every time you strike your opponent you should do so with the minimal amount of force for your opponent to realise he has been struck

  • Not fighting safely is a sure way to get yourself kicked off site and banned for life:- Again we don’ ™t wish to scare you but as stated the reason why people feel fairly safe in live role playing fighting is because these rules are considered inviolate. Once you get the hang of live roleplay fighting you’ ™ll quickly find these rules become second nature as thousands of players have done before you.
  • Although we allow latex and foam firearms to be used as impact weapons, you must not use solid muskets or ones not designed for safe striking in combat.

Man down

If you hear this call then it means someone has been injured in real life or a dangerous situation has occurred. You must immediately stop role playing until the problem has been identified and resolved.

Your Character and the game.

Your Character

Every player creates a character with which they play the game. Character creation is dealt with in a separate section on the website. Every day has a time in period that is announced beforehand and during that time you are considered to be role-playing that character if you are in the time in area unless you clearly indicate you are out of character.

Props and Special items in play


Many items are considered special in game, and have a worth and utilisation above what the prop is capable of performing without game rules. Such items are usually represented by a Laminated card (or lammy for short) which we provide and which gives additional rules for that item. A common item is a weapon, which will state if the wielder may make any additional calls beyond that of single for an impact item.

Lammies may also have a rip tab attached to them with circumstances stated in which you are required to rip it (such as activation), if there are no more tabs attached on that item then that item is expended and you may not use those circumstances. Not all of a Lammies stated abilities may depend upon the tabs however and the item may still be useful even if you are not able to recharge it.

Some lammies may instead be a rip open lammy, in which you are required to rip it open and also follow any instructions on the inside of the lammy. If the item is ripped open generally it is useless until repaired.


Stickers are used to represent a plethora of special consumables and or effects. Generally these will be accompanied either with a lammy stating what they are used for or in the possession of someone who knows how to use them.


1318 is a sci-fi gaslamp game, any item of a technological nature must not be in game without an appropriate lammy. you have an appropriate lammy then you must get the physical representation (phys rep) or prop approved by a member of crew before you can use it in play and will be given a sticker for the item. Unlike with weapons checking this only needs to be done once and if approved you can use that specific item at any game until told otherwise. The exception to this is if the technological item requires weapons if it is designed to be used in combat. A technological item is considered to be anything that is obviously modern or that has any complex electrical or mechanical parts.

The principle exceptions to this are:

1, Torches, Lights, Watches and Still frame cameras

Both torches and watches have become common enough technology that anyone can start with them and can utilise them in play. Torches and watches represent IC items that are sufficiently cheap and readily available so as to be effectively worthless, requiring no lammy.

Large scale technology lighting above that used to light the inside of a tent is still difficult and requires a lammy.

In all of these cases however it is still necessary that you as a player should ensure that the items still look appropriate for the setting. Digital watches for example should not be used unless you have heavily customised them for the part; torches will appear significantly better with a colour filter giving off a different light than white and with brass buttons etc.

Camera imagery may not be shown IC at the same event it was taken, and pictures that are to be used IC must be emailed to us between events.

2, OC logistical items

Items such as mobile phones, food preparation and camping equipment may be used for OC logistical purposes only. Where possible you should strive to keep such items in an OC area, however if it detracts from your roleplaying, fun or you have a pressing requirement you can and should use them. However you should not interfere with someone else’s roleplaying nor should you use such items to gain an IC advantage.

3, Locks

All padlocks or anything with must not be locked OC. To represent locking something IC you must attach a blue ribbon to the item, using the ribbon to seal it. If you do not have a relevant skill that says you can pick locks then you are not able to open any container or item with a blue ribbon upon it. Violence or any means not referring to a skill or item (such as a key for example) will require a ref to adjudate.


If you steal or loot an item in game then you must return the physrep to GOD within the hour, or alternatively a box may be provided to leave crew physreps in the IC area. Please strive to return crew physreps as quickly as you are able.  Items without lammies may also be stolen but must be handed into GOD as soon as you are able, we will then hold on to itand check with the player whether or not they are willing to let you keep it for the remainder of the event or longer and in which case we will attempt to find you and return it to you. You should not attempt to steal items that obviously have a OC safety factor such as torches and consider carefully if there are other ways to achieve your IC goals rather then messing with items that have an OC convience.

Technological item lammies

Certain advanced technological items are prone to damage and are marked as such, with conditions given for what may damage it on the lammy, or on a skill sheet when used with the skill.  If an item is damaged, for example by electro, shatter or other condition that item is broken and you must tear open the lammy when convenient. The inside of the lammy will contain any immediate effect which occurs when the lammy is torn and the prerequisites required to fix it.
An item is only fixed when the prerequisites are matched and a repair sticker of the appropriate type has been added. If the item is broken again while repaired, then that item is irreparable for the event and you must rip the lammie in two, leaving the front part only attached. The back part then represents the parts that have fallen out, or become detached, and you should phys rep it with something appropriate.

To repair the item in DT both parts of the lammy are required.


Any item that states that it requires maintenance is valid for that event only and you must not use that item at future events. Instead you must include them in your DT baggie and leave them at GOD in order for you to access them at future events.
Items can be maintained either during time in or after an event which will cost someone a short action in downtime.

Certain items are so complex that the prerequisite for maintenance weeks of time and these can only be maintained during DT as a long action.


The one second rule

You may only make one call such as a status call or damage call once per second. The exception to this is a triggered effect, which will have a set condition in which you must make the call. Triggered effects are always described as triggered, two examples of triggered effects are RESIST calls, which are automatically a Triggered effect and the steamware item acid blood.

Damage Calls

There are five base damage calls, which are zero, single, double, triple and quad and do 0,1,2,3 and 4 points of damage respectively. If you lose all your body hit points you become incapacitated but you are not dying. You cannot die as a result of solely losing body hits.


Every character has a number of body hit points; the usual human starting number of body hit points is three. If a person makes a damage call (e.g Single, Double, Triple, Quad) upon you then subtract that from your current hit point total. In the event of your character reaching 0 hitpoints your character is debilitated and upon -1 incapacitated. -1 is the lowest hit point total you may have.  Regaining hitpoints generally takes either time (dependent on your species) or special items such as drugs.

Armour points

Every armour lammy will have a set number of armour points. With the exception of damage called with the mortal call through armour points are subtracted first before body hits.
If you take a mortal blow which only subtracts armour points you are not mortally wounded. Once armour points have been expended, you may not use those armour points until the armour has been repaired. Some types of specially manufactured armour will have a series of stickers on the back representing the condition of the armour. When convenient you should remove as many stickers as you have taken damage. To repair this kind of armor will require the same type of sticker as shown on the back of the lammy, which may require specialised skills to utilise in repair.

Impact and Abstract calls

Calls are divided into two categories based on the nature of the condition in which the call is made, impact and abstract.

-Impact weapons are any weapon which requires actually making contact with an opponent. All characters may use any lrp safe impact weapon to call single providing they touch the person with the weapon, including items such as arrows or bolts that are actually required to strike the target to succeed. If your character is able to resist the damage call (for example single, double, triple or Quad, but not calls such as Mortal wound calls such as stun)  being made with an impact call or is unaffected by it (for example someone using the call Mechanical Double, and your character is not affected by MECHANICAL damage, see conditionals later on in these rules for more information) then your character still takes a single point of damage from the impact of the weapon unless the damage of the call is ZERO.

-Abstract calls are those in which it is not necessary to strike the target with an impact weapon. Generally abstract calls are impossible to use without the relevant skill, and will have a set of conditions for you to make the damage call.
As an example, the most common type of abstract weapon is the flintlock pistol, the criteria to call damage is you must have the relevant skill (i.e pistol single through), be within five metres of the target, the item is loaded and the weapon cap is discharged successfully. Providing you have matched all these criteria then you may make the associated call. Unlike impact weaponry if your character is unaffected by the call then your character does not take any additional damage

Call effects

-There are two categories of special calls which are status effects and mortal wound effects.

-You may not use any of these calls unless the rules explicitly say you have the ability to do so.

-Both of these types may be accompanied by a base damage call before the effect is called,  for example one such call might be Single Through.

-Status effects have no additional effect barring the specific rules for that effect.

-Mortal wound effects have the additional effect of if your character loses a hitpoint from that call then your character is Mortally wounded and may die from it.

-Status effects are either psychological or physical, in case of conflict physical effects always top psycholgical, but does not negate the effects of the call. If both are psychological or physical then you should use common sense to guide you.
Status effect

The table below provides a summary of the basic status calls that may be used in game by someone with a relevant skill or item.

Call Effect
Attract Must move towards the caller and may not use any skills or attack until they have reached the caller.
Hysteria See species sheet, must also report the effect to GOD when convenient
Mute May not vocalise for 30 seconds
Negate Cancels the specific stated effect
Paralyse Immobile from the neck downwards for 30 seconds
Poison No immediate effect, report to god when convenient, and within 30 minutes.
Porting Your character has disappeared or reappeared. Drop in character if out of character or out of character if in character.
Repel Flee from the caller for 30 seconds
Resist Used to signify immunity to a call.
Shatter Item is destroyed and may not be used in character.
Ward You may not close the distance or use any aggressive call against that character for the next 30 seconds providing they continue to verbally roleplay the ward.


If a character calls attract against you then you are drawn to the caller and must move towards them. You may either run or walk slowly at a pace not slower then a full step each second as you roleplay fighting the call but you may not use skills or attack until the duration of the call has ended.

This is a psychological effect if combined with living, gas or a species that is body card type A, physical if not. This effect lasts for 30 seconds or until you are within arms reach of the caller.


The rules for hysteria are slightly different between species as well as other factors, however the rule for Gretchen and Humans is outlined below.

“If a character calls hysteria against you then you must either flee as per the repel rules or drop to the floor as a gibbering wreck. You cannot attack or use any skills and you are incapable of coherent speech. You may alter your choice during those 30 seconds. If you have been subject to a hysteria effect you must go to GOD or see a ref as soon as it is possible without it being detrimental to your roleplay.”

Regardless of it’s species dependent effect you must always registered the effect with GOD as soon as it is convenient

Hysteria is a psychological effect.


If a character calls mute against you then you are incapable of making any vocal sound for the next 30 seconds. Mute is psychological if combined with living or gas and physical if not.


If a character calls negate [state] (for example “negate mute”) upon you then you are no longer suffering from that state. The character must clearly state what status effect he is negating and to who. A mass state is not negated unless the character also includes mass in their call though they may negate a state for an individual. A negate can not replace a resist call and if you are unable to resist a status effect then you may not be able to negate it. Unlike a resist, a negate can be used upon another individual.


If a character calls paralyse against you then you are completely immobile from the neck downwards for 30 seconds. Paralyse is a psychological effect if combined with the conditionals living, gas or a species that is bodycard type A, physical if these conditionals are absent. If you are struck by another psychological effect you must obey it as much as you can without moving before the paralyse has worn off.


If a character calls poison against you then there are no immediate effects but you must go to GOD as soon as possible, ideally checking with your opponent for the relevant lammy. Not all poison calls are a physical venom but if one, is then there will be a sticker attached to the weapon that you have been struck with. If you call poison against someone then it is your duty to ensure that they have gone to GOD or register it with GOD yourself.


If a character calls ‘porting out’ against you then you have instantly disappeared and must immediately put on your armband and go to GOD. The most common use of porting is to use it upon yourself by  using the call  ‘porting out self’. Porting is also used to signify if someone is teleporting in, by the call ‘porting in self’ and if you call it while wearing an OC armband you must then take it off. If someone calls ‘negate porting’ within three seconds of your arrival or disappearance then you are deemed to have bounced and should either return to GOD if you were attempting porting in or return IC if you were attempting porting out. After three seconds you are stable and negate porting no longer works.


If a character calls repel against you then you must attempt to physically move away from the character as quickly as you are capable of for 30 seconds. This is a psychological effect if combined with living or gas or a species that is body card type A, physical if not. This effect lasts for 30 seconds.


If a character calls resist followed by an effect a player indicates that they have resisted that effect. A player does not always have to call resist if they are immune to an effect however as it is dependent upon the conditions for their immunity, and you should not assume someone of cheating if they ignore an effect without calling resist.


If a character calls shatter against a single item, such as a sword or armour. If an item is shattered then that item is useless unless it is resistant in some manner and you must not use it IC for any purpose. A shattered item may be repaired by the appropriate skill. If the item has a lammy that must be ripped open when it is broken then you must tear off and read the effect as soon as it is appropriate to do so. If your shield is shattered and you are subsequently hit on the shield then you should treat the blow as if it had hit your body. Other items held must either be put on the ground or carefully put away and you should not use them in any other way including  parrying.


If a character uses the call ward against you then you may not close the distance or use any aggressive call against that character for the next 30 seconds providing they continue to verbally roleplay the ward, unless you have a skill or lammie which explicitly gives you a full or partial exception to this rule. If a character is incapable of verbally roleplaying the ward, turns their back to you or is knocked to the ground then the ward ceases to be effective. Ward is a psychological effect.

Mortal wounds

-If you are hit with any of these calls and you lose one or more body hits and then you are mortally wounded in addition to the effects described below for a specific mortal wound.

-Mortal wound effects cannot be combined with one another. For example, you will never hear the call single cleave through.

-Your species sheet will give more information on what happens if your character is mortally wounded, the most common rule is that your death count is activated and you should start counting down to that number. If you reach zero without receiving medical aid such as a healing matrix from a field aid kit by someone with the relevant skill then your character dies.

Basic summary

The table below provides a basic summary of the mortal wounds calls and their effects. Some of these mortal wound effects are different depending on whether an armor point is lost or whether a hit point is lost, these have been bolded in the table below. In all mortal wound cases a character is mortally wounded but only providing a hit point is lost.

Mortal Wound type

Armor Point Lost

Hit Point Lost (character is mortally wounded)


Take an additional single burn every three seconds, until three seconds of physrepping stamping out the flames has been done.

Take an additional single burn every three seconds, until three seconds of physrepping stamping out the flames has been done.


No effect

If limb struck, limb becomes disabled, else no additional effect.


If arm struck, item held in that arm is dropped.

If arm struck, item held in that arm is dropped.


If conductible armor take off hitpoints and character is stunned as per the stun effect. If armor is insulated take the damage to the armor. Items with an electrohardening rating may be damaged.

Character is STUNNED as per the STUN effect, may not speak, move or parry for three seconds. Items with an electrohardening rating may be damaged.


Fall over

Fall over


Cannot Speak, use skills, attack or move for three seconds.

Cannot Speak, use skills, attack or move for three seconds.


Bypasses armor and is taken off hitpoints.

No additional effect apart from the mortal wound.


If you are struck with a burn you have been hit with a substance that has effects similar to ignited petroleum upon yourself. Until you phys rep stamping or rolling out the substance for three seconds, you continue taking another single point of burn damage for every three seconds you do not. Burns do not stack and if you receive two burn wounds you only receive one single burn every three seconds, the second burn does not reset this count.

This effect can cause a mortal wound even if the initial effect did not, for example if a character received a zero burn to their armour, then they would begin to take one single burn per three seconds but they are not mortally wounded. If they do not put the burn out however when they have run out of armour points and take another single burn that causes the loss of a hit point they are then mortally wounded.

If you become incapacitated then you are unable to extinguish the burn yourself and you should treat each further burn damage you receive as an execute call upon yourself every second. We recommend counting every 5 seconds out loud as “burning execute 1, burning execute 5 ” etc but interspersing this call with bone-curdling screaming if your character is able. If someone spends three seconds roleplaying stamping out the substance then the burn damage ends.


If you are struck on a limb by a cleave call that causes the loss of one or more body hits, then that limb is disabled until the effect is negated through the use of a relevant skill or item.
If your arm is disabled you must drop any item you are holding with that arm, and the arm may not be used for any action.
If your leg is disabled you must fall over and can only move by crawling or through use of a support such as a crutch. You may rise to a kneeling position, but cannot move as such.
If a cleave is blocked with an uncrafted (i.e. unlammied) shield, or do not have the shield-use skill, then the shield is shattered as per the shatter call (and should not be used and must be dropped as soon as possible).


If you are struck anywhere on the arm with a disarm then you may not use the weapon and must drop it to the ground as soon as it is safe to do so. If you are wielding a weapon in two hands then you must remove the hand that was struck for a single clear second and you must lower the weapon and not use it for the duration of the second. If you are using a lanyard to tie a weapon to your wrist then you may pull it back into your hand after a single clear second.


If you are struck by an electro then it bypasses any conductible armour you are wearing. No armour points are lost but the damage is taken directly from your body hits. If you are wearing non-conductible armour or are insulated by a lammied item or skill then the electro damage is taken off your armour. In the event of your character losing one body hit or more then your character is stunned as per the stun effect. Electro damage may also incapacitate or destroy synergistic items or steamware and characters with synergistic items should be sure to consult their relevant item descriptions.


If a stun strikes you anywhere then you may not attack or move for the next three seconds, though you may still parry.  The blow is so strong as to render you insensible and in addition you character may not vocalise during that period, taking a three second only mute effect. Stun like all other calls barring cleave, does not require the loss a body hit to have it’s effect. You may however use items that do not require a skill, providing that does not involving moving from the position you are in, attacking someone by direct or indirect means or vocalising.


If you are struck with a strikedown then you are knocked over by the force of the blow. You should roleplay accordingly but, as a minimum, you must ensure that the soles of both feet are off the ground at the same time that your torso is touching the ground. If you do not wish to fall over, then you must drop everything and crouch down for three seconds. You may take up to two steps away from the opponent who has struck you, to avoid having to fall over in unsafe or particularly wet areas. If you block a strikedown with an uncrafted shield, or a shield without the shield-use skill, or you parry a strikedown with a single weapon held in one hand, then the force of the blow will still knock you over, but you do not suffer any damage and you are not mortally wounded.


If you are struck by a through then it bypasses any armour that you are wearing. No armour points are lost but the damage is taken directly from your body hits and you are mortally wounded.

Prefixes and conditionals

In addition to damage and effect calls there are a number of special calls which allow the user to modulate a call by signifying that they affect more then one person or that they only affect a specific type of person. The following modulatory calls exist.


All mass effects have a range of five metres. If you are in range of a mass effect you take the following call to the prefix mass. There are three mass calls and a further non-directed mass effect.


Mass by itself is from the point of the caller and if you are anywhere within five metres of the caller then you receive the effect subsequent to that. If the skill or lammie does not explicitly state otherwise then the caller is also affected by the call. There is an added intimidating psychological effect IC with mass calls and if you hear one that your character could conceivably be affected by, and then your character will naturally pause in momentary confusion as you check that you are not in range (though you may if you wish use a skill such as dodge to ignore the possibility entirely).

Mass Arc

Mass Arc affects all within five meters of the caller and within the arc indicated by the caster’s arms.

Mass Grenade

Mass Grenade is directed by the caller pointing to a specific object and is the central point for the call. The caller is affected by a grenade effect if they are within five metres of the grenade and a clear audible effect is heard from the object specified.

All grenades must be examined by a weapons checker and may be tested for safety reasons, so you should ensure either that the grenades are reusable or that you have enough for testing.

Mass Mines

For a mine to be triggered and succeed, it must be able to physically represent successfully both the appropriate audio and visual effects. An audio effect must be able to be heard clearly in open air by all within five metres (i.e the area of effect).

An appropriate visual effect must be able to be seen when tripped and can be either light, smoke, ribbon, or all three.

  • All Mines do triple through
  • You may only receive the effect from one mine per second.
  • Further information on how to rig a mine is covered in the grenadier skill brief.
  • All mines must be examined by a weapons checker and may be tested for safety reasons, so you should ensure either that the mines are reusable or that you have enough for testing. You must not use any activation device (such as trip wires) unless there is no chance of them causing the recipient to stumble and these must also be approved.


There may be conditionals that your character may call if you are given an item or skill. If you hear a conditional during a call that you have not been told you are effected by then you are not affected by it. All characters are affected by any prefix which is their species and religion, most characters are also affected by gas and living.
Unlike resistance however if you are not affected by that conditional then you do not have to call resist and you should not if you wish to keep hidden what you are susceptible to.
Note that if the call is delivered by a weapon and you do not match the conditional, you still take the effects of a SINGLE.


There are two types of resistance to an effect, total resistance in which your character is able to resist a particular effect, one such example being abstract damage with a mortal wound call by using the dodge skill, and threshold resistance.

Threshold resistance

Certain items, consumables and skills will grant your character resistances to effects based upon the level of damage preceding it. A threshold level is the level that breaches this Resistance. All characters start with a threshold level of ZERO, meaning that any effect with the call ZERO preceding it affects them. If an item is described as raising your resistance threshold (for example “your resistance to the stun effect but not the mortal wound is increased by two level) then your threshold is raised by two and you would only be affected by the double, triple and quad stun but not zero or single, however in the event of your character losing a body hit to this call you would still be mortally wounded

The highest threshold your character may have is QUAD, meaning that QUAD damage may not be resisted by a item or skill using threshold resistance.

Other calls

There are three special calls that all characters may call. None of the following three calls require a skill.


A coup-de-grace can be called be anyone capable of doing a single point of damage using that item. You must be within a metre of the recipient to call a coup-de-grace with an abstract call.

If you receive a coup-de-grace  then you take a single point of damage. If you are unable to call resist then unless you receive phys-repped medical attention in the next sixty seconds you are dead. In addition to this you are mortally wounded. Anyone can call resist for a coup-de-grace providing they are not incapacitated or debilitated.

No skill is required to negate a coup-de-grace, and anyone can phys-rep a halting of a coup-de-grace by applying and holding pressure to the wound for three seconds providing they are not incapacitated (including the recipient of a coup-de-grace ). However once a coup-de-grace is halted you must continue your death count from this point.

If the only wound you have received is a coup-de-grace then you should treat the wound if you receive a healing matrix lammy as a through.


If a character spends thirty seconds roleplaying making lethal injuries to your character and you are unable to resist, then your character is dead at the end of that thirty seconds. Anyone can call resist to an execute providing they are not incapacitated. The executioner should make it clear to anyone in the vicinity that they are executing your character and should intersperse their roleplay of the execution with the call Execute followed by the number in seconds from the time they begun.

Additionally after ten seconds of execution you are mortally wounded and should treat it if provided with a healing matrix as burn damage.


If you spend 30 seconds or more roleplaying mutilating an unresisting target then you may call mutilate against a target. If your roleplaying of the mutilation is interrupted before you have completed it and called mutilate then the mutilation has no effect. You should describe to the target out of character which of these effects you are applying during the process or after. Not all of these effects are permanent. If you are mutilated then you should roleplay the effect and must go to GOD as soon as it is convenient. Unless you have the surgery skill that character is mortally wounded.

Ref Colour codes

Very occasionally you may hear a ref shout out a colour, such as for example Orange. Unless you have a relevant skill sheet or item which informs you what these colours mean then you should ignore them and there is nothing detectable in character. This may also be accompanied by a auditory or visual effect which we will attempt to physically represent but may instead for logistical reasons be supplied by a ref description. For example “Orange, a high pitched humming sound is emanating the gate”, if this is the case, while you ignore the colour, the effect is happening in character and you may react to it.

Physical states of the character


If a character has one hit point or more they are considered healthy and capable of all their allowed abilities excepting those under other status effects or unless they are under an effect which states otherwise such as those due to serious injury.


If a character has no hits then they are debilitated, you can move around but you are too weakened to run. You cannot attack another character or use a skill unless it explicitly says otherwise and you may only parry or call resist (if you are able to) if then engaged in combat. You can consume or activate any item that does not require a skill. Providing you are not suffering from a complication due to injury or are otherwise afflicted then if you receive medical treatment from someone with staunch wounds and your bodycard is type A then you cease to be debilitated thirty minutes after treatment but still have no hits.


If your hit points are reduced to -1 then you become incapacitated. If you are incapacitated then you may shout, scream and even talk coherently but you must fall over and you cannot move more than a few feet from this position. If you are incapacitated then you may not use any skill unless it explicitly says you may use it when incapacitated, nor may you activate any item. You may not attack or parry and cannot call resist unless it explicitly says otherwise. You remain incapacitated from the point where your hit points are reduced to -1 for five minutes, and if you take further damage then you must start your incapacitation count from that time. Once five minutes have expired, or if you receive treatment by the staunch wounds skill for 30 seconds then your hit points are reset to zero and you are now debilitated.

Facilities and special areas

Some tents and rooms may have a lammy or rules text placed on or adjacent to the entrances to that area. The most common one you are likely to see are technical facilities. Areas may have immediate instructions that you must follow when entering these areas.