A caller is an individual that has made a call on you.
Gameplay calls
Attract
Banish
Bind
Disarm
Manifesting
Mass [something]
Reap
Repel
Resist
Root
Shatter [something]
Shifting
Soul [damage]
Strikedown
Attract
You must move directly towards the caller for ten seconds
You may move as quickly as you wish, but you must walk at a reasonable pace as a
minimum
If the caller shifts realms, this effect ends
You may attack, defend and make calls as normal while being attracted
Banish
You immediately shift to the spectral realm
Bind
You may not shift between realms in any way for ten seconds
If your physical body is destroyed but you still have soul points, you do appear in the
spectral realm and do not have to wait for the effect to wear off
Disarm
If hit with an on-strike disarm, drop the struck weapon/item
If hit with a ranged disarm, drop weapons/items from both hands
A LARP weapon should be dropped on the floor immediately, but you should gently place any delicate props, mobile phones or similar on the ground
In combat, only drop weapons and non-delicate props – obviously it’s impractical to try and place a delicate object on the ground during combat (and also risks someone stepping on it)!
Mass [something]
A MASS call affects everyone who hears it. This means that if you hear, for example, MASS
DISARM, you take a DISARM call
Manifesting
When MANIFESTING, you move from the spectral to the material realm without gambling
soul points
This represents a Ghost or similar entity appearing in the material realm as an obviously
supernatural, incorporeal being without a physical form
Reap
This call detaches a soul from a body (and sometimes other things) – it only works on dead
people and shades
If this is called on you and you are neither a dead body or a shade, call RESIST
Bodies that for whatever reason do not possess a soul will RESIST this call
Repel
You must immediately move out of weapon’s reach of the caller and remain there for ten
seconds
You may defend yourself from the caller if attacked, but must always be striving to move
away from them. If they move towards you, you may attack them as you back off
You may make calls and attack others as normal
Resist
Made in response to a call, this indicates that for whatever reason the caller has not been affected by the call
Root
You may not move from the spot you are standing on for ten seconds
You may turn on the spot
You may attack, defend and make calls as normal
If ATTRACT or REPEL are called on you after ROOT, you must still remain rooted until the ten seconds are up
Shatter [something]
The object targeted has broken and can no longer be used. You do not have to drop the
item, but it cannot be used in any productive way
A SHATTERED weapon cannot make any call, including damage and on-hit effects. You
cannot block with a SHATTERED weapon
A SHATTERED item cannot be used for its intended purpose, e.g. a phone cannot make calls or take photos
The caller should indicate what is being targeted with the SHATTER, for example SHATTER
WEAPON. If no such qualifier is added, assume any held weapons have been targeted
Shifting
You move from your current realm into the other
When moving from the spectral to the physical realm, you must gamble for physical points
Soul [damage]
The prefix SOUL indicates that the following amount of damage (e.g. SOUL SINGLE) is being inflicted directly to your soul points, bypassing any physical hitpoints you possess
All damage calls made in the spectral realm are soul damage
Strikedown
You must fall to to ground as if pushed over
You may not perform a controlled roll or similar regardless of your IC or OC skills as IC your character has been caught off guard. Once you have hit the ground, you may get to your feet as you wish
Instead of falling over, you may alternatively crouch for 3 seconds. Only do this for OC reasons, for example unsafe ground to fall on such as slippery mud or ice
Out of character calls
Man down
Time in/time out
Time freeze
Man down
Anyone may make this call
If you hear this call, stop play and freeze immediately as there is an out-of-character
problem
This call is used for safety issues, such as someone falling over and hurting themselves or
dropping their glasses/phone during combat
Do not resume play until a ref calls TIME IN
Time in/time out
TIME IN means gameplay has started or resumed
TIME OUT means the session is over
Time freeze
IC time has been frozen
This time may be used by refs to give you narrative information or to prepare an encounter
When TIME IN is called, return to roleplaying
Be aware that no IC time passes during a time freeze
Gestures
One hand held above the head, index and middle fingers crossed indicates that the player or ref is out of character and does not exist in the game world. This is also indicated by wearing a high-visibility jacket
One arm crossed high above the chest indicates the character is in the spectral realm. Only use this gesture if you are in the process of fishing your spectral sash from your pocket or for whatever reason do not currently have a sash to hand