As well as a character card, each player will receive a set of visiting cards showing their name and skills. These can be exchanged with other players, but cannot be used to pass yourself off as another character.
On occasions, you may be instructed to put your visiting card into a box. These boxes may not be opened by players, and cards cannot be removed or added except when instructed to do so.
If you run out of visiting cards, ask a ref, and if possible, replacements will be provided.
You can send telegrams by filling in a telegram form and handing it to a referee.
All characters are assumed to have sufficient money for their everyday requirements and equipment (e.g. a doctor character will have a doctor’s bag.)
A small amount of discretionary cash will be supplied to each player at each event, for roleplay purposes (e.g. tipping a helpful NPC). The coins should be treated as half sovereigns regardless of what might actually appear on them.
Money can be given to other players, but cannot be stolen.
Locked doors and containers will have a padlock shaped charm attached to them. These cannot be opened without the relevant skill.
Some items will have attached paper tags. Players may read tags with colours or symbols that match their skills. General tags may be read by anyone.
At some events, players may additionally receive a knowledge pack related to their knowledge skills. These will indicate whether they should be opened immediately, or whether they should remain closed until specific knowledge is required.
In addition to the information on tags and in packs, players can ask referees questions related to any of their knowledge skills.
Players with the Firearms skill will be supplied with 12 foam darts. After each fight, players must retrieve their darts, which can be reused. If a dart becomes damaged during the event it must be returned to games control to get a replacement. Only darts supplied by the game team may be used.
A character with their hands steepled above their head is considered to be hiding, and should be ignored.
A character doing the ‘stealth walk’ (leaning forwards while making t-rex like hand movements) is considered to be moving silently and should be ignored unless they are right in front of you.
Some characters or monsters may be able to detect stealthy characters, and will be briefed in advance how to react to either of these.
Various effects may be used in the game and you should roleplay an appropriate reaction that is safe for you to do.
You will receive a tag with guidance on how to roleplay the effect. You will also receive a treatment tag, which should be handed to any character with the appropriate skill who attempts to treat you.
In general you should assume that anything that would scare a Victorian causes a fear effect. A monster may use the call ‘Fear me’ to indicate that they cause fear, and a referee may call ‘Fear’ to indicate a more general fear effect, but these calls are not required for a fear effect. Fleeing, cowering, fainting or deer-in-the-headlights paralysis are all appropriate reactions to fear.
The charm effect is started using the words ‘Perhaps you’ve heard of me?’ It applies to a single character. When you are charmed, you must focus all your attention on the character charming you, so long as they continue to make conversation with you.
The distraction effect is started using the words ‘Pay attention to me!’ It applies to everyone within earshot. When you are distracted you must focus your attention on the character distracting you, so long as they continue to speak or perform some kind of distinctive action.
The intimidate effect is started using the words ‘Don’t you know who I am?” followed by the speaker’s title. When you are intimidated, you should go along with whatever the character says, providing it’s not completely implausible.