This is a list of all of our safety calls. Please make sure you are aware of these and respond appropriately if you hear them used.
The nature of a political game sometimes means that role playing scenarios can become intense. Emotions run high, and even the most seasoned role players can get caught up in the moment where IC thoughts and feelings start to bleed OC.
Bring It On and Lay Off are calls meant to assist players in those moments without breaking immersion.
May be used by anyone to indicate they are happy to increase the intensity of a roleplay situation or combat, without needing to drop OOC.
You may choose to escalate your roleplay intensity in response to this call.
May be used by anyone to indicate they are finding a roleplaying situation uncomfortable or blows from combat too hard, without needing to drop OOC.
Respond appropriately and lessen intensity in the current situation if someone uses this call.
Sometimes we need to communicate an OOC issue quickly to all players. We use these safety calls to do so. Do not use these calls in character.
Anyone can use the Alarm and Non-Com calls when the situation requires it.
This call means that there is an OOC problem, and someone requires help. This call is usually used during mass combat. It may be used by anyone to alert everyone nearby to the problem. If you hear this call all combat in the vicinity should immediately cease until a referee or game team member restarts the action.
May be used by anyone to indicate that they should not be struck with a weapon.
If someone uses this call you may carefully simulate striking them, but should not make contact with them. The person making the call should still take in character damage from the weapon blows that come close to making contact.
After using this call you should attempt to remove yourself from the combat.
See Non-Combatant, in the Combat and Safety rules section, to see read about combat safety.
Only referees and the Game Team will use the Drop, Time Freeze, Time In, and Time Out calls.
The target should safely take a knee, and stop what they are doing. They are in an indeterminate state and cannot be affected by IC action until the referee specifies.
This call indicates that the game has been paused until “TIME IN” is called. As this call is sometimes used to set up encounters, to add, or remove items from the IC environment, players should close their eyes whilst a Time Freeze is in effect, if instructed to do so by a referee.
This call indicates that the game has started or resumed. It may be used at the beginning of an event, in the morning of an event or after an “ALARM” or “TIME FREEZE” call.
This call indicates that the game has stopped. It may be used at the end of the day during an event, or at the end of the event itself. It can also be used in the event of a significant emergency.
Unlike a Time Freeze, this call indicates that there is no expectation that the game will begin again shortly. No IC activity should happen during Time Out with the exception of sanctioned Downtime activities.