In the effort to maximize immersion, we use headbands to indicate several things other participants need to know about the status of a fellow participant or the character they are portraying. We do this through a simple color coded headband system. We currently use six colors to indicate various things about what you are, or are not, seeing in game. Headbands should be clearly visible and worn around the head. We find that the plastic “Marker Tape” available at most hardware stores is a cheap, effective way to make headbands.
This indicates that the person wearing it is Out Of Game(OOG). A character can not interact with someone wearing an OOG headband, nor are they aware of the existence of that person. You may go OOG if told to do so by staff, if your character has left the play area, while you are in the restroom, or if you have gone into any OOG area. In the case of a minor injury you should reach out to safety staff members as well as going OOG while you are attending to it. This is not a ‘get out of jail free’ card, and can’t be used to escape a situation.
We request that players stay In Game as much as possible to assist with immersion, and only use OOG headbands in the above situations.
This indicates that the participant is a Non-Combatant. This means that you are not allowed to physically engage with that participant. All participant’s that wear yellow need to notify staff that they are doing so, and are encouraged to inform the safety team the details of the reason why so that they can be prepared in case the participant finds themselves in need of assistance.
To engage in combat with a Non-Combatant all participants must follow these guidelines
For melee, approach the Non-Combatant and get within weapons striking range. Menace your boffer at the participant and make your calls, no more than one every full second.
For ranged, be within fifteen feet (5 yards, or 5 large steps away) of the participant, point either your phys-rep or finger at the participant and make your calls, no more than one every full second.
If the participant is faced away, or focused elsewhere please add “Non-Com” to your call, such as “Non-Com 10 Edge”. If that fails to get their attention, call their name followed by Non-Com and your call.
When pursuing/avoiding someone who is Noncom you may only move at a similar pace to them.
All calls are assumed to successfully land on both parties when they are made.
If a shield is used, it is assumed that the shield blocks the appropriate calls from either party.
This indicates that the character is a spirit. They have no corporeal form, and unless your character has the appropriate skill “See Spirits” or something granting your character that effect, your character is unaware of them. Spirits may only speak in low towns, are able to pass through most barriers and physical objects. They do not leave a presence, nor can they interact with any physical objects. See the section about Death and Dying for details on how a character enters this state.
This indicates that the character is invisible. Unless your character is also invisible, or has something that allows them to be aware of characters who are invisible, your character is completely unaware of the character who bears this headband. Invisibility is most often granted by the Protection feat “Invisibility”. When a character is invisible they are unable to hear anything but a loud howl. Verbal communication is impossible and it can’t be used to spy on conversations. If a character elects to physically interact with anything not already on their person, it will cause them to cease being invisible. Similarly if a character who can see and interact with something invisible and chooses to do so, it will cause the invisibility to cease. This means that someone who’s invisible is unable to open doors, pick up items, or attack without causing the invisibility to cease.
This indicates that the character is ethereal, or translucent. The ethereal character is able to pass through all barriers, and can be interacted with by magic. Purely physical interactions pass right through this character. Ethereal characters are generally only able to make gross interactions with the world, attacks, knocking objects over, etc. Fine manipulation of objects is beyond most creatures that are Ethereal.
This indicates that the character has used the Feign Death feat and is a shade. Shades are undetectable, even by other shades, and cannot interact with the world in any way, but can see and hear the world normally. Shades can pass through barriers, both physical and magical (only going out but not in). See the Path of Death Feign Death for more information.