Calls

From Breaking Worlds

Breaking Worlds, like many LARP systems, uses a set of ‘calls’ as part of the operation of the game. All calls are out-of-character (OOC) - they are auditory cues to players, rather than being spoken or heard by the characters.


Game calls

These calls are used to are used to tell the players (not the characters) about the operation of the game, and in cases of emergency.

STOP THE GAME

The most important call in LARP. STOP THE GAME means there has been an real-life injury, someone has lost their glasses or there has been another OOC emergency. Anyone may call STOP THE GAME and should do so if needed.
As soon as STOP THE GAME is called, the action suspends entirely, everyone should stop moving, and appropriate action is taken. Repeat the call to anyone who has not noticed. Once the emergency is over, if the game is to continue then people are asked to return to where they were when STOP THE GAME was called, and TIME IN restarts the action.

MAN DOWN

This means exactly the same as STOP THE GAME. It is included here as an alternative because it is in common usage in many systems, so people may call this instead of STOP THE GAME. STOP THE GAME is preferred where possible because we’re not all men.

TOO HARD

Call this if you’ve been hit too hard by somebody. Anybody can make a mistake so try and be polite if it happens and use this call rather than a string of abuse! If it’s happening a lot, speak to a ref. If somebody says ‘Ow’ and acts in pain but doesn’t say this, usually they’re roleplaying the hit.

TIME IN

The call to start roleplaying. Once TIME IN is called, the game has started. This may only be called by a Ref.

TIME OUT

The call to stop roleplaying. Once TIME OUT is called, the game is over for that evening. This may only be called by a Ref.

TIME FAFF

The call to continue roleplaying, but not move forward. On linears, occasionally additional time is needed to get a big encounter ready; in this case, TIME FAFF will be called and the party will spontaneously stop for a quick IC break. This may only be called by a Ref.

TIME FREEZE

The call to pause roleplaying. Upon hearing TIME FREEZE, all players should remain motionless, close their eyes and hum loudly so as not to hear what is going on.

Visual cues

As well as game calls we use two visual cues for game organisation, both of which indicate that someone or something present OOC is not present in the game world.

High-vis

Anyone wearing a high-visibility jacket (usually fluorescent yellow or orange) or an item marked with high-vis is not present IC and should be ignored.

One hand in the air

Anyone with one hand in the air and their index finger pointing upward is not present IC and should be ignored. If you are monstering, you should use this when moving between encounters.


System calls

These calls are used to indicate special effects within the system. They can be shouted by players, NPCs, or Refs.

There are several ways of indicating whom a combat call effects:

  • By blow: Shouting the call at the same time as making a blow with a weapon. The call affects the person struck. If parried or blocked by a shield, it does not take effect unless noted otherwise.
  • Close range: Saying the call while close enough to touch the target - although you do not need to actually touch them. The call affects that person.
  • Ranged: Shouting the IC or OOC name or a description of the target, who must be within five metres of you, followed by the call. For example, “Nye! SINGLE!” or “You in the hat! REPEL!” The call affects the person indicated.
  • Mass: Shouting MASS followed by the call. For example, “MASS DOUBLE!” You can indicate an area of effect with your arms. If you do, the call affects everyone in that arc within five metres; otherwise it affects everyone within five metres regardless of direction.
  • Wide: Shouting WIDE followed by the call. For example, “WIDE STRIKEDOWN!” Outdoors, the call affects everyone within ten metres; indoors, it affects everyone in the room.

Damage calls

ZERO

Nothing happens. A player or NPC can call this by blow (roleplaying a suitably gentle swing) to indicate that they are not aiming to deal damage.

SINGLE

You lose one Hit.
By default all melee blows and thrown weapons deal SINGLE and you do not need to call it out loud. However, a player or NPC can still call SINGLE if they feel it is important to draw attention.

DOUBLE

You lose two Hits.

TRIPLE

You lose three Hits.

CLEAVE

If this hits a limb, that limb is ruined and cannot be used until healed, and you lose one Hit.
Otherwise, you lose all of your Hits.
By default all arrows and crossbow bolts deal CLEAVE and you do not need to call it out loud when shooting. However, a player or NPC can still call CLEAVE if they feel it is important to draw attention.

Status calls

STRIKEDOWN

Fall to the floor. If it is not safe to do so, you should at a minimum touch one knee and one hand to the ground for a second.
This call still takes effect if parried or blocked by a shield.
If this is delivered by a weapon blow with no other call, and you do not parry or block it, you also lose one Hit. (In this case it is implied to be SINGLE STRIKEDOWN.)

REPEL

For the next five seconds, move as far away from the person making the call as you safely can.
This call still takes effect if parried or blocked by a shield.
If this is delivered by a weapon blow with no other call, and you do not parry or block it, you also lose one Hit. (In this case it is implied to be SINGLE REPEL.)

Healing calls

CURE

CURE X, where X is a number: You gain X Hits. You cannot exceed your maximum Hits in this way.
CURE ALL: You gain enough Hits to return to your maximum Hits.

RESTORE LIMB

You recover the use of a limb ruined by CLEAVE. The person calling this can choose to indicate which limb, if more than one is ruined.
RESTORE ALL: You recover the use of all limbs ruined by CLEAVE.

Special calls

EFFECT

MINOR/MAJOR/EPIC EFFECT: You are under a supernatural Effect of the stated strength.
By default this lasts the remainder of the interactive or linear. Some may have a specific duration (for example, five minutes); where this is the case it will be stated as part of the Effect.
The EFFECT call cannot be used in combat, and it cannot be dodged.

COMPEL

MINOR/MAJOR/EPIC COMPEL: You are under a supernatural compulsion of the stated strength. The person calling this will give a command, and you must either lose all your Hits or follow the command for five minutes.
You are under an EFFECT of the stated strength for as long as you follow the command.
The COMPEL call cannot be dodged.

CURSE

You have been affected by harmful magic or alchemy. Inform a Guide once you are out of combat.
If this is delivered by a weapon blow with no other call, and you do not parry or block it, you also lose one Hit. (In this case it is implied to be SINGLE CURSE.)

RESIST

Called in response to another call or blow: that call or blow has not had full effect. It has been dodged or it has been partly or entirely resisted.
If you have dodged a call or blow and it has had no effect, you may call MISSED, but RESIST is preferred.

Targetting calls

These calls are always followed by another call.

MASS

If the person calling this indicates an area of effect with their arms: The call affects everyone in that arc within five metres.
Otherwise: The call affects everyone within five metres regardless of direction.

WIDE

Outdoors: The call affects everyone within ten metres.
Indoors: The call affects everyone in the room.