“KEEP YOUR PEACE” KEYWORD
This is a non-safety word. It can be used to ask the fellow players who are engaging in off-game activities (e.g. off-topic/off-game conversations, smoking cigarettes, or joking intensely on the edge of the game) to go back to a more in-game behaviour without interrupting the game itself.
HOW TO FIGHT?
SETTLING THE HITS
- There are three states of health for a character: healthy, slightly injured, severely wounded.
- The character becomes slightly injured after receiving the first blow to the body. The next blow to the body makes it severely wounded. This does not require complicated counting; the first blow is a „warning”, the second is eliminating them from combat.
- A severely wounded character is incapable of fighting.
- If a blow has caused a change in the character’s health, the player is obliged to at least symbolically act it out (e.g. scream, hiss, stumble because of the blow, grab themselves by the „wound”). This will let the attacker know that their blow has been acknowledged.
- Each player has four Armour Points (AP). This is a common pool for a player’s entire armour, regardless of whether someone is wearing full armour or just a helmet.
- Armour protects only the area where it is placed, which means that hits to the body immediately change the character’s health. Each player can wear as much armour as they like (as long as it suits their character) – the more armour there is, the more parts of the body are covered by the Armour Points zone, and the harder it is to change their condition to slightly injured or severely wounded.
- After receiving a blow to armour, the player should deduct one AP from the pool.
- If the player has lost all their AP, subsequent blows to the armour will be treated as blows to the body (will cause a change in character’s health status).
- Accurate hits from firearms and grenades always pierce armour – they cause a change in character’s health even if they didn’t directly hit the body.
- Direct hits from cannons (by a cannonball or grapeshots) always change the character’s health to severely wounded.
WHEN TO ACKNOWLEDGE A BLOW?
One should acknowledge a blow when it was properly delivered and it hit the mark.
WHAT IT MEANS THAT A BLOW WAS PROPERLY DELIVERED?
This means that the blow was delivered from the shoulder, in a technically correct manner, holding the weapon correctly. Repeated, quick and too light blows (the so-called “percussion”) and blind blows, executed in a sloppy manner, have not been correctly delivered.
Remember that the fight should be technical, you don’t have to use your force! It is the attacker’s duty to deliver the blow so that it is noticeable, but not too strong (not to cause unnecessary pain to the opponent). The strength of the blow should be adjusted to the armour the target wears. Very strong hits give nothing mechanically and should not be performed.
WHAT IT MEANS THAT THE BLOW HAS PROPERLY HIT THE MARK?
In the case of cuts, it means that the blow has hit the body with enough of the length of the blade (not just the tip itself). In the case of thrusts, it means that the tiphas hit the flesh and did not slip. Scratches, blows that became entangled in clothing, blows that slipped on the armour, cuts that barelyonly lightly caught on the target are not considered not proper.
BEING SEVERELY WOUNDED
- A person severely wounded during and immediately after a clash should act out the fact that they are injured (e.g. limp, groan in pain).
- Severely wounded characters cannot pretend to be able to fight in front of the enemy – they should hold their weapons or hands up, clearly indicating that they are eliminated from combat.
- A character can return to the fight with the help of a medic (anywhere) or Morr’s Coins (in shrines). Regardless of the method of their return to play, the healed character becomes healthy again and regains all Armour Points.
- If there is no medic nearby, the badly wounded character should head towards one of the shrines to await the return to play with the help of Morr’s Coins, or possibly the completion of the mission. If the battle line shifts, it is possible for severely injured characters to move between shrines to be closer to the actual battlefield and have a better chance of returning to play. Keeping the units together and having their commanders plan where to collect the wounded will increase the chance of being able to use the Coins.
- There are two designs of Morr’s Coins: large and small.
- Each side of the conflict has the same Morr’s Coins.
- Coins cannot be taken from defeated enemies.
- Large Morr’s Coins can only be exchanged within a squad (e.g. a banner bearer can give a Coin to his unit leader).
- Coins are distributed to units at staff meetings before missions.
- After missions, all Coins must absolutely be returned to the staffs headquarters.
LARGE MORR’S COINS
- Only unit’s commanders and banner bearers can carry them.
- A unit receives 2 Large Morr’s Coins in the Headquarters before each mission. Having a banner bearer is an additional 1 Large Coin, having a musician is an additional 1 Large Coin.
- Coins can also be received as a reward for completing tasks.
- A unit leader or banner bearer can restore their entire unit to health in a shrine (including being able to restore themselves) by spending a Coin and briefly acting out putting the unit back on standby (temporarily treating the wounded, getting people up on their feet, checking the troops’ condition, etc.). The unit can only be raised if there is no battle for the shrine. All members of the unit become healthy and regain all their Armour Points.
SMALL MORR’S COINS
- Only priests, champions and faction commanders may carry them.
- A Priest, Champion or Faction Commander can restore any 15 people in a shrine to full health (including themselves) by spending a Small Coin and briefly acting out the gathering of these people into their unit (makeshift treatment of the wounded, prayer to a deity, fiery speech, getting people up on their feet, checking the troops’ condition, etc.). The group can be raised only if there is no battle for the shrine. All the people in the group become healthy and regain all their Armour Points.
- A unit formed in this way should stay for a longer time (at least for one battle) by the person who formed it.
Each medic can restore another participant to combat fitness at any place, including when there is a fight going on around them. It is compulsory to briefly act out the dressing of the person using your own props (we suggest pre-game prepared lints/bandages, disguised as bloodied, in some waterproof manner). This can be done 5 times per mission.
BANNERMEN AND MUSICIANS
- Each unit may have a maximum of one banner bearer carrying the unit’s banner or its equivalent;
- Each unit may have a maximum of one musician;
- Having an banner bearer and a musician increases the number of Large Morr’s Coins awarded to the unit;
- In order for the banner bearer and musician to guarantee additional Large Morr’s Coins, they must go on a mission with the unit and present themselves in an appropriate way: the banner or its equivalent must be aesthetically pleasing and clearly visible, the musician must play an in-game instrument to the units;
- The equivalent of a banner may be e.g.:
- a figure (vide Roman aquila, legion’s eagle);
- a pennant;
- a religious symbol, e.g. a reliquary