These calls and signals are used to denote a variety of effects.
The most important call. This is used if someone has suffered a real injury. If this is called play stops immediately and the first-aider should be found. This call can be used by anyone. Note that this call should not be used lightly- it should only be used in the case of a real emergency. Repeated frivolous use will get you banned.
Used when you have had your glasses knocked off. Play is suspended around you while you recover your glasses. DO NOT use Man Down in this situation. Anyone may use this call.
In character play is begun/resumed.
This call is used to restart after a 'Time Out'. There should be a warning beforehand so that players can return to the approximate positions they were in when the 'Time Out' was called. This is normally called - Positions! 3,2,1 etc. This call should only be used by event Refs.
In character play is suspended. Players
This call is used to signal the end of an adventure or interactive, or following an encounter to stop play and allow a ref to mark up. This call should only be used by event Refs.
This is basically a request from the
referees for players to stop their advance, but stay in character.
It is similar to 'Time Out' except that players remain in character. A 'Time-Faff' call effectively promises the players that nothing is going to happen for a while. This call is used where a referee needs extra time to prepare an effect or encounter, but where the players can all remain active. This call should only be used by event Refs.
Larp time stops momentarily with regard
to the Real World when a "Time Freeze" is called, although the characters
do not notice.
The players keep their eyes shut and hum loudly for the duration of the Time Freeze, which is ended by a Time In call. Time Freezes are generally used by the Refs to make things "appear from nowhere" or to "instantly" change the state of objects or characters. Time Freezes are usually immediately followed in game time by several characters getting a sudden and unprovoked urge to look around suspiciously: it shouldn't happen, but it always does. This call should only be used by event Refs.
to be used by character refs on adventures only, at their discretion, when either weather or long-lasting restorative measures are slowing a party down unnecessarily.
All armour is reset to its full value; all DAC or similar timed defenses are restored. Should any member of a party have any longer-lasting effects (e.g. extended spells), then the character ref should make a call as to how long to remove from the remaining time of that effect. Should any member of a party object to the use of this, then they may request that the effect does not take place either immediately after it is called, at which point it will not take effect, or directly prior to the adventure itself, at which point it should not be used.
TIME OUT FIRE!
This is the safety call in case of a OC fire.
One hand in air
This symbolises 'not here'.
Some examples of when it is used are: by referees, 'dead monsters' leaving the scene of a fight, invisible creatures, scouts in hiding (with the appropriate skill) and monsters waiting to teleport in.
Throw the horns
People using stealth throw the horns instead of the ref signal for invisibility.
Both hands in air
This symbolises 'flying' . When flying, the player should call out their height at regular intervals so that they do not suddenly appear on the ground.