The Rules

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Within this section of the Wiki, you will find the Rules for playing Tal'Vorn Live, both for out of combat conduct, including our sexual harassment policy, and for in-character rules.

OOC Rules

1. Be safe. Safety is our primary concern and whilst leaping boldly from the trees to assail enemies is very cool, it is also highly dangerous. Though that is perhaps a slightly extreme example, please ensure that whatever you do, you do it carefully and safely.

2. Do not argue with the crew. Mistakes occasionally get made and whilst we welcome rules discussions out of combat, stopping a fight to debate a fine point of the rules is not the correct way forward. Any of our Ref team will be happy to discuss any of the rules away from play, clarification requests are welcomed and statements will happily be repeated at the time, but arguments do not help.

3. Do not, under any circumstances, use anything other than an approved weapon for combat. This covers absolutely everything from lumps of wood, to frying pans, to your fists or feet. All weapons will be safety checked by members of the crew before their use is permitted.

4. Struck blows are always to be pulled. This means that whilst the blow can come in quickly, it must impact lightly. In addition, the throat, groin and face are not legal targets. We appreciate accidents happen, but people striking repeatedly at these locations will be removed from the combat. Head hits should be made with great care and if possible avoided.

5. The look of the game is important and as such we ask that people make every effort to try and appear in-character at all times. This helps everyone to maintain suspension of disbelief, thus adding to their enjoyment. Jeans and trainers, especially items of clothing marked with logos or obvious out of game markings, detract from this and we encourage players to instead embrace the style of dress common to the game.

Sexual Harassment Policy

PaladinStudios operates a zero tolerance policy for all of our games, both present and future, which includes Tal'Vorn Live. We absolutely encourage any individual who experiences any form of sexual harassment, be they crew or player, to report the incident to any of our Ref team at the earliest possible opportunity so we can deal with the matter efficiently and expediently.

In-character actions are absolutely not tolerated as an 'excuse' for inappropriate actions and will be treated just as harshly as any other form of sexual harassment. The following is a non-exclusive list of actions that PaladinStudios considers inappropriate actions, any one of which may constitute sexual harassment;

1. Verbal abuse or repeated unwanted sexual innuendo.

2. Deliberately and repeatedly invading another persons personal space.

3. Repeatedly requesting out-of-character interaction despite this being previously rejected.

4. Physical contact of an unwanted intimate or sexual nature.

Any complaints we receive will be dealt with swiftly and with the maximum of victim-led compassion. We operate primarily on a single-warning policy, provided that we are given a direct complaint. Hearsay is much more difficult to deal with, which is part of why we so strongly encourage victims to try and speak to us directly. Should that be impossible, then we will do our very best to comply with the needs and desires of those who have been harassed. We would prefer to involve police action but we will never attempt to force anyone into any action they do not wish to follow themselves.

Whilst we do maintain a single-warning policy, we also reserve the right to instantly and without warning remove anyone from our events and hired site as well as impose permanent bans upon both players and crew. Normally this action would be reserved for repeated offenders of any of our out-of-character rules, but will be used especially for more severe cases of sexual harassment in which the victim does not wish to involve the police.

Safety Calls

The following is a list of safety calls that may be used at any time during the game. Please be aware of each one and follow the guidelines below.

  • Time In - This call indicates that the game is live and that all players should remain in character.
  • Time Freeze - This call indicates that all players must immediately stop moving, close their eyes and hum in order to drown out any whispering or movement from the crew or Ref Team. Once the Time In call is made, players are to act as if no time has passed.
  • Man Down - This call is only to be used if a player or a member of the crew is physically injured. All players and crew are to go down onto one knee and cease roleplaying immediately. First Aiders and Ref's will ascertain the situation. Once the injury has been resolved or the injured party moved away, the game will be resumed through the use of the Time In call.
  • Time Out - This call indicates that the game has finished for the weekend.
  • Agincourt - This call is the 'safety' call. Anyone may use this to indicate that they are uncomfortable with the actions of another attendee or a topic being discussed. This is only to be used in situations involving genuine distress, phobias or discomfort with another attendee's ooc actions. Anyone to whom this call is addressed is to cease the roleplay, action or line of conversation they are undertaking immediately.


  • All hits are to be pulled. Excessive unpulled blows will result in players being warned out-of-character. Continuing to do so is a breach of our Rules and will be treated as such.
  • The locations are Body, Left Leg, Right Leg, Left Arm and Right Arm. Head hits count against the body.
  • Armour on locations increases the amount of Wounds that location possesses and the +1 Wound skills increase the Wounds of all locations.
  • Each time you are hit in combat you lose a Wound on the location struck.


  • Armour comes in four levels. Wearing armour without the correct Skill prevents you from casting any spells or using any combat tricks so long as you are wearing it.
  • Armour provides additional Wounds only to the locations it covers.
  • Armour can be repaired with magic or a suitable pause in combat. These pauses are either shown by one of the Refs using the Armour Reset call or with an obvious and extended break in combat such as at the end of a linear. During one of these pauses, you can take 30 seconds of roleplay to repair each locations armour back up to full, be it through adjusting straps or the lie of mail or even helping your allies with their own armour.

Light Armour

  • Light armour provides one additional Wound on all locations covered.
  • Light armour is physrepped with padded cloth or thin leather.

Medium Armour

  • Medium armour provides two additional Wounds on all locations covered.
  • Medium armour is physrepped with thick leather, reinforced leather (via numerous studs or rivets), leather lamellar or armour made of lightweight materials such as 'Norton Plate' or mixed rubber and steel chainmail.

Heavy Armour

  • Heavy armour provides three additional Wounds on all locations covered.
  • Heavy armour is physrepped with true chainmail or mixed mail and plate.

Superheavy Armour

  • Superheavy armour provides five additional Wounds on all locations covered.
  • Superheavy armour requires a separate skill from heavy armour.
  • Superheavy armour is difficult and expensive to acquire in game,
  • Superheavy armour is physrepped with steel or similar weight metal full plate armour. Whilst plate can also count as heavy armour, it must be formed of steel and cover by far the majority of a location to count as superheavy armour.


  • You do not require any Skill to use a weapon to defend yourself in combat, however without the correct Weapon Skill you are not allowed to make combat calls of any kind.
  • You cannot use Two-Handed or Pole weapons without possessing the Strength 1 Characteristic. If you possess this and the Two-Handed or Pole Weapon Skill then you are able to make the 'Knockback' Combat Call with each blow.
  • All weapons will be safety checked every event by Tal'Vorn Live crew to ensure that they are safe for usage.
  • No bow is permitted with a poundage in excess of 35 pounds.


Spellcasting, like weapon combat, is one of the primary methods of dealing damage to opponents. It does however work somewhat differently.

  • All spells have a cost in Mani that you as a player must keep track of. Any spell successfully cast costs Mani, even if the target calls "Immune" or "No Effect" in response to your incantation.
  • Mani recovers when a Ref makes the call Mani Reset. Though the similar call Armour Reset is also used, it does not restore your Mani. Mani Resets are reasonably rare and spells should thus be used frugally.
  • All Mani also recovers overnight.
  • Spells are divided into Direct, Ritual and Greater Ritual formats.
  • Direct spells require a few moments of roleplay, followed by clearly shouting the spells effect.
  • Ritual spells require 30 seconds of roleplay and focus before they come into effect. If you take any damage during this time period, then the spell is lost, though not the Mani cost.
  • Greater Ritual spells have an extended casting time, normally several minutes, usually target multiple creatures or objects and require a bead draw to determine their final effectiveness. They can be cast in combat, but any damage to the caster causes the spell to be lost.

Casting Calls

Spells have a specific format for how they are used in combat, and at what range they are effective, as well as the number of targets struck or effected by said spell.

  • Spells have three Ranges. Touch, Close or Sight.
  • Touch spells require the target to be within one stride. You do not actually have to make physical contact with the target and we actively encourage you not to unless you have permission from the target OOC.
  • Close spells require the target to be approximately within 5 strides. This is not an exact measure, but we remind players that combats are overseen by Refs who would prefer players not to over-estimate how far they think five strides actually is.
  • Sight requires the target to be within line of sight. Though they technically do not also need to be able to hear you, it does make it a lot easier for the target to actually respond to your spell if they can make out your spell call. If you need to cast at extreme range that would be beyond the usual audible range, then inform a Ref who will be able to assist you with this.
  • Spells can also have an area of effect, either Blast or Burst.
  • Burst spells effect everything around the target or caster, out to the relevant range, such as Touch Burst or Close Burst.
  • Blast spells effect everything within a 90 degree arc, indicated by the player with their arms, out to the relevant range, such as Touch Blast or Close Blast.
  • Beyond this, spells make use of the standard Calls in the game.
  • An example of a spell dealing Double damage at Close range would be; Spell Name; Close Double. whilst a similar spell that causes an explosion would be Spell Name; Close Burst Double.


All Characters possess a Death Clock. This represents the amount of time it takes for a dying character to actually die from their wounds.

  • All Characters start the game with a Death Clock of 3. This number represents the amount of minutes it will take for any Limb to become Lost or for Dying characters to actually expire.
  • Purchasing increases to your Death Clock with experience points increases this number and thus the minutes it will take for you to die by 1 each time.
  • First Aid 1 or better can be used on another targets wounds to pause that characters Death Clock and prevent them from dying so long as the First Aid continues. You require both hands to perform First Aid, and cannot perform First Aid on your own Arms or Body, though you can prevent one of your legs from bleeding out.
  • Only having your Body reduced to zero Wounds is actually potentially lethal.
  • If an Arm or Leg location's Death Clock expires, then the location is considered Lost and cannot be used for anything, including combat and walking, nor can you hop on a lost leg, though you can defend yourself from the floor. Some high level Surgery and Magics can restore this, and the various Gods associated with Healing, Death or Immortality might be persuaded to assist on your behalf.
  • If your Body's Death Clock expires, then your character dies. There is high level Surgery, some Magics and serious Divine intervention that could still save you, but this is highly unlikely and should not be relied upon.


Damage to armour is reasonably easy to repair, but actual physical wounds are a more complicated prospect. They can be restored through Medical Care, Surgery, magic or through some form of natural Regeneration.

  • A character does not recover quickly from Wounds lost. Simply resting for a few minutes, or indeed between linears, will not result in Wounds being recovered.
  • Assuming your injuries do not kill you, all players recover all lost Wounds overnight.
  • Magical healing restores Wounds according to the individual spell and Mani cost.
  • Surgery 1 or better returns a Dying Character's location to 1 Wound, though it takes a substantial amount of time to do so. This time can be decreased with higher ranks of Surgery or the assistance of a player in possession of First Aid 1 or better. A location's Death Clock is paused whilst the location is being operated upon.
  • Medical Care represents a characters skill at long term palliative care, allowing them to assist non-dying characters in recovering wounds, though the amount of characters the Medic can assist and how quickly they recover depends upon their level of Medical Care.
  • Regeneration is a relatively rare ability possessed by some Races or granted though some Spells. A character with Regeneration recovers lost Wounds naturally without any intervention from another character. However, your Regeneration Timer resets each time you are wounded through your Armour, you cannot regenerate lost Wounds granted through Armour and the timer on Regeneration is usually of sufficient length that it is likely to be of limited usage in combat, and due to the short duration of Death Clocks, is very unlikely to save your life should you be Dying!


All player characters begin the game able to speak Common and most likely at least one other language.

  • You can indicate you are speaking in a language other than Common by making an L shaped with your thumb and forefinger, saying the name of the Language you are speaking in and then simply continuing your conversation. For example: "Draconic. So, we intend to gut this fool, yes?"
  • Some creatures are unable or unwilling to speak or comprehend Common.
  • The spell Common Tongue allows a target to both understand and speak Common for a short period of time. There are some creatures that this spell does not work on however, due to innate magical resistance or simply an insufficiently high enough intellect to be able to undertake rational conversation.


Characters can purchase or gain physical and mental improvements to their Characteristics via the expenditure of XP or for free due to commencing the game as members of certain Races. Each Characteristic provides mechanical benefits or passive abilities that are improved as the level of the Characteristic increases.


  • AGI 1 - +1 Dodge, Ambidexterity 1
  • AGI 2 - +1 Dodge, Ambidexterity 2
  • AGI 3 - +1 Dodge, Immunity to Knockdown
  • AGI 4 - +1 Dodge, Ambidexterity 3


  • INT 1 - Improved Mani/Power, +1 Spell/Talent
  • INT 2 - Improved Mani/Power, +1 Spell/Talent
  • INT 3 - Improved Mani/Power, +1 Spell/Talent
  • INT 4 - Improved Mani/Power, +1 Spell/Talent


  • RESI 1 - +1 Death Clock, +1 Wound, Immunity to Natural Disease
  • RESI 2 - +1 Death Clock, +1 Wound
  • RESI 3 - +1 Death Clock, +1 Wound, Immunity to Poison
  • RESI 4 - +1 Death Clock, +1 Wound, Immunity to Magical Disease


  • STR 1 - +1 Double, Minimum Strength to be able to use 2-Handed and Pole Weapons
  • STR 2 - +1 Double, Minimum Strength to be able to wear Superheavy Armour
  • STR 3 - Immune to Stagger, Can call Stagger when striking with one-handed weapons
  • STR 4 - +2 Double, +1 Sunder


  • WILL 1 - +1 Death Clock, Immunity to Fear, Terror effects are taken as if they were Fear and Horror taken as if it were Terror
  • WILL 2 - +1 Death Clock, +1 Resist
  • WILL 3 - +1 Death Clock, Immune to Terror, Horror effects are taken as if they were Fear
  • WILL 4 - +1 Death Clock, +1 Resist


The following is an non-exclusive list of Skills in the game. There are more than this, but they are rare and unlikely to turn up for the first few events.

+1 Backstab – Allows the player to call TRIPLE THROUGH if striking an opponent from behind or who is Stunned or Paralysed.

+1 Disarm – Allows the player to call DISARM when striking an opponents’ weapon. The opponent thus struck must either drop their weapon or, if immune to Disarm, call NO EFFECT.

+1 Dodge – Allows you to avoid a blow by calling DODGE against a blow that would have otherwise hit. Roleplaying jumping back is required immediately afterwards. Jumping towards an enemy or otherwise using Dodge to press an attack is unacceptable.

+1 Double – Allows the player to call DOUBLE when striking an opponent. This deals two Wounds unless it is parried or blocked with a shield.

+1 Empower – Allows the player to cast a single spell at double effectiveness, be this duration or damage. This is indicated with the addition of ‘Empowered’ to the Spell Vocals. For example, a spell normally doing ‘Double’ would now do ‘Empowered Quad’.

+1 Wound - This gives the character an additional Wound on all locations. Without buying these, the base number of body Wounds is 1 per location.

+1 Resistance – Allows you to call NO EFFECT when struck by a spell effect. Some Resistance is only valid against specific elements, such as Ice or Fire. Elemental attacks such as these will include the element type as part of the attack call.

+1 Through – Allows you to call THROUGH when striking an opponent. Such a blow will ignore their armour and deal damage directly to their base Wounds.

Ambidexterity - The ability to dual wield weaponry. The size of the weapons increases with the rank. Rank 1 allows the usage of Daggers, Rank 2 allows the use of Short weapons.

Armour Mastery - +1 to a specific grade of armour (Light, Medium or Heavy) selected when buying the power. Without this Light Armour provides 1 Wound, Medium provides 2 and Heavy provides 3. These are all per location.

Crafting 1 – Allows the player to craft a variety of items. The categories of Craft are Armour, Weapons, Potion, Scroll, Poison and Research. These use three types of components; Inorganic, Organic and Technological. More details are on the Crafting page.

Fear – Unless immune to Fear (In possession of Will 1 or higher) the target must flee for 30 seconds. Certain special abilities can stop Fear partway through the effect.

First Aid 1 – Allows you to stop bleeding in dying allies. If you possess this skill then you may stop the Death Clock of a single location of a single target. Requires both hands to work and you cannot tend to your own Body or Arms with First Aid. If a location is under the effects of Surgery, then First Aid 1 reduces the amount of time needed for successful surgery by 1 minute.

Forage 1 - Allows you to find materials for Crafting, Mastercrafting and Runeworking. With the Forage skill, you commence each event with 12 random components of a single type of your choice (Organic or Inorganic). You can also go foraging for an hour per day. Upon completion, a bead draw with a Ref will determine the number and type of components you find.

Hide 1 - By taking 30 seconds to try and settle into cover, the user can place their hand above their head, becoming effectively invisible. They cannot move whilst so hidden.

Horror - The target's Torso location is instantly reduced to 0 and their Death Clock begins. Will 1 reduces the effect of Horror to that of Terror and Will 3 further reduces the effect of Horror to that of Fear.

Identify - Allows the target to, after a period of examination, determine the Scripture and Magus Council magics within and upon an item or person. Effectively this requires interaction with a Ref.

Improved Mani - Increased pool of points to use on Spells. As Warriors and Knaves do not use Mani, there is no point in purchasing this if you are a member of those Sects. Each purchase increases your Mani Pool by 5.

Improved Power - Increased pool of points to use on Powers. As Casters do not use Power, there is no point in purchasing this if you are not a Warrior or a Knave. Each purchase increases your Power Pool by 5.

Knockdown – Target struck must 'fall over' as you knock them down. In actual terms this means that at least one knee must strike the ground before they continue, though actually falling over is preferred.

Stagger – Forces target to step backwards one full stride. If stepping back is unsafe, the target must take a Knockdown effect, even if normally immune to such effects.

Magical Armour - Grants a point of armour to all locations, just as if the character were wearing armour. This costs a point of Mani that will not regenerate as long as you keep the Armour in place. If damaged, the armour will recover at the end of an encounter, as with mundane armour.

Medical Care 1 - Allows you to increase the recovery speed of your allies out of combat. Without Medical Care treatment, Wound do not regenerate except overnight. With Medical Care 1, you can tend to up to 6 people, allowing them to recover 1 Wound per hour. You cannot tend to yourself with Medical Care but characters can be tended to by multiple Medics, increasing the Wounds they recover per hour.

Runeworking – Allows the player to mark Common or Superior items with known Runes. This process will always involve a bead draw and Mani, though the smith doesn’t need to be the one casting. Known Runes can be discovered in game or purchased from certain NPC’s. Greater Runes can only be marked onto Superior or Masterworked items. Master Runes can only be marked onto Masterworked items.

Shield Use – Allows the user to carry and utilise a shield.

Single – Indicates that one point of damage has been dealt. When striking with a weapon and without other calls you do not need to call Single.

Slow - Target can only move at a walk for 30 seconds.

Stun – Renders the target incapable of movement, aggressive action or defensive action for 30 seconds. Taking damage ends the effect.

Sunder – Any shields or armour struck with a Sunder effect are destroyed unless somehow protected. If such protections are in place, then the struck target must call NO EFFECT.

Surgery 1 - Allows the treatment of injuries to prevent people from dying. Surgery does not allow players to recover multiple Wounds, but does allow players to be moved from 0 Wounds (Dying) to 1, allowing them to move and function. Surgery 1 takes five minutes to achieve this. Surgery can also be used to assist in repairing certain very severe wounds. The Death Clock of the location being surgically worked upon pauses, however that of other injured locations does not.

Terror - The target must flee for 30 seconds, after which their Torso location is reduced to 0 and their Death Clock begins. Will 1 reduces the effect of Terror to that of Fear. Certain special abilities can stop Terror and Fear midway through this effect. If the effect of Terror is stopped before the target has fled for the full 30 seconds, then they do not suffer the damage to the Torso.

Use Poison – Allows the character to utilise poisons on their weapons. They still need to acquire the poisons, though they may commence each event with a single dose of Black Toadstool Poison.

Weapon Skills – Without the listed weapon skill, you cannot make any special calls with a weapon, such as Double, Disarm and so on. The weapon skills are as follows;

  • Bladed(2’ to 4’)
  • Blunt (includes axes)(2’ to 4’)
  • Bow (No poundage greater than 35)
  • Crossbow (No poundage greater than 35)
  • Dagger(12” or less)
  • Gun (Nerf guns, safety checked and modified to look the part)
  • Pole (Any hafted or pole-like weapon. Call Knockback with each hit)
  • Short(12” to 2’)
  • Stave (Staffs, 4’ to 6’)
  • Throwing (Coreless throwing weapons)
  • Two-Handed (4’ to 6’. Call Knockback with each hit. Players will be assessed to determine their safety with said weapons).