General Reffing

  • We are all here to make sure players and other crew have fun, make sure you have fun also – working too hard and falling over from exhaustion is not big or clever!
  • Always be polite and professional
  • If you cannot help a player with their issue use your radio to find who can help them and either give clear directions for the player or go with them, refs are a primary point of contact for players.
  • Someone breaking the rules may be mistaken, if you think they are deliberately misunderstanding or ignoring the rules take their PID (Or name if PID is unavailable) and refer to the guidelines below for accusations of cheating – avoid using emotive terms like cheating.
  • If you disagree with another crew member then take the conversation behind the scenes rather than debate in front of players.
  • Empire is a plot heavy game with very little player on player combat. No ribbon or lammy does not always mean there is not a plot effect and there will be occasions when spirit of the rules is more important than the letter. The exception to this is lethal PvP where the rules should be followed as closely as possible

Reffing the Anvil Field

  • Combat is unlikely to be a feature of the Anvil Field. It is possible, but it will be the exception.
  • The primary purpose of refs in the field is to facilitate players performing actions which require some form of PD involvement. This is primarily Bonding, Rituals and Ceremonies but also includes any miscellaneous rules queries.
  • Wander the field. The main thing that we want is that if a player needs a ref then they can get one if they can.
  • Stay fed and watered.
  • Currently in all cases any questions need to be radioed back to the ref desk. Radio in to the ref desk and they will talk you through what the need from you.
  • In the future, we are moving to a tablet based system, where most queries will be able to be resolved by the ref quickly entering the data via tablet.
  • In a few circumstances there may be something that needs to go back to the player following an action. The ref desk will tell you this, however you will need to remember where the player will be.
  • If you have any issues while in the field, radio it in.
  • If you are unsure about anything, radio it in.

Dealing With Unsafe Fighting or Accusations of Cheating

  • On battles or quests these accusations should be directed to experienced referees where possible. In battles certain refs will be nominated to be on the alert for and deal with these incidents.
  • Avoid dealing with incidents where you may have a conflict of interest e.g. either party is a friend
  • Do not use the word cheat, people are mistaken until proven differently
  • Where either side is overwrought or emotional it may be prudent to take them to the side and allow them to regain their calm before proceeding further. Sometimes this may be enough to resolve the situation.
  • Start by checking with the player their version of events, taking into account any effects/ribbons etc. they may have been under. If in doubt clarify any pertinent rules over the radio - do not guess. Take them to the side to have this conversation
  • If their version of events is different and witnesses to event may also be mistaken you may need to make sure they are clear on the rules and then ensure they are observed for a suitable period e.g. the duration of the quest/battle.
  • Time permitting, check with GOD if there have been any previous records for the player in question. Multiple offences may warrant treating the matter as more serious than it initially appears
  • Minor transgressions e.g. taking a couple too many hits, and accidental hard blows may simply warrant a caution
  • More serious transgressions e.g. taking a dozen extra hits, deliberately making damage calls they should not be able to, repeated hard blows or aggressive behaviour, should be recorded against the players database record. Their details should be taken (ideally a PID or real name) and the details reported to Ref desk. Details of the transgression should not be broadcast over an open contact channel, use a spare channel or go to Ref Desk in person, if in a battle situation ensure Ref Desk understand you are a priority.
  • Major transgressions e.g. wilfully causing actual injury or blatant cheating should be referred to Matt. Ask the player to accompany you to Matt or wait until he or whomever he delegates can meet you. Do not attempt to physically restrain the person under any circumstances
  • If the player disputes your judgement you should escalate to either Skirmish Command or Nick/Graeme. You may be then asked to describe the situation in detail, try to ensure you clearly remember the facts of the incident or write them in a notebook

Running Skirmishes/Quests

  • Players can volunteer to monster and get a ticket for one free drink at the PD bar, unless they are monstering in order to be able to play a battle or on a Nation monstering slot
  • Players and crew who monster are people too – try to make their monstering experience enjoyable
  • Check with Quest Desk in advance to make sure the relevant plot hook has gone out and that players are interested in it.
  • Statting and running the encounter is the refs responsibility, take care to discuss plot changes with either either the plot writer if they are available or Quest desk / Plot support. There is a monster manual available for stats, use this but tailor the levels and number of the monsters as you need to balance the quest
  • Generally one ref will be the lead ref and responsible for coordinating all the jobs that need doing for the quest and the running of the quest itself - you are recommended to agree this in you quest team before doing anything else
  • Monster room will help costume and make up your monsters – make sure you keep them in the loop on any changes to the timings, written encounter sheet or what numbers and types of monster you need.
  • Before statting check player numbers with the Guide (will be detailed on the plot doc, often the Egregore), also keep the Guide informed of any delays so they can manage the players IC
  • Nominate unit leaders and use these to relay your orders once they are IC
  • Most encounters will need one or more respawn refs, respawns should always be out of sight of players. Respawn points should have water
  • Send a player ref to the player party to act as primary communication point approx. 15 min before setting out. Player ref should attempt to identify IC unit leaders in the player party in case it becomes necessary to pass messages on
  • Contact First Aid approx 15 mins before setting out – give them an idea of player/monster numbers
  • Always ensure players know the time limit on the sentinel gate by briefing the person opening it
  • Avoid monsters charging players that are retreating towards the gate as it is a big choke point, avoid monster loitering at the gate in case there are surviving players trying to make a heroic run for the gate.
  • Try to get a ref to the gate when the players retreat as there are often lots of issues to deal with at this point
  • The quest doc should state how to deal with players trapped on the wrong side of the gate, in general players can still get back when reasonably late (with magical traumas) but most monsters will not throw them back (unless specifically stated in the plot doc)
  • Make sure some refs stay with players after a combat to get any immediate feedback or deal with issues.

Combat Reffing

  • Safety is everyone's responsibility but refs have the ability to influence the safety of a combat through several methods
  • Direct monsters via unit leaders (if possible) to move combats away from hazardous areas or disperse dangerous formations such as crush doughnuts. If it is not possible to use monsters then consider making suggestions to player unit leaders. Do not be scared to call time freeze if there is an immediate danger or no other way of controlling a situation. Avoiding the situation is best, but a time freeze is better than a man down.
  • Check the area for hazards and move debris if possible – note fallen players and healer stations count as debris, if need be move them to a safer place
  • Check your spacing from other refs and avoid clumping together – look for areas of combat with no refs and move to them
  • Watch the flow of combat to predict where it will move to, check that the retreating side are not moving towards a hazard and look for dangerous formations. Spotting these and dealing with them early avoids having to call Time freezes
  • Accusations of not taking blows or calls or hard blows can be difficult to deal with unless you see it happen, you should make a judgement call as to whether it is worth spending time investigating such an incident or whether there are more pressing calls on your time.
  • Picking up arrows is a courtesy not a requirement, if doing so hold them knock end down or hold the knocks in your hand – do not hold in the middle pointing the knocks towards players. Never take arrows into a crush line, place them by a tree for someone else to collect
  • When safety is involved you are giving instructions rather than making requests or inviting discussion, be polite but assertive (not aggressive) and do not get drawn into discussion

Man Down

  • Check that a someone has actually been hurt OC, they may just be roleplaying or someone may have inappropriately called man down IC
  • Call man down, if not already called, but do not spread a man down call if you cannot locate the casualty
  • If need be get everyone in the immediate area to kneel and secure the area from combat
  • Call a medic via radio and let the lead ref know there is a man down ensuring you give both of them your location
  • Wait for the medic to assess the casualty and follow their direction as to whether combat can restart in the area or if the combat should be moved to a new location
  • When the casualty is treated or clear of the area, restart the combat with a “ 3, 2, 1, time in” call

Crush Lines

  • Crush lines and crush doughnuts usually need closer reffing than skirmish combat and may need more intrusive measures. They are more common on open field battles but can occur in the woods
  • If the crush is too thick to see the gully from the sidelines then a ref should move to either end of the gully, crouching in the middle or using any available cover.
  • If the line is too long to see each side then more refs should move down the gully so they can see each other to ensure the whole length of the line is covered.
  • Move fallen players out of the crush to avoid them being trampled
  • If a crush line becomes a doughnut then a ref should try to get in the centre or otherwise gain a view of how crowded it is.
  • If the centre is getting too crowded then refs should puncture the outer ring and encourage the lines to peel back allow space for the centre to move into. Do this even if you have to tell players to move
  • Calling time freeze and expanding the outer and inner rings rarely works as they will normally immediately collapse back in unless the situation is changed.

Battlefield Reffing Roles

There are several roles in combat reffing, if you have not been assigned a role then default to battle ref.

  • Lead ref – the ref in overall charge of the combat, in battles this may be split between two people, usually as plot/respawns and ref/safety roles
  • Respawn ref – a ref collecting dead monsters and sending them back in as directed by the lead ref. In large combats there may be one per monster unit
  • Player ref – a ref that sticks with the player party from start to finish to deal with queries and keep the lead ref informed if the players do anything unexpected. In large combats there may be one per player unit.
  • Battle ref – refs that move with the combat (normally on the monster side) to keep an eye on general safety issues,
  • Plot ref – if the encounter has a complex plot elements the one or more refs may be briefed and assigned to deal with these
  • Creature ref – a ref assigned to a large creature suit to spot for them, make calls as required and act as respawn control.
  • Battle manager/overview ref – a ref assigned to stand back watch the battle flow, assisting the lead ref with ref and monster dispersal as required.

Training Guidelines

Ref training at Empire is fairly informal affair and you will not be graded or forced to ‘complete’ all areas. You may prefer some forms of reffing over others but are encouraged to try out several different areas

The best way to get experience is ‘on the job’ but when reffing combat we will arrange for a more experienced ref to be with you until you are ready to run combats on your own. To this end if you are new to Empire or combat reffing you will start as a 'battle marshal' for combat purposes. Experience of combat reffing in other systems is very transferable to Empire and we will always discuss with you when you are ready to become a full combat ref

Below is a list of suggested areas to consider, talk to the relevant team leads to arrange a good time or for an experienced ref to accompany you.

  • Anvil Field: Recommended for all refs – the Anvil field is the heart of the game
  • Small Quests: Recommended to start as respawn or creature ref, then try battle and player ref before doing plot or lead ref. Player refs may benefit from reffing the Anvil field first. *Plot refs will need to speak to the plot team for details
  • Large Quests / Skirmishes: Experience in Quests suggested before attempting battle or overview
  • Battles: Experience in large quests/skirmishes a bonus but not required.
  • Crush Line: Entirely optional area of reffing, crush lines can be an intense and physically challenging environment

Radio Guidelines

  • When transmitting
    • consider what you are going to say, make it concise
    • wait for conversation on the channel to clear – only break into another conversation if it is urgent
    • push and hold the transmit button then pause (it may take a second for the mike to activate)
    • state your name, deliver your message then pause
    • release the button
  • Never swear on the radio and do not make personal comments, radio is not the place to have 'sensitive' discussions.
  • Pick up a channel guide when collecting your radio
  • If you expect a long conversation invite the other person to switch to one of the conversation channels
  • Take care you do not accidentally lean on the transmit button on either headset or handset as this can lead to you ‘voxing’ with stops other people using the channel. If someone is accidentally 'voxing' they cannot hear anything on the channel, if this happens you need to check each other rather than call for them to stop.

2 Handed Weapon Guidelines

  • Care should be taken with backswings to avoid hitting those behind and to the side
  • Pole weapons should be held at the grips or two handholds approx a shoulder’s width apart
  • Some polearms have a stab safe tip but then a solid foam blade next to it e.g. halberd – these should never be thrust at the head
  • Head shots in general from any 2 handed weapon can land heavily and are to be avoided where possible. Tower shields make this difficult sometimes and ideally someone with a tower shield should wear a sturdy helm as their head is often the only viable target

Archery Guidelines

  • Reduce pull for close targets – rules say under 10’ and crossbows cannot be used at less than 10’
  • Shooting past someone to hit another target runs risk of hitting the former in an unintended location
  • Shots should be aimed at chest
  • Archery in the dark, in high wind or in the rain is not likely to be safe and is generally banned on quests in under these conditions
  • Checking arrows
    • Check the soft foam striking surface is attached, dry and clear from debris
    • Check the head is firmly attached to the shaft
    • Check flights are attached and knock is not loose or cracked
    • Check shaft is not split or cracked by rolling with a slight flex (away from face)
    • Arrows should be checked before re-firing, exercise judgement on this point as checking them and placing in the quiver to be fired later is acceptable as is having a separate competent person checking arrows for several archers.

Rules Summary

General rules on hits

All characters have global hits but have 6 locations (head, torso, 4 limbs). Being struck on any location causes you to lose 1 hit from your global hits. Any blow that strikes a location causes you to lose 1 global hit. The One Second rule - You can only lose 1 global hit each second from each enemy no matter how many times they strike you.

Heroic Calls

You have to have the requisite skill and unused hero points to make a Heroic call. You have to strike a location or the target’s weapon/shield to inflict a Heroic Call, if it misses then it has no effect. You cannot use more than one effect on each blow. If your target takes no additional effect from the heroic call then the hero point is not used.

Cleave

A limb struck with a Cleave stops working until it is restored and you take one global hit. If the Torso is struck then you lose all global hits and are dying. If the head is struck then you take one global hit. This call has no effect if parried. Medium or heavy armour prevents Cleave if it strikes the armour, but you still take one hit.

Impale

All arrows and bolts inflict Impale when fired from a bow or crossbow. A limb struck with an Impale blow stops working until restored and you take one global hit. If the torso is struck you lose all global hits and are dying. If the head is struck then you take one global hit. Heavy armour prevents Impale if it strikes the armour, but you still take one hit This call has no effect if parried.

Shatter

Any weapon, implement or shield struck by a Shatter call is broken and useless until repaired by the Mend spell and should be safely discarded while in battle. This blow inflicts one global hit if it strikes a location. If you cannot discard a shield safely then any blows that strike the shield are considered to hit the arm instead.

Strikedown

If you, your weapons or your shield is struck by a Strikedown effect then you are knocked from your feet. If this blow strikes a location then you also lose one global hit. You cannot roll or dive away and should roleplay this effect appropriately.

Heroic Call Summary

Call Weapon Length for Hero Abilities Head Limb Body Weapon or Shield Heavy Armour Medium Armour
CLEAVE 24" - 42" @ Lose a hit Limb is ruined Lose all hits No effect Lose a hit Lose a hit
IMPALE Arrow or Bolt Lose a hit Limb is ruined Lose all hits No effect Lose a hit As head, limb, body
SHATTER 42" - 60" Lose a hit Lose a hit Lose a hit Weapon or shield is ruined Lose a hit Lose a hit
STRIKEDOWN 60" - 84" Fall Over. Lose a hit Fall Over. Lose a hit Fall Over. Lose a hit Fall over Fall Over. Lose a hit Fall Over. Lose a hit

@ up to 84” with weapon mastery

Traumatic wounds

Sometimes in battle you will receive a Traumatic Wound card from a referee or crew member. You must follow all effects on the card until the Traumatic Wound is removed by someone using the appropriate skill. Note some Traumatic wounds can only be removed in a field hospital - this will be stated on the card

Casting spells

Regular spell: If you have mana and know a regular spell then you can spend ten seconds casting it. If you or your target makes an attack or is hit while you cast, the mana is spent but the spell fails. Offensive spell: If you have mana and know an offensive spell then you can utter a few words of appropriate roleplaying including spell vocals while you strike or touch your target with a wand, rod or staff. You can carry on casting the spell if hit during the casting time so long as you are not dying. Offensive Spell effects will never affect inhumanly large monsters. Some “offensive” spells are beneficial; you may want to make clear in your roleplaying that you’re not striking to cause damage when you use your implement to deliver the spell.

The negative effects inflicted by weapon blow are listed below. You must be struck on a location to take the effect and you will take a global hit in addition to the effects below.

  • Curse: Find and ref as soon as you can
  • Entangle: Do not move you feet for 10 seconds.
  • Paralyse: Do not move for 10 seconds. You can still talk/shout normally. Effect neutralised if it strikes heavy armour
  • Repel: Move away from the caster as fast as is safe. Ends when you get 20’ away, or after 10 seconds.
  • Venom: Your bleed time is 30 seconds (plus 10 seconds per rank of Fortitude) until cured.
  • Weakness: You cannot use hero skills, cast spells, use your enchantments, or activate magic items until cured.

Healing

This is a summary of the healing skills that you can use if you have the requisite skills and required mana.

  • Heal/Swift Heal: Regain all global hits
  • Get it together: If you are not dying then regain 3 global hits.
  • Stay with me: If you’re dying then regain 1 global hit.
  • Chirurgeon: Pause your bleed count while they work. Once finished, if you are dying then regain 1 lost hit.
  • Mend: One ruined weapon or shield is repaired
  • Restore limb: One ruined limb is repaired
  • Purify: Removes the VENOM and WEAKNESS effects
  • Empower: You can make one heroic call within the next ten seconds without spending hero points. If you have a pole weapon then the call is STRIKEDOWN. If you are using a two handed weapon then the call is SHATTER. If you have a one handed weapon then the call is CLEAVE.

Regaining hits

You cannot regain more hits than your maximum number of hits. If you remove your armour when you are on less than maximum hits then you drop to 1 global hit. If you spend two hours without taking any damage then you regain all global hits.

Dying

When you reach zero global hits you fall over and start dying You stop dying if you regain a global hit for any reason You become terminal after your bleed time expires. Your bleed time is three minutes unless something alters it. You are automatically unresisting while you are dying You must roleplay that you are dying You must not take any action other than talking or screaming

Terminal

Once you have become Terminal then you character will die a short while later. This can be no later than the start of the next event and nothing can stop this. While terminal you can make no actions other than to talk and roleplay your death.

Unconscious

Nothing in the standard rules makes a character unconscious

Rituals and Bonding

Ritual FAQ

Players must be in the same coven to cast a ritual together, or have an item which permits them to do so without being in the same coven. Casting a ritual at the Regio takes the listed time (2 or 10 mins). Most rituals with persistent effects are either Enchantments of Curses. Any given target can only have 1 enchantment on it, and any number of curses. Possible Enchantment targets include Character, Personal Resource, Territory and Empire

Bonding FAQ

Bondings can be performed by either any magician, or by anyone who can craft an item which is to be bonded. This will cost 1 mana for the magician, or nothing for the crafter. Breaking a bond can be performed by a magician. This will cost 1 mana for the magician. Players can bond each other into 3 types of groups – Banners, Sects and Covens. These are intended to be used by Warriors, Priests and Mages respectively. Any number of characters can be bonded into a group at the same time for 1 mana. Players can only bond to a limited number of items at any given time. 1 Weapon, 1 Armour/Garment, 1 Talisman/Shield and 1 Standard. If an item has been bonded to a player, then no other player can gain the benefit of being bonded to it that day. Similarly if a player has used one item, then they cannot gain the benefit of another item in that slot that day.

Glossary

  • Battle – a large combat involving 5 nations versus player monsters from the other 5 nations plus monster crew
  • Contact – two groups of combatants are in visual contact
  • Choke point – a place that forces players to pack tightly together to pass e.g. the sentinel gate, a narrow path etc
  • Crush line or Crush – two lines of densely packed combatants that are relatively stationary
  • Crush doughnut – a crush line that wraps completely around the central group. This can become OC dangerous if the centre becomes too tightly packed
  • Debris – a danger that can be moved e.g. fallen branch, dying character etc
  • Engaged – to groups of combatants have started fighting
  • Gully – the gap between two sides of a crush line
  • Hazard – a danger that cannot be moved e.g. barbed wire fence, ditch etc
  • Healer station- A pile of wounded characters that can cause a trip danger (a type of debris)
  • Lead Ref – the referee in charge of a given combat
  • Plot Support - the team in monster room that help coordinate and run plot in general
  • Quest – a small mission through the sentinel gate, usually open to any player up to a stated cap, small quests normally 10-30, large normally 40+
  • Quest Desk - the team in monster room that specialise in helping run Quests (who also work closely with plot support)
  • Sentinel Gate – A large portal that allows players to transport to and from the quest / skirmish / battle location
  • Skirmish – a combat or small battle where all members of a nation (or occasionally two) can travel through the sentinel gate, sometimes skirmishes will use monster crew and sometime they may use player monsters
  • The 100 – the dedicated monster crew for quests, skirmishes and battles