Wounds, Surgery & Death

Re-enactment weapons will be used in re-enactments, at specific times, in designated display areas. For all other enactment game duals, spontaneous conflicts and massed battles, carbon fibre, rubber and latex, spar-safe replicas will be used - as tabled in the weapons choice and effectiveness pages. If shot at or hit by these weapons you are to role-play the following wounds and consequences: -

Wounds – are taken on a 1 hit per location basis: -

If Hit Immediate Reaction – “Aargh!” How to Continue – if you can
In Arm or Hand Drop the weapon it is holding Pick-Up in other hand and continue to fight
In both Arms or Hands Fall to ground and Groan
Wait for wound to be assessed by doc/monk
In Leg or Foot Drop to that knee
Continue to fight from a crouch
In both Legs or Feet Drop to the ground Continue to fight from a prone position
In Torso or Head Fall to ground and Groan Wait for wound to be assessed by doc/monk


Torso is from Groin to Neck – Groin does not count, either side counts as legs. Neck does not count.
Head hits must be delivered carefully – Neck to eye brows does not count, neither do ears.
Hits should be pulled, or delivered past the person, not through them.
No hits to back of head or neck.

Treatment– is carried out by physicians (volunteers will be asked for in outlaw encampments on the Friday night) and ref/monks who assess the severity of the wound using a “bead bag” system. The wounded outlaw draws first, replaces the bead, and then the doctor or ref/monk draws. Wound assessment and treatment is as follows: -

If Game Participant Draws
Type of Wound received
Beads needed to be drawn for successful treatment
If treatment unsuccessful
Health after Surgery
1 of 4
White Beads
a 40% chance
Scratch or Bruise

No bead, no treatment. 100% Fit to Fight

   
1 of 3
Brown Beads
a 30% chance
Wound needing bandaging.
Outlaw can then fight
Brown, Red or Black
a 60% chance of success
White bead means stretcher to surgery
or Mortalis can be administered
Limb wound: -
Straight Arm – Cannot Bend
for Leg walk/run with a Limp
After next wound – Amputation
Head or Body wound - Death
1 of 2
Red Beads
a 20% chance
Severe Wound needs to be staunched, then stretcher to surgery Red or Black
a 30% chance of successful staunching
White or Brown bead means outlaw dies
or Mortalis can be administered
Limb wound – Amputation Head or Body wound - Death
Black Bead
a 10% chance
Instant Death No bead, no treatment
100% Dead
No time for Mortalis  

Surgery, Disfigurements & Death
All limb amputations will take place at The Surgery; either out-back, or on show, depending if the participant wishes to act in front of the public. Will include spurting blood/severed limb props.

When a game participant dies they will have to do 3 hours service in the Militia, or as a healing Monk
– their chance to help heal members of their own group, or, arrest members of rival groups.
They will then be allowed to rejoin their outlaw group, but with: -
. . . a more outrageous style of hat/costume
. . . a permanent disfigurement, randomly selected by drawing 4 beads at The Surgery as follows:-
. . .Eye Patch – left or right, the person can choose.
. . .Hook in place of left hand – if you have lost a hand already this will not count
. . .Hook in place of right hand – if you have lost a hand already this will not count
. . .Peg Leg and Crutches– left or right, the person can choose
This is done to ensure they look different from any “Wanted Posters” of previous incarnations.
The Surgery will supply basic eye patches, hooks, peg legs and crutches Free-of-Charge – more elaborate ones can be bought at discount.

After 4 deaths the person will have to join, and shift camp to, another outlaw group. A person can join another outlaw encampment after any death.
Scars, wounds and prosthetic disfigurements can be bought and applied cheaply at The Surgery. Traders receiving one as result of resisting outlaw “protection,” will receive them Free-of-Charge.

 

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