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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 |
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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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© Copyright 2007
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