Safety Guidelines
​​Safety is of primary importance at EiF. All players are required to be familiar with the safety rules and abide by them. Many of these rules can be found in the EiF Rulebook, though an overview is provided below for your convenience.​​

Hold

This term will only be used in case of Medical Emergencies, Large Scale Plot effects that need to be explained, or in the case of dangerous situations. Once a Hold is called all players should cease what they are doing immediately as game is considered to be paused. If it is safe to do so, players should sit down or kneel in place in order to make it easier for medical staff to move around if needed. All players should refrain from calling a Hold unless there is a true emergency. In order to call a Hold a player should shout as loudly as possible, “Hold Hold Hold!” Anyone who hears the Hold called should likewise call “Hold Hold Hold” in order to make sure everyone hears it.

Once the situation that caused the Hold is resolved the person who initiated the Hold will call
“Is there any reason for this Hold to continue?” if no one objects they will then call “3... 2... 1... Lay On” at which time game resumes.


Caution


This term is used exclusively to note to another player that they are entering an out-of-game dangerous situation. This can include them about to back in to a tree, rock, fence, etc. Use this term rather than a hold to warn someone of a potentially dangerous situation, “Caution Tree Stump” for example. The player that received the caution should pause combat or whatever they're doing for long enough to move away from the hazard and then immediately resume play.

Unsafe Conditions

You should always make sure that the terrain you are fighting on is safe; steeply sloping hills, dense underbrush, proximity to holes or slippery ground could all be considered unsafe. If you feel you are fighting in an unsafe area, call a "Caution" and move the fight to a better location.
Additionally, be careful, if you are carrying a light source in or near a combat situation, that the light is not shining directly in anyone’s eyes.

The No Touch Rule

You may never touch a person during role play without their express consent. Before entering into a physical situation you must ask "Do you accept my physical role play?"
The same applies to searching bodies, moving bodies, and any other role play situations which may require you to touch someone. 
If the person does not consent, you may perform your actions near/above them (in the case of moving/searching bodies), and continue on with the role play.  

Safe Combat

The following manuvers are considered unsafe and will result in a warning.

Corkscrewing — once an opponent is on their knees, you may not circle them in such a way that it forces them to rotate, or else be killed.

Charging — Crowding an opponent so that he must retreat or step aside to avoid physical contact is considered charging. You must always leave room between yourself and an opponent. If you are pursuing another player it is always you responsibility to be in control enough to be able to stop without ramming into the person you are chasing. Some battles may involve creatures that can absorb a large amount of damage. This can lead to “walk” charging, in which a combatant is moving at a very slow speed, but still forces an opponent to move or be brought into contact with the combatant. This is forbidden. Any movement, which forces a person to move or risk coming into bodily contact, is considered charging.

Fast Blows — legal weapon speed is one blow per weapon per second. Hits that are faster than this do not count.
Pinning Weapons — you may not immobilize an opponent’s weapon in such a way that he cannot free it simply by pulling back. Weapons with hooks or other means of trapping weapons will be deemed unsafe. Likewise, a weapon cannot be stepped on or physically held down to prevent another from freeing it.

Thrusting — while thrusting a weapon (with a safety-marshal approved thrusting tip) is permitted, A weapon should never be thrust with full force, no matter how much padding is used in its construction. The elbow should always remain loose when thrusting and should not be locked. Weapons should never be set, either by locking the arm in place or by resting the weapon against the ground or other surface.

Tripping — You may not use a weapon deliberately to trip an opponent.

Legal Target Areas

Legal target areas are from the neck down, from wrist bone up to the arm, and from the anklebone up the leg. The head and feet illegal areas and do not count as successful weapon hits. The hand is an illegal target area so long as it is holding a weapon. A combatant who has suffered a head hit can call an immediate Hold (as needed) and inform his opponent of the hit. No attacks that strike the head are considered a legal hit regardless of the attack type (weapon, missile weapon, or packet). You do not lose any effect/mana/etc. if a thrown packet or weapon hits an illegal target area — for game purposes, the attack was never made.
Combatants should not target the neck or crotch areas, though blows that land there inadvertently are considered legal.
Sports cups are highly recommended for men, as are sports glasses for those who wear prescription glasses, though neither is required.

Strength of Blows

A weapon should be swung with significant strength so that the blow can be felt and considered a “solid” blow, but not with more force than is necessary to ensure a “solid” blow. It should be noted that “solid” does not necessarily mean hard, only that the blow connects fully. You should always inform an opponent immediately if you feel that they are swinging too hard or too light.
Bear in mind that some types of armor protect so well that it becomes difficult to judge the strength of a hit. What would seem like a perfectly solid blow while wearing shorts and a T-shirt feels very different when wearing plastic or metal armor. Part of the “skill” to wearing armor involves learning what legal blows feel like. Take this into account any time you wear armor.

Weapons

All weapons must be checked by a Safety Marshal at every event. This includes bows, crossbows, guns, and arrows.
Each player is responsible for the safety of his own equipment. Damaged or otherwise unsafe equipment should be removed from play immediately. Use of an unsafe weapon (even one passed by the Weapons Safety Marshal) may be grounds for receiving a Formal Safety Warning.

Headbands

All players are expected to be aware of and comply with indicators that designate someone as non-combat or in a different state. Examples of such indicators are:

White Headbands — This color headband denotes that a player is a spirit and should be ignored unless you have the appropriate skill. Players who are spirits should immediately proceed to deaths realm. This headband may also be used to represent being out-of-game, if you are simply out-of-game stay away from play areas and don't interact with other players, if a player attempts to interact with you as a spirit, simply state that the spirit is ignoring them.

Hand on top of the head — This is an alternate symbol for being a spirit.


Orange Headbands 
This color headband is used to denote a player who is in game but may not be targeted for combat or other in game abilities. You must request non-combat status from plot. It is granted to people for medical reasons or for players that attend game that are too young for combat. Players who have non-combatant status may still cast spells, use psionics, and use other non-combat related abilities. However while they cannot be physically struck in combat, they are still a legal target for combat and spell packets. In order to engage a non-combatant in melee combat, you must raise your weapon in a menacing fashion and be within striking distance of the target. You may then call damage as normal once every 3 seconds. Non-combatants are still subject to rules of death and dying.

Blue - This color headband is used to denote a player who is under the effects of the Invisibility effect. They are considered to be effectively invisible and should be ignored unless they break the Invisibility. See invisibility in the Effects section for further details.

Black White Striped - This color headband is used to denote a player who is traveling on a different plane of existence. Other players not wearing one of these headbands should ignore the player wearing this headband. If two players are wearing this headband they may interact assuming they are on the same plane of existence. These headbands will be provided by plot.

Warnings

Safety Warnings will be given to players whose fighting style is deemed unsafe. Most often a Marshal will issue an informal warning that has no effect on the player other than to let him know that he has been fighting unsafely and that he should try to adjust his style. Safety Marshals also have the right to ban a player from combat for any amount of time to be designated by the Marshal. Finally, a Safety Marshal may issue a Formal Safety Warning. Receiving three Formal Safety Warnings within the space of a year will result in an immediate ban from all future events. This is considered a permanent ban and may only be repealed by the Owner or Chapter Director of EiF.
Sportsmanship Warnings will be given to players who display poor sportsmanship including cheating, yelling, harrassing, or using abusive language to other players, staff or NPC's. Repeat offenders of Sportsmanship issues may be banned from attending EiF events, either temporally, or permanently.

EiF Liability Waiver

Everyone participating in an EiF event is required to have read and signed a copy of out Liability Waiver. These are available HERE, at check-in, or on our Facebook group under documents, for anyone who does not have one on file.

Safety Briefing

There is a safety briefing given for the benefit of new players at every event. Experienced players are encouraged to attend these briefings from time to time to refresh their memory, and to share their experience with newer players.