In the event that there is discrepancy between the policies below and the policies within the rulebook, the policies within the rulebook shall always take precedence. Please note that these are excerpts from the Rulebook and do not contain all of the rules, guidelines, or policies that a member of the community must follow. Please read the Rulebook for complete guidance.
Call of The Void is a partial-contact action game. That means that combat is enacted through physical contact with weapons, and roleplaying is enacted through negotiable contact. Negotiable contact is physical contact that is negotiated between players. By playing Call of the Void, you consent to combat and a touch on the shoulder or arm for touch-delivered effects. This level of physical contact is non-negotiable in the game. If you want to act out a scene involving yourself and another party, in which you want physical roleplay to take place, it is required that you ask for their consent. Simply:
Go up to someone and, with the OOG hand signal of your fist on your head, say, “Do you accept physical roleplay?”
If they say no, do not engage in physical roleplay. Continue the scene without it. You can always discuss between the two of you what takes place instead of acting out the scene. If they say yes, then you offer the details on what kind of scene you want to act out. This includes what kind of physical roleplay you would like to perform (ex: a touch on the wrist, a light fist to the arm, etc.) You must provide them with enough information so that they can decide whether or not they’re comfortable with the action in question. This is a time when the two of you can negotiate what physical roleplay both of you are comfortable with.
If they give you a second confirmation, the scene can continue. If you do not receive a second confirmation, do not engage in physical roleplay. You can always discuss between the two of you what takes place, instead of acting out the scene.
This is a system of predetermined consent developed to designate which comfort levels our players have with physical roleplaying.
If you would like to use this system, make yourself one of three differently colored bands, either Red, Yellow, or Green. The color of this band indicates to players and staff your comfort level with physical role-play. This band should be worn around the upper arm, over any garb you wear. You decide what your comfort level is at the start of game, and may exchange your band at any time as long as you have another band on hand. The differently colored bands of our three-color system have the following meanings:
Red - Do not touch me - I do not accept physical roleplay except for combat and touches on the shoulder or arm for touch powers. For our Non-Combat Policy, please see the rules below.
Yellow - Please follow the “Do you accept physical roleplay?” rules of negotiation before initializing any physical role-play except for combat and touches on the shoulder or arm for touch powers.
Green - I am comfortable with normal physical roleplay*. For anything outside of that, please still ask for my consent through the “Do you accept physical roleplay?” rules of negotiation. This does not mean I am comfortable with all forms of physical roleplaying or heavier full-contact.
*Normal Physical Roleplay is defined as: touching arms from shoulder to hand, touching the back, touching legs from below the knee to foot. Please note that during combat, normal physical roleplay allows a player to be hit with appropriate weapons or ammo everywhere but the head, groin, feet, or hands.
If a player chooses to not wear an armband visibly, they are considered to be of the Yellow comfort level, indicating their consent must be asked for before any physical roleplay may take place. Players are responsible for confirming that their band is visible to others.
You must always ask for consent where dictated in the rules above. If someone communicates to you that you’re playing too rough or that they are uncomfortable with your physical roleplay, adjust your roleplay immediately. If you do not, you will no longer be welcome at game.
The following are forms of physical roleplay that are disallowed at game.
Actions that could potentially harm players and property (ex: tackling, throwing non-appropriate items, punching, and any form of rough play that a staff member determines to be dangerous). Simulated physical confrontation, such as staged slapping and pulled punches, is allowed as long as clear consent is procured between parties and people/property will not be damaged.
Sexual acts and actions. To see how one can RP that a sexual act is taking place, read the Fade to Black Roleplay section below. All sexual acts and actions that are not consensual between characters is strictly forbidden, regardless of utilizing Fade to Black: there is no sexual assault or sexual abuse allowed within this game.
Torture. To see how one can RP that a torture is taking place, read the Fade to Black Roleplay section below.
Some roleplay is too extreme to represent with physical actions. This includes sexual acts and torture. However, those things, as long as they are within the rules and policies of the game, are allowable through Fade to Black. Fade to Black is a LARP technique that allows a scene of extreme nature to be narrated between those taking part in it without being acted out. All Fade to Black scenes must be conducted in rooms or locations where only those partaking in the scene will be witness to it so as to not break immersion for other players. Those characters who walk in on the scene will see what the scene is detailing (either sexual act or torture) according to the color and presence of the scene signifier, and can react accordingly.
Sexual Acts: To show that a sexual act is taking place between characters, one player must produce a red rope, cord, or bandanna, which will serve as the scene signifier. All those partaking in the act must then hold on to the scene signifier. The partaking players then describe what their characters are doing. When the scene is agreed upon and concludes, all players then stop touching the scene signifier, and it is put away.
Torture: To show that torture is taking place between characters, one player must produce a black rope, cord, or bandanna, which will serve as the scene signifier. All those partaking in the act must then hold on to the scene signifier. The partaking players then describe what their characters are doing. When the scene is agreed upon and concludes, all players then stop touching the scene signifier, and it is put away.
Sometimes one character may need to drag or carry another, such as out of danger or to receive medical attention. Rather than players physically picking each other up, this should be done through roleplay.
Any character may be carried by another character with consent. Only an unconscious or bound character can be carried without their consent.
The carrying player will address the player whose character is to be carried with the call: “Picking You Up.” Both players will stand up, and the carrying player should place at least one hand on the carried player's arm or shoulder to show that they are carrying them. While carrying, a character may only use verbal abilities/skills and cannot block attacks. While being carried, a character may not make any calls, use any abilities/skills, or attempt to block any attacks. The carrying player may lead the carried player at a slow walk in any direction.
The carrying player may “drop” the one being carried at any time by removing their hand from the carried player's arm. When that happens, the carried player should drop safely to the ground, onto a piece of furniture, etc. or down to one knee to show that they are no longer being carried.
Two characters may work together to carry one character. Both carrying players should make the same “Picking You Up” call. Each carrying player will put a hand on an arm or shoulder of the carried player. The two carrying players may lead the carried player at a brisk walk. If one carrying player removes their hand from the carried player, the remaining carrying player may continue leading the carried player at a slow walk.
A character with ranks in the Tie Pounder Skill, Prize Fighter Skill, or Hard Labor Path may carry another character at a brisk walk without a second person’s help. They gain no benefit from a second character helping them; a brisk walk is the fastest that carrying will allow. NPCs may have quirks or abilities that allow them to carry characters more quickly, use their hands, or make a wider range of calls while carrying.
Players may not physically pick one another up under this rule. If this is to be physical roleplay which follows the rules below this section, then verbal consent must be given and this will only be in a clearly non-combat situation. Call of the Void strongly cautions against this as it could lead to injuries for those involved. Should players become involved in a combat situation while one is carrying or dragging another, a Hold must be called in order for the players to assume the normal carrying configuration (both standing, carrying player with one hand on the arm or shoulder of the carried player) before combat resumes.
Players may not physically block doorways, entryways, or passageways with objects, furniture, or themselves. Doorways and passageways should always remain clear and passable in the interest of safety. If a character is downed in a doorway or passageway, a player must remove themselves from the area as much as required to allow the area to remain clear. In the event of combat taking place near a doorway, then players must fight either three feet within or three feet outside of the doorway.
To bind a person requires something reasonably acceptable as a means of binding them, such as rope, manacles, stocks, chains, etc. Once the prop is introduced to the scene, it takes 10 seconds of uninterrupted roleplay restraining the hands of the target character. No other place on the body can be bound: this includes the ankles/feet, the torso, and the neck/head. For safety reasons, the bindings must be loose enough so as to be easily slid off, or otherwise held in place by the person bound. The player’s feet must always be free and may never be bound.
While a character is bound, the player may not move faster than a slow walk and must move as directed by any person who places their hand on the player’s shoulder or grabs the rope/chain/manacles that bind them.
If a character is unbinding the character that is bound, they must roleplay unlocking, untying, unchaining, or unlatching for 10 uninterrupted seconds.
If the character who is bound wants to escape from their bindings, they must first have been left unobserved by any person reasonably considered to be guarding for at least 30 consecutive minutes. Someone standing guard outside of the door doesn’t count as being observed. Then, they must perform 60 seconds of roleplay wrestling out of the bindings, such as by pretending to chew at the ropes, smashing chains, or otherwise working to escape. Once the 60 seconds is completed, they may remove the bonds.
For Combat Rules, please refer to the rulebook and look at the policies here.
Last Updated: May 2025