Below is a list of all of the calls that will be used in the Isles system and what each of the calls do. No two calls can be used together with the exception of damage values, POISON and BLAST which can be added to any other call to modify it. If damage is used in conjunction with a call the call is said after the damage number e.g 3 CRIPPLE. Conversely a BLAST or a POISON call is always said before the rest of the call e.g BLAST SILENCE.


AGONY: the target is wracked with immense pain and is forced to their knees. The target should make it clear they are in pain – while often this is screaming in pain, they can use another method provided it is clear to people around them. This lasts for a minute.

BLAST: this call is used in conjunction with another call. When used alone, BLAST does nothing. When used with another call, that call affects everyone with a 5 metre radius rather than a single target.

CRIPPLE: the Limb struck becomes useless and is effectively dead weight. It cannot be used to support weight or hold anything and if used for either of these things it also hurts immensely. If this call is made to the chest it has no effect. This is permanent unless healed.

CRITICAL: this call indicates the damage associated with it. It cannot have RESIST called against it: if a RESIST is called against it the damage still affects the target but the RESIST isn’t used. CRITICAL must be used with a damage call otherwise it has no effect.

Damage values (e.g, 2,3,5): the target takes the number of damage called. This call can be used with any other call.

DEATH: the target dies instantly where they stand. Only an IMMUNE call can prevent this.

DISARM: the target of the DISARM must drop whatever they are holding, if it is not safe to do so the person can stow the item they are carrying on their person but it must leave their hand and they must present their hands as empty before retrieving any items.

FEAR: the target sees the person who called FEAR on them as something terrifying and runs away from them, seeking to be out of sight from them for 30 seconds. Provided the target is out of sight from the creature that called FEAR on them, they simply act skittish.

IMMUNE: a call used when another call is used against you. When you call IMMUNE against a call you are unaffected by any part of the call, even if it has multiple effects. If you are in a state where you are immune to all things of a specific type you must call IMMUNE to call instances you are affected by.

LETHAL: the target is immediately put to 0 HP and into a dying state.

KNOCKBACK: the target is flung back 2 metres and falls to their knees briefly. If it is not safe to be flung the full 2 metres the target can stop short.

PARALYSE: the target is unable to move, talk, or interact with the world around them and is held in position. If the target is pushed by an external force they move accordingly but afterwards remain stuck in their new position. When calling PARALYSE a time should be given after the call, the target has about 5 seconds to get into a position they feel they will be able to maintain for the allotted time.

PIN: the target cannot move the lower half of their body as they are pinned in place by a spear or other device. If the device that pinned the target is removed the PIN call is removed, otherwise it lasts for a minute.

POISON: call to denote that the effect used with it comes from a poison. Like the CRITICAL call all damage associated with a POISON call cannot have RESIST called on it.

RESIST: Use this call to indicate that you have not taken damage from a damage call made against you. RESIST is a limited use call that represents (and is sourced from) armour and similar abilities, and is only effective against the damage from a call, all other effects take place regardless of your use of RESIST.

Note also the special case; if a damage call is coupled with either a CRITICAL or POISON call, you cannot call RESIST against this damage, if you have done so the use of your RESIST is not expended.

SHIELD BREAK: the target’s shield becomes useless and counts as a valid target for attacks. The shield must be repaired before it is able to be used again. If the call is delivered with a touch or melee attack the call must be used on a shield.

SILENCE: the target is unable to cast spells for a minute. This does not affect other abilities.

STUN: the target is dazed for a minute and cannot attack anyone or move faster than a walk. The target can defend themselves but are slightly slower to respond to blows.


All strikes deal a default of one damage and as such all weapon strikes are assumed to deal one damage unless a call is given otherwise.The exception to this is a two handed strike with a trained weapon (hand and a half, two handed weapons, and polearms) which do two damage, which must be called by the wielder of the weapon. The Groin, hands and head are not valid target zones but anywhere else on the body can be hit. The strikes should be representative of combat rather than rapid light strikes, pauses in combat are encouraged but not required, simply a realistic feel.

If any ability requires you to touch a target you need to place your hand on the person in a valid target zone for it to be applicable, unless otherwise stated.

Unlike one handed weapon and two handed weapons; Hand and a half weapons are the only weapons that can be used with either one hand or two hands. Hand and a half weapons deal either one damage, if used in one hand, or two damage, if used in two hands. It is up to the wielder of the weapon to call the correct amount of damage with each strike. Because of their special nature they must have a white ribbon tied around their crossguard or the base of the blade to indicate what they are.



Armour protects against damage dealt to the player wearing it by giving extra RESIST calls in each encounter it is worn in.

Light Armour: 1 RESIST call per encounter

Medium Armour: 2 RESIST calls per encounter

Heavy Armour: 3 RESIST calls per encounter

In order to gain the benefits of armour in an encounter a player must start the encounter wearing the armour.

If a character is wearing a helmet they gain an extra RESIST call each encounter on top of any gained from armour.


Hit points (HP)

All character start with a base HP of 3. When a character’s HP reaches 0 they enter a Dying state in which they fall unconscious and if they are not stabilized within 5 minutes die. If a player is stabilized they are prevented from dying but stay unconscious for a minute afterwards where they return to consciousness.  



In Isles there are number of conditions that need to be identified quickly and from a distance. These conditions are donated by a headband worn by the person affected by the condition.

Blue Headband: a person wearing a blue headband is invisible, they cannot be seen but can be still heard.

Yellow Headband: a person wearing a yellow headband is incorporeal, they cannot be affected by anything and call IMMUNE to any effect while incorporeal. They also cannot effect anyone with an effect while incorporeal. A person wearing a yellow headband is still visible and can still be heard and talked to.

Pink Headband: a person wearing a headband is exempt from combat, they are not to be attacked or involved in combat and should be allowed to leave combat as soon as they are seen in combat. A person wearing a pink headband also cannot affect anyone within combat with calls or damage and should not place themselves in combat and should endeavour to remove themselves from combat when found inside of it.

Red Headband: a person wearing a red headband is OOC and should be ignored completely by everyone acting IC. if an item has a red piece of cloth around it should be considered to be OOC.