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combat_rules [2012/08/27 14:20]
jamesg [Rend]
combat_rules [2013/12/16 13:14]
dan
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 ====== Combat Rules ====== ====== Combat Rules ======
- 
 ===== Combat In Larp ===== ===== Combat In Larp =====
  
-Combat in Larp is resolved primarily through the use of larp-safe weapon physreps (usually constructed of latex and foam). Rather than rolling a dice to try and hit the bandit that's attacking you, you instead attempt to hit them with a weapon you are carrying (subject to the [[Safety Rules]]). Alternatively,​ your character might possess a special ability that allows them to assail a target with, for example a lightning bolt. In order to permit this, Larp combat uses a system of calls - words with a rules meaning you can shout out to inform a target what has just happened to them. Calls also apply to weapon effects - the mighty warrior you are playing might have the ability to strike a target thrice as hard as an untrained peasant, or to knock an incoming wolf to the ground with a cunning blow.+Combat in Larp is resolved primarily through the use of larp-safe weapon physreps (usually constructed of latex and foam). Rather than rolling a dice to try and hit the bandit that's attacking you, you instead attempt to hit them with a weapon you are carrying (subject to the [[:Safety Rules]]). Alternatively,​ your character might possess a special ability that allows them to assail a target with, for example a lightning bolt. In order to permit this, Larp combat uses a system of calls - words with a rules meaning you can shout out to inform a target what has just happened to them. Calls also apply to weapon effects - the mighty warrior you are playing might have the ability to strike a target thrice as hard as an untrained peasant, or to knock an incoming wolf to the ground with a cunning blow.
  
 ===== Hits and Damage ===== ===== Hits and Damage =====
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-If damage your character suffers drops them to 0 hits, then they fall unconscious and are bleeding out. Count up to 60 from 0 - if you reach 60, your character has died. Any healing you receive (including a HEAL 0) while bleeding out stops your death count, and returns you to consciousness (unless the person healing you declares that they wish you to remain unconscious). If you have one or more hits after the healing, you may stand up and fight as normal. If you are still on hits, you may crawl slowly, talk, or carry out small manual tasks, such as drinking a potion.+If damage your character suffers drops them to 0 hits, then they fall unconscious and are bleeding out. Count up to 60 from 0 - if you reach 60, your character has died. Any healing you receive (including a HEAL 0) while bleeding out stops your death count, and returns you to consciousness (unless the person healing you declares that they wish you to remain unconscious). If you have one or more hits after the healing, you may stand up and fight as normal. If you are still on hits, you may crawl slowly, talk, or carry out small manual tasks, such as drinking a potion.
  
 You may never be reduced to fewer than 0 hits. You may never be reduced to fewer than 0 hits.
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 Some characters have access to abilities that may affect more than one target at once. The mass call is used to represent this. Any call beginning with MASS affects everyone within five metres of the caster if unqualified. The ability may specify that the ability may be used in an arc. If so, the caster may choose to restrict the effect to an area delimited by outstretching their arms. Some abilities may affect only the allies of the user. In this case, the call should be appended with PARTY when used by a PC or MONSTERS when used by a monster. Some characters have access to abilities that may affect more than one target at once. The mass call is used to represent this. Any call beginning with MASS affects everyone within five metres of the caster if unqualified. The ability may specify that the ability may be used in an arc. If so, the caster may choose to restrict the effect to an area delimited by outstretching their arms. Some abilities may affect only the allies of the user. In this case, the call should be appended with PARTY when used by a PC or MONSTERS when used by a monster.
-= 
 ==== Effect Calls === ==== Effect Calls ===
  
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 The target is overcome with fear, and for 15 seconds should either retreat continuously from the source of the call (in which case they can otherwise fight as normal) or cower in fear (in which case they can do nothing except defend themselves with a held weapon or shield). The target is overcome with fear, and for 15 seconds should either retreat continuously from the source of the call (in which case they can otherwise fight as normal) or cower in fear (in which case they can do nothing except defend themselves with a held weapon or shield).
  
 +==== Wound X ====
 +
 +If a wound call strikes a limb, the victim must stop using that limb for the number of seconds specified in the call - if an arm, they should drop anything in it, if a leg, they should drop to one knee, and cannot move faster than a crawl. If you are struck on the torso with a wound call, apply the effects to the limb nearest the struck area. If you are applying WOUND through non-physical means, you should include a designated limb (i.e. WOUND RIGHT LEG).
 +
 +==== Entangle ====
 +
 +If an entangle call strikes a limb, the limb is bound in place and cannot be used until freed - if an arm, it should be held to the victim'​s body along with any contents and not moved, if a leg the victim should not move it. If a weapon, then the weapon should be aimed at the ground and not moved. An entangled weapon or limb can be freed with 5 seconds role-play of removing the bindings with a free arm. If both arms are entangled at once, the victim can escape with ten seconds struggling. A character who is currently STRENGTHENED can immediately break the bonds by role-playing pulling free. If you are applying ENTANGLE through non-physical means, you should include a designated limb (i.e. ENTANGLE RIGHT LEG).
 ==== Poison ==== ==== Poison ====
  
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-Individuals skilled in the art of surprise attacks may be able to inflict greater damage on unwary targets. If an attacker calls a BACKSTAB against you, and you did not see the attack coming, then you cannot dodge the attack, and take the call made alongside it. If you did see it coming, you can dodge the attack, and only take the attacker’s base damage (or a SINGLE if you are unsure).+Individuals skilled in the art of surprise attacks may be able to inflict greater damage on unwary targets. If an attacker calls a BACKSTAB against you, and you did not see the attack coming, then you cannot dodge the attack, and take the call made alongside it. If you did see it coming, you can DODGE the attack ​if you wish, and only take a SINGLE if you do not.
  
 ==== Blast single/​double/​triple etc. ==== ==== Blast single/​double/​triple etc. ====
  
-An explosion has erupted at the point where you have been struck. When hit by a BLAST X, you should immediately call MASS X STRIKEDOWN without arcing, which affects you as well as everyone nearby.+An explosion has erupted at the point where you have been struck. When hit by a BLAST X, you should immediately call MASS X STRIKEDOWN without arcing, which affects you as well as everyone nearby. You can NEVER call a MASS BLAST.
  
 i.e. A mage points at you and calls BLAST TRIPLE. You should immediately call MASS TRIPLE STRIKEDOWN, and take the effect yourself. i.e. A mage points at you and calls BLAST TRIPLE. You should immediately call MASS TRIPLE STRIKEDOWN, and take the effect yourself.
combat_rules.txt · Last modified: 2017/08/16 14:40 by dan