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combat_rules [2012/09/23 17:43]
dan
combat_rules [2014/10/30 21:14]
jamesg
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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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 Both attacks with weapons and effects from magic, priestly powers or wayfinding abilities (henceforth grouped under metaphysical abilities) may cause effects other than (or in addition to) damage. These will be called using the name of the effect. If an attack or ability also does damage, and the blow struck you rather than a weapon/​shield you are holding, then the damage call will be combined with the effect call. For example, a STRIKEDOWN call will make you fall to the ground, a DOUBLE STRIKEDOWN call will also do two points of damage if it struck your body. Unless you have an ability that explicitly states otherwise, you cannot apply more than one effect call to a single blow or casting. Both attacks with weapons and effects from magic, priestly powers or wayfinding abilities (henceforth grouped under metaphysical abilities) may cause effects other than (or in addition to) damage. These will be called using the name of the effect. If an attack or ability also does damage, and the blow struck you rather than a weapon/​shield you are holding, then the damage call will be combined with the effect call. For example, a STRIKEDOWN call will make you fall to the ground, a DOUBLE STRIKEDOWN call will also do two points of damage if it struck your body. Unless you have an ability that explicitly states otherwise, you cannot apply more than one effect call to a single blow or casting.
  
 +If you are granted calls by a specific weapon skill, you must strike a target with that weapon in order to use the calls.
 === Non-Standard Effects === === Non-Standard Effects ===
  
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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 ====
  
combat_rules.txt ยท Last modified: 2017/08/16 14:40 by dan