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combat_rules [2012/08/27 14:20]
jamesg
combat_rules [2017/08/16 14:40] (current)
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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 Heavy Armour gives the user 6 extra hits and requires a skill to be worn. All dodges possessed by the wearer become RESIST calls to STRIKEDOWN or REND instead. Heavy Armour gives the user 6 extra hits and requires a skill to be worn. All dodges possessed by the wearer become RESIST calls to STRIKEDOWN or REND instead.
  
 +While we encourage people to wear appropriate costume to represent their armour, there is no mechanical downsides to not doing this.
 ==== Damage Calls ==== ==== Damage Calls ====
  
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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 simple ​manual tasks, such as drinking a potion. You may not cast spells or invoke miracles in this state.
  
 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 arcIf sothe 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. ​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. 
-=+ 
 +e.gMASS STRIKEDOWNMASS PARTY HEAL 4 
 + 
 +==== Arced Calls ==== 
 + 
 +Some abilities ​may allow you to affect multiple targets within a restricted ​area or arc delimited by the caster ​outstretching their arms.  Any call beginning with ARCED affects everyone within 5m and the area between the caster'​s arms.  Like the MASS modifier, some calls 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. 
 + 
 +e.g. ARCED FEAR, ARCED MONSTERS STRIKEDOWN
 ==== 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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 Through damage ignores any armour hits the target has, dealing damage directly to their pool of body hits. Through damage ignores any armour hits the target has, dealing damage directly to their pool of body hits.
  
 +If, for whatever reason, you only have armour hits and take THROUGH damage, you take it as normal damage.
 ==== Rend ==== ==== Rend ====
  
  
-This call represents a grievous and painful wound dealt to a target. For ten seconds, they should roleplay being in extreme pain, and are unable to call damage (but are able to attempt to defend themselves) or move faster than a rapid stagger. ​+This call represents a grievous and painful wound dealt to a target. For ten seconds, they should roleplay being in extreme pain, and are unable to call damage (but can defend themselves ​with one arm) or move faster than a rapid stagger. ​
  
 ==== Strengthen ==== ==== Strengthen ====
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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).
  
-==== Poison ​====+==== 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).
  
-The blow that just struck you was poisoned. Delivered through blade venom, contact poison, aerosol or magical effect. You will need to check with the GM at the end of the encounter to discover the effects of the poison. You will need to keep track of whether the poison ​call hit armour or flesh.+==== 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 ==== 
 +The blow that just struck you was poisoned. Delivered through blade venom, contact poison, aerosol or magical effect. You will need to check with the GM at the end of the encounter to discover the effects of the poison. You will need to keep track of whether ​you had armour protecting you at the point you took the poison ​effect, as sometimes this will have an effect (say a blade venom) where as other times it will not (magical hex).
  
 ==== Backstab ==== ==== Backstab ====
  
  
-Individuals skilled in the art of surprise attacks may be able to inflict greater damage on unwary ​targets. If an attacker calls 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 disable ​unwary ​tackers. If an attacker calls BACKSTAB ​against you, and you did not see the attack coming, then for X seconds ​you are both subject to REND and cannot ​vocally create sound. 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.1346077211.txt.gz · Last modified: 2015/05/14 21:09 (external edit)