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combat_rules [2014/10/30 21:14]
jamesg
combat_rules [2017/08/16 14:40] (current)
dan
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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 0 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 0 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.g. MASS 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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 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 ====
  
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 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). 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 ====
- +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).
- +
-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.+
  
 ==== 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 if you wish, and only take a SINGLE if you do not.+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. ====
combat_rules.1414703692.txt.gz · Last modified: 2015/05/14 21:09 (external edit)