Combat Rules
Combat in Planetfall is simulated using Live Action Combat Roleplay using contact by LARP-Safe weaponry, and verbal calls made to signify powerful abilities and effects. This page details the mechanics of those calls and, broadly, how to play a combat encounter. Players shouldn't worry about remembering everything on this page - it's always okay to ask if you're unsure!
Quick Start Summary
To get started straight away, here's what you need to know!
Basic Rules
These rules apply to everyone and form the basis of how combat works in Planetfall.
Combat
Uninterrupted Roleplay
If something requires you to perform uninterrupted roleplay then you must perform appropriate roleplay uninterrupted for the duration. If you are interrupted, you must start again from scratch.
You are interrupted if:
You suffer the effect of a Negative call (i.e. do not PING or MISS it).
You make a call or uncalled damage.
You take damage.
You stop the roleplaying.
Some Abilities may allow you to ignore some of these interruptions.
You may not start uninterrupted roleplay while under the effect of an ongoing call such as
TAUNT.
Cover
Anyone may take cover by crouching behind an obstacle at least waist high in order to gain a pool of 2
MISS to any “
YOU” ranged call that originates from a direction you have cover from.
You do not have cover against YOU LOT calls and this immediately uses up your cover.
You must be crouching to gain the benefit of cover even if the cover is above waist height.
You do not benefit from cover that is not clearly between you and the source.
If in doubt about whether someone is in cover, the person calling
MISS is authoritative.
You may refresh your cover pool by moving to a new position at least 5m away from the previous one.
Unconsciousness
When you are reduced to 0 hits you are Unconscious.
You cannot fall below 0 hits.
With 10s of uninterrupted roleplay, anyone may call
HEAL on an Unconscious character.
With 10s of uninterrupted roleplay, anyone may call
EXECUTE on an Unconscious character - this deals them a Severe Injury.
You regain consciousness when you are on at least 1 hit
1).
You will only regain consciousness from healing, but will not bleed out except by intervention from enemies.
While you are Unconscious you may not move or talk. It is advised OC you do not shut your eyes so you can continue to act for your safety.
You are still subject to effect calls (where relevant) while Unconscious but cannot take further damage to your hits.
Severe Injuries and Death
Severe Injuries are painful effects left by near death experiences and confer a roleplaying effect or mechanical penalty.
The effects of Severe Injuries are discussed with the Player to choose consequences that are thematic and fun.
Characters may suffer a maximum number of Severe Injuries before death. If you suffer your final Severe Injury you are dead.
Player Characters by default may suffer a maximum of 3 Severe Injuries before dying.
Monsters and NPCs by default may suffer a maximum of 1 Severe Injury.
Calls
Reaction Calls
Reaction Calls must be made in response to receiving calls made at range.
PING
Your armour or some ability has deflected the damage.
If you call PING to a call, you do not take it.
In order to call PING to a call you must have a specific ability to call PING to that call.
If you have Abilities that modify the duration that you suffer calls for, which reduce that duration to 0s, you should also call PING when you suffer (or, rather, don't suffer) that effect.
MISS
The shot hit cover or otherwise went wide.
If you call MISS to a call, you do not take it.
MISS works generally against all YOU calls but does not work against MASS or YOU LOT calls.
Negative Effect Calls
BLAST
BREAK
At range, a target must be specified (e.g. “BREAK GUN”). In melee, the target is whatever is hit in melee (therefore, ranged weapons can only be BREAKed at range)
If this hits a limb in melee, that limb is unusable for the next 10s.
If this hits a melee weapon or shield in melee, that item is unusable until you spend 10s uninterrupted fixing it.
If this hits your chest or is called at range without a target, pick the target you wish instead.
BURN
You are on fire for 10s - you cannot make offensive calls or strike for damage for the duration.
Roleplay accordingly.
Inorganic characters reduce this duration to 5s.
Various have their own modifiers that may change this and therefore count as Organic for the purpose of this rule.
CLUNK
Non-lethal incapacitation damage.
Only effective against unsuspecting individuals not engaged in combat who are not Incapacitated.
If you take a CLUNK then you should fall over unconscious but are not bleeding out.
You can be awoken again with appropriate roleplaying from other characters, or after an appropriate period of time as indicated by the GM.
CURSE
Something bad has happened.
You are unable to regain hits above 1 for the rest of the encounter.
If you receive a second CURSE during an encounter you will be subject to a deleterious effect. Find out what the effect is at the end of the encounter.
DRAIN
EFFECT <X>
You suffer the described effect for 10s, you must roleplay accordingly.
E.g. “EFFECT: DEAFENED” - roleplay being unable to hear for 10s.
These effects should be physical - they cannot be mind altering (EFFECT: FRIGHTENED is acceptable if the source of the fear is obvious).
EXECUTE
PARRY
PULL
You are pulled toward a source.
Turn and move directly in a straight line toward the source or until you would hit a large obstacle or another character.
Different sources of PULL may allow the caller to move but will specify if they can.
PUSH
SLOW
STRIKEDOWN
ZAP
You are electrocuted for 5s - you cannot make offensive calls for the duration.
Roleplay accordingly.
Inorganic characters extend this duration to 10s.
Various have their own modifiers that may change this and therefore count as Organic for the purpose of this rule.
Positive Effect Calls
HEAL / HEAL X / HEAL FULL
You are healed:
by 1 hit up to your maximum (HEAL)
by X hits up to your maximum (HEAL X)
to your maximum (HEAL FULL)
GAIN <X>
You gain the ability to call X one time.
The source should specify if this is by melee or ranged.
You can only have one call from GAIN at a time.
MEND
WARP
You have disappeared and nobody can see you. Put two fingers in the air.
To reappear, drop your fingers and call WARP again.
Other conditions may be specified by the ability that gives you WARP.
Neutral Effect Calls
HARVEST
The Various may harvest and assimilate biological and mechanical components into themselves.
The character calling HARVEST will know what effect this gives them.
This is generally horrifying to have happen to you if you're conscious: roleplay accordingly.
Unwilling targets able to resist may call PING to this, reducing the effect.
It is apparent to all those nearby that an aspect of the subject has been assimilated into the source.
SCAN <X>
If you are within 10m of the source then you must call out PING for free.
If a type is specified (e.g. “Humans”) then only call out PING if you are that type.
If you are unsure if you register as that type, then call out PING.
Some characters and creatures may be able to ignore the effect of SCAN.
Modifiers
YOU <X>
The <X> call applies to a specified target and is the standard way of specifying the target of ranged calls. “YOU” should be used when it is obvious to the target you mean them, otherwise a description of the target should be used, such as “YOU IN THE SHINY ARMOUR” or “MIKE”.
Unless specified otherwise, YOU calls have a range of 10m.
YOU LOT <X>
The <X> effect applies to everyone within 5m and within a 120 degree arc indicated by the arms of the person calling this.
This also eliminates all remaining cover from a pool you are in if you are in cover.
MASS <X>
PARTY <X>
MONSTERS <X>
EVERYONE <X>
Game Calls
TIME IN
TIME OUT
TIME FREEZE
Equipment Rules
Melee Weapons
A melee weapon is represented with a melee-safe weapon phys-rep approved as safe by the LARP Safety Official.
All melee weapons can be used to strike for uncalled damage by default.
Some weapons will allow you to make other calls. If you do not know what calls you can make with a weapon, assume only uncalled damage until you can confirm otherwise.
Ranged Weapons
A ranged weapon is represented with a strike-unsafe weapon such as an unloaded NERF gun, a coreless throwing weapon, or a stick.
All ranged weapons must be charged or loaded.
As standard, this takes 10s of appropriate uninterrupted roleplaying without engaging in combat.
Example roleplay: loading rounds, tweaking settings, inserting charge packs, winding up, etc. You may fight defensively as per uninterrupted roleplay rules
Standing or crouching still for 1s with a charged/loaded weapon, you may call YOU: PEW at a target you can see within 10m.
Some Abilities allow you to charge multiple shots to a weapon. You must still spend time aiming between each round.
Safety note
You must never fight with a ranged weapon phys-rep in melee combat
When an enemy participant engages in melee combat with you, you must safely drop or holster the weapon (even if the weapon is a coreless throwing weapon)
All participants should be gracious in allowing this to happen so the game can progress safely (i.e. don't hit someone while they're putting down a phys-rep so they can fight safely)
Grenades
Grenades are physically represented by brightly coloured soft balls.
All grenades are single use.
If you throw a grenade and there is a target within 2m, call YOU:
BLAST on the target.
If you completely miss with the grenade, there is (usually) no effect and the grenade is not used up.
Shields
Carrying
Anyone can:
Wield one of the following combinations at a time:
Carry Equipment that you are not currently using and swap to it when out of combat. You do not need to physically carry it, it can be stored with the Monster crew: