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combat_rules [2021/10/27 18:41] katie [Health and Incapacitation] |
combat_rules [2023/02/13 08:35] (current) katie [Modifiers] Added FATAL |
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====== Combat Rules ====== | ====== Combat Rules ====== | ||
- | Combat in **// | + | Combat in // |
---- | ---- | ||
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===== Quick Start Summary ===== | ===== Quick Start Summary ===== | ||
- | {{ :: | + | {{:: |
To get started straight away, here's what you need to know! | To get started straight away, here's what you need to know! | ||
- | * Everyone in Planetfall has a number of [[# | + | * Everyone in //Planetfall// has a number of [[# |
- | * Body hits are precious and hard to recover. | + | * If you are hit with a melee weapon you lose a Body Hit. |
- | * If you are hit with a melee weapon | + | * If someone calls [[#YOU < |
- | * If someone calls [[#YOU < | + | * Anyone can take [[#Cover]] to gain the ability to call [[#MISS]] twice. |
- | * Anyone can spend 1 Energy to call [[#PING]] to [[#PEW]] or an uncalled strike. | + | * If you fall to zero Body Hits, you fall over and are [[# |
- | * Anyone can take [[#Cover]] to gain the ability to call [[#MISSED]] twice. | + | * Anyone can spend 10s of [[#uninterrupted roleplay]] to call [[#HEAL]] on an Unconscious character. |
- | * If you fall to zero Body Hits, you fall over and are [[# | + | * Anyone can spend 10s of [[# |
- | * If you are Incapacitated for 60s you take a [[#Severe Injury]] and stop counting. | + | * Anyone can wield melee weapons |
- | * If you take more than your limit of Severe Injuries (usually 1 for Monsters, 3 for Players), you die. | + | * a one-handed melee weapon in one hand and (optionally) a dagger or shield in the other |
- | * Anyone can wield a melee weapon | + | * a two-handed melee weapon in both hands |
- | * Anyone can wield a ranged | + | * Anyone can wield ranged |
- | * Most people have abilities that allow them to make [[#Calls]] at the cost of Energy. | + | * a one-handed ranged weapon in either hand and (optionally) a melee weapon in the other |
- | * Most people have a means of generating more Energy. | + | * a two-handed ranged weapon in both hands |
+ | * The roleplaying to charge a weapon can be broken up into smaller periods, it doesn' | ||
---- | ---- | ||
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===== Basic Rules ===== | ===== Basic Rules ===== | ||
- | These rules apply to everyone and form the basis of how combat works in **// | + | These rules apply to everyone and form the basis of how combat works in // |
---- | ---- | ||
- | {{ :health.jpg? | + | {{ :channeller.jpg?250|}} |
- | + | ||
- | ==== Health and Incapacitation ==== | + | |
- | + | ||
- | === Health === | + | |
- | + | ||
- | * Health is comprised of your ability to physically withstand damage **(Body Hits)** and your ability to deflect damage **(spending Energy to call PING)** | + | |
- | * Body Hits are precious and hard to recover while Energy can normally be replenished. | + | |
- | * Everyone has **base 3 Body Hits** | + | |
- | * Anyone can spend 1 Energy to call [[#PING]] to [[#PEW]] and uncalled damage. | + | |
- | * If you are hit by multiple calls at once (i.e. faster than you can process) that you can [[#PING]], it only costs 1 Energy to [[#PING]] them all. | + | |
- | * When hit with a ranged damage call that you do not [[#PING]] you lose a Body Hit and must stagger backward one step if it is safe to do so. | + | |
- | * When reduced to 0 Body Hits you become [[# | + | |
- | + | ||
- | === Incapacitation === | + | |
- | + | ||
- | * When you are reduced to 0 hits you are Incapacitated. | + | |
- | * When you are Incapacitated you should fall to the ground and start counting a Death Count. | + | |
- | * You may ignore all negative calls that affect you while you are falling to the ground until you are there. | + | |
- | * While Incapacitated you may crawl slowly and call out for help. You may not fight while doing so. | + | |
- | * With roleplayed assistance from someone who is not using their hands for fighting, you can be supported to walk at a slow pace. | + | |
- | * If you reach 60s on your Death Count you fall [[# | + | |
- | * Once per Incapacitation, | + | |
- | * You start your Death Count afresh whenever you become Incapacitated. | + | |
- | * Some Monsters may have shorter or longer Death Counts. | + | |
- | * If you are subject to [[#CRUNCH / CRUNCH <X>]] while on your Death Count, immediately skip 10s of the count. | + | |
- | + | ||
- | === Unconsciousness === | + | |
- | + | ||
- | * 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. | + | |
- | + | ||
- | === 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. | + | |
- | * Player Characters by default may suffer a maximum of 3 Severe Injuries. | + | |
- | * Monsters and NPCs by default may suffer a maximum of 1 Severe Injury. | + | |
- | + | ||
- | ---- | + | |
- | + | ||
- | {{ :: | + | |
==== Combat ==== | ==== Combat ==== | ||
Anyone can: | Anyone can: | ||
- | * Cause [[# | + | * Cause damage with any [[#melee weapons|melee weapon]] by striking the target. |
* Block damage with a [[#melee weapons|melee weapon]] or a [[# | * Block damage with a [[#melee weapons|melee weapon]] or a [[# | ||
* Effect calls still affect you even if blocked. | * Effect calls still affect you even if blocked. | ||
- | | + | * Call [[#CLUNK]] on an unsuspecting |
- | | + | * Call [[#PING]] to [[#CLUNK]] if they are aware or in combat. |
- | * Call [[#PING]] to [[#KNOCKOUT]] if they are armed and/or in combat. | + | * Call [[#HEAL]] after 10s of uninterrupted roleplaying on an [[#Unconsciousness|Unconscious]] character within reach. |
- | * Call [[#CRUNCH / CRUNCH <X>]] after 10s of uninterrupted roleplaying on an [[#Incapacitation|Incapacitated]] or [[# | + | * Call [[# |
* Charge a [[#ranged weapons|ranged weapon]] with 10s of appropriate roleplaying, | * Charge a [[#ranged weapons|ranged weapon]] with 10s of appropriate roleplaying, | ||
- | | + | * Take [[#Cover]] to gain a pool of 2 [[#MISS]] calls. |
- | | + | |
* You may only make one call at a time: particularly noteworthy with negative effects. | * You may only make one call at a time: particularly noteworthy with negative effects. | ||
- | === Uninterrupted Roleplay === | + | ==== Uninterrupted Roleplay |
- | * If someone | + | * If something |
* You are interrupted if: | * You are interrupted if: | ||
- | * You take the effect of a Negative call. | + | * You suffer |
- | * It is not interrupted by PING or MISSED. | + | |
- | * You are not interrupted if you parry strikes with no effect call made. | + | |
* You make a call or uncalled damage. | * You make a call or uncalled damage. | ||
* You take damage. | * You take damage. | ||
* You stop the roleplaying. | * You stop the roleplaying. | ||
- | * Some [[Abilities]] may allow you to ignore some of these interruptions. | + | * 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 BURN. | + | * You may not start uninterrupted roleplay while under the effect of an ongoing call such as [[#BURN]]. |
- | + | ||
- | === Cover === | + | |
- | | + | ==== Cover ==== |
+ | | ||
+ | * 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 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. | * 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 [[#MISSED]] is authoritative. | + | * 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. | * You may refresh your cover pool by moving to a new position at least 5m away from the previous one. | ||
- | * Anyone standing up, wielding a shield, and not moving counts as a waist high obstacle for other people. | ||
- | ---- | + | {{ : |
- | {{ :: | + | ==== Unconsciousness ==== |
- | ==== Energy ==== | + | * 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 [[# | ||
+ | * You regain consciousness when you are on at least 1 hit((there is no concept of 'HEAL ZERO' in this system)). | ||
+ | * 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. | ||
- | * Using some [[Abilities]], | + | ==== Severe Injuries |
- | * You do not need to indicate that you have spent Energy - it's up to you to track how much you've got available. | + | |
- | * Characters are able to gain Energy in different ways through their [[backgrounds# | + | |
- | * Characters may change their Energy Regimen between Missions. | + | |
- | * Characters may not store more than their maximum capacity of Energy (default starts at 5). | + | |
- | * Characters may Overcharge themselves to allow them to exceed their Energy Cap by up to 3 Energy by taking a 60s [[#ZAP]] after the Energy is spent. | + | |
- | * The most common method of Energy gaining is Recouping (from the Generator Regimen), detailed below. | + | |
- | === Recouping === | + | * Severe Injuries are painful effects left by near death experiences and confer a roleplaying effect or mechanical penalty. |
- | + | * The effects | |
- | * You may recoup if you spend 30s of uninterrupted appropriate roleplaying patching up armour | + | * Characters may suffer a maximum number of Severe Injuries before death. |
- | * When you recoup, | + | * 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. | ||
+ | ---- | ||
---- | ---- | ||
---- | ---- | ||
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===== Calls ===== | ===== Calls ===== | ||
- | {{ :: | ||
- | |||
- | ==== Damage Calls ==== | ||
- | |||
- | Damage in Planetfall comes in a few varieties. | ||
- | |||
- | Strikes can either convey Damage or an Effect Call but never both. | ||
- | |||
- | If you take damage, you should roleplay pain accordingly, | ||
- | |||
- | === Uncalled === | ||
- | |||
- | * Basic melee damage does not need to be called. | ||
- | |||
- | === PEW === | ||
- | |||
- | * Basic damage call at range from mundane powered weapons. | ||
- | |||
- | === KABOOM === | ||
- | |||
- | * KABOOM causes everyone within 5m of the source to **either** take damage **or** take a STRIKEDOWN (throw yourself to the ground OR drop to one knee for 5s). | ||
- | * KABOOM cannot be mitigated by cover or [[# | ||
- | * If you are already on the ground, you must take the damage. | ||
- | * See also [[#BLAST]] for causing a KABOOM at range. | ||
- | |||
- | ---- | ||
- | {{ :: | ||
==== Reaction Calls ==== | ==== Reaction Calls ==== | ||
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* If you call PING to a call, you do not take it. | * 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. | * 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. | ||
- | === MISSED | + | === MISS === |
* The shot hit cover or otherwise went wide. | * The shot hit cover or otherwise went wide. | ||
- | * If you call MISSED | + | * If you call MISS to a call, you do not take it. |
- | * MISSED | + | * MISS works generally against all YOU calls but does not work against MASS or YOU LOT calls. |
- | + | ||
- | === OUCH === | + | |
- | * Should be called (or clearly roleplayed) to signal that a negative effect call has affected you. | + | |
- | * E.g. “YOU: CRUNCH” “OUCH”. | + | |
- | * The exception to this is obviously when you are hit with BLAST (whereupon you should call KABOOM). | + | |
- | * You do not need to make this call in melee if you roleplay accordingly. | + | |
- | + | ||
- | === YEAH === | + | |
- | * Should be called (or clearly roleplayed) to signal that a positive effect call has affected you. | + | |
- | * E.g. “YOU: HEAL” “YEAH” | + | |
---- | ---- | ||
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=== BLAST === | === BLAST === | ||
- | * If you are subject to the BLAST call you must immediately call [[# | + | * Something explodes! |
- | * As the source of the [[# | + | * Call MASS STRIKEDOWN (which |
- | * You do not need to call [[#OUCH]] | + | |
- | === BURN === | + | === BREAK === |
- | | + | * At range, a target must be specified (e.g. "BREAK GUN" |
- | * You may not call [[#MISSED]] while you are on fire. | + | |
- | * You may not make calls against enemies while you are on fire. | + | |
- | + | ||
- | === CRUNCH / CRUNCH <X> === | + | |
- | + | ||
- | | + | |
* If this hits a limb in melee, that limb is unusable for the next 10s. | * 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 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, you are in excruciating pain for the next 10s cannot make offensive calls. | + | * If this hits your chest or is called at range without a target, |
- | * If you receive | + | |
+ | === 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 | ||
+ | * You can be awoken again with appropriate roleplaying from other characters, or after an appropriate period of time as indicated by the GM. | ||
=== CURSE === | === CURSE === | ||
* Something bad has happened. | * Something bad has happened. | ||
- | * You are unable to gain Energy | + | * 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. | * If you receive a second CURSE during an encounter you will be subject to a deleterious effect. | ||
+ | |||
+ | === DRAIN === | ||
+ | |||
+ | * Your energy is sapped. | ||
+ | * You may not use abilities for the next 10s. | ||
+ | * You may not charge a ranged weapon or fire a shot during this time either. | ||
=== EFFECT <X> === | === EFFECT <X> === | ||
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* You suffer the described effect for 10s, you must roleplay accordingly. | * You suffer the described effect for 10s, you must roleplay accordingly. | ||
* E.g. " | * E.g. " | ||
- | * These effects should be **physical** cannot be mind altering. | + | * These effects should be **physical** |
- | * Only Monsters will be able to call EFFECT | + | |
- | === KNOCKOUT | + | === EXECUTE |
- | * Non-lethal incapacitation damage. | + | * If you were Unconscious you suffer a Severe Injury. |
- | * Only effective against individuals not engaged | + | |
- | * If you take a KNOCKOUT then you should fall over unconscious but are not bleeding out. | + | === PARRY === |
- | * You can be awoken again with appropriate roleplaying from other characters, or after an appropriate period of time as indicated by the GM. | + | |
+ | * Your melee weapon has been knocked aside. | ||
+ | * No effect if not against | ||
=== PULL === | === PULL === | ||
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* You are pulled toward a source. | * 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. | * 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 === | === PUSH === | ||
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* You are flung backwards. | * You are flung backwards. | ||
* Turn around and move directly in a straight line away from the source for 10m or until you would hit a large obstacle or another character. | * Turn around and move directly in a straight line away from the source for 10m or until you would hit a large obstacle or another character. | ||
+ | |||
+ | === SLOW === | ||
+ | |||
+ | * You are slowed down by some freezing force. | ||
+ | * For the next 10s you must move and fight at half speed and may only make a strike once every 2s. | ||
=== STRIKEDOWN === | === STRIKEDOWN === | ||
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* You are knocked to the ground. | * You are knocked to the ground. | ||
* Part of your torso must touch the ground OR you must drop to one knee for 5s. | * Part of your torso must touch the ground OR you must drop to one knee for 5s. | ||
- | * You may choose to take this as a [[#CRUNCH / CRUNCH <X>]] on your chest instead as you attempt to resist the impact. | + | * You may choose to take this as a [[#BREAK]] on a leg instead as you attempt to resist the impact. |
- | + | ||
- | === TAUNT === | + | |
- | + | ||
- | * For the next 10s you must close in on the source of the call and meaningfully attempt to engage the source in melee combat. | + | |
- | * The effect ends if the source is Incapacitated. | + | |
- | * This overrides any existing TAUNT you may be under the effect of. | + | |
- | * If you are not holding a melee weapon, you should still attempt to close the distance while swapping to a melee weapon. | + | |
- | * If you are not carrying a melee weapon at all, you may express your rage verbally but must still close the distance. | + | |
=== ZAP === | === ZAP === | ||
- | + | | |
- | | + | * Roleplay accordingly. |
- | * EITHER you may not spend Energy for the next 5s OR lose 5 Energy immediately. | + | * Inorganic characters extend |
- | * Some creatures may be more susceptible to this. | + | * Various have their own modifiers that may change this and therefore count as Organic for the purpose |
- | * Some encounters | + | |
---- | ---- | ||
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==== Positive Effect Calls ==== | ==== Positive Effect Calls ==== | ||
- | === CHAAAAARGE === | + | === HEAL / HEAL X / HEAL FULL === |
- | + | ||
- | * You make an impassioned charge toward the enemy. | + | |
- | * For 10s, while moving directly toward a target, you may call MISS to any "YOU: PEW" call. | + | |
- | * You cannot generate energy while charging a target. | + | |
- | * The effect ends early if: | + | |
- | * You make a call other than PEW or a reaction | + | |
- | * You stop moving directly toward the original target | + | |
- | * You are subject to a multi-target "YOU LOT" or " | + | |
- | * You are subject to a "YOU: ZAP" call | + | |
- | * Some Abilities allow you to make an additional call when you start a CHAAAAARGE - these do not interrupt this effect. | + | |
- | + | ||
- | === HEAL / HEAL <X> / HEAL FULL === | + | |
* You are healed: | * You are healed: | ||
* by 1 hit up to your maximum (HEAL) | * by 1 hit up to your maximum (HEAL) | ||
- | * on a specified limb X suffering from CRUNCH | + | * by X hits up to your maximum |
* to your maximum (HEAL FULL) | * to your maximum (HEAL FULL) | ||
- | * You should call “YEAH” to confirm this has happened. | ||
- | === GAIN < | + | === GAIN <X> === |
- | * You gain either (depending on the call): | + | * You gain the ability to call X one time. |
- | * the ability to call X one time | + | |
- | * Y Energy immediately | + | |
- | * the ability to call PING PEW for free one time | + | |
* The source should specify if this is by melee or ranged. | * The source should specify if this is by melee or ranged. | ||
* You can only have one call from GAIN at a time. | * You can only have one call from GAIN at a time. | ||
- | * You should call “YEAH” to confirm you have gained this, or PING to indicate you've rejected it. | ||
- | === STABILISE | + | === MEND === |
- | * You have taken action that slows the rate at which the target | + | * An item you are holding (weapon/ |
- | * The total duration of their current Death Count is tripled for this Incapacitation. | + | |
- | * This may only occur once per Incapacitation. | + | |
- | * You should call " | + | |
- | === VWORP === | + | === WARP === |
* You have disappeared and nobody can see you. Put two fingers in the air. | * You have disappeared and nobody can see you. Put two fingers in the air. | ||
- | * To reappear, drop your fingers and call VWORP again. | + | * To reappear, drop your fingers and call WARP again. |
- | * Other conditions may be specified by the ability that gives you VWORP. | + | * Other conditions may be specified by the ability that gives you WARP. |
---- | ---- | ||
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==== Neutral Effect Calls ==== | ==== Neutral Effect Calls ==== | ||
- | === ASSIMILATE | + | === 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. | ||
- | * The Various may assimilate biological and mechanical components into themselves. | ||
- | * If you are not alive then put two fingers up and disappear. | ||
- | * If you are alive, call [[#PING]]. | ||
- | * It is apparent to all those nearby that the subject has been assimilated into the source. | ||
- | * Some things may respond differently. | ||
=== SCAN <X> === | === SCAN <X> === | ||
- | * If you are within 10m of the source | + | * If you are within 10m of the source |
- | * If a type is specified | + | * If you are unsure if you register as that type, then call out PING. |
- | * If you are unsure if you register as that type, then call out " | + | |
* Some characters and creatures may be able to ignore the effect of SCAN. | * Some characters and creatures may be able to ignore the effect of SCAN. | ||
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=== YOU <X> === | === YOU <X> === | ||
- | The <X> call applies to a specified target and is the standard way of specifying the target of ranged calls. | + | * The <X> call applies to a specified target and is the standard way of specifying the target of ranged calls. |
+ | * Unless specified otherwise, YOU calls have a range of 10m. | ||
=== YOU LOT <X> === | === 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. | + | * 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> === | === MASS <X> === | ||
- | The <X> effect applies to everyone within 5m. <X> may never be a damage call or [[#BLAST]]. | + | * The <X> effect applies to everyone within 5m. |
+ | * <X> may never be [[#BLAST]]. | ||
=== PARTY <X> === | === PARTY <X> === | ||
- | This affects everyone in the party so long as they hear the call. | + | * This affects everyone in the player |
=== MONSTERS <X> === | === MONSTERS <X> === | ||
- | This affects every monster | + | * This affects every Monster |
+ | |||
+ | === EVERYONE <X> === | ||
+ | |||
+ | * This affects everyone so long as they hear the call. | ||
+ | |||
+ | === FATAL <X> === | ||
+ | |||
+ | * FATAL is a modifier on other calls (e.g. FATAL BURN). | ||
+ | * // | ||
+ | * //a character with a PING to STRIKEDOWN is hit by FATAL STRIKEDOWN; they use their PING and nothing else happens.// | ||
+ | * //a character with no sources of PING PUSH is hit with FATAL PUSH; they are knocked unconscious at 0 hits and their body is flung 10m.// | ||
==== Game Calls ==== | ==== Game Calls ==== | ||
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=== TIME IN === | === TIME IN === | ||
- | Start roleplaying! | + | * Start roleplaying! |
=== TIME OUT === | === TIME OUT === | ||
- | Finish roleplaying! | + | * Finish roleplaying! |
=== TIME FREEZE === | === TIME FREEZE === | ||
- | Freeze what you're doing, something is happening faster than we can represent. | + | * Freeze what you're doing, something is happening faster than we can represent |
---- | ---- | ||
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* A ranged weapon is represented with a strike-unsafe weapon such as an unloaded NERF gun, a coreless throwing weapon, or a stick. | * 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. | * All ranged weapons must be charged or loaded. | ||
- | * As standard, this takes 10s of appropriate | + | * As standard, this takes 10s of appropriate roleplaying without engaging in combat. |
- | * Example roleplay: loading rounds, tweaking settings, inserting charge packs, winding up, etc. You may fight defensively as per uninterrupted | + | * Example roleplay: loading rounds, tweaking settings, inserting charge packs, winding up, etc. |
- | * Standing or crouching still for 1s with a charged/ | + | * The roleplaying to charge a weapon can be broken up into smaller periods, it doesn' |
+ | * Standing or crouching still for 1s with a charged/ | ||
+ | * Some Abilities allow you to charge multiple shots to a weapon. | ||
* **Safety note** | * **Safety note** | ||
* **You must never fight with a ranged weapon phys-rep in melee combat** | * **You must never fight with a ranged weapon phys-rep in melee combat** | ||
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* If you throw a grenade and there is a target within 2m, call YOU: [[#BLAST]] on the target. | * 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. | * If you completely miss with the grenade, there is (usually) no effect and the grenade is not used up. | ||
- | * Grenade variants exist that may allow you to call on a delay. | + | |
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==== Shields ==== | ==== Shields ==== | ||
- | * Physical Shields can be used to block damage but not calls in melee | + | * Physical Shields can be used to block damage but not calls in melee or ranged |
- | * At range, physical shields can be used to call [[#PING]] to ranged | + | |
* Any call that strikes your shield in melee does affect you. | * Any call that strikes your shield in melee does affect you. | ||
- | * While holding a physical shield and standing up still you count as cover for someone crouching behind you. | ||
- | * This cover is not effective if you are under the effect of [[# | ||
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- | ==== Hacking ==== | ||
- | * In some encounters, a terminal that requires Hacking will appear. | ||
- | * Anyone can spend 3 minutes roleplaying hacking it open. This roleplay can be interrupted. | ||
- | * Anyone with the Hacker skill can do it in 1 minute. | ||
- | * When the hack is complete, inform the Ref and they will explain what happens. | ||
- | * In the full game, this will be represented by an electronic prop which may contain instructions to be read live. For Playtesting, |