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combat_rules [2021/11/15 09:18]
katie [Negative Effect Calls]
combat_rules [2023/02/13 08:35] (current)
katie [Modifiers] Added FATAL
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 ====== Combat Rules ====== ====== 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!+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!
  
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 ===== Quick Start Summary ===== ===== Quick Start Summary =====
  
-{{ ::navigation.jpg?250|}}+{{::navigation.jpg?300 | }}
  
 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 [[#health|Body Hits]] and ability to spend [[#Energy]] to deflect hits (calling [[#PING]]!) +  * Everyone in //Planetfall// has a number of [[#health|Body Hits]]. 
-  * Body hits are precious and hard to recover.  Energy is far more easily found+  * If you are hit with a melee weapon you lose a Body Hit. 
-  * If you are hit with a melee weapon with no call, you lose a Body Hit UNLESS you call [[#PING]]+  * If someone calls [[#YOU <X>|YOU]]: [[#PEW]], you lose a Body Hit. 
-  * If someone calls [[#YOU <X>|YOU]]: [[#PEW]], you lose a Body Hit and must stagger back a step UNLESS you call [[#PING]] or [[#MISSED]]. +  * 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 [[#Incapacitation|Unconscious]] until you are healed or something worse happens to you
-  * 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 [[#Incapacitation|Incapacitated]]. +  * Anyone can spend 10s of [[#uninterrupted roleplay]] to call [[#EXECUTE]] on an Unconscious characterdealing them a Severe Injury
-  * If you are Incapacitated for 60s you take a [[#Severe Injury]] and stop counting+  * Anyone can wield melee weapons and strike once per second
-  * If you take more than your limit of Severe Injuries (usually 1 for Monsters3 for Players), you die+    * a one-handed melee weapon in one hand and (optionally) a dagger or shield in the other  
-  * Anyone can wield melee weapon and hit with it once per second. +    * a two-handed melee weapon in both hands 
-  * Anyone can wield ranged weapon and charge it for 10s of roleplaying then spend 1s aiming to call [[#YOU <X>|YOU]]: [[#PEW]] at a range of 10m. +  * Anyone can wield ranged weapons and charge it for 10s of roleplaying then spend 1s aiming to call [[#YOU <X>|YOU]]: [[#PEW]] at a range of 10m: 
-  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 means of generating more Energy.  By defaultthis is by [[#Recouping]] (spending 30s of uninterrupted roleplaying patching up) which gains 5 Energy. +    * a two-handed ranged weapon in both hands 
 +    * The roleplaying to charge a weapon can be broken up into smaller periodsit doesn't have to be uninterrupted.
  
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 ===== Basic Rules ===== ===== Basic Rules =====
  
-These rules apply to everyone and form the basis of how combat works in **//Planetfall//**.+These rules apply to everyone and form the basis of how combat works in //Planetfall//.
  
 ---- ----
  
-{{ :health.jpg?250|}} +{{ :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|Incapacitated]] +
- +
-=== 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 [[#Unconsciousness|Unconscious]] and suffer a [[#Severe Injuries and Death|Severe Injury]]. +
-    * With 10s of uninterrupted roleplay, anyone may call [[#HEAL]]. +
-    * You start your Death Count afresh whenever you become Incapacitated. +
-    * Some Monsters may have shorter or longer Death Counts. +
-  * If you are subject to [[#BREAK / BREAK <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.  If you suffer your final Severe Injury you are dead. +
-  * 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. +
- +
----- +
- +
-{{ ::basic_rules.jpg?250|}}+
  
 ==== Combat ==== ==== Combat ====
  
 Anyone can: Anyone can:
-  * Cause [[#uncalled|Uncalled damage]] with any [[#melee weapons|melee weapon]] by striking the target.+  * Cause damage with any [[#melee weapons|melee weapon]] by striking the target.
   * Block damage with a [[#melee weapons|melee weapon]] or a [[#shield]].   * Block damage with a [[#melee weapons|melee weapon]] or a [[#shield]].
     * Effect calls still affect you even if blocked.     * Effect calls still affect you even if blocked.
-  * Spend 1 Energy to call [[#PING]] to [[#PEW]] or [[#Uncalled|Uncalled damage]]. +  * Call [[#CLUNK]] on an unsuspecting individual who is out of combat. 
-  * Call [[#CLUNK]] on an unarmed individual who is out of combat. +  * Call [[#PING]] to [[#CLUNK]] if they are aware or in combat. 
-  * Call [[#PING]] to [[#CLUNK]] if they are armed and/or in combat. +  * Call [[#HEAL]] after 10s of uninterrupted roleplaying on an [[#Unconsciousness|Unconscious]] character within reach. 
-  * Call [[#BREAK / BREAK <X>]] after 10s of uninterrupted roleplaying on an [[#Incapacitation|Incapacitated]] or [[#Unconsciousness|Unconscious]] character.+  * Call [[#EXECUTE]] after 10s of uninterrupted roleplaying on an [[#Unconsciousness|Unconscious]] character within reach.
   * Charge a [[#ranged weapons|ranged weapon]] with 10s of appropriate roleplaying, then spend 1s roleplaying aiming and firing to call [[#PEW|YOU: PEW]].   * Charge a [[#ranged weapons|ranged weapon]] with 10s of appropriate roleplaying, then spend 1s roleplaying aiming and firing to call [[#PEW|YOU: PEW]].
-  * With 10s of uninterrupted roleplay, call [[#HEAL]] on a target within immediate reach who is [[#Incapacitation|Incapacitated]]. +  * Take [[#Cover]] to gain a pool of 2 [[#MISS]] calls.
-  * Take [[#Cover]] to gain a pool of 2 [[#MISSED]] calls.+
   * You may only make one call at a time: particularly noteworthy with negative effects.  If you call a negative effect you do not cause damage even with a melee strike.   * You may only make one call at a time: particularly noteworthy with negative effects.  If you call a negative effect you do not cause damage even with a melee strike.
  
-=== Uninterrupted Roleplay ===+==== Uninterrupted Roleplay ====
  
-  * If someone 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.+  * 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 are interrupted if:
-    * You take the effect of a Negative call. +    * You suffer the effect of a Negative call (i.e. do not PING or MISS it).
-      * 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 [[#TAUNT]].+  * You may not start uninterrupted roleplay while under the effect of an ongoing call such as [[#BURN]].
  
-=== Cover === +==== 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 <X>|YOU]]" ranged call that originates from a direction you have cover from //with the exception of BLAST//. 
-  * Anyone may take cover by crouching behind an obstacle at least waist high in order to gain a pool of 2 [[#MISSED]] to any "[[#YOU <X>|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 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. 
  
-----+{{ :health.jpg?250|}}
  
-{{ ::energy.jpg?250|}}+==== 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 [[#EXECUTE]] on an Unconscious character - this deals them a Severe Injury. 
 +  * 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]], and calling [[#PING]], requires you to spend an amount of Energy. +==== Severe Injuries and Death ====
-    * 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#energy_regimens|Energy Regimen]]. +
-  * Characters may change their Energy Regimen between Missions. +
-  * Characters may not store more than their maximum capacity of Energy (default starts at 5). +
-  * 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 of Severe Injuries are discussed with the Player to choose consequences that are thematic and fun
-  * You may recoup if you spend 30s of uninterrupted appropriate roleplaying patching up armour and pulling yourself together+  * Characters may suffer a maximum number of Severe Injuries before death.  If you suffer your final Severe Injury you are dead. 
-  * When you recoup, you recover Energy up to your cap.+  * 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.jpg?250|}} 
- 
-==== Damage Calls ==== 
- 
-Damage in Planetfall comes in a few varieties.  Resistance to damage comes in the form of the [[#PING]] call (which characters will have a certain pool of per encounter and know if they can call against certain calls). 
- 
-Strikes can either convey Damage or an Effect Call but never both. 
- 
-If you take damage, you should roleplay pain accordingly, but this does not interrupt your ability to fight. 
- 
-=== Uncalled === 
- 
-  * Basic melee damage does not need to be called. 
- 
-=== PEW === 
- 
-  * Basic damage call at range from mundane powered weapons. 
- 
- 
-=== BLAST === 
- 
-  * If you are subject to the BLAST call you must immediately call [[#KABOOM]].   
-  * As the source of the [[#KABOOM]] you also take damage and cannot mitigate it by throwing yourself to the ground.  
-  * You do not need to call [[#OUCH]] 
- 
-=== 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 [[#MISSED]]. 
-  * If you are already on the ground, you must take the damage.  
-  * See also [[#BLAST]] for causing a KABOOM at range. 
- 
----- 
-{{ ::positive_calls.jpg?250|}} 
  
 ==== 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.
-  * You don'need to verbally call PING in order to PING an uncalled melee strike+  * 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'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 to a call, you do not take it. +  * If you call MISS to a call, you do not take it. 
-  * MISSED works generally against all YOU calls but does not work against MASS or YOU LOT calls. +  * 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: BREAK” “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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 ==== Negative Effect Calls ==== ==== Negative Effect Calls ====
  
-=== BREAK / BREAK <X> ===+=== BLAST === 
 + 
 +  * Something explodes! 
 +  * Call MASS STRIKEDOWN (which you must yourself take). 
 + 
 +=== 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)   * 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 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.  You must move at walking pace at most, but can still fight defensively with one hand. +  * If this hits your chest or is called at range without a target, pick the target you wish instead.
-  * If you receive a BREAK while unconscious, you immediately suffer a [[#Severe Injuries and Death|Severe Injury]].+
  
 +=== 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 === === CLUNK ===
  
   * Non-lethal incapacitation damage.     * Non-lethal incapacitation damage.  
-  * Only effective against individuals not engaged in combat who are not Incapacitated.+  * 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.     * 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.   * You can be awoken again with appropriate roleplaying from other characters, or after an appropriate period of time as indicated by the GM.
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   * Something bad has happened.     * Something bad has happened.  
-  * You are unable to gain Energy for the rest of the encounter.+  * 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.   * 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.
  
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   * Your energy is sapped.   * Your energy is sapped.
-  * You may not spend Energy for the next 5s +  * You may not use abilities for the next 10s
-  * Some creatures may be more susceptible to this+  * You may not charge a ranged weapon or fire a shot during this time either.
-  * Some encounters may alter the nature of this call.+
  
 === 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. "EFFECT: DEAFENED" - roleplay being unable to hear for 10s.   * E.g. "EFFECT: DEAFENED" - roleplay being unable to hear for 10s.
-  * These effects should be **physical** cannot be mind altering. +  * These effects should be **physical** - they cannot be mind altering (EFFECT: FRIGHTENED is acceptable if the source of the fear is obvious). 
-  * Only Monsters will be able to call EFFECT - if a call is ubiquitous enough to warrant adding into the system it should be taken to the Core Team.+ 
 +=== EXECUTE === 
 + 
 +  * If you were Unconscious you suffer a Severe Injury. 
 + 
 +=== PARRY === 
 + 
 +  * Your melee weapon has been knocked aside.  Wave your arm back in an exaggerated manner. 
 +  * No effect if not against melee weapon.
  
 === 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 [[#BREAK / BREAK <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 === +=== ZAP === 
- +  * You are electrocuted for 5s - you cannot make offensive calls or strike for damage for the duration
-  * For the next 10s you must close in on the source of the call and meaningfully attempt to engage the source in melee combat+  * Roleplay accordingly
-  * The effect ends if the source is Incapacitated+  * Inorganic characters extend this duration to 10s
-  * This overrides any existing TAUNT you may be under the effect of+  * Various have their own modifiers that may change this and therefore count as Organic for the purpose of this rule.
-  * 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.+
  
 ---- ----
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 ==== Positive Effect Calls ==== ==== Positive Effect Calls ====
  
-=== HEAL / HEAL <X/ HEAL FULL ===+=== 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 suffering from BREAK (HEAL <X>)+    * by hits up to your maximum (HEAL X)
     * to your maximum (HEAL FULL)     * to your maximum (HEAL FULL)
-  * You should call “YEAH” to confirm this has happened. 
  
-=== GAIN <X> / GAIN <Y> ENERGY / GAIN PING ===+=== 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. 
  
-=== VA-WORP ===+=== MEND === 
 + 
 +  * An item you are holding (weapon/shield/item) currently suffering from BREAK is immediately fixed. 
 + 
 +=== 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 VA-WORP again. +  * To reappear, drop your fingers and call WARP again. 
-  * Other conditions may be specified by the ability that gives you VA-WORP.+  * 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 then you must call out PING for free. +  * If you are within 10m of the source and match the qualifier (e.g. "Humans", "Robots", "Everyone") 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.   * 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.   * 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.  "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".+  * 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> === === 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 party so long as they hear the call.
  
 === MONSTERS <X> === === MONSTERS <X> ===
  
-This affects every monster so long as they hear the call.+  * This affects every Monster so long as they hear the call. 
 + 
 +=== 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).  If you can PING the call <X> that FATAL is attached to then you may PING the whole call as usual.  If you cannot PING the call then as well as taking the effect of the call you also take the effect of FATAL which drops you immediately to 0 hits. 
 +  * //Example:// 
 +    * //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 so we need to describe it.
  
 ---- ----
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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 uninterrupted roleplaying without engaging in combat and 1 Energy+  * 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 roleplay rules +    * Example roleplay: loading rounds, tweaking settings, inserting charge packs, winding up, etc. 
-  * Standing or crouching still for 1s with a charged/loaded weapon, you may make a damage call at a target you can see within 10m.+    * The roleplaying to charge a weapon can be broken up into smaller periods, it doesn't have to be uninterrupted. 
 +  * 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**   * **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 damage.
-  * At range, physical shields can be used to call [[#PING]] to ranged calls from in front of you at the expense of halting your movement for 3s.+
   * 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 [[#STRIKEDOWN]]. 
  
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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.  This roleplay can be interrupted. 
-  * 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, we will simulate this. 
  • combat_rules.1636967900.txt.gz
  • Last modified: 2022/01/08 15:51
  • (external edit)