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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 **// | + | 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 [[# | + | |
| - |     * With 10s of uninterrupted roleplay, anyone may call [[# | + | |
| - | * 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.  | + | |
| - | * 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 [[#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 [[# | + |   * 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 [[#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 " | |
| - |   * 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 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). | + | |
| - | * 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. | ||
| - | |||
| - | |||
| - | === BLAST === | ||
| - | |||
| - |   * If you are subject to the BLAST call you must immediately call [[# | ||
| - |   * 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 [[# | ||
| - |   * 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. | ||
| - |   * You don' | + |   * 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,  | 
| - | === 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: 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 < | + | === BLAST === | 
| + | |||
| + | * Something explodes! | ||
| + | * Call MASS STRIKEDOWN (which you must yourself take). | ||
| + | |||
| + | === BREAK === | ||
|   * At range, a target must be specified (e.g. "BREAK GUN" |   * At range, a target must be specified (e.g. "BREAK GUN" | ||
| * 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,  | + |   * If this hits your chest or is called at range without a target,  | 
| - |   * If you receive a BREAK while unconscious,  | + | |
| + | === 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  | 
|   * 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  | + | * 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.  | ||
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| * Your energy is sapped. | * Your energy is sapped. | ||
| - |   * You may not spend Energy  | + |   * You may not use abilities  | 
| - | * Some creatures may be more susceptible to this. | + |   * You may not charge a ranged weapon or fire a shot during  | 
| - |   * Some encounters  | + | |
| === 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 - 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.  | ||
| + |   * No effect  | ||
| === 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 [[# | + | * 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  | + | * 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 X suffering from BREAK (HEAL <X>) | + |     * 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. | ||
| - | === VA-WORP  | + | === MEND === | 
| + | |||
| + |   * An item you are holding (weapon/ | ||
| + | |||
| + | === 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  | + | * 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  | + |   * 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 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.  | + |   * 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  | 
| ---- | ---- | ||
| Line 375: | Line 323: | ||
| * 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, | ||