combat_rules

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combat_rules [2022/01/14 11:58]
katie
combat_rules [2023/02/13 08:35] (current)
katie [Modifiers] Added FATAL
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     * a one-handed ranged weapon in either hand and (optionally) a melee weapon in the other     * a one-handed ranged weapon in either hand and (optionally) a melee weapon in the other
     * a two-handed ranged weapon in both hands     * a two-handed ranged weapon in both hands
 +    * The roleplaying to charge a weapon can be broken up into smaller periods, it doesn't have to be uninterrupted.
  
 ---- ----
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     * 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.+  * 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//.
   * You do not have cover against YOU LOT calls and this immediately uses up your 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.
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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]] 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.
  
 === ZAP === === ZAP ===
-  * You are electrocuted for 5s - you cannot make offensive calls for the duration.+  * You are electrocuted for 5s - you cannot make offensive calls or strike for damage for the duration.
   * Roleplay accordingly.   * Roleplay accordingly.
   * Inorganic characters extend this duration to 10s.   * Inorganic characters extend this duration to 10s.
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 === 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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   * The <X> effect applies to everyone within 5m.     * The <X> effect applies to everyone within 5m.  
-  * <X> may never be a damage call or [[#BLAST]].+  * <X> may never be [[#BLAST]].
  
 === PARTY <X> === === PARTY <X> ===
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   * This affects everyone so long as they hear the call.   * 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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   * 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. +  * 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. 
 +    * 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.   * 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.   * Some Abilities allow you to charge multiple shots to a weapon.  You must still spend time aiming between each round.
  • combat_rules.1642161521.txt.gz
  • Last modified: 2022/01/14 11:58
  • by katie