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core_rules [2017/11/25 15:10]
gm_mike
core_rules [2018/01/25 22:51] (current)
gm_mike
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 At base, characters have **15 hits**. ​ Hits are global, and all areas are valid targets except for the head.  Hits to a hand holding a weapon (up to the wrist) count as a hit to the weapon. ​ Hands which are holding non-LARP safe objects should not be hit, as this may damage the LARP weapon. At base, characters have **15 hits**. ​ Hits are global, and all areas are valid targets except for the head.  Hits to a hand holding a weapon (up to the wrist) count as a hit to the weapon. ​ Hands which are holding non-LARP safe objects should not be hit, as this may damage the LARP weapon.
  
 +At the end of each encounter, provided the party takes some time to rest (about 15 minutes of IC time), all party members heal 5 hits.
 ==== Damage and Armour ==== ==== Damage and Armour ====
  
-Against an unarmoured target, ​strikes ​with a 1 handed weapon ​deal **3 hits** (TRIPLE) - this does not need to be called.\\ +Most melee strikes ​will deal damage depending on the armour which the target is wearing. ​ This damage should ​not be called. ​Some abilities will allow damage ​to be called in melee or at rangecalled damage is not reduced by armour.
-Against an unarmoured target, strikes with a 2 handed weapon deal **5 hits** (QUINT) - this does not need to be called. 2 handed weapons are those above 36 inches and held in two handsor any weapon above 50 inches((which may only be held in one hand if you have a skill which allows you to do so)).+
  
-If you cannot tell what hit you (e.gfor a strike ​from behind), then that strike deals **hits** (QUINT).+Against an unarmoured target, uncalled melee strikes deal **3 hits** ​(TRIPLE).\\ 
 +Light armour reduces the damage taken from uncalled melee strikes to **hits** (DOUBLE)\\ 
 +Heavy armour reduces the damage taken from uncalled melee strikes to **1 hit** (SINGLE)
  
-You take at most one strike per second from each person attacking you (e.g. if you have 3 people attacking you with 1 handed weapons, you will be taking at most 9 damage per second)+You take at most one strike per second from each person attacking you (e.g. if you are not wearing armour, ​have 3 people attacking you with uncalled melee strikes, you will be taking at most 9 damage per second).
- +
-Light armour reduces melee damage by 1 - so 1h weapons deal **2 hits**, and 2h weapons (or unseen strikes) deal **4 hits**.\\ +
-Heavy armour reduces melee damage by 2 - so 1h weapons deal **1 hit**, and 2h weapons (or unseen strikes) deal **3 hits**. +
- +
-Being under the effect of the EXPOSE call increases all melee damage taken by 1.  Being under the effect of the FORTIFY call reduces all melee damage taken by 1. (See Calls, below) +
- +
-^ Armour Type ^ 1h weapon ^ 2h Weapon ^ +
-^ None (Exposed) | 4 hits | 6 hits | +
-^ None | 3 hits | 5 hits | +
-^ Light | 2 hits | 4 hits | +
-^ Heavy | 1 hits | 3 hits | +
-^ Heavy (Fortified) | 0 hits | 2 hits | +
- +
-Ranged damage must be called (SINGLE, DOUBLE, TRIPLE, up to a maximum of OCT).  Calls (including both effect calls and ranged damage calls) may only be made once every 5 seconds. ​ Ranged damage is not affected by armour.+
  
 Armour type must be physrepped. ​ If physrepped by costume, armour made from a rigid material (e.g. thick leather, metal plate or chain, lightweight equivalents which represent metal, or motocross armour) is heavy, and armour made from flexible materials (e.g. thin leather (with or without studs), or thick fabric such as a gambeson) is light. Alternatively,​ armour type can be physrepped with the sashes provided in the main kit bags - light armour is represented by a single sash across the chest, heavy armour is represented by two sashes in opposite directions crossing over the chest.((pictures will be added here before the system goes live)) Armour type must be physrepped. ​ If physrepped by costume, armour made from a rigid material (e.g. thick leather, metal plate or chain, lightweight equivalents which represent metal, or motocross armour) is heavy, and armour made from flexible materials (e.g. thin leather (with or without studs), or thick fabric such as a gambeson) is light. Alternatively,​ armour type can be physrepped with the sashes provided in the main kit bags - light armour is represented by a single sash across the chest, heavy armour is represented by two sashes in opposite directions crossing over the chest.((pictures will be added here before the system goes live))
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 Armour protects your whole body, no matter what it covers OC.  Where LARP kit is used, there should be a sufficient amount that it is clearly intended to be armour (judged on a case by case basis) - you may be required to wear a sash if the GM running that week does not agree that the physrep is sufficiently obvious. ​ This is no judgement on how good the physrep looks, merely on how obvious it will be in combat. Armour protects your whole body, no matter what it covers OC.  Where LARP kit is used, there should be a sufficient amount that it is clearly intended to be armour (judged on a case by case basis) - you may be required to wear a sash if the GM running that week does not agree that the physrep is sufficiently obvious. ​ This is no judgement on how good the physrep looks, merely on how obvious it will be in combat.
- 
 ==== Bleeding Out and Dying ==== ==== Bleeding Out and Dying ====
  
 When you are reduced to 0 hits, you are incapacitated. ​ You cannot be reduced below zero hits((any effect which would do so leaves you on zero hits)). ​ For the first 30 seconds, provided you are not hit again, you may roleplay being in pain on the ground and call for help, but may not take any other action (e.g. crawling). If it would be unsafe to remain where you are, you should move OC to a safer area, and then go back to the ground and roleplay as appropriate. Hits taken as you are falling to the ground or moving OC to safety do not count, and nor do effect calls. ​ After the first 30 seconds or as soon as you get hit again, your character is unconscious and cannot make any sound or action (except for OC safety - e.g. shouting a warning to someone about to back into you, or moving out of the way).  After a further 30 seconds from when your character became unconscious,​ your character dies. When you are reduced to 0 hits, you are incapacitated. ​ You cannot be reduced below zero hits((any effect which would do so leaves you on zero hits)). ​ For the first 30 seconds, provided you are not hit again, you may roleplay being in pain on the ground and call for help, but may not take any other action (e.g. crawling). If it would be unsafe to remain where you are, you should move OC to a safer area, and then go back to the ground and roleplay as appropriate. Hits taken as you are falling to the ground or moving OC to safety do not count, and nor do effect calls. ​ After the first 30 seconds or as soon as you get hit again, your character is unconscious and cannot make any sound or action (except for OC safety - e.g. shouting a warning to someone about to back into you, or moving out of the way).  After a further 30 seconds from when your character became unconscious,​ your character dies.
  
-The STABILISE call will prevent a character from bleeding out.  ​Their death count immediately stops.  ​If they were unconsciousthey remain unconscious.  ​Any melee blow or SLAY call to a stabilised ​character will restart their death count (i.e. as if they had just dropped to zero hits).  ​The HEAL call has no effect ​on a character who is bleeding out.+While you are bleeding out, the first HEAL call you take does not restore any hits.  ​Instead, your death count is stopped and you are __stabilised__.  ​You must remain on the groundand must remain unconscious ​if you were in the last 30 seconds of your death count.  ​If you take any damage while stabilised, your death count restarts ​(as if you had just dropped to hits).  ​Any HEAL calls you take while stabilised will restore hits as normal, and you can act normally once you are on 1 or more hits.
  
 +Any character can __staunch__ any other character, which will pause their death count. ​ The staunching character must use both hands to do this, in melee range, and should call STAUNCHING. ​ Please do not actually touch the person you are staunching, but you must be close enough that you could.
 ==== Calls ==== ==== Calls ====
  
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   * The call is marked **"​instantaneous"​**,​ in which case it has a one-off effect and you may recover as quickly as you are able to OC after taking that effect.   * The call is marked **"​instantaneous"​**,​ in which case it has a one-off effect and you may recover as quickly as you are able to OC after taking that effect.
   * You are under the effect of EXPOSE, in which case standard calls last for 10 seconds and instantaneous calls last for 5 seconds.   * You are under the effect of EXPOSE, in which case standard calls last for 10 seconds and instantaneous calls last for 5 seconds.
-You may not make a call more often than every 5 seconds. 
  
-If you are hit by a call while already under the effect of the same call, then the duration stacks (e.g. if you are hit by SHOCK twice within 5s, then you are SHOCKed for a total of 10 seconds.  If you are hit by EXPOSE twice within 5s, then you are EXPOSED for 15 seconds, 5s for the first, then 10s for the second).  The effect of the call does not stack (e.g. being hit by expose twice will not reduce your armour by 2 ranks).+Calls may only be made once every 5 seconds, unless: 
 +  * the call is made in response to something happening (e.g. if an ability lets you call REPEL //​when ​you are hit in melee//); or 
 +  * an ability gives you both an offensive call and a SELF call.  In this case, the SELF call must be made immediately after the other call, and then you must wait 5 seconds before making other calls. ​  
 + 
 +Calls may include effects and/or damage. ​ The effect calls are listed below. ​ Damage is called as SINGLE (1 hit), DOUBLE (2 hits), TRIPLE (3 hits), etc. all the way to OCT (8 hits)((SINGLE,​ DOUBLE, TRIPLE, QUAD, QUINT, HEX, SEPT, OCT)). ​ Called damage is not reduced ​by armour. 
 + 
 +The two handed weapon skill allows the wielder to call QUAD every 5 seconds. ​ The dagger skill tree allows the wielder to call number of damage calls every encounter. ​ Human enemies wielding these weapons will usually have equivalent damage calls. ​ Non-human enemies may or may not have such calls. 
 + 
 +If you are hit by an offensive ​call while already under the effect of the same call, then the duration stacks (e.g. if you are hit by SHOCK twice within 5s, then you are SHOCKed for a total of 10 seconds. ​ The effect of the call does not stack (e.g. being hit by expose twice will not reduce your armour by 2 ranks).  Being hit by EXPOSE or FORTIFY twice in a row will cause the effect to apply to the next TWO calls ((or three times if you are hit three times, etc)).
  
 Calls may be delivered by a weapon strike to a valid target (the blow does damage as normal, in addition), or at range. ​ Calls which are __underlined__ can be delivered by a weapon strike to a weapon or shield. Calls marked with a target in brackets require that target to be called when used at range (in melee, the target is wherever the weapon struck, or the closest limb if it struck the torso) Calls may be delivered by a weapon strike to a valid target (the blow does damage as normal, in addition), or at range. ​ Calls which are __underlined__ can be delivered by a weapon strike to a weapon or shield. Calls marked with a target in brackets require that target to be called when used at range (in melee, the target is wherever the weapon struck, or the closest limb if it struck the torso)
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 === Offensive Calls === === Offensive Calls ===
  
-  * **EXPOSE** - You take 1 additional damage from all melee blows.  ​You take 1 hit (not reduced by armour) for every strike which hits your shield. In addition, any other offensive call which hits you while you are exposed ​lasts for 10sor lasts for 5s if the call is instantaneous ​(e.g. staying on the ground ​for 5s if struck down, not retrieving your weapon for 5s if disarmed)+  * **EXPOSE** - //​Instantaneous//​.  ​The next offensive call you take lasts for 10s instead of 5s (or lasts for 5s if instantaneous). ​ If you could resist ​the call, you may call RESIST ​(or IMMUNE if appropriate) to take the call for 5s instead
   * **__STRIKEDOWN__** - //​Instantaneous//​. ​ Fall so that your torso (back or front) is on the ground, you may get back up immediately. ​ If it is unsafe to do so, or you do not wish to, then drop to one knee with one hand on the floor for 5s (10s if exposed).   * **__STRIKEDOWN__** - //​Instantaneous//​. ​ Fall so that your torso (back or front) is on the ground, you may get back up immediately. ​ If it is unsafe to do so, or you do not wish to, then drop to one knee with one hand on the floor for 5s (10s if exposed).
   * **__DISARM__** (object or limb or all) - //​Instantaneous//​. ​ Drop the specified item, or the item held with the specified arm.  You may pick it back up immediately. ​ If your weapons are a part of your body (e.g. claws), then instead take a WOUND. ​ DISARM ALL causes you to drop everything you are holding.   * **__DISARM__** (object or limb or all) - //​Instantaneous//​. ​ Drop the specified item, or the item held with the specified arm.  You may pick it back up immediately. ​ If your weapons are a part of your body (e.g. claws), then instead take a WOUND. ​ DISARM ALL causes you to drop everything you are holding.
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   * **STUN** - You cannot take any action or make any sound until the effect ends, except to defend yourself with one hand (without striking any blows) or shuffle at a walking pace.   * **STUN** - You cannot take any action or make any sound until the effect ends, except to defend yourself with one hand (without striking any blows) or shuffle at a walking pace.
   * **TAUNT** - You must move towards the person who called this until the effect ends, and attack them in melee if possible. ​ You may not make other calls while under this effect.   * **TAUNT** - You must move towards the person who called this until the effect ends, and attack them in melee if possible. ​ You may not make other calls while under this effect.
-  * **ENRAGE** - You must move towards the nearest target((player or monster)), and attack them in melee until the effect ends+  * **ENRAGE** - You must move towards the nearest target((player or monster)), and attack them in melee until the effect ends.  You should attack them aggressively,​ with intent to harm - merely flailing ineffectually in their direction is not sufficient.
   * **WOUND** (limb) - The specified limb is useless until the effect ends.  If a leg is wounded, you cannot move from the spot.  If both legs are wounded, you must drop to your knees. ​ If an arm is wounded, it must hang loosely at your side, but you do not need to drop anything which you are holding.   * **WOUND** (limb) - The specified limb is useless until the effect ends.  If a leg is wounded, you cannot move from the spot.  If both legs are wounded, you must drop to your knees. ​ If an arm is wounded, it must hang loosely at your side, but you do not need to drop anything which you are holding.
   * **MUTE** - You may not make noises using your mouth or throat until the effect ends.   * **MUTE** - You may not make noises using your mouth or throat until the effect ends.
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 All healing calls are instantaneous,​ and not affected by EXPOSE All healing calls are instantaneous,​ and not affected by EXPOSE
  
-  * **HEAL** (number) - //​Instantaneous//​. Immediately recover (number) hits, up to your starting hits.  HEAL FULL restores all hits.  If you are on zero hits and not stabilised, ​this has no effect +  * **HEAL** (number) - //​Instantaneous//​. Immediately recover (number) hits, up to your starting hits.  HEAL FULL restores all hits.  If you are on zero hits and not stabilised, ​you do not regain ​hits but become stabilised ​and your death count is stopped
-  * **STABILISE** - //​Instantaneous//​. ​ This has not effect on characters above zero hits. You are still on zero hits and may not take any action, ​but will not become ​unconscious or die.  If you are struck with a melee blow (or slay) while stabilised, act as if you have just dropped to zero hits (i.e. 30s of consciousness,​ then 30s of unconsciousness,​ then death)  +  * **FORTIFY** -  ​You may call RESIST to the next offensive ​call you take.  ​If you do not use this RESIST on the next callit is lost.
-  * **FORTIFY** -  ​Your armour is increased by 1 rank for the duration of the call (none to light, light to heavy, no effect for heavy).  ​Your skills are not affected (e.g. if you do not have the light armour skilland are fortified, then you still benefit, and may use skills which could not normally be used in light armour).+
  
 === Range Modifiers === === Range Modifiers ===
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   * **MONSTERS** (CALL) - The call affects all of the monsters (or any party member directly opposed to the party member calling this).   * **MONSTERS** (CALL) - The call affects all of the monsters (or any party member directly opposed to the party member calling this).
   * **EVERYONE** (CALL) - The call affects everyone in the encounter.   * **EVERYONE** (CALL) - The call affects everyone in the encounter.
 +  * **SELF** (CALL) - This call affects only the person calling it.
  
 === Other Modifiers === === Other Modifiers ===
  
-  * **SINGLE/​DOUBLE/​TRIPLE((QUAD,​ QUINT, HEX, SEPT, OCT)) etc.** - This call does the specified amount of damage, in addition to any effect. ​ Damage may be called without an additional effect.  ​Ranged ​damage is never affected by EXPOSE. +  * **SINGLE/​DOUBLE/​TRIPLE((QUAD,​ QUINT, HEX, SEPT, OCT)) etc.** - This call does the specified amount of damage, in addition to any effect. ​ Damage may be called without an additional effect.  ​Called ​damage is not affected by EXPOSE ​or armour, but may be resisted with FORTIFY
-  * **BACKSTAB** (CALL) - If the target of the call did not see this coming (e.g. an attack from behind, or completely unexpected ​attack), then they take the call as if they were EXPOSEd. ​ Backstab calls are always silent, so you are not aware of someone else being backstabbed if you cannot see them. +  * **BACKSTAB** (CALL) - If the target of the call did not see this coming (i.e. the person calling this is not in their line of sight, or the attack is completely unexpected),​ then they take the call as if they were EXPOSEd. ​If they did see the call coming, this has no effect. ​Backstab calls are always silent, so you are not aware of someone else being backstabbed if you cannot see them. 
-  * **PERMANENT** (CALL) - The call lasts until the end of the encounter.  If this is applied to DISARM, ​the target ​may pick up a different weaponand PERMANENT DISARM may be called again on anyone who picks up the disarmed weapon (ignoring the normal ​5s call limit).+  * **EMPOWERED** (CALL) - The call is taken for 10s (even if the target is already EXPOSEd).  If the target ​calls RESIST or IMMUNEthey still take the call for 5s.
  
-A call may have at most one range modifier, and at most one other modifier, e.g. “ARC BACKSTAB STUN”, "BLAST DOUBLE STRIKEDOWN"​ or “MASS ​PERMANENT ​MUTE”. ​ Multiple range or other modifiers may not be combined (e.g. MASS BLAST TAUNT is not valid, and nor is BACKSTAB DOUBLE POISON). ​+A call may have at most one range modifier, and at most one other modifier, e.g. “ARC BACKSTAB STUN”, "BLAST DOUBLE STRIKEDOWN"​ or “MASS ​EMPOWERED ​MUTE”. ​ Multiple range or other modifiers may not be combined (e.g. MASS BLAST TAUNT is not valid, and nor is BACKSTAB DOUBLE POISON). ​
  
 === Other Calls === === Other Calls ===
  
-  * **DISAPPEARING**/​**APPEARING** - When you call DISAPPEARING,​ put your fingers in the air to indicate that you are out of character. ​ The skill which allowed you to call DISAPPEARING ​will indicate ​what you can/​should/​must do before calling APPEARING, and putting your fingers back down to indicate that you are back in character. ​ You may not deliver blows in melee or make other calls between DISAPPEARING and APPEARING, and you do not take any damage or the effects of any calls unless the skill you are using explicitly indicates otherwise.+  * **DISAPPEARING**/​**APPEARING** - When you call DISAPPEARING,​ put your fingers in the air to indicate that you are out of character.  Unless the skill says otherwise, this cannot be called while under the effect of any non-instantaneous call, you must call APPEARING after 5s, and you may move for the duration.  The skill which allowed you to call DISAPPEARING ​may indicate ​other things that you can/​should/​must do before calling APPEARING, and putting your fingers back down to indicate that you are back in character. ​ You may not deliver blows in melee or make other calls between DISAPPEARING and APPEARING, and you do not take any damage or the effects of any calls unless the skill you are using explicitly indicates otherwise.
   * **RESIST** - If a call does not affect you when you are targetted by it, then you must call RESIST to indicate this.   * **RESIST** - If a call does not affect you when you are targetted by it, then you must call RESIST to indicate this.
   * **IMMUNE** - If you would __never__ be affected by a particular call, then you must call IMMUNE when that call is made against you.   * **IMMUNE** - If you would __never__ be affected by a particular call, then you must call IMMUNE when that call is made against you.
core_rules.txt · Last modified: 2018/01/25 22:51 by gm_mike