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combat_rules

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Combat Rules

Basic Rules

  • You have a number of hits (by default, 5)
  • If you reach zero hits you fall unconscious until you are healed or something worse happens
  • You may strike a character with a weapon to reduce their hits by 1
  • Some characters can cause higher amounts of damage by calling a value:
    • SINGLE for 1 (at range only)
    • DOUBLE for 2
    • TRIPLE for 3
    • QUAD for 4
  • If someone calls HEAL you recover a hit (if someone calls HEAL FULL you recover all of them)
  • With 10s of appropriate roleplaying, anyone can call HEAL to restore a hit to an unconscious character
  • With 10s of appropriate roleplaying, anyone can call EXECUTE to kill an unconscious character who is capable of dying.
  • You may be subject to effect calls either by being struck (or struck on the weapon) or being subject to the call at range (e.g. “YOU: DOUBLE”)
  • You may have access to such calls to make against other characters - you will know if you are able to and what conditions you have
  • Some calls can be modified by the keyword 'SILVER' or 'HOLY' which make them more effective against creatures of the darkness.

Global Calls

These are calls anyone may have access to.

Damage

Damage calls take the form of uncalled (by melee) or called:

  • SINGLE - 1 damage
  • DOUBLE - 2 damage
  • TRIPLE - 3 damage
  • QUAD - 4 damage

You take that many hits.

AGONY

You are in intense pain for 10s. You cannot make calls during this time and should roleplay accordingly.

BREAK

This limb is unusable for the next 10s. Causes AGONY if striking the chest.

FEAR

The source of this is utterly terrifying, you cannot approach or attack them for 10s.

HEAL / HEAL FULL

Recover 1 (HEAL) or all (HEAL FULL) of your hits.

HOLY / SILVER

A call prefaced with HOLY or SILVER is more effective against creatures of the dark. It has the same effect against normal creatures.

PARRY

Your weapon is knocked aside - wave your arm back in an exaggerated manner.

PULL

You are physically pulled 10m toward the source or until you hit an obstacle (or a character).

PUSH

You are flung backwards 10m or until you hit an obstacle (or a character).

RESIST

You ignored the effect of the call you just received.

STRIKEDOWN

You are knocked to the ground and may get up immediately or to one knee and must stay there for 3s.


Monstrous Calls

These calls will only be used by creatures of the dark. Seeing these used by something indicates that they are not entirely human or good.

LEECH

This is a single point of damage to you but will heal the creature that called it.

MAUL

This lasts up to 10s while a monster is ripping at your flesh. You take no damage from that monster, but cannot move or defend yourself during this time. The effect stops if the monster stops. Timing this is the responsibility of the mauler, not the maulee.

MESMERISE

This creature has an enthralling presence. You must walk toward them and are inclined to follow their suggestions until you next take damage.


Buffs / Debuffs

STRENGTHEN / WEAKEN

Your base damage is increased by 1 (to a maximum of QUAD) or decreased by 1 (to a minimum of SINGLE).

WEAKEN and STRENGTHEN cancel each other out.

BLESS / CURSE

For the next 10s you may make all strikes as HOLY, or for the next 10s may not make HOLY calls.

BLESS and CURSE cancel each other out.

combat_rules.1636905921.txt.gz · Last modified: 2021/11/14 16:05 by gm_katie