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combat [2018/08/22 13:25]
francesca
combat [2018/08/22 13:36] (current)
francesca
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 <fs large>​**COMBAT RULES**</​fs>​ <fs large>​**COMBAT RULES**</​fs>​
  
-[Please note all combat rules are subject to playtesting and may receive minor alterations at a later date]+
  
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 **MAN DOWN** - Anyone may call if there is an OC injury. Everyone must stop immediately and wait for the OC injury to be dealt with and if necessary removed from the battlefield. **MAN DOWN** - Anyone may call if there is an OC injury. Everyone must stop immediately and wait for the OC injury to be dealt with and if necessary removed from the battlefield.
 +
 **DROP** - A ref may tell individual players if there is an OC hazard and further combat will be dangerous. Your character falls to 0 and is unconscious. Further instructions will usually be given by refs, otherwise treat unconsciousness as normal. **DROP** - A ref may tell individual players if there is an OC hazard and further combat will be dangerous. Your character falls to 0 and is unconscious. Further instructions will usually be given by refs, otherwise treat unconsciousness as normal.
  
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 **__Other__** **__Other__**
  
-  * SHIELDS: May be used by anyone. A SHIELD ​will protect from sword damage, but not lasergun ​damage. +  * //Shields//: May be used by anyone. A shield ​will protect from sword damage, but not gun damage. 
-  * BOWS: May be used by a Warrior with Archer aspect. This fires a projectile, which does CRUSH damage (Takes the target to 0) on a successful hit. +  * //Bows//: May be used by a Warrior with Archer aspect. This fires a projectile, which does CRUSH damage (Takes the target to 0) on a successful hit. 
-  * GUNS (Special): Engineers may be able to craft additional ​GUNS. These jury-rigged weapons may not function as normal and will carry individual details of their usage quirks.+  * //​Guns ​(Special)//: Engineers may be able to craft additional ​guns. These jury-rigged weapons may not function as normal and will carry individual details of their usage quirks.
  
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 Geomancers on their own have limited power. Your true strength comes from fighting alongside your sisters. Geomancers on their own have limited power. Your true strength comes from fighting alongside your sisters.
  
-  * One Geomancer alone may affect one target who is paying attention. +  ​* **One** Geomancer alone may affect one target who is paying attention. 
-  * Two Geomancers in physical contact (e.g. holding hands, back to back) may call HIGH [spell] to affect all targets in a 5 metre radius paying attention to them. e.g. HIGH TREMBLE causes all friendly and hostile targets surrounding the pair to take a TREMBLE effect //NOTE: The caster may use their arms to direct this effect and avoid their allies. +  ​* **Two** Geomancers in physical contact (e.g. holding hands, back to back) may call HIGH [spell] to affect all targets in a 5 metre radius paying attention to them. e.g. HIGH TREMBLE causes all friendly and hostile targets surrounding the pair to take a TREMBLE effect//NOTE: The caster may use their arms to direct this effect and avoid their allies.// 
-  * Three or more Geomancers in physical contact may call MASS [spell] to affect all targets on the battlefield. e.g. MASS BELIEVE causes all friendly targets on the battlefield to take a BELIEVE effect.+  ​* **Three or more** Geomancers in physical contact may call MASS [spell] to affect all targets on the battlefield. e.g. MASS BELIEVE causes all friendly targets on the battlefield to take a BELIEVE effect.
  
 Note: As well as a combat effect, every spell has an RP effect designed to increase narrative play. You decide how your character experiences and reacts to these emotions! Note: As well as a combat effect, every spell has an RP effect designed to increase narrative play. You decide how your character experiences and reacts to these emotions!
  
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 __**Tremble**__ __**Tremble**__
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 **RP effect:** Targets fear and/or respect the caster. **RP effect:** Targets fear and/or respect the caster.
  
-//Note: Large or fearsome beings may resist this spell.//+//Note: Large or fearsome beings may resist this spell. The upgraded versions of this spell are vocalised HIGH TREMBLE and MASS TREMBLE.//
  
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 **RP effect:** Targets are startled or cowed into dropping their weapons. **RP effect:** Targets are startled or cowed into dropping their weapons.
  
-Note: The upgraded versions of this spell are vocalised HIGH TREMBLE ​and MASS TREMBLE.+//Note: The upgraded versions of this spell are vocalised HIGH FUMBLE ​and MASS FUMBLE.//
  
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 **RP effect:** Targets feel a swell of inspiration and self-confidence. **RP effect:** Targets feel a swell of inspiration and self-confidence.
  
-Note: The upgraded versions of this spell are vocalised HIGH BELIEVE and MASS BELIEVE.+//Note: The upgraded versions of this spell are vocalised HIGH BELIEVE and MASS BELIEVE.//
  
  
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 **RP effect:** Target and caster feel bonded to each other. This effect may or may not last. Either one may now use the ‘Come Back To Me’ skill on the other. **RP effect:** Target and caster feel bonded to each other. This effect may or may not last. Either one may now use the ‘Come Back To Me’ skill on the other.
  
-//Note: The target may resist this spell by breaking the physical contact or saying ‘No!’, causing the caster to take 1 damage as their mind is rejected. This spell cannot be cast on an unconscious target. If the connection is broken by outside forces, both target and caster take 1 damage.//+//Note: The target may resist this spell by breaking the physical contact or saying ‘No!’, causing the caster to take 1 damage as their mind is rejected. This spell cannot be cast on an unconscious target. If the connection is broken by outside forces, both target and caster take 1 damage. This spell may not be upgraded with HIGH or MASS.//
  
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 **TREMBLE** - Stunned for 10 seconds, you can neither run nor fight back. **TREMBLE** - Stunned for 10 seconds, you can neither run nor fight back.
 +
 **FUMBLE** - You drop (or place on the ground) any weapons, shields or other items you may be holding. They may not be picked up for 10 seconds **FUMBLE** - You drop (or place on the ground) any weapons, shields or other items you may be holding. They may not be picked up for 10 seconds
 +
 **BELIEVE** - You regain 3 hit points **BELIEVE** - You regain 3 hit points
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 **CRUSH** - A very powerful blow that takes your hits to 0, knocking you unconscious. **CRUSH** - A very powerful blow that takes your hits to 0, knocking you unconscious.
  
combat.1534944312.txt.gz · Last modified: 2018/08/22 13:25 (external edit)