combat_rules
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====== Combat Rules ====== | ====== Combat Rules ====== | ||
- | {{ :: | + | Combat at events in //Tales Untold// may occur in one of two places: outside Camelot while on a Quest escorted by a Knight of the Round Table, or during a Joust or Melee. |
+ | |||
+ | Beside these places, blows fail to injure their targets, and wounds will heal over time (unless otherwise stated by a Scroll). | ||
+ | |||
+ | Anyone fighting should familiarise themselves with the [[LARP Safety|LARP Safety Rules]]. | ||
+ | |||
+ | ===== Basic Combat Rules ===== | ||
+ | |||
+ | {{ :: | ||
+ | |||
+ | * Every character has a number of hits. This has a maximum of 10. | ||
+ | * Every character is capable of striking with any LARP safe weapon. | ||
+ | * You may only strike with a weapon or make a call **once per two seconds**. | ||
+ | * Every character is capable of blocking blows with a LARP safe weapon. | ||
+ | * Characters with the Shield Use skill are capable of wielding and blocking melee blows with a LARP safe shield no larger than 36" in any dimension (any effect calls from the blow still apply, but no hits are lost) | ||
+ | * When struck with a weapon, you lose a hit and should roleplay the injury accordingly. | ||
+ | * When you strike someone successfully with a weapon, you should take a moment to adjust your stance. | ||
+ | * Head hits do not count and hits on a hand holding a weapon count as if they hit the weapon. | ||
+ | * When you reach 0 hits, you should fall over on the floor and begin your [[combat_rules# | ||
+ | * With 10 seconds of appropriate roleplay you may call EXECUTE on a bleeding character. | ||
+ | * There is no automatic healing, even on Quests. | ||
+ | |||
+ | ===== Dramatic Fighting ===== | ||
+ | |||
+ | //Tales Untold// is all about stories and narrative. | ||
+ | |||
+ | If a Ref tells you you it appears you're not fighting in the spirit of this, please do make effort adjust your fighting. | ||
+ | |||
+ | ---- | ||
+ | |||
+ | ===== Calls ===== | ||
+ | |||
+ | [[magic# | ||
+ | |||
+ | There are three ways you may make a call: in melee, at range, or reactively: | ||
+ | |||
+ | * **Melee** calls should be made upon making a successful hit to body, two-handed weapon, or shield, and always reduce the target' | ||
+ | * **Ranged** calls can be made at range by either specifying a target with the prefix " | ||
+ | * **Reactive** calls can be made when struck by a weapon or upon receiving a call. Reactive calls never reduce the target' | ||
+ | |||
+ | === DISARM === | ||
+ | |||
+ | The DISARM call represents a held item that has been struck being hit with such force or skill that the holder drops it. It may then be picked up as normal by anyone. | ||
+ | |||
+ | By melee blow, you can only use this call to DISARM a weapon or shield. | ||
+ | |||
+ | If called at range, you should specify the item targeted (e.g. YOU DISARM THAT SWORD), otherwise the target may choose. | ||
+ | |||
+ | For safety, you may choose to place your item on the ground instead of dropping it. If you do so, you should stand up fully again before moving to pick it up. | ||
+ | |||
+ | === EXECUTE === | ||
+ | |||
+ | The EXECUTE call represents a killing blow being made to a character who is bleeding and immediately deals them a Mortal Wound, ending their Death Count fatally. | ||
+ | |||
+ | Anyone can call EXECUTE on a character who is bleeding out after 10s of appropriate roleplay. | ||
+ | |||
+ | EXECUTE has no effect on characters who are not bleeding out. | ||
+ | |||
+ | === HEAL === | ||
+ | |||
+ | The HEAL call represents a character receiving healing, either medical, magical or otherwise. | ||
+ | |||
+ | If you are calling HEAL you may choose to call "HEAL ZERO", which stops a character' | ||
+ | |||
+ | === REND === | ||
+ | |||
+ | The REND call represents a particularly painful wound being inflicted, often from acid, fire, or particularly vicious weaponry. | ||
+ | |||
+ | === REPEL === | ||
+ | |||
+ | The REPEL call represents being hit with such force that you are thrown backward. | ||
+ | |||
+ | === RESIST === | ||
+ | |||
+ | Some abilities will enable you to ignore the effects of certain calls. | ||
+ | |||
+ | RESIST is always a reactive call. | ||
+ | |||
+ | === STRIKEDOWN === | ||
+ | |||
+ | The STRIKEDOWN call represents being hit with force enough to knock you to the floor or trip you up. When you receive a STRIKEDOWN you should fall to the floor with either your back or your torso touching it. You may then stand up. | ||
+ | |||
+ | If it is unsafe to take a STRIKEDOWN by falling over, or you are incapable of taking it for another reason, you may instead take the effect of a REND call as if it were the STRIKEDOWN call. | ||
+ | |||
+ | ---- | ||
+ | |||
+ | ===== Bleeding Out ===== | ||
+ | |||
+ | {{ :: | ||
+ | |||
+ | When you reach 0 hits, you should fall over on the floor and begin counting. | ||
+ | |||
+ | You are not necessarily unconscious while bleeding out. You may make noises and call for help, you may drag yourself to safer locations along the ground or move slowly supported by someone else (who should only be making physical contact with your permission). | ||
+ | |||
+ | While bleeding out you may be " | ||
+ | |||
+ | === Staunching a Wound === | ||
+ | |||
+ | It is possible to pause a bleeding character' | ||
+ | |||
+ | === Healing === | ||
+ | |||
+ | If you receive a HEAL call while bleeding out, you receive the point of healing and your Death Count stops (it will be restarted from 0 the next time you reach 0 hits). | ||
+ | |||
+ | If you receive a HEAL ZERO call while bleeding out, you stop your Death Count but do not gain back any hits. This leaves you in a weakened state but not dying - you will still need a HEAL call to be able to use your skills and move unaided. | ||
+ | |||
+ | === Execution === | ||
+ | |||
+ | If you are subject to the EXECUTE call while bleeding out, your Death Count immediately finishes and you will take a Mortal Wound. | ||
+ | |||
+ | === Suffering a Mortal Wound === | ||
+ | |||
+ | When you reach the end of your Death Count (or are EXECUTED), you will take a Mortal Wound and will die at the end of an hour from the moment you receive it. | ||
+ | |||
+ | Once you have suffered the Wound you can (and should, if you don't want to be crawling around on the floor) be brought up by healing as usual (the rules for bleeding out still apply) but will still have suffered a Mortal Wound and as such will only have 1 hit for the duration of the hour (even counting armour bonuses). | ||
+ | |||
+ | Upon returning to Camelot (or immediately, | ||
+ | |||
+ | While suffering a Mortal Wound you cannot engage in a new Joust or Melee and Knights may be less inclined to take you on Quests - you may have to convince them. |
combat_rules.txt · Last modified: 2023/04/12 08:32 by katie