User Tools

Site Tools


combat_rules

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
Next revision
Previous revision
combat_rules [2019/12/18 13:21] katiecombat_rules [2023/04/12 08:32] (current) – [Calls] katie
Line 1: Line 1:
 ====== Combat Rules ====== ====== Combat Rules ======
- 
-{{ ::combat_rules.jpg?400 |}} 
  
 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. 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.
Line 9: Line 7:
 Anyone fighting should familiarise themselves with the [[LARP Safety|LARP Safety Rules]]. Anyone fighting should familiarise themselves with the [[LARP Safety|LARP Safety Rules]].
  
-==== Basic Combat Rules ====+===== Basic Combat Rules =====
  
-{{ ::Joust1.jpg?400px}}+{{ ::combat_rules.jpg?400|}}
  
   * Every character has a number of hits.  This has a maximum of 10.   * Every character has a number of hits.  This has a maximum of 10.
   * Every character is capable of striking with any LARP safe weapon.   * 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**.   * 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 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.   * 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.   * 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#Bleeding_Out|Death Count]] (3 minutes base).+ 
 +  * 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 you reach 0 hits, you should fall over on the floor and begin your [[combat_rules#Bleeding_Out|Death Count]] (3 minutes base).
   * With 10 seconds of appropriate roleplay you may call EXECUTE on a bleeding character.   * With 10 seconds of appropriate roleplay you may call EXECUTE on a bleeding character.
   * There is no automatic healing, even on Quests.   * There is no automatic healing, even on Quests.
  
-==== Dramatic Fighting ====+  * With 30 seconds of appropriate roleplay you may inform an unresisting character "OC: You are tied up". 
 +  * Tied up characters should (if able) have their hands behind their back or crossed on front of them, and cannot move without being directed by another character. 
 +  * Any tied up character may, with 30 seconds of appropriate roleplay uninterrupted, escape their bonds. 
 + 
 +===== Dramatic Fighting =====
  
 //Tales Untold// is all about stories and narrative.  While hits and calls are mechanically important, combat is encouraged to be as dramatic as possible.  Players are encouraged to overact their injuries, make a show of their fighting style, and treat combat as part of the story rather than simply a mechanism. //Tales Untold// is all about stories and narrative.  While hits and calls are mechanically important, combat is encouraged to be as dramatic as possible.  Players are encouraged to overact their injuries, make a show of their fighting style, and treat combat as part of the story rather than simply a mechanism.
Line 33: Line 38:
 ---- ----
  
-==== Calls ====+===== Calls =====
  
 [[magic#Spells|Spells]] and benefits from Blessings may give you the ability to make certain calls during combat.  There are 7 calls in //Tales Untold// that characters may call: DISARM, EXECUTE, HEAL, REND, REPEL, RESIST, and STRIKEDOWN.  When you make a call you should make it loudly and clearly so that it is understood. [[magic#Spells|Spells]] and benefits from Blessings may give you the ability to make certain calls during combat.  There are 7 calls in //Tales Untold// that characters may call: DISARM, EXECUTE, HEAL, REND, REPEL, RESIST, and STRIKEDOWN.  When you make a call you should make it loudly and clearly so that it is understood.
Line 66: Line 71:
  
 If you are calling HEAL you may choose to call "HEAL ZERO", which stops a character's Death count and from Bleeding Out, but does not restore hits to them and does not restore their ability to use skills or move unaided. You cannot call HEAL ZERO on a character who is not Bleeding Out. If you are calling HEAL you may choose to call "HEAL ZERO", which stops a character's Death count and from Bleeding Out, but does not restore hits to them and does not restore their ability to use skills or move unaided. You cannot call HEAL ZERO on a character who is not Bleeding Out.
 +
 +=== HOLD ===
 +
 +The HOLD call represents a character being frozen in place by some magical force.  If you are subject to the HOLD call then you must stop moving and may not move for the next 10 seconds.
 +
 +You may still talk, and any blow that strikes you is still taken.  You are aware of everything that transpires during this time.  After the 10 seconds you may continue moving as normal.
 +
 +If you are required to point at someone to use an effect given to you by a spell, that effect is delayed until you are able to move again.
  
 === REND === === REND ===
Line 77: Line 90:
 === RESIST === === RESIST ===
  
-Some abilities will enable you to ignore the effects of certain calls.  The RESIST call demonstrates your resistance to the call that just hit you and when you make it you may ignore the effect of the call that just hit you.  If the call was dealt by Melee you still lose a hit.+Some abilities will enable you to ignore the effects of certain calls.  The RESIST call demonstrates your resistance to the call that just hit you and when you make it you may ignore the effect of the call that just hit you (except for SLAY unless briefed otherwise).  If the call was dealt by Melee you still lose a hit.
  
 RESIST is always a reactive call. RESIST is always a reactive call.
 +
 +=== SLAY ===
 +
 +The SLAY call represents a massive amount of damage being dealt by a powerful being or effect.  When you receive a SLAY you immediately are reduced to 0 body hits and start bleeding out.
 +
 +SLAY cannot be RESISTed easily.
  
 === STRIKEDOWN === === STRIKEDOWN ===
Line 89: Line 108:
 ---- ----
  
-==== Bleeding Out ====+===== Bleeding Out =====
  
 {{ ::death.jpg?400px}} {{ ::death.jpg?400px}}
  
-When you reach 0 hits, you should fall over on the floor and begin counting.  This is your **Death Count** and will be 1 minute for every maximum hit you have (so 3 minutes by default, 6 minutes if you have the [[combat#Stout|Stout]] skill, and 1 minute fewer for every unit of Blood you've sacrificed in the last 12 hours).  When you reach the end of your Death Count, you will suffer a **Mortal Wound**.+When you reach 0 hits, you should fall over on the floor and begin counting.  This is your **Death Count** and will be 1 minute for every maximum hit you have (so 3 minutes by default, 6 minutes if you have the [[skills#Stout|Stout]] skill, and 1 minute fewer for every unit of Blood you've sacrificed in the last 12 hours).  When you reach the end of your Death Count, you will suffer a **Mortal Wound**.
  
 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).  You may not use any of your skills during this time, but may be affected by effect calls, including YOU LOT calls. 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).  You may not use any of your skills during this time, but may be affected by effect calls, including YOU LOT calls.
combat_rules.1576675266.txt.gz · Last modified: 2019/12/18 13:21 by katie