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combat [2018/02/16 23:58]
admin
combat [2022/02/10 14:41] (current)
conan
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     * If your armour is struck by the THROUGH call, then that strike penetrates your armour and does damage directly to your body. The armour is not damaged.     * If your armour is struck by the THROUGH call, then that strike penetrates your armour and does damage directly to your body. The armour is not damaged.
     * If your armour is struck by the REND call, then all remaining Armour Hits on the struck location are destroyed, and the location now has 0 Armour Hits remaining.     * If your armour is struck by the REND call, then all remaining Armour Hits on the struck location are destroyed, and the location now has 0 Armour Hits remaining.
-    * Armour Hits can be repaired by characters with the Engineer skill. ​minutes of roleplayed action by an Engineer will restore a single Armour location to its starting value.+    * Armour Hits can be repaired by characters with the [[professional_skills#​Engineer]] skill. ​A few minutes of roleplayed action by an Engineer will restore a single Armour location to its starting value (more skilled Engineers are faster).
   * Characters can acquire Energy Fields which provide **Field Hits**, which represent a protective energy barrier around your whole body. Field Hits are always Global, as the power of the energy field is distributed around the whole body. Field Hits are always lost before Armour or Body Hits - the energy field is always the first layer of defences that an attack will encounter.   * Characters can acquire Energy Fields which provide **Field Hits**, which represent a protective energy barrier around your whole body. Field Hits are always Global, as the power of the energy field is distributed around the whole body. Field Hits are always lost before Armour or Body Hits - the energy field is always the first layer of defences that an attack will encounter.
     * If your Field Hits are struck by the DISRUPT call, then your energy field overloads and loses all remaining Field Hits.     * If your Field Hits are struck by the DISRUPT call, then your energy field overloads and loses all remaining Field Hits.
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 ===== Conditions ===== ===== Conditions =====
  
-  * You may receive a Condition as a result of trauma in combat, or from exposure to unusual phenomena.+  * You may receive a [[Conditions|Condition]] as a result of trauma in combat, or from exposure to unusual phenomena.
   * Conditions take the form of either a lammie card or a condition sheet - this details the effects and progression of the Condition.   * Conditions take the form of either a lammie card or a condition sheet - this details the effects and progression of the Condition.
-  * Other players can attempt to diagnose your Condition with the appropriate skills or devices. The lammie or sheet will say what skills are needed to diagnose the Condition. Some conditions require a Referee present ​in order to attempt a diagnosis - this will be indicated on the sheet or lammie.+  * Other players can attempt to diagnose your Condition with the appropriate skills or devices. The lammie or sheet will say what skills are needed to diagnose the Condition. Some conditions require a [[card_draw_system|Card Draw Action]] ​in order to attempt a diagnosis - this will be indicated on the sheet or lammie. 
 +  * For the full rules on Conditions, see the [[Conditions]] page
  
-Conditions represent severe complex injuries like broken bones, internal bleeding and the like, or the effects of strange radiation, alien viruses or exotic toxins. A Condition will either take the form of a tear-open lammie of a Condition Sheet (a piece of A5 paper). Lammies are used for more straightforward Conditions, while Sheets are used for complex or rare ones. You must keep any Condition lammies or sheets with you at all times. +Conditions represent severe complex injuries like broken bones, internal bleeding and the like, or the effects of strange radiation, alien viruses or exotic toxins. A Condition will either take the form of a tear-open lammie of a Condition Sheet (a piece of A5 paper). Lammies are used for more straightforward Conditions, while Sheets are used for complex or rare ones. You must keep any Condition lammies or sheets with you at all times. ​When you get a Condition, you should take a moment ​to read the outside of it as early as is convenient. Characters ​with certain skills or devices ​may be able to Diagnose ​the Condition ​to get more information ​and possibly the cure. See the [[Conditions]] page for more information.
-Lammie Conditions will usually indicated the skills required ​to diagnose on the tear-open side - if someone ​with the correct skill does a diagnosis, then they may tear open the lammie ​to diagnose ​the cure. Once the cure has been determined and administered,​ please hand the lammie (and any resources used in the cure) over to a referee. Lammie conditions can be mostly self-refereed. +
- +
-Condition Sheets are more complex, ​and can be more difficult to cure, have a progression of symptoms over several events, and may require a number of skills or specialised equipment to diagnoseIf someone has all of the correct skills required to diagnose, you may show them the Condition Sheet - this should have an ID number which they can reference at Games Ops to give them more information ​about the condition and its possible progression and cures.+
  
 ===== Interacting With Other Characters ===== ===== Interacting With Other Characters =====
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   * Searching another character takes at least 30 seconds of roleplayed action.   * Searching another character takes at least 30 seconds of roleplayed action.
 +  * In order to steal items off another character you must search them.
   * If you successfully search another character without interruption for 30 seconds, then they must give you all IC game items that they are carrying.   * If you successfully search another character without interruption for 30 seconds, then they must give you all IC game items that they are carrying.
   * Searching another character requires both hands to be free.   * Searching another character requires both hands to be free.
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   * Make sure you have a referee present if you are planning to capture another character.   * Make sure you have a referee present if you are planning to capture another character.
  
-If you wish to capture another character then they must be unresisting for the entirety of the time that you are attempting to make the capture - in most cases this will mean they are unconscious. If a character is not able to participate in combat because they are non-combat, or need to drop OOC for a first-aid incident or emergency then you require a referee if you wish to capture them. We would prefer that you get a referee before attempting to capture any character, but acknowledge that this is not always possible. You may roleplay securing the character with ropes, manacles or similar, but these must be OOC removable by the character. You should not phys-rep any method of restraint unless the player to be restrained is comfortable with it.+If you wish to capture another character then they must be unresisting for the entirety of the time that you are attempting to make the capture - in most cases this will mean they are **Unconscious** or **Badly Injured**. If a character is not able to participate in combat because they are non-combatant, or need to drop OOC for a first-aid incident or emergency then you require a referee if you wish to capture them. We would prefer that you get a referee before attempting to capture any character, but acknowledge that this is not always possible. You may roleplay securing the character with ropes, manacles or similar, but these must be OOC removable by the player. You should not phys-rep any method of restraint unless the player to be restrained is comfortable with it.
  
 If you are conscious and not Walking Wounded then you may automatically escape any bonds after a count of at least 300 seconds regardless of the method used to restrain you. You must use appropriate roleplaying in a way that is obvious to everyone who is watching that you are escaping your bonds. If your attempt to escape is interrupted then you must restart your count. Your character automatically escapes if they are taken outside the IC area without a Referee present. ​ If you are conscious and not Walking Wounded then you may automatically escape any bonds after a count of at least 300 seconds regardless of the method used to restrain you. You must use appropriate roleplaying in a way that is obvious to everyone who is watching that you are escaping your bonds. If your attempt to escape is interrupted then you must restart your count. Your character automatically escapes if they are taken outside the IC area without a Referee present. ​
combat.1518825491.txt.gz · Last modified: 2019/08/13 16:53 (external edit)