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system:combat [2020/01/30 22:17]
mousus6 Shields now block calls whilst in use
system:combat [2021/02/03 15:20]
mousus6 (fixed last strengthen weaken reference)
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 ====== Combat ====== ====== Combat ======
-**We have just done a rework of all of the names of calls so that when people learn these new calls they are as short and unambiguous as possible. ​ Unfortunately there is no wiki wide find/​replace function so the old calls will be on here for reference until we have finished changing literally every call on the wiki.** 
- 
 This page details all you generally need to know about combat in Moonrise to be able to join in - we go through the important bits before adventures so don't worry too much if it doesn'​t all stick at once. This page details all you generally need to know about combat in Moonrise to be able to join in - we go through the important bits before adventures so don't worry too much if it doesn'​t all stick at once.
  
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   * You have a single pool of hits which is how much damage you can take. When a damage call is made against you, you lose the relevant number of hits.   * You have a single pool of hits which is how much damage you can take. When a damage call is made against you, you lose the relevant number of hits.
   * There'​s no distinction between armour and body hits or such - armour is already factored into the number of hits you have.   * There'​s no distinction between armour and body hits or such - armour is already factored into the number of hits you have.
-  * When your hits reaches 0 you usually ​have a 60 second "death count" over which your character bleeds out or discorporates.+  * Unless you are specifically playing a non-combatant monster when your hits reaches 0 you are wounded non-fatally and your morale has probably broken (non-combatants go straight to bleeding out). 
 +  * Once per encounter when you are on 0 hits you may heal yourself to return to the fight (or more sensibly flee). For the remainder of the encounter after doing so whilst on 0 hits you have a 60 second "death count" over which your character bleeds out or discorporates.
   * If your death count expires before you are healed or stabilised in some way (see calls below), your character dies.   * If your death count expires before you are healed or stabilised in some way (see calls below), your character dies.
  
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     * This can be a number of seconds, eg. SINGLE STUN 3, which deals 1 point of damage and causes the STUN impairment for 3 seconds.     * This can be a number of seconds, eg. SINGLE STUN 3, which deals 1 point of damage and causes the STUN impairment for 3 seconds.
     * The duration can also be CONTACT, meaning the effect will last as long as the weapon that made the call maintains contact with the target. After the first few seconds, breaking contact for more than one second will end the impairment.     * The duration can also be CONTACT, meaning the effect will last as long as the weapon that made the call maintains contact with the target. After the first few seconds, breaking contact for more than one second will end the impairment.
-    * The duration can be ONGOING, in which case it lasts for the rest of the encounter or until otherwise suspended. Unless countered with a resisting call, players who take one of these should check with a GM or the person who made the call for any lasting effects.+    * The duration can be ONGOING, in which case it lasts for the rest of the encounter or until otherwise suspended. Unless ​rapidly ​countered with a resisting call, players who take one of these should check with a GM or the person who made the call for any lasting effects.
   * All characters can focus utterly on resisting any Impairments they are suffering.   * All characters can focus utterly on resisting any Impairments they are suffering.
     * Whilst doing this you can ignore the effects of any Impairments you are afflicted by.     * Whilst doing this you can ignore the effects of any Impairments you are afflicted by.
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 These calls can be made on their own or combined with damage: These calls can be made on their own or combined with damage:
  
-==== FALL / BE FELLED ​(formerly STRIKEDOWN / BE STRUCKDOWN) ​====+==== FALL / BE FELLED ​ ====
   * For the duration, a part of your body above the waist (eg. hand, elbow, back) must be in contact with the ground   * For the duration, a part of your body above the waist (eg. hand, elbow, back) must be in contact with the ground
   * The duration starts when you first touch the ground   * The duration starts when you first touch the ground
   * As long as contact is maintained you can still move and fight during this time   * As long as contact is maintained you can still move and fight during this time
  
-==== PUSH / BE PUSHED ​(formerly REPEL / BE REPELLED) ​====+==== PUSH / BE PUSHED ​ ====
   * For the duration, you should move briskly away from the caller   * For the duration, you should move briskly away from the caller
   * This ends early if the caller drops to 0 hits   * This ends early if the caller drops to 0 hits
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   * This ends early if the caller drops to 0 hits   * This ends early if the caller drops to 0 hits
   * You can still fight normally during this time   * You can still fight normally during this time
-  * If the part towards the caller is blocked or unsafe you can move around them at constant distance+  * If the path towards the caller is blocked or unsafe you can move around them at constant distance
  
 ==== DISARM / BE DISARMED ==== ==== DISARM / BE DISARMED ====
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   * You can't move faster than a stagger   * You can't move faster than a stagger
  
-==== BUFF / BE BUFFED ​(formerly STRENGTHEN / BE STRENGTHENED) ​====+==== BUFF / BE BUFFED ​ ====
   * For the duration, your physical blows do +1 damage   * For the duration, your physical blows do +1 damage
-  * You can only be doing at most +1 damage from STRENGTHEN +  * You can only be doing at most +1 damage from BUFF 
-  * If you were affected by WEAKEN, this call instead immediately ends that impairment regardless of durations+  * If you were affected by SAP, this call instead immediately ends that impairment regardless of durations
  
-==== SAP / BE SAPPED ​(formerly WEAKEN / BE WEAKENED) ​====+==== SAP / BE SAPPED ​ ====
   * For the duration, your physical blows do -1 damage   * For the duration, your physical blows do -1 damage
-  * You can only be doing at most -1 damage from WEAKEN +  * You can only be doing at most -1 damage from SAP 
-  * If you were affected by STRENGTHEN, this call instead immediately ends that impairment regardless of durations+  * If you were affected by BUFF, this call instead immediately ends that impairment regardless of durations
  
 ===== Special Calls ===== ===== Special Calls =====
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     * eg. On taking EFFECT "Call HEAL on yourself"​ you should call HEAL on yourself, you'll stay HEALed even when the effect ends     * eg. On taking EFFECT "Call HEAL on yourself"​ you should call HEAL on yourself, you'll stay HEALed even when the effect ends
     * However, EFFECT "​Disappear",​ as an ongoing effect will cause you to reappear when it wears off, even though it is done via the GONE call, as it was just a command to disappear and not specifically to make the "​GONE"​ call     * However, EFFECT "​Disappear",​ as an ongoing effect will cause you to reappear when it wears off, even though it is done via the GONE call, as it was just a command to disappear and not specifically to make the "​GONE"​ call
 +  * Any less obvious mechanical results of the EFFECT will probably be called by the originator of the EFFECT so when using a VOID to end it ensure that the originator can hear the call being made
  
 ==== HEAL ==== ==== HEAL ====
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 ==== STABILISE ==== ==== STABILISE ====
   * For the duration, your death count is paused   * For the duration, your death count is paused
 +
 +==== SUBDUE ====
 +  * For the duration, your death count is paused
 +  * After you have been under this affliction for 10 seconds you cannot make use of a healing surge to restore yourself to full hits whilst you are still under this Impairment (you may still receive a HEAL call but cannot use it until this Impairment ends)
 +
  
 ==== GONE (formerly DISAPPEARING) ==== ==== GONE (formerly DISAPPEARING) ====
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   * You can use the specified damage or effect call once during the duration by melee   * You can use the specified damage or effect call once during the duration by melee
   * Effect calls from GAIN are always of default duration, and may be combined with your standard damage call   * Effect calls from GAIN are always of default duration, and may be combined with your standard damage call
-  * Damage calls from GAIN are not affected by STRENGTHEN ​or WEAKEN, and may be combined with additional effects you may also call+  * Damage calls from GAIN are not affected by BUFF or SAP, and may be combined with additional effects you may also call
   * If the duration is preceded by DURING, you can, rather than once, use the specified call as many times as you like during the effect duration   * If the duration is preceded by DURING, you can, rather than once, use the specified call as many times as you like during the effect duration
-    * eg. GAIN TRIP DURING: for the next 10 seconds you can call TRIP on every hit+    * eg. GAIN FALL DURING: for the next 10 seconds you can call FALL on every hit
   * Otherwise, you can use the specified call once at some point during the effect duration   * Otherwise, you can use the specified call once at some point during the effect duration
     * eg. GAIN QUAD 20: over the next 20 seconds you may call QUAD on one hit, if not used this is wasted     * eg. GAIN QUAD 20: over the next 20 seconds you may call QUAD on one hit, if not used this is wasted
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 ==== EXECUTE ==== ==== EXECUTE ====
   * This call has no duration and may always just be called as EXECUTE   * This call has no duration and may always just be called as EXECUTE
-  * If you are currently on your death count, you immediately die+  * If you are currently on your death count, you immediately die (if STABILISE or SUBDUE is currently pausing your death count you still count as on your death count) 
 +  * If you are on 0 hits but have the ability to HEAL yourself you may do so and instantly take a HEX after healing instead of dying.
  
 ==== FIAT ==== ==== FIAT ====
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 ===== Errata ===== ===== Errata =====
  
-  * CONTACT is instantly broken by DRAW or REPEL on either party (preventable with NULL/IMMUNE but never with VOID)+  * CONTACT is instantly broken by DRAW or PUSH on either party (preventable with NULL/IMMUNE but never with VOID)
   * Simultaneous PUSH and DRAW from the same target is resolved by moving at a constant distance orbit around them   * Simultaneous PUSH and DRAW from the same target is resolved by moving at a constant distance orbit around them
   * FALL body part can change (can roll, etc.)   * FALL body part can change (can roll, etc.)
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   * MASS calls cannot inherently be reduced to an ARC   * MASS calls cannot inherently be reduced to an ARC
   * If an ARC call doesn'​t specify a particular angle range, an ARC -can- be enlarged into a MASS   * If an ARC call doesn'​t specify a particular angle range, an ARC -can- be enlarged into a MASS
-  * Other than using your own hits as a resource for some abilities, effects which cause loss of the other type of hit to the current plane you're in are very rare. Player characters ​may never get abilities which do this.+  * Other than using your own hits as a resource for some abilities, effects which cause loss of the other type of hit to the current plane you're in are very rare. Player characters ​will never get abilities which do this.
   * SAP on a character doing SINGLE reduces them to ZERO   * SAP on a character doing SINGLE reduces them to ZERO
   * RANGED DISARM or LOCK never get to specify an additional target beyond the person you're calling it at   * RANGED DISARM or LOCK never get to specify an additional target beyond the person you're calling it at
   * FREEZE is a worse affliction than choosing to focus on resisting an affliction. ​ With both it and any particularly horrifying EFFECT calls it is not in any way cheating to concentrate on resisting completely.   * FREEZE is a worse affliction than choosing to focus on resisting an affliction. ​ With both it and any particularly horrifying EFFECT calls it is not in any way cheating to concentrate on resisting completely.
  
system/combat.txt · Last modified: 2021/02/03 15:20 by mousus6