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Combat

Basic Rules

Combat is resolved using LARP-safe weapon phys-reps. Upon landing a blow against an opponent, damage calls are used to indicate what effect an attack has on them, which may include special effects. There are no unarmed attacks. Hits to the hand count as hits against a weapon or shield held in that hand (if the hand is empty or holding a non-combat item this is a hit against the arm).

Hits and calls are subject to a one-second rule: with the exception of RESIST, NULL and IMMUNE you may only make one call per second. If you are hit more than once a second by another person, you should only take the effect of one blow per second from that person.

Characters and monsters in Moonrise have a pool of hits indicating how much damage they can take. These hits are “global”, ie. hits are lost from this pool regardless of where on the body they land. Whilst this system features armour, this is abstracted into the total number of hits a character has.

When their pool of hits reaches 0, characters usually have a period of time over which they either bleed out, or discorporate, usually 60 seconds, known as a “death count”. If not healed or stabilised in some way by the end of this period, a character dies.

Damage

Damage calls may include a damage component, which can range from ZERO (no damage), to SINGLE (one point of damage) through to HEX (six points of damage). No single call may have a damage component above HEX except for one delivered with a LARP-safe arrow or bolt shot from an appropriate bow. In this case, damage above 6 is expressed simply as a number, eg. SEVEN.

Attacks which strike a weapon or shield (or a hand holding such) which the wielder is capable of using do not deal damage, and the damage component of the call may be ignored without needing to call RESIST. Any effect component, as detailed below, still applies.

Effect Calls

Effect calls follow any damage component of the call and are limited to one per call. They come in Physical and Mental variants; the former uses the active voice and the latter the passive. Whilst the Physical version of a call may represent some physical force, eg. a blast knocking someone back for a REPEL, the Mental version generally represents something more abstract, such as inducing fear and causing someone to flee for BE REPELLED. Negative effects such as this are referred to as Impairments.

With the exception of HEAL and DISAPPEARING, all calls have a default duration of 10 seconds. This may be modified with a duration, specified as a number of seconds, at the end of the call.

Eg. SINGLE DAZE 3 - Deals 1 point of damage and causes the DAZE impairment for 3 seconds.

A duration of CONTACT means the effect persists for as long as contact is maintained with the weapon used to make the call. If contact is broken for one second or longer after the first 10 seconds the effect ends (the intention of this initial grace period is to allow for slow reactions on the part of the one receiving the call which if the call had started from the first moment of the blow landing would have prevented contact from being broken, if you intend to not maintain the contact simply make the call as a normal duration call). As a reminder for those afflicted by CONTACT calls held items count as part of you for taking the effect component of calls so transferring the weapon maintaining CONTACT to your weapon/shield will have no appreciable effect.

A duration of ONGOING means the effect lasts until the end of the encounter or otherwise suspended. At the end of the encounter players who have taken an ONGOING call should check with a GM or the source of the call in case there are lasting effects.

Anybody may respond to impairments by focusing utterly on resisting them. By taking no action except defending yourself with one hand or calling RESIST/NULL/IMMUNE; including making (non-RESIST) calls, moving, using a shield or speaking, you may ignore the effect of any Impairments you are currently suffering. Doing this is mandatory if you would otherwise be under multiple directly conflicting Impairments, eg. REPEL when both legs are LOCKed. After a whole minute of continuously doing this to resist an ONGOING Impairment you may call RESIST to one of the Impairments you were under for that minute.

A simultaneous REPEL and DRAW from the same target may be resolved by moving in a constant distance orbit around them.

Basic Calls

The following calls may be combined with damage or be made in isolation:

PhysicalMentalEffect
STRIKEDOWNBE STRUCKDOWNThe target must keep any part of their body from above the waist (eg. hand, elbow, back) in contact with the ground for the duration which functionally starts when the first eligible body part touches the ground.
REPELBE REPELLEDThe target must move briskly away from the caller. The target remains fully capable of fighting for the entire duration. The Impairment ends early if the source drops to 0 hits. In ambiguous cases the target may move at constant distance to the source of the REPEL in order to reach a point where they can successfully move away.
DRAWBE DRAWNThe target must move briskly towards the caller. The target remains fully capable of fighting for the entire duration. The Impairment ends early if the source drops to 0 hits. In ambiguous cases the target may move at constant distance to the source of the DRAW in order to reach a point where they can successfully move towards. You may stop approaching whilst within knife range without having further effect on the call.
DISARMBE DISARMEDThe target loses the ability to use a held item as a weapon or defence for the duration for the duration, affects nearest arm or occupied arm of victim’s choice if no physical contact. The affected item cannot be used to call damage and counts as an extension of the target’s body for the sake of taking hits for the duration. If the weapon represents an in-character object being held by the target (as opposed to representing a monster’s body part or such) they may choose to drop it during this period, and if re-acquired before the duration is over the effect continues to apply (this has no effect on entities other than the original target). If used on non-combat items, these must be dropped for the duration.
LOCKBE LOCKEDThe target loses use of a limb for the duration, affects nearest limb to point of strike or limb of victim’s choice if no physical contact. An affected arm drops to and cannot be moved from a rest position. An affected leg cannot relocate the locked foot. If subject to LOCK EVERYTHING the target is also incapable of making verbal noise. This is a stronger affliction than choosing to focus on resisting an affliction so should likely be taken in that way.
DAZEBE DAZEDThe target cannot attack or voluntarily make calls. They can defend themselves one handed (or continue one other one handed activity instead of defending themselves if they wish) and move no faster than a stagger.
STRENGTHENBE STRENGTHENEDThe target is capable of inflicting more damage for the duration of the call. Physical blows deal +1 damage. STRENGTHEN does not stack. This call ends an existing WEAKEN instead of its usual effect if the target is already afflicted by WEAKEN, regardless of durations.
WEAKENBE WEAKENEDThe target is less capable of inflicting damage for the duration of the call. Physical blows deal 1 less damage. WEAKEN does not stack. This call ends an existing STRENGTHEN instead of its usual effect if the target is already benefitting from STRENGTHEN, regardless of durations.

Special Calls

The following calls are special calls which are not combined with damage:

CallEffect
EFFECT/BE AFFECTEDFreetext description of what is happening. Results of instantaneous actions persist beyond the actual duration of the call. Eg. EFFECT “Disappear” 30, call DISAPPEARING and after 30 seconds call APPEARING vs EFFECT “Call DISAPPEARING”
HEALThe target gains a healing surge, this lasts until consumed. If they already have a healing surge this has no effect.When dropped with a healing surge or newly granted one on the floor can someone can spend 5 seconds invulnerable on the floor to get up at full hits with all of their per encounter RESISTs also suspending all ONGOING effects on them. At the end of the encounter check with source for any lingering effects. This call is one of two exceptions to the default duration of 10 seconds.
STABILISEPauses the target’s death count for the duration of the call.
DISAPPEARINGThe maker of the call has ceased to be present at their current location.They should put 2 fingers in the air to indicate this. The target does not take any new calls other than GAIN APPEARING during this period. The target may still make calls that are the results of actions they started earlier but cannot initiate any other interactions. Whilst disappeared you cannot perform actions that will give mechanical benefit at a later point (eg. body mages may not usefully knot strings, spirit guides cannot perform steps of katas). If you find yourself without a way of calling APPEARING after a minute make your way out of the encounter to the side. This call is one of two exceptions to the default duration of 10 seconds.
APPEARING The maker of the call has reappeared in the encounter in their current location. If appearing directly behind someone the call should be loud to alert them to your presence. No affliction can prevent you from making the appearing call. Like all non-resist calls APPEARING triggers the 1 second rule.
GAIN The target gains use of the specified call or the stated number of hits. These are consumed before any other sources of the call or hits and fade at the end of the duration. Calls default to melee unless otherwise specified. Effects may be combined with normal damage calls. Damage calls granted by GAIN are not affected by STRENGTHEN or WEAKEN. Calls granted by GAIN are always of default duration. DURING may be appended before the duration to indicate the call can be used as many times as wanted over the duration. Examples: GAIN STRIKEDOWN DURING: For the next 10 seconds any of your melee calls may have STRIKEDOWN as an effect. GAIN LOCK 20: Over the next 20 seconds you may make one melee call with LOCK as an effect.
EXECUTE If currently on a death count, the target immediately dies.
RESISTUsed to indicate that the effect component of a received call was resisted, and that doing so has consumed a limited resource. This call is one of three exceptions to the 1 second rule.
NULLUsed to indicate that a received call or some component of it was resisted, and that this will continue to be resisted for a limited amount of time. This call is one of three exceptions to the 1 second rule.
IMMUNEUsed to indicate that a received call or some component of it was resisted, and that this will continue to happen however many times the call is made or however long one waits.This call is one of three exceptions to the 1 second rule.
FIATLike Effect but cannot be resisted by any means.

Call Modifiers

The following modifiers may be applied to the start of calls:

  • MASS - The call affects everybody (whichever side of a fight they may be on) within 5 meters of the caller. It does not typically affect them. Unlike other LARP systems you may be used to, if an ability allows you to make a MASS call you may not reduce it to an arc.
  • ARC - The call affects everybody within 5 meters of the caller, but limited to an arc marked out with outstretched hands. Some sources of ARC calls may specify limits to the arc that can be made. If not, you may make the arc a full circle and instead make a MASS call.
  • RANGED - Used purely for disambiguation, the call did not require weapon contact between the caller and the target. Where the caller is not currently attempting to strike the target with a weapon this call component should be skipped.

Physical and Spiritual

Moonrise features two planes in which combat may occur: the Physical plane and an abstract spiritual space in which Vision Quests occur. Whilst in the Physical world a character uses their physical hits, and whilst on a Vision Quest they use their spirit hits. Damage from regular damage calls is dealt against the appropriate pool for the plane combat is taking place within.

Generally, Physical combat involves more hits, higher damage and more Physical effect calls, whilst Vision Quest combat involves less hits, less damage and more of a skew towards Mental effect calls. Unless specified otherwise, skills function the same in both the Physical plane and on Vision Quests. Whilst there may be rare situations in which Player Characters may take spiritual damage in the Physical world, PCs are not permitted to gain any ability which would allow them to do this (so GMs need only define a single hit pool for most monsters).

Regular adventures will feature Vision Quests at various points throughout, and there are Greater Vision Quests which last for an entire adventure, for which Vision Quest rules are always in place.

system/combat.1516489570.txt.gz · Last modified: 2018/01/20 23:06 by mousus6