Quickstart Rules: Difference between revisions
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First, you should read the [[Quickstart]] rules, which explain the basic concepts of [[Quickstart#Calls|calls]], hits, [[wounds]] and [[Quickstart#Wounds and Death|death]]. |
First, you should read the [[Quickstart]] rules, which explain the basic concepts of [[Quickstart#Calls|calls]], hits, [[wounds]] and [[Quickstart#Wounds and Death|death]]. |
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====Combat Rules==== |
====Combat Rules==== |
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− | * Being hit with a melee or ranged weapon implicitly causes SINGLE, unless an explicit damage call is made. |
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* You should roleplay a visible reaction to DOUBLE, TRIPLE and WEAKEN calls, so the caller knows that you’ve taken the call. |
* You should roleplay a visible reaction to DOUBLE, TRIPLE and WEAKEN calls, so the caller knows that you’ve taken the call. |
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* Melee, projectile and thrown calls do not take effect if blocked or parried, unless specified in the call description. |
* Melee, projectile and thrown calls do not take effect if blocked or parried, unless specified in the call description. |
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* If you are somehow incapacitated for some time and no help is forthcoming, then attract the attention of a ref. |
* If you are somehow incapacitated for some time and no help is forthcoming, then attract the attention of a ref. |
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* Inform a ref if you plan to engage in physical PvP. If you PvP without a ref present and there’s contention, the benefit of the doubt will go to the defender. |
* Inform a ref if you plan to engage in physical PvP. If you PvP without a ref present and there’s contention, the benefit of the doubt will go to the defender. |
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====Skill Rules==== |
====Skill Rules==== |
Revision as of 14:38, 2 July 2019
First, you should read the Quickstart rules, which explain the basic concepts of calls, hits, wounds and death.
Combat Rules
- You should roleplay a visible reaction to DOUBLE, TRIPLE and WEAKEN calls, so the caller knows that you’ve taken the call.
- Melee, projectile and thrown calls do not take effect if blocked or parried, unless specified in the call description.
- You MUST NOT parry arrows, this is very unsafe. You can block them with a buckler or shield. If you accidentally parry an arrow that otherwise would have hit you, you take the effect.
- Touch range calls can only be made when you are able to touch the target. You do not actually need to touch the target to apply the call.
- Touch range abilities can be used on yourself unless otherwise specified.
- Weapons, natural weapons and foci can be rendered unusable with 5 seconds of uninterrupted roleplay breaking them (this is the preferred method of disarming monsters). An item broken in this way can be restored to functionality with 30s of appropriate roleplay.
- You can’t carry thrown weapons or a bow or crossbow unless trained.
- If you are somehow incapacitated for some time and no help is forthcoming, then attract the attention of a ref.
- Inform a ref if you plan to engage in physical PvP. If you PvP without a ref present and there’s contention, the benefit of the doubt will go to the defender.
Skill Rules
- An Unresisting target is one who cannot or chooses not to make any attempt to resist a roleplayed action made against them. Incapacitated and Terminal characters are always unresisting. Any level of resistance is enough to disrupt a skill that requires an unresisting target; you should assume a target is resisting if able, unless they are roleplaying acceptance (or playing possum and therefore not roleplaying at all).
- Any non-instant skill that requires appropriate roleplay requires an unresisting target unless otherwise specified.
- When performing any roleplay that requires an unresisting target, it should be clear to observers within 2m, and especially the target, that you’re doing so.
- Another character can resist for a target; placing their hands in the way is sufficient.
- CURSE and WOUND calls should be resolved before performing any ability that requires 30 seconds of more of roleplay.
- If you are leading a skill and stop roleplaying the skill is cancelled with no consumption of resources.
- If participating in but not leading a skill and you stop roleplaying your contribution is lost from the result and you cannot rejoin.
- You automatically stop performing a skill if incapacitated.
- STUN does not stop you performing a skill.
- REPEL only stops you from performing a skill if it removes you from a location the skill must be performed in (such as repelling you away from something you’re inspecting, or being repelled out of the area a ritual is being performed in).
- When performing a skill you cannot use another active skill (with a small number of exceptions specified in the skill description) or attack. You can block or parry as long as you otherwise continue your roleplay.
- When participating in a skill led by another character (such as an Investigation or a ritual), you are aware of which skill they are using.
- Note that for rituals the skill is “Lead Ritual” and for alchemy it is “Alchemy”. A ritual lead may mislead you as to the exact ritual you are participating in.
- When participating in a ritual led by another character, you will understand the true effect at its conclusion.
- If you plan to perform a ritual in a covert or obfuscated way you should inform a ref.
- Skills can be learned between events. You can also learn a skill in uptime from a character with that skill with at least 5 minutes of teaching roleplay.
- Skill slots can be left empty and then learned later.