Quickstart Rules

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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.