Quickstart Rules

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Template loop detected: Quickstart Rules

Calls and Combat

  • You should roleplay a visible reaction to DOUBLE, TRIPLE and WEAKEN calls, so the caller knows that you’ve taken the call.
  • You are aware in character of any calls you witness around you, including RESISTs, unless it's an EFFECT that specifies you're unaware of it.
  • If two mutually incompatible calls affect you, other than EFFECT, then take the most recent one. If two EFFECTs clash, see a ref.
  • 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.
  • 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.

Skills

  • 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.
  • 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.
  • Touch range abilities can be used on yourself unless otherwise specified.
  • 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.

Looting and interacting with bodies

Visible weapons can be taken from an unresisting target, but any other game items can only be forcibly removed via a Search action (so you may not take an item out of someone’s pouch for example). You may, of course, ask in character for someone to give you an item to skip the search (and threaten them if they don’t).

Unresisting people can be carried with two hands, which need not be empty but can’t be used for anything else while carrying. Carrying casualties is physrepped by telling them you’re carrying them and them walking, not actually carrying or dragging people.

Death

Characters die when they reach the end of the Terminal state, either because they choose to die at that time, run out of time, or are instructed to by a ref.

Reanimation can temporarily restore a terminal character to full functionality, but they will still die at the end of their terminal state. There is currently no known way to completely restore a terminal person to life, but legends speak of people making pacts with elementals in return for returning from the brink of death, but the price described is always dire, and they say they never quite came back the same...

There is no way to "execute" a character to push them from Terminal to Dead. You should factor this in if you plan to murder someone; that it's difficult to impossible to silence them. If a player abuses this by being disruptive rather than dramatic in their terminal state, attract the attention of a ref and if appropriate they will step in and instruct them to die.

Once a character has gone from Terminal to fully dead, there is absolutely no way to resurrect them. Reanimation can still allow a conversation with the corpse (with the player's agreement).

Non-contact

Players agree to be hit by larp-safe weapons unless they ask to be non-contact. At current, this can only be done for the entire event. A player who is non-contact cannot be hit by weapons, nor wield them in combat. Instead anyone wishing to apply a melee call to a non-contact player closes to melee range, points and makes the call. To encourage attackers to err on the side of caution with regards to physical safety, if there is doubt as to whether the attacker is in melee range or not, the benefit of the doubt will go to the attacker. To throw a weapon or fire a bow or crossbow at a non-contact player, aim then call the effect then discard your ammunition.

Calls and Combat

  • You should roleplay a visible reaction to DOUBLE, TRIPLE and WEAKEN calls, so the caller knows that you’ve taken the call.
  • You are aware in character of any calls you witness around you, including RESISTs, unless it's an EFFECT that specifies you're unaware of it.
  • If two mutually incompatible calls affect you, other than EFFECT, then take the most recent one. If two EFFECTs clash, see a ref.
  • 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.
  • 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.

Skills

  • 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.
  • 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.
  • Touch range abilities can be used on yourself unless otherwise specified.
  • 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.

Looting and interacting with bodies

Visible weapons can be taken from an unresisting target, but any other game items can only be forcibly removed via a Search action (so you may not take an item out of someone’s pouch for example). You may, of course, ask in character for someone to give you an item to skip the search (and threaten them if they don’t).

Unresisting people can be carried with two hands, which need not be empty but can’t be used for anything else while carrying. Carrying casualties is physrepped by telling them you’re carrying them and them walking, not actually carrying or dragging people.

Death

Characters die when they reach the end of the Terminal state, either because they choose to die at that time, run out of time, or are instructed to by a ref.

Reanimation can temporarily restore a terminal character to full functionality, but they will still die at the end of their terminal state. There is currently no known way to completely restore a terminal person to life, but legends speak of people making pacts with elementals in return for returning from the brink of death, but the price described is always dire, and they say they never quite came back the same...

There is no way to "execute" a character to push them from Terminal to Dead. You should factor this in if you plan to murder someone; that it's difficult to impossible to silence them. If a player abuses this by being disruptive rather than dramatic in their terminal state, attract the attention of a ref and if appropriate they will step in and instruct them to die.

Once a character has gone from Terminal to fully dead, there is absolutely no way to resurrect them. Reanimation can still allow a conversation with the corpse (with the player's agreement).

Non-contact

Players agree to be hit by larp-safe weapons unless they ask to be non-contact. At current, this can only be done for the entire event. A player who is non-contact cannot be hit by weapons, nor wield them in combat. Instead anyone wishing to apply a melee call to a non-contact player closes to melee range, points and makes the call. To encourage attackers to err on the side of caution with regards to physical safety, if there is doubt as to whether the attacker is in melee range or not, the benefit of the doubt will go to the attacker. To throw a weapon or fire a bow or crossbow at a non-contact player, aim then call the effect then discard your ammunition.