Quickstart Rules: Difference between revisions

From Obscura

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!{{Definition|SINGLE}}
 
!{{Definition|SINGLE}}
|Lose 1 Hit.
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|Lose 1 hit.
 
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!{{Definition|DOUBLE}}
 
!{{Definition|DOUBLE}}
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|Lose 2 hits. You should roleplay a visible reaction, so the caller knows you've taken the call.
|Lose 2 hits
 
 
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!{{Definition|TRIPLE}}
 
!{{Definition|TRIPLE}}
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|Lose 3 hits. You should roleplay a visible reaction, so the caller knows you've taken the call.
|Lose 3 hits
 
 
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!{{Definition|CRUSH}}
 
!{{Definition|CRUSH}}
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!{{Definition|WEAKEN}}
 
!{{Definition|WEAKEN}}
|For 10 seconds you cannot make calls with melee weapons other than SINGLE, and any call that is blocked or parried affects you as if it hit you.
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|For 10 seconds you cannot make calls with melee weapons other than SINGLE, and any call that is blocked or parried affects you as if it hit you. You should roleplay a visible reaction, so the caller knows you've taken the call.
 
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!{{Definition|CURSE}}
 
!{{Definition|CURSE}}

Revision as of 22:13, 2 September 2019

The Quickstart Rules are the basic rules you need to begin playing the game. After reading that section, and the safety rules, you're ready to make a character or monster.

Quickstart Rules

  • PCs start with 3 hits.
  • You lose one hit when hit by a melee or thrown weapon, unless an explicit damage call is made.
  • If reduced to 0 hits you are Incapacitated.
  • While Incapacitated you are conscious and can talk, yell, etc, but are immobile, should act as though in pain, and can’t perform any actions unless it's a skill explicitly usable while incapacitated. After 30 seconds of being incapacitated, you take a WOUND (only once). This count is paused if someone performs roleplay on you with both hands that looks beneficial (for example First Aid). You can move short distances for out-of-character safety reasons while Incapacitated. Try not to advantage yourself while doing this.
  • Calls delivered by melee and thrown weapons do not take effect if blocked or parried, unless specified in the call description.
  • You can only make one call or attack per second.
  • If a call has no effect and RESIST isn’t called (because e.g. the target didn’t notice your call, or it was blocked or parried or missed) then any resources used to make the call aren’t expended.
  • Ranged calls have a range of 5m.
  • Arrows and crossbow bolts hit for implicit TRIPLE STUN. This doesn’t take effect if blocked by a buckler or shield (including the STUN).
  • Per-encounter skills refresh after 5 minutes. On a linear also after a clear encounter change (changing location is a sure sign, if in doubt ask a ref).

Calls

A call is a sequence of words that has a special meaning in the game rules. it is important you know how to react to at least the damage calls and simple effect calls; if in doubt, you can always respond to a call by “falling over screaming, then seeing a ref for clarification”.

Melee and thrown calls require you to hit with the weapon followed by saying the words that make up the call (*weapon hit* "TRIPLE"). Ranged calls need you to identify the target and then follow with the rest of the call (*pointed finger* “You in the white mask, STUN” or *arms wide* “MASS REPEL”).

A call made up of multiple effects (for example "TRIPLE STUN") counts as a single call for the one-call-per-second rule.

Out-of-game Calls

STOP THE GAME / MAN DOWN
Anyone can call this. There has been a sort of emergency, it could be quite serious. Please call this if you are injured, or lose your glasses, or see someone else in injured. When you hear this, stop moving your feet (unless it’s unsafe not to) or roleplaying, and if people continue roleplaying, repeat the call. Ascertain the nature of the call, and respond appropriately (by looking around for someone’s glasses without moving your feet and stepping on them, or by letting any first-aiders tend to the harmed person). After things are dealt with, a ref will call TIME IN. If there are no refs during this interaction, for some reason, then by mutual consent play can start again. If you hear “MAN DOWN” then respond as if it were “STOP THE GAME”.
TOO HARD
Anyone can call this if you are hit too hard. If someone calls this after you hit them, it isn’t a indictment of your abilities as a roleplayer, but hit them less hard please, as you just hurt them. If you are consistently being hit too hard by somebody, see a ref.
TIME IN
Called by refs to indicate play starts or resumes.
TIME OUT
Called by refs to indicate play ends.
TIME FREEZE
Called by refs to pause play. This is usually to give the refs time to react to something or change something that can't be done in real time.
TIME FAFF
Called by refs on linears if the party is proceeding too quickly and things aren't ready yet. Continue roleplaying, but do not move forward. Feel free to invent an in-universe reason to take a break.

Game Calls

SINGLE
Lose 1 hit.
DOUBLE
Lose 2 hits. You should roleplay a visible reaction, so the caller knows you've taken the call.
TRIPLE
Lose 3 hits. You should roleplay a visible reaction, so the caller knows you've taken the call.
CRUSH
Lose all hits.
CURE N
Restore N hits.
CURE ALL
Restore all hits.
REPEL
Move away for 3 seconds at at least a brisk walk. On encountering an obstacle or unsafe terrain you are pinned against the obstacle for the rest of the repel duration. For 3 seconds afterwards, move at most as fast as you were repelled. This call takes effect if blocked or parried.
STUN
For 3 seconds you cannot move from that spot, attack or use active skills. This call takes effect if blocked or parried, unless delivered by arrow or crossbow bolt.
WEAKEN
For 10 seconds you cannot make calls with melee weapons other than SINGLE, and any call that is blocked or parried affects you as if it hit you. You should roleplay a visible reaction, so the caller knows you've taken the call.
CURSE
See a ref at the earliest convenient time.
WOUND
Ask a ref for a mortal wound at the earliest convenient time. If the number of mortal wounds you have and need to ask for exceeds your capacity, you immediately become Terminal.
EFFECT
The effect stated after the call applies to you.

Unless otherwise specified, EFFECTs last 5 minutes.

COMPEL
Try your best to fulfill the given order. You can RESIST by dropping to 0 hits and taking a WOUND.

Unless otherwise specified, COMPELs last 30 seconds.

If you RESIST a COMPEL by any means then you may RESIST all further COMPELs from the same source for the rest of the encounter at no cost.

RESIST
Indicates you took a call, but it didn’t apply as expected for some reason. This is not subject to the one second rule.
Modifiers
MASS
Affects everyone in a 5m radius circle or cone indicated by outstretched arms.

If you have a skill that allows you to make a MASS call you can choose to cone it or not, unless the skill specifies otherwise.

The caller can choose if they are affected by the call or not.

WIDE
Affects everyone in a 10m radius circle centered on the caller, or the whole interactive. You cannot cone WIDE.

The caller can choose if they are affected by the call or not.

MAGIC
Indicates the call is elemental in some way. Elemental calls are more dangerous to some creatures, but are less effective against or can be countered by others.
EPIC
Indicates this call is particularly powerful or of an unusual nature. EPIC calls can’t be resisted by most skills.

You can still RESIST an EPIC COMPEL by dropping to 0 hits and taking a WOUND.

Visual Cues and Tags

One hand in the air Anyone with one hand in the air and their index finger pointing upward is not present IC and should be ignored. If you are monstering, you should use this when moving between encounters. You can also withdraw from a roleplaying scene that's causing you OC discomfort by putting your finger in the air and leaving.
Off-white Robe Refs wear distinctive off-white robes when reffing in play. This indicates they are playing Keepers. Keepers can't make or receive calls in character, and cannot knowingly lie or mislead.

If a Keeper makes a call, it will be to deliver an effect from another source, such as an environmental effect or ritual fallout. Hopefully the source will be clear from context, otherwise you can ask for clarification.

Some characters may wear tags to indicate their resistances.

Nimble Yellow Can RESIST non-melee calls.
Sturdy Light Blue Can RESIST STUN and/or CRUSH.
Magic Resistant Magenta? Can RESIST MAGIC calls.
Mundane Resistant Black? Can RESIST non-MAGIC calls, or will take extra effect from MAGIC calls.

Mortal Wounds and Terminal

Characters have a limited number of Mortal Wounds they can sustain before dying.

  • PCs and resilient NPCs will become Terminal once they take 4 mortal wounds
  • Most other NPCs will die immediately after taking 2 mortal wounds.
  • Mortal wounds are marked with red, pink or orange marker.
  • Not all wounds are mortal wounds. Wounds that aren't mortal don't contribute to your death track.


Mortal wounds are generally given out with the WOUND call. If you have, and need to ask for, more mortal wounds than you are capable of sustaining, then you immediately become Terminal. If you take your final WOUND as a direct result of performing a skill (such as a ritual causing fallout) the skill still works and if applicable you can deliver its effect before becoming terminal as long as you do so immediately. Becoming terminal removes all wounds.

While Terminal you should act as though dying, and can’t take any actions unless it's a skill explicitly usable while terminal. You can't be healed from this state by any normal means. You can move slowly, or can move at normal speed if assisted, or can be restrained by another character with continuous appropriate roleplay. You will die at a dramatically appropriate time of your OC choice before the end of the next interactive you attend, unless you can find some way to avert your fate.

When playing an NPC and you haven't been briefed otherwise, you should die immediately when you receive your second mortal wound rather than becoming Terminal. This means an otherwise healthy NPC human should survive simple incapacitation with a wound to commemorate their defeat, but will die if wounded further.

All treated wounds fully heal at the end of each event.

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 may be difficult to impossible to silence them depending on their resilience. 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 wrap things up and die.

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

Calls and Combat

  • Calls are spoken out of character, but 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. For example, if someone strikes with a sword and calls "TRIPLE!", you can see by looking that it was a much more damaging blow than usual.
  • If two mutually incompatible calls affect you, other than EFFECT, then take the most recent one. If two emotion EFFECTs clash, you can choose which affects you more strongly. If two other EFFECTs clash, see a ref.
  • 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.
  • You begin each event with your maximum hits.
  • When you lose maximum hits, you lose the same number of hits, to a minimum of 1.
  • When you gain maximum hits, if you're currently on maximum hits you increase to your new maximum hits. If you're not on maximum hits, or your maximum hits was 1, you don't gain hits.
  • If your maximum hits is somehow reduced to 0, see 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 skill that requires touch range appropriate roleplay requires an unresisting target unless otherwise specified.
  • When performing any roleplay that requires an unresisting target, it should be clear to close observers, and especially the target, that you’re performing a skill on them.
  • Another character can resist for an unwilling target; placing their hands in the way is sufficient. You cannot resist for a willing target.
  • Touch range skills can be used on yourself unless otherwise specified.
  • 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.
  • You can only non-consensually take items from another character using the Search skill. You can however demand a character give you something, and threaten them if they don't.
  • 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 always simply “Lead Ritual”. 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.
  • If you believe you're having the same ritual cast on you a second time in a day, inform the caster.
  • If you believe you're casting the same ritual on a target the second time in a day, 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.

Roleplaying Effects

Many EFFECTs and elemental touches and some wounds apply roleplaying effects, such as emotions or an altered state of mind. It's up to you how you respond to these roleplaying effects, but they should change your behaviour; you can't just push through them. These effects represent particularly strong influences that require an equally strong effect to counter them, such as a skill or counter effect - simply playing a brave character is not sufficient to overcome a call of EFFECT: Fear for example, but the Iron Will skill can.

Roleplaying effects will have a strong effect on you immediately and then often recede, to recur at dramatically appropriate times. This means you don't need to roleplay being angry constantly while under an EFFECT: Anger, but should become angry immediately, then, while still under the effect, become angry again at appropriate times.

It's up to you how you express a roleplaying effect. For example, if someone uses EFFECT: Anger to encourage you to get angry at the person you're talking to, you can do that, or instead choose to break off and stride up to a rival and express anger at them over previous slights, or to turn to the person who used the skill and express anger at them trying to manipulate you.

Non-combat and non-contact

You can always remove yourself from a combat scene entirely by putting your finger in the air, moving away and then dropping to zero hits and becoming incapacitated. Call STOP THE GAME if you're unable to safely move away. Some combat scenes may have in-character mechanisms to allow non-combatants to stay out of the encounter.

Players agree to be hit by larp-safe weapons unless they ask to be non-contact. 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. Non-contact is distinct from non-combat; other characters should feel free to attack a non-contact player using this procedure if they deem it appropriate.