Difference between revisions of "Combat"

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<h3>Declaring An Affront</h3>
 
<h3>Declaring An Affront</h3>
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Any character may declare an Affront against any other character that is present at the event. To do so, speak to an Apparition: they will gain the attention of the room. You must then announce who it is you are declaring an Affront against, and why. They will be given an opportunity to respond publicly, but they may not decline your challenge.
 
Any character may declare an Affront against any other character that is present at the event. To do so, speak to an Apparition: they will gain the attention of the room. You must then announce who it is you are declaring an Affront against, and why. They will be given an opportunity to respond publicly, but they may not decline your challenge.

Revision as of 05:14, 5 March 2015

Affronts

  • Affronts are four-a-side duels.
  • You can declare an Affront against anyone you perceive to have wronged you.
  • If you win an Affront, you may place curses (known as Hexes) on the losers.

When designing the Nexus, the Sublime Concord expected some creative disputes to arise; the system of Affronts was created to resolve these in a (relatively) dignified fashion.

Declaring An Affront

WalkerAffront.jpg

Any character may declare an Affront against any other character that is present at the event. To do so, speak to an Apparition: they will gain the attention of the room. You must then announce who it is you are declaring an Affront against, and why. They will be given an opportunity to respond publicly, but they may not decline your challenge.

Both the challenger and the defender will go with the Apparition to confirm when the Affront takes place. There is one opening every half an hour; you will be granted the first available slot that is at least an hour away.

Once you have challenged someone to an Affront, you may not challenge anyone else to an Affront until the existing one has been resolved.

Naming Supporters

The challenger and defender should both arrive at the Affront grounds by the appointed time, with any supporters they may have. The Apparition overseeing the Affront will ask them to step forward, and name up to three supporters they nominate to fight alongside them. The Apparition will then ask these supporters to step forward and confirm their willingness to fight.

Nominating A Second

If you wish, you may nominate a Second to fight on your behalf, at the same time as naming your supporters. If they accept, they replace you as challenger or defender. The Apparition will then ask the Second to step forward and confirm their willingness to fight.

If your Second is defeated, any Hex placed on them will affect you instead. If this happens, they will also receive a "You Have Failed Me" Hex which will prevent them from acting as a Second until it has been sundered.

Resolving An Affront

Both teams will line up as directed by the Apparition. There will be a brief time for participants to taunt or admonish one another. On the Apparition’s mark, they initiate combat and will continue until all members of one team are KO'd. The other team is then declared victorious.

Applying Hexes

The Apparition will declare the result of the Affront, and tell the members of the victorious team that they may now decide their opponents’ fate. Starting with the challenger or defender, any member of the victorious team that is still standing may use one Hex they are carrying against one member of the opposing team. They may forego this option if they want.

To use a Hex, you must still be standing. Reveal the Hex card, state its target, and say the name of the Hex. You may choose to add a taunt, dressing down, or other roleplay as appropriate. The Apparition will take the Hex card from you and give it to your target.

If another combatant has a Hextwister, they may declare ‘HEXTWIST!’ and say the name of their Hextwister, adding roleplay as appropriate. This will augment or deflect the Hex that has just been placed. You may use one Hex or one Hextwister during the Affront, but not both. It is possible for multiple combatants to use Hextwisters on the same Hex in succession.

Breaches Of Procedure

The Affront is a formal duel in the eyes of the Apparitions, and they are very exacting in ensuring that they are conducted properly.

  • If the challenger or defender fails to show on time for their Affront, they are considered to have forfeited it. All members of the opposing team may place a Hex on them, as though they had defeated them. These Hexes will be passed to the Apparition in charge, who will seek out the character in question and apply them.
  • If one of your nominated team members refuses to fight alongside you, you may not appoint another - meaning your team will be short on numbers. It is strongly recommended that you pick trustworthy allies, and confirm their support in advance.
  • If your Second refuses to fight for you when nominated, the Apparition will ask you whether you wish to represent yourself. If you are unable or unwilling to do so, you will be considered to have forfeited the Affront. All members of the opposing team may place a Hex on you, as though they had defeated you.
  • If any participant is disruptive to the process of the Affront, the Apparition may immediately silence them ("RULE: You are muted!") or remove them from the fight ("RULE: You are KO'd!").
  • If any observer is disruptive to the process of the Affront, the Apparition may immediately silence them ("RULE: You are muted!") or remove them from the area ("RULE: You must leave this area!").

Morale

ReGenesis uses a single tracked number, Morale, in combat. Morale represents a combination of your physical health, fatigue, resolve, and the condition of your equipment. Each character has a maximum Morale they can attain, typically five, and is temporarily taken out of the fight if they reach zero.

Maximum Morale

Affinities

You can choose one Affinity for your character. These enhance the benefit of some items, providing you with a distinct edge in combat. You may choose your Affinity as part of character creation, and change it freely between events.

Bastions

Bastions are the front of a team’s vanguard, and the bulwark of their defence. Whenever an item’s ability allows a Bastion to ignore the special effect of a call, the Bastion can also ignore that call’s Morale damage. Abilities affected this way are marked with a shield icon.

This allows a Bastion to completely ignore some calls, although their limited number of equipment slots means that they will have to tailor their defences to the opponents they are up against.

Edges

Edges can throw out incredible damage without falter, as long as they are where they want to be – in the thick of melee combat. Whenever an item’s ability allows an Edge to make a special damage call in melee, the cost of making that call is reduced by 1 Morale (to a minimum of 0). Abilities affected this way are marked with a sword icon.

Keystones

Keystones are the lynchpin of their team, exhorting their peers to acts of greatness and bringing fallen warriors back into the fight. Whenever an item’s ability allows a Keystone to make an ‘-UP!’ or ‘REVIVE!’ call, the cost of making that call is reduced by 1 Morale (to a minimum of 0). Abilities affected this way are marked by a star icon.

Tempests

Tempests work best behind the lines, bombarding their opponents with torrents of fire or a storm of projectiles. Whenever an item’s ability allows a Tempest to make a special damage call at range, the cost of making that call is reduced by 1 Morale (to a minimum of 0). Abilities affected this way are marked with a bow-and-arrow icon.

Calls

Making Calls

Effect Calls

HA

The 'HA!' call is used to indicate attacks that, while powerful, do not have extraordinary effects on their target. Most shaped weapons allow you to call 'HA!', and it is also the call used by unshaped weapons.

Basic effect: Lose 1 Morale.

FZAM

FZAM.jpg

The ‘FZAM!’ (“fuh-ZAM!”) call is used for attacks that overwhelm their target with fire, acid, electricity, or pain. Most abilities that allow you to call ‘FZAM!’ are provided by shaped ranged weaponry. If you are hit by a ‘FZAM!’ call:

Basic effect: Lose 1 Morale.

Special effect: For the next five seconds, you may not Stunt or make any calls other than ‘K-O!’ or ‘PING!’. During this time, you are vulnerable to the ‘SHANG!’ call. You are encouraged to roleplay being in pain. This does not affect your ability to move, or to defend yourself.

POW

POW.jpg

The ‘POW!’ call is used for attacks that surgically strike, weaken, or imbalance their target. Most abilities that allow you to call ‘POW!’ are provided by shaped ranged weaponry. If you are hit by a ‘POW!’ call:

Basic effect: Lose 1 Morale.

Special effect: You must immediately choose one of these two effects:

  • Drop to the ground as quickly as is safe, so that your torso is on the ground and your arms and legs are not. Once this has been done, the effect ends and you may get up.
  • Drop to a crouch for five seconds. During this time you may defend yourself but may not move from the spot, Stunt, or make any calls other than 'PING!' or 'K-O!'. Once this has been done, the effect ends and you may get up.

Either way, you are vulnerable to the ‘SHANG!’ call until the effect ends.

If you are under the special effect of a ‘WUMF!’ call when you get hit by the special effect of a ‘POW!’ call, it is replaced by the special effect of the ‘POW!’ call.

WUMF

WUMF.jpg

The ‘WUMF!' (“WOOMPH!”) call is used for attacks that are delivered with staggering momentum. Most abilities that allow you to call ‘WUMF!’ are provided by shaped melee weaponry. If you are hit by a ‘WUMF!’ call:

Basic effect: Lose 1 Morale.

Special effect: You must immediately move directly away from the direction of the attack at a walking pace, or faster, until you have travelled ten metres. You are encouraged to roleplay being thrown back by the force of the blow. During this time, you may make melee attacks and defend yourself, but you are vulnerable to the ‘SHANG!’ call. When you have travelled ten metres, the effect ends.

If you are under the special effect of a ‘POW!’ call when you get hit by the special effect of a ‘WUMF!’ call, it is replaced by the special effect of the ‘WUMF!’ call.

SHANG

SHANG.jpg

The ‘SHANG!’ call is used for attacks that slash or tear the flesh of their target. Most abilities that allow you to call ‘SHANG!’ are provided by shaped melee weaponry. If you are hit by a ‘SHANG!’ call:

Basic effect: Lose 1 Morale.

Special effect: If you are currently under the special effect of ‘FZAM!’, ‘GET SOME!’, ‘POW!’ or ‘WUMF!’, lose an additional 2 Morale. If this causes your Morale to drop to 0 or lower, immediately call ‘K-O!” and follow the rules for being KO’d.

If you are not currently under the special effect of ‘FZAM!’, ‘GET SOME!’, ‘POW!’, or ‘WUMF!’, this has no effect.

GET SOME

The ‘GET SOME!’ call is used for actions that taunt their subject, or otherwise make them focus their attention on the caller. Most abilities that allow you to call ‘GET SOME!’ are provided by shaped outfits or accessories. If you are hit by a ‘GET SOME!’ call:

Special effect: You may not make a special damage call (‘FZAM!’, ‘POW!’, ‘SHANG!’, or ‘WUMF!’) against anyone other than the person who targeted you with the ‘GET SOME!’ call. You may only make an area-of-effect special damage call if its area includes the person who targeted you with the ‘GET SOME!’ call. You may continue to make other calls, including the 'HA!' basic damage call, as you please.

This effect ends as soon as either:

  • You make a special damage call against the person who targeted you with the ‘GET SOME!’ call.
  • The person who targeted you with the 'GET SOME!' call is KO'd.
  • The Affront ends.

Until then, you are vulnerable to the 'SHANG!' call.

-UP

The ‘-UP!’ call is used for effects that lift the spirit, improve the health, or repair the armour of the subject. Most abilities that allow you to call ‘-UP!’ are provided by shaped implements.

When making an ‘-UP!’ call, you must state the amount of Morale that is being restored before saying the call (e.g. ‘ONE-UP!’ or ‘TWO-UP!’). This amount will be made clear by the description of the item that allows you to make the call.

Special effect: You immediately gain an amount of Morale equal to that stated by the call. If this would exceed your maximum Morale, you only gain up to your maximum Morale.

REVIVE

The ‘REVIVE!’ call is used for effects that restore a combatant to fighting fitness when otherwise they could not, such as medical attention or magical restoration. Most abilities that allow you to call ‘REVIVE!’ are provided by shaped implements.

Special effect: If you are KO’d, you are restored to 1 Morale and are no longer KO’d. If you are not KO’d, call ‘PING!'.

Call Prefixes

YOU:

The 'YOU:' call prefix is used to indicate the target of a ranged call. When making a 'YOU:' call, you should point clearly in the target's direction with your weapon, implement, or - if the ability is provided by an outfit or accessory - with your outstretched arm.

Typically, 'YOU:' calls have a maximum range of ten metres: you must be confident that your target is within this distance before making the call. Some rare shaped ranged weapons do not have this restriction. If this is the case, it will be made clear in the item's description, which will tell you to call 'YOU, OVER THERE:' instead for clarity.

If you like, you may add a further descriptor to your 'YOU:' call, in order to make it clear who is affected. For example, you could say 'YOU, GLYCOS: ONE-UP!', or 'YOU, OVER THERE, IN RED ARMOUR: POW!'.

When you hear a 'YOU:' call, and you are uncertain whether or not it is targeting you, you should glance in the direction of the caller. If they are indicating you, you are automatically hit by the call.

YOU LOT:

The 'YOU LOT:' call prefix is used to indicate the targets of an area-of-effect ranged call. When making a 'YOU LOT:' call, you should use your outstretched arms to show the intended arc. This is may be anywhere up to 180 degrees (a semicircle).

When you hear a 'YOU LOT:' call, you must glance in the direction of the caller. If you are within ten metres of them, and inside the arc described by their outstretched arms, you are automatically hit by the call.

Reactive Calls

PING

The 'PING!' call is used to show that an attack or other effect has not affected you properly. Most abilities that allow you to call 'PING!' are provided by shaped outfits, accessories and shields.

The 'PING!' call is a reactive call; you may call it as frequently as you like, and it does not count as a call for the purposes of the Five Second Rule.

Any ability that allows you to ignore the special effect of a call will require you to shout 'PING!' in order to do so. If you hit an opponent with a special damage call in combat, and they do not respond by enacting the special effect or calling 'PING!', they may not have noticed or understood you. You may immediately repeat the damage call to give them another chance. This will also draw the attention of an Apparition observing the combat, who will intercede if necessary.

This is the only circumstance where someone will be making a special call more than once every five seconds, so treat any repeated calls as clarifications, and only respond to the call once.

KO

The 'K-O!' (KAY-OH!) call is used to show that you have run out of Morale and are, at least temporarily, out of the fight.

The 'PING!' call is a reactive call; you may call it as frequently as you like, and it does not count as a call for the purposes of the Five Second Rule.

If your Morale total drops to 0 or lower at any time, immediately call 'K-O!'.

You are KO'd: you may not move from the spot, use any items, or make any calls other than 'PING!'. You may drop to a crouch or fall over, and should make clear that you are badly wounded. If anyone hits you with any attack, call 'PING!'. You will remain KO'd until either:

  • Someone uses the 'REVIVE!' call on you.
  • The Affront ends.

Rule Calls

Under some circumstances, a player or Apparition can make a specific call that must be obeyed immediately as part of the game rules. These are prefaced by 'OC RULE' to make this clear. They do not need to be shouted, as long as it is clear who they affect.

Universal Rule Calls

These may be used by any person at the event.

OC RULE: NO CONTACT

Any player may declare 'OC RULE: NO CONTACT' at any time, for any reason. If they do:

  • Immediately cease all physical contact you have with them.
  • Do not initiate physical contact with them in the future unless they approach you first and grant explicit permission.
  • Do not ask them to explain their use of the call.
  • Otherwise continue roleplaying as normal.

OC RULE: STEP BACK

Any player may declare 'OC RULE: STEP BACK' at any time other than when they are fighting during an Affront. It should be used if someone is in your OC personal space, and/or making you uncomfortable. If someone makes this call:

  • Immediately take a long step back from them.
  • Do not ask them to explain their use of the call.
  • Continue roleplaying as normal.

Apparition Rule Calls

The Apparitions have use of these calls to help them perform their tasks.

OC RULE: YOU ARE SILENCED

An Apparition will use this call if you are being loud and disruptive - heckling during Affront speeches, arguing at the Geomancy tables, or interrupting an announcement. If it is used on you:

  • Stop talking or otherwise making noise.

Once a minute has passed, you may speak again.

OC RULE: YOU ARE KO'D

An Apparition will use this call if you are not following the rules of combat in an Affront. If it is used on you:

  • You are immediately KO'd.
  • Do not dispute the call until the Affront is concluded.

You may be REVIVE'd; otherwise, this will end naturally at the conclusion of the Affront. You will have a chance to discuss the use of the call with the Affront afterwards.

OC RULE: YOU MUST LEAVE THE AREA

An Apparition will use this call if you are being persistently disruptive. If it is used on you:

  • Leave the IC area, and have a breather. Come back in when you're comfortable doing so.

If you are in an Affront, this removes you from it until it has been concluded. If you are in the queue for the Geomantic tables, this will lose your place in it.

Other Apparition Calls

An Apparition his the right to improvise any other calls as the situation requires. Anything they say that is prefaced with 'OC RULE:' should be regarded this way.

Disputing Calls

If you dispute a call, you should still follow its effects. Afterwards, you may approach the Apparition to discuss their reasoning. If you are not happy with their reasoning, you may approach the Head Apparition and seek clarification or make a complaint.

The Apparitions are expected to use their best judgement, and to be unbiased. We do not expect them to be infallible, and we expect our players to accept that sometimes they may make the incorrect decision or use rules calls too readily. If you are adversely affected by this, the Head Apparition will gladly hear your complaint.

Hexes

  • Hexes are curses that you can apply to opponents that you have defeated in an Affront.
  • Hexes will naturally expire at the same time the following event.
  • You may spend mana to sunder a Hex prematurely.
  • Hextwisters can be used to change the effect or target of a Hex.

Hex Cards

Hexes are created at the Shaping desk, and one Hex appears in each Motive’s shaping list. The most vicious Hex is lethal, but all of them have debilitating game and roleplaying effects.

When you have created a Hex, keep it in your IC pouch. You do not have to associate it with a physrep: it is a metaphysical weapon.

Hex cards can be given away or traded, except during an Affront. If you are in an Affront, you may not give away or accept any Hex cards until it has concluded.

Using Hexes

To use a Hex, you must still be standing at the end of an Affront. Reveal the Hex card, state its target, and say the name of the Hex. You may choose to add a taunt, dressing down, or other roleplay as appropriate. The Apparition will take the Hex card from you and give it to your target.

Being Hexed

When you are Hexed, read the card (and any Hextwister augments that have been added to it) to understand its effects. Keep the Hex card in your OC pouch.

Hex Decay

Hexes have five circles on them. Every time you take a turn on the Geomantic tables, one of these circles will be punched; when they are all punched, the Hex decays and has no further effect. As you can only take one turn on the Geomantic tables in each Cycle, and there are five Cycles per event, this means that your Hex will decay at the same time the following event.

Sundering Hexes

If you want, you can spend mana to sunder (break) a Hex early. To do this, go to the Shaping desk and hand over four mana (of any colour) for each of the circles on it that is yet to be punched. The Hex will be broken immediately.

Example: Zsasz has had a Hex for two Cycles, so two of its circles have been punched and three are yet to be punched. To sunder the Hex early, he would have to spend twelve mana. If he waits for another Cycle, he would have only two circles yet to be punched, and would only have to spend eight mana.

Hextwister Cards

Hextwisters are created at the Shaping desk, and one Hextwister appears in each advanced shaping list. Hextwisters have different effects depending on their type:

  • AUGMENT Hextwisters enhance a Hex’s effects.
  • CONTROL Hextwisters change the flow of Hexes.
  • WARD Hextwisters mitigate a Hex’s effects,

When you have created a Hextwister, keep it in your IC pouch. You do not have to associate it with a physrep: it is a metaphysical implement.

Hextwister cards can be given away or traded, except during an Affront. If you are in an Affront, you may not give away or accept any Hextwister cards until it has concluded.

Using Hextwisters

Hextwisters have conditions on when they can be used, which are listed on the item’s card.