Combat

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Safety

Affronts are a contact sport and are not without risk. Safety rules have their own page; it is your responsibility to familiarise yourself with it before entering an Affront.

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 up to one Hextwister during each Affront, whether or not you are still standing. 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 ("OC RULE: YOU ARE SILENCED") or remove them from the fight ("OC RULE: YOU ARE KO'D").
  • If any observer is disruptive to the process of the Affront, the Apparition may immediately silence them ("OC RULE: YOU ARE SILENCED") or remove them from the area ("OC RULE: YOU MUST LEAVE THIS AREA").
  • If you declare an Affront and fail to appear for it, you will not be able to declare further Affronts in the same event.
  • If neither party shows for an Affront, the Affront Apparition will issue both of them a nonlethal Hex of their choice.

Affront Boundaries

The Affront will take place in a 20 metre x 20 metre area, clearly marked. While the Affront is in progress, you may not cross into or out of this area. If you touch the boundary (either by accident, or due to a WUMF! call), take a POW! special effect. This cannot be resisted, but does not cause you to lose Morale.

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

All characters start with a maximum Morale of 5. This number can be increased by battlegear and Tethers, or reduced by Hexes and other temporary effects. When you start an Affront, you begin with your maximum Morale. If any effect would increase your Morale above your maximum, you only gain up to your maximum.

Example: Warden Hand has a maximum Morale of 6: his starting maximum of 5, plus an outfit that adds 1 to his maximum Morale. He is hit in combat, taking his Morale down to 5. One of his allies uses a "YOU: TWO-UP!" call on him, which would normally increase his Morale to 7 - but his maximum Morale is 6, so it is increased to 6 instead.

Losing Morale

When you are hit by a damage call (HA!, FZAM!, POW!, WUMF! or SHANG!), its basic effect is that you lose 1 Morale. The SHANG! call may also cause you to lose 2 additional Morale.

Bastions can ignore this basic effect (becoming completely immune to a call) if they can resist the call's special effect. As 'HA!' does not have a special effect, a Bastion can never become immune to it.

Becoming KO'd

If this brings your total to 0 (or lower), you are KO'd and must immediately call 'KO!'. You should drop to the ground, or to a crouch. You may not use any abilities, or move from the spot. Contrary to what the name suggests, you do not need to roleplay being unconscious while KO'd, as long as it is clear that you are seriously wounded. If your entire team becomes KO'd at once, you lose the Affront.

Spending Morale

Some battlegear provides you with abilities that require Morale to activate - this cost will be stated on the item's card. If you activate that ability, you lose that amount of Morale immediately after making the effect call. If you fail to activate the ability (due to having a Stunt interrupted or failing to connect with a blow), you do not lose any Morale.

Edges, Keystones and Tempests reduce the Morale cost of specific abilities by 1, to a minimum of 0. This allows them to use a number of special abilities without any Morale cost.

Gaining Morale

You may gain Morale by receiving the -UP! call, by using abilities provided by your battlegear, or by activating single-use items.

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 'B'.

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 with a melee weapon, the cost of making that call is reduced by 1 Morale (to a minimum of 0). Abilities affected this way are marked with an 'E'.

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 'K'.

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 with a ranged weapon, the cost of making that call is reduced by 1 Morale (to a minimum of 0). Abilities affected this way are marked with a 'T'.

Activating Abilities

Some abilities have additional requirements for activation:

Hit

If an ability is marked Hit, you must strike someone with the prop in a pulled blow, so that it lands with virtually no force. You should try to avoid landing the blow on sensitive areas (head, breasts, genitals). Landing a pulled blow on an item that is not marked as [Melee-Safe] (such as a ranged weapon) counts as a Hit.

Blows that hit loose fabric, hands, or feet do not count as proper Hits. If you are struck in this way and your opponent calls damage against you, you may call 'PING!' and ignore all effects of the call.

Touch

If an ability is marked Touch, you should touch the recipient gently with the prop. This works like Hit, but does not need to be (and should not be) represented by a pulled attack. You may not use Touch abilities on yourself.

Use

If an ability is marked Use, activating it will destroy the item that provided it. Once you use the ability, the item has no further effect. Tear it in half as soon as possible.

Stunt

If an ability is marked Stunt, you need to perform a Stunt before making the call. This is a combination of movement and speech (or sound effects from your props) that lasts at least five seconds. You should design your own Stunts to fit your characterisation, and the ability in question. These will help you time your attacks, and look fantastic.

Stunting Restrictions

  • You may not be under the special effect of a 'FZAM!', 'POW!', or 'WUMF!' call when making a stunt. If you are hit by one of these calls while making a Stunt, the Stunt fails and must be started again later.
  • While changes of footing for the purposes of posing and wild gesticulation is allowed (and encouraged), you may not move from the spot you are standing while you are performing a Stunt. If you do, the Stunt fails and must be started again.
  • You may not Stunt for more than one ability at the same time.

Holding A Stunt

If you complete a Stunt for an ability, you may delay making the ability's effect call until the right moment. If you are hit by a 'FZAM!', 'POW!', or 'WUMF!' call, move from the spot, or start a different Stunt before you make the effect call, you have missed your opportunity and the Stunt must be started again.

Calls

Making Calls

You may only make one effect call every five seconds. If your call is for a ranged ability, it will have a prefix - 'YOU:' or 'YOU LOT:' - that helps you identify who will be affected by it.

Three calls, PING!, YEAH! and KO!, are reactive. You may make these in response to another person's call, or use of an ability. You may make reactive calls as often as you like (the once-per-five-seconds rule does not apply to them). If you are in the middle of making an effect call, you can finish doing so before making a reactive call. Otherwise, they must be made immediately.

When you make a call, you should speak firmly and clearly so that it is clear that you are doing so - all calls are stated in CAPITALS to emphasise this.

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 must clearly roleplay being in pain for the duration of the effect. 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.

If an opponent targets you with an '-UP!' call, you do not receive the benefit. You may not target yourself with an '-UP!' call.

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.

When making a 'YOU:' call, replace 'YOU:' with a clear descriptor of who is affected. For example, you could say 'GLYCOS: ONE-UP!', or '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 90 degrees (a quarter circle).

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.

  • Friendly 'YOU LOT:' damage calls affect you.
  • Friendly 'YOU LOT:' GET SOME calls do not affect you.
  • Hostile 'YOU LOT:' -UP calls do not affect you.

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 someone makes a call against you clearly less than five seconds after their last one (is breaking the Five Second Rule), you may call 'PING!' against the call and ignore all its effects. You may also opt to give them a withering look.

You may not call 'PING!' to calls made by an Apparition.

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.

YEAH

The 'YEAH!' call is used to indicate that your Morale has been boosted by something other than an -UP call. If you gain Morale for any reason other than receiving an -UP call, call 'YEAH!'. This includes the benefits of Enmity and Rivalry tethers, as well as abilities provided by items.

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, and are designed to allow them to establish boundaries with minimal disruption to play.

OC RULE: SAFETY

Any player may declare 'OC RULE: SAFETY' if they become aware of an injury, fire, risk, or other emergency that requires immediate attention on an out-of-character basis. If they do:

  • Immediately stop play and go OC.
  • Deal with the situation at hand, including fetching a member of crew where suitable.

You can go back in-character when a member of crew says you can, or by unanimous agreement that the situation has been dealt with.

OC RULE: LEAVE ME ALONE

Any player may declare 'OC RULE: LEAVE ME ALONE' if they need to immediately disengage from play for welfare reasons. If they do:

  • Immediately stop interacting with them.
  • Do not ask them to explain their use of the call.
  • Continue roleplaying as normal.

If you have made this call, leave the in-character area as soon as is practical for you. You may wish to speak to the Welfare Apparition in the crew room, or just retire to your sleeping area for a while. Re-enter play whenever you are ready to do so.

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.
  • Continue roleplaying as normal.

OC RULE: STEP BACK

Any player may declare 'OC RULE: STEP BACK' to a person who approaches them, at any time other than when they are fighting during an Affront. 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.

This rule is designed to establish boundaries and enforce personal space, and should not be used to push people around.

OC RULE: THAT'S MINE

Any player may declare 'OC RULE: THAT'S MINE' if they see that someone else has a prop that belongs to them. If someone makes this call:

  • Allow them to take the item.
  • Continue roleplaying as normal.

In-game, other characters will perceive a distorted blur as the person who makes the call uses the power of the Nexus to return the item.

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 has 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 six 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 approximately the same time the following event.

Example: Zsasz is hexed with "That's you told!" during cycle 3. He takes his turn and receives a stamp in that cycle, then in cycle four and five. At the next event, he has his hex stamped in cycles 1, 2 and 3, sundering it.

Sundering Hexes

If you want, you can spend mana to sunder (break) a Hex early. To do this, after having your hex punched, 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 four are yet to be punched. To sunder the Hex early, he would have to spend sixteen mana. If he waits for another Cycle, he would have only three circles yet to be punched, and would only have to spend twelve 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; they might enhance, mitigate or alter the effects of a hex.

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.