Combat

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Affronts

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

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.

Appling Hexes

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


Calls

Making Calls

Effect Calls

FZAM

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

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

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

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

Reactive Calls