Difference between revisions of "Rules"

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<h2>Combat</h2>
 
<h2>Combat</h2>
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<h3>Morale</h3>
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[[File:Morale.jpg|right]]
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----
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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 taken out of the fight if they reach zero.
 +
 +
You lose Morale by getting hit with attacks. You gain Morale from the support of your allies' abilities, and from some items - ones that unlock victory taunts, for example.
 +
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Have Morale to spare? Spend it on unleashing supermoves.
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 +
<br clear=all>
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<h3>Calls</h3>
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[[File:Damage Calls.jpg|right]]
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----
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There are eight calls in ReGenesis: the basic damage call ('HA!'), four special damage calls ('FZAM!', 'POW!', 'SHANG!", and 'WUMF!'), and three special calls ('GET SOME!', '-UP!', and 'REVIVE!').
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Shapers are not felled by casual violence; to hurt one, you need your full focus and conviction behind each blow. After each call you make, you must wait at least five seconds before making the next one.
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<br clear=all>
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<h3>Stunts</h3>
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 +
[[File:Stunts.jpg|right]]
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----
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Ranged attacks, and many support abilities, need you to perform a Stunt first. This is a combination of movement and speech (or sound effects from your equipment) 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.
 +
 +
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. Moving from the spot (or being hit by a FZAM!, POW!, or WUMF! call's special effect) will cause the Stunt to fail, and it must be started again.
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<br clear=all>
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<h3>Affronts</h3>
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[[File:AffrontsandHexes.jpg|right]]
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----
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At events, shapers inhabit the vast geomantic apparatus left behind by the Sublime Concord. They hold sway over reality, and as such cannot be hurt by one another except in an Affront.
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 +
Anyone can declare an Affront against anyone else, and they will be given a time when it will be resolved. At this time, the challenger and defender make their way to the duelling grounds, where each will be given the opportunity to call forward three team-mates (who must consent).
 +
 +
Once both sides have had their opportunity to speak their part before the assembled onlookers, battle is joined. The four-on-four duel continues until all members of one team are taken out of the fight.
 +
 +
The members of the winning team who are still standing can each place a Hex - a shaped curse - on a member of the losing team. The most vicious Hex is lethal, but all of them have cruel and debilitating effects.
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 +
<br clear=all>
 +
 +
  
 
<h2>Geomancy</h2>
 
<h2>Geomancy</h2>

Revision as of 05:41, 11 October 2014

Mechanicflowchart.jpg

The Game

Events.jpg

ReGenesis will run in a fixed series of six events, starting in 2016 and running twice a year thereafter.

Our aim is to use a different site for each event, reflecting the changing nature of the geomantic nexus - so you may find yourself in a country home at one event, an abandoned steel mill at another, and so on. We are currently reviewing our options for the first site, but it will be no further south than London and no further north than York. Each event will run from 8pm on Friday evening to 2pm on Sunday afternoon.

Attendance for the first event will be limited to 60 characters, with approximately 20 crew. That limit is further split between the origin cultures - 12 apiece from the Penitents, People's Combine, Valtarian Kingdoms, Visions of Opportunity, and the Walkers. These will be assigned on a first-come, first-served basis after character generation goes live. Once play begins, the restriction on numbers by culture is removed.

There is an IC reason that ReGenesis has a fixed run of six events: when creating the Outworld and the geomantic engines, the Sublime Concord built in a failsafe. At the end of the sixth event, the geomantic engines will power down, and the shaper's gift will fade with them. You will be left mortal once again, to live the remainder of your lives in the world you have created.


Policies

Shaping

Combat

Morale

Morale.jpg

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 taken out of the fight if they reach zero.

You lose Morale by getting hit with attacks. You gain Morale from the support of your allies' abilities, and from some items - ones that unlock victory taunts, for example.

Have Morale to spare? Spend it on unleashing supermoves.


Calls

Damage Calls.jpg

There are eight calls in ReGenesis: the basic damage call ('HA!'), four special damage calls ('FZAM!', 'POW!', 'SHANG!", and 'WUMF!'), and three special calls ('GET SOME!', '-UP!', and 'REVIVE!').

Shapers are not felled by casual violence; to hurt one, you need your full focus and conviction behind each blow. After each call you make, you must wait at least five seconds before making the next one.


Stunts

Stunts.jpg

Ranged attacks, and many support abilities, need you to perform a Stunt first. This is a combination of movement and speech (or sound effects from your equipment) 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.

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. Moving from the spot (or being hit by a FZAM!, POW!, or WUMF! call's special effect) will cause the Stunt to fail, and it must be started again.


Affronts

AffrontsandHexes.jpg

At events, shapers inhabit the vast geomantic apparatus left behind by the Sublime Concord. They hold sway over reality, and as such cannot be hurt by one another except in an Affront.

Anyone can declare an Affront against anyone else, and they will be given a time when it will be resolved. At this time, the challenger and defender make their way to the duelling grounds, where each will be given the opportunity to call forward three team-mates (who must consent).

Once both sides have had their opportunity to speak their part before the assembled onlookers, battle is joined. The four-on-four duel continues until all members of one team are taken out of the fight.

The members of the winning team who are still standing can each place a Hex - a shaped curse - on a member of the losing team. The most vicious Hex is lethal, but all of them have cruel and debilitating effects.



Geomancy

Soulforging

Tethers