combat_rules

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combat_rules [2025/07/03 08:28] – created - external edit 127.0.0.1combat_rules [2026/02/12 19:01] (current) katie
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 ====== Combat Rules ====== ====== Combat Rules ======
  
-Combat at events in //Memories of Annwn// takes place primarily on [[Quests and Vignettes|Quests]].  By default this will be simulated combat using approved LARP-safe weapon props and verbal calls ("Effect Calls") to indicate special effects.  These "Effect Calls" may also be used outside of combat but no LARP weapons should be used.+Combat at events in //Memories of Annwn// takes place primarily on [[Quests and Vignettes|Quests]] and cannot occur at the Expedition Base Camp except in specific circumstances which will be made clear in advance.   
 + 
 +By default this will be simulated combat using approved LARP-safe weapon props and verbal calls ("Calls") to indicate special effects.  These "Calls" may also be used outside of combat but no LARP weapons should be used.
  
 Adventures can be converted to use [[Abstract Combat]] rules if requested by non-combat Players. Adventures can be converted to use [[Abstract Combat]] rules if requested by non-combat Players.
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 ===== Basic Combat Rules ===== ===== Basic Combat Rules =====
 ===Global Abilities=== ===Global Abilities===
-  * Every Character has a number of Hit Points (HP) and Mana Points (MP).+  * Every Character has a number of Hit Points (HP) and Mana Points (MP).  By default this is 5 HP and 10 MP.
   * Every Player Character and most NPCs can use a weapon up to 42" in one hand and a short weapon up to 18" or a buckler (small shield) up to 15" in diameter in the other.   * Every Player Character and most NPCs can use a weapon up to 42" in one hand and a short weapon up to 18" or a buckler (small shield) up to 15" in diameter in the other.
   * Every Player Character has the ability to use Magic and has access to the [[Abilities#Basic Abilities|Three Basic Spells]].   * Every Player Character has the ability to use Magic and has access to the [[Abilities#Basic Abilities|Three Basic Spells]].
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   * Head hits should be avoided and are always ignored.   * Head hits should be avoided and are always ignored.
   * Hits against a hand holding a weapon count as a hit on the weapon.   * Hits against a hand holding a weapon count as a hit on the weapon.
-===Shield Rules===+===Blocking Rules===
   * Every Character is capable of blocking blows with a strike-safe LARP weapon or shield smaller than 15" in diameter.   * Every Character is capable of blocking blows with a strike-safe LARP weapon or shield smaller than 15" in diameter.
-  * Effects blocked by a shield or weapon are ignored (with the exception of SHATTER) and the call is not used up by the user. +  * Characters with the [[Skills#Shield Mastery|Shield Mastery]] skill are capable of wielding and blocking melee blows with a LARP safe shield larger than 15" in any dimension.  Only shields can be used to block arrows (and should be done by blocking, not parrying them out of the air). 
-  * Characters with the [[Skills#Shield Mastery|Shield Mastery]] skill are capable of wielding and blocking melee blows with a LARP safe shield larger than 15" in any dimension (any effect calls from the blow still apply, but no hits are lost).+  * Effects delivered by blow that are blocked by a weapon or small shield are ignored (with the exception of SHATTERand the call is not used up by the user.  Large shields do not block calls.
 ===Magic Abilities=== ===Magic Abilities===
   * Most Characters have [[Abilities]] which cost MP to use.   * Most Characters have [[Abilities]] which cost MP to use.
   * [[Abilities]] can only be used once per 10 seconds.   * [[Abilities]] can only be used once per 10 seconds.
-  * Some Characters can cast Spells [[Combat Rules#Ranged Calls|at range]].  These are represented by throwing appropriately coloured beanbags. +  * Some Characters can cast Spells [[Combat Rules#Ranged Magic|at range]].  These are represented by throwing appropriately coloured beanbags. 
-  * If hit on the body with a beanbag you should react to the associated effect accordingly. +  * If hit with a beanbag you should react to the associated effect accordingly.  Weapons and shields cannot block beanbags
-  * If it hits weapon or shield the effect is avoided and the beanbag is used up.+  * If you hit someone with beanbag and they don't notice, you may get their attention to make sure they take the call (e.g. "KATIE: KNOCKBACK!" or "YOU IN RED: KNOCKBACK!"
 +  * If you miss with a beanbag, the spell use is still used up.
   * It is always acceptable to drop out of Character to clarify what an effect call is supposed to do.   * It is always acceptable to drop out of Character to clarify what an effect call is supposed to do.
-===Trapping Rules=== 
-  * Some Characters may [[Combat Rules#Traps|place and trigger Traps]]: these are represented by hoops on the ground. 
-  * The Trapper will alert you if you trigger one. 
 ===Bow Rules=== ===Bow Rules===
   * Some Characters are able to use Bows and Crossbows (provided the Player/Crew Member has been passed [[larp_safety_rules#basic_criteria_for_competency|Bow Competency]]).   * Some Characters are able to use Bows and Crossbows (provided the Player/Crew Member has been passed [[larp_safety_rules#basic_criteria_for_competency|Bow Competency]]).
-  * If you are hit by an arrow or a bolt, you lose HP.+  * If you are hit by an arrow or a bolt on the body, you lose HP.
   * Arrows and Bolts cannot have calls attached.   * Arrows and Bolts cannot have calls attached.
 +  * Arrows must not be parried.
 ===Healing and Death Count=== ===Healing and Death Count===
-  * While conscious, Characters may have HP restored by use of the [[Combat Rules#HEAL|HEAL]] call. +  * While not Dying, Characters may have HP restored by use of the [[Combat Rules#HEAL|HEAL]] call.  This cannot be used on Dying Characters. 
-  * While unconscious, Characters may only have HP restored by use of the [[Combat Rules#REVIVE|REVIVE]] call+  * When you reach 0 hits, you become Dying and begin your [[Combat Rules#Dying|Death Count]] (3 minutes base)
-  * When you reach 0 hits, you become unconscious begin your [[Combat Rules#Dying|Death Count]] (3 minutes base).+  * While Dying, Characters may only have HP restored by use of the [[Combat Rules#REVIVE|REVIVE]] call.
   * Upon reaching the end of your Death Count you become [[Combat Rules#Dying|Fated]].   * Upon reaching the end of your Death Count you become [[Combat Rules#Dying|Fated]].
 ===Recovery Rules=== ===Recovery Rules===
-  * HP and MP both recover after a period of rest: 2 hours without being involved in Combat.+  * HP and MP both recover after a period of rest: 2 hours without being involved in Combat (for HP) and 2 hours after casting a spell (for MP). 
 + 
 +===== Safety Calls ===== 
 + 
 +All participants should also read [[LARP Safety Rules]]. 
 + 
 +  * Our safety call is "STOP THE GAME"
 +  * If you hear the "STOP THE GAME" call you must stop what you are doing immediately and stay still while the situation is addressed. 
 +  * Anyone may call "STOP THE GAME" if they believe it is necessary, including for unsafe fighting.
  
 ===== Hand Signals ===== ===== Hand Signals =====
 +
 +{{ ::handoverbrow.jpg?200|Hand over Brow: stealth signal}}
  
 Hand Signals exist to indicate information to all those nearby: Hand Signals exist to indicate information to all those nearby:
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     * They may still perceive the world around them and may be perceived by Characters capable of seeing through Stealth.     * They may still perceive the world around them and may be perceived by Characters capable of seeing through Stealth.
     * You should not track where a sneaking Character is going unless you can perceive them IC.     * You should not track where a sneaking Character is going unless you can perceive them IC.
 +    * Roleplaying sneaky movement is encouraged to disambiguate from, for example, shielding your eyes from the sun.
   * **Stop / Mental Health Call: arms crossed over chest**   * **Stop / Mental Health Call: arms crossed over chest**
     * This indicates our Mental Health Call ("TELEVISION") is being used but cannot be communicated non-verbally.     * This indicates our Mental Health Call ("TELEVISION") is being used but cannot be communicated non-verbally.
     * Cease roleplaying until this person can remove themselves from the encounter, then continue.     * Cease roleplaying until this person can remove themselves from the encounter, then continue.
     * See the [[policies#event_safety_policy|Event Safety Policy]] for more details.     * See the [[policies#event_safety_policy|Event Safety Policy]] for more details.
 +  * **I'm Non-Combat: waved hands palm out in front of you** 
 +    * This is a reminder or indicator that the participant is a non-combatant and should not be struck in combat.
 ===== Combat Calls ===== ===== Combat Calls =====
  
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     * The exception to needing to strike the body is SHATTER which only affects weapons.     * The exception to needing to strike the body is SHATTER which only affects weapons.
   * **At Range:** certain calls can be delivered at range by throwing a Magical Projectile (colourful beanbag).  Only four effects can be delivered this way (SLOW, SILENCE, QUAKE, and "Damage")   * **At Range:** certain calls can be delivered at range by throwing a Magical Projectile (colourful beanbag).  Only four effects can be delivered this way (SLOW, SILENCE, QUAKE, and "Damage")
-  * **As a Trap:** some calls can be delivered as a result of you stepping into a trap -- these will be made at range by alerting the target by name or description then following up with the call (e.g. YOU: TRAP! ... AGONY!) 
   * **As a Reaction:** some calls are made in reaction to another effect call, indicating that the target of the effect has handled it differently to expected.   * **As a Reaction:** some calls are made in reaction to another effect call, indicating that the target of the effect has handled it differently to expected.
  
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 ==== Damage Calls ==== ==== Damage Calls ====
  
-Damage calls modify the number of HP a strike may deal.  Damage calls may be stacked with Effect Calls to indicate additional damage as well as the effect (e.g. FLAME AGONY, DOUBLE KNOCKBACK).+Damage calls modify the number of HP a strike may deal.  Damage calls may be stacked with Effect Calls to indicate additional damage as well as the effect (e.g. FLAME AGONY, DOUBLE KNOCKBACK).  Any strike made without a damage call does a single point of damage.
  
 === BACKSTAB === === BACKSTAB ===
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   * **BACKSTAB is a call that can only be made when striking from behind: those using it have strict rules about when they can use it.**   * **BACKSTAB is a call that can only be made when striking from behind: those using it have strict rules about when they can use it.**
   * If you believe someone is not following the spirit of the rules around BACKSTAB, talk to a Ref.   * If you believe someone is not following the spirit of the rules around BACKSTAB, talk to a Ref.
- 
- 
-=== COLD IRON === 
- 
-//As pain lances through the slash made in your arm, you realise that the glint of dark metal in your attacker's hand was the greatest weakness of all fae: Cold Iron.// 
- 
-  * **If the target is a Fae Creature they are immediately reduced to 0 HP.** 
-  * **Non-Fae Creatures treat this as a normal strike.** 
  
 === DOUBLE === === DOUBLE ===
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 //Oof, that hit packed a punch!// //Oof, that hit packed a punch!//
  
-  * **You lose an additional HP as well as the one you lost from the initial strike.**+  * **You lose twice as many HP from this strike.** 
 +  * If on its own, DOUBLE therefore deals 2 HP damage rather than 1. 
 +  * If combined with an elemental call that a Character is weak to, DOUBLE therefore deals 4 HP damage rather than 2. 
 + 
 +=== Elemental Calls === 
 + 
 +All Fae are resonant and weak to different elements based on their heritage.  Elemental calls represent damage being inflicted in tune with those elements.
  
 === FLAME === === FLAME ===
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 //The burning sword slices through the shadow monster like a hot knife through butter...// //The burning sword slices through the shadow monster like a hot knife through butter...//
  
-  * **This strike is treated as a DOUBLE by any creature with a weakness to Light.**+  * **This strike deals 2 HP damage to any creature with a weakness to Light.**
   * **All other creatures treat this as a standard strike.**   * **All other creatures treat this as a standard strike.**
  
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 //The boom of the hammer hitting the enemy sends a shiver through its foundations.// //The boom of the hammer hitting the enemy sends a shiver through its foundations.//
  
-  * **This strike is treated as a DOUBLE by any creature with a weakness to Land.**+  * **This strike deals 2 HP damage to any creature with a weakness to Land.**
   * **All other creatures treat this as a standard strike.**   * **All other creatures treat this as a standard strike.**
  
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 //The dagger shrieks with cold as it plunges toward the fiery sand being, parting the heat as it goes.// //The dagger shrieks with cold as it plunges toward the fiery sand being, parting the heat as it goes.//
  
-  * **This strike is treated as a DOUBLE by any creature with a weakness to Sea.**+  * **This strike deals 2 HP damage to any creature with a weakness to Sea.**
   * **All other creatures treat this as a standard strike.**   * **All other creatures treat this as a standard strike.**
 +
 +=== IRON ===
 +
 +//As pain lances through the slash made in your arm, you realise that the glint of dark metal in your attacker's hand was the greatest weakness of all fae: Cold Iron.//
 +
 +  * **If the target is a Fae Creature they are immediately reduced to 0 HP.**
 +  * **Non-Fae Creatures treat this as a normal strike.**
 +  * Player Characters will not be able to make use of this call.
  
 === SHADE === === SHADE ===
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 //Shadows gather around the quarterstaff as you swing, warding off impertinent spirits of light.// //Shadows gather around the quarterstaff as you swing, warding off impertinent spirits of light.//
  
-  * **This strike is treated as a DOUBLE by any creature with a weakness to Dark.**+  * **This strike deals 2 HP damage to any creature with a weakness to Dark.**
   * **All other creatures treat this as a standard strike.**   * **All other creatures treat this as a standard strike.**
-  
  
 === SHOCK === === SHOCK ===
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 //Lightning forks out from the spear and lances through the leaves of the autumn spirit...// //Lightning forks out from the spear and lances through the leaves of the autumn spirit...//
  
-  * **This strike is treated as a DOUBLE by any creature with a weakness to Sky.**+  * **This strike deals 2 HP damage to any creature with a weakness to Sky.**
   * **All other creatures treat this as a standard strike.**   * **All other creatures treat this as a standard strike.**
- 
  
 ==== Effect Calls ==== ==== Effect Calls ====
  
-All calls with ongoing effects will always last for **10 seconds**.  Being knocked unconscious does not normally end ongoing effects.+All calls with ongoing effects will always last for **10 seconds**.
  
 === AGONY === === AGONY ===
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   * **Target is in immense pain for 10 seconds and should roleplay accoringly.**   * **Target is in immense pain for 10 seconds and should roleplay accoringly.**
-  * **During this time, the target cannot make any effect calls and must not strike in combat.**+  * **During this time, the target cannot make any effect callsmust not strike in combat, and can only move at a walking pace.**
   * **Defensive fighting is still permitted.**   * **Defensive fighting is still permitted.**
 === BIND === === BIND ===
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   * **Target's legs are held in place for 10 seconds.**   * **Target's legs are held in place for 10 seconds.**
-  * **During this time you cannot move from the spot.  You may still fight.**+  * **During this time you cannot move your feet to move or rotate.  You may still fight.** 
 +  * If you need to move for OC access reasons, this is of course permissible.
  
 === CONFUSE === === CONFUSE ===
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 //You can feel vile toxins festering in the wound you were just dealt: if you don't deal with this soon they'll do even more harm to you.// //You can feel vile toxins festering in the wound you were just dealt: if you don't deal with this soon they'll do even more harm to you.//
  
-  * **If you do not receive the CURE DISEASE call in the next 10 seconds you suffer a DOUBLE.**+  * **If you do not receive the CURE DISEASE call in the next 10 seconds you suffer a DOUBLE and the effect ends.** 
 +  * **If you suffer a second DISEASE call while suffering from DISEASE, the damage is dealt immediately and the effect ends.**
  
 === DODGE === === DODGE ===
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   * **DODGE is called in response to a strike, arrow or thrown weapon hit, or beanbag hit.**   * **DODGE is called in response to a strike, arrow or thrown weapon hit, or beanbag hit.**
-  * **The triggering call is ignored by the Character that called DODGE, but it is still used up.**+  * **The triggering call and damage is ignored by the Character that called DODGE, but it is still used up.**
  
 === FEAR === === FEAR ===
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 //You feel your wounds starting to close, knitting themselves back together to negate some of the damage you have taken.// //You feel your wounds starting to close, knitting themselves back together to negate some of the damage you have taken.//
  
-  * **Target, if conscious, has 1 HP restored.**+  * **Target, if not Dying, has 1 HP restored.**
   * **If followed by a number, or "FULL", that many HP are restored instead.**   * **If followed by a number, or "FULL", that many HP are restored instead.**
-  * **HEAL has no effect on unconscious Characters.**+  * **HEAL has no effect on Dying Characters.**
  
 === KNOCKBACK === === KNOCKBACK ===
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   * **Target is knocked backwards three large paces.**   * **Target is knocked backwards three large paces.**
   * **If it is unsafe or not possible to move backwards this pushes you back to the safest point before that edge.**   * **If it is unsafe or not possible to move backwards this pushes you back to the safest point before that edge.**
 +  * **Other Characters cannot get in the way of this movement: if they are there, move past them.**
 +  * For safety, turn around or check behind you before moving backwards.
  
 === QUAKE === === QUAKE ===
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 //Your balance eludes you as the ground shudders, knocking you to your knees.// //Your balance eludes you as the ground shudders, knocking you to your knees.//
  
-  * **Target should either fall to one knee or roleplay being unstable on their feet for 10 seconds.** +  * **Target should either fall to one knee for 10 seconds or roleplay being unstable on their feet for 10 seconds.**
-  * **You should not fight effectively during this time.**+
  
-=== REVIVE ===+=== RESIST ===
  
-//From the tunnel of darkness you were following to oblivion you are suddenly wrenched back into the world with a gasp.//+//Your body rejects the elemental magic being thrown at it, dissipating it.//
  
-  * **Target, if unconscious, regains consciousness and is healed to 1 HP.** +  * **RESIST is called in response to being hit with an [[Elemental Calls|Elemental Call]] that you are not weak to, to indicate that it only did a base amount of damage.**
-  * **REVIVE has no effect on conscious Characters.**+
  
 === SHATTER === === SHATTER ===
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   * **During this time they can strike only once per 2 seconds.**   * **During this time they can strike only once per 2 seconds.**
  
-=== TRAP ===+=== STRENGTHEN ===
  
-//You hear the stick snap a moment before the snare activatesbinding you in place.//+//Your body bolsterselemental magic dissipating off of it.//
  
-  * **The "TRAP!" call is used to alert a victim that they have stepped in a trap.  It must immediately be followed up by the effect.** +  * **Target is weak to no [[Combat Rules#Elemental Calls|Elemental Calls]] for the next 10 seconds, calling RESIST to all of them.** 
-  * **E.gKatie steps into my Binding Trap so I call "KATIE: TRAP!" then when she notices me I shout "BIND!"** + 
-  * **Traps may only be called for by the person who set it.**+=== WEAKEN === 
 + 
 +//Your body falters, becoming frailer and weak to the elements.// 
 + 
 +  * **Target is weak to all [[Combat Rules#Elemental Calls|Elemental Calls]] for the next 10 seconds, even those they have affinity for.**
  
 === WOUND === === WOUND ===
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   * **Target loses the use of the limb that was hit with this call for 10 seconds.**   * **Target loses the use of the limb that was hit with this call for 10 seconds.**
   * **If this is a leg, you can only move by dragging it behind you.**   * **If this is a leg, you can only move by dragging it behind you.**
 +    * If both of your legs end up WOUNDed, fall over if you can.
   * **If this is an arm, you should leave it by your side but do not have to drop anything you are holding.**   * **If this is an arm, you should leave it by your side but do not have to drop anything you are holding.**
  
-==== Execution Calls====+==== Calls on the Dying ====
  
-These calls can be made by any Character against a Character on 0 HP after 10 seconds of appropriate roleplay to execute them.  If the roleplay is interruptedit must be started again.+These calls can only be made on Characters who are on 0 HP.  If they are made on Characters who are not on 0 HPthat Character should notify the user of this being the case.
  
 === EXECUTE === === EXECUTE ===
  
-  * Target'bleed count is immediately ended. +//With one final fell swoop, the knife is plunged into the creature'heart: the light in its eyes goes out and its soul moves on.//
-  * Player Characters become [[Combat Rules#Dying|Fated]].+
  
 +  * **Target's bleed count is immediately ended.**
 +  * **Player Characters become [[Combat Rules#Dying|Fated]].**
 +  * Any Character can make this call after 10 seconds of appropriate roleplay to execute them.  If the roleplay is interrupted, it must be started again.
 === HARVEST === === HARVEST ===
  
-  Target's bleed count is immediately ended+//Slipping the knife under the skin of the deer, the pelt is separated from the body: a useful resource in days to come.// 
-  * Player Characters become [[Combat Rules#Dying|Fated]]+ 
-  * The Target must report this call being used on them to the nearest Combat Ref.+  HARVEST is used to harvest resources from Characters who are dying or dead
 +  * Only Characters with the appropriate skill may perform this Call
 +  * The Target must report this call being used on them to the nearest Combat Ref so that resources can be distributed. 
 +  * HARVEST may result in killing some creatures. 
 + 
 +=== REVIVE === 
 + 
 +//From the tunnel of darkness you were following to oblivion you are suddenly wrenched back into the world with a gasp.// 
 + 
 +  * **Target, if Dying, is healed to 1 HP.** 
 +  * **REVIVE has no effect on Characters who are not dying.**
  
 ===== Dying ===== ===== Dying =====
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 Once you reach 0 HP, you are Dying: Once you reach 0 HP, you are Dying:
   * If possible, remove yourself from the immediate combat, and lay down or drop to one knee.    * If possible, remove yourself from the immediate combat, and lay down or drop to one knee. 
-  * You can call for help, and retain some use of your arms and legs. +  * You can call for help, and retain some use of your arms and legs allowing you to crawl
   * The Dying condition lasts for 3 minutes (this is known as your Death Count).   * The Dying condition lasts for 3 minutes (this is known as your Death Count).
   * If a Medic is healing you, your Death Count is paused.   * If a Medic is healing you, your Death Count is paused.
  
-If you are not attended to during your Death Count (by use of the REVIVE call), your character is considered Fated. This means they are no longer able to be saved by magical or medical methods, and will die soon. +If you are not attended to during your Death Count (by use of the REVIVE call), your character is considered Fated. This means they are no longer able to be saved by normal magical or medical methods, and will die soon.  After the end of the current Combat Encounter you will be able to move, albeit slowly and roleplaying appropriate fatal wounds.
  
 You can choose at which point during or after the event your character dies, but they must have perished by the beginning of the next event you attend - you will not be able to reprise this character.  You can choose at which point during or after the event your character dies, but they must have perished by the beginning of the next event you attend - you will not be able to reprise this character. 
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   * **Armour increases your maximum hit points by a certain value and may be enchanted to provide certain benefits.**   * **Armour increases your maximum hit points by a certain value and may be enchanted to provide certain benefits.**
 +  * **If you take armour off, your maximum hit points reduce accordingly.**
   * **You may only be wearing one type of armour at a time -- they don't stack!**   * **You may only be wearing one type of armour at a time -- they don't stack!**
-  * **Armour may be worn by any humanoid and must be clear to others what sort of armour (if any) is being worn.**+  * **Armour may be worn by any humanoid and must be clear to others what sort of armour (if any) is being worn.  There are no coverage requirements.**
   * **There are no OC material restrictions on armour: it is appearance that matters, not whether you can physically lift it!**   * **There are no OC material restrictions on armour: it is appearance that matters, not whether you can physically lift it!**
-  * HP is assumed to come off armour first: you cannot be alive by "armour hits" alone nor can you "heal only the armour". 
  
-^ Armour Type ^ OC Requirements ^ HP Boost ^ Enchantment Slots ^+^ Armour Type ^ OC Requirements ^ HP Boost ^ Enchantment  ^
 | Cloth | Obviously thicker material worn over clothes such as a gambeson or a specific coat | 1 | 3 | | Cloth | Obviously thicker material worn over clothes such as a gambeson or a specific coat | 1 | 3 |
 | Light | Material with the appearance of leather | 2 | 2 | | Light | Material with the appearance of leather | 2 | 2 |
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   * **Beanbags are provided by //Memories of Annwn// Do not use any other beanbag.**   * **Beanbags are provided by //Memories of Annwn// Do not use any other beanbag.**
   * **If you are in doubt about the effect you were hit with, it is always permissible to drop OC to ask.**   * **If you are in doubt about the effect you were hit with, it is always permissible to drop OC to ask.**
 +  * Being hit with a beanbag does not deal damage unless it is a Purple beanbag.
 +  * If someone is hit with a beanbag you threw and they don't notice, you can get their attention to inform them (e.g. "KATIE: KNOCKBACK!" or "YOU IN RED: KNOCKBACK!")
 +  * Missed beanbags are still used up.
   * These colours may change depending on the supplies we can acquire but will be advertised well in advance.   * These colours may change depending on the supplies we can acquire but will be advertised well in advance.
  
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 | Brown | QUAKE | | Brown | QUAKE |
  
-===== Traps ===== 
- 
-  * **Traps are created by Characters with the [[Skills#Occupational Skills|Trapper]] Skill by placing a hoop (provided by a Ref) on the ground.** 
-  * **It is the trapper's responsibility to monitor the trap and call [[Combat Rules#TRAP|TRAP!]] if the effect is triggered.** 
-  * **Traps are single use (solid colour) or multiple use (striped).** 
-  * **Traps can be disarmed by anyone with the [[Skills#Occupational Skills|Professional Trapper]] Skill with 1 minute of appropriate roleplay.** 
-  * Trap colours do not need to be known by anyone except the Trapper. 
  
-^ Trap Colour ^ Effect ^ 
-| Yellow | TRAP! BIND | 
-| Red | TRAP! AGONY | 
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