![]() |
![]() |
||||||||||||||
|
Game Mechanics and Combat
Questions, comments, corrections to
storyteller@peril.org
Combat has long been the scourge of any larper,
meaning not only the possible destruction of a character that you may have
been cultivating for untold months, but also a long night of arguments,
discussions, and searching for storytellers to make rules decisions.
This should help speed things up greatly; It will serve as a guide for those that are unfamiliar with combat, and should help make rulings on a few peculiar combat situations. In order to know how to run combat, you must first know some basics, like how to run a challenge. A lot of this basic information is applicable to non-combat situations, thus, the game mechanics portion. The Basic Rules
The ChallengeIn the least specific terms, a challenge is something that requires you to play Paper-scissors-rock to see what happens next.There are a few different types of challenges. The most common type is when two characters are acting against each other. The nature of the challenge can be physical, mental, or social. This means they must each bid a physical, mental, or social trait against the other. Each participant states what they want to happen as a result of the challenge. e.g. Arnold says: "I want to punch him in the face, because I'm so damn vigorous," Brett says "I want to soak the damage, because I'm Robust as all get-out." Optional (and often overlooked): Either party may try and use one of the other character's negative traits against him -- e.g. Brett says: "You may be vigorous, but I'm going to take advantage of the fact that you are really hideously flabby." Arnold must bid an additional trait, or if he has no more traits to bid, Brett is up one more trait in the case of a tie or overbid. If Brett guesses wrong, then he must bid an additional trait of his own. They then play paper-scissors-rock. If there is a winner, that person wins the challenge. If there is a tie, the person who has the largest number of traits in the specified category wins the challenge. Note that if you have lost traits from previous challenges, this does not count against your total, i.e. use the number of traits that you had when you woke up, not the number of traits that you have left to use. If both characters have the same number of traits, then they must test again. The player who loses the challenge loses all traits that he bid; if Arnold failed the test, then he no longer has the "vigorous" trait. After the test is finished, the outcome is as the winner declared before the paper-scissors-rock. If Arnold won the test, then Brett has been punched in the face, and has lost a level of health. if Brett wins the test, then he has been punched in the face, but is so robust that it did him no damage. The other, less common types are static challenges and simple challenges. A simple challenge involves no traits, and a static challenge is when one character bids a trait against a number that represents the difficulty of the task; no other characters are attempting to stop the acting character from doing what he is trying to do. Another optional thing is overbidding. When one character believes he has more than double his opponents number of traits, then he can overbid. Overbidding gives the character a retest when he loses the paper-scissors-rock part of the test. The character states that he desires to overbid, and then tells how many traits he has, or a number that is less than the number of traits he has. If this number is more than double what the opponent has, then another test is made, and another trait is bid; the one that the overbidder bid for the original challenge is already lost. RetestsFor simplicity's sake, the earlier example with Arnold and Brett ignored a very common addition to the typical challenge. Most people have some sort of ability that gives them an edge on various challenges (e.g. Dodge, Brawl for fighting, Melee for attacking with weapons, Occult for thaumaturgy, Animal Ken for most Animalism, the list goes on.) Here's how it works:After the initial Paper-scissors-rock, a winner is decided. The loser loses his trait. Assume Arnold wins, and hits Brett. Brett loses a trait, but he has a point in dodge. Brett says "Retest dodge; I may not be robust enough, but damned if I'll let you get your filthy hands on me to find out!" (this sort of melodrama is actually frowned upon.) They once again play paper-scissors-rock, no more traits are bid, but Brett's point in dodge is bid. Ties are decided the same as before, using max traits. If Arnold wins, Brett is successfully hit, and may not use his dodge again for the rest of the night. If Brett wins, Arnold may retest with an appropriate ability. Note: loss of traits is decided after the first Paper-scissors-rock; If you have two points in the same ability (e.g. dodge x 2) you can only use that ability once per action. Also note that you cannot use brawl, and then dodge. It is only one ability per challenge.
Kindred and DamageKindred have 5 levels of health:Healthy, Bruised, Wounded, Incapacitated, and Torpor. You start out healthy, and after you get hit once, you are bruised, and so on (Not - you get hit once, and then you are healthy, then again and you are bruised). As each level of health is taken away, the character becomes more decrepit. Each level of damage takes them one step closer to Torpor, until the victim is incapacitated. Once the victim has reached the level "incapacitated," each wound level removes a point of blood. When the victim has no more blood, the next wound done to him will drive him into Torpor. To go the other way, and heal wounds, the wounded kindred must spend one blood point. With each wound that a character takes, it becomes more difficult to succeed in his endeavors. This is worked into the game with "wound penalties." Each level of damage has a new and more horrid amount of decrepitude enforced upon you. Note that you can ignore wound penalties for one round by spending a willpower point. It goes thusly -
As you probably noticed, dead is not present in this list. Kindred are immortal, pretty much -- as stated directly above, when they run out of health, they are driven into torpor. This is a deep deep sleep, which is basically equivalent to human death, with one major exception: It isn't necessarily permanent. Kindred in Torpor do not grow old, or rot, or anything else, they just lie there, unaware of their surroundings. No amount of normal damage will make them any worse off than they already are. The Kindred may be revived by being fed a point of blood from any kindred of a lower generation. The typical way to disable a kindred who needs to be stopped from what he is doing is to stake him. This means pounding a sharp piece of wood into the kindred's heart. While this sounds pretty disgusting, it is much more civilized than trying to send the enemy to torpor or final death. Most Kindred realize that immortality is a big deal, their opponent may have their next 400 years planned out, and it would be a pity to throw all that away over something petty. With a stake to the chest, the cainite is on ice, completely harmless, until the stake is removed. If you are the one who ends up staked, it is useful to know that you are in fact aware of your surroundings, you just can't do anything about it. As you would assume, staking is a physical challenge. It also causes a wound level of damage. Note that the heart does not have a convenient x for aiming purposes, nor does it have a pilot hole to guide your stake into place. Therefore, in addition to the initial physical challenge versus the object of staking, the staker must win two simple challenges to see if the stake is seated correctly. Assuming that the intended victim is not restrained, The staker loses all ties on the two simple tests. If the intended staking victim is being held still, the staker wins ties, and if the victim is incapacitated or in torpor, then it is only one simple test, staker wins ties. For any of these simple tests, there are no possible retests except luck. As durable as vampires are, it is still possible for a Kindred to be killed and never come back. This is called "Final Death," or Destruction. There are two ways to do this:
At this point, you'll want to know what an aggravated wound is. Well, it's otherwise like a normal wound level, bringing the victim one point closer to torpor, but it is much more difficult to heal, much more serious. Instead of only one blood point, the wounded kindred must spend 3 blood points, and a willpower point. Only one aggravated wound may be healed per night. What constitutes an aggravated wound?
DecapitationDecapitation, in kindred terms, means that the brain is no longer connected to the heart. The head may be cut off, or utterly destroyed. If you are particularly ambitious, I guess you could attempt to remove the heart. I guess if you have potence 4 and a big, really sharp tempered steel cookie cutter, or a post-hole-digger, then I guess you could do that in a hurry.
Dismemberment and MutilationSince I brought up the removal of the head, you may be wondering what happens in the event of the removal of other body parts. Well, you can't use the removed part for a while, but otherwise, you're fine without them. You don't lose blood through large open wounds, because you're heart isn't beating, so blood isn't getting pushed out. Congratulations. Body parts that are removed regenerate slowly, not automatically. An arm takes 6 months to return, a hand 4 weeks. Other body parts are decided accordingly.
ArmorArmor in MLS falls into 3 different categories; light, medium, and heavy. These categories reflect a combination of concelability and defense for the armor. You can have kevlar armor that is under the quality of light if say it is old, used, and has some hole in it. Each type of armor has a defense rating. The defense rating is how many times you can fail before the armor is considered useless. Each time it fails, it also drops a category in defense, i.e. Heavy would become medium, which would become light. The benefit of armor is that it simulates the 2nd level of fortitude. You get an armor test against taking damage. The different types are explained below.
Light: armor is concealable beneath a heavy sweater or light jacket. It has 1 point of defense and you must win the armor test for it to work. After 1 fail this category of armor is useless. Medium: armor is concealable beneath items like winter coats, possible even trench coats. It has 2 points of defense. If you tie on an armor test, keep testing until one person wins the challenge. Heavy: armor is not concealable. Think of this type of armor as NY police full riot gear, or maybe reinforced plate mail. Heavy armor has a defense rating of 3, and wins on a win or tie for armor tests. There are some situations where armor doesn't protect you, or at least doesn't protect you totally. Against Aggravated damage you still get an armor test, except that it only reduces it to normal damage. You do not get another test to reduce that to nothing. Armor won't protect you against called shots unless the armor you have covers that portion of your body as well. Against magic, armor may or may not work at the ST's discrection. **NOTE** It takes time, money, effort and influences to get armor. It is easier to get light armor as oppossed to medium armor. Be prepared to have a very plausible story and reason as to why you should have armor and how you came to possess it.
WeaponsWeapons hurt people, and are bad. Now that the lesson is out of the way, I can get off the soapbox and start talking about game mechanics again. Most weapons do one point of damage a round, just like your fists. The advantage that a weapon gives you is in traits, thusly making you more likely to succeed in your attack. For instance - a gun gives you two bonus traits. These two traits are added to your own traits in the event of a tie. They can also be calculated towards an overbid. (e.g. Arnold has 4 physical traits, and Brett has 7. Brett is shooting Arnold with his gun, and the gun gives him 2 bonus traits. Suppose that Brett loses the challenge to Arnold (Arnold uses paper, Brett uses rock) - Brett, who has 9 traits with the gun, can overbid for a retest.) Weapons can also have negative traits. Most guns are loud, Stakes are clumsy. This adds a little realism, because if you've been attacked with a stake before, you may know that it is a clumsy weapon, and use that against your attacker. Negative Traits for weapons can be used againt the attacker just as if the attacker possessed that negative trait. The second big advantage of weapons can be added range. You can shoot people from far away. If you are too far away, you must make a mental challenge to aim your gun. This range is increased as you have more points in the firearms ability. Combat Abilities
Feeding as an attackIf, one day, you find yourself cornered, unarmed, and outnumbered, it may occur to you that you will always have two very pointy teeth amongst your arsenal. You must get a good grip on someone if you want to bite them. For this reason, Feeding in combat is a two step process:
Crazy stuff
How to run combatI'm diving head first into this little how-to manual; I'm not sure where I'm going with it, but hopefully it will clear things up. The main focus of this is to help you make combat go faster. As an unbiased arbitrator in a combat situation, your primary goal is to make the fight happen as quickly as possible. Time stops really screw up RP very badly, so you want to be done as quick as possible. First, make a note of where everyone is; Everyone anywhere near. Announce that there is a time stop for everyone involved. We start out with round one. Respectfully ask everyone involved to be quiet and listen to you. Ask everyone to tell you if they are using celerity, they should respond with the number of the celerity that they are using. Whoever has the biggest number goes first. For those of you that like to see all the possibilities, here is the worst case scenario for combat with celerity - each part can take as long as an ordinary round. C6 C5 C6 C5 C4 C3 C1&2 - Normal Speed Actions - C6 C5 C4 C3 C6 C4 I always seem to end up with celerity 1 through 4 all there at once. This is a lot of actions, but look on the bright side - If everybody has different celerity, you definitely know who goes when, and the guys without celerity may be beaten out of the combat before they can do a lot of stuff. Well, that's how you decide which group of people gets to go. When you know who is going simultaneously, Just treat them all like they are going during a Normal Turn.
The TurnOK, here's a slightly different terminology - Most people get one Turn during a round. Celerity gives you multiple turns during a round. Normal people all have their turn at the same time. Celerity people often have their turns at the same time. You need to find out what everyone is doing, so that we know whose actions need to be considered before someone else's.Ask them to tell you what they want to do, in as few words as possible. I always try to simplify their action to some nondescript function, such as "hurt," "push," or "run." Just think of what will be different when they are done; There really aren't very many variables - They or the victim could be hurt, they could be in a different place, they could be holding something, or disabled. Next find out who or what is stopping them from doing what they want to do. This is how you decide what challenges get done. Usually, this is easy to figure out. Here are a few things that can screw stuff up, and my recommended solutions.
Order of Events in Combat
It's easy to get hung up on who goes first during a turn. Well, don't get hung up on it. It's not very often that if matters. Just pick one of them to go first, and don't impose any wound penalties on the second guy until the next round. They might as well have gone at the same time. For the special cases where it is important to know who goes first, consider these rules of thumb:
Surprise: If somebody initiates a physical challenge, and the opponent doesn't respond at all (within three seconds), or for some other logical reason, your opponent ought to be surprised, then he can't try to hit you back until next round. This is usually impossible after the first round of combat. In addition, the victim can not use abilities to retest the attack. Luck, and Fortitude retests are still available though. How to participate in combat
|
| Combat Packet Printable version |
The Maryland Larp Society storyteller@peril.org |
| report problems with this site to | |