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corerules [2017/10/01 18:47] gm_seb |
corerules [2019/02/03 20:34] gm_matthew |
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======Core Rules====== | ======Core Rules====== | ||
- | =====What Anyone Can Do===== | + | =====What Any Player Character Can Do===== |
- | * Call HEAL 1 to yourself or an ally after 10s of medical roleplay. | + | **NB**: //This does not apply to human monsters by default.// |
- | * Wield one weapon. | + | |
- | * Use a buckler to block damage. | + | * Call HEAL 1 to someone after 10s of medical roleplay. |
- | * Use a dagger in their offhand. | + | * Wield one weapon. |
- | * Have 6 hits. | + | * Have 3 hits. |
- | * Wear armor to gain 2 more hits, if they wish. | + | * Wear armor to gain 3 more hits, if they wish. This does NOT need to be physrepped. |
- | * Have 4 psyche. | + | * Have 6 psyche. |
- | * Regain all hits between encounters. | + | * Regain all hits and psyche between encounters. |
- | * Die 4 times without being rendered unplayable. | + | * Die 4 times per character lifetime without being rendered unplayable. |
+ | * Speak quietly on their death count. | ||
* Have enough to live on. (You can be anything from dirt poor to comfortable depending on player preference.) | * Have enough to live on. (You can be anything from dirt poor to comfortable depending on player preference.) | ||
* Source a set of standard equipment between adventures. | * Source a set of standard equipment between adventures. | ||
+ | * Source 2 Imperial Essence (call FIGHT ON! to a target within sword reach by scattering ash across them) between adventures. | ||
* Execute an unresisting target by spending 10s of appropriate roleplay killing them. | * Execute an unresisting target by spending 10s of appropriate roleplay killing them. | ||
+ | * Drag an unconscious or bleeding person slowly by using both hands (nb: do not actually drag them). | ||
+ | * Every 6 adventures, gain a [[:quality|Quality]] on one of your items. | ||
- | =====Death and Dying===== | + | =====Death & Dying===== |
+ | |||
+ | ====Bleeding Out==== | ||
* When someone reaches 0 body hits, they enter their death count. | * When someone reaches 0 body hits, they enter their death count. | ||
* This is also known as 'bleeding out'. | * This is also known as 'bleeding out'. | ||
- | * After 60 seconds of bleeding out, the person dies. | ||
* You cannot speak, move, concentrate, or make calls when bleeding out. | * You cannot speak, move, concentrate, or make calls when bleeding out. | ||
+ | * After 60 seconds of bleeding out, you die. | ||
+ | * Taking any HEAL call, including HEAL 0, stops you from bleeding out. | ||
+ | * Medical roleplay pauses your death count. | ||
+ | |||
+ | ====Death==== | ||
* Player characters belong to a group of individuals known as the Blessed who are resistant to death. | * Player characters belong to a group of individuals known as the Blessed who are resistant to death. | ||
- | * When a player character dies, so long as they wish to persist, their body reforms elsewhere. | + | * When a player character dies, so long as they wish to persist, their body dissipates and reforms elsewhere. |
* In play, this means that a player character may rejoin the party after a couple of encounters at GM discretion. | * In play, this means that a player character may rejoin the party after a couple of encounters at GM discretion. | ||
* (OC, we will be looking to do what is most appropriate and makes the most fun for all involved). | * (OC, we will be looking to do what is most appropriate and makes the most fun for all involved). | ||
* A player can respawn in this way up to four times. | * A player can respawn in this way up to four times. | ||
+ | |||
+ | {{ :corerules.jpg?nolink | A player in a white shirt collapsed on a path strewn with brown leaves, weapon hand outstretched.}} | ||
=====Psyche==== | =====Psyche==== | ||
* Psyche measures your strength of will and mental wellbeing. | * Psyche measures your strength of will and mental wellbeing. | ||
- | * A character starts off with 4 psyche and can gain more through buying skills. | + | * A character starts off with 6 psyche and can gain more through buying skills. |
===Psychic Combat=== | ===Psychic Combat=== | ||
* Psychic combat represents your strength of will and ability to resist spiritual effects. | * Psychic combat represents your strength of will and ability to resist spiritual effects. | ||
* These combats are always fought with matched weapons. | * These combats are always fought with matched weapons. | ||
- | * In psychic combat, your hits are equal to your maximum psyche. | + | * In psychic combat, your hits are equal to your psyche. |
- | + | ||
- | * If you win, gain one psyche. | + | |
- | * If you lose, lose one psyche and gain an effect at GM discretion. | + | |
- | + | ||
- | ===Zero Psyche=== | + | |
- | * If at any time, a player has 0 psyche, they fall unconscious until the end of the encounter. | + | |
- | * They then wake up on 1 psyche and gain a negative effect. | + | |
- | * This effect will tend to last for the rest of the adventure. | + | |
=====Concentration===== | =====Concentration===== | ||
- | * Some skills require the user to concentrate for a duration of time. | + | * Some skills require the user to concentrate for a length of time. |
- | * Concentration is broken by effect calls. | + | * Concentration is broken by taking offensive effect calls. (If you RESIST or DODGE your Concentration is unbroken.) |
- | * Damage calls do not break concentration, but bleeding out (starting your death count) does. | + | * Taking damage does not break concentration, but bleeding out (starting your death count) does. |
- | * If Concentration is broken the timer is reset to 0 and the user must begin concentrating again. | + | * If concentration is broken the timer is reset to 0 and the user must begin concentrating again. |
+ | * You cannot concentrate while under the effect of a durational call. | ||
+ | * Whilst concentrating you should roleplay appropriately. | ||
+ | |||
+ | {{ :corerules2.jpg?nolink | a player looking pensive while battle rages on in the distance}} | ||
=====Medical Roleplay===== | =====Medical Roleplay===== | ||
- | * Requires the healer to use both hands. | + | * Some abilities which let you call HEAL require the use of 'medical roleplay'. |
- | * Requires the healer to concentrate. | + | * Every PC can spend 10 seconds of medical roleplay to call HEAL 1 on somebody else. |
- | * Requires the patient to stay still. | + | |
- | * Requires the patient to not make any offensive calls. | + | ===Style & Conduct=== |
- | * Pauses the death count of the patient. | + | |
+ | * Medical roleplay in Animus is performed the style of [[http://avatar.wikia.com/wiki/Waterbending|spiritual healing]], rather than 20th century medicine. | ||
+ | * Medical roleplay does not involve any physical contact. | ||
+ | * Indeed, as with the rest of the system, contact is __completely forbidden__ unless clear consent is given. | ||
+ | |||
+ | ===Rules for Medical Roleplay=== | ||
+ | |||
+ | * The healer must be within 1m of the patient. | ||
+ | * The healer must use both hands to gesture. | ||
+ | * The healer must be Concentrating. | ||
+ | * The healer cannot make calls EXCEPT reactively (e.g. DODGE, RESIST, VOID). | ||
+ | |||
+ | * You can never perform medical roleplay on yourself. | ||
+ | * When healing, the healer must take blows that hit their weapons or shields as though they had successfully hit their body. | ||
+ | * Medical roleplay pauses the death count of the patient. | ||
+ | * The healer should say 'STAUNCHING' to the patient if they are bleeding out, and it is unclear whether medical roleplay is happening. | ||
+ | |||
+ | * Once medical roleplay is complete, these limitations cease, and the player may make the appropriate HEAL call. | ||
=====The Golden Rule===== | =====The Golden Rule===== | ||
- | * When referring to rules on this wiki, specific rules override general ones. | + | * When referring to game rules on this wiki, specific rules override general ones. |
+ | * This does not apply to OC guidance covered in the introduction (Social Contract, Safety, Accessibility.) | ||