• Combat 101

    THE BASIC RULES OF COMBAT

    There are two principle methods of participating in combat: delivering weapon strikes and delivering
    effects (although it is worth noting that a weapon strike is technically an effect, just an effect of a
    different type, but more on that later). Weapon strikes and melee combat will be detailed and
    explained in this section, and represent dealing or preventing damage using hand-held equipment
    such as swords and shields. Effects are explained in detail in the next section and are principally about
    special abilities or attacks which come about by magic, poison, or other non-standard means.

    All players must use only marshal-approved weapons, boffers, packets, and other items. All weapons
    and packets should be swung or thrown with only an amount of force required in order to for the
    attack to be effective and discernible as a successful attack by the recipient. All combat participants
    are collectively responsible for maintaining safe distance in combat so as to avoid chaotic or unsafe
    scenarios of “crowding;” however, the incidence of crowding should not be used as a justification for
    calling a hold unless absolutely necessary; rather, players and NPCs should make use of established
    rules that affect distance and positioning within game, such as running away or employing knockback
    abilities or their strength statistics to virtually halt their respective advances or remove themselves
    from danger.

    Weapon swings and strikes may not be swung or delivered faster than the attacker can clearly call
    out their effect and in no case more than twice per second or as defined by the weapon type chart in
    Section 7, otherwise they may be ignored. The struck player may, at their discretion, call “no effect”
    to such illegal strikes, but it is not required. All attack calls must be spoken at least loudly enough to
    be heard by all players within 10 feet unless otherwise specified by the type of attack. Weapons
    which must reasonably be “swung” in order to be effective must pass through at least a 90-degree arc
    in order to be effective, otherwise they may be ignored. A weapon which is “wiggled” between two
    targets, drawn along a limb (as though employing a cutting edge), or whipped around a blocking
    implement may be ignored. No player may use or wear equipment to pin or trap another player’s
    equipment or that is likely to do so passively through its shape or design. No player may emulate,
    counterfeit, or otherwise make any call without having (and using) the corresponding power.
    If a weapon or shield is placed in the path of any weapon strike and makes successful contact with the
    striking weapon, the strike is considered blocked, regardless of whether the strike physically pushed
    through the block or not. In the case of a weapon strike travelling up the blade of a blocking weapon
    to strike, the strike is not considered blocked. No block attempt should be swung or interposed with
    sufficient force to hurt an opponent if they are accidentally struck. Weapon strikes intended to knock
    a sword or shield out of the way are legal but also shall not be swung with sufficient force to hurt an
    opponent if they are accidentally struck.

    Weapon strikes to the head, neck, and any part of the body above the line of the collarbone and C7
    vertebrae, hands, or groin are not considered to have occurred in game. Any abilities that would have
    been expended in the strike are not expended. Packet-delivered attacks are not subject to this
    vulnerable area restriction, and behave as normal even if they strike the head, neck, hands, or groin.
    Players are encouraged to avoid these areas when possible as a matter of courtesy, but it is not
    required. Players are not permitted to intentionally move to take a strike in a disallowed area in order
    to avoid damage or effects. Attacks or effects received under these circumstances are treated as
    normal.

    Characters may, at their discretion, make calls of a numeric value lower than the maximum amount
    that they are able to deliver. Doing so is not considered a flubbed call and does cause the effect or
    attack to occur at the stated value.

    When a character is struck by an attack, the player should receive the attack by calling a defense or
    acknowledging the effect. Acknowledging the attack means staggering backwards or otherwise
    reacting to imaginary pain. Simply uttering the phrase “got it” or similar is not sufficient. If the struck
    participant is immune to the attack type, they only need to declare their immunity on the first receipt
    of the attack.

    When a game ability requires the use of one of the character’s hands or the use of a hand-held item,
    no other game item or piece of equipment may be held in that hand while executing that ability.
    Packets which represent physical objects are subject to this restriction. Spell packets are not subject to
    this restriction.

    DAMAGE AND CHARACTER BASE STRENGTH

    Characters deal base damage as defined by the base strength of their species, no matter what hand
    their weapon is in. The default damage type is called “Normal.” Characters wielding a two-handed
    weapon deal double their base damage with each swing. This multiplier is applied before any bonuses
    to damage resultant from skill selections or effects (such as empowered or honed weapons). A
    character wielding a bow deals damage as though they are wielding a two-handed weapon, regardless
    of whom or what the bow was made for. A character wielding a gun deals base a damage of 10. Focus
    magi starts with zero until impel wild magic bonuses are purchased. A thrown weapon has the
    damage base of a single handed weapon and archery increases add to the weapons damage.

    COUNTED ACTIONS

    Some actions cannot be performed for reasons of safety or practical reality, but must also be
    considered as requiring time to complete, eliminating the possibility of their being considered an
    instantaneous effect that need not be fully role played out in game. Where this is the case, characters
    may perform these tasks as counted actions.

    Counted actions have a specific count amount, which is five unless otherwise specified. While
    performing the counted action, the player calls out the action being taken along with the count.
    During the count, the player is vulnerable to attack as normal and may not use any game skills or take
    other actions. The count may be abandoned at any time in order to perform other actions, but then
    will have to be resumed from the beginning when the counted action is begun again. If the Counted
    Action would use an expendable item or ability, then one use of it is expended in the aborted attempt.
    Counted Actions are counted down from the top, so as to indicate to all players how long the action
    looks like it will take to complete and how much time is left before it completes. The counted action
    takes effect when the count reaches one and the number has finished being spoken. A Counted
    Action requires at least the same number of seconds as the number specified by the action’s
    description, regardless of how fast the player speaks the count. Counted actions may be interrupted
    by damaging the character performing the action or by touching them and saying
    “interrupt.”

    KILLING BLOWS

    An incapacitated opponent may be the recipient of a killing blow if their attacker plants their feet
    and places his or her weapon or destructive packet on their victim’s upper back, torso, or shoulder
    and delivers a killing blow as a counted action. The counted action may be replaced by a role-play
    representation of the killing blow so long as the role-play takes at least three seconds (two seconds
    shorter than a killing blow counted action—this is intentional in order to encourage role-play) such
    as an elaborate raising of the weapon and subsequent down stroke to chop of someone’s head, after
    which they may simply utter the phrase “killing blow.”

    In addition to the normal rules for counted actions, a killing blow is interrupted by a successful attack
    on the character delivering it or by touching the weapon or arm that is touching the victim and
    calling, “Interrupt.”

    If a killing blow is completed, the victim’s hit points are reduced to zero if they are not already zero;
    the target skips the ordinary “bleeding out” period of being mortally wounded, and immediately
    becomes dead and begins their dissipation count. The player delivering the killing blow must declare
    a damage type (where applicable) subsequent to the conclusion of the killing blow call. A spell may
    be used to declare a killing blow, but the caster must complete the incantation of the spell as normal
    subsequent to the killing blow countdown. If the incantation is interrupted or flubbed, the killing
    blow fails.

    HOW TO ROGUE

    Stealing items in-game is called “Rogueing.” If you are intent on Rogueing another player, find a
    Rogue Marshal first, who must be present for any in-game thievery you perform. Staff members who
    can serve as a Rogue Marshal will be identified at each game’s Opening Ceremonies.
    You are never allowed to rifle through bags or areas designated Out Of Game (OOG).


    • If the player is not present, you are never allowed inside a cabin or other domicile of the

    player without a rogue marshal present, either for in-game or out-of-game purposes.

    • You are never allowed to Rogue a player who is staying in your cabin without a Rogue

    Marshal present.

    • You are never allowed to harm or destroy real-world property to steal something in-game.
    • Never take obviously out-of-game items (inhalers, medication, cell phones, etc.)
    • Each type of in-game item must be stolen correctly. You are required to know the following:
    • Weapon: You must Rogue the phys-rep (sword, shield, gun).
    • Magic Item: You must Rouge the phys-rep (ring, necklace, bracelet, armor).
    • Production Goods: You must steal the Tag for that item (Bullet, Slug, Potion, Gas)
    • Ritual Scroll or Spell Page: You must steal the Tag for the scroll or page.
    • You are always allowed to take whatever game money you can find in-game.
    • You are allowed to pick-pocket. If you pick-pocket a tag for something with a phys-rep (per

    above, like weapon/armor/jewelry), you must return it or have a Marshal return it for you.

    • Real theft of out-of-game items is a felony, and will be pursued as such.
    • All phys-reps of in-game items you have rogued must be returned to their owners before the

    end of the game. You may request chapter leadership to return items for you, if appropriate.
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