Difference between revisions of "Mechanics"

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(Created page with "'''Challenges Vs. The Environment.''' 1.Player Declares an action. 2.The ST determines what trait category and skill the test will use. 3.Player and St play rock paper sc...")
 
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Break Grapple: Engage in a Physical Challenge. Only Athletics is a valid retest for breaking a grapple. If you succeed in your challenge, you are liberated from the grapple.
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Break Grapple: Engage in a Physical Challenge. Only Athletics is a valid retest for breaking a grapple. If you succeed in your challenge, you are liberated from the grapple. If you successfully break one grapple, you may remove yourself from all grapples.  
  
  

Revision as of 13:12, 18 August 2020

Challenges Vs. The Environment.

1.Player Declares an action.

2.The ST determines what trait category and skill the test will use.

3.Player and St play rock paper scissors. If the player succeeds then the challenge is resolved and the player is victorious.

4.If the player ties then the player declares his trait total ( or a lower number) vs the difficulty of the challenge ( usually 1, 5, 10, 15, 20 or 25) If the player's number is higher then he/she is victorious. If the player's number is lower, then the player fails.

5.If the player fails then he may spend a skill retest to try again. The player skill retests can be canceled by the challenge if the challenge has difficulty retests (Challenges can have up to 6 retests but most only have zero or one.)

6.If the player uses all his skill retests and still fails he can use a discipline level retest if he possesses one for the trait category. (The player can skip to the discipline retest first, but if she does she cannot go back to skill retests.)

Challenges Vs. Another Player (against Physicals)

1.Player Declares an action. ( Brawl, Melee, Athletics or Firearms probably)

2.The players play rock-paper-scissors. If the aggressor succeeds then the defender can spend Defense skill retests to make the aggressor retest. If the defender succeeds then the aggressor can spend brawl, melee, firearms, or athletics (depending) to retest. (Brawl, Melee, Firearms, and Athletics are all countered/ canceled by Defense)

3.If the players tie then the players compare traits. The person with the higher number wins the test.

4.At any time the losing player ( the one who lost the previous challenge) can declare Might, a discipline level retest ( if she has it.) Once Might is declared no skill retests can be declared.

Challenges Vs. Another Player (against Socials or Mentals)

1.Player Declares an action. (probably the use of a Discipline)

2.The players play rock-paper-scissors. If the defender succeeds then the aggressor can spend the declared skill to retest.

3.If the players tie then the players compare traits. The person with the higher number wins the test. Different disciplines test against different traits.

4.At any time the losing player (the one who lost the previous challenge) can declare a discipline level retest (if she has it for the type of challenge.)

5.At any time in the process, the defender may spend a (temporary) willpower for a final retest. After this retest is called for no other retests can happen. ‘


Hierarchy of Retests

1.Overbid
2.Willpower
3.Discipline
4.Skill
5.Initial test

The hierarchy of retests is Initial<Skill<Discipline<Willpower<Overbid.

Reminder *willpower retests are only available on defensive challenges that explicitly say they offer them and cannot be canceled by the aggressor*

Retests such as the Surprise Retest are being reclassified as an Overbid retest.

Traits

A character's Generation Trait Limit is how high a character's Traits can go naturally, without the use of disciplines, Equipment, or other augments. This is based on their Generation. The generation chart printed below for your convenience. A character's Trait Maximum (the number they can call when adding together their Base traits (Equipment + Disciplines + other) This number is equal to 2x their Generational Trait Limit.

Generation Max
Traits
Blood
Pool
Blood
per
Round
Starting
Willpower
Maximum
Permanent Willpower
13 10 10 1 2 6
12 10 11 1 2 8
11 11 12 1 4 8
10 12 13 1 4 10
9 13 14 2 6 10
8 14 15 3 6 12
7 16 20 5 7 14
6 18 30 6 8 16
5 20 40 8 9 18
4 25 50 10 10 20
3 30 ? ? ? ?

Overbid

If a character has twice the number of traits needed to perform a task they may call for an overbid challenge. Characters can call for an overbid at any time but if it fails the challenge is over.

If a character has three times the traits required for a challenge then they instantly succeed at the task they are performing.

Damage

No single attack can deal more than 6 damage in a single turn.

Frenzy

When Kindred undergo the Embrace, the Beast within them is loosed forever, causing them to occasionally succumb to a vicious form of madness where they are little more than a wild animal. While in Frenzy, a character feels no pain and acts on instinct, using his bare hands and fangs to rip apart anything in his path or take flight; friends are targets of the vampire's rage just as often as enemies are.

While in frenzy one cannot gain trait benefit from equipment of any type and is immediately in one of three kinds of frenzy, Hunger, Rage, or Fear.Changing breeds follow different rules for frenzy

While frenzying the Frenzying creature cannot be the target of mental or social challenges unless the power specifically says it works on a frenzying creature i.e. Animalism. A frenzying creature also may not activate or initiate metal or social challenges. Obfuscate is useless on a frenzying kindred, however, kindred do not break the obfuscate of a hidden target unless that target is the focus of their frenzy.


Hunger Frenzy: ( Conscience)

In a hunger frenzy the kindred immediately attempts to feed on the nearest source of blood regardless of who it may be. Their priority is simple. Open spilled blood goes first, then blood in kindred then living sentients then animal blood, then blood in dead creatures. All things being equal the frenzying kindred will go for the nearest blood first.


Rage Frenzy: ( Self-Control )


The kindred immediately activates celerity if possible, bloods up their physical traits or activates other combat disciplines if possible (ag claws, obten tentacles etc) and destroys the cause of their frenzy to the best of their ability with every action.


Fear Frenzy: ( Courage )


The kindred immediately activates celerity and heals with any remaining blood if necessary, They then flee the stimulus of the fear frenzy through any means necessary. if trapped they will activate any physical disciplines they can to flee.


Disciplines In Frenzy


The frenzied kindred can and indeed must if there is available blood use their Potence, Celerity, and Fortitude although they need not spend permanent traits for these disciplines.

Frenzied Kindred may not use mental or social disciplines. Most disciplines say whether they can be used in frenzy if there is any doubt.

They must if it would improve their situation use any transformative power (horrid form, black metamorphosis, mist form) except those who call upon blood sorcery (kuldonics, abyss mysticism, thaumaturgy, settite sorcery, necromancy etc can never be activated in a frenzy).

This is not intended as a detriment to things which take multiple rounds to activate i.e. mist form. if one is fear frenzying and the threat is closer than 3 rounds they will not mist out, however if being a cloud would be helpful, off it goes.


Resisting a Frenzy:

To Resist a Frenzy is a Virtue test. Hunger and Rage frenzy is resisted with Self-Control. Fear Frenzy is resisted with Courage. The Difficulty of the change is dependent on the current situation. Here is the list of hunger frenzy difficulties guidelines

Hunger Frenzy Difficlty

1.When not Full on Blood, You smell Blood  
2.When not Full on Blood, You see Blood 
3.When not Full on Blood, You see large amounts of Blood (5 or more traits)
4.When Below half, You see/smell Blood
5.When Empty of Blood, You see/smell Blood

Grapple

Initiating a grapple requires a Physical Challenge from the would-be grappler. The person initiating the grapple uses Athletics as a retest, and the defender may use Defense or Athletics as a retest, but not both. If a grapple is initiated, each person involved in the grapple has a -2 Trait penalty for each other person engaged in grapple with them. For example if you and your five buddies grapple a guy, you and your buddies each have a -2 trait penalty while your hapless opponent has a -10.


While engaged in a grapple, there are only seven actions you can take:


Bite: Make a Physical Challenge with all penalties in place. You can bite to cause damage or bite to feed, but not both. Licking a wound to close it does not cost an action.



Make Prone: You make a physical challenge against the target to throw them to the ground, with you still atop them. A Prone target may still resist normally but may only take the person who made them prone. A target who has been made prone can be pinned on the following action with another athletics challenge.

     Pin: A target who is pinned may no longer call defense retests. 


Move Opponent: Make a Physical Challenge with all penalties in place. You move your opponent up to the number of steps you can take.


Throw Opponent: Engage in a Physical Challenge with all penalties in place. You may throw your opponent up to two + potence steps. They take movement penalties, but you do not. If your opponent strikes an object or person, both the person and your opponent take your unarmed damage.


Carry: If your opponent relents to a Physical Challenge, you can apply all of the Athletics penalties you are taking to your opponent instead and can take as many steps as is possible for you. Your opponent does not take movement Trait penalties, but you do.


Break Grapple: Engage in a Physical Challenge. Only Athletics is a valid retest for breaking a grapple. If you succeed in your challenge, you are liberated from the grapple. If you successfully break one grapple, you may remove yourself from all grapples.


Shiv: You may engage in a normal attack by making a Physical Challenge with anyone involved with the grapple, but the attack must be barehanded or made with a weapon of pocket concealability or smaller, and your attack is still affected by the grappling Trait penalty. You may use dodge retests to defend against a Shiv.


______________Acting During the Day_______________

You may call traits equal up equal to your total virtues. You may use disciplines equal to Self-Control + Conscience/2 (Round down)


Surprise_______________

By counting down behind a target, surprise 1, surprise 2 surprise 3. you can gain a surprise attack. If you are in obfuscate and they cannot perceive you then that will usually work. A surprise attack is a singular attack which is made from surprise. The attacker has an overbid retest called *surprise* that they may be called on this attack. It can be canceled if the target has double the attacker's traits.

Only one surprise attack can be used before combat rounds begin, there is no Co-ordinating surprise attacks.