Combat
Fighting
When using a firearm aim at the
intended target and call the damage code loudly as some weapon props will make a lot of noise. Some weapon props do come with
their own sounds and they can be used for damage calls but this is open to Ref’s interpretation.
Armour
Armour protects the wearer from
harm by absorbing damage from the strike or power. Armour only protests those areas it covers so characters should ensure
that all phys reps cover the locations they want protected.
Armour works by reducing the damage
inflicted on a character e.g. character wearing bullet proof vest would reduce all damage to the protected areas by 2 points.
There are certain calls that will
either ignore armour or destroy it. A call of “through” will ignore the armour unless other wise stated; where
as a call of crush will destroy light armour in one hit, medium in two hits and heavy in three hits.
To wear armour the character must
have the appropriate skill for that armour type.
Standard armour will last ten events
unless it is destroyed during an event. Damage to armour can be repaired and will restore an events worth of use, but the
more damaged the armour becomes the more it will cost to repair. Destroyed armour and armour at the end of it life span must
be replaced (buy some more).
|
Armour |
Availability |
Protection value |
Cost |
|
leather
/concealed |
Common |
1 |
100 |
|
bullet proof vest |
Common |
2 |
150 |
|
Riot armour |
Common |
3 |
300 |
|
Hard armour |
Rare |
4 |
500 |
|
Riot Shield |
Common |
2 |
100 |
Helmets
Helmets provide the same protection
as the armour type they come from e.g. Hard armour helm will offer 4 points of protection. Light and medium type helms will
not protect against subdue where as heavy will.
Weapon
groups
Small firearms
This group covers handguns, automatic
pistols and machine-pistols
Medium firearms
This group covers sub-machineguns,
rifles, automatic and assault rifles and shotguns
Heavy weapons
This group covers machine guns,
rocket launchers, and grenade launchers
L.R.P. Calls and their effects
New
Combat Calls
Listed below are some modifications
to the old calls and the new calls needed to bring the game into the Sci-Fi world.
Single
Singles cause two hits to a characters
life force and two hits to a characters location hit. all melee weapons and hand guns do this damage
Double
Causes twice the amount of damage
as a single. All SMG weapons and shotguns use this call
Triple
Causes three times the damage of
a single. All rifle and machine guns use this call
Quad
Causes four times the damage of
a single heavy calibre weapons use this call
Quin
Causes five times the damage of
a single. All heavy weapons and grenades use this call
Point Blank:
This call may only used by someone
using a bow, crossbow or other firing weapon. If your target is too close for
you to safely fire at him you may use the point blank call followed by your normal damage call for the shot. Point blank shots automatically hit and affect the chest of the target.
Psychic
This is for psionic effects e.g.
a psionic power could do mystic doubles. And will affect creatures that can only be affected by psionics
Mystic
This is for mystic effects e.g.
a mystical sword could be enchanted to do mystic doubles. And will affect creatures that can only be affected by magic
Special:
Some calls we have in the system
only work under certain conditions, for example the subdue skill; it only works if you strike the head from behind and with
a blunt weapon. Sometimes there are situations when we want to achieve the same
effect as an existing call but without the circumstances. This is why we have
the special call. For example, if there was a part in an adventure when a monster
comes up to a player and punches him (role-played, obviously) and wants to knock him out.
Instead of inventing a new call for this we use the “Special Subdue” call.
Which means the effect is the same as a subdue but the circumstances for its use have changed. Basically this allows us to use existing calls for things instead of inventing new ones.