Twisted Worlds

Combat
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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.

 

 

 

We here at Twisted Worlds regret to anounce the premiture end of the system, many reasons have forced us to come to this conculsion.

we would like to thank all of you who have supported us over the past year.

Good bye and good gaming to all

World Ref