Topaz Engine
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From Cramulus
brain fart produced ideas towards oneshot boffer larp combat engine
Contents
General Rules
There are two types of spell packets. Regular spell packets work if they hit you anywhere. Spell packets with streamers work only if they hit you in a legal target. They can be blocked.
Called effects are not spent unless the target role plays the effect or calls a defense.
Character Generation
Characters have 4 points to spend between these statistics:
- Red - represents strength and fortitude
- Yellow - represents speed and reflexes
- Blue - represents intelligence and willpower
Characters start with 3 hit points.
They pick feats.
They pick a class.
They choose their skills.
Status Effects
Push - target must immediately take three steps back, and cannot attack until he does. If he is unable to move back, he is immobilized for three seconds.
Slam - the target is knocked to the ground. The effect ends once the target's ass or elbows have touched the ground.
Maim - If a Maim is delivered by weapon, it must hit a limb. If the attack hits a torso, it has no effect. A Main delivered by packet must specify a limb. A maimbed limb hangs by your side, and cannot
Mark - When someone Marks you, they will receive beneficial effects if you attack someone other than them. When marked, it is best to focus on the person who marked you. A mark lasts for the duration of the encounter.
Weak - When weakened, you cannot use called melee attacks.
Dizzy - When dizzy, you cannot use called ranged attacks.
Slow - When slow, you cannot run.
Pin - When pinned, your right foot is planted on the ground. You can still pivot on it, but you can't pick it up.
Resolving Status Effects
All status effects last until they are removed, or until you rest. Some skills may allow you to purge a status effect. Otherwise, you must rest to remove them. Resting involves standing still or sitting for five minutes.
Chained Skills
A Chained Skill allows you to use a series of abilities. After successfully using the first ability in the chain, you may use the next ability on the skill's list. The abilities get progressively better as the chain continues.
You may only have one chain active at a time.
Breaking a Chain
If something prevents you from being able to perform the next ability in the chain, the chain is broken and the skill is expended.
Chained Skill Keywords
Fast - Chained Skills with the Fast keyword must be performed quickly. After using an ability, you have ten seconds to use the next ability or the chain is broken.
Concentration Required - The chain is broken if you take damage.
Any Order - You may perform the abilities listed in the chain in any order.
One Target - You may only use the abilities listed in the chain against one target.
Melee - Abilities on this list must be delivered by a melee weapon.
Magic - Abilities on this list must be delivered by magic spell packets. If you are hit while saying the call, the spell is disrupted.
Ranged - Abilities on this list must be delivered by ranged weapons.
Chained Skill Examples
Ice Spells - Requires Concentration - Magic
- Ranged spell attack - 1 damage by ice
- Ranges spell attack - slow by ice
- Ranged spell attack - 2 damage by ice
- Ranges spell attack - slow by ice
- Ranged spell attack - 5 damage by ice
Protectives - Any Order - Magic
- Bless - grants one temporary hit point
- Bless - grants one temporary hit point
- Bless - grants one temporary hit point
- Magic Armor - call guard against the next weapon attack to hit you
- Choose between one of the following spells:
- Shield Magic - call guard by magic against the first spell to effect you
- Reflect Magic - call reflect by magic against the first spell to effect you
Blade Fury - One Target - Melee
- Weapon attack: Mark. If the target calls an effect on someone other than you, you get one swing for "2 damage" against them. If the chain is broken, this attack is lost.
- Push
- Maim
- 2 Damage
- 5 Damage
Rage - melee
- 2 damage
- 2 damage
- 5 damage
- 2 damage
- 5 damage
Battle Leader's Gambit - melee
- 2 damage
- Bless - grants one temporary hit point
- 2 damage
- Cure Spell - 1 healing, by touch
- 5 damage
Healer's Gambit - magic - any order
- Cure Spell - 1 healing, by touch
- Cure Spell - 2 healing, by touch
- Cure Spell - 3 healing, by touch
- Cure Spell - 4 healing, by touch
- Cure Spell - 5 healing, by touch
Stances
When engaged in a stance, you get certain abilities you may use in reaction to other abilites. You may only have one stance active at a time. Activating a stance requires a some action or roleplay.
Stance Keywords
Pin - While this stance is active, your right foot must stay planted on the ground, as the pin effect. If you choose to move your foot or something forces you to move it, the stance is ended.
Quick - While this stance is active, you may not stand still. If something forces you to stop moving, the stance is broken. Be especially careful when making attacks while running.
Slow - While this stance is active, you may not run, as the slow effect. If you choose to run or something forces you to run, the stance is ended. It is not ended by a push effect.
Stance Examples
Guardsman's Stance - Pin
- Activation: You spend 3 seconds posing.
- Effect: You gain 3 parries to use against attacks against an ally, but not against yourself. To use this ability, put your weapon on your ally's shoulder and call out parry.
Rage Stance - Quick
- Activation: You must call out a battle cry. It must be at least three words long, and contain the word Rage.
- Effect: If you are hit with a called attack which does damage to you, and you role play the damage, you gain a melee attack for 2 damage. You cannot gain more than one of these attacks at a time. When you leave this stance, you are weakened by fatigue.
Sturdy Stance - Pin
- Activation: spend 3 seconds posing.
- Effect: If hit with a push or slam effect, you may call parry, and gain a push attack against that opponent.