Rules: Mechanics & Calls

Combat
* You may only make 1 call every second. This includes DODGE and KLUNK.
* Once you have struck someone, or have been struck, you are In Combat. As such, you cannot use FEAR, SILENCE, or TERROR until the fight is over.
* If you use a combat call, and the person you hit doesn't react, that call is not spent.

Roleplay effects
* Unless an effect says otherwise, a roleplay effect lasts until the end of the event.

Hits
* How tough you are.
* When reduced to zero Hits, you fall unconscious for 5 minutes. After this time, you groggily get back up, in pain, at 1 Hit.

Murder
* Certain abilities will allow you to murder the unconscious.
* Roleplay your murder for 1 minute; it should be obvious. If you are interupted during this time, the attempt is unsuccessful.
~ If you can murder someone, you can always attempt to murder a conscious person... Just don't be surprised if it doesn't work.
* If you are murdered, you may roleplay your body. Keep a hold of your Gift; these cannot be stolen!
Come see the Refs soon after, and we'll sort the next bit out.

Armour Hits
* Extra Hits achieved by wearing armour.
* Succeptible to DESTROY
* Strong against REND

Natural Armour
* Counts as Hits for Healing
* Counts as Armour for KLUNKS
* Does not count as Armour for DESTROY.

Tools
* With 5 Minutes appropriate roleplay, you may repair an item so it is no longer DESTROYed.
~ You may reduce this by a minute, to a minimum of 1, for each Scrap spent in addition; roleplay creative fervour / artist's complaints.

Healing
* Various abilities allow characters to heal each other, or themselves. It is worth making allies in order to ensure you don't die...
* Anyone can eat a piece of Emotion to heal 1 Hit; note the Emotion's name, and roleplay that Emotion. This effect will fade if you seek medical attention.

Guns
* Firearms allow you to attack at a distance.
* Call the Target's name, followed by STRIKE!, SEVER etc.
~ Takes one minute to reload between shots, unless you spend a Scrap (still limited to 1 Second between calls).

STRIKE or <Call-less>
* Whenever you are hit, you must roleplay being hit.
* If someone hits you and doesn't call, treat it as a Strike.
* You lose 1 Hit
~ Anyone can call STRIKE with any weapon.

SEVER
* Whenever you are hit, you must roleplay being hit.
* You lose 2 Hits

CLEAVE
* Whenever you are hit, you must roleplay being hit.
* You lose 3 Hits

REND
* Whenever you are hit, you must roleplay being hit.
* When hit with a REND, you have suffered a nasty flesh wound. The spot you were hit is now a wound; you will be until much agony to do anything but scream if you do not apply pressure to the wound, like with your hand.
~ As such, being hit with multiple RENDS makes fighting difficult.
~ If your weapon, or you are hit with REND while you have any Armour Hits, nothing happens. Continue.
~ Being healed by another removes the wound.

DESTROY
* Whenever you are hit, you must roleplay being hit.
* When your weapon is hit with a DESTROY, it has been broken. Until fixed, it can only call STRIKE.
~ Some Weapons need to be hit multiple times to break.
* When hit with a DESTROY, your Armour has been torn apart. Until fixed, your worn Armour is reduced to 0 Armour Hits.
~ If you are hit with DESTROY while you are wearing no Armour, nothing happens. Continue.

STUN
* Whenever you are hit, you must roleplay being hit.
* When hit with a STUN, you have been waylaid. If it is safe to, fall to the ground; if not, lower yourself to the ground.
~ If your Weapon is hit with STUN, nothing happens. Continue.

BLAST
* Whenever you are hit, you must roleplay being hit.
* Targets hit by BLAST! lose all armour and natural armour, and are thrown onto the ground by force, dropping their weapon. If they have no armour or natural armour, they lose all hits.

DODGE
* You can only call this when a weapon connects with you, and you saw it coming. If it does, you may call DODGE!, take two steps away from the attacker.
~ It counts towards the one call a second.
~ If you DODGE! you cannot make any damage calls other than STRIKE for five seconds
~ You cannot DODGE attacks that don't make contact, like ranged attacks.
~ If a Call is Dodged, it is not spent.

KLUNK
* KLUNK can only be used while you have Armour Hits.
* Your KLUNKS can only be used against specific calls. When you are hit with one, you may call KLUNK! to negate that call as it bounces off your armour.

FEAR
* Roleplay your bubbling emotions and then scream FEAR! You must  point at an immediate target if it is unclear. They must cower compliantly or run away, and can't approach you for 10 minutes.

TERROR
* Roleplay your bubbling emotions and then scream TERROR! Anyone who hears this must cower compliantly or run away, and can't approach you for 10 minutes.
~ RESIST! cannot be used against TERROR!

RESIST
* You can call RESIST! to FEAR! once per Event; if you do, you are unaffected by the FEAR! call, and any further FEAR! calls for the next minute.

SILENCE
* Spread your arms and shout SILENCE! All talking or singing must stop, and everyone must at least pay attention to you for five seconds. Don't forget possible roleplay repurcussions for throwing your weight around!

Berserk
* Some characters have limited chances to become berserk.
* When you are reduced to 0 Hits, you may roar with rage for five seconds. If you do, regain all hits and recover any calls of SEVER & RESIST. Until you are reduced to 0 Hits again, you are incandescent with rage; you will attack anyone in your way indiscriminately. When you are again educed to zero Hits, you lose all unused SEVER & RESIST calls.

Stealing
* Stealing things is fine, but;
~ You cannot steal anyone's Gift, as denoted by a ribbon.
~ You cannot steal anything directly linked to the Shard, as denoted by a ribbon.
~ You cannot deposit items OC or with the Refs to pick up later; you must keep them with you, or IC hide them in the IC area.

Memories & Hopes
* All characters gain abilities from imbibing Memories & Hopes, or enshrining them inside their Gift.
* To imbibe or enshrine a Memory, roleplay appropriately for minimum 30 seconds before notifying a referee.
~ You may instead choose to unravel a Memory so you gain no upside, but instead view the Memory's contents. This also takes 30 seconds, and notifying a referee.
* To imbibe or enshrine a Hope, roleplay appropriately for minimum 5 minutes before notifying a referee.

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The Shard
* Events take place in The Shard.
* You can use any ability you have here, except those that state they can only be used on Jaunts & DT (Downtime).

Visitors
* The Shard begins Event 1 in a misty plain, not in any Realm or Road. As Sleepers, you always perceive the Shard as being nearby, and can physically access it.
~ Denizens from across the Dream can access the Shard, visiting there to find help & allies. Many of these think the Shard is just part of their own Realm, and will only access it if it is on their own Realm.
~ Some more powerful denizens may come looking for help, wherever the Shard is.

The Exit
* An exit exists, allowing those in the Shard to exit and explore. Outside is accessible for 5 minutes at a time, for 5 people.
Please notify a Ref if you want to do this.
* A group can attempt to access another Realm the Shard is not on, using this Exit. All members of the party must have that Realm as a Home Realm, or have access to that Realm's Brief.

The Lacuna
* The Lacuna is a doorway that leads back to the Waking World. It is the only way Sleepers can return.
* The Lacuna requires 10 Keys to open. Whoever unlocks the final "lock" (uses the last key) is considered the user by the Lacuna. Only 1 Sleeper or Figment may travel through the Lacuna before it closes.
* This price increases by 5 Keys each time it is used.

The Door Gallery
* By asking a Ref, you can view the Door Gallery
* At game start, this hall is empty, except for scraps of broken wood and empty doorframes.
* As Blueprints are built, this room will fill. The descriptions you will gain may not directly tell you where every door goes.
~ You can attempt to use the doors by spending each door's toll.

Travelling
* An accessible item will be a Map, detailing the Realms, the Roads' current conditions, and the Shard's location. Items on this map cannot be manipulated or stolen, but will change to represent the current situation.
* Looking at the enormous shape of the Shard, it appears it, at one point, had wheels, or something like wheels. If these can be replaced, the Shard may be able to move between Realms along fixed Roads.

The Shard's Mechanisms
* By asking a Ref, you can view the Machine Room.
* At game start, this metal chamber is empty, except for scraps of broken machinery and ancient pipes.
* As Blueprints are built, this room will fill. The descriptions you will gain may not directly tell you what every item does.
~ You can attempt to use the items by spending each Item's toll.

Entropy
* Entropy is a Concept who often frequents the Shard. He destroys important things for the sake of the continuation of time.
* Entropy will need to destroy a Realm or Road every game; if he eats a Road, he needs to eat a Realm next time. This has to happen, as it is the nature of the universe. Entropy will arrive late in the Event to collect the Shard's opinion; if it is mixed or unclear, Entropy will make his own decision.
~ This, of course, is bad, but can be fixed by trading a larger item for the consumed item; two Realms for a consumed Realm, etc.
~ This is in addition to the Realm Entropy needs to consume.
* A player may choose to give themselves to Entropy, possibly in exchange for something else. This is an end for that character, but they will have a small lasting effect on the world.
* Somewhere, Entropy runs a flea market where he sells what he has consumed for more standard currencies...

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Downtime
* In Downtime, you may visit one of;
~ Your Home Realms
Or
~ The Realms from your Realm Briefs
Or
~ The Shard's Current Realm
* You may attempt to do something in the Realm you visit. You will gain some abilities related to your Sleeper path, the Realm, and what you do.

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