General Rules: Difference between revisions
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== Basic Concepts == |
== Basic Concepts == |
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− | Any being in this system has a number of Hits, which are lost in the face of physical damage, these are global, so no matter where you are hit you lose Hits from the same single total. |
+ | *Any being in this system has a number of Hits, which are lost in the face of physical damage, these are global, so no matter where you are hit you lose Hits from the same single total. |
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== Basic Combat Rules == |
== Basic Combat Rules == |
Revision as of 09:46, 25 September 2014
This is an OOC document, that explains the general rules of NFNC
Basic Concepts
- Any being in this system has a number of Hits, which are lost in the face of physical damage, these are global, so no matter where you are hit you lose Hits from the same single total.
- Beings also have a quantity of Stamina which fuels their abilities and lets them resist mental compulsions.
- Someone with their finger in the air is not present in the game world, and you should ignore them.
- Nothing in this system can silence a being short of death.
Basic Combat Rules
- The Calls page lists all the calls that you might encounter while playing the system.
- Any member of the three playable races can use one melee weapon up to 42” long to call SINGLE.
- If you are hit by a melee blow it always removes at least one Hit from your total.
- If you are hit by an arrow, it applies the damage call TRIPLE CRUSH STRIKEDOWN to the location it hits.
- While you are fighting you should not aim for the head if any other area is viable.
Player Character Specifics
- A player character that has spent no experience has the following properties:
- They have 3 global Hits
- They may gain 2 Hits by wearing armour that covers their torso
- They have 0 Stamina
- They earn 32 Ducatto per week.
They also have access to the following two abilities:
Ability - First Aid
Factions like their agents to have at least a bit of first aid training. Anyone can pause another character’s bleed count by placing both hands on them. If neither character is disturbed for 60 seconds, the Dying companion gains one Hit.
Anyone can ask after a few seconds investigation, “OC: Have you lost Hits?” and get a truthful answer.
Ability - Catch Breath
If you are not in a stressful situation (like combat!) you can spend 60 seconds to regain all your PC’s Stamina. It should be obvious to everyone that you are regaining your abilities, either because you are fixing your armour, bent over double breathing hard or meditating. You can not shout or run whilst doing this, although you may talk normally.
You may choose to cure any CRUSHed locations and restore all Hits while doing this, but you will take a Wound from pushing yourself too far- see a ref. Getting medical attention is sensible.
Catch Breath and the Portal
During the Interactive, the presence of the Portal somehow suppresses the buildup of other power. Because of this, you cannot use Catch Breath to regain your stamina. You can use it to regain hits and CRUSHed locations as normal.
Dying
If your character reaches 0 Hits, you should fall to the floor. Your character is now Dying.
A Dying character who receives a CURE call ceases to be Dying, as they regain hits.
Someone who is Dying can neither move under their own power nor take any IC action except talking. A Dying character cannot resist any action taken on them.
Terminal
After spending 120 seconds Dying, a character becomes Terminal. They cannot be saved by any means, and the player may choose when the character dies. A character may only remain Terminal until the end of the next interactive.
A Terminal character who receives a CURE call is able to walk but is otherwise treated as Dying. If they take any damage, they should fall over until they receive another CURE.
Executions and Wounding
Someone who is not actively resisting can be executed with 10 seconds spent roleplaying delivering an obvious deathblow to the target.
Someone who is not actively resisting can be given a Wound instead of completely being executed. This takes 10 seconds
Wounds
If your PC becomes Dying, either a Ref will come over to you or you should remind a Ref at the end of the Encounter. You will then receive an appropriate Wound card with 8 levels of Wounds on it. You start at L1 and go up each time your PC gains a Wound. Wounds may also be handed out at Ref discretion.
Wounds heal naturally over time, and a PC loses 2 Wounds at the end of each Interactive.
Wounds may by physical or mental, this has no effect on the skill needed to treat them.
Creating a Character
To create a character you must decide on the following 3 things:
- A faction membership
- A background
- A list of skills
For a description of the mechanics of creating a character see Character Creation Mechanics.
Conversely, for a more in-depth look at the process behind taking a character concept and developing it into a fully fledged character see How to Create a Character.