Combat

Weapon Hits

Each weapon (or packet) hit to a legal region does 1 “Hit” (if an Effect is not called). A Hit to the same body region twice in a row with a weapon does not count, unless a full second has passed before that region is struck. There are 5 regions: 2 arms, 2 legs (legs include feet) and the torso. Hits to the head, hands or groin are considered illegal attacks and do not count.

Health

Health represents a number of hits that can be taken before reaching 0. When hits are taken, the Health total is reduced by 1 point per weapon hit. The Heal effect will return a reduced Health total to full. Characters start with 4 Health, and this number can be increased by Armor or abilities.

Unconscious

At 0 Health a character is Unconscious. Once Unconscious, a character is unaware of everything around them, and should roleplay as such. The character will return to consciousness after a 30-count.While Unconscious, a character may be killing blowed and will enter a Dead state. A player should kneel to indicate they are Unconscious.

Killing Blow

A killing blow is an attack delivered to an Unconscious character. The character enters a Dead state after a killing blow has been delivered (and begins their 30 second dead state count). Killing blows are delivered on a 3-Count with a weapon (“killing blow-1, killing blow-2, killing blow-3”), or with a single strike with a Ranged Weapon or Magic Packet by saying “Killing Blow”.  

Dead 

A player should kneel and put their hands folded across their chest to indicate their character is Dead. Once Dead, a character begins a 60-Count, during which time they have an opportunity to receive a Revive. After one minute, they are unable to return to life without special means, explained in the section on Life after Death.

Armor 

Armor allows for a number of defenses that can be used to negate attacks, as well as adds a bonus to health totals. Defenses are described below.

Costume: Armor 1 (+1 Health)

Light Armor: Armor 2 (+2 Health) 

Medium Armor: Armor 3 (+3 Health) 

Heavy Armor: Armor 4 (+4 Health) 

The Repair effect will return a lost number of Health points up to the value of the armor bonus. The Repair effect will also reset any used defenses granted by skills which give defenses to armor. 

Combat Overview

  • Unconscious 30-Count = conscious at 1 Health.
  • Heal brings an Unconscious character to full Health and Consciousness.
  • Killing Blow 3-Count (or just “Killing Blow” at range) to Unconscious character = Dead. 
  • Dead 60-count, then Dissipate. Revive brings to 1 Health and Unconsciousness.
  • If a character resurrects, they return at 1 Health.

Meditations

Meditations are effects that can be activated after a 10 count (Meditation-10), and require the player stand still with fists together and “concentrate”. Any damage or effect taken breaks the Meditation. Once the Meditation is completed, if it is applying a Support Ability or effect these must be applied by packet or touch within one second or the effect is lost. If the Meditation is applying a Defense, the defense lasts until used.

Weapon Construction Rules

Claws are 24” 

Small Weapon 24”-32”

Long Weapon 33”- 46”

Large Weapon 47” – “78”