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Combat Artificer involves live action combat. The rules below deal with hit points, damage and kill times but below are a few basics that we would like you to read even if you’ve read them a hundred times before.
Combat calls Below are listed the calls commonly used in combat.
Hit points All characters begin with two hit points per location. This may be increased by raising the Body attribute or via certain thread weaving rituals or from wearing armour. If a character wearing armour is struck the damage is deducted from the armour first. These additional hit points can only be used once; after this the amour is considered to have been damaged and must be repaired by a smith before it can be used again. Please note this can be done in game. Damage To simplify combat calls, “singles” will not be called. If you feel contact and do not hear a call, assume a single point of damage has been done. Poison does not deal damage as a weapon does: the hit points do not steadily decrease as the poison takes effect. Therefore using a hit point restorative such as Balm, of Lilies, will not counteract a poison. Pain is an inhibition. Please roleplay your injuries. If your character is wounded but cannot find an apothecary to heal them they will heal at a rate of one hit point per night, with the limb healing first. Death and Crippling If a limb is reduced to zero and there is no chirurgerist or apothecary in attendance, you will die in ten minutes. If you are healed after the first five minutes the limb is considered to be crippled and is reduced to half its initial number of hit points. If a limb is reduced you remain conscious but cannot do anything other than crawl and cry for help. If your torso is reduced to zero hit point you will die in five minutes. If your torso is reduced to zero you lose consciousness. | |||||||||||||