Combat
Citadel LRP
Part of a series about Citadel Rules
Hit points are global; you lose at least one hit whenever you are struck. If any effect brings you below 1HP, your HP are set to 0.
States of Being
Normal | You are on more than 0HP. You may use any abilities that do not explicitly say otherwise. |
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Dying: | You are on 0HP. You are conscious, but must fall or crouch, and are unable to move about (except for reasons of safety) and may only use abilities which are explicitly possible whilst dying. If you receive a CURE call, then you may get back up and continue on as normal. After your bleed count (normally 90s) you become Terminal. You may talk and scream dying. |
Terminal: | You’re going to die and can’t use any abilities, but you can eke out that last piece of wisdom or final scene before you go. You may not move under your own power. Healing has no effect on you. |
Citadel System Calls
For a list of calls see here
- You may make one call per second
- Ranged calls have maximum range of 10m
- Every weapon hit is an implicit SINGLE
- Every arrow hit is an implicit CRUSH
Melee calls require you to hit with a weapon followed by saying the words that make up the call (*weapon hit* "TRIPLE"). Ranged calls need you to identify the target and then follow with the rest of the call (*pointed finger* “You in the white mask, STRIKEDOWN” or *arms wide* “WIDE MUTATE”).
You may imply a SINGLE, foregoing saying it; if you are hit by a LARP-safe weapon and no call is made, assume that the call is SINGLE. Likewise, all Arrows and Bolts deal CRUSH, it is not necessary to say this, and if you are hit by an arrow, then you must take the CRUSH call.
In melee, you are only allowed to make one blow per second. Please do not “drumroll” by tapping your weapon quickly against the target. It is acceptable to parry and block melee blows, but please do not attempt to parry arrows; if you are lucky enough to be using a shield, you may block them. It is completely unsafe to parry arrows, for everyone near you as well as you. If you accidentally parry an arrow, please act as though it hit you.
You may not make more than one call per second. This includes the implied SINGLE when you tap someone with your LARP-safe weapon. A single call which combines two effects, for example TRIPLE STRIKEDOWN counts as a single call.
If two mutually incompatible calls hit you, other than EFFECT calls, then take the most recent one. If two different EFFECT calls clash, see a ref.
Resistances and Tags
- Resistances need to wear appropriate tags
If a call does not have its intended effect, the target of the call must call RESIST. This applies both in the case when the effect is entirely nullified and in the case that the effect is reduced.
Two broad cases of resistance are common in the the system, resistance to damage and and resistance to CRUSH. These are always signposted by the target wearing a specific tag. The appropriate skill or ability may not be used if the person does not wear the corresponding tag.
Nimble
The Dodge skill and similar innate abilities allow the target to call RESIST to reduce any damage call (i.e. not EFFECT, CURSE or MUTATE) to SINGLE instead. The tag informs observers that the particular person or creature seems very nimble and likely capable of dodging blows.
Sturdy
The Skilled Deflection skill and similar innate abilities allow someone to call RESIST to reduce CRUSH to TRIPLE instead. The corresponding tag informs observers that this creature or person is particularly sturdy and blows that would ordinarily fell the creature or person might not be as effective.