Chapter Four: Rule of Combat (p.3) | |
Be sure to become well-versed in all the different weapons, armor, and shield types to be prepared for actual fighting. Of course, nothing in a book can teach what only experience can bestow. The fighting the game of Archaea is designed to be fast, realistic, and safe. Practice and patience are the key to skill. Always keep in mind that the game is designed for enjoyment. The following are additional rules and reminders to know about combat: 1. Hits
--When making a strike, shout the weapon type used. For example, shout
"LIGHT!" when striking with a Light weapon, "CRITICAL!" or "CRIT!" for
a Critical weapon, "MORTAL!" for a Mortal weapon, and "DEATH!" for a
Death weapon. In the same respect, when being hit, listen for the hit calls.
--Glancing blows do not count for damage. (However, your opponent may
choose to register it as a hit.) A solid hit generally is delivered
with a full-arm swing and strikes a target squarely. 2. Non-Weapon Tactics
--Archaea is a "full-contact sport." However, safety and common
sense must go hand-in-hand. Never jeopardize the well-being of yourself
or another player. 3. Other Combat Rules
--When an Elder or player calls a "HOLD!" always stop all fighting and
listen. A "HOLD!" should be used for emergencies or for important game
information. Besides hacking and bashing, the character can be hurt or killed in more surreptitious ways. Poisons can be used to incapacitate or harm a character. Depending on the type of poison, the effects will vary. Players may gain the opportunity to find or buy poison or make poisons with the skill Poison Research. There are six basic types of poison: Sleep, Paralysis, Insanity, Light Damage, Critical Damage, Mortal Damage, and Death. Sleep poisons cause the victim to fall asleep for five minutes. The poison requires a minute to take full effect. The player may still act but will stumble about and act drowsy. The player may continue to move and fight but does not have the coordination to use a skill or cast. Paralysis poisons cause the victim's muscles to tense up and become rigid. The character remains conscious but may not move, speak, or act for five minutes. The poison requires a minute to take effect. Like Sleep poisons, the player may still act but will begin to feel stiff and sore. The player cannot use a skill or cast while the poison is working. Insanity poison cause the victim to become erratic, unstable, and violently crazed (as per the seventh level Mind spell Insanity). The poison requires a minute to take full effect as the character becomes more and more irritable and peculiar. For five minutes, the player must act confused, angry, moody, and berserk. While affected by the insanity, the character can still act, use skills, and cast. Light Damage poisons inflict a Light hit to the location where the poison was delivered. Critical Damage poisons inflict a Critical hit to the location of delivery. Mortal Damage poisons inflict Mortal damage. And Death poisons cause Death damage or immediate death. Light, Critical, Mortal, and Death poisons inflict their damage every minute until the creature is killed, given an antidote, or purged by skill or magic. While the damage poison is working, the player may act, cast, and use skills as long as he or she is still able (until mortally wounded or killed). The skill Aid at level five or the second level Body spell Slow Taint will double the time required for a poison to take effect or do its damage. Aid at level ten or the fifth level Body spell Purge Taint will remove the poison but will not reverse any damage already inflicted. See Chapter Three for details on Aid. See Chapter Five for details on Slow Taint and Purge Taint. All poisons, except contact poisons and ingested poisons, must be delivered through a wound with a cutting or piercing weapon. Sleep and Paralysis poisons affect the whole body of the creature regardless of where the poison enters the bloodstream. Damage poisons affect the hit location where the poison was delivered. Insanity poisons affect the mind and mental state of the creature. A full dose of poison must be used to poison a weapon. For weapons, a purple ribbon must be tied to the weapon. The first hit by the weapon is considered the poisoned hit. If the player misses, then the poison is still potent. However, if the character hits another weapon, armor, a shield, or a protection spell, the poison is gone. The weapon must do damage for the poison to be delivered. In combat, the player must call the weapon type plus "POISON!" and then the type of poison. Once the poison is used, the purple ribbons must be removed. Contact poisons are potent toxins that require only a touch to the skin to be effective. Contact poisons are often used on gloves, door handles, weapon handles, and other common surfaces. A full dose must be spread on the surface to be poisoned. Contact poisons should not be used in combat. This form of delivery requires the presence of an Elder. Any poison can be used as an ingested poison to be put into a character's food or drink. A full dose must be used to taint a portion of food or drink. The time required for the poison to take effect depends on the potency of the poison and the adjudication of an Elder. Like contact poisons, this form of delivery requires the presence of an Elder. Spells are another way characters can be hurt or incapacitated in combat. All players, regardless whether their characters are spell casters or not, should read Chapter Five and familiarize themselves on casting, spell components, and spell effects. Most combat spells require material components that represent the magic of the spell. Players must learn to recognize the different spell components, invocation lines, and effects.
Spell Effects Quick List
SPELL / COMPONENT / EFFECT |
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