Valtiel/Modular

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This is not a larp system. It's a page of combat abilities - or rather, bits and pieces that can be assembled into combat abilities. I include it on this wiki as a useful resource for the periodic attempts at larp system writing that take place.

This page doesn't contain a hitpoint system. If we're using Jacob's "Frontier" system, replace all instances of "hits" or "hitpoints" below with "Wounds", and every instance of "Armour" with "Hits".

Note that there are things on this page which I personally consider too complicated to use.


Core combat skills:

Unregulated abilities can be done whenever you want at no cost. For example, you can hit someone with a shortsword for SINGLE as many times as you want and as often as you can (arguments about machine-gunning aside).

Regulating how many times you can do it:

Regulating how often you can do it:

Other restrictions:

Some thoughts on the above: All the abilities for a particular class want to have similar regulations, for consistancy. (For example, all wizard spells might require vocals and cost mana, while all Demon-Spawn powers might impose a drawback when you use them.) Mage types, who have access to a huge range of spells, probably want to have them running off mana or willpower rather than each spell having its own uses-per-day counter.

Effects by spellcasting need to either be per-linear resources or need to have a global cooldown, or people will cast as fast as they can gabble the calls.

Immunity (either to status effects or to damage types) is really good, and is the kind of thing that should be available to PCs by temporary buff only, but be more common on monsters. Stacking multiple types of immunity should be impossible for PCs, partly because it's too good and partly because I don't want to force people to remember a long list of things they're immune to.

Buffs of any kind want to be on some kind of per-linear resource or you have them in effect every single fight. Healing (rather than armour repair) also needs to be a per-linear resource or you go into every fight on full health. Combat healing should probably not have too many difficult requirements since it's already quite tricky to do competently.

Calls always affect you unless you have a special rule saying they don't. A "MASS HOLY DOUBLE" hits everyone in the room, except the golem with the rule that he's immune to HOLY. The ghost who has the rule that he's driven back by HOLY damage takes a "Repel 10" as well, but that's because his rules say he does, not because it's an inherent property of the HOLY call. Typed damage is usually a small upgrade to normal damage. (Note, there is an alternative way of doing this which is basically the opposite: Calls never affect you unless you have a special rule saying they do. Most things have the special rule "calls with no type affect you". Under this system, typed calls are a downgrade rather than an upgrade unless you're fighting things which are immune to untyped damage (which are rare, and incredibly scary). This is good for a few things, such as handing out powerful anti-undead spells or artefacts which are useless for fighting the living, or allowing demons to be banished without having to brief everything else in the system to ignore the call "BANISH DEMON".)

If you wish to have a spell which only works on demons, you need to either:

The THROUGH call as in TT - which causes any damage it appends to go through armour - explicitly does not exist in this system.


Calls:

Range qualifiers:

Call system notes:

A random idea about durations:

The remainder of this page is a list of effect calls, provided as a kind of pick-and-mix bag for anyone writing a larp system.

Things that are fairly common, uncomplicated, or generically useful LARP-system combat calls:

Some slightly special calls, none of which should trigger retributive effects:

And some whimsical ones, some of which might be nice to have, others... less so:


Note that I've never been able to work out a way for spray range to work - you have everyone on the field having to know where everyone else is in relation to them, and pay attention to every call even when it's obviously targetted at someone else in case the someone else has actually snuck up behind them and they're in the spray range... --ChessyPig

Spray isn't "Mass range centred on that guy" it's "as many targets as you like in a certain area, called individually". Spray isn't a call, it's a different type of spell. --V
Include in the call system a call with the meaning "take this effect, then call a MASS (this effect)". Then it's only slightly worse than MASS. --NT
That might work. --V

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Last edited January 29, 2010 10:03 am by Valtiel (diff)
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