This is some sort of balance between a LARP and just a combat system. But it's mostly just a combat system for now. Rest will go up later.
Basics
You have 5 hit points. You can wear a bit of armour, it protects against some types of attack. You can use a forcefield, it protects against some types of attack. On 0 hits you start dying, you're dead quite soon.
You can use swords (one-handed weapons), pistols, and laser pistols, and fire (but not load) crossbows. You can also use a sword and a pistol or laser pistol, or a dagger or buckler, but not ambidextrous swords or guns akimbo.
Damage Calls
- SINGLE. Lose one hit. Implied by one-handed weapons and polearms.
- DOUBLE. Lose two hits. Implied by two-handed weapons, bows, and crossbows.
- TRIPLE. Lose three hits. Called by pistols and laser pistols.
- HEX. Lose six hits. Called by rifles and laser rifles.
- LASER. May cause BACKLASH. LASER damage is soaked by armour like melee damage. Prepended to all calls made by laser pistols and laser rifles.
- BACKLASH. Everybody within 5m lose all hits, no save.
Fighting rules
Skills
You have 5xp to spend on abilities.
- Use Offhand weapon (2xp): Ability to wield a case of swords.
- Use Two-handed weapon (1xp): Ability to use longswords and other such two-handed weapons.
- Use Polearm (2xp): Ability to use spears, halberds, etc.
- Use Shield (1xp): Ability to use a shield.
- Endurance (1xp): Gain 1 hit. Subsequent purchases cost 1xp more.
- Armour (1xp): The ability to wear more armour for one more armour hit. Subsequent purchases are the same cost. See physrep guidelines for quantities.
- Use Rifle (2xp): The ability to use rifles or laser rifles for HEX or LASER HEX as appropriate.
- Lucky (2xp): The ability to dodge one attack per five minutes. Shout "Lucky!"
- Resilient (1xp): You are preternaturally tough and less likely to die.
Forcefields
Backlash