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The Gods II
Quick Summary Rules for Combat
Last updated 10/5/97
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Starting Combat
- To start a duel, confront your opponent and challenge him. He sets a time between 10 and
30 minutes from now to meet in the Hall of Doom. If either of you fails to show, that person
loses status (votes on the Council). Immediately before the duel your allies may each cast one
combat-duel power (Cd) on you; ditto for your opponent. All allies must then remain for the rest
of the combat but cannot otherwise interfere.
- To start a sneak attack, say "I am attacking [character]." Any other player in the locale can
step forward and say "I will defend [character]." Whether you end up fighting your intended
target or a volunteer bodyguard, combat begins immediately. No one can cast powers beforehand
and no outsider may interfere.
- To attack a demesne (from inside or outside), say "I am attacking [demesne]." Any other
player in the locale can step forward and say "I will defend [demesne]." Whether you end up
fighting the demesne or a volunteer defender, combat begins immediately. An individual inside
the demesne may choose to "coordinate the defenses". He will play the demesne, using its stats,
but may use his own combat powers to augment it (at double cost if he's not an owner). If there is
no coordinator, a referee will play the demesne.
Conducting Combat
- Characters have 5 hit points; tricks and blocks come only from powers. Demesnes have 10
hit points and 5 blocks.
- At the beginning of each round, each combatant may cast one combat power, either (C) or
(Cd). Each power may only be used once by each player; no repeating. Then fight a
round of rock/paper/scissors (with tricks and blocks); each successful hit does one damage.
Continue until complete.
- Tricks beat tricks (both of you take damage). The special "null gesture" (palm up) takes
damage from all other gestures, including blocks.
Ending Combat
- Combat ends when:
- Both of you agree to mutually end combat. (If this happens, the combat is declared
null and void; no need to report it.)
- One of you disengages. That person must leave the locale for 10 minutes; the victor
may follow but may not attack him during that period.
- One combatant reaches 0 hit points.
- Combat-final powers (Cs) may be used to alter the end of the battle.
- If you reach 0 hit points, you must surrender or die. Gods and celestial spirits must
accept surrenders during Eras Aleph and Centrum.
- If you accept your opponent's surrender, you
- must
impose one of the following
surrender terms:
- Surrender Item: opponent gives you an item of your choice
- Surrender Mana: opponent gives you 3 mana (after toll) or half his mana, whichever
is less
- Surrender Earthly Influence: name a race on Earth, your opponent may no longer
use history or creation powers which will affect it (except global powers)
- Surrender Will: opponent must swear a divine oath with you as sole witness; you
must pay the cost to witness
- Surrender Labor: opponent must follow your commands for 30 minutes, but you can
only command him to perform menial tasks - no combat or use of powers
- If your opponent surrenders when you were using a Weapon of Obliteration, then you must
also impose a mutilation (see rules).
- If you defeat a demesne from outside, then you gain entrance. If you defeat a demesne from
inside, then you take control.
- Report all combat results to the referee in the Hall of Doom (or send word through another
ref).
Death
- When you die, you must drop all artifacts and transmigrate to the Underworld.
- You remain dead for 30 minutes and may not do any of the following:
- leave the Underworld
- talk to living characters
- use any powers
- attack or be attacked
- possess artifacts
- transfer mana to or from living characters
- If you are obliterated, immediately tell the GM. Your character is gone. You are now a
demon. Go to the Void and pick up a "demon pack".
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