Early Game Rules - October

Here are some early ideas on how the game will work mechanically.

The game is mostly defined by roleplay, but with so many unique powers and clashing personalities, rules have to be put in place to ensure the game runs smoothly.

As you can see, these rules are loose, and many are self-enforced for story reasons. None of these are definite.

If you have thoughts about this, please contact David at omniamutantor2019@gmail.com

Updated; 29th October

Health

By partaking in a strenuous activity (based on your judgement) or participating in a fight, you become Exhausted. Unless your character has an ability that says otherwise (like, say, increased stamina), any activity that would exhaust you OC does so IC.
Being hit with two POW! Calls makes a standard character Exhausted.

Exhausted characters cannot join fights or participate in anything strenuous.

You require 10 minutes rest - relaxing, non-participatory activity - in order to not be exhausted.

If attacked while you are exhausted, you become Wounded (unless an ability you have says otherwise). Wounded characters are either unconscious or in debilitating pain. You cannot do anything but talk until you are not wounded - only abilities can restore a character in this way.

You may attempt to kill a wounded character. Your abilities will tell you how long you are required to role play uninterrupted to do so. For example, characters with weapons or super-strength will be quicker than characters who have nothing.

A dead-character will have an amount of time post death to react, as if exhausted. Dramatic deaths are an important element to Superhero comic books.

Fights

Omnia Mutantor is a game about friendship, secrets, super powers and feelings. Fights will certainly happen, but it is certainly not the game's focus, especially as all the powers can turn this into something of a shouting mess.

As such, combat comes in two flavours; hitting a guy and watching them fall over, and getting in a fight. To get in a fight, you must challenge the other person with “Are you looking for a fight?” At which point, find an IC reason for both of you to briefly step a side, and discuss what to do next: Do you want to IC fight until there is a winner, or see a Ref and ordain an outcome, and then act that out? The latter allows you to make the fight as dramatic as possible, without creating much of a mess.

If anyone wants to join the fight, they must see the Ref at the same time.

The Ref will give a hand signal to show that the fight cannot be interrupted, and another to show that the fight is over.

POW!
POW! Is the standard damage call. It represents a punch or similar.
While it is a call from combat, it is not a Heavy Damage Call.
It is the minimal damage call. Two POW!s will make a standard character Exhausted.

Physical / Combat Powers

Powers / Weapons that rely on hitting an opponent always come with a Heavy Damage Call. For example, FIREBALL! or BANGBANG!

At range, these require a call including the target's name or description. A ref should always be on hand to help.

As a flat rule, any Heavy Damage Call reduces a character straight to exhausted, except where an ability they have says otherwise.

Heavy Damage Calls are:
KA-POW! (Being Hit)
FWOOSH! (Fire)
ZZZAPP! (Electricity)
CRRUSH! (Gravity)
PEWPEW! (Lasers)
SCREEEAM! (Sonic)

Some other calls may appear as Players create new characters with certain powers. These will be added as they become necessary.

KA-POW!
KA-POW! Is the most common Heavy Damage Call. It represents super strength.
KA-POW is a Heavy Damage Call

KRA-KA-POW!
KRA-KA-POW! Is the call for phenomenal physical strength.
KRA-KA-POW! Is a Heavy Damage Call
KRA-KA-POW! Is unique in that Tough and Impenetrable characters know how to react to them differently.

SCREEAAM!
SCREEAAM! Is a Heavy Damage Call.
It will be aimed at one character.

However, regardless, if you hear the Call, it is deafening and painful. Roleplay as if you’ve heard a nasty, loud sound.

HOLD!
HOLD! Is prefaced with a character’s name. When you hear this with your name, stop, turn around, and identify who made the call; they will be making obvious roleplay (Waving their hands, making spooky noises, etc.) For as long as this continues, you cant move your legs or arms.
HOLD! Is not a Heavy Damage Call.

KNOCKDOWN!
When you hear Knockdown, its because something like a wind or telekinetic force is knocking you to the floor.
Knockdown is not a Heavy Damage Call

SPECIAL!
Sometimes, a special ability has no obvious effect. SPECIAL! Is a call that tells you to go see a Ref as soon as possible.
It might be paired with a damage call, like SPECIAL! KA-POW!

If this doesn't happen in combat, the player may show you a Card with the effects on. Unless it says otherwise, you wont need to see a Ref.

Psychic / Utility Powers

Simple instructions for psychic powers will be written on laminated cards. To use that power, follow your personal instructions, then show the player the card. If it looks like you are being shown a card, you must respond as if that is the case. A Ref should be on board to help.

If you are reading the card, follow the instructions on it.

If these powers would be difficult to engage because of a physical situation, please notify Ref and they will help.

EXCELSIOR!
Excelsior is an attention generating call.
If someone starts a statement directly to you with "EXCELSIOR!", listen to what they say, and read their power card.
If someone shouts "EXCELSIOR!", they have your attention for the next 30 seconds. If you had intentions aimed at another character, you may now wish to aim them at this new character.

Travel / Unphysreppable Powers

If you have an ability that cannot be used in regular play, you will be able to use it by leaving play and seeing a Ref. Commonly, this will be to explore an area / collect something.

Unseen Abilities

Omnia Mutantor, again, is a game about Secrets and Superpowers. A character may indeed take more hits than expected, or deal out more damage, and probably isn't cheating.

However, if this genuinely does raise any alarms, please notify a Ref.

Insight

Insight is an OC Currency.
Each character starts with 3 Insight, unless stated otherwise.
You may spend 10 minutes thinking / doing research, then you can either;
* Generate 1 Insight
* Spend 1 Insight to ask David a question, & receive an answer. You have come up with this answer through your research / thinking.

If you wish to, you may pass on Insight by spending 5 minutes talking with someone about what you’re trying to deduce. After the 5 minutes, you may pass on any amount of Intrigue.

Giving Blood

Blood is required for Magic and certain other abilities. It is measured in cups.
To give 1 cup of blood, the players must roleplay your preferred form of bloodletting for one minute. The giving player becomes Exhausted.
Anybody who has given more than 1 cup of blood during the event becomes Wounded automatically instead of exhausted when they give another cup of Blood.
“1 Cup of Blood” must be collected in a cup / chalice, but a large bowl or similar can contain any number of “Cups of Blood”.
Each player has a Blood type. When you give blood, you may choose to / have to according to your sheet give a Blood type. Some players have the ability to ask “EXCELSIOR! Blood type” when they collect your blood; if they do, you must state your Blood type.

Magic

Some characters can perform very loose approximations of “magic”. In general, they will work the same way, with differences on each character's sheet.

There are two kinds of Rituals:

The first is a Projection. To cast a projection, the caster must perform a one-minute ritual using at least one cup of blood taken from a person (not necessarily themselves). This ritual will tell you what you need to cast a Sorcery of your request.

The second is a Sorcery; Sorceries can be used to attempt to achieve anything. To cast a sorcery, you must use a very specific list of ingredients. If you do not match the list for your request, it may not happen as you envision it.

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