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Company Details: Majestic Oak Limited, Company Registration Number: 05441414, VAT Registration Number: 183 7611 90, Director: JMC Ely, Correspondence: Huntley Wood, Draycott Cross, Cheadle, ST10 2NS 

Contact: XIsle.info@gmail.com

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Combat

Live action combat must be as safe as possible. All people who choose to play the game choose to accept certain risks, for example: they could trip or fall on uneven or cluttered ground, they are likely to come into physical contact with other participants and they may be struck by a pulled blow with a weapon physrep. All participants who fight are responsible for the following:

  • Do not engage in simulated combat when it is unsafe to do so or in an unsafe manner;

  • Do not engage in simulated combat when you would not be considered safe to drive a motor vehicle;

  • Do not use any implement (including your own hands and feet etc.) which is not a suitable combat physrep;

  • Grappling and body moves are more likely to cause damage to persons or property and is not permitted;

  • Always pull your blows so that the contact is felt but so that no harm is done (it is accepted that accidents happen and that hitting a moving target can make it harder to properly pull a blow); and

  • Avoid aiming blows at sensitive areas including the head.
     

Be safe and have fun!

Hit Locations

Most characters and monsters have five hit locations: four limbs and the body or vitals (the head is not a location but blows that land on the head are treated as hits to the body).

Each hit location has a certain number of Location Hits and Location Armour Hits. 

Each blow that lands on a hit location takes one point off the location armour hits until that runs out then takes one point off the location hits until that runs out; until that point the character can continue to function normally. 

If an arm drops to zero location hits you must drop anything held in that hand and not use that arm until it is healed. If your arm has a shield strapped to it you may not use the shield to block but simply let the arm hang by your side – you must roleplay having a useless arm.

If a leg drops to zero location hits you must fall over and not use that leg until it is healed. You may pull yourself back to standing but you cannot even walk normally let alone run – you must role play having a useless leg.

If vitals drop to zero location hits you will become UNCONSCIOUS.

If any hit location drops to zero you become DEBILITATED – this means that you become very ineffective.

Coup de Grace

Any character can cause a mortal wound to a target which is PARALYSED or UNCONSCIOUS by placing a weapon which can affect the target against a hit location and counting aloud slowly to three the stating COUP DE GRACE; the target then has zero location hits in that hit location and a mortal wound. The attacker must concentrate and not be hit with a weapon or spell for the period they are causing the mortal wound or the Coup de Grace has no effect.

Execution

Any character can kill a target which is UNCONSCIOUS or PARALYSED by simulating hacking apart the target with a weapon which can affect the target for an uninterrupted 30 seconds. At the end of this time the target is dead, hacked to pieces. The attacker must concentrate and not be hit with a weapon or spell for the period they are executing or the Execute has no effect.

Armour

Armour comes in two types: light (armour which appears not to be made from metal) and heavy (any metal appearing armour). The physrep must be reasonable so that an observer can see you are armoured, if in doubt ask a referee. 

Light Armour is worth one point while Heavy Armour is worth three points. This can be increased by special armour or by skill. A location is considered armoured if the physrep covers half or more of it.

Calls and their effects

SUBDUE    

This means that the weapon being used is doing very little harm to you; the damage done does reduce location armour hits and location hits but five minutes of rest will get back any hits lost; if it lands on heavy armour it has no effect at all! 

VENOM    

This means that the weapon was poisoned; if it causes you to loose any location hits you will be effected by the poison. You are DEBILITATED immediately and die after 300 seconds.

SWIFT DEATH    T

his means that the weapon was poisoned; if it causes you to loose any location hits you will be effected by the poison. ; You become UNCONSCIOUS immediately and die after 120 seconds.

THROUGH    

This means that your armour is ineffective against this blow and is ignored; if you suffer any location hits loss (ie it actually wounds), you receive a mortal wound.

IMPALE    

This means that your armour and shield are ineffective against this blow and is ignored (a hit on the shield is treated as a hit on the arm holding the shield) ; if you suffer any location hits loss (ie it actually wounds), you receive a mortal wound.

STUN    

If this blow strikes the target’s body (not the head) then the target is DEBILITATED unless they are wearing o helm or have some form of magical protection that protects all hit locations.

CRUSH    

If this blow hit your shield it is damaged and must be discarded before you can do anything else; if it hits your weapon or you, you receive a KNOCKBACK effect; if it hits armour then the location armour hits are immediately reduced to zero and the location hits are immediately reduced to zero; if you suffer any location hits loss (ie it actually wounds), you receive a mortal wound.

HARM    

If this blow hit you (not your weapon or shield) it ignores any location armour hits and drops the location hits to zero in the hit location hit; if you suffer any location hits loss (ie it actually wounds), you receive a mortal wound.

DECAY    

If this blow hit you (not your weapon or shield) it ignores any location armour hits and causes one location hits; five minutes later you die, your body turning to mush five minutes after that; while under this effect no healing will function until the Decay is removed (including regeneration).

SOUL WOUND  

If this blow hit you (not your weapon or shield) it ignores any location armour hits and drops the location hits to zero in the hit location hit; if you suffer any location hits loss (ie it actually wounds), you receive a soul wound.

NB If you are immune to the TYPE of damage (eg normal damage), then you are also immune to effects that stem from weapons that you are immune to.

Special armour can be immune to THROUGH / IMPALE / CRUSH in which case the armour just takes one location armour hits; if the blow hits armour with no location armour hits or a hit location with no armour, the call works normally.

Special skill can make you immune to the effects of these calls on your body but not your armour; if you are immune to CRUSH and are hit by that effect, your armour will be taken to zero or your shield damaged as normal but when it hits your location hits you will only loose one location hits and will not take a mortal wound.

It is also possible for a weapon to carry a spell effect. These effects work exactly like the spell of the same name but cannot be blocked by WILL or COUNTER-MAGIC. The weapon only has to make contact with you, your armour, shield or weapon to take effect.

Special Materials

Some weapons are made of unusual materials. This will be called when the weapon strikes.

If no call is made, the weapon is considered NORMAL.

ENCHANTED, FLAMING, COLD, SHOCK, SPIRIT are all calls that mean that the weapon does magical damage. This means that it will wound creatures immune to normal weapons. It also means that more powerful armour is required to block THROUGH, IMPALE and CRUSH from these weapons.

SLAYING [Creature Type] is even more deadly than magical weapons to the type or creature named; against other types it is just a magical weapon. This means that it will wound creatures immune to even magical weapons. Neither special equipment nor special skill protects you from the effect calls from SLAYING weapons if you are of that type. If no type is named, the weapon is SLAYING against everything! 

There are many other materials but these only affect certain types of creatures. These will know what to do when struck. If you haven’t been told about a specific material, treat it as NORMAL.

 

Injury States

The following possible states can be affecting a character:

WOUNDED  

The character is below their maximum location hits in one or more locations.

DEBILITATED    

Usually occurs when a character has one of their hit locations on zero hits. They are unable to move faster than a walk, they cannot cast spells or use any active skills. Once there is no longer an ongoing issue causing the effect (for example the wound causing it is healed) it will wear off after 5 minutes.

UNCONSCIOUS    

Usually occurs when a character’s body hit location is reduced to zero location hits. The character is out cold and can do nothing until woken. How they may be woken depends on what caused it: a spell or potion has a fixed duration after which they may be woken normally; if body hit location location hits have been reduced to zero you wake naturally after 5 minutes (although you are still DEBILITATED), you may be woken sooner by a healer treating your wounds and awakening you.

DYING    

The character has a mortal wound and is bleeding to death. If not treated the character will die once they have reached their death count (usually 300 seconds).

SOUL WOUND    

The character’s soul itself has been damaged and unless this is fixed they will die after a count of 300 seconds (this does not vary like their death count).

These are special states that can affect a character:

POISONED    

The character has been affected by a poison. The poison must be treated separately to any wounds they are suffering from: if the poison was VENOM they will become DEBILITATED immediately and die after 300 seconds; if the poison was SWIFT DEATH they will become UNCONCIOUS immediately and die after 120 seconds; other poisons are handled by referees.

DISEASED    

The character is affected by a disease; there are many different diseases each with their own effects – you will be told the effects by a referee, until you are told you can ignore the effect but will detect as having a disease if this is detected.

BLIND    

The character must roleplay being unable to see BUT must not close their eyes (for safety reasons); the character may not engage in any combat either attacking or parrying or dodging; the character may only cast touch spells.

DEAF    

The character must roleplay being unable to hear BUT can clearly hear all calls and statements made by referees (as these are OOC).

PARALYSED    

The character is completely unable to move or speak. Spells can still be resisted using the Will effect.

MUTE    

The character is completely unable to speak or make other voluntary sounds, this also prevents all spell casting except the Will effect. They may still make calls (as these are OOC).

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