Combat Mechanics

  1. When you strike another player with a larp-safe weapon, you may make a 'damage call' to indicate the IC strength of the blow
  2. Damage calls indicate the number of hits the target loses from the struck location
  3. If you are struck a blow without a damage call you must treat it as a SINGLE point of damage to the struck location
  4. If a blow is struck with a weapon and an additional call made, i.e STRIKEDOWN, FLAMING, VENOM ONE, you must take the effect of the call AND a SINGLE point of damage
  5. The basic calls are SINGLE, DOUBLE, TRIPLE, etc. i.e If damage is reduced one degree from SINGLE, it becomes NOTHING, if increased one degree DOUBLE.
  6. There are multiple types of damage and protection
  7. Numerical damage, e.g. ONE, TWO, THREE, etc. hits the torso automatically
  8. You have 6 locations on your body: Head, Chest, Right arm, Left arm, Right leg and Left leg.

Combat in Treasure Trap is an abstraction. To represent the varying degrees of force and damage inflicted by blows, a 'damage call' is used.

If you are striking "SINGLE" you do not need to call damage. If you are struck without a damage call you lose a single hit from the struck location as if hit by a "SINGLE" damage call. You should avoid calling "SINGLE" in combat in order to reduce background noise and make other calls more audible. An exception to this is if you are alternating different damage calls (e.g. when doing different damage with each hand). In this case you should call singles in order to avoid confusion.

You should not call "SINGLE" if there are additional effects on the blow. eg. Call "VENOM ONE" not "SINGLE VENOM ONE", Call "FLAMING " not "FLAMING SINGLE"

Damage calls must be clearly audible to the target; it is not necessary to shout them.

If for any reason you are unable to call at least "SINGLE" damage i.e your damage would be nothing, you should avoid striking blows in combat. If you do need to strike a blow you must call NOTHING, and may also do so in other circumstances where this would be appropriate, such as if your character is sparring with another. Players may also agree in advance (such as when their characters are sparring) that all blows between them do NOTHING, but this must be clearly agreed upon by all parties OOC in advance. If in any case there is ambiguity players should assume blows do a SINGLE point of damage.

Damage calls indicate the number of hits that have been inflicted. The full range of damage calls is:

NOTHING, SINGLE, DOUBLE, TRIPLE, QUAD, QUIN, HEX, SEPT, OCT, NON, DEC.

Sometimes a damage call will have additional descriptors. These are detailed under 'Types of damage', below.

Numerical damage calls inflict their damage to the torso location automatically, regardless of where the blow lands. These calls are mainly used for ranged damage spells. Numerical damage calls consist of the number of hits lost, e.g. ONE, TWO, THREE, FOUR, etc.

For purposes of taking damage; Head includes head and neck, Chest includes shoulders and entire torso, Arms include arms and hands and Legs include all parts of your body from the waist down.

Ranged Weapons and Safety

  1. Bows, crossbows, javelins, thrown weapons and other ammunition must be specially checked
  2. You must not throw any weapon not designed for this purpose
  3. You must not aim for the face, breasts or groin
  4. If you are too close to safely shoot a bow or crossbow you may use the LOOSE call

Due to the inherent safety risks of these weapons, you must ensure that your weapons and ammunition are checked before each event in which they are used. Arrows and bolts in particular are prone to damage after each shot, so you should ensure that you check them for damage whenever possible.

Thrown weapons are specially designed without a rigid core, in order to render them safer to throw. You should not throw any weapon that you are not certain was designed for this purpose.

Arrows and bolts can impact with more force than a melee weapon blow so you should always be aware of your shots. Crossbows in particular are prone to accidental discharging, so you should keep a loaded crossbow pointed away from other people at all times when not intending to shoot it. You should not keep a crossbow string drawn back for extended periods of time.

You must not shoot a bow or crossbow if the shot would travel less than six feet to your target. If you are in a situation where you cannot safely shoot for OOC safety reasons, but could reasonably shoot your target IC, you may use the call LOOSE followed by your normal damage call. The shot is assumed to automatically hit your target in the torso location, unless they are covering themselves with a large shield in which case the attack is ineffective.

When using the LOOSE call you must roleplay all the steps involved in shooting, but you must not draw back the bowstring on a bow or pull the trigger on a primed crossbow. You cannot use LOOSE more times than you have available ammunition; but avoid dropping ammo on the ground as it presents a safety hazard and can lead to broken and unsafe ammo.

Remember that you should never parry with a bow or crossbow in melee. It is recommended that you avoid entering situations where the LOOSE call is required.

As with all ranged calls, you may find it useful to announce the target of your LOOSE call if there is any confusion, particularly if they have their back to you.

Example 1: Dimitri is an archer facing off a group of goblins. As he pulls back the string for a shot, one of the goblins steps within 6 feet of him. Instead of loosing the arrow at an unsafe distance, Dimitri's player relaxes his draw and calls LOOSE SINGLE THROUGH while aiming at the unlucky goblin.

Example 2: Vidanya is carrying an unloaded crossbow in the bar when a group of savage demons rush in. Pinned close to the battle line, her player mimes pulling back the crossbow's string, taking a bolt and loading it, then points the (OOC unloaded, untensioned) crossbow at one of the demons she has a clear shot to, and calls LOOSE SINGLE THROUGH.

Shields

  1.  Shields may only be used to block blows if the character has sufficient levels of 'Street Fighter' or 'Melee'

Characters cannot naturally use a shield for protection. Appropriate levels of the skills 'Street Fighter' or 'Melee' are required. With these skills blows on the shield may be completely ignored.

If a blow strikes a shield held by an unskilled character, strapped to another location, or a shield which has been IC disintegrated, it is transferred to the location beneath instead

Throat Cut

  1. You may use the THROAT CUT call to deliver a coup-de-grâce to an unresisting target

When faced with an unresisting target (one that is unconscious or otherwise unable to defend themselves, except those suffering the effects of HALT or STASIS), you may call THROAT CUT to immediately reduce their head location to -1. To do so, you must use a safe melee weapon physrep and roleplay delivering a mortal wound to the target's head or neck. THROAT CUT is a damage call which may be modified by the special damage types described below.

If a target's head location is already on -1 or fewer hits, THROAT CUT instead deals a single point of damage to the head.

Injury and Disabled locations

  1. When your character has lost hit points on a location, they are injured
  2. When a location reaches 0 hits, it is disabled
  3. If either your head or chest (critical locations) reach 0 hits, you fall over but can choose to remain conscious. If these locations take any further damage, you fall unconscious.
  4. Locations on 0 bleed, losing 1 hit per minute until IC treated

Damage taken to a location is cumulative and lasts until it is healed. A location is functional so long as it has hits remaining.

Example: Boris has 3 hits on his right arm.  He is hit for a SINGLE in his arm. His arm is now on 2 hits.  If Boris was hit twice more like this, his arm would be on 0 hits and disabled.

If a location has taken a fraction of a point of damage, then this damage will heal up to the next full amount with five minutes of low activity. However, if a location takes a full point of damage then this must be healed in the normal way, even if this damage was done fractionally.

If a location reaches 0 hits, it is disabled and begins to bleed at the rate of 1 hit every minute. A disabled limb renders it useless: you must drop anything held in a disabled hand (or set it down if it is a fragile physrep) and you must fall to the ground if you suffer a disabled leg (you may get up again afterwards but may only move at a slow limp; if both legs are crippled then you may only crawl or walk with the aid of crutches/support). 

If the head or chest are bleeding, you may either choose to fall unconscious or remain conscious. Either way, you must fall over. If you remain conscious, then the only actions you can take are speaking and writing. You may not drink potions, bandage yourself, use Rec or Detect calls or any similar effects.

After falling down, if your vital location takes any more damage while it is already bleeding, you must fall unconscious.

Bleeding continues until the location is brought above 0 hits or it is stabilised. A stabilised location remains disabled at its current hits but does not begin to bleed again until further damage is suffered. If a character's head and chest are not bleeding then they regain consciousness, but they may not run or use any skills until both locations are above 0 hits.

A damaged or bleeding location is not immediately obvious to outside examination. You may refer to the damage in IC terms but you must not reveal your current hits to another character unless they use the skill First Aid. This skill allows a player to use the call REC NATURE OF WOUNDS. In response to this call you must tell the player how many hits you have remaining on each location out of your normal maximum totals.

Example: Boris has three hits per location and has taken two points of damage to the left arm as well as three hits to the right leg. Vanya, the healer, uses First Aid: Vanya's player calls REC NATURE OF WOUNDS and Boris' player informs her that he is down to one  out of three on the left arm and zero on the right leg.

Permanent injury and Dying

  1. A location that reaches -3 hits is disabled
  2. Locations may not be reduced below -3
  3. If your head or chest reaches -3, your character dies

If limb reaches -3 through direct damage, it is permanently disabled and may never be used again. The limb is not necessarily severed but you must make it clear that it is damaged beyond repair. Some powerful effects may restore function to a permanently disabled limb.

If a limb reaches -3 by bleeding it is disabled and cannot be used for the rest of the event. However, it recovers in the downtime period before the next event, and can then be used as normal.

If the head or chest reach -3 then your character is dead. When you die you may continue to physrep your corpse for as long as you wish. Any attempt to search your body automatically succeeds.

Your character's soul remains in your body for a short period of time unless laid to rest. Some abilities only work on a body that contains a soul.

When you stop playing your corpse, you must go see a ref and inform them of your death.

Types of damage

  1. Damage called simply as a value (ie. SINGLE) with no modifier is Physical damage
  2. Other types of damage are indicated by adding to your damage call
  3. The possible damage types include SUBDUAL, MAGIC, SPIRIT, THROUGH, VENOM, SILVER, and the six elemental damage types
  4. Other damage types may exist
  5. Damage types may be combined

To represent the varied abilities of characters in the TT world, there are multiple types of damage that can be inflicted. Physical, Subdual and Through damage normally come from mundane sources. Other types of damage are clearly identifiable to characters as coming from a non-mundane source.

Subdual Damage

Subdual damage represents bruising and is non-lethal. If a location is reduced to 0 hit-points by subdual damage, it cannot be used for five minutes. If the head or body is reduced to 0 by subdual damage, you fall unconscious for five minutes. After five minutes, all accumulated subdual damage goes away. Subdual damage does not cause Bleeding and cannot reduce a location below -2.

You may not normally combine subdual damage with any other special kind of damage. This is an exception to the rule about combining damage types (see below).

Subdual damage is indicated by adding the word SUBDUE before the damage call, e.g. SUBDUE SINGLE.

Magic and Spirit Damage

These damage types originate from spells, miracles or enhanced weapons and behave like physical damage, except that they have additional effects against certain types of creatures. Some monsters, particularly incorporeal ones, may be immune to physical damage, but not to magic or spirit.

Spirit damage is indicated by adding the word SPIRIT before the damage call, respectively, e.g. MAGIC DOUBLE or SPIRIT TRIPLE.

Grey magic effects will add the word MAGIC. Elemental magic effects will add that element to the damage call, RADIANT, SHADOW, LIGHTNING, EARTHEN, FLAMING, or FREEZING depending on which element it is associated with. It should be noted that any call including any of these also counts as a MAGIC call.

Through Damage

Through damage acts as physical damage but ignores physical armour and DAC. Mechanical ranged weapons and armour-piercing attacks inflict this damage type.

Through damage is indicated by adding the word THROUGH after the damage call, e.g. SINGLE THROUGH.

Venom damage

This descriptor indicates damage caused by venoms and poisons, either natural or created through alchemy. Most venoms are delivered by weapons, and only affect the first strike made by the weapon against a target. Applying a venom to a weapon requires the appropriate skill.

Venom damage follows the damage call of the weapon used to administer the venom and is indicated by the word VENOM followed by the level of the venom e.g. SINGLE VENOM TWO. Venom deals that number of hits directly to the torso and cannot be absorbed by armour. The venom only causes damage if the attack causes the target to lose a hit after armour.

Venom damage cannot be healed normally, requiring an anti-venom to be administered first. Every point of anti-venom administered allows one point of venom damage to be healed by normal means (alchemy, miracles, etc.). An anti-venom can also be administered pro-actively, in which case it absorbs up to its level in venom damage for its duration.

If you are reduced to -3 on the chest as a result of taking VENOM damage then you are dead.

The VENOM descriptor may also apply to other poison effects aside from damage, for example VENOM SLEEP or VENOM PARALYSIS.

Silver, Elemental and other damage

These damage types as well as any type not listed above have no special effect except  against particular targets. Unless told otherwise, you may ignore these descriptors in a damage call, taking only the other effects of the call.

All these types of damage are indicated by adding their name before the damage call, as per MAGIC and SPIRIT.

Example: most characters treat FLAMING DOUBLE as a physical DOUBLE. An attack causing COLD IRON SINGLE affects most characters as a physical SINGLE but causes additional damage against Elemental Elves, for instance.

See the Elementalism Rules document for a list of elemental damage calls. Should you have a lammy allowing you to call MAGIC [element] then you may call [element] instead.

Combining damage types

Under special circumstances certain damage types can be combined in a single call. In these cases, simply add the descriptors at the appropriate place around the damage call.

Example: a character firing a bow enhanced by the spell Flamebow might call FLAMING TRIPLE THROUGH. A fireball does FLAMING THREE. A character with a spiritually-empowered dagger who backstabs a target with a special magical venom would call SPIRIT SINGLE THROUGH, MAGIC VENOM THREE.

Damage Immunities

If a character has immunity to MAGIC or SPIRIT damage there are immune to such damage even if it has a physical component. If a character has a damage call enhancement (being spiritual or magical) they may suppress that whole effect at will. Suppressing the effect does not extend the duration. Unless already countermanded by a lammie description. NB Suppressing does not count as cancelling. This does not apply to blade venoms and poisons.

Types of Armour

  1. There are 4 types of armour: Physical, Magic, Spirit and DAC
  2. Physical armour is worn on the body and only protects where the physrep covers
  3. Magic, Spirit and DAC provide global armour points
  4. Armour of different types may stack

All types of armour protect your character by absorbing the damage you would otherwise take. Armour is ablative: for each hit you take, reduce your armour by the damage called. Armour is ineffective once reduced to zero.

Global armour provides protection that is independent of location.

Example: Boris has 3 points of Spirit armour. The first 3 points of damage he takes, regardless of location, will be stopped by the Spirit armour.

Physical Armour

Armour that is worn by a character, such as a leather breastplate, provides physical armour. Physical armour protects against all damage except THROUGH.

Only blows that physically strike the armour physrep are absorbed by the armour; blows hitting unarmoured parts of a location are taken to the location directly. Physical armour is locational: a character has an armour value for each location covered by a lammied armour physrep. The sum of the values of the highest value armour on each location (even if that armour has been damaged) is your Armour Total. You may only be protected by as much armour as you have the skills for (A starting character has a Maximum Armour Total of 6).  If your character's Armour Total is higher than their Maximum Armour Total, one (or more) locations of armour will behave as if dross (offering 0 points of protection but taking no damage themselves) until your Armour Total is reduced to less than, or equal to your maximum Armour Total.  Any character can repair Physical armour at the rate of 1 point per 5 minutes of role-played repair.

Magic Armour

Magic armour is granted by spells and some magic items. It provides Global armour points. Magic armour protects against all damage except SPIRIT. Magic armour may not be repaired – when it’s gone, it’s gone.

Spirit Armour

Spirit Armour is granted by miracles and some spiritual items. It provides Global armour points. Spirit armour protects against all types of damage. Spirit armour may not be repaired – when it’s gone, it’s gone.

DAC  (Dexterity Armour Class)

DAC is granted by skills and some magic items. It provides Global armour points. DAC protects against all damage except THROUGH.

You must be able to see the blow coming and be in a position to dodge for DAC to function. You cannot use DAC against surprise attacks or while unconscious or otherwise unable to move.

DAC armour regenerates at the rate of 1 point per 5 minutes of IC rest. 

Types of Physical Armour and Layering

  1. Physical armour must be physrepped by items of the appropriate material
  2. You can stack physical armour on the same location but you only receive the benefits of the highest armour points
  3. Damage is taken to all armour on the same location

Physical armour comes in different types depending on its effectiveness. All armour must both have a lammy and an appropriate physrep to confer its protection.

1-point and 2-point armour is physrepped by leather, fur or padded clothing.

3-point and 4-point armour is physrepped by chain, scalemail, plate or an equivalent non-metal physrep of chain, scalemail or plate.

If two or more items of physical armour overlap on the same part of a location, only the item with the highest armour points counts.

Example: Piotr is wearing a chain bracer (3 points) under a leather coat (1 point). He benefits from 3 armour points where the bracer covers, not 4.

All armour on a given location takes damage if any of the armour on that location is struck.

Example: Misha is wearing a chain shirt (3 points) with plate gauntlets (4 points). If the arm of the shirt is struck for a SINGLE, the gauntlets also take damage.

If a blow lands on an unarmoured part of a location, including parts covered by armour reduced to zero hits, then the damage is taken straight to the body, and does not further damage any remaining armour.

Example: the sleeve of Misha's chain shirt has taken three points of damage and no longer provides protection. Her gauntlet still has 1 armour point remaining. If she is hit on the sleeve of the shirt, the damage will affect her body hits directly, and not damage the gauntlet.

Note: some lammies state that they provide armour to multiple locations. These locations still count separately for purposes of taking  damage, so for instance a leather jerkin (chest and two arms armour) is functionally identical to a leather vest and two bracers.

Resisting Effects

  1. If you are the target of an effect which does not work on you, you should call NO EFFECT
  2. If you counter an effect through IC means you should call NOTED

Some situations cause a character to become immune to certain calls or spells. To indicate that a call has not affected you at all, you must call NO EFFECT.  It is IC obvious that you are immune. You should repeat this every time you are the target of such an effect to make it clear that it is still ineffective.

Example: the high-level spell 'Ice Body' causes a character to become immune to physical damage for the duration of its effect. If you are hit by physical damage you should call NO EFFECT to indicate that the blows are not affecting you at all.

Some abilities allow a character to ignore part or all of an effect called against them. To indicate that you have heard the call and that the effect has depleted some of your IC resources, you should call NOTED.

Example: the miracle 'Spirit Defence' counteracts the first damaging call against its user. If you are hit by 'Fireball' and your Spirit Defence counteracts it, you should call NOTED.

It is not necessary to call NOTED when a blow is absorbed by your armour, even non-physical armour.