Combat System

The world of Wyvern Rising can be a dangerous and violent place. Almost everyone is armed and able to defend themselves. Some carry steel, some carry knowledge of magic or faith. None will hesitate to use the full strength of their power. Combat is simulated through the use of boffer weapons, latex weapons, and spell packets. Both offer safe, but exciting action when used properly. The rules governing the construction and use of weapons are vigorously enforced. Improper use of any weapon at any time will get you expelled from the game. Since safety is our primary concern, don’t count on a second chance.

Combat at any game under the Wyvern Group LLC banner is a privilege, not a right. If you inappropriately strike someone with excessive force or violate our combat rules in any way, you will receive a single warning, added to your character card. Your next offense will remove latex weapon privileges, and your last offense will remove combat privileges from your character for 1 year, to be reevaluated after that time. Should you violate our combat rules a final time, you will have your combat privileges* permanently revoked.

The Staff Members and Directors of Wyvern Rising, Colony Alpha, and the Wyvern Group LLC reserve the right to deem an offense so severe that it could skip one or more of the earlier stages of violations.

**“Combat privileges” are defined as participating in any combat using a ranged or melee weapon, but not including the casting of spells through the use of spell packets.

HOLD!

At Wyvern Rising you will hear the term “HOLD“, this is a call representing a pause in all game action. Upon hearing a “HOLD” be called you should remain quiet, stay where you are, and let it be resolved.

A “HOLD” can be called for a few reasons including: a person has become injured, a dangerous situation has come up, or hopefully a player has used a Skill that calls for a “HOLD“. Do not yell the word “HOLD” unless it is for one of these reasons.

Remember, the “HOLD” rule overrides everything. All action stops immediately, and remains so, until the “HOLD” is resolved. Players do not expect to be struck during a “HOLD” and are therefore unprepared for it. This opportunity for injury should be avoided. Also, if you walk into a situation and see a group of people who are all kneeling, with no other actions occurring, they are probably in a “HOLD“. Call out to them to make sure.

In Wyvern Rising there are very few skills that are able to cause damage when the game is in a “HOLD“. Damage or effects that occur in a “HOLD” happen so fast that only certain defenses may protect a character from them.  Any defenses that are Invoked will have no effect against an attack that occurs in a “HOLD“. Armor will protect a character as usual. Skills, Prayers, Spells, and other abilities that allow you to defend yourself during a “HOLD” will note such a thing in the description.

Weapon Combat

Only properly constructed and inspected weapons may be used. Assuming that you have a qualified weapon, following these three basic rules is all it takes for weapon combat.

  • NEVER STRIKE THE HEAD OR GROIN
  • NEVER STRIKE SO HARD THAT YOU CAUSE PAIN
  • NEVER STRIKE DURING A HOLD

Hitting someone in the head or groin will cause injury. Aim for the torso, arms, and legs. If you or your opponent is accidentally hit in the head or groin, stop the combat immediately. The strike has no game effect and the skill is expended. Intentional or excessive “accidental” striking to the head or groin is cause for ejection from the game.

You only need to hit hard enough for your opponent to feel it, no so much that it stings or bruises. Do not swing your weapon like a baseball bat. A weapon swing should commonly cover an arc of 90 degrees. Also, you should learn to “pull” your blows. Pulling a strike means easing the force of impact just before contact. This is a good way to avoid hitting too hard.

Damage is inflicted when a weapon strikes a legal target. Most attacks are valid anywhere on the body (except head and groin). Some attacks must hit a particular part of the body, or perhaps a weapon or shield. Upon hitting the target, call out the effect of the attack loud enough for your opponent to hear. For normal attacks, you would say the amount of damage caused, plus the word “Damage.”

Any attack that is not Damage is called by the skill name, for example Break Limb. Upon successfully connecting with an arm or leg, say “Break Limb.” Thus, your opponent knows that you have not inflicted Damage, but that their arm or leg is now broken, painful, and useless.

This is true of any skill of this type including Disarm, Trip, Stun, etc. There are a few skills that cause Damage but are called in a special way. Cleave is an example of this type of skill and would be called “Cleave 12 Damage”.

In order to cause Damage or initiate the effect of an attack, you must strike a valid target. If you miss, the attack has no effect. If you hit an invalid target area or if your opponent blocks the strike with their weapon or shield the attack has no effect. Often a strike will be deflected off a weapon or shield and still hit it’s target. This is a blocked attack. If an attack is intercepted in any way, it has no effect. Additionally, there are some defensive skills that will nullify the effects of an otherwise successful attack. For example, Parry called immediately after a valid strike will prevent the effects of that strike from occurring.

Once an attack is called, you must expend the appropriate ability points whether the attack is successful or not. This represents the fact that you have expended the energy to perform the maneuver. Even if you miss, or are blocked or parried, you must give up the necessary points.

If you are the recipient of an attack, you must react according to the damage inflicted. Getting hit with a sword, axe or arrow hurts. Role-play the pain when you are hit. Flinch, stumble or limp; cry out in shock and agony. Such actions are a great asset to the atmosphere of the game. They are also likely to get you noticed by a Staff or a Director for role-playing points (or even a physician for medical help.)

Damage is applied first to any Armour you are wearing. The location of the hit does not have to be the same as the location of the Armour for the Armour to be effective. Damage affects Body points only after all Armour has been destroyed. During a battle, you must keep a mental tally of your remaining Armour and Body points. Upon reaching zero Body, you must immediately collapse from your injuries and begin your Death Count. Any normal damage received after you are at zero Body does not accumulate. You can never reach a negative Body value.

Spell Packet Combat

Delivery of Spells and Prayers is conducted with spell packets. Spell packets are simply thrown at an intended target. The range is as far as you can throw. As with weapon combat, never aim for the head or groin. Though spell packets are quite safe, we try to avoid any chance for injury. Hits on these locations are likely to get you ejected from the game. Also, do not throw excessively hard or when a “HOLD” has been called.

*Unlike weapons, spell packet attacks are considered successful even if the hit a weapon, shield, or clothing instead of a person’s body. These attacks have full effect if they strike the person or anything they are carrying or wearing. Spells and Prayers can’t be Parried or Blocked by normal means.

When you throw a spell packet, call the name of the Spell or Prayer you are casting, in addition to the effect. For example, a Sorcerer using the Spell named Fireball would throw their spell packet and call “Fireball, Eight Fire.” Spells and Prayers come in a vast variety, so be sure to call the name and effect loudly and clearly enough for your target to understand. Like weapon Skills, Prayers and Spells are expended when used, even if they miss.

There are three Delivery methods for Prayers and Spells: Ranged (for use with a spell packet), Touch (use a spell packet of boffer fist to touch others), or Personal (affects caster only or does not require a spell packet). Ranged Spells and Prayers MUST be cast with a spell packet, and MAY NOT be cast via Touch.

In Wyvern Rising, a character casting a spell or prayer needs to use a verbal component. This is represented out of game by saying the spell or player’s name and its effect. What this represents in the game world is a character’s personal wording to make the prayer or invocation manifest. Other characters can’t discern the name or nature of a Spell or Prayer based solely off of the verbal component.

All Prayers and Spells require a vocal component, for which saying the Prayer/Spell name and a short description of the effect are a phys-rep. It is not possible to cast a Prayer or Spell if your mouth is not free. All Ranged Prayers and Spells have a visual in-game manifestation, meaning anyone can see the Prayer or Spell being cast. Touch Prayers and Spells do not have a visual in-game manifestation, meaning no one can see the Prayer or Spell being cast.

Strength and You

In the game there are three types of Strength augmentation: Incredible Strength, Strength Rush, and Brute Strength. All three of these allow a character to swing +1 Damage with melee attacks, as well as let a character push or throw items of Human size 10′ feet and carry the weight of up to two people.

All Spells, Prayers, alchemical potions, or other means grant one of these three. Only these three may stack with one another. Two things that grant the same type of Strength augmentation may NOT stack. The effects of Strength augmentation stack additionally. For example, using Incredible Strength and Strength Rush will grant +2 Damage, the ability to carry the weight of 4 people, and the ability to throw for 20 feet. Using all three grants +3 Damage, the ability to carry the weight of 6 people, and the ability to throw 30 feet.

A normal person is assumed to have strength x1 or base strength. You can have Strength Rush, Incredible Strength, and Brute Strength on you at the same time for Strength x4. You can’t have the skill Strength Rush and a Prayer or Spell that causes Strength Rush on you at the same time, they do not stack.

The skill Throw allows you to throw someone 10 feet. Having strength modifiers allows you to Throw someone 10 feet farther for each modifier. When you Throw someone 30 feet, they also take 1 point of Body Damage. You take 1 more point of Body Damage for every 10 feet after 30 feet. If you have Incredible Strength and Strength Rush, and you use the skill Throw, you can throw someone 30 feet and deal 1 point of body damage to them. If you have Brute Strength on top of that, you would deal 2 Body Damage.

Having a strength mod allows you to throw someone out of combat without the use of the skill Throw. If you have strength x2, you can throw someone 10 feet, maybe across a pit, without expending any END.

You must have Strength x4 to break out of being bound by rope.

Falling and You

Fall Damage is calculated based on how far you fall. A character will take 1 point of Body Damage for every 10 feet they fall. ie. If you fall 30 feet, you take 3 points of Body Damage.

Breaking Weapons

A weapon can only be broken by another weapon on the same line or lower on the below list. In the case of monsters that use claws, if they have the skill Break Weapon, the claws are considered pole-arm equivalent for the purpose of breaking weapons.

Smallest

  • Small Weapon
  • Club = 1 Hand Blade
  • Bastard Blade = 1 Hand Halfted
  • Staff
  • Bastard Hafted = 2 Hand Blade
  • 2 Hand Hafted = Pole-arm

Largest

Deathblow

Deathblows are a representation of using a killing blow at Wyvern Rising.

Deathblow forces a dying person to the Third Stage of their Death Count. This effectively shortens the bleeding out process to two minutes, during which only the highest level healing and prayers are effective. The target of a Deathblow must be at zero (0) Body. To perform a Deathblow, place your weapon on the target’s chest or back and say “DEATHBLOW (X DAMAGE)”. Anyone may perform a Deathblow. It does not require any special skill or ability points.

Special Damage

Some attacks do not cause Damage, but are so powerful or precisely placed that Armour provides no defense. Attacks of this type do direct Body damage. Instead of calling “Two Damage” these are called as “Two Body.” This indicates that the stated amount is deducted directly from Body points and not Armour.

Additionally, weapons constructed of unusual materials like Silver or Mithril have special properties. Damage from these weapons is called as “Two Silver” or “Four Mithril” to indicate these properties. Some creatures in the game require special types of Damage to harm.

Silver or Better: Commonly used to represent any type of attack that deals damage that is not just Damage or Body. Some examples include Silver, Fire, Solar, Magic, Ice, and Divine.

If you are unsure of the effect of any Skill or type of Damage, ask a Staff Member, Director or the person using the skill.

“NO EFFECT”

When someone calls “No Effect” that means the Damage type or Damage amount you are causing is not working on them. This can be for instance like normal “Damage” not working against some Unholy, they would call “No Effect” when you swing a mundane weapon at them.

This is also the call for things like a Soak. At that point, you have to reach a certain amount of Damage before it takes effect.