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Combat

The rules for combat create a safe and fun way to simulate battle at Pantheon.  There are a few different methods damage and effects are delivered.

General Combat Rules:

  • Rule 1: When and where not to hit - Weapons and packets should never be used during a HOLD.  Also, for safety reasons, never aim for the head or groin.  Hits to the head or groin do not have to be counted, but we understand that accidents do happen, and encourage our players to take the damage when no real pain was caused, and they know that the hit in that area was a mistake.  There will be action taken against any player believed to be purposely aiming for the head or groin.

  • Rule 2:  Points of Energy - Many skills at Pantheon require you to spend points of energy in order to use them.  Energy is represented by the number on your character card.  You are not expected to stop combat to change your count after each effect is called in an encounter, but following a combat encounter you must update your character card to reflect energy used during an encounter.

  • Rule 3: Take your damage - There are few things hated more by Pantheon staff than cheating.  If you are hit with damage or an effect, and you choose to ignore it, you are cheating.  If you do not clearly hear what was called, or you are confused on the effect of a skill, you may call a HOLD to ask for a clarification.  If your character has enough damage called on them to knock the amount of body points your character has to a value of equal or less than zero your character will fall into the death count.

  • Rule 4: Being hit with swords and fire hurts - When your character is hit with a weapon or packet, chances are it’s not going to feel good to them.  Make sure you role-play accordingly to the effect or damage being done to you.

 

Boffer Weapon Rules:

  • Rule 1: How to deliver - When using a boffer weapon, damage and effects should be called simultaneously with the weapon striking the target.  Example:  Calling “2 damage” while striking someone with a small weapon.  Most boffer attacks will count nearly anywhere on the body.  If a skill specifies a specific part of the body that must be hit, the skill only takes effect if the target is hit in the right area.

  • Rule 2: Pulling your blows - Remember that we are not here to hurt each other.  You need to swing, or throw hard enough for the other player to feel the hit without feeling physical pain.  Swinging your boffer weapon as if it were a baseball bat is heavily discouraged as it often stings or bruises.  Pulling your blows is the best method of swinging a boffer without hurting someone.  To pull your blows, you simply ease back on the speed and impact of your boffer weapon directly before it makes contact.

  • Rule 3: Properly inspected weapons - All weapons must pass inspection by a member of Pantheon staff.  If your weapon passes inspection, you will be given a signed tag to prove that the weapon you are using has passed inspection.  This tag should be taped to the hilt or base of your boffer.  Instructions for creating a boffer that will pass inspection can be found in the Weapon Construction portion of the rules.

 

Skill Packet Rules:

  • Rule 1:  How to deliver - Damage and effects delivered through skill packets should be called out as the skill packet is thrown.  If the packet misses, the effect does not count, but the energy for the effect is still expended.

  • Rule 2:  Not throwing to break skin - While skill packets are often a safe method of delivering effects and damage, whipping them at people can cause bruises, welts, and sometimes even break the skin.  We ask that similar to the boffer rule, you only hit targets hard enough for them to feel your skill packet.

  • Rule 3: Correctly made skill packets - Skill packets can either be represented by small bean bags, or a homemade version that involves placing birdseed into a square of fabric, and securing it with a rubber band.  Since your skill packets will not be inspected, it is important that you remember to make them so they are not going to fall apart while not packing the seed in so much that it feels as though you are being hit with a rock.

 

Archery Rules:

  • Rule 1: How to deliver - Damage and effects delivered with an arrow should be called as the arrow is being pulled back and shot.  If the arrow misses the target, the skill does not take effect, and the amount of energy is still expended.

  • Rule 2: The correct bow - The Pantheon archery system uses real bows with boffer arrows.  Bows must not have a pull weight greater than 20 pounds.  Bows with a pull weight greater than that will not pass staff inspection since they are a safety hazard.

  • Rule 3: The correct arrow - The creation of boffer arrows uses the shaft of real arrow with the tip cut off and repaced with a boffer head.  If you have never constructed a boffer arrow, or received instruction on how, we suggest that you rent them from staff, or have someone experienced in making boffer arrows make them for you.  If you construct your own arrows, make sure you make one extra.  That extra arrow will be cut open and examined by Pantheon staff to insure it is created safely.

Damage Types

There are several different types of damage that may be called.  Generally these all work towards the same effect of wounding a target, but depending upon a Race or Monster’s Strengths and Weaknesses, these different types may deal less or more damage.  When a character is going to be dealing one of these different damage types, he calls the type as the successor to the number of damage being dealt.  (Ex.  Varconen Tyrus swings his staff [a Wood Sphere weapon], at an enemy.  He calls, “2 Damage.”  Varconen Tyrus later on has his weapon Enchanted to deal Fire.  Now when he swings his staff at an enemy he calls, “2 Fire.”)  
The different damage types at Pantheon currently include:

 

  • Damage:  This is the base, standard damage type.  It has no special effects.

 

  • Arcane:  Arcane damage is the only damage type that inherently has a special effect.  Arcane damage denotes that the particular skill/item/etc… bypasses all shields, weapons, and hits the target so long as the packet or strike makes contact with the target in any way (this includes if the skill/item/etc… hits the targets shield, weapon, or person).  Arcane is also used to represent some effects that would have a small radius or area of impact such as a bomb, not only for magical or supernatural abilities.

 

  • Body:  This attack deals direct Body damage and thusly has a higher potential of killing an enemy faster.

 

  • Elemental:  Elemental damage includes one of the following 4 damage types.  All 4 of these bear no special effect by themselves, but when dealt against a creature who is resistant to an element, the elemental damage type will be lessened.  When dealt against a creature who is weak against an elemental damage type, the damage will be heightened.

    • Acid

    • Fire

    • Ice

    • Shock

 

Body, Armor, Natural Armor and Defense

In Pantheon there are 4 different types of hit points.  All 4 of these types add to how long your character is able to survive.  The most important of these types is Body.

 

  • Body:
    • Body represents your character’s physical toughness.  Body is equal to how much Damage you can take (excluding all other types) before falling unconscious.  Body can be healed by skills and purchased from every Path at varying costs.  Martial Path, being the toughest, purchases +1 Body for 2 Build.  Expert and Naturalist are equally as rugged and can purchase +1 Body for 3 Build.  Lastly, Source, being the weakest in physical training, purchases +1 Body for 4 Build.  Body is dealt Damage last out of the 4 hit point types.
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  • Natural Armor:
    • Natural Armor is exactly what the name implies.  Either through natural or ritual scarification, or from naturally tough skin, Natural Armor adds the amount of Damage your character can take before falling unconscious.  Natural Armor is dealt Damage third out of the 4 hit point types.
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  • Armor:
    • Armor points are gained through wearing armor.  More is explained in the Armor section.  Armor adds to the amount of Damage your character can take before falling unconscious.  Armor is dealt Damage second out of the 4 hit point types.
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  • Defense:
    • Defense is gained in a few different ways.  Defense represents a natural fighting prowess which a character has which the player may not actually possess the skill for.  Defense adds to the amount of Damage your character can take before falling unconscious.  Defense is dealt damage first out of the 4 hit point types.
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  • For ease, reference the following chart when calculating Damage:
  • Defense - 1st
  • Armor - 2nd
  • Natural Armor - 3rd
  • Body - 4th

 

Once all 4 Types have been reduced to zero, then the character falls into unconsciousness and begins his death count.

 

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