System
The Syncretism system is new and still being tested. It will be updated and modified.
Introduction
Welcome to Syncretism. We are a boffer LARP, for which we have developed our own combat system. In our system, melee combat is represented using weapons padded in closed-cell foam and ranged combat is represented through a combination of bird-seed filled “packets” representing spells, closed foam thrown weapons, and Nerf darts. Safety is our top priority, and we have developed our system to be dramatic, dynamic, and slow (think JRPGs or Avatar).
In order to spread out combat in this way, we have introduced the concept of reset motions. After you hit someone, or before you cast a spell, you perform an appropriate number of reset motions. The motion is determined by whether you are casting or fighting, as well as by what weapon style you are using. More powerful effects require more iterations (repetitions) of your reset motions.
Basics And Safety
Lightest Touch
Weapon strikes should be delivered with the minimum of force necessary. This is true whether the blow is aimed at a person, at their weapon, or as a feint. If your strike is blocked mid-swing, you should not force past the weapon; any contact interrupting an incoming swing is sufficient to block the blow. Beat attacks (strikes to an opponent’s weapon to knock them out of line or as part of a feint) are allowed as long as you follow the same rules about using lightest touch as for strikes. Since moving in the direction of a swing with a step, a lunge, or a jump greatly adds to the force of that swing, be especially careful when moving quickly.
Roleplaying Hits
As the reset system requires connecting with a melee hit before you are required to reset, all players must acknowledge successful strikes against them. Some valid acknowledgements include verbal acknowledgements like grunts, winces, or yelps of pain as well as physical ones like slapping a free hand to the imaginary injury or a grimacing.
Weapon Wielding
To use a given weapon, you must have the appropriate skill. Two-handed weapons require both hands on the weapon when performing strikes, blocks, or resets. Thrown weapons are a weapon. Shields are considered a weapon. Packets are not considered a weapon. If a packet or dart contacts a weapon, you must take the effect of the packet. If a weapon is struck with a Break effect, it becomes Broken and is unusable until repaired. If a Broken weapon (or a weapon you cannot wield) that you are holding is struck, you take the effect of that strike.
Targetable Areas
Melee strikes may target any area of the body EXCEPT: hands (up to the wrist), neck, face, groin and head. Strikes that hit these areas do not count. Thrusting attacks to the solar plexus should be avoided, even though blows to that general area still count. Spell packets may target any legal melee target, and they may also target hands and weapons.
Swing Distance Rule
On each swing, weapons should travel at least 18 inches from starting point to point of impact (this is approximately the distance covered by the tip of a 40 inch weapon gripped at the crossguard travelling in a 45 degree swing). Please remember that if your attacks are blocked, you must continue to obey the rules of lightest touch and travel 18 inches between contacts. Similarly, thrusts should travel a distance of at least a foot, but take care to leave a small bend in your arm at the elbow to cushion the force should your target move forward unexpectedly.
Throwing Rule
Packets represent ranged effects like spells. To throw a packet, you must be able to safely complete your casting resets with any objects in hand. You may not throw a packet with a hand carrying a weapon. To moderate the strength of your packet tosses, do not start your throw from behind you.
Charging
Players engaged in melee combat should avoid aggressively closing on one another. You should not intentionally strike your opponent with parts of your weapon below its midpoint. With most weapons, this means you should aim to be about 4ft away from your opponent. Moving to take ground should be done carefully, one step at a time, and not at a run, with a lunge, or with a jump. Both parties are responsible for fighting safely and shifting back if they find themselves too close. If either party feels physically unsafe from the approach, the other party is considered charging.
Attacking and Resets:
Reset Rule
The Reset Motion is a motion, specific to your weapon style, which must be performed after an acknowledged attack, in response to certain effects, or to gather the power necessary to cast a spell. These resets are meant to provide a pause between offensive strikes not unlike the recovery time necessary when using an actual weapon. You may block at will, but you must complete the required number of resets before launching another attack. Your reset motion can deflect incoming strikes without interrupting your reset as long as the strike does not physically prevent you from completing the reset motion. You may freely move any part of your body not specified in the reset motion during a reset period (for example, you may retreat while resetting). If there is an obstruction (e.g. a person, terrain, a weapon) that would interfere with your reset motion, you must reposition yourself so that your reset can be completed without forcing your way past the obstruction. If your motion is only briefly interrupted, you may continue from where you left off, but it is generally intended that you restart from the first iteration if you pause for more than a few seconds.
In melee combat, you do not have to perform a reset if your hit is blocked or your strike misses. If you land a blow on your opponent successfully, you must reset before making a new offensive swing. You may continue to defend with a weapon after you’ve hit someone successfully, but you must reset before you can attack again. For called effects, the call must be completed before the strike lands for the effect to work. Called melee swings that are blocked or miss are not expended and do not require a reset.
To cast a spell, you must complete the specified number of resets before starting the spell call. The spell call must be complete before you throw the packet representing the spell, and you must throw the spell as soon as you finish the call. Being struck or making the call does not interrupt your casting. However, you must still be able to perform your resets without forcing through any intervening objects. Spells that hit no target are considered spent; further spell casts require additional resets.
In general, defensive skills will not require a reset.
Note: Some effects delivered will have increased numbers of resets or potentially different resets from the standard ones detailed here. For example, effects delivered as a cantrip often have a multiplier on their resets. A second example are “With Voice, Knockback 3” effects which all involve stomping the ground 3 times rather than a standard reset.
Basic Resets:
Bows- (Nerf Heartbreaker Bow only)
Touch a dart to your hip, then to the tip of the bow (load it if the bow is not already loaded), lift the bow above your head to 45 degrees, then down to your target. You may fire your shot on completion of this motion. Note, you may use this motion to fire unlimited uncalled darts. Any called effects delivered by your bow require double the specified resets. You may use a bow to deliver any offensive effect you would otherwise use casting resets for.
Spell-Casting-
Clap both palms together vertically in front of you, twist them with palms still in contact till both hands are horizontal, move each hand in a circle with your arms coming to nearly full extension, clap your palms again together horizontally, then twist them up till both hands are vertical. Note, casting motions can be done with a weapon in hand substituting a palm for the handle right over where the hand is gripping, but be careful not to hit others in the process.
Or
Holding one hand at the center of your chest, reach it straight above your head, then trace a section of a circle at least the diameter of the length of your forearm that ends with your hand at your chest, then reach out your hand palm up directly in front of you, then back to your chest. Note, this motion is done with a single arm and, unless otherwise stated, the other arm can be engaged in another activity, like holding an item or weapon.
One Handed Weapons (length 31-40 inches)-
Using the tip of your weapon, trace a circle to your side with a diameter no smaller than your weapon length. You must trace the full 360 degrees and come to a full stop at the end of your iterations before launching the next offensive swing.
Or
From a basic guard position, touch the midpoint of your weapon to your opposite hip, take a half step back then reverse this motion to return to a basic guard position. You must come to a full stop in a basic guard position before launching the next offensive swing.
Or
From a basic guard position, touch the handle of the weapon with both hands and then bring them to touch your chest. Then return to a basic guard position. You must come to a full stop in a basic guard position before launching the next offensive swing.
Or
From a basic guard position, hold your weapon in front of you and touch your weapon just below the thrusting tip to the opposite hand while the weapon is held horizontally in front of you then touch your chest with the blade of the weapon. Then reverse this motion to return to a basic guard position. You must come to a full stop in a basic guard position before launching the next offensive swing.
Bastard Weapons (Length 41-50 inches)-
Using the tip of your weapon, trace a figure 8 with the longest axis no smaller than your shoulders. You must let the weapon come to a full stop at the end of your iterations before launching the next offensive swing.
Or
From a basic guard position, hold your weapon in front of you and touch your weapon just below the thrusting tip to the opposite hand while the weapon is held horizontally in front of you, then take a half step back. Then reverse this motion to return to a basic guard position. You must come to a full stop in a basic guard position before launching the next offensive swing.
Shield (sizes detailed below)-
Perform additional resets based on the size of the shield with the One-Handed weapon in the other hand every time you would be required to perform one. You may move the shield independently during the reset motion to block, unless the motion requires a second hand to complete, in which case, follow the prescribed motion. Similarly, if you are attempting to cast with a shield in hand, instead increase the iterations of the casting motion based on it’s size.
If the shield would be in the way of a part of your motion that requires touching a specific portion of the weapon with your shield bearing hand, you may substitute touching the portion of the shield immediately in front of your gripping hand. This is intended to reduce the chances of getting your weapon tangled on your shield.
Shield sizes and multipliers as follows:
Small Shields- No bigger in any dimension than the distance from your index finger tip to your elbow. Requires twice the number of resets
Medium Shields- No bigger in any dimension than the distance from your index finger to your armpit. Requires triple the number of resets.
Large Shields- Any shield larger than the requirements for Medium Shields requires quadruple the number of resets. Maximum size in any dimension is from your boney hip to the ground with both legs straight and heels together and flat to the ground without shoes.
Thrown Weapons (will be provided, all PCs may use thrown weapons)-
Thrown Weapons must be thrown from an otherwise unencumbered hand and with an arm motion that does not start from behind you. There are no other requirements. Called effects cannot be delivered by thrown weapon. Thrown weapons can be blocked by weapons and shields.
Two Weapons (can only be done with one-handed weapons)-
You must reset with BOTH hands for every time you are required to do a reset motion, regardless of the delivering hand. These can be separated and one hand done at a time, even if using the non-resetting hand to block strikes, but both must be complete before launching another attack.
Delivering Effects:
Verbal Construction
Most effects other than simple weapon strikes are indicated by calls of the following form:
“With W (and) X, # Y (to Z).”
W = Delivery Trait (e.g. Weapon, Packet, Voice. If the delivery trait is omitted, assume it is delivered by weapon or packet as appropriate. Voice effects affect all who hear them, including the person making the call.)
X = Flavor Traits (e.g. Fire, Technology, Spirit. Some attacks have no trait. Traits can be chained with additional “and X” statements.)
# = Number (The magnitude of the call. The meaning depends on the effect but often refers to a number of hit points or a number of resets. Calls with no count have a magnitude of 1.)
Y = Effect (see Combat Effects. Effects can be chained with additional “and Y” statements)
to Z = Target (e.g. “to Network”. If present, the effect only applies to characters or objects with the given trait.).
Example calls:
“2 Damage”
“With Fire, 2 Knockback”
“With Voice and Divinity, Challenge to Network”
Weapon strikes delivered without a verbal are equivalent to the call “With weapon, 1 damage”. Other verbal forms exist for calls as detailed in the rest of this document.
Traits
Characters and objects may have traits associated with them. Traits last until removed. Traits can be added by the “Bestow X Trait” call and removed by the “Remove X Trait” call (e.g. “Bestow Network Trait”, “Remove Network Trait”). If an Item you are carrying has a trait, you are considered to have that trait for the purposes of the “to Target” portion of calls.
Skill Categories
Skills fall into into the following categories:
- Passive skills: These skills are constantly active.
- Reusable skills: You may use these any number of times.
- Per battle skills: You may use these once per “battle” (Staff will indicate if a new “battle” begins, when it is not self-evident).
- Per event skills: You may use these once ever.
Hit Points
Hit Points determine the amount of damage that you can take before falling unconscious. Hit Points are the total of your Vitality, Armor Points, and Shielding points.
Vitality is the actual health/life essence of your character.
Armor Points are granted by skills and are tied to a specific armor rep that you wear. Armor reps that have lost Armor Points are considered Broken and may have their Armor Points restored with an appropriate skill. A Break effect targeted to Armor or delivered to the chest removes all remaining Armor Points.
Shielding Points are granted by certain effects. Hit Points from Shielding cannot be healed or Repaired. Shielding from different sources does not stack: If you already have Shielding Points when you receive a Shielding effect, you must choose whether to keep your current Shielding total or replace it with the new Shielding value.
Taking damage reduces Shielding, then Armor, then Vitality. If you are reduced to 0 Hit Points, you fall unconscious. While unconscious, you are unable to use any in-game skills unless they specify otherwise, and you cannot move or speak; however, you are aware of your surroundings. After 1 minute, you regain consciousness. If you would be at 0 Vitality when you regain consciousness, gain 1 Vitality. Only taking a “Rise” effect can restore you to consciousness early; gaining Hit Points merely affects your Hit Points when you awaken. If you are knocked unconscious from the “Doom” effect, your Shielding and Armor points remain intact.
Combat Effects:
Activate trait - The target takes the effects detailed on the card previously read or detailed by a trait given by a Bestow. This effect must be targeted to a specific trait. This effect is ended by the “De-Activate” call.
# Bestow - The target gains the specified trait or # uses of the specified call or trait. You must specify the delivery method and the number of resets associated with any call you bestow.
For example, “Bestow per event melee 2 Damage, 1 reset.”
“Bestow per battle ranged 2 Stagger, 2 resets.”
“3 Bestow once this battle Defense, resist melee.”
(Reset Value: #)
Note: This call can also be used to add traits to a character. The call for this is “Bestow (trait name) trait.” For example, “With Story, Bestow Spirit trait.” Traits may also have certain effects associated with them that will be explained verbally or with a yellow Trait Card. These cards may include effects triggered by the “Activate” call and turned off by the “De-Activate” call. As a reminder, traits may also be used for targeting purposes.
Break - The target gains the Broken trait. If this effect hits a weapon or shield, the prop becomes Broken and unusable until it is no longer Broken. If this effect hits your torso, your armor rep loses any remaining Armor Points and is now Broken. If this effect strikes a limb, that limb is considered Broken and cannot be used to wield a weapon or walk until it is no longer Broken. (Reset Value: 4)
Challenge - You must move to engage with the person who delivered this effect. You may block and move freely, but your offensive attention should be directed towards the person who hit you. You do not have to follow the opponent if they try to disengage and leave the combat. You can defend yourself from others who attack you. This effect ends when you fall unconscious, the person who delivered the Challenge falls unconscious, or the person who delivered the Challenge tries to flee. (Reset Value: 1)
# Damage - The target takes # damage. (Reset Value: #/2 rounded up. e.g., 2 Damage = 1, 5 Damage = 3)
Doom- The target is dropped to 0 vitality and falls unconscious. After 1 minute, if they remain unconscious, the target becomes Dead, gains the Spirit trait, and proceeds to Monster Camp. (Reset Value: 5)
# Heal - The target regains # Vitality. This does NOT restore consciousness. (Reset Value: # - 1. e.g., 2 Heal = 1, 5 Heal = 4)
Lock - While under this effect, the target cannot reset. A “Remove Lock” or the end of a battle will end this effect. (Reset Value: 5)
# Knockback - The target takes # full steps away from the person delivering this effect. If you would be forced into a wall or an unsafe area, you may instead move as far as you can and touch your hands to your shoulders followed by your hips for each additional step you would have taken. (Reset Value: # - 2. e.g., 3 Knockback = 1)
Reveal - The target calls out at a conversational tone. This effect will typically be targeted to a trait. (Reset Value: 1)
Resist - A defense that negates a single effect that hit the target. (No Reset)
Remove - If this call names an effect, the target is no longer under that effect. If this call names a trait, the target no longer has that trait. (Reset Value: 3)
Repair - The target is no longer Broken. This restores all Armor Points to a Broken armor. (Reset Value: 3)
Rise - The target is restored to consciousness. (Reset Value: 5)
# Shielding - The target gains # Shielding Points (Reset Value: #)
# Stagger - The target must perform a reset motion # times before taking another offensive action or action requiring resets. If the target is carrying weapons, the target must perform the reset associated with those weapons. Otherwise, the target must perform a casting reset. (Reset Value: # - 1)
# Trap - The target is unable to move their feet until they perform a special reset motion # times (touch one knee with both hands and pull up, then repeat with the other knee). (Reset Value: # + 2)
Roleplaying Effects
These are additional calls or modifiers that you may hear during the game. In most cases, PCs will not be making these calls.
Spirit - The character you are looking at is not actually there. If you receive this trait from a Bestow call, please wait and listen for instructions.
Intangible - The character you struck is visible but not solid.
Scene - When you hear this call, stop moving, take a knee, and close your eyes. This call is used primarily for scene changes.
Environmental - This modifies delivery traits to indicate that the character speaking the effect is not the source of the effect (e.g. “With Environmental Fire, 1 damage.”).
These calls can be used by anyone.
Emergency - When you hear this call, stop what you are doing and take a knee. Designated medical personnel should head towards the source of the call.
Caution - When you hear this call, check your footing to make sure that you are in an out-of-game safe position and reduce the force of your swings. Also listen for further clarification of an out-of-game situation that you should be aware of.