From Future's End Wiki
- 1 Combat
- 2 Locational Hits
- 3 Taking Damage
- 4 Losing Hit Points
- 5 Injury Statuses
- 6 Traumatic Wounds
- 7 Death
- 8 Recovery
- 9 Damage Types
- 10 Calls
Any use of a skill requires concentration.
Where you are under an effect that says you may not carry out any actions which require concentration you may therefore not use any skills.
For the avoidance of doubt this includes the following:
- Casting (Spells, Rites, Rituals and Techniques)
- Combat (Melee and Ranged)
- Use of Medical Skills
- Use of Chemistry Skills
- Use of Engineering Skills
Unless a character has the ambidextrous skill they may only use one hand to perform skills with at any one time.
This is classed as their active hand.
Small Weapon Use
All characters at Future’s End have the ability to use a small melee weapon (between 7 inches and 18 inches in length). This free skill, which does not need to be purchased, allows a character to use a small melee weapon of between 7 and 18 inches in length in combat.
Characters using the free Small Weapon Use skill may only ever strike for SINGLE with their weapon, regardless of any attached lammie. The General Skills of “Berserker” and “Super Strength” cannot be used in combination with this free skill.
For example, your character is using a Small Weapon which has a lammie of Through on it. However, your character does not have the One-Handed Weapon skill. Because of this, the lammie is ignored, and your character may only strike for SINGLE. Similarly, despite the fact that your character has Berserker, your character may still only strike for SINGLE, unless they also have the One-Handed Weapon skill.
Hits are locational. Characters have six locations - Left Arm, Right Arm, Left Leg, Right Leg, Torso and Head. Locations cannot be reduced below -1 hit points.
Please Note - While the head is a perfectly viable target within the rules system we would ask that players only attack the head if there is no other available target.
All Player Characters start with 2 hits per location. The number of hits a location has can be increased through abilities, special items and astral effects.
Spells which damage a specific location are assumed to hit the torso if the casting character does not specify a locational target.
In Future’s End combat, there are three terms you need to be aware of:
Base Damage (BD)
Base Damage (BD) is the amount of damage a call inflicts.
These range from SINGLE (1BD) to QUAD (4BD).
The table below details the Base Damage of each weapon type.
|Weapon Type||Base Damage (BD)|
|1 Handed (up to 42 inches)||Single|
|Large Weapon (anything over 42 inches)||Double|
If you have 3HP, have no form of damage reduction, and are hit in the head with a TRIPLE attack, your head is taken to 0HP and you fall unconscious. Alternatively, you could be hit with three SINGLE calls to the same effect.
Hit Points (HP)
This is the total number of hits a character has, taking into consideration their base LHV and their armour value (AV), and any other skill they have which may increase their LHV or AV. Should you be asked what your total HP is, you should give the total sum of your hits and armour.
Locational Hit Value (LHV)
LHV indicates the amount of damage each location can take, before any additional skills or armour are added. When a location is reduced to 0LHV, it is unusable. If it is reduced to -1HP, the location is unuseable and you begin your Bleed Out count.
If either the head or chest are reduced to 0LHV or -1LHV, your character is unconscious until you are healed to at least LHV on the affected location/s.
LHV can be restored via various ‘healing’ methods.
Armour Value (AV)
AV is the hits gained through wearing physical armour. When you are struck by any damage that does not ignore your armour, your armour loses it hits first. When your armour reaches zero, your locations begin to take hits.
The skill SMASH reduces an armoured location to 0AV, and also destroys any Upgrades given by a lammie, which applies to the armour as a whole (i.e. if hit with SMASH on the left arm, the left arm’s armour is on 0AV, but all locations are no longer upgraded, as the lammie is considered broken).
AV and Upgrades can be restored via Engineering.
Light Armour: +1 AV Hit (plus one upgrade slot: damage reduction up to DR2 or call)
Heavy Armour: +2 AV Hits (plus two upgrade slot: damage reduction up to DR3 and call)
Power Armour: +2 AV Hits (plus three upgrade slots: DR up to DR3 and Call and Element)
Damage Reduction (DR)
In Future’s End, there are some skills and abilities that grant Damage Reduction to characters or their armour. This can be achieved through Engineering, Chemistry, Unique Lammies and ritual results. Damage Reduction makes you immune to damage up to a certain value, to a maximum of DR3.
DR1 - Immune to SINGLE, takes one less point of damage each from Double, Triple and Quad. Must announce “No effect Single” when struck by the SINGLE call.
DR2 - Immune to SINGLE and DOUBLE. Takes two less points of damage each from Triple and Quad. Must announce “No effect Single/Double” when struck by the SINGLE or DOUBLE call.
DR” - Immune to SINGLE, DOUBLE and TRIPLE. Takes three less points of damage from Quad. Must announce “No effect Single/Double/Triple” when struck by the SINGLE, DOUBLE or TRIPLE call.
If there are any other effects on the attack, those will still take effect, regardless of DR, unless the target is specifically immune to that effect.
For example, if a character has DR2 and is hit with DOUBLE FLAMING STRIKEDOWN, they announced “No effect Double!” and lose no HP to the DOUBLE call. However, they are not immune to STRIKEDOWN, and therefore still take the strikedown effect. If they are weak to FLAMING damage, their DR may be reduced or ignored, depending on the nature of their being/armour.
The One Second Rule
- You can only take damage from one source once per second.
This rule is not meant to be measured on a stopwatch but exists as a guide to help you decide how much damage to take from multiple blows. In the event you are hit with two different damage amounts from the same source at the same time you must take the higher of the two damage amounts.
This rule applies to blows from a single source regardless of how many weapons they have.
Attacks from multiple sources do cause damage normally.
In the case of where a blaster fires multiple darts at once, even if both strike the target, under the rule of being only able to take damage from one source once per second the target will only take the damage from one.
Losing Hit Points
When a location is reduced to 0 it is considered “Unusable”. If a body location is reduced to -1, the location is considered both Unusable and bleeding to death.
There are three injury states that you may encounter through loss of Hit Points: Unusable, Unconscious and Bleeding to Death. These are as follows:
When a location is rendered Unusable (reduced to 0HP on that location), it must be role-played as such. If an injury requires you to drop to your knees or on the ground you must do so as safely as possible.
You may not put any weight on the leg at all. If both legs become unusable you should drop to the ground (not your knees).
You must drop anything held or supported by that arm (or hand immediately). You may not make any use of that arm (or hand). In a situation where dropped items might be trampled, damaged or lost you do not have to drop the item, but you cannot use it with the unusable arm.
- Head or Torso
Your character falls unconscious and you must drop safely to the ground
If your chest or head is reduced to 0HP or -1HP, you fall unconscious. You must drop to the ground safely (you may only remove yourself from the immediate combat area if there is a risk you might be trampled) and roleplay being unconscious. You are unable to see, hear, speak or react to anything that is happening around you.
In the interests of OOC safety, if there is combat still occurring in the immediate area, keep your eyes open in case there is a risk of it moving in your direction. If a Referee asks you to move, you must do so
Bleeding To Death
A character who is reduced to -1HP on any location is bleeding to death.
This starts when a location is taken to -1 and ends when the reason(s) for them bleeding to death are resolved.
Characters have a bleed-out time of 5 minutes.
If you receive one of these, you will be handed it by a Referee and they will indicate the location where the trauma has occurred. The nature of this injury can only be determined by a surgeon, and they will be instructed of the details either by a referee (who may require you to identify the injury location, or give other details as to how you were injured) or Traumatic Wound card. There will be a time-frame in which a traumatic wound must be treated, or else there might be permanent negative effects on your character due to it.
Your character can die in a number of ways:
- Bleeding to death
- Being on -1 hits on all locations simultaneously
- Effect delivered by a referee
When a character dies their body can either be retrieved by their allies (or enemies), otherwise leaving it unmoving for more than five minutes after death will result in the body and items being absorbed by the Astral Plane.
If you are reduced to -1 hits on EVERY location, you have taken damage so severe that your character dies.
If your character dies and there is no Referee present you must put your hand in the air and go straight to GOD.
More information on Death can be found here
A player may declare their character as dead
The player must raise their hand and proceed to GOD to register their character's death and generate a new character.
Any in game items or resources on the character at the point they declare their death must be handed in to GOD.
There is no power that can bring a character back from the dead. If players wish to perform actions such as analysis on a corpse, they must inform a Referee of their actions.
There are some effects which can affect a dead character (such as The Rune of Echoes), but the character will never be active again.
At time in each day a character’s hits are fully restored
Damage types can be used in conjunction with Base Damage (Single, Double etc.) The damage types which currently exist in game are as follows:
- Light (Light)
- Pyrokinetic (Pyrokinesis)
- Darkness (Darkness)
- Telekinetic (Telekinesis)
- Hydrokinetic (Hydrokinesis)
- Geokinetic (Geokinesis)
These must be vocalised by calling, for example, “Pyrokinetic Double” or “Light Single” as appropriate with each call or effect.
There are various calls within Future's End that may be used in conjunction with Base Damage and Damage Types. These include:
Everyone in a 10 foot radius around the source or those in a 90 degree arc as indicated by the source.
The description of the spell or skill in being used may predetermine which of these has to be chosen.
Affects every location of the target.
Global cannot be combined with mass unless explicity stated on a lammie.
Ignores any Damage Resistance on a struck location.
When striking an unarmoured or natural armoured location on a body this effect instantly reduces that location to -1HP
When striking a location covered by physical armour, the armour is destroyed and no longer provides DR until repaired or mended
Shatters the targeted weapon or item. The item can no longer be used for anything (including parrying).
Shatter will not work on armour.
You must fall to the floor ensuring your full back or chest touches the ground.
Holding onto an object or person, or having them hold onto you, will not prevent you from falling.
You are struck down even if you parry the blow.
Once the fall is complete, you may get back up again.
Before falling, ensure that is is safe to fall in your current location.
You are knocked directly back 10 feet.
Niether holding onto an object or person nor being held will protect you from this effect.
The specified item or weapon if forced from you grasp. You must immediately release the targeted item or weapon and allow it to fall to the floor.
If the item or weapon cannot be dropped for any legitimate reason, then the item may not be used for 3 seconds.
You may not just swap the item from one hand to the other or catch it as it falls. Once the item has fallen as far as it possible can, you may attempt to pick it up again.
In special cases, such as when allowing an item or weapon to fall could OC harm the item or someone nearby, you may place the item carefully on the ground rather than dropping it.
If the item is attached to your wrist / hand (in addition to being held) it must be released and allowed to fall from your grasp and hang loosely for 3 seconds before being recovered.
Any items that are attached to your wrist / hand must be fastened in a safe, non - constricting and easy to remove manner.
Ignores all DR and immediately knocks all locations to zero.
Base Damage, Damage Types and Calls can be combined in a variety of ways depending on you skills and the weapons / spells you possess. The following are examples of calls you may hear in game:
Pyrokinetic Double - A 2BD attack with the Pyrokinetic damage type
Light Single Strikedown - A 1BD attack with the Light damage type that strikes you down.