Under the Mask

Combat

Each character in Under the Mask starts game with a hand of 4 Combat cards. Each character will also have a Speed rating. They have these cards in addition to any power cards they may have. These Combat cards are to be used in character vs. character, group, and quest conflict. The combat resolution system as described below applies to all three of these combat scenarios with minor adjustments.

Many characters will have super powers that have the ability to impact a character’s hand size. A character’s hand size may never exceed 7. GM controlled large obstacles will break this rule.

Duels (1 v 1)

A duel is a combat between two characters. It is unlawful for duels to be interfered with and if anyone is caught tampering with a duel, they will lose reputation.

  1. To initiate a duel, you must approach a character and announce that you with to challenge them to a duel. The declaration should have some showmanship because reputations are at stake during a duel.
  2. The individual being challenged has two options: accept the challenge or play an ability or skill that allows them to escape from the combat.
  3. If the duel proceeds, both characters compare their speed score and examines their Combat Cards. The character with the highest speed acts first. The faster character plays the Combat Card of their choice. If both characters have the same speed, they should draw a card at random from a GM or a third character. The high value card goes first.
  4. The second player now plays a card. The second player must match either the suit or the value of the card in play. Some character abilities and powers may also be used in combat.
  5. Play continues between the two characters until one of them is not able to play a Combat card. The character who is unable to play, loses.
  6. Collect the combat cards, shuffle them, and deal the appropriate number of cards back to each player.
  7. The winner of the duel has a few options at this point. The winner may:
    1. Take 1 reputation point from the losing character.
    2. Take 5 ducats from the losing character.
    3. Take a single item valued at or under 50 ducats from the losing character. The losing character knows the item was taken.
    4. Ask the loser a yes/no question that must be answered honestly.
    5. Have the player go on a quest with you.
  8. After a duel, both character involved in the duel are ineligible to participate in another duel for 30 minutes. If another character approaches you while you are on a 30 minute rest timer, just let them know and they can try again later. The rest time doesn’t apply to combat or duels that may occur while you are on a quest.
  9. On Sunday, the rest timer is 15 minutes.

Group Combat (Many v 1)

Group Combat in Theatre LARPS can be awful. It can be slow, mechanically cumbersome, and participants avoid these confrontations just to avoid bogged down mechanics. We have tried to devise a mechanic that addresses some of these concerns. The hope is that group combat in Under the Mask will resolve simply, quickly, and easily.

Group combats will always involve a Game Master (GM). Group combats involve 2-4 characters teaming up to combat a single foe.

  1. To initiate a combat, your team must be assembled and as a group you must approach the target character/obstacle/etc and announce that you are beginning combat.
  2. All participating characters compare their speed scores and arrange themselves in a circle around the target character/obstacle.
  3. The character with the highest speed plays first. The target character/obstacle plays a Combat Card after each group member has played their cards.
  4. As Combat Cards are played, the players must match either the suit or the value of the card in play. Some character abilities and powers may also be used in combat.
  5. Play continues between the characters until either the group members have been defeated or until the target creature/obstacle has been defeated.
  6. If the group wins the combat, they will be given whatever plot reward is associated with the particular target or obstacle. If the group loses the combat, they must role play their crippling defeat. Each character involved in the combat loses 2 reputation points.
  7. After a Group Combat, the participating characters must refrain from combat for 1 hour. If another character approaches you while you are on a 1 hour rest timer, just let them know and they can try again later. The rest time doesn’t apply to combat or duels that may occur while you are on a quest.  
  8. On Sunday, the rest timer reduces to 15 minutes.  

Team Combat (Many v Many)

Superheroes as a genre require some manner of resolving conflict between groups of individuals. The combat system we are using for Under the Mask allows for tricks and powers, while still being as simple and quick to play through as we could manage.

Team combats involve a 2-4 person character group vs another 2-4 person player group.

  1. To initiate a combat, your team must be assembled and as a group you must approach the target characters and announce that you are beginning combat.
  2. Both groups need to have the same number of participants. A group of 4 individuals may not team up to declare combat against a group of 2 people. In cases like this, the group of 4 may elect two members, the other 2 must sit out.
  3. All participating characters compare their speed scores and arrange themselves in a circle so that the fastest person from Team B stands to the left of the faster person from Team A. The second fastest person from Team A stands to the left of the fastest Person from Team B. (That is really complicated to explain, so take a peek at the illustration- it helps.) 
  4. The character with the highest speed plays first. (see previous note about speed ties)
  5. Players continue to play clockwise.
  6. As Combat Cards are played, the players must match either the suit or the value of the card in play. Some character abilities and powers may also be used in combat.
  7. Play continues between the characters until all members from one of the teams has been defeated.
  8. If a single character is knocked out of the combat, they may no longer player superpower cards in the combat and they should step out of the circle. This means that two allies are standing next to one another.
  9. Without saying numbers or specific suits on combat cards, players may coordinate with one another. (Violations of this rule will result in additional reputation loss at the rate of 1 rep point per infraction.)
  10. The losing team loses 4 reputation- divided as they choose among their players.
  11. The last person standing from the defeated team gains 1 reputation.
  12. The winning team wins 4 reputation- divided as they choose among their players.
  13. After a Team Combat, the participating characters must refrain from combat for 1 hour. If another character approaches you while you are on a 1 hour rest timer, just let them know and they can try again later. The rest time doesn’t apply to combat or duels that may occur while you are on a quest.   
  14. On Sunday, the rest timer reduces to 15 minutes.

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