Regular Order: Difference between revisions
From Open Palms
Created page with "Your regular order is the method by which you deliver calls in combat, tying to your regular order at the bar. There are four choices - two for delivering melee calls, and two for delivering ranged calls. These can be changed in-play, but doing so may be costly. (The calls delivered in this way depend on drinks from the Bar. The selection available can be increased in-play.) Melee: Shots: 3 calls/ encounter, no cooldown Pints: Unlimited melee calls, 10 second cooldown be..." |
No edit summary |
||
| (7 intermediate revisions by the same user not shown) | |||
| Line 1: | Line 1: | ||
Your regular order is the method by which you deliver calls in combat, tying to your regular order at the bar. There are four choices - two for delivering melee calls, and two for delivering ranged calls. These can be changed in-play, but doing so may be costly. | Your regular order is the method by which you deliver calls granted by drinks in combat, tying to your regular order at the bar. | ||
Melee | |||
Shots | There are four choices - two for delivering melee calls, and two for delivering ranged calls. | ||
Pints | |||
Ranged | These can be changed in-play, but doing so may be costly. | ||
Glasses | |||
The calls delivered in this way depend on [[#Drinks|drinks]] from the Bar. The selection available can be increased in-play. | |||
Regular Orders that grant melee calls also allow you to use an up to 24” weapon or a buckler in your off hand. | |||
Ranged calls have a range of '''5m'''. | |||
{| class="wikitable" | |||
| rowspan=2 | Melee | |||
|Shots | |||
|3 calls per encounter, no cooldown | |||
|- | |||
|Pints | |||
|Unlimited calls, 10 second cooldown between each | |||
|- | |||
| rowspan=2 | Ranged | |||
|Flutes | |||
|3 calls per encounter, 10 second cooldown between each | |||
|- | |||
|Glasses | |||
|Unlimited calls, 5 seconds of roleplay required before the call. | |||
Movement (but not damage) interrupts the call. | |||
|} | |||
==Drinks== | ==Drinks== | ||
Latest revision as of 14:49, 16 October 2026
Your regular order is the method by which you deliver calls granted by drinks in combat, tying to your regular order at the bar.
There are four choices - two for delivering melee calls, and two for delivering ranged calls.
These can be changed in-play, but doing so may be costly.
The calls delivered in this way depend on drinks from the Bar. The selection available can be increased in-play.
Regular Orders that grant melee calls also allow you to use an up to 24” weapon or a buckler in your off hand.
Ranged calls have a range of 5m.
| Melee | Shots | 3 calls per encounter, no cooldown |
| Pints | Unlimited calls, 10 second cooldown between each | |
| Ranged | Flutes | 3 calls per encounter, 10 second cooldown between each |
| Glasses | Unlimited calls, 5 seconds of roleplay required before the call.
Movement (but not damage) interrupts the call. |
Drinks
The following drinks will be available at player start and provide the associated call:
| Top Shelf | Middle Shelf | Bottom Shelf |
|---|---|---|
| Cuba Libre - DOUBLE | Mojito - DRAG | Daiquiri - +2 Hits |
| Bushwhacker - SHATTER | Mai Tai - REPEL | Painkiller - HEAL |
| Fluffy Duck - Advanced weapon skills (access to polearms & full sized shields) |