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Combat Rules

Although part of the Server Rules, the rules described below are quite long so a separate post was made.
Our team hopes that you understand why this choice was taken. Thank you!

Rules marked in red are usually more important and will result in harsher punishments if broken.

Looking for the main Rules? Click here.



1 - Combat Roleplay

Combat roleplay is designated as any kind of roleplay that includes a fight (verbal threats or physical) between two or more characters.

We define all players participating in a specific combat situation as the "participating players".
The following rules must be applied at all times when Combat Roleplay takes place, both IC and OOC.


  1. Combat roleplay can only be performed under the two turn-based systems:
    1. Table-top Rolling:
      • The traditional D&D-inspired system, where each player rolls a dice to see if their actions are successful.
      • Fighting happens in turns - each player must wait for their turn to perform an action.
      • Participating players must use the /roll command to decide if they succeed their action (such as attacking, dodging...)
      • Characters are incapacitated after losing to enough dice rolls, the details of which are explained later in this section.
      • This is the default system that must be used if the participating players can't agree on which system to use.
    2. Combat by Convention:
      • Also called an "honored fight" or a "play to lose fight", no rolls are used in this system.
      • Here, the participating players agree to a predefined outcome before the fight starts.
      • Combat is performed using detailed actions until the predefined outcome is reached.
      • The goal of this system is to remove time wasted on rolls, and instead focus on engaging, realistic, and fun writing.

  2. Any time when you roll your dice during Combat Roleplay, the Roll Table below must be used:
    • By Age (default):
      • /roll 75 for characters below 15 years of age
      • /roll 100 for characters between 16-17 years of age
      • /roll 150 for characters between 18-50 years of age
      • /roll 100 for characters between 51-59 years of age
      • /roll 75 for characters above 60 years of age
    • By Type:
      • /roll 50 for animal characters
    • By Role:
      • /roll 200 for police officers
    • Otherwise, if none apply: /roll 100

  3. When using dice rolls, the participating players must decide upon an order:
    • All players roll their dice for "initiative". The order is then based on how high your roll result was.
    • The order is as follows: higher numbers will go first, then the lowest numbers last.
    • In case that two players have the same result, only the two players will roll their dice again to decide who goes first until no such cases are left.

  4. When using dice rolls, all actions your character performs must be done as explained below:
    • If your character performs an action upon another character, both players roll their dice - the action succeeds if and only if your roll's result is higher.
    • If your character performs an action without a "target" (for example, fleeing), all players of the enemy party/parties will roll against you - the action succeeds if and only if your roll result is higher than the roll result of every player of the opposite party/parties.

  5. A combat situation between characters can only occur as a result of following the Combat Permissions, which are detailed further down in the Combat Permissions chapter.


  6. In Combat Roleplay, only the items listed in the Weapon Profiles document are considered weapon items.
    • It is forbidden to use items that are not listed in the Weapon Profiles document as weapon items.
    • The special abilities that each weapon item can perform are listed in the Weapon Profiles document.
    • Only staff member(s) in charge of Combat Rules may modify the Weapon Profiles document.

  7. All characters start with exactly 5 "hit points" (5 HP).
    • If a player has 0 hit points left, they are considered knocked out for 5 minutes OOC.
    • Each time a player loses a dice roll (in table-top rolling combat) or gets hit (in convention combat), 1 hit point is deducted.
    • Friendly reminder 1: some weapon items may deduct more than 1 hit point - this is specified in the Weapon Profiles document.
    • Friendly reminder 2: some weapon items may not knock out - this is specified in the Weapon Profiles document.

  8. If a character is stabbed/slashed using a valid weapon item which has this capability, and the weapon item is also removed from the location of the wound, a 10 minute OOC "bleed" timer is started.
    • When the "bleed" timer runs out:
      • If there were no permanent kill permissions placed on the character, the character will become knocked out for 30 minutes OOC.
      • Otherwise, the character will be permanently killed as a result of bleeding.
    • Characters who are medical staff or police officers may use a medical kit in order to extend the "bleed" timer by 5 more OOC minutes.
      • The timer's maximum length is 15 minutes OOC; using two or more medical kits (even by other characters) is forbidden.
    • The timer can be cancelled if and only if proper medical attention is given to the character, which can only happen at hospital/clinic locations marked with "[HOS]" appropriately in game.
      • Only staff member(s) in charge of Combat Rules may create or remove "[HOS]" hospital/clinic locations.

  9. In a chase or pursuit, using vehicles, public transportation, or teleport commands in order to get away is forbidden.


  10. Your character should have a valid reason to pull out/hold a weapon in public spaces.
    • Examples of reasons which are always valid:
      • Threatening another character using your weapon
      • Starting a combat situation as a result of the Combat Permissions
      • Covertly and quietly showing your weapon to a friend.
    • As a rule of thumb, it is not a valid reason if it would be considered FailRP.

  11. You cannot bait (i.e. unfairly persuade) a player into giving your character combat permissions upon their character.
    • Friendly reminder: this is especially common among newer players who are not yet accustomed to combat roleplay; please be patient towards newer players.

  12. In order to act upon any combat permissions, a valid IC motive must be present. Do not RDM, and do not FailRP.


  13. When a character is knocked out, you may mug the knocked out character as follows:
    • You may choose to take a maximum of ¥1,000.
    • You may take all weapon items (i.e. they exist in the Weapon Profiles document) which have been used in the current combat situation.

  14. If two or more characters are in a fight, but your character is not, and you wish to participate in that combat situation, you must follow the Combat Entry rule which is described below:
    • Your character must emote an action making it obvious to all participating players that you are entering the fight.
    • Your character will always take the last initiative turn in the round (i.e. you are the last one to emote, after everyone else)
    • You must wait at least 1 full round before you can perform any action (i.e. everyone performs at least 1 more action before you do).
    • Friendly reminder: a full round is defined as the number of turns equal to the number of characters participating in the fight.
    • Example:
      • There are three players: A, B, and C.
      • The order is: A -> B -> C.
      • It is currently player B's turn.
      • Because there are 3 players in the fight, a full round is equal to 3 turns.
      • When you join the combat situation; you will write an action stating you have entered the fight.
      • Your initiative turn is after player C, thus the order of actions is: A -> B -> C -> [YOU].
      • Because you must wait at least a full round and it is player B's turn, actions go as follows: B -> C -> A -> B -> C -> [YOU].
      • Then, the combat situation resumes as normal.

  15. When in combat, your character must always perform an action (even if their action is to skip their turn).
    • You cannot be "standing by" and then choose to randomly join the fight - joining the fight is done according to the Combat Entry rule.
    • You cannot roll your dice to prevent actions without a target if you are not participating in the current combat situation.



2 - Combat Permissions

In order to ensure players do not unfairly lose their characters, we have opted for the Combat Permissions system.
The following describes specific situations which lead to different kind of combat situations.

Ideally, you should be able to control which combat situations your character can participate in by opting out of combat.
If you are concerned about your character and wish not to lose it, we kindly ask you to not engage in combat roleplay.

Friendly warning: Permanent Kills (PKs) are in general NOT consented; you have been warned.


Definitions:

  1. Lasting consequence:
    • A lasting consequence is any damage that remains on a character as a result of a combat situation.
    • Any damage that disappears/vanishes after the combat situation is over is not a lasting consequence.
    • A knock out is NOT considered a lasting consequence because its effect does not last after the combat situation ends.
    • A lasting consequence cannot be longer than 3 days OOC if it is not a permanent lasting consequence.
  2. Permanent Kill (PK):
    • The result of killing a character in the RPU.
    • A killed character can no longer be used by any player and cannot be brought back again, ever.

Types of permissions:
  1. Minor Assault permission: permission to perform physical assault which has no lasting consequences
    • The full extent of minor assault is knocking out.
    • Examples: something like a punch or a kick...
  2. Major Assault permission: permission to perform physical assault which has at most 1 lasting consequence
    • Major assault cannot lead to a permanent lasting consequence.
    • Examples: something that results in a broken bone...
  3. Minor Cripple permission: permission to perform physical assault which leads to 1 minor permanent lasting consequence.
    • When minorly crippled, all dice rolls performed by the crippled character are halved.
    • Examples: a hand is cut off, one eye is cut etc.
  4. Major Cripple permission: permission to perform physical assault which leads to 1 major permanent lasting consequence.
    • When majorly crippled, the crippled character cannot use dice rolls combat (effectively, all actions are lost against)
    • Examples: both eyes are cut (blind), a whole arm is cut off etc.
  5. Permanent Kill permission: permission to permanently kill (PK) a character.

Obtaining permissions, and permission rules:
  1. All permissions are "one-time use" and expire immediately after being used (successfully or not).

  2. Permissions can be transferred by the currently owning character with another character as follows:
    1. Both characters must consent to transferring the permission.
    2. Transferring the permission must also be done IC through a conversation.
    3. After a permission is transferred, only the character who currently owns it can transfer it further.
    4. You can no longer use the transferred permission - only the current owner can.

  3. All permissions expire in 1 week OOC after they were first obtained (including transferred permissions).

  4. All permissions must be acknowledged inside the RPU by the characters acting upon the permissions. Do not metagame.
    • If a character was masked or concealed when permissions were obtained on them, your character must first discover the identity of the character that the permissions can be used against.

  5. Permission Hierarchy is defined as follows:
    • You may use a major assault permission instead of a minor assault permission.
    • You may use a permanent kill permission instead of any other permission.
    • Players may give their consent OOC instead of obtaining permissions.

  6. Obtaining minor assault permissions:
    • Verbal Threat: a verbal threat or insult grants your character 1 minor assault permission.
    • Retaliation: if a character uses 1 minor assault permission on your character for the first time, this grants your character 1 minor assault permission.
    • Peaceful Trapping: if your character is held in an interior confined space (such as a room) against your will, but no violence is used, this grants your character 1 minor assault permission.

  7. Obtaining major assault permissions:
    • Repeated Aggravation: if a character has used minor assault permissions multiple times on your character, this grants your character 1 major assault permission.
    • Use of Firearms or Tasers: if your character was stunned with a firearm or taser, this grants your character 1 major assault permission.
    • Aggravated Trapping: if your character is held in an interior confined space against their will, and minor permissions were used whilst your character was trapped, this grants your character 1 major assault permission.
    • Mugging Weapons: if a weapon item (i.e. it exists in the Weapon Profiles document) was mugged from your character, this grants your character 1 major assault permission.
    • Knocked out: when a character knocks you out, this grants your character 1 major assault permission for every character that was involved in knocking you out.
    • Assault with a Weapon: if your character has been attacked with a weapon, this grants your character 1 major assault permission.

  8. Obtaining permanent kill (PK) permissions:
    • Final Retaliation: if a character has used a major assault permission on your character, this grants your character 1 permanent kill permission.
    • Kidnapping: if a character has kidnapped your character, this grants your character 1 permanent kill permission on the kidnapper and 1 permanent kill permission for every character that assisted in the kidnapping.
    • Trespassing: when a character enters your property, and your character has warned the intruder at least twice over the span of 5 minutes OOC, if the intruder does not leave the property, this grants your character 1 kill permission.
    • Snitching: if a character snitches on your character, and you have at least 1 minor assault permission on that character, this grants your character 1 kill permission.

  9. Kidnapping can only be performed if your character owns 1 major assault or 1 permanent kill permission on the kidnapped character.

  10. Minor Cripple permissions and Major Cripple permissions can only be used in exchange for 1 permanent kill permission.
    • There are no other ways of obtaining any cripple permissions; if your character was not killed but instead crippled, it is considered "mercy".



3 - Criminal Organization Rules

Criminal activity (or Criminal RP) is any activity which breaks the laws inside the RPU.

A criminal organization is any grouping of characters (a family, a gang, a yakuza, etc.) which has performed criminal activity or plans to perform criminal activity.


  1. Criminal organizations must have rules of conduct (called a "Convention") which must be publicly visible on their communication channel.
    1. If a criminal organization has a post on the Forums, then the Convention or a link to the Convention must be provided.
    2. If a criminal organization has a 3rd party communication channel (e.g. a Discord group), the Convention must be provided there.

  2. The Convention can specify when additional combat permissions are obtained internally.
    • The additional combat permissions can only be used by and against members of the criminal organization.
    • Criminal organizations must still abide by the combat permissions and combat rules specified on our Forums.
    • The convention cannot contain out of character information that could be used in character. Do not metagame.
    • Example 1: A rule can specify that leaving the criminal organization grants the leader of the organization permanent kill permissions on the character.
    • Example 2: An invalid rule - specifying that all meetings happen immediately after announcements in the Discord; this is metagaming.

  3. Permission Sharing is granted as follows:
    • If a member of the criminal organization has obtained any combat permissions, then these are automatically given to all other members of the criminal organization.
    • Only members which have been informed IC about the combat permissions by the character owning the permissions can act upon those permissions.

  4. If a player that is a member of a criminal organization is killed, has died, or has left the organization, then that player cannot join the criminal organization for at least 5 days OOC (even across multiple characters, profiles, and accounts).

  5. A player can be part of at most 1 criminal organizations at a time (even across multiple characters, profiles, and accounts).
    • The server owner may not be part of any criminal organization and must ensure fairness.

  6. If a criminal organization uses a 3rd party communication channel (e.g. a Discord group), at least one Administrator must be present and have access to all relevant channels.
    • Friendly reminder: if you are afraid that an Administrator might be part of another group, you may also add the current Server Owner instead.

 
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