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Combat Rules


These rules regulate standard combat. If you wish to ignore these rules, you may on the condition that all involved parties agree. However, if you do this and a dispute arises, the fight will most likely be voided.

 

Section 0


All fighting is to be done in turn-based format.

 

We do not do speed based combat in this rp.

 

Common sense must be used at all times.

 

If contesting a kill call, all parties directly involved with the kill are frozen until admins make an official ruling.
 

Section 1
No autos

 

An auto is when you call damage or a certain effect on an opponent without giving them a chance to defend. For example "Luke punches Boba in the face" is an auto whereas "Luke attempts to punch Boba in the face" is not, as it gives Boba a chance to defend himself. Autoing also includes changing someone's position, grabbing them, damaging or altering their weapon or gear. Auto creating a certain situation that would make a subsequent attack indefensible is also an auto. Note that all these things can be legal and not autos provided they are worded as attempts and not completed action. If you attempt to grab someone, they fail their defence and you call a successful grab, there is nothing wrong with that.

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Changing your own position and only your own position is not an auto, for example moving in behind someone is not an auto, but take care with it. Depending on the circumstances this may be a bit unbelievable and violate the common sense rule.

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Defences also don't count as autos so long as they are strictly defences and do not include any of the autos mentioned above. The following exceptions are the only ones allowed:

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You are allowed to call as completed action a block that does not damage your opponent and does not induce any of the auto effects mentioned above. For example blocking a normal sword with a lightsabre is an auto, because that would destroy the sword. You are allowed to place a sabre in the way of this normal sword, but you are not allowed to auto contact. Blocking and grabbing a hand is an auto, but blocking and attempting to grab is not. You are also allowed to bat away incoming attacks under the same conditions as blocking. This only applies to moving attacks, you are not allowed to auto move an enemy standing still or not attacking. Note that you are not allowed to auto where the attack then ends up. So you can bat away a blade with your own, but you can't auto it sticking into the ground. If you evade an attack you are allowed to either respond before the attack completes, or evade, wait for the attack to pass and then attack. When you allow an attack to pass, you are only allowed to call it taking place in a perfectly executed manner and exactly as described in the opponent's attack. You can't auto someone just showing their back to you after a swing, or losing their balance if evade a thrust.

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Section 2
 

On damage calls, while you are allowed to call damage on bad defences, you are not allowed to auto valid defence in such a way that allows you to call damage. Just because you can think of some obscure way in which the opponent's defence would not work doesn't mean you can auto it taking place that way when common sense dictates that their defence was perfectly valid. To say it in a simpler way: you cannot call an opponent making stupid mistakes if your only basis for this is the fact that they didn't state that they didn't.

The defender of an attack is encouraged to state that their move is to avoid an attack, yet such is not required. 


This means that if the context of your move clearly implies that you must have defended the attack by doing it, there is no need to state again that it was to avoid the attack. It is however strongly suggested that you do, because if it isn't clear, you're likely to get calls on you.

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For your defence to be valid, a minimum of descriptiveness is required. "He dodges" or "He blocks" do not count as valid defences without further specification, because they offer no significant information on the how of the defence. State how you dodge or block, it also helps to say what you are defending against. This applies to attacks as well. "He attacks" is not a valid attack because nothing was specified on which you can call damage.

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The attacker has the right to call damage on the opponent if the move is undefended. 


This means just that, only if an attack was not or improperly defended may you call damage. If the defender makes a valid defence, then he or she is allowed to call his or her own damage for the sake of style. For example if the defender sidesteps a thrust (a perfectly valid defence) then he or she can say as an addition that the evasion was just not fast enough and he or she got a small cut in the side from the sabre.

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When the attacker calls damage upon an undefended move, common sense must be used. A simple punch to the chest area will not be accepted as causing the victims heart to explode in their chest. You can never call damage that was not inherent to the attack you described. If you use specialised techniques like for example targeting nerve bundles to achieve specialised effects, you are required to state those effects in your attack. This also pertains to the nature of weapons you use. For example, if not previously established, you cannot call food being poisonous after someone has swallowed it or claim an item rigged with explosives after someone has picked it up.

 

When damage is called and posted on the Death Board for review, the person called upon, the person making the call and all those directly involved in assisting or averting the attack are frozen. Note that people can be in the same fight and not be frozen, as long as they are not attacking or defending the person who is called upon at the time the call is made. So if a call is made in the middle of a fight and it goes to the admins for review, all those who were not directly involved in the call can continue RP.
 

Section 3


All your moves must be clear.

 

If you wish to use specific terminology like names for certain martial arts stances or techniques you are required to describe them clearly. If an opponent is confused by your move and asks for explanation you must give this explanation.

You are required to ensure that any character you attack is aware of your first attack. If the character you attacked obviously missed your first attack, he or she is allowed a repost even if you notified the person in whisper. This only counts for the first attack you make on a character in a fight.

 

Should you log out while under attack, this will cause all undefended attacks that target you to connect. If you must leave during a fight, you are required to first defend all attacks on you. If you moof (are forced to leave through circumstances beyond your control) and are unable to return to the room, then the attacker is allowed to make a call and post it on the death board. If you did moof, you must make a post under the post of your attacker, explaining what happened and why you could not return within 24 hrs.

 

Under certain circumstances you are allowed to call the no-fight rule. For this to be valid you need to call on this rule before you make any IC posts that answer an attack. So if you are attacked, as soon as you engage in the fight, you can no longer call the no fight rule. You are also not allowed to call this rule if you yourself provoke the attack. If this rule is called on properly then no one may attack the person that called it, and that person may not attack anyone either.

 

The no-fight rule may be called on in the following cases:

If you have been in this rp for 35 days or less.
If you are a non-force user being attacked by a force user.
If you under attack of someone piloting a vehicle.
If you are a child under the age of twelve.

 

Section 4


You are not allowed to go back on legally completed action.

 

For example, if someone stated they landed and this is valid, then you cannot place your sabre under them before they land, because they already have landed.

 

In post during a battle, each party is allowed to make two complete moves. These moves are a defensive move and an offensive move. In some case certain attacks may require you to use your full turn, for more information on this, see the force rules. You are not allowed to make more then one attack on any single opponent.

 

Note the terms defensive move and offensive move do NOT imply a single motion of a single body part. The defensive move allows you to move as many body parts as you chose in the defensive action, regardless of whether or not they are holding weapons, so long as it is all done simultaneously. To give some examples, you are allowed to block one attack while at the same time evading another, or combine two blocks, or even two blocks with an evasion. So long as everything happens simultaneously in fluid action and stays within the limits of the laws of physics and common sense, all these things will count together as your defensive move.

 

The same applies to offensive action, but here there is an additional restriction: You are not allowed to make more then one attack on each opponent in a single turn.

 

To be clear, you are allowed to make multiple attacks when faced with multiple opponents, but then still only one attack per opponent and common sense must be used. (You only have so many body parts remember) Also it is possible to draw your weapon and in the same fluid motion use it immediately for attack or defence. The drawing of the weapon will not be counted as a separate move, but as part of the attack/defence in which it is used.

 

You may, if you wish, ask for all moves to be limited to one paragraph (meaning as much as you can fit into a single post in the room). To call this though you must abide by this limitation as well then. If your opponent goes over a paragraph and you call him on it, he is allowed a repost. If you do go over one paragraph to detail your action, you must clearly show this, for example by typing "<CONT.> at the end of your post.

 

Section 5
 

There is a limit of 3 on 1.

If you are being attacked, no more than 3 others can attack you at once. (unless ok'ed by the defender)

 

When in a battle that has 3 fighting 1, the first established 3 are all that may enter the battle. You may not take a character to the fight and wait for one of the 3 attacking to die and then jump in to take their place. If 1 of the attackers dies, then they have only to face the other 2, then 1 if another dies. There will be no more of this lining up to hop into a fight against 1 rp'er (unless ok'ed by the defender).

 

You may not bring more then one character to a fight, whether they be PC or NPC. The sole exception is if you had two of your characters in the same location when they were attacked, then both may fight. You are also allowed to engage multiple characters simultaneously if they are all in different fights. Violation of this rule may result in declaring several or all of your characters dead. (exception is if all involved parties agree otherwise)

 

When you move any NPC in any other way then defending and getting out of the way, that counts as your move. So to be clear, you cannot attack with both your PC and NPC character in the same turn. Note that if you attack with your NPC, a subsequent PC defense in the same move will be invalid. So be very careful with this.

 

Section 6


Senseless killing will not be tolerated.

 

If you dispute a death because you believe the death was solely for the purpose of an ooc vendetta, or no reason at all, post it on the Death board. The DRT will look at each case and decide.

 

There are to be no ooc threats to other rp'ers for the slaying of a character you happen to like. Such is immature and unneeded, and is a ban-able offense. There will be deaths in this rp, that is just something that will happen. If you lose a character, take a break if it is too much to handle. Do not stay in the room and disrupt it with angry OOC.

 

Two posts of verbal action will count as one move, meaning, if you attack someone, and they talk two posts, then that is considered their move and it is then your go. A single post of conversation has no influence on the fighting.

 

If a move is disputed, no longer will it be tolerated to fill the room with ooc comments, arguing or yelling. Whispers and/or IM must be used. If you do not have that persons IM and there is more than one in the fight, allow the whispering option, then ask for the persons IM. You will be kicked for disrupting the room with the bickering of 3 or 4 people when there are 20 in the room.

 

Section 7


In one on one combat, you are allowed to use only one weapon. If you are facing two or three opponents, you are allowed to pull out a second weapon. If you are part of those two or three that are attacking a single person, you are not allowed to use more then one weapon. This rule may be ignored if all parties agree on it. Body parts do not count as weapons, something like the pommel of a saber does not count as a second weapon, the second blade of a double bladed saber does count as a second weapon.

 

If you are shooting an opponent with a blaster or slug thrower, etc, you are allowed to fire two shots in one move. You may not fire one at the others head and the second at the kneecaps. Both shots must be sent to the same target area, meaning the head, midsection, etc. If you are facing two or more opponents, you are allowed to fire two shots from each range weapon, but again only at one area on each of your respective targets. For example you can fire two shots at the abdomen of one and two shots at the head of your other opponent. If you wish to do more, you need the consent of all included parties.

 

Section 8


If your character carries non-standard weaponry, this weaponry needs to be listed on the profile and be approved by management. This also goes for special abilities related to species, genetic alteration, cybernetic implants or whatever.

 

The following weapons are considered standard:

Standard lightsabers, vibroblades, standard blasters, stun blasters, standard slugthrowers, fixed blades, ordinary staffs, thermal detonators.

 

Shotguns that fire a scatter blast are not allowed. Flamethrowers, net launchers, and spray sticks are. If you are unsure whether or not a certain weapon is ok, ask a manager or request it.

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Section 9


24 hours is the time span in which a post on the DRT board must be made for it to be valid.

 

Uncontested deaths need confirmation from the typist of the char that was killed through a post on the DRT board.

 

The defense must precede the attack in chronological IC time, or occur simultaneously with it. If the defense comes after the attack in the IC sequence of events, it is invalid. If it comes after the attack in the text of your move, but is described so that it still precedes the attack, it is still valid. An example of this is the context of "he does -insert attack- after doing -insert defense-" this is valid.

 

Section 10

On aerial combat:

 

You cannot use the force to drastically change direction in mid air. For long falls it is possible for jedi (depending on their level) to slow down and steer their fall, but this does not apply in most fights. If you wish to change direction in the air, you need to push off against something or have the aid of a jetpack or similar.

 

If you attack while in the air, your move ends with you in the air. You are required to land the next move unless you are jumping down to a surface considerably lower then the one you started from, or you use some other means to keep you in the air like grabbing hold of something.

 

If you do not specifically state landing, the implication in the context of your move decides whether or not you landed, if it is unclear, your opponent is allowed to decide whether or not you landed. For the sake of clarity as well as your own safety, it is recommended that you specify whether or not you landed in the same move.

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