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Combat & Dice

General & Freeform Combat:

  1. If your character is going to see combat or you expect them to see combat, you must familiarize yourself with the combat rules before proceeding. Ignorance is not an excuse.

  2. You do not have to possess combat skills to join in a combat RP. Any approved character can enter combat. Please note that there is always a risk of injury or death if you engage in such activities, specifically in relation to rule [10b.].

  3. ALL participants in the fight MUST agree on what format they are going to use. All formats must also be the same for the same fight.

    • In a scene where the ratio is more than 2:1, OOC permission must be gained from all the players for that fight to continue.

  4. Two Post Rule - Two posts must be used in combat to indicate that you are about to join or engage in the fight or draw a new weapon and use it. This is known as the “Two Post Rule” and ensures that no one randomly attacks without warning or indication OOCly.

    1. Post One: Set-Up - You must post drawing a weapon, reaching for it, preparing to cast a spell, etc.

    2. Post Two: The Attack - This is the post where you attack with the new weapon, spell, or ability.

    3. You may always use more than two posts for this, but the minimum is two.

  5. You can only make one attack, one reaction (defensive or reaction to a hit), and one movement per round of combat.

    • Movement is limited for everyone to 20 meters, or chat range. This gives the opponents a chance to chase after you while keeping in chat range.

  6. Healing - You may heal yourself only once per combat/fight, and when you do, you cannot make an attack this turn, though you can still move as normal.

  7. Players may use only the skills and abilities they have from their character’s race, or through roleplayed learning. The same goes for weapons. If it can’t be seen on your avatar, or you haven’t RP’d holding it or having it immediately prior to the fight starting, your character is not in possession of the weapon and it cannot be used. (Also known as pulling a battleaxe out your butt. OUCH!)

  8. Respect player’s limits! These limits are usually posted in the player’s profile, so be sure to check them before instigating possibly unwanted RP.

  9. Contact a Staff member in the event of a dispute that cannot be resolved via the Dice (Competing Roll), or in the event of Lore/Rule Breaking.

Dice Combat:

  1. You must use the provided Dice HUD and follow the following Dice Combat rules along with the General and Freeform rules above.

  2. Roll for Attack - (20 sided die)

    • Describe in your post how you try to attack, where on their body, and with what, etc. Don’t forget to make it an attempt to hit!

  3. Roll for Defense

    • Your post should describe how you defend or attempt to defend against the previous attack, then your own retaliation.

  4. If the Defense Roll is lower than the attack roll, it has failed and the Attack Roll is damage taken by the defender.

    • Tie - If the Defense Roll matches the Attack Roll, it is considered a glancing blow and the damage is halved.

  5. Once your hp hits 0, you are unconscious and have lost the battle. Death is only by OOC permission or via the Villain clause. (see Rule 10b.)

  6. Rolling a natural 20 on the Dice HUD gives you a damage score of 30 instantly, unless your opponent also rolls a natural 20 on their defense roll, then it nullifies the bonus.

  7. Healing

    • However you do it, you roll it instead of your attack and the points rolled are what you heal. You cannot make an attack this turn, nor can you heal more than once during combat.

Racial Health Points:

  • Humans ......................... 40hp

  • Vollstrecker ............... 50hp

  • Fae ........................................ 50hp

    • Orcs & Trolls ..... 70hp​

  • The Gifted ..................... 60hp

  • Beast-Kin ...................... 70hp

  • Vampires ...................... 80hp

  • Shifters ............................. 90hp

Bonus Hp:

+10hp for Faction Members (Can only get a Faction bonus from one Faction. This does not stack.)

+20hp total for Faction Leads (at Admin’s Discretion)

Other ways the Dice may be used:

  • Competing Roll - Think of this as one character’s will against another, or arm wrestling. Both roll and higher roll wins in what they wish to do, no damage is dealt.

  • Deciding Roll - Rolling either High (11-20) or Low (1-10) to decide if something is known or not (with background validity), whether something affects the character’s mental state, or simply to see if they trip and fall walking down the stairs. (Please don’t roll a Nat1!)

    • On occasion, a staff member may ask you to perform a deciding roll and they will have a specific number that will be announced prior to the roll to be reached in order to be successful. 

Image by Sarah Kilian
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