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Character Hit Chart

Gods & Goddesses 1 Hp Per 2 Followers
Clan Leaders 6 Hit Points
Clan High Council 5 Hit Points
Offspring of Clan Leaders 5 Hit Points
Clan Ranks 4 Hit Points
Clansmen 3 Hit Points
Regulars 3 Hit Points
New Characters 0 Hit Points

Requirements for Hit Points

  • New Characters are those who have not yet registered their character or have recently registered and are still under their probationary period.

  • Regulars are those characters that have finished their probationary period and are an official character.

  • Clansmen are characters that have been accepted into one of the recognized clans of Tyran, but hold no rank within that clan. Must wear the crest of their clan to recieve hit points for being a member. (Please see the recognized clans page for a list of recognized clans in Tyran.)

  • Clan Ranks are characters who hold a regular rank (Knight, Cleric, Mage, Healer, etc.) within one of the recognized clans of Tyran. No one can hold one of these ranks unless deemed so by the leader of the recognized clan. Must wear the crest of their clan to recieve hit points for being a member.

  • High Council, or Elders serve on the government of each of the recognized clans. No one can hold this rank unless deemed so by the leader of the recognized clan. Must wear the crest of their clan to recieve hit points for being a member.

  • Clan Leaders serve as the rulers of their respected recognized clans. Must wear the crest of their clan to recieve hit points for being a member.

  • Gods and Goddesses. We ask that you please see the Gods and Goddesses page for in-depth details on this rank in Tyran.

    Flow of Combat

  • Combat begins when a character challenges another with an ultimatum.

      "Free her or die!"
      "Surrender or die!"

    The above phrases are examples of what may be considered an ultimatum. The challenged character may accept the challenger's demands or decline. The challenger must then ask, "Will you fight?" or something along those lines. If the character declines, no fight can begin. If the challenged character agrees, however, combat may then ensue.

  • Both combatants then act in a series of simultaneous exchanges.

  • Fights continue until one of the Conditions of Victory have been met:
      One Combatant Flees.

        Fleeing occurs when one combatant leaves the room. Upon which both combating chracter's hit points return to their full capacity. Exception to this is when a character is disconnected from the server. To insure that there is no confusing over this issue, a fleeing combatant must state their intent to do so before leaving.

      One Combatant Surrenders.

        Surrendering occurs when one combatant yields, or gives in to an opponent. Upon which, both combating character's hit points return their full capacity. And to insure there is no confusion as to whether a character did indeed surrender, the yielding character must state their action of doing so.

      Both Combatants Agree to a Truce.

        A Truce occurs when both combatants agree to end their fighting. Also, to insure there is no confusiong as to the action of the truce, both combatants must clearly state their will to do so.

      One Combatant Dies.

        Dying occurs when one combatant slays the other with a deathblow. A deathblow is a maneuver that proves fatal to its unfortunate recipient. (ie. Decapitation, Impaling the heart, etc.) Upon the end of a fight, the winners hit points return to their full capacity as the loser is dead indefinitely.

        To make a a death official, the confirmation of fellow players on the legality of the kill is required. The time of confirmation comes after the death blow has been successfully completed and the "Confirm?" is asked for. Combat does not end unto the "Confirm?" is asked for, and whoever is the first to ask for the "Confirm?" after successfully killing their opponent is the one whose kill is confirmed. Number of confirms needed:

          3 Confirms are needed by registered characters/players.

          Unregistered characters, and probationary new characters cannot confirm.

    After Confirmation of the Kill, it must be posted in the appropriate post forum with the following information: Fighters' Names, Place of Death, Reason for Fight, Hit Points of Fighters', Final Score, Death Blow, Names of Confirmers, and Fate of the Soul (if any).

    Art of Fighting

  • A characters agressive attempts to inflict physical harm as well as its dexterous maneuvers to evade its opponent's violent agressions against it are refered to as the character's Attack Sequence. The actions are a combination of an attack and counter-evade moves against an opponent. The Attack Sequence can be in any order:

      Attack then Dodge
      Dodge then Attack

    However, these attack sequences can be changed to be "Attack then Attack" or "Dodge then Dodge".

  • An Attack Sequence consists of a descriptive maneuvers, detailing the combating characters' actions in a fight. An attack sequence may as descriptive as the player wishes it to be. All attack sequence are done using the action command, /me
    An Example:

      "/me leaps high into the air towards Slayer, his sword arcing down towards Slayer's chest as he lands on his before Slayer. TyranKnight then swiftly rolls back away from Slayer to his feet, standing ready."

  • The Attack Sequence must always include the opponent's name or part enough of the name to clearly identify who is being attacked, the weapon used in the attack, the intended body part of the opponent in the attack, the direction of the attack, direction of the dodge, and distance moved if significant. Another Example:

      "/me spins about, twirling his blade around in a circle, slicing up towards Slayer's throat before agily flipping back 5 feet."

    However, to keep the length of combat reasonable, both combatants have 2 Minutes to create each Attack Sequence. At the end of the 2 Minutes both Attack Sequences are entered simultaneously. That continues until one of the coniditions of victory have been met. It does not matter which Sequence appears first. From reading the Sequences, the attacks and dodges of the Attack Sequence are found and their success determined. The sequences from both combatants are compared. An Example:

      TyranKnight:
      "/me leaps high into the air towards Slayer, his sword arcing down towards Slayer's chest as he lands on his before Slayer. TyranKnight then swiftly rolls back away from Slayer to his feet, standing ready."

      Slayer:
      "/me flips back 3 feet from TyranKnight, landing on his feet before taking aim upon TyranKnight and firing off an arrow at TyranKNight's stomach."

    In TyranKnight's sequence he attacked then dodged. In Slayer's sequence he dodged then attacked. Comparing each Character's first action of the sequence, TyranKnight's attack with Slayer's Dodge, TyranKnight misses because Slayer successfully moved away from the area that the blow was directed.

    An Example of a Sequence with a Clan Leader vs. a God.

      LordOfXz:
      "/me charges towards GodOfCombat's chest with his spear as fast as he can. LordOfXz quickly then rolls right, to his feet into a defensive position, spear-point out in front of him."

      GodOfCombat:
      "/me parries LordOfXz's attack with his sword, then spins on his heel, his sword racing in an arc down towards LordOfXz's legs."

    In LordOfXz's sequence he attacked, then dodged. In GodOfCombat's sequence he dodged, then attacked. Comparing each Character's first action, LordOfXz's attack misses because of GodOfCombat's successful parry. Comparing each Character's second action, GodOfCombat's attack misses due to LordOfXz's successfull dodge.

  • Both Attack Sequences of the combatant must be entered at the same time. If there is delay between the time one combatant enters his or her sequence and the other combatant enters his or hers, both sequences are void and do not count. A good way to keep this from happening is to either have someone judge for the combatants and tell them when the 2 Minutes is up and to ask if both are ready before entering their attack sequences. After that, the judge may find the hits and misses of the sequence and stating the score. Or the combatants may communicate in whisper, letting each know when they are ready and then entering their sequences and judging the results of which themselves.

  • The Actions in an Attack Sequence are judged based on clarity of the maneuver done. Meaning that if two combatants attack the same time, fail to move out of the path of a flying projectile, or move sufficient distance back away from close-combat weapon they will suffer damage.

  • Physical Attacks are directed at the area that one's opponent is at before sequences are entered. To move away from that area causes the attack to miss.

    *Note: Never should an Attack Sequence include descriptions of the damage taken by the enemy as this is an assumption that is should not be made as it bears not relevance into whether an attack or dodge succeeds.

  • Distance in a fight is important to keep track of. If one's opponent is too far away to be attack then the opponent cannot be hit. A ranged weapon must be used to over come distance. Or one or both characters must make the move towards their opponent, bring them into close-combat range. Close-Combat range is considered to be 5 Feet or Less. To create distance, a character must move 6 Feet or More away from his opponent.

  • Movement Rates. Each Character has a rate of movement based upon its method of movement. The purpose of movement rates is to provide a challenge to characters who may need to avoid a certain area. Such as an area that is to be struck by a Wizard's FireStorm spell, or a giant meteor that comes crashing into a 100 yard perimeter.
    • Characters that are land-based (Walk, Run, etc) have a movement rate of 120 yards. Meaning they may move 120 yards during an action in an Attack Sequence.
    • Characters that are land-based (Walk, Run, etc) have a movement rate of 120 yards. Meaning they may move 120 yards during an action in an Attack Sequence.
    • Characters that are sea-based (Float, Swim, etc) have a movement rate of 120 yards. Meaning they may move 120 yards during an action in an Attack Sequence.
    • Characters that are air-based (Fly, Float, Hover, etc) have a movement rate of 180 yards. Meaning they may move 180 yards during an action in an Attack Sequence.

      LordOfXz:
      "/me charges towards aX_Knight's chest with his spear as fast as he can. LordOfXz quickly then rolls left, to his feet into a defensive position, spear-point out in front of him."

      aX_Knight:
      "/me quickly leaps back from LordOfXz. He aims at him before firing at LordOfXz's chest with a bolt."

    In LordOfXz's sequence he attacked, then dodged. In aX_Knight's sequence he dodged, then attacked. Comparing the first actions, LordOfXz's attacked hit, due to the fact that aX_Knight failed to move out of the path of the attack and not putting enough distance between him and his previous point to avoid the spear. (Had he leaped back 6 feet or more the attack would of missed.) Comparing the second actions, aX_Knight's attack misses.

  • Typos are acceptable so long as the combatant player corrects them by simply typing out the correct spelling of the word that was typo'd with a carrot "^" next to the word to show correction of the mistake. Example:

      LordOfXz:
      /me charges towards Ax_Knight's chets with his spear as fast as he can. LordOfXz quickly then rolls left, to his feet into a defensive position, spear-point out in front of him.

      LordOfXz: chest^ spear^

  • Dismemberment, the rendering or immobilization of limbs is illegal. At no time during a fight may a combatant use its weapon or magic to permanently disable its opponent's limb. However, Magic can be used to temporarily render useless a single limb (The Magic must be dispelable or unchantable.).

  • For an Example of a Full Length fight, click here.

    Weaponry

  • All types of medieval and some modern weaponry are allowed in Tyran's Cove RPG. Anything from something as simple as a club to a handgun is legal in combat.

    • Projectile weapons do not need to be reloaded, although there is no harm in roleplaying the act of it before using the projectile weapon. Example:

        "Slayer pops the clip out of his handgun and loads in another before firing off several rounds at TyranKnight's shoulder. Slayer then rolls forward to his feet towards TyranKnight."

  • Blessed & Magical Weapons are legal within combat as well. However, any imparing effects the blessed or magical does upon the opponent must be unchantable and dispellable.

    Resurrections & Soul Ownership

    A. Soul Ownership.

    • Upon killing an enemy the killer has two choices. 1) To keep the soul and imprison it (keep it stored in a weapon, themselves, or some other receptacle), or 2) Allow the soul to go to the God of Death. At absolutely at no point can anyone but the killer chant the soul to them or take it by any means.

      If, the Killer keeps the soul. It is theirs to keep. However, if the killer dies at any point all souls the killer had automatically go to the Underworld. Symbolizing the souls' chance to finally rest in peace with the loss of the killer's power to confine them. No exceptions.

      If, the God of Death is given the soul. It is his to do as he pleases with. He may choose to revive the slain one, pass the soul on, or simply leave it to dwell in the underworld.

    • The Killer or the God of Death may at any point pass the soul onto someone. In doing so they no longer have any control over the fate of the soul. Meaning, if the Killer gives the soul away to someone, that person is free to revive the dead person if they want. When a soul is given to someone else is MUST to be posted by the Giver of the soul (Post would include: The Giver, The Reciever, and 3 reg witnesses). No Post, No Soul.

    B. Resurrection.

    • To resurrect one MUST have possession of the soul of the person to be revived or reincarnated.

        A reincarnated character is a character that has had the soul of a deceased character transfered into its body. An intact, preserved corpse or the body of a newborn or unborn infant are optimal for reincarnation as a dead body is vacant and an infant's own lifeforce is still to weak to reject that of a deceased character (For role play purposes it could be said, although is not limited it, that infant's soul was exchanged with that of the slain and the infant soul waits to be taken into a fetus after conception).

        A resurrected character is a character that has been slain, its soul taken, and then placed back into its original body. The soul and body of the resurrected must be that of the character who was slain.

      Resurrections can take place anywhere within Tyran. Through some means of role play left up to the decree of the characters, life is restored to the deceased. The person resurrecting then asks for confirmation of the resurrection. For a resurrection to be legal, you (The person resurrecting) will need a CM or at least 3 Registered Characters of our Game and have posted the Resurrection in the appropriate post forum with the following information: Name of Resurrector, Name of Resurrected, Place of Resurrection, and Names of Confirmers.

      PriestOfDeath casts the spell of Resurrection on the deceased body of TyranKnight, "Oh Great God of Death, return this one's soul to his body so that he may live again. I call upon your power to restore the life that was taken from this man." He then draws upon the body the symbol of his God before continuing, "Abracadabra and hocus pocus, bring back to life this man with focus. Alakazam!"

      PriestOfDeath: Confirmed?

      KnightOfXz: Confirmed

      TyranianMan: Confirmed

      TyranWoman: Confirmed

      TyranKnight gasps as air once again fill his lungs. He sits up in a fit of coughing for several minutes.

    Kill Spots & Safe Havens

    Kill Spots are those rooms in which Combat are legal. Killing is only legal in these rooms. See the listed game rooms for a list of Kill Spots.

    Safe Havens

    Safe Havens are those rooms in which Combat is illegal, and therefore deaths in these rooms are null and void. These are the rooms not listed on or listed as Safe Havens on the game rooms list.

    Arena Combat

    If or when two characters that wish to combat feel the need to have an impartial judge and fight in a place without interruption, they have the option of battling out in the #Arena. However, in the arena, certain guidelines must be followed to insure the fluidity of the fight.

    • For ALL Arena Fights, or Death Matches, a judge is required. Whether it be a Combat Master (CM) or another play who the combating characters/players agree upon. Although if a regular player is asked to judge, it must be understood that both fighters must agree on the judge with the understanding that what the judge calls is final and that there is a higher probability of mistakes made by a regular player than a trained CM.
    • It is to be remembered that judging and confirming is always Out of Character (OOC). Therefore anyone who is playing a registered character may confirm. Probationary new characters and unregistered characters may not confirm even if they are played by a player that has played the game for a significant period of time as there is no real way to prove the validity of the claim should the unregistered or probation make such claim. No exceptions.
    • The Judge's job is to:
        1) Announce the Hit Points of the Combating Characters.
        2) Inform the Combatants when to Type their Attack Sequences.
        3) Inform the Combatants to enter their sequences, or "attack".
        4) Call the hits and misses based on the comparisons of the sequences as well as keep a running score.
        5) Confirm the kill when the Confirmation is asked for. The judge will always give Confirmation to the first who has asked for it, assuming they have properly disposed of their opponent.

      Clan Warfare

      Art Of Magic

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