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The Tyran's Cove Combat Rules Page Is Currently being Redone and Updated. The rules found on this current Page, may not be exact. Check with your Fellow Combat Master, for any Problems you have with the Rules, and they can Guide you towards a Meaningful Response.
Combat Lines (Hit Points):
- Vistors (Newbies): 3 Hits (Please
Refrain from killing vistors without
provocation as they may soon become your
brothren).
- Regulars: 4 Hits (Regulars are those
who are recognised as such by the majority of
patrons). To gain Regular status, your
character has to be in the Tyran's Cove RPG
for at least one month and must be in the
Game Rooms (#Vamppub and #TyranNights for
example) at least four days out of each week.
- Clansman: 5 Hits (A member of a
recognized clan that holds NO rank in the
clan).
- Ranked Clansman: 6 Hits (Regular
Knights, Clerics, Mages, Healers, etc).
- Heads of Ranks: 7 Hits (Head of
Knights, Clerics, Mages, Healers, etc).
- Offspring of Lords and Ladies: 8
hits.
- Elder/High Council: 9 Hits.
- Lords and Ladies: 10 Hits.
- Gods and Goddesses: 25 Hits. See Gods and
Goddesses page for more detail.
Advancing in Stature:
- Vistors (Newbies) are people new to
the game. They are unknown to the majority
of players and have no political power.
- Regulars are those that come to the
Tyran rooms on a regular basis (Note: This
refers to the character name, not the player)
and have gained some recognition amongst the
players of the game. Your character must be
online four out of the seven days in each
week. To finally become a regular, you must
of been in the Game rooms for the required
amount of time above, for at least one month.
This may mean that the
character has done something good or bad, but
is recognized as a regular player.
- A clansman is anyone who has been
accepted into one of the acknowledged clans
of Tyran but holds NO rank within that clan.
Please see the recognized clans page for a
list of recognized clans in Tyran.
- A regular ranked clansman is he or
she who holds a regular rank (Knight, Cleric,
Mage, Healer, etc) Within one of the
acknowledgableclans of Tyran. No one can
hold one of these ranks unless deemed so by
one of the registered clans.
- A head of rank is he or she who leads
the regular ranked clansmen (Head Knight,
Cleric, Mage, Healer, etc). No one can serve
as a head of rank unless deemed so by one of
the registered clans.
- A member of High Council, or Elder,
serves on the government of one of the
recognized clans. No one can hold this rank
unless deemed so by one of the recognized
clans.
- Lords, Ladies, and their offspring
serve as the leaders of their respected
clans.
- Gods and Goddesses: Please see the
Gods and Goddesses page for in-depth details
on this rank in Tyran.
Killing:
After you have succuessfully gotten your opponent down to their final hit point, there must be a fatal blow (Example:
/me Cuts off Null's head followed by /me sees
him die) and then a request for a
confirmation on the kill. For the kills to be
legal they must be witnessed and confirmed by
one DM and at least three regulars or
clansmen.
Player 1: /me Cuts off Player2's
head
Player 1: /me sees him die
Player 1: Confirm?
Dungeon Master (DM): Confirmed
Regular/Clansmen: Confirmed
Regular/Clansmen: Confirmed
Regular/Clansmen: Confirmed
Dismemberment in a Fight:
At no point during a fight can you dismember your oponent, unless you have obtained the required hits and are performing the death blow. Any blows that dismember before the time of the death blow, are to be considered void by the Judge.
When to perform a Death Blow:
When fighting, you can perform the death blow on your oponent when you have gotten them down to their final hit. If you manage to perform the death blow properly, and accoring to the rules, the death is legal. The following is an example of when you can effectively perform your death blow (NOTE: This example is based on a 4-4 contest):
Player 1: /me kicks null's chest
Player 1: /me sees him gasp
Player 1: /me sweeps null's feet
Player 1: /me sees him fall
Player 1: /me uppercuts null's head
Player 1: /me sees him fly
Player 1: /me rips off null's head
Player 1: /me sees him die
Distance in a Fight:
When there is distance between fighters in a fight (meaning the fighters are not near each other), close contact fighting does not count, and is to be considered void by the Judge. Only attacks that work from long range (such as weapons that fire objectiles, and magic) will be counted. Due to #Arena being a Raftered Building, there is no Attic to Dodge into, to Evade an Opponents Attacks - Nor can you Leave the Arena (Meaning Go Outside of the Arena). These attacks, if they occur, will not be counted.
Dimensions of #Arena, as Decided by the Combat Masters, are as Follows:
Length: 700 Feet
Width: 500 Feet
Height: 300 Feet
Resurrections:
Resurrecting is allowed in Tyran's Cove
but there are restrictions on how
resurrections go about working and so forth. If, after the Death takes Place, the Killer takes the Soul of the Deceased, then only the Killer Can Resurrect (The Killer Must Take the Soul then and There Though, immediately following the Killing). If the Killer Does not Take the Soul, then it immediately Goes to the God of Death, who thus retains all rights to it. If this happens, the only way for the Deceased to be Resurrected is to have the God/Goddess of Life, lay claim to their Soul somehow, and hold some sort of Ceremony, where they can be Resurrected.
To resurrect, you (The Person resurrecting and the body of the deceased) must go to the room in which the kill took place. 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 someone acting as CM) and at least 3 Regluars or Clansmen of our Game.
Weaponary:
As stated in the general rules of Tyran's Cove, modern-age weaponary such as guns, bombs and various other weaponary, do not exist. Swords, bows, staffs, physical attributes of a character (claws, nails, regular punches and kicks, etc), and crossbows among other generic items can be used.
In cases where a Long or Short Bow is being used, the character may shoot once, then he/she must reload the Bow by performing the following action (NOTE: No reaction line is needed when reloading and the action must include up to two words with /me counting as one of those words):
Player 1: /me reloads
In cases where a Crossbow is being used, the character may shoot twice, then he/she must reload the crossbow by performing the following action (NOTE: No reaction line is needed when reloading and the action must include up to two words with /me counting as one of those words):
Player 1: /me reloads
There are Other sorts of Weaponery that can be used as Projectiles. Below, you can find a list of all the Known forms of Weaponery That can be used as Projectiles. Included with the Weapon's Name, is the Number of Shots Each Specific Weapon Gets, and the Number of These Weapons, a Character Can Hold at One Time:
- Long Bow: 1 Shot Each. 1 Allowed at a Time.
- Short Bow: 1 Shot Each. 1 Allowed at a Time.
- Crossbow: 2 Shots Each. 1 Allowed at a Time.
- Flicks: 1 Shot Each. 2 Allowed at a Time.
- Throwing Stars: 1 Shot Each. 4 Allowed at a Time.
Vanishing:
A character can vanish for a certain
period of time during a fight. This gives
the character a chance to regroup and
continue to hold his own in a fight. Each
character has a certain number of vanishes
depending on his or her ranking in the game,
each vanish lasting 10 sec.
- Gods and Goddesses: 4 Vanishes
Each.
- Leaders of Clans (Up to 3
Leaders only): 3 Vanishes Each.
- Clansmen (Clansmen under
Leaders): 2 Vanishes Each.
- Regulars: 1 Vanish Each.
- Newbies: No Vanishes.
Healing:
A character can Heal his/her wounds a certain number of times during a fight. This gives
the character a chance to continue to hold his/her own in a fight. Each
character has a certain number of Healings
depending on his or her ranking in the game, with each Healing replenishing One Hit Point.
- Gods and Goddesses: 4 Healings
Each.
- Leaders of Clans (Up to 3
Leaders only): 3 Healings Each.
- Clansmen (Clansmen under
Leaders): 2 Healings Each.
- Regulars: 1 Healing Each.
- Newbies: No Healings.
Attacking and Defending:
Attacks are made as follows: The name
of the person must be included, also the type
of attack (Punches, slashes, sweeps, etc) and
the body part being attacked must all be
included in the action line. The reaction
line must include the result of the attack
(Example: If you sweeped someone you would
sees them fall or see them hit their ass).
The reaction line must be one after the
other.
Player 1: /me sweeps Player2's
feet
Player 1: /me sees him fall
The weapon used by a combant must be
drawn first before it can be used in combat.
Example: /me draws his sword. Then the
attack can be made with that weapon. All
attacks must contain three words or more.
Example: /me slashes null's stomach (Note:
/me DOES count as a word). Any action
line used more than once in a row will not be
counted.
At this point null may avoid being hit
by reacting to the attack with a counter
before the reaction line is included.
Example: /me dodges left or /me jumps back.
(Note: the dodge must make sense. Meaning if
someone sweeps you and you duck down to avoid
it, then the sweep will still hit you). The
evading lines must vary at all time. Any
evading line used more than one time in a row
will not be counted. They must also contain
two words or more (NOTE: /me DOES count
as a word).
Player 1: /me sweeps Player2's
feet
Player 2: /me Dodges right
Player 1: /me sees him fall
If null does not evade successfully he
is hit, shown in the reaction line /me
watches him bleed (Note: Reaction lines must
vary at all times. Use of the same reaction
line twice or more in a row will NOT be
counted).
Player 1: /me Sweeps Player2's
feet
Player 1: /me Sees him fall
Player 2: /me dodges left
If both combants attack at the same
time, both take the hit. However if Player 1
sweeps null's feet and at the same time null
punches Player 1's head, If Player 1 sees his
reaction line (Example: /me sees him fall) in
before null's reaction line, Null's punch to
Player 1's head does not count. Null is on
the ground, he cannot punch Player 1 in the
head if hes on the ground. It has to make
sense. If the person performing an action
chooses to dodge in between his/her ation and
reaction lines, the attack line is not
counted. Attack and Reaction line MUST come
one after the other. It is your decision
wether you dodge the attack or simply counter
with one of your own.
During a fight, no fatal blow may be
performed. A fatal blow can only be
performed when the combant has reached the
required hit points on his opponent. The
fatal blow blow can only be used as a death
blow.
This system allows all to fight on even
terms and simply involves typing skills and
common sense to win.
Cheating In Fights:
Anything with the capabilities of an
IRC, such as copy and paste and IRC's
themselves, cannot be used during fights.
Fights involve common sense and typing
skills. If a combant is discovered using an
IRC after the DM has started the fight, the
guilty nic is confirmed dead by the DM.
Accepting a Fight:
We play a game where personal
differences between characters often are
settled in combat. In many cases a character
may challenge another character to a duel.
The character being challenged has the choice
to accept the challenge or decline the
challenge. There are 3 types of fights you
can accept or decline to. (1) us is a spar.
A spar is a non-realistic fight between two
characters. This form of fighting is
usuallly used for two characters to get a
feel about how each other fight. In a spar,
no hits or death blows are counted against a
character. These are not real fights. (2)
is a duel. Should two characters have a
problem with each other, but do not wish to
kill each other, the fighters would accept to
this form of fighting. To obtain victory,
you must simply obtain the required hit
points of his/her opponent. No death blow is
performed to obtain victory, therefore both
combants leave with their lives. Unlike a
spar, in a duel, injuries a character obtains
are real. (3) is a death match. If both
combants agree to a death match, then both
players are agreeing to put the life of their
character on the line. To obtain victory a
combant must reach the required hit points,
then kill their opponent by means of a death
blow.
Fighting is NOT for everyone. Should
you as a player not wish to put your
character's life on the line, or should you
believe you do not hold the skills needed to
beat an opponent, then do not accept the
challenge. Both combants must agree to the
type of battle or the battle cannot take
place.
Fighting Rooms:
There are established fighting rooms in the Tyran's Cove RPG which are listed on the "Game Rooms of Tyran" page, linked to this webpage. No Killing can occur in the Social Rooms. All Kills must be performed in the Established fight Room(s). Please view the "Game Rooms of Tyran" page for a list of the Social and Fighting Rooms of our Game.
Confirming:
For certain parts of the RPG to be
legal a certain no. of confirms must be
obtained. How many confirms are needed for a
certain area are listed in their specific
area of the rules. For a confirm to be legal
it must first meet the required amount of
confirms needed. It must then be posted by
the person who requested confirmation. The
post must include everyone who confirmed,
what the confirmation was for (Death, spell,
etc), and the name of the opponent being
confirmed. A confirm must be in the proper
post for a confirm to be legal. When someone
from a clan requests confirmation on
something, NO ONE from their clan can
confirm. Only a regular or someone from
another clan can confirm. Newbies CANNOT
confirm ANYTHING.
Clan Wars:
There are situations in our game, that will somtimes lead to War between 2 or more Clans. To keep wars as organized and fair as possible, a System of War was established. When Clans go to war, they should follow the System of War. The following explains how Wars between Clans are fought:
- The Leaders of the Clans are, at no time, obligated to fight in defense of their clan. They can fight if they choose to, however.
- The Clans at War choose their Five Top Fighters to defend their Clan (Those choosen are totally left up to the decree of the Clan).
- The 5 Choosen Combants are put up Head to Head (Fighter 1 of Clan A against Fighter 1 of Clan B, etc) and Fight (The Clans have the choice of deciding whether the Fight is a Duel or Death Match).
- After all 5 Fighters have competed against each other, the Clan obtaining the Most victories of the 5 Fights is declared the Winner of the War.
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