Combat & Magic

Combat

Dice is only required during events! If all parties agree otherwise, free form is acceptable. Remember to always use dice when you don’t know someone to prevent powergaming!

You may spend ability points earned automatically through RP to increase your flat roll, defence, and attack.

  1. Shifts in Combat.
    • The act of shifting is either painful or takes a lot of focus, therefore, you cannot comprehend doing anything else but getting from one shape to the next while shapeshifting.
    • Being attacked does not interrupt or stop your shifting but a successful hit will result in lost HP.
    • Shifts require one full post to be completed. HP is not changed.
  2. Bond Usage.
    Bonds may not be used to call for aid during combat. This includes soul bonds, magical items, or telepathy.
  3. Basic Combat.
    To attack another character, use either the middle or bottom left-hand button beside the HUD. The middle (double dice) will roll against another player without damage (for a luring song, a sleeping gas, hypnosis, seduction, etc), while the bottom (sword icon) will roll against with damage for an actual attack. Once HP is depleted, that’s the end of the fight. It doesn’t have to mean you’re dead, just down and out!​
  4. Area Attacks (multiple targets only).
    • Area attacks may only target up to three people.
    • Only need one charge post for the first area attack.
    • If interrupted you must take another post.
    • After making your attack post, you will roll against all characters being attacked before the next player’s post. (If it is a non-damaging ‘attack’ like using a siren song to lure, use the non-damaging roll, and if it is damaging like an explosion, use the attack roll.)
    • The only exception to requiring charging posts is for NPCs during events only.
    • A minimal of two post waiting periods between attacks for recovery and charge. This means your turns should look like so: Charge, AoE Attack, Rest, Rest/Recharge, Next attack.
  5. Multiple Attacks on a Single Target.
    Using a move that targets a single person more than once that requires an intense amount of focus/power (ie: using magic to target a single person twice in one turn): such moves require a single charge post before the attack, may target one person no more than twice, and require one rest post after. For example; Charge, Attack, Rest, Next attack.

    Note: As per the following rule, we will make exceptions for this to things that do not require intense amounts of concentration/strength for your character. An orc throwing one person into another person would be easily strong enough to do that and may do such a thing in a single turn. However, a small human or a child would need to charge a turn for such a move.

    If anyone in the group contests your character’s ability to do so, the rule should follow as above with a turn for a charge, a turn for an attack, and a turn for rest.
  6. One Active Action per Turn!
    There are exceptions to hitting one person at a time or multiple attacks in one go, but they must make sense and be considered a single action, and not an area attack or an attack that requires extra power such as a spell. Examples: A strong character throwing a person into another person, or a character skilled with the bow shooting two arrows at the same person at a time. Please do not do this too frequently or it may be considered powergaming.
  7. Healing in Combat.
    Healers may only heal each combatant by one hp per every other turn.
  8. Fleeing Combat.
    Running away is simple. If your character wishes to flee a fight, make your post of trying to escape. You may still use this post to attack. For instance, an archer in a fight may try to pin their attacker by shooting through their attacker’s arm to pin them to a wall. You will have to put in your post your intention to flee. The other player(s) may then roll to stop you if they want to (if they do not wish to pursue, your character is free to run away). They may also use an attack roll to stop you from fleeing, such as an arrow, a bolt of magic, or a thrown dagger, etc. All players trying to stop you from fleeing must fail their rolls in order for you to escape.
  9. Health Recovery.
    Hitpoint recovery time is 1 point per hour. Healers may speed up this process to 2 points per hour. Sparring you may do an immediate reset if there were no broken bones or otherwise serious injuries.
  10. Non-Combative in Active Combat Scenes.
    If your character is non-combative, you should avoid combat scenes and stay out of chat range. To witness the fight IC, you must be in the scene, and being in the scene is a risk of being drawn in or flying debris, etc. After a fight begins, your character has one turn to move out of range.
  11. Group Combat.
    • Groups must split into a maximum of four people each against an NPC or 2 players versus one player. This is to help speed up RP and keep things streamlined. If a player leaves the fight, another may join that group.
    • When first picking groups, roll for initiative to determine turn order then ignore the other groups to focus on your fight- there will be separate post orders for each group!
    • The NPC ‘Boss’ may attack twice per group on its turn.
  12. Shield spells.
    To cast a shield spell requires one turn without combat. Someone may attack you to interrupt this. Once up, the shield is there until someone gets past it. This requires a roll against using the double dice to determine if they get past the shield, then a combat roll if successful. Once someone succeeds with the double dice against your shield, it is gone. One layer of shield per target! If Player One has a shield upon Two, Player Three cannot cast a shield over Two as well. Likewise, Player One will not be able to shield themselves and another player simultaneously. The player doing the shielding cannot attack while doing so.

    A turn attacking someone being shielded by another player should look like this: Double dice against player shielding – If successful -> combat roll against the intended target OR No success -> Combat roll against player casting the shield.

    A turn attacking someone using a magical shield over themselves should look like this: Double Dice – If successful -> combat roll against the player OR No success -> Next turn.
  13. Once combat begins, no one else may enter the fight without the explicit permission of all current combatants. This includes attempts to break up or change the outcome of the combat.
  14. HP isn’t health! It’s just the measure by which you take until you are down and out. This does not necessarily mean death, incapacitation, or capture.
  15. Intentionally attacking weaker players or provoking them consistently while avoiding stronger players is not good sportsmanship. To do so may come with repercussions.
  16. Intent to capture or kill or otherwise affect the other party upon defeat should be OOCly explicitly stated before combat begins.
  17. Stunning your enemy.
    • This may be stink bombs, siren songs, or flash powders. Anything that does zero damage but will disorient your opponent.
    • These will last only one turn and you may not attack in the same post.
    • If multiple characters attempt and succeed at a stun on a single character per round, they do not stack.
    • They may write being afflicted by both attempted stuns but are prevented from attempting damage-dealing moves for only one turn.
    • These ‘attacks’ may break a shield but do no damage otherwise.
    • You may cast a shield while stunned if it makes sense, but you may not attack yourself.
    • These ‘stun attacks’ may stop an opponent from fleeing.

NPC Rules

  1. NPCs exist.
    Guards are not your friends if you break the law of the area you are in. Tavernkeepers will kick you out for being too unruly (except in places it’s expected). They have their own personalities too! Click the NPCs for more information on each one. They exist even if there are no mesh NPCs present.
  2. Familiars and follows
    both have individual HP and do not take from the characters HP. They have a maximum of 1 HP each. You may have one combat familiar or follower at a time and no more. For these, to attack, you would roll an attack like any other with the Sword icon dice roll. For someone to attack your familiar or follower, they would roll double dice against you.
  3. Summons
    • have an extra 1 HP of their own, plus extra HP from your own health pool. For example, if you have 3 HP, a summon may have a maximum of 3 HP. You will always have 1 HP left. Summons may not completely drain your HP.
    • require one post before they may be used and a roll. If the roll is failed, the summon does not appear. Likewise, someone may roll after your post to attempt to stop the summoning.
  4. In an area with posted NPCs such as guards, you are a faction of,  you may call up to two NPCs for help. Each local NPC however only has 1 HP.
  5. If you attack an area with more than two guards present, you must neutralize all the guards.
  6. Only two area NPCs may attack at a time.
    All NPC followers or summons must attack within the same post as their player. If the player has follows or summons, they may roll for them.
  7. Unless otherwise stated
    To defeat a combat NPC type you must roll above 75. To defeat a non-combat type NPC is a 60. To flee an NPC, roll above 50. You must roll against each NPC present to flee.
  8. Unless otherwise stated: 
    Use the following guide as a reference for combat NPCs and flee rolls. 
    • Rank: Knight Captain
      Roll Above: 75 Attack / 60 Escape
    • Rank: Knight
      Roll Above: 60 Attack / 50 Escape
    • Rank: Squires
      Roll Above: 45 Attack / 25 Escape
    • Rank: Guard Sergeant
      Roll Above: 60 Attack / 45 Escape
    • Rank: Guard
      Roll Above: 50 Attack / 25 Escape
    • Rank: Guard Trainee
      Roll Above: 30 Attack / 10 Escape

Magic Archetypes

Classes are considered more like jobs and skills. Affinity for any of these may be inherited. Vocation and skill must be learned. Though multi-classing with magic is technically possible, it is very difficult.

We have no set rules about magic, and fully encourage players to be creative with it! However, we are providing a basic rundown of how magic comes to different types of ‘classes’ that a character may categorically fit into.

Magic follows all of the basic rules of combat, in that using magic does not change how, when, or why you use a dice roll in a combat scene, or how many times you can heal another player, etc.

Please remember magic has its limits. Regardless of your race, you will be fatigued by its usage. The greater the spell, the more harm comes to the caster. Multiple casters working together will ease the effects. As an example, a portal or teleport is difficult, and the more that pass through the more taxed the caster. Race change is impossible without transferring the soul to a new body or divine intervention. This includes fae. There is no such thing as ‘living mana pools.’

Bard: Uses the power inherent to creation (especially that of music and storytelling).
Cleric / Paladin: Uses magic granted from a divine being, typically in service to that being.
Druid: Uses magic associated with nature and capable of taking animal forms.
Necromancer: Uses the power of death itself, often animating corpses or summoning undead beings.
Shaman: Uses spirit magic, tied to the power of the soul.
Sorcerer / Mage: Uses magic inherent to their bloodline or granted as a gift.
Warlock: Uses magic gained from a deal made with an extraplanar being. Magic sugar babies.
Wizard: Uses magic gained from dedicated arcane studies and practice to focus on academics.
Witch: Uses magic gained from dedicated arcane studies and practice to focus on medicine.