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: Hits determined by their number of followers. Sees 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 acquiring the correct number of hits needed, 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
Resurrections:
Resurrecting is allowed in Tyran's Cove but there are restrictions on how resurrections go about working and so forth. In Vamppub, a dead character is automatically alive again 24 hours after they were killed. In Arena, if you die it is FOREVER. A dead character can be resurrected but only by the character that killed them (Example: If Null killed Player 1...NOBODY except Null could resurrect Player 1). To resurrect, you simply go to the location in which the kill occured and perform some form of reviving magic (The character can choose how the resurrection is done. This gives them room to role play the resurrection to the fullest if they so desire to). A resurrection MUST be confirmed by one DM and at least 3 Regulars or Clansmen. Newbies can not confirm.
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.
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 (NOTE: These rules only apply for battles in #Arena. Any battles that occur in the main rooms are free form, meaning you can be attacked without having to accept).
Fighting Rooms:
There are registered fighting rooms in the Tyran's Cove RPG. All fights must take place in one of those registered fighting rooms for the fight to be legal. Please view the "Dwellings of Tyran" page on this website for a list of all the registered fighting rooms.
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.