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T1 Story:

- Part I | Part II -

Combat Rules...
Part II

After reading Part I of the rules, you should be well suited for common battle scenerious. However, the problem with that is most battles dont tend to be 'common'. The following page discuss different scenerios were things happen that arent covered in Part I. This includes:
More than Two (2) Combatants
Entering a Fight already started
Exiting a fight early
Correcting fight errors
More on Moderators
Specialty Fights

More than Two (2) Combatants
When more than two fighters are present, it becomes a T1 Style team fight, each team member getting one attack and one defense. It becomes considerably harder when more people are added to the fight, and you must pay attention to each of you opponents AND partners. Its easy for an enemy to change pace and swing at you, and its even easier to not be paying attention and swing somewhere were a teammate is standing.

All of the first team (team a) must give their attack before the other team (team b) can react to anything else involving the fight. After team A is finished, team B may proceed to defend EACH attack being made, and each member of team B may give their attack, or pass, if they so desire. It would come out something like this:
TeamA: [Attacks]

TeamB: [Attacks/Defends]

TeamA: [Attacks/Defends]
This will continue on until their are no more members of one of the teams fighting. The remaining team - those who are still alive - are the winners. Simple. But, remember, all the teams attacks are happening ruffly at the same IC times.

Entering a Fight already Started
Let us imagine you, the valliant and fair RP fighter, enter a chat room were you see a man - let us call him 'Bob' - with a large axe in hand, swinging frantically at a smaller, more frail man - let us call him 'Superfly' - with only a mere dagger in his shaking hand.

As this valliant fighter you are, you may feel the need to help Superfly. In order to do so, you cant just type
Valliant_Hero: enters the room, sword in hand, and slashes downwards at Bobs back as he is attacking Superfly
This would be unfair to Bob. And we like Bob. Treat him nice.
First of all, you cant enter a room with the knowledge of whats already happening in that room (there are exceptions, however, but im not getting into that... Generally speaking, you cant know). You first must type your introduction into the room and your recognition to what is happening. This can be done merely by typing:
Valliant_Hero: enters the room via the large doorway and looks around, seeing a fight
Of course, you can always put more detail in, such as your characters feelings on the matter, how he/she looked, walked, and how long it took to see the fight. Details are nice, but the above example shows the minimum needed.

Secondly, you cant just jump into a fight during mid attack. When you decide you want in, you engulf yourself in the T1 Style of fighting, as described in Part I. Now, instead of the format going like this:
Superfly: [Defends and Attacks]

Bob: [Defend and Attacks]

~~Rinse, Lather, Repeat~~
You will get a format like this:
Team1 (Valliant_Hero and Superfly): [Defends and Attacks]

Bob: [Defends and Attacks]
Because both Superfly and Valliant_Hero would be atatcking at the same time, each of them getting one (1) attack EACH, and one (1) defense EACH, Bob would have to use his one (1) defense to block/evade both attacks from his two (2) opponents, and he only has one (1) attack to use against them, however he sees fit.

Before entering the fight, it is generally a good idea to Private Message (PM) both fight members to let them know you are entering. Sometimes people will want a fair fight, or already agreed that no one else could enter the fight. If that be the case, then you, as the valliant fighter you are, must respect their wishes.

Exiting a Fight Early
There are many reasons why a person would want to leave a fight early, both involving IC and OOC. I will cover the OOC first, because it seems to hapen the most, and cause the most trouble when done incorrectly.

Leaving fights for OOC reasons ~
Wether it be you parents yelling at you to get off, the hell known as work, or merely your little sister knawing at the phone cord so you'll be off in a few moments, their are simple ways to leave a fight.

The first, and most obvious, is speaking in OOC thought bubbles ( /think ) and letting your opponent know you have to leave. If you have a reasonable opponent who is in a good mood, there should be no problem. From there you and him/her can choose a alternative, including, but not limited to:
*Rescedualing a new fight
*Ressuming the current fight at a later date
*Voiding the current fight completey
*Just considering yourself dead, since you were losing anyway (not recommened, but it is an option)
But, sometimes you have an opponent who does not want to be as nice as the one in the prior example. If this is the case, and your opponent says you must stay to complete the fight, you can laugh at him. This doesn't do anything for the fight, and it most likely wont put your opponent in a better mood, but laughing feels good to you, and it burns calories (which cant hurt for people that sit around RPing on computers all day). After your laughing fit is over, save the transcript, or at least the last two (2) moves of each fighter, and leave. Make sure in the transcript you have it is noted where you said you had to go.

By doing this, you have not gotton yourself out of a fight in any way. If the reason you left was you were afraid that your character would die, then:
(1) You're not a good RPer, plain and simple
(2) *refer to number (1)*
If you use the 'laugh-n-leave' method of ending a fight, due to OOC reasons, then you MUST resume the fight from the SAME place, SAME setting, and NO ONE can join in the fight to aid you (or your opponent[s]).

If there is any problem concerning a specific event, contact a GM and explain the situation. RP should be based around fairness, and a GM will try and make that possible. If you have valid reasons why you cannot be on for a bit of time, let a GM know, so your death will not be made official, even if your opponent(s) are around. In special cases, GMs can vote wether to bypass a certain rule made for special reasons (such as computer failer)

Leaving for IC reasons:
To leave a fight for IC reasons (such as fear, injury, pity, other things to do, ect...), you must ICly leave the room. That simple. But, keep in mind all elements of the fight: real-time, speed, surroundings, and opponent.
Real-Time - No character is fast enough to run across a room and jump out of a window in the blink of an eye. If the window is all the way across a 25 square foot room, its going to take a few seconds to get to it, and, therfore, time for your opponent to react to your movements. No grand escape can be done in just one post; most take a few turns of preperation.

Speed - If your character is wearing quadruple metal plated armor with a great helmet and steel boots, hes not going to be able to move as fast as, lets say, a naked skinny man (try not to picture it; its not pretty). Keep in mind the factor of your characters speed when planning an escape.

Surroundings ~ If you are fighting inside a bar, then a perfectly acceptable escape is through a window or door. However, while fighting in a forest, you would first have to hire contractors to do estimites, buy the land, get building rights, and deal with butt-crack flashing workers before you could have a window to flee out of. This can cause problems since most opponents dont like waiting that long, and butt-crack flashing construction workers scare local children. Be realistic in your escapes and pay attention to your surroundings.

Opponent ~ An important factor in any fight related activity, you must keep in mind that your opponent can see you, and perhaps guess that when you are running towards an exit, that you are fleeing. If your opponent sends an attack your way BEFORE you legally exit the room, IC wise, you must have some sort of counter for this attack, wether it be just a simple dodge. If you do not counter the move, your opponent can claim to have injured, or possible killed you upon your attemted escape.
Correcting Errors in a Fight
Errors will come up in any fight, no matter the skill and ability of either RPers. When entering a fight you must realize this and except it. Wether it be a typing error, wrong word usage, or simplying not seeing an opponents attack/defense, everyone needs to keep in mind one thing:

If it is Human, it makes Mistakes

I apolgize to all those non-human RPers out there, but their is no cute saying to go with whatever it is you are that fits the topic at hand.

If your opponent spells something wrong, let it go... If he/she does something you dont understand, dont jump on their case... Just ask them about it. Try to be as fair as possible, and keep in mind that one really annoying rule that parents love to tell you:

Do unto other as you would like done to you

This saying came from a big book, with many characters and a drawn out plotline that some people may not agree with; and that is fine. BUT, the saying itself should be implimented in RP.

More on Moderators
It was touched on during Part I of the fighting rules, so the need for this addition is not needed by all. However, to clear up and confusion and show off my dazeling wit, it was decided to elaborate on the subject of 'Moderators'.

Unlike a GM (or any other Staff Member), a moderators duties begin when the fight begins, and end when a the fight ends. A moderators duties, while rather simple, are very much important. They include:
Fairness/Unbiasness ~ The most important traits of a Moderator fall under this catagory. A moderator will put aside person feelings towards a situation and call a fight based upon rules and good judgement.

Understanding of Rules ~ As a Moderator, you are expected to know a small bit on the rules of the sim, and are expected to have the rest of the rules at your whim. This does not mean you must memorize them all, but its good to not have to look back to our site everytime something happens to see if its ok or not.

Understanding of the Combatants ~ A must for any moderator, they need to find out the stats of the fighters. This can be done by many ways, the easiest of which being either to ask, or to view the character profile.

Witnessing ~ When the outcome of the fight is posted on the Death Board ((or respective places, depending on the sim itself)), the moderator will act as a witness, stating what happened and that he or she was the moderator for the fight.
To get a moderator, simply just ask someone. Remember, a moderator is not needed, but it tends to help solve in-fight OOC disputes. Since both fighters must agree on the moderator, whatever the moderators final descision is cannot be overturned by the fighters. If you use bad judgement on picking a moderator, and he or she judges unfairly, send a transcript of the fight to a GM or a Death Judge, so that the final say on the death can be done so fairly.

Specialty Fights
In a specialty fight, the rules have been altered slightly by all members of the fight, before the fight began. This special rules can include, but are not limited to:
-No Special Powers fight
-No Interferance fight (no one can jump in)
-No Weapons (hand-to-hand only)
-Spar (fight is only a practice, were the outcome of the fight has no lasting effect on your character unless otherwise wished for)
-No preps (preps are unneeded to perform a special move)
If rules are broken, the fight becomes void or the move in question is withdrawn.

One word on gangbangs: DON'T

A gang-bang, by RP definition, is when a person is in a fight, thinks he might need help, and in PM screens he or she OOCly calls his friends in to aid him/her. This is bad RP. IF you have no IC way of calling your friends, and/or they are too far away to come help in time, then they CANNOT come. Simple as that. Fights happen in relativly short amounts of time, and tend to be quicker than the time it takes to get from one city to another. Therfore, if your friend is in another city, he most likely wont arrive in time you save your butt.

[Back to Part I]