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Speed Typing Spars, and Quests Speed Typing sparring/questing battles are only for those ranked in a class that is designated to fight with either magic or by blade. | |||||||||||||
This is the hit point table for Dubhar Tiliath | |||||||||||||
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(Ceiling of 4 Lords and Lady's of Groups) Degrees of ranks are designated by the Guilds for Rogues, or by the Head of the Rank for those in groups. | ||
How to speed type: * Regulars are those that come to the Shadow Realm 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 often enough for this to happen. 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 Shadow Realm but holds NO rank within that clan. Please see the groups page for a list of recognized groups in the Realm. * A regular ranked citizen is he or she who holds a regular rank (Knight, Cleric, Mage, Healer, etc.) No one can hold one of these ranks unless deemed so by one of the registered groups, or by being trained (in the dojo, etc.) by the Guilds. * 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 groups. * A member of the High Council, Elder, serves on the government of one of the recognized groups. No one can hold this rank unless deemed so by one of the recognized groups. * Lords, Ladies, and their offspring serve as the leaders of their respected groups. * Gods and Goddesses: Please see the Gods and Goddesses page for in-depth details on this rank in Shadow Realm. 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 GM or at least three regulars or clansmen. Player 1: /me Cuts off Player 2's head Player 1: /me sees him die Player 1: Confirm? Game Master (GM): Confirmed and/or: Regular/Clansmen: Confirmed Regular/Clansmen: Confirmed Regular/Clansmen: Confirmed Resurrections: Resurrecting is allowed in Shadow Realm but there are restrictions on how resurrections go about working and so forth. In AnLar a dead character is automatically alive again 24 hours after they were killed. In Shadow_Spars, it depends on the time arranged by the fighters, In Shadow-Arena, if you die it is FOREVER. A dead character can be resurrected but only by the character that killed them, or by an intervention from the Gods. Someone can appeal to the God/dess of Death on behalf of the fallen player. If the God/dess of Death deems it a worthy request, they can consent to resurrect the fallen player, but must gain the cooperation of the God/desses of Life and Fate.. The Gods can not resurrect on a whim. Their must be a petition to resurrect the fallen player, and the request must be a reasonable one. For Example, if a person dies fighting a noble fight, and the other fighter fought without honor, then that would be considered a reasonable request. To resurrect, you simply go to the location in which the kill occurred 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 GM and at least 3 Regulars or members of registered Groups. Newbies can not confirm. Again, All deaths, and petitions for resurrections, and actual resurrections must be posted in the appropriate place. 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 4 Leaders only): 3 Vanishes Each. * Clansmen (Clansmen under Leaders): 2 Vanishes Each. * Regulars: 1 Vanish Each. 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 Player 2's feet Player 1: /me sees him fall The weapon used by a combatant 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 put the players integrity in doubt. Please try to use different reaction lines. They must also contain two words or more (NOTE: /me DOES count as a word). Player 1: /me sweeps Player 2'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 Player 2's feet Player 1: /me Sees him fall Player 2: /me dodges left If both combatants 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 he's on the ground. It has to make sense. If the person performing an action chooses to dodge in between his/her action and reaction lines, the attack line is not counted. Attack and Reaction line MUST come one after the other. It is your decision whether 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 combatant 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 popups themselves, cannot be used during fights. Fights involve common sense and typing skills. If a combatant is discovered using apopup enabled IRC after the GM has started the fight, the guilty nic is confirmed dead by the GM. Even after the fight is settled, if it is proven that cheating was involved, the one cheating is autokilled and the other character can be brought back to life in his or her place, unless that player chooses not to play that character anymore... 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. If the fight is accepted, they also choose whether the fight will be run by speed combat or with dice, to eliminate powergaming. 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 usually 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 permanently, 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 combatants leave with their lives. Though the loser will be wounded for a predetermined time, and be unable to play, this is treated like a death, until the time is up and they are healed. Unlike a spar, in a duel, injuries a character obtains are real. (3) is a death match. If both combatants agree to a death match, then both players are agreeing to put the life of their character on the line. To obtain victory a combatant 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. You may either choose a champion, or find a way out that can be done by role play alone. Both combatants must agree to the type of battle or the battle cannot take place (NOTE: These rules only apply for battles in #ShadowArena. Any battles that occur in the main rooms are free form, meaning you can be attacked without having to accept, death in the main room is for 24 hours, one game day, and your character is magically revived by the magic of the Square). Fighting Rooms: There are registered fighting rooms in the Shadow Realm RPG. All fights must take place in one of the registered fighting rooms for the fight to be legal. Please view the "Rooms of Shadow Realm" 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, nor can they take part in this form of fighting. | |
Dice Rules: Our Dice System, for the most part, shares all the rules as the speed fighting, with the obvious exception of the manner you fight. Here in Shadow Realm, we opted for a very basic dice system, a system for more advanced dice combat will be added later, but it is best that people get used to this basic one first, as it will still be around for new players to fight and quest with so they have something to start with and don't get discouraged and beleive there is too much to learn. Now for the fighting itself... Roll for Surprise Roll for Action this roll is for establishing whether you hit or miss, and if it's a slight hit, medium hit, or damn that's gotta hurt! using a d20..... 1-5 are misses The Defender will roll to dodge at this point, unless it's a surprise attack, where you would have rolled a d20 at the start, and an even roll would get a surprise and an odd would mean they see you first and can dodge, surprise hits are only applicable as the first move, or for sneak attacks, all others need a dodge roll from the defender. The dodge mostly just serves to take some of the HP loss out of their hits, letting you subtract an amount from the amount of hit points they take off on their next roll (below) A dodge roll is also with a d20 1-5 sorry, they nail you as rolled. Roll for Damage Now, another roll is needed, to see how many HP are taken down, using another d20... slight hits.. subtract 5 from the number you get, sever hits, add 5, medium hits are as rolled. In the event of an attack or spell that is to kill a group being used, this same system is used, only instead of hit point loss the result is unit loss, as each unit is an armies hit point for the most part, I think this makes sense. | |