Abbreviations & Definitions


A&E– Arts and Entertainment

AC – Armor Class

AFK – Away From Keyboard

ATTACK - Describes HOW your character’s attack is made, with WHAT your character’s attack is being made with, and WHO your character is attacking if not already understood. All ATTACK TURNS must be longer than 8 words

ATTACK TURN – Duel Combat Turn in which an ATTACK is made

AUTO – Automatic Hit. An illegal form of RP Combat which involves declaring a Successful Hit against an opponent without allowing the opponent a DEFENSE TURN

BALANCE – To bring or come to a state or position of equipoise: Extremely important Factor of Combat for an effective ATTACK or DEFENSE(see Factors of Combat)

BBL – Be Back Later

BIC – Back In Character

BLOCK – To hinder the progress or advance of: Obstruct

BRB – Be Right Back

CLAN – A group made up of households whose heads claim descent from a common ancestor or a group of persons united by a common interest(see Kingdoms vs. Clans)

CONCENTRATION – What an INDIRECT FIGHTER must keep between PREPs during an attack or the attack will be defeated(see INDIRECT FIGHTERS)

DEATH STANDARD – Rule that requires an INDIRECT FIGHTER attack to have no less than FIVE PREPs in order to cause sudden DEATH to one normal human character(see INDIRECT FIGHTERS)

DEFENSE - Describes HOW your character makes a defense and WHAT your character is defending. All DEFENSE TURNS must be longer than 8 words

DEFENSE TURN – Duel Combat Turn in which a DEFENSE is made

DIRECT DUEL COMBAT – Duel Combat that does not involve PREPs

DIRECT FIGHTER – Any Duel Combat fighter that does not use PREPs

DIVE – To descend or fall precipitously

DUEL COMBAT – Revised Type One, or T1, Story

FATAL BLOW – A Successful Hit that results in the death of a player character.

GUIDELINE – A commonly accepted practice in RP Combat, but not a RULE.

HP – Hit Points

IC – In Character

INDIRECT FIGHTER – Any Duel Combat Fighter that uses PREPs(see INDIRECT FIGHTERS)

INITIATIVE – An introductory step or movement: The right to initiate action

IRL – In Real Life

JUMP – To spring into the air; Leap

KINGDOM – A political community or territorial unit having a monarchical form of government headed by a King or Queen(see Kingdoms vs. Clans)

LEAP – To spring or cause to spring free from or as if from the ground; Jump

LUNGE – To make a stretching thrust or a forceful forward movement

MERCY – A point during Duel Combat in which an opposing character is allowed to give in

MISSILE – An object that is thrown or projected so as to strike something at a distance(see INDIRECT FIGHTERS)

MOMENTUM – A property of a moving body that determines the length of time required to bring it to rest when under the action of a constant force or moment. A constant Factor of Combat that may determine what a character can or cannot do with respect to ATTACK and DEFENSE(see Factors of Combat)

NP – No Problem

NPC – Non-Player Character; character not directly controled by a player. NPC can be controled or described indirectly by a player character

OOC – Out Of Character

PACIFISM - Opposition to war or violence as a means of settling disputes; refusal to bear arms on moral or religious grounds(see Special Rules)

PARRY – To ward off a weapon or blow: turn aside skillfully

PC – Player Character

PR – Private Room

PREP – Preparation. Turns used to initiate INDIRECT FIGHTER attacks during Combat. The First and Last PREP of any Attack must describe WHO the PREP is aimed at. All PREPs must be longer than 8 words and must show a Relation to the Result or Attack that is desired

PM – Private Message

POSITION - Where your character is in relation to the opponent

RANGE - The distance between your character and his/her opponent

RESS – Resurrection of a dead Character(see Resurrection)

RL – Real Life

RPG – Role Playing Game

RP – Role Playing

RULE – The Law: A Duel Combat standard that cannot be broken under any circumstances

SLASH – A long cut or stroke made by slashing

SUCCESSFUL HIT – A position in which your opponent is in a situation where a successful defense is logically impossible, with respect to the characters involved

TECH – Technology based RP(see Special Rules)

THRUST – To make a thrust, stab, or lunge with or as if with a pointed weapon

TIME - The amount of time/speed in which your character can perform an attack/defense of a specific nature in a single TURN

TURN – The time taken for one Character to complete a single action in Duel Combat. As a reference, 1-30 seconds of IRL time is a good estimate to use when judging how many actions a Character could perform in a single TURN.

Next Page


Back to Main Page

If you have any questions, or wish to send me a message:

© 1997


This page hosted by Yahoo! GeoCities Get your own Free Home Page