
Abbreviations & Definitions
A&E Arts and Entertainment
AC Armor Class
AFK Away From Keyboard
ATTACK - Describes HOW your characters attack is made, with WHAT your characters 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
Get your own Free Home Page