
Special Rules
Introduction
Not every rule that has an impact upon RP Combat fits under topics such as “Duel Combat” and “Duel Combat with PREPs”. It is for these “Special Rules” that an entirely different category in RP Combat must be created in order to keep things organized. However, the Rules listed below are of no lesser importance than any other Rules that are discussed in previous texts.
Character Abilities in Combat
Some characters may have, by virtue of their species or through intensive training, special abilities that can be utilized during Duel Combat. One example of such ability is the utilization of plane shifting, or moving out of phase, which will allow a character to “disappear” in the middle of a fight.
However, though a character could theoretically perform such abilities instantaneously without much Concentration, disappearing to avoid a Successful Hit in only one Defense Turn is highly frustrating for any opponent trying to combat such a character.
Therefore, characters that wish to perform special character abilities during Duel Combat must follow the same rules that apply to Missile Weapons that do not need to be “loaded” or “charged”(see INDIRECT FIGHTERS).
In other words, any character ability used in Duel Combat MUST have at least TWO PREPs in order to perform the ability legally. Furthermore, the special ability used in Duel Combat MUST end during the player character’s next Turn and RANGE and POSITION must be reestablished if necessary.
For example:
Dan_the_DeathKnight: starts to advance at Fang from 10 yards away, his short sword held in a ready position as the distance between himself and the werewolf closes in.
Fang_Warrior_of_Atlantica: stares directly into the reflective surface upon the right blade of his own battle staff…seeming to be transfixed within the mirror-like surface as he stares into the Umbra.(PREP ONE)
Dan_the_DeathKnight: steps up into range of Fang, facing him, and slashes diagonally downwards at Fang’s left side with the short sword…hoping to slice Fang from his left arm to his right gut.
Fang_Warrior_of_Atlantica: suddenly vanishes, being pulled within the Umbra along with his battle staff…Dan’s short sword passing harmlessly through thin air.(PREP TWO/CAST/DEFENSE TURN)
Dan_the_DeathKnight: looks surprised…wondering where his target went as he stands upright again with his short sword held at the ready.
Fang_Warrior_of_Atlantica: ‘s form returns from the Umbra as Fang appears through the reflective surface on the back of Dan’s armor…Fang is now standing silently behind Dan and prepares to strike.(ABILITY ENDS/RANGE&POSITION ESTABLISHED)
Fang, being a werewolf, has the special ability to suddenly disappear during Duel Combat and move into a different plane known as an Umbra by way of a reflective surface. In the above example, Fang played out the special ability legally by using TWO PREPs to perform the action. Notice here that Fang used the second PREP in unison with his DEFENSE TURN by stating: “suddenly vanishes, being pulled within the Umbra along with his battle staff…Dan’s short sword passing harmlessly through thin air”. This use of the final PREP in unison with a DEFENSE TURN is legal given the following Rule:
IN A CASE OF THE LAST PREP FALLING IN THE SAME LINE AS A DEFENSE TURN, THE LAST PREP MAY BE USED AS THE DEFENSE TURN, IF POSSIBLE.
Finally, Fang ended the special ability in his next Turn and reestablished RANGE and POSITION by stating: “Fang is now standing silently behind Dan and prepares to strike”. If Dan had been able to engage Fang fully, prior to the first PREP, Direct Duel Combat would have taken the place of Duel Combat with PREPs and Fang would not have been able to perform any special ability(see PREPs in Duel Combat).
Enchanted Items
During a character’s travels, he/she may come across a few Enchanted Items, items that have been magically enhanced in some way by a Wizard or other powerful magic user. In some cases, once a character “activates” an item’s Enchantment, the Enchantment stays in effect until the character “deactivates” it. Clearly, an item could have been given any one of a number of possible Enchantments, but the only Enchanted Items this text needs to refer to are those that are capable of casting magical spells. The rules are as follows:
1. Any Enchanted Item that is capable of casting magic which will have a direct effect in Duel Combat MUST follow the rules stated in the text entitled “Magic”(see INDIRECT FIGHTERS).
2. Any Enchanted Item that is ONLY capable of casting magic which will have NO direct effect in Duel Combat needs only ONE PREP to activate the Enchantment.(i.e. Helm of Telepathy)
Vow of the Pacifist
The Vow of the Pacifist is one RP Combat rule that might have been categorized under the topic of “OOC in Combat”. Pacifism means: Opposition to war or violence as a means of settling disputes; refusal to bear arms on moral or religious grounds.
But, the Vow of the Pacifist means more than Courtesy OOC toward other players, because it can also be used as an IC Character Trait for a player character. In this way, The Vow of the Pacifist can be both an OOC Rule AND an IC Character Trait. Here are the two definitions that can be used to define the Vow of the Pacifist:
1. A personal IC Vow taken by a player character, for whatever reason, which prohibits the player character from performing acts of violence, even at the possible expense of the character’s own life.(i.e. Mahatma Gandhi)
2. An OOC Courtesy Rule by which RP players are allowed to refuse to participate in Duel Combat at any time, for whatever OOC reason, without threat of harm to the player’s character.
It is in the sense of definition 2 of the Vow of the Pacifist to which this text refers: "an OOC Courtesy Rule by which RP players are allowed to refuse to participate in Duel Combat at any time, for whatever OOC reason, without threat of harm to the player’s character". As a result, NO player may attempt to involve the "pacifist player's" character in a Duel Combat, and the "pacifist player" may not attempt to involve his/her character in a Duel Combat. No limitations to this rule are made against players who control characters apart of a Clan or Kingdom because this is an OOC Courtesy Rule(as opposed to an IC Guideline) that applies to everyone. This rule was created for the following reasons:
1. Not every RP player knows how to fight RP Combat.
2. Not every RP player wants to fight RP Combat.
3. On any given day, for whatever reason, an RP Combat fighter may not want to participate in RP Combat.
4. No one has the right to force another player to participate in RP Combat.
Therefore, the Vow of the Pacifist, by definition 2, is legal, is just, and is fair - No Exceptions.
However, it is important to note here that the Vow of the Pacifist IS ALSO definition 1. A player can use the Vow of the Pacifist as: "a personal IC Vow taken by a player character, for whatever reason, which prohibits the player character from performing acts of violence, even at the possible expense of the character’s own life". Using the Vow of the Pacifist by the IC Definition is an RP choice made by a player to perhaps add a little extra spice to a player character's personality and plot development. A "pacifist character", though peaceful by nature, can be attacked and can be harmed in Duel Combat like any other character.
Thus, it is NOT illegal to use the Vow of the Pacifist in BOTH ways, NOR is it illegal to use both definitions of the Vow of the Pacifist at the SAME TIME. For example, a player could do any of the following:
1. Play a pacifist character who tries to avoid Duel Combat(Definition 1)
2. Refuse to participate in Duel Combat for OOC reasons(Definition 2)
3. Play a pacifist character who tries to avoid Duel Combat AND refuse to participate in Duel Combat for OOC reasons(Both)
It is important for a player who intends to use the Vow of the Pacifist in RPG to inform fellow players as to exactly which definition of the Vow is being used so that the game can continue without any misunderstandings.
NPC
Non-Player Characters, are characters that are controlled indirectly by players. In other words, NPC are imagined characters that do not have Character IDs which appear on the screen. All characters with Character IDs that appear on the screen are considered player characters by virtue of the fact that they are controlled directly by players.
NPC can come in the form of bar tenders, waiters, waitresses, pet dogs, pet cats, or any other form of creature the RP player wishes to concoct for the sheer enjoyment of the game. However, when using NPC, it should be such that the NPC of choice is either commonly found in that environment, or is in some way connected IC to the player character. A NPC popping out of no where without any reason is usually not acceptable unless the event is meant to be silly in the first place.
NPC can also be effective in combat, if all players agree to the use of NPC in Duel Combat. This becomes especially handy in Kingdom Wars(see Kingdoms vs. Clans). NPC follow the same Duel Combat guidelines that player characters follow and are to be treated with the same respect. If a player character is able to command certain NPC in combat IC, perhaps due to the character’s rank or position, then on each Attack Turn the player character makes, he/she is also allowed to state the actions of the NPC as a whole. The Defending character then acts accordingly during his Defense Turn.
For example:
John_the_Archer: stands between his two fellow archers, Lance and Mick, and all three load their crossbows with a bolt from their pouches, carefully watching Jim.(PREP ONE)
Jim_the_joker: looks at John and his two friends as he stands upon a rock 20 yards away…laughing hysterically at the fools.
John_the_Archer: raises his crossbow in the direction of Jim, along with Lance and Mick, taking aim at Jim’s torso.(PREP TWO)
Jim_the_joker: turns around, pulls down his pants, and moons the three musketeers! Still laughing hysterically.
John_the_Archer: all three men fire their crossbow bolts at the same time towards Jim’s exposed ass 20 yards away up on the rock.(PREP THREE/FIRE)
Jim_the_joker: ‘s ass becomes a pincushion with three crossbow bolts in it. “OUCH!”(DEFENSE TURN)
Playing NPC in combat can certainly get more confusing than this, but the example above is sufficient to make the point. In this case, the NPC was used in Duel Combat with PREPs, but it can work just as well in Direct Duel Combat.
Sparring
Spars are the Duel Combat equivalent of a training exercise. RP Combatants participating in a Spar face no threat of injury or death in any way shape or form. The purpose of Sparring is to better teach oneself the intricacies of Duel Combat. All Spars should be taken into a Private Room so as not to distract players not participating in the Spar. Before a Spar begins, all participants must agree upon the “terms” of the Spar. The “terms” of a Spar may be any combination of the following:
1. Fight until “fatal blow”, Fight until “first blood”, or Fight until “mercy”
2. To Include Weapons or Not To Include Weapons
3. To Include Magic or Not To Include Magic
4. To Include Psionics or Not To Include Psionics
5. To Include NPC or Not To Include NPC
6. Multiple Combatants or Duel Combatants
Whatever the combination chosen, all wounds and deaths occurring during the process of a Spar are considered void once the Spar has ended.
TECH
Tech, or technology based RP, is perfectly legal and well integrated into the Duel Combat system. Tech players should follow the Rules and Guidelines stated in these texts the same way as all other Duel Combatants. There are actually no special rules designed for Tech players in the Duel Combat system. This section of “Special Rules” was only scripted so those Tech players who were looking for rules relating specifically to them had something to read.
For information on Missile Weapons, see the text entitled INDIRECT FIGHTERS.
For more detailed information about Handguns, see Handguns.
For information about Lightsabres, see The Lightsabre
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