I. Godmoding
Godmoding is another word for cheating. If you see someone cheating, you are expected to notify the leader with a log as soon as possible. If you are caught cheating yourself, and it is ruled that you intentionally broke the rules, your character will be removed from the group. If it was an honest mistake, removal from the group is still possible, although a ruling from the leader along with simming suspensions are more likely. Breaking any of the rules listed herein is considered godmoding.

II. Seperate Universe Rules
ZMRPG is a separate Matrix Universe that is completely independent from any other sim, story, or game. The only events that have bearing in ZMRPG are those that are performed by members within group chat rooms. This includes everything from your character, their possessions, and titles, to their experiences. Also, the group will use the basic history given on character webpages as the base history. From the point the history ends on will only be acted out within ZMRPG.

III. How to Attack
ZMRPG requires that four certain pieces of information be in an action your character makes that involves attacking someone. The first is what you are attacking with, be it your fist, a sword, or a gun. The second is a word that shows you are ATTEMPTING to attack that person; this allows them the opportunity to dodge. The third is your precise target. This allows your target to properly show he has taken damage from your attack. On a typical humanoid, your precise target should at least be as exact as the head, torso, left or right leg, or left or right arm. If you want to be more precise, such as aiming an attack at the targets left eye, for example, that is encouraged. The fourth, and final bit of information is how much damage the attack will do if successful.

Assuming you have those four pieces of information in your attack action, there is still one last step you need to take. You must be sure that your target is an available one. For example, if you want to punch someone in the head, but they are 50 feet across the street, your attack is not at an available target, they are out of range.

Attackers and defenders are given certain rights in an attack. An attacker always has the right to decide that his attack misses, but he does not have the right to state that his attack hits. If the attacker does not state his attack misses, the target will then have to react to the damage. The target has three choices in ways to react to damage being dealt toward them. The target can dodge, block, or take the damage.

There are three different types of attacks, aimed attacks, normal attacks, and wild attacks. To make an aimed attack, you spend a line of action before the attack aiming. Then make the attack. Aimed attacks always, unless stated that the shot misses by the attacker, hit the target at the exact location aimed at. If I aim at the left pinky, and the target takes damage, that attack is going to hit the left pinky. If a target moves after you have aimed, you will have to re-aim your attack. Both the aiming action and attacking action must contain what you are attacking with, and what your precise target is, but only an attacking action requires the action to be in an attempts format, and the posting of the damage the attack does.

Normal attacks are done without aiming, under typical circumstances. To make a regular attack, just fire the weapon at the target and state where you're intending it to hit. A normal attack will hit either the region attacked, or an adjacent region. For instance, if I fire a blaster at Joe's left pinky, Joe might decide to take that damage to his torso, his left arm, or his armor on his torso.

Wild attacks are ones that are made under extenuating circumstances. For instance, if you are firing 2 weapons at once, are falling, blind, making a quick draw, jumping, etc., it is a wild attack. Laying down cover fire is generally a wild attack. Its purpose is to keep your opponent's head down, but if he moves into the line of fire, it is possible that he will get hurt. They are formatted the same way as regular attacks. Damage from wild attacks can be taken to any region of the body chosen by the defender.

IV. Reacting to Attacks
When an attack is directed at you, you have three options. You can dodge, block, or take the damage.

Dodging is the most common reaction to an attack. The concept is that you move yourself physically out of the path of the attack. A successful dodge will result in no damage being done to your character. In order for a dodge to be successful, you must follow three simple rules. The first is that your character must have had some indication of the need to dodge. Meaning you cannot magically dodge a blaster you don't know is aimed at the back of your head. The second is that your character can only dodge in a way that is physically possible for him to move. He cannot duck down if he is already lying down. The final requirement is that your dodge will successfully remove you from harm. Taking a step backward away from a blaster bolt coming head on, will not be a successful dodge.

Blocking is the most uncommon reaction to an attack. The concept is that you intercept an attack by moving a physical object into the path of the attack. A successful block will result in no damage being done to your character, unless you block with another part of your body, in which case that body part takes half or all of the damage. In order for a block to be successful, you must follow three simple rules. The first is that your character must have had some indication of the need to block. Meaning you cannot magically block a kidney punch you don't know is coming at your back. The second is that your character can only block in a way that is physically possible for him to move. He cannot block a sweep kick with his hand while standing up. The final requirement is that your block will successfully intercept the attack. Moving your arms in front of your face will not block an attack coming to the back of your head, and would not be a successful block. Blocking a blunt physical attack means only half damage is taken to the blocking area, blocking any other attack means full damage is taken to the blocking region.

Taking damage is also very important. If you opt not to block or dodge, or it is not possible to do so, then you have to say exactly where the attack strikes and what its effects are on your character.

There are three different types of attacks you can take damage from, "aimed attacks", "normal attacks", and "wild attacks". If you take damage from an aimed attack, then you must take damage from the point aimed at. This means that if you are wearing full body armor, and a shot was aimed at a gap in that armor, you take the damage to whatever is behind that gap, you can't have the armor absorb the shot. If you take damage from a normal attack, you can take that damage to the region aimed at, or an adjacent region, which usually means the torso. So if someone made an attack at that same gap in my armor, I can take that damage to an armor plate on that region that was aimed at, or I can take that damage to the armor on my torso. If you take damage from a wild attack, you can take that damage to any region or point on your body you want. This includes items you are holding, such as a shield.

V. Time in ZMRPG
In the ZMRPG the time that elapses in the sim is the same as the time that elapses in real life. What that means is that one day in real life equals one day in the sim. Simming in a location your character has not traveled to is considered godmoding.

VI. Healing
When your character suffers from damage, they can heal naturally. You can also have someone tend to your wounds, which makes them heal faster, or see a doctor, which makes them heal faster yet. Some wounds do not heal naturally, and will eventually cause death if not treated.

Gun wounds produce blood and leave you so you will bleed to death one pint per hour, per wound. Once you begin bleeding you stay bleeding till your character dies.

A physical blunt attack that causes damage in one strike for that region causes you to break the bone where you were hit by the blunt object. If any one region takes a cumulative damage, you should begin bleeding from that region severely. This is when bleeding rules again come into play, losing one pint per hour, per wound. The bleeding can be internal, and will not always be external.

Lastly physical edge wounds when stabbed cause bleeding with just one connection, so automatically if you're stabbed or have a slug [bullet] hit you (slugs count in this category) then you will be bleeding and have to apply the bleeding rule one pint per half hour. The bleeding from this kind of wound can be stopped if pressure is put on the wound. This can reduce the bleeding damage to one pint per hour.

Things Required When Healing: Bed rest is required if blaster wound is in a severe location like the stomach, or face. This continues till you're over half healed.

Additional Notes: If you bandage yourself when it's something severe, and it is required to see a doctor then your damage will stay where it is till seeing a doctor.

VII. Simming Rooms
ZMRPG play occurs in AOL chatrooms. If you would like to make a new AOL room for use, you will need to send the name to the leader to add to the PR master list.