Guidebook

Combat

Combat & Fighting


Violence happens. And we are no exception. In a world of tension and conflict Nidria almost constantly suffers under the heat of battle among its inhabitants. Like real life, fights can break out unexpectedly, and we encourage the natural flow to ensure Sol maintains it’s realistic approach. The only requirements for a strict agreement is when there is permanent mutilation (blinding, severe scarring, removal of limbs etc) or death involved as a result.

Fights are judged by rolling & HP bars. Each wolf has their own HP bar located in their profiles & postbits, the moment a fight starts (one wolf attacks another) a fight has begun. Once a fight begins please go out maintenance channel in our discord and find the form '[Fight]' the form only needs to be submitted once! This will alert staff the fight is occurring.

During dominance or stealing/claiming fights you must reply within 72 hours. If you do not reply within this time frame you automatically forfeit the fight. (With the exception of having an active leave of absence)

During rank challenges, mutilation, or death matches you must reply withing 48 hours. If you do not reply within this frame you automatically forfeit the fight. (With the exception of having an active leave of absence)

If you enter a fight thread or a thread that might cause damage to your character without finishing the one prior, the damage will stack. There are no HP resets, if your character doesn't take time to heal IC their health bars will not budge

Fighting style

Here on Solanacaea we offer members two types of styles for all combat that members may choose from. All parties involved must agree on the style they wish the fight to be done in, if members cannot agree it will be determined via a simple dice roll. Our fighting styles are as follows:

Traditional: The old school way of fighting where detailed posts are made regarding each turn. Character will post attempting their abilities > then roll & the next character will follow in the same fashion, reacting according to the outcome of the rolls & attempting their own attacks. This will go on until a winner is determined which Arcana will then post announcing the winner & then character may continue on and write out the conclusion of their thread.

Rapid fire: This style of fighting is a much faster approach, it is done using discord where members will take turns writing out short paragraphs in the discord describing the attacks their character is attempting, players will go back and forth until a winner is determined & Arcana will post in the thread once the fight is concluded announcing a winner and issuing a time skip (insert fight here) and then characters may roleplay out the conclusion of their thread after the fight.

Types of fights

  • To win a dominance fight: Get your opponent down to 50 hp
  • To steal/claim/chase: Get your opponent down to 40 hp
  • To win a rank challenge: Get your opponent down to 30 hp
  • To mutilate: Get your opponent down to 20 hp
  • To kill: Get your opponent down to 0 hp

Even something as simple as a dominance fight as the potential to become something more serious. Once your HP goal is reached, you will get one offer for the fight to continue. Once you accept or decline there is no taking this back. BOTH parties must agree for the fight to continue, if one disagrees the fight is over.

Risk warnings

Risk warnings are much more serious than simply agreeing to continue a fight, there are only two risk warnings ever given out. And once accepted you cannot back out until you hit the following ping.
  • 1st Risk warning: Once your character hits 30 hp or lower you will recieve a risk warning, if BOTH parties agree to continue fighting, you acknowledge that your character is at risk for mutilation. This means the fight will go on and may go as far as hitting 20 HP, this means one character risks receiving a permanent mutilation.
  • 2nd Risk warning: Once your character hits 20 hp or lower you will recieve a risk warning, if BOTH parties agree to continue fighting, you acknowledge that your character is at risk for death. This means the fight will go on and may go as far as hitting 0 HP, this means one character risks dying.

Rolling

  • Rolls may be done by members or by staff if requested. They must be done in the appropriate discord rolling channels.

  • Fights may be pre-determined or undergo rolls & damage. When roleplaying out a pre-determined fight, both players must be in agreement.

  • Please note, tampering with ones magickal strengths before or during a fight will result in IMMEDIATE disqualification, awarding the opposing party a win by default.

  • There are no regulations or rules on HOW you take the damage you recieve during a fight, only that you have to take it. Use your creative freedom to decide the rest!

  • Please be clear (add a small note at the bottom of your post) about what abilities your character is attempting to use. If magick, please specify the spell they're using.

  • Characters may attempt multiple attacks per post (within reason usually 2-3 being a comfortable max)

  • Characters may use 1 physical & 1 magickal attack at the same time. They may not do two physical or two magickal attacks at once. When attempting to do two abilities at once, the magickal spell will be limited by a max of 3 strength and will be rolled as such! So even if the ability is stronger; it will be rolled as if it were only at a strength of 3

  • Critical fails! Rolling a 1 in any situation is considered a critical fail, these result in some kind of backfire, fumble or other self devastating outcome, details are determined by the player. Players will take 50% of the damage they attempted

Damage explained

5 damage - Your character barely landed their attack, they may have grazed or clipped their enemy
10 damage - A small, but effective attack, you do some damage, but it's nothing debilitating to your enemy
15 damage - A strong attack, you leave behind a good amount of damage with this one. They'll feel that one in the morning!
20 damage - A near perfect attack, this one is going to be extremely effective and utilizes most of your characters strength or power
25 damage - This is an attack that has hit at full force, your character has landed the blow with pristine accuracy & has gotten the most out of their magick or strength to back them up. This one is going to hurt.

HP explained

80-99 HP- Banged up, scraped or bruised, your character is hurt but not terribly affected
60-79 HP- Injured, your character is hurting and it shows, these are injuries that will take a bit more to heal
40-59 HP- Impaired, slowed and in a significant amount of pain, your character will need a significant amount of time to heal
20-39 HP-Grievously wounded, potentially crippled, your character is in borderline agony, they need rest and medicine
0-19 HP- If your character isn't already dead, they are succumbing to their injuries and their consciousness is a world of unending agony. They need medical intervention if they want to live

Recovering from injuries

Each thread that you acknowledge your wounds is worth +20 hp to your character's health bar

Example: "I write wolf1 cleaning out the wound with water from a fresh stream while sharing a conversation with wolf2, she gains back 15 HP because an effort was made to improve her status. I post a link to the thread in the discord, you see that yes, an effort was made, her health goes back to 100 HP"

Using herbs to heal your wounds will result in your character gaining +25 HP
Using magick to heal your wounds will result in your character gaining +35 HP

Magick attacks & buffs roll

StrengthAccuracyDamage
» anything above 2/10 is a hit1 sided die, guaranteed 5 damage
● ●» anything above 3/10 is a hit2 sided die, 5 or 10 damage
● ● ●» anything above 4/10 is a hit 2 sided die, 10 or 15 damage
● ● ● ●» anything above 5/10 is a hit2 sided die, 15 or 20 damage
● ● ● ● ●» anything above 7/10 is a hit3 sided die 20, 20 or 25 damage

Physical attack roll

AccuracyDamage
» 2/6 = 1 sided die1 sided die, guaranteed 5 damage
» 3/6 = 2 sided die2 sided die, 10 or 15 damage
» 4/6 = 2 sided die2 sided die, 15 or 20 damage
» 5/6 = 2 sided die2 sided die 20, or 25 damage
» 6/6 = 2 sided dieperfect roll 20 or 25 damage

Healing, shields & defense during combat

StrengthAccuracyDamage
» anything above 2/10 is a success1 sided die, guaranteed +5 hp
● ●» anything above 3/10 is a sucess2 sided die, +5 or 10 hp
● ● ●» anything above 4/10 is a success 2 sided die, +10, or 15 hp
● ● ● ●» anything above 5/10 is a success3 sided die, +10, 15, or 20 hp
● ● ● ● ●» anything above 7/10 is a success3 sided die, +15, 20 or 25 hp

Fleeing or submitting

  • Any character can flee from a fight at any point BEFORE a risk warning is accepted. After accepting one is the only time you may not run
  • If you flee before the fight has begun, then it's not a forefeit, but if you flee in the middle of a fight it is considered a forfeit
  • If you refuse or run from a rank challenge at all (this means the fight doesn't have to be started yet) you will forfeit your rank to your opponent
  • While they can try, NO ONE can stop you from exiting a thread (that would be a form of powerplaying)
  • Just because you submit does NOT mean your opponent has to stop trying to attack you. Only fleeing will ensure your safety.

Status effects & non-combative rolls


These rolls aren't always combat related, but they can be! This is any ability a character may attempt to use inside or outside of fighting, such as truth telling, emotion manipulation, and more. You may ask to another player if you may powerplay their character and assume these to be successful, or you can go through the rolling system. If you ask a player to powerplay and they say no; you can still attempt by rolling. Typically when attempting these abilities staff will give you a short description of what the effects were. These abilities cannot cause physical damage or effect a character healthbar.

The rolls

StrengthAccuracyResult
» anything above 2/10 is successfulA weak effect, the ability only briefly flickers to life if only for a moment
● ●» anything above 3/10 is successfulStill relatively weak, but effective, it shows the promise of success
● ● ●» anything above 4/10 is successfulThe power can be felt from this one! It was strong, though it could of been better.
● ● ● ●» anything above 5/10 is successfulThis is near perfect, the ability worked and it worked well! The ability is almost flawless and your power can be felt!
● ● ● ● ●» anything above 7/10 is successfulYour magick is at it's most powerful, it was a flawless execution, and no matter what you were trying to do - you did it.

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