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 & they will follow the thread & be able to do rolls for you

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)

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 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 until someone hits 20 hp, guaranteeing one will recieve mutilation.
  • 2nd Risk warning: Once your character hits 20 hp 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 until someone reaches 0 hp, guaranteeing one character will die.

Rolling

  • ALL ROLLS ARE TO BE DONE BY OR WITH A STAFF MEMBER

  • All fights on Solanacaea where the players wish for a winner to be determined MUST go through this process of rolling and damage. There are no predetermined winners here on Sol. The only time players are not required to go through our combat system, is when participating in friendly spars, or training sessions where there is no winner. Once a wolf attacks another one, the fight has begun! Wolves don't have to fight back, but damage and rolls are still gone through

  • 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!

  • Fighting is determined by a series of rolls to maintain fairness & each ability physical or magickal is kept track of by a point system as follows.

  • Characters may attempt as many attacks as they like per post (within reason usually 2 being a comfortable max) & may even 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 +15 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 magick or herbs to heal your wounds will result in your character gaining +25 HP

Magick attack 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 hit3 sided die, 10, 15, or 20 damage
● ● ● ● ●» anything above 7/10 is a hit3 sided die 15, 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, 5 or 10 damage
» 4/6 = 3 sided die 3 sided die, 5, 10, or 15 damage
» 5/6 = 4 sided die4 sided die, 5, 10, 15, or 20 damage
» 6/6 = 5 sided die5 sided die, 5, 10, 15, 20 or 25 damage

Healing, shields & passives 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.

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