[OFFICIAL]: Community Rulebook.
Fri Jan 04, 2019 7:46 pm
R U L E B O O K
- Timeline:
- The complete canon timeline of Star Wars.
- 32 ABY - Star Wars: Episode 9 - The Rise of Skywalker.
- 500 ABY - The beginning of .COM SWRP history.
- 750 - The middle of .COM SWRP history.
- 1000 ABY - The end of .COM SWRP history.
- 1200 ABY - The beginning of our story, A Galaxy Reborn. The Republic has thrived and been at peace for just over a thousand years, under the protection of the Jedi Order. Over those near-thousand years, the Sith have either been extinct or remained within the shadows. The Jedi Order has established itself upon their sacred planet of Tython, whereby the ancient temple has been rebuilt and modernised.
- The complete canon timeline of Star Wars.
- Basics:
I N - C H A R A C T E R
AKA "IC" -- means that you are roleplaying; speaking and acting within the context of your character's actions, movement, dialogue and/or anything else relevant to him/her. This means you are open to any all consequences of whatever events may occur. The IC status has nothing to do with your personal real life self: therefore you can not take personal OOC grudges, vendettas, or anything of that nature to affect someone in their IC status.
O U T - O F - C H A R A C T E R
AKA "OOC" -- means that you personally are present, but you are communicating to others outside of the role-play at hand. OOC behaviour is not acceptable in any IC rooms, unless the content is minimal, and obviously urgent. If you are OOC, state [OOC] in your motto, and avoid disrupting others from role playing. The room owner, or anyone with rights has every right to kick any/all OOC disruption, but never, (even in an argument) can kick someone who has an IC motto or is actively roleplaying. If you are AFK (away from keyboard) or BRB (be right back) then you must state publically, to indicate that you are temporarily OOC.
Example:
"OOC: Hey, whats my "motto" again?"
"OOC: I don't personally understand this."
Or, it can be alternatively indicated with dual brackets.
[] Hey, whats my motto again?
[] I don't personally understand this.
V O I D I N G
Voiding is the act of un-doing and reversing a particular scene or roleplay event, as if it never happened. This is often frowned upon, but if all parties involved agree, then it is valid.
D I S C O R D
RP is never to be carried out upon Discord. OOC conversations pertaining to the RP may never be used as IC knowledge.
M E T A G A M E
Metagame is the act of using OOC knowledge to your IC gain. Metagame is not defined by performing an IC action "under the OOC influence" of another. No one puts a gun to someone's head and makes them role-play certain things. The staff moderate metagame as it occurs throughout the client and the forum. This does not cover the likes of Discord chats or third-party applications.
- Death:
D E A T H
There is no death, unless voluntarily. When you are defeated in combat, you have sustained a Major Injury. With a Major Injury, you must escape from the scene of conflict (no one can prevent this) and you are thereby non-combatant for 48 hours. No more and no less. "[Injured]" must be applied into your motto. Others are welcome to kick, or considerably void you, if you do not admit to a valid defeat. The victor may not decide the victims injury time.
L E A V I N G - T H E - R O O M
If you leave a Habactive room intentionally, whether it is to escape a fight, scene, etc, then you receive death as a punishment. If you are not in a fight, and if you are not currently role playing with anyone at that time, then you may leave freely, without role playing that you've left. In order to escape and leave the room validly, you must roleplay effectively doing so.
- Characters & Factions:
C H A R A C T E R S
Usually, your main character(s) is to be either a Lightsider, or a Darksider (though such choice is optional) and you may only be active on one at a time. For those with a character(s) for either Lightside or Darkside; once majorly injured (non-combatant), you may create an NPC character and play the role of anything that is Non-Force Sensitive. This not only gives you the chance to role play during your Lightside or Darkside character's recovery, but enables you to experience factions other than Force Sensitive ones. In order for your main characters to be valid and in existence, a biography must be made on the forums. Everyone is limited to three main characters.
F A C T I O N S
You may only be a Lightsider or a Darksider, no matter your characters. For example, if you are Jedi, then no matter which character you are on, you are forbidden to be Sith as well. This is because Sith or Jedi may plot in times of war and conflict. Not only will it cause you to choose a preferable side, but is unfair in the sense that information can be passed to and from and thus be metagame'd.
F A M I L I E S
Families are groups of related characters. These are also to be listed on the forums, keeping hold of a frequently updated family tree. Keep in mind not to make mistakes, such as one brother being a human, his brother being a Rodian, for the genetics are not the same and such would be impossible. Families are not to be exaggerated, have any special abilities, or be limited to one faction. Families must take into consideration the independent ideals of each Character.
- Materials / Artefacts / Species:
M A T E R I A L S
All materials must be canon and have their own article on the Star Wars wikia - if they do not, then they are forbidden. Materials can not be created by role players.
A R M O R
If a person is wearing armor, they must first state clearly they are wearing armor. If this certain armor has a special effect (eg: resistant to lightsabers) then that effect must be taken into consideration. When trying to attack someone, the combo is still to be 5 lines to kill, but with mention/description that the armor has been penetrated. Typically, the first line will be a standard strike, the second line would describe penetration of the armor, and so on. Wearing armor does not mean your opponent has to perform an extra line in an attempt to kill.
A R T E F A C T S
All artifacts from the official Star Wars stories are lost, and irretrievable, therefore can not be found and used. This is because in the past, there were too many arguments over how it was found, and then eventually used, etc.
S P E C I E S
All races and species must come from the Star Wars wikia.
- Combat:
M E L E E
Typo's: Try to keep typo's to a minimum, they should be obviously readable in the sme way yuo can raed ths.
Enclosures: All actions must start and end with either "*" or "-".
If one of these are missed, this is classed as a typo. If both are missing, the line is void entirely.
Words: For offensive lines, we have a minimum of 4 words (ex. -stabs into your arm-).
For defensive lines, we have a minimum of 3 words (-blocks the saber-).
Movement: The movement of your avatar must be performed in conjunction with your roleplay lines (see Movement).
All movement-only lines must consist of their own 1 line. For example, if you perform -flips to your right- then you must move your avatar to your opponent's right.
A movement line that gets you away from your opponents attacks, would also count as a Dodging / Evading (see Dodging / Evading).
Directional Attacks: If you are duelling someone in close-combat, but then they successfully dodge/evade (see Dodging / Evading) by stating -evades to your left- (example), then not only must you re-start your combo (as per the rules), but must state their position to you if you wish to continue attacking without moving yourself.
For example, you would need to follow with -slashes left to your arm-, etc (see Directional Attacks).
Major Injury: Rather than 2-day-death as a result of winning a duel, it is Major Injury (see Major Injury below).
Major Injury renders the victim non-combatant for 48 hours, then must roleplay undergoing surgery or cybernetics.
Five lines of undefended and relevant attack will render the victim majorly injured.
Examples of Major Injury could be dismemberment, near-fatal stab wounds, immobilizing gashes, etc (again, see Major Injury Below).
For the sake of the narrative of the scene, the winning duelist would have to allow the escape of the defeated (and now majorly injured).
This rules out any instantly-fatal attacks, such as decapitation - making them illegal.
Notice: This concept of Major Injury can also tie in with another idea to replace the death rules. See here.
Wounding: Wounding consists of four lines of undefended and relevant attack (perhaps even a failed attempt at delivering Major Injury, but only if they dodge rather than block).
This will render the victim wounded (see Wounding).
Wounded individuals can enter combat, but cannot use said limb for 24 hours.
Breaking Limbs: Breaking limbs consists of three lines of undefended and relevant attack.
This is restricted to limbs only and excludes spinal, neck or any other paralysis-inflicting bone breaking.
Once a particular limb is broken, that limb can not be used until medical attention is sought at a later time.
Broken limbs must be tended to by medical aid. After 12 hours, it will be healed. The victim may still enter combat with a broken limb, but they cannot perform actions that require its use.
Locking: is achieved by performing 2 lines of relevant, uninterrupted lines (see Locking) one after the other. The first must be a blocking line, and the second must come directly after as the locking line. Once successful, the individual who initiated the block+lock only requires 2 extra lines to achieve Wounding, and 3 extra lines to achieve Major Injury (again, see Locking below).
Balance: Knocking an opponent off-balance is achieved by performing 2 relevant, uninterrupted lines (see Balance). IT can be done in a variety of ways, such as kicking, tripping, mostly martial arts (ie. Teras Kasi) methods -- but of course, Force Push and Pull also. Once sent off balance, you must state regaining your balance or recovering your stance (through means of flipping to your feet, etc) before being able to physically defend or attack.
Focus: Disrupting focus is much like knocking off balance, but instead it prevents a victim from using Force Powers. You must state regaining your focus before you're able to use Force Powers. Knocking off someone's focus can be achieved by performing 2 relevant lines without your opponent defending in time (see Focus). It can be done in a variety of ways, such as kicking, punching, and generally harsh impact (perhaps from Force Powers also) -- but all blows must be to the head/face.
Blocking / Parrying: Only requires 1 line (see Blocking / Parrying), and can be performed at any time prior to the 5th line of an attacking combo. If you fail to do so, this will result in Major Injury (see Major Injury). If you block/parry after the 4th line, it could result in Wounding, if your opponent decides to state so (see Wounding).
Dodging / Evading: Only requires 1 line (see Dodging / Evading), and can be performed at any time prior to the 5th line of an attacking combo. If you fail to do so, this will result in Major Injury (see Major Injury). If you dodge/evade after the 4th line, it could result in Wounding, if your opponent decides to state so (see Wounding).
E X A M P L E S- Directional Attacks:
With directional attacks, if your opponent is not in front of you, you must state the direction of your attack.
For example, if they are to your left, but you're facing forward, you must state something like: -side stabs into your arm- or -stabs left into your arm- etc.
All the while you're doing an attack that doesn't state these directions, and your opponent is indeed not in front of you, your attacks will be missing.
However, this does not mean that your opponent can dodge/evade your attacks simply by moving. They must state/rp a move line before physically moving.
Example: Successful Directional Attack.
The attacker is facing forward, the defender is at their side.
-side slashes your arm-
-rips to your arm-
-cuts to your flesh-
-rips to the bone-
-cuts off your arm--blocks this now-
Example: Off-target Directional Attack.
The attacker is facing forward, the defender is at their side.-slashes into your arm-
-rips into your arm-
-cuts into your leg-
-rips into your leg--cuts to your flesh-
-rips into your flesh--rips to the bone-
-cuts into your bone--cuts off your arm-
-rips off your leg-
- Major Injury:
Major Injury can be defined as any of the following: limb removal, being knocked unconscious.
If you are a victim of Major Injury from your opponent, you are considered defeated -- combat stops, you are unable to continue.
From there, you must role-play escaping via whatever creative means you wish.
Example: Successful Major Injury.
-slashes into your arm-
-cuts into your arm-
-rips into the flesh-
-rips into the bone-
-rips off the arm-
Example: Failed Major Injury.
-slashes into your arm-
-cuts into your arm-
-rips into the flesh-
-rips into the bone-
-blocks this now-
-rips off the arm-
- Wounding:
Wounding can be one of two things: an intentional and tactical scrape to the body, or the result of a failed/incomplete attempt at Major Injury (if stated and if they dodge rather than block).
Example: Intentional Wounding.
-slashes into your arm-
-cuts into your arm-
-rips into the flesh-
-creates a wound there-
Example: Failed attempt at Major Injury, turned into Wounding.
-slashes into your arm-
-cuts into your arm-
-rips into the flesh-
-rips into the bone-
-dodges this now--rips off the arm-
-a wound appears there-
- Breaking Limbs:
Breaking Limbs is achieved by snapping and fracturing bone. This can initiate from a grab, or heavy impact.
In a duel, breaking limbs will typically come from hand-to-hand combat. Breaking limbs from a grab requires both hands, therefore cannot be performed whilst holding a weapon.
Heavy impact like strong kicks and punches, or even the throwing of large objects via the Force, can also cause a broken limb.
Example: Unarmed Combat.
-grips onto your arm-
-bends your arm back-
-snaps your arms bone-
Example: Heavy-impact breakage.
-stomps onto your arm-
-forces your arm back-
-snaps your arms bone-
Example: Force-inflicted heavy-impact breakage.
-force pushes you now-
-your arm hits the wall-
-snaps your arms bone-
- Locking:
Locking is when two Lightsabers collide with an equal amount of force, and become stuck together. Eventually, the build up colliding energy will cause both blades to backfire.
However, duelists often focus all their strength on overpowering their opponents blade in order to achieve an opening.
Lightsaber locking can be achieved intentionally through a strong block, which in turn becomes an attack if successfully and quickly utilised.
The only way to defend against an attack that followed a lock, was to simply parry or evade the awaiting strike.
Example: Lock initiation.
-blocks this now-
-locks with your saber-
Example: Failed lock initiation.
-blocks this now-
-cuts into your arm--locks with your saber-
Example: Successful lock, but gets overpowered.
-blocks this now-
-locks with your saber-
-pushes against you now-
-forces against you then-
-pushes against you now-
-forces against you then-
-forces against you then--pushes against you now-
Example: Successful lock-attack.
Both the block line and the lock line count as the first 2 lines of the 5 line combo.
1. -blocks this now-
2. -locks with your saber-
3. -slides down your blade-
4. -cuts into your arm-
5. -cuts your arm off-
Example: Successful lock-attack, failed outcome.
-blocks this now-
-locks with your saber-
-slides down to your blade-
-parries this away--cuts into your arm-
- Balance:
Knocking someone's balance off can be done through means of martial arts such as kicking, sweeping, tripping, etc.
Force Powers such as Force Push and Force Pull can also knock an opponent's balance off.
When you've sent an opponent off-balance, they are unable to physically attack or block/parry until they have stated regaining their balance.
Regaining balance can be initiated by any movement line.
Example: Regaining balance.
-flips to feet-
-regains my balance-
Example: Disrupting balance via Martial Arts.
-sweeps to your legs-
-sends you off balance-
Example: Failed attempt of the above.
-sweeps to your legs-
-cuts into your arm--sends you off balance-
Example: Disrupting balance via Force Push.
-force pushes you now-
-sends you off balance-
- Focus:
Knocking an opponent's focus off can disable them from using Force Powers until they've regained their focus, as all Force Powers require some level of concentration to cast/maintain.
A harsh blow to the head can cause slight dizziness and blurry vision, especially in this instance of disrupting someone's focus.
Typically this can be done through any means that cause heavy impact to the head/face.
Kicking, punching, hilt-slapping or even Force Powers such as Force Push, if the head then impacts a wall, etc.
Example: Basic Physicality.
-punches to your face-
-knocks off your focus-
Example: Failed attempt at the above.
-punches to your face-
-cuts into your arm--knocks off your focus-
Example: Force Push.
-force pushes to the wall-
-knocks off your focus-
Example: Failed attempt at the above.
-force pushes to the wall-
-cuts into your arm--knocks off your focus-
- Blocking / Parrying:
Blocking / Parrying is the primary method of defence against Lightsabers and other bladed weapons.
Example: Basic blocking / parrying.
-cuts into your arm-
-rips into your arm-
-rips into the flesh-
-blocks this now--rips into the bone-
-rips off the arm-
- Dodging / Evading:
Dodging / Evading can be used as a more acrobatic and reflex-based method of defence.
Example: Basic dodging.
-cuts into your arm-
-rips into your arm-
-rips into your flesh-
-dodges to right--rips into the bone-
-rips off your arm-
Example: Basic evading.
-cuts into your arm-
-rips into your arm-
-rips into your flesh-
-steps to your side--rips into the bone-
-rips off your arm-
R A N G E D
Same as the Melee rules. Guns must be aimed before fire. To defend a Blaster bolt, you can repel it with a Lightsaber blade, use protective Force powers, damage the gun, dodge the shot, or simply resist the damage. However, if you can only resist for a maximum of three times, because otherwise the damage will add up to be too fatal, and beyond resistance.
Note: Overall, no matter how a kill is performed, all kills are to be 5 lines. Those five lines do include the amount of lines it takes to perform a way of killing, for example, it takes 2 lines to cast a Force power, so in addition, you are required to do 3 extra lines to perform the kill. You are allowed to perform two actions per line, but no more.
B R E A K - I N S
Break ins are to be logical. Take into account it will require a large amount of lines to break in, and a lot of description. When breaking in, it is required that the defense stickies are to be read and acknowledged first, and that the infiltrator is to work around them.
R A I D S
Raids can carry on for as many hours as the leader commands. Long raids and constant raids are considered Warfare. If the raid is won by the raiders, the room owner must add [Ruins] to the room name for 2 days maximum. It is suggested (but not demanded) that the room owner, for the sake of being creative, slightly disfigure and mess up the main room only.
- The Force:
F O R C E - P O W E R S
All Force Powers require 2 lines (without disruption) to successfully cast. Core Powers are only one line. Force Powers are only allowed to be used by Force Sensitives.
Note: Force powers and reference from wookieepedia, and no other site/person."It only takes someone to research their force powers now and again, and then use common sense to figure out what can defend what. For example, as I said to you before, someone could research Force Lightning, and then they'd acknowledge, from the article, that it requires concentration to cast, and that it surges electricity. Simple. Then, afterwards, that same person researches Force Push, which throws someone back. Then, that same person simply uses common sense and thinks to themselves: "If someone uses lightning on me, I could use force push to throw the person back, thus they lose their concentration, which I've just read that Lightning requires, thus they won't be able to cast lightning.
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