Combat Rules: The following combat rules are made to be realistic. They are complex, though you will find they are actually easy to use after you fight a few battles. These rules are still not made to be fully realistic. They only add further options to enhance the reality. If there is a further need, more combat rules may be added.
Combat may either be a death match or a non-death match. Non-death matches include honor duels, sparring, and some tournaments. Damage must be healed after a match is over, unless your character is dead. The decision of which type of match it will be needs to be announced by both players before the match begins.
Combat Types: There are four basic areas of combat, including melee combat(Raids), unarmed combat, thrown weapon combat, and missile combat.
Melee combat(Raids) involves the use of hand-held weapons such as swords, axes and daggers.
A raid can happen at nearly any moment. There must be at least one male combatant within the home prior to a raid. A combatant is defined as a capable fighter of the home. For example, a male scribe would not count, but a male fighting slave could. Raiders must be of a known camp,city,or home to be valid.
Weapons must be declared in the entrance post to every new room you enter. if there are no weapons declared in the entrance post in a Wolf Brother Holding you will be considered unarmed.
Raids will last no more then one (1) hour after the initial attack is made. The initial attack is defined as the first attack made from one PC combatant to another PC combatant, not NPCs. A member of the raiding team should keep track of when the one hour period began and how much time is left.
Raids are intended as a nod to the lost art of "fun raids." These are not a show of personal skill but of role-played violence for the enjoyment of everyone. Using Prodigy posting format is a matter of personal choice. The goal is to make some attacks, block some attacks, take some wounds, land some wounds, and grab some loot.
Raids are about give & take. If you want your opponent to accept some of the things you are doing, then you should accept some of the things that they are doing. This includes taking a wound when you might have been able to actually block it, letting something be stolen, letting yourself be knocked down, etc. Forced actions and speed postings are still not accepted. Just go with the flow and have some fun! If you've never experienced a raid like this, we encourage you to speak to those who have so you know what to expect.
There will be no killing, maiming, or permanent captures during or as a result of raiding. Free and slave captives may not be collared, branded, or permanently marked. They may be caged, chained, shackled, questioned, interrogated,slapped around, deprivation, humiliation, but all captives will be treated with a level of respect while maintaining the fun, enjoyment, and spirit of fun raiding.
Captures that happen through raiding are done in a very simple and unjudged manner. During each raid, the attackers or instigators of the raid may make two (2) capture attempts. The force being raided may also make two (2) capture attempts of their own against the raiders.
Being engaged with a person requires actually posting on their specific pull-down for at least two posts actually addressed to the target, such as chasing them, trying to corner them, etc. All proper role play should be taken in getting to their pull-down as well.
To make a capture attempt, you must be engaged with your target, whether fighting them, chasing them, etc. You must then make a post that details how you are attempting to make the capture, such as knock out, snare in a net, grab, etc. Free women and slaves may be captured during raids all must be a 3 unanswered post capture.Each post must be at least 1 minute in between with a maximum of a 10 post exchange.The process is the same for the defending side attempting to capture attackers.
Raid realisticly you cannot be on one side of a holding and hit someone with a sword on the other side of a holding ect.
One of the Wolf Brothers make on final decsions on whats valid or not.They also decide on issues not covered here.
The Following are the Rules for Melee Combat (Raids) in ANY Wolf Brother Holding
- All raiders...
- Must have legit names (that means no cloaked avengers or veiled whosits). Even if you are known by some under these aliases, those names will not be accepted in Wolf Brother Holdings.
- Must come from homes that allow raiding.
- Must have homestones or camp homes somewhere on Gor. No vagabond raiders.
- Must have homestones or camp homes that allow reciprocal actions.
- Must hold any captives from the Wolf Brothers in open areas that allow reciprocal actions, not in unaccessible private rooms.
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Attackers must make 3 entering post and three exit post in the room at the beginning of the engagement. All participants must be of a known established characters. We are gambling our characters’ lives and so should you. No hooded whosits and other NPC type characters.
Clarification:
This is three entry post into the room. This was suggested so there are no pop and pows. They do three entry post into the room to make their presence known. Raids require three entry posts in the room being raided, which should state:
- Statement of intent to raid, number in party, and weapons.
I think maybe what would help more is to clarify what an engagement is: an engagement is where a person (or group) enters a room a melee (post for post) fight ensues then the offending party (or parties) leave the room. That is considered one engagement. A raid in effect would be another term for engagement.
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The engagements are logged on a message board for the judges to read over and the judges will post their individual decisions with one of three decisions:
a) Injuries sustained but will not affect next engagement
b) Injuries sustained and to be considered in the next engagement
c) Death from injuries sustained in engagement.(Only on Unscripted kill play or agreed upon kill raids)
The judge is picked from a random pool of judges and agreed upon by both sides leaders.
Clarification:
This is the three choices of decisions for the judges for each participant. The first one would mean they got pretty minor injuries. ie; bumps, bruises, minor cuts and gashes that would be considered healed by the next time an engagement (or raid lets say) happens. The second would be more sustainable injuries such as deep stabs, broken limbs, etc.. The third would be died from injuries.(Again only on unscripted kill play or agreed upon kill raids.)
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No death blows during engagement.
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No speed posting or unaccepted force posting allowed. It must be post for post.
Ie: I stab toward your right leg with a downward slice from left to right with my killing knife
Instead of. I stab you in the right leg with my killing knife.
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No more than 2 on 1 odds for those in the room. In 2 on one combat the defender gets one extra defense and attack. He also has to designate whom the action is directed at in each action post. (which attacker in other words)
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Public debate is not allowed on the message board.
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If a death verdict is rendered then the character dying will post dying of his wounds sustained from that engagement. It is important to note that not all engagements have to end in death.
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All participants by engaging the Wolf Brothers agree to these rules.
- All of the posting rules apply to assassins but they must be wearing their mark as they leave the city or camp that they were residing in. When they enter a kill/capture room,they must post saying their mark that they wear is indeed intended for someone in a Wolf Brothers Holding regardless if the room is empty or not. OTHERWISE, if they travel here marked, without stating their purpose is elsewhere, they will be considered as a hostile threat and dealt with accordingly.
Unarmed combat involves no weapons at all, and includes punching, kicking, grappling and the martial arts.
Thrown weapons commonly include daggers, quivas, spears, axes and bolas.
Missile combat primarily involves bows and crossbows.
Arena/Sand Pit Combat Sequence:
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All matches will be fought in the appropriate areas for the environment in which the play is taking place.
ie:arena, sand pit, etc. -
Prodigy Rules or the 3/2/10
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The one challenged will get the first post.
If a combatant loses a death match, his character will be banned from all Wolf Brother Play, and all his possesions including kajira go to the winner. A new character may be built, but will have to start over with nothing.
Death Matches: As long as one person involved in a combat wishes a battle to be a death-match, that combat will be a death-match. You cannot refuse a death match. If someone wishes to try to kill you, then you must try to defend yourself. Death matches can be deadly so enter one with caution.
Non-Death Matches: Non-death matches include honor duels, sparring, and some tournaments. Both parties must agree for a battle to be a non-death match. No one is actually killed in these matches.
Let it be noted here that these rules are NOT all inclusive, and that the final judge of ALL roleplay within the Wolf BrotherPlay, which does not fit under these rules, is the Wolf Brothers.
These rules may be changed at any time, without notice. However, they will NOT be changed during active roleplay, in order to change the outcome of said roleplay.
Poison: Poison is commonly a woman's weapon. The Caste Codes of the Warriors and Assassins forbid the use of poison. Ost venom and kanda paste are the most commonly used poisons. Such poisons are usually applied to a weapon such as a dagger or needle. Poison is not easily available. Poison is not guaranteed to kill someone. Poison works against people, Kurii and animals. All poison deaths will be declared honored or not after a copy and paste of the event is sent to The Wolf Brothers. They have the final judgement.