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West Indies Roleplay Rules
1. PLAYER STATUS
1. Out of Character - 1. Out of Character is abbreviated as OOC.
- 2. If muted, you are OOC.
- 3. Being OOC via AFK (away from keyboard) must be stated within your motto.
- 4. To speak OOC, you must enclose the text in [brackets] - [Hello, how are you?] or [] Hello, how are you?
- 5. When you're dead, you're considered OOC and may be removed from the room if you cause disruption.
2. In Character - 1. In Character is abbreviated as IC.
- 2. If you are in a clearly recognizable WERP room with a WERP motto - you are IC.
- 3. Your character must know/learn the IC location of the room you are visiting.
- 4. When IC, regarding the circumstances of the above rules, you may be targeted anybody's interactions, and any type of interaction.
- 5. You may not adjust to an OOC status unless you role play exiting the establishment of which you are in.
3. BRB and AFK - 1. BRB is an abbreviation for 'be right back'.
- 2. AFK is an abbreviation for 'away from keyboard'.
- 3. If a player takes the status of BRB or AFK during a combo, their opponent can continue to attack them.
4. Flooding - 1. Flooding before a combo must be waited upon.
- 2. You must wait for the player's flood to end before continuing a combo.
2. CHARACTER STATUS
1. Playable Characters - 1. Anything that may alter/cause transformation of another's character, must have the consent of said character's user.
2. Non-Playable Characters - 1. Non-Playable Characters are abbreviated as NPC / NPC's.
- 2. NPC's may cause both minor and major wounds to players, and can kill/paralyse players if agreed upon by both parties.
- 3. NPC's only require 3 lines to be killed/paralysed/knocked-out/wounded/disarmed/maimed, etc.
3. Defeat/Major Injury - 1. Defeat/Major Injury duration is 1 day (24 hours).
- 2. When majorly injured, you are unable to attack or be attacked or otherwise participate in a combat scenario for the duration of the injury.
- 3. If you're the winner, you may void your victims defeat penalty and keep them healthy.
4. Suffering Wounds - 1. Minor wounds last for 6 hours.
- 1a. A character with a minor wound cannot initiate combat.
- 1b. A character with a minor wound can only enter combat, if attacked first by another.
- 1c. A character with a minor wound can still engage in scenes and dialogue.
- 2. Major wounds last for 12 hours.
- 2a. A character with a major wound sustains said wound (broken bones, etc) for the duration of the twelve hours.
- 2b. A character with a major wound is unable to enter combat for 12 hours.
- 2c. A character with a major wound is unable to role play outside of their aligned faction.
- 3. A character with a minor or a major wound, must display [Wounded] in their motto for said duration.
- 4. Limb loss and other permanent physical wounds are only permanent if inflicted during an emote scene unless agreed differently by both parties. Any other form of combat only inflicts said wound for the set amount of hours.
3. PHYSICAL ACTS
1. Actions - 1. Actions must be contained within enclosures.
- 2. - or * are valid enclosures -- *slices into your head* or -slices into your head- are valid examples.
- 3. Actions missing both beginning and end enclosures are voided completely.
- 4. You may only utilise 1 action per line.
- 5. You may not throw multiple weapons/objects in one line.
- 6. Actions must be no less than 6 words per line.
2. Movement - 1. You must state moving towards an opponent, in order to begin attacking them via melee.
- 2. You do not have to move your Habbo avatar.
- 3. If your opponent moves behind a cover or obstacle (for defensive purposes), you must employ a means of seeing them before attacking. Be moving to them, destroying what barriers the etc..
3. Typos - 1. Missing 1 enclosure counts as a typo.
- 2. You may only typo twice per line.
- 3. Lines that contain more than 2 typo's are voided completely.
- 4. Typo'ing an enclosure (ie. typing 8 instead of *) counts as a typo.
- 5. Missing 1 enclosure completely counts as a typo.
- 6. All typo-related rules may be disregarded, if both parties first agree to do so prior.
4. Escaping - 1. To exit or escape any form of IC involvement within a scene, requires 3 lines of relevant, uninterrupted actions.
- 1a. If successfully achieved, you are OOC until you re-enter the area.
- 2. Opponents are able to stop you from escaping, by means of interrupting your 3 lines with relevant attacks.
4. COMBAT & DUELLING
1. Types of Duelling - Option 1: Emote.
This is the default combat type and applies to all users and its use requires no permission. Emote is turn based duelling. You have plenty of time to write and perform your action line. Then you must wait for your opponent to have their turn, and type their response. Emote is slow paced but readability wise; more dramatic.
- Option 2: Duelling/Desc.
Actions, both offensive and defensive, are 6 words and above - no less. Duelling is not turn based.
- 1. Emote duels must be agreed upon by both parties before engaging in combat.
- 2. The default option of combat is Emote.
- 3. Engaging in Duelling combat does not require any previous verbal agreement between parties.
- 4. You may attack any individual at anytime, without prior warning or discussion.
2. Words Per Line (Desc) - 1. Attack lines require 6 words minimum, although you may add more.
- 2. Defence lines require 6 words minimum, although you may add more.
3. Disarming (Desc) - 1. To part an opponent from his/her weapon - you must do 3 lines of relevant, uninterrupted actions.
- 1a. Once parted (see above rule), the opponent must state re-obtaining said weapon (or draw a new one).
- 2. To destroy an opponent's weapon - you must do 4 lines of relevant, uninterrupted actions.
- 2a. Once a weapon is destroyed, it cannot be used any further. It must be repaired at a later time.
- 3. You must state which weapon you are disarming (see above rules).
4. Killing (Desc) - 1. To kill an opponent, you must do 5 lines of relevant, uninterrupted actions.
- 1a. The killing combo must state the target area of your opponent (head, chest, etc) at some point.
- 1b. Each line (of 5) must show a progressive nature of description, towards killing an opponent.
It must relate to what damage is being done. Failure to do so will render the specific line completely void.
- 1e. You do not have to follow the typical layered sequence of skin/flesh/bone/organ.
- 2. You may only state the death of an opponent after the fifth (and final) line of a killing-combo.
- 2a. Stating the death of an opponent prior to the fifth line of a killing-combo renders that line completely void.
- 3. You may only use the 5-line killing-combo on one opponent at a time.
- 3a. The 5-line killing-combo cannot effect groups or multiple targets at one time.
- 4. Each line of the 5-line killing-combo must be different from the last.
- 4a. You may not repeat the same line of action within the same combo. At least one word must be different.
5. Evasive Methods (Desc) - 1. You may dodge any line of your attackers combo.
(excluding if you are physically restrained/immobilised).
- 1a. Once successfully dodged, your attacker's continuing lines have no effect.
- 1b. Dodging can take the form of a side-step, roll, flip, or duck. 'Dodge' and 'Moves' are also acceptable terms.
- 1c. If you duck from attack, but your attacker has stated their attack being a downwards direction
(ie. -slashes down into your head-), you will still be killed.
- 1d. When performing any evasive defence, you must state what attack you are evading.
- 1e. However, on the first line of their attack and only the first line, you may defend without stating the attack.
For example: -aims to the head- could be defended by either -moves from the aim- or -moves to the side- Whereas: -aims to your head- -fires to the head- would have to be defended by -moves from the shot-
- 2. Dodging after an attacker has grazed the skin will not bother the victim.
- 2a. Dodging after an attacker has pierced the flesh, will result in a minor wound (see Character Status > Wounds).
- 2b. Dodging after an attacker has impaled the bone, will result in a major wound (see Character Status > Wounds).
- 2c. Dodging after an attacker has performed the 5th line of his/her killing-combo, will result in the defenders death.
6. Melee Defence (Desc) - 1. You may only block an opponent's attack up to the second line of their combo.
- 1a. Blocking after the second line of your opponents combo, will not count.
- 2. If you successfully block and opponents attack, you will both enter a lock.
- 2a. When a lock happens, both parties must state overpowering the other.
- 2b. The first to successfully state 1 line of overpowering, and another line of sending their opponent off balance, will win the lock.
- 2c. The first to perform these 2 lines will stand safe, whilst their opponent must state regaining their balance before they make any more physical moves (this includes both defence and attack).
- 3. You may parry your opponents attack, only after the first line of their combo - no later.
- 3a. If successfully parried, your next immediate line can state sending your opponents balance off.
- 3b. Once a players balance is off, they must state (via 1 line) regaining it before making any more physical moves
(this includes both defence and attack).
- 4. When performing any defence, you must state what attack you are defending.
- 4a. However, on the first line of their attack and only the first line, you may defend without stating the attack.
For example: -cuts to your head- could be defended by -blocks against the cut- or -rolls to the side- Whereas: -cuts to your head- -cuts into the skin- would have to be defended by -moves off the cut-
7. Wounds During Combat (Desc) - 1. You must perform 3 uninterrupted attack lines (with relevant description) on an opponent to give them a minor wound (see Character Status > Wounds).
- 2. You must perform 4 uninterrupted attack lines (with relevant description) on an opponent to give them a major wound
(see Character Status > Wounds).
- 2a. Once you've achieved a major wound on your opponent, you can start a new 5-line killing-combo to role play the blood-loss/trauma effects of said wound.
- 2b. The above rule may only be performed by the individual who inflicted said wound.
- 3. Ranged Shots can cause blood-loss.
- 4. Bladed weapons (such as swords) are regarded as the most valid causes of blood-loss.
- 5. Blood loss can be stopped with two lines:
-stops the blood loss- , -the bleeding would stop- - 6. Bandages and First Aid Kits do not have to be stated within a victims inventory.
- 6a. You may also rip out an opponent's weapon (if impaled in you); unless a Physical Grip (or the use of cuffs) states restraining your wrists.
- 7. 5-line Blood loss killing combos can be continued if the attacker dies mid combo, as long as a major wound has been inflicted before said attacker died.
8. Ranged Combat (Desc) - 1. The initial throwing/shooting/exploding line of a 5-line killing combo will count as part of its whole.
- 1a. The weapon/device or ammunition being used must also be stated in the initial line.
- 2. Defending from ranged attacks only requires 1 line or appropriate defence.
- 2a. All ranged combat can be dodged or blocked (can be blocked by physical barriers).
9. Breaking Bones (Desc) - 1. Breaking an opponent's bones requires 4 lines of relevant, uninterrupted attack.
- 1. You may only break the bones of one body part at one time (right arm, left arm, etc).
- 2. If you survive a skirmish, and escape with a broken bone - you must add [Wounded] to your motto for 6 hours.
Once those 6 hours are over, your broken bones will have healed.
11. Removing Limbs (Desc) - 1. Removing one of your opponents limbs, requires 4 lines of relevant, uninterrupted attack.
- 1a. You may only remove one limb at a time.
12. Paralysis (Desc) - 1. Paralysing an opponent requires 5 lines of relevant, uninterrupted attack.
- 1a. When paralysed, you may not move your body.
- 2. You may only attack relevant areas of the body that could cause paralysis (the neck, the spine, etc).
- 3. On the 5th (and final) line, you must state the exact words of paralysis or paralysed.
- 3a. Abbreviations of the term paralysis/paralysed such as para can be used.
- 4. Paralysis in a Desc Duel only lasts for as long as the duel in question.
13. Knocking Out (Desc) - 1. Knocking an opponent unconscious requires 5 lines of relevant, uninterrupted attack.
- 1a. On the 5th (and final) line, you must specifically state knocking out the opponent.
- 2. Physically, knocking out an opponent must come from realistic heavy blows to the head.
- 3. When an opponent is knocked out, they must remain in such state for 10 minutes.
- 3a. However, if within their unconscious state they receive 2 lines of damage from an opponent, this shall re-awaken them.
- 3b. Said lines of damage do not include gentle contact, only painful blows.
14. Emote rules
- Emote is the default combat system of the roleplay.
- Emote combat does not have to be agreed by both parties prior to any action taken under an emote rule-set.
- Emote is turn based, you can state a single defence from a previous attack, and a single attack on your opponent, per turn. If you perform more than one attacking action per turn, then the first attacking line is valid and any following attacks in that turn are void.
- Effects of an emote scene are permanent to the character (loss of limbs, death)
- It is the choice of the roleplayer which hits their character takes, and which they do not. Simply roleplay realistically and emote will work out for you without any arguments. For example, if you are in a brawl and are facing your opponent ready to defend their attack, then it would be realistic for you to be able to dodge some of their incoming blows. If, however, during said fight, you were hit around the head with a bottle from somebody behind you which you could not see, then it would most likely be unrealistic to dodge this attack unless you had previously stated that you were, for example, glancing around your shoulder and aware of your entire surroundings out of caution.
- At the end of the day this is a game and if your character dies then don't fret, it will have hopefully been fun roleplaying as a character, simply make another one and start again.
5. ROOMS & ESTABLISHMENTS
1. Defence Stickies - 1. Defence stickies must clearly state the legitimate materials, structures, obstacles, and assets of the related establishment.
- 2. Establishments are permitted 2 defence stickies per room. No higher.
- 3. Pre-set defences such as traps, etc - must be role played when an opposing character is near them.
- 4. The above rule applies to enemies and allies alike.
- 5. Room owners reserve the right to kick people who cause disruption, remain OOC for too long or people who are generally being an annoyance.
Rules can be referenced in a numbered fashion. Example: 1/3/6 = Section 1 / Category 3 / Rule 3.
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