Combat
The Basics
- Combat is turn based. One person makes one pose and takes an action, followed by the next person who poses and takes an action, and so on.
- Generally, people pair off in combat to speed things up in large scenes. Some times it may also be useful to divide up into "faction" posing, where one side of the fight poses and acts, and then the other side of the fight poses and acts.
- A "scene" is defined as a distinct battle; a two-pose-round break while reinforcements are inbound does not qualify as a different scene.
- RP COMBAT IS ENCOURAGED. The coded combat system is there for your convenience, but you can choose not to use it if everyone agrees.
- IC actions lead to IC consequences.
Miss Manners Says "Die"
- It is important to show in your pose that you are taking damage from being struck. This is especially important if you are being hit with a weakness element or a resistance element.
- Don't repeat an attack more than once per combat without asking permission to.
- Don't open a battle with a stun attack or with a strong attack. The code discourages this to some degree for a reason.
- If multiple people are fighting one opponent, don't stun at the end of the turn.
Getting Ready to Rumble
- Weaknesses and resistances are part of the system. If an enemy has IC knowledge of your weakness it is not unfair for them to target it. It is polite to mix up weakness attacks with non-weakness attacks if it is feasible for your character to do so.
- When you are hit with a stun, you may not take an action on your next turn.
- However, if you are hit with a stun, then hit with another attack before your turn, you may act on your next turn.
- If you are not hit with an attack after being stunned, on your following turn you may +shake to free yourself from the stun effect.
- +shake does not take a full combat action, and you may attack afterward.
- Reinforcements are allowable within reason. A scene may be closed to newcomers if BOTH SIDES AGREE TO IT for the sake of expediting the scene.
- In general, ask anyone you are looking to hit with an area attack before you use it. If you are asked to be a target of an area attack, please respond promptly to keep the flow of combat moving.
- The use of an area against you is not a license to respond with another large area. Please use common sense.
- If you are in a situation where multiple people are hitting you, you don't have to ask before hitting those people back with an area attack.
- If you antagonize the enemy while outnumbered, they are within their rights to pummel you relentlessly if they can.
Code Permutations
- These actions take a full combat action; only one of these things can be done per round: Attacking, +Generate, +Jury-Rig, +First-Aid, +Retreat, or +RaiseFF.
- +Generate is only to be used if one is RPing taking no other action. It is not something to be used, for example, if you are RPing combat against drones without throwing a coded attack, completing an RP-only objective, etc.
- Reflect is an automatic action and does not consume a combat action to raise or lower.
- Reflect can be kept up for seven rounds including the round in which it was raised.
- Forcefields can be kept up indefinitely, but individuals who have a forcefield up cannot attack.
- Forcefields can be lowered without using a full turn.
- You can only raise a forcefield once per combat.
Combat Medicine
- +Jury-Rig and +First Aid consume the turn of BOTH the user and the target. People who are being jury-rigged cannot attack, generate, raise a force-field or retreat. They also cannot activate reflect, though it can be active if it has already been activated.
- Cinnamon's +Aid ability consumes her action for a round, but does not consume the turn of its target. It works on robots, humans, cyborgs or anything in-between. She's twinky.
- You can only use one jury-rig or first aid per target per combat. One person with the ability MAY jury-rig multiple targets in the same fight, but can only jury-rig EACH target one single time.
- You can only receive a jury-rig or a first-aid once per battle.
- Jury-rig or first aid can bring a person back from being knocked out or being cou-ended. A person who has been revived from being knocked out, however, cannot attack again and should +retreat. A person who has been brought back from cou-end CAN attack again.
- Jury-rig and first-aid will bring your repair times down to whatever your damage is after the fact. If you are fully healed from jury-rig or first-aid, you should still not get into another fight that day. Aid will waive repair times completely if you are fully healed from it. However, taking additional damage after receiving aid, jury-rig or first-aid will waive the repair time bonuses.
Bravely Running Away
- Courage-Endurance (Couend), which is listed in +couend, is the point where you should retreat. Continuing to fight after the cou-end point will result in significant performance penalties. People should only be fighting past cou-end for important RP-based reasons. "Wanting to win the fight" is not an important RP-based reason. "Saving the city from nuclear apocalypse" probably is.
- You may change armor forms before taking an action. You cannot change into an armor form for the purposes of +retreating. Characters that physically transform, such as Armored Armadillo or Turbo Man, are exempt from that provision.
- When you wish to leave combat, you must +retreat to give others the opportunity to pursue you or to take parting shots.
After Combat
- After a fight, expect to stay out of combat for the rest of the day if you took more than 10% damage.
- If you took anywhere from 25% to 50% of your total health in damage, expect to stay out of combat for another full day (one total day).
- If you were knocked out in combat, add another day for repair times (two days, total).
- If you were extremely damaged in combat, you should stay out for a longer period of time depending on the magnitude of the damage. Use common sense.
- If you are knocked out from overload damage, stay out of combat for five full days.
- You are encouraged to RP while recovering from combat. Being unable to enter combat does not preclude you from interacting with others.
Other Rules
Death | Defection | Disguise | Forcefield | Holograms | Infiltration | Stealth | Teleport | Refuel

