©2018-2019 Uruk unless otherwise stated.

Combat Rules

 

 

 

 

 

 

 

 

 

 

 

 

 

City of Uruk uses the CornerStone meter for combat. 

The CornerStone meter has never been used before in a RP sim on SL and no one (including the admins) has a great deal of experience with it.  To us, that makes it fun.  There is no large, existing skill gap in place and even the most green of beginners will have a chance of beating the more experienced fighters.  Just keep in mind: This is a RP sim -- winning and losing in metered combat should not be your focus here.  Losing a fight often presents more interesting scenarios for your character than winning. We know that many of you may be sketchy on the idea of using a live combat meter in a RP sim but there are always alternatives for your character.  If you don't enjoy fighting, play a character that will have others fight for them (in the form of bodyguards.  A noble, a prominent figure in the criminal underworld, a priest or priestess, for example).

 

How it works:

INITIATING COMBAT

Due to the nature of the CornerStone meter (which locks your movement to a set speed and prevents people from moving beyond the SL run speed), the CornerStone meter should not be attached unless a fight is about to happen.  Otherwise, you'll be unable to use any mode of transport other than running.
 
 When you enter a scene where combat seems inevitable, you should start by drawing your weapon IC.  If you'd like to initiate a combat ready check, IM the person that you intend to fight and let them know that you've done just that: initiated the combat ready check.  This shifts the burden of action on to the other player.  They have a few options in this scenario when a combat ready check has been called.  They must either:

1.) Attach the CornerStone meter and draw their weapon IC.  This signals that they intend to fight back.  Once they do this, the initiating party of combat will ask them again to double check if they're ready to fight.  The next step is to call the start of combat in local chat.  Just say (( Fight! )) or something and get started.

2.) They ignore your drawn weapon and instead choose to try to flee from combat.  They will, first, use the /1 @roll command as detailed below in the fleeing combat section.  If they fail the flee roll, they must either: attach the meter and draw their weapon as a last resort, attempting to fight, or surrender, entering a state of defenselessness where they will be at the mercy of their opponent.

3.) They ignore your drawn weapon and attempt to continue negotiating, or just surrender outright.  Either way, ignoring the combat ready check is counted as a surrender according to our rules.  If they are unwilling to attach and acknowledge the meter, they have surrendered to you and enter a state of defenselessness where they must accept the consequences you impose upon them.
 
Only the parties involved in the scenario at the time the ready check is given are allowed to participate in this stage of combat.

 

When a player is defeated in the meter, they will begin an animation cycle of slowly standing back up and regaining their health.  Once a combatant has gone down, losing all health and entering the animation cycle, their character has sustained a serious wound and is at the mercy of their opponent.  The severity and location of the wound is up to the discretion of the player that has lost the fight (the wound must, however, be of sufficient severity to prevent further fighting).  Once wounded, a character is unable to fight for at least 24 hours OOC /IF/ a trained doctor/priest of Mitra attends to their wound.  If no treatment is given, the character must remain unable to fight for a minimum of 72 hours OOC.  You're free, of course, to extend this duration at your own discretion and play out your injuries for as long as you'd like.  Once one of the combative parties has been defeated (a single combatant in a duel, or a group of combatants in a group encounter), third parties may initiate combat using the rules listed above to prevent further IC consequences from being applied to the defeated party.  NOTE: Just because your character has emerged victorious in combat doesn't mean that they would have suffered no injuries as a result of the fight.  It's good form to play a minor wound after winning a fight.  If your character appears at all times invincible, it's just bad RP.  The meter should not be used to reinforce this kind of poor play.

 

The meaning of being 'at the mercy of your opponent' is that the victor in combat is free to do as they please with your character.  They can further injure your character (though the above rules for injury periods still apply regardless), or inflict any other consequences upon them short of death (death can still apply.  See the section on character death and consequences for more information).  Of course, a third party is free to intervene to prevent these consequences from being applied as per the rules listed above.

 

The world in which Uruk exists is a dangerous place, fraught with peril and peopled by dangerous characters.  Life is often brutally short for all but the most privileged.  Combat might break out anywhere, and at any time.  Wagging tongues may be held to account.  Tread carefully if your character wishes to emerge unscathed and always remember: money is power.

If one of the parties involved in a combat scenario does not wish to participate in combat using the CornerStone meter, they must accept the application of IC consequences from the aggressor without martial resistance according to the rules outlined below.  Either that, or appoint a champion (or bodyguard, or hired thug) to participate in the defense of their body.  As previously mentioned: money is power.

 

If both parties involved in a fight on Uruk wish to resolve the combat through means other than the meter, they are free to do so.  Free-form combat and dice rolls are welcome as long as everyone involved consents to such resolution.  Just remember, the meter is the default method of conflict resolution here at Uruk.  Still, if you're not entirely keen on it, feel free to ask the person writing your opponent if they'd be okay with pursuing an alternative.  If ALL parties do not agree on an alternative method, meter combat must be used and meter combat rules will apply.

Fleeing Combat:

 

It is possible to flee combat in Uruk without engaging directly. If someone RPs drawing a weapon on you and you would rather choose to flee than fight, you do have that option. Use the /1 @roll command with the currency HUD equipped and you'll see a dice roll appear in chat. When a trained fighter is brooding over you with a weapon in hand, it should be quite difficult to flee. So, we've concluded that a roll of 15 or higher is required to actually escape combat. How you RP this eventuality out is entirely up to you. Maybe you toss some pocket sand into the other character's eyes and scurry off while he's distracted. If attempting to flee from multiple combatants, the difficulty check for fleeing is raised by 1 for every other enemy present. [IE: If you're surrounded by three enemies, the DC on successfully fleeing combat will be raised to 17.] It's possible to flee but it isn't easy. Don't depend on a lucky roll if you're looking to avoid combat -- rely on responsible decision making and planning instead.

 

FRIENDLY DISCLAIMER: The Uruk administration can see every interaction with the system on the backend. Transactions, how much currency characters presently hold on their person and banked, every dice roll. If you attempt to use your own dice system, or simulate rolls on your own in any way, we will know. And you will be banned without an opportunity to explain yourself.