Combat Rules
The final set of rules are specifically for combat situations. They only come into application in combat settings and can generally be ignored otherwise. These rules do not trump the other sets of rules, so combat is not a chance to start harassing or trolling people.
1. Resolving Combat
- Free Form Combat (FFC) is the default for combat. If requested, Dice may be used as defender’s choice (meaning a straight roll with no modifiers to resolve combat).
- If both parties agree, SW: RPG can be used. No other meters are used for events due to the confusion they may cause.
- Before SW:RPG can be used both parties need to have an approved rank for Talus. To obtain a rank or have a rank approved please apply using the Rank Request Application.
2. Initiating Combat
- Players are allowed to engage in combat, but a solid, in character reason should be provided, even if that reason is incorrect in some way (a misunderstanding, for example).
- If a player does not wish to fight, they are allowed to escape prior to the fight without penalty.
- Fights where a defending player is outnumbered greatly must be consented to. If a player does not wish to face odds greater than that, they may request that enough participants sit out to bring the ratios back down to the numbers below.
2 vs 1 |
3 vs 2 |
4 vs 3 |
6 vs 4 |
8 vs 5 |
9 vs 6 |
10 vs 7 |
3. Large Scale Combat and Reinforcements
- PAY ATTENTION TO EVENT HOSTS! An event can't be kept organized if you aren't going to pay attention to the one running it!
- Reinforcements are no longer allowed after the first fifteen minutes or first round has been completed, whichever comes first. A small amount of leeway may be given for the time, but should not be greater than an extra five minutes.
4. Defeat, Capture, and Healing
- During normal RP you may retreat from combat at any time during your turn, unless you are defeated (health reduced to zero or otherwise). If a player retreats, they are immediately removed from combat and may not rejoin. A player who retreats may escape with their current amount of damage they have taken, but a player who is defeated may be (but does not have to be) captured. A player may no longer retreat while at zero HP. Capture rules during events may be different due to the unique nature of combat within those events.
- If captured, a player has a reasonable expectation to RP during and surrounding their capture. If a player goes for more than two hours without more than minimal RP, they may contact a Storyteller or GM to escape.
- Healing after combat, whether you win or lose, will take time. A good rule of thumb is that it should take approximately six (real) hours to heal from a fight. You may continue to roleplay, but a fight where you took moderate to severe damage should leave you with wounds that need to be addressed in character.
- In the case of IC spars or training between allied players, healing is not required to be RP’d, and HUDs may immediately be reset to normal if so desired.