Battle Rules for Teletus
Battle Rules for Teletus
Standard Match
In a standard match the dice used may vary depending on the caste of the
individuals fighting. The players of Teletus recognize RRaMC's dice as
well as the Scarlet Caste's dice and the dice of the RGCoG (Green Caste).
Teletus players also recognize the dice applied to animals used for the
purpose of transporting warriors in battle such as Kaiila, Tharlarians and
Tarns. However, no dice over 2d25 will be acknowledged, we don't care
how much "berserker" you have in you. Kur with dice over 2d25 are not
acknowledged, don't like it? Don't play here.
Standard Matches will be fought to 15; the individual players may set the
terms before the match starts. If terms are not set, then a 4 point hit is a
broken bone so make sure you set terms before you start.
Standard Matches may be fought in open (public) rooms and as a general
rule are, however, private friendly spars are acceptable.
Honor Match
Honor Matches will be fought in private room settings only. There will be
one proctor, the two combatants, and no more than four witnesses. If
someone is booted (punted) after the match is officially started, they may
not re enter the room in which the Honor Match is taking place. ONce the
match has officially started no one is permitted to enter the room, if
someone links another person into the room and they enter while the match
isin progress, the results of the match will be counted as null and void.
If one combatant is booted (punted) the match may continue if both
combatants agree to continue. If one is not in agreement, howver, the
Honor Match then will resume the following day, or at the next most
convenient time for the players to get together.
If the Honor Match is not resumed within 36 mun hours, the results will be
considered null and void.
Death Match
Death Matches should be few and far between and never the result of
OOC moodiness. If a Death Match is challanged over some mun
misunderstanding, it is NOT to be honored. However, it must be proven
either by IM logs or by Chat Room Logs that the cause of the Death
Match is for Out Of Character purposes and not In Character purposes. A
Death Match must follow in logical sequence in the framework of the story
line to be recognized as legitimate.
Once a Death Match is challanged and accepted, which may occur in a
public room, the Death Match itself must be moved to a private room. This
room is to be chosen by the person who has been challanged, not by the
one doing the challanging.
Each combatant may have two witnesses and there may only be one
proctor, any Death Match that exceeds this will be considered null and
void.
The Proctor for the Death Match must be familiar with the rules of play for
Teletus.
Once a Death Match begins there should be:
#1. NO typing in the room by anyone other than the combatants and
proctor, other players (witnesses) violating this rule will be ejected from the
room and prohibited from returning before the match is over.
#2. No other people linked to the room after the Death match starts, any
new entrants will instantly end the Death Match with no winner declared
and a new match may not begin for 24 mun hours. Whoever links another
individual after the Match has started will be prohibited from witnessing,
participating in, or proctoring death matches on Teletus for the span of one
(1) mun month. If nobody will admit to linking the individual or individuals,
then ALL participatns will be barred from participating in Death or Honor
Matches for the span of One (1) mun month.
#3. No punting during a death match whether it is your own doing or the
fault of an uplink or server, a punt ends the Death Match with no winner
declared, there is no 5 minute rule on Teletus. The Match may, however,
resume at the next most convenient time after 24 mun hours have passed,
so if you punt (get booted by AOL) it's over until the following day.
This rulling is not open for discussion or debate. The purpose of this rule is
that it is well known that if you "self punt", it will reset your dice upon re
entry into the room. A Death match, even in gaming, is a serious thing and
cheating of any kind will not be acceptable or tolerated.
$4. A lead of no more than 7 points on the Opponent. While it has been
known to happen, a lead of more than 7 points on the other fellow has been
and will be viewed as the result of potential "stringing" of the dice or
perhaps a dice program that permits the manipulation of your dice in an
effort to win. Again, cheating of any kind will not be acceptable or
tolerated. For example, A death match in which combatant Abc as a total
of 20/17 to combatant Def's 20/0 will instantly be viewed as a cheated
victory and the Death Match declared null and void. However if combatant
Abc has a total of 20/7 to combatant Def's 20/0, this will be acceptable.
This rule has been based on experience by all those involved in combat role
play using dice over the last six years.
#5. No instant messaging capabilities for either combatant during the
match. This does not mean you turn on your away message, it means that
you turn your IM's off. You can do this by going into your buddy list
privacy settings and selecting "block all" from seeing you on their buddy
list or sending you an Instant Message. Contrary to popular belief, Instant
Messaging can and does affect some people's dice rollling abilities
because of the different signals for twisted wire connections as opposed to
those on broadband, cable or DSL. The older "telephone dial up"
connections are affected by the Instant Message input to their computers
These are the basic rules of combat for the Island of Teletus, please follow
them accordingly.
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