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G U I D E . B O O K
S E C T I O N . B :
C O N T E N T S
G U I D E . B O O K
C O M B A T . R U L E S
Explanation:


Before we being with this one, we see that your computer screen may be stretched from the added contents page! To remedy this, if you look to the very left of your page, above the upper most box there are small arrows. Click them, the widgets will retract and give you more space. Press the Arrows again to make them reappear.
Now that that's out of the way...


You will find all Hiraeth forms, here.

Characters are going to face off from time to time. Sometimes it's a requirement and expected of you if you're in a leading position. At times we have to defend ourselves and/ or others and other times you're just itching to let off some steam.

Hiraeth offers more than one way to do this, it simply depends on your personal preferences. Here we have supplied some rules for combat, to make sure that every can agree upon the outcome.

Take a look through, read them carefully and as always – if anything is unclear, please let us know.
Rules


Injuring/ killing another character – Sometimes this is going to happen, but let's be honest for a moment – you control your characters, no one can kill them if you don't will it.

If it is a Mediated fight or a Tech Match, please state clearly in the Mediated Combat Request form that death or serious injury will be the outcome before the match begins.

Attacking/ provoking another Character -
In most cases we suggest private messaging the player of the character you are intending to attack, prior to the attack; how ever, on occasion, we understand that that this is not possible nor is it required. Perhaps it is a battle for leadership or other purposes. In which case, the receiver can choose to accept or decline respectively.

This will happen in and out of Plots. There are many things you can do to provoke an unwanted attack, but there are also many ways of preventing an unwanted attack; it all depends on how you are acting. If you step upon some one Territory knowingly – you're bound to be attacked.
If you do so unknowingly – you can prevent it.

We do allow Villainous characters on Hiraeth, so there may be times when you are unsuspectingly attacked; if you do not agree and do not want to fight, Private Message the offender and let them know.
If they continue to attack you after you have offered them several Out Of Character warnings that you do not want to fight, then contact a member of the Admin Team so they can deal with the offender in a manner fit to the accusation; or The Hiraeth Council will mediate the case with diplomacy.
Guide Lines


A general fight usually lasts for three to five posts each; this should be specified prior to the fight begin. General Fights do not always need to Mediated, but they can be if you choose.

A fight for leadership, or territory dispute should last between five and eight each; this should also be specified prior to the fight. - Leadership/ Territory fights should always be Mediated by a judge.
The reason these fights specifically are required to be so long os for the reason that, if you are in a leading position, your character is expected to have a higher endurance, strength and battle prowess in oder to protect your family. A fight for Territory is is so long is becuase the one whom shows these characteristics the best is more likely to succeed the other in battle, there for claiming the Territory for his/ her own.


Attacking - When attacking in a single post, you want to maximize the chance of actually connnecting with you opponent, so throwing a single punch is just not going to do it. It leaves ample room for evasive action; so to do this, you wuld type out a few attacks, two or three would normally suffice. Don't over whelm your opponent with attacks, how ever, be realistic. Remember, an attack is a constant flux of attack and evade, so be realistic about the approach. You would not be able to throw five kicks and three punches in a real life fight without a response in between, there for, your character should not be able to do this either.

Evading - Be realistic. If your character evades and blocks everything thrown at them, you are most likely to score low; as in real life, you would not be fast enough to block and evade everything thrown at you. Allow some connections, be realistic about the injuries sustained. Just because your characters gets hurt, it does not make them weak - it makes you a fair and more substantial writer.
Combat Statistics


At the beginning of each Mediated Combat Fight, each combatant needs to fill out the Mediated Combat Request form.

This will include their weight and height stats, these will be used to determine the characters Strength and Agility in Battle; this is to ensure an even playing field for both combatants.

Below is the formula to work these two stats out:

Strength - weight /height
To simplify Strength:
Weight divided by Height = Strength Statistic.
By dividing Weight by Height we can work out the Body Mass Index of the individual; there by finding out their power.

Agility - ((height/ weight) x 100) x 10
To simplify Agility:
Height divided by Weight = fraction
Fraction multiplied by 100 = percentage
percentage multiplied by 10 = Agility statistic.
By dividing Height by Weight (and multiplying it) we can work out the chances of them being able to carry that body mass quickly, by making it a percentage. By multiplying it by 10, we work out a mark for agility.

These statistics are relayed in a post before the fight begins by the Judging Account. By pitting the statistics along side one another, the combatants can see their chances of evading and connecting attacks in the fight.
Now, we understand that working with Supernatural beings does not always guarantee that they follow 'human' statistics. If your character has added Strength or Agility abilities, it is up to you to contest the Statistics BEFORE the match in the Mediate Combat Request form. If you have not done this, then it is too late and you must work with the results given.

So, we need to factor in Supernatural Statistics.
This works as such: If there is an increased speed ability, we multiply the Agility Statistic by 2. If both combatants have the agility factor, then they cancel each other out and the stats remain the same.
This goes for strength also. If a combatant has superhuman strength as an ability, then we multiply the Strength Statistic by 2. If both the combatants have increased strength, then they cancel each other out and the stats remain the same.

When changing the Height factor to a decimal point, we cannot simply change the "'" to a "." as this would not work. So in order to get the correct answers we will need to work out the decimal point. We have done that for you. The cubic foot measurement can remain, but the inches must be changed.
For example: If your character is 5'4", the mathematical conclusion will be "5.0333" instead of "5.4" in the calculator.

You will find the decimal for inches below.
InchesDecimal
1"0.0833
2"0.167
3"0.250
4"0.333
5"0.417
6"0.500
7"0.583
8"0.667
9"0.750
10"0.833
11"0.917
12"1.00


Handicap -

These statistics can also be used as a Handicap if the combatants so choose. If the combatants are evenly matched then there is nothing to handicap; how ever, if they are not, you may request handicap. This means that if your character is not as strong as your opponent and you request a handicap, you will be given an Evasive Handicap point. Which means you are able to completely evade a single attack without losing points.
If your agility is not as fast as your opponent, you are given one Connection Point, which means that for a single attack, your opposition cannot evade the attack and you will not lose points.
How ever, if both combatants have a point each, (One has an Evasive Point and the other has a Connection Point) and providing that the Evasive Point has not been used, if the Connection Point is used, the Evasive Point can be played, cancelling the Connection Point.

If you wish for a Handicap, you are to Private Message the Judging Account and request for one. The judge will then accept or deny based on the fairness of the statistics. When one combatant requests a Handicap, both are not provided one. The Handicap is requested in private, but will be announced in the Handicapped characters first post in an OOC addition.
Handicaps cannot be used in fights for Leadership or Territorial Disputes.

mediation


We have relayed the judging table here so you are aware of the skills you will be judged on and can post in attempt to win as many points as you can!

These are judged per post:
Defence - 10
How well and realistically did they defend their character against incoming attacks.
Offence - 10
How tactical were their attacks. Did they flow into one another to ensure a connection?
Clarity - 10
How clearly written was the post? Did it run smoothly, or was there confusion?
Injuries - 10
How well did they yeah portray injuries. If they're thrown a very well placed attack and it made a connect, how realistic were the injuries incurred?

These judge your character in the thread as a whole:
Tactical approach - 1-10
Over all, how did they approach their opponent? Were they clever and inventive? Did they take opportunities in lack of defence in their opposition to their advantage?
1 being no tactical approach. 10 being complete tactical approach.

Repetitiveness - 1-10
We're their attacks repetitive, did they use the same moves over and over?
Keep into account "tactics" when judging repetitiveness. Someone may choose to attack the same place more than once to gain the upper hand upon a more stronger oponent. So, if they've explained this clearly, mark them according. 1 being high repetitiveness, 10 being no repetitiveness

Attention - 1 - 10
How well did they pay attention to their combatants post? Did they react to each and every move? Did they ignore others that were clearly written?
1 being no attention. 10 being full attention.

Originality - 1-10
How well do they know their character? (Using statistics) How well did they play their agility and strength in conjunction to their combatants?
1 being unrealistic and neglectful. 10 being very realistic and aware.

Deductions-
Judge harshly, but fairly.
God modding - 10
Was their character indestructible? Fighting is a even working of give and take. How realistic were they? Did they evade too much?
1 being very godly. 10 being fair.
Power playing - 10
Did they take control of their combatants character? Making their eyes watch their character, falling into something, where it was not stated by the other player?
1 being very controlling. 10 being not controlling at all.

If you are Mediating a fight, please complete the "Mediated Combat" Form, in the forms section of the Guide Book.
Tips


Attacking - Don't just throw one attack per post, you are able to throw up to three minor attacks per post and two major per post, or two minor and one major per post. Make it harder for your opponent to evade and block your attacks; but be fair. If your character is faster, they can throw more minor attacks faster, if your character is stronger, they can throw major ones more often. Keep in mind the tactical approach to attacking too, if your character is smaller and not as strong as your opponent, hit them several times in the same spot; this will give the larger opponent a weak spot and somewhere that may cause a break or slow them down even further.

Evasiveness - On the note of being fair – you cannot evade/ block every attack, just as you cannot connect every time. Be realistic about the approach, did they throw some powerful hits? Know the statistics, if your character is faster, there is less chance they will hit you; but again, you cannot evade everything. Know your enemy as well as you know your character.

Endurance - Characters will tire the longer the fight progresses. That is why a fight for leadership is longer than a general fight, your character must be fit and able to lead their kin; but they are not gods. They cannot last forever and injuries take their toll.

Injuries – if you are hit, you will be injured. Imagine what it would do to your character, be descriptive and realistic about taking a hit. If your opposition is stronger than you, it's going to do more damage.

Don't worry if your opponent is Power-Playing or being unfair, these will show in their results; and if you think it was judged unjustly, contest the results and we will provide a second ruling by a different judge.

technical combat : introduction

Tech Combat is an old way of deciphering who is the ultimate fighter with speed typing and grammatical perfection.
It is not for the faint of heart and if you enjoy an adrenaline rush, then this is for you.
It is performed on a chat style basis, where replies are instantly received. Two combatants enter the chat, using an In Character format style of writing and type out the scene as they would on a forum style basis, but as the fight begins and progresses, it is a battle to be the first person to get out a reply first in correspondence to be the first to connect an attack to your opponent or evade an attack that was presented to you. The first person to type out a response is the winner of that "play"; this then continues for the desired amount of time selected by both combatants.



In this form of Battle, your brain must work fast and your fingers must work even faster. It will test your typing agility, thinking capacity and your skill in battle.

How well do you know your character?
technial combat : instructions


Speed: When the first attack is thrown, both combatants must fight for the next post by typing. The first person to punch out a reply first is the connecting hit/ evasive action for the next post, but there is no break.
For example: Person A is the instigator and throws the first attack; both combatants then write out their reply as fast as they can. If Player B can evade the attack and throw a counter attack (in the same play) before Player A can connect the attack to Player B, then the fight must carry on from the winning play without a break. So, Player B evades and Counter Attacks, if Player A enters his connect a second after Player B has already evaded, the play from player A is invalid and he must evade Player B's counter attack while Player B types out his connecting attack; and so it continues until the match ends.

The match end:
This can be done one of two ways.

The Tired Man - Playing out the entire scene until one of you tires. - This is usually not judged by a mediator as the winner is determined by speed and endurance.

Mediation Minute Madness – This is done in a controlled environment with a Mediator (Chosen anonymously by a member of staff or by the combatants.)
The two combatants agree on a desired amount of time, two-three minutes will normally suffice, but more may be wanted – and when they are ready, the mediator will post in the chat with “Start”, from there, the fight commences immediately as per the rules while the Mediator watches the clock. When the clock strikes the time, the Mediator will announce “Stop”.
Anything played after this is void and will not be counted; and the points are tallied.



Deciding the instigator before the match:
The combatants “meet” in the Chat Arena; they play out their scene before the match begins, and before the match begins they must specify whom is to throw the first hit. This can be done before the match minute or during the scene phase in OOC text (In brackets), we suggest the former.

Undecided instigator before the match:
You might wish to go into it full guns blazing. In this case there will be no instigator selected before the match. Instead, you play out the scene and whom ever attacks first is the instigator; this can really be the heart pumper as you do not know when the attack will come, you must always be ready for it.

judging


The winner is determined by the amount of connections made. If person A made more connections before Person B could retaliate, then Person A wins; and vis-versa.
Statistics are not counted in Technical Fighting; it is all about skill and speed in typing.

But, there are some factors that can make a play void:

  • Each play must have a minimum of 20 words.

  • It must have grammatical perfection (Capitols, commas where needed, fullstops etc.), with no spelling mistakes.

  • When referring to your opponent, you must use their entire name. (You may use him/ his/ her etc.)


The mediator must watch the match, if they notice a void before the other player responds, they interrupt by typing “void” and the match continues with each combatant trying to attack the other again.
If the other person responds before they notice the void, the play continues.

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