1: In the event that a dispute is unable to be settled with words and/or role play, one six-sided die is to be rolled by each of the two members involved. Combat will be resolved in favor of the member with the higher result.
2: In the event of a tie, the roll shall be repeated until there is a victor.
3: No matter the result, roleplay must be respected. The loser is still free to role play escape or submit to death or binding at the hands of the winner.
4: A character bested in this way is utterly defeated in that thread for the next twenty-four hours. Within this time the defeated character automatically fails any conflict. This applies only to threads in which the character has been defeated (ie: in thread 1 you are defeated and must wait 24 hours to act. However, your character in thread 2 is unaffected and may continue as normal.)
5: Players with rank higher than 'Member' recieve a constant bonus to thier die roll as a perk of thier station. This bonus is as follows:
Member: 0
Crew: +1
Vice Captain: +2
Captain: +3
This bonus is to be applied at the qualifying player's discression. Should a (for example) Vice Captain wish not to apply thier bonus for any reason, that is thier choice.
6: In the event of multiple combatants on either side of a conflict (ie: two or more people gang-up on one, or more than one person is fighting a force of more than one person):
One die is rolled for either side. The highest single player's bonus is added to that roll, then an additional +1 is added for each assisting player, no matter the rank or bonus. Example:
Larry the Vice Captain (+2) and his two friends, Member Jack (0) and Crewman Stan (+1) are ganging-up on Vice Captain Drew.
V.C. Drew rolls one die, adds his +2 bonus, and nothing else because he is the only person on his team.
V.C. Larry rolls one die because he has the highest bonus on his team. He then adds his +2 and an additional +1 for C. Stan, as well as an additional +1 for M. Jack (who normally gets no bonus at all). V.C. Larry's total bonus becomes +4 (Vice Captain status+Jack+Stan). Drew will be hard-pressed to win this one.
2: In the event of a tie, the roll shall be repeated until there is a victor.
3: No matter the result, roleplay must be respected. The loser is still free to role play escape or submit to death or binding at the hands of the winner.
4: A character bested in this way is utterly defeated in that thread for the next twenty-four hours. Within this time the defeated character automatically fails any conflict. This applies only to threads in which the character has been defeated (ie: in thread 1 you are defeated and must wait 24 hours to act. However, your character in thread 2 is unaffected and may continue as normal.)
5: Players with rank higher than 'Member' recieve a constant bonus to thier die roll as a perk of thier station. This bonus is as follows:
Member: 0
Crew: +1
Vice Captain: +2
Captain: +3
This bonus is to be applied at the qualifying player's discression. Should a (for example) Vice Captain wish not to apply thier bonus for any reason, that is thier choice.
6: In the event of multiple combatants on either side of a conflict (ie: two or more people gang-up on one, or more than one person is fighting a force of more than one person):
One die is rolled for either side. The highest single player's bonus is added to that roll, then an additional +1 is added for each assisting player, no matter the rank or bonus. Example:
Larry the Vice Captain (+2) and his two friends, Member Jack (0) and Crewman Stan (+1) are ganging-up on Vice Captain Drew.
V.C. Drew rolls one die, adds his +2 bonus, and nothing else because he is the only person on his team.
V.C. Larry rolls one die because he has the highest bonus on his team. He then adds his +2 and an additional +1 for C. Stan, as well as an additional +1 for M. Jack (who normally gets no bonus at all). V.C. Larry's total bonus becomes +4 (Vice Captain status+Jack+Stan). Drew will be hard-pressed to win this one.
