October 11, 2024 Something is happening in the Scorched Wilds. There is a battle raging between a familiar force and an unfamiliar one. What will you do? Help or hinder?
October 1, 2024 Spooky things are happening as the afterlife start walking among the living once again.
September 30, 2024 Louve Dieudonné manages to keep Wolfbron Bluffs in the family. What will happen between the Bluffs and the otherwise peaceful pride of Lorien Plains?
September 20, 2024 Ilarion Rurik challenges for Wolfbron, will the Dieudonné lead pride fall?
September 8, 2024War broke out once again in the Lagoon when a wedding had some uninvited guest arrive. The war results in the most death matches the island has seen at once. The Summit was challenged by Brighid with Talisa answering the call. After many years of the Summit have the same two leaders, the Summit changes hands. What will this mean for the balance of Amaryllis? A witch hunt has started by Luther and Miaran which seems to be turning things on an island that is full of magic.
August 25, 2024 War broke out in the challenge for the Lagoon after Cassius tries to take the Lagoon from Isla. The Cove remains with Miaran. The leadership of the Mire switches from Sigrún hold to Rike when Luther comes back to take his birthland back. Elephants push into the Rainforest and push out the lions there. Soon after Lucifer lays claim to his birthland and takes over the Rainforest.
June 27, 2024 Conflict and tensions rise as prides come head-to-head with one another across Amaryllis - just as Pyrrha and Cassius take the leap to try and claim (or reclaim) their own thrones.
May 24, 2024 Rulers continue to shift, family strife ensues, and, per usual, tensions seems taunt and always lingering on the horizon.
April 24, 2024 Things are rocky within Amaryllis as the Dieudonne clash result in three deaths and forces a shift in the rulership of Firnen Rainforest. With Caladan Cove freshly overturned as well, what will the consequenecss of these events be?
March 30, 2024 The lull has ended as a long standing family, the Dieudonné, launch death matches against their own. The Plains sees a challenge from a new comer, Aphrodite, and the quite pride is pushed into the spotlight.
March 19, 2024 A momentary lull has overtaken the lands of Amaryllis as its inhabitants attempt to find their footing and rebuild after a string of challenges. How long it will last, however, nobody can be quite sure.
February 11, 2024 The Mire has fallen from the Stärke family and is now held by Luther Rike. The change has stirred but the fighting nature of those on the island. The Brook finds a new leader with Icefang and Isla takes over the Lagoon after a storm pushes out the old leader. Reti finds himself the leader of the Hollows after Alexander is hurt. The Oasis finds a new leader in Léonie who is soon tested by Harou.
January 8, 2024 The snow has finally begun to melt anew, which means that the world is slowly returning to the much-anticipated summer season. With the various holiday activities and the other jests put on by Nafasi also coming to a close, it is safe to say that winter is finally over.
December 5th, 2023 Nafasi had pulled a cruel trick and has sent Amaryllis back into a renewed winter season! But it's not all bad, because the lands will also see a handful of holiday-themed events popping up as a result. To make things more interesting, a wayward trio of travlers have also arrived and are facilitating a mass competition between the prides, bands, and rogues -- formally dubbed the Amaryllis Winter Games.
December 2nd, 2023 The spring air brings forth a number of pride challenges. A familiar challenger for the Cove and the Oasis arrive to try to earn what they want. The new leader of the Lagoon is tested in battle as well. What changes will come from the challenges? Who will remain standing and who will find their world turned upside down?
November 27th, 2023 In a challenge between mother and daughter, the leadership of Wolfbron Bluff changes for the first time in 5 IC years.
November 22nd, 2023 Two death matches, one resurrection, and an almost-war later, the lands find themselves in a constant state of turmoil and calamity. Families have been torn apart and endless blood has been spilt; but how is it all going to end?
November 3rd, 2023 The lands stir violently as a death match rages on between Aeistrios Saxe and Morrigan Greyflood. Observers spill into the pit in droves to witness what will no doubt be a historic battle -- and it is clear that this familial fued is far from over, no matter who wins and who dies.
October 12th, 2023 With winter comes the surge of more pride challenges; Ludivine challenges Ryker for Firnen Rainforest and is victorious in her endeavors, meanwhile an outcropping of maims breaks out on the sidelines. In a shocking turn of events Luther returns to challenge Bruno for Ecrosia Mire, will the former heir prove victorious or has Bruno got what it takes to keep his brother's ambitions at bay? This has undoubtedly shaken things up as Bruno declares war against Andal Oasis and Allies in the process!
October 05, 2024 Check out our Fall update. There are a lot of changes and some fun new things!
October 01, 2024 Halloween has come to Amaryllis in the spring! Check out the Spooky Time Fun we have going on, complete with scavenger hunt and ghostly hauntings! There might even be something going on in the Scorched Wilds, for those brave enough to look.
July 15, 2024 We have released our official summer update/patch. It includes a lot of important information so make sure to read it through!
July 12, 2024 Our summer break is here! Learn more here! It will end on the 26th of July.
July 1, 2024 Our summer break is coming up soon! Learn more here!
June 27, 2024 The June Posting Raffle is coming to a close this weekend, so get your posts and ticket counts in!
May 28, 2024 Our June posting raffle is posted for sign ups! Sign up here. Be sure you vote for your favortie banner! Seasons banner contest voting!
May 23, 2024 The Guidebook has officially been updated with the new trade perks, as per the revamp. Please ensure that you are changing your trades or picking your perks from the pools (if applicable) in this thread.
April 19, 2024 We are entering the next phase of our trade perk revamp and testing with the launch of our soft opening, which includes the new perks going live and changes being able to be made to characters. Please read the thread in its entierty. Additionally, this is a reminder that you have until May 9th to exit your double exp threads!
April 01, 2024 Our Spring Update is a MASSIVE update! New trade perks are annouced, changes to leadership and prides, new ranks, and more! Be sure to read it over! After you are done, be sure to head to member testing to give the new trade perks a test drive!
March 19, 2024 With our site-wide double trade experience event now fully underway, the Admin team would like to bring our official 2024 Site Fundraiser to everyone's attention. We rely on our members to keep the site going, and are offering a wide range of gifts and prizes - please take a look!
February 13, 2024 It is time for our 2024 Community Check In. This survey covers OOC areas, IC areas, and a few other things that staff are looking to gain insight on. This is very important to us so please take the time to answer the questions. You have until March 11th to finish this survery. Once complete, you can claim an item from the shop or 150xp. More details are in the survey.
January 25, 2024 Site update! Please review some changes to the site here.
January 8, 2024 Happy New Year and welcome back from our site-wide break! We're looking forward to picking things back up, and hope that everyone feels refreshed.
December 2, 2023 Fa la la la la, la la la la! It's finally December, and we all know what that means — holiday events, woohoo! We will also be having a site break December 22nd - Jan 5th.
November 28, 2023 We are looking for input on the trade system revamp. Learn more about it and the raffle here!
With the last of the rainfall seeming to have swept across the peninsula, summer days await! The days are warm, though comfortable, and peeter off into more mild evenings while the humidity remains low. It is the perfect inbetween until things transition towards more sweltering temperatures, so best enjoy it while it is here.
All site-based items on Amaryllis are copywritten to the owners. Characters are copywritten and owned by their creators. Amaryllis is currently owned by Ice and Irish.
Themes coded by Dusk. Full credits here.
All official fights work on a member-run dice system that is integrated into the site and that cannot be tampered with. This means that members perform their own dice rolls within fights posts. This page will explain how our fight system works and how to perform your own dice rolls.
Your character’s dice values are found in their IC profile, and are listed as "hits", "dodges", and "luck". Use these numbers when performing rolls in your fight posts.
It is your responsibility to keep their dice, including age and any trade perks, up-to-date and to request changes to their modifiers as needed.
Dice numbers must typically match what is written on the character's profile. Pending updates or updates requested after a fight has started can NOT be used for fight rolls, and dice cannot be updated mid-fight.
A character's IC timeline should be used as a guide for applying wounded rolls and other dice penalties.
Fight posts must be a minimum of 100 words.
As soon as fight stats (round, challenge type, etc.) are added to a post, even if fighting has not started, it is considered a fight post and all rules apply.
The dice do not have any impact on the written portion of the fight posts. The dice are an OOC tool used by Staff to determine the winner.
After reading through this page, you can also check out our supplementary guide on writing fight posts here, and take a look at an example fight here.
*You may have fights with pre-planned outcomes that do not use the dice system, but Staff will not intervene in these scenarios and it will impact what trade experience can be claimed.
How It Works
You will roll 3 sets of 20-sided dice for every round of the fight. These sets correspond to your character’s hits, dodges, and luck for that round. Each character rolls their own dice.
Hits: How many hits your character lands. You must roll an 11 or higher to successfully hit. At the end of the fight, your opponent's dodges are subtracted from your hit count.
Dodges: How many attacks your character dodges. Again, you must roll an 11 or higher to dodge. At the end of the fight, your character's dodges will be subtracted from your opponent’s hit count.
Luck: If you roll a 15 or higher, you receive an extra hit.
At the end of the fight, post in Fight Updates and Staff will tally the results and announce the winner.
The winner is determined by which character has the most successful hits at the end (after subtracting their opponent's dodges).
To be official, the Staff-tallied results must be posted to the thread.
For any fights that do not incur a wounded roll (spars, dominance, claims/thefts, rank challenges), you are free continue the thread before the results are posted, if you wish.
However, no petals or trade experience can be collected and usergroups cannot be changed until the official results have been posted and your character has exited.
Any fights that incur a wounded roll (pride challenges, maims, death matches) must wait for the official results before the thread can continue.
Necessary Codes and the Dice Roller
In all official fights, you will be doing three separate rolls per post, per round of the fight. One roll is for hits, one roll is for dodges, and the other roll is for luck.
In the codes below, you will replace the "#" with the corresponding numbers found in your character's IC profile.
Pending updates or updates requested after a fight has started can NOT be used for fight rolls, and dice cannot be updated mid-fight.
Forgotten or mistyped dice coding can be edited after posting.
Always try and remember to tag your fight partner, as per the form below.
Each action has their own BBCode to use in your post, as follows:
Every fight post should include the following information at the bottom:
@Who vs. @Who
Challenge Type
Round # / #
Hits: [roll=#d20]
Dodges: [roll=#d20]
Luck: [roll=#d20]
replace the "#" with the numbers shown in your character's IC profile.
Types of Fights
All fights use the same amount of dice. Different types of fights have different amounts of rounds.
All fights have a maximum timer of 72 hours between posts.
Failure to post within this timeframe will result in the fight defaulting.
If a fight defaults, you can agree OOCly to ignore it and continue the fight if all parties (including those involved via a claim, for example) agree. Experience and petals are gained based on the default
Some types of fights, like thefts, require a character to have a certain rank. Review the Pride Ranks page for all of the rank abilities before challenging.
Practice Spars: 3 rounds. For characters to sharpen their skills and for players to practice the system.
Dominance: 3 rounds. Fighting another character for dominance, for whatever reason. Can be a multi-lion fight.
Removal from thread: A character can be attacked again, regardless of winning or losing fights (to include DMs) if they remain in a thread and are causing trouble over three posts (taunting, poking at, etc) and have been told to leave, stop, etc in at least three posts.
The attack can only be a dominance match.
Rank Challenges: 3 rounds. Challenging for a rank in a pride that your character is already a part of. Leaders get the ultimate say on who gets what rank, regardless of the fight outcome. 1 versus 1.
Theft: 3 rounds. Challenging to steal a cub or member from another pride (female High Sovereigns are immune). After a successful theft challenge, the stolen member is subjected to a cooldown of 2 OOC weeks. This means they are unable to be challenged for again before the cooldown has ended. Can be a multi-lion fight.
Claiming: 3 rounds. Fighting a character to claim a rogue or cub into your pride, or fighting another ranked member to keep them from claiming someone. After a successful claim, the claimed character is subjected to a cooldown of 2 OOC weeks. This means they are unable to be challenged for again before the cooldown has ended. Can be a multi-lion fight.
Imprisonment: 3 rounds. Fighting to take someone into your pride as a prisoner. Only valid during wars and raids. High Sovereigns are immune. After a successful claim, the claimed character is subjected to a cooldown of 2 OOC weeks. This means they are unable to escape or be challenged for again before the cooldown has ended.
Freedom: 3 rounds. Fighting to free a prisoner from another pride. After a freedom challenge, the character is subjected to a cooldown of 2 OOC weeks. This means they are unable to be challenged for again before the cooldown has ended. Can be a multi-lion fight.
Minor Maim: 4 rounds. Fighting to minor maim another character in some way. 1 versus 1.
Major Maim: 4 rounds. Fighting to major maim another character in some way. 1 versus 1.
Pride Challenges: 5 rounds. Challenging another pride leader for control of their pride. 1 versus 1.
Death Match: 7 rounds. Fighting to get a death grip on another character. These fights could end in death, de-escalate into a maim, or end in giving mercy, depending on the winning character. 1 versus 1.
Fight Summons
Typically, if you are in a thread with a character you would like to fight, you can challenge or initiate fights against them as you wish (within their PVP restrictions). However, there are some exceptions if you are creating a new thread with thenintention of initiating a challenge.
Creating a thread and initiating a dominance, maim, or death match challenge and summoning the opponent into the thread is non-enforceable. The character you are summoning to fight is not required to respond, unless they are already in the thread.
If the character decides not to show up to these summons, there will be no consequences for them.
If the character decides not to show up, your character can continue hunting them and attempting to locate or intercept them in other threads.
Claims, thefts, rank challenges, pride uprising matches, and pride challenge must be responded to, whether they are a summons or occuring within a pre-existing thread. Failure to respond to these challenges within 72 hours will result in a default loss, and the consequential loss of the member/pride.
Number of Dice and Modifiers
The base amount of dice for hits: 5d20
The base amount of dice for dodges: 5d20
The base amount of dice for luck: 5d20
These amounts can change depending on your character’s age, size, and any trade modifiers they might have. If your character levels up their trade or ages up, you can request an update to their dice in Trade Updates. It is your responsibility to keep your character's dice up-to-date, as Staff will not do this for you.
Age and Size: Your character's age and size will play a role in their dice.
A larger, bulkier character will have an advantage attempting hits, but will not be able to dodge as easily. A smaller character will not have as strong of a hit, but will be quicker and be able to dodge more easily.
Likewise, an older, more experienced character will have an advantage in fights, while a younger character will face a penalty for their age. Elder characters also infer an age penalty.
Age Modifiers 1 month to 4 months: 0 hit and 0 dodge dice, no size modifiers
5 months to 1 year: -3 dice to hit and dodge rolls
1 year: -2 dice to hit and dodge rolls
2 years to 4 years: - 1 dice to hit and dodge rolls
5 years to 10 years: No penalty
11 years to 13 years: -1 dice to hit and dodge rolls
14 years to death: -2 dice to hit and dodge rolls
Size Modifiers Colossal: +2 dice to hit roll | -2 dice to dodge roll
Large: +1 dice to hit roll | -1 dice to dodge roll
Medium: No penalty
Small: -1 dice to hit roll | +1 dice to dodge roll
Extra Small & Dwarfism: -2 dice to hit roll | +2 dice to dodge roll
Example: Bob is 2 years old and large in size. Starting with the base dice amounts of 5d20, his dice will be adjusted accordingly.
Bob loses 1 dice from his hit and dodge rolls because he is 2 years old, leaving him with:
But, Bob also gains 1 dice to his hit roll and loses 1 dice to his dodge roll because he is large in size. Bob’s profile will show the following final dice amounts, which should be used anytime he is in a fight on-site:
Trade Perks: Leveling up your character’s trades will help give them advantages in fights. Like the size and age modifiers explained above, these perks will increase the number of dice in their fights rolls.
Dice Reductions for Physical Hinderances: Members are allowed to manually reduce their's characters dice in fights and hunts, at their discretion, to account for any physical hinderences and disabilities. This will not be reflected in the official dice thag are found in a character’s profile, and you may only reduce dice, not add additional dice.
Disqualifications
There are ways to be disqualified and to automatically lose fights, either by breaking the rules, tampering with the dice rolls, or abusing the system. As this is not a Staff-mediated system, please inform an Admin if you see someone breaking any of the fight rules.
Not Meeting the Word Count: All fight posts must meet the 100 word count minimum.
Running Out The Timer: Not posting with the allotted fight timer window (72 hours) will result in a default. If both parties agree to waive the timer, that is permitted except for in the case of pride challenges.
Dice Editing: No changes to the dice are allowed to be made after they have rolled. Changing the dice in any way will result in a default. If you make a mistake with the coding and the dice do not roll, you may edit to fix that issue but you can not change the dice in any other way.
Not Taking Damage: Damage is required to be taken in all fight posts, but realistic counters are permitted.
Powerplay or Godmodding: While it is a dice-controlled system and the dice will determine the winner, we expect all members to be considerate and put some effort into making well-rounded fight posts. You still must use attempt words (try, attempt, aim, etc.) for every attack and re-position your character makes. You also need to allow your opponent to ultimately choose the location and severity of the damage they receive.
Major PP/GM: Only egregious PM/GM will be reviewed by the Fight Club. This does not include small or moderate examples of over-movement, confusion about lefts and rights, or uncertainties about positioning or attacks, and so forth. Extreme instances include god-like behaviour, extreme lack of realism, controlling someone else's character, etc. In these circumstances, the fight will instantly default and the PP/GMing character will lose.
You are expected to either (A) discuss and work it out with your roleplay partner, (B) work with the information you're given the best that you can to formulate a reply, or (C) ask the Fight Club for help in responding.
As long as you are doing your best and not exploiting the system, there should be little stress in regards to worrying about a full default. Focus on doing the post, meeting the minimum requirements, and letting the dice do the work.
If someone makes a post that seems confusing or you’re unsure how to respond, please reach out to them for clarification. If you need additional help, you can reach out to the Fight Club for guidance on how to respond.
The Fight Club and Sr. Staff team has the final say on any disqualifications or suspected instances of powerplaying or godmodding. Each situation is assessed on a case-by-case basis.
Escaping
You may attempt to escape a fight or claim that has been started against your character. Like attacking and dodging, there is a roll attempt that goes with this.
To attempt to escape a fight, insert [roll=1d10] at the bottom of your post. If you are a Level 3 Sleuth, insert [roll=2d10].
You need to roll an 8 or above to successfully escape.
When making an escape attempt, you forfeit your hit and dodge rolls for that round. If you are rolling for an escape, do not roll hits or dodges.
Be sure to take damage and realistically attempt to escape the fight.
Attempting to escape a fight will also nullify your character’s ability to hide within a thread, including the use of any hiding trade perks.
Example: If your character is hidden in a thread and there is a subsequent theft challenge for them, attempting to escape the fight will void their hidden status.
After posting, the dice will dictate whether or not you have escaped, and your opponent will reply accordingly.
If you fail to escape with the first attempt, you may attempt two more times per thread, for a total of 3 escape attempts per thread.
Remember: if your character does escape, others may track them down and attempt to challenge them again. It does not guarantee safety.
Interferences
Some types of fights can be interfered in by other characters, and others can't be, unless otherwise dictated by trade perks.
Theft challenges, claims, and dominance matches may be interrupted.
Parents of cubs are allowed to step into a maim or death match that is made against their cub without penalty as long as the parent's PVP is set properly.
Only applies to those under a year and can only be protected by a birth or adopted parent (adoption must be official PRIOR to stepping into the fight).
Rank challenges, pride challenges, maims, and death matches cannot be interrupted.
Multi-character fights still have all timers and all other fight rules applied to them.
Starting a fight in order to prevent another fight from happening is considered to be an interference. If Character A is in a fight or in a pending fight (round 0), that fight needs to finish or default before another fight can be initiated against them in that thread (if permitted by current fatigue and fight system).
Any illegal interferences will result in the post being deleted.
Multi-Lions Fights: Theft challenges, claims, and dominance matches may be interrupted and become multi-lion fights.
Any interferences or additions must happen before the second round of the fight has started. This is to prevent confusion with the rounds.
Can have a max of three fighters per side.
A member cannot have multiple of their own characters on the same side of a multi-lion fight.
If a single lion defaults and/or does not post within the allotted time, they are removed from the fight and barred from continuing. However, this does not default the entirety of the fight. The remaining parties can continue fighting, even if one lion has defaulted.
Hiding In Threads & Being Found
Some characters try to spy or hide in public threads, but this is not guaranteed to always be sucessful. In other words, without specific trade perks, they always have a chance to be found by others in the thread.
Hiding: The only time you are guaranteed to remain hidden is is if your character is a Level 5 Sleuth or if another character has attempted to find you, and failed.
Level 3 Assassins and Pathfinders have a 50% guarantee of remaining hidden in any given thread. To do this:
Start by posting in the thread that you want to hide in, and insert [roll=1d2] at the bottom of your post.
Rolling a 1 means that you are successful, and cannot be discovered in that thread by others.
Rolling a 2 means that you are not successful, and can be discovered in that thread by others, if you choose to keep hiding.
Being Discovered: Characters who are trying to locate someone in hiding need to make a post trying to find the hidden character and insert [roll=1d10] at the bottom of their post.
Rolling a 1-5 means that the other character is successfully hidden and cannot be discovered in that thread, by anyone.
A hidden character can only be attempted to be found once per thread, by anyone. No other characters can attempt to find someone that has already been deemed successfully hidden by a dice roll.
Rolling a 6 or higher means that your character has successfully found the hidden character, and can react accordingly in their next post.
If your character was hidden and got discovered, you can attempt to escape the thread using the escape dice, explained above, or you can choose to face the other character.
Becoming Wounded & Healing
Getting involved in fights has its consequences. Any characters who are involved in pride challenges, maim challenges (minor or major), or death matches will be subjected to a wounded roll after the fight has finished.
The losing character (by dice or default) will automatically be considered wounded and receive a dice penalty, which will be posted with the official fight results.
This means that they will lose -1 dice from their hit and dodge rolls until they heal. This will be reflected in their profile.
The winning character will be subjected to a wounded roll, which will be posted with the official fight results. This will be rolled as 1d5 in Discord, by a Sr.Staff member.
Rolling 1-2 means that your character is not wounded, and will not have a penalty.
Rolling 3-5 means that your character is wounded, and will have -1 dice subtracted from fight rolls until they are healed. This will be reflected in their profile.
Being wounded from pride challenges or minor maims will heal on its own after 2 OOC weeks. This can be sped up with the help of a qualified medic (see below).
Being wounded from major maims or death matches will heal on its own after 4 OOC weeks. This can be sped up with the help of a qualified medic (see below).
All wounded characters and their timers will be logged in the Wounded Log. You must notify Staff in Trade & Dice Updates when your character is healed to have their wounded penalty removed and their dice stats returned to normal.
After a battle and receiving a wounded roll, your character should seek out healing from a qualified medic. You can use healing rolls to speed up the healing process, or let the healing timers run out on their own.
Pride challenges and minor maims require 2 OOC weeks to heal on their own.
Major maims or surviving a death match require 4 OOC weeks to heal on their own.
Healing rolls (found below) can only be performed once per injury.
If you want to use the dice system to speed-up healing, here’s how:
For Pride Challenges and Minor Maims: Thread with a qualified medic (level 2 or above) and roleplay gathering herbs, talking about the injury, etc. After 5 posts of back-and-forth, the medic can then add [roll=1d10] to the bottom of their post. As per their trade perk, Level 3 Medics or above receive an extra dice for healing wounded rolls, and can roll twice ( [roll=1d10] [roll=1d10] ) instead. The highest number rolled determines the outcome.
Rolling a 1 is considered a critical fail, and 1 OOC week will be added to the healing time.
Rolling a 2-5 is considered routine care, and there will be no changes to the healing time.
Rolling a 6-10 is considered a success, and the healing time will be cut in half.
For Major Maims and Death Matches: Thread with a qualified medic (trade level 3 or above) and roleplay gathering herbs, talking about the injury, etc. After 5 posts of back-and-forth, the medic can then add [roll=1d10] [roll=1d10] to the bottom of their post. They automatically roll twice because of their level 3 trade perk. The highest number rolled determines the outcome.
Rolling a 1 is considered a critical fail, and 1 OOC week will be added to the healing time.
Rolling a 2-7 is considered routine care, and there will be no changes to the healing time.
Rolling a 8-10 is considered a success, and the healing time will be cut in half.
Fatigue System
Characters are permitted to engage in multiple fights per thread on Amaryllis. However, there are some guidelines surrounding this -- the most prominent being the Fatigue System, which accounts for realism and energy depletion when a character in partaking in back-to-back battles.
Basic Guidelines:
If your character wins in a pride challenge, maim, or death match, they can only be in another fight if they are the ones who initiate it. In other words, winning one of these types of fight means that they can not be attacked again in that thread, and that it is your choice to have them fight more or not.
This does not apply in the context of a raid or war. In raids and wars, this stipulation is reduced to only cover death matches - meaning that maims and pride challenges are free-game and do not come with additional protection.
Characters can continue fighting in a thread until they: (a) lose a fight, or (b) have the sum of their hit and dodge dice reduced to less than 4.
Reducing Dice as Per the Fatigue System:
Hit and dodge are reduced by a sum of 2 for every subsequent fight in the same thread that reaches at least round 2. See below for examples on what this looks like.
If your character’s hit or dodge are reduced to 0 but they are still above the 4 dice threshold, you still need to reduce their remaining dice for a sum of 2 for each subsequent fight.
Luck dice are excluded from the fatigue system and do not reduce.
Dice are also reduced for incurring wounded rolls.
This means that, as long as a character continues to win, they can engage in any amount of fights until the sum of their hit and dodge dice falls to less than 4.
If a fight defaults, is escaped from, or is forfeited before round 2, fatigue dice will not apply to either party. However, the loser (in the case of a default or forfeit) will still be unable to engage in other fights.
Adjusting the dice for multiple fights in a thread is the responsibility of the players. Failure to deduct dice for subsequent fights in a given thread will result in an instant disqualification and loss, with no exceptions.
Staff also cannot always monitor these types of threads and situations. If you see someone breaking the fight rules and you are a part of the fight, please bring it to Sr. Staff immediately.
EXAMPLE 1: Bob’s dice are 7-5-5. As he continues to fight in a war and assuming that he does not lose any fights or incur any wounded rolls, his dice would fall accordingly:
Fight 5 is the last fight that Bob could engage in. This is because, in Fight 6, the sum of his hit and dodges dice is only 2, which is below the 4-dice threshold.
EXAMPLE 2: Jane’s dice are 4-5-5. As she continues to fight in a war and assuming that she does not lose any fights, her dice would fall accordingly:
Fight 3 is the last fight that Jane could engage in. This is because in Fight 4, the sum of her hit and dodges dice is only 3, which is below the 4 dice threshold.
EXAMPLE 3: Sally’s dice are 2-8-5. As she continues to fight in a war and assuming that she does not lose any fights, her dice would fall accordingly:
Fight 4 is the last fight that Sally could engage in. This is because in Fight 5, the sum of her hit and dodges dice is only 2, which is below the 4-dice threshold. Sally also lost 2 dice from her dodges in Fight 4 because her hits had already been reduced to 0.
IF YOU WIN A FIGHT
If your character wins a fight, they can continue challenging or be challenged until they (a) lose a fight, or (b) have the sum of their hit and dodge dice reduced to less than 4.
If, at any time, the sum of your character’s hit + dodge dice reach less than 4, regardless of how many fights they have been in during the thread, they will be considered 'out' and cannot engage in any more fights.
If this happens to your character, you may play out the results as you wish, so long as they do not engage in more fights. They can pass out, run away, hang on the outskirts of the thread, etc.
IF YOU LOSE A FIGHT
If your character loses a fight, they are barred from engaging in any other fights within that thread.
Once a character has lost a fight, they cannot attack or be attacked again in that thread unless OOC permission is given.
The only exception is for characters who have the associated Paladin or Barbarian trade perks.
Level 2 Barbarian/Paladin Perk: "Able to fight/defend (respectively) another character after losing a fight."
Having this perk means that your character can engage in another fight in the same thread, even after losing.
Even when using this perk, their dice still need to be reduced by a sum of 2 per subsequent fight.
If they lose again, they are out for good.
IF YOU FORFEIT A FIGHT
If your character forfeits a fight, the round they forfeited in dictates whether or not it is considered a loss and if they can continue fighting within that thread.
If your character forfeits/stands down from a fight before round 2, the fight will be considered void and they will be able to fight/be challenged again in that thread. They will not incur fatigue dice.
If your characters forfeits/stands down from a fight after round 2, the fight will be considered a loss and they will be unable to fight/be challenged again in that thread.
The Paladin or Barbarian trade perk can still be used in this scenario.
Skirmishes, Raids, and Wars
Raids, skirmishes, and wars are each unique situations that revolve around fighting, and so they are treated a little differently in terms of their guidelines and rules. Raids and wars are logged OOCly here. Skirmishes are not logged.
All three scenarios are all defined as mass-fights between two or more factions (prides, families, etc.) that is the climax of conflict resulting from an IC build-up. From an OOC perspective, they share the same speciality rules that were outlined above, but have different sets of qualifiers.
In order to have the status of a prospective skirmish/raid/war verified and to have it announced, please post in Fight Updates and utilize the appropriwte form. The Soul of the Warrior account will then post to declare that the thread has officially reached its respective status, and all speciality rules will then apply.
Basic Guidelines:
Any pride member, regardless of rank, can protect members of their pride and members of allied/pact prides against theft.
Allies and pacts must be roleplayed and made official IC before the start of the skirmish/raid/war thread and be listed as such on the pride page to count for this perk.
A lion cannot attack or attempt to steal the same character twice. They also cannot attack characters who have already lost fights in that thread.
Interference rules still apply.
Lions can engage and be challenged to multiple maim matches and wounded rolls are still at play.
If your character wins in a death match during a skirmish/raid/war, they can only be in another fight if they are the ones who initiate it.
In other words, winning a death match means that they can not be attacked again in that thread, and that it is your choice to have them fight more or not.
Like all threads, exits are only valid after 72 hours have passed with it being uncontested.
During that 72-hour period, characters attempting to exit can be stopped, attacked (within the above guidelines), etc. by other characters. A character can only be stopped from exiting once per thread.
SKIRMISH STATUS
Skirmishes involve random small groups or pairs of fighting. This is when there are no clear sides to the fighting or conflict.
A thread is bumped to skirmish status when 5 or more fights have been started in a single thread.
A skirmish can be bumped up to war status if two clear factions/sides form and at least 4 additional fights (totalling 9) have been initiated between those sides.
RAIDS STATUS
RAIDS ARE CURRENTLY PAUSED PENDING MECHANIC MODIFICATIONS
Raids involve the invasion of another pride's territory by a separate pride with the intention of stealing members, resources, or depleting strength.
Only one raid can happen against a given pride at a time.
Only marked members can take part in a raid
The pride initiating the raid must have a raiding party that consists of at least 5 pride members, and at least one of these needs to hold a leader rank or the rank of Lead Fighter.
Once the intention has been made ICly (crossing the pride’s borders) and at least 5 members from the raiding pride have posted, the thread can be considered an official raid and can be requested.
During a raid, any member of the raiding pride can make claim/theft challenges, and any member of the defending pride can defend against them.
Allies wishing to help on either side of the raid need to post within 24 hours of the official raid announcement in the thread.
If the pride being raided loses 50% or more of the fights posted within the first week of the thread’s creation, they lose the raid and also lose one (1) pride tier.
This is capped at 1 pride tier per raid lost.
If the pride being raided wins more than 50% of the fights posted within the first week of the thread’s creation, they win the raid and no one loses a pride tier.
After a raid has finished, the pride that was raided will be placed on a two-month raid cooldown.
Once a thread is officially declared a raid, characters will also have the ability to initiate a Prisoner Challenge against the opposing party. PVP is still in play, but all lions, regardless of sex or age, will run the risk of being taken prisoner. Pride leaders dictate who in their pride can take prisoners during raids and wars, and it must be listed in their pride laws.
WAR STATUS
Wars involve clearly defined and opposing factions (which could be made up of prides, families, or other groups) engaging in battle against one another for an ICly-developed reason. These factions need to be clear and easily distinguishable.
A thread is bumped to war status when at least 8 fights have been started in a single thread and the criteria above is met.
Once a thread is officially declared a raid, characters will also have the ability to initiate a Prisoner Challenge against the opposing party. PVP is still in play, but all lions, regardless of sex or age, will run the risk of being taken prisoner. Pride leaders dictate who in their pride can take prisoners during raids and wars, and it must be listed in their pride laws.
Fight Club: What It Is
The Fight Club is an OOC site team made up of community members, which is monitored and assisted by Staff, that helps tally fights and keep things moving.
The purpose of the Fight Club is to help Sr. Staff with tallying fights and reducing limbo.
If you need help with general questions about the fight system, please reach out directly to Staff via the fight ticket system in discord.