Class Restrictions

There are no class restrictions. Classes are merely a descriptor tool used for both characters and their abilities in roleplay.

Every character, no matter their race, class, or physical build, has five health points maximum. Every successful attack roll deducts no more than one health point.


This is a medieval/renaissance-fantasy setting, so there is some leniency when it comes to certain technologies. As a general guideline, avoid weapons that are of the late 19th-century design (late 1800s) or newer. The only guns allowed are hand cannons, matchlocks, and flintlocks. In combat, these weapons require one round to reload, during which the reloading character cannot attack. Only one of these weapons can be reloaded by one character at any time. If using gunpowder, these weapons cannot be used in very humid or wet environments.

Types of Combat

Dice Pool

Dice pool rolls are the primary means of combat on this sim. This method takes levels and skill ranks into account with every roll. Every character involved in a combat scene gets one roll per round, where a round is defined by the time it takes for a full round of posts/rolls from all participants. Characters will Skill Roll against each other, with the winners being determined by the higher number of Successes. In the event of a tie in combat, the winner is the defender. To put it simply, “Meet does NOT beat.”

Flat Dice

If players wish to participate in more random combat without their levels being considered, they may roll flat dice against each other. All players involved must agree to this.

Free Form

To fight without using the Dice HUD, both players must agree to Free Form combat. If players cannot agree, players and characters must either work out their differences, write their character out of the scene, or void the scene entirely. If they cannot do this, they may contact an Admin for assistance.

Dice Combat


To begin Dice combat, all players involved must roll Initiative using the Roll Initiative option in the Sigil HUD. Highest roll will go first, and the rest will follow in descending order.

Initiative can be rolled in advance of combat if participants feel that rolling initiative directly before might break the post flow.

Once Initiative is rolled and combat has begun, more players may join at any time with or without the consent of any combatants. However, players may not show up to a fight because they heard about it Out of Character. Characters must have an in-character reason for being present at the scene.

If your character wishes to use something at their disposal to “call for backup”, they may do so. No matter the method–telepathy, a rune stone, a message-carrying pet, etc.–this requires two rounds, one to prepare the message and one to send, during which their opponent has exactly one chance to interrupt this “call” by using physical force, magical interference, knocking out the fleeing pet, etc. The player “calling for backup” must describe this method and/or make their intentions very obvious. The opposing player must then roll against the other character and succeed to prevent the message from being sent if they wish to do so. Players “calling for help” cannot attack during those two rounds.

To join combat, players must make an introductory post to establish themselves in the turn order (and give their character a chance to see what’s going on) then wait for their next turn before rolling to attack.

Normal Attacks

After Initiative is determined, the player with the highest Initiative may attack the character of their choice. To do so, they must make a post on their turn describing their attempted attack, be it magical or physical, and use the Skill Roll function of their HUD to roll against the character they intend to attack. If their number of successes is equal to or higher than the target's number of defensive successes, the attack succeeds. All characters get one attack per round. To view the Combat Skills available to characters, refer to the Skills page.

Surprise Attacks

A player may make one attack before Initiative is rolled as a surprise attack. If Initiative has already been rolled or combat has begun, players may no longer attempt a surprise attack. If your character wishes to attack another mid-conversation or mid-staredown, they may do so. Once the roll has been made, if the opposing character wishes to retaliate or the attacking character wishes to continue attacking, Initiative must be rolled.

Area of Effect Attacks

Area of Effect attacks (AoEs) are any attacks that target more than one character. These attacks are only available to characters that have put points into the corresponding Advanced Combat Skills.

A player may make an Area of Effect (AoE) attack once every three rounds. Each target of this AoE skill must use the Skill Roll function of their HUD to roll their defensive action. If the number of defensive successes is less than the number of offensive successes, that player takes one point of damage.


Characters that use magic specifically to control another character’s actions or read another character’s mind, beyond what the skill page indicates, must have OOC consent from the target player’s character before any attempt can be made.

Attempts made without clear consent are automatic failures no matter the outcome of the roll, and the roleplay scene may be subject to voiding/retconning. Any magic used to circumvent a player’s limits is considered Godmoding and harassment and will be dealt with accordingly.

The need for consent does not apply to Illusion magic, or what might be considered “external” mind-affecting magic–causing fear or creating a terrifying illusion, for example, but not prying into their thoughts or memories. Illusions and “external” mind-affecting magic do not require consent, but do require a successful roll against the target to determine if the target realizes that they are being tricked and can snap out of it.

Crowd-Control and Status Effects

Crowd-control skills are used to force a character to do something outside of their initial intentions. For example, if a character is the victim of a Mass Fear skill, they may become so terrified by illusions shown to them that they are unable to move for two rounds. The inability to move for whatever reason is referred to as “staggering”. During this time, they may not move, attack, or escape.

Crowd-control skills are limited to the following skills: Illusion, Taunt, and Subterfuge. Players must roll one of those three, or one of the advanced skills that those three categories cover, in order to perform a crowd-control skill. Refer to the Skills page to determine the Skill Roll and the effects upon success.

Status Effects


For the duration of the effect, the Staggered character may not move, attack, or attempt to escape combat.


For the duration of the effect, the Weakened character may not add any combat dice to their offensive or defensive skill rolls. Their rolls must consist of their chosen attribute only. For example, instead of using “Guts, Block”, they must only use “Guts”.


A Confused character can no longer separate friend from foe, and is forced to roll their offensive skills against the closest ally for the duration of their Confusion.


A Charmed character becomes very suddenly loyal to their opponents and must use each turn during the duration of the Charm to heal the closest opponent.


A player may use two turns to heal one health point–one turn to “charge” or “prepare”, and their second turn to follow through. A character may not attack during either of these turns.

Area of Effect Healing

Once per combat encounter, a player make use three turns to heal one health point for multiple characters–two turns to charge/prepare, one to follow through.

Shifting During Combat

A druid, werewolf, or another type of shifting character may shift from one form to another during combat. Note that this will not give any advantage–shifting will not restore health points, nor will it cause attacks to deal more than one point of damage. Shifting requires one turn in which the shifting character cannot attack.

Fleeing Combat

If a player wishes to escape combat, they have a few options. Obviously, they may speak privately with the player of the attacking character and work out a way for their own character to escape. If they wish to use the HUD to get away, they must choose one of the Movement skills to Skill Roll and succeed against an opponents' Movement skill rolls to counter. In a group combat situation, the fleeing character must roll their combat skill against one opponent out of the group they are fleeing from (opponent being nominated or chosen by said group) and must succeed against that single person.

If they have put points into the Smokescreen or the Entangle skill and succeed against all opponents, they are also free to flee.

Free Form Combat

Considering the requirement for all players involved to consent to Free Form Combat before combat begins, the rules are far less rigid. We strongly encourage all players to be civil, to be fair, and to not be afraid to lose every now and then.

When Health Points Reach Zero

Every character, no matter their race, class, or physical build, has five health points maximum. When their health points drop to zero after taking five hits, the character falls prone. From there, the victor has a few options:

  • The character with zero health points falls prone for two rounds, during which they cannot attack or defend themselves.
  • The victor may render a prone character unconscious for a duration agreed upon OOCly.
  • The victor may capture a prone character after obtaining the prone character’s player’s consent.
  • The victor may simply accept the victory and walk away from the finished fight.

After combat, the character whose health points fell to zero must take some time to recover, and may not re-enter combat for a minimum of 24 hours. They may visit a healer to speed up the process, or simply recover on their own. We ask that players use their best judgment.

"By the Skin of the Teeth"

As a countermeasure to ganking, if a character's health pool is reduced from 5 to 0 before that character's turn during the first round of combat, they gain 1 health point until they make a move. They must make a move at the next available opportunity (their turn). This is to let the character have one chance to escape before being defeated.

Pets and Personal Guards

Pets are for roleplay flavor only and do not provide any bonuses to attack or defense. During a player’s turn, they may attack an opponent in the stead of their owner. A pet and its owner cannot attack at the same time during their turn, nor can they take damage in the stead of their owner. If a player wishes to attack a pet, the damage will transfer to that pet’s owner. When a character falls prone, that character’s pet also falls prone.

Personal guards are also for roleplay flavor only and act as pets do. They do not have health points, and they cannot attack at the same time as their player. If a player wishes to attack another player’s personal guard, the damage will transfer to the player controlling the guard. Personal guards also fall prone or flee when their player’s character falls prone.

A player may take one turn to magically summon a pet or a personal guard during combat. This summoned creature acts just like any other pet or personal guard. They have no health points of their own and cannot attack during the same turn as their player. When a character falls prone, any creatures they summoned disappear.

Pets and personal guards who have not been magically summoned must be written into a scene before they are utilized, or must be obviously attached to their owner and visible. Do not assume every player automatically knows your character has a personal guard with them at all times, even if their presence is written in your titler.