Solaris RPG Logo

Combat Guide

Combat occurs when two or more parties decide to participate in a turn-based battle scenario. Each character will attempt to defeat his rival(s) throughout some carefully worded and hopefully very descriptive posts. When is combat over? When one or more parties accept defeat or escape. If nobody agrees on an outcome, an unbiased Game Master will judge one of the participants as the victor after reviewing all related posts by all parties involved.


There are many essential aspects of combat. The player has to take into account a lot of things. For example, an enemy's race, class, trade, and magic type greatly alter his vital stats. The quality of an opponent's Essential Equipment (Armor, Relic, Weapon(s), and Shield) greatly alter his combat stats as well. Another critical aspect of battling is a character's custom abilities and class characteristics. Some characters may have unique custom abilities that can outright force another character to do things they wouldn't normally do.


Turn-based combat is focused entirely on strategy and detail. All players involved should read every post carefully and take proper time and consideration to write a response. Combat sessions are judged like all other sessions. Some players may never participate in combat. Others might engage in combat regularly. It's all up to the player to decide.

Combat consists of each player taking his turn during the battle session. Taking a turn entails attacking your opponent(s) if you wish, trying to escape, or making an avoidance if you were on the receiving end of an enemy's attack. When each player involved completes his turn, a combat round has is complete.


It may seem complicated, but once you get into a combat situation and follow a turn-based scenario, it's easy to follow. Adding more than two combatants is when it gets more complicated. We recommend keeping track of your current health rating (HP) at the end of every post. Your opponent should do the same. Keeping track of your HP as you go keeps things visible and easy to track. If you cannot dodge or deflect and decide to take a hit, you know what your HP is and will be able to adjust the tally of your health right then.

How do you take a hit? YOU choose how and when to take a hit based on the resulting success chance. All characters have a 100% chance to hit an opponent minus his opponent's chosen avoidance rating. This means if your opponent chooses to dodge your attack but his dodge rating is 60%, you only have an 40% chance to hit him successfully. It is entirely up to the player to decide how to accept an attack as a successful strike. The numbers and math are a guideline. Use common sense, be fair, and try to be as detailed as possible.


When a character dies his physical body dissolves and his soul shifts into an alternate plane of reality called the Afterplane. The world is much the same in the Afterplane as it is in the physical world.

Structures in the Afterplane appear in similar locations and the world seems familiar, but characters become trapped in a realm of haze, dulled senses and no color, no taste, etc.

Time and space are different in the Afterplane. Traveling somewhere could seem to take far longer or even far less time than in the physical realm. The experience is different for every being who dies.

After arriving in the Afterplane, a character could choose to seek out the Great Spiraling Vortex located near the center of the Afterplane. The vortex takes souls into a dimensional tunnel which is believed to lead back to the center of the Nomaverse.

Characters could also work toward returning to the realm of the living. Some may work toward reincarnation in a new body, others might find other methods of returning. The possibilities are endless.