Within in a campaign, there are several options available based on characteristics that can be found in the characters, the campaign, and the techs of each character. In a campaign, there are primary modes of interaction. These main methods are 
Travel,[x]  Interaction[x]  and Combat.


Combat is a violent conflict between opposing forces which aim to weaken, establish dominance on, kill, or drive away the opposing force. In combat, there are two critical phrases you need to know: Clauses, and Modes. The rules of Combat are relatively straightforward, based on which clauses and combat modes you are playing in. Modes allow you a certain amount of moves or techs per turn, and with these, you may have dialect between them. Clauses are specific rules sets that ban certain events from being able to occur while in combat.  Attacks punish a force, while defends protect a force from punishment. Supports aim to enhance combat for strategies that a character may have to aid in ending the conflict between the fundamental forces.


Movements (also known as moves) come in all sorts of categories, in this document, I will be explaining how the moves work within in the system. 

Note: Moves are varying actions your character can do in combat, Techs like moves are done in combat but are very precise, powerful and have cost. While all Techs have cost, moves do not. Moves would be something as simple as throwing a knife, holding up a shield, or exploding a poisonous bomb that erodes metal. They are actions a character can take in combat that are not using the modules of the character.

Tech and Move Id
Defend Support
Support Defend

  • Attack

    • An attack is a single movement, and a direct action with the intention to do harm or disable an opponent, an opponent's support or an obstacle. You can only use one of these per posts, and it can be stopped by a Defend, A Counter, Feint, A Support Defend, or a Defend Support. 

  • Defend

    • A Defend is a movement or couple of movements with the intention of negating harm, or protecting anything that is subject to attack, attack support, Support attack counter, or feint. A defend does not guarantee that all damage is negated, if done correctly it does ensure survival. 

  • Support

    • Support is any movement that does not aim to defend directly from an attack or directly attack an obstacle. Support may do things outside of attacking or defending. Support is designed to be anything that is not directly attacking or defending.

  • Feint

    • An attack with the intention of harming the obstacle, but inadvertently defends against an attack. This counts as an attack move in your post. 

  • Attack Support

    • An attack that has the potential to do damage each turn or on another turn unless broken or defended against.

  • Defend Support

    • A defend that has the potential to protect from an attack, attack support, feint, counter, or trap on multiple occasions unless broken or bypassed.

  • Counter

    • A defend that has the potential to do damage to an attacker or object using an attack, attack support, feint, or trap. 

  • Support Defend

    • The support that is set when defending against an attacker. After defending the defense typically stays in play and is continually defending.

  • Trap

    • A Support that at any moment after it's been placed can be triggered by either player to perform any other form of move, this is often an attack based move meant to do potential damage to the opponent but may also release additional traps, or additional Supports.

Game Modes!

Standard: Each character is given a total of three moves, that character may use one attack per post,

Quickdraw: Quickdraw is a fast paced game mode where you are only allowed two maneuvers per post instead of three, and you are only allowed one of each category of movement. (So you can make one offensive and one defensive, or one defensive and a support, but nothing more)

Races: You get three moves, but all of your supports must be used for movement only, your max attacks become two, and your max defends become three. (The goal being to reach a certain amount of supports without death or setbacks.)

Weapon Mania!: You are not allowed to use the abilities of your characters... only the abilities of the weapons you own. (Normal Battle Format, you can always come in with a dagger or something not monumentally different to your character.)

Weapon Roulette: The abilities of your weapon will change, after each offensive maneuver you attempt. (Format for normal battles still apply)

Third Person Scenery: The judge or someone else has an open ability to affect anything in the area, from lightning striking the floor shocking the two, to them being attacked by a group of tigers, Last man Standing.

Accidental Metamorph: Your character’s primary form is now, whatever the moderator says, have fun!  (Format for normal battles still apply)

Juggernaut: Three person fight, one person suddenly becomes the Juggernaut And gains a power up, this person rotates every two cycles of a post and the person to eventually kill the Juggernaut, or be the last man standing wins the challenge.  (Format for normal battles still apply)

Survival: You are both separated in the same scenery just unable to affect each other, a constant swarm of creatures floods the characters, person to slay the most monsters wins this challenge.

Known Fighter: This is a tag that can be added to any of the game modes, This makes the surprise of abilities or strengths instantly out of the question, everyone having instant knowledge of the strengths. (Format for normal battles still apply)

Master Tactician: You are given one free "secret setup," must be shared with Moderator before fight begins  (Format for normal battles still apply)

Tag-Team: You and someone not of your choosing go together against someone else not of your choosing.(Format for normal battles still apply)

Raid Boss Down?: You and a set number of people are going against a creature of immense power, good luck! (Format for normal battles still apply)

Game of Chance: Orbs float around the area giving a one-time elemental blast, or may cause self-injury. (Format for normal battles still apply)

King of the Hill: There is somewhere that must be held after a certain amount of turns (Specified by Moderator) if the character is in the area they are deemed the winner. (Format for normal battles still apply)

King's Crown: There is an item that one must hold for a certain amount of time if it is held that time (Specified by Moderator) than they are deemed the winner. (Format for normal battles still apply)

Thief: Two items exist for each of the characters, whoever possesses both are deemed the victor, items may have special abilities. (Format for normal battles still apply)

Item Hunter: Whether it’s an orb looking into the future or a first place dog show contestant you both want it. The character to claim the item and escape with it, or kill the other is deemed the victory. It may be hard to kill someone with a prized dog in your hands (Format for normal battles still apply)

Reverse World: The normal limitations of the world no longer apply, all goals are reversed, and all focus is opposite. "Kill him with Kindness." --WIP--

Comically Accurate: Everything that can go wrong will go wrong to a hilarious extent. (Format for normal battles still apply)

Ability Reversal: Your ability you are completely comfortable with has been swapped, reversed, and relocated. Your new ability will be made by the moderator, and it will be built off your old, for the humor of course. (Format for normal battles still apply)

The Illusion Clause: Fighting with Illusions leads to the frustrating "Oh that's a clone, oh that's a clone too." Moments so many of us will choose to obey not having illusion based combat with the Illusion clause.

Planet Buster Clause: Some characters have abilities that in some way may be able to destroy the planet, such as Superman throwing the earth into the sun. The Planet Buster Clause assures that destroying the world is not a means of victory.

The Attrition Clause: Living forever causes this clause to come up quite often, running away for one hundred years and coming back usually would do the trick in real life, but this gives us mortals a fighting chance.

The MC Hammer Clause: Also known as the "Spirit Clause" or the "Can't touch this" clause, it is when having an alternate form where you are physically unable to be hit, and sitting in it until you become a shining example of why we put these clauses here in the first place.

The Video Game Healer Clause: To try to preserve some realistic approach to the fight any fatal attacks cannot be "healed before they are killed" Because that logic only makes sense in video games.

Dimensional Clause: We all understand that there is an infinite amount of dimensions all parallel with the one we are in, teleporting to a moment where you do win the battle doesn't help you with this cause in effect.

Time Clause: Traveling through time, in general, is somewhat annoying and probably best left in books.

The "Poof" Clause: Many people have abilities if used right could make another character be erased from existence before the fight began, of course, this is unfair to the people without this sort of ability and can be excluded.

3rd Party Clause: Everyone has friends but unless your ability specifically calls upon some outside force "Phone a Friend" does not help you in a one versus one battle.

Clauses are here to keep people from being annoying, and I most likely will add more of these along the way, remember these are NOT forced into every fight but just the ones announced, also if you think of any once again let me know, I will happily add to this list.