4. Combat Roleplay: Character Motive
This section of the rulebook covers everything related to crime, combat, illegal groups, and other aspects of roleplay that often appeal to more experienced players. While it might be tempting to jump straight into fights once you join, you must remember that these guidelines exist to keep the things fair, balanced, and enjoyable for everyone.
Before we dive into the rules, do note that consent and collaboration in roleplay are key. Talking with others about how you’d like a scene to play out will almost always create a smoother and more enjoyable experience than rushing in and attacking without warning. Of course, we know this isn’t always possible, which is why many of these rules exist. They're there to guide you through situations where consent can’t be established beforehand.
Combat & crime can get quite tricky, so don't hesitate to reach out to staff for clarification when necessary!
4.1. Character Motive
Character motive refers to the reasoning behind your character’s actions. In the context of this rulebook, it ensures that any offensive behavior has a justifiable explanation, whether carefully planned or triggered in the heat of the moment. Without this system, the server would devolve into a chaotic free-for-all where characters would constantly fight each other with no due regard for roleplay etiquette or accuracy.
To help define what counts as a valid motive, we’ve divided it into two main categories that shape and limit the scope of your character’s actions: Spark Motive and Premeditated Motive.
4.2. Motive Types: Spark Motive
A Spark Motive occurs when your character reacts instinctively, driven by sudden emotion or immediate circumstances. These actions lack prior planning and often result from retaliation or an impulsive response to a situation unfolding in real time. Spark Motive is essentially based in the principle of balanced retaliation. In other words, if another character causes harm, your character may respond with an equivalent or proportionate level of harm in return.
4.2a. Context Matters
Context is crucial to understanding the validity of spark motive. Any actions directed against your character can't result in spark motive if there was no ill intent or malicious thought to physically or emotionally harm your character or their surroundings. Situational awareness must also be respected.
4.2b. Collaborative Motive: Family, friends & allies.
When it comes to a character's social circle, the retaliation can only equal and not surpass the extent of the original Spark motive. Moreover, spark motive can only extend to close family and friends, whose intervention must be properly roleplayed out before they can engage in combat roleplay.
4.2c. Duration
The duration of a Spark Motive is limited to the immediate combat scenario that triggered it. Once the situation ends, the motive expires. Refer to 5.3d. for the definition of combat endings.
4.3. Motive Types: Premeditated Motive
Unlike Spark motive, this type of unconsented combat authorization is granted when a character wishes to physically harm another one due to a situation that's already happened. This premeditation will allow the character to properly think about how they'll enact "revenge" against a character who has wronged them, instead of recklessly acting in retaliation.
The main difference with Spark motive is that any and all instances of premeditated motive must be approved by Staff. In order to properly determine the extent of your character's actions, as well as the context and method of executing this motive.
4.3a. Obtaining Premeditated motive
In cases involving premeditated motive, characters are not automatically authorized to inflict physical harm on another character. Instead, they must submit an application through the server forums, providing a clear explanation of the circumstances that would reasonably justify your character's intents and reasoning to cause such harm.
For example, if your character is knocked unconscious by their rival, you would need to file a motive authorization application in order to pursue revenge. This is because the Spark motive, as stated in 4.2c., is considered nullified once the immediate combat encounter has concluded.
4.3b. Extent of Premeditated motive
In the context of premeditated motive, staff will determine whether your character’s intentions are valid based on the evidence you provide and how reasonable and lore-consistent those intentions are. As outlined in our application format, you will be required to explain your character’s motives when acting under premeditation. After submitting it, staff will evaluate the logic of these motives in relation to the evidence, the quality of your roleplay, and the overall application standard.
Regarding the scope of what may be requested, there is no strict limit as long as your actions do not violate any player or roleplay rules. In practice, a request could range from something minor (such as punching another character) to something severe (such as stabbing them in the chest). The only exception is the act of permanently killing (PK) another character, which, regardless of context, always requires out-of-character consent from the affected player.
Finally, the level of proof required will depend on the severity of the actions you apply for. For example, if you wish to permanently scar another character, you must provide extensive evidence, such as multiple screenshots and clear demonstrations of consistent, high-quality roleplay leading up to this act. Staff have the final authority to determine whether an application is valid or not.
4.3c. Collaborative Premeditated motive
It is important to note that premeditated motive cannot be shared with other players. This means that if you apply to physically attack another character on your own, you are not permitted to recruit additional characters to assist in achieving your motive.
If you wish to include allies in your plan, you must explicitly list the names of each character involved. In doing so, you are required to provide evidence of proper roleplay for each character and a clear explanation of why they would choose to assist in your premeditated plan. Alternatively, each ally could also make a separate application to go into more detail, although we understand this might take longer.
For allies who haven't applied for said authorization, they can only engage in combat via Spark motive if they have been contacted beforehand and if they have not been ICly informed of the situation before it started.
5. Combat Roleplay: Commands & Info
Now that you know how combat motive is properly acquired, it's time to learn how you can actually roleplay out a fight! Just like we mentioned earlier, it's always suggested to use consent as a tool to avoid halting the flow of roleplay. Talking with other players about how you’d like a fight to go (emotes, rolls, and commands) always makes for a smoother and more immersive experience.
For the sake of simplicity, we have classified the types of combat roleplay into two, depending on whether consent is present during the fight or not.
5.1. Combat Styles: Play-To-Lose (P2L)
This combat style is the preferred approach, as it emphasizes roleplay development over the idea of "winning." The focus is on creating character-accurate and story-driven outcomes rather than overpowering your opponent. In P2L, players accept that their characters can be injured or placed at a disadvantage when it makes sense for the scene, all without relying on luck.
5.1a. Players-defined outcomes
There are no strict guidelines for P2L, as all parties mutually agree on the terms and outcome of their in-character confrontation. However, participants must still follow all other combat rules relevant to their context, environment, and player status.
5.1b. Timing & Preferences
P2L combat is not intended to be rushed. Players are encouraged to take their time when responding, ensuring their character’s reactions are accurate and believable. That said, this method may not be ideal in situations where there is a high chance of outside intervention (e.g., police, rival gangs, or other factions) who are not aware of or have not agreed to the confrontation.
5.1c. Potential Disagreements
If the involved parties cannot agree on the validity of an action (or any other roleplay element) and no resolution can be reached promptly, it is recommended to switch to command-based combat. This prevents unnecessary out-of-character disputes and ensures roleplay continues smoothly.
Additionally, if a P2L confrontation is interrupted by a player or faction with valid authorization (e.g., law enforcement, rival group, or anyone with legitimate combat motive), they are not required to use P2L. In such cases, all participants must transition to command-based combat to adapt to everyone's preferences.
5.2. Combat Styles: Command-based (CB)
If no P2L agreement can be reached, Command-Based combat should be the go-to system for everyone, partly because of its simplicity. Before diving head-first into commands, remember that so long as there is consent, you can disregard the output combat details in favour of your own. The commands listed below are primarily meant to streamline combat for clarity and ease. With mutual agreement, however, players may determine action outcomes, rolling results, or turn order themselves, overriding the server’s default mechanics.
5.2a. Combat Actions: /combat
This command is the main tool that you will use during non-consented confrontations. Its syntax is similar to normal actions, except it also shows extra information that you might find useful when fighting large groups of people.
As seen above, this command encapsulates the following information:
During a combat situation, you won't use /combat solely for offensive actions. There are countless possibilities, but we've grouped them all together in three combat action categories, each one of which requires the use of /combat and therefore requires one turn to be spent.
When someone starts a fight against you, you might not want to fight back and instead flee the scene. In order to do this, you must use the /combat command to determine whether you're successful or not. It's here when we find two new ways to differentiate confrontations:
This command, on the other hand, is meant to be used when a combat action is successful and a valid strike has been delivered towards someone's body. To put it simply, while /combat takes care of the roleplay aspect of CombatRP, strike is meant to be used to lower the health of your opponents when you successfully land a hit on them (more on that later)
Though it is a tool that should only be used after a successful /combat action, not every combat action warrants the use of /strike. Realistically, you wouldn’t receive severe damage from a simple slap, grab, or minor push. /strike should be reserved for attacks that logically cause significant impact or harm, such as punches, kicks, or weapon hits.
5.2c. Health Points: /hp
Earlier in this rulebook, we mentioned the existence of "health points". When a character engages in a fight, they start off with 4 health points that can be lost after successfull strikes. Below are some important notes relating to health points:
The final stage of a fight is defeating your opponent. When your opponent's health reaches zero, you'll be given the option of defeating your opponent with the weapon you're currently holding (if any). Upon being defeated, the attacker will be given two options depending on the extent of their motive and the mutual consent between both characters:
Given the in-character consequences of being defeated, your character's actions will be heavily restricted as described below:
5.3. Combat Restrictions
You might be tempted to engage in fights and spars right away. However, to keep things fair and stabilize the crime rates on Norowarejima, there are certain restrictions you should follow, specially pertaining to our combat plugin.
5.3a. Character Creation & Throw-away culture
Throw-away characters are defined as characters who exist solely for short-term purposes. These characters are not intended for long-term play or serious progression and should not be used to bypass combat rules, exploit mechanics, or interfere with other players’ experiences. This practice is heavily monitored, and can result in a blacklist from our combat system.
To keep better track of this, your character must have at least 3 OOC days of active roleplay unrelated to crime or combat before you can engage in unconsented CombatRP. This period is meant to develop your character and establish their personality, background, and relationships.
5.3b. Lure & Bait
This practice, often related to throw-away characters, refers to the action of luring players into committing certain actions that will grant you immediate access to Spark motive. Make sure that every action and comment your character makes is backed up by solid character background. Even if your character is a criminal, make sure your character has a legitimate reason behind being mean to another character (e.g.- They had a bad day, they belong to a rival gang, etc.).
5.3c. Combat Zones
As stated earlier, Norowarejima isn't meant to be a crime-ridden city where nowhere is safe. There are certain areas that are safer than others. Therefore, there are certain restrictions to keep in mind before starting a confrontation:
A combat situation is considered paused when a participant chooses to leave the scene, with the option to initiate a Hot Pursuit. Regardless of the opponent’s actions, the combat is considered ended if the fleeing character exits the opposing members’ render distance (60 blocks radius). A combat situation will also end once all members of the opposing party have been defeated.
5.3e. AvoidRP & Timers
Once you have engaged in any type of combat or illegal activity, you are forbidden from changing characters or logging off for a total of 30 OOC minutes. This timer will reset if you commit another act considered illegal. If you need to log off for reasons beyond your control, you should contact staff immediately to explain your situation.
Likewise, you may not intentionally rush towards public hotspots for the sake of avoiding a previously-paused combat situation.
5.3f. Do-Not-Interact (DNIs) & CombatRP
You cannot engage in CombatRP with any character if you have an active DNI (Do Not Interact) log against any of the participants in the fight. Thanks to the infrastructure of Spark and Premeditated Motives, you always remain in control of who your character interacts with. Staff will not approve any motive applications involving participants who have active DNIs against each other.
5.3g. Roleplay Weapons
Each weapon has distinct statistics that determine the amount of strike damage it can inflict. This also applies to custom-purchased weapons, so make sure you follow each weapon’s description and any associated skills. Additionally, you are not allowed to use any legal or illegal weapon unless it is present in your inventory. This restriction does not apply to everyday items, such as furniture or miscellaneous objects that provide no combat advantage.
5.3h. Undoing Combat Actions
You are not permitted to undo an action (commonly called “voiding”) simply because it was unsuccessful. The only exception is when all potential parties involved agree to void it. Note the use of “potential”; even if all immediate participants agree, other parties, such as police or medical personnel, may still be affected, which can make voiding invalid.
If you need assistance with voiding a major action, it is recommended to contact staff to confirm whether the void is allowed. Staff is also permitted to overrule any void-related decision made for the sake of roleplay continuity and accuracy.
5.3i. Character Ages & Roles
Certain ages will limit the rolling base amount during /combat actions. Nevertheless, certain age ranges are restricted with their involvement in CombatRP.
During your journey as a criminal on Norowarejima, you may wonder whether certain actions not yet covered in this rulebook (robbing, breaking and entering, kidnapping, etc.) are allowed. In these cases, you must submit a motive authorization application so that staff can determine how you should handle the situation and whether you may use our combat commands to carry it out.
5.3k. Permanent Kills (PK)
You are not allowed to take another player’s character’s life unless you have received explicit consent from that character’s owner. Given the severity of this action, all conditions set by the character owner must be respected throughout the entire roleplay situation (e.g.- Combat method, location, involved groups, etc.). Consent may also be withdrawn at any time prior to carrying out the PK-related combat actions, for any reason.
Additionally, certain staff-hosted events may involve the risk of permanent character death. In these cases, you will always receive a final OOC warning before the PK is carried out. This warning will clearly state that continuing with your chosen actions will result in your character’s death due to recklessness. Staff hold this authority to discourage reckless behavior and to reinforce proper FearRP.
This section of the rulebook covers everything related to crime, combat, illegal groups, and other aspects of roleplay that often appeal to more experienced players. While it might be tempting to jump straight into fights once you join, you must remember that these guidelines exist to keep the things fair, balanced, and enjoyable for everyone.
Before we dive into the rules, do note that consent and collaboration in roleplay are key. Talking with others about how you’d like a scene to play out will almost always create a smoother and more enjoyable experience than rushing in and attacking without warning. Of course, we know this isn’t always possible, which is why many of these rules exist. They're there to guide you through situations where consent can’t be established beforehand.
Combat & crime can get quite tricky, so don't hesitate to reach out to staff for clarification when necessary!
4.1. Character Motive
Character motive refers to the reasoning behind your character’s actions. In the context of this rulebook, it ensures that any offensive behavior has a justifiable explanation, whether carefully planned or triggered in the heat of the moment. Without this system, the server would devolve into a chaotic free-for-all where characters would constantly fight each other with no due regard for roleplay etiquette or accuracy.
To help define what counts as a valid motive, we’ve divided it into two main categories that shape and limit the scope of your character’s actions: Spark Motive and Premeditated Motive.
4.2. Motive Types: Spark Motive
A Spark Motive occurs when your character reacts instinctively, driven by sudden emotion or immediate circumstances. These actions lack prior planning and often result from retaliation or an impulsive response to a situation unfolding in real time. Spark Motive is essentially based in the principle of balanced retaliation. In other words, if another character causes harm, your character may respond with an equivalent or proportionate level of harm in return.
Emotional Damage | ㅤ When it comes to Spark Motive, any instance of intentional or malicious damage towards a character or their social circle's reputation, pride or ego may cause the start of a full-on fight. Nevertheless, for this to happen, there needs to be a proper introduction to said fight. That is, if a character has emotionally damaged yours, you will need to physically intimidate the other party and wait for their reaction before engaging. Scenario: Character X insults Character Y’s hairstyle.
1. If Character Y responds with intimidation or threats, and Character X backs down or apologizes, the fight is averted. Character Y cannot escalate further. 2. If Character X dismisses or mocks the intimidation attempt, either character may initiate a fight, though further dialogue is encouraged to boost roleplay quality. |
Physical Damage | ㅤ Under Spark Motive, if another character inflicts physical harm on yours, your character is permitted to retaliate with an equivalent or proportionate level of harm. While it’s impossible to create an exact scale for every type of injury, players are expected to use common sense when determining the limits of their character’s response. To make this clearer, here are some examples of proportionate retaliation: Example 1 Scenario: Character X slaps Character Y across the face in a friendly or joking manner. Extent: Character Y may retaliate by pushing Character X back and throwing a few punches. The strike system should be avoided unless the fight escalates with a physical response from Character X. Example 2 Scenario: Character X punches Character Y in the stomach. Extent: Character Y may now use the full capabilities of the Combat plugin, with or without non-lethal weaponry, until the opponent is defeated. No long-term injuries should occur—major bones or tissue cannot be damaged. Deadly weaponry is strictly prohibited. Example 3 Scenario: Character X strikes Character Y’s head with a bat intending to cause serious harm. Extent: Character Y may use lethal weaponry to incapacitate Character X. However, per PK rules, this cannot result in death. The use of a blade may nullify the threat but is considered a non-lethal defeat. Example 4 Scenario: Character X attacks Character Y with a knife, aiming for the arm. Extent: Character Y may respond with lethal weaponry to neutralize the threat. As with previous examples, no deaths are allowed without mutual consent. These examples apply even if the combat actions are unsuccessful. As long as your character perceives a physical threat, the retaliatory motive remains valid.ㅤ |
Material Damage | ㅤ Likewise, so long as Spark Motive applies, your character is permitted to steal or take back any items previously belonging to them and that ended up in the hands of another character through malicious means, be it robbing, scamming, etc. Example 1 Scenario: Character X steals a package filled with weapons intended for them. Extent: Character Y is permitted to use non-lethal force (granted the robbing party does not weaponry) to take back the items that were robbed in front of them. This does not apply if the items were robbed and they found about it afterwards. Example 2 Scenario: Character X steals a knife from the hands of Character Y. Extent: Character Y is permitted to use lethal force to nullify the active threat (given that Character X is now holding a lethal weapon), to recover the robbed weapon. If this action is failed, it would not constitute a deadly threat and therefore wouldn't justify the use of lethal force. ㅤ |
4.2a. Context Matters
Context is crucial to understanding the validity of spark motive. Any actions directed against your character can't result in spark motive if there was no ill intent or malicious thought to physically or emotionally harm your character or their surroundings. Situational awareness must also be respected.
Scenario: Character X softly punches Character Y's arm after Character X cracked a joke.
Extent: Character Y cannot retaliate given the context of the "attack".
Extent: Character Y cannot retaliate given the context of the "attack".
4.2b. Collaborative Motive: Family, friends & allies.
When it comes to a character's social circle, the retaliation can only equal and not surpass the extent of the original Spark motive. Moreover, spark motive can only extend to close family and friends, whose intervention must be properly roleplayed out before they can engage in combat roleplay.
Example 1
Scenario: Character X starts a fight against Character Y with Character Z next to them.
Context: Character Y is Character Z's sibling
Extent: Character Z can only help Character Y achieve the full extent of the original spark motive (i.e.- non-lethally defeat them). However, Character Z must verbally confront Y before/while joining the fight.
Example 2
Scenario: Character X starts a fight against Character Y with Character Z next to them.
Context: Character Y is Character Z's acquaintance
Extent: Character Z cannot directly engage in the fight due to lack of trust.
Example 3
Scenario: Character X starts a fight against Character Y with Character Z next to them.
Context: Character Y is Character Z's fellow yakuza member
Extent: Just like Example 1, Character Z can only engage if they verbally introduce themselves into the fight.
Scenario: Character X starts a fight against Character Y with Character Z next to them.
Context: Character Y is Character Z's sibling
Extent: Character Z can only help Character Y achieve the full extent of the original spark motive (i.e.- non-lethally defeat them). However, Character Z must verbally confront Y before/while joining the fight.
Example 2
Scenario: Character X starts a fight against Character Y with Character Z next to them.
Context: Character Y is Character Z's acquaintance
Extent: Character Z cannot directly engage in the fight due to lack of trust.
Example 3
Scenario: Character X starts a fight against Character Y with Character Z next to them.
Context: Character Y is Character Z's fellow yakuza member
Extent: Just like Example 1, Character Z can only engage if they verbally introduce themselves into the fight.
4.2c. Duration
The duration of a Spark Motive is limited to the immediate combat scenario that triggered it. Once the situation ends, the motive expires. Refer to 5.3d. for the definition of combat endings.
4.3. Motive Types: Premeditated Motive
Unlike Spark motive, this type of unconsented combat authorization is granted when a character wishes to physically harm another one due to a situation that's already happened. This premeditation will allow the character to properly think about how they'll enact "revenge" against a character who has wronged them, instead of recklessly acting in retaliation.
The main difference with Spark motive is that any and all instances of premeditated motive must be approved by Staff. In order to properly determine the extent of your character's actions, as well as the context and method of executing this motive.
4.3a. Obtaining Premeditated motive
In cases involving premeditated motive, characters are not automatically authorized to inflict physical harm on another character. Instead, they must submit an application through the server forums, providing a clear explanation of the circumstances that would reasonably justify your character's intents and reasoning to cause such harm.
For example, if your character is knocked unconscious by their rival, you would need to file a motive authorization application in order to pursue revenge. This is because the Spark motive, as stated in 4.2c., is considered nullified once the immediate combat encounter has concluded.
4.3b. Extent of Premeditated motive
In the context of premeditated motive, staff will determine whether your character’s intentions are valid based on the evidence you provide and how reasonable and lore-consistent those intentions are. As outlined in our application format, you will be required to explain your character’s motives when acting under premeditation. After submitting it, staff will evaluate the logic of these motives in relation to the evidence, the quality of your roleplay, and the overall application standard.
Regarding the scope of what may be requested, there is no strict limit as long as your actions do not violate any player or roleplay rules. In practice, a request could range from something minor (such as punching another character) to something severe (such as stabbing them in the chest). The only exception is the act of permanently killing (PK) another character, which, regardless of context, always requires out-of-character consent from the affected player.
Finally, the level of proof required will depend on the severity of the actions you apply for. For example, if you wish to permanently scar another character, you must provide extensive evidence, such as multiple screenshots and clear demonstrations of consistent, high-quality roleplay leading up to this act. Staff have the final authority to determine whether an application is valid or not.
4.3c. Collaborative Premeditated motive
It is important to note that premeditated motive cannot be shared with other players. This means that if you apply to physically attack another character on your own, you are not permitted to recruit additional characters to assist in achieving your motive.
If you wish to include allies in your plan, you must explicitly list the names of each character involved. In doing so, you are required to provide evidence of proper roleplay for each character and a clear explanation of why they would choose to assist in your premeditated plan. Alternatively, each ally could also make a separate application to go into more detail, although we understand this might take longer.
For allies who haven't applied for said authorization, they can only engage in combat via Spark motive if they have been contacted beforehand and if they have not been ICly informed of the situation before it started.
Example 1
Scenario: Character X acts on premeditated motive against Character Y
Context: Character Z stumbles upon them with no previous communication
Extent: Character Z cannot engage in the fight, since they have not been contacted during the fight process.
Example 2
Scenario: Character X acts on premeditated motive against Character Y
Context: Character Z was called over the phone by a bystander watching the fight
Extent: Character Z can engage in the fight as soon as they intervene, but they're only allowed to assist Character X during the fight, and not act on the full extent of the original application.
Scenario: Character X acts on premeditated motive against Character Y
Context: Character Z stumbles upon them with no previous communication
Extent: Character Z cannot engage in the fight, since they have not been contacted during the fight process.
Example 2
Scenario: Character X acts on premeditated motive against Character Y
Context: Character Z was called over the phone by a bystander watching the fight
Extent: Character Z can engage in the fight as soon as they intervene, but they're only allowed to assist Character X during the fight, and not act on the full extent of the original application.
5. Combat Roleplay: Commands & Info
Now that you know how combat motive is properly acquired, it's time to learn how you can actually roleplay out a fight! Just like we mentioned earlier, it's always suggested to use consent as a tool to avoid halting the flow of roleplay. Talking with other players about how you’d like a fight to go (emotes, rolls, and commands) always makes for a smoother and more immersive experience.
For the sake of simplicity, we have classified the types of combat roleplay into two, depending on whether consent is present during the fight or not.
5.1. Combat Styles: Play-To-Lose (P2L)
This combat style is the preferred approach, as it emphasizes roleplay development over the idea of "winning." The focus is on creating character-accurate and story-driven outcomes rather than overpowering your opponent. In P2L, players accept that their characters can be injured or placed at a disadvantage when it makes sense for the scene, all without relying on luck.
5.1a. Players-defined outcomes
There are no strict guidelines for P2L, as all parties mutually agree on the terms and outcome of their in-character confrontation. However, participants must still follow all other combat rules relevant to their context, environment, and player status.
5.1b. Timing & Preferences
P2L combat is not intended to be rushed. Players are encouraged to take their time when responding, ensuring their character’s reactions are accurate and believable. That said, this method may not be ideal in situations where there is a high chance of outside intervention (e.g., police, rival gangs, or other factions) who are not aware of or have not agreed to the confrontation.
5.1c. Potential Disagreements
If the involved parties cannot agree on the validity of an action (or any other roleplay element) and no resolution can be reached promptly, it is recommended to switch to command-based combat. This prevents unnecessary out-of-character disputes and ensures roleplay continues smoothly.
Additionally, if a P2L confrontation is interrupted by a player or faction with valid authorization (e.g., law enforcement, rival group, or anyone with legitimate combat motive), they are not required to use P2L. In such cases, all participants must transition to command-based combat to adapt to everyone's preferences.
5.2. Combat Styles: Command-based (CB)
If no P2L agreement can be reached, Command-Based combat should be the go-to system for everyone, partly because of its simplicity. Before diving head-first into commands, remember that so long as there is consent, you can disregard the output combat details in favour of your own. The commands listed below are primarily meant to streamline combat for clarity and ease. With mutual agreement, however, players may determine action outcomes, rolling results, or turn order themselves, overriding the server’s default mechanics.
5.2a. Combat Actions: /combat
This command is the main tool that you will use during non-consented confrontations. Its syntax is similar to normal actions, except it also shows extra information that you might find useful when fighting large groups of people.
Command:
Preview:
/combat would lunge forward with a series of rapid punches aimed at their opponent's torso, forcing them to step back in surprise
Preview:

- Action's description. Similar to /me, it displays the full action according to the input information
- Roll Tracking. Instead of having to manually /roll, this command automatically decides the outcome of your action. Moreover, it also keeps in mind any modifiers provided by our other plugins (attributes, roles, etc.)
- Turn Rotation. This command also picks the person that goes next in the combat rotation.
- You cannot reuse the same /combat action word-for-word. If you are performing the same technique, you must describe it differently rather than sending the exact same command again.
- Your actions must be detailed, and one-liners should be avoided. Given the nature of the /combat command, you shouldn’t rush your moves. Take your time to think strategically about how your character would act. Thoughtful and descriptive actions make fights more engaging and enjoyable, far more than a simple “punches head”.
During a combat situation, you won't use /combat solely for offensive actions. There are countless possibilities, but we've grouped them all together in three combat action categories, each one of which requires the use of /combat and therefore requires one turn to be spent.
- Offensive Actions.
These are the most common combat actions, where a character strikes another character to cause physical harm and reduce their health points. Offensive actions can only be executed if there are no obstacles between the attacker and the target within at least 2 blocks. - Defensive Actions.
Defensive actions are intended to assist or protect another character before they are struck. This is typically done by stepping between two players who are about to engage, preventing the attacker from reaching the character being defended. - Fleeing Actions.
Fleeing actions allow a character to pause a combat situation and initiate a Hot Pursuit (see Rule 5.2c for details). - Restraining Actions.
A successful restraining action prevents the target from performing defensive, fleeing, restraining, or tool actions. The restrained character can only attempt to break free through another combat action or continue striking the character that's actively grabbing you. - Tool Actions.
Tool actions are used to switch to a different weapon or item during a fight. Characters may switch tools before combat begins without using an action, but once in the combat rotation, a successful tool /combat action is required, unless they are actively being defended by another character. Characters cannot take weapons from others unless their opponent has been defeated.
When someone starts a fight against you, you might not want to fight back and instead flee the scene. In order to do this, you must use the /combat command to determine whether you're successful or not. It's here when we find two new ways to differentiate confrontations:
- Active Fight.
This is the default state of a fight, where characters are mostly stationary and actively fighting one another. The state remains until a character successfully leaves the fight. - Hot Pursuit.
If a character flees from a fight scene, the opposing party may choose to chase after them. While in this state, combat actions cannot be executed; instead, players are expected to use the /grab command to attempt to restrain or catch the fleeing target. Once the fleeing character is successfully grabbed, the fight returns to the Active Fight state.
This command, on the other hand, is meant to be used when a combat action is successful and a valid strike has been delivered towards someone's body. To put it simply, while /combat takes care of the roleplay aspect of CombatRP, strike is meant to be used to lower the health of your opponents when you successfully land a hit on them (more on that later)
Command:
/strike [YonioInASombrero]
* There is no need to add a name after the command, so long as you're looking at the person you want to strike. Doing this is recommended when there are many people crammed in the same area.
Preview:Firstly, both players will receive a notification to let them know the strike request has gone through.
Striker's Perspective | Target's Perspective |
![]() | ![]() |
Once the request is accepted, the target will lose the amount of health points specified in the striker's perspective.

5.2c. Health Points: /hp
Earlier in this rulebook, we mentioned the existence of "health points". When a character engages in a fight, they start off with 4 health points that can be lost after successfull strikes. Below are some important notes relating to health points:
- Health points can be adjusted using /hp <1-4>. This command should only be used during out-of-character combat adjustments to redo or rewrite a previous action, resolve mistakes, or correct inconsistencies in the fight. Using it without a proper OOC reason is not permitted.
- Once someone's health reaches 0, they are considered to be "defeated". This means that said character is no longer able to engage in combat or act offensively/defensively.
- Your HP will regenerate overtime so long as there are no opponents in your radius.
The final stage of a fight is defeating your opponent. When your opponent's health reaches zero, you'll be given the option of defeating your opponent with the weapon you're currently holding (if any). Upon being defeated, the attacker will be given two options depending on the extent of their motive and the mutual consent between both characters:
- Non-Lethal Defeat. This method of defeating your opponent will apply the "Injured" tag on your opponent, additionally giving them slowness and preventing them from engaging in a fight for 10 minutes.
- Lethal Defeat. This combat method requires permanent kill (PK) consent from all parties involved. When used, it applies the standard effects of a defeat to the victim, in addition to a 10-minute timer. Once the timer expires, the victim’s character is permanently killed.
Defeated State | Injured State | Critically Injured State |
![]() | ![]() | ![]() |
Given the in-character consequences of being defeated, your character's actions will be heavily restricted as described below:
- Upon being defeated, your character cannot execute any offensive, defensive, fleeing, restraining or tool actions against anyone involved in combat.
- When defeated, your character cannot flee a combat situation unless all participants in the fight give in-character permission to do so. You may use /me to indicate that your character is attempting to flee, but the action will only succeed if your opponents don't prevent it.
- Being defeated doesn't entail losing consciousness. However, the attacker can choose to knock your character out after defeating you so long as they action through the use of an honored /me action.
- You cannot change characters while defeated or in the middle of a combat situation. If you have been accidentally defeated or a situation needs to be redone/voided, please contact staff for support.
- You cannot skip the effects of being defeated, even during consented spars or matches. The only players with access to this are Hospital Staff, who can remove slowness and restore your HP so long as you go through the process of being medically treated.
- Being defeated allows your opponents to act on kidnapping, knock-outs, robbing or other actions that require your character to be unable to resist, so long as they have valid motive & authorization to do so.
5.3. Combat Restrictions
You might be tempted to engage in fights and spars right away. However, to keep things fair and stabilize the crime rates on Norowarejima, there are certain restrictions you should follow, specially pertaining to our combat plugin.
5.3a. Character Creation & Throw-away culture
Throw-away characters are defined as characters who exist solely for short-term purposes. These characters are not intended for long-term play or serious progression and should not be used to bypass combat rules, exploit mechanics, or interfere with other players’ experiences. This practice is heavily monitored, and can result in a blacklist from our combat system.
To keep better track of this, your character must have at least 3 OOC days of active roleplay unrelated to crime or combat before you can engage in unconsented CombatRP. This period is meant to develop your character and establish their personality, background, and relationships.
5.3b. Lure & Bait
This practice, often related to throw-away characters, refers to the action of luring players into committing certain actions that will grant you immediate access to Spark motive. Make sure that every action and comment your character makes is backed up by solid character background. Even if your character is a criminal, make sure your character has a legitimate reason behind being mean to another character (e.g.- They had a bad day, they belong to a rival gang, etc.).
5.3c. Combat Zones
As stated earlier, Norowarejima isn't meant to be a crime-ridden city where nowhere is safe. There are certain areas that are safer than others. Therefore, there are certain restrictions to keep in mind before starting a confrontation:
- Daytime.
During in-game daytime (6:00 AM - 10:00 PM), you cannot initiate CombatRP with illegal weaponry. If a combat situation is already ongoing and the sun rises, the encounter may continue, but it cannot be resumed if it has been ICly paused or has already ended. - Public Hotspots.
While inside designated public hotspot, you are not allowed to engage in CombatRP at all, regardless of combat style. This restriction includes the spawn area and its surrounding vicinity. - Crime Hotspots.
If your character is inside a crime hotspot, the previous restrictions do not apply, meaning you can engage in CombatRP with illegal weaponry regardless of the time of day. However, if a character leaves a crime hotspot during an ongoing fight, the daytime and public area restrictions (sections 1 and 2) immediately take effect.
A combat situation is considered paused when a participant chooses to leave the scene, with the option to initiate a Hot Pursuit. Regardless of the opponent’s actions, the combat is considered ended if the fleeing character exits the opposing members’ render distance (60 blocks radius). A combat situation will also end once all members of the opposing party have been defeated.
5.3e. AvoidRP & Timers
Once you have engaged in any type of combat or illegal activity, you are forbidden from changing characters or logging off for a total of 30 OOC minutes. This timer will reset if you commit another act considered illegal. If you need to log off for reasons beyond your control, you should contact staff immediately to explain your situation.
Likewise, you may not intentionally rush towards public hotspots for the sake of avoiding a previously-paused combat situation.
5.3f. Do-Not-Interact (DNIs) & CombatRP
You cannot engage in CombatRP with any character if you have an active DNI (Do Not Interact) log against any of the participants in the fight. Thanks to the infrastructure of Spark and Premeditated Motives, you always remain in control of who your character interacts with. Staff will not approve any motive applications involving participants who have active DNIs against each other.
5.3g. Roleplay Weapons
Each weapon has distinct statistics that determine the amount of strike damage it can inflict. This also applies to custom-purchased weapons, so make sure you follow each weapon’s description and any associated skills. Additionally, you are not allowed to use any legal or illegal weapon unless it is present in your inventory. This restriction does not apply to everyday items, such as furniture or miscellaneous objects that provide no combat advantage.
5.3h. Undoing Combat Actions
You are not permitted to undo an action (commonly called “voiding”) simply because it was unsuccessful. The only exception is when all potential parties involved agree to void it. Note the use of “potential”; even if all immediate participants agree, other parties, such as police or medical personnel, may still be affected, which can make voiding invalid.
If you need assistance with voiding a major action, it is recommended to contact staff to confirm whether the void is allowed. Staff is also permitted to overrule any void-related decision made for the sake of roleplay continuity and accuracy.
5.3i. Character Ages & Roles
Certain ages will limit the rolling base amount during /combat actions. Nevertheless, certain age ranges are restricted with their involvement in CombatRP.
- Age Restriction.
Characters under the age of 16 and over the age of 65 are not allowed to engage in command-based combat under any circumstances. Play-to-lose roleplay is still allowed. - Physical Limitations.
Characters with major physical impairments that prevent them from moving without the use of medical tools cannot participate in command-based combat. - Animal Roles
Animals are not allowed to engage in command-based combat. Instead, they should rely on play-to-lose roleplay or resort to FearRP instead (refer to 3.12. for more information). - Restrictive Roles
Certain faction roles prevent or restrict the practice of CombatRP. For more information, please visit the information channel/thread for each faction or group.
During your journey as a criminal on Norowarejima, you may wonder whether certain actions not yet covered in this rulebook (robbing, breaking and entering, kidnapping, etc.) are allowed. In these cases, you must submit a motive authorization application so that staff can determine how you should handle the situation and whether you may use our combat commands to carry it out.
5.3k. Permanent Kills (PK)
You are not allowed to take another player’s character’s life unless you have received explicit consent from that character’s owner. Given the severity of this action, all conditions set by the character owner must be respected throughout the entire roleplay situation (e.g.- Combat method, location, involved groups, etc.). Consent may also be withdrawn at any time prior to carrying out the PK-related combat actions, for any reason.
Additionally, certain staff-hosted events may involve the risk of permanent character death. In these cases, you will always receive a final OOC warning before the PK is carried out. This warning will clearly state that continuing with your chosen actions will result in your character’s death due to recklessness. Staff hold this authority to discourage reckless behavior and to reinforce proper FearRP.