The Rules of the Third Junction


ver 1.0

The Third Junction is Free Form role-playing, meaning a place where any kind of character can exist. However, how many of us role-players have been frustrated by the battles between "God" characters who are entirely undefeatable? Well, a small amount of reality, at least, has to reach the Junction; people do die after they've been stabbed through the chest. These rules are in the interest of allowing such tragedies to occur without being out of control, and, conversely, to prevent even the Immortals from being outrightly obnoxious.

Code of Conduct
1. No abusive language.
2. Clan Heads' decisions are final. If there is a dispute, issues can be taken up with (currently) Shiliki. Any decisions reached must be abided by. Deviation from such judgements may be grounds for banishment from the room.
3. All IRC rules apply (obviously).
4. These rules are subject to change! As the Junction is a new room and the rules are still being hammered out, and as situations may also change, the founders reserve the right to adapt these rules accordingly.

Races and Species Allowed in the Junction
Currently, there is no system to allow for more Walkers in the Junction. This will be changed as the channel grows in size, but, for now, the Immortals must turn their attentions elsewhere. We apologize to anyone who was hoping to play such a character, but rules will eventually be set up to allow for a controlled number of Walkers.

Aside from this restriction, any race is welcome. However, all characters must be registered with Clan Leaders and/or Shiliki. The Leader you clear your character with does not necissarily have to be part of the clan you want to join. A small description of your character and a list of his powers/skills should be part of the registration (in order to prevent "random magics" just when they're the least convenient, i.e. "You didn't kill me; I...uh...use my...um...magical energy shield that I've just never actually used before anyways to block your sword.") Clan Leaders are on an honor system not to divulge any "secret powers" you include on this list.

To register, contact a Leader or Shiliki at the Junction.

Clans and Rank
This is probably the most expandable part of the rules, as there will be more clans added constantly as the Junction grows. I've based the current system off of a system I've played, myself, and liked. These rules are designed to allow for character growth and development as well as to keep the "God characters" under check.

Whenever a skill is used anywhere in the Junction that requires a die roll, a character's number of dice shall be determined by the rank he holds in his clan. Even the unaffiliated are considered part of a clan, although they are not in any way responsible for other unaffiliated in the same manner clan members may be (loyalty, etc.). There is more information in the clans section.

In order for a character to earn rank, he must be registered with a clan leader, who will then determine his rank at the beginning. Rank can be given by clan leaders, although later expansion will allow for other upper ranks in the clans to determine rank, as well. A character's rank will determine the number of dice he rolls whenever he uses a skill. This is in order to keep the dice system as simple as possible.

Rank # of Dice # in Clan
Walker 34 1
Leader 30 1
Honor Guard 27 2
Justice 24 3
Keeper 20 4
Dweller 17 6
Guardian 14 6
Apprentice 12 Unlimited
Initiate 8 Unlimited
All non-registered chars are considered Initiates.

Position Descriptions
Third Junction Channels
#ThirdJunction The common room of the inn
#TJ_Docks The docks and beach area north of town
#TJ_Arena The giant arena for settling disputes
#TJ_Garden The mystic Faerie garden in the northwestern part of town
#TJ_Circle The mage's circle in a clearing to the east of town
#TJ_Outside The outside area - anything not included in the other channels
#TJ_Townhall The Town Hall where council meetings are held

Combat
Once again, the combat rules are based on a system I have used, myself, and found much more convenient than the somewhat haphazard systems used on some channels. They are designed to be as simple and consise as possible.
Every combat must be witnessed by a Clan Leader or an Honor Guard (or by Shiliki). Characters formally killed in combat are dead! But, on the reverse, any character attacked outside of the combat rules is not considered forfeit, and it is up to the player's discretion as to the outcome of the battle.
All dice rolls are made at the difficulty of 6 (unless modified by clan skills). Combat rounds are as follows:
1. The attacker declares his attack. Yes, this is where you get to do your cool description of your daring attacks and flashy moves. In the very least, it makes the combat more interesting.
2. The attacker rolls the number of dice determined by his rank (listed above). In the off-chance that a character manages to slip by registration before he gets into a fight, all unregistered characters are considered the equivalent as Initiates and, therefore, receive 8 dice. There will be some exceptions with Walker Powers when they are implemented, but, currently, this is the system.
3. The defender declares his response. This is his chance to describe his wonderfully showy defense against the attacker's defense. No matter how devastating you think your magic may be, all attacks do have the potential of being blocked or missing. After all, that's the number one complaint against "God characters:" their attacks just don't seem to be stoppable. Well, power-gamers, if you don't like it, the Junction isn't your forte. Of course, the defender has the option of counter-attacking. In this instance, it is likely that he will get hit unless the attacker critically- fumbles (rolls a 2 or less), but the attacker will also have to take his next round defending against this attack.
4. The defender rolls the number of dice determined by his rank. A successful defense means that the character has managed to block or dodge the attack. If the defense fails, the defender is injured. The defender may also use this roll to escape combat, but if he flees, he cannot return to the Third Junction for 24 hours to simulate his fleeing the area.
5. Damage is calculated. If a character loses three defending rounds (and whatever else is accounted for by Clan abilities), he loses the combat, and is considered incapacitated and at the mercy of the victor.
6. Next combat round. The defender becomes the attacker, and the next round is repeated as before.

The combat continues with these steps until one character is either dead (loses THREE rounds) or acceptably surrenders (it's role-playing; you figure it out!) The Leaders or Guards overseeing the match shall declare when a character is officially dead, and, as always, their decision is final. The player may start a new character which must be registered.

Group Combat
Group combat rules are used if a group of two or more attack a player or group of players. There cannot be a ratio greater than 4:1 characters in each group.
1. The attacking group declares its attack. Once again, cool descriptions, flying kicks, flailing fists, and flaring weapons.
2. The attacking group rolls its cumulative dice pool. The highest ranking character of the attacking group rolls all of his group's dice in one roll.
3. The defending group declares its responses. Spice it up!
4. The defending group rolls its cumulative dice pool. The highest ranking character of the defending group rolls all of his group's dice in one roll. If the total is higher than the attacking group's roll, then all of the attacks are successfully blocked. If it is lower, the member of the defending group with the smallest dice pool (lowest rank) is incapacitated.
5. Escape rolls. The defending group has a chance to roll for escape. Roll each group's cumulative dice pool. If the defending group wins, the characters flee for their lives under the hapless attacks of the agressors. They may not return to the Third Junction for 24 hours to simulate their fleeing the area. If they lose this roll, no damage is accounted for, but all members of this group must remain for the next combat round.
6. Bodies are counted. Combat continues until all members of one group are incapacitated. The victorious group may kill one member of the defeated group (the rest crawl off the ground, wounded, but alive).

Current Town Council
Walkers:
Fountain of Light Shiliki
Generations Brian_LeBlanc
Army of the Nexus Position Open
Night Followers Position Open

Leaders:
Fountain of Light Position Open
Generations Position Open
Army of the Nexus Position Open
Night Followers Position Open

Contact Information
Shiliki (and mailing list): [email protected]
Brian_LeBlanc: [email protected]