Neko Asylum Combat Rules

We Welcome all Followers of Darkness to Apocolyptika the Demonic Asylum.

We try to ensure a role play friendly environment for all to have fun and enjoy their time while they are on this SIM. Please make sure that you have read the Rules before you go forth, this would help us and all players to avoid certain circumstances and issues for the future.

Please note that we may get non CCS Users visiting the SIM. We try to be friendly and show them around, guide them if they need help and introduce you them to the CCS World, they may join us. If they are found griefing then call a GM ASAP and dont waste time talking. Use the +DA+OverSeers Social group to call out for a GM.

Also note that if you have a CCS Meter on then you are liable to get attacked at anytime on the SIM.

Kindly read the below and make sure you understand them , if there is something that you do not understand then contact a GM and they will help you. A GM is classified by having a GM sign on the CCS Meter above their heads.


Combat is part of life in emonic Asylum. If you have a CCS Meter on then you are a target and can be engaged in combat at any time.

*No Safe Zones: There are no safezones in +DA+. We ask that you to refrain from fighting in the Mall so people can rez and enter the land in peace. Otherwise there are no safe places to go. Factions and characters may try to designate area "in character" as "safe zones", such as "no fighting in the Underground Club" but that does not prevent combat from taking place.

  • You are not allowed to walk in private homes or factions if not invited. If asked to leave then you should leave or you can get killed for not leaving.

*Non-combat: If you wish to avoid combat anytime prior to engaging in combat, use /9 off to turn your CCS unit off. Use /9 on to turn it on again.

Basic Combat Rules

You are considered to be in combat once you make a melee attack or shoot someone or are yourself shot or melee attacked. The use of offensive CCS skills also starts a combat. Once you are in combat all the following rules apply.

You must have your CCS on to fight!

No exceptions! No CCS then no fighting. You will get a ban if you try to fight without your CCS. Your CCS meter must be visible and readable at all times.

You must have an IC reason for combat:
You do not need to role play before combat, though it is preferred and leads to fewer hard feelings. Naturally circumstances sometimes dictate "sneak" attacks or you are acting on the results from a previous role play encounter and don't need to repeat it all over again before attacking. If asked you must have an IC reason. Do not engage a fight for OOC reasons or based on OOC information!!

Try to stay IC at all times and avoid OOC Drama. Demonic Asylum will not tolerate any OOC Drama and Insults. If you persue this then may get banned.

If you are a melee fighter, armed or unarmed, then you need to have animations that shows your character is attacking. You cannot engage in melee without some indication you are actually fighting.

No movement enhancers in combat:
No flash steps, jump assists, SI blade special moves, flight assists, wall climbers, teleports, etc. are to be used during combat. . Using these enhancements will result in disciplinary actions being taken.

Due to the height of many of the buildings in +DA+, you may use movement enhancers to enter combat with someone attacking you from a roof top or other high place, such as a sniper. The enhancer must be disbaled as soon as melee combat is joined. i.e you cannot use a jump enhancer when you reach your combat point, make sure you remove all enhances before a battle.

No turning the CCS off/detaching CCS in combat:
Once you are in combat it is illegal to turn off or detach your CCS. You should also not detach your CCS after combat in an attempt to regain your health or avoid defeat. Once all RP associated with the combat is over then you can remove your CCS if you wish. Violators will be punished.

Two Weapons Rule:
One Weapon is allowed per hand this means: One two handed weapon gun or melee (Assualt Rifles,Sniper Rifles,Two Handed Sword/Axe/Polearm) or One of each Melee and Firearm one hand weapons(Handgun+Short Sword,Two handgun,Two Short Swords). Any weapons equipped beyond this will get you discliplinary actions. IMPORTANT: It is not weapon _use_ that counts, but the weapon being _rezzed_. So, combining wristblades with pistols, then arguing "but they weren't drawn" won't cut it! If it is attached, it counts!

1 gun + 1 sword = allowed
dual guns ( 2 pieces ) + 1 sword = not allowed
dual swords ( 2 pieces ) + 1 gun = not allowed
dual guns + dual swords = not allowed

Calling for Help
The following applies to those who are participating in a fight or merely observing one taking place.

When calling for help during or after a fight the act of calling for help must be 1) obvious and 2) preventable in some fashion. The offical (and best way) is some sort of factional comm system. Said system must have the following characteristics: 1) it be visible, 2) there has to be a way that others know it is being used so they can try to stop you from using it, 3) it must be "removeable" so the victor can take it off you and 4) must be limited to a single sim.

Otherwise the only way of communicating with a fellow faction member is to talk to them face to face.

The use of "telepathy", other supernatural abilities, bizzare powers, carrier pigeon and other means to justify the use of personal IMs or Group IMs to summon help or to let others know of a fight is forbidden unless a GM approves it. Such approval will only be granted in the narrowest circumstances.

Any sort of combat is supposed to have a definite end with the consequences RP'd afterwards. Fights are not supposed to go on endlessly as each side summons more and more reinforcements from fractions and friends who are outside the sim doing other things or who just happen to get online. The victorious party should not be subjected to endless rescue missions as captured players use all sorts of means to continually let friends, family and factions know of their predicament. Role playing defeat is not something to avoid but a means for your character to grow. Look upon defeat as a positive thing and use communication sensibly.


No time outs:
Once combat has started it goes until one side wins or surrenders. There is no stopping combat otherwise.

Only CCS based skills, CCS approved enhanced items or healing balls in a hospital can be used to heal. Healing using equipment is not allowed in battle, but only after the end of battle has been RP'd. In battle, only skills can be used to heal.
If you have personal healers for your own use then keep them in your home and they are only to be used when sparring with another in your own home. If injured you cannot go home heal up and come back and re join a battle.

Do not use any device that turns you invisible during combat.

Child AVs:
Child AVs are not allowed to wear weapons or engage in any violent action. Child Avi's are NOT allowed to engage in any sexual acitivity what so ever and if found doing so will be banned!

Corpse Camping:
This is where you stand around a body and wait for the person to revive and then kill them again. It does not matter if the revive is due to a timer, a racial skill, or if revived by another. When a person revives continue RPing the scene. If they attack then you are free to kill them again.

During one on one combat, you should role play being hurt after you have been defeated. Even if your character has a racial revive ability you should RP some sort of injury. You should not immediately revive and attack someone. The racial revives allow you to recover early and maybe escape. If a healer revives you after single combat, you should still RP being injured.

EXCEPTION: in group combat scenarios a player can rejoin combat if they are resurrected by a healer and healed back to combat level statistics.

Post Battle:

When you have been defeated in combat you should Role Play it properly. You are not dead but you may be unconscious. Your body is not capable of astounding feats in this state. You can act defiant but are basically at the mercy of the victorious party. If you do not wish to RP out a scene then you can Fade to Black (see below).

Even if someone else revives you (or you use a self revive), and/or heals you, you should RP being injured. You are just back from near death after all. That means not bouncing back up and attacking or shooting like a maniac. (see "Revives" above)

Fade to Black:
You may call fade to black upon defeat in combat if you need to leave (Log off) or if the RP following the defeat makes you uncomfortable. If you Fade to Black you MAY NOT engage in combat again with the party for 24 hours. Try to set your limits with the victor in advance to avoid this or agree events happen even if you dont RP it if possible to keep RP flowing.

Abusing the Fade to Black rule will result in disciplinary action. The Fade to Black rule is not a way to avoid the consequences of a defeat. It is not a get out of jail free card. If at all possible you and the victor should agree on what happens to your character even if you do not RP it out.Post combat OOC comments:
Whether from the victorious party gloating or the loser complaining will not be tolerated. If there is a REAL issue consult a GM immediately otherwise keep it IC RP only. OOC insults and rude comments will result in disciplinary action. This includes negative comments or insults made in IMs as well as in the open. Be an adult about things, it is only a GAME.

No Moving Corpses:
Once you are dead then you are dead. You must wait till you revive normally or are revived by a healer or through a racial skill. You are not permitted to move unless you are being dragged or moved by another as part of an RP.

Death/Permanent injury:
You can only inflict death or permanent injury with the consent of the other party. Trying to do this without consent is Godmodding.

If you disagree with the outcome of a fight or suspect your opponent of cheating, remain calm. Remember that mistakes happen and lag can cause really weird things to go on during a fight. Not everyone treats CCS combat as a game to be won. Mistakes happen. DO NOT take the issue OOC!! Do not make public accusations of cheating unless you have proof! Contact a GM and discuss your suspicions and offer any proof that you have. It is the GM's job to determine if a rule has been broken, not yours. Accept a GM's ruling and do not complain about it.
Decisions of individual GMs are binding, trying to ask another GM to get a different decision is frowned upon. Decisions may be appealed against, but if that is not immediately possible, you are bound to continue RP with the disputed decision in force.
The ONLY person you can appeal to is Melanie Milland, owner of Damnation. DO NOT ATTEMPT TO USE A SUPPORT CHANNEL, OR APPEAL TO PEOPLE OUTSIDE OF DA. they have better things to do than argue a situation they have not witnessed!

We repeat certain rules and points to make sure that you have read them to avoid futre Drama. If you do not read the rules then you are the only one to blame and will be blamed by GM's for not reading and understanding the RP zone area. We expect you to follow all rules as we all do. We want you to have fun and enjoy your time, visit or stay in DA.

We thank you for reading which means you actually took the time to read these rules and have reached to the end.

Have Fun always and let others have fun…
Try to sat IC as much as possible….
No OOC insults, accusations or Drama….
Do not use ones personal information becasue they trusted you in public chat to embarass them…
Do not use any orbit devices….
Use your imagination to keep the RP alive and interesting….

If you have any RP ideas or suggestions or maybe points of view to improve RP's then note them in a note card and send them to a GM.

:-) Thank you all

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-NonCommercial-NoDerivs 3.0 License