OOC Combat Class & HUD Guide
A single reference for the Trenchport combat class: consent and post order, all current participation and rule modes, Practice and Tournament behavior, attacks, Stamina, Defense, healing, ammunition, defeat, surrender, and saved records.

Combat Is Optional
Do not attack someone simply because they are nearby. A target must be part of the scene, within the selected attack range, wearing a working Trenchport meter, and eligible for mechanical combat.
Written RP Combat Guide
The HUD guide explains mechanics. The separate RP Combat Writing Guide teaches the roleplay side: attempt wording, avoiding autohits, reacting to hits and misses, damage portrayal, powergaming, godmodding, and Trenchport's rule that a weapon is drawn/readied in one post and used in a later post.
Current Combat Modes
There are two related choices to understand: participation mode controls whether mechanical combat is active, while Meter rules decide whether Stamina is used.
Meter Combat — Stamina
The normal mechanical mode. HUD attacks, incoming meter damage, healing, defeat, and normal combat records are active. PvP attacks spend Stamina.
Classic Meter
Old-school mechanical Meter Combat with the Stamina system turned off. Attacks and damage still work normally; the difference is that combat does not spend Stamina.
RP Combat
Marks the player as open to combat roleplay while blocking HUD attacks and incoming meter damage. Use it when the fight is being resolved entirely through written RP.
Non Combative
Opt out of HUD combat. Mechanical attacks and incoming meter damage are blocked. Do not treat a NON COMBATIVE player as a valid HUD target.
Practice Mode & Tournament Mode
These are special verified event states layered on top of Meter Combat. They are not the same thing as RP COMBAT or NON COMBATIVE.
Practice Mode
- Designed for OOC combat classes and training.
- Uses isolated 100 HP.
- Allows melee and knife attacks.
- Gun attacks still require a firearm in cloud Inventory, but verified Practice shots do not consume Ammo.
- Practice attacks cost 0 Stamina.
- Immediate class healing is available.
- Normal wins/losses are not recorded.
- NPC Hunt is blocked while Practice is active.
Tournament Mode
- Staff-controlled event combat.
- Uses isolated 100 HP.
- Attacks are locked to melee only.
- Tournament attacks cost 0 Stamina.
- Wearable Defense is ignored for isolated tournament damage.
- NPC Hunt is blocked until the event ends.
One HUD Action Per Roleplay Post
During an active combat scene, each player may perform one HUD combat action per roleplay post.
- Attacking another player counts as the action, even when the attack misses.
- Healing another player counts as the action.
- Using a healing consumable counts as the action.
- Using a buff, temporary effect, or other combat-benefit consumable counts as the action.
- Movement, dialogue, and descriptive roleplay can be part of the same post as long as they do not create another HUD action.
Attacks, Rolls & Stamina
| Attack | Range | Raw Damage | Normal PvP Stamina |
|---|---|---|---|
| Melee | 5 m | 8–14 HP | 8 |
| Knife | 5 m | 14–25 HP | 12 |
| Gun | 10 m | 25–35 HP | 5 |
Classic Meter removes those Stamina costs. Practice and Tournament also use zero Stamina cost. The Fighting Skill can reduce normal PvP Stamina costs by up to 20% at maximum skill; it does not improve hit chance or damage.
Wearable Defense
Equipped wearable gear can reduce incoming damage during normal PvP and NPC combat.
- 1 Defense = 1% damage reduction.
- Total Defense is capped at 30, or 30% reduction.
- Defense does not change the d20 hit roll.
- A successful hit always deals at least 1 HP.
- Tournament-isolated damage ignores wearable Defense so the event remains on its own balance.
Check and manage gear through Inventory → Wearables.
Healing, Consumables & Buffs
HUD Heal
Use Fight → Heal to scan up to 10 meters and restore up to 25 HP to another player without exceeding their current maximum HP.
In regular Meter Combat, a fighter who has attacked cannot receive outside player healing for 1 hour after their latest attack. Practice Mode uses its own immediate class-healing behavior.
Self-Healing & Items
The HUD heal action is for another player. Self-healing uses an appropriate cloud Inventory consumable. Any healing item, temporary max-HP item, buff, or combat-benefit consumable counts as the player's one HUD action for that post.
Guns, Ammo & NPC Hunt
- Live player gunfire: requires an enabled firearm and at least one Ammo in cloud Inventory.
- One Ammo is consumed before the attack roll, so a miss still uses the round.
- Practice gunfire: still requires the firearm inventory gate, but a verified Practice shot does not consume Ammo and does not create a normal PD acoustic alert.
- Tournament: gun attacks are unavailable because the event is melee-only.
- NPC Hunt: requires a real firearm for gun attacks but currently uses unlimited Hunt ammo; it does not consume the player's Ammo and is exempt from the normal police acoustic incident.
Zero HP, Defeat & Throw Towel
Zero HP
At 0 HP, the meter records the defeat for normal Meter Combat. The defeated player may not continue attacking, healing, buffing, or using combat consumables as part of that encounter.
Zero HP does not automatically decide death, permanent injury, arrest, kidnapping, robbery, or another long-term story consequence. Those outcomes belong to roleplay and sim rules.
Throw Towel
Fight → Throw Towel lets a Meter Combat player surrender to a nearby opponent. It records a loss for the surrendering player and a win for the opponent without changing their HP.
Roleplay, Poses & Records
The HUD resolves mechanics; players still write the scene. Roleplay the swing, shot, miss, injury, treatment, reaction, and consequences instead of treating the meter output as the whole post.
Combat Pose
The optional Fight Pose is visual only. Turning the stance on or off does not roll an attack, deal damage, or replace a written combat post.
Saved Results
Normal Meter Combat wins and losses are saved to the character record and can be viewed through Ch Profile → Stats. Practice Mode intentionally does not create normal combat records.
Quick Class Reference
Combat Rules Class Poster
This is the fast visual version used for the core RP-combat expectations. The sections above include the newer combat modes and mechanical systems added since the original poster.


