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How to call a void?

What counts as a void?

There are only a few things that truly count as a void in SEMCS, some of these are of the most basic principles, while others will make you think. Either way, it is a part of the game mechanics. Below you will find the mechanics to what you can call void on.

Voiding is not limited to the following list. This list is a guide list of what constitutes a void. Voiding can be called for numerous reasons and as such should be done with common sense. A void can be instituted as well with house rules , and is not solely strict to this list. That being said all house rules should be made clear before the beginning of a spar , match and campaign.

1. Breach of word count:

Each action has a set of word counts that can be used, for instance, an Attack is 10 words per AP as a [c] and [cc] are 20 words per use. If failure to stay within the word count for the action to occur, it is presumed that you have overstretched and as a result of an automatic none, arguably void occurs.  Remember commas periods, quotations all count as part of the word count in SEMCS. So, no list hitting.

2.Non-Direct Statement:

If you attack but do not direct where and how you hit, or how you evade an attack, then a void will be issued. All attacks and counters must specify where and how you hit. This is crucial for the damaged part of the SEMCS, a failure to define clearly within word count of how and where you hit can result in a void.

3.Impossible Action:

If you attempt an action, such as flying through the air 30 ft in order to hit your target, you will be voided. As noted, the max move distant on foot is 10 ft per turn and in-flight 20 ft per combat turn. As such other impossible actions include but are not limited to: Firing around a corner, hitting someone behind an object. Kicking someone in the face while on your back.

4.Out of range:

Attempting to hit someone with your bare hands while out range just cannot happen, not unless you cut off your hand and throw it at them. Attempting to punch someone from 10 ft away leads to an automatic void.

5. Failed to deal with effects:

Effects such as being prone (knocked down) Tripped, tied up or crushed under an object inhibit your movement. While you could attempt to sweep someone to the floor, you cannot punch someone above the knee while being knocked down. Attempting to do such will lead to a void.

6.Breach of AP Use:

Improperly setting an AP such as 1] [2] [3] which the 1 is unbracketed leads to a void. This rule is due to the fact that all AP much be bracketed. But also, if you miscount your ap and attempt to place a 4th or 5th when you had 1 to 2 less will also lead to a void. It is considered trying to do too many actions at once.

7. To Many Actions:

As noted in further sections of this book (Under the AP section) In a basic attack you are allowed to perform 1 action. With exceptions as outlined in that section, if you’re caught doing more than one, it leads to a void. Again, this indicates you are trying to do too many things at once.

8.Using a shattered limb:

Using any part of the body which has been broken as defined under the terms of damage arrangements can lead to a void. Of course, certain conditions have to be met before you suffer a shattered bone. That being said attempting to do such will lead not only to a void but a reduction of 10 hp in doing so i.e. an automatic 10 damage.

9.Attempted to kill too early:

A procession of things has to occur before you are allowed to make a lethal or fatality attack in SEMCS. For instance, you cannot cut off ahead if the opponent would not fall under -10 Hp do to the effect. The maximum allotment of loss Hp in a “party rp” where a healer is involved is -10 damage. Removing a head, or attempting any kill shot that does not fall below that count is voided out immediately. It is presumed you swung too hard and missed your shot.