This is a read-only archive of the Gateway Roleplay forums as they were on Oct 22, 2026. Posting, reactions and logins are disabled.

≫ WHAT'S UP WITH GATEWAY ROLEPLAY? ≪

  • We've been radio silent for a long time now. We posted an announcement in our Discord server back in April of 2025, but never updated the forums. So what's up with Gateway Roleplay?

    After 5 long years, we've decided to place the development of Ties That Bind on an indefinite hold.

    This doesn't mean it's cancelled. We fully intend to run Ties That Bind: What Lies Beneath and Ties That Bind: City of Angels eventually. But to do so, we need to take a step back. In the meantime, we'll be working on smaller, invite-only projects.

    Thank you to everyone who has stuck with us this long! MindGate and I (Pika) have been working on this server for over a decade now. It truly is a passion project for us.

a. Combat Basics

Combat Basics

Combat Basics




Combat Engagement

  • At the start of combat, all participating parties are split into three categories: ENGAGING, ENGAGED, and NPCs/FRIENDLIES.
    • The ENGAGING party always goes before the ENGAGED party.
    • NPCs/FRIENDLIES are always last in the turn order.

  • The status of each party is determined by the associating conditions of the scene.
    • Typically, the party that first opens fire is considered the ENGAGING party.
    • If both parties are on an equal footing, an admin or player will flip a coin to determine which party is considered the ENGAGING party.



Attacking in Combat

  • When attacking, players will roll a D20 die.
    • A 10 or ABOVE is considered successful.
    • Anything BELOW 10 is considered a failure.

  • If a player rolls a CRITICAL SUCCESS (20), they will deal the maximum possible damage plus an additional damage die.
    • Example: A weapon with a damage roll of 1D8 will now roll 2D8 and deal 16HP worth of damage.

  • If a player rolls a CRITICAL FAILURE (1), their character will suffer a large amount of damage and a potentially embarrassing failure.
    • Such failures include a weapon jamming or being put in mortal jeopardy due to an obvious oversight.

  • Combat continues until one party is left standing (through death, surrender, etc.) or has successfully managed to flee from the encounter.



Actions in Combat

  • Action Points (AP) are universally used towards character actions in combat, such as firing a gun, bandaging a wound, or using an ability.
  • Characters begin combat with a base of 6AP.
    • Characters are able to store an additional 2AP at the end of each turn, for a maximum of 8AP.

  • Character movement is tracked separately from other actions and does not utilize AP.
    • Characters may move 6 tiles during their turn, measured using the game's furniture movement tool.
    • The SPRINT ability doubles the amount of tiles a character may move during their turn, for a maximum of 12 tiles.
    • Once the SPRINT ability has been used, it enters a cooldown period of 2 turns.

  • Characters may only perform as many actions in a single turn as their AP allows.



Mechanical Combat

  • Mechanical Combat is combat that utilizes the existing combat mechanics in the game.
  • Some events will feature mechanical combat against infected.
    • If issues occur with infected popping in and out of existence, teleporting around, etc., stationary infected sprites will be used instead with the turn-based combat system.

  • Players may use mechanical combat during PvP if all parties mutually agree.
    • While engaging in PvP with mechanical combat, turn-based combat rules do not apply, nor do character and weapon abilities.
    • Revives will not be given for deaths resulting from PvP with mechanical combat unless a rule infraction occured.



<< vi. Combat System b. Cover System >>




Last Updated: June 10, 2024