Track
Choose a target player or NPC crew. You can use 1 DT to gain intel on the location of that player’s or NPC’s crew. You must announce the crew or individual that you are looking to track, and then make a Wisdom (Survival) check. The number rolled becomes your "Tracking Stamina" or TS. Total the amount of tracking stamina you have accumulated towards tracking your target at the end of the week (Sunday) and compare it to their "Evasion Stamina" total. If your tracking DT outnumbers their evade DT. you are able to find and catch up to them.
Evade
You attempt to avoid a conflict with a pursuer. When a player attempts to Track you, you can spend 1 DT to take evasive maneuvers trying to dodge and avoid conflict with those hunting you down. Make a Wisdom (Survival) check. The number rolled becomes your "Evasion Stamina" or ES. Total the amount of Evasion Stamina you have accumulated towards evading your tracker at the end of the week (Sunday) and compare it to their "Tracking Stamina". If your cumulative DT beats their tracking score you avoid them, otherwise they find and catch up to you.
Player vs Player
There are certain rules in place to keep PvP fair among players who hope to fight and force encounters amongst each other. These rules stand outside of a DMs ruling in a particular mission of theirs (though are suggested to be followed within missions), and are made to work in conjunction with the Tracking/Evading downtime activity.
The rules are as follows.
You may not force an encounter with a character that is one tier lower than you in terms of level. You may, however, challenge a character that is one tier above you in terms of level.
Both sides must pick a delegate (preferably a Captain) who must unanimously agree with the other on whether the combat will be Lethal or Nonlethal. If neither side can agree, a thread will be opened up, where upon a staff member will oversee a coin-toss, the winner deciding the lethality of the encounter. At any point, if both parties agree, combat can be changed to nonlethal.
There are Will of D's in PvP combat.
Preparation for PvP combat is granted on a unanimous decision between delegates.
While PvP is mostly player run, if an argument about ruling or happenstances within the encounter begins, call a DM or Staff member to make the final ruling. Do not just make up your own ruling on a whim.
All Sparing should be Non-Lethal Canon Combat, although it does not need to be. This should be done in the (One Journeypvp-rp) Section of the Main server.
Players Can provide pre-determined rewards for CANON combat from their own respective inventories.
Leader Class counts as 1 person when determining the number of members in a PvP Fight.
PvP Faction Rewards
Pirate Faction (Bounty System)
Reputation Gain (Bounty): Upon capturing or defeating a Player in PvP, you gain (Honor / 50) * 50,000 added to your Bounty score when turning in a Marine, (Notoriety / 5,000) * 50,000 for turning in a Bounty Hunter, or (Infamy / 500) * 50,000 for turning in an Underworld member.
Berri Earnings: You also receive (Honor / 50) * 50,000 in Berri when turning in a Marine, (Notoriety / 5,000) * 50,000 in Berri for a Bounty Hunter, or (Infamy / 500) * 50,000 in Berri for an Underworld member.
Marine Faction (Honor System)
Reputation Gain (Honor): Upon capturing a Player in PvP, you gain (Bounty / 50,000) * 50 added to your Honor score for Pirates, (Notoriety / 5,000) * 50 for Bounty Hunters, or (Infamy / 500) * 50 for Underworld members.
Berri Earnings: You receive (Bounty / 50,000) * 50,000 in Berri for turning in a Pirate, (Notoriety / 5,000) * 50,000 in Berri for a Bounty Hunter, or (Infamy / 500) * 50,000 in Berri for an Underworld member.
Bounty Hunter Faction (Notoriety System)
Reputation Gain (Notoriety): Upon capturing a Player in PvP, you gain (Bounty / 50,000) * 5,000 added to your Notoriety score for Pirates, (Honor / 50) * 5,000 for Marines, or (Infamy / 500) * 5,000 for Underworld members.
Berri Earnings: You receive (Bounty / 50,000) * 50,000 in Berri for turning in a Pirate, (Honor / 50) * 50,000 in Berri for a Marine, or (Infamy / 500) * 50,000 in Berri for an Underworld member.
Underworld Faction (Infamy System)
Reputation Gain (Infamy): Upon capturing or defeating a Player in PvP, you gain (Bounty / 50,000) * 500 added to your Infamy score for Pirates, (Honor / 50) * 500 for Marines, or (Notoriety / 5,000) * 500 for Bounty Hunters.
Berri Earnings: The Underworld faction does not earn Berri directly for turning in bounties but gains Infamy and potential rewards from the Underworld based on these conversions.
Additional Notes:
Higher ranks in the Marine faction may allow players to gain additional benefits when turning in bounties or capturing high-value targets, such as negotiating higher Berri payouts or additional Honor points.
As players gain higher Bounties, the rewards for turning them in increase proportionally, creating an incentive for more challenging PvP encounters.
PvP Faction Capture and Turn-In Rules with Reputation Conversion
Turning in Marines
Reputation Gain:
Pirates: Gain (Honor / 50) * 50,000 added to your Bounty.
Underworld: Gain (Honor / 50) * 500 added to your Infamy.
Bounty Hunters: Gain (Honor / 50) * 5,000 added to your Notoriety.
Berri Earnings:
Receive (Honor / 50) * 50,000 worth of Berri when turning in a captured Marine player.
Turning in Bounty Hunters
Reputation Gain:
Pirates: Gain (Notoriety / 5,000) * 50,000 added to your Bounty.
Marines: Gain (Notoriety / 5,000) * 50 added to your Honor.
Underworld: Gain (Notoriety / 5,000) * 500 added to your Infamy.
Berri Earnings:
Receive (Notoriety / 5,000) * 50,000 worth of Berri when turning in a captured Bounty Hunter.
Turning in Underworld Members
Reputation Gain:
Pirates: Gain (Infamy / 500) * 50,000 added to your Bounty.
Marines: Gain (Infamy / 500) * 50 added to your Honor.
Bounty Hunters: Gain (Infamy / 500) * 5,000 added to your Notoriety.
Berri Earnings:
Receive (Infamy / 500) * 50,000 worth of Berri when turning in a captured Underworld faction member.
Special Mechanic: Underworld Faction Escape
Escape Mechanic:
When an Underworld faction player is captured, they can attempt to use their World Government connections to escape before being turned in.
Connections Check: The Underworld player rolls a d20 and adds their Infamy score divided by 1,000 (rounded down) to the roll. If the total exceeds 15, they successfully escape.
Failed Check: If the check fails, they are turned in as usual, and the captor gains the corresponding rewards.
Additional Notes:
Escape Cooldown: If an Underworld player successfully escapes, they cannot attempt another Connections Check for one in-game week.
Bounty Inflation: Higher ranks in all factions increase the rewards for turning in members, encouraging more challenging PvP encounters.
Notes:
Your HP is multiplied by 10 during non mission PVP
If a lethal PVP happens and a captain of a crew happens to die, players of the captains crew have 2 week for one of them (starting with the first mate) to claim the captain role or else the islands under that crews control goes neutral
All PvP duels and spars need to be overseen by a member of the admin team
All duelist must be in the same location (obvious but may need to be stated)
The winner of the Spar will get 4 AP and half for the defeated
If someone obviously is forfeiting so the other can farm AP then both gain no AP and use up their DTA's for the spar.
All spars that earn AP must be canon and play into the history of your characters
Members of the admin team gain 2 AP for every spar they oversee
TRACKING OLD PLAYER CHARACTERS
You must Ping content as the old players are now NPC's when tracking.
If a player has been banned, their character/s is in Impel Down.
Content roll all evasion rolls at the end of the week as to save time watching for tracked NPCs.
Players must defeat a stat block depending on the rank of the character tracked.
If a member of content can not oversee, we can settle it with a survival roll off where the person tracking gets advantage. if the evader beats the survival roll of the tracker they escape the battle and the tracker must start again. if the tracker wins then they have defeated and captured or killed their target
You must be on the same Island as the person you tracked before engaging on combat!