Sometimes tensions rise in roleplay and it comes to a fight. Or you’re just really itching to take out the next person you come across. We have a few rules regarding this part of Roleplay and these rules are taken seriously to keep things fair.
Conflict has consequences, and to enter into conflict is to accept that things will happen to your character. Remember, you're not always going to win. Conflict is part of RP and should never be used to settle personal scores, keep your conflict on the battlefield and between characters, not between players. We as admins have been around a fair bit, seen our share of conflict from both sides of the coin. We've run into our fair share of "Bad Actors", who would gloat and gleefully spout whenever they win, only to become sour and short when they happen to lose a fight. This kind of behaviour only hurts RP and the relationship between the writers involved.
Remember that this is another part of the collaborative story that you are weaving with others. Work with each other, even as “enemies” to bring a story together to tell others about over ale at the tavern, or weep over lost loved ones with friends. When you see it less about winning and more about telling a story, then it becomes more fun.
And remember: Should the worst happen to your character, when you have shown respect to others, there will always be those out there that are willing to help you back up. We're all adults here, act like it.
Please capture proof of PVP acceptance by all parties and post it in the records channel. If a problem arises, this will help us (Admins) to assist with claims of foul play. Our default method is game side pvp, but there is a dice option available for those that are not comfortable with their PvP skills. However, you may not force a dice battle, it must be agreed on by both parties.
Consequences are to be accepted for your actions, this goes BOTH WAYS.
Kill On Sight is not allowed in the open world. This does not apply to areas that may be designated as such (Such as capturable zones & Unnamed City), or areas where a raid is in progress. These actions also include hostile sorcery spells. PvP may spill from these areas, but all regular rules apply.
You may not engage people in PVP that are significantly lower in level than you. Don’t be scum. This may be allowed If the lower level is informed of their disadvantage and still wishes to continue with the fight, if not, this must default to Dice rolls if conflict is still desired between parties.
Fighting within the Hub Areas is to be taken outside as soon as possible. While these do not classify as safe zones, your fighting may be disruptive to RP without allowing appropriate reactions to happen.
If you wish to PvP someone, intent must be declared by typing “PVP Intent” after which your opponent may either “PVP Accept/Surrender/Flee”. After intent has been declared, all parties involved must declare their Acceptance/Surrender/ Flee, if accepting, all players must adjust their height to the standard. Once all players have declared their intent, proof of this must be captured for the records channel and a /pvp start must be done, and all combats must wait for the timer to finish before engaging in PVP. No-one may move or reposition during this time.
PVP Surrender does not mean that you are injured or dead, this option means that you have surrendered to the opposing party and what happens from there is to be determined by further RP. This does not give antagonists free reign to be jerks! Consent Rules do apply, and try to be accommodating of each other.
PVP Flee allows the defendant to run from battle, however the attacker may still attack and hunt you down, as you are attempting to escape. You may not use teleports of any kind in this time until you have properly evaded your foe for at least 10 minutes without re-engaging and are safe. If you have managed to evade your attacker for 10 minutes and are safe, if you wish to continue fighting a new instance of PVP Intent must be declared.
This also applies to the use of the /home command, which is prohibited during active PvP. You must also be at least 3 map tiles away from the initial combat zone. However you may use the portal scrolls that will be made available, but be warned, these portals are very obvious and will remain open for 2 minutes, this will allow attackers to follow you if you’re not careful! You may not camp a portal exit location to attack your attacker while they are in a loading screen!
If you were not included in the initial PVP Intent stage and accepted PVP, you may not join the scene until after the battle has completed. This is to prevent reinforcements showing up after the commencement of PVP to tip the scales in one side’s favour.
Victors of PVP and dice rolls are to RP accordingly after PVP has been concluded. Intention to capture must be made and ensured that it complies with the consent sheet/s of the losing side. Do not take this time to gloat, if an OOC discussion is called on to plan out the details of certain things, take the time to do so to ensure both sides leave the site in an amicable state.
Restraints may be applied at this time and players disarmed (Disarming is via the removal of a weapon from a hotbar into the players inventory, not your own!). You may not take anything other than Restraint Keys or lockpicks, these items are exempt from the theft/robbing rules and must be roleplayed.
Victors must declare any injury status marks they wish to apply to their victim (who must post their marker in the characterstatus channel), or they may choose to rob their victim. However there are limits on what can be taken, no more than 5 gold may be taken, or 1 item (Ensure that these Items are RP friendly, spells are considered an inherent item to a person). However if the victor chooses to kidnap, injure, or perma (If applicable) a person, the victim may not be robbed at this time. Just remember, don’t be a dick.
Avatars of gods are allowed in PVP, however there is a high cost for this act. Be warned, the summoner of the Avatar goes directly to Perma-Death, and the site of the summoning will then be put into a Veil Break. An Admin must be immediately informed of the use of an Avatar, and the name of the Summoner. Temporary Characters may not be used in such an attack, only established characters may do so.
Thralls and Pets are not allowed in PvP, however spells and items that allow the spawning of temporary allies (Spiders from the Orb of Yezud, Corrupted Authority Perk Summon, and Vanilla Sorcery Call of the Dead spell) are allowed. Raids have different rules that apply to this.
This also applies to flying of any kind (Carpets, etc), even if part of your race!
Sometimes some items are a little too overpowered, or they're bugged out and it takes time to fix them. This is a list of problematic items that are not to be used in PvP in any form.
All knockout weapons. This includes arrows and any weapon that deals concussive damage.
Okin's Bow
Bow of the Black Ones
Once-upon-an-Arrow
Lying Bow
Pride of Argos
When a player is mechanically killed during a PvP situation, they must remain "downed" where they fell and may not rejoin the fight if it is ongoing. The Downed Status must be self-applied in RPR by the downed player. However if RP is not engaged with that person within 10 minutes, they may attempt to flee. By default, this will inflict a Minor Injury (Which must be self applied) and the rules of PvP Flee still apply when this period begins (This means that the attacker may return to chase down the injured person, and the injured person will have to avoid engaging with their attacker for 10 minutes to be considered “safe”).
Allies of the Downed Player can attempt to save their friend by picking them up by using the DD Carry function. While carrying an injured person in a PvP situation, you are not permitted to run and must walk.
If a player is downed by falling from a height, this automatically counts as a Major Injury as it likely results in a broken bone.
Once RP has commenced after the fight, the victor must establish what Status they wish to inflict on downed player. This works by choice of escalation for each Stage (You can choose to increase the stage with each conflict) and a first conflict between players may only result in a Minor Status. However if a player is already under a Status, that status will then increase by a step (Even if in first conflict, however this still remains a Minor act between the two characters as this is a failure of Status management by the Downed player).
Statuses will last for the full duration of their timer unless healed by an appropriate method. There are four stages and three types to the system and only one type may be applied to a downed player at a time.
If a status is not applied, then the default will always be a Minor Injury.
There are three types of Status that may be used, these depend on your character and their ability.
These are your basic and most common form of Status. Inflicted by weapon, terrain, or even bare hands, these are physical injuries to your character such as cuts, broken bones, burns and other physical injury. This type of status can be healed by a Healer.
While not the norm, poison can be used as a Status Type and must be brewed by an Alchemist. The effects from these can vary, with the weakest causing weakness, nausea, cramps, and blurred vision, amongst other effects. These escalate each Stage to become more potent, with Dire causing effects close to Death (Coma, debilitating pain, sickness). Effects must be included in the RP when applied, as well as any long term effects that may occur. This type of status can be cured by an Alchemist's Cure.
Users of magic have access to a great many different curses. These foul spells can cause a wide range of affects, none of them good for the victim. These curses can range from simple pain, blindness, and weakness. To transformations, mind control, unconsciousness, and a host of other effects of varying degree. Keep in mind the severity of the Status and the consents of the people you are RPing with. Effects must be included in the RP when applied, as well as any long term effects that may occur. This type of status can be removed by another Magic User.
Minor Status lasts for 6 hours and may consist of effects that only temporarily, or minorly effect a person's ability. These are shallow cuts, bruises, and other easily healed wounds, Weak Poisons, and Weak Curses that cause short term effects like weakness, blurred vision, or minor pain.
Moderate Status lasts for 12 hours and may consist of effects that are much more noticible. These are more debilitating and effect a person's ability to fight to a greater degree. These consist of deeper cuts, burns, sprains and other wounds that take some time to heal. Poisons and Curses will have more power.
Major Status lasts for 24 hours and consist of effects that are considered severe enough to stop a person from normal adventure or socialisation. These are are debilitating affects that consist of great damage that is possibly life threatening. This can include broken bones, deep cuts, severe burns, and other wounds that could be considered severe. Poisons and curses are at a strong effect. This Status stage must be recorded by the Victor in the characterstatus channel on Discord.
Dire Status consists of life threatening effects that put the player close to death. This Status will not go away on it's own and without being tended to can lead to Player Death or Permanent effects. Permanent effects can be anything from loss of limbs, permanent blindness, weakness, disfiguration, permanent transformation, madness, loss of memory, or a host of effects that will hinder your character in some form. This Status stage must be recorded by the Victor in the characterstatus channel on Discord.
Character death is not something to be approached lightly, it is something that should come about from appropriate RP and conflict. Character life should not be treated cheaply, as your character will value their life (and so should you). An injured person would be less likely to head into PvP zones to risk being injured again while already in a weakened state (Unless they are very dedicated to whatever cause they fight for to the point of stupidity).
Once conflict has escalated between two characters to Dire Status, this opens the way for Character Death. This is the absolute peak of Conflict and must not be an OOC goal, but the unfortunate conclusion to the story between two characters. Character Death must be recorded by the player in the characterstatus channel on Discord.
A player that has been killed may be resurrected by someone with the ability to do so within 48 hours of their death. This requires certain items as well as at least half of the body. This can only happen once per Character, and depending on the method of resurrection, the person may have a new living status. This must be reported in the characterstatus channel.
So you've been downed in PvP and your foe is gloating (In character of course) over you! What now? Well, after Injury or Status has been applied, capture is an option which can lead to many different (and interesting) outcomes for RP. However there are some important factors involved in this kind of RP and expectations must be handled appropriately and both sides must be willing to compromise. Of course Prisoners can be sold off to the Prison, or hauled back to their home for what lies in store for them.
Capture and Imprisonment are temporary scenes that last an agreed upon length of time between players. Whether this is to humiliate your foe, nefarious plots, or put a criminal on trial, that is up to the involved parties. As always, Consent is a key factor and you must adhere to that, however a threat can be made without breaking consent. Please ensure that you read the 'Time' Section below.
Slavery is very consent based, as it implies a long term commmitment to RP between players. This should be carefully considered and OOC terms should be worked out beforehand. If it does not work out or circumstances change, please attempt to work it out between players and resort to Admin help if there is no possibility of player resolution (Eg, Slave Owner has left the server or been away for too long without notice, etc).
This needs to be adressed separately for the sake of Captives and the health of RP! These points are to be kept in mind if you wish to commit to this kind of RP.
Check Consent Sheets! Some people will not consent to Long-Term Imprisonment or Slavery RP.
If your schedule is not sustainable for this kind of RP, then you may want to reconsider it.
If you cannot commit your time with your captive that is appropriate, then you must either come to an agreement and/or allow escape by some method, or set them free.
If a captive is left alone for a suitable amount of time, then it is then considered reasonable for them to escape. A POI should be left behind by the captive so the captor is aware of what has transpired. This is to prevent people from just disappearing suddenly and leaving a captive stranded.
Escape must always be possible through some method, this is to keep things fair for all and to give prisoners a chance to escape if they are left alone. Prisons should not be made to be completely inescapable, but Prisoners should also treat this in a realistic manner! Pulling your bracelet is not a valid method of escape unless escape has been arranged in another method (and documented for proof). Cheesing escape in such a manner only cheapens the interractions between characters and removes any semblance of danger to your character.
Public Prisons will always have a method of escape available and these may be used as long as you are not in a scene and no activity has transpired for at least 15 minutes.
Sometimes regular PVP just isn’t enough consequence, sometimes it’s about sending a message. Or maybe you just want to steal their shit. Remember, Raids are a result of Roleplay, not personal OOC vendettas, as with PvP, this is a narrative of conflict and players should treat it as an opportunity to take their story in new directions. Raids are the result of RP only.
All raids must be declared in the raid channel and depending on the type of raid, there is a minimum timer before the raid can begin. This is to allow the defending players time to prepare. In this time period, no move can be made against either side, and the attackers must remain at least one tile away until the timer runs out, the only exception to this is the highest tier of raids. If your raid type causes damage to structures, an Admin must be notified before you post your raid notice so that building damage can be turned on.
Raid declarations may only be posted if there is the required amount of the players from the defending clan online. The attackers involved in the raid must be listed in the declaration, as this is essentially the “PvP Intent” of raiding, as well as proof that the opposing clan is online at the time (Screenshot) that must be posted in the raid channel. Defenders must also list their players.
A Counter-Attack may be launched on the attackers by the defenders for up to 24 hours after a raid as long as they do not have an Injury status currently timing down (4 Hours). A notice of a Counter Attack must be posted in the raid channel beforehand and the response must be equal to the original raid or lower. There is no timer for this notice and the Counter Attack may begin immediately as long as there are the appropriate amount of players online for the type of raid (For both sides). A Counter Attack may not be Countered.
When raiding, no loot is to be thrown on the ground to be “despawned” in any type.
Any player with a current Injury status timer active may not participate in any Raid actions.
Raids come in three different types depending on their purpose. Each of these has different timers and damage types according to their purpose. A raid must adhere to its type as each has separate rules!
Requires at least 1 player from the defending clan online. Does require a Ticket opened at least 30 minutes beforehand for intent, as well as to show what was stolen. Deals no damage to the building. Not IC Knowledge except for POIs and Player interaction.
This is a Breaking & Entering style of raid for one or two people where only doors and chests may be broken into via the use of the Roleplay Redux Mod Dicerolls and Tools (Crowbars and Lockpicks) without using destructive means. This raid is designed to steal items from chests or to capture a person inside. This raid type is not considered IC knowledge, so if the defending players are not at home, they are unaware of this raid happening.
With this raid type there is a limit of how much you can take, as this is a quick raid type, but you may only choose one type of thing to take! If taking items, you may only take 10 items total (Weapons, armour, stacks of basic materials (when it comes to gems and scrolls, 1 counts as a stack and only 5 may be taken), etc). Thralls fall under the Kidnapping side of this raid, and if a single player is not captured, then two thralls may be taken in their stead. Screenshots must be provided of items taken in a ticket. Also at least one POI from RP Redux must be placed at the scene of the crime with some clues left for the owner to find (See the Stealing & Spying section). A rumour must also be made in the ticket so that Admins may post this anonymously, again, ensure there is a reasonable clue or something that people can use, this isn't just to steal stuff, this is supposed to create RP!
Requires 2 hours notice and at least 3 players involved (This is the total of both sides). Does require a Ticket to show what was stolen. Deals no damage to the building. Is IC Knowledge.
These are a slightly larger scale version of the Robbery/Kidnapping style of raid. This is designed as a raid type for a group of people that wish to either loot or capture people inside. This raid type also takes advantage of the Roleplay Redux tools as it does in the Robbery/Kidnapping style, however this is a more aggressive type of raid and is considered IC knowledge, this allows players out in the world to return home as quickly as possible to defend themselves and their goods in this skirmish.
With this raid type there is no limit on player capture, however if they do not capture any players each attacker may take 2 thralls. If looting, each attacker may take 10 items. If a player wishes to combine these two, they may take 1 thrall and 5 items. Screenshots must be provided of items taken in the raid ticket.
Requires 24 hours notice and at least 5 players involved (This is the total of both sides). Requires a Ticket. Deals full damage to the building. Is IC Knowledge.
This is the raid type that happens where diplomacy has completely and utterly failed. There is no coming back from this one as this is all out war. As this is a different type of raid, different rules apply.
Sieges can only happen between two clans that are T3 or Higher, Clans T2 and below can not siege another nor be sieged.
Two skirmish battles must happen before a siege can be declared, these skirmish battles must happen out in the world away from either parties base. A ticket must be opened with admins, a time and grid square must be declared for the skirmish battle. Thralls and mounts may be used. The only con the winning side can give the losing side is the capturing of 1 of their members. After which, 24 hours must pass before either side can declare the next skirmish. The captive member can not partake in the 2nd skirmish except as a hostage.
After the 2nd skirmish has been fought the ticket for the siege may be started.
Attackers must build a siege camp within render distance of the defenders base within the beginning of the 24 hour period, as this is their base of operations and must be RPed within as much as possible until the start of the siege. The defenders may not attack this camp until 3 hours before the official start of the raid, essentially jumpstarting the raid with a preemptive strike to attempt to defeat the attackers before their raid even begins. However most of the Attackers must be online and at the camp (and should be as they are preparing for their attack!)
Thralls may be used within this type of raid by both sides, this includes Human NPCs, Zombies from Sorcery Graves, and demons from the Ritual Altar. Pets are also allowed with this raid type, but only those from the Base game of Conan, any pets from mods are prohibited and must be moved away to a safe location and set on Passive.
Full damage is allowed in this type, siege is as brutal as the attackers wish it to be, even to the extent of wiping the defending group from the map should the RP take it that far, (Remember, this is the final step of conflict and should be treated as such with Roleplay, there must be plenty of reason to have it lead up to this.) There is also no limit on looting/thralls/capture in this particular type, no proof is needed of what is taken.
In a Siege, Defenders and Attackers may recruit outsiders to join their raid, however this must be done with RP and both must take the risk of travelling overland to gain these allies (Whispers and other outside organised alliances will be considered invalid). Allies must be listed on the raid channel post, these outsiders or mercs can come from any teir of clan, and may be included in the skirmish battles.
During a Siege a map tile distance around the targeted build is considered a pvp zone, no pvp intent is required in this area and KOS is allowed. Warps no longer available if there is one at the location, and only those with IC knowledge and have been added to the ticket should have a reason to wander into the area if they have been recruited
Sometimes some shiny things are left out, chests unlocked, tempting workbenches left (mostly) unattended. Maybe there’s something IC that your Character needs to see for themselves, or gather information in places they shouldn’t be in, maybe even pinning evidence on the other guy.
Requires no raid notice and at least 1 player from the clan online. Does require a Ticket with a screenshot of stolen items from unlocked chests only. Deals no damage to the building, only doors may be unlocked with lockpicks (As crowbars and kicking down doors is not very stealthy).
Thievery adheres to the item rules of Robbery/Kidnapping Raids (See Raid rules), however only allowing a player to take up to 5 items in total (Stacks of materials count as one). Again, this is not a perfect crime and if such an opportunity presents itself, at least one POI from RP Redux must be placed visibly at the scene of the crime with enough clues so that people know that they had an unwelcome visitor (Broken glass, footprints, missing items, even more personal clues like a scrap of cloth, a hair, or even some personal item dropped by mistake, try to be fair and let people have a reasonable chance to figure out who you are), as well as enough clue for them to create RP to try and find you! This applies to both stealing and spywork and is to help keep things fair, as an intruder that gets away completely clean leads to very little RP oppurtunity.
For Extra Clarification, as a thief, you may use lockpicks to enter locked areas, however stealing only falls under containers that are already open (Unlocked), if they are locked, they may not be broken into, as this then falls under a raid. You may also enter these locked areas as this as part of spying and still holds the same Requirement of POI's unless caught or interacting with a person (This then becomes RP).
As with any of the above and those that do not wish to share their identity, the /act command allows a player to change their name both in the chat box and above their head. While neither of these things are considered IC, they are helpers for when engaging in IC to help people (or hinder them) with the Identity of the person. This may be for antagonistic reasons, trying to disguise yourself from others, or even just as a character that wears many faces with different people. It is up to the player to discover the identity of these people, as they may be wearing different clothes, masks, or even disguising their voice. This however should be made apparent at some point (within reason, if you know the person well) that it may be someone they know, or a clue that it is a disguise if it is so.
If acting disguised as another player, for any reason, the name must be shown in quotation marks, as completely disguising as another existing person is a tall order.
However, this is not to be used for making ALTS unless invited to by an Admin to help out with events, where these temporary characters are not disguised, but NPC's played by players to help raise the difficulty level if their character has no IC reasons to be there (But still want to participate!).