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* '''Slight Injury''' - When a player is downed in PVP, other than in a Skirmish, they are automatically slightly injured. A slightly injured character character may not declare a PVP intent and may not take part in attacking other players in PVP while they have this status, though they may run away or defend themselves if attacked. Slight injury lasts two hours unless healed first. | * '''Slight Injury''' - When a player is downed in PVP, other than in a Skirmish, they are automatically slightly injured. A slightly injured character character may not declare a PVP intent and may not take part in attacking other players in PVP while they have this status, though they may run away or defend themselves if attacked. Slight injury lasts two hours unless healed first. | ||
* '''Theft -''' When robbing a player you may take ''one and only one'' of the following: | |||
* '''Theft -''' When robbing a player you may take ''one and only one''of the following: | ** 10 copper. | ||
** | ** Up to 3 gems. | ||
** | |||
** One single weapon or piece of armour | ** One single weapon or piece of armour | ||
** One stack of materials | |||
* '''Moderate Injury''' - A downed player’s injury status may be advanced from slightly injured to moderately injured as a basic consequence. A moderately injured character may not declare a PVP intent and may not take part in attacking other players in PVP while they have this status, though they may run away or defend themselves if attacked. Moderate injury lasts 48 hours unless healed first. | * '''Moderate Injury''' - A downed player’s injury status may be advanced from slightly injured to moderately injured as a basic consequence. A moderately injured character may not declare a PVP intent and may not take part in attacking other players in PVP while they have this status, though they may run away or defend themselves if attacked. Moderate injury lasts 48 hours unless healed first. | ||
* '''Mild Scarring''' - A character may be mildly scarred as a PVP consequence, whether by cutting or branding. These marks are deep enough to scar even with basic healing, and require at least [SPELL] to be removed. These scars should not be so severe as to drastically alter a character’s appearance. | * '''Mild Scarring''' - A character may be mildly scarred as a PVP consequence, whether by cutting or branding. These marks are deep enough to scar even with basic healing, and require at least [SPELL] to be removed. These scars should not be so severe as to drastically alter a character’s appearance. | ||
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* '''Maiming''' - A character may be maimed as a severe PVP consequence. Maiming includes the removal of digits, limbs, appendages, or organs. It can also include a debilitating injury, such as cutting the achilles tendon. Maiming causes injury that is permanent until healed by a sufficiently powerful spell, such as regeneration. | * '''Maiming''' - A character may be maimed as a severe PVP consequence. Maiming includes the removal of digits, limbs, appendages, or organs. It can also include a debilitating injury, such as cutting the achilles tendon. Maiming causes injury that is permanent until healed by a sufficiently powerful spell, such as regeneration. | ||
* '''Theft''' - As a severe consequence, a character may be robbed of more valuable items. This cannot be combined with the standard theft consequence. Players may take ''one and only one'' of the following: | * '''Theft''' - As a severe consequence, a character may be robbed of more valuable items. This cannot be combined with the standard theft consequence. Players may take ''one and only one'' of the following: | ||
** | ** 30 gold | ||
** Up to 5 gems | ** Up to 5 gems | ||
** 1 magic item | ** 1 magic item | ||
* '''Heavy Scarring''' - Heavy scarring includes scarring that drastically alters a character’s appearance, but that does not actually remove body parts. Like mild scarring, this may be due to cutting, burning, or other methods of damaging a character’s skin. Heavy scarring may only be healed by [SPELL], or other, more powerful healing spells with similar effects, such as regeneration. | * '''Heavy Scarring''' - Heavy scarring includes scarring that drastically alters a character’s appearance, but that does not actually remove body parts. Like mild scarring, this may be due to cutting, burning, or other methods of damaging a character’s skin. Heavy scarring may only be healed by [SPELL], or other, more powerful healing spells with similar effects, such as regeneration. |
Revision as of 23:11, 9 September 2024
When a character is downed in PVP, they enter the consequence phase. A downed character may not move of their own volition and are unable to defend themselves. A downed character may be freely bound with any restrain roll, but the roll must be made to determine the DC to escape once they are able to act again.
If a downed character is left alone with no interaction with their captors for 30 minutes, they may begin to try to escape. After breaking out of any restraints keeping them from moving, they may walk (not run or sprint) away from the scene. A character who attempts to escape this way may not be given additional consequences, though they may be stopped and captured again.
Players are free to voluntarily agree to additional consequences of any severity.
Basic Consequences.
The first time a character is downed by another character, they are subject to one basic consequence unless they voluntarily agree to more. The second time a character is downed by the same character, they’re subject to two basic consequences.
- Slight Injury - When a player is downed in PVP, other than in a Skirmish, they are automatically slightly injured. A slightly injured character character may not declare a PVP intent and may not take part in attacking other players in PVP while they have this status, though they may run away or defend themselves if attacked. Slight injury lasts two hours unless healed first.
- Theft - When robbing a player you may take one and only one of the following:
- 10 copper.
- Up to 3 gems.
- One single weapon or piece of armour
- One stack of materials
- Moderate Injury - A downed player’s injury status may be advanced from slightly injured to moderately injured as a basic consequence. A moderately injured character may not declare a PVP intent and may not take part in attacking other players in PVP while they have this status, though they may run away or defend themselves if attacked. Moderate injury lasts 48 hours unless healed first.
- Mild Scarring - A character may be mildly scarred as a PVP consequence, whether by cutting or branding. These marks are deep enough to scar even with basic healing, and require at least [SPELL] to be removed. These scars should not be so severe as to drastically alter a character’s appearance.
- Basic Magical Consequences - Magical consequences are spells that may only be cast during the consequence phase or with the explicit permission of the player they’re being used on. These are listed both in your class’s spell list and in the listings for the spells themselves.
- Capturing/Kidnapping - The intent of capturing or kidnapping characters is to give them short-term RP as captives. The captor can do various things with them such as interrogating, forcing them to work, changing their beliefs, redeeming them, drinking their blood, giving them a makeover, beating or torturing them, or putting them on trial. When someone is captured, a POI must be left behind with a clue indicating a struggle and the general direction in which the character was taken. RP must be given while the character is kidnapped.
- When capturing a character, the captor must keep in mind that they are taking the player's time and autonomy, so it is their responsibility to provide an enjoyable experience. Although the character may have disdain for the kidnapped character, it is important to make the experience worthwhile for the player.
- Captors must check in with their captives and make sure they’re comfortable. While captors are not expected to spoil their intentions, they should give their captives the opportunity to set boundaries before they jump into RP, especially if coupled with a more severe consequence.
- The content of RP during a kidnapping is subject to the same rules as all other RP on the server. Anything sexual requires consent. Captors may not ask whether captives agree to erotic roleplay before deciding whether or not to kidnap them. They must ask after kidnapping them if they intend anything of the sort during their OOC discussion of boundaries.
- If at any time either captive or captor is uncomfortable with the RP, they may FTB the scene and the captive can be released. If a character who has been kidnapped is left for 30 minutes without RP, they may FTB under the assumption they escaped or were released and warp out if they so choose.
- Capturing/Kidnapping cannot last more than one or two RP session unless there is mutual consent. This would fall under the severe consequence Captivity (see below).
Severe Consequences
The third time a character is downed by the same character, they become subject to one basic consequence and one severe consequence. Severe consequences are extreme in nature, and may involve subjects that are uncomfortable for players. Players should discuss the details of severe consequences with players before inflicting them, and respect their boundaries.
- Severe Injury - A downed player’s injury status may be advanced from slightly injured to severely injured as a basic consequence. Severely injuring a character restricts their ability to act until they’re healed. Severely injured characters may not initiate PVP and must surrender to any PVP initiated in their vicinity. Severe Injury lasts 5 days unless healed first.
- Maiming - A character may be maimed as a severe PVP consequence. Maiming includes the removal of digits, limbs, appendages, or organs. It can also include a debilitating injury, such as cutting the achilles tendon. Maiming causes injury that is permanent until healed by a sufficiently powerful spell, such as regeneration.
- Theft - As a severe consequence, a character may be robbed of more valuable items. This cannot be combined with the standard theft consequence. Players may take one and only one of the following:
- 30 gold
- Up to 5 gems
- 1 magic item
- Heavy Scarring - Heavy scarring includes scarring that drastically alters a character’s appearance, but that does not actually remove body parts. Like mild scarring, this may be due to cutting, burning, or other methods of damaging a character’s skin. Heavy scarring may only be healed by [SPELL], or other, more powerful healing spells with similar effects, such as regeneration.
- Captivity - Captivity is similar to capturing/kidnapping, but with the expectation of being longer term. This includes any situation where someone is forcibly kept somewhere for more than one or two RP sessions. Captivity can take many forms, such as imprisonment by guards, being a political hostage, or enslavement. The length and conditions of captivity should be determined by the RP or the character's ability to escape.
- Captors who keep someone for a long time have a greater responsibility than in a kidnapping. They should provide RP for the captive, either with themselves or with their clanmates, and try to make it enjoyable. OOC communication is crucial in long-term captivity. If a player is not enjoying the RP, they should communicate and find a resolution quickly. Being captive may lead to a change of clans, but this is not guaranteed.
- Players in captivity may not automatically escape, but if they are unhappy with the RP and cannot come to an agreement with their captors, they can open a mediation ticket. Captors who repeatedly fail to provide a good RP experience for multiple players will not be allowed to take captives.
- Execution - Execution is an attempt to kill someone. It does not necessitate success. While execution may result in a permakill (PK), this is not always the case. Players should be mindful when RPing an execution that while they may attempt to execute a character and leave them for dead as a severe consequence, carrying out a PK with certainty requires either permission from the player of the character in question or the previous approval by staff of a PK ticket.
- Severe Magical Consequences - Magical consequences that are more severe or have long-term effects on a character are reserved for severe consequences.
Revenge Consequences
If a character has delivered consequences to another character, the former victim may deliver the same level of consequences in return, even if it’s the first time they’ve downed the original aggressor.
On ERP and PVP Consequences
No player may coerce another player into ERP as a PVP Consequence. Players who are found to have attempted to use severity of consequences to coerce other players into ERP will be immediately and permanently banned. If players are interested in capture / ERP scenes, there must be express consent and adherence to the server's Community rules.