Fighting Other Players
| Kind | Starts |
|---|---|
| Faction war | Automatically, when an attacker steps onto ground its faction contests with a defender on it (Factions) |
| Duel | One player opens on another at close range; the target has a say. This page |
Death is permanent either way. For a game with nothing at stake, see Parlour games.
Range
| Position | Opening |
|---|---|
| Orthogonally adjacent, one tile, same sector | Ambush |
| The same tile | Challenge, a request |
Diagonals and anything further are refused. Facing does not matter. Refused against your own faction, a player in an encounter, or anyone while you are in one.
Ambush
Both roll Reflex + D12; the attacker must win outright. With equal stats it lands 11 times in 24.
| Result | Effect |
|---|---|
| Attacker wins | Fight starts; the defender is not prompted and spends the first turn at -1 reflex on turn order and escape |
| Attacker loses | The defender is prompted and may decline at no cost; accepting starts them at +1 reflex on turn order and escape |
Request
The Challenge button. Nothing is rolled to open; the target is prompted.
| Answer | Effect |
|---|---|
| Accept | Fight starts, neither side favoured |
| Decline | Both roll Intelligence + D12; the target must win outright, or is in the fight. Equal Intelligence holds about 46% |
Opening rolls use the bare stat, less any failed-opening penalty: no equipment, reflex debt or burden. See Reference: Opening a duel.
Answering a prompt
| Lasts | 10 seconds |
| No answer | A refusal; after a Request, the Intelligence roll included |
| Refusing | Costs the defender nothing; the opener takes the failed-opening penalty below |
| Open challenges | One against you at a time |
| Disconnect or abandon | The challenge is void; the other side is told |
Failed opening penalties
| Failed opening | Penalty, one minute |
|---|---|
| Ambush spotted | -1 reflex |
| Request refused | -1 intelligence |
Each point stacks and expires on its own timer, survives logging out, and counts only on opening rolls, not in combat or escapes.
Rewards
Experience as against a monster: the loser's level sets the pool, damage the share, fewer turns pay more (Combat).
| Outcome | Award | Possessions |
|---|---|---|
| Target killed | Full | Whole inventory and equipment, sockets included, to the killer; the names in their Smith's Notes are written into the killer's (Graves) |
| Target escapes | For damage dealt | Kept |
What exceeds your carry capacity goes to pending drops (Items).
Bounties
A job may name a character. It pays only whoever took it and landed the kill; not on yourself or your own faction; lapses if the target dies any other way.
Combat in markets
No room stops a fight, the market included; a killer takes the victim's market tickets with the rest of its inventory.