Fighting Other Players

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.

Generated from pvp.md.