PvP

This is where the information you will need for engaging on PvP actions will be set, even tho some of it was already references in previous sections of Basic Knowledge. In here we will reference a bunch of stuff that was already put up there, for a more complex and, hopefully, better CombatRP.

## **Rolls**

The rolling in this version of CombatRP is conceived differently. The max roll is 20, but often times you may find yourself thinking: Then what's the difference in between being a Purgatory Class and a Starter Class? And that is what we are gonna get into here.

### Roll Advantages

This is a section dedicated to explaining how rolling to fight in between different classes work. If you are 1 class ahead of a person the enemy will be forced to roll 15 instead of 20, if it is a 2 class difference, the lower class will be forced to roll 10, and if it is a difference in between a Divine Class and a Starter Class, the Starter Class shall roll 5. This applies for pretty much all differences, be it Divergent to Purgatory, Purgatory to Divine and so on.

### Opportunity Hit

Opportunity Hit is our version of Honor, consisting of situations where rolls are not needed, and the action is directly dealt on the person. This, however, requires certain situations to be given in order to be able to honor someone. These can be reached through an agreement or common sense, or already stipulated systems like Riposte and Dragon Knight scales.

NOTE: If you try to flee a fight within the range of the enemy's weapon, they can get an Opportunity Hit on you aswell.

## **Combat Tag**

When beginning a CombatRP situation, two people are marked, one as the attacker and another one as the defender. The person who attacked first will ALWAYS be the attacker, regardless of who teased who to do so. Both the attacker and defender, since the moment they entered in CombatRP, are Combat Tagged.

Combat Tag is a system to prevent people from running away from a fight without rolling or doing an actual action for it when it's not going their way, putting a degree of Insanity on them every time they try to escape combat while tagged, specially if they were the attacker.

To get rid of Combat Tag there are two options available

1) Knock down the target you are fighting with

2) Do a proper action and roll ABOVE the person trying to keep you in combat to flee.

## **Grips**

Grips are a system of punishment for being knocked down where the person who knocked you is allowed (Given perms) to perform a Grip Action. Grip Actions can range from injuring you until you actually heal from it, executing your character, successfully removing a life from your target, forcing someone to drink something, help someone up or simply carry them somewhere of your choosing, note that some of these need permissions.

## **Physical Injuries**

Within the Grip Actions, Injuries are a the ones with the most options by far. To Injure someone with a Grip Action, one must roll for their Grip action, the higher the number the worst the Injure action is. These actions will always leave a scar on your character once healed.

### **Broken Leg**

The victim cannot run, moving very slow /speed 0.3 and getting a large debuff on dodging rolls (Roll 5 instead of 20 to defend). Those with a broken leg cannot moviment while attacking or blocking. The scar for a broken leg is a black mark on the leg that was broken

### **Dislocated Arm**

The victim loses the ability to attack permanently, cannot carry nor do Grip actions.The scar for a dislocated arm is not visible, but whenever it is cold, they will feel a sharp pain on their arm.

### **Broken Rib**

Broken Ribs raises the threshold to get back up again by 5, which means it starts from 10 instead of 5, and you can only get back up another 2 times. The scar for a Broken Rib is a marked spot in their chest

### **Cataracts**

The victim's vision is darkened. This can be obtained by getting injured with a dagger or being partly consumed by a shrieker. The scar for Cataracts can range from a minor color deficiency in between their eyes to one eye becoming fully white.

### **Concussion**

The victim's vision is blurred and their hearing is almost lost, making it very hard to hear literally anything, making it impossible to see chat. A scar for a concussion is not visible, but headaches may start occurring each now and then.

### **Chest Wound**

The victim takes +1 hit of damage from everything apart from elemental damage. The scar for this is a scar on your chest area.

### **Dismembering**

This is a very rare occurrence, but it is possible to dismember someone and cut off ONE of their limbs, making them unable to weild two-handed weapons such as spears and great swords. The scar for this is, of course, the loss of a limb however, it allows for the person to get a prosthetic from a Gaian Engineer

### **Burning**

The damage of burning is 1 hit per turn on fire, it can be put out by rolling on the floor or entering a water source. Upon putting yourself off, you will get 3rd degree burnt marks on your body as the scar. This can occur by being in hot weather without proper preparation.

### **Frostbite**

The damage from Frostbite is 1 hit per turn while on a cold location, it can be reserved with a torch, campfire or any other method of producing heat. This has no scars.

### Percentage to be Wounded by any of these

> If the offender rolls for 1-6: Broken Leg
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> If the offender rolls for 6-9: Concussion
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> If the offender rolls for 9-10: Dislocated Arm
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> If the offender rolls from 10-15: Chest Wound
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> If the offender rolls from 16-19: Broken Rib
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> If the offender rolls 20: Dismembering
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## **Mental Injuries (Insanities)**

Mental Injuries are rare injuries that can only be gained through special ways. They have a list of how they can happen and the situations where they can happen which will be disclosed here. NOTE: All of these can be inflicted by a Master Illusionist, in order.

### **Fearful**

The victim will hear people whispering to them undefined words or just gibberish. This can happen from fleeing from a fight in a bad shape, will last for approx. 2 OOC days.

### **Trauma**

When near people come close you will lose control of your character and enter a "crazed" state, being unable to move for a few seconds. During those seconds, the victim is able to hear their heartbeat and repeatedly say "PLEASE!" to spare their own lives. This can be received from getting heavily injured by people multiple times, causing you to have a Trauma of Combat itself. Will be treated in 3 OOC days.

### **Maniacal**

Also commonly referred as "Grippo Mode", if the victim is near a knocked player, their body will shake and they will automatically run towards the knocked player and execute him, this can be prevented picking up the knocked player by an other player, or preventing the victim from executing the knocked player by hitting them or pushing them off. This is usually recieved upon killing too many people, upon your fifth killed person in a month, you will develop Maniacal for 5 OOC days.

### **Careless**

Also known as "Cliffo Mode", if the victim is near a cliff, they will automatically run towards the cliff and run off to kill themselves. This never results on character death and rather on the Broken Legs Injury and a massive loss of HP, almost removing it almost completely, leaving you knocked on the floor. This happens due to getting either kidnapped or by being on your last life for the first 3 OOC days. This goes away past 3 OOC days.

### **Hallucinations**

The victim will randomly see a very slender creature that is curled up, the hallucination has the player's minecraft name on it and if approached it will stand up and run towards the victim dealing enough damage to knock you. This is provoked only by Master Illusionists.

## **Minion Rolls**

You surely know that you, as a player, roll a total of 20 as a default basis now, correct? But... What about Minions? Creatures you summon to fight for you? Do they also roll 20? How does such a thing work? That is what we will discuss here

Minions will always roll less then an average player and do not roll defense, instead they have a base defense stat that will also be disclosed here, if the person rolls under that, the attack will not be successful. Minions also have their custom HP, as you'd expect.

### Minion Stats

Bound Shriekers: 1 Blood Orb, deal 2 hit damage and have a defense of 3 and a roll of 5

Saggita Sol (Archer): 2 Hit, deal 1 hit damage and have a defense of 0 and roll of 10

Saggita Sol (Melee aka Snap): 1 Blood Orb, deal 3 hit damage and have a defense of 5, and a roll of 15

Howler: 3 Hit, deal 3 hit damage and have a defense of 2, and a roll of 10