CharacterVSCharacter

* Server Rules
* Abolitionism
* Allowed RP Spells
* Character Guidelines
* Character vs Character
* Compaints Procedure
* Mind Control Roleplay
* Private Roleplay
* Public Roleplay
* Redflagging
* Self-Gifting
* Spying
* Affiliations
* Atypical Sexes & Genders
* Body Painting
* DM Shopping
* Item Rules
* Mental & Physical Afflictions
* Planar Travel & Knowledge
* Psionics
* Racial Ages
* Special Powers
* Star Pact Warlocks
* Thayan House Names

**Character vs Character**
You must read, and understand, this entire wiki article before engaging in CvC. Failing to do so before engaging in combat with another player, could leave you in breach of our CvC rules and get you in trouble. If this article is too long for you to read before starting combat, you shouldn't be engaging in such an advanced roleplay mechanic to begin with.

CvC, meaning Character versus Character, is used to describe IC conflict between two player characters.

This is distinct with the traditional description of PvP, which is often used to describe this, but leads to people identifying with the conflict and bringing the conflict OOC.

You may often see PvP and CvC used interchangeably, by players, pages on this website, and even DMs. Legitimate IC combat between characters should *always* be considered CvC though.

The most important thing you could possibly acknowledge about CvC is that it's simply another facet of roleplay. Those who CvC are not necessarily childish and aggressive players. Like hanging out at a tavern, or having sex in a forest, engaging in blood sports is just another facet of roleplay life that some choose to embrace. If you find yourself in a CvC encounter, you should acknowledge ahead of time that you may die, and that that's okay because:

*There Is No Way To Lose Roleplay. Embrace that mantra, and be good to each other. Death Demystified*

I felt it important to include this section first, although it doesn't pertain specifically to CvC.

There is a little known gem of lore on Haven that adds some explanation to the process of death, and resurrection. Many people feel awkward about roleplaying it, and simply ignore the entire process. That's poor roleplay practice, you should acknowledge your deaths IC.

On the docks of Sharessia there is an angelic statue. It is infused with a potent form of magic, that snatches the souls of the Kingdom's citizens and traps them inside a pocket plane of their respective afterlife. If your soul is strong (aka you choose to leave), it is returned to life, with a penalty (of experience) enacted on the soul. You could choose to remain there, effectively permakilling your character and sending them to the afterlife forever.

How this device is powered has not been elaborated upon as far as I'm aware. Likely by the potent Mythal, owned by Sharessia's Viceroy, Telron Elvenforge.

So, now you know! Death happens, to you and to me. It's a part of life, and the beginning of the next life. Ignoring your death is invalid, since you don't have the luxury of being an invincible Superman in this setting.

**CvC Etiquette - Location, Location, LOCATION!**

The first thing you need to acknowledge, as a player, is that location matters with CvC.

* Sharessia - Arguably a Lawful Good city. There's exceptions to every rule, but people in Sharessia generally don't want combat. If they did, they wouldn't be clustered into a NO-PvP server area. Leave them alone, and take it elsewhere. There is a reason it has the strictest laws, the most guards, and the guards are equipped with wands to instantly teleport people to a prison. If you want a CvC friendly environment, go to one of the non-good aligned cities that have FULL-PvP areas.

* Kortuga - An arguably Lawful Evil bastion, Kortuga is amenable to CvC. It is, however, far less chaotic than it was in it's earlier days. Law enforcement is active, and most often does pursue cases of murder. This is particularly true if the assault involved a slave, since slaves are considered owned property and property laws are supreme in corrupt Kortuga.

* Mithuth - Most often considered a Chaotic Evil city with enough underlying structure to keep it from being a no-man's-land. Mithuth has almost no guard force to speak of, and it is corrupt and lax at best. CvC in Mithuth is rarely officially investigated, even less so if it happens in the *wild* regions of the city such as the Underwell. Unless you kill someone with fairly high rank in one of the three official Houses, you're unlikely to see law enforcement consequences.

* Wild Areas - The entire server, with exception to the Thayan Enclave and Mithuth, is owned by Haven Kingdom, which effectively translates to Sharessia. This doesn't mean that the entire server is a heavily guarded NO-PvP zone though. How heavily areas are monitored by the law varies by region, with Goblin Island being heavily observed, and remote areas like the Valley of Death being mostly unobserved. As a general rule of thumb, the further away from Sharessia you get, the less hassle you'll have with some form of law or another. CvC on goblin island is strongly discouraged OOC, since it's the training ground for new players.

In *wild* regions elsewhere, the old saying of, �It's not illegal if you don't get caught� generally applies. Remember, this is not a modern first world country. It's a pseudo-medieval era magical realm, which does not have fair laws and practices for every possible scenario. Big Brother does not see every nook and cranny of the islands, and sometimes laws are backwards or even corrupt.

**CvC Etiquette - Aggressor**

On Haven, OOC communications should typically be done before CvC combat is initiated. Communications can be a quick OOC message asking if CvC is okay or saying that if they continue their line of IC behavior it could lead to CvC (if they're being antagonistic ICly). Toggling a player hostile can be considered that you intend to attack and are giving an OOC notice, but you still need to inform them BEFORE you attack. Automatically toggling somebody hostile because you had a bad IC/OOC encounter with them may not be kosher in most situations and the DM staff can evaluate and determine right/wrong based on evidence. So in general don't go around toggling everyone you don't like hostile if there's no sufficient reason to do so.

In situations of where ICly both characters are threatening each other with combat or one of them is saying �bring it on� after being forewarned that you intend to attack ICly can be considered OOC consent.

Now if you inform the player that you intend to attack, and if they consent, open up the �Player List� (default hotkey 'P'), select their name, and set them to hostile by clicking the sword next to it. DO NOT ever attack someone without toggling on hostile mode in this fashion, as failing to do so makes many spells and abilities fail to work - effectively giving certain character builds an exploited advantage.

It is beneficial to discuss the details of combat completion beforehand. If you, or the defender, would prefer it end in something other than death (such as a knockout, enslavement, or ransoming), you should clarify that with each other.

Players whose characters live in high-hostility environments, often find it extremely beneficial to carry on friendly OOC dialogues with their play partners. This ensures both people feel friendly enough with each other OOC to not worry that IC actions are being colored by a player's personal feelings. If you are one of those who despises any sort of OOC discussion while you roleplay, you should avoid hostile environments, like Mithuth.

With rare exceptions, such as assassination, there should always be roleplay leading up to the assault, and in some cases during for those who wish to use dice rolls or take breaks to type out emotes of what they are doing in combat. Even sudden, stealthy attacks should arguably be preceded by an emote tell of what the assailant is doing.

The casting of defensive skills, often called *buffs* or *buffing*, deserves a special note. It is generally considered in extremely poor taste to buff yourself to the teeth before a CvC engagement. If you already happen to have them on before realizing hostility is going to ensue, that's fine. If you, on the other hand, consciously pre-buff with the knowledge that you're going out to look for a fight, you're acting like an asshat (it is however allowed, simply because DMs can't retroactively read minds). What is NOT allowed is to stand there casting buffs in front of the intended victim, before or during you initiate hostilities, as this gives you a very clear and cheesy advantage over them - and tends to piss most people off, with good reason.

**CvC Etiquette - Defender**

As the defender, you should be as equally willing to accept the consequences of CvC as the aggressor is. You should be equally aware that you have the right to OOC refuse CvC. The exception to this is when you are actively bringing the combat upon your character through roleplay, which effectively labels *you* as the aggressor (example: heckling and taunting someone until the character lashes out at you).

While you need not worry about such things as opening an OOC dialogue, like the aggressor, much of the same rules apply beyond that.

* Ensure that hostility is toggled on beforehand via the *Player List* (default hotkey: 'P') [\*] Refrain from buffing until conflict is initiated.

**CvC Etiquette - Before you swing your sword or cast your first spell**

Even if IC or OOC consent is given in a CvC situation, you MUST give your opponent an advanced warning (a quick OOC message is fine) that you intend to attack them. Give them time to respond and acknowledge it. For those being attacked, do not use this to immediately start warding yourself, slip into ethereal, teleport, or run away before they actually attack because this is cheating.

**CvC Etiquette - Teleportation devices during combat**

The use of teleport stones, staves, flight wings, or any similar items that allow you to teleport out of the map is disallowed in CvC situations where you do not give the other players a chance to react. If you're surrounded by four guardsmen you can't just pull out your teleportation stone and teleport away. Give the players an opportunity to roleplay or CvC preventing you from actually escaping. Do NOT use these devices in jail cells.

**CvC Etiquette - CvC consent length**

CvC consent is allowed for 5 minutes before it must be renewed. This is for situations where you agree to OOC fight, but do not actually engage in conflict, and the time passes. CvC consent must be given again if you kill the other person.

**CvC Etiquette - Choose Your Weapon**

Ask beforehand whether your CvC partner prefers dice, emotes, or combat, and come to some agreement therein. Tastes on this vary widely, from those who prefer the D&D style of pure dice rolls and emotes, to those that prefer a straight mechanical combat scenario.

I have personally found a mixture of mechanical combat and emotes to be the most enjoyable. Ideally, in this scenario, you would each use one or two abilities then disengage momentarily to describe what has taken place.

Realistically, you'll have to acknowledge that any form of combat is probably going to be one-sided and over very quickly. Combat is almost *never* fair - how do you think those goblins and lizards feel when some random adventurer comes along and kills 12 of them with a single spell? Real world fights do not normally sprawl out for many minutes like in movies and boxing matches, and NWN2 combat tends to be realistic in that single regard of being rapid.

**CvC Etiquette - Scry**

Haven uses a modification called *Scry* which lists everybody on the server, and can be launched from one of several custom button panels (it looks like a grey eye). At the bottom of this Scry window, you'll see a red button that reads, *Set PvP OK*. When you toggle that button on, you'll find your name has turned red on the Scry list of characters.

Characters who are flagged red in this manner automatically consent to hostility, and are the sole exception to the necessity of asking for OOC consent first. Beyond that exception, all other CvC rules apply. It should also be noted that this is not auto-consent to any outcome beyond death, so capture, torture, and other such outcomes must still be agreed upon OOC.

Players whose names are yellow explicitly permit CvC, but require that you ask them beforehand first, OOC. This is a rarely used feature, but effectively lets the world know that they are open to the possibility of CvC at least.

A green name on Scry means that the individual is available to be captured. They rarely want to get into a mechanical CvC fight, but rather want roleplayed hostility which leads to their capture and often enslavement. You should initiate an OOC conversation beforehand to gauge their interests and preferences, as well as ask for consent.

**CvC Etiquette - I'm Just Roleplaying My Character!**
As per Haven's server rules, asshattery is a real word and we use it as a broad term to describe any sort of childish, asinine behavior. *"I'm just roleplaying my character"* is never a valid excuse for going on a killing spree.

The Chaotic Evil alignment gets a special mention here. Too often Chaotic Evil is played as Chaotic Stupid. Even a raving lunatic is unlikely to lop someone's head off with a greataxe for selling them a stale loaf of bread, for example. Don't take chaos too far, and don't use it as an excuse to turn into an insane killing machine. Haven simply *is not* built to accommodate that sort of behavior.

Insanity gets another special mention. We specifically forbid dual personality disorders because they are too often used as an excuse to commit crimes, then play innocent. Other, legal forms of insanity are equally not a basis to become a raving, maniacal killing machine.

On the opposite side of the CvC coin, DMs will have little sympathy for someone who agrees to CvC, engages in it, then throws a hissy fit when they loose, despite all rules of etiquette being followed properly by their counterpart. This sort of mentality is particularly common amongst people who agitate and taunt others into conflict, only to cry foul when they face the repercussions of that behavior.

In short, be reasonable. Don't go out looking for a fight, and don't start one then cry foul when you dislike the results. If you want to kill someone just for the thrill of it, go play a �First-Person Shooter� game. If you want to roleplay an agitating nusiance, don't be surprised if the character gets smacked around for it. Conflict should only be initiated and utilized in roleplay when it makes legitimate sense, and is fun for everyone involved.

**CvC Etiquette - Stealth**

Stealth on this game typically implies the use of invisibility magic, or the feat �Hide in Plain Sight�.

Generally, nobody thinks twice about these abilities, but those engaging in CvC need to pay special mind to how they work realistically, rather than mechanically.

* Hide in Plain Sight - If you are standing in bright light, avoid using HiPS. It is supposed to require a shadow to use, so cast an ability like *Darkness* first, or leap into a nearby shadow. HiPS is actually a pseudo-magical ability that creates a tentative connection to the Shadow Plane, thus the need for darkness. If you can't reach darkness to HiPS, acknowledge that your character is at a tactical disadvantage and act realistically (even if it means running for your life). - Speaking while HiPS'ed is an auto-fail to your Move Silently roll. Immediately un-stealth to simulate that (you may re-enter stealth when next possible).

* Invisibility - Speaking while invisible does not negate invisibility. - As per invisibility's rules, if you attack someone, the spell is negated. In roleplay terms, this does include making any sort of physical contact with them. - The spell �Retributive Invisibility� does allow actions to be made while invisible, but lasts only 18 seconds. This is the \_only\_ way to make physical contact with someone while stealthed and not reveal yourself, and since it can be cast while under the effects of normal invisibility, this makes Warlocks the official masters of stealthed butt pinching.

* Ethereal - While under the influence of spells that make you Ethereal, nobody can make contact with you, although you can touch them. - Touching someone while ethereal cancels the effect, as with invisibility. - Speaking will not dismiss the ethereal effect.

I have seen some stealthers take a liking to walking circles around their opponent and bragging, teasing, pinching their ass, and otherwise infuriating them. In the right context, this might make complete sense and can be a lot of fun, but generally it's just annoys the heck out of people and should be avoided.

There are limits to stealth, and you should roleplay those limits.

**CvC Etiquette - Cheese and Dice**

If you can acknowledge that you have an extremely overpowered character, either via a powerful build (often called a �cheese� build), equipment, level advantage, or perhaps even your skill as a combative player, it's good etiquette to give your opponent a handicap. This is less of an issue when you're an innocent defender, but particularly important if you're the aggressor.

Examples of handicaps you could offer your opponent:

* Against lower level players, use emote combat instead of mechanical combat or dice rolls. Feel free to *auto-fail* your character from time to time - even the most nimble acrobat can trip, for example.

* Use lower level spells, or abilities in mechanical combat. Instead of casting that epic feat, perhaps consider using a cantrip. Maybe your character realizes their advantage and is over-confident. Or perhaps they are a cunning tactician, and see their weak opponent as a possible ruse to trap them into using their most powerful abilities - only to leave them exposed to reinforcement attackers. Just a couple examples of RP logic there.

* Consider capturing them instead of killing them. Ask the player in a tell if they are okay with this. Capture in this case should be temporary unless both players want something more permanent, and could involve such things as blackmail, temporary kidnap and torture, or being raped on the spot.

Remember, the idea is not to win the roleplay (If you can't lose roleplay, how can you win it?), but to ensure both people have fun during the conflict.

**CvC Etiquette - Death**
First, to get it out of the way, I will remind you that all CvC need not end in death. You can agree to roleplay a knockout, for example.

There is a very old mechanism for roleplaying death, called �death amnesia�. Some people use this for any death. It should \_always\_ be used for CvC death.

There are no hard and fast rules for death amnesia. The basic concept is that one forgets the events leading up to their death. Names, faces, circumstances, even location all become a blur. Some choose to make this blur last days, but it should at least encompass the encounter leading up to the death. Ideally, you should come to an agreement on the death amnesia with your CvC partner.

Often times people will use this as a fun roleplay opportunity. Their character remembers bits and fragments of the amnesiac memories over time, and might even seek help from healers and the like to recover the memories.

The purpose of death amnesia is simple. It offers a logical reason for not running right back to where you died and attacking the same player again. This sort of behavior tends to break roleplay plausibility, and has the understandable effect of igniting tempers on both sides as they become locked in a back-and-forth struggle. The situation devolves into PvP, which is forbidden by server rules.

A healthy fear of death goes a long way. Put yourself in your character's situation. If, over time, you come to vividly recall the sensation of having an axe amputate your arm, and then your head, wouldn't you feel some pangs of fear and hesitance over facing your assailant again? If not, you should see a psychiatrist immediately.

**CvC Etiquette - Consequences**
And we've come to our last segment on CvC etiquette, the consequences of it beyond death and conquest.

* Criminal status - depending on the location where the combat took place, who is involved, and whether or not it is discovered through some means, the *victor* of CvC could find themselves in trouble with the law. What this entails varies by jurisdiction. Sharessian law is the most relentless about pursuing criminals, Kortugan law is the most unforgiving about punishing criminals but may not launch a full scale murder investigation, and Mithuth law is the most uncaring and likely to look the other way. If you do find yourself an outlaw, play it realistically - Sharessian outlaws don't just walk into Sharessia because their players saw no guards online, and start buying stuff off the auctioneer, get it?

* Capture - if you want something more meaningful and potentially long term than death, talk with your CvC partner about the possibility of capture. This could be temporary, or long term. It could entail something as benign as ransoming to loved ones, or devolve into a macabre session of brutal rape and torture. This should go without saying, but paying special attention to someone's ERP preferences, and asking what they desire OOC, are mandatory.

Most of all CvC is supposed to be a fun and adrenaline-pumping sort of roleplay, and the possibilities for it go far beyond death.

Throughout this article, I hope you saw some basic underlying principles. Namely: *There Is No Way To Win Roleplay*, and that OOC communication is absolutely cornerstone in a hostile scenario, or setting. Talk and laugh with each other OOC - remind each other that this is all about having fun, and that neither of you have OOC malice toward each other.