rpfight
Syntax:/u>/ioffense <list of offensive stats, abilities, gear, environmental features etc)
defense <list of defensive stats, abilities, gear, environmental features etc)
vulnerability [type1] [type2] …
ruthless <level>
target <vulnerability name>
emote <your emote text>
consequences <type> <details>
winfight <capture | flee>
losefight <capture | flee | either>
The RPFight system is a type of conflict which is more heavily based on
roleplay and narrative than rules-based combat mechanics. In a RP fight
characters can choose from a wide list of abilities, stats, disciplines and
the like to use in the conflict and RP the fight as they wish with the goal
to successfully exploit an opponents, physical, strategic, psychological or
emotional vulnerabilities.
During a RPFight one character has momentum and the other is on the defense.
It’s expected during a RP fight for the person with momentum to write both
characters in order to facilitate dynamic conflict stories with the player of
the character without momentum just focusing on writing the parts the other
player reasonably couldn’t, like how their character reacts or what they say
in response to the conflict. But the character with momentum should never use
their emote to force consequences on the target or make character choices for
them. For example if a defender was using agility as a defensive stat it would
be reasonable to write about them flipping around and dodging until they are
caught and thrown into a wall. But wouldn’t be reasonable to write that they
were caught and had their arm broken, as that is a consequence.
STARTING A RPFIGHT:
To initiate an RP fight, use the ‘rpfight <target> [fight type]’ command.
Outside the Dreamworld:
* You must target another player character in the same room.
* The target must type ‘yes’ to accept the fight.
* You can optionally specify a fight type’ (see below). If omitted, it
defaults to a standard fight.
Inside the Dreamworld:
* You must target another player character participating in the same dream
instance (same dream_room’).
* You *must* specify a valid fight type’ for that dream location.
* The fight begins immediately upon initiation; no consent is needed.
FIGHT TYPES:
The ‘fight type’ determines which underlying character statistics contribute
to the base “power” level used in momentum calculations. In dream worlds the
fight types are custom to that world.
Non-Dream fight types: Standard, Arcane, Psychic, Martial Arts, Brawl,
Wrestle, Duel, Debate, Argument, Game.
SETUP PHASE:
Once a fight starts (or is accepted), both participants enter the setup phase.
You MUST complete these steps before the fight can proceed:
1. Set Offense: Use offense <list>. List what your character is using to
attack their opponent at the start of the fight, you can change this later as
the fight progresses. This can include *anything*: stats, abilities,
disciplines, gear, charms, relics, environmental factors, or room damage.
2. Set Defense: Use defense <list>. This works exactly like Set Offense, but
represents your Defenses.
3. Set Vulnerability: Use vulnerability <type>’. You *must* declare at least
one vulnerability. See a list of vulnerabilities by typing ‘vulnerability’ by
itself.
* You can add multiple vulnerabilities by listing their names (vulnerability
clumsy distracted proud’).
4. Set Ruthlessness (Optional): Use ruthless <level>’. This sets your
character’s approach, affecting their calculated power. Levels range from very
honorable’ (-3) to utterly ruthless’ (+4). Default is neutral’ (0). Typing
ruthless’ alone shows options and your current level.
Once *both* players have set offense, defense, and at least one vulnerability,
the fight moves to the first combat round.
COMBAT ROUNDS:
RPFights proceed in rounds, driven by Momentum. Only one character has
momentum at a time.
1. Momentum & Targeting:
* The character with momentum begins the round.
* They must choose a vulnerability to target on their opponent using target
<vulnerability name>’. Typing target’ alone lists valid vulnerability types.
* The system will tell you if your guess was successful (i.e., if the
opponent currently has that vulnerability).
* Your and your opponent’s defined Offense/Defense stats will be displayed
for context.
2. Aggressor Emote:
* After targeting, the character with momentum writes their attack emote
using mote <your emote text>. Describe your action, informed by the relevant
offense and defensive stats at play. You should write for both characters, but
do not write other people’s characters as doing more than using the defensive
stats they’ve listed to defend themselves.
* If the targeting was successful, the opponent’s vulnerability is
“exploited”: it’s removed from their list, and your exploit_count’ increases.
You’ll see a message confirming this.
3. Consequences & Reaction:
* Now it’s the defender’s (the one without momentum) turn to react.
* Add Consequences (Optional but Recommended): Use consequences <type>
<details>’ to describe the negative effects of the attack on you or the
environment. Multiple consequences can be added. These are *pending* and
applied *after* your reaction emote. Valid types:
* physinjury <desc>’: Adds a physical injury description.
* mysticinjury <desc>’: Adds a mystical/magical injury description.
* psychinjury <desc>’: Adds a psychic/psychological injury description.
* roomdamage <desc>’: Adds damage description to the room.
* loseitem <item name>’: Marks an item you carry/wear as lost (returns to
stage)
* damageitem <item name>’: Marks an item you carry/wear as damaged.
* giveitem <item name>’: Gives an item you carry/wear to the opponent.
* movefight <direction>’: Attempts to move the fight to an adjacent room,
potentially breaking doors/walls.
* (Dreamworld Only) reveal <desc name>’: Activates an inactive description.
* (Dreamworld Only) loseitem <gear/desc name>’: Deactivates dream gear or a
description.
* Add *Additional* Vulnerabilities (Optional): Use vulnerability <type>’ to
add *more* vulnerabilities to yourself. Taking on 2 or 3 *significantly*
increases your chance of gaining momentum next round.
* Reaction Emote: Use mote <your emote text>’ to describe your character’s
reaction to the attack and consequences.
4. Momentum Shift:
* After the defender’s emote, pending consequences are applied.
* The defender will also be assigned a new vulnerability.
* The system then determines if momentum shifts. Factors include:
* Relative power levels (based on fight type and ruthlessness).
* How many rounds the current attacker has held momentum.
* Critically: Whether the defender chose to take 2 or 3 *additional*
vulnerabilities during their turn. Taking 3 guarantees a shift; taking 2 gives
a high chance.
* Players are notified if momentum shifts or stays. The fight returns to
Step 1 (Targeting) with whoever now has momentum.
ENDING THE FIGHT:
Fights can end in several ways:
* Winning: After 5 rounds, if you have momentum AND you have exploited more
vulnerabilities than your opponent (or have higher power if tied), you can
attempt to end the fight.
* Use infight capture’ or infight flee’.
* You then emote your finishing move (mote <text>’).
* Losing / Responding to Win Attempt:
* If your opponent uses infight’, you *must* respond with losefight <capture
| flee | either>’.
* capture’: You accept being captured.
* flee’: You accept being forced to flee.
* either’: You accept whichever outcome (capture’ or flee’) the winner
initiated with infight’.
* After choosing, you emote your final reaction (mote <text>’).
* Voluntary Loss: At any time, you can concede using ‘losefight capture’ or
osefight flee’. The fight ends immediately.
* Error/Disconnect: If a player disconnects or an error occurs, the fight
ends automatically.
Outcomes:
* Capture: The winner captures the loser. Outside the dream, the loser is
typically stunned. In the dream, specific capture mechanics apply.
* Flee: The winner forces the loser to flee. Outside the dream, the loser is
moved home. In the dream, the loser may be moved or forced to wake up.
COURIER FIGHTS:
This is a specific RP fight type used in courier patrols. The target is
carrying a valuable item. The winner (attacker or defender) will obtain an
item which can be contributed for political capital.
DREAMWORLD DIFFERENCES SUMMARY:
* Initiation: Immediate, requires a valid type for the location.
* Fight Types & Power: Use dream-specific types and stats from dream
identities.
* Consequences: Use dream-specific consequences in dreamvictimize.