{"id":18174,"date":"2025-05-28T19:00:11","date_gmt":"2025-05-28T23:00:11","guid":{"rendered":""},"modified":"2026-04-09T07:45:09","modified_gmt":"2026-04-09T11:45:09","slug":"rpfight","status":"publish","type":"post","link":"https:\/\/havenrpg.net\/newsite\/2025\/05\/28\/rpfight\/","title":{"rendered":"rpfight"},"content":{"rendered":"<p><span style=\"color:#ffffff\">Syntax:<\/span> rpfight &lt;target&gt; [fight type]<br \/>offense &lt;list of offensive stats, abilities, gear, environmental features etc)<br \/>defense &lt;list of defensive stats, abilities, gear, environmental features etc)<br \/>vulnerability [type1] [type2] &#8230;<br \/>ruthless &lt;level&gt;<br \/>target &lt;vulnerability name&gt;<br \/>emote &lt;your emote text&gt;<br \/>consequences &lt;type&gt; &lt;details&gt;<br \/>winfight &lt;capture | flee&gt;<br \/>losefight &lt;capture | flee | either&gt;<\/p>\n<p>The RPFight system is a type of conflict which is more heavily based on<br \/>roleplay and narrative than rules-based combat mechanics. In a RP fight<br \/>characters can choose from a wide list of abilities, stats, disciplines and<br \/>the like to use in the conflict and RP the fight as they wish with the goal<br \/>to successfully exploit an opponents, physical, strategic, psychological or<br \/>emotional vulnerabilities.<\/p>\n<p>During a RPFight one character has momentum and the other is on the defense.<br \/>It&#8217;s expected during a RP fight for the person with momentum to write both<br \/>characters in order to facilitate dynamic conflict stories with the player of<br \/>the character without momentum just focusing on writing the parts the other<br \/>player reasonably couldn&#8217;t, like how their character reacts or what they say<br \/>in response to the conflict. But the character with momentum should never use<br \/>their emote to force consequences on the target or make character choices for<br \/>them. For example if a defender was using agility as a defensive stat it would<br \/>be reasonable to write about them flipping around and dodging until they are<br \/>caught and thrown into a wall. But wouldn&#8217;t be reasonable to write that they<br \/>were caught and had their arm broken, as that is a consequence.<\/p>\n<p>STARTING A RPFIGHT:<br \/>To initiate an RP fight, use the &#8216;rpfight &lt;target&gt; [fight type]&#8217; command.<\/p>\n<p>Outside the Dreamworld:<br \/>* You must target another player character in the same room.<br \/>* The target must type &#8216;yes&#8217; to accept the fight.<br \/>* You can optionally specify a fight type&#8217; (see below). If omitted, it<br \/>defaults to a standard fight.<\/p>\n<p>Inside the Dreamworld:<br \/>* You must target another player character participating in the same dream<br \/>instance (same dream_room&#8217;).<br \/>* You *must* specify a valid fight type&#8217; for that dream location.<br \/>* The fight begins immediately upon initiation; no consent is needed.<\/p>\n<p>FIGHT TYPES:<br \/>The &#8216;fight type&#8217; determines which underlying character statistics contribute<br \/>to the base &#8220;power&#8221; level used in momentum calculations. In dream worlds the<br \/>fight types are custom to that world.<\/p>\n<p>Non-Dream fight types: Standard, Arcane, Psychic, Martial Arts, Brawl,<br \/>Wrestle, Duel, Debate, Argument, Game.<\/p>\n<p>SETUP PHASE:<br \/>Once a fight starts (or is accepted), both participants enter the setup phase.<br \/>You MUST complete these steps before the fight can proceed:<\/p>\n<p>1. Set Offense: Use offense &lt;list&gt;. List what your character is using to<br \/>attack their opponent at the start of the fight, you can change this later as<br \/>the fight progresses. This can include *anything*: stats, abilities,<br \/>disciplines, gear, charms, relics, environmental factors, or room damage.<br \/>2. Set Defense: Use defense &lt;list&gt;. This works exactly like Set Offense, but<br \/>represents your Defenses.<br \/>3. Set Vulnerability: Use vulnerability &lt;type&gt;&#8217;. You *must* declare at least<br \/>one vulnerability. See a list of vulnerabilities by typing &#8216;vulnerability&#8217; by<br \/>itself.<\/p>\n<p>* You can add multiple vulnerabilities by listing their names (vulnerability<br \/>clumsy distracted proud&#8217;).<br \/>4. Set Ruthlessness (Optional): Use ruthless &lt;level&gt;&#8217;. This sets your<br \/>character&#8217;s approach, affecting their calculated power. Levels range from very<br \/>honorable&#8217; (-3) to utterly ruthless&#8217; (+4). Default is neutral&#8217; (0). Typing<br \/>ruthless&#8217; alone shows options and your current level.<\/p>\n<p>Once *both* players have set offense, defense, and at least one vulnerability,<br \/>the fight moves to the first combat round.<\/p>\n<p>COMBAT ROUNDS:<br \/>RPFights proceed in rounds, driven by Momentum. Only one character has<br \/>momentum at a time.<\/p>\n<p>1. Momentum &amp; Targeting:<br \/>* The character with momentum begins the round.<br \/>* They must choose a vulnerability to target on their opponent using target<br \/>&lt;vulnerability name&gt;&#8217;. Typing target&#8217; alone lists valid vulnerability types.<br \/>* The system will tell you if your guess was successful (i.e., if the<br \/>opponent currently has that vulnerability).<br \/>* Your and your opponent&#8217;s defined Offense\/Defense stats will be displayed<br \/>for context.<\/p>\n<p>2. Aggressor Emote:<br \/>* After targeting, the character with momentum writes their attack emote<br \/>using mote &lt;your emote text&gt;. Describe your action, informed by the relevant<br \/>offense and defensive stats at play. You should write for both characters, but<br \/>do not write other people&#8217;s characters as doing more than using the defensive<br \/>stats they&#8217;ve listed to defend themselves.<br \/>* If the targeting was successful, the opponent&#8217;s vulnerability is<br \/>&#8220;exploited&#8221;: it&#8217;s removed from their list, and your exploit_count&#8217; increases.<br \/>You&#8217;ll see a message confirming this.<\/p>\n<p>3. Consequences &amp; Reaction:<br \/>* Now it&#8217;s the defender&#8217;s (the one without momentum) turn to react.<br \/>* Add Consequences (Optional but Recommended): Use consequences &lt;type&gt;<br \/>&lt;details&gt;&#8217; to describe the negative effects of the attack on you or the<br \/>environment. Multiple consequences can be added. These are *pending* and<br \/>applied *after* your reaction emote. Valid types:<br \/>* physinjury &lt;desc&gt;&#8217;: Adds a physical injury description.<br \/>* mysticinjury &lt;desc&gt;&#8217;: Adds a mystical\/magical injury description.<br \/>* psychinjury &lt;desc&gt;&#8217;: Adds a psychic\/psychological injury description.<br \/>* roomdamage &lt;desc&gt;&#8217;: Adds damage description to the room.<br \/>* loseitem &lt;item name&gt;&#8217;: Marks an item you carry\/wear as lost (returns to<br \/>stage)<br \/>* damageitem &lt;item name&gt;&#8217;: Marks an item you carry\/wear as damaged.<br \/>* giveitem &lt;item name&gt;&#8217;: Gives an item you carry\/wear to the opponent.<br \/>* movefight &lt;direction&gt;&#8217;: Attempts to move the fight to an adjacent room,<br \/>potentially breaking doors\/walls.<br \/>* (Dreamworld Only) reveal &lt;desc name&gt;&#8217;: Activates an inactive description.<br \/>* (Dreamworld Only) loseitem &lt;gear\/desc name&gt;&#8217;: Deactivates dream gear or a<br \/>description.<br \/>* Add *Additional* Vulnerabilities (Optional): Use vulnerability &lt;type&gt;&#8217; to<br \/>add *more* vulnerabilities to yourself. Taking on 2 or 3 *significantly*<br \/>increases your chance of gaining momentum next round.<br \/>* Reaction Emote: Use mote &lt;your emote text&gt;&#8217; to describe your character&#8217;s<br \/>reaction to the attack and consequences.<\/p>\n<p>4. Momentum Shift:<br \/>* After the defender&#8217;s emote, pending consequences are applied.<br \/>* The defender will also be assigned a new vulnerability.<br \/>* The system then determines if momentum shifts. Factors include:<br \/>* Relative power levels (based on fight type and ruthlessness).<br \/>* How many rounds the current attacker has held momentum.<br \/>* Critically: Whether the defender chose to take 2 or 3 *additional*<br \/>vulnerabilities during their turn. Taking 3 guarantees a shift; taking 2 gives<br \/>a high chance.<br \/>* Players are notified if momentum shifts or stays. The fight returns to<br \/>Step 1 (Targeting) with whoever now has momentum.<\/p>\n<p>ENDING THE FIGHT:<br \/>Fights can end in several ways:<\/p>\n<p>* Winning: After 5 rounds, if you have momentum AND you have exploited more<br \/>vulnerabilities than your opponent (or have higher power if tied), you can<br \/>attempt to end the fight.<br \/>* Use infight capture&#8217; or infight flee&#8217;.<br \/>* You then emote your finishing move (mote &lt;text&gt;&#8217;).<br \/>* Losing \/ Responding to Win Attempt:<br \/>* If your opponent uses infight&#8217;, you *must* respond with losefight &lt;capture<br \/>| flee | either&gt;&#8217;.<br \/>* capture&#8217;: You accept being captured.<br \/>* flee&#8217;: You accept being forced to flee.<br \/>* either&#8217;: You accept whichever outcome (capture&#8217; or flee&#8217;) the winner<br \/>initiated with infight&#8217;.<br \/>* After choosing, you emote your final reaction (mote &lt;text&gt;&#8217;).<br \/>* Voluntary Loss: At any time, you can concede using &#8216;losefight capture&#8217; or<br \/>osefight flee&#8217;. The fight ends immediately.<br \/>* Error\/Disconnect: If a player disconnects or an error occurs, the fight<br \/>ends automatically.<\/p>\n<p>Outcomes:<br \/>* Capture: The winner captures the loser. Outside the dream, the loser is<br \/>typically stunned. In the dream, specific capture mechanics apply.<br \/>* Flee: The winner forces the loser to flee. Outside the dream, the loser is<br \/>moved home. In the dream, the loser may be moved or forced to wake up.<\/p>\n<p>COURIER FIGHTS:<br \/>This is a specific RP fight type used in courier patrols. The target is<br \/>carrying a valuable item. The winner (attacker or defender) will obtain an<br \/>item which can be contributed for political capital.<\/p>\n<p>DREAMWORLD DIFFERENCES SUMMARY:<br \/>* Initiation: Immediate, requires a valid type for the location.<br \/>* Fight Types &amp; Power: Use dream-specific types and stats from dream<br \/>identities.<br \/>* Consequences: Use dream-specific consequences in dreamvictimize.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Syntax: rpfight &lt;target&gt; [fight type]offense &lt;list of offensive stats, abilities, gear, environmental features etc)defense &lt;list of defensive stats, abilities, gear, environmental features etc)vulnerability [type1] [type2] &#8230;ruthless &lt;level&gt;target &lt;vulnerability name&gt;emote &lt;your emote text&gt;consequences &lt;type&gt; &lt;details&gt;winfight &lt;capture | flee&gt;losefight &lt;capture | flee | either&gt; The RPFight system&#8230;<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_bbp_topic_count":0,"_bbp_reply_count":0,"_bbp_total_topic_count":0,"_bbp_total_reply_count":0,"_bbp_voice_count":0,"_bbp_anonymous_reply_count":0,"_bbp_topic_count_hidden":0,"_bbp_reply_count_hidden":0,"_bbp_forum_subforum_count":0,"footnotes":""},"categories":[126,124],"tags":[],"class_list":["post-18174","post","type-post","status-publish","format-standard","hentry","category-commandfile","category-helpfile"],"_links":{"self":[{"href":"https:\/\/havenrpg.net\/newsite\/wp-json\/wp\/v2\/posts\/18174","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/havenrpg.net\/newsite\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/havenrpg.net\/newsite\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/havenrpg.net\/newsite\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/havenrpg.net\/newsite\/wp-json\/wp\/v2\/comments?post=18174"}],"version-history":[{"count":0,"href":"https:\/\/havenrpg.net\/newsite\/wp-json\/wp\/v2\/posts\/18174\/revisions"}],"wp:attachment":[{"href":"https:\/\/havenrpg.net\/newsite\/wp-json\/wp\/v2\/media?parent=18174"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/havenrpg.net\/newsite\/wp-json\/wp\/v2\/categories?post=18174"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/havenrpg.net\/newsite\/wp-json\/wp\/v2\/tags?post=18174"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}