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COMBAT

Starting Combat

To start a PvP scenario, you need to provide a descriptive emote stating hostile intent towards a character or characters. During the intent phase, you are allowed to manage gear as long as they are represented on your character. After gear is equipped, type /pvpmenu to declare or join the PvP encounter.

 

Note: You will need to choose between a Spar or Normal PvP. Spars are primarily for practice and friendly competition and do not have consequences.

 

Once inside the combat, those participating are considered to be in a locked instance and will be until it’s resolved and the consequences have played out. Additional parties are only permitted at the consent of everyone participating in the combat. If someone wishes to participate but is denied, they are to immediately leave the area and must roleplay as if they had not witnessed it. This includes not waiting just outside the scene for it to conclude.​

Pre-Initiative

Once all players participating have joined the combat, the player who initiated it must re-open /pvpmenu and start the combat. This will prompt all players to open the menu and select their Battle Goals (see Battle Goals for more info). These are not revealed until after everyone has selected theirs.

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After all Battle Goals have been selected, it is time to start the first round. This reveals all Battle Goals, automatically rolls initiative for all players, and formulates a turn order.

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Before the first player takes their turn, all players may use any applicable pre-combat abilities, such as Viper Strike, or any other initiative related abilities. If multiple players have such abilities, go in the order of initiative.

Turns & Actions

Players start and end their turn in /pvpmenu. This enables RPR (Shift+R) to be used for their actions.

Each player has a number of actions they can do in their turn. Some actions may use two or more of your actions. The action types are as follows:

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1 Action

1 Movement Action

1 Bonus Action

1 Companion Action

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Note: Some abilities may use your action AND bonus action.

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Once you have spent your character's actions in a given turn, you must use the End turn button in the /pvpmenu, handing it over to the next character in the initiative order. The turn passes over to the next player, who must start their own turn in their own menu.

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Ending your turn without taking an action will allow your character the chance to recuperate, gaining small amounts of magicka and stamina.

Movement

Movement is dictated by your speed and sometimes your luck.

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You can spend your movement action to move, sprint, or dash. To measure the distance, you need to use the “little feet” button in the bar to the side of your RPR menu. You must break up your movements into straight lines for the purposes of calculating it. This includes a stop before any vertical movement. By default:

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Movement is 3 +/- Speed Buffs/Debuffs.

Dash is 5 +/- Speed Buffs/Debuffs.

Sprint is 7 +/- Speed Buffs/Debuffs. Keep in mind that sprint consumes both your action and movement action.

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Tip: If your luck triggers, you will get 2 extra tiles of movement, so pay attention to the yellow text, it will tell you exactly how much you can move.

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If an obstacle requires you to jump in-game to navigate over it, you must use the Vault action to do so.

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Similarly, climbing requires the Climb action to be used. An obstacle that cannot be cleared with a jump must be climbed.

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In the rare event swimming is used in combat, an in-game status “submerged” is applied that holds all in-game effects.

Line of Sight

To be able to target someone, you need a line of sight to their character. There is no metric for line of sight in RPR, so judging it is an “on your honor” system. As a general rule of thumb, if you can see at least half or more of a player model, you have line of sight.

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As another general rule of thumb, if you have line of sight on another person, they have it on you as well.

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Going underwater does not break line-of-sight.

Combat Resources

Stamina, Magicka, and Potential are resources in a fight. Every spell costs Magicka, almost every technique costs Stamina, and every technique and most powerful abilities cost Potential.

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Both Stamina and Magicka are influenced by their respective stats (Endurance and Willpower)—both the max total and the amount recovered while resting or fighting.

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Potential is dependent on Personality, and is very important, as it fuels the most relevant skills and spells in the system. It is harder to gain back than both Stamina and Magicka. In combat, there is a chance to get some back every time you attack with your basic weapon attack, and every time you defend. Both depend on your luck stat.

Companions

Characters with the Conjuration, Intuition, or Necromancy skills will acquire access to abilities that allow them to summon a Companion. Companions fall into three categories - Daedra, Undead, and Beasts. Companions must be summoned inside of combat.

 

Companions have their own stat profiles, with strengths and weaknesses depending on their nature. You can review the stat profile of a given Companion by looking at the Technique page in the trainer menu for summoning that Companion. Companions attack using your Companion Action, which you receive 1 of per turn.

 

Companions usually attack using a particular type of damage, such as Fire, Frost, Shock, Slashing, Blunt, or Piercing.  They typically use your summoning skill for their accuracy, though some Companions have their own accuracy modifiers. Companion Actions are taken through the Command Companion ability in RPR.

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Note: Damage caused by Companions is influenced by your Conjuration, Intuition, or Necromancy skill, depending on the type of Companion.

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Companions can be attacked by others using a Bonus Action, via the 'Attack Companion' abilities. There are some Techniques which also target Companions, such as Exorcism (Faith), Frighten Beast (Intimidation), or Usurp Daedra (Conjuration).

Defeat & Consequences

Once a character is reduced to 0 hp or surrenders, they are considered defeated. A combat may end when everyone has agreed it should end, or when every opposing force has been defeated by a player or group of players.

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Everyone that was defeated or has surrendered may receive Consequences. Once defeated or surrendered, a player may not rejoin combat. Theft is a valid consequence, and is handled via the consequences menu.

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Note: You are never required to mechanically trade an item as a consequence. The system will handle this.

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Equipment generally cannot be stolen as a consequence. Masterwork items are the exception to this rule, as a Masterwork item can be stolen by an opponent. However, like Killing Blows, this is considered a severe consequence and is monitored for poor sportsmanship.

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To perform a Killing Blow on another character, you must have an ongoing Feud with them (see Feuds for more information). Characters can never emote definitively executing someone else. Any Killing Blow must leave some angle for survival, even if it is slim. Think of it as a "left for dead" scenario.

 

Upon being 'killed', the victim player should contact narration, who will then assess if the death is final. If you suspect another player did not raise a ticket after being 'killed', you may raise your own ticket to confirm the matter.

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Public executions, ritual sacrifices, and similar such situations are appropriate circumstances to request narrator supervision, but generally still require consent or an ongoing Feud. Narrators are automatically alerted when a Killing Blow is performed.​

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