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The Capture / Cripple system is an optional system being introduced, allowing players to push for conflicts that don't necessarily result in immediate death and the resolution thereof. While it is caracterized as opt-in, in some cases administrators can enforce it without the player's consent (i.e. death in NPC-driven events, faction punishments, etc). The system generally relies on a storyteller or the consentual agreement of both parties to employ properly.
Ground rules:
- A player must inform the other party, preferably through a /sme, /me or /do that they intend to go for a Capture or Cripple attempt BEFORE initiative is underway.
- "Accidental" kills that were not originally stipulated as capture/cripple attempts will still be ruled as kills. The character must deliberately try to avoid an outcome resulting in death.
- You cannot capture a target, only to then kill it an hour or two later away from public eyes. This isn't what the system's designed for. If the target is uncompliant, tries to actively resist or escape - you can kill them. However, bear in mind this is intended to promote roleplay. A release, trade or escape are the desired outcomes, and certainly not an execution.
- You cannot Diablerie, consume (demon) or perform similar acts on a captured target.
- The victim of a capture/cripple attempt must offer their consent. If they do not wish to go through the system, they apply damage and die as usual.
- A victim may only refuse BEFORE the penalty for their Crippling is determined. You can't back out once you're on board.
Capture
When initiating a capture, the attacker intends to incapacitate (but not terminally hurt) a victim. Roleplay the engagement as usual. However, the incapacitated victim does not die. This system over-rules the normal stipulations for Torpor, Blood Healing, Regeneration and other similar mechanics when it is in effect. Even if you incur 15 aggravated, consider the attacker holding back at the last moment, doing just enough damage to harmlessly render you unconscious.
About an IC hour after the resolution of combat, the player will waken with 1 health level in a crippled state. Normal healing systems apply from that point onwards again. Aggravated takes 5 bloodpoints and a night's rest, werewolves require Gifts to regen, etc. This period of 1 hour can be shortened OOCly if both parties agree to downtime it.
Until released, traded or the player manages an escape on their own, you will not be able to leave the capture premises on the account. However, the party that's captured you is generally obliged to provide you with sufficient roleplay. This doesn't mean they have to babysit you 24/7. However, captured targets must be kept captive with a specific reason in mind. Keeping people locked up for more than a few hours just for the sake of preventing them from roleplaying out there is forbidden. A victim is free to consult an administrator if they think they're being unlawfully held captive.
System:
The attacker declares their intention to capture a target. After "killing" them, the target is downed for an hour, wherein they cannot act or heal. The victim can either accept the capture attempt, or apply a normal death and move on.
If the target takes 10 more health levels worth of damage above their "Incapacitated" treshold, roll a single die for every 5 health levels thereafter. If the result on any of these dice is 1, the player dies anyway.
Cripple
In case an attacker's intent is to cripple, but not kill a target, they can opt in for this system. This is a form of penalizing a victim without ending the conflict. Sometimes, being crippled is much harsher than a regular PvP death, but it has a chance to spin into recovery quests and what have you. While this is also optional, we recommend players to have a go at it. It's character development, even if it ruins the plans you might have had for it from the get-go.
When a victim is crippled, their maximum damage treshold is set to the Crippled (1/7 health levels). They cannot go below that and become incapacitated/dead, unless they wish to pursue a PK instead of being crippled.
Depending on the amount and type of damage incurred, a storyteller or the players agree on a severity rating. This defines how grievous one's injuries are, how hard it will be to heal and recover from them, etc. If being battered with a baseball bat is an 1, then being torn limb to limb by a Crinos is 6. Being struck by lightning for 10 lethal might just fry you to near-death. Apply a severity rating of 3. A prime infused punch that strikes your forearm might do 12 aggravated, but realistically it only broke that limb. The severity can be as low as 2. These numbers are generally arbitrary and will be determined by the storyteller on scene once the wounds incurred are taken into account.
Count the cause of damage and the number of health levels that were meant to be lost. That is the basis for your severity rating.
Next, the player rolls a single die. The result of that /mroll 1 is then added to the severity rating. The sum of those two numbers is then split into a DURATION and an EFFECT. The result also determines the buy-out price for the IMPAIRMENT. The storyteller chooses how the sum is split and assigns a relevant impairment.
If the sum of the impairment reaches 15, the victim dies - even if the player did not intend it. This means that if you score a severity rating of 6 and roll a 9 or a 10, your victim will still die.
Having acquired an impairment, you will have a grace period of 1 ooc week. If your character dies in relation to the same situation, your impairment will be removed for free.
After 1 week has passed, you will either have to wait out for the duration to elapse or get some means of supernatural healing to undo the damage caused. Refer to your book or moderators for specifications if you're unsure your power can fix certain ailments.
Alternatively, you can buy off the impairment as though it were a flaw. A short backstory about how you found a miracle cure might be required. In that case, you will pay the impairment's rating cost in XP to get rid of it. Impairments cannot grant you Flaw points.
System: Assign a SEVERITY rating from 1 to 6. /mroll 1. The sum of the two is split according to the chart below and an IMPAIRMENT is assigned. Set a pair of RPFs to the player with the following format:
Name of the Impairment (99pt. Impairment): You have been crippled on [dd/mm/yyyy]; Severity: 6; Rating: 1-14; Duration: 6 months.
Name (0pt. Impairment): You have been crippled on [00/00/2001]; Severity: 0; Rating: 0; Duration: 0.
Duration Chart:
The duration periods are based on the IC time progression.
- 3 days
- 1 week
- 2 weeks
- 1 month
- 2 months
- 3 months
- permanent
Effects:
Assign an effect depending on the nature & location of the wound, severity and sum. The choice is at the storyteller's discretion.
Impairment Rating: 1
Bruised Skin (Continued): You are in mild pain and require medication. Reduce 1 die from all physical action pools.
Marred Skin (Continued): Your body boasts a scar. Although you can hide it, it can prove inconvenient. Reduce social pools by 1.
Marred Skin (Continued): >describe the nature of the scars, location, etc
Impairment Rating: 2
Improper Bone Setting (Continued): [One of your limb bones]* hasn't healed properly. If struck, add a die to the opponent's damage.
* Define which one. Left/Right Arm/Leg
Deep Scar (Continued): You bear a gruesome scar on your body. If shown, reduce Appearance rating by 1.
Impairment Rating: 3
Cosmetic Damage (Continued): A visibly disturbing injury makes you seem grotesque. Reduce Appearance by 1.
Gelded (Continued): Your balls were crushed. You are now impotent and can barely get it up. Oof.
Impairment Rating: 4
Missing Fingers (Continued): You've lost a few fingers. You incur a +3 difficulty penalty with that hand.
Impairment Rating: 5
Missing Eye (Continued): The difficulty of depth-perception and ranged attacks increases by +3.
Impairment Rating: 7
Blind (Continued): Your eyes have been damaged and you can no longer see. Blind Fighting Penalties are always in effect.
Torn Legs (Continued): Both of your legs are now missing. You cannot move around freely anymore.
Torn Arms (Continued): Both of your hands are missing. You require continuous caretaking or other means of self-sustainment.
Impairment Rating: 8
Paralysis (Continued): You can no longer move your body, at all.
Impairment Rating: 9
Bro I'm Fucked (Continued): You require life support to remain alive. Your body is paralyzed.
Now you might ask, why are paralysis and other debilitating things around rank 9 even a thing? Well, some people can astrally project and stuff so they might apply to them.
SUGGEST AN IMPAIRMENT (https://forms.gle/v5Wzd3763N8qtTBN8)