sonder spring 1716

Guidebook

Combat & Raids There are two ways to experience conflict on Sonder. You can talk it out which involves you and your RP partner working out the result of the fight and writing it out. If you go this route, all injuries and consequences are entirely at the discretion of you and your RP partner. Alternatively, you can submit to RNJesus and roll in discord or a thread - in which case, reaching certain HP thresholds may pose some permanent risks to your character! Either way, wins and losses count toward your achievements.

Stats

Healthy Adult
70 HP
Injured or Yearling
55 HP
Pregnant or Old
50 HP

Combat vs. Raids

Combat, including PvP, hunts, and friendly spars, are user-driven and can be started by you in ⁠the #combat channel in our Discord at any time. You as players can feel free set your own rules as far as injury/death risk, so long as those rules are delineated at the beginning of the combat event. If no special rules are chosen, it is assumed that the default risks shown below apply. You can do as many, or as few, combat events as you prefer. Staff are happy to help you set up your combat thread in our Discord, but you can also be entirely self-service!

Raids are different from interpersonal combat, in that they are specific, staff-organized SWP events. These will be announced ahead of time in the #raids channel in our Discord, and staff will set up and conduct the associated channels. Unlike in combat, the risks shown below always apply for raids. Signups for these events are typically limited, but can come with additional rewards and achievements!

Rolling

THREAD: If you are rolling in a thread, just include [roll=combat] at the top of your post and be sure to track your HP. Feel free to consult staff if you need help. Posts in a fight have a 50 word minimum.

DISCORD: If you elect to bow at RNJesus' altar, create a new thread in the combat channel. At the start, you and your partner both roll out of 10. The one with the highest number goes first.
When it is your turn, write a brief 1-2 sentence description of how your character intends to attack. Roll out of 20. The number rolled is the amount of damage dealt—with two exceptions. If you roll a 1, it is a critical failure and you take 3 damage. If you roll a 20, it is a critical hit and you deal 25 damage.

Risks

Rolling during any type of conflict carries inherent risks which range from scars and permanent character injuries, to even potentially death. For combat, you can either abide by the listed thresholds and consequences, or denote your own at the start of the match. However, raids always hold true to the thresholds and consequences listed below.

  • 0 HP — your character is on the threshold of death. You need to roll out of 10 and if you get 4 or higher your character survives. Otherwise, your character succumbs to their injuries and dies. Your character carries a chronic condition from then on.
  • 1 to 5 HP — At 5 HP or less, your character will carry a chronic condition of your choice. This condition can be visible (e.g. losing an eye) or internal (e.g. loss of pain sensitivity). Your character will always be in the injured category for all future battles.
  • 6 to10 HP — Your character carries a permanent scar.

  • Your character may flee battle at any time, and if you intend to avoid injury entirely, we suggest that you pick a "winning HP" above 0. For example: First to 30 HP loses. Remember that characters can risk death at 25 HP, so be careful out there.

    Perks

    Certain guilds and blessings confer perks that benefit characters in raids and combat situations. If a character has an applicable perk, they must declare its use at the start of their turn. More information on specific perks can be found below.

    Guild Perks
  • Swordsman's Guild — Add 5 damage to any one roll that isn't a critical hit (20)*
  • Scrivener's Guild — +5 HP at the start of battle
  • Thieves' Guild — Roll advantage once (roll twice and take the highest)
  • Cleric's Guild — Can halve the rolled damage taken once per raid
  • Commoner's Guild — Can't take extra damage from critical hits or critical failures

  • (*NOTE for Swordsmans' Guild: If you happen to roll a 20 after declaring this perk, you retain the +5 bonus and may use it on a separate, follow up roll. If you roll a 1, you would take 3 critical fail damage, but your opponent would take the 5 damage conferred by the perk.)

    Blessing Perks
    Not every blessing benefits you in battle. The ones that do are listed below:
  • Father — Negates opponent's guild or blessing perk
  • Maiden - Once per raid or event, roll a d8 and heal that amount
  • Rivals — Once per raid or event, character stabilizes to 1 hp upon falling to 0
  • Eldritch Tree - Force an opponent to roll at disadvantage (roll twice and take the lowest)