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)