PVP

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PVP stands for Player vs. Player and this page should guide through some possible commands to interact with other players in a violent manner. Since the commands for PVE (Player vs. Environment) are the same regarding physical combat you'll see the option 'NPC' as well.

Combat:

Combat is an integral part of CyberSphere, and as such of your character's life in New Carthage. There are several commands and concepts that you should be familiar with in order to make the most out of your murderous rampage through the city's streets.

ki*ll/at*tack <target>

This is the fundamental command that starts combat between you and your chosen target. You will automatically use whatever weapon you are holding to initiate the attack. Of course, some weapons are more effective on some targets than others, and anyone who goes after a vehicle with his or her bare hands probably deserves what they get. Some targets are also more difficult than others, and it is not safe to assume than an NPC is going to be a pushover.

stop attacking 

Using this command will stop you from making attacks on your opponent. It will NOT, however, stop them from making attacks on you.

flee 

If you're about to die and the odds are that your attacker is not going to listen to reason or your shameless begging for your life, try flee. If you're successful you will pick a random direction and run for your life. Be careful, though, as the other combatant will get a parting shot at your back as you depart! If you are unsuccessful, however, you will skip your next combat round.

mode
mode <any>

The 'mode' command gives you access to several different combat modes. These give you control over how much emphasis you want on offense over defense, and vice versa.

Typing the command without any arguments will display your current mode. The second format will select one of the modes from the list.

This mode will remain in effect until you change it.

@fatal 

This command will toggle you between two modes: fatal, and merciful.

@fatal -> Combat switched to fatal.
@fatal -> Combat switched to merciful.

The main difference between these two modes is your intent. In merciful (often described as @merciful), you will not actively try to kill your opponent and are instead seeking to knock them unconscious, whereas when you are in fatal mode you may land a hit that kills your opponent outright.

Note: Combat is not a safe activity. Even if you are in merciful mode there is still the potential to maim or kill your opponent. Critical hits to the head or chest may result in organ damage or death. For safer combat, see Help:@spar.

@spar

This command toggles your character between normal combat and sparring mode. In sparring mode, you will automatically stop combat before inflicting any real damage to your opponent - preventing you from killing them accidentally.

Note: While sparring will not kill or maim your opponent, it may still injure them or cause them to bleed.

Note: All parties involved in the fight must be in sparring mode for a spar to be in effect. If one party isn't, combat proceeds as normal and may end in death or dismemberment.

@natural
@natural <weapon> 

There are several types of natural weapons in cybersphere such as your hands, feet and teeth. If you took a type of martial arts that may also be a natural weapon such as Muay Thai. Other natural weapons include weapons such as punch daggers and other weapons you wear etc.

Using this command without any arguments will show you what natural weapons are available to you. The second variant will pick that particular weapon for use in combat.

Note: If you are using a one-handed weapon in your main hand, your natural weapon may still be used to parry, counterattack, or perform other actions.

cover/threat*en <person>

When covering another person, you are considered to be actively threatening them with whichever weapon you have to hand. If they attempt to move away from your current location, you will automatically attack them.

bodyguard <person>

Bodyguard another person with your own character. The bodyguard advantage will be required in order to perform this action.

hold/detain/grapple <player/NPC>

Attempt to grapple a person with force. NPC's will not appreciate this action and they will react accordingly.

resist/fight <player>

When grappled, this will attempt to break free of the grasp from said person. This can also be used without argument.

release <player/NPC>

Release the currently grappled player or NPC or held body. The command 'free' without arguments will do the same.


Movement Restriction:

guard <direction>

Guard a certain entrance (direction). This entrance can then only be used by force, hence blocking normal walking interaction (north, south, etc...).

rush <direction>

Attempt to break a guarded entrance (direction). This will not induce combat, but the guarding person might.

push/shove <person> through <direction>

This command will push a grappled person or unconscious body or dead body through the provided direction. # Please confirm / Unsure about functionality

hold/detain/grapple <player/NPC>

Attempt to grapple a person with force. NPC's will not appreciate this action and they will react accordingly.

resist/fight <player>

When grappled, this will attempt to break free of the grasp from said person. This can also be used without argument.

release <player/NPC>

Release the currently grappled player or NPC or held body. The command 'free' without arguments will do the same.

use <cuffs> on <player/NPC>

Handcuff a player or NPC. If they are conscious they are able to resist the action by skill. The cuffed person is then unable to perform combat actions. # Actual command might differ, didn't have a proper item at hand.

uncuff <player/NPC> 

Remove handcuffs from a player or NPC.


Items:

search/frisk <player/NPC> 

Search/Frisk a person's inventory. Success is skill dependant.

steal/pickpocket/lift <item> from <player/NPC> (short pickp <item> from <player/NPC)

Attempt to steal said item, if not held, from the player or NPC. Success is dependant on the thievery skill and if unsuccessful this will also inform the opposing player of said action. Be warned, theft often results in violence.