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Consequences

From Avardon
Revision as of 12:37, 18 February 2026 by Rataj (talk | contribs)

THIS IS A DRAFT - WORK IN PROGRESS

Minor Consequences

Minor consequences are mechanical consequences that may be applied at any time.

  • Petty Theft - You may rob the target of up to 20 silver coins.
  • Beating - Equivalent of throwing in some additional punches or kicks to the defeated. Dealing 1 wound.

Major Consequences

Major consequences are mechanical consequences that may only be applied if the winning party had at max +1 advantage in numbers (i.e. in 1v1 or 3v2, but not in 3v1 or 6v3).

  • Theft - You may rob the target of up to 50 silver coins.
  • Battering - Equivalent of dealing some heavy blows to the defeated with intention to seriously harm. Dealing 2d4 wounds.
  • Blood Letting - Filling a vial with the defeated's blood. Dealing 2 wounds.

Escalated Consequences

Escalated consequences are mechanical consequences that may only be applied if the previous level was already applied at least once by one of the victors against the defeated or by the defeated on one of the victors in previous fights (and at least one major consequence has to preceed even the first escalated one) while also fulfilling the conditions for a major consequence.

  • 1. Serious Threat - Very clear threat on the defeated's life (best delivered with some sort of stern warning to make the victim refrain from some action or further escalation).
  • 2. Grievous Harm - Very serious beating of the defeated, leaving them severely injured. Dealing 5d6 wounds.
  • 3. Life Threatening Injury - Seriously harming the defeated, leaving them to possibly die (they won't, but the victors show intention of leaving them to fate). Dealing 10d6 wounds.
  • 4. Execution - Character Kill (CK), end of story. Only possible with staff approval after having proven escalations from both sides, or when the victim repeatedly showed signs of No Value of Life (NVL) when other escalated consequences were enacted.

Consented Consequences

Consented consequences are non-mechanical consequences that may be applied only if the losing party actively consents to such consequences.

This can be any roleplay consequence as long as the losing party actively consents. Most common example would be holding the losing party hostage or interrogating them. Keep in mind that consent can be withdrawn at any time, which ends the scene.