PVP Rules

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Important note

All rules listed on this page serve to regulate the direct conflict between players in a gaming environment (PvP) meaning that they are part of the game itself (Either mechanical designed by Conan [Both parties must consent to Mechanical] or dice conflict designed by Old Guard). Please keep in mind that games should be fun at any point in time and should never be used to elevate oneself above others. 

Thus said, the general rules of the server are always applicable, so please stay friendly and reasonable while fighting each other!

((Last updated 9.18.2023))

~Staff rules are subject to change at any time~

PvP Options & Hard reminders 

PVP Join (declare who you are fighting with): This means you have every intent on fighting. You are an active part of combat and can not claim to be an innocent party in the conflict.

PVP Flee: This means you are fleeing the combat area.  You MAY NOT, gather people and return.
After the Int roll, when it comes to your turn, you can attempt your flee.  (You must have 2 successes in order to flee the combat.) If you attack in any way, your status changes to fighting.

Pvp Surrender:  This means you have no intention of fighting and will be subjected to the cons.

PVP Observe:  You are going to watch the fight.  You can not assist in any way.  If the PvP was not declared on you, you are not subject to cons.

Stalling on a PvP declaration for an unreasonable amount of time, or for allies to arrive, can end in admin intervention for avoiding roleplay. 

Pre-buffing for DMNPC events and player-versus-player interactions:  If you see DMNPCs and cast any form of ability, or use an item, that would cost an action, you will be removed from that event. In regards to PVP, before, and after PvP-intent being dropped, your sole “free action” to use is drawing your weapon. Any buff spells, items, or anything whatsoever, is an action to be taken on your initiative.

Joining late: Those who are not targeted, or have declared PvP Observe at the initial intent may not join in the fight later. This includes players who have arrived late, as to follow time-scaling.
All parties involved, if it comes into question, should be able to provide screenshots of the intent in their local chat – T
his must include your entire screen, not a snippet

Thralls, Mounts, and Pets are banned in PvP

General PvP Rules

May I be firendly to them, Asterix?

Rule 1

NO KOS: Kill On Sight is prohibited on our server. What this means is that you may not engage anyone in PvP, or deal damage to them in any way, shape, or form without a prior roleplay emote including (PvP INTENT) at the end.  If you do not have a valid reason, and this comes to light in a ticket made after the fact, the PVP ‘will‘ be retconned.

Rule 2

Time Management:  In the case of Dice being called, due to time constraints of one member of the party/scene, they reserve the right to veto the use of emotes.  Forgoing emotes/dialogue for the duration of the scene – This includes all members of the PvP encounter – and does not have to be a unanimous decision.
Turn time under this condition should take no longer than 3 minutes
.  If it exceeds 5 your turn is skipped.  Honest questions are exceptions.  Purposely stalling time for cooldowns is strictly against the rules.  You will still follow the PvP Dice Guide for the format.

Rule 3

Being downed: Being downed in PvP does not mean your character died.
The outcome of a PvP encounter can be anything ranging from bruising, and theft, to severe consequences such as character death (A PK ticket must be opened for this consequence prior to the PVP). The consequence should match the preceding roleplay. Severe consequences require a significant amount of roleplay.

Rule 4

Removing a downed player: When a player is downed, the downed player can only be dragged off by someone who has joined PvP. Someone who has stated anything but PvP Accept/Join in the initial intention cannot remove a downed combatant from the scene. In the case you are going to drag off a fellow combatant, you must use the command /shout including your emote of you dragging them off. You must walk until you are out of sight of the enemy.  Once you are out of sight, you will be able to run. You may NOT return with reinforcements aftering dragging someone away from the scene.

Rule 5

PvP Evidence: Video footage preferred or ample screenshots are viable evidence in a PvP dispute. Options of Video Capture Software: Nvida Shadowplay (Shift+Z in game to open its menu), or there are several free types of software available online. Claims without proper evidence cannot be ruled upon.

Rule 6

Class Abilities: There are some spells/abilities that change mechanics, and have rules applied to them. If you have questions about if an action is a Class ability ask the player to explain. If you are still unsure please reach out to staff for a ruling.

Rule 7

Fortress: If you are PvP intented within your land claim/build by a group of 4 or more players, you may call into effect the Fortress Rule. This means a Raid Declaration must be made in order to continue the PvP. If there is no raid declaration, the attacking party must leave the premises of your land claim/build.

If you have a party over the allowed amount to initiate a Pvp on a premises, you may not intentionally try to bait the residents of where you are to throw out an intent to overrule this ruling. For homeowners, if you find a party doing just that, make a ticket with presented ample proof and they will be made to Raid or lower their numbers to continue the antagonism.

Rule 8

Fleeing rules: If a player chooses to <pvp-flee> during a PvP intent, they must try their hardest to avoid engagement and must attempt to leave the scene. Fleeing a combat means you leave the area, you can not go and get reinforcements and return to the location of the combat.

Rule 9

Skirmish Consequences: Declaring a PvP Skirmish or having your intent reduced to Skirmish consequences via certain abilities or spells has certain effects. No injury status is automatically assigned to any player and no harsh consequences may be performed. The consequences that would be considered mild and acceptable to be performed would be; Application of the Wounded Status Effect, Restrainment, or Short Detainment. Examples of what would not be acceptable; Enslavement, Rape, Dismemberment, Major injuries, Spell Consequences, Robbery, or Capture.

Rule 10

PVP Instance:  Upon intent drop, both parties are responsible for keeping track of the next 10 minutes. Within these minutes, others that happen across are allowed to participate in the combat. (Granted they do not appear due to using OOC gained knowledge.)

Time Stamps or Emotes are required as markers. After those 10 minutes, the combat is locked until the consequence phase when one side has won.   

In this phase, if there is no immediate interruption, Temporary IC relocation of those defeated for the purposes of privately doing cons is permitted so long as they are not held after cons are dealt. 

Those that have happened, or do happen, across the scene can interfere in the consequences with the chance to declare another Pvp intent. The victor/victors of the previous combat alone have an advantage in fleeing from it should they choose to.

For those that lost the Pvp encounter, they cannot be attacked again so long as they are sitting below 1/10th of their total Hit points, or an hour has passed since the Con phase was concluded one way or another. If engaged, the original party that lost only has to show their hit points are below this threshold to keep from being engaged again within the time frame.

If the party that lost instigates a fight, proof will need to be submitted to show the aggression and thus override this clause.

A character that logs on in their home and walks out of their home to view an immediate encounter in progress does not count as showing up due to OOC knowledge. It should be expected that if a fight starts in one’s compound or home, other residents are likely to show up and be able to interfere in the allowed stages naturally.

If proof is shown that a player was contacted OOCly to show up from out in the world it will be handled as meta.

Rule 11

Research Area:  This is considered neutral ground and no PVP can be done at this location.

Dice System

Roll 20!

Dice Combat Guide

Initiating PvP – In the event of a PvP intent being dropped. The defender, in most cases, will need to decide if there will be mechanical, or dice-based combat. Once it is decided, players will need to, in the case of mechanical, announce they are ready. Or in the case of Dice, roll initiative, and prepare for dice.


Mechanical PvPFor Mechanical based PVP BOTH PARTIES MUST AGREE TO IT. A PVP Banner will be placed down. Once everyone has declared they are ready the PVP timer will be started (/pvp start) when the timer is done PVP starts! PVP Ends when one party goes down or both sides decide that it is over. You must stay within the PVP Banner limits.


Dice PvP – In Dice based PvP, all players will roll initiative (this is found in the Shift+R menu under Dice Tab), and the order will be from highest numbers, to the lowest numbers. In the case of two numbers being the same, those two players will roll again to see who goes first between them. Once initiative is accounted for, and everyone is ready, the player who rolled the highest may take their turn and begin the Combat.


How dice combat works – Every turn in dice consists of an action, and a bonus action. Every turn is limited to one bonus action and either one action or combination of actions depending on how you wish your turn to go. Below is the list of what you can do to on your turn

Ability/attack colours, and what they mean

  • A blue is an ability or boon, that consumes a turn immediately but can be used with a bonus action.
  • A yellow is any attack, boon, or ability that can be used in combination with any red.
  • A red is any attack, boon, or ability that can be used in combination with another red, or yellow.
  • A green is a non-damaging spell. 
  • An orange is a damaging spell. This may be used in combination with a red.
  • A pink is a bonus action that can be used once every turn in addition to any base action. 

Appropriate colour combinations

  • Yellow+red
  • Red+red
  • Orange+red
  • Blue
  • Green
  • Movement
  • Pink+any combo of the above (free action)

All ranged attacks/spells require a line of sight.

Raid Rules

Light ’em up!

A raid must be cleared with an available admin in a ticket prior to a raid declaration being posted: All raids must have an uninvolved staff member present overseeing them to ensure rules are followed, as well as having the opposing party online to defend.

A raid timer will be announced 30 minutes before the declaration state and considered an IC announcement only to the defending clan. They will have 30 minutes to IN CHARACTER, gain allies, and return to base. No warps are to be used, during this time. Including /home, one must physically travel to and from the raid location as an attacker or defender.

When a raid declaration is made, all participants from an attacking clan – this includes their allies who are participating – must be present at their own base. They cannot call a raid whilst standing nearby, or garrisoned at an allies base.

Rule 1

No Raiding of the structures marked as ADMIN: Building damage is usually set to off and will be enabled during a raid declaration, or for special events. Under no circumstance may this be used as a loophole to damage/destroy or raid admin structures such as the hub, spawn room, or library.

Rule 2

Do not grief: Raids must have a roleplay reason and an objective, you may not needlessly destroy anything but what’s necessary to accomplish the stated objective.

Rule 3

Combat Format:  Raids can be mechanical or dice.  Both parties have to agree for it to be Mech.

Rule 4

All Raids are Instanced: An Instanced Raid means that it is locked off until Consequences is over. The attackers will be given a 10-minute grace period to leave the area after the Consequences have been delivered. They may NOT use Warps or /home during this time.

Rule 5

Proof of Knowledge: If you can prove that through RP means (screenshots, timestamps), you were made aware of the raid, and asked to support the defender/attacker at the declaration. You are not separated from the Instance. Thus, you can arrive and continue the raid mechanically or roll initiative to join dice, less combat phase is over. You may NOT Interrupt the Con phase if it has started.

Rule 6

Fleeing: If the Defending Clan forgoes their right to defend their base, choosing to flee, the Attacking Party can request additional objectives from the overlooking admin. Ie. Methods of sending messages via destruction or looting.

PvP Consequences

That just ain’t fair… is it?

Skirmish Cons:  A Skirmish is essentially a brawl, a non-lethal competitive spar or fight, etc.  One where you are not looking to break someone, but rather humiliate.
Acceptable consequences:  A non-life-threatening beating, loss of hair, broken finger ect. What you would expect from such a non-serious fight. 

If you wish to abduct, enslave, mutilate, etc., those follow under such serious cons as a Pvp intent and must coincide with what the person you’re rp’ing with consents to. (if applicable)

Big Consequences, Require Big Roleplay! If you are giving someone heavy consequences, it is a requirement that the preceding roleplay reflects that severity. “It’s just how my character does things” is not a valid reason for the first encounter perming someone. Taking of a soul. If a consequence is given out without adequate roleplay, it will be retconned and the perpetrator reprimanded depending on the severity.

The following examples give you ideas of how to measure consequences and how to avoid consequences you’re not willing to take. After all:  This is a game and while consequences are necessary to play in a “realistic” environment, they should not be used to force players into playing a game they do not feel comfortable with.

Please do also refer to our injury system for more information on severity of injuries in general.

Permadeath on first encounter

The default rule regarding permadeath in Old Guard is that you can only attempt permadeath after two PvP encounters and sufficient roleplay. We encourage the use of the Death Save System, however, it is not required. If you feel you have a valid reason to permakill someone during the first PvP encounter, you must open a ticket before the perma and have the admins review and either deny or approve your request. Must have a lot of screen shot evidence to convince staff to allow it.

Appeal Permadeath

If you do suffer heavy consequences and do not feel as though it was justified through RP, open a ticket. Ensure you have gathered screenshot evidence to back up your claim, without evidence, we do not have the facts necessary to make a solid judgment. 

(If you do not have a snipping tool, hit the Start button + PrtSc for a screenshot.  —  These Screenshots MUST be from your computer.  Do NOT take photos of your computer with the chat.  We need clear screenshots.)

A player cannot perma another player during DM events, or use DM events as an encounter for a perma without permission from at least One Section head, DM PKs will put the dead on a 30-day reroll cool down.

Slavery and You

If you have been captured and kept without RP for 30 minutes, you may pull the bracelet to leave the scene. We greatly encourage players to communicate with one another about their available times and come to some common ground.

The captor is required to provide the captive with RP. If the captive is unhappy/unsatisfied with the RP, and not enjoying themselves at all. The captive should reach out and discuss this with their captor. If the captor is unwilling to work with said captive, then the captive is encouraged to open a ticket.

In the end, captivity roleplay is intended to be an expansion of both parties’ stories, and the overarching tale the server writes. This rule really is just here to avoid captivity used to deny people roleplay, not negate valid antagonism.

Consent Sheets

Checking Consent Sheets is mandatory before giving consequences. Ignoring someone’s consent sheet or otherwise breaking this rule will result in immediate disciplinary action. Regardless of one’s consent sheet, a player always has the right to FTB a scene.  We have a consent sheet in-game via *Shift-R*. It is mandatory to fill it out after you’ve created your character.

Do not coerce people into altering their consent sheet: If someone has answered no to either question on their consent sheet, you are not allowed in any way, shape, or form to attempt coercing them into accepting these cons by pressure.

Mirrored Consent is a requirement on this server. Any Consequence you inflict on another player must be allowed on your own sheet.

Stacking Consequences

You cannot stack consequences from the same encounter. If someone agrees to enslavement, for instance, you cannot perma them.  Same being that if you rob someone, or maim someone, you cannot perma them. Remember that consequences are a tool for driving a story, and under no circumstance should “my” story come before “anyone else’s” story. The only exception is if the victim consents to additional consequences.

3rd Party Consequences

In a scenario where X and Y are fighting, at the finale of the fight, consequences are to be dished out (If the victor decides to enforce cons.) This means the victor, and solely the victor can apply consequences. This means that a third party, who is in association with the victor, cannot apply consequences. Yet, this does not apply to bounties placed by another player ie. Capture, Kill, etc.

Permadeath Reminder

Permadeath is a very serious and very real consequence of your character’s actions on the Old Guard Server. It is not a consequence to be handed out lightly and should be utilized as a tool to create a powerful and immersive storytelling experience. Permadeath is only meant to be a means to further an IC story and all Permadeaths must be submitted in a ticket.

DM’s can use heavy cons or kill players during a DM Event. There will be an announcement before the start of the DM event if the possibility of death applies. You may choose to leave the event if you do not wish to risk death. If not resurrected IC you will be placed on a 30 day cool down as per normal PK rules.

Death Save System

  1. A Death Save is a type of permadeath where a 1d2 die is rolled to see if the character has survived their encounter.
    1 will result in a successful death save meaning that the character has survived their encounter and the encounter ends without permadeath.
    2 will result in a failed death save and a ticket will need to be opened to record the character permadeath
  2. A successful death save means that the encounter is over and the aggressor will exit the scene believing that the character has died. Once the death saves have been rolled and the character has survived, the Killer will not be allowed to attempt to kill the character again for at least 24 real-time hours.
  3. Once the victim is able to leave the scene, they will put the injured status on their character.
    They will not be able to PVP again for a full 24 hours after their death save roll. This status effect cannot be healed with magic or worked away by any in-game means. Your toon just almost died! Act like it.

When writing about a character’s death, please remember that death is the finale for that character. Emotes should be well written, and the scene itself should be done with time, care, and attention.

COMMUNICATION IS KEY WITH ALL RP BUT ESPECIALLY in ANY PVP encounters, and very important in events leading to Permadeaths.

Make sure that you are always talking with the other player whether or not you choose to force permadeath. Permadeath is a very serious and final thing. It can not be taken back and as such we ask that you try to find a compromise by other means before choosing to carry out permadeath.


Ticketing Permadeath

Steps to take when Submitting a Permadeath Ticket

The victim will be the one to submit the PD ticket

  1. Head down to the ticket-support and open up a Help ticket.
  2. Rename the ticket to let us know it’s a Permadeath Ticket. To rename a ticket, Type $rename (Then the desired title). Ex: $rename Permadeath of John Doe
  3. Copy the form below and fill it out in the ticket

Permadeath Ticket Form:

  • Name of killer:
    (Killer Character name here)
  • Killer Discord:
    (Killer Discord Name – If you have it)
  • Name of victim:
    (Victim Character Name)
  • Victim Discord:
    (Victim Discord Name here)
  • Type of PD:
  • Detailed explanation:
    (Describe what happened, and why)
  • Relevant screenshots:
    (Screenshots of the last emotes before the killing blow.)

(If you do not have a snipping tool, hit the Start button + PrtSc for a screenshot.  —  These Screenshots MUST be from your computer.  Do NOT take photos of your computer with the chat.  We need clear screenshots.)

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