RPCS — BOUNTIES AND CARBONITE
Two ways a defeat can mean something. Both run on agreement between
players first, and on the system second.BOUNTIES
A bounty is Kredits on someone's head. Whoever defeats them in
Roleplaying mode collects — automatically, the moment they go down. No proof, no argument, no officer needed to confirm it. POSTING ONE Ask an officer. They set it at the bank terminal: your target's RP name and the amount. The Kredits come out of the poster's own account immediately and are held. Nobody can post a bounty they cannot pay, and nobody can back out once a hunter has done the work. SEEING THEM Anyone can touch the bank terminal and choose Bounties. The list shows every open bounty, the total on each head, and how many days it still stands. Several people can put money on the same head. The amounts add up, and whoever wins takes all of it. COLLECTING Beat the target in Roleplaying mode. That is all. The Kredits are in your account before you have finished the scene. RUNNING OUT A bounty stands for seven days. If nobody claims it, the money goes back to whoever posted it. The poster can also withdraw it early — again, the money simply returns.THE RULES AROUND IT
BOTH SIDES AGREE FIRST
Before a bounty is posted, the target agrees to play it out. This is a story you tell together, not something done to someone. The system cannot check this. The officer who posts the bounty is responsible for it, and their name is on it publicly. NO CIVILIANS Unaffiliated players cannot be hunted. The server refuses. They have no order to protect them and no quarrel with anyone — leave them out of it. NOT ON YOURSELF And if you claim a bounty you posted yourself, the money simply goes back to you. It was never a contract. IT IS ALL PUBLIC Every bounty posted and every bounty claimed appears at rpcs.space/ledger.php with names. If bounties start being used to settle grudges, everyone will be able to see it.CARBONITE
Beating someone is one ending. Taking them is another.
A carbonite chamber can hold a defeated player. Touch the chamber, pick them from the list, and they are frozen inside. The chamber will refuse anyone still on their feet — you have to win first. WHILE THEY ARE IN THERE They are held in place and cannot simply walk off. The chamber shows their name and how long is left. GETTING OUT Whoever put them in can let them out at any time by touching the chamber. Otherwise they thaw by themselves after the set time. WHAT IT IS FOR Ransom. Interrogation. Delivering someone to an order that wants them. A bounty that asks for the target alive. Carbonite turns a won fight into the beginning of something instead of the end. WHAT IT IS NOT FOR Leaving someone frozen because you can. If you take a prisoner, play the scene: demand something, let somebody negotiate, give them a way out. A player stuck in a block while nothing happens is a player logging off.A WORD ON LOSING
None of this works if losing is treated as a failure. A hunted head, a
prisoner in carbonite, a ransom paid by an order for one of its own — these are the best stories this sim produces, and every one of them needs somebody willing to lose. If you are ever the one taken, you are not the loser of that scene. You are the reason it exists.RPCS — Rakata Power Inside!