Attack other players to steal the cash in their pocket. A fight costs 10 energy and is resolved by a single roll against your attack power versus their defense.
- The attacker rolls ATTACK power against the target's DEFENSE power. Attack = STR × 1.0 + SPD × 0.5 + CUN × 0.3. Defense = DEF × 1.0 + SPD × 0.4. Your own Defense does not count when you attack — it only protects you when you are the one being hit. Both sides include gear, active drug effects and the residence bonus (+5% in a tier 2 district, +10% in tier 3).
- Win chance = attack ÷ (attack + defense), clamped between 2% and 98%. Nobody is ever a sure thing. "PvP Power" multiplies your power before that division — equal Power on both sides cancels out, and the closer a fight is, the more a point of it moves the odds. The target list shows your chance on every card, with all of this included.
- Example. With STR 40, SPD 30 and CUN 20, your attack is 61. A target with DEF 50 and SPD 20 has a defense of 58: your chance is 61 ÷ (61 + 58) = 51%. If that same target attacks you, the sum becomes THEIR STR, SPD and CUN against YOUR defense.
- Winning steals 10% of the target's pocket cash — all of it, however much they are carrying, with no ceiling — less if the loser wears gear with "PvP Steal Loss", which shrinks what leaves their pocket in either direction, whether they were attacked or attacked and lost. Banked money is untouchable.
- Losing costs the loser 20 HP. If that drops them to 0 they go to the hospital for 2 minutes (a drug's "Hospital Time" effect can shorten or lengthen that; gear cannot — gear discounts the bill instead) and leave with full HP. If YOU lose an attack you started, the defender takes 10% of your pocket (same cap) and you take the damage.
- Rules of engagement. You can attack anyone at your level or above, and anyone down to 5 levels below you — never lower. Targets must also be out of jail, out of hospital, not under newbie protection and not enrolled in an active territory war (the preparation window leaves them open). 30 seconds between attacks, and the same player only once every 2 hours. Territory wars waive the level rule and the same-target cooldown between the gangs at war.
- Hunting. The target list is a random sample of the city, with members of gangs you are at war with always on top. Filter by name or gang tag. In a gang, ticking Hide my gang keeps your own gang's members off the list, so you never hit an ally by accident; this device remembers the choice. Pocket wealth is shown as a fuzzy band, never the exact amount: 💸 under $10,000, 💰 from $10,000, 💰💰 from $100,000, 💰💰💰 from $1,000,000.
- Online means the player did something themselves in the last 5 minutes — being attacked doesn't light it. Victims see the theft in real time, and every fight — started by you or brought to you — is kept in the Combat Log, at the bottom of the PvP page.
- Crits. Any blow can crit — on the street, in a war and in a duel, the counter-hit too — rolled by whoever strikes. A crit multiplies the blow by ×1.5 (on the street, 20 becomes 30) and, in a war or a duel, it passes the 45% cap. The chance comes from your gear — weapons, fists and jewelry, up to 35% all together — and your trained Cunning: +0.05% a point above 5, up to +5%. The Widow adds +25% on her shots.
