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The Frontier Reputation System

Choose your path: stay peaceful, become wanted, or earn the badge. Your actions in the wilderness build a story the server actually remembers.

Live as of launch. Voted in by the community on the polls page. Skim the basics below, open any topic for the full mechanics, then go play.

Pacifist

The default. In the wilderness you can't be killed in PvP — attackers knock you out and can lift one stack from your hotbar. Donate, report, commend, and shape the server without ever swinging a sword.

Outlaw

Earn it through your actions, not a class pick. Crimes in the wilderness raise your outlaw rep; cross thresholds and you appear on /wanted with a bounty multiplier on your head. There's a road back if you want it.

Lawman

Take the Citizen badge after your first outlaw kill. Climb Citizen → Marshal by stacking peaceful rep, violence rep, and unique commendations. Senior Sheriffs and Marshals draw bounties from the Sheriff's Office treasury; deputies adjudicate reports.

The simple version

Your claim is your home. Locked down. Safe. The rep system stays out of it.
The wilderness is risky. PvP on, rep awards apply, knockout and theft fire here.
Pacifists get knocked out, not killed. First hit drops you to 1 HP with debuffs and 30 seconds of full invulnerability. Attackers can lift one stack from your hotbar. After you wake up there’s a 5-minute window where a lethal hit kills outright.
Crimes raise your outlaw rep. Kill a pacifist, steal, kill pets or villagers, combat-log — it all leaves a trail.
Wanted players can be hunted. Anyone non-outlaw can collect. Outlaws hunting outlaws is allowed but unpaid.
Bounties come from the treasury. A shared Sheriff’s Office pool that anyone can grow with /donate. Senior Sheriffs and Marshals draw from it to put bounties on outlaws. The server takes no cut.
Lawmen earn the badge. First outlaw kill prompts the badge. Climb the ladder with peaceful rep, violence rep, and commendations from distinct players.

Claims vs wilderness

Claims are protected by Lands. The wilderness is the frontier. Where something happens matters as much as what happened.

WhereWhat it means
Your claimSafest area. PvP and theft locked down by Lands. Reputation system stays out of it entirely.
Allied claimDepends on the trust level the owner gave you.
PvP-deny regionIf a claim or region cancels PvP damage, the rep system never sees the hit. No knockout, no rep, no combat-log timer.
WildernessThe frontier. PvP on. Pacifist knockout, theft GUI, rep awards, and combat-log all fire here.

Dig deeper

Tap any topic for the full mechanics.

Pacifists are protected by social cost, not invincibility. In the wilderness, the first killing blow is cancelled — the pacifist drops to 1 HP, gets Slowness V / Mining Fatigue III / Weakness II / Blindness I for 30 seconds, and the attacker can right-click them to open a theft GUI.

1.First lethal hit is cancelled. Pacifist drops to 1 HP, debuffed, smoke particles — and is fully invulnerable to all damage for the next 30 seconds.
2.Attacker can right-click within those 30 seconds to open a theft GUI showing the pacifist’s hotbar (slots 0–8).
3.One stack max. Rep cost scales with the diamond-equivalent value of what you lift: a full stack of diamonds runs about +17 outlaw rep, a stack of dirt is barely a blip. Logged as an unprovoked-pacifist crime either way.
4.On wake-up the pacifist regenerates to full (Regen II) and enters a 5-minute vulnerable cooldown. The knockout will not re-arm during that window — a lethal hit kills outright. That’s +50 outlaw rep, the heaviest single crime in the system.
5.Inside any PvP-deny claim or region, knockout never fires. Pacifists at home are fully safe.

Every player carries three rep pools at the same time. Different actions feed different pools, and your role is mostly a read-out of which one is winning.

Peaceful rep

Clean playtime (~0.5/hr passive), donations, commending, restitution. Decays slowly. Required for the Lawman ladder.

Violence rep

Killing wanted outlaws. The other half of the Lawman ladder — pure builders never get above Citizen without it.

Outlaw rep

Pacifist kills (+50), spawn-region PvP (+30), lawman kills (+15), knockout-theft, pet and villager kills, combat-logging. Puts you on /wanted. Decays offline (~2%/week), paid down with restitution or a Sheriff+ pardon.

Lawman promotion is the only place all three matter at once. The ladder gates on peaceful rep and violence rep and commendations from distinct players — pure builders and pure killers both cap at Citizen.

Pacifists

The default. Most players stay here, most of the time.

  • Default state for every new player. New players also get 5 hours of newcomer protection.
  • Can't die in wilderness PvP — knocked out at 1 HP and looted for one stack instead.
  • Earns peaceful rep passively from clean playtime (~0.5/hr).
  • Can /donate items to the rewards pool — donations earn capped peaceful rep weekly.
  • Can /report crimes, /commend trustworthy players, and pay /restitution if they slip up.
  • Can't be promoted to Lawman without first killing an outlaw and accepting the badge.

Outlaws

A path you walk into through your actions, not a class you pick at signup.

  • Outlaw rep climbs from wilderness crimes. The big ones: pacifist kill +50, spawn-region PvP +30 (unprovoked kills within 100 blocks of spawn — self-defense still counts as provoked here, same as anywhere else), lawman kill +15. Plus knockout-theft (rep scales with the value of what was taken), pet kills, villager kills, and combat-logging.
  • Tiers: Drifter (25) → Bandit (75) → Outlaw (175) → Notorious (350) → Legend (600). Bounty multiplier scales 1.0× to 3.0× across them.
  • Once over 25 outlaw rep, you appear on /wanted with your tier. Any non-outlaw can hunt you — Lawmen earn violence rep for the kill, and if a Senior Sheriff or Marshal has placed a bounty on you, the killer collects the payout too.
  • Self-defense is free — if your victim hit you within 30s of the kill, the kill earns 0 outlaw rep.
  • Outlaw-on-outlaw kills are rep-neutral on both sides — private rivalry, not crime. No bounty payout, no /wanted update.
  • Three roads back: /restitution (return stolen items for peaceful rep), offline decay (~2%/week), or a Sheriff+ pardon. Pacifist-kill rep is floored at 50% — it fades, it doesn’t wipe.

Lawmen

Earned, not assigned. Killing your first outlaw triggers a one-time badge prompt.

  • Citizen → Deputy → Sheriff → Senior Sheriff → Marshal. The ladder requires both peaceful rep AND violence rep AND commendations from distinct players — pure builders and pure killers both cap at Citizen.
  • Deputy+ can adjudicate /report cases (approve, deny, reverse). False reports cost the reporter peaceful rep.
  • Sheriff+ can /pardon outlaws — Sheriff −25%, Senior Sheriff −50%, Marshal −100% (with a 50% floor on pacifist-kill rep).
  • Senior Sheriffs and Marshals can /bounty place <player> <amount> — drawing the bounty value from the Sheriff's Office treasury (funded by community donations). Anyone can run /bounty treasury to see what's available.
  • Killing a pacifist as a Lawman is +50 outlaw rep — the badge is much harder to keep than to earn.
  • Lawmen who go inactive 30 days enter Retired (rep frozen until they fight again).

Wanted vs. bounty. Wanted is automatic — once your outlaw rep crosses 25 you show up on /wantedwith your tier. A bounty is a separate, optional step: a Senior Sheriff or Marshal has to place one from the treasury. A wanted player with no bounty can still be hunted (and Lawmen still earn violence rep for the kill), but there's no payout until someone draws from the pool.

Bounties are how the server's economy buys justice. They're paid out of the Sheriff's Office treasury — a shared pool that anyone can grow by donating items through /donate. Senior Sheriffs and Marshals draw from that pool to put a price on a wanted player's head.

The donation pool and the bounty pool are the same pool. The server takes no cut. Outlaws can't claim bounties. Run /bounty treasury anytime to see what's in it.

How a bounty works

1.Someone wrongs you. You /report them, or ask a Sheriff directly. Anyone can /donate to grow the Sheriff's Office treasury — the same pool that funds bounty payouts.
2.A Senior Sheriff or Marshal runs /bounty place <target> <amount> to draw that value from the treasury and put it on the target’s head.
3.The target appears on /wanted with the pool size visible. Anyone non-outlaw can hunt them. Anyone can run /bounty treasury to see what’s available.
4.A non-outlaw kills the target. Anti-collusion check runs (alt-shared IPs void the payout); if clean, the payout goes to the killer.
5.If the target is pardoned or goes inactive, the bounty releases back to the treasury for someone else to draw on.

Everyone

/repPublic rules summary — states, redemption paths, key commands. Auto-shown on first join.
/whois [player]Full reputation lookup: state, all three rep pools, tier, recent crimes. Running it on yourself as an outlaw also lists your redemption paths back to peaceful.
/wantedCurrent outlaws ranked by tier with bounty pool visible.
/badge yes|noAccept or decline the Citizen badge after your first outlaw kill.
/commend <player>Award peaceful rep. Limited charges, 7-day cooldown per recipient.
/donateOpen the donation chest. Items fund the Sheriff's Office treasury; donors earn capped peaceful rep.
/dailyShow your daily login reward streak — current streak, best streak, and what tomorrow pays. The reward itself is automatic on your first join each day.
/report <player> <reason>File a complaint. Requires 2h playtime. 24h cooldown per target.
/bounty list|track <player>View active bounties or get a tracking compass (Lawman+ for tracking).
/bounty treasurySee the current value sitting in the Sheriff's Office treasury — the shared pool that funds every bounty.

Outlaw

/restitution <victim>Open a 27-slot UI to return stolen items. Earns peaceful rep scaled by what's actually valuable (dirt prints ~0, diamonds count), capped at 20 rep/day and at a per-item value ceiling so dumping a double chest of diamonds doesn't pay forever. Gated on a logged crime against that victim.

Sheriff+

/pardon <player>Reduce target's outlaw rep. Sheriff −25%, Senior Sheriff −50%, Marshal −100%. Pacifist-kill rep has a 50% floor — even a Marshal can't fully wipe murder.

Deputy+

/report list|view|approve|deny|reverseAdjudicate filed reports. False reports cost the reporter peaceful rep.

Senior Sheriff+

/bounty place <player> <amount>Place a bounty on a wanted player, drawing the value from the Sheriff's Office treasury. (The legacy item-escrow UI is gone — bounties no longer come out of personal inventory.)

No — claims protect against PvP unless you explicitly allow it. The whole point is that your home is your home.

No, not the first hit. Pacifists drop to 1 HP with Slowness, Mining Fatigue, Weakness, and Blindness for 30 seconds, and are fully invulnerable to all damage for that whole window. The attacker can right-click you to open a theft GUI and lift one stack from your hotbar. When you wake up you regenerate to full and enter a 5-minute vulnerable cooldown — a lethal hit during that window kills outright, and that pays the attacker +50 outlaw rep.

Robbery only happens via the knockout GUI on a downed pacifist, and only one stack from their hotbar. Taking anything earns +1 outlaw rep. Pacifists in claims are not knocked out and not robbable.

Unprovoked kill of a pacifist is +50 outlaw rep — the heaviest crime in the system. Self-defense (you hit the attacker within the last 30 seconds before the kill) is rep-neutral.

Yes. Pay restitution to people you wronged, take the offline rep decay (~2%/week while logged off), or get a Sheriff+ pardon. Sheriffs can shave 25%, Senior Sheriffs 50%, Marshals 100% — but pacifist-kill rep has a 50% floor that can't be pardoned away. Murder fades, it doesn't get wiped.

No. Bounties are society paying for justice — not outlaws cashing in on each other. Outlaws hunting outlaws is fine, just unpaid (and rep-neutral on both sides).

Kill a wanted outlaw — that triggers a one-time prompt. Run /badge yes and you become a Citizen. Climb Citizen → Deputy → Sheriff → Senior Sheriff → Marshal by stacking peaceful rep (clean playtime, donations, restitution), violence rep (more outlaw kills), and commendations from distinct players. Pure builders cap at Citizen; pure murderers cap at Citizen.

Awards the recipient peaceful rep on a 7-day cooldown per pair. Counts toward the unique-commender threshold for the lawman ladder, so it's how the community signals who deserves the badge. Limited charges per commender so it can't be spammed.

From the Sheriff's Office treasury — a shared pool that anyone can grow by running /donate. Senior Sheriffs and Marshals draw from that pool to place bounties via /bounty place <player> <amount>. The donation pool and the bounty pool are the same pool; the server takes no cut. Run /bounty treasury to see what's in it.

They can — but they also can't kill, rob, or claim bounties from inside, so they drop out of the game economy entirely. The punishment is boredom. (A v1.1 Lands integration will let lawmen bypass claim PvP-deny on outlaw targets.)

If you disconnect within ~10 seconds of taking PvP damage, the system flags a combat-log. Outlaw rep is awarded for the offense, and you die on next login as the penalty. While combat-tagged, /home, /tpa, /spawn, /back, /warp, /rtp, and /wild are all blocked. You fight, flee on foot, or eat the death.

It's on.

The reputation system is live at launch. The community voted it in on the polls page. Wanted posters, bounties, pacifist knockout, the whole frontier.

See the poll result →