Sim Rules
YOU MUST READ THESE RULES BEFORE CONTINUING ANY FURTHER. Ignorance is not a valid excuse. Submission of a character application indicates your review and acceptance of these rules.
You understand Ravenhurst is a free form roleplay sim, You are asked to hide your race while in a public setting within the town. Breaks of the "Silence" laws could result in punishment to your character ( ACTION AND REACTION). By submitting an application you have read the sim rules and understand them.
By entering Ravenhurst, which has been designated as an adult sim, you agree that you are 18 years of age in real life, will obey the rules of Ravenhurst and follow the instructions given by the RH staff, and that the rules of Ravenhurst prevail over other rules and regulations, except that of Second Life, whereupon all Terms of Service (TOS and Community Standards ) apply.
1. No child avatars or characters under the age of 18.
2. Meta-gaming, god-moding or power-gaming will be not be tolerated.
3. Follow the rules of combat. Please see below for the rules.
4. Appearance in town must be that of a human. If the Silence is broken, the character will face punishment, including possible character death. There are designated areas that different races can stay in their true form. If a character is caught in true form outside those areas, it is considered a Silence break and there will be IC consequences.
(See Races and About Tab for more information regarding this rule)
5. Death of a person's character must be approved by a Moderator.
6. Supernaturals cannot sense the other races. When you run across a person in town, they appear and feel human to you.
Wolves can sense wolves.
Vampires can sense vampires.
Fae can sense fae.
Demons can sense demons.
Witches can only sense another witch if and only if they are using magic.
7. For any issues regarding in character actions or questions regarding the sim, please contact a Moderator.
8. Thought Insults are considered poor form and will not be tolerated.
9. Dice are used for conflict resolution, and randomized outcomes
10. Private scenes such as intimate ones in your house should be done in private IMs as to not broadcast it to the sim.
11. Voiding a scene - As roleplayers, voiding a scene is the very last thing any of us should want to do. If a player feels a scene needs to be voided and ALL the players involved agree then it is fine to do. However, if all the players don't agree, this needs to be brought to a Moderator. ( All players refers to active roleplayers in scene.)
12. Be respectful to players and their personal limits. Characters may fade to black at any point during a scene if they need to.
13. Flying on sim is not permitted even if your character has wings.
14. Rental homes are considered private residences and are not open for everyone to roleplay in.
15. FOUR STRIKE POLICY IN AFFECT.
a. 1st violation results in a verbal warning.
b. 2nd violation results in one (1) day ban.
c. 3rd violation results in three (3) day ban.
d. 4th violation and the player will be asked to leave the sim, no questions asked.
Examples of meta-gaming, thought insults, bullying, disruptive RP or behavior, power-gaming, etc. Should be
note carded and forwarded to a Moderator so it can be addressed.
Please use the following format to label the card.
RHC
Date of incident
nature of complaint
names of those involved
Copy of the scene.
OOC Situations
The Moderators on sim are here to help with issues regarding the sim and role-play. We are not here to get involved in OOC drama. If you are having a problem with a player and it doesn't involve roleplay, then Moderators will not get involved. We are all adults and should act like adults and resolve our issues without disrupting the sim. If OOC issues are brought into the roleplay and involving other players, then both players will be at risk to leave the sim. There will be only one warning in these incidents.
Copyright © 2012 Ravenhurst
Written in part Collectively © Team Inspired 2015.
Combat & Handgun Rules
Handgun Rules
All handguns and firearms are under restriction within Ravenhurst.
This is out of character application. Prop guns are allowed to be used in actual roleplay.
Firearms and ammunition will only be obtained through actual roleplay in the town.
1) All ammunition will be conventional handgun/shotgun/rifle rounds - specialty ammo such as silver bullets, "dragons breath", etc. must be approved by sim Moderators and will only last for the duration of an approved scene.
2) If your handgun is lost/stolen/confiscated in actual roleplay, you must surrender your prop firearm and consider your character unarmed.
Other ballistic or explosive weapons - such as assault rifles, machine guns, grenades, mines, explosives are considered restricted to law-enforcement characters or to those who have been cleared by sim administration to own / operate such weaponry as part of the expected, normal performance of their character.
Finally, as a courtesy to your fellow players and as a general reminder: guns should be considered an enhancement to RP, but their use should be considered as a last resort.
Drawing a weapon, aiming/acquiring a target, fire or reloading are each separate posts. In order to avoid confusion, all combat is turn based with players describing the action/reaction OF THEIR OWN CHARACTER.
Special restriction for firearms: No post will describe more than a maximum of 2 shots at a single target; if no target is declared, the player may fire more shots randomly, but the opposing player may determine the success of the resulting volley.
Players will be responsible for accounting for the number of shots in their weapon - if a player emotes more shots than their weapon is capable of firing without a reload, that action is considered a botched action and the opposing player may take advantage of the temporary weakness in the attacking player's defenses.
Combat
Players have the choice of using dice or role-play fighting.
Both parties must agree to use the dice, if the one player wants to role-play fight the other may choose to walk away or role-play the fight. ( no victor is given)
Role-play Fighting
For hand-to-hand combat, no more than two strikes (actions) per one post. If two hits are declared by attacking Player A, opposing Player B is expected to take one blow from A unless prior agreements have been reached OOCly by all involved parties, or players and sim Moderators. When Player B retaliates, Player A is expected to react in kind.
Combat posts MUST describe the character either attempting, aiming, or otherwise trying to hit their mark, with the resulting success and consequence of the action left to the receiving player. Under no circumstances should a player describe the damage done by a strike or action resulting from a strike. ((EX: Player A attempting to grapple Player B, Player B reacting to / allowing the grapple, and Player A throwing Player B across the room is correct; Player A grappling then throwing player B in one action is incorrect)). If a player violates this rule, the opposing player is allowed to react as though the primary action was attempted, and may ignore the second action.
If two actions are declared in opposition to a character, it is expected the player allow one action to succeed. However, the receiving player must describe in detail how the second action was avoided as opposed to ignoring the unsuccessful action. Excessive violation of this rule may result in a negation of the scene if the player is determined to be deliberately avoiding response to or god-modding the other player.
Group Fights ( 6 or more players)
It is recommended to get a Moderator, but if one is not available and all parties agree, they may continue. If an issue does come up, pause the scene and notecard the incident until a Moderator is available. There is no reason to OOC argue about it.
A fight scene of 6 or more roleplayers should contact a Moderator.
In group fights once the first post has been placed no one else can can join the fight.
Keep post to 5 minutes or less
Stay within you characters limits if you are not sure, IM a Moderator and ask
In large fight scenes. Inspired may decide to use dice role-play in order to keep the scene going. After one post round of a fight, the scene is closed. Other players may come watch but cannot jump into the scene.
Teleporting players into a scene at the last minute is not allowed. If they wish to join they need to role-play entering the scene and may enter as long as the scene as not already been closed.
If a player crashes during a fight scene, they have thirty minutes to return to the fight before they are considered to have retreated. They may not rejoin the fight after being absent thirty minutes.
All handguns and firearms are under restriction within Ravenhurst.
This is out of character application. Prop guns are allowed to be used in actual roleplay.
Firearms and ammunition will only be obtained through actual roleplay in the town.
1) All ammunition will be conventional handgun/shotgun/rifle rounds - specialty ammo such as silver bullets, "dragons breath", etc. must be approved by sim Moderators and will only last for the duration of an approved scene.
2) If your handgun is lost/stolen/confiscated in actual roleplay, you must surrender your prop firearm and consider your character unarmed.
Other ballistic or explosive weapons - such as assault rifles, machine guns, grenades, mines, explosives are considered restricted to law-enforcement characters or to those who have been cleared by sim administration to own / operate such weaponry as part of the expected, normal performance of their character.
Finally, as a courtesy to your fellow players and as a general reminder: guns should be considered an enhancement to RP, but their use should be considered as a last resort.
Drawing a weapon, aiming/acquiring a target, fire or reloading are each separate posts. In order to avoid confusion, all combat is turn based with players describing the action/reaction OF THEIR OWN CHARACTER.
Special restriction for firearms: No post will describe more than a maximum of 2 shots at a single target; if no target is declared, the player may fire more shots randomly, but the opposing player may determine the success of the resulting volley.
Players will be responsible for accounting for the number of shots in their weapon - if a player emotes more shots than their weapon is capable of firing without a reload, that action is considered a botched action and the opposing player may take advantage of the temporary weakness in the attacking player's defenses.
Combat
Players have the choice of using dice or role-play fighting.
Both parties must agree to use the dice, if the one player wants to role-play fight the other may choose to walk away or role-play the fight. ( no victor is given)
Role-play Fighting
For hand-to-hand combat, no more than two strikes (actions) per one post. If two hits are declared by attacking Player A, opposing Player B is expected to take one blow from A unless prior agreements have been reached OOCly by all involved parties, or players and sim Moderators. When Player B retaliates, Player A is expected to react in kind.
Combat posts MUST describe the character either attempting, aiming, or otherwise trying to hit their mark, with the resulting success and consequence of the action left to the receiving player. Under no circumstances should a player describe the damage done by a strike or action resulting from a strike. ((EX: Player A attempting to grapple Player B, Player B reacting to / allowing the grapple, and Player A throwing Player B across the room is correct; Player A grappling then throwing player B in one action is incorrect)). If a player violates this rule, the opposing player is allowed to react as though the primary action was attempted, and may ignore the second action.
If two actions are declared in opposition to a character, it is expected the player allow one action to succeed. However, the receiving player must describe in detail how the second action was avoided as opposed to ignoring the unsuccessful action. Excessive violation of this rule may result in a negation of the scene if the player is determined to be deliberately avoiding response to or god-modding the other player.
Group Fights ( 6 or more players)
It is recommended to get a Moderator, but if one is not available and all parties agree, they may continue. If an issue does come up, pause the scene and notecard the incident until a Moderator is available. There is no reason to OOC argue about it.
A fight scene of 6 or more roleplayers should contact a Moderator.
In group fights once the first post has been placed no one else can can join the fight.
Keep post to 5 minutes or less
Stay within you characters limits if you are not sure, IM a Moderator and ask
In large fight scenes. Inspired may decide to use dice role-play in order to keep the scene going. After one post round of a fight, the scene is closed. Other players may come watch but cannot jump into the scene.
Teleporting players into a scene at the last minute is not allowed. If they wish to join they need to role-play entering the scene and may enter as long as the scene as not already been closed.
If a player crashes during a fight scene, they have thirty minutes to return to the fight before they are considered to have retreated. They may not rejoin the fight after being absent thirty minutes.
Rolling the Dice for a fight
We are keeping it simple folks.
Players take turn rolling. Highest role wins, meaning your action was successful whether it be a dodge or a hit. First person to get three hits is out.
Player 1: Posts one action
Player 1 and Player 2 roll - High roll wins
Player 2 post accordingly, add in a new action
Player 1 and player 2 roll - high roll wins
This will continue till all three hits on one player is made. The person that takes the three hits is down. Please note that it is recommended to ask a moderator to observe in OOC. In a group fight once the first dice is rolled, the scene is closed to new fighters jumping in.
Supernatural extra perks*:
Werewolf
Alpha Wolf +5 to their rolls ( in Werewolf form)
Regular werewolf +4 (werewolf form)
Wolves in human form +1 to their rolls
Vampires + 3 to their rolls
Witch
A single witch +2 to their defensive or offensive spells
2 witches +3 to their defensive or offensive spells
3 witches + 4 to their defensive or offensive spells
4 or more witches + 5 to their defensive or offensive spells
Elder witches ( different set will be determined by scene. Restricted role)
Fae +3 to their rolls
Demon +3 to their rolls
Humans
Using a gun +2 to their roll
*Extra perks can be earned through roleplay-See Race tabs for more details
Players take turn rolling. Highest role wins, meaning your action was successful whether it be a dodge or a hit. First person to get three hits is out.
Player 1: Posts one action
Player 1 and Player 2 roll - High roll wins
Player 2 post accordingly, add in a new action
Player 1 and player 2 roll - high roll wins
This will continue till all three hits on one player is made. The person that takes the three hits is down. Please note that it is recommended to ask a moderator to observe in OOC. In a group fight once the first dice is rolled, the scene is closed to new fighters jumping in.
Supernatural extra perks*:
Werewolf
Alpha Wolf +5 to their rolls ( in Werewolf form)
Regular werewolf +4 (werewolf form)
Wolves in human form +1 to their rolls
Vampires + 3 to their rolls
Witch
A single witch +2 to their defensive or offensive spells
2 witches +3 to their defensive or offensive spells
3 witches + 4 to their defensive or offensive spells
4 or more witches + 5 to their defensive or offensive spells
Elder witches ( different set will be determined by scene. Restricted role)
Fae +3 to their rolls
Demon +3 to their rolls
Humans
Using a gun +2 to their roll
*Extra perks can be earned through roleplay-See Race tabs for more details
Special Items Request
Any items that are not mentioned on the site need approval before they can be permitted use in roleplay. This includes weapons, potions, drugs, or anything that grants an advantage to your character above another. Apply from
Weapons : Anything weapon from specialty swords, guns, grenades etc
Drugs:
Drugs that can be bought in modern day can be had here in Ravenhurst. If you are planning to be a drug dealer than that needs approval first as it requires you to have large amounts in-character of these items.
Any made up drugs need to be submitted for approval before introduced in-character.
Potions:
Witches in Ravenhurst are the only race that can make potions. Potions in Ravenhurst use magic to work. All other races may use knowledge of plants to make herbal remedies such as teas, lotions, perfumes. These remedies would do nothing more than the remedies that can be store bought. There is an Herbal shop already in Ravenhurst that sells and creates these remedies. Herbal knowledge should be listed on the application as a skill before hand or the player needs to learn how to do it in character. The island has a limited resource of special herbs on sim, therefore, they are not easy to come buy. Players wishing to make herbal remedies need to be able to state the ingredients in them, role-play out collecting those ingredients, and understand they will do nothing more than be an aid. Remedies that are said to have stronger effects need to be approved first.
Weapons : Anything weapon from specialty swords, guns, grenades etc
Drugs:
Drugs that can be bought in modern day can be had here in Ravenhurst. If you are planning to be a drug dealer than that needs approval first as it requires you to have large amounts in-character of these items.
Any made up drugs need to be submitted for approval before introduced in-character.
Potions:
Witches in Ravenhurst are the only race that can make potions. Potions in Ravenhurst use magic to work. All other races may use knowledge of plants to make herbal remedies such as teas, lotions, perfumes. These remedies would do nothing more than the remedies that can be store bought. There is an Herbal shop already in Ravenhurst that sells and creates these remedies. Herbal knowledge should be listed on the application as a skill before hand or the player needs to learn how to do it in character. The island has a limited resource of special herbs on sim, therefore, they are not easy to come buy. Players wishing to make herbal remedies need to be able to state the ingredients in them, role-play out collecting those ingredients, and understand they will do nothing more than be an aid. Remedies that are said to have stronger effects need to be approved first.
Rental Rules
After you have rented please contact an Moderator to be added to the Ravenhurst Land Group.
Residential homes are available for In Character purposes. ( For Business' please see In-Character Business tab)
1. Please rez prim in the home and yard if applicable only.
(keep outside decorating within the theme of the sim.)
2. Renter plus one allowed.
3. Keep Scripted items keep turned off when not in use.
4. No alterations to the existing build (prim arrangement or textures) will be made. Renters are allowed to add prims for additional walls, floors, stairs, etc & it will come from allotted prim count for that rental.
( NO REFUNDS )