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===Mechanical Debuffs & Injuries=== | ===Mechanical Debuffs & Injuries=== | ||
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====Wounded==== | ====Wounded==== | ||
This is the first serious battle status. If the player is not revived while wounded or is incapacitated again while sustaining either a Shaken or Minor Injury, this status is applied. The player incurs 50% unremovable | This is the first serious battle status. If the player is not revived while wounded or is incapacitated again while sustaining either a Shaken or Minor Injury, this status is applied. The player incurs 50% unremovable PvP debuff (You deal 50% less damage, You take double damage (2.0x)), which moderately but not significantly reduces their movement speed. Players are advised to try to run away in this state, as they will not perform at their best. If the player is not revived while in this state, it turns into 'Incapacitated'. | ||
====Moderate injury==== | ====Moderate injury==== | ||
After 15 minutes of the wounded status, the status turns into moderate injury. Again, 50% | After 15 minutes of the wounded status, the status turns into moderate injury. Again, The player incurs 50% unremovable PvP debuff (You deal 50% less damage, You take double damage (2.0x)) is applied, but the movement speed reduction is softened to a smaller amount. If the player is downed in this status, they are elevated to 'Incapacitated'. | ||
====Incapacitated==== | ====Incapacitated (Finish off mechanics in-game)==== | ||
This is a 'down' status that is closer to the roleplay style of 'down' mechanics. Players in this state are incapacitated and unable to run away or use weapons. They also incur a Pvp Debuff, A player takes more damage and deals less damage. This status is applied when an enemy finishes someone off. If a player is downed while already wounded or moderately injured, this status is also applied. After 15 minutes, this status turns into a severe injury. Players are required to be carried in this state for healing or after-battle roleplay. Players cannot refuse to be carried in this state. | This is a 'down' status that is closer to the roleplay style of 'down' mechanics. Players in this state are incapacitated and unable to run away or use weapons. They also incur a Pvp Debuff, A player takes more damage and deals less damage. This status is applied when an enemy finishes someone off. If a player is downed while already wounded or moderately injured, this status is also applied. After 15 minutes, this status turns into a severe injury. Players are required to be carried in this state for healing or after-battle roleplay. Players cannot refuse to be carried in this state. | ||
=====Note: Finish off mechanics in-game===== | |||
Incapacitate should only be used to keep players down while PvP is still active. If the PvP has concluded, this ability should not be used. If you don’t want to cause additional damage, you should use the ability to help them up instead. If you injure someone in any way during PvP, it is your responsibility, as the winner of the PvP, to emote what the downed person’s minor/moderate/severe injury looks like. Remember: OOC communication is mandatory during the con phase. | |||
====Severe Injury==== | ====Severe Injury==== | ||
After 15 minutes of the Incapacitated status, it turns into a Severe Injury. The difference is that it is less severe in terms of movement speed and players can use weaponry, so even when they are debuffed, they can conduct their PvE. However, 100% unremovable | After 15 minutes of the Incapacitated status, it turns into a Severe Injury. The difference is that it is less severe in terms of movement speed and players can use weaponry, so even when they are debuffed, they can conduct their PvE. However, The player incurs 100% unremovable PvP debuff (You deal 100% less damage, You take triple damage (3.0x)), is still applied. If people get caught in this state, they should stay in 'Defeated' status so they can be carried or captured. This lasts for 3 hours. | ||
=== | ===Consequence Rules=== | ||
''RP consequences exist to help create stories together between the fallen player and the winner of a PvP encounter. Make it a habit to always open OOC communication during the con phase. It is the responsibility of both players to suggest and agree on what will take place. | |||
Not communicating OOC, as well as refusing all options offered, is considered bad sportsmanship. Any ticket involving cons will require screenshots showing that OOC communication took place.'' | |||
====Consequence Rule - One: On Being Downed==== | ====Consequence Rule - One: On Being Downed==== | ||
A downed player that is carried away from a fight will be under their captor’s mercy. If one friendly picks their downed, they can be relocated and then given the ability to move again or still being given consequences, in which case they cannot move. If an Enemy is downed and then picked up by their opposing force, it’s considered in consequences and cannot move from being relocated, unless an ally of theirs is able to pick them up again in the fight. | A downed player that is carried away from a fight will be under their captor’s mercy. If one friendly picks their downed, they can be relocated and then given the ability to move again or still being given consequences, in which case they cannot move. If an Enemy is downed and then picked up by their opposing force, it’s considered in consequences and cannot move from being relocated, unless an ally of theirs is able to pick them up again in the fight. | ||
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* Extortion for in-game valuables, robbery, and enforcing adult theme roleplay by means of In-character threats or Out-of-character, is not allowed. It can be consented, but even hints of extortion of this type of roleplay or players’ valuables will be subject to community rules for the consequence scene. | * Extortion for in-game valuables, robbery, and enforcing adult theme roleplay by means of In-character threats or Out-of-character, is not allowed. It can be consented, but even hints of extortion of this type of roleplay or players’ valuables will be subject to community rules for the consequence scene. | ||
* Without consent, consequence stacking is not allowed. A player either chooses physical harm or material gain. Not both. Victor may request in-game items and currency, the victim can choose to consent to the request or refuse in favor of alternative consequences to the robbery. No further consequences can be applied in this case. Refusal to material request can not end with blood feuds or dismemberments. | * Without consent, consequence stacking is not allowed. A player either chooses physical harm or material gain. Not both. Victor may request in-game items and currency, the victim can choose to consent to the request or refuse in favor of alternative consequences to the robbery. No further consequences can be applied in this case. Refusal to material request can not end with blood feuds or dismemberments. | ||
====Consequence Rule - Six: On Dismemberment Cons==== | |||
Dismemberment may be inflicted without the affected player's approval, but out-of-character communication must be established beforehand. Valid reasons for dismemberment include extreme cases of No Value for Life (NVL), which validates the application of non-consent dismemberment. In addition to this, long conflict history between players is valid for application of non-consent dismemberment. Players may object to the act by opening a ticket, provided they include a full record of the roleplay that led up to the event. | |||
Players are required to honor such dismemberments in their roleplay, If not strike can be issued if not honored in their featured roleplay. Prostateics require proper roleplay also and suggest them to keep that roleplay as proof. | |||
If repeated dismemberments impact a character’s ability to function normally, which includes capability to speak, see, move, or fight, it falls under permadeath rules and must proceed either through Blood Feud mechanics or as a strategic death. | |||
Any dismemberment involving reproductive organs is subject to adult content rules and requires explicit consent. While dismemberment scenes may be Faded To Black (FTB), players are expected to respect the roleplay and reflect the permanent damage in their ongoing character development. | |||
===Consequence Logging=== | |||
Players are advised to log consequences that occur for the ability to contest rerolls. If a player opens a ticket they must provide proof with screen shots of the reason why the reroll is being contested, reasons like Severe Consequences including, but are limited to the following categories: | |||
* Long history of conflict | |||
* Amputation/mutilation | |||
* Murder/Permakilling | |||
Latest revision as of 16:45, 21 January 2026
Mechanical Debuffs & Injuries
For a more realistic aftermaths after fights, and for injuries being taken seriously whilst also giving classes such as Sages more purpose, the Irontide mod has implemented several mechanical debuffs and injuries, with the following being (All injuries fade even after logging off, after 3 RL hours):
Shaken
This is applied the first time you are defeated in a PvP scenario. It has a very slight movement speed debuff; otherwise, it is mainly applied to keep a record. Upon being downed, the battle status elevates to 'Wounded'.
Minor Injury
This is similar to Shaken, but lasts for three hours. There is a slight speed debuff and it keeps a record of whether someone has been PvP'd and has not yet been cleansed. Upon being downed, the battle status changes to 'Wounded'.
Wounded
This is the first serious battle status. If the player is not revived while wounded or is incapacitated again while sustaining either a Shaken or Minor Injury, this status is applied. The player incurs 50% unremovable PvP debuff (You deal 50% less damage, You take double damage (2.0x)), which moderately but not significantly reduces their movement speed. Players are advised to try to run away in this state, as they will not perform at their best. If the player is not revived while in this state, it turns into 'Incapacitated'.
Moderate injury
After 15 minutes of the wounded status, the status turns into moderate injury. Again, The player incurs 50% unremovable PvP debuff (You deal 50% less damage, You take double damage (2.0x)) is applied, but the movement speed reduction is softened to a smaller amount. If the player is downed in this status, they are elevated to 'Incapacitated'.
Incapacitated (Finish off mechanics in-game)
This is a 'down' status that is closer to the roleplay style of 'down' mechanics. Players in this state are incapacitated and unable to run away or use weapons. They also incur a Pvp Debuff, A player takes more damage and deals less damage. This status is applied when an enemy finishes someone off. If a player is downed while already wounded or moderately injured, this status is also applied. After 15 minutes, this status turns into a severe injury. Players are required to be carried in this state for healing or after-battle roleplay. Players cannot refuse to be carried in this state.
Note: Finish off mechanics in-game
Incapacitate should only be used to keep players down while PvP is still active. If the PvP has concluded, this ability should not be used. If you don’t want to cause additional damage, you should use the ability to help them up instead. If you injure someone in any way during PvP, it is your responsibility, as the winner of the PvP, to emote what the downed person’s minor/moderate/severe injury looks like. Remember: OOC communication is mandatory during the con phase.
Severe Injury
After 15 minutes of the Incapacitated status, it turns into a Severe Injury. The difference is that it is less severe in terms of movement speed and players can use weaponry, so even when they are debuffed, they can conduct their PvE. However, The player incurs 100% unremovable PvP debuff (You deal 100% less damage, You take triple damage (3.0x)), is still applied. If people get caught in this state, they should stay in 'Defeated' status so they can be carried or captured. This lasts for 3 hours.
Consequence Rules
RP consequences exist to help create stories together between the fallen player and the winner of a PvP encounter. Make it a habit to always open OOC communication during the con phase. It is the responsibility of both players to suggest and agree on what will take place.
Not communicating OOC, as well as refusing all options offered, is considered bad sportsmanship. Any ticket involving cons will require screenshots showing that OOC communication took place.
Consequence Rule - One: On Being Downed
A downed player that is carried away from a fight will be under their captor’s mercy. If one friendly picks their downed, they can be relocated and then given the ability to move again or still being given consequences, in which case they cannot move. If an Enemy is downed and then picked up by their opposing force, it’s considered in consequences and cannot move from being relocated, unless an ally of theirs is able to pick them up again in the fight.
Downed players are not allowed to use abilities or move without their captor’s permission, which includes pulling the bracelet. The only exception to this is when the captor Out-of-Character clearly states on allowing it.
Players are not allowed to move captives into the hub nor close to it. Abuse of the hub will not be tolerated and admin action will be taken.
Consequence Rule - Two: On Captivity
Players may not hold their captured victim for more than three Real Life hours, These three hours are active time in game, offline three hours doesn't tick. Players cannot do this without the OOC consent of the victim. Any form of long-term captivity or slavery must be agreed upon through clear and respectful OOC communication & Consent from the victim. If a captive is left without active roleplay interaction for over 30 minutes, they may choose to leave early, even if the three-hour limit has not been reached.
Consequence Rule - Three: Sexual Content & Consent
- For everything that requires consent (all matters involving sexual content, including, but not limited to, torture, slavery and nudity, or any other sexually explicit scenarios), it is not only the victim’s duty to clearly voice their limitations and objections, but also the attacker/captor’s duty to find out via reaching out OOC to know what the victim’s limitations and objections are.
- If the player engages in a pattern of disruptive or indifferent behavior in Roleplay, markedly different from the individual's usual engagement during Consequences, that will count as an infringement of the spirit of the roleplay. It is both sides' responsibility to provide necessary depth and engagement during the roleplay.
Consequence Rule - Four: On Out-Of-Character Emergencies
- If a player has to log out of the game due to Real Life reasons, or if they quit for any other reason during the consequence phase. The scene will be frozen, players may ask for the consequence to be dealt in a ticket. With genuine reason, it will be granted, but as custom. If not dealt with in a ticket, the scene will continue when both parties are online again and the three hour captivity timer will resume. Players may not be saved upon the initial three hour phase if the scene is rescheduled to another time.
- Extreme cases of poor sportsmanship are not allowed for either party. The captor may not try to extract enforced roleplay consequences, and the captive may not refuse to show any hint of humility. Players are not required to bend the knee and captors are not to be humiliated. Consequences are not tools for Out-Of-Character fame, nor does it provide a platform for bullying. In any cases like this, staff may intervene to switch to mechanical consequences, possibly even upgraded, harsher versions of them.
Consequence Rule - Five: Extortion
- Extortion for in-game valuables, robbery, and enforcing adult theme roleplay by means of In-character threats or Out-of-character, is not allowed. It can be consented, but even hints of extortion of this type of roleplay or players’ valuables will be subject to community rules for the consequence scene.
- Without consent, consequence stacking is not allowed. A player either chooses physical harm or material gain. Not both. Victor may request in-game items and currency, the victim can choose to consent to the request or refuse in favor of alternative consequences to the robbery. No further consequences can be applied in this case. Refusal to material request can not end with blood feuds or dismemberments.
Consequence Rule - Six: On Dismemberment Cons
Dismemberment may be inflicted without the affected player's approval, but out-of-character communication must be established beforehand. Valid reasons for dismemberment include extreme cases of No Value for Life (NVL), which validates the application of non-consent dismemberment. In addition to this, long conflict history between players is valid for application of non-consent dismemberment. Players may object to the act by opening a ticket, provided they include a full record of the roleplay that led up to the event.
Players are required to honor such dismemberments in their roleplay, If not strike can be issued if not honored in their featured roleplay. Prostateics require proper roleplay also and suggest them to keep that roleplay as proof.
If repeated dismemberments impact a character’s ability to function normally, which includes capability to speak, see, move, or fight, it falls under permadeath rules and must proceed either through Blood Feud mechanics or as a strategic death.
Any dismemberment involving reproductive organs is subject to adult content rules and requires explicit consent. While dismemberment scenes may be Faded To Black (FTB), players are expected to respect the roleplay and reflect the permanent damage in their ongoing character development.
Consequence Logging
Players are advised to log consequences that occur for the ability to contest rerolls. If a player opens a ticket they must provide proof with screen shots of the reason why the reroll is being contested, reasons like Severe Consequences including, but are limited to the following categories:
- Long history of conflict
- Amputation/mutilation
- Murder/Permakilling