Teletus - Raiding & Personal Combat Rules - 10/10/2025


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                              Personal Combat & Raid Rules

                                  Teletus & Sharkbait Cove

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▶ What is a Raid? 

        ✧Has 3 or more attackers arriving to fight.

        ✧A raid is typically, but not always, a planned Zcs meter fighting.

        ✧Must contact a mod to find out how many defenders Teletus has.

        ✧A raid is people who come from a different location (city or village)

        ✧Teletus can raid Sharkbait Cove and vice versa.


▶ What is Personal Combat (Squirmish)?

        ✧Personal Combat (PC) is when there are 1 or more people who engage in a Zcs meter combat due to a                      roleplay situation. 

        ✧A mod does not have to be contacted prior to roleplay/fight.

        ✧Can include people that may or not be from Teletus or Sharkbait Cove.



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   Personal Combat Rules

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        ✧Personal Combat requires 30 minutes of role play before meter damage is dealt

        

               • The 30 min RP rule applies to free people only. Slaves will not have 30 min to run around without being                       downed. That is unrealistic. RP is encouraged beforehand though, if possible. (If Assassin or Mercenary,                     See BC Rules)

               • At least two lines must have been posted by the victim of an attack during these 30 minutes

               

        ✧All fights are considered to have started with a single pair. Everyone else is joining in, even with large groups.


        ✧The Aggressor must make a challenge in order to initiate Personal Combat

               • A challenge is a post indicating you intend to harm the victim verbal or non verbal + the drawing of a                         weapon

               • Drawing a weapon is not a challenge on its own. It is a "Ready" action. Do not draw your weapon if you                    are not "Ready"


        ✧The victim of an attack must take a "Ready" action in response to your challenge in order to be meter                        damaged.

               • Drawing a weapon is a Ready action

               • Running away is a Ready action.

               • If the victim walks away (Not runs) you must demand they stop once, if they do not obey it is a Ready                         action (If RP has taken place before the action, MOD will not get involved)

               • If both parties are engaged in a heated roleplay scene, and one party is unwilling to fight but continues                     to escalate the situation, consequences may follow. It’s important to recognize the reason for combat in                     these scenarios.  However, if the unwilling party continues to attempt de-escalation while the opposing                       party remains aggressive, they should call for guards or warriors to assist (if the victim is a citizen of                         Teletus).  Our goal is to ensure immersion without resorting to senseless violence.


        ✧If the Victim is unarmed (Free or slave) you are expected to ALWAYS attempt to roleplay subduing them first                before fighting.

           

        ✧If personal combat has already begun between two or more people, anyone else can join in on that fight IF                them entering is realistic.  Do not Metagame or use any kind of white knighting


        ✧Examples of Personal Combat Situations

               • Kidnapping attempt

               • Runaway slave

               • A disagreement/fight between two people

               • Someone caught in an act that they should not be doing. (stealing, entering a home or business they                          should not be entering.

               • Caught spying

               • Capturing a free woman in order to collar her due to her actions.

               

        ✧If you capture someone (e.g., placing them in a cage), do not leave them unattended without roleplay. If you                need to leave shortly after, ensure that the captive has someone to roleplay with or IM them to ask if it's okay            to leave. Clearly communicate your intentions regarding your return.


        ✧If you are a captive and you are trying to realistically escape by lockpicking out of the cell you must make 3              emotes or 10+ words of your actions with the last emote being the one that unlocks the lock.  Remember if                you were searched before being put in the cell you can’t just realistically pull out a lock picking device.  


        ✧If you are locked up and you escape by lockpicking you must share the rp with a mod for them to determine             if it was a valid escape.  If it is deemed not valid then you will have to go back into the cell.


        ✧Remember roleplay trumps visuals.  If you are in a cell that doesn’t have a lock you can still roleplay unlocking            the lock. 


        ✧Free women can protect themselves with female approved weapons if:

               • They have been attacked first by a Free man.

               • Someone came into their private home. The entering of a home is considered an action.


        ✧Slaves can protect themselves but only with their fists but there may be IC consequences with such actions. 


        ✧Kills must be AGREED upon by the players involved in the rp.


        ✧If a kill happens it is up to the player being killed to determine if they are going to do a 24 hour death, or                    perma death.  If they do not choose perma death, then they are only dead to you and the story that leads to              the death will be over.  Both of you will reset to a neutral point after the 24 hour death timer is over.


        ✧All weapon sheaths must be worn. You are only armed with the weapon sheaths you are currently wearing at              the start of the roleplay scene.


        ✧YES we allow dice fights.  One person must ask for it in the other persons IM's. Once a person emotes                      drawing a weapon the opponent has no more than 5 minutes to emote a response or communicate with the              aggressor that they prefer a dice fight. Best out of 3 rolls wins.  Dice fights must be agreed upon by both                  parties.


▶ Personal Combat - Not Allowed Situations

        ✧Personal combat is not allowed without a roleplay reason. Random attacks or attacks on sight are                                prohibited.You may not attack someone who is visibly holding a weapon as part of their "Look." 

               • However, if that person is near an ongoing fight and appears engaged, they may be considered a valid                    target.


        ✧Repeated stalling in roleplay for more than 10 minutes after a challenge is issued may lead to a temporary                  ban (Mod involvement).


        ✧The aggressor must IM the victim to confirm if they are typing a response before attacking, especially if the              victim has gone silent.


        ✧Phrases like "BRB Door," "Sorry RL," or "Laggy one sec" are not acceptable excuses unless both parties have            agreed OOC in IMs. We understand RL happens, (Children, pets, weather, etc) but if you have initiated a                      scene, we encourage ICA=ICC. (In-character actions = In-character consequences)


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   Raiding Rules 

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We use the Gorean Consensus Raid Rules (GRCC) for Zcs Meter.  In gorean roleplay, GRCC, refer to the specific, player-created guidelines designed to ensure that raid and combat scenarios remain consensual and fair for all participants. These rules are not drawn from the Gorean novels themselves but are a necessary safety measure for online roleplay in Secondlife.


▶ Required Emotes: We do have have a word count but must stat your actions of what you are doing.

        ✧Binding: 3 emotes that clearly describe the action, include the name of the person, and securely bind them.    

        ✧Unbinding: 1 emote that clearly describes the action and includes the name of the person being unbound.

        ✧Aiding: 1 emote that clearly describes the action and includes the name of the person being aided.

        ✧Self Unbinding: 3 emotes that clearly describe your actions of unbinding, with a min. of 25 min. on sim.

        ✧Sailing: 1 emote that must include the name(s) of the captive(s) and the destination.

        ✧Disarming: 1 emote per weapon that includes a clear disarming action, the name of the person, and                            weapon.


▶ No Emotes Needed

        ✧Bandaging - No fighting while bandaging

        ✧Lockpicking - During a raid no emotes needed.


▶ Is Permitted

        ✧Attack Animals - 1 permitted (excluding tarns or flying beasts)

        ✧Rescue - Permitted 24 hours after the last raider has sailed.

        ✧Setting fire to structures is permitted.

        ✧Male slaves can fight but may only use slave weapons, (stones, slingshot, melee weapons okay but must be            slave damage         


▶ Not Permitted

        ✧Grappling

        ✧Tarns or any flying beast

        ✧Jumping

        ✧No running with captive

        ✧Firebombing or fire arrows

        ✧No dual wielding. Single melee only.

        ✧No quick switching of weapons (2 swings of a sword or 2 shots of a bow before switch) 

        ✧No movement enhancers, besides beasts

        ✧No cheat huds (Mod from each side recommended to inspect the opposing team)

        ✧No Lag creating exploits (Hidden particles, under map heavy animations, etc)

        ✧Women are NOT allowed to fight during a raid, only protect themselves.

        ✧No AOs that heavily alter position



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   Before the Raid

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        ✧Attackers must enter through the raiding docks.

        

        ✧Attackers must have a designated mod that is not participating in the raid.

        

        ✧There is a 2:1 Ratio

        

        ✧The attackers may bring 2 raiding slaves.

        

        ✧Only Zcs meters are permitted and must be in combat mode.

        

        ✧There must be 2 defenders available on Sim, not all men are defenders.

        

        ✧Speak to the mods of Teletus/Sharkbait Cove to get a count of defenders.

        

        ✧Once the Mod is established for either side there is no changing to a different person.

        

        ✧To mark the start of the raid the attackers must blow a horn.

        

        ✧Once the horn is blown, no one is permitted to enter the raid.

        

        ✧During a raid (only) sheaths do not have to be worn in order to help reduce lag.  Remove all un-needed                      scripts.  


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   During the Raid

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        ✧No out of character in local chat during raids. Keep it in character.

        

        ✧NO REFUSING BINDS - No refusal of binds mid-raid. You MUST accept. If there is an issue with your bind post                contact your OOC Mod. 

           

        ✧NO IMS between attackers/defenders - Do not IM the opposing team. If there are any issues, contact your                  OOC Mod. Your OOC Mod will be in talks with the Teletus OOC Mod. Let each team Mods handle negotiations              to their own team for any issues. Do NOT IM the offenders directly.

           

        ✧No Resetting Meter without moderator’s approval.

        

        ✧No Tp'ing out of combat (tp'ing out is only allowed  from the dock you  sailed in  on.)

        

        ✧No Bubble Tp'ing

        

        ✧No Bubble pushing

        

        ✧No fighting from a bubble

        

        ✧No moving when bound unless there is plausible roleplay



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   After the Raid

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        ✧A winner will be declared once all the attackers or defenders and raiding slaves have been captured. 

        

        ✧If the attackers win they can take up to two free captives and one slave.  They must have been captured                   during the raid to be qualified to be taken as a captive.  If the slave has an owner that is banned from the                   attackers sim then that slave is not permitted to be taken as a captive.

          

        ✧If the attackers lose then Teletus can keep two free and one slave as captives and sail the rest.

        

        ✧If the attackers win and take captives they must shoot the location of where they are taking them to.

        

        ✧Captives in Teletus can be rescued after 24 hours. 1 or 2 people coming to rescue must follow the ‘Personal              Combat Rules’.  3 or more people it is again considered a raid.

           

        ✧Mod calls are final and ooc harassment of mods will not be tolerated. 



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   Weapon Info and Approved Weapons

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These rules apply in both raid and non-raid situations and are to be strictly observed at all times. 


▶ MEN — Approved Weapons - 

        ✧Melee Weapons: 

               • Swords 

               • Spears 

               • Whips 

               • Pole-Axes 

               • Glaives 

               • Axes 

               • Slave Goads 

               • Knives 

               • Fists 


        ✧Ranged Weapons

               • Bows 

               • Crossbows 


▶ Free Women — Approved Weapons set at 35% damage

        ✧Melee Weapons

               • Daggers 

               • Fans 

               • Hairpins 

               • Slave Goads 

               • Whips

               • Frying Pan

               • Other weapons designed for slaves 

               

        ✧All female weapons must be set to the lowest possible settings. 

        

        ✧Women may not use swords, spears, axes, glaives, pole-axes, or similar heavy arms.

        

        ✧Women are not permitted to use any ranged weapons. Bows, Rocks, etc.. 

        

        ✧Female Character Meters: Must always be set to “Female.”


▶ Slaves — Combat Restrictions 

        ✧Female Slaves 

               • May defend themselves using fists only, and at their own risk. 

               • Assaulting a Free Person is punishable by death. 


        ✧Male Slaves

               • Ranged weapons must be Stones or Slingshot.  

               • Melee weapons, can be swords set at slave damage



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   Prohibited Weapons 

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        ✧Not Allowed Under Any Circumstance 


               • Raycasters or no-friendly-fire technology 

               • Any “WoW” or aim-assisting scripts 

               • Quick-switching melee weapons to bypass attack delays 

               • Dual wielding weapons (An off-hand item that is a re-skinned shield does not count as dual wielding.) 

               • Speed-enhancing HUDs, scripts, or devices that exceed Second Life or ZCS specifications 

               • Blowdarts are not permitted 


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   Approved Weapons

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        ✧Only weapons from the following designers are sanctioned for use: 


               • LR Weapons 

               • [V] Vlad Weapons 

               • EZ / Forge Weapons 

               • GTS Weapons 

               • Alika Sao Weaponry 

               • [W~W] Wyvern Weapons 

               • Ancient Lore Weapons 

               • Radikal Dezigns (Melee Only)


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   Injury List and Dice Role

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Want to add a little realism to your roleplay?  This is just an idea and not required by anyone.


Weaknesses are a part of storylines that help mold our characters and enhances roleplay.  Not only does it add to more than just metered roleplay, it also increases interactions with other city folks by role-playing seeking aid to get help with these wounds.  Also, role-playing your recovery adds flavor to your character.  


Below is a list of wounds you will get from your roll.  You will do two rolls.  The first decides the area you were injured in and the second will be the extent of the injury


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ROLL 1:  

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0-7          Head

8-9          Neck

10-12       Left Biceps

13-17       Left Shoulder

18-21       Left Forearm

22-25       Left Hand

26-28       Right Biceps

29-33       Right Shoulder

34-37       Right Forearm

38-41       Right Hand

42-43       R. Collar Bone

44-45       L. Collar Bone

46-48       R. Pectoral

49-51       L. Pectoral

52             Sternum

53-56       Right Abdomen

57-60       Left Abdomen

61-63       Center Abdomen

64-71       Left Thigh

72-79       Left Shin

80-81       Left Foot

82-89       Right Thigh

90-97       Right Shin

98-99       Right Foot

100          Genitals



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ROLL 2:  

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0 - 10       Minor  (scrapes, bruises, superficial lacerations)

11 - 50      Moderate (fractures, breaks, stitches, sprains, etc)

51 - 89      Serious (Open fractures)

90 - 99      Critical

100           Death (if you approve if not then critical


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