Howling Hills is a dice-based Second Life® Roleplay Sim. The rules listed below are the standard default rules for our sim. Players may use different damage or dice rolls in player vs. player combat only if all participants in the scene agree. If a DM (Storyteller) or Event Host creates specific combat rules for their scene, those rules must be followed by anyone who joins.
COMBAT SEQUENCE
Player 1: Posts their attack/action attempt > Rolls for the outcome.
Player 2: Rolls to defend > Posts their attack/action attempt > Rolls for the outcome.
Player 1: Rolls to defend > Posts their attack/action attempt > Rolls for the outcome.
You can do only one Action per Turn.
All Magical Actions cost 1 Mana.
ACTIONS: Melee Attacking, Seeking shelter, using potions or items, healing self or others with potions, shielding/defending others, or attempting to flee.
MAGICAL ACTIONS: Magical Attacking, Magical healing self or others with spell, shielding/defending others with magic, Summoning, or attempting to flee with magic.
DICE SYSTEM
20 Sided Dice
1 = Critical Fail | Missed, No need to Defend unless a tie.
2-19 = Success | Defender may roll to Defend/Block
20 = Critical Hit | Attacker wins if defender doesn't tie.
DICE ROLL TIE
If the Combat Roll is a Tie, its a reroll.
Even if its a Nat 20 vs Nat 20.
Player reserve the right to use other rules, but this is the sim standard.
COMBAT CLASSES
CASTER
6 Mana, Can Heal self w/Magic
HYBRID
3 Mana, Can Heal self w/Magic
MELEE
No Mana, Can't Heal self w/Magic
(Others Players can heal Melee classes with magic.)
STARTING AND JOINING COMBAT
Combat begins with Initiative, marking the start of an active combat encounter. Once Initiative is rolled, combat takes place within a closed "bubble." This means that anyone wishing to join the fight after it has begun must obtain consent from the current participants. Without consent, they may only observe in-character (IC).
If you are engaged in a closed combat encounter but choose to verbally or physically provoke someone outside of it, ICA=ICC (In-Character Actions = In-Character Consequences) applies. This means the provoked individual no longer requires consent to join Initiative and engage in the fight.
Example: Bob and Joe were fighting, Bob called Joe's boyfriend that's watching a stupid mutt.
AFTER COMBAT
Once combat concludes, a three-post grace period follows, allowing fighters a moment to recover. During this time, the victor may choose to capture an opponent, retreat, or communicate other ideas before any further combat resumes.
At the end of the day, Joining Combat, Starting Conflict, and even Derailing scenes comes down to Communication!
HEALTH SYSTEM
Base Health: 3 hearts, max 5 with items.
Recovering Health: Use Health potions or Healing during combat, with limits.
MANA SYSTEM
Base Mana: Dependent Upon Class, can only add 2 Extra with Items.
Using Mana after it reaches Zero causes a point of corruption.
[Corruption feature will be available once HUD is released.]
Usage: Attacks using magic requires mana.
Recovering Mana: Use Mana potions or batteries during combat, with limits.
CORRUPTION SYSTEM
Base Corruption: 3 points (Per Character)
Getting 3 points of corruption, results in Permanent Character Death by Aberration change.
If you gain a point from magic abuse, you can't have it removed. There is No going back.
Extended Information: Checkout our Corruption Page for More Information for RP.
If you wish to play a aberration you must submit a lore ticket to get permission from Staff.
ATTACK OUTCOME
Roll a 1 (Critical Fail): Attempt fails, No defense or heart loss.
Combat Example: Swing misses, you stumble and fall.
Magic Example: Spell backfires, causing a hand explosion.
Common Example: Trip over your feet while running.
Roll 2-20 (Varied Success)
Roll 2-19 (Success): Target loses 1 heart if defense roll fails.
Combat Example: Punch misses completely.
Magic Example: Shield summon flickers and vanishes.
Common Example: Fail to persuade in a negotiation.
Roll 20 (Critical Success): Target doesn't Defend Roll and loses 1 heart.
Combat Example: Target could vividly depict intense pain from the hit.
Magic Example: Devastating fireball engulfs the target.
Common Example: Flawless execution of a complex performance.
PROJECTILE WEAPONS
Can use either Mana or not use Mana.
Must declare if a Weapon uses Mana or Not at the Start of Combat.
MAGIC WEAPONS & ITEMS
Can use either Mana or not use Mana.
Must declare if a Weapon uses Mana or Not at the Start of Combat.
SUPERNATURAL ATTACKS & ABILITIES
Can use either Mana or not use Mana.
Must declare if a Supernatural ability uses Mana or Not during the attack. We trust our players to define what they feel ability wise is magical and what is not. It may be different for each player.
Potion and Mana Limits: EXTENDED RULES
Healing Self & Others Limits: EXTENDED RULES
Summons/Minions: EXTENDED RULES
AOEs & Defending: EXTENDED RULES
What Happens when a Player reaches 0 HEALTH?
When a player reaches 0 HP, they are out of combat. They lose the energy to fight. Whether its becoming unconsciousness or the losing the motive itself. Players are in that exhausted / critical state making them unable to do any further Actions. Players that have reached 0 HP can't be healed back into combat outside of stabilizing them from 'dying'.
Initiative Roll: (Start of Combat)
Roll for initiative; Initiative order Highest Roll to Lowest.
Turn 1: Player A’s Turn
Player A Posts using their Action or Attack.
Description: Player A swings their sword and attempts to Slash Player B.
Player A Rolls to hit: Player A rolls a d20 to see if the attack hits Player B. Player A rolls a 14.
Turn 2: Player B’s Turn
Player B rolls to Defend. Rolling a D20, they get a 15. Successfully defending.
Player B Posts using their Action or Attack.
Description: Player B deflects with their dagger, lunging with the dagger to aim to stab player A.
Player B Rolls to hit: Player B rolls a d20 to see if the attack hits Player A. Player B rolls a 1. Critically failing. Player A doesn't need to roll to Defend.
Turn 3: Player A’s Turn
Player A Posts using their Action or Attack.
Description: Player A conjures up a Lightning bolt to attack Player B.
Player A Rolls to hit: Player A rolls a d20 to see if the attack hits Player B. Player A rolls a nat20. Critical Hit! Player B doesn't get a defense roll.
Turn 4: Player B’s Turn
Player B takes 1 Damage.
Player B Posts using their Action or Attack
Description: Player B gets hit by the Lightning, it scares them! They turn to try and escape.
Player B rolls to escape: Player B rolls a d20 against Player A. Rolling a 13 against a 11. Escape successful! Player B has escaped.
Continues until End of Combat