Welcome to the in-game rules of VitalityRP! By engaging in VitalityRP, you are acknowledging your commitment to abide by all the rules outlined here, in addition to our Community Guidelines. Take a moment to familiarize yourself with the following regulations, as they apply universally, including to administrators and staff members. If you come across any instances of non-compliance with these rules, please don't hesitate to open a ticket using the ticketbot in our Discord and report the issue.
Thank you for your cooperation, and we appreciate your efforts to maintain a positive and enjoyable gaming environment on VitalityRP.
We highly suggest anyone participating in any PvP interaction follow the documentation rule, to avoid any discrepancies, or errors in staff judgment.
Random death match is defined as a player randomly killing another player. You cannot attack another person or tribe without a valid RP reason. There must be a valid RP conflict that progresses into combat. As per rule G3: No God Modding, you must give the other player an opportunity to respond to your demands/actions, therefore all RP conflict must naturally progress into a combat situation as a result of the actions and decisions of BOTH parties.
If you're being forced into an aggression roleplay scenario, and don’t want to PvP you MUST navigate the situation accordingly. *See rules G6, G11.
Note: If you are new to roleplay, we highly suggest not being a thief/assassin, as it requires a certain degree of experience to understand how to roleplay as an antagonist properly.
When capturing players, you must have a valid RP reason to do so *see examples below. You cannot knock a player out and detain them randomly. A targeted player must have the option to opt out before being captured as this RP can be harmful to some players. *See rule G6.
When capturing players, captives must be placed in a pin-coded jail for a limited time with/without bail, but there must be a valid roleplay reason for doing so. If you set a bail, demand a ransom, or fine a player the amount cannot exceed a reasonable amount. You may hold a captive for no longer than 4 hours (real time) unless consent is given OOC to extend the time period, or until the bail is paid. If a captive escapes or jumps bail they are subject to open capture PvP.
NOTE: If you set a bail and refuse to accept the bail that was set, you must release the player immediately.
Rules for Captives:
You must value your life. *See rule G11.
If you die in custody then you must respawn in the cell with the bed provided.
Rules for Captors:
Captors must promptly open a general ticket, providing staff with the captive's location and one pin code for all doors leading to them and their items.
Captors must immediately inform the player's tribe, if they are requesting a ransom or setting a bail.
Captors are prohibited from leaving a captive unattended for more than 30 minutes within the allotted 4-hour timeframe.
Captors must store the captive's possessions in a nearby box for safekeeping.
Handcuffs are prohibited except when actively transporting a prisoner.
A player may not be captured again for 24 hours after release, and captors must have a valid RP reason for any subsequent captures.
Examples of Valid RP Reasons:
If a tribe has wronged you in some way and you kidnapped a member for ransom as payback that would be a valid RP reason.
Kidnapping players for ransom solely to gain wealth is not a valid RP reason.
Imprisoning a player for breaking established laws that are known but ignored is a valid RP reason.
Imprisoning a player for breaking an unknown or obscure law of your land or settlement is not a valid RP reason.
Capturing a Player to conduct an interrogation after discovering they have knowledge or involvement in a matter that affects your character is a valid RP reason.
Capturing a Player to find out what information they may possess is not a valid RP reason.
By participating in any conflict roleplay (ex. Thievery, Raiding, Seiges, etc.) and dying your character will acquire a conflict wound. In the event that your character is killed during conflict roleplay, while already bearing a wound, you progress to the next stage with a maximum limit of 5.
First Stage - First death in combat you are Wounded, for 24 real life hours you cannot participate in any form of conflict play.
Second Stage - Second death in combat you are Injured, for 48 real life hours you cannot participate in any form of conflict play.
Third Stage - Third death in combat you are Mangled, for 72 real life hours you cannot participate in any form of conflict play. You are also required to incorporate a physical injury or distinctive feature into your character's appearance (e.g., a hook hand) to enhance roleplay authenticity.
Fourth Stage - Fourth death in combat you are Maimed, for 96 real life hours you cannot participate in any form of conflict play. You are also required to incorporate another physical injury or distinctive feature into your character's appearance (e.g., a peg leg) to enhance roleplay authenticity.
Fifth Stage - Fifth death in combat you are Dead or Permanently retired, your character has succumbed to their wounds and can no longer fight or has died.
Recovery is optional, see below (P4. Conflict Wounds Recovery Protocol).
To initiate in-character recovery and eliminate a conflict wound, your character must engage in recovery roleplay. While self-recovery is permitted up to a certain extent, it is strongly recommended to seek out other players to engage in roleplay for your character's recovery. Successfully undergoing the recovery process specific to your current stage removes that conflict wound, resulting in a reduction in severity. Full recovery is only achieved after completing the recovery times for both your current and previous stages.
It's important to note that the times listed in P3 dictate the length of time you are unable to enter into conflict role play and are separate from the recovery periods listed here.
Without Healer:
You must document the roleplay with a ticket.
Wounded - 4 days of self recovery roleplay
Injured - 6 days of self recovery roleplay
Mangled - 7 days of self recovery roleplay
Maimed - Self recovery is impossible! (see ‘with healer’)
With Healer:
You must have the healer document the roleplay with a ticket. You cannot be your own healer, you must roleplay with another player for your recovery.
Wounded - 1 day of roleplay with a Healer
Injured - 2 days of roleplay with a Healer
Mangled - 2 days of roleplay with a Healer
Maimed - 3 days and an Admin given quest for recovery.
Retirement - You have succumbed fully to your injury and there is no saving you.
P4. - B, If you participate in PVP during this time, your healing time is postponed and reset. If you die during this time you still go down a tier of injury.
P4. - C, If you are being hunted by a tribe or a person because you wronged them you can still be hunted while being healed.
P4. - D, You cannot be your own healer, you must roleplay with another player for your recovery.
You can not steal another player’s tames. The only exception to this rule is any admin labeled open PvP zone(s). Stealing soul balls or cryo pods with tames inside is illegal otherwise!
P5. - B, You can steal empty Jars.
P5. - C, You can steal eggs.
Do NOT hide loot on passive tames!
Do not kill tames that are passive. You MAY use any method to knock-out and search passive tames’ inventories.
Insiding is joining a tribe for the purpose of looting, gathering information, spreading disinformation, altering tribe permissions, unlocking doors or any other action for the purpose of benefiting another tribe. You ARE permitted to befriend another group under false pretenses without joining them to gather information.
You cannot attack a tribe/base when they are offline. All attacks on a tribe/base must follow raid rules. *See Raiding Sieging Rules.
You cannot damage or destroy any part of a tribe’s base when they are offline unless you are committing a theft. *See Thievery PvP Rules.