RULES: To partake of Mayfield, California Role-Playing SIM in Second Life, all visitors and members agree to adhere to the SIM rules set forth below. The edict is subject to change by the sim owner at any time. It is the guest/members responsibility to stay familiar with these guidelines.
We don't want to be too rules heavy these are simple rules for general players. Please see Rules for those who chose other roles other then human in ALT HUMAN RULES.
VAMPIRES
So, you think you're a vampire.
1st off we do not allow bite huds
It is suggested to wear a zcs beast meter when in combat. As you are not 100% invisible.
WEREWOLVES
You might be a werewolf if...
Most of the month you're a human but then you're not.
Werefolk transform due to the lunar powers and planet placement.
One's back story can help excuse and acclimate you into your role.
The power of transforming others into wild beasts was attributed not only to malignant sorcerers, but to Christian saints as well. Omnes angeli, boni et Mali, ex virtute naturali habent potestatem transmutandi corpora nostra.
If you so choose the role, you have options of various avatars.
Once the moon has risen you may transform till the next sunrise. This isn’t teen wolf so play the role as though you would be hunted down or killed.
We use the 1955 moon calendar Year 1955 Calendar – United States (timeanddate.com)
Plan your role accordingly. Mayfield has a lovely animal reserve and werefolk are invited to roam there on full moons but don't expect them to be sitting at the bar in Bettie’s in there were form. Remember it’s the 1950s. And most humans would freak out even in Mayfield.
Abilities as a werewolf include being faster, stronger, possibly even jumping higher. Your sense of smell and hear are amplified. You may possibly end up with fleas too. But nothing a little dip the next morning can’t handle.
The downside of becoming werefolk it’s harder to control what you do or remember the next day.
You don’t want to advertise your one to help avoid persecution or death. Werewolves can be killed through a variety of methods, much like humans. Getting hit by a car, falling from a high elevation, or bleeding to death will all work just as well on a werewolf as they would on a human being. The challenge is not really figuring out how to kill a werewolf, it's figuring out if you're going to be able to kill that werewolf before it kills you. That doesn't mean it's an easy task, though.
The introduction of silver to the heart will stop it from beating immediately. The bullet doesn't even have to do actual damage. Actually, it doesn't even really have to be a bullet. The reason the "silver bullet" became legendary is because it is by far the easiest method of getting pure silver to reach a werewolf's heart.
Werewolves are notorious for being able to take a ridiculous amount of abuse. Their muscles are much stronger than ours and their blood clots faster with a wound. They are built to last.
It is suggested to wear a zcs beast meter when in combat. As you are not 100% invisible.
GHOST
Yes, even ghosts have rules! Let this be your handbook for the recently deceased.
You can only haunt where you died.
IF you died:
You can also go to the neither world LOCATED here http://maps.secondlife.com/secondlife/Blue/129/111/4071
Or talk to a cultist Located here!
http://maps.secondlife.com/secondlife/Blue/130/89/4015
Beyond that space a medium, a psychic, or a witch must hold a séance to invite or conjure you to the realm of the living. You the GHOST can only possess the one who has done this, as their body is the vessel and portal between the veils.
With one exception. If you are in a host vessel you can jump to another with ooc permission only and there are no superpowers other than making your host ill, you may not kill your host without ooc permission. And if you try then you may be trapped in the neither world Forever with no communication beyond your dead vessel.
We use the 1955 moon calendar Year 1955 Calendar – United States (timeanddate.com)
For these things closer to the full moon, longer your stay, possession or visit may be if you haven't exited the vessel within 24 hours your host may choose to die.
You may push an object, but it will not be easy things may float too but not for long. So EMOTE well. Remember you died in that outfit so choose wisely or your stuck in it for life. :P
Ghost may not be seen as often in daylight areas so daylight might not be the best time to come around. If your house burned up and they built over that space you may haunt that said space, but people may or may not see you. That's up to their belief system. Kids are a bit more susceptible to these things. They may see you as their invisible friend.
If you are a ghost your risqué of being dead beyond the dead are an exorcism performed under ritual rights by a witch or priest from the catholic church.
Hope this helps in your chosen path and Goodluck!
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Have a question about a role? LEAVE a note card in the box on the desk of the rental office!
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