A rugged frontier valley at sunset

Our Code of Honour

Server Rules

Common Sense

Common sense applies where explicitly stated rules do not cover every possible situation. Players are expected to make sensible decisions that respect the spirit of the rules in which they are written, the setting, and the roleplay of others.

Server Whitelisting

Players must pass the server whitelist before connecting. Only one account is permitted across New Roanoke platforms. New Roanoke may blacklist players based on their conduct.

Rule comprehension

Players are responsible for understanding and following the rules. Ignorance is not a defence.

Loopholes

Malicious attempts to exploit loopholes or bypass the clear intent of a rule are prohibited.

Common Courtesy

Common courtesy rules exist to ensure that New Roanoke remains a respectful, welcoming, and enjoyable roleplay community. Players are expected to treat one another with maturity and consideration, even during conflict-heavy or uncomfortable roleplay.

Respect

Be respectful to the playerbase. While New Roanoke permits negative and uncomfortable themes in-character, we will not tolerate those themes being directed at players out of character. This includes harassment, derogatory language, slurs, homophobia, transphobia, bigotry, racism, misogyny, sexism, xenophobia, ableism, religious hatred, sexual harassment, or any other discriminatory abuse in New Roanoke spaces.

Everyone should feel welcome, safe, and invited to be part of the New Roanoke community.

External Discords & Common Courtesy

Players are expected to remain respectful when discussing New Roanoke, whether on official New Roanoke platforms or in external spaces. If the conversation relates to New Roanoke, its players, staff, factions, characters, or roleplay, it must remain respectful. Toxicity towards other members of the community is considered an out-of-character conduct issue.

Remain In-Character

Players must remain in character at all times, except when a scene is paused by admin to resolve an ongoing matter.

Pausing & Self-Voiding Roleplay

You may not pause or self-void roleplay scenes. Only an Administrator can do so.

Gatekeeping Roleplay

Characters may face consequences such as arrest, captivity, imprisonment, or confinement where appropriate, but those situations should continue to provide reasonable roleplay for the players involved. Players must not unfairly restrict another player’s ability to access or participate in roleplay through malicious intent, OOC bias, or unreasonable delay. This includes, but is not limited to, keeping characters hostage, detained, imprisoned, or otherwise removed from active roleplay for an excessive period of time.

Powergaming

Powergaming is performing actions that are unrealistic for the situation. Characters must be portrayed within reasonable human limits. They may be skilled, experienced, strong, or dangerous, but they are not invincible and must react appropriately to injury, fear, restraint, exhaustion, disadvantage, and the circumstances of the scene. Powergaming is also forcing outcomes on other characters without giving players a fair chance to respond.

Fair Opportunity to RespondPlayers must allow others a fair opportunity to read, understand, and respond to roleplay. The following are considered breaches of this rule.
  • Swarming: This is the act of bombarding a player with rapidly posted emotes in an attempt to restrict or deprive their opportunity to respond effectively.
  • Burying & Concealing: You may not deliberately bury important actions inside long, unclear, or confusing emotes in order to obscure your intent or gain an unfair advantage.

Delaying Responses

Players may not deliberately stall a scene to gain an advantage, avoid consequences, frustrate others, or prevent progression.
Inventory & Search PowergamingPlayers must roleplay their inventory, and their horse’s inventory accurately based upon the items that are contained within the in-game inventory systems.

Carried long-arms should be equipped and visible on your character's person or horse. You may portray having minor flavour items that do not feature in your inventory, such as family photographs, letters, or keepsakes where they do not provide an advantage.

Players being searched, robbed, detained, or otherwise inspected must roleplay their carried items honestly based upon the search conducted by another player. If the searching character is checking your characters pockets, be honest and realistic about what would be contained within. You may not claim that items are hidden in unusual or awkward places unless this was clearly roleplayed before the search began.

Forced Permanent Consequences

Players may not force permanent injuries, disfigurement, mutilation, disability, or other lasting consequences on another character without the victim player’s consent or appropriate admin approval. Temporary injuries and consequences may occur through roleplay, but permanent or character-defining outcomes must be agreed upon or decided by the victim.

Metagaming

Metagaming is using out-of-character information to influence in-character actions, decisions, knowledge, or behaviour. Players must keep in-character (IC) and out-of-character (OOC) information separate at all times. Your character may only act on information they have learned through roleplay, observation, investigation, or other legitimate in-character means.

IC Communication Through OOC Mediums

Players may not use out-of-character platforms for in-character communication without explicit approval from New Roanoke staff. Requests to create approved IC communication channels on Discord must be submitted through the appropriate requests ticket.

Alternate Character Links

A character should not be narratively linked to other characters on the same account.
Identifying Characters & NameplatesPlayers must make reasonable in-character efforts to identify other characters through roleplay, investigation, familiarity, or believable recognition.

When a character is using the /mask system, their nameplate is concealed and they should be treated as unidentified unless your character has a legitimate in-character reason to recognise them through believable in-character details, such as distinctive clothing, body type, accent, mannerisms, horse, weaponry, prior knowledge, or investigative work. This recognition must be reasonable.

Deathmatching

Deathmatching is attacking, injuring, or killing another character without sufficient in-character reason, escalation, or roleplay. Players must have a clear and reasonable IC motive before using violence. Conflict should develop through roleplay and give involved players a fair opportunity to understand, respond, and engage with the situation.

Provocation with Deathmatching Intent

Players may not provoke, bait, or antagonise others with the primary intent of forcing unnecessary, nonsensical combat. Conflict should arise from believable in-character motives, not from deliberately manufacturing excuses to attack or be attacked.

Character & Portrayal Rules

Characters are expected to respect the historical, social, political, and cultural tone of the 1885 setting.

Character PortrayalCharacters are expected to respect the historical, social, political, and cultural tone of the 1885 setting.

New Roanoke allows the portrayal of difficult and uncomfortable themes appropriate to the period, including prejudice, social inequality, and discriminatory attitudes. These themes must remain strictly in-character. A character’s clothing, language, weaponry, and general presentation should be reflective of the period.

Player / Character age

The minimum player age is 18. The minimum character age is 21.

Limited & Prohibited Themes

New Roanoke permits mature, difficult, and historically grounded roleplay where it is handled with care, consent, and good judgement. However, some themes require strict limits, while others are prohibited entirely. We have divided these themes into Limited Themes and Prohibited Themes.

Permitted Limited ThemesLimited themes is the term used to describe roleplay that is permissible if the specified conditions are met for that particular theme.
  • Consensual Sexual Roleplay: Sexual roleplay is a limited theme that is allowed when the following conditions are met:
    • Prior written OOC content must be sought and obtained from all players involved whether they are active participants or can simply see the chat.
    • This kind of roleplay must only be conducted in private or secluded areas where it is reasonable to think that you are unlikely to be discovered unintentionally.
    • Any player reserves the right to withdraw consent at any time. In such instances, it is expected that players ‘fade to black’, skipping any further sexual or erotic roleplay and re-commencing roleplay from a point in time where sexual intimacy has concluded.
  • Verbal Sexual Harassment: Ordinary flirting, suggestive remarks, compliments, and romantic advances are allowed, however these become limited themes when the character knowingly persists or escalates after clear rejection.
    • Prior written OOC consent IS required where the roleplay involves repeated romantic advances after a character has clearly rejected them.
    • Physical sexual harassment or sexual assault is a prohibited theme and cannot be depicted under any circumstance.
  • Prostitution roleplay: Prostitution roleplay is a limited theme that is subject to the same restrictions as ‘Consensual Sexual Roleplay’ as above, with the added restriction that…
    • This is only permitted where all involved parties understand the nature of the roleplay so that consent is informed.
  • Slavery references: New Roanoke is set in 1885 and does not whitewash the historical reality of slavery, racism, or oppression.
    • Reference to slavery is permissable in backstories or casual reference only.
    • Active slavery is a prohibited theme and cannot be depicted under any circumstance.
  • Torture of Humans: Torture of Humans is another limited theme that can only be roleplayed when the following conditions are met.
    • Prior written OOC content must be sought and obtained from all players involved whether they are active participants or can simply see the chat. This consent must be informed, which is to say that spectators and victims should be made aware of the methods that will be used.
    • The victim reserves the right to withdraw consent at any time. In such instances, it is expected that players ‘fade to black’, skipping any further torture roleplay to an agreed outcome and re-commencing roleplay from a point in time where torture has ended.
    • The victim should have some agency in that if they are only comfortable with being tied to a chair and beaten, then this is all that may occur.
    • Gruesome injuries remain a limited theme and so consent must be sought and obtained for gruesome injuries to be graphically depicted by all involved.
    • Powergaming rule 3.4 Forced Permanent Consequences still applies. It is for the victim to decide how permanent the extent of injuries obtained is.
  • Gruesome Injuries: The detailed depiction of serious and graphic injury is a limited theme. Not all injuries will fall under this umbrella, and examples of those that do may include crush injuries, amputations, dismemberments, mutilations, or any other instance where gore is graphically depicted. These can be portrayed in detail only when the below conditions are met.
    • Prior written OOC consent must be sought and obtained from all players involved whether they are active participants or can simply see the chat.

We ask that players consider Common Courtesy rule 2.0 in situations where roleplay may lead to a player experiencing out of game discomfort. If a situation feels like it could be questionable, we advise that players seek consent from their scene partners as a gesture of goodwill and have open discussions around such.

Prohibited ThemesThese themes are entirely banned from portrayal on the server.

This includes active participation, implied participation, allusions to, references to, or accusations of. If you are exposed to these themes in-character or out of character, report this to admin as soon as possible. These are absolutely forbidden under all circumstances.

  • Beastiality
  • Pedophilia
  • Necrophilia
  • Incest
  • Rape
  • Physical sexual harassment or sexual assault
  • Sex Trafficking
  • Human Sacrifice
  • Cannabilism
  • Active or Ongoing Slavery
  • Torture of animals

Illegal & Criminal Roleplay

Illegal and criminal roleplay must be carried out in a realistic manner, with appropriate regard for time, location, risk, witnesses, law enforcement presence, and the likely consequences of the act.

Petty Robbery RulesPetty robbery refers to small-scale robberies carried out against individual characters, their saddlebags, carts, or similar personal storage.

Petty robberies must be carried out with appropriate roleplay, and believable in-character motive. They should create conflict and consequence, not be used as a low-effort way to farm money or items.

  • Characters must have at least 4 hours of in-game playtime before committing a robbery.
  • Players may commit up to two petty robberies per 24-hour period. This includes both scripted and non-scripted robberies.
  • Robbers must make clear demands and allow the victim a fair opportunity to respond.
  • A robbery victim may not be attacked with in-game mechanics unless they escalate the situation by…
    • Fighting back
    • Drawing a weapon
    • Attempting to flee
    • Refusing reasonable demands while under threat
    • Otherwise creating a believable risk to the robber

Petty Robbery Restrictions

The following restrictions apply to petty robbery:

  • You may not steal whitelisted items such as whitelisted crafting books.
  • You may not steal more than $50 in currency from a player.
  • You may not force a player to withdraw money from a bank, ledger, business account, or similar storage.
  • You may not force transfer of horses, carts, wagons, properties, businesses, or other major assets.
  • You may not fully empty a player’s inventory without specific and reasonable roleplay.
Heists, Planned Robberies, Raids & Property AttacksHeists, Planned Robberies, Raids & Attacks are larger scale crimes that require prior approval from admin before they can take place. These include the following.
  • Bank robberies
  • Jailbreaks
  • Arson or destruction of a property
  • Raids on government or law enforcement buildings.
  • Raids on faction headquarters.

Approval can be sought and obtained through the relevant ticket request.

Players should be aware of 11.5 Death Strikes as Consequences if participating in one of these activities. This will mean that if your character is downed through mechanical combat, you would receive a death strike as per the death strike rules.

Property DamagePlayers may vandalize, deface, and cause minor damage to properties without prior approval. Examples of this may include but not be limited to the following.
  • Etching words into an exterior surface.
  • Breaking a small number of windows.
  • Damaging individual pieces of furniture.
  • Painting or writing on an exterior wall.
  • Damaging fences, signs, or other minor fixtures.

This represents minor damage that can be repaired. Minor damage must not prevent the owner from continuing to use the property or substantially alter its function.

To attempt significant property destruction, either by way of arson or other means requires prior approval via the appropriate ticket. As housing stock and properties are limited and this has the potential to disrupt roleplay, these tickets will have a high bar for approval and will only be granted in situations where there is a justified reason, and a history of significant conflict with the targeted properties owner, whether this is a faction or a player. Property destruction is not permanent, and properties can be repaired and rebuilt.

Safe Zones

Safe Zones establish where crime, combat, and hostile roleplay may or may not occur depending upon the location and level of administrative approval required.

Total Safe ZonesTotal Safe Zones are areas where crime, combat, threats, and other hostile actions are not permitted.
  • Character customization areas, such as barbers, tailors, makeup stations, and similar appearance-editing locations.
  • Scripted interface points, including stable menus, general store prompts, gun store menus, and similar locations.

Crime, combat, threats, robbery, kidnapping, and other hostile actions may NOT take place in Total Safe Zones under any circumstance.

Limited Safe ZonesLimited Safe Zones are areas where serious crime or large-scale violence can only occur with prior admin approval, due to assumed population, public visibility, local security, or the likely presence of law enforcement.

Limited Safe Zones are areas where serious crime or large-scale violence can only occur with prior admin approval, due to assumed population, public visibility, local security, or the likely presence of law enforcement.

Areas considered limited safe zones include:

  • The main streets, main roads, public spaces, and interiors of towns and cities, including Blackwater, Strawberry, Valentine, Rhodes, Annesburg, and Saint Denis.
    • Back alleys, secluded side streets, and other areas clearly out of public view are not considered Limited Safe Zones.
  • Interiors of federal buildings, banks, operational forts, law enforcement buildings, courthouses, commercial properties, clinics, hospitals, saloons, restaurants.
  • Legal faction headquarters.
  • We advise players to be mindful of rule 1.0 Common Sense when considering locations for engaging in criminal activities.

Crimes that are permitted in Limited Safe Zones WITHOUT prior approval from admin:

Petty crimes such as…

  • Low-level public disorder.
  • Pickpocketing.
  • Petty theft.
  • Vandalism.
  • Protests.
  • Fistfights.
  • Harassment or intimidation.
  • Bar fights or other minor public disturbances.

Limited Safe Zone Exception Requests:

Players may request admin approval for a Limited Safe Zone Exception. This allows a player to commit crimes that would not normally be allowed in Limited Safe Zones. These will be granted in situations where there is a strong IC justification for the proposed crime, combat, or hostile roleplay.

Crimes that are permitted in Limited Safe Zones WITH prior approval from admin:

Major crimes such as…

  • Bank robberies.
  • Heists.
  • Jailbreaks.
  • Arson or destruction of a property.
  • Raids on government buildings.
  • Raids on law enforcement buildings.
  • Raids on legal faction headquarters.
  • Kidnapping government, law enforcement, or legal faction characters.
  • Assassination attempts.
  • Large-scale violence, organized attacks, or other serious criminal undertakings.
Criminal Safe ZonesCriminal Safe Zones are areas of the map where criminals are known to gather, be it for refuge or to conduct business. There is virtually no law enforcement in these areas.

Criminal safe zones are areas of the map where criminals are known to gather, be it for refuge or to conduct business. There is virtually no law enforcement in these areas.

Areas considered Criminal Safe Zones include:

  • Van Horn
  • Butcher’s Creek
  • Thieves Landing
  • Illegal Faction Headquarters

Crimes that are permitted in Criminal Safe Zones without prior approval from admin:

  • All crime and combat is permitted with the exception of anything that must be applied for under 8.3 Heists, Planned Robberies, Raids & Property Attacks.

Crimes that are permitted in Criminal Safe Zones with prior approval from admin:

  • Anything that must be applied for under 8.3 Heists, Planned Robberies, Raids & Property Attacks.

Law enforcement restrictions:

Law enforcement may not enter criminal safezones with the intention of upholding the law unless:

  • Law enforcement are executing a court approved warrant.
  • Law enforcement are conducting an approved raid.
  • Law enforcement are responding to immediate criminal activity, such as pursuing a fleeing suspect or reacting to cries for help.
  • Law enforcement officers who have sought and obtained appropriate corruption permissions from Faction management in the Central Faction Management Discord.
  • Law enforcement officers who are infiltrating another faction as per F4.2 Multi-Faction Permissions.

Combat Roleplay

Rules around combat roleplay are used primarily to create fairness when in-game mechanics are being used to determine roleplay narratives.

Combat emotesWhen taking a hostile action such as pulling the trigger of a gun, a combat emote ("/cme" or range/shorthand variants) must be used instead of a regular emote.

These emotes will be distinguished from regular emotes by their bold red colour. This is the final emote marking the end of text-based roleplay and the start of combat using in-game mechanics. Both melee combat and ranged combat requires the use of a /cme. It is your responsibility to ensure the range of your emote is reachable by your target(s). When in doubt use /cmelong. Roleplay must resume once combat is obviously concluded.

Non-combat firearm dischargeA combat emote(/cme) is not required when discharging a firearm for a clearly non-hostile purpose, such as shooting a lock, hunting, target practice, or participating in a shooting competition.

Common sense should dictate whether the situation requires a combat emote based upon the shooter’s intentions.

A warning shot fired during a confrontation, pursuit, robbery, arrest, or other hostile situation does require a combat emote, even where the shooter does not intend to hit anyone. The emote must clearly state that the shot is being fired as a warning and must be visible to everyone reasonably affected. Once a warning shot has been initiated through a /cme, it is treated as a hostile escalation and other involved characters may respond with mechanical combat as per 10.1 Combat emotes should they choose to do so.

Drawing firearmsPrior to commencing a shootout, there are two pre-requisites that must be met.

Prior to commencing a shootout, there are two pre-requisites that must be met.

  • If you are using a two-handed weapon like a long-arm, you must produce a /me that indicates you are drawing your weapon before you use a /cme to begin combat.
  • If you are using a one handed weapon like a revolver, you can draw your weapon as part of your /cme to represent a character’s ability to quickdraw.
  • If you already had your weapon drawn when you engaged in roleplay with your fellow combatant, you do not need to produce a /me prior to your /cme.
Under Threat of a Readied WeaponThese rules apply if you are held at gunpoint, are being aimed at with a bow & arrow, have a blade held to your neck, or any other situation where you are under the threat of a weapon.

These rules apply if you are held at gunpoint, are being aimed at with a bow & arrow, have a blade held to your neck, or any other situation where you are under the threat of a weapon. Aggressors will refer to characters holding the weapon, and victims will refer to players being targeted by the weapon.

A victim will have three clear choices available to them in this situation and these will determine the amount of force that an aggressor can use against you…

  • Fight:
    • You may use a /cme to commence combat with in-game mechanics in an attempt to overpower or fight the aggressor. The aggressor will not need to produce another /cme to fight back in this situation.
  • Flight:
    • You may use in game mechanics to try to run from your aggressor such as sprinting away. You do not need to produce a /me prior to doing so. In this situation, the aggressor can begin combat against you with in-game mechanics without the need to /cme.
  • Comply:
    • You can comply with the demands of the aggressor.
    • A victim is protected from being downed as stated in 10.5 if they are obviously complying and are non/threatening.
    • The aggressor must make clear demands and allow the victim a fair opportunity to respond. Aggressors should be mindful of rule 3.1.
    • The Victim must not stall or delay responses to gain an advantage and should be mindful of rule 3.2.
    • A victim that initially complies may change their approach to Fight or Flight but must clearly indicate this with a /me or /cme as appropriate. In this instance, the above fight or flight rules then apply.

A victim can of course try to reason, negotiate, or bargain with their aggressor though whether this is successful would be at the aggressor’s discretion. Repeated attempts to persuade the aggressor where the victim is not actively complying with the aggressor’s demands gives the aggressor the right to use a /cme to initiate mechanical combat against the victim.

Unnecessary Killing

A victim cannot be downed unnecessarily if they are actively complying, and acting in a manner that is non-threatening.
FleeingIn situations where there is a clear path of escalation beyond passive roleplay, such as impending arrest, criminality, or conflict where 10.4 Under Threat of a Readied Weapon does not apply, a fleeing character will need to indicate their intention to flee with a /me prior to using in-game mechanics to try to make their escape.

In situations where there is a clear path of escalation beyond passive roleplay, such as impending arrest, criminality, or conflict where 10.4 Under Threat of a Readied Weapon does not apply, a fleeing character will need to indicate their intention to flee with a /me prior to using in-game mechanics to try to make their escape.

  • A pursuer may pursue immediately without further roleplay or use of /me, with the ability to use in-game mechanics to apprehend the escapee such as tackling or lassoing the target.
  • 10.1 Combat emotes or 10.4 Under Threat of a Readied Weapon must be used if the situation is escalating to violence by either the pursuer or the escapee.

Weapons banned from use in player vs player.

The following weapons are banned from use in player vs player situations, but may be used in player vs environment situations:
  • ▪ Any scoped weapon

Downed State, Injury & Death Strikes

Rules governing downed characters, mortal wounds, injuries, and the Death Strike system.

Downed StateA character enters a downed state when their health is depleted during combat.

Being downed does not automatically mean the character has been mortally wounded, nor does it automatically create grounds for a Death Strike. A downed character may be injured, captured, robbed, abandoned, rescued, or otherwise dealt with as appropriate to the scene. Injuries should be properly roleplayed after being downed for a reasonable length of time.

Mortal WoundsAfter downing another character, the victor may choose to escalate the scene by inflicting a Mortal Wound.

After downing another character, the victor may choose to escalate the scene by inflicting a Mortal Wound. A Mortal Wound is a deliberate, life-threatening injury inflicted after a character has already been downed. This must be clearly roleplayed through an emote, such as shooting the character again, stabbing them, or severely beating them. A Mortal Wound does not automatically guarantee a Death Strike. Mortal Wounds must be reported to staff with appropriate evidence to support why the escalation was necessary or desired. Staff will then review the circumstances and decide whether a Death Strike should be applied to the victim’s character.

In the instance where a mortal wound has been inflicted, the victim’s character must be ‘left for dead’, their aggressors perhaps believing that the victim will surely bleed out or die. Regardless of whether staff approve or deny the Death Strike, a character who receives a Mortal Wound must roleplay a serious injury for 7 days.

This injury should reflect the nature of the wound and must be treated as a meaningful consequence. Characters should not immediately return to fighting, strenuous activity, or dangerous conflict as though nothing happened.

New Roanoke does not use a New Life Rule or forced amnesia system often used on other servers.

Death StrikesIf a player inflicts a Mortal Wound and believes the circumstances justify a Death Strike, they must report the scene to staff.

If a player inflicts a Mortal Wound and believes the circumstances justify a Death Strike, they must report the scene to staff. Staff will consider the surrounding roleplay, the reason for the conflict, the conduct of both parties, and whether the Mortal Wound was a fair and reasonable consequence of the character’s actions.

Death Strike requests may be denied if the motive is weak, the escalation was excessive, the evidence is insufficient, or the scene does not justify pushing the wounded character closer to permanent death.

Players may not use Mortal Wounds casually as a default finisher after ordinary combat. Repeatedly attempting to force Death Strikes from routine fights may be considered poor conflict roleplay.

If admin approves a Death Strike, one shall be added to the character. Death Strikes have the following effects…

  • First Death Strike: The character survives, but must roleplay a serious injury for 7 days.
  • Second Death Strike: The character survives, but must roleplay a serious injury for 7 days and take on a permanent consequence of the player’s choosing. This may include a limp, disfigurement, visible scarring, chronic pain, loss of mobility, psychological trauma, addiction, or another lasting impairment.
  • Third Death Strike: If a character receives three active Death Strikes within a 60-day period, the character is permanently killed.

Death Strike Expiry

Death Strikes expire 60 days after they are applied.

If a character receives three Death Strikes within a 60 day period, they are permanently killed.

Death Strikes as Consequences

In some situations, Death Strikes will be applied to downed characters regardless of staff approval due to the level of inherent risk in certain contexts. The following circumstances result in a Death Strike being applied to a downed character automatically.

  • ▪ If your character is participating in an admin approved criminal situation as per Rule 8.3.
  • ▪ A law enforcement character participating in an approved raid or executing a court-approved warrant.
Injury PortrayalPlayers are expected to portray injuries realistically after being downed, mortally wounded, or otherwise seriously harmed during roleplay.

Players are expected to portray injuries realistically after being downed, mortally wounded, or otherwise seriously harmed during roleplay. A character should not immediately return to fighting, hard riding, strenuous labour, or further dangerous conflict as though nothing happened for at least a day. The severity of the injury should reasonably reflect the scene.

Injuries do not need to permanently cripple a character unless voluntarily chosen by the injured player or required by a Death Strike consequence. They should still be treated as meaningful roleplay consequences rather than ignored once the immediate scene is over.

Character Kills (CK’s)

In some situations, CK’s will occur regardless of the death strike system.

CK’s as ConsequencesIn some situations, CK’s will occur regardless of the death strike system.

In some situations, CK’s will occur regardless of the death strike system. The following circumstances result in CK’s being granted due to the context of the situation or level of risk…

  • Capital punishment following a guilty verdict at trial.
  • You are a character that has an active dead or alive bounty upon their head and is downed by a bounty hunter or law enforcement, then further mortally wounded as per 11.2 Mortal Wounds.
  • You are a bounty hunter pursuing another player character with a dead or alive bounty on their head and are downed by your intended target, and then further mortally wounded by them as per 11.2 Mortal Wounds.
  • You are infiltrating another faction, your cover is blown during the infiltration, and you are subsequently downed and inflicted with a Mortal Wound under 11.2 Mortal Wounds. This automatic CK condition ends once the infiltration has concluded and your character is no longer embedded within the faction. After that point, 11.3 Death Strikes applies as normal.
  • Voluntary character kills as chosen by their player, such as after being downed, injured, or sick.
  • Self-inflicted character kills as chosen by their player, such as suicide.
Reclaiming assets on CKCharacter Kills should not feel like punishment, more rather be a narrative tool.

Character Kills should not feel like punishment, more rather be a narrative tool. As such, players that owned a home at the time of their character’s death will be given the opportunity to retain those properties on a new character provided they can justify a reason for this with Admin. Staff will work with the player to establish a reasonable narrative transition, such as inheritance, an estate sale, or other suitable arrangement.

This ONLY applies to:

  • Privately owned homes that were not rented properties.
  • Non-faction properties.
  • Homes that have been owned for longer than a three month period.
  • Non-business properties.

This exception applies only to the home itself. It does not automatically transfer its contents, stored items, or money. Where a player chooses not to retain the property, it will be either made available for purchase or be available via the whitelisting process.

In situations where a last will and testament has been produced by a whitelist approved lawyer then the will and testament will be executed as written in the legal document. This overrides the ability to reclaim assets following a CK.

Staff Discretion

Staff reserve the right to approve an immediate Character Kill in exceptional circumstances, bypassing the usual Death Strike progression. This may apply where a character has engaged in extremely reckless or unrealistic behaviour that makes survival unreasonable. This discretion will be used incredibly rarely and only where the circumstances clearly justify it.

In-Game Advertisements, Posters & Image Uploads

Several server scripts allow players to upload images that can be displayed and viewed by others in-game. Players are responsible for everything they upload, publish, or display through these systems.

Setting and Immersion

Uploaded content must be appropriate to the 1885 setting and presented through a believable in-character medium, such as an advertisement, poster, newspaper, illustration, painting, notice, or period photograph. Images of your characters displayed here may use screenshots, AI-generated images, or original artwork, provided they accurately represent the character’s outward appearance and do not contain anachronistic or immersion-breaking elements.
Prohibited ContentPlayers may not upload prohibited content.

Players may not upload:

  • Pornographic or sexually explicit images.
  • Content depicting any limited or prohibited theme under >span class="rule-text-gold">Rules 7.1&2.
  • Overly sexualised depictions of characters.
  • Graphic gore.
  • Content intended to humiliate, discriminate against, harass, or target another player OOC.
  • Images containing any player’s real identity, photograph, or personal information.
  • Any content that breaches another server rule.

In-character insults, propaganda, wanted posters, political material, and hostile advertisements are permitted where they arise from legitimate roleplay.

Character Depictions

Images depicting another player’s character must be based on information obtained through legitimate in-character means. This may include a witness description, prior familiarity with the character, or an existing in-character portrait or photograph. Metagaming rules continue to apply. Players may not use OOC screenshots or other OOC sources to create an accurate depiction that their character could not reasonably produce from the information available to them.

Administrative Removal of Media

Staff may remove any uploaded content at their discretion. Content that breaches server rules, damages immersion, creates an OOC issue, or is unsuitable for the server will be removed. Repeated or deliberate misuse of image-upload systems may result in the player losing access to those systems and/or receiving further administrative action.

Asset Transferring

Asset-transfer rules protect IC/OOC separation and prevent wealth, property, or progression from being transferred unduly between unrelated characters. Transfer of assets that fall foul of asset transferring rules may be reversed.

Real World Assets

Players trading any in-game assets for real-world currency or assets will be banned.

Transfers Between Your Characters

Assets may not be transferred directly or indirectly between characters belonging to the same player. This includes using another player, faction, business, property storage, horse, wagon, or other intermediary to move assets between your characters.

Legitimate Transfers

Characters may give, sell, lend, or transfer assets to other player characters where there is a legitimate in-character reason and the transaction is supported by roleplay. Staff may review transfers involving substantial sums, properties, businesses, horses, wagons, or other major assets, reversing these where there is poor justification, improper portrayal of wealth and property value, or rule breaches.
Character Retirement and CKA player may not distribute a character’s assets shortly before retirement or a Character Kill for the purpose of preserving them for future use.

Where a character has been CK’d and left a valid last will and testament prepared through appropriate roleplay by a whitelisted lawyer, the responsible law office may execute the will according to its written terms, with admin support where required.

Wills remain subject to the Asset Transfer rules and the inheritor may not simply transfer inherited assets to another character belonging to the deceased character’s player, directly or indirectly.

Players should be mindful of 12.2 Reclaiming assets on CK.

Bug Abuse, Script Abuse & 3rd Party Software

Rules relating to bug abuse, script abuse, third-party software, and AI-generated content.

Bug Abuse

Players may not knowingly exploit bugs, glitches, oversights, or unintended mechanics for personal or faction benefit. Receiving an unintended benefit of a bug accidentally is not automatically a violation. The player must stop using the affected system and are asked to report the issue to admin. Players may not publicly share, demonstrate, encourage, or teach others how to exploit a bug. Those that engage in this will be subject to administrative action.
Script AbusePlayers may not use scripts or mechanics in ways that are technically possible but clearly contrary to their intended purpose or the roleplay taking place.

This includes:

  • Using inventory, storage, or trading systems while restrained, unconscious, or otherwise unable to reasonably do so.
  • Using the animation script to break out of restraints, avoid consequences, escape grapples or other situations that lead to the avoidance of consequence or powergaming.
  • Restraining players through walls or from an unreasonable distance such as using the handcuff script inappropriately.
  • Spamming scripts, prompts, animations, sounds, or items to disrupt other players.
  • Using character selection, relogging, respawning, or script menus to escape ongoing roleplay or avoid consequence.
Third-Party SoftwareSoftware, modifications, hardware functions, or external tools that provide an unfair gameplay advantage are prohibited. This includes the following.
  • Mod menus, trainers, injectors, executors, or cheat software.
  • Aimbots, trigger bots, recoil reduction, rapid-fire tools, or automated targeting.
  • Speed, teleportation, invulnerability, invisibility, or movement modifications.
  • Tools that reveal hidden players, locations, inventories, names, or other unavailable information.
  • Visual modifications that remove darkness, fog, vegetation, obstructions, or otherwise improve visibility beyond normal gameplay.
  • Macros or scripts that automate actions, repeat inputs, or perform multiple actions from a single input.
  • Bots or automation used for farming, crafting, gathering, trading, or character activity.
  • Copying & Pasting pre-written emotes to gain an advantage over another player is prohibited Except in the following circumstance:
    • A single opening emote may be prepared in advance where necessary to initiate a scene with a rapidly moving character, such as attempting to stop a rider for a trail robbery. The emote must be appropriate to the specific circumstances, visible to the intended recipient, and followed by a fair opportunity for them to respond as per 3.1 Fair Opportunity to Respond.

Cheat detection scripts WILL be running on the server at all times and identified players will have admin action taken against them.

Responsibility and Enforcement

Players are responsible for the software and modifications used on their system while connected to New Roanoke. Staff may remove illegitimately obtained assets, reverse exploit-related gains, restrict access to affected systems, or take further administrative action against players who abuse these rules. Knowingly assisting another player in exploiting or concealing an exploit will be treated as participation.
AI-Generated ContentArtificial Intelligence is here to stay and so New Roanoke

Prohibited uses of AI:

AI-generated text may not be pasted into…

  • /me, /melow, or /melong emotes.
  • /s, /w, or other character dialogue.
  • /cme combat emotes.
  • /scene descriptions.

AI-generated or AI-written content may not be submitted as part of:

  • Server whitelist applications.
  • Faction or restricted-concept applications.
  • Staff applications.
  • Reports, appeals, or responses to administrative investigations.

Approved uses of AI:

  • Generating character portraits, advertisements, posters, and other visual resources for use in-game.
  • Creating graphical or written resources for the server.
  • Brainstorming character concepts, plots, or roleplay ideas.
  • Supporting the writing, editing, or presentation of journals, letters, and similar creative materials that are posted on the forums or Discord.

Faction Whitelisting

Any legal or illegal group that plans to operate as a unit indefinitely, such as a gang, law office, or ranch that consists of four or more players must seek faction approval from the administration team.

Faction WhitelistingAny legal or illegal group that plans to operate as a unit indefinitely, such as a gang, law office, or ranch that consists of four or more players must seek faction approval from the administration team.

This applies to, but is not limited to:

  • Criminal gangs
  • Businesses
  • Ranches
  • Law enforcement groups
  • Pinkerton-style agencies
  • Political groups
  • Religious or ideological groups
  • Any organised player group operating indefinitely with four or more members

Faction approval exists to support player-led roleplay, maintain continuity, and ensure organised groups fit appropriately within the setting and wider server environment.

Upon approval, a representative from the administration team will be assigned to the faction as its Faction Custodian. Faction Custodians are not members of the faction. They do not lead the faction, control its stories, or interfere with day-to-day roleplay unless the health of the faction, wider community, or server is at risk. A Faction Custodian should have little to no significant IC or OOC conflict of interest with the faction they are assigned to. Their role is to act as a largely silent point of support and oversight, available to faction members when guidance is needed. They help safeguard faction health, ensure server rules are followed, support fair roleplay, and preserve continuity when issues arise.

The faction’s allocated Faction Custodian will create a discord server for your faction, retaining ownership of the discord but providing all permissions to the faction's leader. This ensures that should the faction leader ever become unavailable, members of the faction can nominate a new leader who will be granted all permissions on the discord. This preserves continuity and minimizes disruption.

Following successful application, the faction will be recognised as a whitelisted faction and will be expected to follow all faction rules, server rules, and relevant standards of conduct. Faction approval may be reviewed or withdrawn if a faction repeatedly breaches server rules, becomes inactive, creates an unhealthy OOC environment, or no longer contributes positively to the server.

Leaders of the whitelisted Faction must join the centralized Faction Management Discord Server that will be used to coordinate cross-faction plots.

Faction Leadership

Each faction must have a leader that is responsible both in-character and out of character representation.

Faction Leadership

Each faction must have a leader that is responsible both in-character and out of character representation.

Faction Leader Rights

Leaders may manage rosters, create internal rules, and review member admin records as needed.

Faction Leadership availability

If Faction leadership is identified as being inactive without prior notice, resigns, or is permanently banned, players within the Faction have 7 days to nominate a new leader before the faction’s allocated Custodian and the wider Faction Management team intervenes. If no leader is nominated or found to be suitable based upon admin record, the faction will be disbanded with the Faction’s allocated Custodian supporting the in-character narrative behind why this is the case. This can be achieved either through an in-game event or a written plot that will be canonised in server lore. Continuity will be preserved as far as practicable.

Faction Quality

Members of approved factions are expected to maintain high standards of conduct, activity, and portrayal.

Faction ConductMembers of an approved faction are held to a higher standard of conduct than unaffiliated players, both in-character and out-of-character.

Members of an approved faction are held to a higher standard of conduct than unaffiliated players, both in-character and out-of-character. All faction members are expected to follow server rules, conduct themselves respectfully, and demonstrate appropriate maturity.

Failure to meet these standards may result in administrative action against the individual and, where appropriate, may also reflect on the faction as a whole in the form of faction strikes.

Faction Activity

If a faction remains inactive for more than 30 days, without notifying Faction Management of an expected hiatus, it may be subject to closure with or without prior notice. Faction activity may be assessed through a combination of in-game roleplay, logs, login history, forum activity, and other relevant faction based information.
Faction Portrayal & RealismFactions are expected to portray themselves in a believable and historically appropriate manner, consistent with our setting in 1885.

A faction's conduct, objectives, recruitment, resources, influence, capablities, and scope should be proportionate to what could reasonably exist within the world and setting of New Roanoke. Leaders and players should prioritize creating enjoyable roleplay for both their own members as well as the wider community. Factions should contribute meaningful stories, accept consequences and setbacks, and avoid portraying themselves as unrealistically powerful, untouchable, or incapable of failure.

Faction Leaders are responsible for ensuring their members maintain appropriate standards of realism and roleplay quality. Instances of persistent unrealistic portrayal, poor quality roleplay, or conduct that negatively impacts the server as a whole may result in intervention from Faction Management.

Faction Restrictions

Restrictions governing faction membership, restricted concepts, banned concepts, and faction Character Kill permissions.

One Character only

Only one character on your account is permitted to be within a faction at any given time.
Multi-Faction PermissionsYour character may join more than one faction, provided that permission is sought and obtained from the leaders of both factions out of character.

Multi-faction membership should be documented via ticket in the centralized Faction Management Discord server. Exceptions to this rule are:

  • A character may not be in two law enforcement agencies at any given time.
  • A character is seeking to infiltrate another faction on behalf of another faction. An example of this might be a Pinkerton agent trying to infiltrate a labour union, a cult, or a smuggling ring. In the case of infiltration, the following conditions MUST be met.
    • Permission must be sought and obtained from Faction Management prior to the commencement of the roleplay on the Centralized Faction Management Discord server via ticket. The custodians of each faction would be notified and would monitor ongoing RP from an admin perspective with a view to safeguarding the health of involved factions and to ensure fairness.
    • Only information sourced from in-game activities can be used as part of your investigation. You may not use information stored in Discord channels, regardless of whether they are IC or not. Metagaming rules listed in the in-game rules must be followed stringently.
    • The target faction must have some agency and the infiltrating player must take risks, lie convincingly, and properly portray the stress that accompanies infiltrating a faction.
    • The infiltrating player accepts that, if their cover is exposed, the automatic CK provisions under 12.1 CKs as Consequences will apply.

Restricted concepts

The following faction concepts require Faction Management approval before any faction roleplay begins due to the significant impact that these groups may have on the server.

  • • Native Factions
  • • Unofficial Militia
  • • Unofficial Law Enforcement Agencies
  • • Unofficial Government Branches
Banned concepts

The following faction concepts are prohibited and will not be granted approval on the server.

  • • Factions founded on racial hatred or supremacist ideology.

    While New Roanoke permits the portrayal of difficult, uncomfortable, and historically grounded themes such as prejudice and racism, factions whose core identity or unifying purpose is racial hatred or racial supremacy are forbidden.

Pre-approved Faction Character Kill PermissionsFactions may request Character Kill permissions from members when they join the faction.

Faction CK permissions, along with clear evidence of the player’s consent, must be documented in the central faction management Discord. As this is permission based, the death strike system used in other character kill situations will not apply.

Should a player leave a faction, CK permissions granted as part of faction membership will be automatically rescinded and faction leaders will need to apply through the usual CK request channels, though former members should be aware that the bar for approval of CK requests from your faction will be much lower.

Faction Strikes

Faction strikes may be issued where an approved faction fails to meet server standards by breaching faction & server rules.

Faction StrikesFaction strikes may be issued where an approved faction fails to meet server standards by breaching faction & server rules.

Faction Management may issue strikes based on player reports, faction reports, or admin observations.

The faction strike system is as follows:

  • Strike 1: Private warning to faction leadership.
  • Strike 2: Public warning to the faction.
  • Strike 3: Faction approval withdrawn and the faction disbanded.

In the case of faction disbandment, the faction’s allocated Custodian in conjunction with Faction Management will support in the development of the in-character narrative around why this is the case. This will be either through an in-game event or a written plot that will be canonised in server lore. Continuity will be preserved as far as practicable.

Strikes expire after three months, provided no further faction strike is issued during that period. Faction strikes cannot be appealed, though Faction Management may review a strike internally where appropriate and in the case of new information coming to light.

If a faction member breaks server rules while acting on behalf of, representing, or using the influence of their faction, the faction may be held accountable alongside the individual player. This does not mean factions are automatically punished for every action of every member, but leadership is expected to promote good conduct and address issues when they arise.