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Posted: Mon Feb 12, 2007 5:19 pm
Greetings! I see that this guild has caught you interest. Here is the place where everything is laid out and explained in a more formal matter. It will be long, and know no one likes to read long rules and opening stuff. So feel free to skim over most of this stuff, but it would be wise to look at it in it's entirety at some point or another. This is here for a reason, you know!
Table of Contents Intro Rules Post Layout Posting Race Info Cunning and Charm
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Posted: Mon Feb 12, 2007 5:25 pm
Rules
1. Follow The ToS. We all know that. 2. This is a literate guild. I ask you to be able to type at least two paragraphs, spell decently, and at least know how to use most of your grammar rules. 3. I expect you to conduct yourself in a manner appropriate for the thread you are in. You should be able to decide on your own how to do this. Don't make me make more than three rules. I really hate having to think up rules.
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Posted: Mon Feb 12, 2007 6:22 pm
The Depraved Castle is an interesting place, and we have thought up a special status bar for just such a roleplay. We ask you to follow this, maybe not every time, but at least when you are in an area that opposes your faction.
Posting style—There are no specific hitpoints or armor, and it's basically a statless game, though there are some values to take into account.
Your health—you have varying degrees of how good your doing on health and how many more hits it will take to drop you. If you're in a neutral area, another sect's territory, or someone is nearby that you could potentially be in combat with or that you're in combat with, post how your health looks at the beginning of your post:
Health: Just Peachy
Steve tiptoes into the West Wing quietly so as not to cause a fuss. A slender vampiress steps in front of him and hisses, “What business do you have here, spirit?”
Startled, Steve mumbles out, “C-came to...deliver...message.”
Health varies like so, from least to greatest:
Dead—Dying—Wounded—Hurt—Scratched—Fine—Great
In a fight, you will be updated of how you're doing on health if it changes.
Your reputation—you have reputation with each sect. Doing things to help a sect causes an increase in that reputation, and being a nuisance to them obviously decreases it. More reputation with a sect means they're more likely to help you out, and less reputation means they might attack you for no reason other than hatred of you.
Reputation varies like this, from least to greatest:
Loathed—Hated—Disliked—Neutral—Liked—Respected—Honored
When interacting with someone of any faction, make a note of what they think of you.
Health: Great
Reputation with Vampires: Disliked
The vampiress scowls at Steve. “Out with it.”
“Y...yes...the, uh, I'm supposed to say, uh...” Steve finds the words stuck in his throat, and the more he stalls the more the vampiress bares her teeth—in turn, he becomes more stuck on the words.
“Speak, fool! Or have your kind send another messenger once they find your remains!”
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Posted: Mon Feb 12, 2007 6:33 pm
As stated, the Depraved Castle is a little different from most roleplaying guilds. This is shown again in the way we go about posting. See, instead of just making a topic and posting, in the Depraved Castle, you are to travle from room to room as you post. Here's an Example: (Posted in the Stable) Johnny snarled, then raced off to the Attic (Posted in the Attic) Johnny arrived in the attic, out of breath from his run. So in between those posts, you would have changed topics. If you have questions, feel free to post in Questions and Answers.
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Posted: Mon Feb 12, 2007 7:26 pm
There are five races in The Demented Castle. This post will go into detail about these races.
Vampires: These were your nobles, your high class guys. Their home turf is the east wing. Everyone in the castle celebrated when they heard that these people were turning into vampires, as it meant a quick end to their suffering. To their dismay, they soon found out that these creatures were able to not only drink blood, but also absorb auras to use as a substitute. The vampires are the most aware of what they were previously, and they use it to their advantage. Some say they even remember everything, and know what happened to cause this shift...
Werewolves: These were your stable boys. They still hang out around the stable, where they were comfortable before they were furry. Most of the men were changed into vargs, wolves who possess the ability to change. These unlucky fellows have lost the ability to speak to anyone but their leaders, the few men that were changed into permanent werewolves. These creatures can be heard howling and fighting among themselves in their den. But do not let this behavior fool you; if an intruder stumbles in, these creatures are sure to tear into it with a united force of a strong pack.
Spirits: These guys were the gardeners and groundskeepers. Now they haunt the garden, which is...well, a little wild now, to tell the truth. They were ripped from their bodies as the castle feel to darkness, and they remain so. They do not tire, a feat that may only be matched by the undead. Most are able to shape shift and pass through walls, though few can do it at will. Those that are able to have been amazingly helpful as spies for the other sects.
Undead: The undead, or zombies, were the knights, paladins, and foot soldiers, who defended the castle with their very lives. They now fill the armory with the stench of rotting flesh. Their weapons stick at odd angles from their bodies. They no longer feel pain. They only feel the need to protect the castle, even from those inside...
Animated: The waiters, jesters, and servants of the castle were puppets in life, so puppets they became. They are the animated, and they claim the west wing of the castle. Controlled by anyone who possesses their strings. They mostly like to control each other, and will make quite a bit of a fuss to get any lost strings back into their faction.
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Posted: Mon Feb 12, 2007 7:28 pm
Some basics you'll want to know:
Combat—Everybody loves combat, right? And what better way to take over a zone than just run in and slaughter everything in your path? Actually, that's a terrible way. Why? There's one of you, and many members of every sect, and just because you tell everyone in your sect you want to go take over a zone doesn't mean they'll listen to you.
Here's how combat works:
If you engage in combat with a member of another sect in a neutral zone, you've got about a fifty percent chance one of their brethren will join in on kicking your a**. There are a few factors involved here like the relationship the person you're fighting has with the person who can help him out, as well as how much the person helping wants you dead. These factors will play in increase or decrease in your chance to draw extras into the fight. Likewise, you may have members of your sect help you depending on your reputation among them—just remember that your reputation starts out rather low, while NPC characters start with a higher amount.
If you engage in combat with a member of another sect in their zone, you'll get attacked by every person there. You're infringing their territory with hostility, and they don't like it. On the other hand, if you're attacked by someone of another sect in your zone, don't worry, everybody's got your back even if they hate you, because it's not about liking or disliking you, it's about disliking the guy that hit you more. Note that if you're the one who throws the first punch, though, fewer will come to your aid because the intruder isn't necessarily being hostile, but instead defending himself.
Cunning and Charm—Then, how does one take a zone? Simple, use another method. There are two alternate methods of getting what you want, slyness and charm.
Cunning is anything underhanded or tricky you can pull that doesn't involve combat:
It's best not to engage in combat; if you're caught performing an act of Cunning the punishment is much less severe. Slipping something in someone's drink or tricking them into believing what you want seems less hostile than punching them in the face. By being sly you can avoid combat, and thus getting the crap beaten out of you. It's possible to take a zone by not fighting at all, and your sect members will respect you for it.
Charm refers to things magical in nature; some Charm causes combat, some doesn't:
The castle is covered in twisting magic that has transformed you and everyone else into a creature of the night. It is possible to tap into that magic and play with the forces of the dark to meet your needs. Levitating a chair, filling the room with fog, or hurling a sword through the air at someone all count as Charm. You are allowed to be creative with Charm effects, but if you have a doubt about the legality of a use, feel free to PM someone in charge. Remember that using Charm effects to attack someone will start combat, with all rules of engagement applied.
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