Announcement: Forum Rules & Guidelines (Read 1,074 times)
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Forum Rules & Guidelines « Thread Started on Nov 12, 2005, 5:14pm »
General Forum Rules:
1.) Be respectful of other members’ views, opinions, and beliefs.
2.) No obsessive swearing. Swearing is okay-to an extent, so long as it stays in RPing only.
3.) No txt spk (abbr. typing) while RPing. It will not be tolerated. If you have to use txt spk, please use it only in the general boards. First time offenders will receive a warning to edit the post. After the first warning and the offender continues to break this rule, the post will be deleted without warning.
4.) No speaking in CAPITAL LETTERS. This will not be tolerated. Offenders will get one warning to modify their post, should they not do so, or continue to break this rule, the post will be deleted without warning.
5.) No spam in any RP boards. Spam will only be allowed in the general boards.
6.) No illegal activity, pornography, or offensive material will be allowed here. All text and images must follow the Proboards Terms of Service. All posts that break these rules will be deleted instantly and without notice.
7.) All signature banners must not exceed 250 pixels in height, and 500 pixels in width.
Re: Forum Rules & Guidelines « Reply #1 on Nov 12, 2005, 6:03pm »
RP Rules:
1.) No power playing/autoing – Playing of someone else’s character without their consent. However, this does not apply to NPC’s (non player characters).
2.) No god moding – God moding is making your character unbeatable and flawless (and furthermore able to manipulate other characters and the world around them): essentially, an all-powerful, omnipotent, "perfect" character. Be realistic; show weaknesses (though they do not have to be really obvious). No one/thing is perfect.
3.) Swearing is okay, and we don’t mind it. However, if you swear too much, we will ask you to edit your post(s).
4.) No taking in character fights/disputes into OOC.
5.) Characters are not allowed to possess magical skills other than shapeshifting if (and only if) the said character is a werewolf (he or she transforms into a wolf, obviously).
Werewolf Facts/Rules:
1.) Werewolves can shift at will. However, every full moon all werewolves are forced to change. They cannot stop it, even if they wanted to.
2.) In this RP, Werewolves are immortal unless killed (i.e. They do not age). Unlike Vampires, Werewolves can theoretically be harmed by most things that would harm any normal human, however, as legends suggest, they are more susceptible to attacks borne of silver. Like vampires, they also have the ability to heal very quickly and are quite strong.
3.) Werewolves are known for a variety of things, from their strength to their speed. Smaller wolves generally find agility to be more their forte and ususally are used more as scouts and hunters, whilst larger wolves tend to function more as anchors. Whatever the case, werewolves are quite reliant on one another. As a pack, they are quite a force to be reckoned with.
4.) In every pack, there is a pack leader: an Alpha male. The pack leader then has a right-hand man/woman (his "Beta") as his advisor. Usually the Beta is the alpha's wife/mate, a trusted family member, or a good friend. However, in the werewolf community trust is hard to find. Below the Pack-leader and Beta are the less important “soldiers” of the pack, and below the soldiers are the slaves.
5.) The Right of Challenge grants a werewolf the right to challenge the alpha for leadership of a pack. To gain the Right of Challenge one must have a high reputation (500 and above). If the challenger loses the battle for leadership, he or she is banished from the pack. Often if a challenger loses the fight, he or she will start his or her own pack then later challenge the previous pack to territorial battles. NOTE: To challenge a pack leader for leadership, please PM the one who is currently leader of that pack, and PM both administrators with your request. We will then work out the storyline between the challenger and the pack leader.
« Last Edit: May 20, 2009, 10:47pm by Alcander Owen »
Alcander Owen Administrator Former ARC Leader member is offline
"All that we see or seem is but a dream within a dream."
Joined: Oct 2005 Gender: Female Posts: 269 Location: The Dark Karma: 1
Re: Forum Rules & Guidelines « Reply #2 on Nov 12, 2005, 6:10pm »
Vampire Facts/Rules:
1) The sunlight does not literally burn a vampire; it will weaken them substantially and significantly hurts their eyes.
2) Vampires can be harmed by holy objects, (i.e. Cross, Holy Water, ect.) but are not weak against garlic.
3) Vampires can be killed by putting a stake through their chest, decapitating them (or otherwise severely injuring the brain/brainstem), or burning them to ash.
4) Vampires are not shapeshifters, nor are they otherwise magically inclined.
Some Sidenotes: Unlike werewolves, who are generally brotherly toward one another and who rely on one another greatly, vampires are more solitary creatures. They live in clans out of simple convienance of numbers and are somewhat prone to stabbing one another in the back.
Hierarchy:
1) There is a main leader and a right hand man or woman. The right hand man or woman is usually someone highly trusted, such as a family member or close friend.
2) The main leader can only be challenged under certain circumstances. In order to challenge the leader you must have a reputation of 500 or more. You also have to PM the leader that you're challenging so as to work out any plot/story kinks that may arise.
3) If you win against the leader you become the new one for your group.
4) If you lose, you MIGHT be given the option to take vengeance by creating a new group, otherwise you should probably expect a swift death. You may ONLY create a new group with permission from one of the Administrators. Depending upon how many groups are in circulation you may or may not be given permission.
Human Slavery:
1) Seeing as the main reason for the rebellion is slavery, some people are allowed to play human slaves.
2) Just because they are slaves does not mean you are allowed to power play or god mode against them. The same rules apply as to everyone else.
3) To the slaves: If you escape, remember there must be a logical way for you to have gotten free. I don’t want to see “Magically slips out of chains and teleports out of the building”. That’s no good, but if you have a logical method for escaping, use it... Perhaps PMing some Solar Eagle people to instigate a rescue?
4) To the masters: You are not perfect; there are things you’re going to miss. Do not eliminate all escape routes for the slaves right from the get-go. You can make the place look secure and you can make a point of not pointing out the ways to escape, but you can’t say, “It’s impossible to get out”. That just ruins the fun.
« Last Edit: May 19, 2009, 6:35pm by Alcander Owen »
Zander Antares Global Moderator Former Solar Eagles' Leader member is offline
The Voices in my Head Hate All Things Evil.
Joined: Dec 2005 Gender: Male Posts: 364 Location: Behind you Karma: 17
Re: Forum Rules & Guidelines « Reply #3 on May 28, 2006, 9:05pm »
I've made some modifications to the rules. Existing members may want to take some time to give them a once over, especially if you play a werewolf char.
Zander Antares Global Moderator Former Solar Eagles' Leader member is offline
The Voices in my Head Hate All Things Evil.
Joined: Dec 2005 Gender: Male Posts: 364 Location: Behind you Karma: 17
Re: Forum Rules & Guidelines « Reply #4 on May 29, 2006, 12:32pm »
Continuity
On more than one occasion the issue of character continuity as arisen here on D.C., so I'm going to set things straight in regards to the world this RP exists in. However, I want you to realize that I try not to establish things too much, since I enjoy the openess of the story.
Timeline
There is no specific date set for when this all takes place. The only cue you have to go on is that the war has been raging for 25 years. Generally we interpret this as meaning that the war has been raging for 25 years since our present. If you're looking for dates, there are none to be had: ambiguity.
The World Outside of DC
The initial description you get of DC does not give you a really good description of the outside world, again we've employed a little ambiguity to keep things interesting. However, we're to assume that the struggle on D.C. mirrors a greater struggle offshore, or that at the very least, the offshore is very much aware of the goings-on when it comes to the global struggle between werewolves and vampires.
That does not neccessarily mean that the outside world is in peril, but it also does not neccessarily mean that the outside world is perfectly safe either. Afterall, if the outside world wasn't involved with problems of its own you'd think they would have sent some help by now, right?