<0> I am the Mod thy God. If a dispute arises, my decision is final. That said, I am not infallible - if I make a mistake or you have a question, please inform me of the problem (preferably via PM or bold text) and I will correct it.
<1> This is a game. I hope that you have fun. In return, I ask that you not have your fun at the expense of the other players in this game (in other words, don't be a jackass). Repeated or extreme violations of this rule will result in replacement or modkill.
<1a> Attempting to use loopholes in the rules to gain an advantage in the game is considered jackassery, and will be treated as such. This applies to things like encrypted codes, invisible text, editing and deleting posts, trying to use the structure of the role PM to gain an advantage, etc. Please, use your common sense!
<2> If there is a conflict between a role and the rules, the role wins.
<3> Claiming that another player is your scumbuddy will result in a modkill.
<4> Quoting private communications (role PM, mason conversations, etc.) or pretending to do the same will result in a modkill. Paraphrasing, however, is not only acceptable but encouraged unless I explicitly say otherwise.
<5> You may not talk with other people about this game outside of the thread (but see Rule 2).
[s]<6> This game will have both a vote count and a FoS (Finger of Suspicion) count. All players will have 1 vote and 1 FoS (but see Rule 2).
<6a> In a Normal game, the FoS count will have no effect on the game other than breaking voting ties at deadline. Theme games make no such guarantee. (Especially not this one!)
<7> To help the game run smoothly, votes and FoS'es should be made in bold text, and use the format Vote: XXXX and FoS: XXXX, respectively. An unvote and/or unFoS is required to remove a vote or FoS; to unvote or unFoS, please use the format Unvote: XXXX or UnFoS: XXXX.
<8> If a player has a majority of votes, that player is lynched and cannot be unvoted. You may talk during twilight unless I state otherwise.
<9> Each game day will begin with a negotiable deadline of 2 weeks in place. At the end of each week, if I find the activity level in the game acceptable and the week does not end with the deadline, then I will extend the deadline by one week, to a maximum of twice the original deadline (a maximum of 4 weeks); the maximum deadlines are not retractable.
<10> If deadline occurs without a full majority and a majority of voting players are voting for a player, that player will be lynched. Otherwise, No Lynch will occur.
<11> You may elect to No Lynch any number of times during the course of the game. In order to No Lynch, one of the two following conditions must be met: either a majority of living players must vote no lynch, or no player receives a majority of votes before deadline. (To vote No Lynch, please use the format Vote: No Lynch. FoS'es for No Lynch will not be counted.)[/s]
<12> Don't drink and post, lest ye receive Public Humilitation. (This rule is an injoke and doesn't actually do anything.)
[s]<13> This is a Twilight setup. All actions are submitted during the day and resolve at the end of twilight. (This effectively makes Twilight a night where all players may still talk in the thread.)[/s]
<14> When you die, stop posting. You may make a single "Bah!"/"Frak you!"/etc. post in the thread. You may not include game content in this post. In addition, once you are dead, do not discuss the game with anyone other than the Mod until the game is over.
<15> All players need to post at least once every 72 hours, or inform me if this is not possible. If you do not post for 72 hours, you will be prodded. If you are prodded, then you will need to post something (a simple "/prodded" will suffice if you're short on time) within 72 hours or you will be replaced. You will receive an Official Warning the second time you fail to post for more than 72 hours. The third time you fail to post for 72 hours, you will be replaced.
<15a> If you have limited access, you need to post to this effect, either in V/LA or in the thread. If I prod you despite you declaring V/LA status, call me on it and I will be duly embarrassed.
<15b> If you post before I get around to handing out the prod, you avoid the prod.
[s]<16> Players may only use one special ability per day (but see Rule 2). Passive abilities and factional abilities are not counted as special abilities for purposes of this rule.[/s]
<17> This game will start after all players have confirmed (by the method specified in their role PM).
<18> Any player who is modkilled automatically loses the game. I will modkill in the fashion that I deem most damaging to the modkilled player's faction.
<19> I reserve the right to add rules if necessary (or if I really, really want to).
<20> Okay, that's enough formal-sounding stuff. Good luck, have fun!
<21> This is a Worst Idea setup. There are no days, no nights and no lynches in this game, and all actions resolve at Rapid Action speed. Each player begins the game with an amount of health and a weapon with a limited number of charges. Players may also begin the game with a certain amount of shield, an item, and/or a special ability.
<22> All weapons have two abilities (Primary Fire and Alt Fire), which cost a certain number of charges and typically deal damage to a player. To use a weapon's Primary fire on someone, type Fire: PLAYERNAME in the thread. To use a weapon's Alt Fire on someone, type Altfire: PLAYERNAME in the thread.
<23> Some weapons have a Final Fire. A Final Fire triggers when the person carrying that weapon dies or drops his weapon. Final Fire abilities are MANDATORY - if a Final Fire ability triggers, you must use it immediately.
<24> Dealing damage to a player removes shield from the target player. If more damage is dealt that that player has shield, then that damage removes health from that player.
<25> If at any time a player has 0 or less health, that player dies as a state-based effect.
<26> All weapons and active abilities have a Recharge Time that triggers after use. A Recharge Time means that you cannot use any activated ability (Weapon Primary Fire, Weapon Alt Fire, Location Change, or active special ability) for that many hours after you use this ability.
<26a> Recharge rates are intrinsic to players, not items; when you use an ability, you must wait for a duration equal to that weapon's Recharge Time before using another ability, regardless of any changes in abilities (due to dropped items or rolebased) in the meantime.
<26b> Each weapon's Primary Fire and Secondary Fire have identical recharge rate. That recharge rate is shown at the bottom of each weapon's descriptive PM.
<27> Each player may drop his or her weapon at any time by posting DROP: WEAPONNAME in the thread at any time.
<27a> If there is a weapon dropped in the thread, each player may pick up that weapon by posting TAKE: WEAPONNAME in the thread, assuming he or she is not currently carrying a weapon. If two or more players attempt to pick up a weapon, the first player not currently carrying a weapon who attempted to pick that weapon up gets the weapon.
<27b> When a player is killed, that player will drop his or her weapon automatically.
<28> A player may hold only one weapon at any given time. If a player is holding more than one weapon at a time for any reason, that player must drop one of his or her weapons immediately.
<29> If a weapon has been dropped and has run out of charges, it will be removed from the game as a state-based effect.
<30> Items may or may not have a special ability. Items with a special ability may have active, passive, or triggered (passive-triggered) abilities. Items may or may not have charges, depending on the item.
<31> Each player may drop an item he or she is carrying at any time by posting DROP: ITEMNAME in the thread at any time.
<31a>If there is a weapon dropped in the thread, each player may pick up that weapon by posting TAKE: ITEMNAME in the thread, assuming he or she is not currently carrying an item. If two or more players attempt to pick up a weapon, the first player not currently carrying an item who attempted to pick that item up gets the item.
<31b> When a player is killed, that player will any item he or she is carrying automatically.
<32> A player may hold only one item at any given time. If a player is holding more than one weapon at a time for any reason, that player must drop one of his or her items immediately.
<31> When a player is killed, that player will drop any item he or she is holding automatically.
<32> This game, in addition to weapons and items, has Locations. Every location contains a special powerup. Locations are relevant to certain abilities.
<33> Powerups may be passive or consumable. The full list of possible powerups is as follows:
- 1) Shield Belt (consumable): Adds +150 shield to its consumer, to a maximum of 150 shield. This powerup regenerates every 96 hours.
- 2) Super Shield Pack (consumable): Adds +100 shield to its consumer, to a maximum of 150 shield. This powerup regenerates every 72 hours.
- 3) Shield Pack (consumable): Adds +50 shield to its consumer, to a maximum of 50 shield points. This powerup regenerates every 48 hours.
- 4) Helmet (consumable): The next time a headshot would deal damage to this powerup's consumer, instead that headshot deals normal damage. This powerup does not regenerate.
- 5) Keg of Health (consumable): Adds +100 health to its consumer, up to a maximum of 199 health. This powerup regenerates every 96 hours. And no, we're not holding an intergalactic kegger.
- 6) Health Packs (consumable): Adds +50 health to its consumer, to a maximum of 100 health. This powerup regenerates every 48 hours.
- 7) Health Vials (consumable): Adds +25 health to its consumer, to a maximum of 199 health. This powerup regenerates every 48 hours.
- 8) Double Damage (consumable): This powerup's consumer deals double damage for the next 24 hours. This powerup regenerates every 72 hours.
- 9) Invisibility (consumable): This powerup's consumer may activate abilities via PM for 48 hours (by sending a PM to the mod with Fire: PLAYERNAME, Altfire: PLAYERNAME, or ABILITYNAME: PLAYERNAME instead of posting the command in the thread). This powerup regenerates every 72 hours.
- 10) Boots of Jumping/Anti-Grav Boots (consumable): This powerup, while utterly cool, does nothing. It regenerates every 24 hours.
- 11) High Ground (passive): Players standing on High Ground deal will deal Headshots with any weapon with a Headshot function.
- 12a) Health Pod (passive): Any player located in a Health Pod will regenerate 25 health per 24 hours to a maximum of 100 health.
- 12b) Health Pod Trigger (passive): If a player is located on a Health Pod Trigger, the amount of damage healed by a Health Pod will be multiplied by -1 (so the Health Pod will deal 25 damage to each player in its location every 24 hours).
<34> Passive powerups are applied equally to all players in that powerup's location. Consumable powerups are distributed as follows: when that powerup regenerates, choose a player randomly from each player in that location and give that player the consumable item.
<35> Each player's location will be chosen at the start of the game. If you wish to change your location, send me a PM with New Location: LOCATION NUMBER. This ability has no recharge time but can only be used once every 24 hours.
Last edited by Tarhalindur
on Wed May 20, 2009 2:10 pm, edited 1 time in total.
User out of ambit.
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