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Rules (Read First)

Posted by AoFor group public
Ao
GM, 1 post
He That Is
Furious
Wed 16 Jul 2014
at 22:56
  • msg #1

Rules (Read First)

I am the One Who is Ao.  My Wrath is swift, but fair.

New Players should read these RULES in their entirety, and if possible the ACTs of the current AEON.

TURNS

#1. All players are allowed one sentence per day with which to ACT. The day begins at 12:00 am midnight, Eastern Standard Time. Watch the time, since I will treat any premature ACT as invalid, even if it is only a few minutes too early.

#2. All players are allowed to save up 2 or 3 ACTs (which would take 2 or 3 days) if they so choose, and then use them all at the same time. ACTs beyond 3 are "burned" off.

#3. All players are bound by the dictates of all previous ACTs by all players.

*No actions can be 'taken back', 're-done', or disputed. What's done is done.

STASIS

*If for some reason you will absent from play, you can enter STASIS where you will not receive turns as the days pass (as if you were saving them) but you will not be destroyed either.

#5. STASIS is available for those who have real world concerns that prevent them from signing online and making a one-sentence post for periods of longer than 3 days.

*STASIS turns you, a GOD or GODDESS, into some tangible object or ARTIFACT (see ITEMS OF POWER below) that cannot be destroyed but is none-the-less real to the beings and things of Creation. You may define the appearance of this artifact (it has only the POWER to PRESERVE your deity; it simply IS), but I will decide where it is located at the beginning of your STASIS. It can be moved, stolen, whatever. This impacts none of the gods per say, but will affect all mortals who perceive it. It will ALWAYS appear very special and may draw the interest of beings, especially those who worship you. This artifact however ceases to exist as a reliquary once you have re-entered play, but perhaps the hollow-chamber that once housed your essence may remain... it's your call.

WARNING: If you are absent from play for more than 5 days without notification and STASIS, you will be destroyed by PARADOX. You cannot exist and not-exist at the same time.

MULTIPLE ACTS

#6. When posting your Action, please limit your post to a singular ACT or suffer the Wrath of Ao. No god can pre-empt his 3 days; the moves must be saved up.

*If the Wrath of Ao involves your post being deleted ENTIRELY, you get your turn again the next day as if you had saved it.

I will be keeping track; if you can fool me, by all means try. If caught, you will not be destroyed but you will suffer the Wrath of Ao, which means I get to make a move (and of course when Ao makes a move, it can be compound, or whatever). I may not undo whatever you have done, but I can make it much more complicated.

DESCRIPTIONS

#7. When posting, please describe your ACT in as much detail (or as little) as you deem neccessary, but be aware that, if clarification seems needed, I will put an italicized byline at the bottom summarizing it.

*QUITE OFTEN I WILL SUMMARIZE SIMPLY TO ADD UNFORSEEN DETAILS. These details will never alter the spirit (as detailed by you in a private line or message if necessary) of your intended action, they will only add flavor.

ECHOES OF THE VOID

#8. Feel free to use the Echoes of the Void topic as a way of communicating IC (in-character) with other players. Out of character conversations should be private, so as not to confuse the others. Feel free to make alliances, coordinate your turns to accomplish greater things, and generally be social with the other gods.

ITEMS OF POWER

#9. There are two kinds of ARTIFACTS; the first has already been explained (see #5. STASIS). The second kind is a NON-STASIS ARTIFACT also known as an ITEM OF POWER (which can become a STASIS ARTIFACT as well).

*An ITEM OF POWER not merely a magic item (which are subject to the laws of magic as defined by whatever the Gods will it to be).

WARNING: In exchange for divine level power, there is an equal chance of backlash against the god who created it. This will be exactly 50/50 and I, Ao, will determine the outcome upon its use EVERY TIME ITS power is USED, and let ALL DEITIES KNOW WHAT THE BACKLASH WAS in the AEON.

The power can be anything (but is essentially one of the three types listed below) but counts as one of your moves for a day. Up to three POWERS can be invested, and this works just like your ACTs; in fact it counts as however many ACTs are converted into POWERS.

ARTIFACTS can be used by mortals and ultimately their use is out of your control. However, you can certainly send portents and dreams to mortals (such a message is an ACT) telling them what you want them to do with it. They don't have to do it (unless you spend a whole ACT making them) but will probably. Destruction of ARTIFACTS is impossible except by the deity who made it (or by BACKLASH and hence the Wrath of Ao).

All powers must conform to one of the following IN ESSENCE (that is they can be described cosmetically, but they are still essentially the same):

ALTER (nothing damaging, but can warp things dramatically)
DESTROY (full on entropy, this power does exactly what it says)
PRESERVE (this one is usually for a STASIS ARTIFACT but can be used for preservation of something else besides a deity)

THE DOMINO EFFECT

#10. The DOMINO effect is a term used to describe some action that could be construed as more than one ACT (by Ao) and runs the risk of the Wrath of Ao, but essentially accomplishes ONE ACT and therefore evades my direct intervention.
Such ACTS test the limits of what is allowed and are subject to my interpretation as per the WRATH OF AO

PANTHEONS

#11. PANTHEONS- At least three gods who pledge to share their works openly with one another will be called a PANTHEON. There are two advantages to being in a PANTHEON. First, you can create ARTIFACTS together. Second, each AEON following the 1st, a PANTHEON will gain PANTHEON ACTs equal to its total membership. These can be used by any member of a PANTHEON, although discussion would seem to be advisable.

The pledge of a PANTHEON is essential and lasts until one of the Gods breaks the agreement, at which time the Wrath of Ao comes to pass. And how!

ADDENDUM: THE WRATH OF AO

AND FINALLY, a better idea of what exactly the Wrath of AO is... it is essentially DM's fiat, that is whatever gets -me- going (and more often than not even if it is damaging to whatever long term plans you might have it is at least interesting). Don't complain! Anyone who suffers the Wrath of Ao (no matter how little or how much) took a -risk- WILLINGLY.

ADDENDUM II: The Passing of AEONS

AEONS are like chapters.  At some point, Ao will call for a vote to initiate a new AEON, for which a majority wins.  If the AEON does NOT pass, then Ao will begin to intervene directly in the affairs of creation more often (and his WRATH will become more CHAOTIC and UNPREDICTABLE).  Eventually, Ao will call for another vote by the same rules, and with the same outcome if it is not passed.s

When a new AEON is opened, the last one is closed.  A lengthy undisclosed amount of time passes for which the cosmos to develop unmolested by the gods.  A short description by Ao, much like a State of the Union address, will head each AEON and set-the-stage so to speak.

At the beginning of the new AEON (that is after the first) each deity is required to declare a portfolio (and therefore their intentions).  Portfolios are one word (or sentence) describing what element, race, thing, etc. that your god wants to be associated with.  Gods may share portfolios, and they need not be concrete things, they may be abstract ideas.

ADDENDUM III: MULTIPLE SENTENCES

As Rule #1 says, you have ONE SENTENCE per day with which you may ACT. If you wish to write more than one sentence, please make your actual ACT stand out in some way (underlined, emboldened, differently colored or something of that nature).

Here is an example:

Lord sees that the Void is empty, and creates a small, hard object, dubbing it a rock. The rock is gray and covered in fine cracks. If you stare at it long enough, it kind of looks like a picture of Thomas Jefferson.

Lord creates a rock.

And the rock floats in the void, being an object of no interest whatsoever. For some reason, Lord feels very pleased with himself.

The italicized portion represents Ao's recap of the ACT and its effects on Creation (in this case, not many).

ADDENDUM V: CHANGES

Ao retains the right to change any names or other details that he feels threaten the individuality of this game over others that may or may not have come before.

ADDENDUM VI: BLANKET LAW ACTs

No GOD may make an ACT containing a law that adjusts, removes, or restricts the power of another GOD.

Gods may also never create a 'hands off' area for specific gods. All creation is open for all gods.

Addendum VII: TECHNOLOGY

Technology in this game will be progressive. In other words, a chronological order in the way technology forms will be used. One cannot develop "robots" or "computers" if reading, writing, math, etc. have not even yet developed. If we reach a point where technology seems like it will advance forward beyond Renaissance time, I will accommodate for this change to occur. In other words, don't jump to beyond the Renaissance time unless I dictate it is okay to do so.

Addendum VIII: Ao has the right to add or subtract addendums between Aeons. He may also propse new laws during Aeons, but these may be voted on. Also, any time Ao wishes to addd new olayers will fall under this addendum.

Addendum IX: For this game, each God will have a Domain. A Domain will be a theme to his ACTs and it should be incorporated into ACTs when reasonably possible. So, if your do ain is Sun or Fire, making a sun counts as a Domain ACT. However it should not always be possible to work within a Domain. So, if your domain is Fire and you are creating an ocean, don't try to make it a Domain ACT unless some context would allow it.

At the end of each AEON, Ao will grant one final ACT to any god who has performed at least five Domain ACTs in the previous AEON.

Addendum X: Ao will grant each god a title when he feels they earned one and this title will be how he is known to mortals. Ao has the right to alter titles as he chooses. Titles are also the only part of a God affectavle by other gods. Do with that what you will or think reasonalve...
This message was last edited by the GM at 23:11, Wed 16 July 2014.
Ao
GM, 96 posts
He That Is
Furious
Wed 3 Sep 2014
at 02:34
  • msg #2

Re: Rules (Read First)

ACTIONS:

ACTIONS are like ACTS as they are what dictates the course your character has taken. Unlike ACTS, which direct the world, ACTIONS are a response to the world changing. During the Inbetween, Ao reserves the right to allow, in some form or another, for players to take ACTIONS. This may be because they are mortal in form now or they are ACTing through a champion or Avatar. Either way, the ACTIONS are far more limited in scope. Rules for ACTIONS are as follows.

Rule One: ACTIONS can only direct the characters or characters a player controls. Here, there is no Godmodding! You can direct them physically, magically, or mentally to perform a task that is above the norm. For instance, walking around is not an ACTION, nor is eating, drinking, smoking, sex, preparing a sword, etc. an ACTION occurs when you attack or want to sire a child. An ACTION is something that fundamentally alters, or you wish it to alter, the world in some small, mortal way. Mortals, of course, cannot create or destroy in ways not allowed by the gods' ACTS. So, if your character is a sorcerer, which would have taken an ACTION to achieve, then she can use the sorcery or wizardry at her disposal to affect the world in the way that discipline works.

Sample ACTIONS:
Belial seeks out a master to learn wizardry.
Rubina seeks to master Ru-Ke in the style of the Rat Tribe.
Max apprentices himself to a Blacksmith.
Chandra uses Pyromancy/Wizardry to attack Desmond the Despoiler.
Cilis investigates the rumors of Phellian activity in The east.

ACTIONS are, essentially, how your character gains skills or talents and then uses them, in major ways, to affect the world. As always, the more detail and explanation behind your story, the more likely my arbitration goes in your favor.

Addendum to ACTIONS rule One: It should be noted that while and ACT is garuanteed to create something like what is desired, exactly what is described barring Ao WRATH, ACTIONS are more nevulous. Whether an ACTION succeeds is based mostly on whether it is possible, and if it is not I will explain why, and the degree of success is based on many factors including description, feasability, time, previous ACTIONS, TALENTS, SKILLS, etc. ultimately, Ao reserves the right to tell an awesome story and resolve ACRIONS to do so, with fairness and nalance in mind. So, while an ACTION will always result in a player's development, it might not always be what the player desired.

Rule Two: ACTIONS are generated differently than ACTS. That is, you don't get one a day. Inbetween is meant to move faster than the Ages of Gods, so ACTIONS are generated as specified by Ao in his posts Inbetween. Once you know how many ACTIONS each players has, then you may discuss and negotiate any plans of action in the Thread dedicated to it (Ye Olde Inn) before enacting them. Remember, this thread is still IC and only character that can interact can plan concerted ACTIONS here. This is the PARTY effect (explained later).

Addendum to ACTION generation One: Posting Inbetween will be structured thusly:
   Plauer One posts all ACTIONS for the period
   Player Two posts all ACTIONS for the period
   Player Three posts all ACTIONS for the period
   Etc until all Players have posted
   Then, Ao will post the results. This post will include notes on skill Acquisitions, talents, New Disciplines, etc. an Overview of events in the world, some of which will require ACTIONS to become aware of or conversation in PARTY. Then, Ao will post events storylines or threads characters can follow and explore if they wish. Lastly, he will post the next time length and how many ACTIONS are generated in this time.

Addendum to ACTION generation Two: Question ACTIONS will be permitted. Send a PM with any questions you wish to ask about events and possible threads. This is to allow a character to use an ACTION to make their mortal aware of an event not previously known about. These can be kept secret of the information shared in PARTY. Be careful, these can cost all your ACTIONS if you ask too many. Questions not directly related to a quest or event can be asked normally, or left in the players ACTIONS post if immediate response of private response are not desired.

Rule Three: Ao's Wrath is still in effect. If. Mortal performs an ACTION beyond mortal scope, performs more ACTIONS than allowed, or just pisses Ao off. He reserves the right to have any one or all ACTIONS of said Mortal go terrible wrong. So, don't mess with the boss. If you have questions or concerns about a possible ACTION, shoot me a PM and clear it with me.

Addendum to WRATH One: Invoking WRATH is not always bad, sometimes it is worth it to skirt the edge. Ao understands and even approves, occasionally, but don't think he will go easy on you. Too much of this behavior will result in DEATH. DEATH occurs when a player has lost the right to control a mortal for a period of time, from one or two cycles to the entirety of this Inbetween.

Rule Four: DEATH occurs when a player either chooses to end their mortal existence or they have not posted for three cycles. DEATH means the mortal has died, the player looses control, and either they REINCARNATE or remain out of the inbetween. If. Player DIES due to events and ACTIONS, they may chose to immediately REINCARNATE as another mortal ignoring all time and space requirement. They always were this other mortal. They may be given dispensation to acquire a certain number of skills, talents, information, etc as part of REINCARNATION. If the mortal died from WRATH or a few other types of IC events, they may have to wait a number of cycles to reincarnate or give up their dispensation. It is Ao's decision

Addendum to DEATH one: if a player knows they will be gone for a certain length of time and wishes their character to be put on hiatus, like a god's STASIS, they can declare this in PARTY chat and will be considered to be either ADVENTURING or TRAINING, their choice at time of leaving. If they choose ADVENTURING, on return they will receive a certain number of ACTIONS immmediately. These are to be used within three days of receipt or are forefeited. If the player chooses TRAINING, they will receive a certain number of skills, items, or information. TRAINING will result in more benefits but of a more limited scope and they may be used at any time for the remained of ainbetween.

Rule FivePARTIES are formed where three or more mortal players wish to adventure together. Unlike PANTHEONS, PARTIES do not gain additional ACTIONS but gain, instead, the ability to coordinate and share information. Also, a PARTY member may, if they wish, give an ACTION to another PARTY member as one of their ACTIONS. If this was coordinated ahead of time, this ACTIONS can even be used strategically and out of order. To give an ACTION to another member, simply declare it in PARTY chat.

Addendum to PARTIES One: A party must be approved by Ao before any PARTY chat occurs but does not require an ACTION. Ao may, at any time, declare a change in PARTY membership or existent e based on events. I.e. If you are locked up in Mooru's dungeon, no PARTY for you!

Rule Six: SKILLS are anything a character can do that are extraordinary from sorcerous power, expert with a weapon, crafting skills, or information gathering skills. A basic adventurer is going to be considered capable of any basic action, fighting, running, jumping, etc. but extraordinary abilities must be gained and trained with ACTIONS. Thus, if you want to know Ru-Ke or Geomancy or to create a Gh'olem or a SkyShip or to be an ace pilot of trick rider, all of these are skills to acquire with ACTIONS. INFORMATION is also under this restriction. Your character can know anything reasonable to. Mortal in his location, but to learn INFORMATION from far away or on other planets requires an ACTION. Lastly, some SKILLS, require certain restrictive TALENTS or races to learn. Only Faunus can learn Ru-Ke for instance, but since Ao wants this to be fun and your are gods given mortal flesh, a TALENT, is an innate ability to learn a SKILL otherwise inaccessible due to race or otherwise. Some talents can be gained such a Oathkeeper or Revenant or Wizard  through the course of event, but others must be taken at mortal birth, such as HUMAN WHO GENERATES RU. Be careful which talents are which, be prepared to ask Ao in unsure. Don't risk WRATH for something so small. Gaining a TALENT that should have been gained at birth will get that TALENT, but invokes WRATH. Something interesting and bad is sure to happen. TALENTS can occasionally be earned via QUESTS.

Addendum to TALENTS One: If you wish a TALENT normally reserved for birth, a powerful ITEM (Something extraordinary), or to achieve an Milestone event, the. A QUEST is in order, a certain number of QUESTS will be offered each cycle, but you may request one through an ACTION. I.e. Cillis goes in search of Ru TALENT via a QUEST. Now, it might take several cycles to achieve or cost something, but Ao will arrange it. A QUEST is always a trade off this way.
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