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.