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 DarkNight Rules, READ THE RULES
KrazyKelli
Posted: Jan 27 2004, 09:00 PM


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Posts: 4,584
Member No.: 3
Joined: 22-November 03



As of March 2010 I am rehauling the rules. You can ignore everything in hard-to-see blue.

Remember to use common sense (read the common sense rules in NewsHighlights if you don't have any). You should already know not to godmode, powergame, have c-sex, etc.


1. You can be one of a handful of species. The main species of the original DN rp are: Human, Vampire, Werewolf, or Gargoyle. You can also be Kindred (Were-Other), Zombies, Ghouls, Shadows, Orcs, and Ogres. Humans can become Vampires, Werewolves, zombies, and ghouls.

Description of the individual species below this post. Post a profile of your character in the character profile thread.

2. No Magic - such as no fireballs, timetravel, weapons made from the gut of a star you summoned, etc. Vampire and such powers must be specified in profile. You can have magic. Go wild, so long as you don't do instaspells that ruin things, such as instahealing or insta-fix-the-problem.

3. Please, for the love of all, don't make your charrie the 'first vampire' or 'the strongest most uber powerful werewolf'.

4. The DarkNight rp is taking place in an alternate steam punk reality. Think the dark ages with gears and golem robots. You can make up weapons of your dreams, but don't go flying in with a B12 bomber plane

5. Ignore this rule.

QUOTE
Specific Traits are as follows:

Humans can use 1 of the 3 traits.

Cyborg implants work for any limbs, an eye, part of the face, etc. A human can't be more than half cyborg - due to the fact that there are no cyborg organs. Cyborg parts aren't invincible, and can be broken with an armor-piercing bullet, metal alchemy, a werewolf bite or claws, and gargoyle strength. However, if broken, the person won't die or bleed to death. Guns cannot be fitted to cyborg parts.

Firearms can be everything listed in the 3rd post of this Rules thread (5 gun category - scroll to bottom of page). Can also make bullets for the specific guns. Also, you can fancy up already-made swords and items - like make a regular shovel sharp with a strong hilt.

Alchemy is tricky. If you've seen FMA you should already know how this works. You can manipulate specific things if you have something of equal value. Such as using a pipe to make a sharp new sword. Lead into gold is another famous example. However, to do this, you need to take out the time to draw the circle under the item. After using alchemy, the human or gargoyle will be worn out, tired, weak.. until a bit of sleep. Alchemy is hard to perform secretly because transmutation always creates a bright flash. It is especially visible at night.

_____________________________________________________
Werewolves have 2 powers and can use both. Gargoyles also have immunities

Shapeshift is used for all werewolves, as is what makes them so. However, can only shapeshift during the night.  They can be 1 of 3 forms. Human, werewolf, and wolf. During a full moon, they are forced into being a werewolf regardless. When the sun raises the Chronos is trapped in whichever form they were in last (either human or wolf - if you're a werewolf when the sun rises you can choose which species (human or wolf, of course) to be stuck as).

Immunities are extra strengths against specific elements. While it doesn't make the creature inpenetrable, it won't hurt them as much. You can choose 1 of the following for your profile:
Physical - damage reduced from physical attacks
Fire - can withstand flames

____________________________________________________
Vampires have their own list of powers. You may only choose 1 of the following:
Shadowing - Can use shadows to your advantage, such as melding into them, etc.
Fleshcraft - Melding either your own, or others' flesh and bones to your own wanting. Using this ability takes alot out of you.
Shapeshifting - You can become only 3 of the following: Bat, wolf, regular black cat, rat, panther, spider, snake, raccoon, vulture, or scorpion.

Vamps are also good with regeneration. If a human without an arm becomes a vampire, they will - with extreme pain - slowly grow that arm back.
_____________________________________________________
Gargoyles can use 1 of 2 things. Alchemy or Immunities. However, they can also be equiped with cyborg parts and use the following:

Stone Regeration - during the day all gargoyles become stone. When they return to normal at night, all scars from the previous day are gone. The only weakness in this is that they are vulnerable during the day.


--------------------
You Think I Have A God Complex? Lemmi Tell You Something...
I Am God

Ame Line of the Moment - "Don't want bandage boy and his bloody birdlizard to eat me"
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KrazyKelli
Posted: Jan 27 2004, 09:00 PM


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Dark Night Species (rule 6)

Humans
Most information about humans should already be known since you guys are all, well, human. Weak, fragile, and with short lifespans. However, humans are also very fast with their work - since vampires are busy stalking victims in the night, werewolves are busy keeping from going berserk, and gargoyles are stone half their life. Due to this fact, Humans were the first to come up with the idea of cyborg implants and also the first to work on wiccan magic (alchemy). Most humans hate or fear vampires and werewolves, but will work well with Gargoyles. A percentage will work to help or befriend vampires as well, but usually only in hopes of becoming one.

Humans specialize in cyborg implants, alchemy, or the construction of firearms (only 1 of the 3, not all).

They can be made into werewolves or vampires - but not change back into humans afterwards. Cannot be both.

_______________________________________________________
Vampires
Undead creatures of the night. Vampires are unique in the fact that they have the widest varieties of 'specialties'. However, a single vampire can only use 1 of the many powers. From fleshcraft, to shapeshifting, to shadowing. They must live on blood of humans to survive - so think of that species as sheep. And are very strict on who of the human race joins their society. Vampires are impartial to gargoyles, and really hate werewolves. While they can use the firearms from humans, they can't use alchemy or cyborg implants. Sunlight and UF light won't kill a vampire, but will blind and weaken them greatly, while artificial light really irritates them, but they can deal with it. Vampires with Shadowing skills are known to spontaniously combust when exposed to sunlight. So, of course, they hate light as well. Crosses, crucifixes, holy water, and garlic are just myths and also won't hurt a vampire.

Vampires have their own list of powers (which are listed in rule 5). And may only specialize in one of that list.

This species can convert humans to vampires by 1, draining from them three times, and 2, feeding that human their blood in a bond. They can also feed blood to another of their kind to create a bond (much like a sibling). Vampires under bond have a hard time hurting each other (without severe headache), and can't kill eachother.

_______________________________________________________
Werewolves (Chronos)
Werewolves are tainted humans gone lupine. They are either human or wolf during the day, and during the night can freely shapeshift between human, wolf, and werewolf. During a full moon, werewolves have no choice and must be a werewolf during the night. Most chronos are known to have berserk intentions, love the smell of death, and enjoy a hunt. They really hate vampires, aren't fond of gargoyles on their territory, and find humans crunchy. There was a story of a werewolf that was mistaken for a human and was fitted with a cyborg arm when he lost his original one in a fight. In turn, when the werewolf became a werewolf, the cyborg arm couldn't support his enlarged body and exploded due to the force of the sudden change. Werewolves (as werewolves) are also known to have slight regeneration as well. Which makes them a pretty fearsome adversary.

Werewolves can turn humans into werewolves if they attack the human in chronos form and the human manages to live the next day. Werewolves also live in packs and don't enjoy being alone.

________________________________________________________

Gargoyles
Gargoyles lived long before the other species. While their lifespans are only 300 years, they are known for their wisdom, their protection, and bond with humans. One could describe a gargoyle as a lizard on two legs with wings. And, besides for becoming stone during the day, they pretty much are. Due to the long lives and generations of protection, the gargoyles don't enjoy using up to date weapons like guns, and will just surfice with their claws and swords. Even though they have wings, these lizard-like demi-humans cannot fly, but only glide. Their strength matches that of a werewolf, and their claws are twice as stong - which makes scaling up a bare wall possible. Gargoyles enjoy protecting humans, are impartial to vampires, and find werewolves as kindred - though the werewolves don't think so.

Gargoyles have wonderful regeneration skills, but only after beng stone for a day. And while stone, they are just that. Stone.. And rely on humans to protect them during that time from.. well.. outside danger.


--------------------
You Think I Have A God Complex? Lemmi Tell You Something...
I Am God

Ame Line of the Moment - "Don't want bandage boy and his bloody birdlizard to eat me"
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KrazyKelli
Posted: Jan 29 2004, 02:10 AM


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Posts: 4,584
Member No.: 3
Joined: 22-November 03



Notice

Sadly for Issue, I'll be taking out all weapons exclusivity rules. So you can ignore this post. I don't have the heart to erase it yet. So I'll stick it in a quote and put it in a hard to see color.


QUOTE

Here are the list of guns categorized that you can have/make. Remember that only humans that specialize in firearms can make the guns.. don't have it where your character continuously (though you can do it when you start off) knocks off people with the guns to get them =P it reduces character play.

Weapon list brought to you by Issue.


Each weapon will be rated on it's effective range, power, target aquisition, and rate of fire.
effective range (ER) - what distance the weapon is accurate at
power (P) - damage done in the effective range
target aquisition (TA) - how quickly you can aim effectively
rate of fire (ROF) - how fast it shoots ACCURATELY

1) Handguns - be they revolvers (six shooters) or semi-automatic pistols (what most people call a handgun) they fire between 6 and 10 shots before being reloaded via a detachable magazine. Several magazines may be carried and a reasonable amount would be 1 in the weapons, two extras on hand.
ER - short (5-30 feet)
P - very little
TA - fast
ROF - fast

2) Carbine rifles - short rifles that are much like AK-47s or M-16s with the exception that they are semi-automatic. you must squeeze the trigger each time you want a bullet to come out. A typical load for a weapon like this is 30 rounds per magazine. One spare magazine is comfortable carried.
ER - medium (50-300 feet)
P - medium
TA - medium
ROF - medium

3) Long rifles - these are bolt action rifles, potentialy with an assisted aming device like a tube you can aim through. NOT A SCOPE. Each time the weapon is fired a new round must be chambered with a pull-then push bolt action. If this confuses you, know that the weapon is slow to fire multiple shots and even slower to reload. The weapon holds 6 rounds give or fewer and takes about 20 seconds to reload. Extra rounds would be carried on a belt ot a wrist band and up to 24 additional rounds could be comfortably carried (that makes 30 total)
ER - long (450 - 1000 feet)
P - very powerful
TA - slow
ROF - slow

4) Shotguns - they come in two varities. The double barrel has two barrels (duh) that may be fired on then the other, or both at the same time for extra power. Then it has to be manualy reloaded with two rounds before you can do it again. There are no three (or more) barrel shotguns. Second is the pump action that must be pumped (duh again) each time it is fired, but it can hold 7 rounds or so. Extra ammuntion would become bulky past 14 extra rounds.. so you can carry 14 extra rounds.
ER - very short (0-25 feet)
P - very powerful
TA - medium
ROF - medium

5) Heavy weapons. There are two different kinds but they each carry the restriction that NO OTHER WEAPON MAYB BE CARRIED AT THE SAME TIME. Each will have it's own stat ratings and drawbacks.
Flame throwers - this is a backpack full of extremely flamable jellified petrolium distilates.. if you get shot in said backpack, you are gonna blow up. There is a hose that comes off the backpack and leads to a device much like a pressure washer at the car wash. A small flame is at the end of the pressure washer and sets the fuel on fire as it is squirted out. if the small flame is put out and the trigger is squeezed you just make a mess. There is a manual relight mechanism that takes about 7 seconds to relight the small flame. The backpack holds enough fuel for 90 seconds of continuous use. A burst of any less than 3 seconds is ineffective. If you are too close to your target you will also be burned. Additionally, the flame is bright and makes it hard to see your target. You will see spots for about 3 seconds after you fire.
ER - short (25-60 feet)
P - massive...
TA - slow
ROF - slow, the first 2 seconds of fire are useless
Grenade launchers - this device lobs one explosive grenade at a time before you have to reload. It looks like a large barreled shotgun without the pump. Extra rounds are extremely cumbersome and carried in a vest with pouches on the front for individual grenades. As they are designed to explode on contact, if you are shot in the chest you will most likely be toast. 18 grenades may be carried, but they get in your way a lot... almost as much as a tank of gas on your back would. This gun has a long range but if you fire at something too close to yourself, you will be blasted as well. Gernades don't shoot straight at the target like bullets, and tend to stay in the air for a bit before landing. Minimum safe distance is 75 feet. You can survice a blast from 50 feet, but you will be pretty hurt. The blast radius (max damage) of each round is 30ft.
ER - medium long (75-600)
P - massive...
TA - medium
ROF - slow


--------------------
You Think I Have A God Complex? Lemmi Tell You Something...
I Am God

Ame Line of the Moment - "Don't want bandage boy and his bloody birdlizard to eat me"
Top
KrazyKelli
Posted: Mar 12 2010, 04:22 PM


Proprietor of this Establishment
*

Group: Admin
Posts: 4,584
Member No.: 3
Joined: 22-November 03



I am redoing the entire rules segment to make them more fun, less restrictive, and user friendly. Say flack to strict unhappy rules. They suck.


--------------------
You Think I Have A God Complex? Lemmi Tell You Something...
I Am God

Ame Line of the Moment - "Don't want bandage boy and his bloody birdlizard to eat me"
Top
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