Jump to content

Villain Application Rules 3.0

 Share


Urasept

Recommended Posts

Section #1: The Team

1. Only members of the Villain Application Team may accept villains.

1a. Those mentioned above do not need Villain Applications to conduct in reasonably appropriate villainous activity.

2. The Villain Application Team will accept applications based on your application, and the lore behind the server and your OOC behavior as a whole. If you feel you were wronged in the decision, message one of the current team leaders.

3. Any GM has the right to revoke your villain app, as well as a VAT member who has received the approval of a GM.

4. The rules for villains may be changed by any admin, myself, or a group vote of the Villain Application Team.

The following are currently members of the Villain App Team, even if their group says differently:

  • Urasept (Team Admin)
  • Geoboy66 (Team GM)
  • Falkor (Team FM) 
  • Icelifreakx (Team FM)
  • Dukester (Team ET)
  • 541
  • Beast720
  • Terafir
  • Racker/Lefty
  • ~SparehoeCakes~ 
  • Slic3man

 

Section #2: The Application

1. Each Villain Application give privileges to the Character, not the Player/Account. Any subsequent characters will have to submit a Character Villain Application in order to continue with any villainous activities on new characters.

2. An Application for any specific character can be submitted a maximum of three times; This being said, please seriously consider your application before resubmitting.

2a. You must wait at least two days after a denial to repost an application. This is 48 hours exactly, so say you are denied at 07:30, you cannot post again at say 05:30.

2b. If you repost a denied application within two days, you may be blacklisted.

2c. After your third denial you must wait one months time before being able to try again for another to obtain a VA. After said month you may try another three times. This gives room for character development, and better understanding of your character.

3. If you are evil in an unpermitted way, or if your in-game actions differ too much from your original bio and motives, there will be consequences based on how serious the offense was (ranging from a warning to removal of villain application to temp ban). Write your application with this in mind.

4. The appropriate questions must be filled out depending on the evils/tiers (WIP) that you would like to be able to roleplay in game. There will be more specific directions on the application that should be followed as well.

5a. The Villain App Team will only answer the most basic questions as to why your application may have been denied; We want to see how well you make an application, not how well you listen to us revising it for you.

5b. If you have any questions as to why your VA was denied. You need to PM the VAT member that denied you. They for one know why they denied you, another VAT member may or may not know. Also it is unfair for you to go and ask another VAT member why you were denied, as they now have to read it. Each VAT member views an app differently, so what one VAT member denied you for, another may not have, but denied you for a completely different reason. Thus making it more of a problem in the first place. Going to another VAT member with questions of your denial when they were not your denier will be considered VAT shopping and may warrant you into a 1-3 month blacklist. The only time it will be acceptable for you to PM another VAT member, will be if the VAT member in question is no longer on the team. If their inbox is full leave a message on there profile stating you wish to speak to them. But even then most are on TS quite often.

6. You may only apply for a Villain Application after one Elven Week of implementation to the server. (One IRL week)

7. Knowingly or unknowingly plagiarizing any application, in part, or in full, will result in a forum ban.

8. Posting 'Work in progress' apps will count for TWO denied applications, as there are many to get to, and it takes away from our time. Keep this in mind before posting.

9. Even though you request a certain VAT member, does not mean you will get them. We will try to accomodate your request, but cannot guarantee it.

10. Do not post a VA in any colors besides the given colors on the app(AKA don't change anything). Changing the color of key words is acceptable however. Posting an app in a different color shall be denied on sight. If your color coding breaks, make sure to mention it at the top of your app or in the 'note to VAT' section of the app. Make it noticeable so the VATs can know you've read this and the rest of the rules!





Section #3: In Game

1. As mentioned before, your actions should never stray to far from the general characteristics that you described in your application.

2. Being a Villain does not give you permission to have lacking roleplay when committing crimes. Any kills where you do not roleplay sufficiently, do not give time for the foe to respond, or abuse mechanics in any way, there will be consequences.

*Note: This is subjective, and it is the right of the GM to determine. One liners before attacking will rarely be counted as adequate RP.

3. Villain applications do not allow players to cause other players to do villainous acts. Make sure the person you are tempting to evil has a villain application. If they do not, YOU, the application writer, may be held responsible.

*Note: With GM approval, a player may commit villainious actions (and conduct other players into doing villainous acts) for a limited amount of time, without a Villain Application.

4. Villains must make it clear that they are not truly a guard or other commonly named position if trying to falsify an identity. If attempting to falsify an identity and take up a mock 'position' of importance or value (such as a guard), it must be made clear that your name cannot simply be changed to perfectly emulate the role such as 'Guard_Jeff' and instead should be achieving the deception through RP and not simply a /setname change.


5. Villains are not return items upon killing someone, when asked. Especially if this person is threatening a ban report. Not only does it make absolutely no sense to return items in rp terms; but it ends up becoming an expectation that upon death, people will have their stuff reimbursed. There are exceptions; if you've killed someone who happens to be carrying their entire life savings on them, it is more fair to return a portion of it - but people carrying their live savings on them should hire guards or get into less trouble.

6. Your duty as a villain is to "provide" fun for other people through conflict. If you want to be a villain for your own little conquests, understand that you are not welcome. This includes being rational, and fair; and often, even giving the upper hand to the other party. If someone is uncomfortable with the situation you're putting them in, think of an alternate way of RPing it - or even just drop it and pretend it never happened.
- Please note this means if the villain is being too descriptive and you find it disturbing. You have the right to tell them so and they must comply and tone everything down. This does not mean if you are being murdered / robbed / tortured or whatever, you can just turn around and say I didn’t enjoy this, I am voiding it.


7. Lying is not a choose-able evil, therefore you do not need a VA to lie in character.




Section #4. Revoking

1. Revokes are handled slightly like ban reports, given time you can appeal for a chance to get your VA back. We will pm you when the time is appropriate for you to appeal, and with what we seek as your terms.

2. Please keep in mind we need your help with revokes. See someone powergame, break their VA contract, take a screen shot and PM it to a VAT member. Without screenshots we can not do anything as it is all hearsay.

3. Revokes are brought up in the VAT chat and you remain anonymous. We need your aid to make the necessary steps to revoke someone. More information on revokes can be found here.



Application Details

The applicant will apply using the following evils, as their guideline to villainy, to show what they can and cannot do:


1a thievery / cheating - Self explanatory. Cheating must not abuse game mechanics, you may not lie or cheat out of character.(The stealing of large objects such as boats no longer require ooc perm, but making it into an event is recommended. You still need the ample number of crew to take the boat) If it is required is up to the discretion of the GM overseeing the action, being based on the importance of the item.) (There is a limit on how much of a chest can be taken, it falling to 20% of the chest valuables. Also, you cannot take what your character couldn't realistically carry in a single trip. Do note that if a chest has 3 stacks of dirt and 1 stacks of iron, the rubbish in the chest does not give you permission to take the whole stack of iron. Moderation is key, and excessive stealing may lead to repercussion.)


1b lock-picking / breaking & entering (through doors/hatches) / jail-breaking - Lock-picking is done, /modreq, proper RP of lock-picking, and a successful roll of over 15 with a /roll 20. However a successful roll of over 17 would be required to break the lock. The GM will then poke in the chest and take some things and throw them to you. (Sidenote - GM's may throw in a bit of rp at you so provide a conflict of sorts, whether it be RP'ing as guards / animals. Also keep in mind it is encouraged to lockpick in a building that the owner is online, to give a chance of getting caught.)

1C - Arson / Destruction of Property- The act of lighting a building, tent, support, or whatever else makes logical sense, on fire. Destroying the property of an individual, whether to use it as a entrance, to gain resources, or to cause chaos. (In the instance of destroying/burning a building, or for small or tasteful destruction, such as the vandalism of a gravestone, removal of a tree, or destruction of a window, the amount of damage falls to the discretion of the GM overseeing it. Such thing as total burning down of a building should rarely happen.) The deliberate act of going someplace with intention of breaking belongings. Whether it be from item frames, signs, chairs, stairs, windows, etc. 

2a .Murder Type A - Assassinations, Murdering when unprovoked, 2a is required to commit Armed Robbery. (Side note - you do not need a VA to hire an Assassin)

2b Murder Type B - Killing for pleasure, twisted ways of killing (weird fetishes, poison)

2c Torture, Kidnapping, Slaving - (Side note - You do not need 2c to own, purchase, or sell a slave. You do need it however to break it in.)

3 Cannibalism - Eating other sentient beings after their demise, a Minor VA is not required if your character is deceived or unaware of the origin of the meat. (Side Note- 2a and/or 2b is still required to kill/murder others, 2b + 3b is required to eat someone while they are alive)


4 Chaos / Deception / Conning - Purposefully creating chaos such as starting riots, rebellions, violent protests.(Sidenote - you can attend and participate in riots/rebellions/violent protests it is merely up to the lead instigator(s) to have a VA for this)

5 Psychopathy - Insanity, Split Personalities, Uncontrollable Actions (Side note - This means if you have a disorder that makes you act in a villainous way. Like say your calm one moment, and your disorder flairs up and you all of a sudden want to kill the closest person to you.)

The more you apply for, the harder it will most likely be to get accepted. Psychopaths will very seldom be accepted unless your character is extremely fleshed out.

 

Psychopathy is meant to be flaw that drives the main body of one's actions, not a side gig that you fall back to in order to explain your doing inexplicable things. Psychopaths should definitely be kept to an absolute minimum - literally three or less on the server. You may be asked even to elaborate exactly what your mental disease is, and how you intend to play it.

Edit: Guys, you can be a little crazy without psychopathy. If you're an evil guy, there's something wrong with you to begin with. You are allowed to act irrationally, but not inexplicably without 5.

Character Alignment
Character Alignment

(This is taken from Wikipedia To make sure there was no room for confusion amongst the players)
Law vs. Chaos


Originally the Law/Chaos axis was defined as[7]:
Law (or Lawful) is the belief that everything should follow an order, and the obeying rules is the natural way of life. Lawful creatures will try to tell the truth, obey laws, and care about all living things. Lawful characters try to keep their promises. They will try to obey laws as long as such laws are fair and just.
If a choice must be made between the benefit of a group or an individual, a Lawful character will usually choose the group. Sometimes individual freedoms must be given up for the good of the group. Lawful characters and monsters often act in predictable ways. Lawful behavior is usually the same as behavior that could be called good.
Chaos (or Chaotic) is the opposite of Law. It is the belief that life is random, and that chance and luck rule the world. Everything happens by accident, and nothing can be predicted. Laws are made to be broken, as long as a person can get away with it. It is not important to keep promises, and lying and telling the truth are both useful.
To a Chaotic creature, the individual is the most important of all things. Selfishness is the normal way of life, and the group is not important. Chaotics often act on sudden desires and whims. They cannot be trusted, and their behavior is hard to predict. They have a strong belief in the power of luck. Chaotic behavior is usually the same as behavior that could be called "evil".
Neutrality (or Neutral) is the belief that the world is a balance between Law and Chaos. It is important that neither sides will get too much power and upset this balance. The individual is important, but so is the group; the two sides must work together.
A Neutral character is most interested in personal survival. Such characters believe in their own wits and abilities rather than luck. They tend to return the treatment they receive from others. Neutral characters will join a party if they think it is in their own best interest, but will not be overly helpful unless there is some sort of profit in it. Neutral behavior may be considered "good" or "evil" (or neither!), depending on the situation.
The third edition D&D rules define law and chaos as follows[8]:
Law implies honor, trustworthiness, obedience to authority, and reliability. On the downside, lawfulness can include closed-mindedness, reactionary adherence to tradition, judgmentalness, and a lack of adaptability. Those who consciously promote lawfulness say that only lawful behavior creates a society in which people can depend on each other and make the right decisions in full confidence that others will act as they should.
Chaos implies freedom, adaptability, and flexibility. On the downside, chaos can include recklessness, resentment toward legitimate authority, arbitrary actions, and irresponsibility. Those who promote chaotic behavior say that only unfettered personal freedom allows people to express themselves fully and lets society benefit from the potential that its individuals have within them.
Someone who is neutral with respect to law and chaos has a normal respect for authority and feels neither a compulsion to follow rules nor a compulsion to rebel. They are honest but can be tempted into lying or deceiving others if it suits him/her.
It is more common for creatures to be neutral with regard to law/chaos than good/evil. Certain extraplanar creatures, such as the numerous and powerful Modrons, are always lawful. Conversely, Slaadi are chaotic, representing beings of chaos. Dwarven societies are usually lawful, while Elven societies are most often chaotic.

The law versus chaos axis in Dungeons & Dragons predates good versus evil in the game rules. In esoteric Greyhawk setting lore, too, the precepts of law and chaos predate good and evil in the world's prehistory. Players often consider law and chaos less relevant to their character than good and evil. Confusingly, a lawful alignment does not necessarily mean that a character obeys a region's laws, nor does a chaotic alignment necessarily mean that a character disobeys a region's laws.



Good vs. Evil


The third edition D&D rules define good and evil as follows[8]:
Good implies altruism, respect for life, and a concern for the dignity of sentient beings. Good characters make personal sacrifices to help others.
Evil implies harming, oppressing, and killing others. Some evil creatures simply have no compassion for others and kill without qualms if doing so is convenient or if it can be set up. Others actively pursue evil, killing for sport or out of duty to some malevolent deity or master.
People who are neutral with respect to good and evil have compunctions against killing the innocent but lack the commitment to make sacrifices to protect or help others. Neutral people are committed to others by personal relationships.
Paladins, altruistic heroes and creatures such as angels are considered good aligned. Villains and violent criminals are considered evil, as are inherently evil creatures such as demons and most undead. Animals are considered neutral even when they attack innocents, because they act on natural instinct and lack the intelligence to make moral decisions.
Alignments

Any person, creature, deity or extraplanar realm in Dungeons & Dragons can have one of the nine alignments. The sourcebook Complete Scoundrel cites real world fictional characters as examples of aligned individuals. In an attempt to simplify the codes of conduct for characters, non-canon takes on alignment sometimes occur.[clarification needed]

The conflict of good versus evil is a common motif in Dungeons & Dragons and other fantasy fiction. Although player characters can adventure for personal gain rather than from altruistic motives, it is generally assumed that the player characters will be opposed to evil and often fight evil creatures.



Lawful Good


Lawful Good characters, especially paladins, may sometimes find themselves faced with the dilemma of whether to obey law or good when the two conflict—for example, upholding a sworn oath when it would lead innocents to come to harm—or conflicts between two orders, such as between their religious law and the law of the local ruler.

Lawful Good is known as the "Saintly" or "Crusader" alignment. A Lawful Good character typically acts with compassion, and always with honor and a sense of duty. A Lawful Good nation would consist of a well-organized government that works for the benefit of its citizens. Lawful Good characters include righteous knights, paladins, and most dwarves. Lawful Good creatures include the noble golden dragons. Lawful Good outsiders are known as Archons.



Neutral Good

Neutral Good is known as the "Benefactor" alignment. A Neutral Good character is guided by his conscience and typically acts altruistically, without regard for or against Lawful precepts such as rules or tradition. A Neutral Good character has no problems with co-operating with lawful officials, but does not feel beholden to them. In the event that doing the right thing requires the bending or breaking of rules, they do not suffer the same inner conflict that a Lawful Good character would.



Chaotic Good

Chaotic Good is known as the "Beatific," "Rebel," or "Cynic" alignment. A Chaotic Good character favors change for a greater good, disdains bureaucratic organizations that get in the way of social improvement, and places a high value on personal freedom, not only for oneself, but for others as well. They always intend to do the right thing, but their methods are generally disorganized and often out of alignment with the rest of society. They may create conflict in a team if they feel they are being pushed around, and often view extensive organization and planning as pointless, preferring to improvise.



Lawful Neutral


Characters of this alignment are neutral with regard to good and evil. This does not mean that Lawful Neutral characters are amoral or immoral, or do not have a moral compass, but simply that their moral considerations come a distant second to what their code, tradition, or law dictates. They typically have a strong ethical code, but it is primarily guided by their system of belief, not by a commitment to good or evil.

Lawful Neutral is called the "Judge" or "Disciplined" alignment. A Lawful Neutral character typically believes strongly in Lawful concepts such as honor, order, rules and tradition, and often follows a personal code. A Lawful Neutral society would typically enforce strict laws to maintain social order, and place a high value on traditions and historical precedent. Examples of Lawful Neutral characters might include a soldier who always follows orders, a judge or enforcer that adheres mercilessly to the word of the law, and a disciplined monk.



Neutral


Some Neutral characters, rather than feeling undecided, are committed to a balance between the alignments. They may see good, evil, law and chaos as simply prejudices and dangerous extremes. Mordenkainen is one such character who takes this concept to the extreme, dedicating himself to a detached philosophy of neutrality to ensure that no one alignment or power takes control of the Flanaess.
Druids frequently follow this True Neutral dedication to balance, and under Advanced Dungeons & Dragons rules were required to be this alignment. In an example given in the 2nd Edition Player's Handbook, a typical druid might fight against a band of marauding gnolls, only to switch sides to save the gnolls' clan from being totally exterminated.[10]

Neutral alignment, also referred to as True Neutral or Neutral Neutral, is called the "Undecided" or "Nature's" alignment. This alignment represents Neutral on both axes, and tends not to feel strongly towards any alignment. A farmer whose primary overriding concern is to feed his family is of this alignment. Most animals, lacking the capacity for moral judgment, are of this alignment since they are guided by instinct rather than conscious decision. Many roguish characters who play all sides to suit themselves are also of this alignment (such as a weapon merchant with no qualms selling his wares to both sides of a war for a profit).



Chaotic Neutral


A subset of Chaotic Neutral is: "strongly Chaotic Neutral"; describing a character who behaves chaotically to the point of appearing insane. Characters of this type may regularly change their appearance and attitudes for the sake of change and intentionally disrupt organizations for the sole reason of disrupting a lawful institution. Characters of this type include the Xaositects from the Planescape setting, and Hennet from the third edition Player's Handbook. In Advanced Dungeons & Dragons, Chaotic Neutral was mistakenly assumed to refer to this subset.

Chaotic Neutral is called the "Anarchist" or "Free Spirit" alignment. A character of this alignment is an individualist who follows his or her own heart, and generally shirks rules and traditions. Although they promote the ideals of freedom, it is their own freedom that comes first. Good and Evil come second to their need to be free, and the only reliable thing about them is how totally unreliable they are. Chaotic Neutral characters are free-spirited and do not enjoy the unnecessary suffering of others, but if they join a team, it is because that team's goals happen to coincide with their own at the moment. They invariably resent taking orders and can be very selfish in their pursuit of personal goals. A Chaotic Neutral character does not have to be an aimless wanderer; they may have a specific goal in mind, but their methods of achieving that goal are often disorganized, unorthodox, or entirely unpredictable.



Lawful Evil


Like Lawful Good Paladins, Lawful Evil characters may sometimes find themselves faced with the dilemma of whether to obey law or evil when the two conflict. However, their issues with Law versus Evil are more concerned with "Will I get caught?" versus "How does this benefit me?"

Lawful Evil is referred to as the "Dominator" or "Diabolic" alignment. Characters of this alignment see a well-ordered system as being easier to exploit, and show a combination of desirable and undesirable traits; while they usually obey their superiors and keep their word, they care nothing for the rights and freedoms of other individuals and are not averse to twisting the rules to work in their favor. Examples of this alignment include tyrants, devils, undiscriminating mercenary types who have a strict code of conduct, and loyal soldiers who enjoy the act of killing.



Neutral Evil


Examples are an assassin who has little regard for formal laws but does not needlessly kill, a henchman who plots behind her or his superior's back, or a mercenary who switches sides if made a better offer.

Neutral Evil is called the "Malefactor" alignment. Characters of this alignment are typically selfish and have no qualms about turning on their allies-of-the-moment, and usually make allies primarily to further their own goals. They have no compunctions about harming others to get what they want, but neither will they go out of their way to cause carnage or mayhem when they see no direct benefit to it. They abide by laws for only as long as it is convenient for them. A villain of this alignment can be more dangerous than either Lawful or Chaotic Evil characters, since she or he is neither bound by any sort of honor or tradition nor disorganized and pointlessly violent.



Chaotic Evil


It is not compulsory for a Chaotic Evil character to be constantly performing sadistic acts just for the sake of being evil, or constantly disobeying orders just for the sake of causing chaos. They do however enjoy the suffering of others, and view honor and self-discipline as weaknesses. Serial killers and monsters of limited intelligence are typically Chaotic Evil.

Chaotic Evil is referred to as the "Destroyer" or "Demonic" alignment. Characters of this alignment tend to have no respect for rules, other people's lives, or anything but their own desires, which are typically selfish and cruel. They set a high value on personal freedom, but do not have any regard for the lives or freedom of other people. They do not work well in groups, as they resent being given orders, and usually behave themselves only out of fear of punishment.



Application Formats


 
Application Formats

Account-VA

This is the Primary VA needed to be done. This does not mean once you get accepted any and all characters you have will obtain a VA, you need to fill out a Character app for that.Any VA you create after this one will be an even smaller "character" app.


In the title or subtitle of your VA, please include the VA number (First, second, third, etc.) You can remove this out of your VA when posting if you wish. Also, there is no need to add [unread] to your VA's title, so please refrain from doing so. Thanks!
 
Info

MC name:

How many characters do you currently play:

How many of those characters currently hold VA’s. Please link their accepted VA’s here.:

Have you had any ban reports / revokes against you, if so please link them:

Do you feel yourself as responsible enough to be able to provide proper and fair roleplay scenarios to those around you?

Since villain rules change, it is your responsibility to check them frequently for any changes. Failure to check them for changes will not be admissible should a player / revoke report made against you. Do you acknowledge and agree to this?

Are you aware that purposely attempting to provoke ‘loopholes’ within said rules may end up with your application being revoked depending on the severity of the situation?

----------------------------------------------------------------------------------------------------------------------

Character Name:

Character Age:

Character Alignment (Lawful Good, Neutral, Lawful Evil, etc.):

What kind of villain are you looking to play?

With that in mind, what evils are you applying for and why?

What moral boundaries does your character adhere too, if any?

What are some notable strengths and weaknesses of your character? What
might cause him/her to falter? Include things such as temptations, addictions, physical handicaps, etc.:


Biography (We recommend your application be between 2-5 paragraphs. No walls of text):

 


Character-VA
Fill this out and post it, and please label your title to make it clear that it is Character-application. This is for people who have already received an Account-VA. Please note this is used to add new characters to your account after you have had an Account-VA approved.

 


Minecraft Name:

Character Name:

Character Age:

Character Alignment:

Please link to your accepted Account-VA

What evils this character will be using and why will they be doing so?

Does your character adhere to any specific moral boundaries?

Do they have any notable strengths or weaknesses?

Have you had any ban reports / revokes against you after you were approved for a Full-VA? If so please link (all of) them, regardless of the verdict:

What are your goals for this character?
 



Mini-App

This is the app you need if you need to add or subtract an evil from a character


MC Name:

RP Name:

Character's Age:

Link to accepted Villain app:

What evils are you adding/detracting?:

What has happened to your character that is causing them to make a change like this?(Minimum 1 paragraph)

How will this affect your character's daily actions?:



Additional
Information/Changelog



Provoked Killing========================================

Since people seem to stretch the provoked killing. Here is a clarification so there is no read between the lines, or grey areas.



Provoked killing was made for when someone irritates and angers you to the point that there is no other idea in your characters mind(at that brief point of time and rp session) than killing the person. It is not in place for for like say, some people raid your village, then you raid them back. Or if something bad happens to someone you care about, then hours ,weeks ,months later, or IC years, you cannot go and kill them.

This does not mean you can go out and just go kill them the next time you see them. Instead use your other options and create RP by hiring someone to do the action instead. This makes for better RP in the long run. Use the options available, or make a proper VA to do it yourself.

(merged into)
I just wanted to brush up on the topic of provoked killing. For some time an action has been happening, but we have not noted anything about it. This does not mean we were not aware of it.

It has come to our attention that more and more people have been doing something illegal in cities to illicit a guard response. Then keep provoking the guard or resist arrest to give a reason for themselves to attack / kill the guard. That is not what provoked killing is warranting. Using it in this manner is on grounds of 2a material and quite possibly 4. So you would infact need a VA to properly do this.

Long story short, getting caught by a guard, then you resisting arrest. Does not warrant for a provoked kill, since the guard more then likely drew his weapon. This being said, you should only be attacking the guard if they attack first.



City Officials=======================================

In regards to guards. If you break a law in a nation. A high ranking official can order an execution if they see fit. Then it is in the jurisdiction of said guard to enact the laws of the land. This is being put down because of how people have been asking for higher punishment to villains. Moral of the story, if you break the law prepare to face the consequences for your actions. Please note a high rank official, king/queen(or your lands equivalent), Head soldier etc must order it. If you are the king/queen, or head soldier, it is in your power to enact the law, to keep justice and stability. The official must be present at the execution.



In the instance of an assassination attempt on King, Queen, Emperor, Guard Commander, etc. You do not need orders to defend them appropriately. It still should not however be the first instinct to go in for the kill unless necessary. Options should be taken first to possibly disarm and apprehend the assassin first and foremost, killing him/her as a last means. Besides, an alive assassin can give you information on who hired him, or perhaps be able to be bought out to kill who sent him.

Guards and what not, still need VA's for torturing.



Kidnapping========================================

Alright as most have shared kidnapping is a gray area. It used to be covered by 2b alone, as it kinda falls into the slavery category. This being said, kidnapping ideally is an evil that takes a combination of evils.



You don’t kidnap unless for an alternate desire as well. most times you kidnap do destabilize, demoralize or create a chaotic situation, or for minas...you don’t normally.. kidnap and go, well that was fun off you go.

These evils would consist of 2b and:
1a) This would be because the obvious reason of doing it for minas.
2a) If you were kidnapping just to kill. (Why you would waste your time kidnapping them to just kill them is beyond me)
4a) Kidnapping to generally destabilize an area, whether it be by making an official not sure of what to do, because someone they cared for was kidnapped and threatened.
-Demoralize a group by taking away key figures.
- Or just causing overall chaos by kidnapping someone of import in a town.

This being said, more so a combination of 2c and 1a or 2b and 4a or 2a/b.



Lockpicking========================================

This update is about lockpicking, and is going to have several changes to the way lockpicking works. First of all this change is coming because lockpicking is being abused 100%. Ever since it’s introduction, everyone is all of a sudden an expert lockpicker. So as of now, all lockpicking will stop immediately. Until you write a mini-app for lockpicking. This is going to be just like how you explained your evils in the past. But instead you are going to put how and where your character has learned how to lockpick. You must have your accepted VA / miniVA which clearly indicates lockpicking in that app readily available for the GM assisting you. This is to lead to faster response time, so GM's don't need to fish for the VA.



With this I expect people to actually go, and take an rp item with them, such as a blaze rod or iron bar, to be their “lockpicks”. Also people are abusing how they lockpick, some lockpicking every chest in an area, it was not intended for such. So as of now, you have three /rolls period, for lockpicking a RL day.

You also need to fully RP the lockpick. No more *kneels down and attempts to pick the lock. Full RP of it is needed, each lock has pins each lock is different. Be original, thats what the server is for. Also as a side not, if you FAIL a /roll.. that does not mean instantly /roll again. You must take your pick out and try again. Be warned, failing a /roll just might damage the lock and cause it to break or jam (GM’s choice). So failing could really be detrimental to your cause.

*edit*
After talking with several VAT members. We have decided to add restriction to smashing/breaking locks/chests as well. To break a lock/chest you need a successful /roll of over 17, as well as the proper RP. Please note that not all chests are wood some are infact iron. Not to mention, chests are often reinforced by iron.



VAT Shopping=======================================

Quick update, nothing major.



5b. If you have any questions as to why your VA was denied. You need to PM the VAT member that denied you. They for one know why they denied you, another VAT member may or may not know. Also it is unfair for you to go and ask another VAT member why you were denied, as they now have to read it. Each VAT member views an app differently, so what one VAT member denied you for, another may not have, but denied you for a completely different reason. Thus making it more of a problem in the first place. Going to another VAT member with questions of your denial when they were not your denier will be considered VAT shopping and may warrant you into a 1-3 month blacklist. The only time it will be acceptable for you to PM another VAT member, will be if the VAT member in question is no longer on the team. If their inbox is full leave a message on there profile stating you wish to speak to them. But even then most are on TS quite often.



Cloud Temple=======================================

Due to the influx of villainous activity despite the constant warnings to cease and desist. Since the beginning of Asulon this update is now in effect to ban ALL violent villainous activity in the Cloud Temple, aside from selling slaves. If anything like this persist there is not a chance of a revoke. It is indefinite that it will happen. This update is your only warning on the subject, and is not up for debate. This is the formal cease and desist call. From here on out we expect you to stop. We expect people to be sending in screenshots.



No villainous activity area includes:
Cloud Temple
Cloud Temple Docks.
Approx 100 blocks away from the first bridge you cross.

Villainous activity that is permitted: (All the non-violent actions)
-Selling/Buying slaves
-Lockpicking
-Stealing(goes hand and hand with lockpicking) as long as non violent
-Deception
-Conning
-etc

Villainous activity that is not permitted: (pretty much just the violent actions)
-Murder
-Fighting
-Torture
-Kidnapping
-etc

-To clear something up -

People who are found to be on the side of self defense need not worry about any disciplinary action. Revokes/bans/blacklisting will be more aimed at the instigator of the actions. Now to clear something up, if you run from the rp and you are actually outside the non villainous area, and you run into it to save your life, that can be subject to disciplinary action as well.

Long story short you do it and get caught you will have a revoke.



Raid Rules========================================

This post was made to clarify the rules concerning Raids (and Skirmishes),
 
A Raid consist of a group of 5 or less individuals going into a settlement, structure, or area otherwise owned by someone else, with the intent to steal, cause chaos, attack, or otherwise do damage to the objects or people within this area. Raids are not scheduled before-hand between the leader of the area and the opposing group, but it is encouraged that the owner is online to assist in creating a proper Roleplay Environment within Lord of the Craft. To ensure the ability to commit a “raid” is not abused, there are some set rules concerning them.

  • A Raiding Party may not contain more than 5 individuals, this includes individuals going along with the party to just “observe.”

 

  • All members of the raiding party require a VA for the evils that will be committed during the raid. As such, Villain Rules and Restrictions apply to raids.
  • A Raiding Party sanctioned by (AKA, if they are made to further the agenda/purposes of) a guild/faction/kingdom/group/political-entity can only raid the same area/settlement/structure once every four days
  • A Raiding Party who’s not sanctioned by one of the above may raid the same settlement every three days.
  • A Raiding Party may not employ the use of siege weapons (Battering Rams, grappling hooks, ladders for scaling walls, et cetera) during raids. A general rule is, if you can't get over it MC, you can't in RP.

A Skirmish is a battle between two opposing factions/guilds/groups/kingdoms agreed upon before-hand between the leaders of each opposing side, usually for a political reason.  Here are some clarifications on the rules for skirmishes.

  • Leaders of both Factions must agree beforehand on the skirmish for it not to be considered a raid, including a time/location/area if necessary, if permission is not granted, it will be considered a raid and the raid rules above apply.
  • Individuals assisting their side do not require a Villain Application (or Minor VA) to partake in a skirmish.
  • Skirmishes usually have set terms and rules decided upon beforehand by each faction, these terms must be followed by all individuals within and during the battle. These terms usually detailing the use of potions/brews/siege-weapons. They are not required for a skirmish to occur.
  • There is not a set limit of people who can be in a skirmish, unless set beforehand by both factions.

Also, here are some clarifications on controversial instances, and whether they are counted as raids or not.



What you can do without a VA========================================

People seem to be confused as what you can and cannot do without a VA.
 
These instances include:
Watching a friend be attacked
Hearing calls for help
Hearing someone being attacked behind closed doors (recent post was made about this)
Being a town guard (I have heard of people telling guards they NEED to get a va)
Seeing a fight about to happen, and perhaps you want to stop it
 
There are more situations as well but these seem to be the top five.
 
Now I would like to reiterate that killing should be a last means action period. The amount of killing is way too high, that is one reason no-one fears death. Now I shall be going through most of these five main points as people seem to be mainly confused about these.
 
First off if your friend is being attacked it is common sense that you wouldn’t just let that fly. You are in fact entitled to your right to assist your friend. But once again I cannot stress enough that killing should be a last means of defence. You can do all sorts of things to make the situation die down. Whether it be disarming the opponent or defending in a way that would not be lethal. Mind you if you have multiple people with you, perhaps one person should go and get a guard to come help, throw the assailant in jail or whatever.
 
-----------------------------------------------------------------------------------------------------------------------
 
Now if you hear calls for help you are able to go and investigate the situation. If that is what your character would in fact do. It only makes sense that you would infact go look, assess the situation and go from there, this as well ties in with people behind locked doors. (which will get a thorough go over as well)... Now if the situation deems necessary for action you should and could enact ways to calm the situation down. If it is not something you should be taking care of, get someone with the authority to do so.. unless the person is about to be slaughtered.. logically you wouldn’t just walk away from that.
 
-----------------------------------------------------------------------------------------------------------------------
 
Then we have the whole Hearing someone dieing, being tortured, whatever behind closed/locked doors. As if it would make sense to your character you can act as necessary. If the door is locked, and you hear the sounds of someone being attacked/murdered/tortured, you CAN break the door down to intervene. As well as do whatever is needed to the assailant at that time, now I shouldn’t have to point out who the assailant is.. but most likely is the one holding the blade or whatever....
 
-----------------------------------------------------------------------------------------------------------------------
 
Now I have gone through what guards can do before in the actual va rules under the spoiler tab labeled, City Officials... For those who cannot seem to find it, or overlook it. If you read it, you will see that Guards do not need VA’s to enforce the laws and regulations of the town/city they are affiliated in. I will point out though that the only true thing they would need a va for, is torturing. This only allows them to enact the laws and regulations of the city/town they are a guard of. This does not mean if you are say a member of a military of a nation. If you are a member of the military you shouldn’t go town to town enforcing things unless asked to by the guards of that city/town. Otherwise you can be seen as breaking the law yourself and be held accountable for your actions.
 
This is a direct quote from the VA rules and has not been modified in anyway.
 
In regards to guards. If you break a law in a nation. A high ranking official can order an execution if they see fit. Then it is in the jurisdiction of said guard to enact the laws of the land. This is being put down because of how people have been asking for higher punishment to villains. Moral of the story, if you break the law prepare to face the consequences for your actions. Please note a high rank official, king/queen(or your lands equivalent), Head soldier etc must order it. If you are the king/queen, or head soldier, it is in your power to enact the law, to keep justice and stability. The official must be present at the execution.
 
In the instance of an assassination attempt on King, Queen, Emperor, Guard Commander, etc. You do not need orders to defend them appropriately. It still should not however be the first instinct to go in for the kill unless necessary. Options should be taken first to possibly disarm and apprehend the assassin first and foremost, killing him/her as a last means. Besides, an alive assassin can give you information on who hired him, or perhaps be able to be bought out to kill who sent him.
 
Guards and what not, still need VA's for torturing.

-----------------------------------------------------------------------------------------------------------------------
 
Finally we have the issue of seeing a fight about to happen. Logically most people don’t want this to happen and should step in to intervene. But people have been afraid to because the always famous breaking into ooc asking if they have a VA. Breaking up a fight is not a “villainous action” therefore you do not need a VA. But once again Killing the person should be the last means of action.

-----------------------------------------------------------------------------------------------------------------------
 
To sum it all up, as a non VA holding character. Killing should always be the last thing on your mind, or list of options to handle the situation.. Unless you have kicked down the door and witness a person being tortured / murdered, by all means he is guilty and can be taken care of however deemed necessary.
 
The reason for this post is because people are always pushed into a corner and being asked if they have a VA... And thus people are always leery about acting. Not to mention people for some reason think you need a VA for everything, which I am trying to prove isn’t the case. Hopefully this cleared up any questions / gray areas you may have had.

If you hold any more questions send a message to any VAT. Or ask on the VA QnA thread which is in essence what it is for, and is the best course of action. Or send a pm to myself, Wode or Allen.



Roleplay Names and Aliases========================================


Recently, it seems there is some confusion on /setname, people changing it and such to irrelevant or inappropriate names (such as [Hooded Bandit/Elf] and other sorts, and It seem that a thread is required to solve this as people are confused on the matter.
 
Inappropriate/Trolly/Irrelevant Names are not allowed, regardless of if you wish to do so to 'prevent metagaming.' There is a system in place to deal with metagaming/powergaming and the such, and if you have issues with it, report it. You are also required to state your character's name (that would appear on your VA/MA if you have one) when/if asked by someone. People who metagame this information will be punished.
 
Now, it is okay to change your /setname for valid reasons, let's say you're commonly known as something in an area and not another, if you /setname as that when in that area(even though that /setname is not your actual character name), that is perfectly fine. Do note that it is up to the discretion of the GM reviewing a situation if the name is considered inappropriate.
 
As a general rule of thumb, if your character has a valid IC reason to do so, you should be fine. You do not require a Mini-VA to update your aliases, but you may make one (or PM a VAT member asking them to update it) if you wish.



================================================

Link to post
Share on other sites

Putting this here, this explains what changed on the new system:

As many people have noticed, the Villain Application has been undergone some changes. This post here will be made to assist you in discovering what’s going on. Instead of posting inside of the main thread with your questions, read through this, and if your questions persist, post your questions here.

 

First of all, the Villain Application will not be removed, but will be simplified, more-so after you’ve had your first application approved. Let’s look at the general information:

Account Application -

The account application is essentially the full-villain application, but being shorter and more focused on the player themselves, rather than their ability to write an essay. Once a player has completed the Account Application, the character they applied for it with will be added under their account name.  The process of adding additional characters are detailed below.

Do note, the Account Application is both the OOC and IC sections, you cannot do one without the other.

Character Application -

Once a player has gotten an account application approved, they are no longer required to create new ones in order to play as a villain on new characters, rather, there is a small, compact application. If a player wishes to add a new character to their account, they can spend a few minutes and fill out this application and post it.

Miniature Application -

The Mini-VA will remain the same, with the ORQ section removed from it. It will allow Villains to add new evils to a pre-existing character who has already had a character/account application approved.

Minor Villain Applications -

One may have noticed that Minor-VAs are no longer present, with these changes, the Minor Villain Application will be removed. Also, 3a(Zealotry) and 4b(Bribery) has been removed from the evils list altogether, and do not require a VA.

References and Open Response Questions -

The reference system has been removed completely, applications will no longer have to wait on references for their application to be accepted. Open Response Questions have also been removed in a similar fashion.

Link to post
Share on other sites

Quick fix, some evils and how they were modified.-  

1c- (In the instance of destroying/burning a building, or for small or tasteful destruction, such as the vandalism of a gravestone, removal of a tree, or destruction of a window, the amount of damage falls to the discretion of the GM overseeing it. Such thing as total burning down of a building should rarely happen.)

 

1a -The stealing of large objects such as boats no longer require ooc perm, but making it into an event is recommended. You still need the ample number of crew to take the boat)

 

How they read now -

1a thievery / cheating - Self explanatory. Cheating must not abuse game mechanics, you may not lie or cheat out of character.(The stealing of large objects such as boats no longer require ooc perm, but making it into an event is recommended. You still need the ample number of crew to take the boat) If it is required is up to the discretion of the GM overseeing the action, being based on the importance of the item.) (There is a limit on how much of a chest can be taken, it falling to 20% of the chest valuables. Also, you cannot take what your character couldn't realistically carry in a single trip. Do note that if a chest has 3 stacks of dirt and 1 stacks of iron, the rubbish in the chest does not give you permission to take the whole stack of iron. Moderation is key, and excessive stealing may lead to repercussion.)

 

1C - Arson / Destruction of Property- The act of lighting a building, tent, support, or whatever else makes logical sense, on fire. Destroying the property of an individual, whether to use it as a entrance, to gain resources, or to cause chaos. (In the instance of destroying/burning a building, or for small or tasteful destruction, such as the vandalism of a gravestone, removal of a tree, or destruction of a window, the amount of damage falls to the discretion of the GM overseeing it. Such thing as total burning down of a building should rarely happen.) The deliberate act of going someplace with intention of breaking belongings. Whether it be from item frames, signs, chairs, stairs, windows, etc. 

 

Link to post
Share on other sites

Guest
This topic is now closed to further replies.
 Share

  • Recently Browsing   0 members

    No registered users viewing this page.



×
×
  • Create New...