Jump to content

Anore

Moderation Administrator
  • Content Count

    809
  • Joined

  • Last visited

Community Reputation

561 Legendary

About Anore

  • Rank
    Ex-GM Team Chairman

Contact Methods

  • Discord
    Basket#4977
  • Minecraft Username
    BasketWeaver

Profile Information

  • Gender
    Male
  • Location
    Midwest

Character Profile

  • Character Name
    High Butler Wilfred, Anore Stormhammer, Grubgoth Zug'Buub
  • Character Race
    Halfling / Dwarf / Orc

Recent Profile Visitors

19666 profile views
  1. Rule Changes, Week of 10/11/20 Conflict Rules General Combat Original: Rule 12: If a combat situation/raid gets too out of hand OOCly (bickering, meta accusations, etc), a moderator reserves the ability to call PVP or void the roleplay entirely regardless of the intention from either side. A report can later be pursued if incriminatory evidence (proving powergaming, metagaming, etc) is compiled. Refer to Report Guidelines. Rewrite: Disclaimer: If a conflict/CRP/raid gets too out of hand OOCly (bickering, meta accusations, etc), a moderator reserves the ability to force a course of action be it PVP, Roll combat or to void the roleplay entirely regardless of the intention from either side. A report can later be pursued by those involved if incriminatory evidence (proving powergaming, metagaming, etc) is compiled. Refer to Report Guidelines. Rational: Clarification on the rules original intention. Region and Nation Rules Original: Rule 6: The PRO of a nation may have permission to build on road regions that are within their nation's tiles. Rewrite: Rule 6: The PRO of a nation may build on road regions that are within their nation's tiles. Rational: Rewording, prior text gave the impression that PRO’s are required to obtain permission. Original: Rule 7: Only the PRO may add/remove region owners. For nations, this applies to tiles or settlements the nation leader is PRO of, not sub-regions under a nation tile. Rewrite: Rule 7: Only the PRO may freely add/remove region owners. For nations, this applies to tiles or settlements; the nation leader is PRO. Rational: Removal of the line: “not sub-regions under a nation tile.” as this is clarified in rule 9 below it. Original: Rule 8: A tile PRO (the nation leader) can request the creation of sub-regions within a nation tile for the purpose of new settlements under that nation, though they may not force the settlement to have them as PRO, the PRO of the sub-region should be the RP leader of that settlement. Rewrite: Rule 8: A tile PRO (the nation leader) can request the creation of sub-regions within an owned tile for the purpose of new settlements under that nation. The PRO for the new sub-region meeting this intent should be the RP leader of that settlement. All other sub-regions not intended for settlements do not require a PRO to be set and are assumed to belong to the nation leader Rational: Clarification. Restructuring for ease of use. Petty Theft Under Petty Theft Original: Rule 2: Unlocked non-shop chests may be taken from freely with a sufficient emote. For shops or locked chests make a /modreq and follow the rolling guidelines below. Rewrite: Rule 2: Unlocked non-shop chests may be taken from freely without limitations following a sufficient emote. For shops or locked chests make a /modreq and follow the rolling guidelines below. Rational: To reiterate that unlocked non-shop chests do not have the same limitations as shops or locked chests, with the exception of the requirement for a sufficient emote. Original: Upon successfully breaking into a locked chest, you may take up to one-half (rounded down) from one slot of items in the chest (a maximum of 32 for a full stack of items in a slot), given that the slot has at least two items (unique items may only be taken during a heist). If the chosen item can be stacked with other identical items, they may first be condensed by the moderator before being split in half. Rewrite: Upon successfully breaking into a locked chest, you may take up to one-half (rounded down) from one slot of items in the chest (a maximum of 32 for a full stack of items in a slot), given that the slot has at least two items (unique items may only be taken during a heist). If the chosen item can be stacked with other identical items, they may first be condensed by the moderator before being split in half. An item may be taken from a shulker within the chest, but shulkers themselves, unless empty, may not be taken. Rational: To define how items in shulkers that are within a locked picked chest may be taken from following the same limitations of one slot, but not full shulkers themselves. This addition is to both prevent players taking entire shulker boxes during petty theft, but to also prevent players from putting all of their items in shulker boxes inside chests to prevent theft. Under limitations Original: Rule 2: You may only steal from 3 chests (or shops) per 24 hours. Rewrite: Rule 2: You may only steal from 3 locked chests (or shops) per 24 hours. Rational: Clarification, this cooldown only applies to theft under the petty theft system. Roleplay Rules Addition: Rule 13. You may not abuse mechanics to access areas you cannot get to in roleplay, this includes boat glitching and using horses to bypass walls higher than 3 blocks tall. Rational: Inclusion of this was missed on the rewrite, it shall remain enforceable.
  2. With the implementation of the Server Rules into their own page on the site, this thread is to track changes made to the server rules. Tracking Changes to New Rules In order to be made aware of relevant changes to the rules, please follow this post or check back occasionally to see updated policies and rules. The most recent post will be pinned to the front of this thread. What this means to you. If you have any questions on changes in rules please contact a member of moderation. If a change in rule results in something you are doing now being against the rules, there will be a 1 week grace period following the updated rules, unless the situation requires immediate attention such as a safety concern. Change Log Format Changes to the rules will be posted in the following format: Original Rule: Rewrite: Rational: That’s pretty much all,
  3. Well thats the thing, technically speaking Axios and Athera are both connected to Aegis, or were at some point before Aegis with boom, if we want to refer to Aegis as a Supercontinent
  4. Exciting news on this front, In a sleep deprived state after a voice call with Heero and Llir arguing about it, I have fixed the alignment of the Aos side of the map I am currently working on a large scale quality RP version of this, but here is another view, a shiftnative approved rendition, of the map. Larger version for viewing:
  5. Just a heads up, I’m hiding all one sentence/ meme only posts. I literally want valuable input from this thread, not jokes and excuses to stir drama. Put some effort into your post because I know you got more to say.
  6. Isn’t that why story team makes lore reasons as to why they cant?
  7. Hello! It has been a long time coming, one might say too long, but the server rule rewrite has finally been completed. This rewrite has encompassed everything from the standard Player Rules to Conflict and Raid Rules. In addition to this, we will be moving the server rules over to its Own Page, where it can be more organized and changes in the rules can be tracked by subscribing to the page for notifications. We will continue to be using a forum post to detail additional changes and the rational behind those changes. So as of today, this thread is officially killed to move to a more organized format. Additional note on a particular section players have been a little more interested in is Raid Rules: Raid Cap Increases Starting today, we will be running some trials on various maximum raid sizes, if you review the Raid Rules from the link above, you will see that raid sizes are capped based on the target of the raid, from Lairs/Settlements/Nations. The trial will run like this: Week 1 (Oct 3-0): 3 player Max for Lairs/4 for Settlements/5 for Nations Week 2 (Oct 10-16): 3/5/7 Week 3 (Oct 17-23): 3/6/9 Following 3 weeks after release, it will roll back to 3/5/7, then we have a meeting before raids begin next map to decide on raid caps. A community vote will be conducted, with polling of both sides of the votes. If no consensus can be reached they remain at 3/5/7.
  8. Anore

    Raid Rules

    General Raid Rules A raid constitutes an attack or banditry (either in peacetime or wartime) by two or more players of an outside group on a nation, settlement, or lair. Raiders must be tied to a nation, settlement, or lair and raids must be approved by a region owner of the raiding party’s origin. A raid must have sufficient roleplay before PvP may occur. For example, if the raid does not have a clearly defined objective that could be played out through CRP, it is not a valid raid. A raid must have some sort of objective that does not inherently constitute wholesale slaughter. Extortion, kidnapping, targeted assassination, etc. A raid that is performed solely to massacre on anyone found in the settlement is a punishable offense. Once PvP begins, it may last up to thirty minutes. After that, the defenders can demand them to leave. This request may be made through in-game PMs or in LOOC to the raiding party, if a mod is not available. This request must be honored immediately upon request in order to avoid Raid Rule infractions for the entire party. All wartime raids shall have a /modreq filed prior to the raid when using war chat negotiated raid terms. Sending single raiders or smaller groups, into a nation tile or a city/settlement/lair in order to draw a group out and circumvent raid restrictions is classified as Raid Baiting and is against the rules. Peacetime Raids A raid on a nation tile encompasses banditry/attacks within any settlement or on any roads within the tile region. A raid on a non-nation settlement or lair encompasses banditry/attacks within the settlement/lair and on nearby roads leading towards entrances of the settlement. Raid size is dependent on the raid target Lairs: 3 player max Settlements and non-capital tiles: 4 player max Nation capital tiles: 5 player max Raid cooldown is dependent on the raid size, 12 hours per player in the raid party, examples: 3 players: 36 hours (1.5 days) 4 players: 48 hours (2 days) 5 players: 60 hours (2.5 days) Continuously attacking the same nation/settlement/lair immediately following cooldown expiration while out of wartime may result in increased cooldown times at the discretion of Moderation and punishment on the raiding party for violations of our Roleplay Standards. Cooldown times will be doubled based on the above listed criteria should continuous peacetime attacks be identified. Wartime Raids A wartime raid encompasses banditry/attacks on a settlement participating in the war by two more more players of an opposing faction participating in the war. During wartime, raid sizes are increased to the following criteria and raid protections are applied to city/settlement/lair regions instead of the tile, meaning banditry on roads in a nation tile or the area outside of a city/settlement/lair will not trigger a raid cooldown as they do in peacetime. All raid targets will have a 3 day cooldown. Incumbent parties may adjust these values during wartime negotiations. Raid size is dependant on the raiding target: Lairs: 6 player max Settlements: 9 player max Nations: 12 player max Following a victory a planned skirmish or warclaim battle, raid sizes/cooldowns may be increased/decreased using the following criteria: Attacker victory: A war camp may be established in the tile, allowing for increased raid sizes and reduced cooldowns. Raid sizes will increase by 3 players within the tile, while cooldowns will be reduced by 24 hours on that tile, and within all neighboring tiles owned by the defenders. There may only be one war camp at a time per war. All raids in a tile with a war camp, and all neighboring tiles, must originate from the war camp. War camps may only be raided once every 24 hours, but this cooldown will be lifted whenever a raid originates from them. Defender victory: Any established war camp in the tile may be occupied or destroyed. Raid sizes on cities/settlements/lairs in the tile will be reduced by 6 from the base values outlined above. This restriction on raids for the tile will persist until the next skirmish or warclaim battle. A side is still considered a defender when initiating a skirmish against an opposition when the intent is to expel raiders from the tile. Rescue Raids If a nation/settlement/lair’s citizen has been captured, they may launch a rescue raid in retaliation to recover them or pressure the captor’s for their release. A rescue raid may consist of twenty people by default. More may be brought if the defenders grant permission. Rescue raids are not barred by a raid cooldown. Rescue raids are immediately called off upon the release of the captive, or the death of the captive should their body be returned to their faction. Rescue raids should not be used to bait massive skirmishes; They are limited to the captor’s faction and the captive’s faction and allies as based on posted treaties on the forums. Rescue raids can last up to one hour, after which the captor’s faction can demand the captive’s faction to leave. This request may be made through in-game PMs or in LOOC to the captive’s faction leadership, if a mod is not available. This request must be honored immediately upon request in order to avoid Raid Rule infractions for the rescuing party.
  9. Anore

    Conflict Rules

    General Combat Parties must decide prior to engaging in combat whether it will be resolved through emotes (CRP = Combat Roleplay) or PVP. Once a decision is made, it cannot be reversed unless both sides come to a mutual agreement. If CRP is the chosen combat type, the defending party may elect to use the LotC rolling guidelines detailed in the section below or continue on with their own style. In the case that both parties cannot come to an agreement on CRP or PVP, the defending side (the one being attacked) may choose. If provoked, the character being provoked is considered as the defendant. Guards have priority to choose the combat-type if the other side has broken a law. This law must be clearly documented unless it is an obscure violation that disrupts the peace/warrants an arrest as per that settlement’s judgement. (e.g throwing eggs at someone’s lawn may not be written down as a law, but it may disrupt the peace). If a player is directed to stop with a sufficient halting emote and continues to run rather than responding, the attacker reserves the right to down said player, revive them and continue RP as if they are bound. In the case that they run again, they may be reported through a /modreq and will be teleported back to continue roleplay. A sufficient halting emote must either contain a descriptive halting action such as “He moves to block her path, a hand held towards their weapon”, or both dialogue and said action. If 12+ people become engaged in the combat, PVP may be called through a majority vote of all people involved. Spectators may not vote. To avoid any complications, you may ask a Moderator to watch. Votes may only be redone if new people join the scene or through moderation. Once PvP is requested, a PvP lock is initiated on whoever is present. Anyone who does not take part in the PvP or was not included in the PvP lock once the countdown is initiated is considered a spectator. Spectators may not interfere in any way. They may not follow along (even if they are statused) with the PvP unless approved by a moderator. Entering or running through a combat prohibited area, such as the Cloud Temple or fast-travels, during and/or to avoid combat is not allowed. You may not log out, fast-travel, or use your soulstone to escape combat (CRP or PVP) unless you have been disengaged/not been interacted with for 10+ minutes, or when killed if the other side permits it (rather than mechanically dying). If you are downed, you can only /d20 if the victor states you may or they have clearly emoted killing you. The use of the /d20 command to escape capture/combat of any kind is prohibited and will result in a forced permakill of your character unless both sides agree to allow them back for RP. The use of blocks, LWC, lava, water buckets, flint & steel, MyPet, or glitching is disallowed during CRP or PVP. This includes bypassing any locks/defenses you encounter during combat. Note on LWC: You may use doors, but you may not lock or place doors. Villainous activity or combat near or in Cloud Temple or travel hubs is prohibited. This includes ANY roads leading up to or from them, meaning one may not block travelers from entering or leaving the area by camping at an intersection leading to Cloud Temple or a travel hub. Soulbound items may not be taken from a character during combat (with the exception of staff event characters taking event-related items). Disclaimer: If a conflict/CRP/raid gets too out of hand OOCly (bickering, meta accusations, etc), a moderator reserves the ability to force a course of action be it PVP, Roll combat or to void the roleplay entirely regardless of the intention from either side. A report can later be pursued by those involved if incriminatory evidence (proving powergaming, metagaming, etc) is compiled. Refer to Report Guidelines. Mechanics Combat/PVP Sufficient roleplay is required before PVP. Things such as saying ‘halt’ are not considered sufficient roleplay, the attacker must be close to the person and make an emote trying to stop them/showing clear villainous intent (see General Combat Rules for halting information). In the case that PVP is called, all involved players must choose an appropriate /status which must match for all players on side that you are fighting for. Players who are not directly involved in the conflict may not spectate PVP or intervene in any way, such as interacting with craftbook signs, reviving, or opening doors for players involved. The use of ender chests or storage containers during combat is disallowed. Before initiating a /countdown, both sides must have clearly stated they are ready for PVP. Once one side is ready for PVP, there is a 3 minute time limit to start PvPing. If one side fails to meet this time limit, they automatically forfeit. Any parties that show up during these 3 minutes must vacate the area immediately. If found hiding or camping nearby, they will be punished. Stalling is strictly disallowed, no new members may join during PVP or once it is called. Stalling is defined as a player intentionally holding off conflict through OOC means while they wait for allies to arrive. To start PvP combat before the timer is over is prohibited. If either party starts to run before the timer is finished, they forfeit the ability to fight back and may only attempt to flee to safety instead. Placing blocks or locking doors/trapdoors/signs while in combat is prohibited. However, you may seek shelter behind previously locked areas if you have access, such as your character’s home. If you are completely disengaged from PVP for 10+ minutes, it is considered over. Roleplay Combat/CRP You may only move four blocks per emote. You may not mechanically run away from roleplay combat without it being possible, and having emoted prior and awaited for a reply from the opposing party. If this breaks out into a chase, you may then run a /countdown. No moving may occur before the countdown is completed. You may only make one major and one minor action per emote. A minor action is an action that does not directly affect the outcome of the combat, whilst a major action does. For instance, a minor action would be drawing your sword, a major action would be dodging/jumping out of the way or attacking. Another example, aiming a bow or taking an arrow from a quiver would be minor actions, whereas notching it, drawing it back, and releasing it are major actions. If you must go AFK for 10+ minutes during conflict roleplay, no additional parties may join until 10 minutes after the AFK player has returned. Roll Combat All Combat Roleplay Rules apply. If Rolling combat is to be used, it must be decided on at the start of the CRP session by the defenders. It can not change afterwards unless both parties agree. Players may use their own rolling systems if agreed upon. When initiating an action, the people involved need to roll in order to determine its success. The aggressor and the defender will roll out of 20, whoever rolls higher wins the action/reaction. If the aggressor wins the success roll, they shall roll again using the below criteria to determine damage if their action was an attack. If the defender wins the success roll, they seize the initiative and become the aggressor. They can then initiate an action, triggering the action/reaction success roll again. To determine damage after a successful aggressor attack action, roll out of 20 again. In order to inflict a degree of damage detailed below, you must roll at least the minimum listed number or higher. Critical Wound | 19/20 Heavy Wound | 16/20 Wound or Disarm | 10/20 Minor Wound | 5/20 Miss | 2/20 (No damage rendered) Critical Miss | 1/20 (Lose initiative instantly) Capture Roleplay When capturing a regular player, such as common citizenry, you must have a plan and offer quality active roleplay. Such as planning to ransom, execute, etc. You may not just hold them for 2 hours to deprive them of any RP. Normal players/Citizenry (Not ROs, PROs, etc) may be held for up to 2 hours with active roleplay. After which they may be allowed to leave. Nations Leaders, ROs, Government leaders and military officers may be held for up to 3 hours with active roleplay. After which they may be allowed to leave. While captured, captors must interact with their hostage frequently through sufficient roleplay. If a captive believes they have been held too long and/or without sufficient roleplay they may modreq for assistance or request permission from the captor before soulstoneing out. If a player has to log off at any point throughout the capture, the players involved must first agree on a conclusion or resume the RP once they are able to both be online. While this is in effect, the captured persona cannot be played. If both sides can not come to an agreement a Moderator can arbitrate a solution. Refusing/avoiding cooperation with a captor will result in an infraction for avoiding RP. The capture timer begins only when the captive arrives at the holding location, not as soon as they are apprehended.
  10. Anore

    Build Rules

    #scope ul li { margin-bottom: 1em; } #scope p { line-height:2; font-size:16px; } Build Rules Do not grief other players’ builds or land-scar the map through poor building or terraforming. Do not make underground farms of any kind unless approved through lore. Players may soulstone out of a trap if there is no further RP and they are trapped for 5+ minutes. Do not construct any instant death traps. Further, do not construct any inescapable areas, there must be at the very least a locked door to attempt to exit (with the exception of the area within the gatehouse). Do not make an area only accessible through breaking blocks mechanically to enter. There must be a mechanism in place for entry such as a door, gate, redstone door, etc. This rule also applies to storage containers and shop-chests. Do not cover a wall with buttons/signs etc. If your build is not to an acceptable standard for LoTC, you will be issued a warning to improve it by Moderation/World Team Staff. If you do not heed the improvement warning, your build, items and claim to the land will be removed in 7 days from the issuing of the warning. Placing blocks to climb structures or bypass defenses is not allowed. Freebuild Rules You may not build within 100 blocks of another build that you do not own. If your freebuild is deemed over 30 days inactive by a GM, a sign will be placed on the freebuild site. If the sign is not removed within 3 days, then the build will be removed along with your items. All regular eviction rules still apply in freebuild. Only the owner of a freebuild or their designated stewards can issue evictions within it. The owner of a freebuild is the holder of the property in roleplay. If this cannot be determined, it defaults to whoever constructed the build.
  11. Anore

    Region & Nation Rules

    ‘Regions’ refer to areas protected with WorldGuard. For a more in-depth explanation of the Region System, please refer to this thread. These rules cover basic day-to-day interactions between players and regions. Region and Nation Rules A standard region member must be notified 3 days prior to removal from the region should they have a home or shop. (This is normally done with a sign in front of their door, for mass evictions a region greeting flag can be used). A player's locks may be evicted by a region owner through /evict. /evict may only be used on a player’s building after the 3 day eviction notice has passed. Using it before the 3 days is strictly forbidden. Some locks, although owned by a player, may be considered “nation-owned”, such as in guardhouses, public buildings, nation storage, etc. These locks may be removed or transfered by the PRO through a mod-request instead of /evict, with no 3-day wait required. A leadership figure may not steal more than 10% of any type of item from the nation’s storage and treasury when they leave. Moderator supervision is required for when this occurs. Primary region owners (PROs) must be the active roleplay leader of their nation or settlement. If they are overthrown via a coup, entirely inactive, or otherwise no longer the roleplay leader, they must release their PRO status to the new roleplay leader of the nation or settlement. The PRO of a nation may have permission to build on road regions that are within their nation's tiles. These builds or additions on the road may not alter the road physically or change the route of the road The build may not obstruct the road or traffic along the road in any way. This includes, but is not limited to: gates, forts, checkpoints, walls, or any other kind of aggressive structure that would suggest the listed examples above. Only the PRO may add/remove region owners. For nations, this applies to tiles or settlements the nation leader is PRO of.. A tile PRO (the nation leader) can request the creation of sub-regions within a nation tile for the purpose of new settlements under that nation. The PRO for the new sub-region meeting this intent should be the RP leader of that settlement. All other sub-regions not intended for settlements do not require a PRO to be set and are assumed to belong to the nation leader. A tile PRO (the nation leader) may remove owners (including PROs) of sub-regions, or request deletion of sub-regions, but must notify the owners 7 days prior. This removal may be interrupted through rebellion (see War Rules). Nations cannot claim ownership of land in freebuild areas.
  12. Anore

    Chat Rules

    Chat Rules Do not advertise other Minecraft servers through LOTC related platforms. Do not use slurs or make racist remarks of any kind out of character, remain civil toward others—even if you are upset. Do not discuss controversial topics or potentially offensive subjects regarding religion, politics, or adult content in public channels. Do not use chat channels for anything other than their intended purpose.
  13. Anore

    Character Death Rules

    Character Death and Permakills When your character dies, they do not recall how it happened or any event leading up to the death. Further, you may not return to the area in which they died until 30 minutes have passed. Even after 30 minutes, you may not interact with the ongoing roleplay scenario that lead to your character’s death. Death by suicide is non-reversible (permakill) unless specific lore states otherwise. Accidental or forced suicide does not count (such as unknowingly drinking a poisoned beverage, or being forced to stab yourself). Referencing the Monks reviving your character before their death, or using the /d20 command to forcefully end roleplay is not cohesive with our Roleplay Standards, and will result in punishment. Repeatedly doing this may result in administration forcefully perma-killing your character. Another player cannot force you to permanently kill a character upon death without your consent, regardless of the situation or any out of character agreements. Lore-enforced and event perma-kill clauses required by staff must be followed once mutually agreed upon by a player and ST member. Permanently killing a character can be enforced or reversed by the administration on a case-by-case basis in special circumstances. The one-week permakill take back would not apply for this. If you permanently kill your character, you have one week to reverse your decision with the exception of suicide, an agreed-upon event-perma-kill, or an administation-enforced permakill.
  14. Anore

    Heist Rules

    #scope ul li { margin-bottom: 1em; } #scope p { line-height:2; font-size:16px; } What Are Heists? A heist is an organized roleplay ‘raid’ where the attackers are allowed to lockpick various chests and/or armour stands to steal from their targets This is purely roleplay and any Out of Character usage isnot permitted, including during the planning. Committing a Heist On the day of the Heist, at the approved time agreed upon by the leader of the Heist and the Moderators handling it, the leader must make a /modreq. Either the Moderator handling the discussions with the leader or another informed and up to date moderator regarding the heist in question may take the modreq. The Moderator(s) will be in spectetor/vanish as the heist to occurs. To start a heist you can fill out this application, these should take place in peak hours of the servers. You may purchase both lockpicks and bolt cutters from the thief shops scattered around the map. Heist Rules A heist may consist of three to six players. Lockpicks attempts may be emoted (#q) and rolled (/roll -q) in quiet chat. Use of the lockpicking plugin is not permitted during heists Players are permitted to bring up to five thievery tools each with them on a heist. (ex. Bringing 3 Lockpicks and 2 Bolt Cutters.) Regular roll guidelines are applied (see Petty Theft Rules) except iron bars, armor stands, item frames, and bookcases are now added: Item Frame/Armor Stands — 16+ (Bolt Cutters Required) Bookcases/Lecterns — 16+ Per Book Iron bars — 15+ (Bolt Cutters Required) With a Roll lower than 10 a thievery tool breaks and may no longer be used. With a roll lower then 5 the item is jammed and no further lockpicking attempts may occur for the rest of the heist. Shulker Boxes within a chest will be counted as an expansion of that chest’s inventory, they will not require additional lockpicking. After a heist is done another may not be conducted on the same targeted settlement for two weeks. Heists need to be around prime time for the area, so the defenders have a fighting chance. It’s up to the defenders to engage those partaking in the heist. If the heisting group is caught and attacked by anyone in the city, the member of the city will be given Defender (Guard) Default. Only those around at the time will be allowed to initiate the combat. They may use a Rally Bell or via shouting to alert others of the city of the heist. Event and Staff Area’s may not be heisted. Warp and Soulstone may not be used to gain entry to an area. The main objective of a heist must be made clear to the handling moderator/moderators. (Ex. General Thievery, Specific target item, etc.) No Blocks may be broken during a heist. (Excluding rolls as outlined above.) All routes of entry must be accessible prior to the start of the heist, any secret entrances such as tunnels must be known through RP. Heists must be planned ingame through RP. Screenshots will be required by Moderation prior to approval. If costumes/disguises are made for the heist. They must be lore friendly and made in-game. Heist members may only take up to 6 items with them from the heist. Only empty shulker boxes may be taken as part of this. In addition to the above, heist groups will be permitted to steal up to a single placed RP item. These items can include but are not limited to from, crystals, thrones, chairs, tables, anvils, piles of rare books, paintings, etc. This item may not be in a chest, item frame, shulker box or armor stand. Taking the item must make RP sense and will be up to the handling moderators discretion. Moderators will need to inspect the inventories of all players before and after the heist. You have two hours to complete the heist, starting when the moderator overseeing the heist notifies the leader to start. Once the time limit is up, no items may be stolen and you must leave the area. Moderators who come across excessive amounts of doors blocking a single path to a room may treat it as two doors for lock-picking purposes. Any staff member that participates in a heist must have their Pex taken for the duration of the heist or use an alt account due to unfair advantages. Overseeing Moderators may be using recording Software during a heist for documentation purposes.
×
×
  • Create New...