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Villain Rules

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Urasept

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-Villain Rules-

 

These rules are for the villains of the server, it is mandatory you read these before committing any sort of villainous act. These rules apply to all mediums regarding to Lord of the Craft and its roleplay, and are expected to be upheld.

 

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A villain’s duty is to provide fun roleplay for other people through conflict. If you wish to take up this role of a villain for your own personal “gain”, keep in mind that you are not welcome in that regard. A few qualities to a good villain OOC’ly, is being rational, fair, and even giving the upper hand to the other party for the sake of enjoyment on all fronts. If someone is uncomfortable with the current situation, try and create an alternate way of RP’ing it. This can include but is not limited to a villain becoming too descriptive in their roleplay. Keep in mind, this does not excuse an individual from being robbed, tortured etcetera.

 

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Villains are never to return items upon killing another, especially not upon instruction from that or another player. It makes absolutely no sense to return items when considering roleplay logic. In addition, it sets an unsavory precedent. With most issues, however, there are obvious exceptions; if you’ve killed someone who happens to be carrying their life savings, you can return a portion of it.

 

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It is required villains make it clear they are not truly a guard or other cliche position when trying to falsify identity. If this instance of falsification is the case, it must be clear your name cannot be changed to emulate that cliche role, such as ‘Guard_Jeff’.

 

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Stealing from unlocked chests is allowed. Any unlocked chests, regardless of in a freebuild or protected area, can have the entire contents stolen. Despite common sense factor!

 

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Donation chests and locked chests may not be stolen or lock picked from under any circumstances. If the chest has a password on it and you know the password, then this is the only case where stealing is allowed.

 

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Item frames may only be stolen from freely if the area is unregioned. Otherwise you must be on the region in question to take from them.

 

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Locked chests in the wilds with inactive owners can be opened upon making a modreq if the chest has not been accessed in over one month and the owner has been offline longer than 1 month.

 

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Horses may not be stolen under any circumstances.

 

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Lockpicking

 

A GM must be present for all attempts at picking a lock.

 

After emoting the attempt, the player must use /roll 20. The result will determine success.

 

Players may use named ‘Lockpick’ items in their attempts to breach doors and chests, and doing so will lower the required roll to succeed.

 

Of any given group, only 3 members of it may attempt to pick any given lock.

 

A player may pick 3 separate locks (as an example, two doors and then a chest) with three attempts per.

 

Lockpicks

 

Lockpicks will be custom-named items purchasable from shops for a small price. At first, the shop will be found within the vicinity of the Cloud Temple. Settlement owners may have one such shop placed in their settlement by contacting the staff.

 

When picking a lock, the overseeing GM will take one pick from the player per failed 

attempt.
 

If the player does not have the shop-bought lockpick on them, they must meet the rolls for ‘lock breaking’ to succeed.

 

Doors

 

If a player wishes to bypass a door, the following rolls must be met.

 

Lockpicking  

Wooden Door - 10 or higher.

Iron Door - 15 or higher.

 

Lock Breaking

Wooden Door - 17 or higher.

Iron Door - 19 or higher.

 

Chests

 

Chests may only be picked in search of specific role-play items, such as books or special named items (An example being a specially named sword).

 

Before picking a chest, the player must inform the overseeing GM as to what they are looking for.

 

Materials such as Iron, Logs, etcetera may not be stolen. Nor may armor or weapons without specific rp background (Such as the aforementioned specially named sword).

 

Once the GM has been told which specific item is being sought, players may emote to attempt to pick or break the lock. If this is successful, the GM will check the chest for the item sought. If it is present, it will be removed from the chest and given to the players. Players will not be given access to these chests.

 

Chest rolls are as follows.

 

Lockpicking - 15 or higher.

 

Lockbreaking - 17 or higher. A roll below 5 will result in the lock being too damaged to open, and subsequent attempts being barred.

 

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Arson is not allowed unless in a war claim or with the plot owners OOC permission.

 

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Slaughtering animals in a pen or stealing or letting them out is only allowed with proper roleplay and RP signs must be left. No more than 25% may be killed or let out of the pen.

 

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Destroying blocks such as fences or walls in order to get around locked gates or doors is not allowed.

 

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If you are imprisoned, you can only soulstone away if left for 20 minutes or more without roleplay.

 

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No villainous acts may be performed inside of the mine worlds. This includes banditing, murder, theft, and so forth.

 

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