Showing posts with label Necromundus. Show all posts
Showing posts with label Necromundus. Show all posts

Friday, January 9, 2009

Necromundus: Roleplaying

Necromundus is an RP-enforced game environment. That means that we expect our players, while online and on the grid, to assume the roles of the characters they're playing. They get involved in scenes, tell stories, banter with other characters, and earn +votes from their peers as rewards for good performances.

Basic RP Primer

Most of the races on Necromundus are kept generic, allowing for broad flexibility in a player's use of imagination in determining their character's origins.

If you play a felinoid, you might have been a Demarian on OtherSpace. But, just as easily, this felinoid form could just be a manifestation of a humanoid with a detached, flighty, and occasionally fierce personality. It really depends on what suits your style.

New to roleplaying? That's okay. Basically, it's just like pretending when you were a kid. You inhabit the role of, say, a vengeful Angel, servant of the Ascendants, with the mission of thwarting all efforts by the forces of evil to take over the realms of Necromundus.

Suggested RP Locations

It's possible to roleplay anywhere you can get two characters together, but some good social spots are the tavern in Necromundus City Center, the commons of Whisperwood Hold, the oasis town of Heathaze Village in Blistering Wilds, and the Urland city ruins.

Running Your Own Events


Want to host your own RP events? Whether it's a costume party, a locked-door mystery, or an epic adventure through Tor Cinderfall, our players are encouraged to make their own fun - for themselves and others.

You can accomplish a lot with some simple tools, such as @emit.

@emit makes it possible for you to generate a scene-setting pose or generate the appearance of NPCs without having your character's name attached.

If you plan to hold an event, give folks at least a few days notice using the +calendar and our forums.

Earning RP Reward Points


When you're online and in-character, you earn RP Reward Points. You can reach a maximum of 25,000 before you should visit the NPC Voucher Salesman in the City Center of Necromundus and start investing those points. You can either store them in Reward Point Vouchers, clearing your character cache of points so you can start earning them again, or you can spend them on other things, such as crafting minutes, purge protection, or starting a new guild.

Earn enough RP Reward Point Vouchers and you can cash them in for other perks, such as:

* Alt Voucher: 1 RPV
* X-Treme Fast Mount (.1 Speed/.1 Stamina): 5 RPV
* Two-Room Real Estate/Shop or Home (Necromundus): 10 RPV
* Two-Room Real Estate/Shop or Home (Rogues Isle): 10 RPV
* Two-Room Real Estate/Shop or Home (Whisperwood): 15 RPV
* Two-Room Real Estate/Shop or Home (Southfield): 20 RPV
* Two-Room Real Estate/Shop or Home (Blistering Wilds): 20 RPV
* Two-Room Real Estate/Shop or Home (Urland City Ruins): 25 RPV
* Two-Room Real Estate/Shop or Home (Agickin Theme Park): 30 RPV
* One-Room Real Estate Expansion (Anywhere): 5 RPV
* NPC Butler/Personal Merchant (Requires Home, Shop, or Guild Hall): 5 RPV

Winners of our monthly RP Notables +voting receive RP Reward Point Vouchers. It's also possible to win vouchers for earning at least 10 badges on your character's OtherVerse Wiki page.

+Voting

Each month, players show support for their peers through RP Notable voting.

We've got three tiers of RP Notables:

* Stars: Anyone who gets at least 1 vote.
* Superstars: Anyone who gets at least 4 votes.
* Top Roleplayer of the Month: The player with the most votes.

To vote for someone, it's this easy:

+vote

But if you want to add a note to give specific commentary about their RP, it's only a little more complicated:

+vote/commend =

The votes usually cycle around the end of the month. We recommend voting after each scene, rather than waiting until the last minute - you might forget someone!

RP Notables earn badges and get immortalized in our Wiki records for their accomplishments.
[edit] Posting Logs

We encourage our players to post logs of public RP activities here in the OtherVerse Wiki. Roleplaying events that aren't open to the public should only be posted as logs if all involved have agreed to publish them.


Rules and Regulations

* Don't Speedwalk: If you see other characters in the room as you're passing through, take time to pose and interact rather than just zooming by. You might be missing some good RP opportunities.
* Don't Powergame: When interacting with other characters, don't assume everything always goes your way. You don't kick Bob. You try to kick Bob. This allows for the possibility that Bob might dodge. You don't look at Bob with a smile on your face, thinking what a jerk he is. You look at Bob with a smile on your face, but it looks like a mask, just barely covering your anger. This gives Bob a chance to pick up on your emotional state and respond to it.
* Don't Metagame: If you hear something out of character or read something in the Wiki, you're not allowed to use it in play unless your character has actually come by the information first-hand.

Tuesday, January 6, 2009

Atrum Viscus

An island archipelago that's home to pirates, treasure hunters, and cutthroats who sail the great blue seas.

Tir na Nog (Chaos Portal Destination)

The land of Faerie, where the Elven Courts hold sway. The bright courts of the Seelie Sidhe are forever locked in battle with the cold courts of the Unseelie, the war that spins the Wheel of the Year.

Striet (Chaos Portal Destination)

A world ravaged by eternal civil war, set in the ruined city of Striet the Osten and Westen factions fight for control.

Descendant Aspect

Demons of Necromundus battle manifestations of good in the Ring of Fire to try and swing the balance in favor of Evilness.

Ascendant Aspect

Angels of Necromundus pit themselves against manifestations of evil in the twin pillars of Cloud Nine to try and swing the balance in favor of Goodness.

Cataract

A traditional fantasy-style realm with damsels in distress, dragons to defeat and dungeons to explore.

Urland

A post-apocalyptic realm defined primarily by a deserted stretch of highway, a theme park overrun by mutants and monsters, and a ruined city.

City of Necromundus

The surreal heart of the hereafter is Necromundus, a city that bears the name of the overall "world," for it is the gateway to all other possibilities. The recently dead resume consciousness in this city, and it is here that they choose a new destiny in the netherworld. Necromundus features the Portal Plaza, with doorways that lead to other realms, such as Urland and Cataract.

Dracoids: An Introduction

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Ursinoids: An Introduction

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Elves: An Introduction

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Dwarves: An Introduction

Dwarves are "short, stout and bold" creatures who inhabit the realm of Necromundus, and are "often fond of treasure and ale". Awarded extra points in the areas of Perception, Willpower, Strength and Constitution, the race radiates strength, stubbornness, perceptivity, and vigor. Dwarves function in three classes only- Warrior, Rogue or Magic User. For reasons unknown, Healing evades their skills.

Though there are not as many inherent skills and abilities for dwarves as other races, they come with a few natural advantages. First, Dwarves are blessed with the treasure skill, which increases the likelihood of rare loot drops during combat. Their abilities also allow them to stun opponents and earn extra turns in combat. (See Bluster). Finally, lacking a set canon within the game, dwarves are incredibly flexible to play. Concepts for dwarf characters are encouraged to be innovated, interesting, and creative- remember that this is an after-life of sorts, and many creatures were not as they appear in Necromundus while they were alive. For JTS players looking to expand their game play with a sense of continuity, Chiaroscuro players may choose to submit a deceased Halaghi concept to Necromundus as well.

Sauroids: An Introduction

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Tauroids: An Introduction

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Lupoids: An Introduction

None of the following suggestions are cannon, they are simply suggestions that myself and fellow Lupoid players have found to work well in RP. Feel free to use as many or as few as you wish, and to add anything else you find works well.

One of the things we've found to be enjoyable in RP, as well as a bit of a challenge for ourselves, is to make our Lupoids act like wolves. What does this mean? No facial expressions except snarling, expression of emotion is done primarily through the tail, ears and eyes. The following basic guidelines, based on dogs, have worked well so far:

* Happy - Tail wagging, ears erect, possible barking.
* Content - Tail swishing slowly back and forth. This is more of an everyday, 'there's not much going on' type of expression.
* Anger - Ears flat, snarling, hair on back of neck bristling.
* Shame or Fear - Tail between legs, whimpering.
* Frustration, Mild Anger - Ears flat, growling.

Also, Lupoids have been played so far as having a low growl of a voice, this has so far been expressed by simply posing as such, or in some case doubling the letter 'r' every time it appears in the part being spoken. An example pose would look something like this:

Garviel nods, "I agrree."

Finally, if you wish to use it is a little something called Bloodlust. I've played around with it a little, and have gotten positive feedback from multiple players so far. When a good deal of blood has been spilled is the only time when Bloodlust will come into play. Roll willpower at either -1 or -2 (-2 would only be in extreme cases, large battles and the like). If the result is negative, Bloodlust has set in. The Lupoid in question will essentially go insane with the sheer thirst for blood, and will attack just about anything, regardless of how foolish or stupid it may be to do so. Sometimes weapons will be disbanded in favor of teeth and claws, other time it wont, this all really depends on the situation and the Lupoid. In order to stop the effects of bloodlust, once it sets in, the Lupoid should roll willpower again with the same modifier before every pose. If a positive result is made, then the Lupoid manages to overcome the affects and can regain normal activities, whatever thy may be.

Felinoids: An Introduction

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Humanoids: An Introduction

Humanoids, the basic race of any fantasy world. They are versatile, able to take any class, even if they have slightly lower stats than any other race. But, at the same time, they have a significant advantage over other races - an amazing sense of self.

When a person passes away happy with who they are, they become a humanoid - an empowered version of the person they were in life. They may have a desire to improve upon themselves, as everyone does, but have no desire to be something, or someone, different.

As a result of this trait, humanoids are often capable of things those of other races are not. They might stop another in his tracks through sheer will, banish enemies by the refusal to believe in them, or even, with a little luck, shrug off even the unavoidable.

Humanoids: An Introduction

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Demons: An Introduction

Demons are the servants of the Descendant Powers that want to take over Necromundus. Some have been Demons for long ages, others are fallen souls who have earned Necromundus as a first assignment.

Demons are sexless beings (although for ease of communication or whatever temptation they may have going they can take on the characteristics of a specific gender, this is entirely a choice and one which can be altered). In their purest form, they are largely featureless beings of broadly humanoid shape, sporting very large wings and bearing an aura of crimson flame with a heavy scent of sulphur.

While they are capable, with some effort, of taking on any form - there will always be some sign to those that look for it that one is dealing with a Demon and not a felinoid, lupoid, human or other being. The simplest sign is, of course, the red or black wings demons often sport. Fangs are also common, as is a lingering scent of sulphur in the air, or footsteps that burn or harm the earth. Demons are often far more capable than Angels at disguising their nature, and though they can never appear fully human it can often take a true member of a given race to know for certain that the being one faces is Not One Of Us.

Unlike any other race but the Angels, Demons don't just arrive in Necromundus, but are sent there with a purpose and a duty in mind. They may have to 'wake' to this awareness, but it's more a matter of time than anything that could be avoided. An demon's duty binds its will; it is physically incapable of betraying its duty regardless of what pains or tortures might be visited upon it. Likewise, Demons are uniformly considered 'evil' beings. They may well appear kind or friendly, but they are always 'evil'.


RP NOTES:

While not wishing to force players to be 'classically evil', that Demons are an evil race is a given - not a guess or supposition. A demon which fails to be evil, and fails to perform evil acts, may well expect the Greater Descendant Powers to take note of their dereliction of duty and visit horrible punishments upon them. Demons, like Angels, do not have free will. At the very least, a demon should be intent on corrupting and deceiving other PCs in some harmful manner, or on gaining control over them to influence the city toward the Descendant Powers.

Demons, like Angels, are mystical beings. They hold great power compared to many of the denizens of Necromundus, at the price of their free will. They are also subject to unique weaknesses which are not shared by any but their Angelic cousins.

Capture: While it would ordinarily be very difficult to bind an infernal creature such as a Demon, it can be done by a Mage or Priest versed in the correct ceremonial magics. However, to do this requires possession of the Demon's true name. (NOTE: No Demon on Necromundus will ever introduce itself or willingly refer to itself by its true name, so don't go thinking this is any kind of easy task!) Once a Demon is summoned into the mystic circle, it is bound there by the will of the casting priest or mage. This confinement is defined by a contested Willpower roll, once per day - if the Demon's roll is higher, the Demon has broken free. If the captor's roll is higher, the Demon is held bound for the next 24 hours.

Torture: As it is, again, difficult to cause harm to a creature as infernal in nature as a Demon, other methods have been devised. Magic can be used to cause a Demon harm, but the most effective torture again involves use of a Demon's True Name. Deliberate mispronunciations of the True Name cause a demon harm not unlike drawing fingernails across the blackboard of the soul. As this causes the demon great pain without doing it physical harm, it is favored (by those who can obtain the True Name required) as a form of interrogation. This is often the only form of torture that will gain the attention of a Demon at all, given how merciless their superiors often are in meting out punishment for any failures.