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Post by Kokoata on Aug 31, 2020 16:31:30 GMT
Law_____________________________________________ All settlements, cities and places with a semblance of social connection, have rules, guidelines and laws for what is and what is not, acceptable. Some laws are universal across the land; others are only for specific areas/places. The punishments that come from breaking any sort of law varies greatly.. _____________________________________________ Guidelines:. the Law is for plot-development/RP-fun! . players breaking Forum Rules is Not the same as an Avatar breaking the Law . some cities have harsher disciplines than others; be aware of what's legal and what's not! . the Law is a consequence from committing a Crime... - [example] [example] - Caught:Whether spotted by an NPC, 'loose lips sinking ships', or being tied to the evidence of a crime, your Avatar can be caught by the law! The kind of crime can lead to a fine, community service, and spending time in a suitable jailhouse. Fortunes met:The deed is done, and no one suspects your involvement! You'd best be quick about how you'll exercise your rewards, as the law is always on the tips of their toes as far as keeping an eye on suspicious characters... 1-10ubhOzoUw
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Post by Kokoata on Oct 12, 2020 15:32:44 GMT
Crime_____________________________________________ Not everyone has been given the success of a great life; pushed to the breaking point, many different people take on inherently shady tasks, risk their own life by taking another's for coin, or take on more immoral acts in leu of looking for a better tomorrow. Crime tends to thrive where people are angry and desperate, overtaken by those who would never miss an opportunity to settle a personal score... _____________________________________________ Guidelines:. be respectful OOC; discuss the crime you want to commit with the players' who could be affected! . some crimes will need to be discussed OOC with Staff before they can be acted upon . the Law is always on the lookout for criminals... . the consequences from committing a crime varies! . acting out a crime will take a tole on your Avatars' morality... - [example] - Bothersome Acts:Includes mischief ( distastefully pranking citizens or scaring elders) or disturbing the peace ( big noises in the early AM) Being seen committing these acts will ordinarily slap you with a fine, some societal chores. Being witnessed by NPC's who will come to look at you with a tentative dis-like. Distasteful Acts: ( Kept PG-13!) Includes thieving ( taking something from someone), and causing damage to somebodies home, items, and things. Being caught in the midst of these acts will get you a fine, and sent to the nearby jailhouse to serve out some time! Those who act on these behaviors will still have access to the library, but they'll be spending a ton of time put to work on societal chores. Being witnessed by NPC's will come to look at your Avatar with a noticeable distaste. Aggressive Acts: ( Kept PG-13!) Acts that are outright dangerous to a person or persons ( Fights within settlements that leads to harm and other acts that threaten others). Being caught in the midst of an Aggressive act will get you sent straight to the nearest jail-house. These acts come with a hefty serving-time to be spent behind bars, and ordinarily includes a hefty fine. Some are still allowed to access the library, while more aggressive offenders may face time in solitude... Being witnessed by NPC's, will have them come to look at you with fear and anger. ·6YXueARg
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Post by Kokoata on Oct 12, 2020 15:36:38 GMT
Fortunes Met!_____________________________________________ You've done it! You pulled off that heist, smuggle, or assassination without anyone catching wind of your plot, or connecting you to the deed! The fortunes for high-risk choices almost always pay out ten-fold... _____________________________________________ Guidelines:. guards will be on the look out for your Avatar... . be careful where you spend any stolen loot, it may be connected to the loot that's gone missing, and you may seen as suspicious! . un-solved crimes are open cases; be careful not to tip the authorities about your connections to the crime in the future! - [example] - Selling Loot-Your best bet is to sell loot either to another player in the Bazaar, or to one of the Caravan Traders that come-and-go along the trails in-between settlements. Stolen loot will always be minded by official shop-owners, and they'll call the guards on you! Suspicion-When something goes awry and there are no given suspects for whats happened, guards and other authorities figures will be on-edge. You can choose to sell/ditch any items that make you suspicious, or wait to see if someone else who was involved in the crime, gets caught ( thus dropping the case) If you have any stolen loot or murder weapons on hand or in your inventory, you'll need to make a [*roll] for every post you make within any Grand City, to see if you remain un-detected.
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Post by Kokoata on Nov 26, 2023 18:13:56 GMT
Caught! _____________________________________________
Were you caught in a smuggling scheme? Did someone find you with blood on your hands? If the authorities have you, they'll have you serve out your time! This can be played out in many ways, depending on the severity of your crime... _____________________________________________
Guidelines: . different places have different ways of dealing with criminals... . your time needs to be served out through roleplay! . if you are caught, the matter is put to rest! Anyone else who may have been involved, won't be seen as suspicious - [example][example] -
Fine- If the crime involves vandalism, mischief or disturbing the peace, you will be slapped with a fine!
The amount will be deducted from your pockets right before your eyes- unless you don't have enough! If you're short on money, a chunk of change will be taken and you'll be sent to the 'Big House' to serve out time to payoff the rest of the debt.
Sent to a Jail House- If the crime involves mugging, thieving, or accidental/severe damage in a fight resulting in death, your Avatar will be hauled away to the nearest jail-house!
Wardens at individual jails will hear out the damage done, and will either put your Avatar to work fulfilling societal-duties to 'give-back' to the community while accompanied by armed guards, or have you while-away the hours in solitary.
Library- For those on good-terms with the guards or those with less-than severe reasons for being in jail, may be allowed to visit the library for an hour each day! It's only one hour a day, but you may peruse the books and read up on anything you like in that hour. You're even free to return to the same spot or book the next day, and you may use the time to study a new skill.
Solitary- For the roughest, toughest, and cruelest who wind up in prison; maybe you were a violent offender or are otherwise seen as a person with ill-will. In any case, solitary means solitude; no one around, nothing to do, and nowhere to go. You'll have to simply tick down the hours, the minutes, the seconds, until your solitary is deemed finished by the warden themselves...
Societal Chores- For most who are sent to jail, the most useful way to see a quicker end to the sentence is to complete jobs in-and-around the city. Completing these societal-chores will knock off minutes, hours, or even days off of your sentence, and you'll see the outside of the City Center much sooner! You will not be able to keep anything you find, collect, hunt, or gather while completing jobs, but at-least your own personal skills will naturally grow as you go about your day!
Accompanied by guards- While being sent out to complete a societal chore, your Avatar will be assigned a number of guards. The guard(s) will interact with your Avatar while you complete the chore. Every Guard escorting your Avatar, gets a [*roll] after every 3 posts; the individual rolls determine how each guard reacts to the current situation.
You'll need to make a [*roll] after 3 posts to see how the Guards interact with your Avatar. i.e. Being accompanied by two guards, means two rolls: Z9uORKGP _____________________________________________
*If rolling a: 1-3; The Guard takes a gander at the task's at hand and may make a positive comment, but otherwise carries on by himself.
4-7; The Guard feels inclined to ask general questions, or otherwise be aware of your Avatars presence.
8-10; The Guard assumes hostile behavior, whether that's messing with the Avatars' work or berating them. _____________________________________________
Both rolls above, came out as 'The Guard feels inclined to ask general questions, or otherwise be aware of your Avatars presence.'
You may write the guards as doing anything that falls within that statement, such as true-neutral actions like sneezing and making a comment about it, offering a statement about the weather, or commenting on the situation regarding your Avatars' work, (ex."Missed picking up an acorn over there," or "I thought it was going to rain today," )
You can choose to 'pizzazz' your interactions with more individualistic identities for the guards, such as comments about their family, feelings about the prisoner (you!), or other queries between one-another that builds up a story behind-the-scenes.
You may either free-style a guard & effectively choose how a guards' individuality is portrayed in these situations (ex. gnarly, ambivalent, grouchy, curious, kind, ferocious, etc) or pick a guard that's listed as a free-to-use interactive NPC.
*Potential rolls/outcomes with guards will vary depending on where your Avatar is hauled away. Some big-houses have more pleasant authoritative figures, and others, more dastardly...·
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