The Rules of Character Engagement

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Bhryn Astairre

Guest
These are the RULES OF ENGAGEMENT. At one point or another, a character will undergo one of these fun little flaws and until we set them straight, they stay as a numbered individual. Take a look, where does your character fall guilty?:p

As copied from several sources, names added atop each section submitted:

Gene-Kynes

1. Most animals are actually fake-animals that can be turned back to human form if a human of the opposite gender happens to fall in love with them.

2.People with split personalities are to be avoided at all costs. They are being possessed by their other self who commands some great evil power.

3. Godmoders are the darkest, most depraved evil anyone could ever think of.

4. Every species is cross-fertile, be they gargoyle, phoenix, dragon, elf, god or werewolf.

5.After a show/movie, anime or otherwise, becomes popular, about a thousand clones of that show/movie pop up for about a month or so, until the next popular show/movie comes out, so they can copy that.

6.Every tavern, no matter HOW crowded, will always have one empty table apart from everybody else in a dark, secluded corner.

7.Every tavern, no matter HOW crowded, will always have one empty table apart from everybody else in a dark, secluded corner.

8.Once the newcomer sits at that table, a new empty table appears, in a new dark, secluded corner, to which the next newcomer will be instantly attracted.

9.Rarely will anyone notice anything happening in an inn besides their own conversation. Violent deaths are especially unlikely to draw anyone's attention.

10.All Gangrel, despite their age, have no Animal features to speak of. And are always Celtic. And have no manners.

11. Dante needs sleep badly.

12. Dante can talk in circles, and not make sense. Very useful skill.

13. Muted Faith is responsible for the proper form of most of these rants, and hilarity rights go to her, hatred goes to me.

14. Two words: Half-Kender, Half-Centaur.

Drindin

15. All relationships almost always end with one of the members in said relationship dies in some brutal, groutesque death at their own hands, be it falling on their swords or having their innards torn out by some unseen force.


Bhryn Astairre

16: There's never one set storyline, you can guarantee that someone, somewhere in the multiverses will see your concept and always try and adopt it for themselves, in the process mangling everything you have worked so hard to create and only end up fostering the "bad name" for a species. (this is a REAL pet hate of mine, grrr! ::foams at the mouth:: anyone who knows me, knows what I'm on about. Especially unfortunate Becca)

17: People go from sober to drunk in less than two seconds flat. If not, then they have the constitution of a stone.

18: Most people can't add up... after all, what's wrong with a half demon, half vampire, half sun elf, half zombie doctor, half fae dragon? (I'm sure I've seen someone close to this stupid combination)

19: We also learnt that Samara is truly evily, and I saw that movie once and ended up, on that night, unplugging my tv, computer, anything electrical in the student residense, putting my dressing gown over the television, sleeping with the curtains open and the lights all on and a knife in my hands... I wasn't scared at all heh... brrr... ring...

20: People have lost the scare factor. Nothing frightens anyone.

21: Try Reesa's brownies, they're yummy.

22: If a person IS of a particular race then you can count on the fact that she/he will lack any of their distinguishing faults and therefore will technically be unkillable, ranging from the nil fortitude on Vamps which make clerical spells oh so much darn fun, to the drow aversion to people and their heriarchy.

23: Even a man can love a mule... if a mule happens to have nice lingerie.

24: A scar is for life, not just a pretty accessory you can be rid of in ten seconds flat.

25: Babies are not bullets. Do not get pregnant and shoot them out of you like it was disgusting to your system. Pregnancy does suck, but it's a fun storyline so damn well cope.

26: "oops my dagger slipped" is not a suitable excuse.

27: Mmmm blueberry bagels :: steals LS's ::

28: Races have prejudices. Play them. It's uneeringly unnatural to find a drow and a sun elf sat chatting amiably at a table. The same goes for Celestials and Demons. Vampires too, would suffer these same drawbacks, seeing practically everyone not vampirical as "lunch" which I know Pan does she's a hungry girl. I've been criticised for Bhryn's prejudices as a Celestial, but quite simply, how can she be fully expected to trust a demon, devil or fiend, or even a vampire?

29: Suicide doesn't work... they always come back anyway.

AND finally 30: Theives should really keep to the shadows, it unnerves the customers otherwise... kind of like Pounamu and her broom... :: waits to get absolutely whapped for that ::


Ladyshade

31. People still haven’t learned that not everyone loves you as soon as you walk in the door. This is NOT the Greyhawk or Juxtan version of CHEERS and generally no one cares what your name is. :p

32. There is little middle ground. Either the person who DOES want to know what your name is, is going to teach you the meaning of light and goodness, OR you’re the next victim.

32 ½. No one has ever in the history of the tavern, just passed the peanuts. They either must be thrown, floated, slung, blasted into oblivion then recreated out of thin air in the proper spot, or grown from scratch.

33. The entire crowd of patrons on any given night can fit comfortably reclined on the bar.

34. Similar to # 33, The entire population of Juxta’s market can fit and move about freely in the ‘biggest tree’ in sight.

35. Leather has gone out of fashion as a variety of armor. It must be worn skin tight, cut low, and colored the brightest shade imaginable (unless black) or you might not be admitted to the building…or something…

36. Muscle cannot be allowed to hide behind clothing, regardless of weather or seasonal temperatures. It must bulge free and proud or it probably isn’t there.

37. If you have four paws and pass the threshold of the tavern, as far as Pou’s concerned, you’re fair game.

38. Arrows, fireballs, brooms, slaps, paper cuts, daggers and similar things can all be deflected with a brush of the arm so long as a person is in the middle of a an ‘important’ conversation. Through the very act of talking supernatural powers grant individuals special reflexes making them impervious to harm.

Rhane Arturant

39. No matter how quietly you say something, someone will always hear you, and, if it involves harming a person or persons, will instantly try to stop "u."

40. And no matter how good your hearing or sense of smell is, there's always someone behind you.

41. If your best entrance consists of 17 words or less, no one will be willing to RP with you unless theirs is even worse.

42. No matter what unknown and deserted forest your character happens to be walking through, even if it's the dead of night, within 2 minutes there are at least 3 other people who've said hello and 10 others hiding and watching from the shadows or bushes.
Never trust the ones who say hello. The ones in the shadows are always the good guys.

43. Death is a state of mind, rather than an actual condition brought about by being stabbed, immolated, chewed up, crushed, poisoned, drowned, beheaded, chopped into little tiny pieces and scattered across all nine continents and both moons, etc. No one's dead until they're bored.

44. If your character is a thief, don't even bother. No one has pockets. At least not while your character is in the room.

(i) -- Those who do have pockets carry no money or valuables. Again, at least not while your character is in the room.

(ii)----- Those few who have both pockets and money/valuables have the ability to sense your movements in spite of all subterfuge, thieving experience, light and quick hands, and invisibility spells.

(iii)------- Also, people know a thief by smell, and smell him as soon as he enters the room whether he's slipping about through the shadows or strolling in like he owns the place. They also know that he is a thief, whether or not he acts like one.


45. Any child character you come across is guaranteed to have none of the following: parents, respect for authority, proper clothing, food, a place to sleep, manners. However, they will all be such excellent professional thieves despite their tender age that you will never see them pick your pocket.

46. Pregnancies come to term in approximately 1-2 weeks. Children are 10 and able to speak 5 days later.

47. When attacking someone, either the whole tavern will leap to their defense or sit and pretend that it's not happening. There is no grey area.

48. In ye olde tavern, nobody uses the door. Ever.

49. Every tavern, inn, bar, and other assorted gathering is in the shape of an n-gon, where n is greater than the total number of evil characters in the dark corners. There must always be room for one more, after all.

50. No matter how many tables, chairs and bartenders are maimed and destroyed in bar-fights there always seems to be more...

51. No matter how much you run along screaming for help, nobody will hear you.

52. No matter what you do someone will always come in with a menagerie of 12 or more pets which proceed to explore the tavern.

53. No matter how small the room is, half the people will be in the rafters.

(i) --- Don't worry, the rafters are completely safe from your ****** off girlfriend.

(ii) ----- Until your best friend inevitably pushes you down.


54. Every female character has to have eyes of the most unlikely colors - seawater blue-green, stunning violet, shimmering silver, amber, etc. You will never ever see brown eyes or brown hair (unless it is 'chestnut locks' or 'chocolate curls').

55. In any combat scene, the last person to enter into the conflict will be not only inhumanly strong, intelligent, capable, and heroic, but will also end the conflict with one swipe of his or her ancient double-bladed kitana which was handed down from his or her father's father's father, who by the way, was a God and all-powerful, until he was killed by this person, who stole his power and so you can't defeat him anyway, nyah nyah.

Kathryn_aka_Kat

56. Slinky evening gowns are considered everyday wear for female adventurers.

57. People find it hard to be sympathetic to the plight of a character whose self or friend has just died... for the tenth time.

58. The more dramatic and loudly self-proclaimed high-level the evil villain, the more he/she will be ignored.

59. The more dramatic and loudly self-proclaimed high-level the good guy, the more he/she will be ignored *or* ridiculed.

60. The more people a spell is supposed to affect, the more likely it is to be ignored. E.g., sending a zap to one person does more damage and gets you more response than setting off a nuclear blast in the tavern.

61. If someone talks to you once, they're now required to interact with you in whatever way you wish for the rest of their lives. (Nope.)

62. The fountain in the Emporium is: (A) a few inches of water in a stone basin, (B) a large stone structure capable of 3 people climbing on it at once with a couple of feet of water at the bottom, (C) a pond-size body of water that people can dive into and swim around easily in, (D) whatever you want it to be.

:rofl: :looloo: enough said really... got any more to add? Post them here!!!
 

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W

WizO_Pounamu

Guest
Originally posted by Bhryn Astairre
AND finally 30: Theives should really keep to the shadows, it unnerves the customers otherwise... kind of like Pounamu and her broom... :: waits to get absolutely whapped for that ::

Ladyshade
37. If you have four paws and pass the threshold of the tavern, as far as Pou’s concerned, you’re fair game.



Woohoo! :angel:
I really need a smiley made with my broom... hehehehe!

63. Despite the human surroundings, there may be more wolves, big cats, vermin, bats, birds found in the tavern than in the wild.
Ford Keep really does need some better hunters. :p

64. There will always be someone or something trying to make use of the rafters despite the fact there aren't any.

65. The thief/evil guy/opportunist will always think they got away with filching that bottle/silverware/coin despite the golem always lightning their pockets. Sometimes a "little" more than the theft's cost.

66. Despite the big stone guy standing in the way, the cook, his assistants and the various elementals that keep the kitchen going, there will always be an animal that thinks no one would notice it sneak into the kitchen to steal a bite. And it certainly never envisions itself becoming a fur rug soon after.
:devil:

-
pouicon.txt
Pounamu, wielder of the mighty cleaning gear!
 

S

Ssussunriyh

Guest
67. Every wizard has an extra-dimensional storage space that contains one or two of everything, no matter how rare or unusual the item.

68. Every wizard just happens to have exactly the right spell in their repertoire AND have it prepared and ready to cast - even if it's an Epic spell.

69. Magic item creation works like a 1-hour photo developing lab. (Artifacts and relics take 24 hours to create.) Any spellcaster can create any magic item, no matter what the requirements are, and no matter how difficult it may be to make.

70. Charged magic items have unlimited charges. Nobody's wand ever fizzles because the batteries just died. Go figure.

71. Every wizard who wears red robes is either a Red Wizard of Thay with a shaved head and tattoos, or else is a knock-off of Raistlin complete with a chronic cough, strange eyes, and a hoarse whispering voice.

72. Every drow fighter is a House Weapons Master and carries a matching pair of scimitars / longswords / katanas. Every female drow is a High Priestess of either Lolth or Eilistraee. All other drow gods are just odd little aspects that nobody worships.
 

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Ladyshade

Guest
Ahem

Engagement Rules of Character Engagement :cloud9:


73. Characters are all too likely to discover the Love of ALLTIME after sipping their drink for five minutes and watching the future companion of their life ‘sit down quietly at a table in the corner.’:drool:

74. The real master of the universe is cupid, since he can apparently make paladins/goodly clerics/elves/puppies/granny totally love and adore The Demon Lord of all Things Hellish/assassins/vampires/tax collectors/child eating carnivorous mushrooms, and vice versa, without much effort at all. Said loves/friendships will righteously disdain :teach: all who are narrow minded enough to question their affectionate bond in any way shape or form.

75. Any marriage/engagement/relationship period, that takes more than a month to create, and lasts for more than a month afterward is to be considered ‘forever’. Certificates are handed out behind the scenes and all parties get decoder rings.:thumbsup:

:rofl:
 

B

Bhryn Astairre

Guest
Engagement Rules of Character Fighting

76: All swords will be enchanted.

77: One half approximately of these swords will be possessed.

78: And a half of that half of those swords will be evil and have the urge to destroy the known universe through the ever subtle "DIE YOU PIG FIENDS" possession of the owner/wielder.

79: A rare 20% of people plunder the bodies after actually killing them. This of course, is if the said opponent even bothers to lie down dead instead of vanishing/crawling/running/inching/ bellying/exploding/becoming a ghost/vampire or other such fun and/or gross creatures.

80: There is no such thing as "play nice" when it comes to a fight.

81: Despite the fact that one character has been raised through hard level gaining towards almost championic knight levels, the mage who insists on fighting him in hand to hand melee combat will always win. Why? We don't know... we just, don't know...

82: Eating your opponent when alive is considered bad form. Eating your opponent when dead is still bad form, but fair game nevertheless.

83: Despite the fact that the "Arena" is a coliseum and the fights which occur there, that feature remains standing.

84: AT any given time, and part of the Arena/ Clearing will be transmogrified into another location, completely unconnected with the Arena world, simply to satiate the need of the player/character.

85: Someone must have flame retarded the trees in the clearing... for it remains a clearing, not a nuclear fall out zone.

86: No one ever taks martial responsibility for any damages done to Tavern/Juxta. They even whine about the fines.

86 1/2: ... which is really confusing seeing as every character carries their own personal bank vault in their underpants, it seems.

87: It's a crime for any character to hate a sword.

88: It is inconceivable that anyone may "best" you.

89: Duels are rarely issued and for no particular reason other than players boredom. This often ensues after random insulting. This often ends in tears. Pity is never wasted on these cases.

90: And of course, people will never fight just one on one. See Viyach Lemarg: Dome of Stay Away You Interfering Little Brats or I'll Get Annoyed and Have to Stomp On Your Fragile Pathetic Skulls! in reference as to "how to keep people from interfering" in a one on one match. Even if it's unfair, even if the match seems unbalanced, the simple universal truth remains:

It's not called "one on one" because she invited her mates. D'oh! :rolleyes:
 

D

Dante_Trublade

Guest
Re: Ahem

Ladyshade said:
Engagement Rules of Character Engagement :cloud9:

75. Any marriage/engagement/relationship period, that takes more than a month to create, and lasts for more than a month afterward is to be considered ‘forever’. Certificates are handed out behind the scenes and all parties get decoder rings.:thumbsup:

:rofl:

:D :rolleyes: well yeah!!...ahem...;) anywho...my five and ahalf eights of a cent..

91. You can always count on an evil-doer/baddy/demon lord hoohaa to be late, or not to show up at all to a duel that was planned the next day.

92. Nigh-everyone around is a telepath, save for those who are actually normal.....ahem.

93. Whenever a magic missle is used, there's always someone stupid enough to try to run away from it.

94. Love of the undead is a 'normal' thing in both juxta and oerth.

95. Everyone who's anyone has a sort of god-like power.

Yeah yeah, that last one refers to me. So does half of these, but ..leave me alone! what do you want from me?!
 

W

WizO_Pounamu

Guest
Re: Re: Ahem

Dante_Trublade said:
92. Nigh-everyone around is a telepath, save for those who are actually normal.....ahem.

96. Anyone that is "normal", not a telepath, and who has enough sense to fear the voice in their head rather than blindly going along with it is "crazy". Those that accept what the voices in their head command are sane.

:p

-
pouicon.txt
Pounamu.
 

G

Gene_Kynes

Guest
Thanks for posting this , Bhyrn!

97. Every sword that isn't pathetically weak needs a name like "Moonlight Blue Raven Celestial Demon Ravager Heaven". Duh.

98. All children, no matter what, will be smarter/more attractive than the parents, and will be masters at something. Either magical prodigies, or theives. If these children's parents are nowhere in sight, their parents have always been killed by some terrible awful method or accident.

99. In reference to rule number .77, stay away from these weapons. They will always try to kill you, or possess you to kill other people.

100. Character strength is in some kind of proportion to his equipment. Hence, a barbarian with hemp sack clothes and a sickle will outlive you all.
 

J

Jardel_Karabella

Guest
101. Regardless of whether or not they have any ability in combat, anyone who does not agree to duel you for no better reason than you challenge must be spineless coward.

102. Be you a paladin, bar maid or scribe the best way to sort out any disagreement or deal with any jeer is to challenge your opponent to battle to the death.

102. (i) If this should result in the slaying of someone you called a friend then you're required to use a scapegoat such as your temper, your code of honour or "I thought they'd surrender." in order to weasel out of responsiblity.

103. Just because someone hates you doesn't mean you can't pretend they're your best friend.

104. Actually knowing someone is unnecessary for you to consider them your friend and also expect them to treat you like their best friend (sacrificing their life if necessary to protect you), you only need to know of them.

105. Character background should never hinder your equipping. Just because you're a drow from the Underdark who's spent his lifetime with his house doesn't mean you can't have a pair of incredibly magical katanas, be trained in blade dancing by a Sun elf grand master and own six city blocks in Silverymoon.

106. People do not need to see someone die in order to know it happened. Should another character you know die out of the tavern/emporium it is your duty to mysteriously sense it and set out on a quest to avenge them (even though logic dictates they may just be sick for a while, and experience tells us they'll probably be back in a week).

107. There are no learning times. All you need to do is see someone do something once or be told about them doing it and you'll instantly be a practiced expert at it.

108. There is never any reason to assume someone is busy. Your conversation with them is always naturally the most important even if it is just idle babble about what you did in the last five minutes.

109. Friendly sparring matches should always be fought with live blades over exorbident bets such as a fortune in platnium or the ownership of one member's spouse. Practicing with dulled weapons or over anything less is strictly prohibited.

110. Anyone who actually shops at the NPC vendor stalls in Juxta deserves to be given strange looks and labeled a freak. What do they think it is, an emporium or something?
 

M

Mirander

Guest
111. All women who visit must have a curvaceous/hour-glass figure or they wont be allowed in.

112. There can be no such thing as 'flab' anywhere. You must be thin/skinny/weedy etc or muscly/well-built.

113. Anyone can grow their hair to waist length in a matter of days.

114. Everyone has extra sensory ears that can hear ANYTHING!

115. Any type of animal can be crossed with a human, no matter what it is.
 

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