Mod Journal for TiberiusSwann (tjs_mods) wrote in tjs_ooc, @ 2009-09-25 14:32:00 |
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Entry tags: | magic plot rules |
MAGIC WEEK RULES/GUIDELINES
Here it is, guys, the long awaited school wide plot. The spell will be cast at around 6:30pm on Sunday night. The spell effects you edpending on where you were at the time , so figure out what zone you're in, decide your effect based on that and your race, and let the antics begin!
RED ZONE
Vampires- Lose the last 100 years of their memory. If they are younger than 100, they lose all personal memories.
Elementals- Become convinced they are in tune with an element not their own. Are obsessed with trying to use their element of choice
Lycans- Lose touch with their more "human" emotions- love, compassion, patience, etc.
Demons- Become the polar opposite of their personality
Witches/Mages- Be sexually attracted to everyone they see, feel compulsed to sleep with/furiously grope everybody
Angelspawn- Are totally convinced they are the opposite gender, despite what the mirror (or their anatomy) tells them
Humans- Entire personal memory is wiped clean. They retain basic functions (speaking, walking), but have no idea who, what or where they are
BLUE ZONE
Vampires- Lose the last 20 years of their memory
Elementals- Are persistent at trying to use the element of their choice, ignoring that they can easily maneuver their natural element
Lycans- Are a lot more testy and easily aggravated; are hostile toward people they care about and shut them out
Demons- Feel inclined to act against their nature, but are capable of fighting the urge. Prefer things they normally would dislike (such as foods, habits, etc)
Witches/Mages- Become very sexually attracted to every person of their preferred gender
Angelspawn- Become transgendered- know they are one sex, but take all measures to appear as the opposite
Humans- Have basic recollection of themselves and their abilities, but can't remember the past 5 years
GREEN ZONE
Vampires- Lose the last 5 years of their memory
Elementals- Keep having urges to try and use other elements apart from their own, seem convinced they can if they try hard enough
Lycans- Unusually moody, caving in to mild violent impulses
Demons- Become less inhibited to act against their nature and more inclined to try things they might once disregard
Witches/Mages- Sexual desires for someone are amplified by ten
Angelspawn- Adopt a lot of typical traits of the opposite sex (take that as far as you like)
Humans- Know who/what they are but cannot remember how they got to where they are; can't recall anything within the past year
FOR THE EXTRAS
1. Believe they are from some nonsensical place (Oz, the moon, Neverland, etc) and have been transported here somehow
2. Believes that they have some obvious deformity- missing limb, blindness, deafness, hunchback
3. Are convinced that have a "superhero" power- invisibility, super strength, super speed
4. Feel compelled to blurt out whatever they're thinking, good or bad
5. Fall obsessively in love with the first person they see
6. Completely despise the next person they see
RULES
- Use common sense. This is a week of zaniness, not a week to act like a dumbass.
- ALWAYS ask a player before you do ANYTHING with their character. This also applies to people in relationships- tell your partner's mun if your kid is going to be cheating on them. You don't want to find out after the fact that what was supposed to be a bout of silliness has ruined a relationship plot.
- The characters WILL remember what they have done when the spell is over, so think about that before you make them do anything. If something illegal/dangerous has happened, there will be consequences, such as expulsion/being fired.
- There will be normal repercussions for acts, such a pregnancy (please use sparingly, as it's so cliche), relationship ruin, STIs (where applicable), extreme embarassment and resentment.
- If you're uncomfortable with having your characters involved, feel free to have them not be on campus when the spell happens or have them away for this week
VAMPIRES:
- They will completely revert back in time. So if you're in the blue zone, your vamp wakes up Monday morning thinking it's January 21, 1988. If you were four years old at the time, then you better go look for your mommy.
- Vamps who are younger than the chunks of time lost will just not remember anything about themselves, like the humans. Except unlike humans they will still have bloodlust and can't go outside in sunlight.
- Bloodlust DOES NOT give you the right to go around attacking people. Biting, yes. Full blown attacks, no. Remember, if your kid reverts back to when they were still human, the concept of drinking blood is gross. Unless you work it out with another player, no biting anyone! All vampires have mini fridges in their rooms and blood bags they would be able to smell. Use them.
LYCANS:
- Losing touch with emotion DOES NOT mean you get to go feral. Think of it more as amplified PMS.
- Getting in fights is fine. Seriously hurting someone is not. If you decide to play out an extreme injury, be prepared for consequence (as mentioned in the rules).
HUMANS:
- Differ from vampires in that they know they are a (whatever age) person, but the last thing they remember is from (amount of time) ago. They have to fill in the blanks and make assumptions as to what has happened to them.
ALL OTHER RACES:
- They are the "extras" listed. You have three choices on what to do with them. You can either roll a dice and see what number you get and that is their effect (the fair way), have a Mod roll a dice to decide (the totally fair way), or just pick the one you like best and go with that one (the not-as-fair way).
If there are any questions, contact a Mod and ask away! And most importantly, have fun!