Zircon Zephyros Rules
Aug 26, 2014 18:07:30 GMT -8
Post by The City [EclipseZwolf] on Aug 26, 2014 18:07:30 GMT -8
Zircon Zephyros Rules
Basic Rules
Movement:
Examinations:
Golden Stash:
Basic Rules
Movement:
Movement in Zircon is different from any season prior. The players will be provided with the entire map before the game begins with its entire body cut up into a 25x25 grid. This grid will be further divided into a number of different zones which will have their own "Room Threads." If you are in a "Room Thread's" allocated grid then you must have a post in that thread to signify your position. Players will see you are in the area, but they will not know which exact grid space. In order to move you will need to send a personal message on skype to me stating your current location, and the location you are moving too. I will need the grid coordinates say (1,1) and (2,2). You may only move to grid spaces that are in the current "Room Thread" you are occupying. You can move more than one grid space at a time so long as you remain in the Room Thread's allocated grid. If you wish to switch Room Threads or areas on the map you must position yourself on the end of the Room Thread you occupy, delete your movement post, and lastly post a new movement post in the new area. You do not need to pm me for Room Thread moves since I will see them directly on Proboards. The edges of the full map are the "Wind Wall" which is what is cutting off the map from the rest of the world. Passing through it can be done, but it has some consequences(see special rules).
Please check here for some more example movement: Movement Examples
Please check here for some more example movement: Movement Examples
Examinations:
Since the map system has changed, what and how you examine has also changed slightly. You are free to examine anything posted in the description of the Zone you are occupying. This will be the first post in any Zone/Room Thread from me. To fully discover the mystery of Zircon you will need to search the map for any information you can find. You will be able to find any number of items lying around in the open as well as small buildings, structures, and other strange places. Some of these you will be alerted to simply by moving close enough to them on the grid, while others are not so obvious. If you want to explore the grid space you are currently occupying then please PM me "I am exploring Grid Space ( , )" with your current grid location. This is the most in-depth search and will reveal all that is hidden in a specific grid space. The next option you can have is to examine the lay of the land. This is where you character finds a high point(if possible) and looks over the entire Zone he is in. This will reveal any large objects or things that are not hidden from plain sight. This is the simplest means to locate other players exact grid locations as well. To do this simply PM me "I am Looking Over -Insert Zone Name Here-" with the Zone you are currently in. Once you have located something that you wish to examine specifically simply PM me something along the lines of "I examine -thing-" and I will respond with its description. I advise you to check the wind often as its movement can affect gunfire and may signal important events.
Actions:
Acting has not changed excessively compared to movement and examinations. Simply send me a PM that tells me what you want to do. This can be as simple as picking up an item or opening a door, to as complex as setting up a complex trap/camp. If there is a problem with your action I will inform you of it, although if your character is focused on the moment you may end up attempting something that will fail, wasting valuable time if you are attempting to attack or escape. Act efficiently and you may be able to be the richest person to leave the wind wall. Please be as descriptive as possible in complex actions. If I end up having to assume something it only ends up bad for the both of us, usually with you dead and angry at me.
Carrying Capacity:
All players have a base carrying capacity of 5 and may continue to pick stuff up as long as they do not exceed that limit. All items will have a weight that will be used against players' capacity. Special abilities or items may allow the carrying capacity to change.
Special Rules
Eclipse Time:
Eclipse Time:
Eclipse Time is my way of managing a lot of players acting at the same time where their actions can affect each other to an incredible degree. For those who have played in recent seasons simply think of Eclipse Time as a "Fight Scenario" in previous games for the entire game board. Everything will be slowed down to a point where all players will send me an action and then I will trigger all the actions at the same time. Think of it as our game going from a Real Time Game to a turn based one. For more specific rules on Eclipse Time please view the Following Link:
Eclipse Time Explanation
Eclipse Time Explanation
Golden Stash:
Every player will have a secret Golden Stash hidden at some location across the map. This golden stash can essentially be treated as a bottomless storage facility and is the place players are intended to use when storing the valuables they have gathered over the course of the game. At the end of the game all items in the players inventory and stash will be counted towards their final total of wealth. Items related to murders may not be stored in the stash for the sake of fairness in solving murders. Stashes are totally impenetrable except by special abilities.
Golden Victory:
The winner of Zircon is not necessarily the person who solves the mystery or commits the most murder. The winner of Zircon is the wealthiest LIVING player at the end of the game. The value of gold and other special items of value will be compiled at the games end to determine the wealthiest of all. There are several ways to earn money, with the primary one being to locate the gold scattered around the map. The person who solves the mystery and successfully confronts the mastermind will be awarded 1 Billion dollars towards their final total. The game will end immediately upon the mystery being revealed.
Governmental Punishment:
This is the wilderness! Justice is only there when served by your own hands, but the world yearns to know what is happening inside the wind walls. When the game has ended, via final trial or all players inside the wind wall are dead, the players will then be allowed to vote for the murderer of EVERY player who died in the game. If you are a murderer and are caught guilty in this final Vote, you will be thrown in jail and have your money count reduced to Zero! This will be the case EVEN IF YOU GOT THE BILLION from the mystery. Although it does mean that players who know people were witnesses may hunt down those who saw it and end their lives, preventing their votes. If a player decides to leave the wind wall mid game(aka escape the map) there gold count will be frozen and they will be allowed to vote on all murders that occurred before they left the wind wall. Players who leave the wind wall may reenter at the cost of half of all the money you own, in order to resupply.
Mastermind Confrontation:
The mastermind of Zircon is not hiding from you. If you seek him out atop the mountain in the map you may confront him at any point in time. You can confront him for any number of reasons including to solve the mystery or to attempt to slay him. Be careful though, the mastermind is very powerful and will not think twice if he has to kill you. He may kill you if you piss him off as well so be careful approaching for random nonsense.
Bandit Brigade:
There is no revival system in Zircon, the dead are dead and will remain that way. A dead player may still influence the game by re spawning as a bandit. Bandits sole goal is to steal money from the players and return it to their own stash. Bandits may not harm or attack players in any way since they are cowards at heart. Since they are also the scum of society, they will not be missed. You cannot be punished by the government for the murder of a bandit. So feel free to slaughter them as stress relief if they keep stealing your gold!
Victory Conditions and Trophies
Skybreaker: Solve the Mystery and using the billion dollar bonus, emerge Victorious!
Blood Money: Emerge Victorious via Golden Victory after having no one solve the Mystery and killing at least ONE person.
Screw the Rules, I have Money!: Emerge Victorious via Golden Victory when another player solves the Mystery and gets the Billion Dollar Bonus!
Secret!
Beginning of the Plot
Something strange has appeared in the world, an area not unlike the Bermuda Triangle, but on land. A massive area of land surrounded by buffeting winds that prevent almost all from entering. All of those who do enter... never return. Until now, word travels of a man who has dragged himself from the winds. He was found on the edge of the area covered in wounds and carrying a large heavy sack. The story goes that the nearby people who found him discovered him clutching the bag for dear life, like it meant everything in the world and more. They say one of the ones who saved him went blind from the shine of the pure gold that appeared from the sack when they opened it.
After some nonsensical governmental debates, the man was allowed to keep his gold and an announcement made. That any who entered the winds and uncovered its secrets would be granted a sum of one billion dollars along with whatever wealth they managed to carry out on their own. Some whispered of a conspiracy to make people enter the winds, but those were hushed with great readiness. This drew the ears of people from across the world, 1 billion dollars and whatever you could find yourself... It would be enough wealth for 10 lifetimes, double that if you managed a big haul. It was a simple deal for many who accepted it. A high stakes wager with their lives on the line, but a payout worthy of a god, or something close.
Although nobody was willing to walk in with no preparations, the one survivor lay in the hospital, gold held close, as he recuperated. Many would walk in his door to ask him questions of what lay beyond the wall of wind. To all who asked he told the same two things.
"First I warn you of what waits on the other side. There you will find incredible wilderness with almost no civilization in sight. The only people there will be yourself, those like you, and the dead. Make sure to be prepared to survive out in the open. My gravest warning is of what killed those I met in the barrier, from which I barely escaped with my life. A monster, I never got a good look at it, just heard it and seen its shadow tear my friends limb from limb. It howls with the wind, when you hear the wind howl then flee with the wind at your back. As fast as you can, or death shall be all you return with. That is my first piece of advice. Now for the most valuable advice I can offer you if you hope to return from that place.
.
.
.
Bring a Gun"
This is our preamble, leading us into the story of the men and women who braved the wind. They would march into the world and confront the beast. They would gamble life and limb to reveal the secrets of that place and return rich. They would dice with the devil himself for greed and gold. The world knows exactly how many went in, but only the winds know... how many came out.
Victory Conditions and Trophies
Skybreaker: Solve the Mystery and using the billion dollar bonus, emerge Victorious!
Blood Money: Emerge Victorious via Golden Victory after having no one solve the Mystery and killing at least ONE person.
Screw the Rules, I have Money!: Emerge Victorious via Golden Victory when another player solves the Mystery and gets the Billion Dollar Bonus!
Secret!
Beginning of the Plot
Something strange has appeared in the world, an area not unlike the Bermuda Triangle, but on land. A massive area of land surrounded by buffeting winds that prevent almost all from entering. All of those who do enter... never return. Until now, word travels of a man who has dragged himself from the winds. He was found on the edge of the area covered in wounds and carrying a large heavy sack. The story goes that the nearby people who found him discovered him clutching the bag for dear life, like it meant everything in the world and more. They say one of the ones who saved him went blind from the shine of the pure gold that appeared from the sack when they opened it.
After some nonsensical governmental debates, the man was allowed to keep his gold and an announcement made. That any who entered the winds and uncovered its secrets would be granted a sum of one billion dollars along with whatever wealth they managed to carry out on their own. Some whispered of a conspiracy to make people enter the winds, but those were hushed with great readiness. This drew the ears of people from across the world, 1 billion dollars and whatever you could find yourself... It would be enough wealth for 10 lifetimes, double that if you managed a big haul. It was a simple deal for many who accepted it. A high stakes wager with their lives on the line, but a payout worthy of a god, or something close.
Although nobody was willing to walk in with no preparations, the one survivor lay in the hospital, gold held close, as he recuperated. Many would walk in his door to ask him questions of what lay beyond the wall of wind. To all who asked he told the same two things.
"First I warn you of what waits on the other side. There you will find incredible wilderness with almost no civilization in sight. The only people there will be yourself, those like you, and the dead. Make sure to be prepared to survive out in the open. My gravest warning is of what killed those I met in the barrier, from which I barely escaped with my life. A monster, I never got a good look at it, just heard it and seen its shadow tear my friends limb from limb. It howls with the wind, when you hear the wind howl then flee with the wind at your back. As fast as you can, or death shall be all you return with. That is my first piece of advice. Now for the most valuable advice I can offer you if you hope to return from that place.
.
.
.
Bring a Gun"
This is our preamble, leading us into the story of the men and women who braved the wind. They would march into the world and confront the beast. They would gamble life and limb to reveal the secrets of that place and return rich. They would dice with the devil himself for greed and gold. The world knows exactly how many went in, but only the winds know... how many came out.