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Paradise Lost is a forum dedicated to the Bioshock videogame series and the Role Playing community. If you enjoy intellectual videogame discussion and roleplaying with a Bioshock twist, Paradise Lost is your forum.
 
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 Rule Updates

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AspirationRealized
Think Tank
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Number of posts : 91
Registration date : 2009-02-04
Age : 28

PostSubject: Rule Updates   Wed Mar 18, 2009 1:18 am

This is just so everyone can keep track of any alterations I've made to the rules. If you've already read them, and something pops up in this thread, you can come here to make sure your understanding is current without scanning all the rules again ^_^

_________________
Name: Oliver Everett
Class: Standard
Gene:
Plasmid(2/6): Teleport (Flawed Prototype), X
Physical (2/4): Natural Camouflage, X
Combat (2/4): X, X
Engineer (0/0):
Weapons: Firepoker
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AspirationRealized
Think Tank
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Number of posts : 91
Registration date : 2009-02-04
Age : 28

PostSubject: Re: Rule Updates   Wed Mar 18, 2009 6:51 pm

-Items from the Kashmir Restaurant and Farmer's Market Location Bonuses are now marked; (KR) and (FM) respectively. Example: 123 Beer (KR). You can only hold two marked items from one location at a time in your Effects or Cache (which adds up to four total marked items, two from Kashmir Restaurant and two from Farmer's Market).

-Several changes to the Attributes: Ryan players get three clips of standard ammo with their lesser weapon, Neutral players have Three First Aid Kits and Three EVE Hypos instead of Two.

-EVE and turn considerations for Telekinesis and Teleport have been updated.

-Update to sig form and combat form:

AspirationRealized wrote:


Signature form and combat form will be combined once in a RP. If you are in an Event or War you combine them at the beginning of your very first post. If in a Freelance conflict happens you combine them at the beginning of your next reply (your first reply after a battle has started).

Simply paste your signature form at the bottom of your post, and then add your combat form as you normally would. This is for record purposes so looking back on a thread you can tell what your signature was (signatures constantly change and so must be documented in this way). You only need to post your signature once; afterwards just post your combat form.

Example:

-----------------------------------------

Name: Johnny / Class: Standard
Gene:
Plasmid(4/6): Telekinesis, Incinerate!, Insect Swarm, X / Physical (1/4): X
Combat (3/4): Static Discharge, Machine Buster, Armored Shell / Engineer (0/0):
Weapons:Pistol, Shotgun

[Fine EVE 2/5]
2 First Aid Kits, 3 EVE Hypos, 1 Coffee
3 00 Buck, 2 Pistol Rounds

Pending...

EVE and turn considerations for Electro Bolt and Winter Blast; specifically elemental location bonuses and their influence.

_________________
Name: Oliver Everett
Class: Standard
Gene:
Plasmid(2/6): Teleport (Flawed Prototype), X
Physical (2/4): Natural Camouflage, X
Combat (2/4): X, X
Engineer (0/0):
Weapons: Firepoker
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AspirationRealized
Think Tank
avatar

Number of posts : 91
Registration date : 2009-02-04
Age : 28

PostSubject: Re: Rule Updates   Thu Mar 19, 2009 2:47 am

Temporary stun message added to Genetic Modifications, for Electro Bolt and Winter Blast.

This is the best system we can come up with at the moment :/

Stun

Normal: The opponent, when successfully hit, is stunned for the count of one action. This stun is interrupted when they are hit. While stunned they are completely open for one attack from anyone. If your opponent is stun, you can choose to use the oppurtunity to recover, and the stunned opponent cannot interfere with it. As you know there are two actions in one turn (attack or recover). If you stun your opponent with your first action, you can get a free shot with your second attack, or you can get an uninterrupted recover. If you stun them with your second action, and no one strikes the stunned opponent before their turn, their first action is void because they are stunned (meaning they only have one action in their next turn, not two).

Location Bonus Increase: The opponent, when successfully hit, is stunned for the count of two actions. If you stun them with your first action, and attack them with your second action, they are STILL stunned for one action in their next turn. If you stun them with your second action and they are not attacked until their next turn, both actions are stunned and their turn is void (if you are stunned this badly you can only describe your character lighting up like a christmas tree or being cryogenically frozen in the reply, and make no movements).

Location Bonus Decrease: If your plasmid is negatively influenced by the Location Bonus, you can no longer stun. Electro Bolt still does damage to characters standing in water, Winter Blast still slows opponents down for one turn.

_________________
Name: Oliver Everett
Class: Standard
Gene:
Plasmid(2/6): Teleport (Flawed Prototype), X
Physical (2/4): Natural Camouflage, X
Combat (2/4): X, X
Engineer (0/0):
Weapons: Firepoker
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