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Roleplay Info and Rules

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Fortunes of China
Captain

PostPosted: Tue Oct 16, 2007 4:17 pm


Fortunes of China is not RP-intensive, nor are the qilin RP-required. However, there are a few things you should know if you wish to RP your qilin. 3nodding

What can be in this subforum: Any interactive RPs.
What should not be here: Journals, quests, general OOC chat, etc.

General Information
"The Southern Seas" is an RP-subforum whose boundaries begin in the north at Malaysia and the Philippines, and spread southward to encompass all of the islands of South East Asia.
You may not RP into Australia. >_>

The time-setting of the world is sometime during the reign of the Qing Dynasty in China, where the idea of the qilin found in the shop originated. Historically, this is between 1644 and 1911. For roleplay purposes, though, the era has been set for anytime between the 1300's and the 1700's.

Human characters are allowed to be RP'd, as it follows that a qilin is destined to bring good fortunes to people, and may create a special bond with a certain individual. Please remember, though, that this is Asia; it follows that, in general, humans will be of Asian ethnicity.

Rules
1. Use good grammar, punctuation, spelling, etc, to the best of your ability when RPing.
2. Do not godmode or powerplay.
3. In general, normal qilin do not fight each other. Sparring between males may occur over mates, but remember that they are usually very peaceful creatures. Misfortunes may fight more frequently, but remember that they are misfortunate creatures, and not necessarily evil.
4. No killing another person's qilin, unless it has been cleared by staff for some sort of specific plot purpose.
5. No killing another person's human character(s) without permission.
6. Follow the Daisy Code! User Image
PostPosted: Tue Oct 16, 2007 4:20 pm


About Qilin Fortunes in RP
Fortunes (and Misfortunes) actually play more of a role in RP than you might first think. Depending on the fortune, your qilin may have additional 'powers' of sorts, besides the aforementioned specialties all qilin have, like walking on water.

The staff will not regulate what sort of special other powers your qilin can have, however, and the extra ability does not need to necessarily tie directly in with the qilin's fortune - doing so just makes the most sense. For example, if your qilin's fortune has to do with water, a plausible power would be the ability to purify polluted water.

You may grant your qilin 1 extra ability. Limitations are as follows:
- No flying. If you want your qilin to have something to do with wind, they may levitate or be able to run swiftly, but no flight, please.
- No changing the innate nature of an object. This means that a qilin can't have the power to turn a rock into a fish. However, turning a rock into gold would be plausible, since that would be a mineral-to-mineral change.
- No reviving the dead. A qilin can, perhaps, save someone from a fatal sickness or wound, but they are not allowed to have the power of bringing the dead back to life.
- The staff reserves the right to add more limitations as needed.

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The Bad Luck of the Misfortunes
A misfortune qilin may have up to two extra abilities. Limitations are as follows:
- The abilities must be something unfortunate - the ability to create rainbows is a no-no.
- A misfortune that causes death (such as a wasting sickness) is allowed, but you must have the permission of the other RPer should your qilin wish to inflict their misfortune on the other RPer's characters.
- No godmode-esque abilities. Things such as having the power to erase a country from existence with explosions is not allowed.
- The staff reserves the right to add more limitations as needed.

Fortunes of China
Captain

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[RP Area] The Southern Seas

 
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