Aug. 5th, 2012

General Game Rules



Stay In Character

One of the most important rules! This is fairly easy to follow; you filled out an application to be in this game, and that’s a good starting point for your characters. We do understand that characters grow within an RP setting, but that does not mean they make a 180 change in personality. Development is key, and we want to see it!


Please stay as drama free as possible!

No game is perfect, and we know that drama does happen. We’re just asking for you to act as mature as possible in troubling situations. Talk to the other players before going to a site such as RP!S or Anoncomm. We’re not saying you’re not allowed to go there, but in the long run, talking to each other will help a lot of miscommunications. If things begin to get tense, and problems get in the way of talking, come to the mods! We are here to make sure everyone has a fun time, and if we’re needed to be a diplomatic third party, then all you need to do is ask.


Be Active

The most important, really. You don’t need to be around every single day, but you need to be active enough to pass an Activity Check. Activity Checks will be done during the last seven days of the month. More information on Activity Check can be found on the F.A.Q


OOC Knowledge does not equal IC Knowledge!

OOC knowledge does not equal IC knowledge. There will be a lot of plots in this game, and your character might not know about all of them, even if you as a player, do. Try to keep things as realistic as possible, please, and don’t have your character be able to solve every mystery in the city on their first day, or this might be a pretty short game!


No God-Modding

Your character is going to be powered down significantly then they were in canon, if they were powerful at all! Even godlike characters have flaws, and exploring those is what makes a game fun. Your character cannot escape Haven City, cannot hack into the networks, cannot kill hundreds of guards and people at any time, and other such things that could not happen in reality. No character in the city is invincible, nor will they become powerful on their first day. If we see anyone becoming too powerful, there will be IC consequences for them, so be aware of what could happen to your character if you begin to make them too well known! This also goes for assuming things about another player’s character. Always consult someone before doing or saying anything that affects their character in some way.


Properly put warnings on entries/logs

No one wants to be triggered, and no one wants to trigger someone else. So pleasure, put any potentially graphic or trigger-inducing content under an LJ-cut, or give the other players a warning about what they can expect. There are no rules about what you can or can’t play in this game; we just ask that you be mindful of other players. Examples of graphic content involve rape, murder, torture, sexual content, drug use, mental health issues, etc. If you have a question on this, feel free to contact the mods.

On the subject of sexual content, this game does not have any problems with what kind of pairings or sex your characters want to have. As long as you properly warn other players of what might be going on in the log, you’re golden. However, there should be no sexual content with a character or player under the age of 15.


Application Guidelines

Applications will be reviewed once a week, every Sunday, to start out with. There are three kinds of responses you can get for your application:

Accepted - This means your character has been accepted into the game.
Rejected - This means your character will not be accepted into the game.
Revision - This means we are asking for a clarification on your character, and will then decide, once you've turned in the information we've asked for, if your character will be accepted or rejected.


IF YOU HAVE ANY OTHER QUESTIONS

Don’t hesitate to contact the mods! It’s what we’re here for, and we want you to have a fun time in the game. The best way for contact is usually to PM the mod journal, or to talk to one of us on AIM. Plurk is not as reliable source of contact, so please, contact one of us through the other places, first.
GAME PREMISE


The world has begun to decay. It’s been so long since the world began that no one knows the exact time of when everything began to shift downwards instead of up. At one point, the world was beautiful; lush and green, with an abundant power supply, a natural forming material called “Eco”. The Precursors were the ones who began to build the world, and learned to harvest this material to give their homes and new technology power. For millennium, the world was taken care of, and it grew because of it.

But, for every good, there is a bad, and this world was no exception. In the beginning, there were six different kinds of Eco; green, blue, red, yellow, dark, and light. In the past, Dark Eco was put into places where others could not get to, while Light Eco was searched for high and low. Dark Eco was said to bring out the worst in someone, making them into some kind of monster, while Light Eco was said to give someone the power to ascend to a higher, more enlightened plane. No one was certain of this, though, and when the Precursors eventually disappeared, everyone said that the Light Eco disappeared with them. It would be hundreds of years before the world saw Light Eco again, while Dark Eco began to spread throughout the land. The world was dying, and no one knew how to stop it, and while many accepted the inevitable, there were a few who vowed to fight it, in whatever way possible. When they too disappeared, the people who were left began to ignore nature, creating new technology and using up the world’s resources as quickly as possible.

The once lush, vibrant land became a desert, filled with all kinds of horrors. The people withdrew into a giant, walled in city, hoping that one day the world would become a place that they could roam around in again. Those that believed in a new world began to look towards the Precursor artifacts that were left behind, reading them, studying them, and predicting what would happen in the future because of them. The artifacts all told of a prophecy, of someone who could restore the world to what it once was, and help the people become free. The city was ruled by a monarchy, a family descended directly from Mar, the one who created the city and protected the people. They were beloved by all, and they took care of their citizens, until one day their power began to diminish.

King Damas, the ruler at the time, was cast down, with everyone believing him to be dead, and his son, Mar, lost as well. The man who overthrew him was named Baron Praxis, and he took control of the city, using the police force to do his bidding. The Metal Head war was becoming brutal, and people believed that the Baron could protect them, even as the Metal Heads attacked the city time and time again, and the Eco Wells began to dry up. The slums of the city began to take over, barriers and the Krimzon Guards making sure that everyone stayed in one area, no matter the conditions. Baron Praxis began research into what he called “The Dark Warrior Program”, injecting Dark Eco into people, to see if he could turn them into killing monsters. The other program involved the Rift Gates, ancient Precursor artifacts that were said to transcend time and space. By activating the gates, they could bring anyone to the city, at any time, from anyplace.

Which is where you come in. You found a gate, in a deserted area of where you live. When you investigated it, you activated it, and it brought you to Haven City. There was a small voice in your head, as you spun out of control in the vortex, right before you landed in the city.

Find yourself.

~~~:~~~:~~~

The Precursors is a panfandom roleplaying game set in the world of Jak and Daxter, a video game series that consists of Jak and Daxter: The Precursor Legacy, Jak 2, Jak 3, Jak X, and Jak and Daxter: The Lost Frontier. Specifically, this game takes place after Jak and Daxter: The Precursor Legacy and Jak 2.

Set in the world of Haven City, you take on the role of a character that has been pulled by a Rift Gate into the city, either from another time, another world, another dimension; they are now stuck there, for now. The politics of the city keep it constantly on edge, while the slums begin to spread even as people die in the wars. There are new groups being created every day; rumors of an Underground are just as prevalent as the Krimzon Guard, the police of the city, are.

While your character doesn't need to join either side, existing in the city can mean worse things then death. Mothers used to tell their children bed time stories about the Eco Mages of old; powerful people who could harness the power of a specific kind of Eco, which is what powers the city. While the Rift Gate is what brings you into the city, the Eco allows you to grow; your character will find an Eco crystal on their arrival. If they wish to, they can seek others out and learn how to become an Eco Mage. They can even learn how to use all of them, to create Light Eco. Or, they can decide not to use it; throwing it aside would be a bad idea, if only because you could create a mob, as people try to get it.

What happens to you depends on what you want to do. The politics of the city are open to whoever has the skill for them, and the Krimzon Guard is always taking new recruits. Vacant buildings are ripe to set up shops in, and you can make a lot of money by going outside the city walls and bringing back in Metal Head skulls. Scientists are in short supply, and the entertainment in the city consists of racing, who are always looking to hire the next big thing. Or, you could seek out the Underground, and see what it is that they're planning to do next. Whatever your choice may be, know this: nothing comes for free in this city.

Will you help them, or help yourself?
Mastering one type of Eco takes time and practice; mastering all six has been unheard of. In the past, there used to be a sage for every type of Eco, but over the years they have begun to die out, leaving people with the ability to master them but rarely deciding to. Every person starts out with an affinity to one type of Eco over the next, whether they are born with it, or gain it over time.

If a person decides to learn how to harness Eco, they should be careful of how much they show. People who are able to use Eco, especially Dark Eco, have been known to be taken and experimented on.

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Green Eco is the Eco of growth and healing, being able to restore life and limb to anyone. While in the past, Green Eco would appears as a small, floating particle across the land, now it can only be found in Krimzon Guard health packs, and is used in hospitals and clinics that are able to afford it. It's been said that there are Green Eco vents in Southern Haven Forest, but with the Metal Heads and other creatures living there, only the bravest of people will venture to find it.

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Blue Eco is the Eco of speed and power, found in all technologically in the world. In the past, small amounts of it was needed to get machines moving; now it can be found in any machine. It's much more processed then it once was, now, but it is still the second most easily found Eco in the land. If absorbed or ingested, it causes the person to move faster then normal, but they do need to be careful; the urban myth is that you could vibrate out of your skin.

Blue Eco is also used as energy to fire from guns; as befitting the speed it gives, all Blue Eco ammunition lets the user fire rapidly.

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Red Eco is the Eco of strength, found within everyone, but moreso in others. In the past, you might find this Eco in boxes that needed to be broken, and in the mines. Now, anyone who works in the mines are given Red Eco to help them break the harder rocks. Red Eco is only able to be ingested or injected, and while it does give the user supernatural strength, it causes the person to move slower then usual.

Red Eco is also used as enegery to fire from guns; as befitting the strength it gives, all Red Eco will knock an enemy back or destroy them completely, however, it takes longer for the gun to reload.

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Yellow Eco is the Eco of long-range offense action, the first Eco that gave the people the ability to attack, and not just defend. In the past, you would find this Eco as an amprheous cloud of gas. Now, it's more difficult to find, being seen hidden among ammunication piles, or the gas is held in a small vial. Yellow Eco needs to be inhaled, and many people have found that they have the ability to shoot fireballs from their palms, though this is not the only way it exhibits itself.

Yellow Eco is also used as an energy to fire from guns; as expected, it's the standard Eco ammunition type, found in cartridges moreso then the gaseous form.

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Dark Eco is the Eco of mutation, an Eco that is able to warp people with a simple touch. In the past, there used to be lakes, both above and underground, of Dark Eco, and it would be held in silos. Dark Eco is only one of two Ecos that can come in both a liquid and crystallized form; it's a thick, black sort of ooze with a purplish sheen to it. The natural form of this can be rubbed into the skin like a lotion, but it is very rare to find. It's said that this Eco can change you into a monstrous creature, and only those with a strong will can turn themselves back to normal.

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Light Eco is the Eco of transformation, and is the rarest form of Eco on the planet. In contrast to Dark Eco, which will mutate someone, this one will put them back to their rightful form, as well as help balance the dark forces within a person. Light Eco is the second Eco that can come in both a liquid and a crustallized form; it tends to come as a small ball that gives off a glow. Light Eco can only be found in one of two ways; through small crystlas that are protected by guards at all times, and by combinding Green, Blue, Yellow, and Red Eco artificially. It's said that this Eco can only be used by someone who has mastered the use of every other Eco, as well as Dark Eco. It's also been said that this gives a person mythical abilities, such as slowing time, allowing a protective shield to grow in place, and to also give one wings.

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