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[RULING]: General Roleplaying Regulations
Topic Started: Oct 15 2015, 06:31 PM (155 Views)
管理者Nic
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rolling through the six with my woes
General Roleplay Regulations:
 
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Roleplaying Style
In any retro that has branched off the main hotel, Habbo; there has always been two distinct and common styles of roleplay. These two styles of roleplay are known as descriptive roleplay (otherwise known as 'desc') and emotive roleplay (otherwise known as 'emote'). Each style of roleplay is unique and when a roleplay is made on Habbo Hotel or a Retro Hotel the roleplay will usually decide on a main style of roleplay for its members to use. BRP's main style of roleplay is emotive roleplay, which takes priority over descriptive roleplay. What this means is that during a scene, emotive roleplay is always permitted, but this does not mean members of the roleplay are restricted from descriptive roleplaying. Descriptive roleplay is permitted so long as the scene initiators agree on it. Be careful when doing this outside of private scenes (covered in another section) though because a majority vote can be held to force the style of roleplay back to emotive roleplay as it takes priority.
  • Descriptive Roleplay: As stated, this is the style of roleplay that is optioned between two roleplayers. Descriptive roleplay is a style of roleplay where you do not have to wait for any responses from the people you are roleplaying with, and actions are performed and made successful or unsuccessful depending on how quickly you can roleplay the action being successful or how quickly your opponent can roleplay defending against the action. Speed and strategy are factors in descriptive roleplay and as a result it is the most competitive of the two distinct styles.

  • Emotive Roleplay: As stated, this is the style of roleplay that takes priority over any other style of roleplay in BRP. Emotive roleplay is a style of roleplay where you have to wait for responses from the people you are roleplaying with, and actions are performed and made successful or unsuccessful depending on how "realistically" those actions are able to be performed and how "realistically" each roleplayer is able to interpret the capabilities of their character, and the characters of the people they are roleplaying with. Strategy and realism are factors in emotive roleplay and as a result it is the most realistic of the two distinct styles.
There are other styles of roleplay such as pseudo-emotive roleplay, though it is not popular enough nor consistent enough in its rules to be listed. Feel free to roleplay in the various amount of styles available to you though their rules will not hold any weight when it comes to decisions being made, only the rules of descriptive roleplay are taken seriously. This being said, for those of you that are new to Habbo Hotel or one of the Retro Hotels and are not familiar with this style of roleplay but are familiar with forum roleplay, the sections below will clarify for descriptive roleplay but not for the other styles of roleplay as it is not necessary.

Portraying Actions
Lines are what a roleplayer use to interact with the roleplaying world. Whether it be from talking, thoughts, or actions. Lines are synonymous with each of these, though they are performed in different ways depending on the prefix and suffix used in the lines. For example, when your character is talking, no prefix or suffix is necessary in a line. When your character is thinking, it is common to for the prefix/suffix to be open and closed parenthesis: "( Thought here. )" or double semicolons: ";; Thought here. ;;" though these are not what you are limited to, and you can use any other noticeable and blatantly obvious type-functions to enable a thinking event. Action lines are a lot more strict and in order to perform an action line the prefux/suffix of the line must be either an asterisk (*) or a hyphen (-). It is common for people to typo the prefix/suffix for action lines and this is excusable so long as it is not intended. All of these apply to in character (IC) lines. When out of character (OOC) your lines should contain a prefix/suffix of open and closed parenthesis: "[ Out of character text here. ]" or "Out of character text here. []" are common, though it is not always necessary if it is obvious that you are out of character.

Now that the different types of lines have been defined and made clear, there are restrictions to lines that limit them to make roleplay fair and competitive. The more specific restrictions will be listed below, though some worth noting are spamming restrictions, and number of actions per line restrictions. Spamming is not condoned and as a result there is a limit to the number of words per action line in combat (the number of words per action line outside of combat does not matter). The current limit to the number of words per action line in combat is seven (7). This being said, it does not completely stop spam as faster typers are easily able to reach the minimum amount and use the minimum amount of words per line, this is fine though looked down on if you are a faster roleplayer capable of more. The number of actions a character is able to perform in a single line is unlimited as long as all actions are capable of being performed simultaneously. An example is shown below, as well as a list of notable restrictions to action lines:
  • One line to perform an attack:
    • *I send my fist to your face in an attempt to punch you with full force*

  • One line to defend against an attack:
    • *I avoid your punch by leaning to the side, your fist passing my head*

  • Two lines to connect (hit) an attack:
    • Attack: *I send my fist to your face in an attempt to punch you with full force*
    • Connect: *My fist comes into contact with your face, hitting you with all of my strength*

  • Two lines to perform a technique (ex: Kidō):
    • Initiation: *I raise my right hand, gathering enough reishi to preform this technique*
    • Technique: *Quickly, many pillars are formed and directed towards your body*

  • Three lines to impair movement with an attack:
    • Attack: *I send my arms around your body to grab you*
    • Connect: *My arms would wrap around your body and tie your limbs to you*
    • Effect: *You would be unable to move your limbs under my force*

  • Three lines to insert foreign substances, or place a seal with an attack:
    • Attack: *I take a tag out of my pouch with a seal on it and throw it onto your body*
    • Connect: *It lands on your back and activates immediately after landing*
    • Effect: *Your reishi would be blocked by the seal I placed on your back*

  • Three lines to completely escape trackers and/or a scene:
    • Escape 1: *I run into the nearby forest and away from you guys*
    • Escape 2: *Hidden by the shadow of the forest you are unable to see me as I run*
    • Escape 3: *I eventually get too far and completely escape from you guys*

  • Five lines to dismember a limb, incapacitate, or seal away a target with an attack:
    • Attack: *I swing my blade towards your shoulder with all of my force*
    • Connect: *My blade hits your body, cutting your clothes and tearing into you*
    • Layer 1: *Your skin is cut by my blade, the force I apply forcing it deeper*
    • Layer 2: *Your muscle is cut through by my blade, cutting you like bread*
    • Layer 3/Dismember: *Finally your bone is cut through, and your arm chopped straight off*

  • Seven lines to kill a target with an attack:
    • Attack: *I swing my blade towards your chest with all of my force*
    • Connect: *My blade hits your body, cutting your clothes and tearing into you*
    • Layer 1: *Your skin is cut by my blade, the force I apply forcing it deeper*
    • Layer 2: *Your muscle is cut through by my blade, cutting you like bread*
    • Layer 3: *Your ribs are cut through, but the blade does not stop and goes for your heart*
    • Layer 4: *Finally your heart is cut through, cutting straight through your body*
    • Death: *As a result of piercing your heart with my blade, you die*
Something to note is that illusion based techniques is considered an attack, though what type of attack it is considered is dependant on whether or not the illusion immobilises the target in reality. If the illusion does not immobilise the target in reality, then it is considered a standard attack and as a result only takes two lines to connect; if the illusion does immobilise the target in reality, then it is considered a movement impairing attack and as a result takes three lines to connect. As well as this, in the list above several layers are mentioned in the last two examples. These layers represent the skin (layer 1, 3 lines), the muscle (layer 2, 4 lines), the bone (layer 3, 5 lines), and the organs (layer 4, 6 lines). They are important because when inflicting damage to the target, the number of lines you reached is the maximum amount of damage you could have caused. For example, if you poisoned a target and only managed to get four lines in before they removed the poison, the maximum amount of damage you could have caused to the target would be no more than a muscle wound or muscle-equivalent wound.

Portraying Unique Actions
Over the years BRP has developed it's own way of unique roleplaying mechanics have been implemented in order to limit and/or improve certain techniques and abilities, which as a result improves the roleplay experience. Many of these unique roleplaying mechanics go against the standard line restrictions shown previously and as a result may cause confusion to those who do not know them all too well, it is also because of their permitted allowance to go against the standard line restrictions that most of them are limited in some way. There are not many as most of them were made several years ago by older generations of BRPers and as a result most BRPers of today have gotten used to the unique mechanics behind them, which makes it difficult for newer generations of BRPers to implement unique roleplaying mechanics.
  • Reishi-Based Techniques in this roleplay prior to what many others might have are involved through the progression of your character. If the opponent is of D-Rank Reiatsu and you are of C-Rank Reiatsu, you have the upper-hand in regards to movement. Those of different scale Reiatsu are not quick enough to detect whether or not when you evade a technique, you use an after-image of your body due to how fast your movement becomes. Although after-image's can only be preformed three (3) times during a fight with your opponent in order to give them the illusion that you have been attacked when you've evaded before it made contact with your body whatsoever. Although when attacked, these after-images must be stated as soon as you are attacked, otherwise the attack will continue despite you doing so if you are too late to make such actions. Although you may attempt to use it, there might be certain cases where you can not move at high speeds to use your after image (ex: If you were contained within a technique). Those who are of the same ranking as the opponent can detect through the after-image, but must be stated before the opponent can state their landing at a new direction. Those of the same rank as the opponent who moves at high speed are capable of interrupting them mid-movement.

    • After-Image Technique Scaled:

      • Shinigami 1: *I raise my blade from my side, sending it over to your side*
      • Shinigami 1: *The blade punctures your side, continuing it's attempts to damage you*
      • Shinigami 1: *The blade tears through the skin, continuing it's way to the muscle*
      • Shinigami 1: *It would cut the muscles of your flesh whilst the momentum pushes it deeper*
      • Quincy 2: *You find the body phases through your technique, the after-image vanishing shortly after*
      • Quincy 2 managed to evade the attack due to Shinigami's inability to detect the after-image in time.

    • After-Image Technique with Equal Scale:

      • Shinigami 1: *I raise my blade from my side, sending it over to your side*
      • Shinigami 1: *The blade punctures your side, continuing it's attempts to damage you*
      • Shinigami 1: *The blade tears through the skin, continuing it's way through the muscle*
      • Quincy 2: *You attack an after image, the after image fading shortly after you pierce through it*
      • Shinigami 1: *You feel your skin torn from having made contact with my blade, prior from my further damage*
      • Shinigami 1 was aware of your after-image, although only made contact through the skin only despite having stated the muscle, for Quincy 2 has managed to use a Reishi-Based technique at high speed to prevent further damage.

  • Equal-Scaled Dodging in regards to having to use after-images against an opponent who has the same scale of Reiatsu as yourself, it is crucial that you state the after image as fast as you can. For if they are to attack you all the way to point where they state a muscle wound, you only obtain a skin wound. Same goes for all other further damage, for if they are to attack you at the point of the bone and you used at after-image at that line, you will have only muscle damage. This being because despite having an equal amount of reiatsu, the opponent will be aware of your attempts to move; just the opponent will not be as fast as you are at that given moment unless they are to interrupt your movement through whatever means necessary.


Portraying Defences
Defences are as important as attacks in terms of roleplay and so there are certain mechanics behind defences that need to be clarified. In order for a defence to become a valid defence you must first state that the defence is there, that it is actively defending you. Once a defence has been stated, how your defence goes about defending you is dependant on whether or not it is a passively defending defence or a reactively defending defence. Passively defending defences will defend you passively from the appropriate attacks and what this means is that you will not have to roleplay your defence defending you from attacks if they are passively able to do so, but your opponent will have to roleplay bypassing them in the appropriate way. For example: if you are wearing armor and someone was to send their blade towards your body while you wear your armor at that point of direction you're being attacked; they will have to state bypassing your armor first before they can continue their attack towards your body. Passively defending defences include all defences that your opponent logically has to get through in order to damage you (walls, barriers, armours, and etc.). Reactively defending defences will defend you reactively from the appropriate attacks, but you have to state defending yourself with them at the right time, after the attack is sent and before it hits. Reactively defending defences include all defences that have to react to your opponents attacks in order to damage you (hierro, ect.)

Characters
There are three types of characters to exist within BRP. First happens to be an RPC (role-playable character), which are characters that are being actively by a member. Second happens to be NPC's (non-playable characters) which can be roleplayed by anyone in order, for example: to be able to progress your character's abilities or strength. Although they are roleplayed, NPC's do not take any part in assisting attacks, defending, and any part of the arc that's been provided by staff. Last are MPC's which are (minor-playable characters) which are normally introduced by the staff for said events or many other things. They do have an impact on your characters and the arc if they are made by the staff and used for events.

Active and Inactive Characters
In BRP, you are only allowed to roleplay two characters. One being your main character that continues to progress over time. The second tends to be your minor character which doesn't progress past D-Rank or is capable of learning new techniques. Within the roleplay, there are also those who are active and continue to update what they have been roleplaying over whatever certain amount of time that they have been around. Those who do not update within the span of seven (7) days will be restored although within five (5) days of their character having not updates they are warned with what is called an "inactivity warning" just as a friendly reminder that they should update their biography as soon as they can, so they can continue their progression. Those who have been restored will be allowed twenty-four (24) hours to update and become unrestored to continue their progression, but if failure to do so; they will lose everything they have progressed with that character and be placed back as a D-Rank character for whatever time they might want to un-restore and roleplay said character.

Death and Incapacitation
In BRP, once you are dead, you are not allowed to bring back your character unless through valid IC (in character) methods. First you will go through a process to see if such death was valid if the two members do not agree upon it. A moderator will validate and pass it's judgment over what happened. If there is no moderator present, it's recommended that you provide valid screenies of the fight and the time of death to evaluate whether it's acceptable or not. If it is acceptable, they are placed into the cemetery, to where you are not allowed to use that character and must make a new one.

Lands and Regions
In BRP, there are many places that are built such as Karakura Town and many others. Within these land and regions, there are perks that allow people to become unable to use their full abilities and many other things. Each land have their own system and way of doing things which might be different from others. Such as Hueco Mundo to which contains Vasto Lorde's. There is also Seireitei to which is home to the Gotei 13, who have a very strict rule over how they may run things. It's important to take note of that because once you are in said lands, things do change which can stir up many scenes in character, depending on what happens.

Region Perks

  • Human Realm: When entering anywhere within the Human Realm, you will notice that there isn't much Reishi to which puts those who come from other realms at a disadvantage. Once entering the Human Realm, you are limited to what you can do. That being that your abilities become weaker, you also go one rank down from your rank at that given state. For example: if you are to come in as an A-Rank shinigami, you will be directed down as a B-Rank until you are to go back anywhere else rather than the human world to which have a low account of Reishi to provide you enough Reiatsu to complete said abilities.
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