[url=http://www.roleplayerguild.com/topics/63046/posts/ooc]Some alternate information[/url] [The Rules] - The rules are all fairly simple and standard and many of you should know the basics of what you can and cannot do. Here's 5 things I'd like you guys to keep in mind: 1) I'm the GM, and, although I don't want to sound like an arrogant asshole by saying this, my word goes. I'm willing to discuss any problems that you disagree with and am open to persuasion, however if something isn't right then I'll more than likely correct it. Keep in mind I tend to enjoy freedom when I GM, so I'll let you guys off easy, especially since it's my first time on this site. 2) I enjoy logic. A lot. If you ruin the logic behind a scene it can totally disperse the immersion into nothingness and cause an argument. If you explain your actions to me then I'm willing to be persuaded however I'm not very fond of illogical actions (I.e dodging a weapon when it's clearly in point-blank range). 3) No power/metagaming of any sorts. Small, influential actions are allowed and even suggestions as to what the other person's character might have had happened to them (for example, I can say "His vision was more than likely clouded from the dust that had suddenly accumulated in the room, so *character* went in for a kick" because it suggests something for the other player to consider. Logic always wins IMO). However, it might be best to just refrain from controlling other people's surroundings or characters altogether. 4) I know this sounds stupid as a "rule" but please try to play the character you create! I thoroughly enjoy a good story when everyone is engaged in what'll happen next, however if you don't play the part or follow the sheet it can get a little... Well, you guys probably understand. There's an exception to this rule, however, and that is that dying is likely in a place like Heavenly Host, and, as a result, it's quite possible you'll die. See below for more details on the death and afterlife. 5) Well considering I just forgot the fifth rule I guess the only remaining option is to play nice and have fun! Nobody likes a party-pooper yet everyone enjoys a good RP! I can't please everyone, though I'll still try my best to do so. Again I'm open to suggestions and if any of you need help with anything all you need to do is ask. Whew! Now that all the boring crap is said and done, let's begin! Story: So the basic outline is this: A closely-knit group of friends (10 to be exact) at Kisaragi Academy have been grouped together one October night late after class. It's been a week since the initial Heavenly Host incident between the group at class 2-9 and memories of Seiko, Morishige, Mayu and Miss Yui have all been whipped from existence. We will all start out in class, late at night, telling of horror stories, much like the original Corpse Party. Things will escalate from there, though the beginning is generally the same. For more information, check the link at the top of the thread. Character Sheet (Props to my buddy coins from CYS for making this. Credit goes all to him): Name: Age: Grade (High School - 13-18): Gender: Personality: Appearance (I need to be able to visualize your character in my head. If you're doing a written description, please be as elaborate and detailed as possible. Pictures are preferred though): Strengths (What makes your character strong either physically, mentally or spiritually? Fairly open-ended): Weaknesses (What makes your character weak either physically, mentally or spiritually? Fairly open-ended): Bio/History (Needs to be at least a paragraph long): Things being introduced: So there are two things I'm going to be introducing into this RP, also thanks to my friend coins, which is the Afterlife and Charms. "What's the Afterlife?" you ask? Well, in a nutshell, it's the second chance after you die. You see, it's no fun to have a Corpse Party RP without death, however no-one really wants to die and never be able to play again. That's where Afterlife comes in! Once you die you'll have two options: To Move On or to Become a Spirit. If you choose to move on, it basically means you quit, however you'll still be given the option to provide clues and hints to other players (I'll provide the clues) and perhaps a little GMing power, though you'll need to PM me what you want done and get me to agree, which usually won't be hard to do. Now if you choose to remain as a spirit, that's where things get interesting. This is where you choose to either be helpful or downright evil, for whatever reason (in other words a blue or a red spirit). From there you can continue the RP with whatever goals your character may have in mind. Keep in mind, your afterlife selves CAN be killed if the enemy is either wielding a charmed weapon or is another ghost/spirit. If you die the second time, then you automatically move on. "What are Charms, then?" Well, it's quite simple. Charms are sacred pieces of holy power, generally written paper or something, that can be used to deter or otherwise harm spirits. They come in varying strengths and forms, and are generally used for escaping danger. Unfortunately, they don't hurt the ghosts of the school unless you have one of the extremely powerful charms, which have been added to items. These are known as Charmed Items, obviously, and these more powerful charms can do many things, such as harm the ghosts of the school, break the Closed Spaces or even bring a dead person back to life, so long as you have their entire body relatively intact. However these are rather rare and quite difficult to find, so good luck! I think that's about all I have to say on the matter. Let the bloodshed begin!