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Fvza Rpg > Discussion of Board Rules and Operation > Things Prohibited in the RPG


Title: Things Prohibited in the RPG


Adminbot3000 - December 27, 2005 04:07 AM (GMT)
Ok I really don't mean to kill anybody's creativity here, but this is nessesary to actually produce creativity. I've noticed that some RPG's have no creativity. For example, the FVZA RPG this was inspired by originally had a problem with everything centering around Umbrella Corporation. At this RPG, we want members to be creative and produce original stories instead of relieving Resident Evil. Thus we have a list of things we do not want to see in this RPG.
  • Umbrella Corporation.
  • Bio Organic Weapons such as Tyrants from Resident Evil.
  • T-Virus
  • Magic.
  • Satanic rituals that revive things that've been dead for a long time.
  • Demons.
  • Religious favoratism. By that I mean that God shall not smite vampires in this RPG.
  • Ghosts.
  • Extraterrestrials.
  • Bigfoot.
  • Vampires starting on fire from the sun or cross (unless the cross was lit on fire).
  • Bioenhancements that do not currently exist. You can have contact lenses, but no cybernetic arms with rocket launchers.
  • Unresonably powerful vampires.
  • Supersoldier FVZA agents.
  • Superheros. Although I do like Spider-Man, I don't want to read about him killing zombies unless it's in comic book form by Marvel.
  • Unrealistic actions, such as continents spontanously combusting.
  • Major political decisions (as in the fictional Congress and/or President of the RPG) being made without approval of mods. Believe me, something like the banning of the FVZA changes board dynamics a lot.
  • Necrophelia.
  • Rapidly regenerating things. You wouldn't believe me how much it pissed me off when a BOW regenerated it's knee caps and head after I blew them off on the old RPG.
  • Excessive weaponry without good reason, such as tanks, artillery, bombers, and nuclear weapons.
  • Your character has to learn his/her skills from somewhere. You don't just inherit those skills from family members. They can teach you those skills, but their blood/DNA won't give you those skills for nothing.
Right now the list is short, but overtime it will begin to increase in size as we think of things. Be sure to check this list often as it will be frequently updated.

Roncas - November 16, 2006 06:02 AM (GMT)
I would like to add.



If you are human you do not inherit anything. You gain skill through time and deication in various professions before joining the FVZA, suych as military/police traing and for you wanna be shadows, through years and years of mulitple martial arts. And you cannot say I am 16 and trained in 14 different styles of martial arts. It is highly unlikely and pure stupidity.

If you are a vampire you do inherit extra strength, increased agility and quick regeneration abilities. YOU CAN DIE! You are not a god. A gun shot to the head will most likely kill you.

Tsumari - November 16, 2006 05:36 PM (GMT)
Are werewolves going to be prohibited, either as players or opponents?

Cyber78 - November 16, 2006 08:52 PM (GMT)
Werewolves aren't actually banned, but I'd prefer to use them too often out of fear of overkill. Also werewolf info isn't well established by www.fvza.org, so we're going to need to set some ground rules on werewolves before they get to be used.

KJ Crush - November 16, 2006 09:29 PM (GMT)
How about:

Werwolves may only live in the wilderness, with the occasional entry into a small town, or city

Werewolves speed is second to only Vampires, But their streingth is match by none.

Werewolves are slain rather easily, but are difficult targets when in a wooded area.

Werewolves only attack human for food, when they haven't eaten for a while, or feel threatned.

When a werewolf does eat a human, they tend to leave little but scattered shreds of flesh, and some chewed on bones.

There is no vaccine for the Werewolf virus, but Werewolves do have a allergic reaction to Gun powder.

Werwolves can be either solitary hunters or pack hunters.

Werewolves age is Dog years, which means for every year the Werewolf stays alive after post transformation, the age seven years...


Thats all I csan tyhink of...

Cyber78 - November 16, 2006 11:06 PM (GMT)
The alergy to gunpowder is something that's debatable, as is the dog years thing. But the rest of it I can agree with. I guess it's one of those things that deserves a bit more discussion on, and probably a forum vote of approval.

KJ Crush - November 17, 2006 06:34 AM (GMT)
Yeah, I was just throwing things out there, trying to make it fair. Either way, I think Werewolves would be a good idea, learn more about them as we go along, ya know? Thought of a few more...


Werewolves can be affected by HVV, but not HZV. And when infected with the Vampire virus, the only change is a bloodlust so they become rabid in a sense.

Werewolves tend to stay away from large crowds of people, unless infected with HVV.

Werewolves are opertunests, they will attack small children for an easy meal...

I dunno, lol.

Tsumari - November 17, 2006 10:49 AM (GMT)
I personally think we ought to start a specific thread in order to develop the particular type of werewolves we'll be using in the RPG. I actually wrote a rather long (and doomed to be erased by the server crash) article on how I thought they should work on the Old RPG board- I actually came up with a scientific explanation for shapeshifting, that, I'm pretty sure I could remember enough of to repost.

Alaska - November 17, 2006 05:31 PM (GMT)
How about this: No werewolves, period.

KJ Crush - November 17, 2006 08:11 PM (GMT)
QUOTE (Alaska @ Nov 17 2006, 05:31 PM)
How about this: No werewolves, period.

How about being open to new ideas?

Tsumari - November 17, 2006 10:24 PM (GMT)
QUOTE (Alaska @ Nov 17 2006, 11:31 AM)
How about this: No werewolves, period.

I have to definitely disagree as well. If vampires can exist in the world of the FVZA, who's to say their classic foes can't?

Anyway, I posted a thread about werewolves on one of the other boards. Anyone who wants to help me develop the concept as it will be used in this RPG, check it out and feel free to comment.

Cyber78 - November 17, 2006 10:32 PM (GMT)
Ok werewolves are a tricky issue. So what I'm going to do is allow them, but in very minute doses. This RPG shall continue to focus primarily on vampires and zombies, but werewolves can be thrown in occassionally. Now information on werewolves is limited, so what we're going to do is essentially build the werewolf facts ourselves based on what limited information is already availible.

Alaska - December 21, 2006 03:05 AM (GMT)
Meh. I'm the type who's never going to accept them. Seems fanboy-ish. Way too much.


Alright, guys. I think you need to add a couple more rules:

- No Megagaming.

Basically what this means, for any of you unsavvy to it, is that if someone says something and your character is not physically [Or like, Cell phone or radio or something] there to witness it, be it in action or actually hearing it, then you can not make claims relating to it.

-No Godmoding

Godmoding, again, for you who are unawares, is sort-of making your character into an all-powerful being. Such as instant headshots, bullets can't hit you, you can never get hurt, you can down a Vampire in a punch [*Wink* Templar. Ha-ha] It's basically there to show that you're character is, nor ever will be, God. This is to prevent anger issues, and other undesireable actions.

Templar - December 24, 2006 05:14 AM (GMT)
Oh Alaska, your just so funny...

Cyber78 - December 24, 2006 07:59 PM (GMT)
I'm pretty sure I have god mode listed in the big official rules. Megagaming I'm just going to list under common sense.




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