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5.b. Raids, Heisting, Bounties & Incarceration Regulations

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#1Naga 

5.b. Raids, Heisting, Bounties & Incarceration Regulations Empty Sun Nov 22, 2020 10:03 pm

Naga

Raid & Heist Regulations


Raids & Heists


  • To attack a guild, property or perform a heist, users must first have just cause then create an open topic must be created at the location of the target itself. Guilds may accept to be raided without a form of just cause if the defenders give direct consent.

  • Guilds and Properties may only be raided once every 2 months. In addition, a location must be fully repaired to be raided. It does not matter whether the attack was successful or not.

  • Members from either side can only post on one topic of the raid at a time. If their topic ends, they may leave to go to another raid topic to continue to raid/defend.

  • Should an Independent or Neutral guild raid the Rune Knights, they will become a Dark Guild. It does not matter if the raid was successful or not.

  • Should an Independent or Neutral guild perform a heist on a Legal Investment Bank, it will become a Dark Guild. It does not matter if the heist was successful or not.

  • Raids and Heists are considered green topics. The danger can be increased if both parties agree to a different danger setting.

  • The attackers are bound by the Fight Regulations preventing them from attacking or casting in their initial posts.

  • Guild Buildings and Properties can only be raided two months after their creation.

  • Users may only raid or perform a heist once per month, this is a shared cool-down.

  • After the last attacker has entered the topic, the attackers must give the defending location members 48 hours to enter the topic and defend it.

  • Members may defend their allies as long as they are in the same region at the time of the topic creation.

  • Rune Knights may defend Legal guilds if they are in the same region at the time of the topic creation.

  • The ruling faction or guild may defend against Heists if they are in the same region at the time of the topic creation, details surrounding the applicable faction or guild can be found in the bank description

  • Guild members, allied guilds, and Rune Knights, if applicable, are the only eligible defenders and are the only other parties that can join a guild raid to defend.

  • It is not possible to enter (Raid) or (Heist) topics outside of being an attacker or a defender.

  • Raids and Heists must include the (Raid) or (Heist) tag in the title, attackers cannot set the danger colour of the tag.

  • While the topic is locked bounties and contracts can still be acquired from both parties as a result of third-party damage.

  • Raids may be performed in a segmented manner with the consent of both parties allowing for multiple smaller fights to determine the outcome rather than a group fight, allowing up to variants of up to 4v4, 2x 2v2, or any other combination.

  • Unlike Raids, Heists can be performed on the same bank once every two months for each tier, rather than being limited to a single raid per location every two months.

  • Heists are separated into three tiers, Normal, High, and Extreme, to encourage members of every level to participate these offer different rewards relative to their risk.
    • Normal Heists: Heisters receive regular rewards from a Heist while Defenders can be up to one rank higher than the highest rank of the heisters
    • High Heists: Heisters receive an additional 20% Jewels and experience toward Heist rewards and any fight rewards while Defenders can be up to two ranks higher than the highest rank of the heisters, this bonus is halved if the bank is not defended.
    • Extreme Heists: Heisters receive an additional 50% Jewels and experience toward Heist rewards and any fight rewards while the Defenders can be of any rank and the topic will be considered Orange by default for the Heisters, this bonus is halved if the bank is not defended.



Buildings


  • Buildings, regardless of type, have a durability of 10x S-rank before it is considered completely demolished.

  • Buildings receive at most 1x S-rank damage per post. Should an attacker deal more damage in their turn, only 1x S-rank damage will be applied to the building.

  • Buildings are passively rebuilt by 2x S-rank per week. The passive reconstruction begins 1 week after the destruction of the building.

  • Guilds may repair their building for 1x S-rank worth of damage for 500,000J.

  • Guild members can repair the location by completing a word count equivalent to the damage dealt. Member will receive base request rewards equivalent to the word count completed up to 1x S-Rank, this counts towards their monthly minimum if applicable.

Raid & Heist Rewards


  • Upon successfully raiding a guild or performing a heist, the attackers receive a contract or bounty of 1,000,000J depending on the alignment of the guild or organization that they attacked, this does not apply to individual properties.

  • Unsuccessful raids or heists result in a contract or bounty of 250,000J being placed on the attackers depending on the alignment of the guild or organization that they attacked, this does not apply to individual properties.

  • Upon raiding the Rune Knights or the Shinigami Convocation, the attackers receive a bounty of 2,500,000 Jewels while they will also receive an additional 250,000 Jewels and 5,000 Experience as rewards if successful.

  • Independent and Neutral guilds may decide whether their attackers get a bounty or a contract.

  • Upon successfully raiding a location or performing a heist that has been defended, the attackers receive a reward of 750,000J, 10,000XP, 15 SP and 1000RP, this is reduced to 375,000 Jewels, 7,500 Experience, 15 SP and 750RP if completed without a defender. Should the defenders defeat their attackers, they will receive those rewards instead, if defeated they will receive the reduced reward amount listed.

#2Naga 

5.b. Raids, Heisting, Bounties & Incarceration Regulations Empty Sat Nov 13, 2021 3:29 pm

Naga

BOUNTY REGULATIONS


Bounties & Contracts


  • Bounties are monetary values assigned to mages who commit criminal acts throughout Fiore. The worse the act and more often that they occur, the greater the bounty one person may have compared to someone who commits less significant or far fewer criminal acts.

  • Contracts are the inverse of Bounties and are assigned to mages who commit deeds against dark guilds and villains. These acts include hunting prominent dark guild figures to the raiding of a dark guild.

  • While typically reserved for dark and guildless mages, it is possible for anyone to get a bounty, as is true with contracts that are typically reserved for legal guild, Rune Knights, and guildless members.

  • Actions ranging from the simple theft from a merchant to the utter destruction of a town and its citizens, any user may find themselves being wanted and possibly hunted based upon the actions they commit to within threads so long as it can be assumed that there were witnesses after the fact. Threads in which a bounty can be accrued must be "Open" threads, not private.

  • In some situations, the reputation level of a wanted person may further influence their bounty or their contract.

  • Fill in the form in the Bounty & Contract Review topic to claim a bounty or contract.

Hunting


  • Once someone is given a bounty or contract, they may be hunted and are subject to the Fighting Regulations.

  • Bounties and contracts are not to be meta-gamed, even if there is an existing understanding between two users OOC. A user can only learn of a bounty if they have written in a topic within a town after the bounty was assigned. This is due to the fact that bounties are public information, put up for the public within towns.

  • We consider your character automatically up to date when they roleplay in a town. There is no need to actually roleplaying looking at a bounty board.

  • Do note that if someone's bounty or contract page gets updated with their magic and you have not RPed in a town after that update while facing them off, you do not know off their magic because you never update your bounty knowledge by RPing in a town after their page got updated.

  • While it can be assumed that a higher bounty/contract indicates more information about that user being made public, this is not always the case. Often it depends on the individual's fame/infamy, as well as the location of the acts committed. When in doubt, refer to the bounty page of that individual, or ask a Moderator for clarification.

  • When a bounty/contract hunter enters the topic, invasion rules are put in place. In the case of multiple people working together to capture the individual with the bounty, each individual will split the bounty/contract reward.

  • If you invade someone with a bounty or contract and they surrender, as long as you complete the word count requirement for fighting them, you will receive normal fighting rewards and half of their bounty/contract.

  • If it is deemed that there is no effective fight that took place between you and the bounty holder then you will only receive half of their bounty/contract as a reward.

  • In case the wanted user wins, they may leave the topic freely. The defeated pursuers may not pursue the wanted user for two months after that.

Rewards


  • Upon defeating the wanted individual, the target is moved to the Hellsea Bastille or Boiling Rock depending whether a bounty or contract has been collected. This is done via instant travel, regardless of where the individual was.

  • If the bounty/contract hunter caused severe damage in the process, they may also be arrested and taken in for processing. This is done via instant travel, regardless of where the fight occurred.

  • Members cannot claim another person's bounty or contract if they already have a bounty or contract themselves. This is with the exception of Neutral Guilds who may have the bounty and contract hunting perk.

  • Member must participate with each enemy they wish to claim bounty or contract rewards against, this must include something directly impactful i.e. attacking them, debuffing, defending against an attack from them, buffing an ally who attacks said enemy. Talking with them or, simply being in the topic is not sufficient to justify claims.

  • Members do not receive any bounty or contract reward from members that are surrendering to them in a social topic.

  • Depending on how much damage was caused during the capturing of the criminal, the bounty payout may be less than the actual number shown. This number depends on the damage caused in the thread, and again, it is completely subjective. Moderators maintain the right to make the determination of how much is deducted.

#3Naga 

5.b. Raids, Heisting, Bounties & Incarceration Regulations Empty Sat Nov 13, 2021 3:29 pm

Naga

Incarceration Regulations


General


  • Incarceration can occur to those with a bounty or a contract who has been captured.

  • As mentioned in the Bounty & Contract rules, those who are arrested are instantly transported to the Hellsea Bastille or Boiling Rock for their incarceration depending on whether they had a bounty or contract.

  • Characters with a threat level below Disaster who are imprisoned can participate in Global Events.

  • Prisoners can not use magic, items, and companions in the Hellsea Bastille and Boiling Rock.

  • Users now receive rewards equivalent to a neutral quest when completing their sentence or breaking out of prison except for the jewel rewards, up to S-Rank rewards.

Bribes


  • It may be possible to pay and get out of jail early. The cost for this is 250,000J by default. If you had a bounty or contract upon your arrest, that number is added on.

  • If the bounty or contract was higher than 2,500,000J, the additional cost becomes 500,000J.

  • If the bounty or contract was higher than 7,500,000 Jewels can not be bribed away.

  • A bribe may be paid by anyone, as those who accept bribes don't care about its source.

Sentence


  • What most prisoners end up doing is sitting out their sentence. Sitting out your sentence constitutes fulfilling a word requirement based on the total of the bounty.

  • The imprisoned user must serve their sentence within the Hellsea Bastille or Boiling Rock and may not have any other topics active until the sentence is fulfilled.

  • These sentences may be claimed as social interactions when completed with another player.

  • The amount words that must be done is 150 per 100,000J bounty or contract that had been placed upon them before they were incarcerated.

  • The user can split the words into multiple topics if they want to create different phases of sitting out their sentence.

  • Each next time the user gets incarcerated again, their time to sit out sentences increases by 50 words added to the initial 150.

  • Every Activity Check that the user completes whilst in prison will reduce the user's sentence by 500,000 Jewels.


Sacrificing


  • Sacrificing is an alternative option to either serving out the sentence or having to pay for a release, which instead allows for a user to be free at the cost of a permanent stat reduction.

  • The amount of stats lost depends on the bounty, which is 1 SP per 75,000J bounty or contract.

  • The deduction is split between all of the attributes. If it is an odd number, then the extra point will be applied to the attribute selected by the user.

  • This can be done in the sticky provided in the Hellsea Bastille or Boiling Rock forum.

Breakout


  • While serving out a sentence, an incarcerated user may attempt to escape the Boiling Rock or Hellsea Bastille.

  • Rune Knight members are exclusively capable of preventing Hellsea Bastille Prisoner escapes alongside whomever originally claimed the bounty of the user if applicable.

  • Illegal Guild Members are exclusively capable of preventing Boiling Rock Prisoner escapes, alongside whomever originally claimed the contract of the user if applicable.

  • During an attempted escape, other users may join in to help the escape. This can only be done if they have discovered the individual's incarceration IC.

  • The group attempting the jailbreak may set the topic at either Orange or Green.

  • If the escape turns into a confrontation, rewards will be given accordingly to both winners and losers.

  • A successful attempt to escape increases the users bounty or contract by 1,000,000 Jewels, and it permanently increases their threat level by removing the first available option from the equation while maintaining the attached bounty requirements. As such, for example after the first successful escape, a person reaches Hazard level at a bounty or contract of 1,000,000J instead of Danger.



Last edited by Naga on Mon May 15, 2023 9:57 pm; edited 1 time in total

#4Naga 

5.b. Raids, Heisting, Bounties & Incarceration Regulations Empty Sat Nov 13, 2021 3:30 pm

Naga

Threat Classifications


General


  • Upon reaching a certain bounty or contract value, a wanted individual will fall under one of the classifications to determine their threat level.

  • Each classification comes with added dangers to the user and also increases the penalties for being captured.

  • Each classification has a listed bounty or contract value upon reaching that number more information will become known about the user and their fame will turn to infamy as you gain a bounty, the user's infamy will turn to fame as they gain a contract.

Dangers (≥ 1,000,000J)


  • The information known about the user is equivalent to having 2,500+ reputation.

  • 10% of the user's fame is converted to infamy upon reaching this level for a bounty holder.

  • 10% of the user's infamy is converted to fame upon reaching this level for a contract holder.

  • Users receive 5% more jewels and experience when fighting off prospective Bounty/Contract Hunters.  This modifier does not carry over to traditional fights.

Hazards (≥ 2,500,000J)


  • The information known about the user is equivalent to having 5,000+ reputation.

  • The user is constantly in Orange mode.

  • Upon entering a city, it is considered IC knowledge that the user has entered the town due to it being announced by the guards everywhere. This allows everyone in the same city to invade any topic of the user while they roleplay in cities.

  • 20% of the user's fame is converted to infamy upon reaching this level for a bounty holder.

  • 20% of the user's infamy is converted to fame upon reaching this level for a contract holder.

  • Users receive 10% more jewels and experience when fighting off prospective Bounty/Contract Hunters.  This modifier does not carry over to traditional fights.

Disasters (≥ 5,000,000J)


  • The information known about the user is equivalent to having 10,000+ reputation.

  • The user is constantly in Orange mode with the ability to lose two limbs.

  • Upon entering a city, it is considered IC knowledge that the user has entered the town due to it being announced by the guards everywhere. This allows everyone in the same city to invade any topic of the user while they roleplay in cities.

  • 30% of the user's fame is converted to infamy upon reaching this level for a bounty holder.

  • 30% of the user's infamy is converted to fame upon reaching this level for a contract holder.

  • Users receive 15% more jewels and experience when fighting off prospective Bounty/Contract Hunters.  This modifier does not carry over to traditional fights.

Catastrophes (≥ 7,500,000J)


  • The information known about the user is equivalent to having 20,000+ reputation.

  • The user can no longer take Good Quests as a bounty holder.

  • The user can no longer take Dark Quests as a contract holder.

  • The user is constantly in Orange mode with the ability to lose two limbs.

  • Upon entering a city, it is considered IC knowledge that the user has entered the town due to it being announced by the guards everywhere. This allows everyone in the same city to invade any topic of the user while they roleplay in cities.

  • 40% of the user's fame is converted to infamy upon reaching this level for a bounty holder.

  • 40% of the user's infamy is converted to fame upon reaching this level for a contract holder.

  • Users receive 20% more jewels and experience when fighting off prospective Bounty/Contract Hunters.  This modifier does not carry over to traditional fights.

Devastations (≥ 10,000,000J)


  • The information known about the user is equivalent to having 40,000+ reputation.

  • The user can no longer take Good Quests as a bounty holder.

  • The user can no longer take Dark Quests as a contract holder.

  • The user is constantly in Red mode.

  • Upon entering a city, it is considered IC knowledge that the user has entered the town due to it being announced by the guards everywhere. This allows everyone in the same city to invade any topic of the user while they roleplay in cities.

  • 50% of the user's fame is converted to infamy upon reaching this level for a bounty holder.

  • 50% of the user's infamy is converted to fame upon reaching this level for a contract holder.

  • Users receive 25% more jewels and experience when fighting off prospective Bounty/Contract Hunters.  This modifier does not carry over to traditional fights.

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