11-01-2009, 02:19 AM
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BUNKERS
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You’ve seen some of the different functions that collars can accomplish with other aspects of the game, but of course, they also serve a very deadly purpose. Each collar is fitted with timed explosives. Every 4 OOC days, the timed explosives are programmed to remotely detonate, “dusting” (disintegrating) the player. If a player’s collar is detonated, they are automatically eliminated and ejected from the game, as well as taking a -8 deduction from their final Point Value. In order to prevent the explosives from going off, players will need to enter bunkers to reset the charges at least once every 4 OOC days. Each Sector will be given one bunker for this purpose. All a person needs to do is role-play entering the bunker, similar to how they would role-play a movement, and must clearly state doing so in quotes on the bottom of the role-play using this format: [Name] enters the [Sector] bunker. For example:
The only stipulation is that the coding of the collar signal is very temperamental, so you cannot use the same bunker twice in a row. This means if you use the City Sector bunker to reset the charges, you must use a different Sector’s bunker to reset the charges the next time, or it will not count. Only one reset will work per 24-hour period.
Bunkers can also be remotely activated or deactivated at any point and time, which requires the players to pay attention to which Sectors have bunkers able to reset their charges. If a player enters a deactivated bunker, it will not count towards their collars. Activations and deactivations will be announced, but it’s up to players to keep track of them.
Keep in mind: you cannot enter a bunker on Combat Days or during a Fight, because you will be trapped in a Stasis Field. If the OOC timer on the collars is up during a Fight, anyone who has not visited an active bunker will automatically be dusted and their opponent will receive points for a kill-victory. Anyone who enters the Coliseum will automatically have their collar explosives temporarily deactivated, and as such will be safe from dusting if the timer overlaps. The winner’s charges will then be reactivated and reset to sync back up with the rest of the clocks for the other collars. If the next dusting is 24 hours after the Coliseum judgment, a grace period will be given and the collars will sync up for the following 4-day clock.
An announcement will be made when the OOC timers start at the beginning of the game, but after that, no reminders will be given. It is up to the players to keep track of the collar clocks. The clock is the same for every player.
BUNKERS
=======[/SIZE]
You’ve seen some of the different functions that collars can accomplish with other aspects of the game, but of course, they also serve a very deadly purpose. Each collar is fitted with timed explosives. Every 4 OOC days, the timed explosives are programmed to remotely detonate, “dusting” (disintegrating) the player. If a player’s collar is detonated, they are automatically eliminated and ejected from the game, as well as taking a -8 deduction from their final Point Value. In order to prevent the explosives from going off, players will need to enter bunkers to reset the charges at least once every 4 OOC days. Each Sector will be given one bunker for this purpose. All a person needs to do is role-play entering the bunker, similar to how they would role-play a movement, and must clearly state doing so in quotes on the bottom of the role-play using this format: [Name] enters the [Sector] bunker. For example:
Ander knew he didn’t have much time left. He hurried along quickly, just hoping to survive.
Quote:Ander enters the City Sector bunker.
The only stipulation is that the coding of the collar signal is very temperamental, so you cannot use the same bunker twice in a row. This means if you use the City Sector bunker to reset the charges, you must use a different Sector’s bunker to reset the charges the next time, or it will not count. Only one reset will work per 24-hour period.
Bunkers can also be remotely activated or deactivated at any point and time, which requires the players to pay attention to which Sectors have bunkers able to reset their charges. If a player enters a deactivated bunker, it will not count towards their collars. Activations and deactivations will be announced, but it’s up to players to keep track of them.
Keep in mind: you cannot enter a bunker on Combat Days or during a Fight, because you will be trapped in a Stasis Field. If the OOC timer on the collars is up during a Fight, anyone who has not visited an active bunker will automatically be dusted and their opponent will receive points for a kill-victory. Anyone who enters the Coliseum will automatically have their collar explosives temporarily deactivated, and as such will be safe from dusting if the timer overlaps. The winner’s charges will then be reactivated and reset to sync back up with the rest of the clocks for the other collars. If the next dusting is 24 hours after the Coliseum judgment, a grace period will be given and the collars will sync up for the following 4-day clock.
An announcement will be made when the OOC timers start at the beginning of the game, but after that, no reminders will be given. It is up to the players to keep track of the collar clocks. The clock is the same for every player.
- GAME OVER. The bunkers also house an additional feature, called the “Game Over” button. If a person wants to exit the saga, they hit the “Game Over” button and it’s an automatic self-elimination. Their Point Value will be cut by -4, and what remains will be their final Point Value. For example, if Raditzu had 10 points, his final Point Value would be 6. This option is only included as a courtesy to anyone who, for whatever reason, would go inactive during the saga. The “Game Over” button must be used within a bunker, and cannot be used during Fights or on Combat Days.

