[OFFICIAL] Information and Rules

Deroc

Muggeseggele!
WORK IN PROGRESS

Resistance Against the Cake Crusade
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Second Generation — Storyteller's Circle Branch

NOTE : Please read this ---> Start Here <--- if you haven't already.

Status : Roleplaying Stage

Overview

Are you in for mixed-genre roleplays with a focus on Fantasy elements? Do you want to roleplay in a world, where magic meets science and where wackiness meets darkness? Then RACC is the right place. Our roleplays will range all the way from Medieval Fantasy to Science Fantasy. We welcome people of all skill levels and we accept any roleplay styles.

Nation-builders are also much welcomed. In RACC, you can roleplay as entire nations and individual characters at the same time. The individual characters can be common folks, wanderers, generals and even the leaders of nations!

No matter who you are — a wizard, a scientist, a gunner, a cake or just a normal civilian, all are welcome to the world of RACC! RACC houses two timelines of roleplay series branching off from a single event, as well as other spinoff roleplays.

The Resistance Against the Cake Crusade, abbreviated as RACC, is a roleplaying social group which originated from the Hive Workshop. It may seems confusing at first glance, because most things here are based from another website.​

Rules

Please refer to this post for a full list of general rules along with in-depth elaborations : Rules.

Don't worry. Rules are not put in place to restrict your freedom here, but rather to ensure a healthy, comfortable and fun environment for all our homies in RACC as well as to make sure the roleplays run smoothly.

As a brief summary, please maintain common civility and sensitivity towards your fellow homies and any other outsiders alike. You should also be considerate and cooperative during roleplays. Last but not least, have fun!​

General Information about the Roleplay World
  1. There are two main Timelines of Roleplays in the RACC Roleplay World, namely Handshake Timeline and Neoclassical Timeline. The two main Timelines share a common history, up until when a single event divided the timelines.

  2. Neoclassical Timeline is a reimagined and revamped timeline of the original stories, which also count as a partial reboot. Note that Planet Terra (Earth) in this timeline has its own established backstory.

    You can read the History of the Neoclassical Timeline here : [OOC] History —— Neoclassical Timeline

  3. Handshake Timeline is an alternate timeline of the original and neoclassical stories. Basically a reboot of the old roleplays, but with a twist in the beginning to open up new possibilities. Also, Terra (Earth) has its own backstory in this timeline too,

  4. To submit your own character sheets as well as to take a look on others' character sheets, please go to [INFO] Character Sheets. Due to the lack of BB code tabs, players are advised to post only one character per post.

  5. To submit your own faction sheets as well as to take a look on others' faction sheets, please go to [INFO] Factions and Cliques. Please keep it to one post per faction.

Council of Maintainers

Current Chairperson : @Deroc (3rd)
Current Cakemaster : @Deroc (2nd)
Current Spokesperson : @Edge45 (1st)
Current Piemaster : @Edge45 (1st)

First Chairperson : StoPCampinGn00b
First Cakemaster : Mythic

Closing

If you have any concerns, feel free to ask me. If you have any suggestions or criticism for the content in this table, feel free to share your thoughts with us below. Enjoy!​
 
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Rules

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Illustration by Devin

Every game, every society and every realm has its own Rules, so does RACC! They are in place to ensure a healthy and fun environment for everyone staying in RACC.

Group Rules

  • First and foremost, all of the Storyteller's Circle site rules apply to the Storyteller's Circle Branch of RACC.
  • Please maintain common civility and sensitivity towards your fellow homies and visiting outsiders alike.
  • There are also rules in some threads. It is expected that you follow these rules and accept the consequences for breaking them.

General Roleplaying Rules

Reassembled and Refined by @Deroc

Main Credits Goes to Dragonson, Devin and Forum Roleplay.
Further Inspired by the Rules in Chronicles of the Omniverse and Pokemon: Journeys of Anteceon.


  1. No godmodding permitted.

    Godmodding is defined as the ability for a character to do practically anything without reasonable limits or boundaries, as well as being invulnerable to any and all means.

    You should always try to balance your character(s) with interestinh strengths and weaknesses. There’s no getting around this one. Every character should have flaws and strengths.

    It's no fun to be part of the same roleplaying group that are All-Powerful. Please avoid making a character which is too far over the top.

    Roleplaying will be more fun for you as well as your fellow rolerplayers if you don't just lawnmow every challenge. The greatest fun in roleplaying isn't vanquishing endless amounts of foes without breaking a sweat. Sure, that can be fun too, but if you ask me there's much more enjoyment in getting into trouble and using your wicked cunning skills to get out of it and helping together to overcome obstacles.​

  2. Checks and Balances (inspired from Chronicles of the Omniverse)

    Despite the first rule prohibiting godmodding however, every player needs to understand though is that not all characters, nations, weapons, and abilities are going to be equal in power and strength. It would be strange for a powerless ten year old character to have equal attack and defense power as a fully armed military soldier, or a fantastical dragon.

    On the other hand, if your high-powered characters are rampaging around and stomping weaker characters, chances are it's going to attract the attention of entities with greater powers.​

  3. Do not powerplay MAJOR characters or armies (auto-hit).

    *Deroc rolls towards location*
    *Perikatan soldier aims at Deroc*
    *Deroc is alerted of the soldier and stands still*
    *As Perikatan soldier shoots, Deroc rolls and dodges the bullets*

    Deroc : "Phew, that was close!"

    *Deroc moves towards the soldier*
    *Perikatan soldier aims at Deroc and fires another round of bullets*
    *Deroc crouches and rolls away, making the bullets miss*
    *Deroc beheads the Perikatan soldier*

    Eberhard is a character with the rank of Duke at the Duchy of Württemberg and does not belong to you.

    *Kim Jong Un reaches a Württemberger base*
    *Eberhard is scared by the wrath of Uranus and leaves*
    Eberhard screams on the way: "Retreat!!!!"


    Kin Jong Un : "Cowards!!!"

    Powerplay is the control of another roleplayer's characters, armies and factions without permission.

    You may not force the resolution of an action upon another player's MAJOR characters, SIGNIFICANT armies and ENTIRE factions without the owner's permission.

    All MAJOR characters, SIGNIFICANT armies and ENTIRE factions that are the recipient of an action must be allowed a response. Example: You cannot kill others' major characters or resurrect them, nor control their armies without permission of the Owner.

    However, if you're writing a small combat scene and a few troops were involved, you could take that. But battles are a different story, parts of armies should be controlled by their respective Owners only.

    If you join a faction owned by another player, it doesn't mean you will have control of the entire faction. Should you require a large army, please ask the owner's permission. However, if only a little army is needed, you could take that.​

  4. Avoid metagaming.

    Metagame is defined as the use of out-of-character information in roleplayed actions, behaviors and thoughts, which your character(s) could not have known.

    You should always make an effort to think about what information is actually available to your character(s) when deciding on what to do. If the GMs don't limit your character in what knowledge is available to you, then you should do so yourself. A character that knows everything is just as annoying to play with as a character that kills everything.​

  5. Credibility (refer to rules #1, #2 and #4 simultaneously)

    While powerplay is forbidden, bear in mind that you should also stay within the range of credibility. Most actions have their consequences. One cannot be simply invincible to all, not be an all-knowing Fortune Tellah.

    Also keep in mind that divine showdowns are serious businesses. When two extremely powerful forces collide, it will not be something like "X Punches Y, Y dies. Everyone is happy."

    There's going to be consequences, and chances are a lot of people won't like 'em.​

  6. Know your OOCs and ICs.

    Always make sure that it is abundantly clear what is being said or done by your character(s) and what is being said by YOU.

    A good way to distinguish between the two is to preface them with 'OOC' (Out Of Character) and 'IC' (In Character) tags.​

  7. Consider what is appropriate for the setting.

    Whether or not something is appropriate depends heavily on the circumferences in the roleplay world.

    As an example, be mindful of how your character would realistically speak. A medieval knight won't say things the same way a future person from modern times would.

    Another thing to consider is the magic level and technology level of your faction, when compared to your peers' as well as the theme of the roleplay (if any). Sure you can have your faction being pioneers in a certain field of technology and magic, but please don't go too over the top and powerful. (see also rules #1 and #5)

    Obviously it's hard to be completely realistic here, but it's worth it to give it your best shot.​

  8. Roleplaying Styles don't matter as long as your reply is clear.

    It's up to you whether you want to write paragraph walls or screenplays. At the very least, as long as you make it clear who were doing and speaking what in a given time.

    However, no matter what style you use, you are recommended to be descriptive. But don't go overboard and long-winded either.​

  9. Please don't insult other roleplayers, it's just a game for fun.

    For more information, please refer to the Storyteller's Circle's Site Rules along with our First and Second Group Rules .

    Example:
    This is allowed:
    Devin : "I declare war on you"
    *Devin draws his sword with Rage*
    Devin : "You will pay for your crimes"
    *Devin fights with Mythic*

    And this is NOT allowed:
    DeweiFan001 (Owner of Devin) : "You damn bastard!!!"

    And please don't use taboos for insulting cases out-of-character.
    Example:
    DeweiFan001 (Owner of Devin) : "Hahahahaha, f*** you!"

  10. Don't worry about making mistakes.

    If you’ve accidentally done some bad roleplay, please don’t feel bad about yourself. Every person is bound to commit some mistakes here and there. Your mistakes don’t make you a bad person, of course!

    It doesn't excuse intentional and delibrate violations of rules, however.​

  11. Last but not least, have fun and enjoy the roleplaying!

    Roleplaying is not only writing a collaborative story. Roleplaying is above all about fun, right? That's why you're here!​
 
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Group Membership and Group Album

This section deals with the matter about group membership and group album.

For newcomers and returning old friends alike, now hold your shoes. For those of you who haven't already, please visit [OOC] Registrations and Inquiries and follow the instructions there.

Any of the initiated members may participate in our roleplays as well as upload pictures to our Resistance Against the Cake Crusade Album.​
 
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The Handshake Timeline: Square One Roleplay Specific Rules

The contents of this post is regarded and only applies to the RACC's Roleplay - The Handshake Timeline: Square One - if there any questions, clarifications, adjustments, or other complaints, please reply to me via PM/conversation.

For Factions
  1. The Group and General Roleplaying Rules applies to the Roleplay.
  2. The technology level of the Roleplay is in the 1700s to the early-1800s. Simply the age of swords accompanied by musket guns, bayonets, cannons, and such. The technology level of a faction should be restricted to that above. Anything too high and advance on that mentioned technology level will not be allowed or should be avoided.
  3. Technology Level will only be adjusted if all GMs agree.
  4. No Weapons of Mass Destruction (WMD), All-Powerful Deities or Time Travel under normal circumstances. These are only allowed if at least two GMs explicitly approves it.
  5. It is adviced that the level of technology be balanced. Too low in the level of technology will only result for a burden. Too high is highly restricted. Magic and other materials apply in this roleplay, make use of them to compensate if your faction is low on the level of technology. Out from that, your faction must also be balanced.
  6. Roleplayer's number of factions should be less than five. It is advised that you keep only one or two if you are incapable of controlling simultaneous factions with detailing capabilities. Subfactions or lesser cliques are fine as long as you are able to control them sufficiently.
  7. Only one Major Event may run at a time. Major Events are offered at a first-come first-serve basis.
  8. World Travel should be limited (like Magical portals or explainable material-powered machines). An arriving faction is only allowed if its level of technology matches the world's technology level.
  9. Establishing a faction's territory and land on the map of the world of Vestroya, is on a first-come first-serve basis. Unless after some explanations, complaints, or GM agreements.
  10. Factions can conquer, control, or takeover these presetup factions - The Kingdom of Karastus (In Elias), The Sovereignty of Articia (In Elias), the Monarchy of Cookiengdom (In Astyra), the Kingdom of Eiramond (In Astyra). If or after they are allowed by the GM with sufficient reasons and explanations.
  11. There are chances that the main roleplay world, Vestroya, may reach other worlds and the roleplay area expanded. One example here is Terra/Earth. Though it's too early to connect Terra with Vestroya. Wait until Vestroya hits Diesel Age (equivalent history of Real Life Earth : 1933 CE - 1945 CE).
  12. The roleplay area can expand to other worlds if two or more GMs agree, or by a Major Event.
For Characters
  1. The Group and General Roleplaying Rules applies to the Roleplay.
  2. You don't necessarily need to make a faction to join in the roleplay. You can settle for one character, and can become fairly stronger, as well as you can let it join a particular faction of another if they allow you to or make your own.
  3. No Weapons of Mass Destruction (WMD), All-Powerful Deities or Time Travel under normal circumstances. These are only allowed if at least two GMs explicitly approves it.
  4. You can have any amount of characters, these characters include supporting or minor ones. Considering you can control them simultaneously and capably along with your faction.
  5. Should your character come from Terra (Earth), then the character's backstory will require to be checked. This is because Terra already has its own established alternate history.
Changelog
  1. Created.
  2. Fixed Faction Rule No. 2 and 5 and 8, fixed the Character Rule No. 2, made changelog.
 
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The Handshake Timeline: Square One Roleplay Specific Rules

The contents of this post is regarded and only applies to the RACC's Roleplay - The Handshake Timeline: Square One - if there any questions, clarifications, adjustments, or other complaints, please reply to me via PM/conversation.

For Factions
  1. The Group and General Roleplaying Rules applies to the Roleplay.
  2. The time setting of the Roleplay is in the mid-1700s to the early-1800s. Specifically 1740 CE - 1806 CE Earth equivalent time. The level of technology should be restricted to the time setting. Anything too high and advance on the time setting will be considered null and should be avoided.
  3. Technology Level will only be adjusted if all GMs agree.
  4. No Weapons of Mass Destruction (WMD), All-Powerful Deities or Time Travel under normal circumstances. These are only allowed if at least two GMs explicitly approves it.
  5. It is adviced that the level of technology be balanced. Too low in the level of technology will only result for a burden. Too high is highly restricted. Magic and other materials apply in this roleplay, make use of them to compensate if your faction is low on the level of technology. Out from that, your faction must also be balanced.
  6. Roleplayer's number of factions should be less than five. It is advised that you keep only one or two if you are incapable of controlling simultaneous factions with detailing capabilities. Subfactions or lesser cliques are fine as long as you are able to control them sufficiently.
  7. Only one Major Event may run at a time. Major Events are offered at a first-come first-serve basis.
  8. World Travel should be limited (like Magical portals or explainable material-powered machines). An arriving faction is only allowed if its level of technology matches the time setting.
  9. Establishing a faction's territory and land on the map of the world of Vestroya, is on a first-come first-serve basis. Unless after some explanations, complaints, or GM agreements.
  10. Factions can conquer, control, or takeover these presetup factions - The Kingdom of Karastus (In Elias), The Sovereignty of Articia (In Elias), the Monarchy of Cookiengdom (In Astyra), the Kingdom of Eiramond (In Astyra). If or after they are allowed by the GM with sufficient reasons and explanations.
  11. There are chances that the main roleplay world, Vestroya, may reach other worlds and the roleplay area expanded. One example here is Terra/Earth. Though it's too early to connect Terra with Vestroya. Wait until Vestroya hits Diesel Age (equivalent history of Real Life Earth : 1933 CE - 1945 CE).
  12. The roleplay area can expand to other worlds if two or more GMs agree, or by a Major Event.
For Characters
  1. The Group and General Roleplaying Rules applies to the Roleplay.
  2. The roleplay allows the control of only one character, taking into point its advantages, weaknesses, and affiliations.
  3. No Weapons of Mass Destruction (WMD), All-Powerful Deities or Time Travel under normal circumstances. These are only allowed if at least two GMs explicitly approves it.
  4. You can have any amount of characters. Considering you can control them simultaneously and capably along with your faction.
  5. Should your character come from Terra (Earth), then the character's backstory will require to be checked. This is because Terra already has its own established alternate history.

Here are the thoughts and opinions of the Cakemaster and Chairperson regarding this version of rules: Free Clicky Cakes!
 
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