Patchnotes 1.0

#1

Patchnotes 1.0

Things that were changed in YEAR ONE.

This log is available as an archive!
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#2
WLWB 1.1.1 - November 1

Guidebook Changes




Humans & Psychics


Telepathy — Revised to include that Telepaths can not hear the Inner Beast of Weres.
The ability to speak mind-to-mind with another. Telepaths can also walk in a room and hear the thoughts of those around them. With practice, users can learn to drown the mental noise and manipulate the thoughts of others. They can not hear the Inner Beast of Weres.

Touch Clairvoyance — Revised to include that Touch Clairvoyants can only pick up clues from objects.
The ability to touch an object and relive the residual thoughts, feelings and memories left behind by those who have handled them. With practice, users can track a person through the objects they've come in contact with. Objects only. Does not work when touching people.


Weres


Inner Beast → Communicating — Revised to include how an Inner Beast communicates with a Were.

A Were's Inner Beast is strictly animal. It can not learn or understand human language. Instead, the Inner Beast communicates through a series of pictures, sounds, and scents to detail what it needs.

New Weres often struggle to determine what it is their Beast needs as they haven't learned to read the subtle signs their Inner Beast is giving them. With time and experience, they'll learn to recognize that a hunting desire suggests the Were should add a little protein to their diet. They might come to find that a certain scent or sound triggers another animalistic instinct. These natural desires may vary depending on the particular species of Beast a Were has. For example, a the Inner Beast of a Wolf is a carnivore and may be more triggered by the presence of blood than the Inner Beast of a Rat as rats are naturally omnivores.



Levels


Added disclaimer on Writing Challenges where a Psychic or Advanced Psychic becomes a Were — Becoming a Were is permanent and the Psychic will lose their ability/abilities

To become a Were:
• Have a thread where your character is infected.

Keep in mind, becoming a Were is a permanent change. Your character will lose their psychic ability if they become a Were. There's no going back.

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#3
WLWB 1.1.2 - November 28

Guidebook Changes




Humans & Psychics


Psychics → Overview — Revised to further clarify the solitary nature of Psychics.
Psychics tend to be solitary by nature as they are trying not to reveal themselves to the world. They may occasionally encounter another Psychic or a Were, but won't recognize another supernatural for what they are. They often think their abilities are unique to them alone and spend more developing their own abilities than they do seeking out others who may have them.

Psychics → Abilities List → Teleportation — Revised to include that Teleportation can only work up to a few miles away.
The ability to instantly transport the body from point A to point B. With practice, users can travel to places they have been within the range of a few miles and bring objects or people along with them.


Weres


Metaphysics → Secrecy — Revised to include a section on "Secrecy" and how serious Weres take the discovery of their kind.
Weres know the only reason why they've survived so long without persecution is simply because anyone who is not a Were, does not know Weres exist. Their secrecy is considered the key to their survival. If anyone who is not a Were finds out about their existence, it is up to the Were to permanently silence the individual who discovered them. As Weres are traditional creatures, they consider the ultimate form of silence to be death. They will continue to hunt down those who know their secret until they can be satisfied the offender is truly deceased.

Metaphysics → The Downside → Allergic to Silver — Revised to specify how the concentration of silver in objects and the duration of contact with silver effects a Were.
Higher concentrations of silver over longer durations of silver to skin contact will produce deeper and more intense burns than lower concentrations of silver with shorter durations of contact, but all Were contact with silver will burn.


FAQ


Can characters tell what type of character they're talking to? — Revised to remove a Psychic's ability to sense different "auras" in supernaturals as that wasn't the right word.
Generally speaking, no, but each species does have tell tale signs if you know what you're looking for. For instance, Weres tend to have shorter tempers and are more easily agitated closer to the full moon. Each species also has their unique way of sensing. For example, Weres can generally sniff out other species of Were. Psychics can pick up strange vibes from other supernaturals, but can't tell exactly what they are.
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#4
WLWB 1.1.3 - January 23

Guidebook Changes




Rules


Activity — Revised to clarify how often members are asked to post.
There is no set activity requirement. If you are going to be away for a while, we ask that you set yourself as "Away" via Edit Profile (more information on setting an Away Status here). Administration may move characters to the Inactive group if the character hasn't been posted in a while.


Levels


Weres Beta Level — Revised to state how many Betas a member can bring in and how to get one approved.
When your profile has been completed, please contact White Lies via PM or the AskAnAdmin channel on Slack for review. At this time, we only allow one character per player to join as a Beta.

Weres Alpha Level — Revised to state availability of bringing in an Alpha Were.
Currently unavailable.
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#5
WLWB 1.1.4 - January 31

Guidebook Changes




Humans & Psychics


Psychics → Abilities List — Revised to showcase three new powers.
Mimicry
The power to mimic and temporarily possess the same ability as another Psychic. Mimics can copy one power for as long as they stay in close proximity to the person they copied from. Copied powers are subject to the same limitations as the original powers. Mimics can not switch between powers mid-thread.

Necromancy
The ability to see and communicate with ghosts and/or spirits. Necromancers are also able to temporarily revive the dead. Those revived are bound to listen and obey the one who raised them. If animated for too long, the dead will turn on its master.

Projection
The ability to separate the spirit from the body. Users can project a land-bound ghost-like version of themselves that can move independently of their body within the range of a few miles. New users produce a transparent image of themselves while more advanced users can create a more solid form capable of speech; never touch. While projecting, the user's body is helpless.

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#6
WLWB 1.1.5 - February 9

Guidebook Changes




Getting Started


Mortality Clause — Revised to:
Life as a supernatural isn't easy. Weres follow their own laws and customs that help them maintain order within their own societies. Those Weres who fail to fall in line are considered dangerous and a huge risk to their way of life. Psychics, while they may not be part of a hidden community, also try to keep their abilities on the down low.

In contrast, Humans are limited in their defenses and are unable to fully protect themselves from the threat of a supernatural with abilities beyond their comprehension. Knowing of a supernatural's existence may not end well for them.

By joining as a Human, Psychic, or Were, you acknowledge the cruelty and difficulties of their world. You are aware that these characters lead challenging lives and may not live to a ripe old age. While Weres may be difficult to kill, no character is truly immortal. Characters are permitted to kill other characters without seeking permission of the player. (For more info, see ICA = ICC.) The Staff Team will not be held responsible for the demise of your characters.



Rules


In Character Actions (ICA) = In Character Consequences (ICC) — Revised to:
Characters will be subject to fates of their own creation. If an act of violence makes sense for the scenario, anything goes.

Characters can injure or kill another character without player permission, provided they supply IC warnings before injuring or killing the other character. A typical rule of thumb is "Warning Post. Warning Post. Action Post". This provides both the player and the character plenty of warning and an opportunity to exit a thread before action occurs.

IC warnings can be as direct as a verbal warning such as "… I will do this to you…" or as indirect as a mention via thought expressing the desire to perform the action. It is up to the player of the character on the receiving end to recognize the warning signs and either remove their character from the scenario, change the scenario, or accept the consequences. If there is any question or confusion as to whether or not an IC scenario contains the warnings, players are asked to consult the other player for clarification.

If there is a question about whether or not an act of violence is legitimate after it is performed, players are welcome to ask the admin for a ruling.

Not all consequences are bad. Some characters can be rewarded or praised for positive activities. Again, if it makes sense for the scenario, anything goes.



New Rule: Godmodding, Metagaming & Powerplaying
Be respectful of other players in the game. Do not create a godmode character whose life is perfect, always knows exactly what they need to know to excel in any situation, and/or auto-dodges every hit. Role playing is give and take. Your character will win some and lose some. Likewise, do not metagame by blurring IC with OOC. Your character should not utilize your OOC knowledge in their actions, behaviors, or thoughts.

While we do allow characters to physically interact or engage with other characters without player consent, players are not allowed to powerplay another player's character. Unless the action has already explicitly been written by the character's player, players are not allowed to control another roleplayer's character without permission.

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#7
WLWB 1.1.6 - February 13

Guidebook Changes




Weres


General Information → Groups — Added:
It is in every Weres best interest to join a group. Groups provide Weres with a support system that can help them balance their human life with the needs of their inner beast. Groups are always composed of Weres of the same species. This provides their inner beast a sense of comfort and home that is far more soothing than an unfamiliar species of inner beast.

When a Were group is formed, they will occupy an entire area or subforum in Mountainside. This is considered the groups "territory". Were groups that claim territory are responsible for enforcing their rules on their turf. Those groups will act accordingly if they feel as though any Were (same species or otherwise) are encroaching on their territory, violating their secrets, or whatever else the group chooses to enforce. Different groups may have different rules. It is encouraged to read the threads of the group's leaders to determine what each group's values may be.

All Weres know when they've entered a group's territory. Not only are they able to smell the group's presence, but their inner beast can recognize the area as a place that is not their own. Weres who enter the territory of a Were group are considered guests or visitors. Visiting Weres should be on their best behavior and remain respectful of the Weres whose territory they are encroaching upon. A visiting Were will always be subject to the mercy of the group who owns the territory. Rogue Weres of the same species as the group are usually treated with a little less leniency because the King/Queen can sense them on their turf and know they've actively defied the leader by not joining their group.



General Information → Alliances — Added:
An alliance is a group of Weres who do not share the same species of inner beast. They are welcome to lean on each other as a support system, but alliances ultimately lack the true connection a Were might have if it were a part of a group of the same species. They can be helpful for Weres without a group, but are not encouraged long term.

Alliances are not allowed to claim a territory. They may have a leader, but they will never have a true King or Queen.

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#8
WLWB 1.1.7 - February 20

Guidebook Changes




Rules


In Character Actions (ICA) = In Character Consequences (ICC) — Added:
Tempting Fate
Characters who try to avoid the "Warning Post. Warning Post. Action Post" clause by repeatedly ducking out of threads early are considered to be tempting fate. In order to prevent the harassment of other characters or groups, it is within reason for the characters or groups to skip to the "Action Post" should the character repeat the offense in a third thread.

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#9
WLWB 1.1.8 - March 5

Guidebook Changes




Optional Lore → Metaphysics


Added to clarify how Metaphysics work in the world of WLWB and how they affect your character. We encourage you to read this in its entirety.
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#10
WLWB 1.1.9 - April 3

Guidebook Changes




Settings


Add a Sub-Location — Added:
If you have a sub-location or a suggestion for a sub-location you'd like to see on the forum, PM White Lies with the following information to have your new area added:
  • Name of the forum this sub-location will be located in.
  • Name of the proposed sub-location.
  • Description of the sub-location
  • Link to a character with 3+ months of consecutive activity.
  • Link to 3+ completed threads at the desired location.
Please note that White Lies reserves the right to decline a location if it does not align with the direction of the site. For instance, all sexually themed locations will be denied.



Leadership & Groups


Forming a New Group — Revised to:
  • Get Started: Have a Were that desires to form a group.
  • Recruit Members: Have a thread between the leader and each member who wishes to join your group. Groups must have three or more members, must all be Weres of the same species, and must all be played by different Players in order to form.
  • Scout/Claim Your Territory: Choose a forum in Greater Cordova to become your group's new territory. Have at least three threads where your group scouts the area and begins to claim it as their own. This can be as simple as visiting and checking out areas already located within the forum, or simply driving around the area of town. Members in these threads must have previously agreed to join. You are not required to have a scouting/claim thread with every member who will be joining.
  • Create a Hub: A hub can be any kind of business or establishment that will act as a safe space and is owned by the group. This can be a current location on the site or a brand new one. If your location is new, please be sure that you have followed the requirements for adding a sub-location.
  • Get Approval: Send White Lies a PM with your intent to form a group. Be sure to include links to all of the required threads above. Pick a name and a color that you'd like to use to represent your group.
  • Celebrate: When approved, have your very first group thread at your hub to establish and celebrate the creation of your new group.


Make It Official → Creating — Revised to:
Group Name:
Group Color: Please provide a hex color code. White Lies may ask to adjust the color during the approval process.
Species:
Territory:
Hub: Please provide pictures to use for reference. White Lies may adjust this when creating your forum.
Leader:
Recruited Members: Include names and link to 3+ threads where they agreed to join.
Scouting/Claims: Link to 3+ threads.

When approved, White Lies will set up your new group forum and prompt you to create your first official group thread at your hub in celebration.

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#11
WLWB 1.2.0 - April 25

Guidebook Changes




Levels


Overview — Added a paragraph to clarify when a character can collect threads for the level they're working towards:
Players are not allowed to stockpile threads for a level they have not yet achieved. For example, Common Weres can not earn threads for "Beta → Alpha" while they are still working on "Common → Beta". As soon as the Common Were becomes a Beta Were, any new threads will count towards "Beta → Alpha".

Weres — Revised to provide clarity and simplicity to the following level writing challenges:
Common → Beta
Beta → Alpha

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#12
WLWB 1.2.1 - May 12

Guidebook Changes




Sub-Location Suggestions & Ownership


Overview — Revised to simplify the location suggestions process and streamline the ownership process of a location.



Forum Changes



  • Changed "Community Center" to "Community"
  • Changed "Character Corner" to "IC Central"
  • Added pinned "Sub-Locations Suggestions" thread to IC Central

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#13
WLWB 1.2.2 - June 13

Guidebook Changes




Levels


Overview — Revised thread requirements:
The threads must be archived and contain at minimum 10 total posts (at least 3 of which must belong to your character) before they can be submitted to the level request thread.


Forum Changes



  • Quick Stats — Listed out all currently accepted species of Were, whether they are currently in game or not.
  • Changed "State Road" to "Colorado"

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#14
WLWB 1.2.3 - July 5

Forum Changes



  • Changed "Stoneridge Cellars" to "Stoneridge Winery"
  • Changed "StrEat Food Park" to "The Food Rally"
  • Added new locations to each sub-forum. (See here for more information.)

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#15
November 4

Forum Changes




→ Changed "Adoptables" to "Wanted Ads"
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