Patchnotes 2.0

#1

Patchnotes 2.0

This thread will be a log for all major changes to the site and guidebook in YEAR TWO! Keep an eye on this thread for any patches and updates!
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#2
WLWB 2.0.0 - October 20

Guidebook Changes




1D30 Dice Roll Guide


New Page — Brand new page! Please read in its entirety!
[Image: giphy.gif]


Graphics Standards & Credits


Site Credits — Updated to give credit where credit is due. <3
People did things and they deserve the credit. This was not updated in the original post, so we cannot tell you who did what at that specific point in time. Our truest apologies. (Sep 2, 2018)


Levels


Weres - King/Queen — Updated to reflect the lack of effect a Vampire's gaze has on a King or Queen!
Immune to a Vampire's power of suggestion.

Vampires - Domina/Dominus — Updated to reflect the lack of effect a Vampire's gaze has on a Domina or Dominus!
Immune to a Vampire's power of suggestion.


Pregnancy & Children


New Page — Brand new page! Please read in its entirety!
Fantastic paraites and where to find them.


Vampires


Group Magic — Updated to reflect the lack of effect a Vampire's gaze has on a Domina or Dominus!
Due to Group Magic, Dominas/Domini have a built-in immunity to any other Vampire's power of Suggestion. They cannot be affected.


Weres


Group Magic — Updated to reflect the effect a Vampire's gaze has on a King or Queen!
Due to a Group's Magic, Kings/Queens have a built-in immunity to a Vampire's power of Suggestion. They cannot be affected.
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#3
WLWB 2.0.1 - November 4

Forum Changes




→ Changed "Adoptables" to "Wanted Ads"
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#4
WLWB 2.0.2 - November 18

Guidebook Changes




Setting


Overview — Updated to reflect Weres being outed to the public.
At least, that had been the case up until a breaking news story from New York City announcing the existence of Vampires to the world. Tension and fear has been running high since then as humans and Weres alike have had to realign their understanding of the food chain. That tension broke finally when a Vampire and a Weretiger fought out in public, resulting in the tiger shifting on camera for all the world to see.

Locations — Added in links to each sub-location thread.


Humans & Psychics


Overview — Updated to reflect Humans' knowledge of the preternatural world.
Let's face it, life was tough enough without knowing Vampires or Weres existed. Humans are your normal, everyday person; they have no knowledge of Psychics, but they still have their own day-to-day challenges. If they don't have a supernatural ability, they are considered Human.

Ignorance Was Bliss — Updated to reflect Humans' knowledge of the preternatural world.
When it comes to Humans, the idea of "you don't know what you don't know" has never been more true. While magical powers and shapeshifting creatures can be found in books and movies, Humans never expected that supernaturals could exist in real life. This safe outlook on life was shattered when the news broke late at night on July 15, 2017 with the existence of Vampires, and then again on November 18, 2017 when Weres were shoved into the public eye.

Despite these broadcasts, people still try to explain away phenomena with reasons that they can easily believe. If a firefighter is called to the scene of a fire, they're going to assume that it's a kitchen fire, not a Psychic learning to control their Pyrokinetic abilities. When there's a report that campers were attacked by wild animals, authorities are going to look for the animal, not a person who can turn into an animal.

Where bodies drained of blood or suspicious disappearances are harder to ignore than ever before and campsite maulings seem more vicious and destructive than should be possible, Humans have become suspicious of the world around them.


Consequences — Updated to account for what happens when a Human or Psychic finds out about a Vampire or Were.
There may be situations in which a supernatural cannot hide who or what they are. If a Human finds out about a Vampire or Were, it is up to both characters to determine what happens next. Consequences for finding out about a supernatural being could range from a simple threat to ensure silence, to a horrible death. Everyone has their own ways of handling exposure and now, Humans are learning to fight back.

Abilities — Updated to remove the requirement that a Human/Psychic gets sick before developing an ability. Characters can now instantly develop abilities.
It's up to you whether your human character develops an ability or not. They are welcome to start off without any abilities and develop them along the way or can start off as a psychic. You can select any power from the list. There are no level restrictions in selecting a power, so feel free to select a combination you feel will suit your character. Keep in mind that once an ability has been selected for your character via audition or as a level up, the power can not be changed.

Acquiring a new ability can be triggered by a number of things, from something as simple as stress to puberty to a butterfly flapping its wings halfway across the world.



Vampires


The Perks → Healing — Updated to provide clarity on how fast Vampires heal.
Vampires heal noticeably faster than the average human and can heal almost anything except missing limbs or other parts of their bodies. Vampires are generally unaffected by most wounds, unless they are caused by holy objects (which burn them). Any scars a human had before they turned into a Vampire will remain. The speed at which a Vampire heals varies from level to level, ranging from 5x-25x faster than the human rate of healing. Please see the Levels page for specifics.

The Downsides — Moved Holy Objects and Sunlight to the new section, titled Weaknesses.

Weaknesses — Moved weaknesses to their own section. Added Belladonna. Modified and clarified Holy Objects, Fire & Sunlight, and Other Creatures.
BelladonnaDiscovered to be toxic towards all supernatural, when ingested or injected into the bloodstream, Belladonna slows a Vampire’s system and sedates them. It can cause the body to halt mid-shift and revert to human form, subsequently knocking them out and leaving the Vampire in a prone and vulnerable state.

If administered during a new moon, the Vampire may still shift but they will have no control over themselves and will not retain any memories during this time.


Holy ObjectsWhenever a Vampire is in the vicinity of a holy item (within 10 ft) or when a Vampire uses their psychic abilities on the bearer of the holy item, the object will become warm to the touch and begin to glow. The closer the Vampire, the more the item will heat up and the brighter it becomes. Should the Vampire actually touch the holy item, the object will flare with an extremely blinding light and they will get burned, often leaving a scar in the shape of the item.

Fire & SunlightNew and Common Vampires will burst into flames and turn to ash upon contact with sunlight. More experienced Vampires have developed some immunity. Even Vampires who have developed an immunity to the sun will eventually burn if they are exposed to direct sunlight for too long. UV rays count as sunlight. See the Levels page of the guidebook for details.

Other Creatures — Injuries made by other preternatural creatures will heal human slow. Psychics are not preternatural creatures.


Death — Added section to clarify what happens to a Vampire when they die.
After a Vampire dies a Second Death, the body will remain “preserved” for a time unless it comes into contact with fire or sunlight, whereupon the body will instantly turn to ash. As time goes on, a Vampire’s corpse becomes more and more fragile. After about a month, the corpse will simply turn to ash.


Weres


Overview — Updated methods to contract lycanthropy, clarified details on keeping the inner beast under control in public, and how supernaturals identify one another.
Lycanthropy is a blood-borne affliction that can be contracted from a Were in a number of ways. These creatures attempt to blend into human society by constantly hiding who and what they really are, and try to avoid situations that bring their Inner Beast close to the surface out in public. Occupations in which they are exposed to blood or high stress are often frowned upon, due to the risk of revealing themselves to outsiders.

To the average eye, there's no difference between a Were and a Human. While they may seem more agitated around the full moon and take unexpected absences from work, there are no obvious signs indicating that they are anything other than Human. Other Weres and Vampires can identify the difference by scent and power signature. Each animal species has a certain scent to them, whether in human or animal form.


Contraction — Updated to note that Weres are contagious in all forms.
The Were virus is a blood-borne pathogen. It lives and reproduces in the blood and other bodily fluids, meaning that it can be transmitted by blood getting into an open wound, sharing needles, sex, etc. It can also be caught by being on the receiving end of a Were attack, from the smallest of scratches to full blown maulings. Weres are contagious in every form. The likelihood of a child surviving the attack of a Were is slim to none. Most Weres are turned on accident sometime during adulthood.

Not Fool Proof — Added clarification on how likely a character is to contract lycanthropy.
Not everyone who comes into contact with the Were virus ends up contracting Lycanthropy. For unknown reasons, canine and feline-based lycanthropy have a higher rate of infection, while other species are more difficult to contract, reptilian being the most difficult. It's up to the player to determine whether or not the character develops lycanthropy if they come into contact with the virus.

Signs of Contraction — Updated information pertaining to the body’s reaction during the transition period up to the first shift.
In the event that a Human or Psychic was attacked by a Were, the first sign of lycanthropy is unusually fast healing of the wound that infected them, sometimes leaving behind a permanent scar even after their first shift. If they were not turned via an attack, other signs include a rise in temperature, quicker reflexes, heightened sense of smell, and sharper vision.

From the time of infection to their first shift, the Were virus constantly works to perfect the host body. This can include growing back missing limbs and curing physical ailments (blindness, cancer, etc.). During the first full moon after their initial infection, a Were’s first shift to animal form seals the virus and completes the transition from Human to Were. This shift will also heal any remaining flaws, resulting in an even more painful shift than they would have had in the first place. It is up to the player if the character retains a scar from the wound that infected them.


Forms — Added clarification about what happens when a Were stays shifted for too long, and how long they can/should remain in their shifted forms for.
If a Were stays in animal form for too long, they may not be able to shift all the way back. The eyes will usually get stuck first, followed by teeth, sharper nails, and finally, their vocal cords will fix to retain the voice they have in animal or hybrid form. They may also be a little hairier than they were before. Generally speaking, a Were should not remain in their animal form longer than 8-10 hours. The body cannot sustain the hybrid form for longer than 4-5 hours.

Forms → Animal — Updated to include size of animal form.
The default form of every Were. This shape is a near replica of their animal species. The difference between a Were and the animal is that a Were is larger in size by about 1.5x. For reference, a Werewolf's shoulder height would be equivalent to the shoulder height of a small pony. This form requires the least amount of metaphysical strength. It is the form a Were's body automatically shifts to in stressful or life-or-death situations.

Forms → Hybrid — Updated to clarify height of hybrid form and add "warrior form" notation.
Available for intermediate level and above. The second form is the famed hybrid; a mix of man and beast. This form stands on two digitigrade legs, has arms, a tail, and retains the shape of their animal head. The body is covered with fur and has claws on their fingers and toes. Weres in hybrid form are roughly a foot taller than their natural human height. (For reference, see this image.) This is the most lethal shift as it combines increased speed with the mobility of human features and the natural weapons of an animal's body. This shift is often considered the warrior form.

Groups — Updated Were territory culture and specify that multiple groups of the same species may exist.
When a Were group is formed, they will occupy an entire area or subforum in Mountainside. This is considered the group's "territory". Were groups that claim a territory are responsible for enforcing the rules on their turf. Those groups will act accordingly if they feel as though any preternatural creatures are encroaching on their territory, violating their secrets, or whatever else the group chooses to enforce. Different groups may have different rules and there may be multiple groups of the same species.

All Weres know when they've entered a group's territory. Not only are they able to smell the presence of a group, but their inner beast recognizes it as well. 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.


Alliances — Removed this section.

The Perks → Healing — Updated to provide clarity on how fast Weres heal and how hot their bodies run because of it.
Weres heal noticeably faster than the average human and can heal almost anything unless the wounds are caused silver. The speed at which a Were heals varies from level to level, ranging from 5x-25x faster than the human rate of healing. When a Were shifts (to animal/hybrid form and then back to human), this advances the healing process by one human week. Please see the Levels page for specifics.

Because of their constantly active healing ability, a Were’s core temperature usually runs anywhere from 101ºF-105ºF. During their infection period, this temperature is usually 105ºF-110ºF, as their healing ability is in “overdrive”. If a Were experiences heavy blood loss or a severe drop in temperature (anything below 100ºF), this can put their body into life-threatening shock.


The Perks → Immune System — Updated to reflect that Weres can get sick.
Because of their heightened immune system and their ability to heal, Weres get over being sick extremely fast.

The Downsides — Moved Weak Against Silver and Weak Against Other Weres to the new section, titled Weaknesses. Removed Relationships

Weaknesses — Moved weaknesses to their own section. Added Belladonna and High-Frequency Noise. Modified and clarified Other Creatures and Silver.
BelladonnaDiscovered to be toxic towards all supernatural, when ingested or injected into the bloodstream, belladonna slows a Were’s system and sedates them. It can cause the body to halt mid-shift and revert to human form (not including the full moon shift), subsequently knocking them out and leaving the Were in a prone and vulnerable state.

If administered during a full moon, the Were will still shift but they will revert to a New Were’s mentality; all animal, no human, and no memory either.


High-Frequency NoiseThe effect of high-pitched noises can range from irritating, to deafening, to dangerously incapacitating depending upon their intensity. High-frequency noises at extreme amplitudes can rupture eardrums and cause severe damage, leading to temporary loss of hearing and vertigo.

Other Creatures — Injuries made by other preternatural creatures will heal human slow. Psychics are not preternatural creatures.

Silver — All Weres are highly allergic to silver. If a Were encounters a silver object, their skin will react as if they have been burned. Higher concentrations of silver over long durations of skin contact will produce deeper and more intense burns than lower concentrations of silver with short periods of contact, but all Were contact with silver will burn. Wounds caused by silver objects will always heal human slow and leave scars behind. Life-threatening wounds caused by silver often result in death. If a silver object is left in the body, it will need to be removed before the silver poisons and kills the Were.


Reaction to a Full Moon — More words.
All Weres regardless of power or experience are forced to shift on the night of the full moon. A few days before the full moon, their beasts will start to rise closer to the surface, making them more susceptible to their animal instincts. Weres are usually moodier during this time and their eye color changes whenever they become agitated.

Weres can usually sense a full moon drawing nearer. Their beasts are a little harder to control during this time and extreme emotion may make them shift prematurely. Resisting the moon's influence will cause a more painful shift. Embracing the moon's influence will make the shift more natural.


Secrecy — Updated to reflect the reveal of Weres to the public.
Up until very recently, Weres have survived the millennia by flying under the radar and keeping to themselves. Not all Weres are enthused about their existence being revealed to the general public, which happened when a WereTiger and a Vampire fight got caught on camera. Some Weres may choose to maintain their human guise and some may be forced to do so in accordance with the rules set by their King/Queen.

Death — Added section to clarify what happens to a Were when they die.
Regardless of what form a Were is in, their body will always revert back to human form upon their death.


Levels


Humans & Psychics → Human → Writing Challenges — Updated to change how Psychics come into their powers.
To become a Psychic:
• Have 1 thread where your character suddenly develops an ability


Humans & Psychics → Advanced Psychic → Overview — Updated to change how Psychics come into their powers.
You've just started to get the hang of your first ability, or maybe you've had it for a while. Either way, something happens and voila! A new ability is yours.

Figuring out what this new ability is might take a bit, but hey, you've done this once before. This time the adjustment is a little smoother, but it isn't entirely without its fair share of mishaps. At least now you're more practiced at covering them up.


Weres → Infected → Abilities / Experiences — Updated to clarify what changes the body goes through before their first full moon.
• Slightly heightened senses
• Swift healing of infection site
• Continued healing as the virus works to perfect the body
  → Missing limbs take roughly 72 hours to heal, everything else is left to player discretion
• Jitters and/or feverish closer to the full moon (105ºF-110ºF)
• First shift will heal everything not already healed, often times making the pain worse


Weres → New → Abilities / Experiences — Updated to reflect healing rate & how frequently a Were may shift.
Abilities / Experiences
• Shifting takes about 5 minutes
• No memory of time spent shifted followed by an 8 hour recovery period of sleep
• Heightened senses
• Easily irritated and susceptible to mood swings.
• Heal roughly 5x faster than a human, not including progress from shifting
• High chance (75%+) of shifting in stressful/emotional situations (i.e.: work or sex) as well as during the week leading up to the full moon


Weres → Common → Abilities / Experiences — Updated to reflect healing rate & how frequently a Were may shift.
• Shifting takes about 2-3 minutes
• Can remember time spent while shifted, followed by an 4-6 hour recovery period of sleep
• Increased irritability closer to the full moon
• Heal roughly 10x faster than a human, not including progress from shifting
• Fair chance (50%+) of shifting in stressful/emotional situations (i.e.: work or sex) as well as during the week leading up to the full moon


Weres → Intermediate → Abilities / Experiences — Updated to reflect healing rate & how frequently a Were may shift.
• Hybrid form
• Shifting takes about 1-2 minutes
• Shifts are followed by a 2-4 hour recovery period of sleep
• Can use metaphysical abilities without a change in eye color
• Heal roughly 15x faster than a human, not including progress from shifting
• Small chance (25%+) of shifting in stressful/emotional situations (i.e.: work or sex) as well as during the week leading up to the full moon


Weres → Intermediate → Writing Challenges — Clarified that fighting Vampires counts towards Writing Challenges.
• Have 2 threads where your character is sparring or fighting another Were/Vampire (must have a minimum of 5 rounds)

Weres → Intermediate → Join as an Intermediate Level — Updated to clarify what is expected in an Intermediate's audition.
→ This level should be relevant to the character's history. Where has your character come from? What life experiences have provided them with the experience to support this level? What situations have promoted character growth relevant to this level? Keep in mind that the character should have spent a majority of their time as a Were in a group.

Weres → Advanced → Abilities / Experiences — Updated to reflect healing rate & how frequently a Were may shift.
• Controlled hybrid form (partial shifting)
• Only required to shift on the full moon
• Shifting takes less than a minute
• Shifting no longer requires a recovery period, but it's still a good idea
• Heal roughly 20x faster than a human, not including progress from shifting
• Tiny chance (10%+) of shifting in stressful/emotional situations (i.e.: work or sex) as well as during the week leading up to the full moon


Weres → King/Queen → Abilities / Experiences — Updated to reflect healing rate, how well a King/Queen can assist with healing, and what they can pick up from their followers on group territory.
• Heal roughly 25x faster than a human, not including progress from shifting
• Force a rogue Were or Were in your group to shift. Weres must share the same species
• Assist pregnant Weres by suppressing their need to shift, even on the full moon
• Assist in the healing process of Weres in your group (no more than one level better)
• Detect rogues or other species of Were in your territory
• Sense when a group member in your territory is experiencing intense feelings (distress, anger, pain, etc.)
• Presence has a calming effect on other group members
• Immune to a Vampire's power of suggestion.


Vampires → New → Abilities / Experiences — Updated to reflect healing rate & how frequently a Vampire may slip into Bloodlust.
• Will immediately fall into a dead-sleep from sunrise to sunset. Cannot survive sunlight
• Heightened senses
• Very easily irritated and susceptible to mood swings when hungry or when the new moon is close
• Heal roughly 5x faster than a human, not including progress from shifting
• High chance (75%+) of Bloodlust in stressful or emotional situations (i.e.: work or sex) as well as during the week leading up to the new moon
• Longest they can go without feeding is 24 hours (not counting dead-sleep) before they start to wither away


Vampires → Common → Abilities / Experiences — Updated to reflect healing rate & how frequently a Vampire may slip into Bloodlust.
• Gain one psychic ability
• Will immediately fall into a dead-sleep from sunrise to sunset. Cannot survive sunlight
• Increased irritability when hungry
• Heal roughly 10x faster than a human, not including progress from shifting
• Fair chance (50%+) of Bloodlust in stressful/emotional situations (i.e.: work or sex) as well as during the week leading up to the new moon
• Longest they can go without feeding is 48 hours (not counting dead-sleep) before they start to wither away


Vampires → Intermediate → Abilities / Experiences — Updated to reflect healing rate & how frequently a Vampire may slip into Bloodlust.
• Gain an animal form to shapeshift into. See: Vampires: Abilities
• Shapeshifting is followed by a 4-6 hour recovery period of dead-sleep in addition to their regular rest period
• Changing into animal form prior to sunrise keeps them from going into dead-sleep immediately
• Can go out in the sun for up to four hours in animal form, after that time they will combust into flames and be reduced to ash
• Can use metaphysical abilities without a change in eye color
• Heal roughly 15x faster than a human, not including progress from shifting
• Small chance (25%+) of Bloodlust in stressful/emotional situations (i.e.: work or sex) as well as during the week leading up to the new moon
• Longest they can go without feeding is 3 days (not counting dead-sleep) before they start to wither away


Weres → Intermediate → Writing Challenges — Updated to Mirror Were Writing Challenges.
• Have 2 threads where your character is sparring or fighting another Were/Vampire (must have a minimum of 5 rounds)

Vampires → Intermediate → Join as an Intermediate Level — Updated to clarify what is expected in an Intermediate's audition.
→ This level should be relevant to the character's history. Where has your character come from? What life experiences have provided them with the experience to support this level? What situations have promoted character growth relevant to this level? Keep in mind that the character should have spent a majority of their time as a Vampire in a clutch.

Vampires → Advanced → Abilities / Experiences — Updated to reflect healing rate & how frequently a Vampire may slip into Bloodlust.
• Gain one additional Psychic power
• Shapeshifting no longer requires a recovery period, but it's still a good idea.
• No longer becomes comatose during daylight hours.
• Can go out in the sun for up to four hours in human form, after that time they will combust into flames and be reduced to ash
• Death can only occur via sunlight, starvation, or decapitation
• Can control Bloodlust under pressure
• Heal roughly 20x faster than a human, not including progress from shifting
• Small chance (10%+) of Bloodlust in stressful/emotional situations (i.e.: work or sex) as well as during the week leading up to the new moon
• Longest they can go without feeding is 7 days (not counting dead-sleep) before they start to wither away


Vampires → Dominus/Domina → Abilities / Experiences — Updated to reflect healing rate and what they can pick up from their followers on clutch territory
• Heal roughly 25x faster than a human, not including progress from shifting
• Force a rogue Vampire or a Vampire in your clutch to dead-sleep
• Assist in the healing process of Vampires in your group
• Detect rogue Vampires in your territory
• Sense when a clutch member in your territory is experiencing intense feelings (distress, anger, pain, etc.)
• Presence has a calming effect on other clutch members
• Immune to a Vampire's power of suggestion.



Ranks & Roles



Weres & Vampires → Roles — Updated to provide clarity on how to obtain a role and provide examples. Both Weres & Vampires sections were updated with basically the same verbiage, so only Weres is shown here.
When Weres continuously prove themselves useful to their group, they develop a reputation for themselves as experts in their field. Their expertise provides great benefits to their group in a number of ways and often leads to the Were in question picking up a Role.

Roles can be obtained by completing three threads where your character is practicing or using the skills needed to obtain the Role.

Characters can have any combination of the following:

Guardian
A Guardian functions as a personal bodyguard for their leader. Typically, there is at least one, but no more than two, Guardians in a single group.

Examples of relevant threads include:
  → Patroling the territory/keeps out any unwanted creatures
  → Accompanying the King/Queen outside of their territory
  → Physically defending their King/Queen


Medic
A member of the group with medical experience. They are responsible for attending the wounds and injuries of their kind as Weres are not allowed to visit a hospital for medical assistance.

Examples of relevant threads include:
  → Attending to the wounds of another Were
  → Disposing of dead bodies for their group
  → Teaching another Were to be a Medic


Mentor
Someone who specializes in helping new Weres adapt to their new lifestyle. They are on call to help with any mishaps and know how to handle other cases of crisis. They often assist other members of their group with various other were/human relations.

Examples of relevant threads include:
  → Providing advice to other Weres (must be about supernatural life)
  → Teaching other Weres about what they are and how to control it
  → Talking another Were down from a shift


Soldier
The muscle of the group. These members are in the frontline for interspecies Were scuffles. They'll also serve as bouncers for group territories or chaperones for those who need them.

Examples of relevant threads include:
  → Fighting another supernatural creature
  → Physically defending another character from a supernatural threat
  → Teaching another Were to fight/defend themselves

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#5
WLWB 2.0.3 - February 6

GUIDEBOOK CHANGES




Levels


Humans & Psychics - Psychic — Modified thread requirements needed to obtain a second power.
Have a thread where your character gains a second ability.


Weres & Vampires - Advanced — Removed requirement to be in a group within three months. Removed "consequence" of changing down to Intermediate after going inactive for three months. Characters that earn the Advanced level (or are gifted it by an admin via Birthday events or otherwise) will remain Advanced.
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#6
WLWB 2.0.4 - April 23

SITE WIDE CHANGES




We are LIVE! Thank you so much for your patience over the past couple of days! Shin and the admin team are proud to present you to our new and imporoved site layout. You will see that most things are in the exact same places with much needed improvements such as spacing or image changes, however you have also gained access to some super cool new features!

Real time weather & moon phase updates live in the announcement bar!

Peep those new profiles! You got some new fields to fill out to complete your profiles and ALL NEW BANNER SLOTS! That's right, shoppers. Personalize your profiles with toppers sized 1060x320. Avatars are still in use - you'll only see them in thread view! We've created you some banners to get you started, and you can find them right here!

What's that? We're completely mobile friendly now? Can you repeat that for the people in the back on their phones just trying to post?? We are completely 100% mobile friendly and we are featuring an ALL NEW SAFE FOR WORK SKIN IN LIGHT AND DARK MODE! Get your WLWB fix at work when you should be doing adult things with less risk. No images whatsoever will show on this skin, giving way to the important bits and doing our part to keep you out of trouble. Please Breathe Responsibly.

We really really wanted to make your lives easier when it comes to posting so we made some edits that we think are really gonna make your millennium. You now have buttons for your Q tags, I tags, and indent tags for your in character areas. Tabletop forum now features an output for your rolling desires, simply put in your characters levels and the opposite characters levels and the roller will do the rest. Finally, in the Yellow Pages forum, you also have buttons for you blue text, green text, call text, and AN EMOJI BUTTON - go ahead and check those out, I'll wait here.

Now you can say only what an Emoji can. Click that plus sign on the bottom of each post and put a thousand words into one rice bowl. Go on. You know you waaaaaaant to.

Furthermore, as you can see - Mountainside has gotten a whole lot bigger! With four new territories (not to mention their individual locations), the citizens of Mountainside have a lot of unfamiliar land to cover. Make sure you peep those location threads to check out all the fun new places - and thank you for all the suggestions! A big thank you to Hal for updating our map to reflect these changes!

We ask that you reread the psychic portion of the guidebook, as these nifty little extraordinary humans now have the opportunity to gain a third power in game! Not to mention, there might be some new powers lurking in the guidebook.

Lastly, if you encounter any issues or broken patches of the site, please let us know in the skin-maintenance channel on Discord! The dark skin has a few kinks in it that still need to be worked out, so if you find something there don't be surprised if it's a known issue. With that in mind we ask that you please be patient with us as we work out those final little kinks. Admin team work hard everyday, don't make them do a big cry.

A beyond huge thank you to Shin for her hard work in making all of your requests come to life. We certainly could not done it without her. Please give her a huge round of applause.
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#7
WLWB 2.0.5 - September 3
BUCKLE UP BUTTERCUP(BABY), ITS GONNA BE A BUMPY RIDE.

GUIDEBOOK CHANGES


>GENERAL

-Levels page of the guidebook has gone the way of the Canadian Goose and migrated to new tabs in their respective Species pages. Less clicks, more tips.
Humans & Psychics
Vampires
Weres

-There are about 72 misplaced commas in the entire guidebook; if you find them all, you will receive bonus points and the admin teams undying love and affection. Godspeed.

>SETTING

-Something witty here about neutral territories. Maybe a comment about the fact that Gina can never spell the word neutral correct on the first attempt. Or about how Keeva thinks its misspelled even when it’s spelled correctly. Explained how neutral land feeeeels to supernatural creatures. Also named them. And added the word currently. ;)
NEUTRAL TERRITORIES

>HUMANS & PSYCHICS

-Added clarification on when Characters accounts go inactive when it comes to levelling. Save your game, keep your progress, simple as that.
LEVELS > OVERVIEW

-Vamps and Weres now independent Supernaturals that don’t need no buddy system. Instructions on how to turn into a transitioning Vampire or Were now on their very own lines.
LEVELS > WRITING CHALLENGES

-Can you count up to three? We knew you could. We’re so proud of you. Clarified that psychics can have up to three abilities but only wield two at a time. This isn’t rocket science. Or is it?
PSYCHICS > ABILITIES

>VAMPIRES

-Power Of Suggestion portion of the Vampires page finally does not have 50-50 chance in the description. It now also has the word TOTAL in there to show that its three suggestions total successful or not. Simplicity is key because you guys aren’t stupid. -We also added in how Weres in shifted form affect the power to Suggest as well as clarified whether or not a Vampire can tell when someone has been Suggested before. Spoiler alert: The answer is no.

-Noted a King/Queen’s ability to interfere with a Vampire’s suggestion. Senpai will never notice you, nerd.

-Memories claimed by Suggestion are gone, finito, kaput forever like the wings of an angel, but you guys already knew that.

-Don’t feed talk to the animals. They might make you do things you don’t want to do. Clarified that Vamps in shifted form can Suggest.
GENERAL INFORMATION > ABILITIES > POWER OF SUGGESTION

-For the final time, New/Common Vampires cannot shift into animals. They can act like them, sure, but we’ve finally clarified that they just can’t do it. Do not pass Go, do not collect $200.

-Bloodsuckers can shift up to twice (dos!) before going night night as soon as they’re in human form again.

-Have you ever wished that an animal could communicate telepathically with you? Well consider your wish granted. You have 2 more. Clarified that Vampires can use certain abilities while in animal form.
GENERAL INFORMATION > ABILITIES > SHIFTING

-They throw up after an hour. That’s it, really.
LORE > THE DOWNSIDE > HUMAN FOOD

-Additionally, we fixed a bug where Domina/us were really overpowered. Command ability no longer available.
LORE > GROUP MAGIC

-How do I kill thee? Let me count the ways… Finally revealed all of the known ways that a Vampire can be murderized.
LORE > DEATH

-Added clarification on when IC/OOC accounts go inactive when it comes to levelling. Save your game, keep your progress, simple as that.
LEVELS > OVERVIEW

-MOVED THAT BIT ABOUT HOW THEY CAN DIE TO THE DEATH SECTION. GINA REALIZED TOO LATE THAT SHE WAS TYPING IN CAPS SO NOW, HERE WE ARE.
LEVELS > ADVANCED

>WERES

-Weres can be reptilian. Reptiles are cold blooded. 2+2 = cold blooded Reptilian Weres. Snek Weres in human form still don’t shed human skin. Stop asking. You’re welcome for that visual.
GENERAL INFORMATION > SPECIES

-Updated how the Were virus is contracted to show that they are now only contagious in animal/hybrid form. -BANGS GAVEL- NEXT.
GENERAL INFORMATION > CONTRACTION

-Added the word ‘meat’ before every instance of protein in the Weres document. EVERY instance. Even where it doesn’t make sense because we really need to drive the point home that there ain’t no vegan Weres here. Go ahead and look for them, we’ll wait.
WE SAID YOU LOOK FOR THEM. NO BREADCRUMBS FOR YOU.

-Added clarification on when IC/OOC accounts go inactive when it comes to levelling. Save your game, keep your progress, simple as that.
LEVELS > OVERVIEW

-Kings and Queens now have the ability to interfere with a Vampires Suggestion if the Vampire is Suggesting a member of their species. Get Wrecked.
LEVELS > KING/QUEEN

>RANKS & ROLES

-Added in how to use a Rank or Role to level because we never actually said how. Whoops.
OVERVIEW

-Ranks & Roles page updated to reflect that you do not lose your ability to obtain a role if you have a rank, and added which roles get that super shiny +2 bonus.
VAMPS > ROLES / VAMPS > ROLES > MENTORS
WERES > ROLES / WERES > ROLES > SOLDIERS


-Added clarification on Guardian being an assigned role. Spiffy.
VAMPS > ROLES > GUARDIAN
WERES > ROLES > GUARDIAN


>PREGNANCY & CHILD DEVELOPMENT

-Changed wording of time gate and added clarification for people playing born Weres on site re: profile age so no one is playing a one year old, okay?
OVERVIEW

-Also added Parental Bonds to Pregnancy & Child Development page. Evolution, bitch.
WERES > PARENTAL BONDS

Additionally, we adjusted the Growth Rates tab to show that all species of infant are not playable until they turn 18 so we’re not repeating ourselves. On top of that, we added sections on children strength and speed as well as what happens when a child grows up when the parent is apart of a group because we knew that question was coming eventually. Get some new material, guys. ;)
GROWTH RATES > WERE > WERES

>1D30 DICE ROLL GENERATOR

-1D30 Dice Roll Guide is now 1D30 Dice Roll Generator, all references to the guide on this page specifically have been removed. Bye, Felicia.
-Some dice rolls are still inaccurate. Sorry, fam.

>MEET THE STAFF

-Credit where Credit is due, our moderators added to our Meet The Staff page. They’re kind of cool we guess.

>CREDITS

-We are now properly thanking EmojiOne on our credits page for the use of their Emojis. Thanks, homies. Group colours have been updated as well if that’s important to you as well as removal of the banners no longer in use because you cant even see them, why do you need them?



FORUM CHANGES


-Patchnotes have been separated into Year One and Year Two and has been linked in the guidebook for your viewing pleasure
Patchnotes 1.0
Patchnotes 2.0
Patchnotes Guidebook Page

-Added player name to character profiles, a huge oversight
CLICK ME FOR YOUR PROFILE

-Red Rock location 'Squealing Hog' now has it's own unique description and is no longer copied from 'Landing Strip'
RED ROCK LOCATIONS

-Bellevista location 'Cherry Hill' description is now typo free.
BELLEVISTA LOCATIONS

- 'Cordova Anthropological Museum' has now been added as a thread prefix when starting a new thread in Bellevista
THERE'S NO WAY TO LINK THIS, JUST GO LOOK FOR YOURSELF.

-Cedar Creek location thread no longer too dark on dark skin. No more squinting.
CEDAR CREEK LOCATIONS

-Donate Button added to the bottom of the forum.
SCROLL TO THE BOTTOM OF THE PAGE, SEE DONATE BUTTON, DONATE OR DON'T, WE'RE NOT YOUR MOTHER.



SKIN CHANGES

- People can now be employed in Red Rock. JOB MARKET BOOM.
JOB LIST

-Fixed a bug where editing a profile on mobile would wipe the characters quick stats, Shin is wonderfulllll.
GO AHEAD AND TRY IT THEN TELL SHIN HOW GREAT SHE IS.
Wehhhhhhhhhhhhhhhhh
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#8
WLWB 2.0.6 - October 14

GUIDEBOOK CHANGES


>VAMPIRES

-Updated to refer to 1D50 Generator instead of 1D30. What? Keep reading.
GENERAL INFORMATION > ABILITIES > POWER OF SUGGESTION

-Updated so that Dominas/Domini were actually able to sense instead of having whatever was duplicated. Specified that they are unable to sense Weres on their territory.
LORE > GROUP MAGIC > DETECTING/SENSING WITHIN TERRITORY


>WERES

-Specified that Kings/Queens cannot sense Vampires on their territory no matter how hard they try and how many nosebleeds may occur.
LORE > GROUP MAGIC > DETECTING/SENSING WITHIN TERRITORY


>LEADERSHIP & GROUPS

-Added restrictions to starting a group. Awkward, but when something is broken, you fix it.
OVERVIEW

-Specified for Weres that a group for the same species cannot already be in existence and that for Vampires a clutch cannot exist in the territory a player wishes to claim for one ego is enough for all spaces.
STARTING A GROUP > RECRUIT MEMBERS

-Clarified that an additional 3 threads would be needed to create a hub in a location that doesn’t already have a set sub-location. An important lesson in reading comprehension learned by all.
STARTING A GROUP > CREATE A HUB


>1D50 DICE ROLL GENERATOR

-1D30 Dice Roll Generator is now 1D50 Dice Roll Generator. Whatcha gonna do about those new odds? Gonna cry, cry baby? Everything is fair now and shows just strong supernatural creatures are compared to everything else.
GENERAL

-Added specifications and clarity to how many times people can roll and how to use the new rolls for Humans and Psychics.
HOW DO I USE THE 1D50 DICE ROLL GENERATOR

-Gina is a benevolent Overlord and saw that you all asked for a relevant chart to stare at in confusion. You’re welcome.
HELP, I NEED A CHART
Wehhhhhhhhhhhhhhhhh
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#9
WLWB 2.0.7 - October 15

GUIDEBOOK CHANGES


>1D50 DICE ROLL GENERATOR

-Updated odds to make things a little more fair.
GENERAL
Wehhhhhhhhhhhhhhhhh
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#10
WLWB 2.0.8 - October 31

GUIDEBOOK CHANGES


>WERES

-Finally updated group time requirement to reflect with what we've been telling everyone in #ask-an-admin
LEVELS > Common > Writing Challenges

>VAMPIRES

-Did the same thing as we did for Weres but for Vampires. So we changed a literal word.
LEVELS > Common > Writing Challenges
Wehhhhhhhhhhhhhhhhh
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