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help pk
15.4 PK (player killing) also known as PvP


(See also: HELP PKRULES, HELP PKCAUSE, HELP ASSASSINS, HELP CHAMPIONS,
HELP WRITS, and HELP THIEVERY.)


PK IN SUMMARY
-------------

Then victim can For how
If you* kill you issue long after
---------------- -------- ------- ------------------

Insult someone once no 2 Achaean months
Attack someone once yes+ 30 Achaean months
Murder someone twice yes+ 30 Achaean months
Assist** once no 30 Achaean months
Defend^ once/twice no 30 Achaean months
Rob someone twice no 30 Achaean months

+ Anyone who is open PK cannot issue (see open PK below)
* You means you or your loyals or totems you own.
^ once if you defend but do not kill. Twice if you kill.
** Someone is being attacked. If you heal or help them get away,
that's ASSIST. If you attack the attacker, that's DEFEND.
In assist or defend, it's the original attacker's rights listed.


You are open PK if you To whom are you open PK?
------------------------- -----------------------------
Are a Champion/Assassin Everyone

Robbed someone Everyone for 7 days

In the Underworld* Everyone in the Underworld*

Robbed a Guild/City/Order Everyone in the organization
until it's paid back

There is a lot more to the PK rules than this! Don't base anything off the
summaries above without understanding what they mean. For those details read on
and read the related documents.


INTRODUCTION
------------
This scroll is being revised constantly. We also want to just let you know that
we don't expect to be right 100% of the time. Sometimes we ARE going to punish
people unjustly. We're not perfect and that's just life. Because of that we
punish lightly unless there's a pattern of bad behaviour, a brazen and
intentional scorn of the rules, or a violation of certain clear-cut rules like
the multiplaying rules.

**PLEASE NOTE: The primary purpose of the PK rules is to ensure that
no individual or group is harassed, persecuted, or victimised without
due cause.

If you follow these rules (here, in HELP PKRULES and HELP PKCAUSE) and
still find ways to make another adventurer miserable that go beyond the
boundaries of acceptable behaviour, you are going to be punished. These
rules do not list every single possible thing that is punishable. People
are way too clever at coming up with new ways to screw with other people
for it to ever be complete. If something is not explicitly listed here
it doesn't automatically make it OK. The big advantage of our PK rules
is that human judgement can be applied to take into account details that
no software can.


TWO GUIDING PRINCIPLES
----------------------
Achaea is a land of drama, and without adventurer-killing the level of drama
that can be attained is reduced. Nothing evokes the sort of emotional response
that being killed by another adventurer does. With this in mind, adventurer
killing in Achaea is an accepted method for the resolution of disputes between
adventurers. Two principles - 'cause or consent' and 'IC resolution' form the
foundation.


THE PRINCIPLE OF CAUSE OR CONSENT
---------------------------------
Don't attack or kill without cause or consent.

What is consent? Consent is making it explicitly clear, in advance, that your
attack is welcome by the target. Don't assume - make sure. Or the fault is
yours.

What is cause? Many things, most of which are listed in the HELP PKCAUSE
scroll. Cause gives you the right to kill an individual, or have them killed
(via contract) without that individual being able to return the favour at a
later date. If you kill or attack someone WITHOUT cause, then that person now
has cause to kill YOU, or issue you. Much more detail is present in HELP
PKRULES and HELP PKCAUSE.

In short: PK is NOT an endless loop.

What is attack or kill? Lots of things, not all listed here. Newbie KICK,
Newbie PUNCH, and MOUNTKICK are attacks. Summoning is an attack. Attacks by
proxy or at range, such as bombs, traps, or totems are attacks. Room attacks
also count. Creating or even possessing a doll or puppet is an attack.

An attack need not cause damage or affliction to be deemed an attack. Damage or
affliction must be a possible result though. If damage or affliction is
possible as a result of any act, then it is an attack.

Restraining someone in any way is similar to an attack, but is not quite the
same thing (e.g. blocking, or setting up a firewall or icewall).


THE PRINCIPLE OF IC (IN CHARACTER) RESOLUTION
---------------------------------------------
Try IC resolutions first. ISSUE as a last resort. People who issue frequently
tend to have their complaints taken less seriously.

Look for IC ways to resolve situations - through city, order, guild, or clan
contacts. Diplomacy can often be far more effective than combat. Settle for a
publicly-posted apology. Accept a cash payment. Make some sort of exchange.
Besmirch the family bloodline! Issuing is really rarely the best course of
action and issuing a lot is a clear indication, to us, of someone who invites
trouble and then tries to get the administration to protect him or her.

After all, issues are a blatantly OOC remedy. That doesn't make them wrong, but
it should give you pause to consider whether it's really important enough to
take OOC.

**History matters
The administrators of Achaea WILL take into account your past actions in order
to shed light on present intentions. If you're known as a person who looks for
reasons to kill people, your creative excuses for killing will be less
convincing. In other words, the slate never gets wiped clean even if past
offences fade with time.

Frequent use of ISSUES is often a sign of abuse of the system. Frequent
frivolous ISSUES will result in being taken less seriously in the future, and
may involve other penalties.

We realise that not all situations can be resolved IC. In those cases, use the
ISSUE system.

Use common sense and you'll generally be fine.

See also: HELP PKRULES, HELP PKCAUSE, HELP ASSASSINS, HELP CHAMPIONS,
HELP WRITS, and HELP THIEVERY.

help pkrules
15.4.1 PK RULES


(See also: HELP PK, HELP PKCAUSE, HELP ASSASSINS, HELP CHAMPIONS,
HELP WRITS, and HELP THIEVERY.)


For definitions of terms such as 'cause,' 'IC resolution,' 'attack,' and the
like, please refer to HELP PK and HELP PKCAUSE.


SUMMARY
-------
This is just a summary. Read the full explanations below or you won't know the
nuances of these rules.

1. You can always defend yourself.
2. Attacking without cause gives your victim a choice of revenge
(killing you back) or filing an issue.
3. Attacking with cause gives your victim no rights at all.
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4. At certain times, certain adventurers are considered "open PK" -
all this means is that these people can't file issues.
5. "Free PK" is usually for events and worldgames and means that
no cause is given or extinguished - indeed, that neither killing
nor any attack has any further implications whatsoever.
6. Neither anything OOC nor actions in the arenas give cause for PK.
7. PK for the purpose of gaining experience is not allowed.
8. What your mobiles/totems/loyal creatures do can be held against you.
9. Soldiers in War can kill each other pretty much at will.
10. Once you file an issue, you give up all IC right to revenge even if you
cancel that issue later.
11. The admins are not stupid and there are no loopholes.


THE RULES
---------

1) PERMANENT RIGHT TO SELF DEFENCE
Everyone always has the right to defend while under attack.
In short - you don't have to stand still and remain inactive
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WHILE someone is attacking you. You may counterattack and continue
to fight as long as you are being attacked. Whether someone is
attacking you with or without cause, if he starts it, you always
have the right to defend yourself during the attack with no further
repercussions. This does not imply any right to pursuit. If you do
defend yourself, you do not create any rights for your attacker.

2) WITHOUT CAUSE
(a) ATTACK - If you attack someone without cause,
then he has cause on you for 30 Achaean months.
He may seek in character resolution to this situation, or
he may issue you, kill you, or have you killed once.

(b) BLOCK or HINDER - If you block or hinder someone without cause,
he has cause on you for one minute from the event.
He may not issue or have you killed, but may kill you once
if the attempt commences within the time limit.

© KILL - If you kill someone without cause,
then he has cause on you for 30 Achaean months.
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He may seek in character resolution to this situation or
he may issue you, kill you, or have you killed twice.

(d) INSULT
If you insult someone (see note under HARASSMENT below),
then the victim has limited cause on you for 2 Achaean months.
He may snub you, seek in character resolution, kill you,
or have you killed. He may not issue.

If the victim is an organization, then the rights (issue,
kill, etc) may be exercised by exactly one member of that
organization.

If you keep insulting it may be HARASSMENT.

(e) HARASSMENT
If you insult someone repeatedly it may be deemed harassment,
depending on the adjudication of an administrator or immortal.

The victim of harassment has only one right: ISSUE. The
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victim does not gain cause on you. This is because harrassment
is considered an OOC offence and thus an OOC punishment is appropriate.

NOTE: Insults and harassment are always without cause.
There is no such thing as insulting or harassing with cause.

(f) DEFEND
If you defend someone who is being attacked with or without
cause, then the attacker has cause on you, for 30 Achaean months.
If you defend without actually killing the original attacker,
then the original attacker has cause for one kill. If you
defend and kill the original attacker, then he has cause for
two kills. In either case, he may seek in character resolution
to this situation, or he may kill you, or have you killed, either
once or twice depending on whether you killed him or not. He
may not issue.

(g) ASSIST
If you assist someone who is being attacked with cause,
then the attacker has cause on you, for 30 Achaean months.
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He may seek in character resolution to this situation, or
may issue you, kill you, or have you killed once.

If you assist someone who is being attacked WITHOUT cause
the attacker does not have cause on you. Helping someone
who is being illegally attacked is not grounds for you to
lose rights or to be killed.

(h) ILLUSION
If you witness someone who has created a hostile illusion -
an illusion that makes it appear as though you have been attacked -
then you have limited duration PK cause, for one minute only,
after the illusion.

3) WITH CAUSE
If you attack or kill someone (or have them killed) with cause,
they have nothing. They may not issue, attack, or kill in
response. They can defend, because everyone always has the right
to defend.
There is no such thing as harassing with cause.
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4) OPEN PK / SPECIAL PK
(a) OPEN PK
If a person is "open PK" that means he's lost or forfeited
his right to ISSUE. That is ALL it means. You do not have cause
just because someone is "open PK." And the "open PK" person
retains all other rights (seek IC resolution, or kill you, with
cause).

All members of the Ivory and Quisalis Mark are "open PK."
Thieves are "open PK" for 7 Achaean months after their last theft.
Forest Enemies are "open PK" while in the forest.
Everyone in an "open PK" area (e.g. the Underworld) is "open PK."

You may attack any of these without fear of issue, but you still
have no cause. Attacking without cause is covered in rule 1 above.
So, while you may attack people who are "open PK," they will gain
cause against you if you do so.

(b) SPECIAL PK
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The "special PK" designation may only be given by a Divine, and is
rarely done. Typical reasons: breaking an oath to a House or city,
betraying an organization in some way, or failing to behave in a
formally agreed-upon manner. The designation is given on a case-
by-case basis, and will always include limitations as to duration,
extent, etc.

One form of "special PK" is automatic and does not require Divine
designation: Organisational Theft. See item © below.

© SPECIAL PK for Organizational Theft
If you steal large sums of gold or credits from an organization by
abusing a position of trust within the House (such as withdrawing the
House funds and leaving the House) the remaining members of that
organization may now treat you exactly as though you were "open PK" -
they do not have cause, but they may attack and/or kill you repeatedly
(until such time as the money and/or credits and possible penalty are
paid in full) without fear of issue. When the remaining members kill
you, you may seek IC resolution, or you have cause against them, one
kill, but you may not issue.
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This is an automatic SPECIAL PK designation which does not
require divine involvement, though such involvement should
be sought in order to fix the amount of a penalty, if any.
(See public post 11569)

5) "FREE PK"
"Free PK" is typically reserved for arena and worldgame (e.g. foozle,
egghunt) events. "Free PK" means that no cause is created on the
basis of any attack or kill, and no cause is extinguished. In essence,
in "free PK" situations, attacks and kills have no further implications
in terms of Achaean law.

6) CANNOT GIVE CAUSE - OOC, ARENA, and all "Free PK" situations
Out of character (OOC) considerations are never relevant, such as
real life disputes or difficulties. Nothing OOC can ever give cause.

Events inside the arena can never give cause, aside from communication
that is of a harrassing nature.

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Any "free PK" situation cannot give cause, or use it up, or have any
further implications at law whatsoever.

7) KILLING FOR EXPERIENCE
You may never kill someone for the purpose of gaining experience,
whether the victim is willing or not. If you allow someone(s) to kill
you for xp, even if you're leaving the game, we will punish everyone
involved.

8) TOOLS, AGENTS, LOYALS, TOTEMS
With exceptions noted, any act by one of these groups below is
your act. It is as though you did it, and you bear the consequences.

(a) ASSASSINS AND CHAMPIONS - MEMBERS OF THE MARKS
If you take out a contract on someone, then your hired Assassin
or Champion is acting on your behalf and you are responsible.
It is as though you yourself did any attack or killing, assuming
the contract is a valid one. If the attack is without cause, see
rule 2. If the attack is with cause, see rule 3. In either case,
if the victim gains cause, it is gained versus you not the hired
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Assassin or Champion.

(b) LOYALS AND CONTROLLED BEINGS
Any act by one of your loyal animals, mounts, or pets, or
someone whose acts you are forcing or controlling (by
whatever means) is counted as though you did it. Cause may be
gained by others against you in this manner.

© TOTEMS
Any attack by a totem or rune is an attack by you, the owner.

The creator of the totem is not necessarily the same as the owner.

Shop stockrooms and houses are private property and may be defended
with totems. Unwanted entry into private property is trespass.
Trespassers attacked in these cases gain no cause against
owner or implanter. Avoid private property!

Imprinted groves are property in which the imprinter has a great
interest, but are not private property. The only advantage to
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planting a totem in your grove is that if someone uproots it,
you have cause against that person. Any attack by your totem in
your grove (or anywhere else) is treated as an attack by you,
and creates cause accordingly.

(d) ORGANIZATIONAL OWNERSHIP
Totems owned by an organization are either planted on clearly
identifiable 'organization property' (ORG PROP) or not. ORG PROP
is as follows:
FOR A CITY: sewers, subdivisions, and pretty much anywhere that
gives the city name in SURVEY, plus one room beyond that.
FOR A HOUSE: the House Estate.
FOR AN ORDER: any temple of that order.
FOR OAKSTONE: any forest or jungle location.

Totems ON ORG PROP - their attacks are seen as attacks by the
organization. No rights are granted to the victims of these
attacks, except for the right of IC resolution.

Totems NOT ON ORG PROP - these attacks are seen as attacks by
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the crafter/creator of the Totem. Rights are definitely granted
to the victims of such attacks!

(e) PRIVATE OWNERSHIP
Totems owned by an individual are either planted on clearly
identifiable 'private property'/groves or not. Private property
is as follows:
a stockroom
any room in a private home

Totems on private property and/or groves - their attacks are seen
as attacks by the owner/forestal. No rights are granted to the
victims of these attacks, except for the right of IC resolution.

Totems not on private propery and/or groves - these attacks are seen
as attacks by the crafter/creator of the Totem. Rights are definitely
granted to the victims of such attacks!

(f) TOTEM REMOVAL
If a totem is smudged, the owner of that totem has cause on the
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smudger. If a totem is uprooted, the owner of that totem has cause
on the uprooter. This only applies if the smudger/uprooter can be
identified and if the totem was legal in the first place (i.e.
the totem was tuned only against people the owner had cause
against, and on the property or grove of the owner, or other
property on which the owner was given permission to implant.

(g) WORMHOLES
If you are cancelling a wormhole you may be attacked ONLY in these
circumstances:
(I) The attacker is a member of the serpent class.
_and_
(II) The attacker ONLY uses attacks designed to stop the cancel.
This includes: attempts to move, strip a shield, etc. No
damage- or death-causing attacks are allowed.

Other members of the serpent class may assist the attacker. The
canceller may be defended normally. The canceller gains PK cause
on the attacker for the attacks.

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9) WAR AND HOSTILITIES
Soldiers may attack or kill soldiers during hostilities between
their respective cities. Such attacks or killings have no effect
on PK cause - PK cause is not gained, neither is it extinguished
during wartime/hostilities, for soldiers.

Only soldiers may defend soldiers during hosilities.
Non-soldiers may not defend soldiers during hostilities.

10) ISSUER GIVES UP ALL OTHER RIGHTS
Once you file an ISSUE in a situation, you forfeit all other rights.
If you had cause, you no longer have it. You may not attack or kill
at all. You may not seek IC resolution. You may not withdraw your
ISSUE in order to regain these rights. No exceptions.

11) SPECIAL NOTICES
(a) The Admins are not stupid. Seriously. It's often obvious to us
when someone is provoking harassment and then coming to cry to
us or when someone is clearly trying to abuse the rules.

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(b) There are no loopholes in the PK rules (HELP PK, HELP PKCAUSE, etc).
Admins will exercise judgement as required, such as where rules
may be incomplete.

(See also: HELP PK, HELP PKCAUSE, HELP ASSASSINS, HELP CHAMPIONS,
HELP WRITS, and HELP THIEVERY.)

help pkcause
15.4.2 PK CAUSE


(See also: HELP PK, HELP PKRULES, HELP ASSASSINS, HELP CHAMPIONS,
HELP WRITS, and HELP THIEVERY.)

*** This scroll is changed and updated as Achaea itself changes.
Please keep abreast of any changes if you are planning to
participate in PK.


The following situations will give cause to kill another adventurer (see HELP
PK and HELP PKRULES for further information about what CAUSE is, why you need
it, etc):

1) THIEVERY
Thievery is causing another adventurer to drop or give away their
belongings. Whether the thief is successful or not, the victim of
thievery has cause on the thief (or thieves), for 30 Achaean
months, two kills (each, if more than one).
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If one adventurer hypnotizes, another snaps, and another receives the
items and does not immediately return them, the victim has cause
on all three individuals for 30 Achaean months, two kills each.

The thief is (thieves are) also "open PK" for 7 Achaean months (see
PK rule 4a), but only if the theft was actually successful.

Thievery can also apply against an organization, with similar
implications. If a thief steals an organization's totems, then
the organization gains cause, two kills against the thief. The
organization may not issue, but may seek IC resolution. The thief
is also "open PK" for 7 Achaean months, as any other thief.

CON jobs, trickery, deception, broken promises, and the like are
NOT thievery. In some cases of this kind, the victim may request
a Special PK designation. This designation may or may not be
granted at the sole discretion of the administrator.

See DEFENDING and ASSISTANCE below for cases of thievery.
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Picking up items dropped by someone who died is not theft, unless
the retriever forced that adventurer to have the items out and
droppable upon death.

Giving back the items stolen will not change any of the above.

Any attack (see #2 directly after this) by a thief while trying to
thieve from someone is considered to be an attack not theft. In other
words, an adventurer can steal from people without penalty, but cannot
attack them while doing so unless he has separate cause to kill
that adventurer. This includes hindering the victim with abilities
like web or icewall.

2) ATTACK/KILL

An attack is anything that does physical damage, mental damage,
gives an affliction, upsets balance or equilibrium, entraps
or entangles, moves someone without permission, creates a doll
or puppet, and other similar things. It is quite similar to
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blocking/hindering, yet distinct (for which, see next item).
You do not have to lose health for something to qualify as an
attack. It is the adventurer's responsibility to be aware
of his actions and the consequences of them. If an adventurer
uses attacks that hit everyone in the room, everyone that
he hits without cause now has cause on him. Players unwilling
to accept this consequence should avoid aggressive acts that
may affect an unknown number of people.

An attacker has killed another adventurer if the other adventurer dies
as a direct result of the attacker's actions, regardless of
whether the system credits the attacker with the kill.

In team attacks, the adventurer who struck the killing blow is
considered the killer. If someone is killed and resurrected by
a starburst, a kill has resulted - the adventurer did die.
Transmogrify and soulcage, on the other hand, do not involve
death and thus triggering one of those is not a kill.

An action that is an attack yet does not have an effect for
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whatever reason, may be defended against, but does not grant
further cause. Examples: attempting to raze defences that
are no longer there, an attack that is neutralized by a shield
or an aura of rebounding, attempting to move someone whose
defences prevent the movement, etc. If there are any subsequent
successful attacks, the victim gains cause as normal.

Attacks that have absolutely no chance of succeeding do not count
at all for the purposes of PK and cause. Examples would be attacks
on an adventurer who is graced, attacks on an adventurer who is nowhere
near the attacker (assuming non-ranged attacks), etc.

(a) WITHOUT CAUSE
If an adventurer attacks or kills someone without cause, the victim
now has full rights against the killer. (IC resolution, ISSUE, or cause).

(b) WITH CAUSE
If an adventurer attacks or kills with cause, the victim gains no rights.
There is no such thing as harassing with cause.

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3) BLOCKING AND HINDERING
Blocking and hindering impede your ability to travel in some way,
such as blocking an exit, closing off an entire forest, putting up
an icewall, freezing the ground, and the like).

(a) EXCEPTIONS
Targeted attacks such as web or transfix are not blocking and
hindering for the purpose of this rule - they are normal attacks
and give cause in the normal way.

Grove cage is not blocking or hindering. It is not an attack at
all. It does not give cause.

(b) CAUSE
You have cause to kill whoever blocks or hinders you for 1 minute
from the last time you were blocked or hindered.

Example: if you attempt to move in a direction and are blocked,
you have 1 minute in which to attack the blocker and use the cause
you have gained.
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4) DEFENDING and ASSISTANCE
(a) DEFENDING (also called AIDING or INTERVENING)
If an adventurer attacks, with or without cause, the victim's
friends may intervene to help their comrade by attacking the
attacker. This is called DEFENDING. The friends may only DEFEND
the victim if they have actually witnessed the attack personally.

Hearing about the attack is not enough. The friends must
either be clearly affiliated with the victim (in the same
House, city, clan, or order) or must have explicit request
from the victim to help. Thinking that the victim may need
help is not enough because the potential helper can't know
the situation adequately.

If the DEFENDER is truly qualified (witnessed the attack, and
friend, affiliated, or explicitly invited), the attacker has all
rights on this DEFENDER except for issuing. If the friend DEFENDS
and kills the attacker, then the attacker has cause, two kills.
If the friend DEFENDS but does not kill the attacker, then the
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attacker has cause, one kill. In either case, the attacker may
resolve it IC with the defender, or kill the defender once (or twice,
depending on the circumstances above), but may not issue.

If an adventurer attacks someone, nobody has any rights to intervene
on behalf of the attacker. There is no such thing as DEFENDING
the original attacker. Any intervention on behalf of an attacker
is simply another, separate attack which will likely give cause
to the victim.

The moral: make sure you know the situation before jumping into
a fight, or risk being issued. Ignorance about the fact that
you were helping the attacker is no excuse.

DEFENDING or ASSISTING apply equally to cases of attacks and
cases of thievery.

(b) FLIGHT AND PURSUIT
If an adventurer attacks and then flees, friends who were DEFENDING the
victim may pursue but only if they had already attacked the attacker
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before they fled. If the attacker manages to evade pursuit for at
least a minute, then the event is over and pursuit must end.

© ASSISTANCE
If an adventurer attacks someone with cause and others assist the victim
during the attack by healing him, providing him with needed supplies,
summoning him away to safety, or anything similar then the attacker
has cause for one kill against those who assisted the victim.

If an adventurer attacks someone without cause and others assist the
victim, then the attacker has no cause or any other rights against
those who assisted the victim.

5) ASSASSINS/CHAMPIONS
Members of either Mark, also known as an Assassin or Champion,
are "open PK" for the entire population.

This means that a Mark member may be attacked at any time.
This also means that he will have cause on his attackers, though
may not issue.
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If a Mark member accepts a contract on an adventurer (the target),
then target has cause to kill the assassin/champion in order
to attempt to nullify the contract. Cause lasts as long as the
contract remains unfulfilled. If the Mark member fulfils the
contract (by killing the target) the target has no rights
against the Mark member, but may have rights against the one
who originally hired the Mark member (see PK rule 7a).
The target, or anybody else, may still kill the Mark member
at any time, but the Mark member gains cause in return.

If a Mark member has a contract and attacks the target, and the
target dies as a direct result of the Mark member's attacks on
him yet the death is not credited to the Mark, the contract
is still fulfilled. The Mark cannot kill the target again.
The Mark member must be the attacker in this situation. In short,
it is no excuse to claim that the death shows up on Deathsight
as bleeding to death, or misadventure, or anything else: if the
Mark member clearly caused the death, then the contract is fulfilled.

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559h, 622m ex- If an adventurer's PK rights have expired against a target, it is his
responsibility to cancel any contracts he might have against that
target. If he fails to do so, and his target is slain via his
contract, it is an illegal kill and subject to full rights by the
victim.

Having a contract on someone ONLY gives the Mark cause to kill him.
The Mark member cannot use the contract to use attacks to more
easily rob an adventurer.

6) INSULTS (see next item as well)
If an adventurer insults someone, the victim gains limited cause.
The victim has the right to IC resolution and has cause for one
kill within 2 Achaean months. He does not gain the right to ISSUE.
Multiple insults may transition into HARASSMENT (see below).

If an adventurer insults an organization, the rights gained are the same
(IC resolution, cause for one kill by one organization member, but no
ISSUE) unless multiple insults transition into HARASSMENT.

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An insult must meet several qualifications:
- The victim did not provoke the insult. This is rather broad. If an
adventurer is messing with someone anyway then he's provoking the
insult and has no cause unless the insults transition into harassment.
- The insulter must have a reasonable expectation that the insulted
adventurer could hear the insult. Meaning, for example, that if you
eavesdrop, or just hear about an insult, that's not enough.
- The insult must be serious (name-calling, profanity, questioning
the sexual habits of the victim or victim's family, etc).
- Personal insults may have been made in any manner (say, tell, etc).
- Organizational insults must have been made on public channels ONLY
(such as shout, yell, market, newbie, city, House, order, or posts).
- The victim must remember the precise words of the insults and
be able to repeat them on request. If the victim cannot remember
then it must not be that big of a deal.
- The victim must remember the precise date of the insults and
be able to supply such information on request. Again, if the victim
cannot remember, how big a deal could it really have been?

TRANSITION TO HARASSMENT:
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- Multiple insults are required to transition to harassment.
- The victim must demonstrate that he has snubbed the insulter.
This is a prerequisite for transition to harassment.
Meaning, the snub must come before the claim of harassment,
and the sooner the better.
- The precise determination of this transition is a judgement call
to be made by an administrator or other immortal.
- The victim must remember the precise words of the insults and
be able to repeat them on request. If the victim cannot remember
then it must not be that big of a deal.
- The victim must remember the precise date of the insults and
be able to supply such information on request. Again, if the victim
cannot remember, how big a deal could it really have been?

In cases deemed harassment, the victim gains only the right to ISSUE.

About provocation: If you are arguing with someone chances are you
provoked him to insult you. If you insult this adventurer, you
provoked him to insult you. If you just robbed or killed someone,
you provoked him so have no cause to retaliate for insults, etc.
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7) HARASSMENT - (see also HELP HARASSMENT)

Harassment will not be tolerated. Any form of sexual harassment
whatsoever is banned. At the sole discretion of Achaea staff, we
may consider any or all of the following as harassment
- multiple insults
- stalking, badgering, or refusing to leave someone alone
who requests it and has done nothing significant to the attacker.
- bringing out of character differences or disputes into Achaea.

All valid claims of harassment will be taken very seriously, provided
the harassment is serious. Achaea IS a living world, after all, and
in a living world sometimes bad things happen to people. Harassment
is only harassment in our eyes when the victim did not invite it and
when the harassment is of a genuinely serious nature.

Most punishments for harassment are not IC - harassment itself
is very OOC, and the punishments are suited to the crime.

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Punishment for harassment may include, at our sole discretion,
banning, character deletion, and/or alerting your internet service
provider (ISP), workplace, university, or other relevant
institutions, giving them details of your use of their resources.

8) ENEMIES and ENEMY PROPERTY
(a) ENEMY PROPERTY DEFINED
The term ENEMY PROPERTY applies equally to cities, House property,
order property, and private property. If you are an enemy to the
owning organization, or private owner, of the property, or if you
are clearly acting destructively towards the property (whether you
are an official enemy or not) then you are on or in ENEMY PROPERTY.

ENEMY PROPERTY, in the case of CITIES, includes the entire city and
one room outside of it - beyond the gates, outside the walls, or
whatever else may serve as the entrance or entrances to the city.

The forests are a slightly different, though overlapping, case.
See item (f) on FOREST ENEMIES for more details.

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(b) VOLUNTARY PRESENCE IN ENEMY PROPERTY
If an adventurer is an enemy of an adventurer or organization and is
inside ENEMY PROPERTY voluntarily, then any adventurer physically
in the enemy property at the time has cause against the enemy
while they remain in that city. The enemy may always defend
himself of course but he has no cause against any city defenders
that may attack him beyond the right to defend and pursue the
adventurer while he remains in the city. In other words, if Bob
attacks Pete, an enemy of Ashtan, while Pete is in Ashtan, Pete
has the right (as always) to defend himself and also has the
right to pursue and attack Bob while Pete remains in the Ashtan.

Calling for guards at the location of the city invader(s)
gives cause to the enemy/invader(s), but only while in the
ENEMY PROPERTY.

An adventurer cannot attack someone simply because that adventurer
is defending the organization's property, or because that
adventurer is a citizen of that city or member of that organization.

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If a city defender attacks an enemy, and another adventurer assists
the city defender (by summoning, healing, giving herbs, etc),
then the enemy has NO rights against the assister. Enemies are
city invaders and only have rights against those who harm them
directly.

© WHO IS AN ENEMY?
If someone who is not officially an enemy of any adventurer or
organization is within ENEMY PROPERTY and clearly associated
with a group who are enemies of the organization, and are doing
actions which are clearly against the interests of that
organization (such as attacking guards, rescuing organization
enemies, robbing shops, etc.) then that adventurer is considered
an enemy regardless of whether official enemy status has been
given yet.

In short: do not go into a city/House Estate/temple/home, wreak
havoc, get killed, and then complain that you were illegally
killed simply because the organization or owner did not get
around to enemying you prior to attacking you.
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(d) FLIGHT AND PURSUIT
If an adventurer is voluntarily inside enemy property and flees,
defenders can only pursue the attacker outside the property if
they have already attacked the enemy specifically
(** i.e. not just an area attack **).

If more than one minute passes from the last time a defender actively
attacked the invader, the invader may no longer be pursued for this event.

(e) INVOLUNTARY PRESENCE IN ENEMY PROPERTY
If an adventurer is summoned or otherwise forced into an enemy property
and dies as a result, he now has cause against the summoner for two kills,
lasting up to 30 Achaean months. If he does not die, he has cause against
the summoner for one kill.

All other rights apply as above in 8 (b) VOLUNTARY PRESENCE

(f) FOREST ENEMIES
Enemies of the forest are "open PK" while in the forest. "In the forest"
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means any place where forest defences operate, and does not include such
places as subdivisions or cities, whether or not the environment may be
garden or forest or trees.

Note: this is quite different than other organization property,
where defenders of the organization have cause against the invaders.

Forest defenders DO NOT have cause against forest enemies or other
invaders, though they may attack invaders without fear of being issued,
as long as those invaders remain in the forest (and subject to the
same rules regarding summoning, pursuit, etc, as noted below).

The organizational enemy rules regarding summoning, pursuit, and who
the enemy has cause on remain the same.

(See PK rule 3 for clarification on "open PK" and PK rule 4 (a)
for further mention of forest enemies.)

9) TRESPASSING

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An adventurer who enters the private, group, or interest property of
another adventurer or group of adventurers and refuses to leave after
being asked to (or, in the case of group interest property, is clearly
not welcome - for example, is enemied to the organisation or belongs
to an enemy organisation), is trespassing.

(a) GROUP PROPERTY - see 8(a) above for a definition of group property
Group property applies to Houses, orders, and cities. Every member of
the group has cause against trespassers until they leave.

(b) PRIVATE PROPERTY - a private home or shop stockroom
The owner alone has cause against trespasser until they leave.

© PROPERTY OF INTEREST - property that is owned by no one in
particular, but has been administratively declared defendable by those
with a specific interest in the property against trespass. All those
with the defined interest has cause against trespassers until they leave.

At this time, the only properties of interest are: 1) groves, which are
properties of interest to the imprinter alone; 2) any room or series of
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rooms accessible through a specific skill that is designed to take the
skill user to that room or series of rooms only, and nowhere else. All
users with that skill have cause against any trespassers who do not have
that skill. Rooms that can be reached through non-magical means (such as
walking) do not fall under this definition. Nirvana, the Chaos Plane, the
Inferno, and Glade of Isolation are examples of what does fall under this
definition as group interest property.

Note: totems can be implanted in properties of interest, but if implanted
where more than one person can have interest, they can only be tuned to
attack those without interest. Otherwise, they will generate cause against
the totem crafter/implanter.

10) DENIZENS
(a) STEALING KILLS
An adventurer attacks a denizen that some other adventurer was
attacking or intending to attack. The other adventurer has no rights,
and no cause.
Simply put: We don't recognise the concept of "stealing kills."
NPCs are not resource points that you may place claim over.
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(b) LOYALS AND LEADERSHIP SOLDIERS
An adventurer's loyal falcon/mount/pet is -killed- by someone. The owner
now has cause for two kills for up to 30 Achaean months. This does not
give any rights if the loyal is simply attacked (beyond coming in and
defending the loyal). An adventurer who is following the attacker, and
not also attacking - the owner has no rights whatsoever against that
follower.

For leadership soldiers following you, or loyal forestal entities,
occultist entities, and any other loyals which may be resummoned,
no cause is given. The owner may defend this sort of being/loyal.

EXCEPTIONS: If an adventurer leaves his soldier/pet/denizen/loyal
in an enemy city, he has no rights at all. If the adventurer's
soldier/pet/denizen/loyal attacked the other adventurer first,
the owner has no rights at all beyond being able to intervene in
defense of that soldier/pet/denizen/loyal if he is in the same
room where it is being attacked.

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11) PROVOCATION
If an adventurer is purposefully going out of his way to annoy another
adventurer and using the PK rules to hide behind he will not be protected
by these rules if the adventurer he is provoking chooses to fight back.
This is obviously a grey area and admins ARE able to apply their
own judgement so please exercise some common sense and avoid
attempts to skirt the rules. It frees up our time to work on
improving and extending Achaea.

This only applies to serious, active provocation. This is not an
excuse to kill just because someone is irritating you.

- If you act so as to spam an organisation's logs, then that
organisation has cause, one kill, for each occurrence, maximum
of one per Achaean month.

12) PURSUIT
Some acts may create a right of PURSUIT. These include:
- entering an enemy city voluntarily and being attacked by citizens.
The citizens have the right of pursuit on the enemy anywhere
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in Achaea as a result.
The enemy has the right of pursuit on the citizens only as
long as the enemy stays in the city.
- attacking a victim without cause and being attacked by some of the
victim's friends who thus DEFEND the victim. The DEFENDERs have
right of pursuit on the original attacker.

If the attacker flees in either of these cases, those attacking him
(citizens, or those DEFENDING the victim) have the right of pursuit.

The right of pursuit allows the citizens or defenders to follow
and continue to attack the attacker. This right of pursuit expires
when one minute has elapsed during which no direct attack is made
on the attacker. Once that minute has expired, the event is over
and the right of pursuit ends.

13) TOTEMS
If an adventurer is attacked by a totem, the attacker is whomever
the totem is serving, not the adventurer who made the totem itself,
unless they are one and the same. A totem is treated no differently
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than a sword, elixir, or armour. The adventurer who crafts or implants
or tunes it is not responsible for how it is used provided that consent
for the tuning was given by the adventurer or organization that it is
tuned for.

The only time the crafter (implanter) is responsible for who a
totem attacks is when the implanter plants a totem for an individual
or an organisation on land that is not private property or grove
of that individual, or property of that organization.

A city includes sewers, subdivisions, and anywhere that gives the
city name in SURVEY, plus one room beyond that. For a House it
would be the House Estate. For an order it would be any temple.

If an adventurer implants totems outside of these areas on behalf
of any individual or organization, then he is the attacker, giving
cause to anyone who is harmed by the totems.

Note: forest and jungle locations are ORGPROP for Oakstone.

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14) WRITS
The writ system mainly applies to organizational responses to
attacks against assets of the organization. The primary case in
point is shrines of a religious order.

If an adventurer defiles a shrine, the only response against him is
to use the writ system. Nobody gains cause against the defiler, even
if they watch them defiling. The owning organization of the defiled
shrine may issue a writ against the defiler, but that is the only
acceptable response.

15) WAR AND HOSTILITIES
Soldiers may freely attack and/or kill enemy soldiers during
hostilities between their respective cities, without creating
or extinguishing cause.

16) WORMHOLES
If you are cancelling a wormhole you may be attacked ONLY in these
circumstances:

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(a) The attacker is of the serpent class.
_and_
(b) The attacker ONLY uses attacks designed to stop the cancel.
This includes: attempts to move, strip a shield, etc. No
damage- or death-causing attacks are allowed.

Only other members of the serpent class may assist the attacker. The
canceller may be defended normally. The canceller gains PK cause on
the attacker for the attacks.

17) ILLUSIONS
If you witness someone who has created a hostile illusion - an illusion
that makes it appear as though you have been attacked - then you have
limited duration PK cause, for one minute only, after the illusion.

18) BEARING ARMS
If you wear anything emblazoned with arms, and you are not doing so
with permission, then the armiger (the owner/registrant) of the arms
gains cause against you, one kill. The armiger obviously can wear his
own registered arms at any time, and have them emblazoned as he sees
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fit. If the armiger is an organisation, this organisation gains cause
for exactly one kill total, not one kill per member.

If there is any doubt as to whether permission has been granted or
not, this will severely limit the likelihood of granting PK cause,
so be very careful to be exceedingly clear about such things, if you
do for some reason grant permission to someone else to bear your arms.

19) VODUN DOLLS AND PUPPETRY PUPPETS
Creating and/or possessing a doll or puppet of anyone is an aggressive
act like any other attack. See Item 2) above.

(See also: HELP PK, HELP PKRULES, HELP ASSASSINS, HELP CHAMPIONS,
HELP WRITS, and HELP THIEVERY.)

help writs
6.29 ORGANIZATIONAL WRITS OF REVENGE


(See also: HELP ASSASSINS and HELP CHAMPIONS)


Summary
-------
Writs are owned by organizations and pertain to an individual. So, for
instance, a city may have three writs against Bob the Evil Overlord for
offences against that city. For each writ an organization has against an
individual one assassin or champion may be legally hired to kill that
individual, in the organization's name. Writs are generated by various acts,
detailed below.

Keep in mind that if it's listed here as a 'writable' offence, this system is
the only means of retribution open to you. You must obtain a writ for your
organization to take revenge.


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What is a Writ?
---------------
Sometimes, a person may commit certain acts against an organization (such as an
Order, a guild, a city, etc.), and the organization needs to be able to strike
back without the individuals involved violating the rules in HELP PK
(PlayerKilling). In order to facilitate this, we've created what are called
Writs.


How does an organization get Writs against people?
--------------------------------------------------
When an individual commits one of the offences against an organization that the
code recognizes, a member of that organization will be given the opportunity to
officially bear witness to that crime, generating a writ for the organization
against the offender. This is done using the WITNESS command.


What can my organization do with Writs?
---------------------------------------
Once an organization has a writ against an individual, authorized members of
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the organization may take out a contract on that individual, from either
Assassins or Champions. You may only take out one contract per writ, so an
individual will have to have commited multiple offences against an organization
in order for that organization to hire a pack of assassins or champions.
Further, remember that if an organization hires an assassin or champion to kill
someone, that someone may kill the champion or assassin first, nullifying the
contract. The organization does not get its writ back in that case.


What specific acts generate Writs?
----------------------------------
The writs system is currently in effect only for the defiling of shrines.
When someone defiles a shrine, the shrine will announce on the order channel
that it is being defiled, though it will not say by whom. An Order member then
has 20 seconds to get to that shrine and type WITNESS SHRINE. If the member got
there in time, a writ will be generated for that organization, against that
individual. Note that you can witness -multiple times-. You'll be able to
witness once for each separate person that defiled in the last 20 seconds.

Commands for the Order:
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ORDER WRITS
- List who the org has writs against.
- You must have the order privilege "conwritshow."

CONTRACTS ORDER
- Lists what contracts your Order has.
- You must have the order privilege "conwritshow."

CONTRACT FOR AT FOR
-or-
REQUEST AS CHAMPION FOR FOR
- Hires an assassin or requests a champion to eliminate an individual.
- You must have the order privilege "conwritmake."
- Will be logged in the order log.

CANCEL CONTRACT
- Cancels a contract.
- You must have the order privilege "conwritmake."

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ORDER WRITS FORGIVE
- Deletes one PK credit against that person.
- You must have the order privilege "conwritmake."

SEE ALSO: HELP PK, HELP ASSASSINS, HELP PATRONAGE, HELP SHRINES


Our reasoning behind the Writs system
-------------------------------------
The current PK rules are not suitable for handling player vs. organization
conflict. As it stands, if a player defiles a shrine or kills a city guard,
whom should we let attack back? If we allow just anyone in the organization to
fight back, then the net effect is that commiting one crime against an
organization, once, results in potentially hundreds of people having PK rights
against you, which amounts to a death sentence. If commiting a crime against an
organization is a death sentence, people know they can't really get away with
anything, and so conflict is lessened. Conflict is, however, good.

There is also the problem of determining who actually did defile a shrine. We
don't want to let people kill shrine defilers just because someone said someone
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else defiled a shrine, as a single liar can cause a ton of problems that way,
but requiring shrine members to actually be at a shrine that's being defiled in
order to take revenge is too difficult, and functionally nearly impossible to
do if your order has more than a few shrines. So can't just let people get
away with defiling shrines and not empowering the organization to retaliate in
some way. Orders spend a lot of time building up their shrines.

In summary then, we needed a system that:

1. Gives individuals a chance to actually get away with defiling a shrine (or
killing a city guard, or exterminating a forest room, or other things we will
use this system for if the shrines work out.)

2. Officially keeps track of who the organization has PK rights against.

3. Ensures some sense of proportionality: A single offence can't be a
guaranteed death.

We think this system does all of this. #1 is satisfied, because an Order member
has only 20 seconds to get to the shrine. We can always fine-tune the amount of
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time Order members have to get there. #2 is satisfied because the system does
keep explicit track of who an organization has PK rights against, and #3 is
satisfied because a single offence only allows and organization to hire a
single assassin or champion.


(See also: HELP ASSASSINS and HELP CHAMPIONS)

help assassins
13.12 ASSASSINS AND THE QUISALIS MARK


(See also: HELP CHAMPIONS and HELP WRITS)

The Quisalis Mark is a loose organization of assassins named in honour of the
assassins of Thoth that died at Nishnatoba. In order to join the Mark, you must
find Callibius of Thera, and JOIN QUISALIS MARK. Doing so costs 5000 gold. You
may not quit the mark until after approximately 12 Achaean months have elapsed
since joining.

(Note: Due to a recent in-game event that culminated in the destruction of
the town of Thera, Callibius is currently not accessible.)

Once in the Quisalis Mark, you cannot gain grace, but you can be contracted
with for assassinations. The key here is that if you are contracted to
assassinate someone, you will not be held responsible for it by the
administration. If a complaint is filed, the person who paid you for the
assassination will be considered to be the person who did the actual killing.

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Syntax:
-------
CONTRACT FOR AT

- This is the syntax to put a hit out on somebody.
- For each assassination contract that is taken out, the Quisalis Mark
gets a fee. This fee is 300 gold + 7 gold for each level of the target.
- The fee that the Quisalis Mark gets should -not- be included in the
field above. It will be deducted from you automatically,
assuming that the assassin agrees to the contract.
- The assassin will receive the fee you specified (NOT the fee that
goes to the Quisalis Mark) upon completion of the contract. Further, the
victim WILL be informed who p
Terenas2005-09-04 00:20:10
Should post all the other help files relevant to PK and issues in Achaea, that'd take at least a good 10 pages. tongue.gif
Unknown2005-09-04 02:03:42
Ok so I skipped through all of that blah-blah after like 50 lines.

So... what's funny about it? laugh.gif
Unknown2005-09-04 02:06:17
They're the Achaea PK rules.
Unknown2005-09-04 02:10:45
doh.gif
Arundel2005-09-04 02:16:23
Ridiculous. I remember, back when I still used to play Achaea, how people remarked that it would literally take a lawyer just to make sense of that. I also remember someone (Nimby?) having an ad in a public post or the ads section offering his services as a PK lawyer. That was sick.
Kayde2005-09-04 02:25:32
I remember when that textbook of pk rules came out. It is rediculous. I also remember all the issues flying back and forth when noone bothered to read all that crap and just killed people for whatever reason they came up with.

I'd just like to say that I am EXTREMELY glad that Lusternia doesn't have that kind of idiotic outlook on PK and pk rules.

wub.gif Lusternia's PK system. wub.gif
Munsia2005-09-04 02:30:17
QUOTE(kayde @ Sep 3 2005, 10:25 PM)
I remember when that textbook of pk rules came out. It is rediculous. I also remember all the issues flying back and forth when noone bothered to read all that crap and just killed people for whatever reason they came up with.

I'd just like to say that I am EXTREMELY glad that Lusternia doesn't have that kind of idiotic outlook on PK and pk rules.

wub.gif Lusternia's PK system.  wub.gif
179241


You dont even pk glare.gif
Shorlen2005-09-04 02:52:54
QUOTE(munsia @ Sep 3 2005, 10:30 PM)
You dont even pk  glare.gif
179247



You don't have to PK to love Lusternia's PK system.

wub.gif
Unknown2005-09-04 03:55:33
Achaea used to be sane, but that was probably before a lot of you even knew about IRE.
Richter2005-09-04 05:25:48
I love Lusternia a little more now.
Hajamin2005-09-04 05:29:35
blink.gif
Unknown2005-09-04 05:48:52
Ha ha, Guido, you broke Hajamin's brain!
Unknown2005-09-04 07:20:42
QUOTE(Hajamin @ Sep 4 2005, 12:29 AM)
blink.gif
179312



Yea, kinna what I said.

What's worse, is I once knew all of those like the back of my hand. =\\
Jack2005-09-04 07:22:23
d..b..

... g..

Ohmigawd I'm glad I don't play Achaea.
Joli2005-09-04 07:23:59
sleep.gif Why I don't play Achaea anymore..
Sylphas2005-09-04 08:42:52
I remember Achaea when it was simple... doesn't seem like that ever could have been possible, now.
Unknown2005-09-04 08:51:20
QUOTE(Sylphas @ Sep 4 2005, 04:42 AM)
I remember Achaea when it was simple...  doesn't seem like that ever could have been possible, now.
179401



I remember when Achaea didn't have blackjack.. or before Sarapis thought about landmarks and we had the old shrine system. Back when Thera was Thera.. and roulette was the game to play.

And then Cyre went Infernal and made me sniffle. ninja.gif
Asarnil2005-09-04 09:56:13
I remember growing up at the heels of the OLD oldschool heart-eating Occultists and the Infernals before they turned into a bunch of pansies. And going on random golden shrine defiling raids with Swordman. And watching Eris steal the horn off of Gaia's unicorn. And running around with young snakey types after people who had triggers for when someone attacked them to automatically respond with an attack and illusioning about city loyals in the room attacking them. And leading Zsarachnor and the Spawn of the Unnameable Horror and the Theran Beast from their respective spots into the middle of Shallam and giggle as they wreaked havoc.

And when you got jumped by someone who you had no chance to kill, it was okay, because you could just gather a dozen of your citymates and go hunt the bastard down, even if you were only a L12 newbie at the time.
Ceres2005-09-04 12:48:47
I prefer that system to Karma and Avenger.