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 Travelling

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Kitaro



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Join date : 2012-12-06

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PostSubject: Travelling   Thu Dec 06, 2012 9:51 pm

Different locations require different things to pass through with the exception of the event locations which are absolutely free and with no trouble to be traveled to. For more information on each block please visit http://realmofchaos.canadian-forum.com/t14-what-block-am-i-in-help#14

Block A: Traveling here is fairly simply and requires nothing special aside from a post of traveling from somewhere else to this location.

Block B: Traveling here is fairly simply and requires nothing special aside from a post of traveling from somewhere else to this location.

Block C: These are the guard barracks and at any point in time possess at least two hundred guards and fifty undertakers that are ready to slaughter anything that gets near them.
Undertaker/Officer/Chief: Traveling here is fairly simply and requires nothing special aside from a post of traveling from somewhere else to this location.
Deadman/Forgery/Prisoner: Traveling here requires either the bribe of a guard for 50 Cast Points OR a 500 word topic of sneaking into the guard barracks un-noticed.

Block D: This black is located in the very rear of the facility. It is surrounded by automated security drones and security mechs, all with worm eater weapons and explosive weapons designed to take out anything that is not designated as an officer or a chief.
Officer/Chief: Traveling here is fairly simply and requires nothing special aside from a post of traveling from somewhere else to this location.
Undertaker/Forgery: Must be summoned here by THE CHIEF not an officer. Bribe a guard for 50 Cast Points. Or make a 500 word topic of sneaking in through the automated security systems.
Deadman/Prisoner: Traveling here requires a bribe to the guards of 200 Cast Points or a 1,500 word topic of sneaking into the block through the automated security systems.

Block E: This block is special. Only those whom the Chief has given permission to can enter this block without going through a lot of trouble. This is where anything that comes to mind may exist and the darkest nightmares may occur. This block is only accessible by a single passage stair that leads underground, this is located directly below Block D and can only be accessed from Block D, this is otherwise inaccessible.to anyone.
Chief: Traveling here is fairly simply and requires nothing special aside from a post of traveling from somewhere else to this location.
Anyone Else: Traveling here is forbidden and will be met with the ENTIRE force of the prison if attempted thus is impossible to access without an assault-style invasion through Block D and E unless the Chief has given direct permission to said person.

Block F: Solitary, or the Isolation area. This area of the prison is the second most secure place in all of Deadman Wonderland behind Block E. This place is a series of singular cells that are each 20 feet long, 20 feet wide, and 50 feet high. Walls made of steel and stone with Worm Eater inside of them. There are a thousand cells in Block F that each may contain a special interest prisoner.
Chief/Officer/Undertaker: Traveling here is fairly simply and requires nothing special aside from a post of traveling from somewhere else to this location.
Prisoner/Forgery/Deadman: Bribe a guard for 50 Cast Points. Or make a 500 word topic of sneaking in through the DMW security of guards and automated sentries.

Block G: This is the Deadman area, as they are kept as a separate area to stop additional crime between the prisoners. This block is typically sealed off from the rest of the blocks but has always and will always contain exits and entrances.
Chief/Officer/Undertaker/Deadman: Traveling here is fairly simply and requires nothing special aside from a post of traveling from somewhere else to this location.
Forgery/Prisoner: Bribe a guard for 50 Cast Points. Or make a 500 word topic of sneaking in through the DMW security of guards and automated sentries.


Regarding Travel Interruptions: If a person is traveling around, within a span of 24 hours, can be interrupted in their travel thread by whomever wishes to interfere with their travel. But once 24 hours pass, that particular opportunity is cancelled out. Unless the person initiates another travel thread, then the cycle repeats, and so on and so forth.


Last edited by Kitaro on Tue Dec 11, 2012 6:42 pm; edited 1 time in total
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PostSubject: Re: Travelling   Tue Dec 11, 2012 5:53 pm

UPDATE: 11/12/12

- Added Travel Interruption Rule.
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