Author Topic: GROUP OF CAPTORS OFFICIAL GUIDE | UPDATED 4/13  (Read 540 times)

GROUP OF CAPTORS OFFICIAL GUIDE | UPDATED 4/13
« on: March 22, 2018, 08:57:49 AM »
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GROUP OF CAPTORS
People are going missing suddenly, and nobody knows where. They're going to a mysterious group, being used for the purpose of work or fun, and the group remains hidden, a mystery to those that aren't tormented within it. Good luck surviving.
INTRODUCTION
Group of Captors is fairly straightforward - they seem to not have enough interest to properly name ranks or the group itself, and the group is merely focused on capturing people carefully and efficiently. They travel place to place using prison wagons, not wanting to be caught as easy as having one single camp - they're frequently on the go every week. They have no alliances, everyone is the enemy - truces will be broken instantaneously, if someone can actually reach them to make a truce. They remain out of sight.

RULES
IC RULES
1. Don't give any information about the group. If you're captured and getting tortured to give it, too bad. Whatever they do to you, the consequences here will be worse if you've given information. As frightening as it may be, we are even more frightening.
2. Don't get caught in the first place. Take any missions to capture seriously. You won't get too terribly punished for breaking this rule, if anything it's for your safety and the group's safety.
3. Laziness isn't permitted. If you're capable of something, don't sit back and avoid doing it. It's one thing if you have broken legs yet are told to walk some dogs - the impossible - but it's another if you have two legs and are sitting around lazily whilst the dog waits at the door. If you aren't willing to put effort in, you'll be forced to.
4. Solve your problems with other members yourself. It doesn't matter what rank they are - if a high position can't hold their own, that's their problem. If you're to fight in the first place amongst each other, fight your own battles.

OOC RULES
1. Follow site rules
2. The "solve your problems with other members yourselves" is purely IC. If you are having an issue with another member OOCly, bring it to the attention of the leader or staff.
3. Please keep in mind that this is a temporary group - this is for a sitewide plot where characters are going missing suddenly, and it will be disbanded at the end of the plot.

RANKS
LEADER — They are the mastermind of it all. The leader is in charge of deciding where the group travels, who gets to join, and who is a higher rank - and really, holds responsibility for the entire group. They are always the ultimate decision maker. The current leader is J, played by DARWIN

GOOD RANK — The "Good Rank" is highly trusted by the leader, and they usually assist the leader by scouting out safe land to travel to, spying in other groups and sending spies out, and keeping an eye for suspicious activity in and out of the group. The current Good Ranks are NAME played by NAME.

GOODER THAN NORMAL — The "Gooder Than Normal" rank is typically one given to those that have gained trust amongst the leader. They are responsible for keeping members in line, keeping patrols active and searching, and monitoring the amount of workers as to make sure none are missing or that there's extras, and guarding the workers to assure nobody untrustworthy takes one. They also advise the higher positions. The current Gooder Than Normal ranks are SKÖLL player by DARKY.

NORMAL RANK — Those in the "Normal Rank" are responsible for managing the workers and taking more in. They're expected to patrol as well, and if they live in another group, to give the leader information.

WORKERS — Workers are captured and used for whatever people desire that are in the group. They have no permissions and are not to be promoted, but you can treat them nicely if you want. Workers always have something around their wrists and ankles. For the better behaved workers, they will have long rope dangling from them. For the lesser behaved workers, they are to have chains wrapped around their wrists and ankles that dangle. Everybody starts with chains. If a worker attempts escape once, they get tattooed with the word "TRAITOR" a little below the shoulder, on the arm that has the dominant hand. If a worker attempts escape a second time, they get branded with hot shackles beneath the tattoo. And a third escape attempt is brutal torture, along with any further attempts.

CURRENT TERRITORY
The current territory is an old and slightly worn down prison, and all the rooms and cells are connected with stairs and thin halls. There's a common room, where meetings are held and also where most events and interactions are. Towards the back of it, there's a rocking chair with bells and small dirty plushies dangling from it, which is where the leader typically sits to give announcements and the like. The common room is usually where everybody goes to be with each other.

The workers are locked in groups inside of a non-functioning shower room and solitary confinement cells, and they are usually shoved in a group of four in a solitary cell and there is probably many people crammed in the shower room. The solitary cells have a toilet and a hard stone sticking out the wall to sleep on. Those in the shower room have shower stalls they can fight over staying in, and there's also a line of sinks of which don't function. These parts of the prison are guarded, and if you want a worker you must gain permission from the one guarding it.

The normal ranks are in wide open normal cells that are sometimes connected to the common room, and there are almost always two members sharing one as to make space. High positions are allowed to have their own personal cell, and to decorate it as they like. Usually they have a sign or the like that says their rank and name.

The leader has the warden office, and it is freely decorated as they desire. The leader may bring their high positions into the office to have private meetings, and in general will have discussions with other members and even workers if believed necessary.

The boiler room is where workers are taken for punishment and general torment. Usually people can be heard in it, and it is incredibly dirty and covered in blood. Everything in it is rusty and usually if someone wants to see well, they will bring a candle or the like.

OUTSIDE OF PRISON
COMMON ROOM
SHOWER ROOM
SOLITARY PRISON CELLS
PRISON CELLS
WARDENS OFFICE
BOILER ROOM

EVENTS
MEETING 00/00
CAPTURE CONTEST 00/00

LINKS
GUIDE (you're here!)
CHATTING & PLOTTING THREAD
SHIPPING THREAD
credit for guide info goes to darwin.
acrylic
« Last Edit: April 13, 2018, 01:27:01 PM by DARWIN »
ran by darwin, pm his account for questions

Offline body

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Re: GROUP OF CAPTORS OFFICIAL GUIDE | UPDATED 3/22
« Reply #1 on: March 22, 2018, 09:15:32 AM »
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CHARACTERS — DISCORD

Offline blondie

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Re: GROUP OF CAPTORS OFFICIAL GUIDE | UPDATED 3/22
« Reply #2 on: March 22, 2018, 09:15:45 AM »
tracking the heck out of this

Offline gregory

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Re: GROUP OF CAPTORS OFFICIAL GUIDE | UPDATED 3/22
« Reply #3 on: March 22, 2018, 09:17:09 AM »
SCREAMS
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Offline greahound

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Re: GROUP OF CAPTORS OFFICIAL GUIDE | UPDATED 3/22
« Reply #4 on: March 22, 2018, 09:33:54 AM »
track asf
CAUSE YOU NEVER WIN IN HUMAN RACES
SO WHO'S THE LOSER NOW? ————---——-
GREA OR GREY. SHE/HER. SEVENTEEN. TRYING, SORT OF. ½ SHADOWHOUND.
﷽—﷽   LINK & LINK & LINK  ﷽—﷽

Offline aj

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Re: GROUP OF CAPTORS OFFICIAL GUIDE | UPDATED 3/22
« Reply #5 on: March 22, 2018, 12:43:58 PM »
trackalackin
aj - 20 - advanced
just another manic monday, i wish it was sunday...
that's my fun day.

Offline gregory

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Re: GROUP OF CAPTORS OFFICIAL GUIDE | UPDATED 3/22
« Reply #6 on: March 22, 2018, 12:45:00 PM »
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Re: GROUP OF CAPTORS OFFICIAL GUIDE | UPDATED 3/22
« Reply #7 on: March 22, 2018, 10:49:01 PM »
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THE ROAD IS LONG, WE CARRY ON —✧°
BRIAN BORCHARDT — MALE — 27 — APPEARANCE — WORKER OF TGOC