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Jungle Fever
#1
[Image: 9bkkgn.png]
JUNGLE FEVER


[Image: smauqh.png]

FEVERNIGHTS


Quote:Run by the Blackwater Raiders, the port of Booty Bay is closely associated with the Steamwheedle Cartel. The port offers facilities to any traveler passing through, regardless of their faction. Combined with the world renowned Salty Sailor Tavern, it is one of the most popular locations in Azeroth.

Quote:It is one of the most popular locations in Azeroth.

Quote:Most popular location.

Not for long.
[Image: 25rhxxg.png]
For reasons beyond the keen of mortal minds a group of terrorists plan to release a plague bomb in the serene port of Booty Bay. The plague will quickly spread throughout the isolated city, grinding commerce and travel to a halt. Guards will struggle to maintain control as order dissolves and outright war breaks out between two warring factions. The air will become thick with the noxious fumes and sounds of anarchy. Animosities will bubble forth and common decency will go to the wayside.

Well, that's the plan, at least.

The event is designed as a month-long exercise in public disorder. For the duration of the plague's effects Booty Bay will become a warzone, with guards maintaining small pockets of order while player-controlled characters fight and die on the lawless docks and alleyways. The plague, while non-lethal, will be everywhere, driving people to higher and higher levels of madness and disorder.

The chaos has drawn all manner of people to the bay. Lawless profiteers shadow the alleyways and empty shops, waiting to jump unsuspecting survivors. Priests and doctors have trickled in as well to ease the suffering of the afflicted. Doctors, good and bad, ply their trade on corpses and the dieing for their own twisted ends. Paladins, priests, warlocks and rogues have been driven mad by the disease and wander the docks, feverish and drunk on bloodlust. Merchants sell gas masks and placebos in the pockets of order to desperate survivors. Some struggle to get out. Others struggle to get in.

While there will be some events associated with this month of disorder, we want to keep this as free-form as possible. Fight each other. Save each other. Spread the sickness. Stop the sickness. Make your fortune or make your fame.

How will you get down with the sickness?

Sincerely,
The Management

DOWN WITH THE SICKNESS v2


Based on the trappings and follies of the first fever, the second fever released has been engineered to be stronger, faster and more lethal. Engineered by intelligent hands, the Second Fever is a pure magic-based affliction that creeps into the target to instantly drive them to insanity.

The disease works by first entering into the bloodstream or body. It flows naturally into the brain, congregating in the lobes before spreading outwards into the soft tissue. In the living brain the disease creates a chemical imbalance, almost instantly driving the subject into fits of hysteria and paranoia. In the undead brain the disease creates a constant magical effect, an illusion that causes similar effects from the living.

Because of the speed of infection those afflicted begin to show decreased symptoms after one day. The glamor spell and the chemical imbalance fade after time as the magic keeping the infection going fades. In the end the chemicals balance and the illusion spells driving the undead to madness fade completely and they return to a natural state of existence. At this time they can be re-infected and the process begins anew.

Breaks in an undead's skin before the Fever was released (Such as from rot or past battles during life) are not considered 'open wounds'. Because the flesh around these old wounds has withered and rotted they no longer provides access into the circulatory or blood stream.

If you are undead, the only way the infection can get into your system is through 'fresh' wounds, or wound sustained while fighting in Booty Bay. Ad, for undead, the disease simply needs to get into contact with inner body for the magic to take effect on your mind.

When studying the disease you will see a magical germ that mutates and fluctuates around madly. All attempts at studying the quickly changing disease meet with failure.

Listed below is information about the plague and its effects on those infected.

Transmission
  • The plague is an airborne disease. So far it hasn't been able to survive outside of the immediate Bay area without being within a host.
  • The disease flows most easily into open wounds and breaks in the skin. An infected's spit, blood and other bodily fluids are also infectious once they enter the blood stream through breaks in the skin. Infected air or bodily fluids are not poisonous if they enter in through the mouth or any other orifice.
  • Forsaken and other Undead, such as Death Knights and Ghouls, are effected b the New Disease..
  • The disease bypasses most natural resistances to infect even healthy individuals.
  • An open wound has a one-in-twenty percent of becoming infected. It is best to /roll 5 when you suffer a wound in combat. If you roll a one you will become infected.

[left][Image: 11qhfh5.png][/left]Stages of Infection
  • No Infection
    The subject exhibits no side effects and is perfectly healthy.
  • Open Wound
    Through combat or other means, a break appears in the public's flesh. The disease, through a bodily fluid from an infected or from contamination from air, enters into the subject's body. They become infected immediately. Holy Light, medicines and Nature spells can be used upon them to lessen the symptoms, but no longer can it be used to heal them completely. Inevitably they will decline to the next stage.
  • Infected: 0 – 3 Hours
    The subject begins to feel side-effects of the sickness. They feel dizzy and become disoriented easily. They begin to cough. The flesh around the wound begins to darken and ooze puss. Bags begin to form under their eyes. The disease has bond with their brains.
  • Infected: 3 - 5
    The final side-effects set in. The subject begins to exhibit sporadic full-sensory hallucinations. They begin to become paranoid and distrustful. Hostility begins to increase as time elapses, making them view violence as the easiest way of solving their problems. They are now pale, with visible black rings under their eyes. They become more reckless and their body no longer feels pain as much. They start coughing, spitting and sweating in large quantities. They become distrustful of once friends and any attempts at helping them, perceiving help as an attempt to kill them. Holy Light, medicines and Nature spells can be used upon them to lessen the symptoms, but no longer can it be used to heal them completely. Inevitably they will decline to the final stage.
  • Full Infected
    At five hours they become fully infected. Holy Light, medicines and Nature spells cannot be used upon them to banish the sickness. Their brains have been completely bonded with the disease and they are now violent, paranoid and vengeful.
  • Balanced – Between one or three days
    After one day the effects of the plague begin to ebb as the brain's natural chemicals balance out or the illusion magic fades. Between twenty four to ninety-six hours after first infection they will return to a normal state. After this time they can be infected once more.

Healing
  • The Holy Light, Nature, Alchemy, Doctoring, Shadow and Fel magic cannot heal the disease. Any healing or dispel spell used upon someone who has passed the three hour mark simply lessens side effects, not remove them.
  • Healing spells used on injuries do not heal the Infection. You must intentionally heal the Infection with magic and chemicals to stop its spread.
  • Lessening the side effects amounts to doubling the time between stages. The process is inevitable and, at this time, no cure is known.
  • Those of strong will can double the time between each stages. Meditation, breathing exercises and counseling are good ways to increase the descent into madness. The process is inevitable and, at this time, no cure is known.
  • If an infected dies and is resurrected, he or she will be resurrected as no longer having the sickness. They can be be re-infected through normal means.
  • The plague effects Paladins, Holy Light Priests, Druids and Shamans. Their Holy Light and Nature affinities, however, naturally decrease the speed of the infection.

Effects
  • Increased Attack
    Madness has driven the infected to attack with reckless abandon. They become stronger with the loss of reason.
  • Decreased Defense
    The reckless nature of their attacks means they are more susceptible to attacks upon themselves.
  • Madness
    The infected has trouble seeing reason and logic. Friends, loved ones and helpers are all enemies in their eyes. They are detached from reality.
  • Virulent Plague
    Everything from their blood to their spit can cause an infection. They are a living biological weapon.
  • Hallucinations
    The infected experience full-sensory hallucinations sporadically.


PLAYING AN INFECTED


It has come to my attention that many people are seeing this plague as an alternative form of a zombie virus. They feel that if their character is infected they will become mindless killing machines lacking in reason, eloquence and all social skills. THIS IS NOT TRUE. The disease has varying effects on people based on personality, race and vocation.

Below is a guide with tips on how to play your race/class while infected. This should not be considered the definitive outline for Infected players; Only you can choose how the infection effects your character and his or her personality. This is intended only to give you examples on how the plague affects people.

NOTE: Natural Resistances do not stack. If you are a Draenei Paladin or a Troll Priest then you only get a single extension between the stages.

Paladin
The plague only affects Paladins if they are not powerful in the Holy Light. If they are not naturally strong enough to shake off the infection outright, their natural resistance to Shadow and Fel coupled with their affinity for the Holy Light means that their time between each stage is effectively doubled and that they retain a higher level of reasoning upon full infection.

As the paladin gradually becomes infected they will begin to grapple with urges their faith would normally squash. They will fly into a rage more easily, finding it more and more difficult, when in a non-violent conflict, to use anything but force to get their point across. They will become increasingly stubborn and resistant to other people trying to help them.

When fully infected, the Paladin will become a zealous version of their old selves. They will hunt down any suspected evil without remorse, slaughtering anyone on even moderate evidence of wrongdoings. When not enraged they will have a degree of their own personality intact, able to hold adequate conversation. Anything that angers them, however, will begin their gradual decline once more into bloodlust.

Shaman
The Shaman is affected by the plague. Their natural resistance to Disease coupled with their affinity for Nature means that the time between each stage is effectively doubled and that they retain a higher level of reasoning upon full infection.

As the Shaman becomes gradually more infected they begin to lose grasp over their elements. They become increasingly resigned and stand-offish, pushing away from the mortal races and turning inward. Seeing the world around them as hostile and dangerous, they begin to embrace their elements further to strengthen themselves even more. As the elements take over they begin to take on more of their characteristics.

Upon full infection the Shaman is a wrathful, paranoid creature. When angered or threatened they attack ferociously, unleashing their elemental powers in devastating attacks. When not angered or agitated they retain a level of intelligence, though somewhat tainted by the corruptive elements, and can converse somewhat normally. They have a very short temper.

Druid
The Druid is affected by the plague. Their natural resistance to Disease coupled with their affinity for Nature means that the time between each stage is effectively doubled and that they retain a higher level of reasoning upon full infection.

As the druid slides into infection they will withdraw more and more into Nature. They will see the disease as caused by technology and civilization. They will become paranoid of machinery and unnatural devices, viewing them with distrust and hostility. They will turn increasingly to nature to find a cure.

Upon full infection the Druid will see civilization as the cause. They will seek to unmake machinery and anything they see as ‘unnatural'. Their zealous hatred of all things constructed will cause them to lash out at those they feel are trying to impede their work. When in a state of nature they remain relatively calm and content, only attacking if they feel threatened or perceive someone as ‘desecrating' the environment.

Warrior
Warriors have no natural resistance to the plague and are affected normally unless a racial resistance is present.

As they descend into madness the warrior becomes more and more bloodthirsty. Machismo, physical prowess and killing become increasingly more important as they revert to an almost feral state. They see strength and nothing else as the key to survival in what they perceive to be a hostile and dangerous world. They become more paranoid of others, seeing them less as other people and more as other predators who would kill or steal from them.

When they are fully infected the warrior will become a barbarian. They will attack recklessly, eating and drinking to excess. They have no conception of cause and effect and only see what can be obtained in the present. The warrior, when not agitated or deranged, will still retain a moderate level of intelligence. However, their short temper will make them fly into a rage over even small details.

Rogue
Rogues have no natural resistance to the plague and are affected normally unless a racial resistance is present.

An infected rogue will become more and more paranoid as time goes on. They will become more solitary creatures, viewing other people with distrust. Relying only on themselves will become their credo.

Upon full infection the rogue will retain the same level of competency and intelligence. However, they will think only of their own safety and well-being. They will become con-men of sorts, outwardly showing only calm reasoning while they inwardly plan on how to kill and steal. They will show little to no remorse for their actions. They will only be content by amassing more wealth and security for themselves.

Death Knight/Undead
The undead are now affected by the plague. Forsaken follow their class' usual patterns of infection and Death Knights follow a path of infection very similar to a warrior's.

Warlock/Mage
Mages and Warlocks have no natural resistance to the plague and are affected normally unless a racial resistance is present.

As the Warlock and Mage descends into madness they will rely increasingly on Fel and Magic to solve their problems. They will view themselves as superior in skill, mind and spirit then all other races and will take on an increasingly pompous air. When they feel their superiority is challenged they will lash out angrily against the ‘impudent whelp', using their magic to kill or injure them.

When fully infected the Warlock and Mage are pompous, short-tempered egotists. They thirst for more and more power to survive in what they perceive to be a hostile environment. They will also seek out ways to show others how strong they are, from picking fights to casting elaborate, often destructive, spells.

Priest
The priest is affected by the plague. Their natural resistance to Shadow and Fel coupled with their affinity for the Holy Light/Shadow means that the time between each stage is effectively doubled and that they retain a higher level of reasoning upon full infection.

The priest, in many ways, is an amalgamation of Rogue, Mage, Warlock and Paladin. As they descend into madness they become more insular, turning away from people and to their chosen faith. They increasingly see others as beings of weaker spirit and mind. While they may desire to save them, their short temper makes any attempts short lived.

Upon complete infection the priest will be a haughty, wrathful and exceedingly pious creature. They view themselves as the pinnacle of spirituality and intelligence and will lash out against any who would challenge this. They will kill anyone they perceive as being against their religion, persecuting them with a zealous fervor.

Draenei
The Draenei is affected by the plague. Their natural resistance to Shadow and Fel coupled with their affinity for the Holy Light means that their time between each stage is effectively doubled and that they retain a higher level of reasoning upon full infection.

Trolls
The troll is affected by the plague. Their natural resistance to Disease means that their time between each stage is effectively doubled and that they retain a higher level of reasoning upon full infection.

Human/Orc/Dwarf/Gnome/Belf/Nelf/Tauren
These races have no significant natural resistance to the plague and are affected normally.


RULES


Follow Loxmardin's guide in this case.
  • By being outside of the cordon in Booty Bay you agree that your character is in a degree of danger. THIS DOES NOT MEAN A DEATH CHARACTER WARNING ECESSARILY. This only means that if you get in a fight, expect something bad to happen to your character, from being injured, having a limb removed or being kidnapped. Remember to ask for consent verbally and to receive it before proceeding in a fight or RP situation.
  • There is nothing keeping people from leaving the bay. Infected or uninfected, your character can leave the Bay by foot or vehicle.
  • The Salty Sailor Tavern is a lawful, or 'no combat', area. The Bruisers have fallen back to this point and congregate in and around it. Any combat seen within the Bruiser cordon will be met with the usual 'brutal' force.
  • All shops and banks in the area have been shut down and their wears teleported away. There is nothing of value there to loot anymore.
  • If you are infected you can still leave the Bay. You will be killed in any other lawful settlements (Any settlement with guards) for being a Carrier. This fact cannot be hidden.
  • All ships have been docked and quarantined. No ships may leave the port, with the bay's guns designed to destroy anyone entering or leaving the port.
  • Bruisers will not leave their cordon to enforce law, even if a fight is happening in front of the cordon.
  • A medical bay has been created on the third floor of the inn. This is where people can go for preventive treatment and rest.
  • Respect all server rules.
  • Respect all Character Warnings.
  • Respect the word of the GMs.
  • Respect your fellow members.

UDATES


Saturday the 5th
Announcement Day

Sunday the 6th
GMs will be online during the day to answer questions and comments about the idea. It is encouraged to direct suggestions and critiques to Rosencrat, Krilari and Knock.

Saturday the 12th
The plague is released and the riots begin. Order has officially crumbled in Booty Bay.

Wednesday the 15th
The new disease has been released!
[Image: B2hmvU1.gif]
#2
O.O
#3
.... Awesome. Just.... amazing.
#4
This sounds, great! My Forsaken physician shall acquire great business! He can move freely, and work get money. Yadda yadda, can't wait. Forsaken doctors to the rescue!
#5
Somewhere makes me glad I never visit Booty Bay.

.. On the other hand, now I feel obliged to see how this all will turn out. Time to roll a forsaken and just watch the scene unfold.
#6
THIS will be fun.
Lumji Hammergrin [Gnome Warrior] - weapons-master, body-builder, tactical expert and avid boxer!
Tigris Coldeye [Orc Rogue] - Scourge-hunter and master of subterfuge!
Ja'kari'fon [Troll Shaman] - paranoid witch doctor, aspiring Shadow Hunter, and tavern-troll!
#7
It is a good day to die.. In Boot Bay.
Little by little, one travels far.
#8
...
Kay then. I will... Think.
[Image: lich_king_signature_by_wyrx-d3jo9rm.png]
#9
Aw yeah.
☃ This is my snowman. He's there to remind me how much I hate the snow.
#10
I read this as an excuse for Ara'Gazhi to go to the one place he couldn't raid before.

Excellent.

Question: Would it have an effect on Murlocs, who have a tendency to completely resist plagues that affect the land dwelling races of Azeroth?

See: Undead plague.
Quote:[8:53AM] Cassius: Xigo is the best guy ever. he doesn't afraid of anything.
#11
Suddenly zombies, zombies everywhere!

Another excellent idea Rosen :D

#12
Great, an old man with a feeble immune system drinking in the Bay suddenly gets plague bombed. e.e God Pops, you silly Old Fool.
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#13
Ahm... so after 2 hours an infected person cannot be cured anymore and he will inevitably become fully infected without possibility to be cured. They become violent, paranoid, vengeful and their atack is increased.

At the same time their defence is decreased... since there would be too many infected, they would be impossible to cure and hard to control because of their incresed power... I assume the infected would eventually be dealt with by killing them.... ( taking advantage od the decreased defence)

However after the first cases it will be obvious there's no point in allowing anyone to live past the first two hours... Don't you think in such a situation the guards would kill the infected before going mad since there is no cure anyway and it would be much harder to do later?
#14
BloodSeraph Wrote:Ahm... so after 2 hours an infected person cannot be cured anymore and he will inevitably become fully infected without possibility to be cured. They become violent, paranoid, vengeful and their atack is increased.

At the same time their defence is decreased... since there would be too many infected, they would be impossible to cure and hard to control because of their incresed power... I assume the infected would eventually be dealt with by killing them.... ( taking advantage od the decreased defence)

However after the first cases it will be obvious there's no point in allowing anyone to live past the first two hours... Don't you think in such a situation the guards would kill the infected before going mad since there is no cure anyway and it would be much harder to do later?

The bay is, at the time of infection, almost devoid of guards. Almost all of them, if they have not fled or been killed, are holed up in the Salty Sailor.

If an infected wanders into the Cordon they will be killed. But they are stretched too thin to go out and actively kill them.

So really, if you become infected, you are relatively safe from guards. It's other infected and non-infected you need to worry about.
[Image: B2hmvU1.gif]
#15
I give you Sadron's stamp of approval.

Sadronniel will be there, generally trying to heal people and getting frustrated when it doesn't work.




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