Ruby City Mods (
rubycitymods) wrote2012-01-13 01:45 pm
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APPLICATIONS
✗ Applications are processed weekly, every weekend. The cut-off time for the submission of applications is 11:59PST on Saturday.
✗ Before applying, please read the FAQ and Rules pages.
✗ Please submit your application with the journal you plan to use if you have one made already. If not, another journal is fine, but we prefer your intended journal so it makes for an easier time in granting access to the mod journal and the contacts page.
✗ For very long applications, we would ask you to please separate them into various comments so that they will not take up too much of the page.
✗ Please title your application as { [CANON/CANON OC/OC]CHARACTER NAME || Series Title || reserve/no reserve || X of X } in the subect header
✗ IMPORTANT: Our application form was edited on September 07, 2015. Please use the revised form.
✗ If you are looking for an example of what an application should be like, please refer to the application here for an example of a canon character application, and here for an original character application.
✗ Canon Application
✗ Canon OC Application
✗ OC Application
A note for CR AU applications
Ruby City does allow previous game history/CR to be brought over on a case by case basis. If you want to include this in your application please add additional sections for PERSONALITY DEVELOPMENT and PREVIOUS GAME HISTORY beneath the Personality and Background/History sections.
In these additional sections we would like to see a brief outline of your character's previous game history and how it potentially impacted on and altered their canon personality.
REVISIONS
Could you please give some further detail on the effects/details and limits of the below spells, connected to items listed in the inventory;
We look forward to seeing your response within 72 hours.
Re: REVISIONS
Again, any items that would otherwise make him too powerful or too game breaking to play can be removed if it's asked. I have no problem with bringing him in without any major magical artifacts.
Mind blank: The subject is protected from all devices and spells that detect, influence, or read emotions or thoughts. Makes the mind look blank to anyone who would attempt to read it.
Mirror Image: Several illusory duplicates of you pop into being, making it difficult for enemies to know which target to attack. The figments stay near you and disappear when struck.
Teleport Spell: This spell instantly transports you to a designated destination, which may be as distant as 100 miles per caster level. Interplanar travel is not possible. You can bring along objects as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent (see below) per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you.
Arcane Lock: An arcane lock spell cast upon a door, chest, or portal magically locks it. You can freely pass your own arcane lock without affecting it; otherwise, a door or object secured with this spell can be opened only by breaking in or with a successful dispel magic or knock spell.
Knock: The knock spell opens stuck, barred, locked, held, or arcane locked doors. It opens secret doors, as well as locked or trick-opening boxes or chests. It also loosens welds, shackles, or chains (provided they serve to hold closures shut). If used to open a arcane locked door, the spell does not remove the arcane lock but simply suspends its functioning for 10 minutes. In all other cases, the door does not relock itself or become stuck again on its own. Knock does not raise barred gates or similar impediments (such as a portcullis), nor does it affect ropes, vines, and the like. The effect is limited by the area.
Charm Person: This charm makes a humanoid creature regard you as its trusted friend and ally (treat the target’s attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw.
The spell does not enable you to control the charmed person as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn’t ordinarily do. (Retries are not allowed.) An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed person breaks the spell. You must speak the person’s language to communicate your commands, or else be good at pantomiming.
Dimension Door: You instantly transfer yourself from your current location to any other spot within range. You always arrive at exactly the spot desired—whether by simply visualizing the area or by stating direction. After using this spell, you can’t take any other actions until your next turn. You can bring along objects as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you.
As the Plane Shift spell implies leaving the current plane, the item that gives it can either be removed before arrival, or considered non functioning.
If anything listed is considered too powerful, the resulting items may also either be considered removed or non functioning.
The reason behind keeping the hat, eyepatch, boots, cape and swords is more of a visual preference, as these are items he can be recognized by on sight with in the book. If these items also cause an issue in the game mechanics, consider them depowered.
TLDR: I'm really sorry if his hoarding tendencies are giving the mods a headache and if it would be easier, all magical items can be considered powerless upon arrival for the sake of the game.
ACCEPTED + note
After you have done this, post to the Contacts page, Tag Request page, the Taken Characters page and, if you know where your character will be living, the Residences page! Familiarise yourself with the Rules and FAQ and introduce yourself at
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NOTE: Regarding items and abilities, it's fine for him to keep all of them with the exception of the following:
- Teleport Spell will be functional, but maximum travel distance will be quartered to 25 miles.
- Charm Spell will be fully functional, but we would like to see a permissions/opt out post on Jarlaxle's journal to ensure that if people want to avoid that, they can.
- Plane Spell will be nonfunctional while in-game.