General Rules
1. Severe misbehavior or cheating in any fashion will be dealt with in the
form of "strikes". A first offense will receive a warning - this
is the only warning. A second strike will carry a penalty of -3 to all of
your character's statistics. A third strike will result in character deletion.
"Severe misbehaving" consists of excessive rudeness outside of roleplays
and other demeaning behavior.
2. Roleplaying (RPing) is the method by which most actions occur in "The
World". Players write and post stories concerning their characters, often
about their character's actions and thoughts, on the message board. The format
of these RPs is completely open, but please try to be as clear as possible.
The point of roleplaying is to add depth to your character and make the game
more fun. Many people confuse
roleplaying with the necessity of speaking/typing in Olde English or medieval
speech of some kind, but with regards to "The World" this method
of speaking is not required. A sample roleplay can be found here.
Be advised that this sample is extremely long - RPs do not have
to be of any particular length.
3. While Generals can be attacked like any other NPC or PC, be advised that
these beings are immensely powerful. It is unlikely that any PCs will ever
be able to defeat a General, and the Generals do not take kindly to challenges.
They fight to kill.
4. Private areas on the message board are password protected. All attempts,
successful or not, to access password protected areas are recorded in the
administration's control panel. Therefore, if the administration notices constant
attempts to break into a private area of the message board then we will deal
with the matter by handing out strikes. If the person attempting to break
in doesn't control a player, then the administration will be forced to ban
the message board user(s) responsible.
5. Any aspect of "The World" may be modified at any time. While
the administration will attempt to inform players of these changes, be advised
that changes may occur at any time. These changes usually occur when issues
of imbalance arise and seek to re-balance aspects of the game.
6. All Generals in "The World" have a specific style that epitomizes
their strong points. Working with a General for at least thirty consecutive
days will allow the player the option of adopting that General's style. The
bonuses gained from styles are listed on the Generals page. Only one style
may be in effect at any one time. If at any time a character adopts a second
style, then they will need to "relearn" their first style if they
wish to regain it.
7. Each member may only own and control a single character.
8. A character's HP and MP fully recover every day unless that character has
suffered defeat in battle. Unconsciousness will result in a character requiring
three days of inactivity to fully recover.
9. Shifter Transformation: A Shifter gains bonus stat points and physical
characteristics at set Power values. The choice of physical characteristics
is left completely to the player, but the characteristics chosen should indicate
the statistic that particular transformation increased. Example: A Shifter
PC uses his first bonus point to increase his Agility and chooses to gain a
small tail. Further increases to Agi may increase the size of the tail or
add other characteristics (Overall frame slimming, shrinking in height, etc).
Minor characteristics are the addition of small new features (Ex: 2 inch long
horns) or a small modification to existing features (Ex: Slightly more muscular).
Major characteristics are the addition of features that are impossible to
miss (Ex: A second pair of arms/legs [though this wouldn't allow more attacks
than normal]) or the modification of a current feature which increases other
character's awareness of the feature (Ex: A tail growing a spiked appendage
at its end). Shifters gain one bonus stat point and a minor characteristic
every 2500 Power, and they gain three bonus stat points and a major characteristic
every 10 000 Power.
10. A player may only have a single positive status effect (A 'buff') at any time in battle. If another beneficial effect were granted to that player, then the effect with the longer duration would take effect. Ex: Toughen Hide is cast on Player A. At the start of the next round, Haste is cast on Player A. Since the remaining duration on Toughen Hide is two rounds, and the duration on Haste is three rounds, Player A loses "Toughen Hide" effect and gains "Haste" effect. Positive status effect spells may not be cast on opponents.
Creating a Character
1. The first step in creating a character is deciding on a race. The description
of each race can be found on the Races page. If a player decides that they
would prefer to play as a different race after creating a character, then
that player will be allowed to change races within the first seven days of
their joining date. After that time, a player who wishes to play as a different
race must create a new character. This action entails the deletion of the
player's first character.
2. The following base statistics are used to describe different aspects of
a player's character:
Power - The overall measure of a character's progress; Raising Power yeilds
Stat points
Strength (Str) - A measure of the character's physical might; Used in damage
calculations for physical attacks
Vitality (Vit) - A measure of the character's defensive capabilities against
physical attacks; Used in damage calculations for physical attacks
Dexterity (Dex) - A measure of the character's coordination; Used in accuracy
calculations for all attacks
Agility (Agi) - A measure of the character's limberness; Used in evasion calculations
for all attacks
Speed (Spd) - A measure of the character's quickness; Used to determine turn
order during battles and measures a character's ability to move across "The
World"
Intelligence (Int) - A measure of the character's mental abilities; Determines
if a character can learn a spell/technique and used in damage calculations
for magical attacks
Spirit (Spr) - A measure of the character's resilience to mystical forces;
Used in damage calculations for magical attacks
Hit Points (HP) - A measure of the character's health; When a character's
HP reaches zero that character falls unconscious
Magic Points (MP) - A measure of the character's magical energy; MP are consumed
when techniques and spells are performed
3. A new character starts with a value of zero Power, one in all statistics
and ten HP and MP. In addition, all new characters start with five statistic
points (stat points). Stat points are used to raise a character's statistics.
Each stat point raises a statistic by one, except for HP and MP - one
stat point raises HP and MP each by ten. Note that if your race has negative
modifiers to its starting statistics, then the amount of stat points you have
at creation will be reduced to compensate. Example: Rakore suffer creation penalties
of -2 Int and -2 Spr. Therefore, a new Rakore character only has one stat
point.
4. Alignment is a measure of a character's tendency towards good or evil.
Actions during RPs, questions and mission or various awards may effect character
alignment. Alignment is recorded as a value between +100 and -100. The following
chart describes the alignment ranges:
Holy: +100 to +95
Heroic: +94 to +75
Good: +74 to +50
Neutral: +49 to -49
Bad: -49 to -74
Villanous: -75 to -94
Demonic: -95 to -100
5. A character starts with one Movement point. Additional Movement points are gained
every 10 Spd. Ex: Player A has a Spd of 9 - he has one Movement point. Player B
has a Spd of 10 - he has a two Movement points. These points determine how many
spaces a character can move per day walking on the World Map and how many spaces a
character can move per turn on the Battle Map.
6. Characters may only own up to ten items at any one time.
7. The economy in "The World" involves the use of ornate coins as
currency. These coins are used to barter for goods and services and are often
rewarded for the completion of jobs, quests and missions. New characters start
with 500 coins.
8. Each character has four techniques or spells in which he is naturally
gifted at learning. These are defined as Specialized Moves. The player may
select any technique or spell for his Specialized Moves. Characters may learn their Specialized Moves on their own to gain that move at a Novice level. If a character chooses
to learn a Specialized Move with any General's aid, then he will learn the move at
an Intermediate level instead.
9. Players are given a private sub-forum under the "Players" forum
on the message board. Within this sub-forum, a player will find his character's
Status Page.
10. A sample status page, complete with descriptions, can be found here.
11. Interested players should register a user name (usually their character's
name) on the message board and send a Private Message (PM) to an administrator
with the following information: Character Name, Character Race, Private Forum Password,
Specialized Move List and starting Alignment (within their race's range).
The administrator will create a sub-forum for that new character. The starting location for a
new character will be determined semi-randomly. All races, minus Shifters,
will start somewhere in a 5x5 area that includes that race's capital city.
Shifters will start at any land location at random.
Character Actions
1. All actions are measured in Earth days. For example, if a character wished
to undergo a Solo Adventure for ten (10) days and he wished to begin on August
8th (8/8/08), then he would finish on August 17th (8/17/08) - 8/8, 8/9, 8/10,
8/11, 8/12, 8/13, 8/14, 8/15, 8/16, 8/17. He could begin new actions starting
on August 18th. Keep in mind that only one action can be performed at any
given time. Ie: A character cannot be moving locations and adventuring,
participating in any quests or other adventures, nor learning a technique or spell simultaneously.
2. Gaining Power: Power can be gained from many sources. The action and the
associated rewards are listed below:
Solo Adventure- 50 Power per day
Group Adventure- 50 Power per day +10 per extra person
Directed Solo Adventure- 100 Power per day
Directed Group Adventure- 100 Power per day +10 per extra person
Battle - Dependent upon conditions of the battle
Missions/Quests - Dependent upon the conditions of the mission/quest
Solo Adventures are the most basic of all methods for gaining Power. A Solo Adventure
can be undertaken at virtually any location and requires no outside help. Group adventures
require two or more characters. Example:
A Group Adventure involving your character and two others would yield 70
Power per day. Directed Solo Adventures may only occur with the aid of a General. Similarly,
Directed Group Adventures also require the aid of a General and other
characters. Battles are conflicts that occur either between
player characters (PCs) or between a PC and a non-player character
(NPC).
Power gains from battles depend on a few factors - the biggest factor is the
risk to each character. A weaker player who defeats a stronger opponent will
gain more Power than two evenly matched fighters. Similarly, two evenly matched
opponents would expect to gain more Power than a strong player who picks a
fight with a weaker opponent. Power from battles is stolen from the loser
and transferred to the winner. Characters who lose a fight, and thus lose Power,
will not gain stat points from gaining Power until they reach their previous
Power value. Example: Player A, whose normal Power value is 5000, is involved
in a battle and loses 500 Power. Player A's temporary Power is 4500. Until
Player A's Power is higher than 5000 again, he will not gain any more stat
points from gaining Power. Note that you do not lose stats from losing battles - only Power.
Missions and Quests vary in difficulty and task. Included in the pre-written
rewards of a Mission or Quest may be a Power, Coin or other reward. As a general
rule of thumb, Quests are longer, more difficult or require more members than Missions.
3. Learning Moves. Much like gaining Power, there are multiple methods of
learning moves.
Solo Learning - Only Specialized Moves may be learned by oneself.
Assisted Learning - A character teaching another character. The Teacher must
be an Expert or Master in the move and he gains 50 Power per day
Directed Learning - A General teaches a player a move from his/her move list
4. Move "Level-up". Many moves have levels of expertise - Novice
(N), Intermediate (I), Expert (E) and Master (M). All moves are learned at
Novice level unless the move is a Specialized Move and learned with a
General, in which case the move is learned at Intermediate level. Advancing
between levels can occur in one of two ways. Using the move in battle a set
number of times will result in a level advancement, or spending time perfecting
the move with a General will result in an increase in move level. However,
these methods are not cumulative - whichever method is fulfilled first will
result in a level up.
Advancing from Novice to Intermediate requires either 4 uses in battle or
+1 Learning Time with a General.
Advancing from Intermediate to Expert requires either 8 additional uses in
battle or +2 additional Learning Times with a General.
Advancing from Expert to Master requires either 12 additional uses in battle
or +3 additional Learning Times with a General.
A "Learning Time" describes the number of days it takes to initially
learn a move. Example: If the move "Fireball" requires seven days
to learn, then it would take seven days to learn "Fireball" at Novice,
an additional seven days to upgrade "Fireball" to Intermediate,
an additional fourteen days to upgrade "Fireball" to Expert, and
an additional twenty-one days to upgrade "Fireball" to Master. Therefore,
in order to learn Fireball at Master level from scratch would take a combined
total of fourty-nine days.
5. Gaining Stat Points. For every 100 Power accumulated, a character gains
one stat point.
6. Traveling: As the Map page shows, "The World" is very, very large.
The most common method of transportation is walking. However, as the Map also
shows, a large portion of "The World" is water. Walking one unit
requires one movement point. Traversing water requires a ship - all ships
have unique movement point ratings. Traveling "The World", however, can be quite
dangerous. All manner of wild beasts and mysterious creatures roam the untamed wilds,
and adventurers may find themselves face-to-face with these foes without a moment's notice.
7. The administration will update your status page with any actions you post.
Players inform the administration of their actions by replying to their status
page in their private sub-forum. Posting actions to be taken in the future
is acceptable, but posting actions in retrospect is not allowed. Example:
Today's date is 8/8/08. I post on my status page that I would like to begin
a Solo Adventure for the next ten days. I also post that after I finish that Solo
Adventure, I'd like to travel three units on the World Map. That's an acceptable
plan. However, after I travel those three units I haven't left any further
information. The date for completing my actions rolls around and I haven't
posted anything on my status page. My finish date was 8/20/08. I then post
on 8/22/08 that I'd like to perform another Solo Adventure for ten more days.
My finish date would then be 8/31/08, not 8/29/08, since I posted on the 22nd.
8. Coins are gained from Missions/Quests and Battles. Missions/Quests may have a set
number of coins posted as a reward. Special ads are often listed in the "Weekly Kronicler"
requesting adventurer aid; these ads are the most common method of earning money. Battles
result in coins if they are taken from a defeated opponent.
9. Missions and Quests are special adventures posted in the "Weekly Kronicler".
These are pre-written adventures that players may opt to pursue. However,
many missions and quests have requirements that must first be fulfilled - the most
common is a Power requirement. Only a set number of characters will be allowed
to pursue a Mission or Quest; this value is listed in the Mission/Quest Briefing.
Defining Spell/Technique Attributes
1. Magic has six attributes associated with it: Int Requirement, MP Cost,
Magic Attack Level, Piercing Level, Strength Level and Speed Level.
Intelligence Requirement is the value a character's Int must be equal to or
greater than in order to learn a move.
MP Cost is the amount of MP required to use the move in battle.
Magic Attack Level partially determines the amount of damage a spell deals.
Piercing Level determines how well a spell will bypass an opponant's magical
defenses.
Strength Level partially determines the amount of damage a spell deals.
Speed Level determines when the user will act again as well as the bonus or
penalty the target receives to their evasion.
Piercing Level is set at three different values: Non-Piercing (NP), Partial
Piercing (PP) and Piercing (P).
Strength Level is set at five different values: Very Weak (VW), Weak (W),
Normal (N), Strong (S) and Very Strong (VS).
Speed Level is set at five different values: Very Slow (VS), Slow (S), Normal
(N), Fast (F) and Very Fast (VF).
2. Upgrading Spell attributes: If a character has the necessary Int, it is
possible to increase the parameters of a spell at the cost of extra MP. The
following chart explains the mechanics for upgrading spell attributes. A "+1"
indicates a one step jump in a parameter. Example: Upgrading the Piercing
category from NP to PP is a one step upgrade. +X MP Costs indicates how much
extra MP is required to upgrade an attribute. Example: "Fireball"
costs 30 MP and is Non-Piercing. To upgrade Fireball to Partial Piercing would
require +2 MP Costs, or an extra 60 MP (30 x2). Therefore, a Partial Piercing
Fireball would cost 90 MP. Only one category may be upgraded per cast. Even if you had the requisite INT and MP, you could not upgrade both Piercing and Speed by one level, nor Strength and Speed by one level each.
Piercing +1: Requires 150% base Int and costs +2 MP Costs
Piercing +2: Requires 200% base Int and costs +5 MP Costs
Strength +1: Requires 200% base Int and costs +3 MP Costs
Strength +2: Requires 400% base Int and costs +7 MP Costs
Speed +1: Requires 150% base Int and costs +2 MP Costs
Speed +2: Requires 200% base Int and costs +5 MP Costs
Speed +3: Requires 400% base Int and costs +10 MP Costs
3. Techniques are physical attacks that generally have some special effects
or rules. These additional effects vary widely; therefore, all
information for these moves can be found on the Techniques page. Unless otherwise
stated, all Techniques are treated as physical attacks with regards to determining
hit rate and damage.
4. Spell Level has a number of effects on a Spell. Novice Level imposes a
penalty of -1 category to Speed and Strength as well as setting the MA Level
at 50%. Intermediate Level invokes no penalties or bonuses on a spell. Expert
Level grants a permanent bonus of +1 category to either Piercing, Speed or
Strength. Master Level grants an additional permenant bonus of +1 category
to either Piercing, Speed or Strength but will not further enhance the category upgraded at Expert. In addition, the MA value for the spell is set to 150%. The
permenant category increases gained at Expert and Master level are chosen
upon the level-up of the spell and recorded on a character's status page.
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