Post by Suzie on Aug 8, 2018 7:00:20 GMT
These rules are for players who want to participate in RP events and put consistency to their character.
Of course, you can come to the place without using these rules, only playing here as an "NPC".
You start at level 1, with 3SP (skills points), 2 HP (hit points), 1 E (energy) and 0 in all the common skills.
Each level you will get 3 more SP.
Levels can be gained through RP events (managed by an admin) or by being trained by another player (during a consistent RP session).
The player who train you must be at least two levels ahead of you, and you can't get more than one level per RL day.
(Example: You are level 1, you need at least a level 3 to help you reach level 2).
You have to display your skills, HP and E in your profile, as your level and who trained you.
You can use skills points to improve your HP or your energy at the cost of 1SP each.
You can also spend SP in the following skills :
- Athletics
Regroup strength, agility, and others physical abilities
- Martial Arts
Ability to fight without weapons
- Firearms
Ability to use firearms
- Medic
Ability to heal yourself or others players, knowledge about illness etc.
- Society
It's the common knowledge related to human rules, for example: business, law, trading...
- Engineering
Ability to interact with technology or build things with what surrounds you
- Magic
Have to be unlocked in RP first, ability to use magic.
You have to choose a specialization first, it had to be validated with the mage that teaches you magic in the game.
Specialization can be anything you want, as long as it's pretty clear.
For example, you can take Fire, Earth or Water, but not "Elemental" as it covers all the other specialization.
You can choose another specialization every 5 points but it has to be obtained during your RP training.
- Presence / charm
Reflect how you appear to other players, it's not related to beauty, more to some attractive (or terrifying or important) aura.
This skill can't force other players to do something, but I can be useful during events and others players should at least take account of it in their RP (they can't act like you are an ugly uninteresting person, even if they resist or disagree with you).
- Discretion
Ability to hide, pickpocket, lockpicking... Almost everything related to being sneaky.
- Artistic
Knowledge about art, the ability to make things artistic
There is two way to use all of this.
If you are not in a PVP or PVE situation, you can just consider your skills as what you are capable of achieving.
For example, you have 3 points in athletics, you can do pull-ups pretty easily, or run pretty fast, no need to roll dice.
If you have 2 points in athletics and 2 points in artistic you are a pretty good dancer capable of doing some technical moves and make them appear graceful.
These skills are used in "passive mode", they don't require dice rolling.
Now let's imagine you want to interact with another player in a "PvP way". You are still free, of course, to roleplay it only, without any dice, as long as the other player is ok. But if you have to decide who wins a fight or an argument about something (for example two businessmen who try to determine which is the best one) then both of the players should throw a d5 and add their SP to it.
For example, two players are arm wrestling. It uses Athletics skills.
Let's say player 1 has 2 points in Athletics, and player 2 has only 1 point.
Player 1 roll a 1, player 2 rolls a 3, then player 1 got a score of 3 and player 2 got a score of 4.
Player 2 then win the arm wrestling (even if his score is lower).
For dice rolling I recommend you to use rolz.org, it's connected on this forum, just up there.
A lock or a password protected computer can also have a score, it means that you need to beat this score with your dice to unlock it.
HP rules
If you fall to 0 HP, your character falls unconscious and won't be able to act as long as he isn't healed.
(You can't die or force another player to die without consent. As well you can't force an RP with heavy consequences on an unconscious player (example capture him and prevent him to escape) ).
The only way to get back HP is either to sleep (once an RL day) or to find some medic.
Energy rules
Some capacity use energy, for example, each time a medic heal one hit point, if he already spends his daily use, he loses 1 energy.
Magic use energy too. Each spell in your specialization you use cost 1E, if you use a spell outside of your specialization, it cost 3E.
For example, you can specialize in water, and any magical use you make involving water will only cost you 1E.
If you want to use magic to interact with some fire, you will then need 3E.
Some rares magic specializations let you use HP as E, but it should be validated first.
You can also use energy to improve another SP for a dice rolling (limited to 1E per dice rolling).
You should then tell it before rolling your dice.
For example, you want to hack a computer, you have 4 points in engineering, and the lock is 10. You shouldn't be able to hack it. But if you choose to use an energy point, it will put your engineering to 5 for this dice roll only, and make it reachable.
Energy is refilled once an RL day too, so be careful at how you use it.
Damage rules
Each player is dealing 1 damage by default. Every 5 points in a skill, he deals one more damage.
Of course, you can come to the place without using these rules, only playing here as an "NPC".
You start at level 1, with 3SP (skills points), 2 HP (hit points), 1 E (energy) and 0 in all the common skills.
Each level you will get 3 more SP.
Levels can be gained through RP events (managed by an admin) or by being trained by another player (during a consistent RP session).
The player who train you must be at least two levels ahead of you, and you can't get more than one level per RL day.
(Example: You are level 1, you need at least a level 3 to help you reach level 2).
You have to display your skills, HP and E in your profile, as your level and who trained you.
You can use skills points to improve your HP or your energy at the cost of 1SP each.
You can also spend SP in the following skills :
- Athletics
Regroup strength, agility, and others physical abilities
- Martial Arts
Ability to fight without weapons
- Firearms
Ability to use firearms
- Medic
Ability to heal yourself or others players, knowledge about illness etc.
Give you the ability to heal 1HP for 1 energy.
Each 3 points in this skill you heal 1 more HP.
You can bring back an unconscious player to consciousness for free. (However, as long as they have 0HP they are not able to do any physical action)
Give you knowledge about poison and anatomy.
- Society
It's the common knowledge related to human rules, for example: business, law, trading...
- Engineering
Ability to interact with technology or build things with what surrounds you
- Magic
Have to be unlocked in RP first, ability to use magic.
You have to choose a specialization first, it had to be validated with the mage that teaches you magic in the game.
Specialization can be anything you want, as long as it's pretty clear.
For example, you can take Fire, Earth or Water, but not "Elemental" as it covers all the other specialization.
You can choose another specialization every 5 points but it has to be obtained during your RP training.
- Presence / charm
Reflect how you appear to other players, it's not related to beauty, more to some attractive (or terrifying or important) aura.
This skill can't force other players to do something, but I can be useful during events and others players should at least take account of it in their RP (they can't act like you are an ugly uninteresting person, even if they resist or disagree with you).
- Discretion
Ability to hide, pickpocket, lockpicking... Almost everything related to being sneaky.
- Artistic
Knowledge about art, the ability to make things artistic
There is two way to use all of this.
If you are not in a PVP or PVE situation, you can just consider your skills as what you are capable of achieving.
For example, you have 3 points in athletics, you can do pull-ups pretty easily, or run pretty fast, no need to roll dice.
If you have 2 points in athletics and 2 points in artistic you are a pretty good dancer capable of doing some technical moves and make them appear graceful.
These skills are used in "passive mode", they don't require dice rolling.
Now let's imagine you want to interact with another player in a "PvP way". You are still free, of course, to roleplay it only, without any dice, as long as the other player is ok. But if you have to decide who wins a fight or an argument about something (for example two businessmen who try to determine which is the best one) then both of the players should throw a d5 and add their SP to it.
For example, two players are arm wrestling. It uses Athletics skills.
Let's say player 1 has 2 points in Athletics, and player 2 has only 1 point.
Player 1 roll a 1, player 2 rolls a 3, then player 1 got a score of 3 and player 2 got a score of 4.
Player 2 then win the arm wrestling (even if his score is lower).
For dice rolling I recommend you to use rolz.org, it's connected on this forum, just up there.
A lock or a password protected computer can also have a score, it means that you need to beat this score with your dice to unlock it.
HP rules
If you fall to 0 HP, your character falls unconscious and won't be able to act as long as he isn't healed.
(You can't die or force another player to die without consent. As well you can't force an RP with heavy consequences on an unconscious player (example capture him and prevent him to escape) ).
The only way to get back HP is either to sleep (once an RL day) or to find some medic.
Energy rules
Some capacity use energy, for example, each time a medic heal one hit point, if he already spends his daily use, he loses 1 energy.
Magic use energy too. Each spell in your specialization you use cost 1E, if you use a spell outside of your specialization, it cost 3E.
For example, you can specialize in water, and any magical use you make involving water will only cost you 1E.
If you want to use magic to interact with some fire, you will then need 3E.
Some rares magic specializations let you use HP as E, but it should be validated first.
You can also use energy to improve another SP for a dice rolling (limited to 1E per dice rolling).
You should then tell it before rolling your dice.
For example, you want to hack a computer, you have 4 points in engineering, and the lock is 10. You shouldn't be able to hack it. But if you choose to use an energy point, it will put your engineering to 5 for this dice roll only, and make it reachable.
Energy is refilled once an RL day too, so be careful at how you use it.
Damage rules
Each player is dealing 1 damage by default. Every 5 points in a skill, he deals one more damage.
For example, if you have 5 in Martial Arts and you use it to fight, you will deal 2 damages instead of one.
Always keep your profile updated.
Remember that it's a roleplaying place, so choose your skills accordingly to your RP.
Here is a few profile example :
A cop profile :
Rufio - Level 2 [last trainer : ZorroXXX]
HP : 3/3 E : 2/2 (<- he spent 2 points here, one on HP and one on Energy)
Martial Arts : 1 (<- his basic cop training in an unarmed fight)
Firearms : 1 (<- his basic cop training in the firearm)
Society : 2 (<- his knowledge of the law)
A stripper profile :
Lune - Level 1 (<- no trainer here, she is level 1)
HP : 2/2 E : 1/1
Athletics : 1 (<- she have a correct physical condition)
Charm : 1 (<- she is more attractive than common women)
Artistic : 1 (<- she know how to move pretty gracefully)
A mage profile :
Gandalf - Level 3 [Last trainer: Dumbledore]
HP : 2/2 E : 7/7 (<- put a lot of SP in Energy to be able to use magic)
Magic [Light] : 3 (<- put 3 SP here, can make white light for 1E as it's his specialization or other magic for 3E)
An thief specialized in stealing pricey art :
Rofl - Level 2 [Last trainer: RiriFifi]
HP : 2/2 E : 1/1
Athletics : 1
Discretion : 1
Artistic : 1
A politician :
Boris - Level 4 [Last trainer : VladimirPotine]
HP : 2/2 E : 1/1
Charm : 6 (<- he is a really good talker)
Society : 6 (<- he have an amazing knowledge about how society works and have a lot of contacts)
If you want to do something specific that isn't covered by the current skills range, feel free to ask.
Remember that it's a roleplaying place, so choose your skills accordingly to your RP.
Here is a few profile example :
A cop profile :
Rufio - Level 2 [last trainer : ZorroXXX]
HP : 3/3 E : 2/2 (<- he spent 2 points here, one on HP and one on Energy)
Martial Arts : 1 (<- his basic cop training in an unarmed fight)
Firearms : 1 (<- his basic cop training in the firearm)
Society : 2 (<- his knowledge of the law)
A stripper profile :
Lune - Level 1 (<- no trainer here, she is level 1)
HP : 2/2 E : 1/1
Athletics : 1 (<- she have a correct physical condition)
Charm : 1 (<- she is more attractive than common women)
Artistic : 1 (<- she know how to move pretty gracefully)
A mage profile :
Gandalf - Level 3 [Last trainer: Dumbledore]
HP : 2/2 E : 7/7 (<- put a lot of SP in Energy to be able to use magic)
Magic [Light] : 3 (<- put 3 SP here, can make white light for 1E as it's his specialization or other magic for 3E)
An thief specialized in stealing pricey art :
Rofl - Level 2 [Last trainer: RiriFifi]
HP : 2/2 E : 1/1
Athletics : 1
Discretion : 1
Artistic : 1
A politician :
Boris - Level 4 [Last trainer : VladimirPotine]
HP : 2/2 E : 1/1
Charm : 6 (<- he is a really good talker)
Society : 6 (<- he have an amazing knowledge about how society works and have a lot of contacts)
If you want to do something specific that isn't covered by the current skills range, feel free to ask.
Theses rules can be hard to understand at first, but most people around are pretty nice, so feel free to ask them IG if they have a little time to explain things to you. If they aren't in the middle of something they might gladly accept.