Post by Judah on Oct 3, 2017 19:05:44 GMT
Rules and Guidelines
Written and Compiled by Drake Cahill and the Members of Project SHaRP
Below are the summarized rules for the LEGO Super Heroes Roleplay. These rules are pretty much solid, although some changes may be made. Go ahead and voice your opinion.
Topics
>Topics in the Roleplay Subforum can be divided into four groups.
>OOC Topics are topics where the users run and manage the roleplay.
>Headquarters topics are locations such as buildings, forts, and bases where heroes and villains primarily live.
>City topics are cities where many major events take place. Battles, mostly. They are populated with civilian NPCs and police and army NPCs.
>Other Location topics are random locations where other events take place. Some are significant, some, not so much. A good example are the prisons where RPCs go after their capture.
>A topic must be approved by the RCC to be allowed in the roleplay. If the topic is fanon, it must be passed by the FAC and RCC.
>There are six primary OOC topics. They are listed below.
>RCC: Roleplay Control Center. This is where major changes are announced, where problems are brought up, and where major decisions are made.
>FAC: Fanon Approval Committee. This is where a group of users decide on whether fanon content should be allowed in the roleplay or not.
>PA: Profile Archive. This is where custom and canon characters are recorded, claimed, and, if custom, approved.
>NTC: Newbie Training Center. This is where new users to the roleplay come to ask questions and be trained in the ways of the roleplay.
>RPT: Roleplay Planning Topic. This is where users come to submit storylines that may have a big impact on the roleplay.
>RaG: Rules and Guidelines. Basically an official copy of the rules you're reading right now. Really, it's just a rag sheet. (Heh. RaG sheet. I made a funny.)
RPCs
>RPCs, or Role Play Characters, are primary characters controlled by the users.
>RPCs can be divided into three groups. Heroes, Villains, and Variables. Heroes are characters who can be commonly identified as a good guy, such as Batman and Superman. Villains are characters who can be commonly identified as a bad guy, such as The Joker and Lex Luthor. Varies are characters that can not be fully identified as good guys or bad guys, such as Deadpool and Black Widow.
>A single user starts with six RPC slots. Before a user fills the slots with RPCs, he must choose one of two sides: Hero or Villain.
>If a user decides to be a Hero, he can fill five slots with either Hero RPCs or Variable RPCs. The user can fill the sixth slot with either a Villain RPC, Hero RPC, or Variable RPC.
>If a user decides to be a Villain, he can fill five slots with either Villain RPCs or Variable RPCs. The user can fill the sixth slot with either a Hero RPC, Villain RPC, or Variable RPC.
>Unless in-character circumstances allow it, Heroes cannot act like villains, and Villains cannot act like Heroes. Only Variables can be on either side. A Variable can also switch sides at any time.
>If an RPC has been defeated at least once in any media, the RPC is not considered OP. If there is no apparent way to defeat an RPC, consult the internet, or other media. Remember, no RPC is unbeatable.
>Consequently, custom RPCs must have a weakness.
>RPCs are referred to in the PA by their real names. For example, Batman is referred to as Bruce Wayne, or Dick Grayson.
>You cannot claim Batman as an RPC. You must choose a certain incarnation of the character. For example, one person cannot have Nightwing and another person have the original Robin. One person can have Dick Grayson, and that person can rotate between his various aliases.
NPCs
>There are three types of NPCs. Citizens, Characters, and Armies.
>Character NPCs are minor characters, such as Perry White and Alfred Pennyworth, who are significant enough to exist, but not enough to be considered an RPC. They are controlled by the only logical choice. E.g., the writer of the Daily Planet would control Perry White, and members of the Batman Family would control Alfred Pennyworth.
>Citizen NPCs are the populations in the City topics. They are controlled by whoever is effecting them. For example, during a Villain's rampage, people flee and panic. If a Villain uses mind control, the citizens do the Villain's bidding.
>Another type of Citizen NPC is police and army NPCs. Each City has a set number of each. They respond quickly to danger, and are sometimes able to stop small threats, or at least distract Villains until a Hero arrives.
>Army NPCs are a little complicated. The rules are stated later on. In short, the Army NPCs are mass quantities of soldiers, used to fight large battles.
>NPCs are to be used fairly and simply. They can do many things, but remember that they are primarily story fillers.
Alliances
>In the event two or more RPCs team up, the users involved can temporarily take possesion of one of the allied RPCs, in order to perform a complicated action, or in the event a user becomes inactive for a brief amount of time. This rules applies to Heroes teaming up with Heroes, and Villains with Villains.
>If a Hero and a Villain ally themselves for a common goal, the users involved can manipulate the RPCs involved, as long as the other user agrees with the action. E.g., a Villain user can use an allied Hero RPC to break down a wall, but only if the user who possesses the Hero RPC is cool with that.
>If two HQs ally themselves, they can share resources, knowledge, shelter, and are officially affiliated with one another. This goes for Hero HQs allying with Hero HQs, and Villain HQs with Villain HQs. A Hero HQ cannot ally with a Villain HQ, and vice versa.
>If two NPC armies are allied, then an involved user may command both allied armies in a battle as one.
Combat
>Play fair, no one-hitting and no suicide-moves.
>One-hitting is when an RPC makes a move, and his opponent automatically dies or is brutally wounded. All one-hitting is nulled, or dodged.
>Suicide-moves are move that would get you killed. All suicide-moves are nulled, whether you do it intentionally or not.
>In combat, a single RPC gets three moves per turn. No more, no less.
>If more than two RPCs are fighting, a turn order is established.
>Know when you are defeated. If there is no way your RPc can move on, he either dies, or gets defeated and captured, unless someone else aids with his escape.
Currency
>Currency rules are very simple. If an RPC has high resources, he can purchase expensive items. E.g., Bruce Wayne is rich, thus he can buy a jet. If an RPc has a low budget, he can only buy small things. E.g., Spider-Man only sells photos to the Daily Bugle, thus he can only pay for things like web fluid, and maybe a motorcycle. An RPC can improve his financial status by joining a group with higher resources. E.g., Spider-Man joins S.H.I.E.L.D. and buys a Spider-Cycle.
Crossovers
>The only allowed canon is from the MARVEL and DC universes. If MARVEL or DC has ever crossed over with other franchises, then the external franchise is NOT considered canon. (Although, no one would blame you if you submitted fanon that was similar to outside canon, but you would have to make it fit in with MARVEL and DC canon.)
~
War and Army Rules
This is where things get complicated. But only a little.
To have a canon army, you must submit a profile to the PA (Profile Archives). Below is an example for a S.H.I.E.L.D. Agent.
Trooper: S.H.I.E.L.D. Agent
Species: Human
Affiliation: S.H.I.E.L.D.
Appearence: Dark blue body armor and helmet with black decal. Well-built, no less than six feet tall.
Weapons: One heavy-duty standard issue S.H.I.E.L.D. repeated fire blaster rifle, basic frag grenades, melee baton.
Skills: Advanced S.H.I.E.L.D. training including various martial arts, hand-to-hand and long range combat techniques, slightly above-average IQs.
E.g., Nick Fury (RPC) submits this profile to get an NPC army. The PA assigns him a basic number of troops and a Level.
Below are the levels.
>1 - Simple soldier, like a police officer.
>2 - Basic soldier, with advanced training.
>3 - Minor super soldier, with enhanced strength, senses, and reflexes.
>4 - Prime super soldier, equal to an enhanced alien army. Usually the highest you can get.
>5 - Reserved for the truly diabolical soldiers, equal to the Hulk and large doses of the Venom Symbiote.
The agent would be L2. To start, the PA gives Fury 1,000 troops. This is only an example, not a guideline.
Since this is a canon army (it is official to the MARVEL or DC universe, not fan-made) a Barracks is immediately built in the S.H.I.E.L.D. Helicarrier. It can hold 1,000 S.H.I.E.L.D. Agents. And for now, it does.
Nick Fury has his army. But he wants an additional army. A fanon army (an army that is custom, is not canon to MARVEL and DC, fan-made).
He submits a new profile.
Trooper: S.H.I.E.L.D. Shock Trooper
Species: Human
Affiliation: S.H.I.E.L.D.
Appearence: Black body armor, capable of withstanding shrapnel.
Weapons: One S.H.I.E.L.D. issue bazooka, with ten mini-missiles (one missile is capable of obliterating an automobile), one S.H.I.E.L.D. issue handgun.
Skills: Advanced S.H.I.E.L.D. training including various martial arts, hand-to-hand and long range combat techniques, slightly above-average IQs.
The PA assigns this army L3, but only allows a start of 300 troops.
Now Fury has to build a Shock Trooper Barracks in the Helicarrier. Because it is fanon, the construction will not be immediate. It is assigned a building chain.
When completed, the Barracks holds 300 troops.
Now Fury wants more Agents. A Barrack for Agents holds up to 1,000 troops. But since this is a second Barracks, it has to be assigned a building chain.
Once the second Barracks is done, Fury has to train more troops. Another building chain assigned by the kind, patient people at the PA.
After all that, the profile should look like this:
Trooper: S.H.I.E.L.D. Agent
Species: Human
Affiliation: S.H.I.E.L.D.
Appearence: Dark blue body armor and helmet with black decal. Well-built, no less than six feet tall.
Weapons: One heavy-duty standard issue S.H.I.E.L.D. repeated fire blaster rifle, basic frag grenades, melee baton.
Skills: Advanced S.H.I.E.L.D. training including various martial arts, hand-to-hand and long range combat techniques, slightly above-average IQs.
Level: 2
Barracks Building Chain: %5 per day
Training Chain: %5 per day per 1,000 troops
Now we get to the fun part: MURDER! I mean, uh, war. Yeah, war.
Victory is determined by number of troops and level of said troops.
One guy brings in an army of 5,000 L1, while another guy brings an army of 4,000 L2. Basically multiply the Level by the number and you have a winner.
5,000 x 1 = 5,000 < 4,000 x 2 = 8,000.
In other words, the second guy wins.
BUT WAIT! There are other variables, too! They are listed below.
Attacker: +2,000
Defender: +1,000
RPC: +2,000
Home Advantage: +1,000
These can be adjusted as need be.
The numbers are added up, and the battle is decided. If you are losing, you have two options.
Option One: Retreat. Half of your army is wiped out. This means half of the troopers from every Barrack. For example, Fury brought the 1,000 Agents, the other 1,000 Agents, and the 300 Shocks. They are dwindled down to 500 Agents, 500 Agents, and 150 Shocks.
Option Two: Drag it Out. You could stay in the battle and fight it out for 3 IRL days. Every day, a third of the army would be wiped out, in hopes of reinforcements or whatever. Highly unreccomended unless you are trying to hold off the enemy or you have sure reinforcements. BTW, if you lose this battle, all your troops are died and your RPCs are sent home.
After the battle, Fury returns home without his army. After Mrs. Fury yells at him for awhile ( ), Fury retrains an army to refill the barracks.
And that pretty much wraps that up. Suggestions are welcome.
Written and Compiled by Drake Cahill and the Members of Project SHaRP
Below are the summarized rules for the LEGO Super Heroes Roleplay. These rules are pretty much solid, although some changes may be made. Go ahead and voice your opinion.
Topics
>Topics in the Roleplay Subforum can be divided into four groups.
>OOC Topics are topics where the users run and manage the roleplay.
>Headquarters topics are locations such as buildings, forts, and bases where heroes and villains primarily live.
>City topics are cities where many major events take place. Battles, mostly. They are populated with civilian NPCs and police and army NPCs.
>Other Location topics are random locations where other events take place. Some are significant, some, not so much. A good example are the prisons where RPCs go after their capture.
>A topic must be approved by the RCC to be allowed in the roleplay. If the topic is fanon, it must be passed by the FAC and RCC.
>There are six primary OOC topics. They are listed below.
>RCC: Roleplay Control Center. This is where major changes are announced, where problems are brought up, and where major decisions are made.
>FAC: Fanon Approval Committee. This is where a group of users decide on whether fanon content should be allowed in the roleplay or not.
>PA: Profile Archive. This is where custom and canon characters are recorded, claimed, and, if custom, approved.
>NTC: Newbie Training Center. This is where new users to the roleplay come to ask questions and be trained in the ways of the roleplay.
>RPT: Roleplay Planning Topic. This is where users come to submit storylines that may have a big impact on the roleplay.
>RaG: Rules and Guidelines. Basically an official copy of the rules you're reading right now. Really, it's just a rag sheet. (Heh. RaG sheet. I made a funny.)
RPCs
>RPCs, or Role Play Characters, are primary characters controlled by the users.
>RPCs can be divided into three groups. Heroes, Villains, and Variables. Heroes are characters who can be commonly identified as a good guy, such as Batman and Superman. Villains are characters who can be commonly identified as a bad guy, such as The Joker and Lex Luthor. Varies are characters that can not be fully identified as good guys or bad guys, such as Deadpool and Black Widow.
>A single user starts with six RPC slots. Before a user fills the slots with RPCs, he must choose one of two sides: Hero or Villain.
>If a user decides to be a Hero, he can fill five slots with either Hero RPCs or Variable RPCs. The user can fill the sixth slot with either a Villain RPC, Hero RPC, or Variable RPC.
>If a user decides to be a Villain, he can fill five slots with either Villain RPCs or Variable RPCs. The user can fill the sixth slot with either a Hero RPC, Villain RPC, or Variable RPC.
>Unless in-character circumstances allow it, Heroes cannot act like villains, and Villains cannot act like Heroes. Only Variables can be on either side. A Variable can also switch sides at any time.
>If an RPC has been defeated at least once in any media, the RPC is not considered OP. If there is no apparent way to defeat an RPC, consult the internet, or other media. Remember, no RPC is unbeatable.
>Consequently, custom RPCs must have a weakness.
>RPCs are referred to in the PA by their real names. For example, Batman is referred to as Bruce Wayne, or Dick Grayson.
>You cannot claim Batman as an RPC. You must choose a certain incarnation of the character. For example, one person cannot have Nightwing and another person have the original Robin. One person can have Dick Grayson, and that person can rotate between his various aliases.
NPCs
>There are three types of NPCs. Citizens, Characters, and Armies.
>Character NPCs are minor characters, such as Perry White and Alfred Pennyworth, who are significant enough to exist, but not enough to be considered an RPC. They are controlled by the only logical choice. E.g., the writer of the Daily Planet would control Perry White, and members of the Batman Family would control Alfred Pennyworth.
>Citizen NPCs are the populations in the City topics. They are controlled by whoever is effecting them. For example, during a Villain's rampage, people flee and panic. If a Villain uses mind control, the citizens do the Villain's bidding.
>Another type of Citizen NPC is police and army NPCs. Each City has a set number of each. They respond quickly to danger, and are sometimes able to stop small threats, or at least distract Villains until a Hero arrives.
>Army NPCs are a little complicated. The rules are stated later on. In short, the Army NPCs are mass quantities of soldiers, used to fight large battles.
>NPCs are to be used fairly and simply. They can do many things, but remember that they are primarily story fillers.
Alliances
>In the event two or more RPCs team up, the users involved can temporarily take possesion of one of the allied RPCs, in order to perform a complicated action, or in the event a user becomes inactive for a brief amount of time. This rules applies to Heroes teaming up with Heroes, and Villains with Villains.
>If a Hero and a Villain ally themselves for a common goal, the users involved can manipulate the RPCs involved, as long as the other user agrees with the action. E.g., a Villain user can use an allied Hero RPC to break down a wall, but only if the user who possesses the Hero RPC is cool with that.
>If two HQs ally themselves, they can share resources, knowledge, shelter, and are officially affiliated with one another. This goes for Hero HQs allying with Hero HQs, and Villain HQs with Villain HQs. A Hero HQ cannot ally with a Villain HQ, and vice versa.
>If two NPC armies are allied, then an involved user may command both allied armies in a battle as one.
Combat
>Play fair, no one-hitting and no suicide-moves.
>One-hitting is when an RPC makes a move, and his opponent automatically dies or is brutally wounded. All one-hitting is nulled, or dodged.
>Suicide-moves are move that would get you killed. All suicide-moves are nulled, whether you do it intentionally or not.
>In combat, a single RPC gets three moves per turn. No more, no less.
>If more than two RPCs are fighting, a turn order is established.
>Know when you are defeated. If there is no way your RPc can move on, he either dies, or gets defeated and captured, unless someone else aids with his escape.
Currency
>Currency rules are very simple. If an RPC has high resources, he can purchase expensive items. E.g., Bruce Wayne is rich, thus he can buy a jet. If an RPc has a low budget, he can only buy small things. E.g., Spider-Man only sells photos to the Daily Bugle, thus he can only pay for things like web fluid, and maybe a motorcycle. An RPC can improve his financial status by joining a group with higher resources. E.g., Spider-Man joins S.H.I.E.L.D. and buys a Spider-Cycle.
Crossovers
>The only allowed canon is from the MARVEL and DC universes. If MARVEL or DC has ever crossed over with other franchises, then the external franchise is NOT considered canon. (Although, no one would blame you if you submitted fanon that was similar to outside canon, but you would have to make it fit in with MARVEL and DC canon.)
~
War and Army Rules
This is where things get complicated. But only a little.
To have a canon army, you must submit a profile to the PA (Profile Archives). Below is an example for a S.H.I.E.L.D. Agent.
Trooper: S.H.I.E.L.D. Agent
Species: Human
Affiliation: S.H.I.E.L.D.
Appearence: Dark blue body armor and helmet with black decal. Well-built, no less than six feet tall.
Weapons: One heavy-duty standard issue S.H.I.E.L.D. repeated fire blaster rifle, basic frag grenades, melee baton.
Skills: Advanced S.H.I.E.L.D. training including various martial arts, hand-to-hand and long range combat techniques, slightly above-average IQs.
E.g., Nick Fury (RPC) submits this profile to get an NPC army. The PA assigns him a basic number of troops and a Level.
Below are the levels.
>1 - Simple soldier, like a police officer.
>2 - Basic soldier, with advanced training.
>3 - Minor super soldier, with enhanced strength, senses, and reflexes.
>4 - Prime super soldier, equal to an enhanced alien army. Usually the highest you can get.
>5 - Reserved for the truly diabolical soldiers, equal to the Hulk and large doses of the Venom Symbiote.
The agent would be L2. To start, the PA gives Fury 1,000 troops. This is only an example, not a guideline.
Since this is a canon army (it is official to the MARVEL or DC universe, not fan-made) a Barracks is immediately built in the S.H.I.E.L.D. Helicarrier. It can hold 1,000 S.H.I.E.L.D. Agents. And for now, it does.
Nick Fury has his army. But he wants an additional army. A fanon army (an army that is custom, is not canon to MARVEL and DC, fan-made).
He submits a new profile.
Trooper: S.H.I.E.L.D. Shock Trooper
Species: Human
Affiliation: S.H.I.E.L.D.
Appearence: Black body armor, capable of withstanding shrapnel.
Weapons: One S.H.I.E.L.D. issue bazooka, with ten mini-missiles (one missile is capable of obliterating an automobile), one S.H.I.E.L.D. issue handgun.
Skills: Advanced S.H.I.E.L.D. training including various martial arts, hand-to-hand and long range combat techniques, slightly above-average IQs.
The PA assigns this army L3, but only allows a start of 300 troops.
Now Fury has to build a Shock Trooper Barracks in the Helicarrier. Because it is fanon, the construction will not be immediate. It is assigned a building chain.
When completed, the Barracks holds 300 troops.
Now Fury wants more Agents. A Barrack for Agents holds up to 1,000 troops. But since this is a second Barracks, it has to be assigned a building chain.
Once the second Barracks is done, Fury has to train more troops. Another building chain assigned by the kind, patient people at the PA.
After all that, the profile should look like this:
Trooper: S.H.I.E.L.D. Agent
Species: Human
Affiliation: S.H.I.E.L.D.
Appearence: Dark blue body armor and helmet with black decal. Well-built, no less than six feet tall.
Weapons: One heavy-duty standard issue S.H.I.E.L.D. repeated fire blaster rifle, basic frag grenades, melee baton.
Skills: Advanced S.H.I.E.L.D. training including various martial arts, hand-to-hand and long range combat techniques, slightly above-average IQs.
Level: 2
Barracks Building Chain: %5 per day
Training Chain: %5 per day per 1,000 troops
Now we get to the fun part: MURDER! I mean, uh, war. Yeah, war.
Victory is determined by number of troops and level of said troops.
One guy brings in an army of 5,000 L1, while another guy brings an army of 4,000 L2. Basically multiply the Level by the number and you have a winner.
5,000 x 1 = 5,000 < 4,000 x 2 = 8,000.
In other words, the second guy wins.
BUT WAIT! There are other variables, too! They are listed below.
Attacker: +2,000
Defender: +1,000
RPC: +2,000
Home Advantage: +1,000
These can be adjusted as need be.
The numbers are added up, and the battle is decided. If you are losing, you have two options.
Option One: Retreat. Half of your army is wiped out. This means half of the troopers from every Barrack. For example, Fury brought the 1,000 Agents, the other 1,000 Agents, and the 300 Shocks. They are dwindled down to 500 Agents, 500 Agents, and 150 Shocks.
Option Two: Drag it Out. You could stay in the battle and fight it out for 3 IRL days. Every day, a third of the army would be wiped out, in hopes of reinforcements or whatever. Highly unreccomended unless you are trying to hold off the enemy or you have sure reinforcements. BTW, if you lose this battle, all your troops are died and your RPCs are sent home.
After the battle, Fury returns home without his army. After Mrs. Fury yells at him for awhile ( ), Fury retrains an army to refill the barracks.
And that pretty much wraps that up. Suggestions are welcome.