-last edited on Aug 12, 2018 22:21:15 GMT by RuleJJ
Post by RuleJJ on Aug 12, 2018 22:21:00 GMT
Welcome to the Castle RP Rules/FAC/Voting Topic! This is where you can find all the rules. It is also where FAC members vote on new rules and topics, or any other issues they decide should be voted on.
The FAC is made up of one representative from each HQ and the Mercenary Village. This representative may or may not be the HQ leader and may be selected by any method. For the time being, I will also serve as an FAC member, and in case of a tie my vote counts double. Whether or when I may leave the FAC is yet to be decided.
-last edited on Aug 13, 2018 5:24:34 GMT by RuleJJ
Post by RuleJJ on Aug 13, 2018 5:23:27 GMT
Rules
General There is no currency or resources. Play fairly. Do not do anything overpowered or use advanced weapons such as firearms. If your character is smashed, you can return after two days. You do not need to join an HQ. Instead you can go to the Mercenary Village. Multiple characters are allowed, but they should not come into direct conflict with one another. Mounts are allowed, of any non-magical kind. Ask the FAC if you want a magical mount. Characters may be humans, elves, dwarves, orcs, or goblins. If you want something else, ask here first. Build at your own pace, up to 35% per post.
NPCs The maximum number of NPCs an HQ can have at any time is equal to 50 plus 25 times the number of active members in the HQ. (in an HQ with three members, 50 +(25*3)=50+75=125) NPCs must be trained before they can be used in battle. The number of days it takes to train any given number of NPCs is equal to the number of NPCs divided by ten times the number of active members, rounded to the nearest whole number.(125 NPCs, 3 members, 3*10=30, 125/30=4.17, 4.17=4)
Classes When making a character, choose one (or two) of the following classes based on said character’s general abilities. Knight- strong, tough, warrior Archer- ranged fighter with keen aim Rogue- sneaky, quick, possibly an assassin or thief Herbist- knowledgeable of plants, able to heal individuals Wizard- magic user, will be discussed in detail in Part Two Training additional Classes: Additional Classes (up to four total) may be trained at 20% per post at your HQ. The post may include nothing else.
NPC Profiles Here is the link to the topic explaining it:legomessage.boards.net/thread/1595/npc-profiles When you send the message to make your NPC Profile, include a picture of your character, your character’s name, your HQ or affiliated group, the number of stars (based on rank in your HQ), and the star color. Star Colors -Lion Knights are blue. -Dragon Knights are red. -Forest Band are green. -Shadow Warriors are black. -Mercenaries/unassociated characters are Purple. -Characters who are associated with groups that aren't HQs (Xains, minotaurs, soldiers from the North) are Yellow.
-last edited on Aug 13, 2018 14:22:00 GMT by RuleJJ
Post by RuleJJ on Aug 13, 2018 14:19:21 GMT
Magic Rules
General/New Magic Each HQ can have three magic users. A magic user must wait after using a spell before using another one, the wait time being determined by the magnitude of said spell. If spells contradict each other, both are cancelled out but the users still have to wait to use a spell again. Spells can be stored in weapons or items for later use, one per weapon or item at a time. Spells are divided into 7 tiers
Tier 1- simple spell such as making light or moving a small object a short distance, infinite uses Tier 2- slightly more powerful and more geared towards battle such as firing a weak magical projectile, or moving slightly larger objects over slightly larger distances, once every 8 hours Tier 3- again more powerful, such as freezing an object, once per day Tier 4- a powerful spell such as a large explosive fireball, 1 time every 2 days Tier 5- highly powerful spell such as causing a mid-sized earthquake, 1 time every 4 days Tier 6- extremely powerful spell such as affecting time, the landscape, or a person's mind, once a week; cannot be cast by a single caster Tier 7- astronomically powerful spell such as destroying an entire continent or travelling through time, cannot be used
Old Magic Old Magic can be learned by anyone with the wizard class by going to the Ruins of the Pine Forest and speaking with Gidie. It takes ten posts (ten days) to learn.
Tier 1 spells: Infinite Tier 2 spells: Take 1 post Tier 3 spells: Take 2 posts Tier 4 spells: Take 4 posts Tier 5 spells: Take 6 posts Tier 6 spells: Take 8 posts All spells can be sped up with the help of more wizards. 1 fewer post per additional wizard. Creating Old Magic spells is difficult and sometimes dangerous. When a spell is cast that is Tier 4 or higher and has been made from scratch by the caster there is a 20% chance of failure and a 10% chance of backfiring. This happens every time the spell is cast until a successful casting is completed.
Half Wizard Characters can train to be or start out as half wizards, which can only use magic through Tier 3. This training takes three posts, as does the training from half to full wizard. Half wizards cannot learn Old Magic.
Cool. Read the important stuff up there, and I still don't know how to play.
It's just a normal RP. You make a character and say what he or she does. The information in this topic is about what you can and cannot do when making your character and when playing that character. The Lore/Worldbuilding Topic is about the world that your character is in. It can help inform the creation of your character.
I read this topic and don't have a clue. XD Let me find time and go read the old topics as well. Maybe then I'll understand better. Looks cool though.
Is there anything in particular you're having trouble grasping? I'd be happy to help.
Mmm, not exactly at this moment. I just need to do some research before I go committing to anything. I will definitely let you know if I do though. Thanks!