Return of the Emblem
1.3 World Map
1.4 Dice, Stats, and Combat
1.6 Points, Leveling, Weapons, and Equipment
1.9 Sign Ups
(READ THIS FIRST)
Diplomatic Relations: Ursium originally encompassed all of the northern continent, and because of this, relations with Neviskotia are incredibly poor, with both nations becoming openly hostile or even going to war every couple of decades or so. Ursium's churches tend to spread mild to extreme propaganda all over and even have a strong influence over the government. Their borders and trade routes are heavily guarded, but open for normal travel and trade with outlying provinces.
Government Structure: Kingdom ruled by the royal family. The strongest noble houses govern individual provinces with the exception of the Ursentius region which includes the capital of the Ursian churches, Europa.
Characters of Importance:
Arch Bishop Worthington: The Arch Bishop of the Ursian church and the most politically influential man in the entire country. He establishes doctrines for the church by communing with the major gods, supposedly directly. He is the only known person who can do this. He also serves as a personal advisor to the royal family.
Prince Athrun Shastak: Son of the King and Queen.
Princess Athena Shastak: Daughter of the King and Queen.
General Ridge Remus: A General from a noble family who leads the largest army in Ursium. A Well known religious devotee.
General Antonio Capaberra: The General leading Ursiums most famous and glorified army. He and his men are known as the Army of Wrath, specializing in very long range unison archery attacks and capitalizing off of a maneuver known as the Storm of Wrath.
Major General Selene Alexakis: One of Ursium's most well known dragon slayers.
Major General Patricia Belo: One of the four generals responsible for the defense of the capital city, Ursentius. Also oversees numerous domestic issues and coordinates with the local police to combat local crime.
Colonel Sapphire Langley: A renowned hero of the people who commands a special tasks force..
Lieutenant Colonel Miguel Taylor: Also known as the Red Wolf, Miguel co-commands Colonel Langleys small but highly respected battalion.
Professor Seth Weyland: A well known and inventor in Ursium. Is frequently consulted by the military for new designs and is very well paid for them. Considered the smartest man in the world.
Core Beliefs: Religion centered around worship of the four major gods. Culture based on artistry and agriculture. Strictly monogamous. Dragon presence prohibited. Dragon slayers are highly praised in religion centric areas of Ursium.
Languages: Ursian(Based on Greek and Latin) and Common.
Historic Overview: Ursium was founded almost five thousand years ago at the close of the Legendary Rebellion. It is the only major nation still in near total subjection to the gods following their commandments as closely as accepted interpretation allows. When eastern tribes began to rebel against them, the country suffered a very long civil war that ended in the creation of a province known as Kievan Rus. The next full scale civil war ended with the creation of the rival nation known as Neviskotia. The two countries are not always at war but are never on good terms either. In order to prevent total isolation and cultural stagnation, traders unrelated to the religious conflict between the two nations are given special licenses allowing them to do business in either country without becoming targets themselves.
-Ursiums religious doctrines are nearly considered law throughout the country and are sometimes enforced in like manner.
-The country has very strict rules and guidelines that stretch all the way into the military.
-The minimum age for recruitment into Ursiums military is sixteen for men while women must be at least eighteen.
-Ursium policy dictates that all of dragon kind are to be kept away from the holy kingdom and otherwise exterminated. They are generally seen as a blight lacking all purity and favor, though this doctrine originates exclusively from the Wrathite order and is not fully embraced by the other three orders. The true consensus on dragons is that they should never be used in conventional warfare and this is the supporting belief behind the other Ursian orders' opposition to Neviskotia.
-The military and wrathite order encourage the training of Dragon Slayers, these people being some of the countrys most praised and blessed individuals charged with ridding the land of dragons(which includes Neviskotia).
-The church has granted the Ursium military authority from the gods to exterminate not only dragons but those that harbor them.
-Wyverns are not hated but are frowned upon by the church and military as well. Wyvern riders in Ursiums military are extremely rare and practically taboo.
-Pegasus knights are considered sacred riders(when in the military or in service to the country in some way), but to legally use a pegasus in battle, one must undergo a special rite ceremony performed by the Order of Mercy. Illegal riders are prevalent outside of the military, however and it is difficult to enforce legal warmount ownership.
Capital: Kievan Rus
Diplomatic Relations: At war with Ursium. Neutral to Kigen and many provinces within and bordering its territories. Though main trade routes to and from all territories in Ursium are closed off or strictly guarded, many smaller regions within the nation continue to import food and weapons while exporting rare minerals and other various goods.
Government Structure: Royal family has near complete rule over the main territories creating and amending new laws via the Conclave. Other provinces are both governed and protected by appointed generals and their respective armies.
Neviskosia's previous empress was said to have died of illness, though it was rumored to be an assassination. With no empress, Neviskosia has only one heir for the time being.
Characters of Importance:
Loran Chekov: Senior representative of the Conclave.
Prince Deniska Loginov: Sole heir to the throne. Has a very young ice dragon who is like an adopted sister.
Alyssa Ivanovna: Said to be Neviskosia's greatest sniper, she serves as Prince Loginovs personal bodyguard.
Grand Marshall Milena Sokolovna: The head of Neviskotias army, and an extraordinary fire mage.
Grand Admiral Linnette Levinova: The head of Neviskotia's navy, and most powerful water dragon on record.
General Peter Bosconovitch: A violent and brutal general in charge of the borderlands. His brigades and full frontal tactics are feared throughout the country.
Colonel Aleksandr Petrov: Tactical genius renowned for his unorthodox strategies and near countless victories. Also a well known womanizer.
Boscov: A Wind Dragon from Nevsikosia who is notorious throughout the country for halting an invasion force singlehandedly. Serves as part of the royal guard in Kievan Rus, but is often sent out to oversee critical operations and acts as a general during these periods.
Core Beliefs: Culture based on martial strength, honor, blood relations, and expansion. Strictly monogamous. Dragon presence encouraged.
Languages: Neviskosian(based on Russian) and Common
Historic Overview: Neviskosia was founded around fifteen hundred years ago. The strongest and most numerous of the eastern tribes captured region after region while spreading out in all directions. Two major civil wars in earlier Ursium history saw the most of this expansion. Until that time, the surrounding regions were a part of Ursiums vast territory. The country is diametrically opposed to Ursium's dragon policies as well as the assertion that the territories controlled by the Neviskotians are still a part of Ursium. This has the two countries eternally at odds.
-The country's primary dealings are in weapon forgery and beast domestication. Some regions are devoted solely to that purpose.
-Individuals are expected to contribute to society in some way and so from early ages children are taught the family trade, the most common ones being weapon smithing, mount breeding and raising, construction, and martial education.
-The age and gender restrictions on military service are lax in Neviskosia, with some military recruits being as young as thirteen and women reaching some of the highest ranks in the army, even at as young as twenty-five.
-Neviskosia encourages and harbors dragon kind, giving them the same rights as ordinary citizens. Some dragons own estates and have access to other human centric luxuries. The Neviskotian separatists who originated in Tashtagol enslave dragons and uses them as siege weapons, however.
-Neviskotia's strongest military power is the Guardian Corps. These individuals comprise Neviskotia's most skilled and elite warriors. Unlike regular divisions, these individuals are scattered through Neviskotia's land and naval forces generally leading battalions or working alone and in secret. The Guardian Corps is allowed unlimited action making them literally above the law in most instances. They follow a special code in order to protect Neviskotia from its enemies. Guardian Corps members are never appointed in public and so who is and who is not a guardian can only be speculated by civilians for the most part.
Diplomatic Relations: Due to the war between Ursium and Neviskosia, Kigen has severely tightened its trade routes. Despite pressure from both kingdoms, Kigen adamantly declares it neutrality between the two forces, resenting both nations for their lack of support in prior requests to aid in the suppression and ultimate destruction of the Fallen menace.
Government Structure: Policies within Kigen are formulated by the Emperor himself in the form of decree's. Failure to abide by the Emperor's words are considered an act of treason and is an offense punishable by putting the offender and their entire family to death.
While legislation is handled solely by the emperor, enforcement and management of laws are handled by the Shogunate. A council of three men from respectable lineages. The most important position being that of the literal Shogun, a position which is held by the prestigious Ibaragi clan. The other two positions are the Left and Right Wing Imperial Generals, held by the Mikeda and Haragi respectively.
Characters of Importance:
Shiba Yamato: The eldest son of the emperor and heir to the throne.
Zan Ibaragi: Fiercely loyal Commander of Kigens military forces.
Sarunobu Haragi: Head of the Haragi clan, and successor to the Nanjo clan.
Rin Yoshida: Imperial Admiral and cousin of Sarunobu Haragi.
Asami Yoshida: A notorious kigense pirate sought by the navy for the largest known magic seal in the world, which her ship carries. Also related by blood to Rin Yoshida and Sarunobu Haragi.
Kenjya Mikeda: Head of the Mikeda clan, the One Eyed Dragon of Rakuen.
Yukari Mikeda: Daughter of General Mikeda.
Core Beliefs: The Kigenese believe in a principle known as the Goryuu. (Five Style or Five Dragons) All men are said to be made up of the 5 basic elements of the world.
Fire: To burn away and eliminate anything which prevents an order from being completed
Thunder: To accomplish ones task with swiftness and precision
Wind: To batter the enemies of the emperor with relentless fury to ones dying breath
Water: To accept the flow of society and flow around any obstructions without a single complaint
Metal: To serve the emperor and his representatives with an unwavering iron will.
-Hi-Ryu, Rai-Ryu, Kaze-Ryu and Sui-Ryu represent fire, thunder, wind and water respectively. The last dragon, Kou-Ryu, the Metal Dragon, is actually a title associated with the first leader of Kigen. It is now synonymous with any living emperor of Kigen.
Languages: Kigen(based on Japanese) and Common
Historic Overview: Kigen was founded even before the destruction of the Legendary Rebellion. Said to have risen up under the guidance of four legendary dragons, Hi-Ryu, Rai-Ryu, Kaze-Ryu, and Sui-Ryu. These four amidst the growing unrest taught the up and coming kigenese what was considered strength and wisdom hoping to lift them up. After the close of the rebellion Kigen began to suffer constant attacks from the race known as the Fallen. The flying demonic beings had settled only a miles outside of the large country's borders and the nation took a new focus aimed at defeating the powerful combatants, but their original culture was set back by the overwhelming destruction of the rebellion. What survived were merely the basic teachings of the time, though these were also warped into something unrecognizable. Kigen's strict adherence to their surviving teachings has left a bad taste in the mouths of other countries and cultures, which constantly grow and evolve while kigen stagnates.
-The people of Kigen acknowledge the four major gods but believe them to be generally unhelpful and do not believe they warrant any actual worship. Despite worshiping the four legendary dragons, the people do not worship them as gods but as heroes.
-The people of Kigen do not really care for dragons, as they consider the four legendary dragons to be a completely different race(due in no small part to their appearance). A commonly used example is if a legendary dragon was a human, the dragons of the world are no different from common apes.
-The Kigenese strongly believe that they inherit traits from their ancestors. Hence take pride in their family's lineage. For example; The son of a great warrior inherits his fathers powers on the battlefield. Negative traits are associated with women and infidelity, and children who perform poorly are said to have inherited "bad genes" from their mother or not be a man's true offspring.
-The Kigenese army consists of only five notable ranks, Shogun, Samurai, General, Lieutenant, and Soldiers. Soldiers are ranked based on the number of military years they've served in the military. (Eg Soldier 5th Year). Promotions seldom come without merit, and neither do raises in salary.
-The principle of Teibudan is taught to all citizens, and it refers to the three classes of people in Kigen 帝Tei refers to the Emperor, 武Bu refers to the Shogun and other warriors, and 男Dan refers to males who work in agriculture and business. As such, women are not considered "citizens" of Kigen unless associated to a male counterpart. (Father at an early age, spouse once of age)
-Women are able to be married off as early as twelve years of age. At twenty years they are considered "Of age" and are most frequently married off around this age as they are no longer considered property of their fathers. Late-bloomers are usually married off between twenty and twenty-five years of age. After this period women are more likely to be considered undesirable, and seldom do women reach the age of forty if they remain single.
-A woman is expected to be completely obedient to her husband. Failure to comply with demands was grounds for divorce, or even execution if the woman is married to a man of high status, such as a general or samurai.
-Women who are undesirable, disowned or simply too old to be married are considered "Unwanted." Unwanted's are considered bad luck and are susceptible to sudden attacks of violence. Despite the women of Kigen holding no official rights, they are seldom assaulted due to being valuable, (expendable, but still valuable). Unwanted however have no purpose or use and can often be found acting as the punching bag for upset/angry men or stressed women.
-Being enlisted in Kigens military is considered an honor, and those without respectable jobs who refuse to join the military are labeled as cowards. The higher up in society they are, the more harshly they are treated as a result.
-Kigen's males are required to attend a training session each morning in their local area. Kigen supports conscription and trains all it's males to be combat-ready should an invasion occur, from the Fallen or anyone else. After these sessions, they are required to return to whatever occupation they hold.
Diplomatic relations: Sanctuary itself has virtually no contact with foreign countries and tends to make frequent trade with independents from the coastal regions.
Government Structure: Queen Aisha through unknown means governs the country from a totalitarian position of power. Anything she dictates is law, and she is worshiped as a goddess. Most of the country does not adhere to these laws, however, and there is widespread, yet oddly passive rebellion.
Characters of Importance:
Lulu Mahmud: A maiden of Aishas and her primary spokesperson. She is the normal means by which Sancturans are instructed.
Adel Aziz: Leader and Commander of Rexs military forces. A skilled nomadic trooper.
Haythem Aziz: Only son of Adel and a talented wyvern rider.
Mansur Mirza: Captain of the guard and head of a small battalion who guards the ever changing trade routes.
Core Beliefs: The capital city submits entirely to Aishas will on the premise that she will one day be able to return those that have died and grant all of her followers immortality.
Languages: Rexian(based on Arabic) and Common.
Historic Overview: When nomadic groups aimed to settle down in the deserts free from the destruction overtaking the world, they encountered natives of an old and desolate nation. These people began living together, but the enormous population soon found itself unable to remain at their current size. Then, the desert goddess came to them offering to ease their burden, help build them up as a nation, and protect them from the outsiders with her power. Her one condition was that she would be the undisputed ruler of this nation. They accepted and in a very short amount of time, Rex-Avaz was established. The country was blessed by her mightily. Sandstorms prevented outsiders from finding their sanctuaries in the desert. The sands and rocks were pulled back to allow even an oasis to appear where it was needed. However, over time, Aisha's statutes began to lose favor with many of her people and some of them began to go their own way in life. Aisha promptly removed her blessings from these people, and the resulting hardships of desert life either brought them back into submission to her will or sowed hatred. As the succeeding generations grew up and were taught by the previous ones, the number of dissenters grew, kept only in check by the nation's high mortality rate. Now there remains only one completely loyal city, a city that is said to be impossible to find unless Aisha herself allows it. The elusive city is her seat of power to this day.
-Due partly to the nation's supreme ruler being a woman, women in general are highly regarded in the nation. It is more of a treasuring than respect, and women are not allowed to risk their lives in battle or construction; instead, they are kept away from such matters altogether.
-Rex-Avaz's military is small but very powerful, possessing only the most skilled and hardened of warriors. With Aishas help and their own desert combat training, the city-nation has proven to be nigh impossible to conquer, conventionally speaking.
-Sanctuary is the only truly large city in the entire country.
-The Fire and Wind gods are considered by the Rexians to be dire enemies of Aisha and are hated by the general populace, even the dissenters, as some of them blame Aisha's 'personality'(her treatment of outsiders, dissenters, and rebels) on them as well.
-Aisha is almost never seen by those who do not personally know her. Instead she speaks through a small legion of maidens.
-Aisha's maidens are the countrys most beloved women. Men who manage to wed them are given great honor, respect, and to some degree, power. Her maidens are chosen by her in person during her very rare appearances in public.
-Rexs military has very few ranks only containing: Infantryman, Lieutenant, Captain, General, and Commander in that order. There is only one commander allowed at a time, and gaining a single rank in the military takes years or amazing acts performance. Aisha has also been known to freely give rank to those she favors.
A punisher of the wicked. Somewhat harsh in all manner of judgement, and hostile to that which is not in subjection to him. Wrath has the appearance of a human and appears that way in modern art. He is actually known as a god of justice, rather than an 'angry deity'. The term 'Wrath' comes from his manner of dealing with matters, which is often quite destructive. During the end of the Legendary Rebellion, he put down all resisting vasili and destroyed entire countries as well as all knowledge of the weapons that were used during that time period.
Lady Mercy/Mother Mercy:
The forgiver of sins. Unusually kind for such a powerful being, and somewhat lenient. Sustains light magic in the world granting it to her followers. Mercy has the appearance of an Avian and is almost always depicted that way. She is known as a goddess of empathy. During the end of the Legendary Rebellion, she saved all those who were deemed worthy from Wrath's destruction.
The Earths leading caretaker. Apathetic to all but the Earth itself. She sustains anima magic in the world and boasts unlimited control over it. Nature has the appearance of a dragon and is depicted as such in all but Ursium. In Ursium, she is seen as a humanoid figure with dragon wings, a contrast to Mercy in some ways. She is also seen as a strong advocate of mortality and life cycles. Following the Legendary Rebellion, she restored the world and returned it to its proper state.
The keeper of knowledge and god of consolidation. Understands some of the most complex and complicated of matters. Sustains all elder magic in the world allowing lesser minds to wield it. Truth has the appearance of a will-o-the-wisp but is sometimes personified by artistic individuals as an elderly man or sometimes a multi-eyed humanoid. After the end of the Legendary Rebellion, he began to reeducate the masses by sharing his knowledge of the previous war and how to prevent it from happening again.
Known Vasili list: Vasili are listed in a certain order. Those who have have done more 'publically' post-rebellion are higher on the list, while those with only notable activities during or before the rebellion are lower.
During the Player Phase characters may attack, use items, or defend others(see combat teams for details). An attacking character if able to, will be countered by the enemy after their attack. If an enemy is being defended by another one, that one must be engaged first. After the first round of combat, the defended character may be targeted unless special conditions are in effect. Characters may use items on themselves, or anyone within their combat team. Characters may only take one action during the player phase.
During the Enemy Phase characters must wait while the enemy performs their actions. They are unable to counter during this time. Non-battle posts can be made during that time, though.
During the Other Phase characters must wait while the neutrals or allies perform their actions. They are unable to act during this time. Non-battle posts can be made during that time as well.
To launch an attack, pick an opponent and roll a set of three dice. These dice are in order from left to right as follows.
1: Hit Die 2: Damage Die 3: Skill Die
All three dice are rolled together. The Hit die is added to the character's skill to determine whether or not an attack will hit. The Damage die is added to the character's attacking power or might(mt) to determine the damage dealt. The Skill die determines whether or not a critical or lethal hit is scored.
Auto-Hit: This happens when the hit die and the skill die numbers match (6,??,6 would be an auto-hit for example). The attacker automatically lands the hit.
This happens when the damage die and the skill die roll the exact same number (??,2,2 would be a critical hit). The mt of the incoming attack is doubled after defenses are applied.
This happens when all three dice roll the exact same number (3,3,3). The mt of the incoming attack is tripled after defense is applied. When a lethal hit is rolled, auto-hits are also activated. Only one may be applied though. The attacking character may choose to use the lethal hit(which must be calculated and is not guaranteed to hit) or the auto-hit(which will automatically hit but will cause only normal damage having overridden lethal hit).
Defeating an opponent normally yields at least 5 points. More depending on how much stronger the opponent is.
A couple of examples of how a dice roll should look on Invisible Castle:
Appearance #2 (the one I've habitually done forever)
Defending allows one character to force attacks aimed at another character onto themselves. There are no restrictions on what characters can perform a defend, but defending only works within combat teams normally. To defend someone in the combat team, simply designate a defend target during the player phase. While defended, any attack or counter the enemy makes against the defended character is instead launched at the defender. A character cannot launch initial attacks of their own or heal while defending. Defending characters gain 3 points if they successfully route an attack without being KOd. They receive 1 point if they defend for a full turn without being attacked.
Player Phase Eg:
A Defends B
B Attacks C
C's counter attack targets A instead of B
A Counters C
Enemy Phase Eg:
A Defends B
C's attack targets A instead of B
-If a defending character KO's an enemy, the defendee receives the kill points while the defender receives their normal defending points.
-A defender cannot be defended by another unit while defending.
-A single character may only be defended by up to two other characters at a time.
-People planning on defending regularly should consult with the people they plan on defending to discuss dice rolling. It can be done by either party but ought to be discussed a little in advance.
-Only one character can be defended at a time normally.
To heal ones self or an allied unit, the player character need only apply a healing item such as a vulnerary to themselves or another unit, or use a healing staff. When healing with items, the target must be within the same combat team. When using a healing staff, 75%(3/4) of the users magic value is added to the targets hp. When healing a unit within their own combat team however, 100% of the users magic is applied. See Combat Teams for details. A character cannot attack or defend while healing. Staff wielders cannot heal themselves without items. Healing by using a staff provides 3 points. Healing and other staff use grants 3 points per use when not on a combat team, and 2 points while in a combat team. Note: When a character's only action taken(excluding 'free actions') is the use of a vulnerary, elixir, or antidote, that action is not counted against the battle post limit.
STATS: (MUST READ)
HP (Hit Points):
Hit points determine a character's overall durability. When hit points reach zero, the character is removed from combat. A character's raw hit points multiplied by three determines the total HP they have.
STR and MAG (Strength and Magic):
Strength determines a character's physical attack power. When attacking with a physical weapon a character's strength determines the minimum amount of damage dealt. Strength target's an opponent's defense stat.
Magic determines a character's magical attack power. When attacking with a magical weapon a character's magic determines the minimum amount of damage dealt. Magic targets an opponent's resistance stat. Magic not only determines magical damage but healing amount.
Skill determines a character's accuracy. When attacking, a character's skill has is multiplied by 1.25 and then that result is added to the hit die roll to give a total number which determines whether or not an opponent is hit with an attack.
Speed determines two things in combat. The first is a character's evasion rate. The Second is attacking speed. When defending, a character's speed determines whether or not the character avoids the incoming attack. When attacking a character's speed determines whether or not the character launches a follow up attack.
Attack Speed Rules:
If an attacker's speed is at least twice the amount of the opponents speed, they can if they so choose launch an additional attack following the opponents counter.
If an attacker's speed is at least four times the amount of the opponents speed, they can if they so choose launch up to two additional attacks. Both additional attacks must be done after the opponent's counter.
Luck increases evasion rates. Simply add luck to the speed stat to get a unit's evasion number.
DEF and RES (Defense and Resistance):
Defense determines a character's ability to defend against physical attacks. When defending, a character's defense determines how many points are subtracted from the attackers attack power. Defense cannot subtract from magical attacks.
Resistance determines a character's ability to defend against magical attacks. When defending, a character's resistance determines how many points are subtracted from the attackers attack power. Resistance cannot subtract from physical attacks.
PCs can form teams made up of either two or three units. Combat teams have the following benefits in battle:
Any unit in the same team as a healer may be healed with 100% of their magic instead of only 75%.
Any unit in the same team may be defended by any other unit on the team regardless of class.
Teams of two gain an automatic bonus of 5 points per battle.
Team members may use items on each other(unless otherwise noted).
Combat Team Points: Within a combat team a kill will generate 5 points for each member on the team (or 1/3/10/20 depending on level advantage) while damaging an enemy without defeating them will generate 1 point, any kind of staff use will generate 2 points for each member on the team, and defending will generate 3 points for every member on the team if successful, and 1 point if the defendee and defender are not attacked over the course of the defend.
Enemies and NPCs have them. Behaviors are rule sets used to determine how an enemy or NPC acts during their turn. Below are the current behaviors and a brief once over of what they'll mean on a given unit. As a general rule, all enemies will act in exact order going from the top of the enemy list on down.
Passive: This is default, and simply means an opponent won't act on their turn. Instead they'll only counter attacks when able. (Being default, this one is never marked when by itself. A unit with no behavior listed is Passive)
Aggressive: Will prioritize any unit that last attacked them, and in lieu of any attackers will seek out active threats on the field. Will heal themselves or allies when able if hp falls to half or below. Aggressives will not string together more than two attacks onto the same target.
Defensive/Defending X: This is placed on units that are dedicated to protecting combat team members(the former possessing a bulwark and the latter protecting a specific unit). They will only defend applicable units and are otherwise passive. Defending units will only treat themselves if their target isn't endangered and only do so when at half hp or lower.
Subvert: Will target anyone they can reasonably handle, prioritizing the 'weakest' units of all active enemies. Subversive units will only prioritize their attackers instead of weaker units if that attacker inflicted damage during a combat round. Subversive units will coordinate attacks if they have the same priority target and will string together as many attacks as necessary. They will treat their injuries at half hp or below or heal others if able.
Erratic: In-character behavior and plot dictate the actions of erratic enemies, and do not adhere to the rules of any of the other behaviors. Generics never use erratic behavior.
Behaviors can be tagged onto each other to demonstrate more specific goals:
That behavior means the unit will defend until it no longer has any applicable targets, and then take on the aggressive behavior, OR will switch automatically to aggressive behavior at in the future if certain conditions are met.
This behavior means that a unit may switch from aggressive to subversive sometime in the future if certain conditions are met.
These are units that have dealt damage, are defending other units, or have acted in some way during the last turn. Damage dealing units gain priority over defending units and defending units gain priority over general action units.
-The purpose of Behaviors is to A: Allow the GMs to know what to expect from units that we aren't controlling so that whoever is running them can't sneak in a sudden change or perform any shenanigans and B: Let the rpers know what to expect from enemies in general so they can form better strategies(though that is more or less a courtesy).
-These may be updated or amended from time to time, but no one running a stat battle can do so without these in use.
For information on this system, go here.
Arena tournaments are stat competitions that allow PCs to earn points outside of normal combat. Killing is against the rules, and enemies are presented according to party point averages. Specific teams fought are determined by RNG and the surviving teams move onto the next round.
Player Phase, Enemy Phase, and Other Phase do not come into play during Arena battles, though counters still do. Turn orders are one unit per team, meaning one team will have a member act first, and then the opposing team will have a member act. The order of team actions is decided by the team's members, or the GMs running the 'AI' teams. Team orders determine the exact order units act in(Top to bottom).
(repeat until battle ends)
In the event two PC teams encounter one another, the team to act first will be determined either by choice method or randomly.
No points are granted during Arena competitions for healings, defends, or KO's. No points are lossed for being defeated during the round.
If a team loses a round, each team member loses 5 points.
If a team wins a round, each member will gain 5 points during regular rounds, 10 points during semi-finals, and 15 during the finals.
Points earned in tournaments do not increase the total point average.
PCs and NPCs alike may participate in Arena competitions, however only NPCs with a level equal to or lower than the highest leveled PC may fight with or against Main Party participants in the competition.
-Arenas are held in areas determined by the GMs. Suggestions are welcome but only GMs can confirm Stat Arenas with point gains.
-Arena matches have a set turn limit of 10(a turn being completed after each member of a team has acted). When the turn limit is reached, the team with the highest total hp is declared the winner.
-At the start of team battles, each team may use a single 'free defend' action. Specifically, both teams may assign a single character to start the battle off defending an ally or the entire team if applicable. They take their next turn normally.
Cleric: A member of the clergy, renowned for their incredible healing talents.
Faith: These holymen and women are capable of healing 1.25 more health to others, and are not affected by team restrictions.
Starting Stats: HP: 3 STR: 0 MAG: 4 SKL: 3 SPD: 3 LCK: 3 DEF: 0 RES: 4
Bishop promotion bonus
+1 MAG, +1 SKL +2 RES
Saint promotion bonus
+2 MAG, +1 SKL, +1 RES
Upgrade 1: Once every three phases, an entire combat team may be healed to full health at once. (Requires a healing staff)
Upgrade 2: Once every three phases, magic damage dealt to the Cleric's combat team may be halved. This lasts until the following turn.
Troubadours: Traveling scholars, of many magical schools.
Raise: These magic users are capable of tapping into Mercy's true power, to revive fallen members with 25% of their maximum hp. However, the strain of that ability is enough that it can only be used once every 3 turns. Raised characters are still on the verge of death(does not recover lost points). Earns three points with each use.
Starting Stats: HP: 3 STR: 0 MAG: 4 SKL: 3 SPD: 4 LCK: 2 DEF: 0 RES: 4
Chaplain promotion bonus
+1 MAG, +3 RES
Mage Knight promotion bonus
+1 MAG, +3 RES
Upgrade 1: Allied units are now revived at 75% hp.
Upgrade 2: Can revive units every other turn bringing the fallen up by 25% of their maximum health.
Mage: Adept magic users.
Overcast: May reduce strength, skill, speed, luck, defense, or resistance by up to four points and add that same amount to magic once every other turn. This effect lasts until the beginning of their next turn(including EP and OP).
Starting Stats: HP: 3 STR: 0 MAG: 5 SKL: 4 SPD: 3 LCK: 2 DEF: 1 RES: 2
Sage promotion bonus
+2 MAG, +1 SKL, +1 SPD
Archsage promotion bonus
+2 MAG, +1 SKL, +1 SPD
Upgrade 1: 4 point cap is increased to 8.
Upgrade 2: May reduce mag by up to four points and add that same amount to any other stat excluding hp once every other turn. This effect lasts until the beginning of their next turn(including EP and OP).
Shaman: Elder magic users.
Nosferatu: When attacking with dark magic, the wielder may convert half of the damage they cause into hp to heal themselves. This may be done once every other phase and may not exceed existing enemy hp.
Starting Stats: HP: 3 STR: 0 MAG: 6 SKL: 3 SPD: 3 LCK: 1 DEF: 1 RES: 3
Druid promotion bonuses
+2 MAG, +2 RES
Necromancer promotion bonuses
+2 MAG, +2 RES
Upgrade 1: Now all of the damage caused by the attack is converted to hp.
Upgrade 2: May now reduce the resistance of the opponent by half during Nosferatu.
Soldier: Versatile lance wielders.
Wrath: A +2 skill roll modifier is granted when hp falls to 50% or below. Stacks with killer weapon bonuses but may activate multiple times in battle.
Starting Stats: HP: 3 STR: 3 MAG: 0 SKL: 4 SPD: 3 LCK: 2 DEF: 4 RES: 1
Halberdier promotion bonuses
+1 HP, +2 SKL, +1 SPD
Sentinel promotion bonuses
+2 STR, +1 SKL, +1 SPD
Upgrade 1: Now activates whenever the unit is not at maximum health.
Upgrade 2: When health falls to 50% or lower, skill and speed increase by 25%.
Magicians: Expert magic users who specialize in counterspells.
Counter: These spellslingers send curses that deal ½ of their base magic in direct damage when the enemy initates the combat round. The counterspell does not preclude them from their ordinary counter, but must be rolled for accuracy. Magicians can only use counterspells against enemies they can already counter normally.
Starting Stats: HP: 4 STR: 0 MAG: 4 SKL: 4 SPD: 3 LCK: 1 DEF: 2 RES: 2
Warlock promotion bonus
+ 2 MAG, +1 SPD +1 SKL
Sorcerer promotion bonus
+1 MAG, +2 SPD, +1 SKL
Upgrade 1: Counterspells now deal full magic in damage.
Upgrade 2: Counterspells now hit automatically.
Knight: Heavily armored combatants.
Bastion: Defense increases by 50% (rounded up) while the unit is defending.
Starting Stats: HP: 4 STR: 4 MAG: 0 SKL: 3 SPD: 2 LCK: 1 DEF: 5 RES: 1
General promotion bonuses
+2 HP, +2 DEF
Marshall promotion bonuses
+2 HP, +2 DEF
Upgrade 1: Resistance now also increases by 50% (rounded up) while the unit is defending.
Upgrade 2: May decrease own health by 25%. For the remainder of the round, the MT of all incoming attacks are halved. May only be done once every three turns.
Archer: Skillful bow users.
Snipe: May always bypass defenders and may also target siege users at 50% hit if they are equipped with a bow or ranged weapon. (whips do not count)
Starting Stats: HP: 3 STR: 3 MAG: 0 SKL: 5 SPD: 4 LCK: 3 DEF: 1 RES: 1
Sniper promotion bonuses
+2 SKL, +1 SPD, +1 LCK
Marksman promotion bonuses
+2 SKL, +1 SPD, +1 LCK
Upgrade 1: Precision Shot: Can launch an autohit every three turns. (This overrides amulets)
Upgarde 2: Once every three phases, a stun shot can be used. If the attack hits, the target cannot act during their next turn. Cancels out defends.
Monks: Talented magic users who can temporarily cripple enemies.
Stun Counter: When a monk is attacked, they roll for accuracy. If the roll is equal to or higher than their attacker's evade, the attacker is stunned for one turn. The stun counter is rolled after the enemy's initial attack.
Starting Stats: HP: 3 STR: 0 MAG: 4 SKL: 5 SPD: 4 LCK: 1 DEF: 1 RES: 2
Adept promotion bonus
+1 MAG, +1 SKL, +1 DEF, +1 RES
Savant promotion bonus
+1 MAG, +1 SKL, +1 DEF, +1 RES
Upgrade 1: Stun counters reduce AS and Evade by 25% for one turn.
Upgrade 2: Stun counters reduce Defense and Resistance by 25% for one turn.
Cavalier: Mounted combatants.
Charge: Once per phase, when an enemy is defeated, a second opponent may be engaged that phase.
Starting Stats: HP: 4 STR: 3 MAG: 0 SKL: 4 SPD: 3 LCK: 1 DEF: 3 RES: 2
Paladin promotion bonuses
+1 HP, +1 STR, +1 SKL, +1 SPD
Great Knight promotion bonuses
+1 HP, +1 STR, +1 DEF, +1 RES
Upgrade 1: The once per phase restriction is now twice per phase.
Upgrade 2: During a Charge, MT and Hit increase by 25% for the duration of the round.
Mercenary: Combat experts for hire.
Valiant Stance: May increase Mt, and Hit, by 25% at the start of the player phase. Each player phase stats are boosted costs 20% of their hp.
Starting Stats: HP: 4 STR: 4 MAG: 0 SKL: 4 SPD: 3 LCK: 2 DEF: 2 RES: 1
Hero promotion bonuses
+1 HP, +1 STR, +1 SKL, +1 SPD
Vanguard promotion bonuses
+1 HP, +1 STR, +1 SKL, +1 DEF
Upgrade 1: AS and Def may also be increased along with Mt and Hit.
Upgrade 2: HP is healed by 10% with each use.
Myrmidon: Masterful sword wielders.
Vantage: Always attacks first in a combat round and may launch all possible attacks and counters consecutively.
Starting Stats: HP: 3 STR: 3 MAG: 0 SKL: 5 SPD: 5 LCK: 2 DEF: 1 RES: 1
Sword Master promotion bonuses
+2 SKL, +2 SPD
True Blade promotion bonuses
+2 SKL, +2 SPD
Upgrade 1: Gains a permanent +1 or -1 skill die modifier.
Upgrade 2: Astra: May launch up to five consecutive attacks on an enemy in a single combat round. The MT of the attacks is halved(before rolls), and Astra may only be used once every three turns. It must be activated at the start of the combat round and negates the myrm's regular doubling and tripling for that round.
Fighter: Strong axe wielding warriors.
Cleave: Every other turn, fighters may attack defending units ignoring the defenders defense(or resistance) stat entirely.
Starting Stats: HP: 5 STR: 5 MAG: 0 SKL: 2 SPD: 3 LCK: 2 DEF: 2 RES: 1
Warrior promotion bonuses
+1 HP, +1 STR, +1 SKL, +1 DEF
Reaver promotion bonuses
+2 STR, +2 SKL
Upgrade 1: Phase restrictions are lifted and defenders' defense may always be ignored.
Upgrade 2: Defenders are now always automatically hit. (This overrides amulets)
Barbarian: Fearsome axe fighters who gains strength from felling enemies.
Rage: After KO'ing an enemy, the barbarian gains +1/-1 on the skill roll modifier which lasts until the end of the barbarian's next turn.
Starting Stats: HP: 5 STR: 5 MAG: 0 SKL: 2 SPD: 4 LCK: 2 DEF: 1 RES: 1
Berserker promotion bonus
+2 STR, +1 HP, +1 SPD
Marauder promotion bonus
+2 STR, +1 HP, +1 SKL
Upgrade 1: The bonus is now +2/-1
Upgrade 2: The bonus now lasts an additional turn and can stack with previous bonuses.
Thief: Swift agile rogues.
Steal: Can steal items. A stolen item must be placed into the item slot. Stealing takes up an action and a thief cannot steal from defended units.
Starting Stats: HP: 3 STR: 2 MAG: 0 SKL: 5 SPD: 5 LCK: 3 DEF: 1 RES: 1
Rogue promotion bonuses
+2 SPD, +2 LCK
Assassin promotion bonuses
+2 SPD, +2 LCK
Upgrade 1: Mug: Can launch a single attack as well as steal the targeted item. Cannot double while mugging and the unit can be counterattacked when possible.
Upgrade 2: Cannot be targeted during the following enemy phase after stealing an item.
Bard: Musical Magicians who can empower their allies.
Empower: The bard can increase a single simplified stat across the entire party, excluding hp, by 1 at the cost of 20% of their hp each turn(mt, hit, as, evd, def, res). This stat bonus stacks with those of other bards. This is a free action.
Starting Stats: HP: 3 STR: 0 MAG: 2 SKL: 5 SPD: 5 LCK: 3 DEF: 1 RES: 1
Virtuoso promotion bonuses
+2 SPD, +2 LCK
Rhapsodist promotion bonuses
+2 SPD, +2 LCK
Upgrade 1: The chosen stat is now boosted by 2 points.
Upgrade 2: 2 separate stats can now be chosen.
Horseman: Horse mounted survivalists.
Canto: Can perform two actions per phase following these restrictions: Atk/Item, Def/Item only.
Starting Stats: HP: 4 STR: 3 MAG: 0 SKL: 5 SPD: 5 LCK: 1 DEF: 1 RES: 1
Ranger promotion bonuses
+1 STR, +2 SKL, +1 SPD
Trooper promotion bonuses
+1 STR, +2 SKL, +1 SPD
Upgrade 1: May perform two actions per phase. The only restrictions are no duplicates: Eg: Atk/Atk.
Upgrade 2: Hit and Run: If an attack hits, evasion increases by 25% until the start of the next turn. Evade increases only once regardless of doubles, etc.
Pegasus Knight: Sky riding warriors.
Miracle: When hp reaches 0, the pegasus knight may remain standing with 1 hp once per battle with no point loss.
Starting Stats: HP: 4 STR: 3 MAG: 0 SKL: 3 SPD: 5 LCK: 2 DEF: 1 RES: 2
Falcon Knight promotion bonuses
+2 SPD +1 LCK, +1 RES
Seraph Knight promotion bonuses
+2 SPD, +1 LCK, +1 RES
Upgrade 1: Miracle+: When activated, the unit loses no hp from the initial attack and subsequently cannot be KO'd until the beginning of their next turn.
Upgrade 2: Renew: When activated, the unit's health is fully restored. Only activates once per battle.
Wyvern Rider: Drake riding warriors.
Savior: May defend any unit that is not classified as an enemy, even if they are not within the same combat team (this includes npcs on the field).
Starting Stats: HP: 4 STR: 5 MAG: 0 SKL: 3 SPD: 3 LCK: 1 DEF: 4 RES: 0
Wyvern Knight promotion bonuses
+1 HP, +2 STR +1 DEF
Wyvern Lord promotion bonuses
+1 HP, +2 STR +1 DEF
Upgrade 1: Defending becomes a free action.
Upgrade 2: Ranged rules no longer apply and enemies may now be attacked or countered at any range.
Dark Flier: A warrior on a winged mount skilled in both weaponry and magic.
Versatile: May shift any amount of points from strength into magic, and vice versa, before attacking. The change lasts until the beginning of the dark fliers' next turn. A maximum of 5 points can be shifted.
Starting Stats: HP: 3 STR: 2 MAG: 2 SKL: 3 SPD: 3 LCK: 3 DEF: 0 RES: 4
Dark Knight promotion bonus
+1 SPD, +1 LCK, +2 RES
Dark Chevalier promotion bonus
+1 SPD, +1 LCK, +2 RES
Upgrade 1: Maximum point shift cap increased to 10.
Upgrade 2: Resistance can also be transferred to either strength or magic, maximum 5 points of resistance.
LEVEL UPS: When enough points are accumulated, outside of battle a unit can purchase a level up for a price. When a unit levels up, they can increase any three stats by one point each. No more than one stat point can be applied to any given category per level up. Below is the cost for each individual level up.
Tier specifics (Can be used to keep track of stat point totals)
20 stats at level 1 with an additional 3 stat points per level with a total of four level ups. (+12) Total=32
36 stats at level 1 with an additional 3 stat points per level with a total of four level ups. (+12) Total=48
Tier3: (no human or player characters can reach beyond tier 3 level 5)
52 stats at level 1 with an additional 3 stat points per level with a total of four level ups. (+12) Total=64
There are tiers beyond 1, 2, and 3 but only very powerful non-human characters will fall into them.
WEAPONS AND ITEMS: Weapons and Items can aid in combat by providing sometimes tide turning effects on combat. There are different weapons and items available and more will be made available as time goes on. There are different ranks for items that determines their price and also different types of items for different situations. There are also advantages and disadvantages to wielding certain weapons against others. These are the two triangles.
Swords hold advantage over Axes
Axes hold advantage over Lances
Lances hold advantage over Swords
Anima holds advantage over Light
Light holds advantage over Dark
Dark holds advantage over Anima
Having the advantage in the weapon triangle will grant +2 to hit. Having the disadvantage causes -2 hit.
Having the advantage in the magic triangle will grant +2 to mt. Having the disadvantage causes -2 mt.
RANGE: There are three ranges at which a unit can act. Melee, Ranged, and Siege. Unless otherwise noted, all weapons operate as melee. Each range handles counters differently. Characters fighting with the same range can always counter one another unless otherwise noted.
Melee: Enemies counter whenever attacked unless unable to(stunned, etc).
Ranged: Enemies may only counter a ranged user once every other turn.
Siege: Enemies never counter.
(In depth explanation: If an enemy is equipped with a siege range weapon or staff, they cannot be attacked by enemies they have not already engaged at melee or range. These units can only be targeted by other siege ranged weapons, or by closing in. Closing in is method of reaching siege users. It takes the unit's action for a turn to perform a close in, but on their following turn, they may attack the siege user following melee or ranged regs.
Closing in on an enemy must be done by each individual trying to attack a siege user. Those who do not close in cannot attack the siege user. Closing in counts as 'active threat' behavior.
Siege users friend or foe can be defended by their allies when possible, and counter when possible(see range rules for details). If a siege user is defended, enemies are prevented from closing in until the defender is removed or they're defense is used up for that phase.)
Bows: Regular bows incur a -1 penalty to Def and Res while in use. When using a bow, a character may launch their first attack on an enemy combat team without suffering any counters. Future attacks on any member of an enemy team that has already been engaged after the start of the battle will always take counters normally.
(In depth explanation: Enemy combat teams are made up of 2,3, or 4 units. An archer may attack an enemy of their choosing. The first attack they launch won't be countered, but all future attacks on anyone in the same team as their initial target will counter. In order to not be countered again, an archer must target a member of another enemy combat team that he nor his team members have not yet engaged or been engaged by.)
Bows will always take counters against other bows, ranged, or siege weapons however(when applicable).
SLOTS: Any given player character can only carry up to two normal weapons, one special weapon, one normal item, one special item, and a book item for a total of six items. Any item considered a special weapon is both weapon and magic triangle neutral unless otherwise noted.
Weapon 1: Any weapon weapon that relies on str or mag to deal damage.
Weapon 2: The same rules as Weapon 1 however a player character may not normally carry two matching weapon types (swords/lances/axes/tomes/etc). Staves are exempt from this restriction.
Special Weapon: Any weapon that relies on skill(or some other means) to deal damage
Item: Consumables like vulneraries and stimulants.
Special Item: Shields, armor, and other infinite use items.
Book: Contains a special book that enhances stat combat abilities.
(OUGHT TO READ)
FOURTH CHARACTERS: Fourth characters are allowed only for rpers who are adding or have added at least one character to the second PC group. A maximum of only three PCs can be in any given group. Same rules as mentioned in 'Second and Third Characters' above apply.
MULTIPLE PLAYER CHARACTERS: The maximum allowed number of these per rper is currently three. You may only sign up one PC per chapter.
NUMBER ROUNDING: Numbers that aren't whole are always rounded down unless otherwise noted and during any calculations, only the final product is actually rounded down.
DICE ROLLING: While I dont personally like necessitating it, theres a dice rolling site that will be used. Roll fudging is more common than Id like and so to avoid cheating its required to use invisible castle if youre going to participate in stat combat. An account is already set up for those not interested in making an account themselves.
Account: RoTE (case sensitive)
Password: rote (case sensitive)
SIGN UP EXCEPTIONS: I may allow exceptions to character classes, but its very unlikely without trade offs and will be handled on a case by case basis. As a general rule, getting a different class' skill is not allowed.
MISSED BATTLES: If a party member is not present for a battle(or doesn't act throughout the battle), they will receive the average amount of earned points for the battle.
PERCENTAGES: I found a great, quick, and easy percentage calculator online. This can make getting the numbers you're looking for quick and easy. http://www.onlinecon...percentcalc.htm
GENERIC GUARDS: As a general rule when it comes to generic military grunts and/or security guards, leave the CCing to the GMs. If you'd like to make or use one/several/dozens, ask first(and remember that permission in one instance is not permission in another instance). This will help with preventing shenanigans and such.
Mageslayer: Deals extra damage on Clerics, Mages, Shamans, and Troubadours
Armorslayer: Deals extra damage to Knights, Soldiers, Fighters, and Mercenaries
Rogueslayer: Deals extra damage to Thieves, Archers, Myrmidons, and Barbarians
Mountslayer: Deals extra damage to Wyverns Riders, Pegasus Knights, Cavaliers, and Horsemen
Spellslayer: Deals extra damage to Bards, Monks, Magicians, and Dark Fliers
Wingslayer: Deals extra damage to Avians, Fallen, Dragons, and demons
STEALING: Once a thief steals an item from an enemy, they become that unit's target during enemy phase if that target has aggressive behavior. If a thief is defeated by the unit it stole an item from in combat, that item is returned to the owner. This only works for the last item stolen, and if the original unit possessing the item is KO'd(or not standing again) before/when the thief is KO'd, the item stays with the thief.
ITEM BOOSTS: Any item that increases stats by a percentage must do so by at least one point, even if the number normally rounds down to zero. If you have an item that increases a stat but the increase is currently zero, it rounds up to one.
GEAR STACKING: No item combinations are calculated together. Items that give new stat totals based on raw stats that would normally overlap each other will all be separate and give individual bonuses. These separate bonuses are then added up for the total bonus.
Eg: Guardian Sword+Shining Shield placed on a unit with 10 strength and 10 defense will add up to 25(10 from the Guardian Sword and 5 from the Shining Shield) defense, not 30(10 from the Guardian Sword which then if stacked with the Shining Shield bonus boosts the bonus from 5 points to 10) defense.
NULLIFICATION: Items that negate/nullify or otherwise render another item useless work from the top down. That means if it nullifies silvers, it nullifies steels as well.
CLASS SKILL BOOSTS: Only skill weapons can have their mt boosted by class skills.
Eg: A skill that boosts base skl will increase a crossbow's damage, but a skill that boosts base str or mag will not increase a steel weapon or el tome's damage(they still have their regular bonus, but that bonus does not increase).
Holy Water: 10
Revival Amulet: 30
Iron Weapon: 30
Healing Staff: 30
Short Bow: 30
Barrier Staff: 30
Restore Staff: 30
Chain Mail: 30
Enchanted Headband: 30
Leather Padding: 30
Wooden Shield: 30
Weapon Proficiency: 60
Weapon Affinity: 60
Mend Staff: 60
Splint Mail: 60
Elegant Headband: 60
Imbued Weapon: 50
Defending Weapon: 50
Barrier Weapon: 50
Shield Tome: 50
Defending Tome: 50
Cursed Weapon(T): 60
Slim Weapon: 40
Precise Weapon(T): 40
Slayer Weapon(T): 60
Reaver Weapon(T): 60
Disabling Weapon: 50
Dampening Tome: 50
Gamble Weapon(T): 50
Steel Weapon: 60
Ambush Weapon(T): 60
Dynamic Tome: 50
El Tome: 60
Quarter Staff: 50
Imbued Staff: 50
Combat Knife: 60
Throwing Knives: 40
Hand Axe: 40
Shock Grenade: 40
Half-Plate Armor: 60
Power Amulet: 40
Novice Ring: 40
El Amulet: 60
Warrior Ring: 60
Iron Shield: 60
Iron Barrier: 60
Short Spear: 60
Short Axe: 60
Poison Weapon: 80
Flintlock Pistol: 80
Dual Book: 80
Large Pack: 80
Skill Book: 100
Lucky Charm: 100
Advanced Barrier Weapon
Advance Shield Tome
Required Level 1/4:
Advanced Defending Weapon
Advanced Barrier Weapon
Advance Shield Tome
Required Level 2/1:
Required Level 2/2:
S Dynamic Tome
Blade Aegis Weapon
Spell Aegis Weapon
Cloak of Invisibility
Required Level 2/4:
STORAGE: Characters may now rent out wagon space for extra items. Each slot used costs a one time fee of 10 gold.
-Only one of each type of equipment slot may be used.(Weapon, Special Weapon, Item, Special Item, Book)
-Items may be exchanged for those in storage at anytime outside of stat battles. The deadline is an opening stat battle post.
A: No. See Sign up exceptions in Notes for details.
Q: Can I make a custom non player character class?
A: Within reason, but not without consulting a GM first.
Q: Why do we have to start with a specific set of stats?
A: It was that or hard stat caps. This allows for better customization overall while only being a minor nuisance. This is only really going to be an issue for early joiners since anyone joining after Chapter One will most likely be starting at a higher level and therefore have extra stats to distribute.
Q: There arent that many items. Why arent there that many items?
A: There are a ton of items. I'll be keeping a complete list of the rps items in my profile for reference. Most will be unlocked chapter by chapter, probably three, four, or maybe even five at a time. Others will have to be unlocked in target regions. For more details, feel free to pm.
Q: Can I make some items?
A: Suggestions for items are always welcome, but they'll have to be treated like all the others in that A: They'll be put into a tier and priced, and B: They'll have to be balanced with the rest of the items. Not guaranteed to be accepted though. A good example of a rejected concept would be something like a weapon that always deals direct damage with no drawbacks. Keep that in mind. Also as I said, there are a ton of items already and they cover virtually all stat aspects as it is. Suggestions are still welcome, but the complete item list ought to be completely examined before new ideas are brought up.
Q: Whats a skill type weapon?
A: A Skill type weapon replaces a units mt with their raw skill stat. That means when attacking with a skill type weapon, the amount of damage you cause is based on your skill stat, not strength or magic stats. These can be thought of as precision reliant weapons, or simply precision weapons.
Q: Can I sign up a non-human character?
A: Not yet, but NPCs can be signed up or approved via pm. NPC tag-alongs are generally discouraged, however.
Q: Can I make a non-human npc character?
A: Yes, but race specific canon is still being updated, and anyone with a nonhuman character is expected to be very familiar with what already exists.
Q: Can I start with a ___(item/weapon)?
A: Only if its already unlocked, and only if you have enough points to afford it. Note that anything not in the Tier 4 item category can be purchased by new sign ups or held by npcs(and npcs are somewhat exempt from the t4 rule).
Q: How do items get unlocked?
A: Raquel unlocks items by running her business and gets new items in towns, cities, and major ports the group visits.
Q: What does ___ stand for(Abbreviations)?
A: RotE: Return of the Emblem, HP:hit points, STR:strength, MAG:magic ,SKL:skill SPD:speed, LCK:luck, DEF:defense, RES:resistance, AS:attackspeed, Mt:might(attack power) WT:weapon triangle(D:disadvantage, A:advantage, N: neutral), MT: magic triangle, PC:Player character, NPC:Non player character, IC:In-character(or invisible castle), OoC:out-of-character, PP:Player phase, OP:Other Phase/Opening Post/Over Powered, EP:Enemy Phase, GM: GameMaster/GameModerator, CT:combat team, CC:character control(s).
Q: You keep changing stuff on the sign up. What gives?
A: Updates will happen irregularly. Best to check back often to remain up to date with rules or keep an eye out for updates in the chat thread.
Q: How are battle averages calculated?
A: The current method will be by individual:
Eg: Four characters named Foo, Bar, Baz, and Qux got the following points.
The battle average would then be 32.5-->33
Note: .5 or higher rounds up. .4 or lower rounds down.
1.9 Sign Ups
Sign ups are simple, so simple in fact that they dont even need a spoiler tag. I highly recommend visiting the must read sections before signing up a character first though since not reading them is going to lead to a rejected sign up and youll see why.
Heres the basic sign up template(heavily tampered with by me but still courtesy of Mercakete).
Name: (Full works too)
Affinity: (This is strictly flavor and not actually needed for any particular reason)
Weapon proficiency: (This one is required so we know what proficiency your character will be starting with)
Weapon of Choice: (Optional: do they have a specific weapon they like using?)
Inventory: (A character will only have an inventory if they spent their initial points on equipment. If nothing was sold or bought, the character should only have an Iron weapon or basic Tome. These can have custom names if desired but they should be noted as Irons/Tomes)
Raw Stats: (Base stats with nothing else factored in eg: HP:? STR:? MAG:? SKL:? SPD:? LCK:? DEF:? RES:?)
Simplified Stats: (Stats simplified to in-battle specifics)
Appearance: (guidelines: eye color, eye size, hair color, hair length/style, skin tone, build; generally what said character wears) (description/picture)
Connections: (Optional: list of people this person knows and their relations with them)
Backstory: (Its important that the backstory doesnt conflict with any established canon and is reasonable. Other than that have at it)
(All optional: But we love mounts)
NOTE: Current starting points for newcomers is 644.
If you purchased both weapon proficiency and a basic weapon for that proficiency, then the points spent on that proficiency weapon/tome/staff should be refunded. See NOTES/Proficiencies for details.
First Sign up:
(Wanted to try something different than I originally intended )
Name: Amon Zeev
Weapon proficiency: Swords
Weapon of Choice: Combat Knife
Inventory: Combat Knife
Raw Stats: Starting Stats: HP: 3 STR: 2 MAG: 0 SKL: 5 SPD: 5 LCK: 3 DEF: 1 RES: 1
Simplified Stats: HP:9 MT:2(3 with CK) Hit:5 Evade:8 AS:5 Defense:1 Resistance:1
Hometown: Even he doesn't know, but he grew up in Sanctuary
Connections: Haythem Aziz, Adel Aziz, Lulu Mahmud, and Mansur Mirza
Backstory: Viewable in the character Archive.
CHARACTER ARCHIVE TOPIC can be found here
Edited by Phoenix, 18 May 2013 - 08:48 AM.