Post by sinharlmod on Jul 24, 2006 2:23:43 GMT -5
So here is how it works...
***YOU***
You have your character card, you have your stats. You decide what you want to do each week, a full week at a time. You send that action in using the form on the website. You may submit one action form per week. The week ends on Saturday.
Every week, you can spend experience you earned prior to that week. You may declare one attack and one NPC interaction per week. You can interact with other players in a non-attack setting up to 5 times per week.
You only get bonuses from being on your house premises if you do NOT declare an action that includes leaving the house.
While questing (leaving the house for any reason during the week) you may set conditions as to how you will react if you encounter another player. Your conditions may include the words allie/neutral/enemy and attack/hide/ignore/gift#
gift# is when you give that person trade goods you have in your inventory in the amount of # Trade goods do not matter as to type. They are usable only as bribes to get loyalty from NPCs.
***COMBAT***
To work out attacks and defenses, stats of both attacker and defender are taken into consideration. examples, an attacker with 10 physical attack will defeat a defender with <10 physical defense, lose to a defender with >10 physical defense, and not effect a defender with 10 defense. For each point over the defenders point, you will do 1 hit point damage. If you damage all hit points, the defender is dead.
Everyone gains back 1 hit point per week. Healing skill can be used to boost this amount, 1 hit points per 1 skill.
***STATS***
Starting stat points cost 50 points each. After character creation, stat points can be bought at a rate of (currentstat)X100 experience.
Everyone starts with 50 hit points. Every stat point added to this adds 1 hit point. All other stats start at 0 and each stat point spent in each stat adds 1 point to that stat.
Most stats are self explainatory. Luck is different, its a random element. It helps you to avoid traps and perhaps, by chance, come acros interesting information in character while you are out questing.
***SKILLS***
Starting skills cost 10 points each. After character creation, skills can be bought at a rate of (currentskill)X25 experience.
All skills start at 0. Each skill point bought will raise that skill by 1 point.
Stealth will allow you to attack with a +physical offense equal to you stealth skill and also lowers the chance of a high luck enemy spotting your activities.
Healing allows you to heal hit points on yourself or others (including NPCs) at a rate of 1 hit point per 1 point in healing skill per week.
Teleportation allows for avoidance of certain locks (can avoid locks equal to teleportation skill) Lockpicking destroys locks equal to lockpicking skill.
Create and remove trap are used on House premises. Creation of traps may be equal to the house trap points value or less. Creators may make traps equal to thier own trap skill. Houses may have traps from more than 1 creator at a time. Remove trap destroys traps on an enemy house equal to remove trap skill score. Destroyed traps may be noticed by house members with luck score, and replaced.
For creation skills, please see the post above.
***NPCs***
You may interact with 1 NPC per week. Your commands may include gift# (as questing), get info XXX (enter question to get info about), hire XXX## (enter the job you wish them to do and the exp you are willing to pay for this job), or attack. Attacking an NPC does NOT count toward your weekly limit of 1 attack.
NPCs have loyalty levels. They may be predisposed toward you based on alignment of the NPC. Gifting them will raise loyalty. Loyalty does decay over time, faster rates for some NPCs based on personality of that NPC.
An NPC with high loyalty will charge less for the jobs you ask them to do. If you ask them to do something and do not offer the experience price they want for this job, they will refuse. In some cases, they may become angry and unpredicatble. If you offer them more experience pay than they want, they will refund the rest.
NPCs are fickle, and have thier own minds. They can be bought off by other players. They can offer misinformation (either on purpose or because they are stupid). They can botch jobs. They can use thier special skills to aid you at thier whim. Have fun with them.
***meta-gaming***
You may declare only your own actions in your weekly turns. You may act only on knowledge that you know in character. Only the matrons of houses may declare the actions of the NPC retainors, unless they have publicly delegated another to the task.
Do not roleplay in such a manner that you are taking control of another player or thier house retainers. If you wish to kill retainers, wait untill you have recieved a message of success from the moderators to declare the fact (example: "you find 5 of your guards slain, with black feathered arrows sticking from thier backs." can only be posted AFTER you recieve confirmation that your attack was successfull)
***EXPERIENCE***
Experience points will be awarded each week that an activity was sent in. There will be a base of 100 points per week. There will be additional points based on the detail of the activities involved, the continuation of plotlines, and the players ability to stick to in character knowledge to determine thier actions.
***STAFF/MODS***
From time to time we will be looking for more staff and/or mods as this starts to grow. If we feel we need help, we will come to you and ask you if you would like to help. We will choose people based on what we believe is thier ability to keep thier player knowledge and staff knowledge seperate, and thier dedication to this game. Please do not ask to be staff.
If there is anything else you would like explained in detail, feel free to ask.
***YOU***
You have your character card, you have your stats. You decide what you want to do each week, a full week at a time. You send that action in using the form on the website. You may submit one action form per week. The week ends on Saturday.
Every week, you can spend experience you earned prior to that week. You may declare one attack and one NPC interaction per week. You can interact with other players in a non-attack setting up to 5 times per week.
You only get bonuses from being on your house premises if you do NOT declare an action that includes leaving the house.
While questing (leaving the house for any reason during the week) you may set conditions as to how you will react if you encounter another player. Your conditions may include the words allie/neutral/enemy and attack/hide/ignore/gift#
gift# is when you give that person trade goods you have in your inventory in the amount of # Trade goods do not matter as to type. They are usable only as bribes to get loyalty from NPCs.
***COMBAT***
To work out attacks and defenses, stats of both attacker and defender are taken into consideration. examples, an attacker with 10 physical attack will defeat a defender with <10 physical defense, lose to a defender with >10 physical defense, and not effect a defender with 10 defense. For each point over the defenders point, you will do 1 hit point damage. If you damage all hit points, the defender is dead.
Everyone gains back 1 hit point per week. Healing skill can be used to boost this amount, 1 hit points per 1 skill.
***STATS***
Starting stat points cost 50 points each. After character creation, stat points can be bought at a rate of (currentstat)X100 experience.
Everyone starts with 50 hit points. Every stat point added to this adds 1 hit point. All other stats start at 0 and each stat point spent in each stat adds 1 point to that stat.
Most stats are self explainatory. Luck is different, its a random element. It helps you to avoid traps and perhaps, by chance, come acros interesting information in character while you are out questing.
***SKILLS***
Starting skills cost 10 points each. After character creation, skills can be bought at a rate of (currentskill)X25 experience.
All skills start at 0. Each skill point bought will raise that skill by 1 point.
Stealth will allow you to attack with a +physical offense equal to you stealth skill and also lowers the chance of a high luck enemy spotting your activities.
Healing allows you to heal hit points on yourself or others (including NPCs) at a rate of 1 hit point per 1 point in healing skill per week.
Teleportation allows for avoidance of certain locks (can avoid locks equal to teleportation skill) Lockpicking destroys locks equal to lockpicking skill.
Create and remove trap are used on House premises. Creation of traps may be equal to the house trap points value or less. Creators may make traps equal to thier own trap skill. Houses may have traps from more than 1 creator at a time. Remove trap destroys traps on an enemy house equal to remove trap skill score. Destroyed traps may be noticed by house members with luck score, and replaced.
For creation skills, please see the post above.
***NPCs***
You may interact with 1 NPC per week. Your commands may include gift# (as questing), get info XXX (enter question to get info about), hire XXX## (enter the job you wish them to do and the exp you are willing to pay for this job), or attack. Attacking an NPC does NOT count toward your weekly limit of 1 attack.
NPCs have loyalty levels. They may be predisposed toward you based on alignment of the NPC. Gifting them will raise loyalty. Loyalty does decay over time, faster rates for some NPCs based on personality of that NPC.
An NPC with high loyalty will charge less for the jobs you ask them to do. If you ask them to do something and do not offer the experience price they want for this job, they will refuse. In some cases, they may become angry and unpredicatble. If you offer them more experience pay than they want, they will refund the rest.
NPCs are fickle, and have thier own minds. They can be bought off by other players. They can offer misinformation (either on purpose or because they are stupid). They can botch jobs. They can use thier special skills to aid you at thier whim. Have fun with them.
***meta-gaming***
You may declare only your own actions in your weekly turns. You may act only on knowledge that you know in character. Only the matrons of houses may declare the actions of the NPC retainors, unless they have publicly delegated another to the task.
Do not roleplay in such a manner that you are taking control of another player or thier house retainers. If you wish to kill retainers, wait untill you have recieved a message of success from the moderators to declare the fact (example: "you find 5 of your guards slain, with black feathered arrows sticking from thier backs." can only be posted AFTER you recieve confirmation that your attack was successfull)
***EXPERIENCE***
Experience points will be awarded each week that an activity was sent in. There will be a base of 100 points per week. There will be additional points based on the detail of the activities involved, the continuation of plotlines, and the players ability to stick to in character knowledge to determine thier actions.
***STAFF/MODS***
From time to time we will be looking for more staff and/or mods as this starts to grow. If we feel we need help, we will come to you and ask you if you would like to help. We will choose people based on what we believe is thier ability to keep thier player knowledge and staff knowledge seperate, and thier dedication to this game. Please do not ask to be staff.
If there is anything else you would like explained in detail, feel free to ask.