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| Tweet Topic Started: Aug 5 2011, 03:00 PM (293 Views) | |
| Akara | Aug 5 2011, 03:00 PM Post #1 |
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The Archivist
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Index Creating and Developping Your Character Turns Edited by Akara, Aug 5 2011, 07:08 PM.
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| Akara | Aug 5 2011, 03:38 PM Post #2 |
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The Archivist
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Creating and Developping Your Character The Mages Spark: The Spark is what gives a mage his powers; it is a simple power that makes each mage unique. When paired with an imaginative mind a mage can become terribly powerful. When a mage first awakens his or her spark, they gain access to manipulate Mana in a way specific to them, for example: the ability to manipulate fire. A spark will evolve with time and use, allowing the mage to use more and more of his power. As the spark becomes more and more powerful it will allow you to use more and more techniques. A mage may start with the power to manipulate flames, but could eventually lead to create illusions or to become an embodiment of fire himself. You may choose your own spark when you create your character, though it must be approved by an admin. Techniques A mage may use his to develop techniques, spells to use against his opponents and to aid him in combat. For instance a mage with the ability to manipulate fire may develop a technique to throw flames, or they could have the fire run along their skin, or even to create great pillars of flame. Techniques are how a mage takes advantage of his spark and can be used to accomplish task and do battle. Techniques must be devolved, trained, or learned by a mage in order for him to use them. A mage will start with a set number of techniques that they had already developped prior to coming to Nullan Sagittis. Stats Stamina (S): Your health- How much damage you can take. Agility (Ag): How fast your character is-helps with striking first and dodging. Strength (St): How strong your character is, how hard you hit Attack (A): How many time you may attack in one turn. Does not include spells. Dexterity (De): Determines how skillful you are with hand eye coordination, improves accuracy of spells and melee attacks. Intelligence (I): How quickly your spark develops, the true heights of how powerful a spark can become are yet to be recorded. Spell Limit (SL): How many spells can be cast per turn. Mana (M): How much mana you can intake and use at any time, mana will slowly replenish over time. Armor (Ar): A defensive stat that helps in all cases, less effective against spells. (-2 modifier against spells) Magic armor (Ma): A defensive stat that helps in all cases, no penalty when used against spells. Base Stats Base Stats Each character begins with the ability to modify their base statline. You have 15 points to allocate to either Ag, St or De. Up to a maximum of 10 points may be allocated into one location. That means no stat can rise above 15 from stat alocation. In addition, you can choose to use a portion of your 15 points to improve your mana. For every point sacrificed, you will receive 5 points. You may only gain 20 mana with this method. These changes, however, will not be visible to the public eye. Only after you have created your character and have been given your own secret forum will you be able to allocate the points to your stats. Simply contact an administrator or post in your lab what you wish to be done and we will process it as soon as we can . Edited by Akara, Dec 7 2011, 11:18 PM.
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| Akara | Aug 5 2011, 07:02 PM Post #3 |
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The Archivist
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The Turn Each game turn will run from monday to friday. At 12:00 GMT Friday night, the forum will close, and we will update it over the course of the weekend, re-opening the forum once we are done with the update. Each turn is roughly 2 weeks in the timeline of the game. Actions:Each player has 3 action points to use per turn. They may choose to use the action points on any of the following, however, buying anything from the market district will not cost an action point. In order to do an action, simply PM the proper admin account and the request will be processed, some requests may take several turns. Market District: The market district is found on the east end of the island, unsurprisingly in extreme proximity to the student dorms. Here students may buy anything they desire- anything from weapons to aid them in their battles to potions to restore their mana. Students may also sell old gear for one third of the original cost.
Studies and Training: As each student has a different spark, each student must learn to control their magic in a different way. Teachers at the school may help, but many students turn to train and study in their free time in order to gain knowledge and control of their power. Only one study and one training action can be sent per turn, and a student may only be studying two things and training in two different methods at once. An example of studying is a student researching runes in order to create their own unique sigil, whilst an example of training is merely a student attempting to create their own new technique. Whilst gold is not required in order to study or train, a student that spends gold pieces for these actions will usually have better and faster results then the one that stuffs his coins in his pockets and refuses to pay a cent. The more in depth the order the more likely that it will succeed.
Crafting: Crafting actions are fairly simple, they allow students with the required knowledge to create their own sigils, runes or items. This action is generally used so that your character can make something unique or so that they can save a coin or two at the market. That being said it is generally not entirely free and will cost the user gold or perhaps will require them to have certain items that will be used to create the new item(s).
Miscellaneous:Miscellaneous actions are those that are not covered by any of the other admin accounts. These can range from sabotage, spying or anything your imagination can think of- just remember that the more rediculous it is the higher the chance of failure will be.
Quests:Finally we have quests. Some students may be down on their luck and simply unable to gain gold through their regular battles or they may simply need to hear the sound of gold coins in their pockets. For these adventurers we have quests. Quests are posted on the Quest board within the school each week with the available reward listed, if a student completes the quest successfully they may claim these rewards. The higher the reward, the more difficult the quest. Sometimes students may need to work together in order to complete a quest, and in these cases rewards are shared.
Edited by Akara, Aug 5 2011, 07:07 PM.
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9:47 AM Jul 11