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Tiana Calthye The Admin with Lime

Joined: 16 Mar 2007 Posts: 785 Location: Canada!
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Posted: Fri Mar 23, 2007 1:09 am Post subject: RP Rules and World Information (ADDED 6/13 - SUMMONS) |
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Looking for the index on storyline and specific information on specific topics? LOOK NO FURTHER (this is a link to the index post with links to the posts on storyline and stuff, so click here. It'll make things faster.)
Basic RP rules!
1) No one hit kills or captures. You must give an opponent a chance to fight back.
2) Posts must be at least two paragraphs long, two sentences the least recommanded for a paragraph. No posts may be shorter than this...
---UNLESS you are controlling NPCs, weather, or "random acts of divine intervention" through a Hand of Fate alias.
This does not mean that your post has to consist of only two sentence paragraphs... y'know. This just means at least four proper sentences.
3) Content rules apply, as always. Keep it PG.
--No words worse than damn or hell. The rest are censored, likely.
--No violence that makes us cringe and want to vomit and wash our eyes out with soap (We're pretty lenient with violence... but if you really must be peeling someone's skin off, be undescriptive.)
--No sexual explicity. (The almighty fade to black wins.)
4) No godmodding. This means no all powerful characters (must have weaknessses), and no controlling or writing actions or writing bunny-effects on other characters.
((ei: I attacked him and cut his arm off))
Some people have different opinions on how much you can write about their character. It's assumed you cannot take liberties with their dialogue and actions. Some people will give permission to godmod their character occasionally. In duels, they work a bit better if some things "I swung my lightsaber at him and he blocked" are assumed.
5) www.spellcheck.net
6) Third person, past tense is preferred. _________________
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I will not walk on the keyboard when my human is writing important emiognaioerp ga3qi4 taija3tgv.
Last edited by Tiana Calthye on Thu Jun 14, 2007 2:07 am; edited 3 times in total |
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Tiana Calthye The Admin with Lime

Joined: 16 Mar 2007 Posts: 785 Location: Canada!
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Posted: Fri Mar 23, 2007 1:13 am Post subject: |
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Welcome to MEI's RPG. Role-playing game. Here, you will take on a personification and raise them into this world as a character. Assuming you have read the basic rules, and/or Aryian's RolePlayer's Rolemodel on a site such as Jedi Masters, and know how to write, this is the site. This is what goes beyond writing. This is real rules.
This is an RP universe with several worlds incorperated. It is AU, in several timelines, and permits a leniency in characters most sites would not. Mostly because we found we had way more fun this way. And wanted our RPs back, even though the seperate ones were dying. This is what might be defined as a world-based RP. There are various planet and location threads that can be travelled to, plots will take place inside of these.
-Stats are of little importance.
-The main worlds dealt with are as followed:
Star Wars's galaxy: Old Republic (TPM/AotC timeline).
Lord of the Ring's Middle Earth: Post-War of the Ring, after Aragorn is crowned King.
Pirate's of the Carribean's Earth: The planet Earth, in an older time period, in the Carribean. Which is connected to...
X Men's Earth: A period of time a lot closer to our here and now, only with mutants and superheroes running free.
The Matrix's Earth: A period of time far into our future where the world is nothing more than a giant computer...
The Chronicle's of Narnia's... Narnia: A planet of talking animals and fantastical creatures, in between the era of the Lion, the Witch, and the Wardrobe, and Prince Caspian.
Final Fantasy 7 and X's worlds: We have taken the liberty of merging a few of the places in the Final Fantasy world, pretending they're on one planet or something instead. Mostly because I don't know the planet's names. Most of us liked Advent Children, however, and wanted to include that world...
-Characters may be from any of these worlds/timelines. Terran/Earthlings are of course limited to being humans or mutants... with the greater depth of timeline choice.
-These worlds are all interconnected by the time-web, the Force... bringing us to...
Interdimentional travel.
Obviously, these worlds are all in seperate dimensions, seeing as they're different timelines, different possibilities. However, the Force holds all things together, and somewhere along the line, some Jedi and Sith accidently found out how to use it to transport between worlds, and by this period, interdimensional travel is at a point where it could very well become normal. It's now possible using trapped Force-sensitives, tapping into their abilities, to send ships not only through hyperspace, but through dimensions and even time itself...
This is not an ability that can be learned by just any Jedi or Sith, however, as it involves the complete sacrifice of someone's Force powers. This is not common knowledge. In fact, it is completely unknown at the beginning of this RP. If you wish to cross dimensions, there are checkpoints on various planets which, at the cost of a small fee, you may travel through.
Character types permitted!
Umm... basically anything you want. Here's a quick list.
Races:
Human
Hobbit
Elf
Dwarf
Twi'lek
Zabrak
Hutt
Nautolan
Animal
Computer
Faerie
Robot
Droid
Nymph
Vampire
Werewolf
Troll
Orc
Giant
-Any races from Star Wars canon, and your general fantasy races are good to go.
Classes:
Jedi
Sith
Ranger
Pirate
Wizard
Warrior
Mutant
Superhero
Agent
Smuggler
Whatnot, etc... as long as it fits into the general stereotype of one of the worlds. We leave races and classes to your imagination, as long as they're not overpowered. (original races are acceptable, PM a mod)
Your characters are limited to being either
>Force-sensitive
>Magic using
>Mutant
>Superhero
>Cursed
Or
>Non-eldritch
Non-powerfuls of course have the option to train their character to be really good in martial arts or some other speciality to keep them equal to the magic/Force/whatever users.
It is possible to have someone with combined powers... a Force-sensitive mutant or a magic using superhero... or something. But these will be rare and you will have to prove your RP skills to us before asking for a second power class.
When it comes to the Force, there's light, dark, and neutral... as usual.
When it comes to magic, we will be sticking with elemental based magic, and this will be developed as we get a few wizards or mages or elementalists.
When it comes to superhero or mutant powers... do your research. Pretty much anything goes, but no overpowering, and it's generally one power, y'know? Kitty Pryde can faze through things, Spiderman can cling to walls and bounce around, Jean Gray I swear just uses the Force...lol... Superman is strong, fast, and kyrptonite kills him... they all have weaknesses and strengths. Judge wisely.
-In character creation, you MUST pick a home dimension.
On Hand of Fate aliases:
These will be mod/admin approved users who's sole purpose is to go around and to cause random things to happen, whether it be weather changes, things that happen to characters, random teleportation or whatnot...
They will be only mature users and will all be under the guise of the account. We'll try to keep them from interferring too badly with storylines. But that isn't guarenteed. It's like reality. XD _________________
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I will not walk on the keyboard when my human is writing important emiognaioerp ga3qi4 taija3tgv. |
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Tiana Calthye The Admin with Lime

Joined: 16 Mar 2007 Posts: 785 Location: Canada!
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Tiana Calthye The Admin with Lime

Joined: 16 Mar 2007 Posts: 785 Location: Canada!
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Posted: Fri Mar 23, 2007 1:19 am Post subject: Terra |
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Terra, and Force Powers
Earth is a planet that is mostly kept away from the Force. It's been seperated from other worlds for a long time. As well, when dimensional travel found it, there were a few timelines that it was able to access. This included:
The 1700-1800s (I think... PM me for an accurate time for PotC, if you know)
The 1998-2020s
And
2500 and beyond.
However, the planet still remained slightly cut away from the galaxy. As such, any Force-sensitives on Terra will be greatly diminished in power. As a general rule, this means jumping back one level. A Knight will have Padawan skills, a Hopeful a Non-Force-Sensitive. _________________
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I will not walk on the keyboard when my human is writing important emiognaioerp ga3qi4 taija3tgv. |
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Tiana Calthye The Admin with Lime

Joined: 16 Mar 2007 Posts: 785 Location: Canada!
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Posted: Fri Mar 23, 2007 1:28 am Post subject: On Force Powers, Jedi, and Sith |
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As a general rule.
Jedi and Sith hopefuls are limited to basic Force-sense, very minor telepathy, and very minor telekinesis until they begin training, whether under adepts or as Padawans. Lightsabers are not permitted.
Jedi Padawans and Sith Apprentices are limited to whatever skills their Master feels fit to teach them. This should include
Force Sense
Force Jump
Force Speed
Force Levitate
Throw Lightsaber
Telekinesis in most general forms
Meditation
Force Blast
Stronger Telepathy
And Form I with a lightsaber.
A Jedi or Sith apprentice must build a weapon (not necessarily a lightsaber, but something equivilent) and undergo trials before they may reach the next rank. You should be in training for at least one month real-life RP time before your trials are given.
Trials are up to a Master's discrecion, but should include testing writing skills (the whole point of training is to make sure you can write responsibly), fighting, control, loss—it depends on the apprentice and Master in the end.
Jedi Knights and Sith Lords are permitted to begin teaching themselves more complex abilities, and should train at least two apprentices before submitting to their Master's trials.
Masters are the highest of the level, bar the faction leader themselves--and gain access to a few Force powers not granted to Knights for learning. This includes Force Lightning and Force Resurrection.
Heal may not be used by Sith without severe damage, and lightning may not be used by Jedi without severe damage. Keep in mind the orientation of your character when learning new powers. _________________
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I will not walk on the keyboard when my human is writing important emiognaioerp ga3qi4 taija3tgv. |
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Tiana Calthye The Admin with Lime

Joined: 16 Mar 2007 Posts: 785 Location: Canada!
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Posted: Fri Mar 23, 2007 1:45 am Post subject: On Magic |
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Magic here is solely elementally based. The elements are as follows.
-Shadow-
Fire - Water
Air- Earth
Dark - Light
-Time-
Shadow and Time are non-user elements, and instead are mere balance units, part of what was involved in the dimensional travel...
Fire is weakened against water.
Air is weakened against earth.
Dark is weakened against light.
Fire feeds off of air. It is the strongest attack element, but the easiest to foil with another.
Air feeds off of dark. It is the second strongest attack element, but strongest when used to fuel another. It is the second strongest defence element.
Dark feeds off of air. Dark gives nothing back as an element, and is the element of destruction and secrecy.
Water feeds earth. Water is the first strongest defence element, as well as effective in attack. When used against fire, it is strongest.
Earth is a supportive element. Working with water and light, the combined powers can be deadly.
Light feeds earth. Light is the third best attack element.
As such, when dealing with elemental magic, a master and apprentice will rarely be the same element, as combining abilities can either be fatal or far more advantagous. Elements often have an effect on their user's personality, and occasionally their physical appearance, as they get taken further into the magical realm.
All magic users have the ability to telepathically communicate and sense others of the same element, as well as, with basic training, sense another as magic-sensitive. Magic is very different from the Force, much more finicky to learn. It has been determined that Sith magic-sensitives learn far faster than any other sort, as elemental magic generally requires a driving urge to take away from something else.
Magic can be cast in many different manners, generally depending on the user. Some choose runes, some choose chants, some simple meditation. In the end, it is the user's personality that indicates just how they will be able to cast magic.
Magic, unlike the Force, can be very draining on a user. When too long in a physical location mimicking a draining element, a user will grow weary and in some cases, even fall into a coma. Rainy days leave a fire elementalist worn out. Cloudy days and too many shadows drain light elementalists. A fire elementalist in a forest will feel very powerful, and have a sense they're beginning to destroy something, possibly leading them to a shift in personality temporarily. An earth elementalist on a bright day will feel lighter and happier.
It is no wonder that frequent magic users who delve too deeply into what they do are driven into insanity, never to return. It's no wonder many wizards become loners. Magic comes with a heavy price. It's addictive, dangerous, unpredictable--wild. It's not like the Force. It can't be controlled.
It is possible to sever a person's connection to their element, but it must be willing on the end of the user, and it cannot be undone. _________________
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I will not walk on the keyboard when my human is writing important emiognaioerp ga3qi4 taija3tgv. |
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Tiana Calthye The Admin with Lime

Joined: 16 Mar 2007 Posts: 785 Location: Canada!
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Posted: Fri Mar 23, 2007 1:51 am Post subject: Dimensional Travel |
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The dimensions were opened by a group of people now known as the Timekeepers. They now have the commertial control over the paths through the dimensions, even able to push ships through into another world.
This power cannot be learned from anyone but a Timekeeper. It is brought about only at the cost of a Force-user's connection to the Force, draining them to fuel to dimensional portal. This is currently completely unknown knowledge.
Anyone can use the portals, going down to one of the TimePath Stations---the TPS for short, and at the cost of 1000 credits for a ship, or 250 for a person--you can go through and come back later, as long as you don't lose your ticket. Or gold, or whatever the local currency is. Credits are now accepted everywhere, however.
There are currently portals on/in
-Coruscant
-New York, Terra, 2006
-Midgar
-Tortuga
-Rivendell
(list to be edited as created, and information gathered together) _________________
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I will not walk on the keyboard when my human is writing important emiognaioerp ga3qi4 taija3tgv. |
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Tiana Calthye The Admin with Lime

Joined: 16 Mar 2007 Posts: 785 Location: Canada!
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Posted: Sat Mar 24, 2007 12:33 am Post subject: |
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Any posts made in this thread that aren't rules will be moved, I think... once I have them set up the rest of the way. Or if they're questions, the answer can be edited in and then linked at the top. But we can talk for now--or make a new thread--I actually intended on the "storyline" thread for talkng in. But that's okay, because phpBB, you can move posts. Woot! So ask questions away!
| Quote: | | How are credits earned and tallied? |
If it becomes necessary to actually tally them, well... we'll need a code, I suppose, and I'd need FTP access for that. Credits are a formality, not a defined rule. I suppose when you start, depending on what sort of character you're making, you can put in your character sheet how many credits you're starting with. Jedi and other characters with "jobs", per se, probably have access to a bank account from their faction and it can be assumed they get money like that. People in more... work oriented... like NFU situations... bounty hunters can get money from doing bounties, or smugglers from smuggling... you can assume if you start as one who's been doing that for a while, you'll have saved some credits. And then if you're working for a PC, they'll determine a job amount. I trust people will edit into their profiles how many credits they approximately have.
Really, it doesn't matter, though a newbie in RP isn't going to have access to the funds to buy a ship immediately. It's basically just the RPing of doing something. The implication of work (or robbing). You can get credits from NFUs if you feel the need to actually do stuff for credits.
Basically, they're earned just by posting in RP, then. XD And you can tally them if you want to, approximating a job and whatnot.
| Quote: | | And where will RPers begin? In any world, or in the random dimensional mixing as explained in the plot thread? |
Where you begin is determined by your faction. A Jedi begins wherever the Temple is. A wizard begins at wherever the magic academy or whatever would be. If you're not starting with a faction immediately, you can pick a random planet and go--or a mod will tell you where to start. If you're planning on training as a Jedi or Sith, it's logical to start at that temple--but who am I to stand in the way of creativity and randomness. Oh, and it's probably best to work with someone to start on the same planet so you can start RPing immediately.  _________________
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I will not walk on the keyboard when my human is writing important emiognaioerp ga3qi4 taija3tgv. |
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Duncariel (dies)

Joined: 18 Mar 2007 Posts: 483 Location: Resisting temptation in a TNT fireworks stand near you...
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Posted: Sat Mar 24, 2007 7:55 pm Post subject: |
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All right, I have a few questions all related to the same basic concept, mostly I think to clear a few things up for myself. It may have been covered up there somewhere, but it didn't come together for me when I was reading all of it. So...
Earth. Since it's one planet, will it be required to have time portals, as well as the interdimentional travel whatchamacallits? Because it, as a planet, is unique in the whole timewise scheme of things, as in travel to Earth is not limited to simply one period, as travel to the other worlds is. So is there a separate way to travel to separate time periods within the planet, or is that all wrapped up in the interdimentional thing, as well? I was a little unclear on that.
Separately, relating to the Matrix scheme. If the Matrix is essentially Earth's future, will that whole thing be worked into the plot for that planet? As in, the Machines hijacking everything, and all that jazz. Or, the the Matrix thingie totally separate, as in another dimention of say, the same basic future, as in there will be different futures, and that's only one of them?
And, considering the complexity of the Earth thing, are Narnia and the FF worlds considered to be a part of the planet earth, or are they simply their own worlds connected to that particular planet, and no others? Just a thought.... Midgar has its own portal thing, will Narnia eventually have its own as well, or will it just be sequestered off.....
That's all I could really think of, off the cuff... if those are stupid questions, feel free to tell me so.  _________________
"He was smiling an innocent, amused smile, the smile of an anarchist sitting in the movies with a bomb in his pocket."
-- Nathanael West |
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Tiana Calthye The Admin with Lime

Joined: 16 Mar 2007 Posts: 785 Location: Canada!
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Posted: Sat Mar 24, 2007 11:03 pm Post subject: |
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I don't mind you guys asking questions, silly or not--it tells me what needs more information.
| Quote: | | Earth. Since it's one planet, will it be required to have time portals, as well as the interdimentional travel whatchamacallits? |
I'm not going to quote everything. Okay. Earth when it comes to the fact that it's more than one timeline...
I was running off of this theory. Alternate universes. Everything is a possibility, and therefore it's possible to travel to one of these "possibilities" without affecting any other timeline. Because these are, well, seperate worlds--simply the same name, same places, same layout. Replica places. I suppose, yes, this makes time travel a possibility--but since Earth is a planet considered "different", time travel works more effectively headed towards it, but not towards larger planes. Or perhaps no one has tried yet, and time travel is a completely viable probabilty that hasn't yet been uncovered. Or the bad guys have completely figured it out and we're all doomed.
| Quote: | | If the Matrix is essentially Earth's future, will that whole thing be worked into the plot for that planet? As in, the Machines hijacking everything, and all that jazz. Or, the the Matrix thingie totally separate, as in another dimention of say, the same basic future, as in there will be different futures, and that's only one of them? |
The Matrix is essentially Earth's future, and yes, I intend on having things shoot towards that. But, again. The future is always in motion, and this is indeed just one possible future. Doesn't mean it's preventable, though...
| Quote: | | And, considering the complexity of the Earth thing, are Narnia and the FF worlds considered to be a part of the planet earth |
I didn't know the FF worlds had a connection to Earth, like Narnia did--Narnia to me is a seperate world, same with the FF worlds.
| Quote: | | or are they simply their own worlds connected to that particular planet, and no others? Just a thought.... |
Technically, I think all the worlds are able to be physically connected through space travel. Simply their own worlds, yes.
| Quote: | | Midgar has its own portal thing, will Narnia eventually have its own as well, or will it just be sequestered off..... |
I think you can travel FROM a Narnia portal, but not TO Narnia through a portal. Narnia just works that way. Mostly, I was just too lazy to grab a book and find the Narnian locations I needed a portal in, though. That was a rough list... a beginning list. Where portals will be in the first part of RP. Hopefully the site will grow enough that we'll need a few in each world, y'know?
I should put a portal at Union Station, lol. Right, Jandalf?  _________________
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I will not walk on the keyboard when my human is writing important emiognaioerp ga3qi4 taija3tgv. |
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Jandalf But I don't WANNA think!

Joined: 17 Mar 2007 Posts: 299 Location: 49°10.751' N, 97°56.5415' W
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Posted: Tue Mar 27, 2007 11:47 pm Post subject: Currencies |
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RATES OF EXCHANGE
I did conversions both ways from the listed costs of teleportation (assuming they are of equal value) for your speed and convenience in possible currency exchange. More can be added if any come up. I don't know how much this might actually become used, but. (grins)
0.71 Republic Credits = 1 USD
1.40 USD = 1 Republic Credit
0.80 gold coins = 1 Republic Credit
1.25 Republic Credits = 1 gold coin
1.75 USD = 1 gold coin
0.57 gold coins = 1 USD _________________
"[Zeus] sent them to a shepherd of Troy, whose name was Paris because his mother had had a lot of gaul and had married a Frenchman..."
- The Principia Discordia |
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Shadow Padawan

Joined: 11 Apr 2007 Posts: 40
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Posted: Sun Apr 22, 2007 6:40 pm Post subject: |
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Is this the thread for questions??
Can I have a superweapon? Or is that godmodding?? Even if we can't make Death Star superweapons, can we have fleets? Are there rules on fleets? Can we control NPCs? What about armor? Force powers? As Sith leader I consider it important to know what villainy I can commit within the bounds of the rules...
Can we manybe have a guide for the Jedi and Sith, more than you have her? _________________
| Dûncariel wrote: | | You have been slapped by the Hand of Fate. Good day. |
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Tiana Calthye The Admin with Lime

Joined: 16 Mar 2007 Posts: 785 Location: Canada!
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Posted: Fri Apr 27, 2007 6:48 am Post subject: |
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1) Superweapon? With mod approval only. Superweapons cannot be made without mod approval. Otherwise any actions taken with them will be nulled. As well, your intents with them must be at least vaguely explained to a mod upon making them. Making a Death Star? You'd better tell us which planet you're going to knock off and why.
2) Without mod approval? Yes, it is godmodding.
3) Before someone asks, the Thought Bomb or whatever it is is a superweapon.
4) Fleets... umm... I have no idea. Fleet battling's no fun to me. Whatever's reasonable, and a mod can null it if it seems too much for one faction.
5) You can control NPCs in moderation. If it comes to an NPC in battle, they're under the same rules as PCs, including once one gets killed you can't have one for 3 days. And you can't use one to escape getting killed or hurt.
6) Armor? Have fun.
7) Force powers? Well, if they're non-canonical and or OOC for that faction, seek mod or admin approval and stuff. ^.^ Otherwise, have fun until we stop you.
It's not like this RP is big enough to really matter. I'm too lazy to think this late, anyway...  _________________
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I will not walk on the keyboard when my human is writing important emiognaioerp ga3qi4 taija3tgv. |
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Tiana Calthye The Admin with Lime

Joined: 16 Mar 2007 Posts: 785 Location: Canada!
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Posted: Thu Jun 14, 2007 1:30 am Post subject: If a character hails from a world with different magic |
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If your character hails from a world where magic laws are different!
For example, Elder Scrolls doesn't seem to use elements, but has classes of types of magic. Destruction is the big one, you can learn multiple elemental attacks. Final Fantasy has an elemental system, but it's different elements. Same with Kingdom Hearts. FF has a few planet locations, and we have an Elder Scrolls locasion.
You are welcome to create a character from a world with DIFFERENT MAGIC LAWS. (you can create a character from ANYWHERE) However!
Once you are part of this RP, your character is part of a massive crossover universe. From that point, you cannot learn any further things on your world's magic. Consider it sealed. Your Final Fantasy character might be able to cast lightning and cure, but you won't be learning any more spells unless they fit into this RPGs laws of magic, which are elemental (because it's easier for us to keep track of). You have to pick an element in order to use magic, and any further magic you learn will have to fit into these catagories. You may very well be a cleric or have the basic attack spells or illusionry or necromancy.
You are required to post a list of the spells you expect to carry over from before the worlds were joined in your character sheet.
These will be approved with your character sheet. You will also pick an element and anything that is not specifically one of these spells you approved at the start must be somehow explained with the element you picked.
Remember, a whole metric arseload of things can be made up to explain how an element of your chosing can do whatever you decided you needed to do, if you've trained a bit. You just have to think (or hijack other people to think for you and come up with a way for you to summon a magic sword while being a water elementalist, or heal basic wounds as a dark elementalist).
So, that's that. Have fun! _________________
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Tiana Calthye The Admin with Lime

Joined: 16 Mar 2007 Posts: 785 Location: Canada!
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Posted: Thu Jun 14, 2007 1:56 am Post subject: Summoning! |
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Summoning skills are quite permissable, we've decided.
Here's the laws. Jandalf and I decided over IM that basic summoning might be overpowered, so here's what we decided.
An elementalist can summon SOMETHING OF ANY ELEMENT. You can pick this element.
Summoning can be accomplished by any rank of magic user, and can also be learned by Master Force users.
During a 1 vs 1 duel, a summon will last 2 posts. During something larger scale, a summon will last 3-5 posts, depending on
1) your skill level
2) what the mod feels like today
During the time that your summon is in action, YOU WILL BE UNCONSCIOUS.
If you summon something the same element as yourself, you will be able to control its actions and it will be equal to a highest rank whatever you are. A list of basic summons per element follows.
FIRE- You have a chance of summoning
1) A giant Phoenix. Hey, you might even get some phoenix down for your trouble.
2) A Balrog.
3) A whole lot of matches. Animated matches.
4) A Scalding Animated Cup of Caf.
WATER- You have a chance of summoning
1) A Host of Cursed Undersea Pirates from Davy Jones Locker. They are invinsible and can do all sorts of piraty damage, plus get you some loot for the trouble.
2) Nemo. Hey, look, we found him, guys!
3) A water sprite. They can do some pretty nasty damage and heal.
EARTH- You have a chance of summoning
1) Pancakes. Irrestable pancakes.
2) An Earth Golem. An indestructable spirit of the earth. Want damage from a one-track mind? You've got it!
3) An animated helmet atop an equally animated boot. Guaranteed to be in good condition up to fifty kicks!
4) An Old School. Something old-school, whether it be ME:I craziness or rock music.
AIR- You have a chance of summoning
1) Canned Air. Well, it might help.
2) A Demonic Vacuum Cleaner. Any NPCs in the nearby vincinty will be sucked into the void.
3) The Galaxy Eagle, a giant bird with amazing powers.
4) The vacuum cleaner's sales person. Cut me own throat next!
DARK- You have a chance of summoning
1) The Dark Cake of Souls. This is a giant chocolate cupcake with pink frosting and fangs. It can drain the life away from your enemies.
2) Evil Emoticons. They'll swarm your enemy with n00bishness.
3) A Enraged Duster.
4) The Blue Screen of Death (BSOD). This could give your enemy a fatal system error, requiring them to reboot numerous times until they're up to speed again.
LIGHT- You have a chance of summoning
1) Swarm of Heavenly Fireflies. They can heal your wounds, and do all sorts of horrible things to your enemy, as long as they don't have a flyswatter.
2) Animated Chat Speak. Just watch as your enemy falls under the flood of ZOMGs and PWNed...
3) Reanimated Converted Undead Dragon. This sucker can do some real damage.
Important for Master Force users! By default, a Sith will be able to summon a Flamer, and a Jedi will be able to summon an Admin.
If you summon something NOT your element, it will be completely by chance. (and it won't necessarily be one of the above) There's a summon alias, you'll contact a mod and say that you've made a summon, and they will be controlling the actions of your summon. You of course can chose this option if you summon your own element as well.
This is completely up to the mod the actions the summon will take, but you won't die. Also, even if you summon your own element, a Fate alias can step in and make something AMAZING happen or something HORRIBLE happen. After all, summoning metaphysical creatures can't be healthy for you.
However, during the duration of the summon, you will be completely safe from all harm.
You cannot make two summons during the same fight, or for three real life days again, in recovery.
This is because even though there's a chance aspect with summoning, they are a way of overpowering yourself and keeping yourself from dying.
Yes, if your opponent makes a summon, you can too. ^^ _________________
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I will not walk on the keyboard when my human is writing important emiognaioerp ga3qi4 taija3tgv. |
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