A general rp site that welcomes multiple characters and encourages you to switch between them so you can have the most fun possible as you rp.


    Rules Version One

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    Bloo
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    Rules Version One

    Post by Bloo on Fri Aug 16, 2013 10:42 pm

    Hello everyone, and welcome to Certamine! Here at this site we hope than everyone can have fun, whether you're a hardcore roleplayer or just a casual player. We aim to please everyone.

    First, we have some general rules that should go without saying.

    Don't be rude. We know, things can get frustrating and sometimes the chatbox can get heated, but that's no excuse to get uncivil. Remember, the most important thing about the site is to have fun.

    No Godmodding.
    This one is something we've all probably heard before. You can't control other peoples characters, and they get a say in whatever happens to them. An example of godmodding would be like this; "Grimmjow dropkicks Ichigo's head so hard that he goes flying back through four walls." The CORRECT way to post drop kicking Ichigo would be like this; "Grimmjow does a dropkick at Ichigo with enough force to send him flying through four walls." The difference is that in the second one, Ichigo still has a chance to dodge, and isn't being controlled by anyone but himself.

    No Omnipotence, Omnipresence. This rule is very important. You are free to read any topic that you'd like, whether you are involved in that topic or not, but your character can not know what happened in a thread if he wasn't there, and nobody told him what happened. It's logical. And for Omnipresence, your character is only able to be in ONE place at a time. You can have one of your characters in one thread, and a different character in a different thread, but you CAN NOT have the same character in two different threads at the same time.

    Don't steal characters from other players. While I have no problem with you basing your character off of a character from a show, or a manga, I will NOT tolerate you stealing from another player. It is rude, and disrespectful. Let's not be that way.

    Have fun! This is the most important part of all. We're all here to have a good time and share some laughs, so let's try our best to make sure that everyone is able to have fun here.
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    Bloo
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    Re: Rules Version One

    Post by Bloo on Fri Aug 16, 2013 11:20 pm

    Creating Your Character!


    Creating your character is perhaps the most important part of getting started. Though we encourage you to create many characters so you can have a variety of personalities and experiences to choose from when you join a thread, we do also STRONGLY recommend thinking ALL of your characters through before you post them.

    For specific instructions on how to create your characters, and what you should include, look at the Character Creation Template in the Character Creation forum. That will give you specific instructions on what you should be thinking when you make your character.

    Levels

    Your character can start at any level between 0-3. Your level determines how strong your character is, and how much stats you get to place into your characters attributes. If your character starts at a level below 3, you are allowed to promote them whenever you want, you just have to post your new stats in the promotion thread. If you want to get to level 4 or 5, the ONLY way is to pass a promotion test.

    Level 0: This class has almost NO battle capability. Their powers are hardly noticeable in daily life, but they do exist. Usually characters in this level are unable to control when their powers activate, and what to use them on. They get 100 total stats to place, and can have a max of 25 in any one attribute.

    Level 1: This class has very little combat capability. Their powers can be useful in regular life, and they usually have some degree of control over their powers, however insignificant their power may seem. They are often able to activate their powers on command, but rarely able to pick their targets properly. This class gets 200 total stats, and can have a max of 50 in any one attribute.

    Level 2: This class can handle themselves without much trouble. In a combat situation they can defend themselves against most everyday threats with ease, but if they run into someone who is trained in fighting people with powers, they can be beaten rather swiftly. This class has a good handle on their power, can activate it on command and usually has little trouble picking their targets. This class can get 300 total stats, and can have a max of 75 in any one attribute.

    Level 3: This class has a full comprehension of their powers. They understand exactly what their power is, and the basics of how to use it. In combat, they are only really threatened by people with extensive training in fighting people with powers, or other people who have powers. These guys can activate their power on command whenever they want, and have no trouble picking a target. This class can get a total of 400 total stats, and can have a max of 100 in any one attribute.

    Level 4*: Characters in this class can be considered a master of their power. They have full control over how it works and how to control it. It is rare to find someone in this class and usually they are rather well known amongst the community. This class gets a total of 600 stats, and can have a max of 200 in any one attribute.

    Level 5*: Characters in this class are rarely ever challenged. They have reached a true mastery over their power, and have nothing left to learn about it. They can be considered geniuses, and running into one is like being struck with lightning. Everyone should know the names of characters in this level. They get a total of 800 stats, and can put a max of 250 into any one attribute.
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    Bloo
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    Re: Rules Version One

    Post by Bloo on Fri Aug 16, 2013 11:34 pm

    Joining Roleplays!

    So, you've made your character. Now you need to USE that character, right? Well, that part is extremely easy! You go over to the Roleplay Zones on the home page, and look through there. You have the choice of joining an ongoing thread as a new character, or you can create your own thread and wait for someone else to reply to you. That's easy enough, right?

    Now here comes a few guidelines. When posting a new thread, or replying, you are free to add in at the end "TBC by ______" and say whoever you'd like to continue the thread, but that does NOT mean that nobody else can join that thread. It is not frowned upon, nor against the rules to join a thread that you weren't invited to. In fact, I hope that people will join new threads uninvited constantly. It makes the game more interesting, and more fun. So don't expect to only be roleplaying with one person! Broaden your scope, and meet new people. It might make for an even better rp than you would have ever gotten alone.

    Random Encounters!

    Sometimes when you're in a thread, an admin may join in with a random encounter! Random encounters are meant to be fun, and interesting little adventures that put your characters into positions that will make you think. Your character will never be killed in a random encounter, and there is no punishment to running away, but if you DO decide to roleplay into the random encounter, there's a good chance that there's a tasty reward if you play your cards right and impress the admin who is running your random encounter.

    I ask that you do NOT request random encounters to happen to your character. If you request that, most likely you will not get one. They're supposed to be RANDOM, not planned. So if an admin thinks you're expecting one, you probably won't get one. Also, I can't say how often these encounters will happen, or that there even will be a reward for everyone who gets one. They are completely at admins discretion.
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    Bloo
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    Posts : 121
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    Re: Rules Version One

    Post by Bloo on Sat Aug 17, 2013 12:31 am

    Attributes!

    This section, and the combat section are probably going to be the hardest to explain, so you may need to read through these parts a few times to fully grasp what I'm trying to tell you. If you've done that, and still have questions, feel free to bring them up in the FAQs!

    Strength: This attribute is for all of you sword swingers and powerhouse boxers. It determines how strong you physically are. Anything that your character does with his own muscles is decided by this stat. Swinging a bat, punching someone, lifting something up and throwing it. The power of anything like that is decided by this stat.

    Defense: This stat is for all the Rocky Balboa's out there. It decides how hard you can GET HIT and keep moving forward! Basically, if you are on the receiving end of a punch, bat, or thrown object, this stat will decide how resistant you are to that kind of damage.

    Focus: This is the next offensive stat. This stat is for characters that do damage without relying on their physical strength. If you were to shoot a gun, this stat decides how strong the bullet is. The most common use for this stat though is ranged powers. If your power is to control lightning, and you fire a lightning bolt at someone this is the stat that decides how powerful your lightning is.

    Endurance: Just as defense helps you resist power, Endurance helps you resist Focus based attacks. Using the same example as before, if someone fired a lightning bolt at you, this is the stat that decides how resistant you are to that kind of damage.

    Accuracy: This stat is just how it sounds. It decides how accurate your attacks are. Power is worth nothing if you can't touch your opponents.

    Speed: This stat is the inverse to Accuracy. It decides how hard you are to hit. If you have high speed, and your opponent doesn't have a lot of Accuracy, they will have a hard time trying to hit you.

    Health: This stat is rather simple. It decides how much damage you can take before you pass out. It is equal to the amount of total stats you are allowed to have. So if you're level 1, you should have 200 health, because you are allowed to have 200 total stats. Make sense? Good.

    Combat Mechanics

    This section will go over the basics of a fight. Again, it may take a few read throughs to understand completely, but once you figure it out, it'll be like a second language to you!

    When a fight is started, the attacker MUST post his stats at the end of his post. Usually people will put a line break to separate the In Character part of the post, and the Stat part of the post. After the stat part of the post, you are required to post the actions you took, and the attributes that are associated with those actions. From the point where the fight is started, to the end of the fight, you are REQUIRED to post your stats and actions at the end of every post.

    Every turn of a fight, you get two actions. No more, no less. Not EVERYTHING requires you to use an action though. Things that require an action include: Launching an attack, Dodging an attack, Overpowering an attack, Countering an attack, and Setting up for an attack.

    That goes over things that require an action, but there's still a lot of things you can do that DON'T require an action. These things are: Taking a hit, and Positioning yourself (not dodging an attack, but simply relocating to get a better spot).

    Now, lets go over how to do all of these things properly. To launch an attack is simple. In your post you would describe the attack, then after the stats you put the action in. I'll give an example. Say you're a lightning user, and in your post you fired a bolt of lightning at your opponent. This is what that would look like.

    Bloo wrote:Action 1: Lightning Bolt (Focus: 100*, Accuracy: 100*)
    * - you put whatever that stat is for you. If you have 50 Focus, and 50 Accuracy, you'd put those numbers in instead.

    Now when someone has launched an attack at you, you have a few options. You can dodge, overpower, or counter the attack.

    To Dodge the attack completely, your SPEED stat must be equal to or greater than the incoming attacks ACCURACY stat. If you have less speed that their accuracy, you can still choose to Partial Dodge. In order to partial dodge, you must have at least HALF of the incoming Accuracy as Speed. As an example, if the incoming attack has 100 Accuracy and 100 Focus, and you have 50 Speed, and you choose to partial dodge, here's what that will look like.

    Bloo wrote:Action 1: Partial Dodge (Speed: 50)
    Now, what's the difference between a partial dodge and a regular dodge? In a regular dodge, you avoid the attack completely. In a Partial Dodge, you're still going to take damage. Here's the equation for how to calculate how much damage you will take.

    Damage = Power of attack (1 -(Your Speed/Incoming Accuracy))

    Going back to our previous example.

    Damage = 100 (1-(50/100)) -> 100(.5) -> 50

    So you would take 50 damage in that partial dodge. It sounds much more complex than it really is.

    Next is overpowering an incoming attack. In order to overpower an attack, your Accuracy stat must be over 75% of the incoming Accuracy stat, and OVER 110% of the incoming attacks power. I'll go to another example here. Say the incoming attack has 100 Focus, and 100 Accuracy. In order to be ABLE to overpower you have to have at LEAST 110 Focus or Strength, and 75 Accuracy. Your actions would look like this.

    Bloo wrote:Action 1: Overpower (Focus: 110, Acc: 75)
    The damage left over after the attack will head THROUGH the opponents attack and back at them. If they used a lightning bolt, and you overpowered it with a fireball, their attack would hit your attack and disappear, then your attack will continue towards your opponent, though it will be weakened. Your attacks strength is determined by this equation.

    Power = Power of Your Attack - Power of Their Attack.

    In this case, 10. Not much, but it can be more than that. Now when you GET overpowered, responding to it is a little different. You're only allowed to dodge or partial dodge the incoming attack. You can NOT counter or overpower an overpower. If you get hit by an overpower, it goes through your defenses.

    And your LAST option when responding to an attack is countering. Countering is almost exactly like overpowering, except it happens when you have less than 110% of the incoming attack, and more that 100% of the incoming attack. If you counter an attack, both your attack, and the incoming attack are negated, and nobody has to respond to anything else.

    And finally, if you can't or choose not to dodge, overpower, or counter... you get hit. Getting his means you will normally take damage, unless your defense is higher than the incomming attack. If the incoming attack is using Strength as it's power, your Defense stat is what will protect you. If the incoming attack is using Focus as it's power, your Endurance is the stat that will protect you. How much damage you take is decided by:

    Damage = Power of incoming attack (Focus/Strength) - Your protecting stat(Defense/Endurance)

    The last thing to note about combat is an autohit. An autohit happens when your stats are too low to counter, overpower, or dodge. When you're hit with an autohit, the opponent decides where you land, how you land, and what's there when you land. You take damage via the same formula above.


    Last edited by Bloo on Sat Aug 17, 2013 3:09 am; edited 1 time in total
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    Bloo
    Admin

    Posts : 121
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    Join date : 2013-08-16
    Age : 24

    Re: Rules Version One

    Post by Bloo on Sat Aug 17, 2013 12:47 am

    Groups!

    Groups are players that have met each other in character, and found common ground enough to the point where they decided to stick together. There are certain advantages to being in a group.

    First, if you're in a group, you have access to that groups resources. They'll get their own thread, all to themselves for their home base and it's filled with resources and objects that any member has access to.

    Second, when you go on a promotion challenge, you are allowed to bring ONE person who is equal or lesser rank than you to assist in the challenge. Note that you must pick before you start the challenge, and the challenge will get harder if you bring someone. Also, only the person who received the challenge will get the promotion, not the person he chose to accompany him.

    Groups require 3 or more different PLAYERS, not characters. You need three players to make a group, and they have to be approved in the "Create a Group" Forum to get any of these bonuses.

    Rivalries!

    In order to start a rivalry, you need a good in character reason and two DIFFERENT players. You don't have to have literally fought with each other before, but that helps. You need to post your rivalry inside the "Create a Rivalry" thread for it to be recognized.

    Once you're in a rivalry, you and your rival must hate each other. You can't become friends and settle your differences, or the rivalry is canceled.

    The way to END a rivalry is through a fight. At the end of this fight the winner is given 10 bonus stats, and the loser is given 5 bonus stats.

    The winner has the option to kill the losers character at the end of the rivalry. This is the only way to kill a character without consent. The winner does not HAVE to kill the loser, but the option is available to them.

    Character Death, Maiming, or Capture!

    The ONLY way your character can die without your consent is at the end of a rivalry. End of story.

    Now for character maiming. We get that in a battle things happen, but if you want to permanently injure an opponent (example, chopping an arm off), you need their permission. You can, however, give them scars that will heal without permission.

    And lastly, capturing another character. This happens sometimes, yes. The rule is, if you capture someone, YOU are responsible for giving them SOMETHING to rp. If time goes by and they have nothing to rp, they can ask an admin if they can escape(even if logically they wouldn't be able to escape) and we will most likely say yes after 24 hours.

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    Re: Rules Version One

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