Post by Ayipuyi on Dec 17, 2006 11:47:19 GMT -5
No forum is a proper forum without a few rules. We can't let members go completely wacko and make twenty-foot characters with lightning powers, wings, and horns. Sorry, but no. Not gonna happen. Thus, I have written out a few rules for characters.
Sizes
Though magic has morphed humanoids, and animals into various forms, we can't have people with giant characters. Here are a few size restrictions.
Humanoids/ Anthros/ Werewolves/ Vampires/ Witches: 6 ft
Canines: 5ft
Felines: 11 ft
Monkeys: 6ft
Bears: 7ft
Reptilians: 3 ft
Rodents: 3 ft
Mustelidae: 4ft
Birds:
- Songbirds: 4ft
- Birds of Prey- 6ft
Horses: 6ft
Species and Characters
What is allowed on Dire Danger? Anything and everything, basically. However, there are several main species that are on the forum. No two persons are alike, however, so it's hard to judge who or what someone is. Each person most likely has some form of oddity to them, whether it be magic, a physical transformation, or something of the like.
However, no characters comes without a weakness. Whether it be a mental disorder or a physical disorder, every character must have a weakness to somewhat cancel out their strengths. Magic isn't allowed when a character has a lot of attributes, because that is unfair to the players with chars that have little magic, or little attributes.
To make sure that no one powerplays, we're limiting magic to three minor charms, or one large charm. Minor charms are nothing big, like healing cuts and bruises (not large gashes, mind you), or sending a small, not too strong beam of energy at a foe (though, this energy would have to come from the character, thus making your character a little more tired). Three of these are allowed with maybe a few minor attributes. It would be better if you had one or two, and had more physical oddities than having three weak charms, and few physical attributes.
Besides having 1-3 spells, you can have one large charm but either many, many weaknesses to cancel this out (such as bad vision, low stamina, or the person could only perform this spell during a certain time, or when the weather is just right). Or, if you want the large spell, and you don't want many weaknesses, you are only permitted three minor physical oddities (such as little spurs on the back of your legs, very slightly enlongated fangs, and maybe retractable claws.
Weapons
There is a basic triangle that DD follows:
-Guns are better than Swords/other medieval weapons.
Swords are better than magic (all medieval weapons are forged with metal that can block some minor spells, and weaken the effects of bigger spells)
- Magic is better than guns
Weapons allowed:
Swords-
Broadsword
Claymore
Cutlass
Falchion
Longsword
Sabre
Rapier
Shortsword
Dagger
Knife
Dirk
And various others
Axes-
Battle Axe
Hafted Axe
Francisca (throwing Axe)
Lances-
Pike
Glaive
Halberd
Boar Spear
Guisarme
Spear
Voulge
Ranged Weapons-
Longbow
Shortbow
Crossbow
Sling
Bashing Weapons-
Club
Flail
Mace
Quarterstaff
Morning Star
War Hammer
Bec De Corbin
Siege Weapons-
Ballista
Battering Ram
Catapult
Small bombs
Cannon
Magic-
Minor:
Healing small wounds
Transmitting energy into magic form (sending beams of magic at foe)
Shielding spell that lasts for half of a minute
Stunning magic that lasts for half of a minute
Minor fire spells (maybe causing minor burns to the foe)
More will be added.
Major:
Slowing down time for a few seconds
Shielding spell that lasts for five minutes
Large fire spells
Stunning someone for a minute
Spells that could electricute someone (not kill, though)
More will be added.
Guns-
Assault Rifle
Pistol
Sniper Rifle
Machine Gun
Shotgun
Revolver
How many weapons can you have? Well, other than your naturally given weapons (feet, hands, claws, fangs, whatever), I'd say 2-4 weapons. One might be some form of big weapon, like a sword. The others might be either a weapon that could be thrown, or some form of ranged attack like a bow, a gun, or a minor charm.
Attributes
As mentioned before, you can make weird creatures, but don't go overboard. You can't have a big, insanely powerful character that can eat any foe. There must be weaknesses to balance out powerful characters. A character with wings, for instance, might have low stamina, or a heavy weight, causing them not to be able to fly for a long period of time. Characters with lots of magic abilities should have less attributes, or, they should have vision probably, low energy, or something of the like. Every character MUST BE BEATABLE. No unstoppable characters.
Attributes- what are they? Glad you asked! They are any form of oddity such as a low ridge of spikes on one's back, an oddly built bone structure, giant fangs, rigid skin, and other various things. They can help the character during battle, but they can also be a bit of an annoyance.
Magic
As mentioned before, there are various types of magic. Such types included nature magic, light, and dark. Nature is your classic thunder, earth, wind, fire, ice, water magic. Light magic is usually healing, and very feeble charms, often minorly damaging a foe. Dark magic is hard to master, and when it is taught to someone, they can hardly control it. And, it drains their own energy, so it's dangerous to use. It's more bad than good.
Sizes
Though magic has morphed humanoids, and animals into various forms, we can't have people with giant characters. Here are a few size restrictions.
Humanoids/ Anthros/ Werewolves/ Vampires/ Witches: 6 ft
Canines: 5ft
Felines: 11 ft
Monkeys: 6ft
Bears: 7ft
Reptilians: 3 ft
Rodents: 3 ft
Mustelidae: 4ft
Birds:
- Songbirds: 4ft
- Birds of Prey- 6ft
Horses: 6ft
Species and Characters
What is allowed on Dire Danger? Anything and everything, basically. However, there are several main species that are on the forum. No two persons are alike, however, so it's hard to judge who or what someone is. Each person most likely has some form of oddity to them, whether it be magic, a physical transformation, or something of the like.
However, no characters comes without a weakness. Whether it be a mental disorder or a physical disorder, every character must have a weakness to somewhat cancel out their strengths. Magic isn't allowed when a character has a lot of attributes, because that is unfair to the players with chars that have little magic, or little attributes.
To make sure that no one powerplays, we're limiting magic to three minor charms, or one large charm. Minor charms are nothing big, like healing cuts and bruises (not large gashes, mind you), or sending a small, not too strong beam of energy at a foe (though, this energy would have to come from the character, thus making your character a little more tired). Three of these are allowed with maybe a few minor attributes. It would be better if you had one or two, and had more physical oddities than having three weak charms, and few physical attributes.
Besides having 1-3 spells, you can have one large charm but either many, many weaknesses to cancel this out (such as bad vision, low stamina, or the person could only perform this spell during a certain time, or when the weather is just right). Or, if you want the large spell, and you don't want many weaknesses, you are only permitted three minor physical oddities (such as little spurs on the back of your legs, very slightly enlongated fangs, and maybe retractable claws.
Weapons
There is a basic triangle that DD follows:
-Guns are better than Swords/other medieval weapons.
Swords are better than magic (all medieval weapons are forged with metal that can block some minor spells, and weaken the effects of bigger spells)
- Magic is better than guns
Weapons allowed:
Swords-
Broadsword
Claymore
Cutlass
Falchion
Longsword
Sabre
Rapier
Shortsword
Dagger
Knife
Dirk
And various others
Axes-
Battle Axe
Hafted Axe
Francisca (throwing Axe)
Lances-
Pike
Glaive
Halberd
Boar Spear
Guisarme
Spear
Voulge
Ranged Weapons-
Longbow
Shortbow
Crossbow
Sling
Bashing Weapons-
Club
Flail
Mace
Quarterstaff
Morning Star
War Hammer
Bec De Corbin
Siege Weapons-
Ballista
Battering Ram
Catapult
Small bombs
Cannon
Magic-
Minor:
Healing small wounds
Transmitting energy into magic form (sending beams of magic at foe)
Shielding spell that lasts for half of a minute
Stunning magic that lasts for half of a minute
Minor fire spells (maybe causing minor burns to the foe)
More will be added.
Major:
Slowing down time for a few seconds
Shielding spell that lasts for five minutes
Large fire spells
Stunning someone for a minute
Spells that could electricute someone (not kill, though)
More will be added.
Guns-
Assault Rifle
Pistol
Sniper Rifle
Machine Gun
Shotgun
Revolver
How many weapons can you have? Well, other than your naturally given weapons (feet, hands, claws, fangs, whatever), I'd say 2-4 weapons. One might be some form of big weapon, like a sword. The others might be either a weapon that could be thrown, or some form of ranged attack like a bow, a gun, or a minor charm.
Attributes
As mentioned before, you can make weird creatures, but don't go overboard. You can't have a big, insanely powerful character that can eat any foe. There must be weaknesses to balance out powerful characters. A character with wings, for instance, might have low stamina, or a heavy weight, causing them not to be able to fly for a long period of time. Characters with lots of magic abilities should have less attributes, or, they should have vision probably, low energy, or something of the like. Every character MUST BE BEATABLE. No unstoppable characters.
Attributes- what are they? Glad you asked! They are any form of oddity such as a low ridge of spikes on one's back, an oddly built bone structure, giant fangs, rigid skin, and other various things. They can help the character during battle, but they can also be a bit of an annoyance.
Magic
As mentioned before, there are various types of magic. Such types included nature magic, light, and dark. Nature is your classic thunder, earth, wind, fire, ice, water magic. Light magic is usually healing, and very feeble charms, often minorly damaging a foe. Dark magic is hard to master, and when it is taught to someone, they can hardly control it. And, it drains their own energy, so it's dangerous to use. It's more bad than good.