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Jul 21, 2015 3:22:36 GMT -7
Post by Corbeau on Jul 21, 2015 3:22:36 GMT -7
runes and races
runes and earthmates
Earthmates are sensitive to the runes around them, and how they are affected by emotions, much like feeling changes in temperature as clouds cover the sun. This magical empathy is both a blessing and a curse, forcing the Earthmate to feel the emotions around them as their own.
Earthmates can become sick or disorientated from being around upset people, or conflict. Sudden sources of anger, fear, or sadness can even knock them unconscious if they do not have the emotional strength to deal with it.
rune and half-monsters
Half-monsters come about from an imbalance of runes, from birth or from an event later in life. Half-monsters can be created by flooding the human with an overwhelming amount of runes belonging either to a certain monster, or directly from the Forest of Beginnings.
Due to this rune imbalance, half-monsters have to be aware of how much of their runes they are using for magic, and how the flow of runes is in an area. Using too much magic at once - or replenishing them too fast - can cause a half-monster to transform automatically.
runes and merfolk
The physical health and appearance of merfolk is heavily linked to their and the surrounding area’s levels of water runes. Regulating the flow of water runes around them is important for staying healthy, and for not accidentally morphing their legs back to tails. Keeping water on hand, and staying well hydrated is important for these originally sea dwelling people
The abundance of water runes during rain let merfolk freely ‘swim’ in the air with their legs morphed back to their natural tails. The strongest merfolk that train their water magic are able to do this for short periods when it is not raining, and do not dry out as fast.
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Jul 21, 2015 2:54:15 GMT -7
Post by Corbeau on Jul 21, 2015 2:54:15 GMT -7
the elements
Just as with combat, there is no hard system for how magic works, and each category of magic is split into its own level like weapons - having 12 in Water is not the same as 25 in Light!
the main four
Wind is the main element of the Selphia region, with the protector of the area being the Divine Dragon of Wind, Ventuswill. From a soft breeze to a slicing gale, wind magic is very simple to pick up and begin gaining fine control over.
Earth is the element of the Divine Dragon Terrable, who oversees the life and rebirth of the world. A ‘stubborn’ element, known for literally throwing boulders at the enemy and trying to stun them with magic. Users of earth magic have to either not care about hitting the wrong person or exceptionally good at making sure allies stay out of the way.
Water is the element of the Divine Dragon Aquaticus, one of the more human and mischievous dragons. Water spells are great for pinpoint accuracy, and can cut many different things when focused. Also great for cleaning!
Fire is the element of the destructive Fiersome, the violent Divine Dragon who would burn the world to ash so that Terrable will build it anew. holds the most immediate destructive potential of the elements but when trained and given the right attention, can be one of the best utility elements.
light and dark
Light is not to be confused to mean ‘good’. Light magic is about putting on a show and grabbing everyone’s attention, forcing attacks to be waste on the orbs and walls of light the caster makes. Light spells are easy to break, though breaking them is not usually the best course of action, the light runes exploding destructively.
Dark competes with Earth magic for the title of ‘most stubborn’. Dark is not inherently evil, just unyielding. Spells of this element are slow but once cast are hard to dispel. Spells of this element are also known for their rune stealing ability, keeping the low mobility caster in good health.
love
Love, while the name makes the more jaded population roll their eyes, is the most dangerous of the rune elements. Love aligned beings can achieve resistance against all other elements and great healing abilities. This power comes also comes with an ever growing compulsion to help anyone who is in pain, ignoring any harm that may come to the person and the ‘good’ or ‘evil’ the one who is in pain is.
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Jul 21, 2015 2:50:50 GMT -7
Post by Corbeau on Jul 21, 2015 2:50:50 GMT -7
introduction Information in this thread is free to be assumed knowledge for characters ICly
Rune is the energy, the life force of the world that flow between the mortal world and the Forest of Beginnings. Sometimes rune energy appears in the form of small vegetable looking spirits called runeys that anyone can see. Split into several elements, rune is the force behind magic and life itself.
All living creatures have runes. Those who can see the flow of runes can use them to help tell the health, what element they are aligned with, and the strength of emotions a person may be feeling. While they do not tell the emotion a person is feeling, combined with body language and what the person is saying, you can infer what it is they are feeling even as they try to hide it.
Finding a runey will give extra levels to one of your skills. Keep a look out for the little spirits while farming!
common magic
Tamitaya is an important spell that all weapon makers and magic practitioners know by heart. Meaning ‘to return’, tamitaya is an enchantment that ensures a monster returns to the Forest of Beginnings once they have received enough damage. All weapons and spells are legally and morally obligated to hold the tamitaya spell as part of them so that runes are not corrupted and trapped outside the flow between the mortal world and Forest of Beginnings.
Small spells such as using air runes to seal a container, or encouraging water runes to help a plant, are small common actions. Some of them may not even be intentional, such as calling on fire runes to try and warm up, or the natural rush of love runes when one receives an injury.
casting magic
Reset currently does not have an OOC MP or Rune Point system. We are trusting members to appropriately deal with in character fatigue, injuries, and general wear and tear. Some characters will be better at constantly using their runes for magic, others will need to rest after a tiny fireball!
Casting magic requires knowing what you want to shape the runes into, being focused on creating the spell, and being confident in controlling the magic. Using a staff or another object to help focus oneself is common, though not required. Depending on the element and the individual’s aptitude for it, casting a spell could be as simple as snapping one’s fingers, or require one’s full attention for the entire duration of the spell.
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Jul 21, 2015 2:44:00 GMT -7
Post by Corbeau on Jul 21, 2015 2:44:00 GMT -7
levels and modifiers
tl;dr all skill levels are individual, any difference bigger than 10 will change the difficulty greatly See this thread for further information about how to gain levels and what the skill categories are. Combat uses the various weapons and magic skills. Normal wild monsters only have one level to worry about. Characters should be aware that their skill levels are all individual before charging into battle - having 15 in Spears is not the same as having 23 in Axes!
Please do not metagame and try to power level characters. Be aware of how the characters would actually react and deal with powerful monsters, and whether they would even take the risk of going to areas with them in the first place. Attempts to power level another character will result in OOC and IC consequences. Powerleveling is counted as metagaming which is against the site rules.
When dealing with certain monsters, Monster Gates, and level differences, you may be given a post requirement. This is how many times the participants of thread must each post at the minimum to defeat the monster(s) and dispel any Monster Gates.
Difficulty and levels gained
there's a table meant to be here but I don't feel like doing it right this seond
Defeating a monster encounter gives levels for the weapons and/or magic used in the fight. If two different attack methods are used, the exp is halved, rounded up. Skills also gain a bonus +1 for every third page (3, 6, 9 etc.) the thread has!
For example, a character uses a water spell along with hitting a monster with their spear. They defeat the monster and gain 2 levels, and since they used two different skills, their water and spear levels go up by one.
injuries tl;dr permanent injuries are permanent, no amount of magic will change that
Guaranteed injury means you will be breaking bones, you will be getting knocked out at times, you will be taking a costly trip to the doctors if you don’t have someone to help, as well as dealing with the IC fallout of the character trying to do something way out of their skill level.
Staff will never force a permanent injury on your character without discussing or warning about it before a fight occurs. Likewise we expect members to not have their character receive a permanent injury without first talking to the staff. When an injury is permanent, it means permanent, no amount of magic will change it. There is no magical sparkly way to “fix” permanent injuries and other disabilities.
ailments tl;dr mostly have IC differences, decrease your level slightly and can be cured by various things
Be it from eating something you shouldn’t, getting stung by a scorpion, or just staying up late, there are various ailments your character can end up with. Monsters will have a note about what they can cause in both the encounter post and in their Bestiary entry. You can also craft weapons that have a chance of causing an ailment when used or cook up something to throw into their mouth!
Most ailments have a Love spell that will cure it, a medicine that can be created with an Alchemist license, and at least one Food you can cook. Some crafted items may also alter how ailments interact with the character - make sure to read through the known recipes to see if there’s something you can use!
Character can apply ailments on monsters too! The below table is the same for monsters.
THERE'S MEANT TO BE A TABLE HERE TOO
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Jul 21, 2015 2:34:59 GMT -7
Post by Corbeau on Jul 21, 2015 2:34:59 GMT -7
introduction Reset uses a simple element and number system for fights. Overall any combat is freeform, with the numbers influencing how you would write the fight out. We trust you to take into account level differences, fighting styles and any status ailments.
tl;dr skill level - monster level = how difficult the fight should be
Unless stated, you are safe to assume a spawned monster is free to be controlled by any member and does not have a required post number! You may also request a staff member controls a normal monster anyway.
You are not allowed to say the monster or Monster Gate dropped an item. You are not allowed to say a monster was tamed.
Each monster will have a level, an element, a short description of how the encounter started, and a link to the Bestiary Entry. Some may have extra notes such as being able to poison a character or healing other monsters. In the case of a Monster Gate, Miniboss or a Boss, you will always receive a post minimum for defeating the monster(s).
a note on hit points (hp)
Reset currently does not have an OOC HP system. We are trusting members to appropriately deal with in character fatigue, injuries, and general wear and tear. Some characters will be better at dealing with pain, others will faint at a tiny woolie headbutt - everyone is different!
magic and weapon types
tl;dr be aware of the IC differences between weapons and magic types Each weapon has no innate OOC difference on their own, that is dependent on what you have crafted and what the character’s levels are! It is mainly the IC way you write the fighting that sets each weapon type apart. Be sure you keep track of your weapon skill levels too! Magic on the other hand has more OOC and IC differences. See the Magic thread for more information. Fire and Water do extra damage to the other Earth and Wind do extra damage to the other Light and Dark do extra damage to the other Love does not do extra damage against other magic but will resist all other magic types starting at level 40 Matchup | Level Change
| Element is effective
| +5 | Element is the same
| -5 | Element is unrelated
| No change
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For example, if a character uses a water spell on a fire monster, they gain an extra +5 levels for that matchup! But if they used that same water spell on a water element monsters, they would take a -5 penalty to their level!
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Jul 21, 2015 2:27:46 GMT -7
Post by Corbeau on Jul 21, 2015 2:27:46 GMT -7
skills Some of these skills may of been further split in the original Harvest Moon and Rune Factory series. For the sake of simplifying and streamlining, many of them have been combined for one overarching skill. You are free to ICly split up a skill into its different aspects, such as having a character who has 50 Cooking but can’t make the easiest blender recipes.
the skills
Farming is linked to all the tools you use on farmland, planting seeds, reaping crops and taking care of monsters. Higher levels of Farming will let you use higher tier tools such as the Shiny Sickle, increase your crop yield, and make it easier to handle tamed monsters. Farming will gain levels from OOC posts, taking from community resource threads, or thread where an aspect of farming is the main interaction point eg. brushing a woolie, watering plants, harvesting, clearing land to till. At every 25 Farming levels, you receive one extra vegetable/fruit/flower when harvestingCooking covers all the various tools used to make food. Higher levels of Cooking reveals more complicated recipes, is more likely to produce higher quality foods, and lets you use more recipes. Cooking will gain levels from OOC Cooking, or threads where cooking using IC or OOC items, and with any of the kitchen tools, is the main interaction point eg. making that elaborate mango coconut cake, or pickling a turnip you grew. Cooking level dictates what recipes you can use.Alchemy is mainly medicine making and requires a license to practice. High levels of Alchemy will reveal more recipes, creates higher quality products and allows more recipes to be used. Alchemy will gain levels from OOC item making, or threads where using alchemy tools with IC or OOC items is the main interaction point. Alchemy level dictates what recipes you can use.Tailoring is about creating items that use metal, wool, yarn, or cloth items as the main ingredients. You'll be spinning wool into yarn, knitting hats, or creating jewellery to wear, sell, or gift! Tailoring will gain levels from OOC item making, or threads where actions such as knitting, or things like fitting a shirt is the main interaction point. Tailoring level dictates what recipes you can use.Forging is about creating weapons and tool from metal and other items, commonly drops from defeating monsters! Higher levels of forging lets you use more recipes. Forging will gain levels from OOC item making, successfully mining an item ICly, or threads where using the forge to make an item that uses metal or monster parts as part of the recipe is the main interaction point of the thread eg. creating a Cheap Sickle, making a Broadsword, repairing a Claymore. Forging level dictates what recipes you can use.Weapons are split into different categories with their individual levels. Raising a weapon level will help you greatly in combat, unlock special runes to use with them, and let you use higher level and specially crafted weapons. Your weapon level is used to determine how tough a monster fight is while using that specific weapon. The weapons you can use are Short Swords, Long Swords, Spears, Axes, Hammers, Dual Blades, Gloves and Staves. See the Weapon Guide for a run down of each type and a few example weapons you can craft. Your individual weapon skills will gain levels for every monster you help defeat, or threads where using weapons is the main interaction point eg. dueling someone, teaching someone how to use the weapon, testing a new weapon for a blacksmith. Weapon level is what level you are against a monster when using that weapon. Some weapons may have skill level requirements.Magic is split into the elements, each with it’s own level. Leveling an element will unlock new spells, and increase your resistance to the element. If a weapon is enchanted with an element, half your element level will be added to the weapon level! You magic level is used to determine how tough a monster fight is while using that specific element. The elements are Wind, Earth, Water, Fire, Light, Dark and Love. See the Magic Guide for more information about each element. Your individual element levels will gain levels for every monster you help defeat (with magic, or with an element enchanted weapon), for every status ailment you cure, or threads where the use of magic is the main interaction point eg. tutoring someone in magic, helping at the clinic with healing, trying to make soup with fire magic. Magic level is what level you are against a monster when using that element. It will also unlock new forms of that elemental magic ICly at higher levels.
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Jul 21, 2015 2:25:06 GMT -7
Post by Corbeau on Jul 21, 2015 2:25:06 GMT -7
introduction tl;dr post and get levels, write them in your Journal!
Skills only count for actions that create or deal with an OOC item.
You are free to create Selphia’s most elaborate and fancy mango and coconut cake when there are no mangos or coconut items and your character has 0 Cooking levels. The cake won’t give any OOC benefits such as removing an ailment or giving a buff when eaten though!
Leveling your various skills is a simple and constant thing. Certain posts both OOC and ICly will grant levels, with bonus ways to gain levels in a skill. Members are expected to keep their skill levels up to date in their Journal.
leveling Each skill can have multiple ways to be leveled, both through IC and OOC posts. The general rule of thumb is that having the main interaction of an IC thread be related to a skill will give you one level, with each third page (page 3, 6, 9 etc.) giving another level!
Not sure or want to double check? Pop a note along with your request to have a thread archive, and a staff member will tell you what levels you gained from the thread.
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Jul 19, 2015 14:15:13 GMT -7
Post by Corbeau on Jul 19, 2015 14:15:13 GMT -7
playable races
Several humanoid races call Norad and the neighboring lands home. The race of a character is a huge impact on the character both OOC and ICly, so have a read through them all! This is a general guide to each race, and is how the population of Norad typically see them. There are always those who do not fit the image most think of a certain race, do not feel as if your character has to be a perfect fit! All races are able to:- learn to use any weapon or magic type
- be any elemental alignment
- be any gender, sexual and romantic identity
- marry any (playable) race, gender and sex
- earn all licenses
- take up all crafts
- level all skills
human The most common people across the lands, it has been a human royal family that has ruled over Norad. Hardy and versatile, humans adapt to any harsh situations they end up in. Though they do not have any one special trait or talent, they also do not have any glaring weaknesses!
Humans tend to have dark skin, hair and eyes, though it is not uncommon to have a bright shock of hair or eyes due to their elemental affinity. The heights of adults tend to range between 4’11” and 6’1”.
They are also the ones most likely to survive being born or turned into half-monsters. While they are numerically more human Earthmates than other races purely because of the much larger population, Earthmates are actually uncommon.
The element of the local Divine Dragon tends to be the affinity a human is born with. Humans are rarely Light or Dark aligned, though it is not unheard of. The common belief is that Dark = evil - all the bad guys in the stories use Dark magic after all, and it does steal runes off others!
They hail from the Sechs Empire to the west, the northern Kingdom of Roland, the southern Republic of Eucraft, or The East, as well as being a native of Norad.
Humans do not have any racial benefits, instead gaining an extra +10 levels on their job bonus! If the job does not have a skill level bonus, this goes to their elemental affinity instead.
Dwarf Common throughout Norad though not as overwhelming as the human population, dwarves are known for their craftsmanship and underground living. They posses pointed ears that may not be as grand as elves, but obvious enough to set them apart from humans.
Dwarves tend to have pale skin and eyes, with bold hair colours. Though their average adult height is shorter than humans (4’7” to 5’5” at the last census), you’ll get a laugh and a not at all soft friendly punch to the arm if you make a short joke.
Most of the population holds a Fire or Earth affinity. While not unheard of, half-monster as well as Earthmate dwarves are a rare thing.
The dwarf population from the Sechs Empire has long been absent from the lands, either killed off by the Mad Emperor, or merging with clans in other countries. The Kingdom Of Roland, Republic of Eucraft, and the Kingdom of Norad all have healthy dwarf communities.
Dwarves start with an extra 10 levels in Forging, and 5 in Tailoring
elf Elves are obvious to spot, with their long pointed ears. Not so obvious is their long lifespan, easily breaking the 50 mark yet not looking a day past 21. Private and close to nature, they’re more likely to be found in simple villages than the large cities of Norad.
There are three main type of elves - ‘light’ and ‘dark’ elves, as named by the other races, who are either diurnal or nocturnal, and the Univir, who have some physical differences from average elves. Elves mainly have a Light or Dark alignment, which is not tied to their colouring or sleeping pattern.
Due to their sensitivity to runes and respect of nature, Earthmates are common in the elven population. Half-monsters are well taken care of, with no negative views within the elven community towards them.
Besides the pointed ears, elves have a tall average adult height (5’5” to 6’5”). When it comes to hair and skin, white, black, and the various greys in between are the main seen, with bright green or blue for eyes.
Elves originate from the forest island of Emira’ul, off the coast of the main continent. They can be found in various parts of continent except the Sechs Empire, due to their hatred and disregard for nature.
Elves start with an extra +10 levels in their elemental affinity.
Univer Univer elves have dainty, horse like ears, and a tufted tail. Their signature horn coming from their forehead is the main source of their magic, and come in a variety of shapes. Physically, univer are weaker and more prone to sickness than the normal elven population - poor eyesight and deterioration is one of the bigger health concerns. They are more likely to be of the Love alignment.
Univer who would have been turned into half-monsters always die. There has never been or will be a univer born as a half-monster.
Univer start with +10 levels in Love magic instead of the normal Elf bonus.
Merfolk These sea dwellers have been visiting the surface more and more. They keep their underwater origins private, though it is well know that they love to sing and dance, talking about grand festivals and contests at Soborelias. Playful and curious, they have been spotted inland more often in the passing years.
Merfolk are extremely colourful, with bright reds, blues, greens and yellows for hair, eyes and scales. The human parts are more average flesh tone, various shades of brown or black. Their fishy side is based on predatory or invasive fish, usually sporting scaled tail, though sharks are not unheard of. They also tend to be salt water fish species. Their ears may be normal round human ones, pointed, or fins.
They are able to transform their lower body between humanoid legs and their natural tail. The levels of water runes in the area also affects what form their lower half takes - in cases such as rain or other areas of high water runes, merfolk can ‘swim’ through the air with their tail.
The average adult height of merfolk is the largest range (4’10 to 6’4”) due to the variety of fish types they may be. Merfolk are almost always Water aligned, integral to keeping healthy, though Light and Wind are known alignments.
Merfolk can not be half-monsters. There are currently no records of merfolk earthmates, at least to the surface worlds knowledge. Merfolk earthmates tend to be the elements normal merfolk never are (fire, earth, love) and have to take extra care while living on the surface.
Merfolk start with +10 levels in Water magic
half-monster Half-monsters have their own sub board for profiles, but are not a true separate race - half-monsters are still human, dwarven or elven. Members are not allowed to create Earthmate or Univer that start as half-monsters at this point.Either born as one or created through an accident or curse, half-monsters are people who are able to switch between their humanoid form and that of a monster. They are very sensitive to the surrounding runes and must be aware of their own runes to prevent accidental transformation. See this thread for more information about creating a half-monster!Characters that start as a half-monster - born or changed into one in their history - lose their original race bonuses. They instead gain the Transform rune, which lets them switch between forms.earthmate Earthmate have their own sub board for profiles, but is not a separate race - Earthmates are still their original race. Members are not allowed to create Earthmate half-monsters at this point.
An old bloodline that has been part of Norad throughout history, Earthmates are strongly tied to the land they live in, much like the Divine Dragons. They can easily read the surrounding runes, able to sense monsters, Monster Gates, and other concentrated sources of runes. Much like how unbalanced runes can disrupt a half-monster, being near corrupt runes, or even runes filled with hate or ill intent can make an Earthmate sick.
Earthmate may also be created by a Divine Dragon blessing the person, creating a new Earthmate bloodline. Selphia’s Earthmates show their blessing from Ventuswill through their green, yellow, or light purple colouring for their hair and eyes, as well as their alignment changing to Wind.
Earthmates are either the element of the Divine Dragon that blessed their bloodline, or Love. There has never been or will be a Light or Dark aligned Earthmate.
Earthmates are compelled to help others even when it goes against their personal will and puts their own life - be it physical, emotional, mental, or relationships - at risk. The empathy Norad values them for is literally the death of many Earthmates.
Characters created starting as Earthmates lose their racial bonus, gaining +15 levels in their alignment instead.
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