The Rules
Character Creation
Optimally, first you generate a basic background and then you list your race and abilities and submit that to one of the Guild Masters. As soon as he approves it and your name is on the web-site you can begin earning experience.
Remember - to read the rules below. To get experience you have to be 1: watched or interacted with by a Guild Master or submit a text of your role play to one. Other players of the Tradition are listed on the news page and Guild Masters are listed on that page.
All characters must be approved by a Guild Master before they are used and their names will be posted on the Web-Page as they are approved.
You may imagine that your character should be able to jump thirty feet, to regenerate and to be a master woodcarver. Good for You. Now let me tell you how to realize this goal.
Abilities: Physical, Mental, Psychic, Spiritual or any other thing that makes you better than anyone else - or most anyone else. Abilities come in three types: Good, Great and Awe-inspiring. Abilities are purchased with experience and you may purchase the same ability twice which, effectively, doubles it's potency. A good ability purchased twice is assumed to become a Great ability and so on and so forth for other abilities.
A Good Ability: (Examples) Having a tough skin that allows you to take less damage from a blow. Being able to jump 40 feet. Running for five hours without being winded. Invent your own but remember, Good abilities make you Just better than a normal human and tend to be fairly specific - having a Good ability in Psychic powers is possible but would be Very limited because of the sheer amount that it would allow you to do. 50 experience each.
A Great Ability: (Examples) Being able to fly. Being able to heal very fast (not regeneration.) You're voice may be so great and convincing that almost anyone would listen to you unless you command them to kill themselves or go against their own true nature. A broad-based ability such as Psychic powers is Still severely limited here: you could lift 2 pounds, read surface thoughts. Magic powers would be treated similarly. 100 experience each.
An Awe-inspiring ability: (Examples) Being able to regenerate. Being able to transform your physical appearance into another living creature of equal mass. Never being tired, never aging and never needing sleep. Perhaps you can only be truly killed by a stake through the heart? Psychic and Magical powers can be much more formidable at this level - you may lift 10 pounds, read deeper thoughts or do many other things but remember: Your broad-based ability is spread out amongst each function you May preform so it is much less potent than having specialized in One thing. You May purchase Just 1 psychic ability, such as levitation, if you so choose. 200 experience each.
Above Awe-Inspiring: What happens if you purchase Awe-inspiring twice, effectively giving it a new "level" of depth?
All abilities can be considered "Ranked" Ie: Good is rank 1, Great is rank 2 and Awe-inspiring is rank 3. In terms of experience every time you purchase an ability twice it goes up another rank. While there are currently no terms for abilities above Awe-Inspiring, in terms of combat or clarification it would be useful to state "Rank 10 Fly" or "Rank 10 Magic."
Skills: As you write your character you may decide that he or she should be VERY good at a particular skill, if you do experience may be spent accordingly. Note: All basic skills or skills that your character does not excel at are considered "free" if you use them in your background and writings. Also, No abilites will ever allow you to gain new special skills even if you are able to read minds. Skills do not go above Awe-inspiring except in very special circumstances.
A Good Skill: Above average. You're a car mechanic in training, an apprentice. 30 experience.
A Great Skill: Teacher. You could teach others the skill. 60 experience.
An Awe-inspiring Skill. Master. You can preform things with this skill that none other could equal. 120 experience.
Each character begins with 200 experience that you may or may not choose to use in character creation - be sure to send your information to a GM - preferably the web-master.
Rule Number 1: The Guild Master's ruling sticks. If you have a problem you can ask the web-master for a second opinion but I wouldn't expect anything to change.
Rule Number 2: Experience.
Experience is awarded on the following for Guild Master monitored role play - such as in a chat room, or in messages (such as AIM)
Character Portrayal: This includes writing depth and character development: 1-10
Combat: A Guild Master must be present for every combat. If a Guild Master wishes to participate in the combat another Guild Master must be present. The Winner of a combat, based on how decisively and well they won may be awarded, on the Guild Master's whim, an additional 1-10 experience.
Interaction with others: For each additional person beyond the first (beyond two people) an additional award of 1-5 experience may be alloted based on how well the characters interact with depth. Just saying, "Hi" won't merrit much experience.
Experience is awarded on the following for submitted texts or creative works:
Writing style and depth: 1 to 5 points.
Character development. 1-7 points
Note: If your character uses powers or skills that he or she should not have access to the text, or submission, or role play, it will first be looked over unless it directly allows one character to kill another Tradition character, the second infaction will result in reduced or no experience for that event and, if the player does not learn to withhold himself he or she may eventually be removed from the Tradition.
Art, Webpages or other creative works to further the game: 1-20 points.
Experience will be given at the end of each week, or whenever the web-master decides to post it - the points are considered for Each text recieved and reports from the Guild Masters about players. Experience will be posted online. Always inform a Guild Master when you wish to purchase a new power so he can have it deducted by the web-master.
Rule Number 3: There is to be No using another Player's character without express allowance. All written works involving another player without that player's acknowledgement to the GM will be ignored.
Rule number 4: The writer, (you) may use your character's surroundings and non-player characters at your discretion, however, you may not use them to interact with Other player characters - NPCS unless run by a Guild Master are for individual story lines and will NOT cross over. If you die in a cross-story line or role-playing in a Fatal scenario sanctioned by Guild Master's then you must remake a character.
For Remaking a Character: If you die in an in Tradition combat, for whatever reason, your next character will begin with 25% or One-quarter of the total experience of your previous character.
Other Pages: