The Rules to the Game
........This is a guide to how to play LORD. The following will explain the planet and its affects on gameplay, abilities, ability modifiers, races, alignment, the gods, job classes, fighting, role-playing, and life and death.
The World
........The Planet that the rpg takes place on is named Terra. Terra is the seventh planet in a 13 planet system. There are two suns and three planets inbetween the two suns. Terra is the fourth planet off the second sun. For info about the weather and its affects go here. Abilities
........Your abilities are the basic make-up of your person. There are four abilities in this RPG: Strength(str), Dexterity(dex),Intelligence(int), and Constitution(con). When you start your character I roll 5d6 and disregard the lowest of the 5 and then add up the remaining 4. This is done for the all of the abilities. If you dont like the abilities then you can reroll all of them again, the only draw dack is that you have to keep the new one. As you progress as a character your abilities increase, thus every two levels you get 1 ability point to distribute to any ability that you want, also every 5 levels you get 1d3+1 ability points instead of the usual 1. Here is a description of the abilities and what they are used for:
Ability Modifiers ........An ability modifier is a number that corresponds to the abilities. As your abilities increase so do your ability modifiers. The only way to increase your ability modifiers is to increase your ability score. Here is a chart that shows the ability modifiers for ability scores up to 30.
Strength (str)-Add the modifier to Attack dice and ½ the modifier(Rounded down) to damage(i.e. if your modifier is +2 and you have a long sword then your damage would be d10+1 and your attack dice is d20+2)
Dexterity (dex)-Add the modifier to you Armor Class (AC) and Initiative (int).
Constitution (con)-Add the modifier to life rolls when leveling up (i.e. if your modifier is +3 and your Hit Dice (HD) is d10 then when you leveled up its d10+3 to determine the amount of Hit Points (HP) you get).
Intelligence (int)- Add the modifier to Energy Points (EP) (same concept as the HP)
Your intelligence modifier also determines the number of languages you know in the beginning. Add the modifier to your attack dice when casting spells.
| Ability Score | Ability Modifer |
| 1-3 | -1 |
| 4-6 | 0 |
| 7-9 | +1 |
| 10-12 | +2 |
| 13-15 | +3 |
| 16-18 | +4 |
| 19-21 | +5 |
| 22-24 | +6 |
| 25-27 | +7 |
| 28-30 | +8 |
Races
........There are many different races in the LORD world. Most of which is are not avalible to you, but you will encounter them in your journeys.This is a breif description of the races that are avalible to you:
Alignments ........A characters alignment is a description of how the person acts to sertian things and how he acts in everyday life. An alignment can be changed if a person continuously acts in a way that would change it. There are numbers that determine a persons alignment 100,100 is lawful good, 50,50 is true neutral, and 0,0 chaotic evil. These are descriptions of each alignment in the RPG.
The Gods ........Religion is a important part of any world. This world has many gods that rule over different aspects of the world. There are 8 greater deities, 12 intermediate deities, and 3 lesser deities. You must have a deity to follow, whether seriously or just for someone to turn to for a little help. Gods dont live among the rest of us. They live in the Celestial Plane and we live in the Material Plane and the dead inhabit the Plane of Shadow. They do however mingle with common folk every often which is known to cause trouble. The following are breif descriptions of the gods. First is the name of the god, next is the gods symbol, next is the gods alignment and finally is the description of the god. The Greater Deities Job Classes ........All people start out as a commoner, not having a specific job class. You stay a commoner until you recive training in the job class that you want. There are three base job classes, which are listed below, and them two specific classes for each, below the that. You use the HD and EP for all classes under the main class (i.e. if you are a monk you use the fighters HP and EP rolls).
Human- Humans have the biggest variety of characteristics: phyical, culturally, religously and politically. They vary in size and shape, from 5' to over six feet tall and anywhere from 125 to 300 lbs. They reach maturity at 15 and rarely live 10 years. They are also the most versatile race on the planet, able to excel at anything that they want to. Humans speak common but are able to learn anyone of the many languages. They don't favor any alignment, nor do they have a particular racial deity. A humans base speed is 30.
Dwarves- Dwarves are a warrior race but are very good at crafting metal and stone. They tend to live in deep in the sides of mountains where they mine precious gems and craft weapons of wonder. Dwarves are slow to laugh and are suspicios of strangers, but they are vary generous to those who gain there trust.
Dwarfs tend to only be between 4'-4'6" tall, but weigh between 150-250 lbs. A Dwarves most distinguishing feature is his beard. Dwarves take great pride in there facial hair and keep it in the nicest condition. Dwarves reach maturity at the age of 50 and tend to live to the age of 400 years. Dwarves are usually lawful and tend to be good, however, adventureing Dwarves tend to stray from this mold because they are often those how didnt fit into the Dwarven society. A Dwarves chief diety is Moradin, the Soul Forger and there primary language is Dwarven. A Dwarves favored class is a fighter. A Dwarf gets +2 constitution -2 dexterity and there base speed is 25.
Elves- Elves are a very skilled and graceful race. They physically resemble humans except they tend to be slightly shorter, only about 4'6"-5'6", and lighter, only about 85-135 lbs. The only other difference is the elves pointed ears. Elves have no facial or body hair and have an unearthly grace and fine features. Many races find them hauntingly beautiful. Elves are slow to make friends and enemys, but even slower to forget them. Elves reach maturity at about 110 year and live to be over 700 years old. The Elves speak elven. Elves tend to lean strongly towards the gentler aspects of chaos and they are good more often then not. Elves chief diety is Corellon Larthian, the Protector and Preserver of life. Elves get +2 Dexterity and -2 Constitution. An Elves favored class is a wizard and there base speed is 30.
Half-elf- Humans and elves sometimes wed, the elf attracted to the humans and the humans to the grace of the elf. These marrages dont last because of the aging difference, although they do weild a hyrid, half-elf. Half-elfs look like humans to elves and elves to humans, elves call them half-humans. Half-elves reach maturaty at 20 and lives to be 180 years old. Depending on how they were raised, either by humans or elves, they have developed the morals of the race that they were raised with. A half-elves base speed is 30.
Half-orc- As with the Half-elves, the Half-orcs are of a mixed heratige. Half-orcs are as strong and short tempered as there orcish counterparts but not as dumb. They are somewhat civilized if they choose to be, but they can be very violent when they want to be. Since orc are sworn enemies of the Elves and Dwarves, Half-Orcs can have a rough time with these races. They are about the same height as Humans but a little heavier thanks to there muscule. Half-Orcs reach maturity at the age of 10 and only live to be about 75 years old. There language has no written form and the syntax resembles the Dwarves language but its still its own. Half-Orcs worship the chief orc god Gruumsh. Half-orcs get +2 to Strength and -2 to Intellegence. A Half-orcs favored class is a fighter. A Half-Orcs base speed is 25.
Lawful Good "Crusader"-100,100- A lawful good character acts as a good person is expected or required to act. They combine a commitment to oppose evil with the discipline to fight relentlessly. They tell the truth, keep their word, helps a person in need, and speaks out against injustice. A lawful good person hates to see the guilty go unpunished.
Lawful Neutral "Judge"-100,50- A lawful neutral character acts as law, tradition, or a personal code directs them. Order and orginization are paramount to them. They may believe in a personal order and live by a code or standard, or they may believe in order for all and favor a strong organized government.
Lawful Evil "Dominator"-100,0- A lawful evil character methodically takes what they wants when they want it within the limits of thier code of comduct without regard to whom it hurts. They care about tradition, loyalty, and order, but not about freedom, dignity, or life. They play by the rules, but without mercy or compassion. They are comfortable in a hierarchy and would like to rule, but they are willing to serve. They condem others not according to their actions but according to race, religion, homeland, or social rank. They are loath to break promises and laws. This reluctance is partly because of their nature and partly because they depend on order to protect themselves from those who oppose him on moral grounds. Some lawful evil charcters have paricular taboos, such as not killing in cold blood or not letting children come to harm.
Neutral Good "Benefactor"-50,100- A neutral good character does the best that a good character can do. They are devoted to helping others. He works with kings and magistrates but doesn't feel beholden to them.
True Neutral "Undecided"-50,50- A true neutral person does what seems to be a good idea. They dont feel strongly one way or the other when it comes to good vs. evil or law vs. chaos. Most neutrality is a lack of conviction or bias rather than a commitment to neutrality. Such a charcter thinks of good as better than evil. After all, she would rather have good neighbors and rulers than evil ones. Still, they aren't personally committed to upholding good in any abstract or universal way.
Neutral Evil "Malefactor"-50,0- A neutral evil chracter does whatever they can get away with. They are out for themselves, pure and simple. She sheds no tears for those that she kills, whether for profit, sport, or convenience. They have no love of order and hold no illusion that following laws, tradition, or codes would make them any better or more noble. On the other hand they dont have the same restless nature or love of conflict that a chaotic ecil person has.
Chaotic Good "Rebel"-0,100- A chaotic good charater acts as his conscience directs them with little regard for what other expect of them. They make their own way, but they're kind and benevolent. they believe in goodness and right but have little use for laws and regulations. They hate it when people try and intimidate others and tell them what to do. They follow their own moral compass,which, although good, may not agree with that of society.
Chaotic Neutral "Free Spirit"-0,50- A chaotic neutral characterfollows thier whims. They are an individualist first and last. They value thier own liberty but dont strive to protect others' freedom. They avoid authority, resents restrictions, and challenges traditions. The chaotic neutral character does not intentionally disrupt organization as part ofa campaign of anarchy. To do so, he would have to be motivated either by good or evil.
Chaotic Evil "Destroyer"-0,0- A chaotic evil character does whatever thier greed, hatred, and lust for destruction drive them to do. They are hot-tempered, vicious, arbitrarily violent, and unpredictable. If simply out for whatever they can get, they are ruthless and brutal. If they are committed to the spred of evil and chaos, they are even worse. Thankfully, their plans are haphazard, and any groups they join or form is poorly organized. Typically, chaotic evil people can only work together by force, and thier leader lasts only as long as he can thwart attempts to topple or assasinate him.
Boccob- Eye balanced on a pedestal inside a pentagon- Neutral- The deity of magic, Boccob, appears as a handsome man of indeterminate age clad in loose purple garments. Shimmering golden runes that move and change cover his attire. He has few followers, mostly wizards and people that deal in the arts of magic, but this fact doesnt seem to concern him in the least. His favored weapon is the quarterstaff.
Corellon Larethian- Silver crescent moon- Chaotic Good- The deity of elves, Corellon Larethian, usually appears as a adrogynous elf clad in a sky-blue cloak and armed with a longbow and longsword. He also wears a large circular amulet that bears his cresent moon symbol. He has a lithe and swift look about him, and his movements are both swift and graceful. Corellon Larthian is the creator ad protector of the elven race. His followers exclusivly include Elfs, Half-elves, and Bards. Gruumsh, the deity of the orcs, is his nemesis, and it is because of Corellon's battle powers that Gruumsh s called "One-Eye." His favored weapon is the longsword.
Garl Glittergold- A nugget of gold- Neutral Good- The deity of gnomes, Garl Glittergold, appears as a handsome, golden-skinned gnome with glittering gemstones for eyes. He is well dressed, usually in a silk jacket with long tails and silk hose. He always wears lots of gold jewelry and accoutrements. Garl Glittergold discovered the gnomes and led them into the world. Since then, he has been there protector. He is renowned for the jokes that he plays on the other deities, though not all his victims laugh off his jests. Garl once collapsed the cavern of Kurtulmak, the deity of the kobolds. Since then the two have been sworn enemies. Garls followers include Gnomes, illusionists, jewelers, and practical jokers. His favored weapon is a battleaxe.
Gruumsh- Empty eyesocket- Chaotic Evil- Gruumsh, the deity of the orcs, appears as a hulking orc in black full plate armor. He has one unblinking central eye. He harbors a special hatred for Corellon Larethian, Moradin, and their followers. In ages past, Corellon Larethian put out Gruumsh's left eye in a fight. Some orc clerics dispute this tale, claiming that he stole the eye because he couldn't bet him in a fair fight. Gruumsh's followes include orcs and half-orcs and his favored weapon is a spear.
Moradin- Hammer and anvil- Lawful Good- The deity of the dwarves usually apears as a stern-faced male dwarf with a powerful build. His upper body is particularly robust, with a barrel chest, wide shoulders, and arms corded with big muscles. He has flowing black hair and a beard to match, and he always wears full plate armor. He carries a shield and a warhammer. Moradin forged the first dwarves out of metal and gems and breathed life into them. His followers include Dwarves and metal workers. His weapon of choice is a warhammer.
Neruli- Skull and scythe- Neutal Evil- The deity of death is widely known and widely feared. His gaunt form resembles a mummified, nearly skeletal corpse with rusty red skin, thick blackish-green hair, a cowled cloak of rustly black, and eyes, teeth, and nails like poisonous verdigris. His black staff, Lifecutter, forms a scythelike blade of red force that slays anyone it touches. His followers include necromancers, assassins, rogues and murderers. His favored weapon is a sythe.
Pelor- Sun face- Neutral Good- Pelor, deity of the sun, is depicted as an older man in white, with wild hair and a beard of shining gold. Pelor is the creator of many good things, a supporter of those in need, and an adversary of all that is evil. He is the most commonly worshiped deity among ordinary humans, and his preists are well received wherever they go. His followers are bards, rangers, druids, healers, and commoners. His favored weapon is a mace.
Yondalla- Shield bearing cornucopia- Lawful Good- THe deity of the halflings appears as a strong female halfling, with a proud bearing. She dresses in green, yellow and brown, and always carries a shield. Yondalla is the creator and protector of the halfing race. Her followers include halflings, explorers, and pioneers. Her favorite weapon is a short sword.
Intermediate Deities
Ehlonna- Rearing unicorn- Neutral Good- Ehlonna sometimes appears as a raven-haired human and sometimes as an elf with golden tresses. Her garb varies, ranging from the serviceable clothing of a forester or ranger to the delicate gown of an elven princess, but it is always pale green. She watches over all good people who live in the forest, love the woodlands, or make their livelihood there. Her followers include elves, gnomes, half-elves, halflings, rangers, druids, hunters, farmers, and woodcutters. Her weapon of choice is a longsword.
Erythnul- A half-demon, half-boar mask- Chaotic Evil- The god of slaughter is a terrible sight to behold. He usually appears as a human with knotted muscles and a blocky frame. His skin is mottled and ruddy, almost as though blood oozes from his pores. In battle, his features change between human, gnoll, bugbear, orge, and troll. This mutable form is reflected in his title, the many. He wields a two-handed morningstar in battle. This weapon has perforated stone head that makes frightening sounds whenever he swings it. His followers include barbarians, fighters, rogues, looters, and outlaws. His favored weapon is a morningstar.
Fharlanghn- Disk bearing a curved line with an upturned crescent above- Neutral- Fharlanghn, the deity of the roads, appears as an old weatherbeaten man with deeply wrinkled skin and sparkling eyes. He wears nondescript clothing, usually of leather and unbleached linen. His garments are always travel-staind. He roams the roads and paths of the Material Plane, greeting fellow travelers politely. Fharlanghn is always glad to converse, but not at any great length. His followers include bards, travelers, and merchants and his favored weapon is a quarterstaff.
Heironeous- Fist holding a lightning bolt- Lawful Good- The god of valor appears as a tall human male with coppery skin, auburn hair, and amber eyes. He wears a suit of exquisite chain mail and carries a longsword. He wages war against evil of all sorts, especially his half-brother and nemesis, Hextor. His followers include paladins, fighters, monks, judges, and constables. His weapon of choice is a longsword.
Hextor- Hand holding six arrows- Lawful Evil- The god of tyranny sometimes appears as a handsome man with dark hair and lightskin (and he is often depicted as such in his role as a deity of fitness). Most often he takes the form of a gray-skinned, horrible six-armed humanoid. In this form, he uses a differen weapon ineach hand and wears iron scale armor with many skull decorations. Hextor is the archfoe of Heironeous, his half-brother and fellow god of war. His followers include fighters, monks, conquerorsm and tyrants. His favorite weapon is a Flail.
Kord- A star of spears and maces- Chaotic Good- The god of strength often appers as a hugely muscular man with long red hair and beard, wearing white dragonhide gauntlets, blue boots, and fighting girdle of red leather. A hedonistic being, he is known for his tackling physical chanllenges of all sorts just for the fun of it. He is also reputed to have dallied with beautiful humans, elves, or even giants, and tales are told of the great heros that are born of such liaisions. He fights with hius intelligent dragon-slaying greatsword Kelmar, which is his favored weapon, and when wounded he often enters an intense blood rage. His followers include barbarians fightersn rogues, and athlets.
Kurtulmak- gnome skull-Lawful evil- Kurtulmak, the god of the Kobolds, appears as a partiularly large kobold. He is about 5 feet tall, with scaly skin mottled black and green. His ratlike tail is long and tipped wit a wicked stinger. Kurtulmak taught the kobolds the arts of mining, ambushing, and trapmaking. Garl Glittergold once collapsed Kurtulmak's cavernuos home as a joke. the evnt wounded his pride on two fronts, as he considered himself both an expert trickster and a miner without equal. Since then he has hated Glittergold. His favored weapon is a spear and his followers are the kobolds.
Lolth- Black spider with the head of a drow female- Chaotic Evil- Lolth appears as either a tall, beautiful female drow or as a black spider with a female drow's head. She maintains a ruthless, tyrannical reign over the drow, ruling through a combination of fear and the promise of power. It was lolth who first spead evil though the elves, and it was she who led the drow to break away from the rest of elven society and to dwell underground. Drow scoff at any attempt to suggest that they were banished from the surface. Nevertheless, Lolth has sworn vengence against Corellon Larethian and his people. Her followers are the drow and her favored weapon is a whip.
Obad-Hai- Mask of oak leaves and acorns- Neutral-The deity of nature is most often shown as a lean and weathered man of indeterminately old age, dressed in brown or russet and looking like a hermit, although nonhuman communities depict him as one of their own race. Because Obad-Hai strickly adheres to neutrality, he is a rival of Ehlonna. Obad-Hai plays a shalm and carries a quarterstaff which is his favored weapon. His followers include barbarians, rangers, druids and hunters.
Olidammara- Laughing Mask- Chaotic Neutral- The deity of the rogues most often appears as a brown-haired man of rakish appearence, olive skin, and merry eyes, but often goes incognito. Olidammara delights in wine, women, and song. He is a vagabond, a prankster, and a master of disguise. His temples are few, but many people are will to raise a glass in his honor. His followers include rogues, bards, actors, and vintners. His weapon of choice is a rapier.
St.Cuthbert- Ruby-studded starburst- Lawful Neutral- The deity of retribution takes many forms. He often masquerades as a common yokel or white-haired, mustached man in plate mail. He usually carries his famous mace. St. Cuthbert exacts revenge and just punishment on those who transgress the law. Because evil creatures commonly and flagrantly voilate laws than good creatures do, he favors good over evil, though he himself is not good himself. He may have once been a mortal man, but if so it was long ago and from an unknown branch of humanity. His followers are fighters, monks, judges, and constables. His weapons of choice is a mace.
Wee Jas- Red skull wreathed in flame- Lawful Neutral- Wee Jas, the deity of death and magic, is most often portrayed as a stunning woman dressed in a beautiful gown, wearing some peice of jewelry with a skull motif. Wee Jas is a demanding deity who expects obedience from her followers. She respects Boccob, but the two dont have an alliance. Her followers include necromancers and wizards. Her weapon of choice is a dagger.
Lesser Deities
Bahamut- Star above a mily nebula- Lawful Good- Bahamut is revered in many locales. Though all good dragons pay homage to Bahamut, gold, silver, and brass dragons hold him in particularly high regard. Other dragons, even evil ones (exept perhaps his archrival Tiamat), respect Bahamut for his wisdom and power. In his natural form, Bahamut is a long, sinuous dragon covered in silver-white scales that sparkle and gleam even in the dimmest of light. Bahamut's catlike eyes are deep blue, as azure as a mid-summer sky, some say. Others insist that Bahamuts eyes are a frosty indigo, like the heart of a glacier. Perhaps the two accounts merely relfect the Platunum Dragon's shifting moods. His followers are good dragons and anyone seeking protection from evil dragons. His favored weapon is his massive claws.
Tiamat- Five-headed dragon- Lawful Evil- Tiamat, like her archrival, Bahamut, is revered as a diety in many locales. All evil dragons pay homage to Tiamat;green and blue dragons acknowledge her sovereignty the most readily. Good dragons have a healthy respect for Tiamat, though they usually avoid mentioning her even thinking about her. In her nautral form, Tiamat is a thick-bodied dragon with five heads and a wyvern's tail. Each head is a different color:white, black, green, blue, and red. her massive body is striped in those colors. Tiamat has many consorts, include great wyrm dragons of the white, black, green, blue, and red types. Her followers include evil dragons and conquerors. Her favored weapon is her claws.
Vecna- Left hand clutching an eyeball- Neutral Evil- THe deity of secrets was once a mortal king who became a lich. He usually appears as a lich who is missing his left hand and a left eye. He lost his hand and eye in a fight with a traitorous lietenant, Kas. Verca rules that which is not meant to be known and that which people wish to keep secret. His rulers include wizards, sorcerers, and conspiritors and his favored weapon is a dagger.
| Class | Gains | Hit points and Energy points |
| Commoner | None | Hp:1d10 Ep:1d8 |
| Fighter | Martial Weapons Profinency Light Armor Profinency | Hp:1d15 Ep:1d8 |
| Wizard | Simple Weapons Profinency | Hp:1d8 Ep:1d15 |
| Rogue | Simple Weapons Profinency Light Armor Profinency | Hp:1d10 Ep:1d10 |
Fighting
........Fighting is done through a private chatroom that the combatants make. When you are in the chat room you only talk in character. If you have to talk to your opponet(s) then talk to them in a different chatroom or though AIM, which is a godsend for games like these which you can download here. Range accually takes affect in this game. You have to be in the same square as your opponent to attack him with a melee weapon unless otherwise stated by the range of the weapon and within the range for ranged weapons. Each square is 5ft and you can move one square and still attack if someone is with in your range. If you use your whole turn to move you can move two squares. If you are in te same square as your opponet you can make a full attack. A full attack is attacking with two weapons if you are trained in two weapon fighting or your weapon is two sided. Regardless, if you perform a full attack you suffer a -5 to your attack roll on the second attack. It is up to the people involved in the battle to keep track of how ar away from each other they are. Use the fastest person as the reference for your location. If a character is in front of you then he is a "+" distance from you and if there is someone behind you they are a "-" distance from you. For example Suteck is the fastest and then Rurik, who is 2 square behind Suteck, then Melron, who is 4 squares in front of Suteck. The abbreviated form of this is (Suteck, Rurik -2,Melron +4) To keep track of this put this in the chat room after every turn. When you make an action or move put it in ::.(i.e. :swings sword:)If you are a consistatly good role-player then there will be rewards for your creativity. At the start of the battle the person with the highest speed (int+base speed) goes first. If you have double the speed of your opponet then you attack twice before your opponet can attack. The battles are turn based, which means that you go and then your opponet goes or vis versa, during your turn you role-play alittle then declare your attack, or just declare it, then you roll your attack dice. To roll dice in AIM follow this model:
//roll-dice(number of dice??)-sides(number of sides??)
........Your attack dice is a 1d20 + 1/2 your stregth modifier for a physical attack and 1/2 your intellegence modifier for magic attacks. If you roll higher then your opponets AC (10+dexterity mod+any armor that your wearing) then you do damage and roll the damage dice for that attack. When it says that an attack is a 1d6 then that means that it is 1 dice that has six sides, if its a 5d10 then its 5 dice that have 10 sides, and if it is a 1d5+3 then you roll 1 dice with 5 sides and then add 3 to the result. The +3 will most likly came from your strength or intellgence mod. If you are doing an enhancement spell then you dont have to roll attack dice because, techneclly, your not attacking anyone and you dont add anything to the result. You continue in this manor until someone loses. All weapons have a At the end of the battle someone sends the match to me. In the subject you put the race and name of the fighters, what type of fight it is and who won. You mark who won with an * by the persn who one. If you fight more than one fight then there should be more than one *.
Human Melron vs Elf Suteck* Spar
........There are three different types of fighting that can be done in the RPG: the first is just a normal fight were there is nothing on the line. This is called a spar. In a spar the combatants fight until someone is down to 10% of there HP. You can spar 5 times per week and gain 125 exp per spar. The next type of fight is a honer match. In this type of fight there is something on the line like an item or money. The fight continues until someone gives up or someones HP gets to 0. (your still alive at zero) When you send this type of battle put at the begining of the battle what is being bet on the fight. You can do these 2 times a week and gain 200 exp if you win and 100 if you lose. The third and most rare battle is a death match. In order for a death match to take place there has to be sufficient grounds for a death match, and it must be oked by me. During these fights it is just the two people that requested the death match that can fight. If someone else helps then the death match turns into a spar. The death match is over only when someone dies. These can be done when ever I say theu can and if you win you claim all of you opponets items and you gain 500 exp.
Role-Playing
........Role-playing is the most important part of and RPG and this one is no different. The role-playing is what makes the game fun and keeps it from getting boring. You dont have to role-play everytime, in fact you dont have to role-play at all, but you should a little. Before each battle starts you might want to set the scene alittle or something. When I read the battle I want to feel like Im right there. You will not go unrewarded for you role-playing either. If you are a good role-player then you will recieve bonuses in exp or gold. I want you to role-play but try and hold back on the language. I dont mind but if the person that your fighting does please respect there requests. Life and Death .......This is a section that will explain life and the after-life. Life is pretty basic, you fight go on quests for money, fame, or items of wonder. You can explore any square that you think that there might be something of intrest. If you find something, you can explore it or just forget about it. You can also choose wheither or not to reveil the location of you discovery. You can also check the forum for quests that are avalible. When you go on a quest you are unable to spar, but you can still buy things like potions, weapons, or lodging at any town that you come to. Also when you are on a quest your HP doesnt recover like it does after a spar. It can only be recovered if you stay at an inn or rest out in the wilderness. Quests can be breif or very elaborate, they can involve one or more people, serious or just plain dumb. You should go on as many quests as you can, but there is a first come first serve policy on quest. If you want to go in a quest then email me with the name of the quest, the people who are going, and the time in EST. The first people who email me will be the ones who are able to go on the quest. There will be some quests that multipule groups of people can go on, if there is a lost item, if someone wants to find a lost temple, and things like that. There will be many opertunities to go on a quest so if you dont get one dont worry there will be another one that you can go on. There will be other aspect to "life" as the RPG get bigger. .......Although this is only a game, it is possible to die. In this game, though, death is not permenant. You are only knocked out when your life reaches 0. You die when your HP reaches -10. Once your life reaches 0 and your character passes out, your life continues to decline until you roll a 10 on a 1d10 or you are healed 1 hp by any means. You only regain consiousness when you have 1 or more HP. If, by chance, you do die, you have a 25% chance of becoming the undead. If you become the undead then you are trapped on earth in your ghastly corpes. You can spar with anyone, dead or alive, but you gain only 1/2 the exp. You cant participate in honor matches or death matches. Being the undead reverses the affect of healing potions and spells, doing damage instead of recovering HP. You can still be revived by someone with the revive spell. If you happen to reach -15 while your an undead then your character dies completly and is lost. The other 75% of the time your body travels to the shadow plane. While in the shadow plane you can only duel people in the shadow plane. Like the undead, you only get 1/2 the exp per spar in the shadow plane. There will be things to do while in the shadow plane. If there are enough people, there can be tounements, quests, and other things only avalible to people in the shadow plane. To be brought back from the shadow plane you have to be revived by someone with the revive spell.