Welcome to Gaia! ::

Shadows of the Past: A Medieval Fantasy Roleplaying Guild

Back to Guilds

Semi- to fully-literate roleplaying guild for Medieval Fantasy setting. All are welcome, all will be taught if necessary. 

Tags: Medieval, Fantasy, Roleplaying, Friendly, Freeform 

Reply Shadows of the Past
Guild Rules and Regulations

Quick Reply

Enter both words below, separated by a space:

Can't read the text? Click here

Submit

Michael Bladebreaker
Captain

Ruthless Hunter

6,800 Points
  • Tycoon 200
  • Treasure Hunter 100
  • Brandisher 100
PostPosted: Thu Nov 20, 2014 2:13 pm


The 3 Strike system is separate for each member and each rule. So if you get in an argument and start calling people that aren't even involved lazy assholes, you're getting a mark for Rule #1. Then if you turn around and start autohitting, you've got a mark for Rule #2. That's one for each of those. At that point, you're gonna be watched for when you post, but you've still got two strikes for each of them to go. The rules are easily followed, so nobody should even go past two marks in one area, let alone six marks in total. If you get to three marks in one area, you'll be placed on a temporary watchlist for the guild, and will not be allowed to take part in any guild-wide RP's for at least a week, depending on the severity of what you were doing. If you manage to make three marks in a second area, that timeframe becomes two weeks, and you won't be allowed to make one on one roleplays either. A third offense in this line of things will literally just be me or another crew member booting you from the guild.


Rule #1

Don't be a d**k. Seriously. I'm putting that first because I see so many people that think its okay to put down other people for whatever reason. If I see you talking down to anyone without reason, you're getting a warning. Three strikes, you're out.


Rule #2

God-mode is completely and utterly not allowed. If you're found guilty of god-moding you'll be asked to forfeit or edit your posts in order to remove the unfair advantage you may have. If you agree without fighting back, you won't even get a strike for this rule. Fairness is paramount. Again, three strikes, you're out.


Rule #3

Do not create threads in the Main Roleplay Subforum. That is where the Crew and Administration for the Guild create large Roleplays for the entire guild to partake in. This one isn't part of the three strikes system, but will get you removed from the guild if you simply create multiple threads in there without rhyme or reason.


Rule #4

Please, please, please do not try to take over the jobs of the guild administration. I assure you, we will be watching.
PostPosted: Mon Nov 24, 2014 3:36 pm


COMBAT
And How It Works


--Combat will largely be a part of this guild's roleplaying, so obviously we need a system for it. I don't want all this fancy-shmancy crap, so we're gonna make it nice and simple, in four steps.

1: Beginning of the roleplay combat sequence, or when initiating a fight, you will roll a 20 sided die. (If you understand it, d20 system for combat, minus damage dice, just doing straight d20 for all rolls.)

2: For each post, roll an attack d20 and a defense d20. These will affect how well you hit your opponent, and how well your opponent hits you. A 20 on the attack will always hit, and a 20 on defense will always dodge. To dodge or block successfully, your defense roll must beat the opponent's next attack roll. Armor, Weapons, and Spells may also affect the rolls. See the Equipment Post for more info. A 1 on either means something horrifying will happen to you. Attack, you lose your weapon or hit yourself, and defense means, well, you MAY be losing a limb. How damage itself will work is via a total hit-count. Ten hits is totally dead. At nine hits, you may cede to the other party, giving them the win.

3: If it comes to character being killed, this is permanent death. The gods are unforgiving if you make it this far. Many may choose to yield before this point, but if you choose to fight to the death, be prepared to make a whole new character, starting from the bottom up again.

4: For a victory, your rewards will be posted at the end of the thread by a Guild Crewmember. For a loss, you still get some rewards, but not as much for a victory.

Michael Bladebreaker
Captain

Ruthless Hunter

6,800 Points
  • Tycoon 200
  • Treasure Hunter 100
  • Brandisher 100

Michael Bladebreaker
Captain

Ruthless Hunter

6,800 Points
  • Tycoon 200
  • Treasure Hunter 100
  • Brandisher 100
PostPosted: Mon Nov 24, 2014 3:43 pm


EQUIPMENT
And You


Equipment is gonna be even simpler than combat because I know that wasn't really all that simple. Here's the breakdown:

Armor: Light gives +1 to Defense Rolls. Medium gives +3 to Defense Rolls. Heavy gives +5 to Defense Rolls.

Weapons: No actual bonus to Attack Rolls unless it is a surprise attack. Only then, with small/light weapons, you get +3 to your Attack Roll.

MAGIC EQUIPMENT: Detailed descriptions of what the magic on your equipment does will be given upon rewarding. The items will have their own little thing, so your Equipment area is gonna get nice and full, pretty quick.

TRADING: Yes, you can trade your equipment. There's a Forum for that.
PostPosted: Mon Nov 24, 2014 3:47 pm


And now the thread probably a third of the people here are waiting for...

MAGIC
And How It Works


Magic is going to be VERY, VERY specific. For each spell, there will be different advantages and/or disadvantages for casting it. Some examples will be that it takes time to cast, or may fizzle if you roll too low. On a 1 for a Magic Attack, the spell may even backfire, and deal heavy damage to you! Be careful using wizardry in populated areas as well, for not everyone knows of the magi that walk the earth.

Specific spells must be approved by a Guild Crewmember before being posted on your character's thread. You may design them, but if they are overly powerful, the Crewmembers may alter them to fit more the level your character is at.

SPELL GLOBAL STATS:

Electric Based Magic: If opponent is hit, they get -2 to their next attack roll.
Fire Based Magic: Roll one or two attack rolls. If you roll two, you get -5 to your defense roll.
Frost Based Magic: If your opponent is hit, they roll two attack rolls, and take the lower of the two.
Earth Based Magic: Add +2 to your Defense Roll.
Wind Based Magic: Add +1 to your Attack Roll.

These are to simulate the effects of the elements they embody, so expect changes and additions to this list over time.

Michael Bladebreaker
Captain

Ruthless Hunter

6,800 Points
  • Tycoon 200
  • Treasure Hunter 100
  • Brandisher 100

Michael Bladebreaker
Captain

Ruthless Hunter

6,800 Points
  • Tycoon 200
  • Treasure Hunter 100
  • Brandisher 100
PostPosted: Mon Nov 24, 2014 10:10 pm


REWARDS


Coins are used as currency, and will be rewarded to all involved players at the end of any RP that is not just a trade, that requires some semblance of formality for posting.

Magical Items will also be rewards. These may range from a flaming sword to a staff that allows you to control the minds of birds, and nothing else. The possibilities are somewhat endless, and will be semi-tailored to your character upon winning one or finding one.

Anything else will be explained as it is discovered, such as potions, scrolls, etc.
Reply
Shadows of the Past

 
Manage Your Items
Other Stuff
Get GCash
Offers
Get Items
More Items
Where Everyone Hangs Out
Other Community Areas
Virtual Spaces
Fun Stuff
Gaia's Games
Mini-Games
Play with GCash
Play with Platinum