Post by Ander on Oct 10, 2013 21:29:22 GMT
Character Rules
The character templates are in the next post. Here, we will be establishing some rules for starting characters. NOTE: These limitations do not apply to non-companion NPCs. Since many can be kings or experienced fighters they can start with whatever suit's their plot role.
King Candidate
-Technically any Magoi Manipulator could make a dungeon in the creation area, get it approved, conquer it, and gain a Djinn! But any King candidates present will take priority. They got dibs on Djinn more or less. Should more than one enter a dungeon they will choose among themselves who gets it. If there is a disagreement it must either be settled IC or with a vote OOC.
-These characters are allowed to start with 3 starting Weapons/Items. These can be all for just the main character or given to their companions. NOTE: This stacks when new king candidate NPCs join the party. But you may only start with one if it is your main character.
-Start with 1 potential metal vessel(holds strong sentimental value) This may count as an additional weapon with a very high quality. It shouldn't be unbreakable, but being an impressive sword is fine.
-Possess a fairly important blood line. Doesn't have to be royalty, but you should have some rightful claim to rule a country through one means or another. The potential to be king is whats important. For now, no Anomalies like Sinbad are allowed...yet >.>
-These characters are allowed to have extensive training that makes them perfect for being a king. Perhaps not for a whole country, but at least for a select few people who will follow them as their leader.
-Despite their training, a King Candidate should not be able to get by without their companions at first. He/she must be reliant on their strength to accomplish initial goals until a djinn is obtained or magic/magoi manipulation techniques are learned.
Magician
-Magicians cannot obtain Djinn. Their magic interferes with a Djinn's own and thus a Djinn will always defer to non-magicians. If none are present, the Djinn will simply send the Magician home without even getting any treasure.
-Main Characters start with 2 magical weapons/items. Companions Start with 1. The main character's additional item can be given to a companion.
-Main Characters Start with 2 types of learned rukh. Companions Start with 1 learned Rukh and one type on the cusp of mastery requiring only one thread of practice to unlock spells for.
-Main Characters Start with 2 Minor spells and 1 Adept spell. Companions start with 2 Minor spells.
Magoi Manipulator
-Magoi Manipulators have average magoi supplies and well trained bodies.
-Main Characters start with 2 weapons/items. Companions start with 1. The main character's additional item can be given to a companion.
-Main Character start with 2 Magoi Manipulation Techniques. Companions start with 1. Both can teach Magoi Manipulation techniques to a king candidate over the course of a full thread per technique.
Physical Monster
-These characters possess very diminished magoi supplies in exchange for incredible physical strength.
-Main Characters start with 2 Physical Techniques. Companions start with 1. Both can teach Physical techniques to a king candidate over the course of a full thread per technique.
-All Physical Monsters start with 1 Burden. This can be a weapon, but it must also be some kind of limiter on your insane power. Morg's slave chains that she had are an example. Even after the chains were cut, they continued to limit her emotionally and it restricted her power. These burdens often make good metal vessel candidates because of this. But it could be anything from a super heavy tortoise shell like Master Roshi from DBZ to a huge weapon you have to lug around as part of some clan tradition. You pick your burden, but try not to gain too much from it if you do make it a weapon of some kind. It should primarily be some kind of drawback that weighs you down.
-You can still obtain legitimate weapons and items IC without requiring draw backs.