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#Post#: 46--------------------------------------------------
REFERENCE LINKS
By: Kaito_Katsuragi Date: November 3, 2012, 12:36 pm
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Character Design and Base Rules:
HTML http://sync.in/RealityShift
[spoiler]
RULES
When participating, please have your name be formatted as:
[*Title*] *CharacterName* [*Health*]
Titles will be given by Admin ranked characters later on. They
will enable certain Player-interaction commands later on.
Participants are required to change this as
[S] System Admin - Has complete control over the progression of
the plot.
[M] Moderator - Can Flag Players and attack them without being
Flagged
[J] Judge - Can attack Flagged Players without getting Flagged
[P] Player - A regular Player. Gets Flagged for Player-Killing.
[A] Active - An Active NPC. They are controlled by the Player
they are Linked to.
[X] Flagged - Has shown signs of hacking or has participated in
Player-Killing.
Your character name must be a name, not some amalgamation of
characters.
Acceptable: Kristoph Bloodedge
Unacceptable: DarknessLord00934
For the sake of the "beta," I will only allow Japanese
characters.
A character's health will always be out of 100. How this
decreases or increases depends on the skills used and any
interactions with the environment.
Weapons will be assigned by the System Admin, but he will take
into account your preference. The same applies to Abilities,
which will be custom fit to Players if they come from the
Weapon.
Items and Abilities will be attained with the R|S Currency and
the occasional Quest. Items and Abilities attained by Quests
will be SoulLinked, meaning that they can only be picked up and
used by those it is SoulLinked to. Some Quests, however, might
be repeatable.
It should be noted that all of the above fields, sans names,
will be manipulated entirely by the System Admin.
Players will need to provide a summary as to their characters,
both their online [R|S] and offline [OC] Aliases.
There will be a trust basis regarding RNG events [battles,
encounters, drops], but it should be noted that some events just
might be fixed.
Actions will be taken in cycles during battles or inter-Player
actions. A cycle will depend on the Players available during
every Log-In session, but each Player may only act once each
cycle. This will allow a bit more free-reign in exploration,
but also allows for fair reaction times.[/spoiler]
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