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In a land of relics and magic, Kingdoms struggle to survive and prosper. There are some who stand on the side of good and others who stand on the side of evil... In this ever-changing land, which side will you stand for?
 
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 Character Creation Guidelines

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Join date : 2012-03-26

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PostSubject: Character Creation Guidelines    Character Creation Guidelines  Icon_minitimeThu Mar 29, 2012 5:00 pm

Character Creation Guidelines

Below are the guidelines for creating a character. Every member is expected to follow them, and those who don't when making their character, definitely won't be getting approved until they abide by the Guidelines and the staff approves.

* Not listed by priority.

For Magic

1. No magic-user (mage) is allowed to start with Protectum magic spells, unless warranted by an Administrator of the Staff.

2. No mage can start with Master or Expert level spells in more than two school of magic. Even if they are a high rank, the Master-level and Expert-level spells that they are allowed to start with are restricted to two schools of magic ONLY! Excluding Protectum magic.

3. Only characters in the following factions are permitted to start with magic: Druids, Circle of Magi, the Underdark & Unaffiliated.

4. The Arch-Mage, Lorekeeper & Elder ranks may start with a maximum of ten spells. A maximum of 1 spell may be Master-rank, a maximum of 2 spells may be Expert-rank, a maximum of 5 spells may be Journeyman-rank.

5. The Master Wizard ranks may start with a maximum of ten spells. A maximum of 2 spells maybe be Expert-rank, a maximum of 5 spells may be Journeyman-rank.

6. The Court Magister, Shaman, Dark Sorceror/Sorceress and Druid ranks may start with a maximum of eight spells. A maximum of 1 Expert-rank spell, a maximum of 5 Journeyman-rank spells.

7. The Magister ranks may start with a maximum of six spells. A maximum of 4 Journeyman-rank spells.

8. The Apprentice and Acolyte ranks may start with a maximum of four spells. A maximum of 2 Journeyman-rank spells.

9. A member has to request to be an unaffiliated mage, and if/when they do the Staff will discuss just how many spells their character ought to be allowed to start with, and at what level.

10. Members who are not mages at the start, but intend to use magic later must start from a lower-level and work their way up regarding the level of spells that character may or may not eventually use.

For Equipment

1. If you intend to have your character be a part of a faction with equipment already set up under the factions list in the Guide, please make sure that character at least starts with the type of armor or weapons the NPC members of that faction generally have. This isn't to say you can't have your own customary weapon or other item at your disposal.

2. If your character is starting with enchanted weapons, armor or accessories, please don't go overboard with what these enchantments are capable of. Later on, when a member has earned a sufficient amount of points he/she can always improve the enchantments they already have, or change it entirely.

3. If you have a weapon that would normally have ammunition such as throwing knives or arrows, please make sure you inform the Staff in your character application how many arrows or otherwise your character will be able to utilize in a thread. Ammunition is important, that way someone could potentially run out of whatever it is they're using in combat.

4. DO NOT expect to have your character start with powerful or otherwise epic gear, unless that character's rank applies to it. Someone of a lower rank within a faction wouldn't have the best of the best equipment to utilize in battle. Upgrades and otherwise will either be earned through point accumulation or upon the completion of missions in the forum.

5. There are some ranks that will remain available (even though the numbered positions may be filled). If you ever have questions regarding a particular rank you'd like for your character to have at the start please contact a member of the Staff and we'll see if something can be arranged.

6. Characters may only start with ONE WEAPON, which will serve as their primary weapon. However, a weapon pair may be an exception. Sidearms are still permitted, but keep in mind that they're sidearms.

For Alchemy

1. Do not expect to be able to start with potions/poisons at your character's disposal, unless his/her position within a faction or his/her occupation applies to the science of alchemy. For example, the Staff do not expect Knights to have potions at their disposal, since that so far from what they're trained for. Keep in mind, this is AT THE START, later on in the forum anyone's character could pursue the science, starting from the bottom. If you're unsure whether or not alchemy fits with your character's rank/role within a faction or otherwise, contact a member of the staff and he/she will help decide.

2. If your character's occupation or role/rank within a faction applies to Alchemy, and you choose to start with a couple of potions/poisons, your character will be able to start with a maximum of two potions/poisons, one being a level 4-6 potion/poison. If given administrative permission, your character may start with more and/or at higher levels.

3. There are two prominent Alchemy roles: Lead Alchemist of the Royal Court, as well as the Court Physician. The Lead Alchemist may start with a maximum of five potions/poisons, a maximum of one of them can be level 10, a maximum of two of them can be level 7-9. The Court Physician can start with four potions/poisons, a maximum of one of them can be level 7-9, a maximum of two of them can be level 4-6.

4. Unless given permission by an Administrator of the Staff, each potion/poison can have a maximum quantity of two for use in an in-character thread.
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