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Post by Alastor on Oct 31, 2014 11:47:59 GMT -5
PARADISE INSTRUCTION MANUAL
Table of Contents
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Post by Alastor on Oct 31, 2014 14:42:24 GMT -5
IntroductionWelcome to the Paradise Instruction Manual! This guide should help you with everything you need in the process of getting starting on the site while filling you in on some important lore at the same time. If this your first time here, it is highly recommended you read all of it. Plot SummaryThe afterlife. Heaven. Eternity. Call it what you will, but it has always gone by a title of grandeur, marking it as a plane of existence unobtainable to most. Only the most noble, honorable of souls which had been glorified in both life and death are granted passage to Valhalla, and even then they must prove themselves worthy by completing the trials of Purgatory. Such was the dictation of the first complete Pantheon, and so it remains to this day. All others were and are doomed to a meaningless existence within a soul well known as Tartarus. Life in Valhalla was bountiful. The gods and warriors which made up the hierarchy did battle for sport and feasted daily. It was truly a glorious occasion with each passing day as more and more were added to the celestial plane's population. That is, until tragedy struck. An event occurred which remains only in the memory of one of the pantheon's finest, Loki. The other gods were stricken down unexpectedly, the trickster only surviving due to the honorable sacrifice of a trusted companion. After this Loki fell into despair; but one god remained, and she took upon herself the title of Death, ruling Valhalla alone and with desires of sinister design. Death wanted to bring the hall of the gods to its former glory, but required a means of testing those worthy. Without a test of some sort, even past the gates of Purgatory, no gods could truly say they earned their spot. And so, the goddess began a grueling tournament in which competitors would fight for their right to sit upon a throne fitting of a true lord. Newcomers now find themselves greeted by a mysterious old man, welcomed into Valhalla with a tone of regret. They are granted shelter here, food, promises of luxury, but at the cost of their freedom. For if they do not participate in Death's game, they will suffer her touch, the Tartarus becoming their new home.
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Post by Alastor on Oct 31, 2014 14:52:04 GMT -5
Champion InformationA champion is the general term coined by Death herself to refer to all of the souls worthy enough to manifest in the afterlife and not turn into the green spiritual goo that is a standard soul. These "champions" do not have to be heroic or even noble souls, in fact, many brutal conquerors and underhanded murderers have found themselves in Asgard. The requirements to become a champion are vague, sometimes one performs a great or notable deed in life, and other times, it's completely random; as common civilians sometimes manifest as well. Every champion is defined by having a mortal and physical form and is usually energized by multiple souls, effectively giving them "multiple lives." The undead champion is pumped full of two extra and lesser souls in addition to their own upon spawning. In short, a champion is your character, a deceased person who has found themselves manifested and newly reborn in Asgard. Class Information Classes are somewhat representative of what your champion did in life, though not always. Classes are a show of skills moreso than a title, and as such effect your champion little in the long run. Someone who chooses the Knight (a warrior who gains +1 END for wearing a full set of armor) class may end up later becoming a more offensive character, and a Beserker (a warrior who becomes stronger the more they kill) may later become a defensive character. It's best to choose something that your character is actually weak in naturally. So if I were to make Joe the Crab Person, a character with giant claws and great offensive capability, it might actually be best for me to take on the Knight class over the Beserker class. This is just advice, though, and ultimately you are free to choose whichever class grabs your attention! A full list of Starting Classes can be found here: < STARTING CLASS INFORMATION >Notable RacesAs you may not know, champions are not limited to just Earthlings, which are always humans. They may come from strange worlds and planets, as Asgard is a universal location as the afterlife of all living things. Your champion can be nearly any race you can think of; though do try to remember, keep it somewhat humanoid. The staff will not allow you to be a twenty-six foot tall zombie dragon or a eighteen foot tall demon of Hell. Some notable alien races are briefly noted below. If you plan on creating a character of demon or angel origin, it is important to read this section in full. If you plan on simply being a human or creating your own race; you can go ahead and skip it. Humans: The most common race. They usually originate from Earth, but humans have been known to develop on other planets, something that also makes them the most culturally diverse of any race. Greenskins: Greenskins are a common term for any goblinoid race. They usually have a savage and rugged way of life, making even the smaller of the kin naturally stronger than a human. What they get in strength they lose in intelligence, however, effectively making them one of the dumbest alien races. Greenskins can be anything from goblins and orcs to ogres and trolls. Angels: Angels obviously do not come from heaven, as such a place does not exist in this universe, instead being replaced by Asgard. Angels are actually a race of winged humanoids hailing from a distant alien world. They are intelligent and space-faring, though physically frail. Demons: Demons are similar to angels, though they come from an alien world on the opposite side of the universe. Demons greatly vary in appearance, some being nothing more than small imps, and others being the large devils we often think of when the word "demon" is brought up. They are slightly more advanced than humans, but live a warlike life, often dying in battle at young ages. World Eater: A World Eater is a special race. Their planet was destroyed long ago, forcing them to travel the stars in large spaceship fleets. They live a life of raiding planets, stripping them of their resources and killing or enslaving the people of the land, making them one of the most feared and vicious races in the universe. They are often very alien in nature, usually having slender insect-like bodies with elongated heads. They are mostly incapable of speech due to lack of interaction with other races, and their high-adaptability has made them forget their native language over generations. A World Eater is notorious for being hellishly hard to bring down, as they can breath in the vacuum of space, underwater, and can live until their head is severed. It is not recommended to start as a World Eater as the odds will be against you in Asgard. Parasite: Parasites are the most varied of any race. They have no definite form and appear as many different things, though one thing is common in all of them: they need to attach themselves to another race to survive. For this reason, Parasites never have colonies of their own and their homeworld is unknown, if one even exists. They sometimes make their way to Asgard upon death, but often quickly die if they are unable to attach themselves to another soul quickly enough. When they do accomplish this, they often take total control of the host body, or form a symbiotic relationship with it if the soul has a strong enough will. Parasites are not recommended to beginners, as the odds will be against you in Asgard. Bionics: Bionics were a race of humans who abandoned their humanity in technological pursuit. They found a way to live without their bodies, moving their brains and hearts into mechanical husks. Of course, as one might imagine, this poses a complication when they ascend to Asgard. They are often left as nothing but a beating heart and brain, and quickly die. However, some of these Bionics were able to be saved, being transplanted into Asgardian machines and robots. Unfortunately, this is at great cost; they completely lose their free will and are forced to serve Death. They are used as her common troops and law enforcers, and are strictly an NPC race. Hotel Information Every champion is given a fancy room in the Elysium Hotel when they ascend to Asgard, something that Death thought would be a cool new rule for her kingdom. This is to give the champions a false sense of victory and grandeur, to cloud the miserable situation that they are actually in. A champion can choose which room they check into by simply speaking to the manager in the hotel lobby. It is recommended to claim your room this way, as you receive 10 hacksilver for doing so. A link to the hotel lobby can be found here.
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Post by Alastor on Oct 31, 2014 14:57:15 GMT -5
Soul InformationA soul is the mushy green energy that every champion needs to power their own lifeforce and magical abilities. These are the most unfortunate of those who ascend to Asgard, people who never made a difference, people who were simply not important, and generally weak-spirited people. They lose all will and power of thought, becoming nothing more than a glorified battery. These souls go to Tartarus by default, and are then sent out to inhabit the bodies of newly spawned champions when the time comes. For reference, about 10,000,000,000 souls enter Tartarus each day, opposed to the mere 50 or so that manifest as champions each day. Death InformationBelieve it or not, a champion can actually die in the afterlife. This isn't exactly true death, as upon losing their last soul, they are turned into the same energy that they once used to power themselves and sent to Tartarus, or Genesis Park, depending on how many souls they have left in their body. Or, alternatively, if the champion was murdered by another, the victorious champion absorbs their soul as energy. So, for example; Barabras the Tyrant has 3 souls and Vigil the Peasant has 2 souls. Barbaras slays Vigil.Now Barabras has 4 souls, while Vigil only has 1.Vigil is sent to respawn in Eden Park with his last soul.Vigil foolishly gets into another fight with Goldenharl the Great, and is slayed again.Vigil seizes to exist in a sense, and his final soul is absorbed by Goldenharl.An interesting note is that bodies stay even if the champion is respawned, making Necromancy (magic explained later) a possible thing. Also, this means your champion has the potential to discover a corpse of themselves, something that may or may not be mentally traumatizing. Plot and Character AdvancementSo, you now understand what a soul is and why they are crucial for your character's continued existence. However, that isn't all there is to a soul, as they also serve as a bargaining piece for Death's game and are directly linked to the advancement of the plot and your character. Most of Asgard is locked up by the Mistress of Demise. New areas will only be unlocked when a certain number of souls have been slaughtered under the rules of the Death Game. Additionally, they are relative to how powerful your champion is in a sense, which brings us to our next section. Ranking and God TitlesRanking up is what happens when your champion reaches a certain number of gathered souls and spends them. It is up to you to alert staff when you are ready for rank up. It is greatly advised to spend these as soon as possible as negative consequences happen to your champion if they horde too many souls. A champion's body is already being broken by holding more than one, so one can only imagine what could possibly happen if they stuff too many into their bodies. A God Title is something earned by your character when they reach Rank 5. They gain powerful and exclusive magic and perks and may begin referring to themselves by their title rather than their name. These are chosen by staff based on your character's personality. For more information about ranking and god titles, please refer to the full thread about the manner.
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Post by Alastor on Oct 31, 2014 14:59:40 GMT -5
Hacksilver Information Hacksilver is the default currency of Asgard. It is composed of bits of raw silver, meaning that it is inconsistent of size and shape and is instead measured in pounds. This method of trading was around before the Catastrophe, making it one of the oldest traditions of the afterlife. It is earned post by post. One earns 20 Hacksilver for creating a thread and then 10 Hacksilver for each post they do in a thread. Additionally, after 10 posts, you begin to receive a weekly salary of 10 Hacksilver. It is good to remember that this currency is measured in pounds rather than face value, and such it can be done in decimals with a place value of a ten-thousandth. Ex. you can have 9.55 Hacksilver, so you don't round it. Every champion begins with 60 Hacksilver unless if their class says otherwise.
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Post by Alastor on Oct 31, 2014 15:02:29 GMT -5
Equipment Information Equipment is the most important part of a Champion's arsenal, as it covers a wide array of items belonging to them. Consisting of various types (Headpiece, Chestpiece, Handpiece, Legpiece, Shoepiece, Accessories, Potions, and Weapons), each of these increase your character's stats and some may even grant additional skills or abilities (see more on this in the next section). Each type of armor increases set values for various stats, and we advise that if you are able you should work toward filling each armor slot with gear above simple condition.Speaking of conditions, all armor, potions, and weapons have them. In order from weakest to strongest for armor and weapons these are: Basic, Standard, Advanced, Rare, and Legendary. Potions, however, are ranked by quality, in a tier system much akin to spells. A potion may be of, in the same order as before, the following qualities: Poor, Mediocre, High, Fine, and Supreme. Each potion quality should be considered of the same spell tier which it correlates with, the only difference being that they are single use and do not cost mana.
You may only have one of each of the main armor types equipped.
You may only have two one-handed weapons or a single two-handed weapon equipped. Ranged and Magical weapons are generally one-handed, though this may vary.
You may only have three accessories equipped at once, and three potions on hand. Enchantment InformationEnchantments are passive or active effects which are added to armor and weapons. These, much like the majority of everything else on Paradise, are determined by the player themselves as they make their purchases. While most equipment types have enchantments automatically placed on them depending on their condition, additional enchantments may also be purchased as long as your item would not exceed 5 enchantments. Additional enchantments may also be purchased at any time, so no need to save up all that hacksilver, you can simply upgrade your gear whenever you feel ready to.Price listings for additional enchantments may be found in both the Weapon and Armor shops.
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Post by Alastor on Oct 31, 2014 15:05:28 GMT -5
Magic InformationMagic is the art of harnessing the arcane, and is one of the main elements in combat on Paradise. The energies are not necessarily bound by scientific law and nature, allowing champions to cast a large amount of destructive and helpful spells. Every champion has access to magic, unless if their class says otherwise, but it is restricted by tier to rank. Magic is divided into several different schools and many different mancys, and more information on this can be found in this thread. Spell Tier InformationIf you haven't noticed, all spells are organized by tiers, which are an indicator of how much mana they cost and just how flashy of an effect the spell can have. The five tiers are briefly explained below. Once again, this is just an example of how they can be used, not a definition. TIER 1 - Spells cost 1 mana. Tier 1 spells are typically very simple in nature. An assault spell may range from a simple projectile of the mancy's element, while a guardian spell might employ the use of a quick faded and relatively weak ward. Support spells of this tier generally only heal minor wounds and cure minor status aliments, or on the other side, inflict them. TIER 2 - Spells cost 2 mana. Tier 2 spells start to get a little more effective, and without argument, more useful. An assault spell at this tier can cause minor AOE effects of their mancy element or create short lived constructs of their mancy, while guardian spells will actually be able to put up formidable walls that can last for more than one post at this tier. Support spells also become more useful, allowing the casters to heal larger amounts of damage and provide powerful buffs to themselves and their allies. TIER 3 - Spells cost 3 mana. Tier 3 spells are considered higher level spells, but aren't quite the top of the iceberg yet. Assault spells becomes more terrifying, their AOE ranges greatly increased, and guardian spells become even tougher yet, allowing the walls and barriers they create to endure more powerful spells and stay up for longer periods of time. Better yet, at tier 3, spells can begin to create weak weapons and armor from their mancy element. Support spells are a lot more effective, and AOE healing is now possible. TIER 4 - Spells cost 4 mana. Tier 4 spells are some of the most powerful and threatening spells known. They are dangerous to control and require a skilled magician behind them to be properly cast. Assault spells allow for powerful effects such as (but not limited to) summoning of meteors with mancys such as Asteromancy, summoning forth tidal waves with Hydromancy, and calling forth small-scale earthquakes with Terramancy. Guardian spells allow for the user to increase their own defense rather than just creating armor and barriers, allowing for a larger variety of buffs. Support spells become deadly, being able to effect multiple status effects and cure large wounds. Spatiomancy spells are only available at this tier and up. TIER 5 - Spells cost 5 mana. Tier 5 spells are the best of the best, outside of the special magic granted to the Gods. This magic is in fact only usable by Gods or those as powerful as Gods, making most of the spells in this category mere legend. Assault spells are catastrophic, magicians being able to call forth entire storms of their mancy's element and defy the laws of reality and physics. Guardian spells are nearly perfected, being able to create buffs that make the casters nigh invulnerable, along with being able to call forth barriers and shields to assist them rather quickly. Support spells can reattach limbs, and even go as far to revive the recently deceased, along with being able to inflict fatal curses and hexes. GOD TIER - Spells are variable in cost. God Tier spells are all unique in nature. Not a single one is alike in cost or definition. These legendary spells are said to be even more powerful than tier 5 magic and are totally exclusive to the ones that hold God Titles. God Tier magic cannot be bought, and is rather earned when one obtains their title. Perk InformationPerks are what most would consider their character's most prized passive abilities. Everyone's perks are unique to them, and based on their race, personality, fighting style, magical affinity, and other odd traits. Though unique, there can be a slight risk to buying them. This is due to perks being entirely randomized and decided by staff. We choose this method due to a belief in keeping the gameplay in Paradise fairly balanced, however do not take this as you having absolutely no control of your character's perk fate. There are several categories of perks you may choose, these being: Commands, Reinforcements, Blessings, Utilities, and Gambits. Certain perks known as Disability perks are available for free at character creation, but must be a negative physical attribute of your character, such as them being blind or deaf. More information can be found in the perk shop.
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Post by Alastor on Oct 31, 2014 15:08:17 GMT -5
Combat and StatsCombat, as one might imagine, is a central feature of Paradise. Most threads will probably involve some sort of fighting or battling, and so, there are some loose rules to follow that are meant to guide you and make things easier on you in the long run. Stat ExplanationParadise uses a simplified stat system based on RPG video games, as was in the inspiration for most of the site itself. A champion naturally has 0 in every stat, which doesn't mean they're weak; it just means that they're average. The highest a stat can reach is 20, which represents mastery over that area of combat. The lowest a stat can reach is -5, which means they are very poor in that stat. The only way to increase these stats is to reach Rank 5 or buy equipment; the latter option being the more common and easy route. Stats normally only decrease through enemy spells. A stat greatly helps determine many factors in a fight, included who has the winning edge. HEALTH - Determines how much damage a champion can take before dying. This is decided using this equation: END+ 1/2 STR rounded down + Level Modifier The base health cannot go below 5.MANA - Determines how many spells a champion can cast. This is decided using this equation: BAR + 1/2 Mag rounded down + Level Modifier The base mana cannot go below 5LEVEL MODIFIER - Your character level affects both your Health and Mana base levels. The level modifiers are as follows: Rank 1 gives 5 health, 10 mana Rank 2 gives 10 health, 15 mana Rank 3 gives 15 health, 20 mana Rank 4 gives 20 health, 25 mana Rank 5 gives 35 health, 45 manaSTRENGTH - Determines a champion's physical strength. STR is most often used to determine how much damage an attack does or if a champion can lift an object. ENDURANCE - Determines a champion's physical defense. END is most often used to determine how much damage a champion can take and physical wellness. MAGIC - Determines a champion's magical strength. MAG is most often used to measure how powerful one's magical attacks are and their knowledge of the arcane. BARRIER - Determines a champion's magical defense. BAR is most often used to measure how much magical damage one can take and how much they can resist. DEXTERITY - Determines a champion's weapon handling. DEX is most often used to measure how quick one is with their hands and how swiftly they can dodge an attack. SPEED - Determines a champion's general quickness. SPD is most often used for escaping situations. Those are the basic stats, and are used to figure out how much damage you deal, how much you resist, your chance of dodging and if you can flee. These are decided using this system. BASIC DAMAGE MODIFIERSPhysical Melee Damage: Attacker's STR+DEX vs. target's END. Physical melee damage cannot be fully blocked, and therefore 1 DAM will always get through when one soaks in a hit. Magical Damage: Attacker's MAG vs. target's BAR. Physical Ranged Damage: Attacker's DEX vs. target's END. COMBAT MANEUVERSDodging: Dodging is moving out of the way of an attack completely, and uses the SPD stat as the primary modifier. You are allowed to dodge as many times per battle as you have SPD, so use them wisely. (ex. a character with 5 SPD would be able to perform 5 dodges per battle.) - Dodging melee damage: attacker's STR+DEX vs. defender's SPD.
- Dodging ranged damage: attacker's DEX vs. defender's SPD.
- Dodging magical damage: attacker's MAG vs. defender's SPD.
(However, it should be noted that you still won't be able to pull off auto-hits with your sword when your character is 50 yards away from the target character, as your bullet will not curve around a corner, that simply doesn't make sense.) Blocking (Requires shield, two-handed weapon, or guardian magic): Blocking can only be performed with a shield or a two-handed melee weapon. If performed successfully, a block shaves off the melee weapon's STR modifier or the shield's END modifier off of the total damage taken. Blocking magical damage is calculated differently, and uses the item's BAR modifier instead of the STR or END modifier, meaning that magical damage cannot be blocked with two-handed weapons. Temporary shields and barriers can sometimes be summoned from guardian magic to mimic the effects of blocking with a shield, however, how effective it is varies from spell to spell. Blocking cannot be done in the same post as an attack. (ex. a +5 shield would make a 10 damage attack do 5 damage if blocked.) Countering: Countering is the art of counter-attacking and be performed with any weapon type. It is decided by the attacker's DEX vs. the defender's DEX. If the defender has more DEX than the attacker has, then the defender is allowed to perform an unavoidable counter attack that deals a true amount of damage equal to the defender's STR. True amount means that standard END modifiers do not apply to this damage. Countering additionally halves the damage taken from the countered attack, but cannot be done twice in a row, as repetitively doing so is painfully obvious. (ex. the attack is assaulting with 3 STR and 4 DEX for 7 damage, defender has 2 STR and 8 DEX, attack is countered and defender takes 3 damage, attacker takes a 2 damage counter attack. If the defender tried this same move the next post, it would fail.) First Strike: First strike is the art of sneak attacking. It is determined solely by SPD vs. SPD and who makes the first move. If a champion with a higher speed makes the first attack in a fight, they will do +Rank additional damage for the first attack of the fight. (ex. the Rank 2 attacker has 5 SPD compared to the defender's 4 SPD, therefore their first attack does +2 additional damage. If it were the other way around, the defender would see the attack coming and therefore the additional damage would be forfeit due to the defender having more SPD than the attacker. Simply put, first strike doesn't always work.) Critical Strike: Critical strike is a very rare phenomenon that only ever happens through random event. If one is lucky enough for this to happen to them, their damage could be doubled, tripled, or even quadrupled. ExampleJim is a level 1 character. His stats are 2STR, 2 END, 3 MAG, 2 BAR, 1 DEX and 1 SPD. His health is 8 (5 base, + 2 from endurance, + 1 from strength.) His mana is 13 (10 base, + 2 from barrier, +1 from mag.) Jim punches a character with 4 SPD. Because this character has higher dodge value, he is able to dodge, and does so. The other character shoots at Jim. He has 5 DEX, and hits Jim. Jim loses 3 health, and has a cry. He then uses an AOE magic attack. The other character can dodge, but because his character wouldn't be able to dodge ICly, he gets hit. He has 1 BAR, and takes 2 damage from the spell, due to Jims 3 MAG. If there is any foul play going on, mods will resort to this to decide what happens. However, if you want to RP the fight without using stats, as long as both parties are fine with it, that is allowed too. Combat ExplanationAs a combat-centered RP, it makes sense that sometimes on Paradise things can get heated. The weaker of characters can swiftly attempt to escape when presented with a situation such as this, but a majority of characters will want to stay and continue the battle. However, as a majority of threads will be death-enabled, the stakes are somewhat higher. Primarily there's one key rule when fighting: and that is to be realistic about what you can do. This is where your champion's stats come in. A champion with low STR isn't going to be able to punch with the force of a world renowned boxer, and one with low MAG isn't going to be able to cast very many spells. If you attempt to persist otherwise, rest assured that soon the staff will intervene and declare your moves illegitimate - and if you persist in such a manner we may just give automatic victory to the other player. Play to your strengths: not everyone is a jack of all trades. The style of combat on Paradise is semi-freeform. This means you and your opponent are in control of the fight and are expected to act fairly with the rules and stat guidelines given to you. However, often times a staff member will intervene in your fights with random events. These include but are not limited to natural disasters, random creatures coming in, and general misfortune, or on the other hand, fortune. This is done to keep your experience on Paradise interesting and fresh. Power-playing is absolutely not permitted, nor is God modded, and those who violate these rules will meet consequences.
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Post by Alastor on Oct 31, 2014 15:10:57 GMT -5
Rules to Follow .001 Obey the chameleon. .002 Don't be a dick. This applies to shitposting, general trolling, and, for lack of a better term, hardcore autism rage mode being initiated. .003 If you can't stand the heat, get out of the kitchen. Or, in laymen's terms, if we rustle your jimmies you're welcome to see your way out. Don't cause a commotion just because someone calls you or your character "gay," it's more immature than the person dishing it out to you. .004 There's plenty of death in Paradise, so we expect a certain level of acceptance in your character's fate. Pointing to the above rule, if your character is going to be killed and there's no way around it, just let it slide. This is a game, not the military, none of this is serious business. .005 No porn. No graphic sex scenes. No sex scenes at all, actually. This is more on Proboards than us, but bear with it. Except, y'know, on the 8chan board. You can go nuts there. .006 Paradise flows in liquid time. Which means you can have as many threads as you want, just make sure you are able to keep track of them and what order they happened in. .007 Be responsible and don't abuse the system. If we see you godmodding, power-playing, or exploiting rules such as killing ten characters in a single sentence; there will be consequences. .008 Faceclaims are to be of animanga, video game, or drawn nature. Other than that, you can pretty much faceclaim anything as long as there is illustrated art of it. .009 Don't punch the trees. .010 Ave Caesar. Random EventsHere on Paradise, we like to run things with a sense of unpredictability, and, because of this, from time to time we will throw scenarios within the threads of our players known as Random Events. As the name suggests, these can occur at any time, anywhere, and to anyone, but most importantly it can be anything. Whether it be the introduction of an NPC enemy, a cataclysmic occurrence, or simply a small gag at the expense of a Champion, expect it to happen. Random Events will also offer a variety of rewards for their completion, and possibly drawbacks if the characters fail to do so. Hacksilver, unique equipment or enchantments, the limits are infinite as to what a Champion can obtain from these challenges. Remember, keep your wits about you in Valhalla... You never know what to expect.
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Post by Alastor on Oct 31, 2014 15:13:17 GMT -5
Character Sheet Walkthrough Even a braindead monkey should be able to do this, the template itself walks you through the process and links you to all the important links you'll need. That, by the way, can be found here.Make sure to create a Soul Tracker thread as well.Alright, so you might still be a little confused. The biggest question you're probably asking yourself is how much Hacksilver do you start with. Every Champion starts with 60 Hacksilver to spend on starting gear within the various stores. Go nuts, young Rockefeller. It's also good to know that you can have as many Perks and Spells as you can buy, but are limited to one piece of equipment per available slot, sans accessories, which you can have three of. When you're all finished and have read all the rules, post in the notification thread to let a staff member know you're ready for review.
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Post by Alastor on Oct 31, 2014 15:20:52 GMT -5
Frequently Asked QuestionsQ: How do I obtain Hacksilver? A: By simply posting. Creating an IC thread nets you 20 pounds of Hacksilver and posting nets you ten. Additionally, the more you post, the more silver you make. By making 10 posts, you will start to earn a weekly salary on-top of standard posting rates. Sometimes, there will be special events and other things that can be done to earn money. Q: And how much are these salaries, exactly?A: That's for you to find out! I will tell you that you begin with a flat rate of 25 pounds per week after 10 posts, though. Q: How many souls do I start with? A: Each champion starts with three souls, an idea Death got while playing a video game where the player character had three lives. Q: What's the point of souls? A: Souls have many purposes, but they are mostly used for leveling and unlocking new areas in the context of actual game mechanics. Q: How many souls do I need to level up? How about to unlock an area? A: Depends on your current rank; more information on this can be found in the Rank & God Title thread. How many souls it takes to unlock an area depends on situation; but staff will be sure to let everybody know in a global progress thread. Q: Uh, wait, how do I even get more souls in the first place? How do I lose them?
A: By killing others. Player characters award one soul, and NPC characters reward a half-soul (which is just as it says; worth half a soul). When you are slain by another Champion, you must forfeit one soul before you are born anew (like lives in a video game). Be careful though. Once your soul count reaches zero, your character's soul will be sent to Tartarus, killing them permanently. No backsies. Q: So my character's dead? A: Seeing that the RP takes place in the afterlife; yes. Q: Is my Champion restricted to being from Earth? A: No. Many of the strange creatures found in Asgard were in fact alien lifeforms. Q: Can my Champion be one of these lifeforms?A: Yes; although please note that we're not going to let you be a giant dragon of death or anything. Creatures such as orcs and elves are perfectly reasonable as deceased alien species, however. Q: Do I get to choose my own God Title?A: No; the staff will give you one based on your character's actions, morality, and personality. We really try to make the best choice in this process so you won't be disappointed. Q: Can I skip from Rank 1 to Rank 5 by saving my souls?No. In fact, there are negative consequences to saving souls and not spending them when you can. Q: What happens if I do happen to save them?Horrible things.
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