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 A. Legend's Guides and Rules

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Zala Grasil [G.B]
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Zala Grasil [G.B]


Post Experience : 78
Join date : 2015-06-22
Age : 34

Knight Character
Attributes :

A. Legend's Guides and Rules Empty
PostSubject: A. Legend's Guides and Rules   A. Legend's Guides and Rules I_icon_minitimeMon Oct 08, 2018 10:20 pm

< The Beginning of a Legend starts here! >
A. Legend's Guides and Rules EPFJ8FE
"Welcome to the Legends - A New World of Heroes, here you will be able to create a custom-made character to help create a world of peace or destruction as you continue to grow. Here will be a listing of detailed mechanics. If any questions come up to not be afraid to as the Game Master or a member of the Support Team.

< Table Of Contents >
> General Rules + Site Glossary
> Dairy Terminal
> Site Layout
> Skills, Knowledge, Warrior & Fate Arts.
> Never Go Empty Handed
> Art of War
> Drops and Treasures
> Underworlds
> Creations of Guilds or Homes

< General Rules >

- Rules for All -
1. No Cheating [Posting RP's from other sites, Lying about updates. "The list can go on forever."]
2. No Powergaming and/or Modding [Doing things your character cannot according to their bios or character sheet.]
3. Loopholes will be repaired as they are found on the site. Gains from any form of loopholes will be removed, will be balanced with the new ruling.
4. Post some type of indication that an update is done to prevent re-posting
5. Make sure to always post Old Bio with New Bio for changes.

- Staffing -
6. Warn members in Discord before disciplinary action is taken.

- Misc -
- Characters with High Blood Family Background at level 50, XP gains become halved.
- X2 Ruling: A person's highest attributes cannot be "x2" of their lowest attribute. [ie. Brawn cannot be 10 if Endurance is 5]
- Training is allowed while in School Classes.
- 48 Hr ruling [Unless with excuse] If someone enters an RP, but does not post within the RP. Then other members or staff member is allowed to control the said character. Thus causing the 48 hrs rule to reset until the original player returns or RP ends.
- Rating on the site is PG-13 to R. [Keep the Adult Content to a light formality]
- Site RP Only: Do not use Rps for training that came from other sites.
- Battle Damage carries over, heal at a Clinic.

- Death -
- When a character dies the bio and character sheet remain and are moved to the cemetery. To where they are buried and can be grave robbed if not already.
- New Characters obtain 50% of the Total XP spent, added to their new character.
- Rollover XP from a death cannot be added to a Blue Blood character.

-Discord Server: IG CORP (Our Home) -
Invite - https://discord.gg/ZqHj9wj

--------------------------------------------------------------------------------------------------------------


< Site Glossary >
x Family Bloodline
- These are broken into two categories "Normal" and "High Blood". Normal is for those wanting to work hard reach new goals with their characters. Where High Blood have it easy starting out but it becomes difficult for them later on down the road.
+ "Commer" Blood: - - -
+ "Blue" Blood: Level Requirements: -10 Lvs | At Level 50 and Up: XP Gain is Halved.
x Battle Power {BP}
- This is determine overall power of a character. This is usually used to determine how well one is able to battle against a boss.
+ Convert: Battle Power = (Base) Attributes of [Brawn + Endurance + Dexterity + Wisdom + Ego]
x Knight Level {KL}
- This is used to determine rather or not a character can take up certain "Quests" or even enter a "Underworld". There are many ways to improve and grow as it also helps with increasing a character's attributes.
+ Convert: Knight Level x 100 = Cost of XP to Level Up
+ Gain: 1 Level Up = +4 to Attributes.
+ Gain: 5 Level Ups = +1 TP
+ Max Level: 100


x Basic Attack Power {B.ATKP}
- This is used to determine the overall damage for basic attacks to deal damage.
+ Convert: BRW + DEX /2

x Attack Power {ATKP}
- This is used to determine the overall damage from "Warrior" actions or attacks that use "Stamina" to deal damage. Some cases it can add to some arts.
+ Convert: BRW + DEX

x Mage Attack Power {M.ATKP}
- This is used to determine the overall damage from "Fate" actions or attacks that use "Mana" to deal damage. Some cases it can add to some arts.
+ Convert: WIS + EGO

x Knowledge
- These are the in and out of information the character knows or has obtained.

x Skills
- These are the in and out of expertise the character can do.

x Arts
- These are the special attacks that are physical or magical.
X-Pool {XP}
- This determines how much the person has worked on their character. It is also used as currency to improve one's level. It even helps with trading in a certain amount to obtain currency.
+ Trade In: 1 XP = 10 Hal

Hit Counter {HC}
- This is determined by the armor worn on the character or by how powerful the monster can be or become. The total amount is how much a player needs to in order to have their attack land. If it does not land then it misses.

x In-Battle Attributes
- These are the ones used in a battle: Brawn, Endurance, Dexterity, Wisdom, & Ego.

x Out-Battle Attributes
- These are the ones used out of battle: Intelligence, Charm & Luck.
x Health Points {HP}
- The Life Energy or Essences that all characters have or need in order to survive. If a character hits 0 they are exhausted and have their attributes reduced to 0. Giving the enemy an easy kill. IF an attack is x2 of the target's current HP they are instantly killed.
+ Convert: Brawn x 25

x Mana Points {MP}
- The Mystical Energy or Willpower used to perform Fate/Faith Arts in battle. When it is at 0 the character cannot perform any Fate Arts in battle until either recovered or use of items.
+ Convert: Wisdom x 10

x Stamina Points {SP}
- The Physical Energy or Body Energy used to perform Warrior Arts in battle. When it is at 0 the character cannot perform any Combat Arts in battle until either recovered or use of items.
+ Convert: Endurance x 10

x Chi Level {CL}
- This displays how where one's Chi is at. The higher the level the more damage it can generate when performing certain marital arts. Though dangerous, it can leave one exhausted.
+ Convert: Every Ego 5 Points = 1


x Brawn {BRW}
- The physical strength and power of the character. This is used during Basic Attacks when using either Melee. This also helps increase the damage output when using a weapon.

x Endurance {END}
- The resistance to attacks that are physical and mystical. One takes the incoming damage and reduces it by their endurance giving them the total damage done.

x Dexterity {DEX}
- This determines how agile a character is and able to move. An average person with 30 DEX can keep up with 5mph.

x Wisdom {WIS}
- This determines the power of a character's ability to cast certain Mystical Arts in battle.

x Ego {EGO}
- This plays a large role when it comes to the character having to deal with pain or fear or even the mystical arts of manipulations. The higher the ego the more one is able to break from control. Though the lower the easier the character can be control.
x Intelligence {INT}
- This determines how fast one learns and understands the knowledge they acquire. The higher this becomes the faster the character obtains knowledge. Someone with 20 INT can obtain up to 1 Hour of information from reading.

x Charm {CHA}
- This determines how well a character basically can "Sweet Talk" an NPC merchant for things they are selling. Sometimes this also helps with physical appearances as well.

x Luck {LUK}
- This determines the character's well Luck. So it can go down right to anything really as 1 Luck = 1% added to a roll. The higher the better the results becomes.
x Elemental Resistance {E.RES}
- There exist several elements that are used on the site. This determines how strong one is able to resist that element when battling it. It cannot be increased by normal means and usually requires an item or special equipment to increase.
+ Example: Fire: 025% [Means decrease the Total Fire Damage by 25% before subtracting Endurance.] [Means you have a 25% chance of not getting the effect. When rolling 1d20 that means you must land 1 to 5 to escape the effect of Burn.]

x Resistance {RES}
- This helps determine rather or not someone gains negative effects like poison. This can only be increased with the help of items or special equipment.
+ Example: Poison: 025% [Means you have a 25% chance of not getting the effect. When rolling 1d20 that means you must land 1 to 5 to escape the effect of poison.]

--------------------------------------------------------------------------------------------------------------



Last edited by Zala Grasil [G.B] on Mon Apr 04, 2022 5:06 pm; edited 41 times in total
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Post Experience : 78
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Age : 34

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A. Legend's Guides and Rules Empty
PostSubject: Re: A. Legend's Guides and Rules   A. Legend's Guides and Rules I_icon_minitimeTue Oct 09, 2018 9:05 pm

< Diary Terminal >
A. Legend's Guides and Rules JDNCHPg

- Before starting a character must be created by going under the Diary Terminal, once approved then the story of your legend can begin. The basic sheet can be found here or Diary Terminal. It can be edited however you see fit to make it suit you.

Please Remember: “Rating on the site is PG-13 to R. [Keep the Adult Content to a light formality]”

> There are no Non-Human Characters.
> No Disabilities/Mental Illnesses are allowed [Unless Site designed]

+ Diary Terminal Rule >

> Characters cannot have any connections to current Royal Families or Higher Beings.
> Characters cannot start with high ranks no matter what.

+ Character Sheet’s Anatomy +

x Image: > This is the appearance of the character.
x Bio: > The basic information from Name to Eye and Hair color [If no Picture exist]
x Statistics: > The basic information of how many missions, battle, or rank one is at.
x In Battle/Out Battle: > The attributes that make up characters.
x Equipment/Items: > The things one equips onto them or carries in or out of battle.
x Skills/Knowledge: The abilities one can use and the logic one carries.
x Arts: The special physical attacks or magical attacks.

CS Template:

Code:
[b]Character Sheet[/b]
[Image -  Min: 350 x 350 Max: 500 x 500
O Name + Family Surname:
- - - Alias:
O Family Bloodline: [Commer or Blue] Blood
O Knight Title: [Earned after Knighthood]
O Spouse: n/a
O Age + D.O.B [Month, Date & Year]
O Gender: [Male or Female]
O Height + Weight: ?
O Eye + Hair Color: ?

O Current Location:
--- Visited Location:

O Enrolled School:
--- Previously Enrolled School:

O Hal: 1500 Ha
O Velvet Token: 10 Vt

[b][u]Battle Statistics[/u][/b]
- - Fights: Empty
- - Win/Losses: Empty
- - Kills: Empty

> -- Notice Rank + Points: F - [o/100] < Each Rank Up x2 Max Results >
x Knights Quest(s):
x High Knights Quest(s):
x Paladin Quest(s):
x Royal Quest(s)s:
x Legend Quest(s):
x Demi-Forcers Quest(s):
x Enforcer/Eraser Quest(s):

[b]+ Character Information +[/b]

+ Battle Power: Total In Battle Attributes
- - - Knight's Level: 1 | XP: 0 | TP: 0
- - - Destiny Cards:

+ Health Points: [Brawn] x 25
+ Mana: [Wisdom] x 10
+ Stamina: [Endurance] x 10
+ Chi Level: [Every 5 Pts Ego = 1] [b][LOCKED][/b]

[Split 32 Points into Attributes]

[b]+ In-Battle Attributes +[/b]
- - - Attack Power > [BRW + DEX]
- - - Mage Attack Power > [WIS + EGO]
- - - Hit Counter: 0

- Brawn: How strong one is.
- Endurance: How much one can withstand. "Warrior" Arts.
- Dexterity: How agile one is.
- Wisdom: How much one gets for Mana for the "Fate" Arts.
- Ego: Determine one's Spirits Strength.

[b]+ Out-Battle Attributes +[/b]

- Intelligence: How fast one is able to understand knowledge.
- Charm: Determines confidence in any area.
- Luck: Determines roll of obtaining items/drops.

[b]Elemental Resistance - [Higher % means lower Initial Damage for that element][/b]
> Fire [Burn]: 000%
> Water [Ice]: 000%
> Air: 000%
> Earth: 000%
> Lightning [Paralysis]: 000%
> Metal: 000%
> Nature: 000%
> Light: 000%
> Dark: 000%

[b]Resistance [Higher % the stronger one cannot be effected.]
ie. If 25% roll 1d20 [ If results are 1 – 5 You do not get side effect. If results are 6 or higher you do.][/b]
x Blind: 000%
x Confusion: 000%
x Controlled: 000%
x Fear: 000%
x Death: 000%
x De-Spirit: 000%
x Petrification: 000%
x Poison 000%
x Stun: 000%

[b]Equipment/Armor [/b]
x Head:
x Body:
x Hands:
x Legs:

[b]x Accessories (0/4)[/b]
-
-
-
-

[b]x Weapon/Shields: (0/3)[/b]
-
-
-

[b]x Items: (0/6)[/b]
-
-
-
-
-

[b]x Key Items[/b]
-
-
-

[b]x Blood Skill:0/1[/b]
-

[b]x Skills (0/x)[/b]
-

[b]x Knowledge (0/x) [/b]
-

[b]x Arts[/b]
< Warrior >

< Fate >


Last edited by Zala Grasil [G.B] on Sat Jun 19, 2021 12:35 pm; edited 19 times in total
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Zala Grasil [G.B]


Post Experience : 78
Join date : 2015-06-22
Age : 34

Knight Character
Attributes :

A. Legend's Guides and Rules Empty
PostSubject: Re: A. Legend's Guides and Rules   A. Legend's Guides and Rules I_icon_minitimeWed Oct 24, 2018 6:42 pm

< Site Layout >

> Categories <
x Legends OOC Hub Where one can find all information that are about things OOC such as rulings and Character sheets.

x Knights Hub Where one is able to find information on Quests, Order, etc.

x Terath Hub The Continents found on Legends that a character can visit.

If someone needs help with anything or finds something wrong with the information on the site please create a “Support Thread.”  Allowing staff to take a look and help as best they can help. This can also be used to help when it comes to forming parties or orders. Once closed it cannot be reopened.

+ Thread Types >

x L – Location = The location of the character is at. “Used for Biomass”

x ST – Solo Team = One traveling on their own and wishes to not be joined by others.
> ST: Can only have the creator post.

x PT – Private Team = Select number of characters have joined into this. Nobody can enter unless invited by participants.

x OT – Open Team = Anyone is welcome to join, “Used sometimes for everyone to meet new characters  for a storyline.”

x EB – Edenal Battle = Edenal Battles are fights against powerful beings that give chances to obtain rare and powerful items.

x UwR – UnderWorld Raid = A group of more than 4 run through an UnderWorld to obtain powerful items and face off against unique enemies.


Last edited by Zala Grasil [G.B] on Mon Apr 04, 2022 7:30 pm; edited 8 times in total
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Post Experience : 78
Join date : 2015-06-22
Age : 34

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Attributes :

A. Legend's Guides and Rules Empty
PostSubject: Re: A. Legend's Guides and Rules   A. Legend's Guides and Rules I_icon_minitimeWed Oct 24, 2018 7:48 pm

< Skills, Knowledge, Warrior and Fate Arts
A. Legend's Guides and Rules PFggBIp

> Full listing of Knowledge & Skills found here [Click Here]
> Full listing of Warrior Arts [Click Here]
> Full listing of Fate Arts [Click Here]

+ What are Skills, Knowledge, Warrior and Fate Arts? +

x Skills – Are the abilities that allow one to perform certain things in/out of battles. As in being able to swim or calling a creature’s attention.
x Require: To obtain its either training with a Teacher, XP Spent or Purchase of Eden Spheres

x Blood Skills - Are abilities that are born from the Eden Plague becoming the E-Strain. After which a person is able to use them either in combat, daily use or both. There is a list of blood skills that are on the site take a look.
x Require: To obtain Roll E-Strain

x Knowledge – Are the "bring to memory" of sites lore from the character's memory or allowing them to be able to recall certain things.
x Require: Only by use of Opus can it be obtained.

x Warrior Arts – Are the physical performance of special attacks in/out battle. These eat up one’s Stamina in order to perform.
x Require: Purchase of Eden Cube

x Fate Arts – Are the magical performance of special attacks in/out of battle. These eat up one’s Mana in order to perform.
x Require: Purchase of Eden Diamond

+ How to read a “Skill.”

A. The Name - B. The Class [Always begins at E]
C. The Description
D. The Effect
E. The Requirement to obtain.
F. Class Gains

+ How to read a “Blood Skill.”

A. The Name - B. The Class [Always begins at E]
C. The Description
D. Cost in order to use it.
F. The Effect
G. The Requirement to obtain.

+ How to read a “Knowledge.”

A. The Name - B. The Class [Always begins at E]
C. The Description
D. The Effect
E. The Requirement to obtain.
F. Class Gain

+ How to read a “Arts.”

A. The Name - B. The Rank [Always begins at E] C. Type <[Usually On Fate Arts]
D. The Description
E. Damage
F. The Effect
G. Duration
H. Cost
I. Cooldown
J. The Requirement to obtain.


Last edited by Zala Grasil [G.B] on Wed Apr 29, 2020 1:57 am; edited 9 times in total
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A. Legend's Guides and Rules Empty
PostSubject: Never Go Empty Handed!   A. Legend's Guides and Rules I_icon_minitimeSat Jan 12, 2019 12:07 am

< Never Go Empty Handed! >
A. Legend's Guides and Rules Xt8FzAv

- Always be sure you have everything you need for adventuring. Cause going empty handed could cost you something or cost someone else their life. Always remember these basics tips.

x Equipment [Armor] – These are items that are placed onto 1 of 4 body parts. To give an edge in battle or survival.
> Head > Body > Hands > Legs
Once filled nothing can be placed unless removed.

x Accessories – These are items that take up a certain amount of slots in order for one to wear them. But this also gives them a limit to how many can be equipped onto them.
> Crowns, Tiaras etc = -1 Slot [Max Equip: 1] – [Cannot be worn with Helmets]
> Necklaces = -1 Slot [Max Equip: 1]
> Rings, Earrings  = -1 to -2 Slots [Max Equip: 2]

xWeapons/Shields – These items help with boosting certain Attributes in/out of battle. Though the bigger the item the most slots it takes up in order to use.
> One–Handed “____” Weapon/Shield = -1 Slots
> Two-Handed “____” Weapon/Shield = -2 Slots
> Shield = -X Slots [X = Slots Max 3, based upon shield used]

x Items – These items help self or others they are usually potion type items or something for the use of Mystics. But the bigger the grade of item the more slots it requires to hold it.
> Small to Medium Items = -1 Slot
> Large Items = -2 Slots
> X-Large Items = -3 Slots

x Eden Slots – These are slots located within said, “Accessory, Armor, Weapons, and Shields. When an Eden is placed into the slot it cannot be removed by normal means. Eden Slots vary on the Tier/Rarity of the creation.
> Novice – Short Sword – ES: 0 vs  Advance – Short Sword – ES: 2

+ Knights Tier/Rarity +
x These tiers are usually held to determine the strength of said Equipment. They only unlock for those that are at the level or above. These help with the factoring of Eden Slots also. Knight Tiers can only be created based upon the creators level.
> Novice: Unlocked at start. | Eden Slot: 0
> Adept: Unlock at Level 20 | Eden Slots: 1
> Expert: Unlock at Level 40 | Eden Slots: 1
> Advance: Unlock at Level 60 | Eden Slots: 2
> Master: Unlock at Level 80 | Eden Slots: 2
> Grand-Master: Unlock at Level 100 | Eden Slots: 3

+ Forge Results +
x This chart varies based upon the Success Rate of the Item/Equipment. Creation rating gives a bonus based upon the item when crafted. A player uses a xD20 to determine the full results]
> 1 - 11 [Epic Failed Creation Materials Wasted]
> 12 - 21 [Failed Creation Materials Wasted]
> 22 - 31 [Normal Creation Materials Saved]
> 32 - 41 [Good Creation Materials Saved | +1 to Gain]
> 42 - 51 [Great Creation Materials Saved | +1 to Gain]
> 52 - 61 [Perfect Creation Materials Saved | +2 to Gain]

+ Forging/Crafting +
x When creating new equipment or items no matter the size or type the rarity/tier always play a very important roll in determining what will happen. Follow these steps and its simple and easy to get it done.

> Steps in Getting it done! <
x Step 1: Obtained Blacksmith Skill
x Step 2: Know or Obtained a Craft Card.
x Step 3: Determine the Material to use for forging/craft
x Step 4: Time to create something NEW!

> Craft/Forge Steps<
x Step 1: Remove Materials needed for said Craft Card Recipe.
x Step 2: Roll [X]d10 to determine its completion [1 - 3: Epic Miss | 4 - 6: Miss | 7 - 9: Hit | 10: Perfect Hit] [X=Success Rate]
x Step 3: Follow chart for rather or not Item/Equipment is lost.
x Step 4: Apply Rarity – Name – Type of Weapon [Optional]
x Step 5: Celebrate a job well done!

> Eden Slots On Equipment <
x Auto set unless by special means that allows them to be increased. When using an "Eden Item" It absorbs into the open slot. If one has an "Eden Pyramid - Air" this can be added into the Eden Slot giving that Equipment the power of Wind.

> Improving <
x This helps with making something stronger than what it was previously. A powerful material known as "Edrind Stone" help with this. There are disadvantages to it. A) Using Edrind Stone's reduces a Eden Slot base upon the grade of stone used. B) The "Edrind Stone" adds a marker to the Item's name improving its Damage. C) Applying an Edrind Stone has the chance of shattering causing that item to be lost also.

x Step 1: Choose Equipment to improve.
x Step 2: Roll Xd10 to determine its completion. [X=Success Rate]
x Step 3: Apply 1 of Edrind Stone's Effects.
x Step 4: Celebrate a job well done! or Lose said gear.

> Eden Items <
x These are powerful materials that are created through the use of Eden Shards, Stones, even Clusters. Each with its own propriety and even provide certain abilities to them. One can place them in Accessory, Shields, Weapons, even Armor if an Eden Slot exists. The size of these items varies smallest being half an inch on all sides to being 1x1x1 inches.

There exist 4 types of Eden Items or Fruits as some call them.

> Eden Items <
x Eden Spheres: These provide powerful or useful skills that cannot be taught or even obtain by normal means. They always have a sharp green light color. Sadly they cannot be created with the use of any shards, stones, even clusters.

x Eden Pyramids: These provide powerful support abilities that cannot be taught or even obtain by normal means. The color for these always shines a golden hue or yellowish. Sadly unlike their counter-parts they can be created with the use of any shards, stones, even clusters.

x Eden Diamonds: These provide the powers of allowing one to use powerful Fate Arts in battles.  The color for these always shines a blue hue. Sadly they cannot be created with the use of any shards, stones, even clusters.

x Eden Cubes: These provide the powers of allowing one to use powerful Warrior Arts in battles.  The color for these always shines a red hue to them. Sadly they cannot be created with the use of any shards, stones, even clusters.


Last edited by Zala Grasil [G.B] on Sat Jun 19, 2021 12:41 pm; edited 26 times in total
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Post Experience : 78
Join date : 2015-06-22
Age : 34

Knight Character
Attributes :

A. Legend's Guides and Rules Empty
PostSubject: Re: A. Legend's Guides and Rules   A. Legend's Guides and Rules I_icon_minitimeSat Jan 12, 2019 12:08 am

< Art of War! >
A. Legend's Guides and Rules 9OppbOr

- Growth are always on Terathian's minds, obtaining it either by purchase or by war. When war happens it is always between two Kingdoms. War is a contest between the selected order from each Kingdom. Which are sent to defeat or "kill" a certain bounty. The first to do so wins the war.

+ War-Time! >
> When war breaks out, the families that are in battle meet only to decide what target is meant to be hunted. After, the Winner of the war gets to choose what they wish to obtain from that Losing side.

- Requirement:
x Must be Royal Rank and Controller of a "Kingdom".

- Rules of War:
x First to defeat the "Target" wins.

- Winnings of War:
x Loser must exchange either,(Hal, Town, Order or Common Agreement)
---- The requested cannot be of something not possible.

x One cannot offer or take control of another's Kingdom.


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Post Experience : 78
Join date : 2015-06-22
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A. Legend's Guides and Rules Empty
PostSubject: Re: A. Legend's Guides and Rules   A. Legend's Guides and Rules I_icon_minitimeSat Jan 12, 2019 12:08 am

< Drops and Treasures! >
A. Legend's Guides and Rules O7qNmx4

- Found something special, was it rare, super rare, ultra rare or maybe...yes..LEGENDARY! Anything can happen even when it comes to battles against creatures that exist in Terath. What drops will be determined by the below chart and examples on how does one obtains.

< Monster Size >
> Tiny [2 by 2] ft
> Small [6 by 6] Ft
> Medium [8 by 8] ft
> Large [16 by 16] ft
> Huge [32 by 32] ft
> Gargantuan [64 by 64] ft
> Prymaluan [? by ?] Ft [Believed only 1 to exist but never seen.]

< General Drop & Treasure >

< Drops >
- How does a drop happen? What determines a drop? Why can I not get a drop? These are questions that will be asked I'm sure. On a creature card located on the Beast Dex, there will be 4 to 5 items listed. Each will show a percentage on it. To which you must take the Drop Dice and roll it. Getting the percentage or under to obtain that item. You can only roll for 1 item unless having an item or skill that says otherwise.

Ie. Player A defeats a Red Wolf items listed: 1x Red Fang 80% | 1x Red Fur 80% | 1x Wolf Eye 40%. Player A rolls for Red Fang, Roll 79, Obtains Red Fang.

IF Multiple Players are present,
Ie, Team A defeats a Red Wolf items listed: 1x Red Fang 80% | 1x Red Fur 80% | 1x Wolf Eye 40% Player A Rolls for Red Fang, Player B Rolls for Red Fang, Player C Rolls for Red Fang. Player A Rolled 72, Player B Rolled 79, Player C Rolled 12. Player B Obtains Red Fang. Player B and Player C must roll for another item.

Player with close results obtain item, if they go over the item is destroyed. There is only 1 chance to obtain Common to Rare items, 2 Chances for Super Rare and Higher.

< Treasure >
- In UnderWorlds or Quests one is able to obtain treasures that cannot be found in other places. The way these are obtained each Player has to roll (x2) Drop Dice, but Luck cannot be played within this roll. The player with the highest Roll obtains the treasure. A Quest or UnderWorld will show its Treasures located in it. But if a Player won a treasure drop they cannot enter for the next one. They must either forfeit the treasure to another or keep it.


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A. Legend's Guides and Rules Empty
PostSubject: Re: A. Legend's Guides and Rules   A. Legend's Guides and Rules I_icon_minitimeSat Jan 12, 2019 12:09 am

< UnderWorlds >
A. Legend's Guides and Rules JVQBF3Z

- Places that should not have any life but do. If one goes into them they will usually be surrounded by powerful creatures that will show no mercy at every turn. In order to clear the UnderWorld, you must defeat the thing that generated this nightmarish hell. Information of the Underworld can be taken into a "Notebook" that way others can review before traveling into one.

< UnderWorld Rules >
> Defeat the "Boss" that created the area.
> May take 1 or more days to complete.
> Can only be taken up by parties of 2 or more, Each player must have the requirement met.
> UnderWorlds will have certain rules on them [Max 2 depending on its level]
> Cannot take up an UnderWorld unless "Discovered/Found".
> Once completed UnderWorld will vanish until another sighting or "Awakening."

< Awakening of an UnderWorld >
An UnderWorld will attract certain creatures to it as though they are placed under some sort of spell. Which goes against normal patterns of nature. Some creatures do strange things, birds flying away from dark areas, or scavengers circling corpses the common sort of thing. The structures may look peaceful on the outside
the aura they give off says otherwise. Its advised that one should not try to sense for an UnderWorld with Aura Detecting like spells. The amount of power they give off will cause one to gain one of several things, uncontrolled vomiting, fear, even insanity and these are just a few of damaging states.

< How to Discover/Find an UnderWorld >
In order to locate UnderWorlds; players must talk to either a broker, find a hermit or observe the pattern of nature as strange things happen when the appearance of an UnderWorld happens. There are many ways to do this but it will take a while to pinpoint as it will take at least 3 to 5 pieces of information to create the location on a map.

< Inside An UnderWorld >
There are can be a max of either 1 to 7 floors that need to be completed based upon the boss that created this UnderWorld. One can skip a floor if they are able to sneak past the floor "Guardian." After the battles within will continue to become harder as one travels into the tower.


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Post Experience : 78
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A. Legend's Guides and Rules Empty
PostSubject: Re: A. Legend's Guides and Rules   A. Legend's Guides and Rules I_icon_minitimeSat Jan 12, 2019 12:09 am

< Creations of Orders >
A. Legend's Guides and Rules WccDOol

- Orders, are a group of 4 or more people that have come together to form a team to protect or take quests with each other. They are considered family in some cases. How does one even create an Order? Simple an Order License is needed and members. Orders can take up Special Quests even get Order Skills that are shared among others.

< Orders Requirements >
> Orders License Sheet Filled Out

- Pros -
x Able to own a Thread Section
x Able to own to move alliance to new Kingdom or form their own "Kingdom" after completing special requirements.
x Able to obtained Order Skills

- Cons -
x Kingdoms own the Order in which it was created until released.
x Must take up special requests from the Royal Family of Kingdom.
x If a Kingdom falls, it becomes harder to join another Kingdom as they are listed as "Vagabound" Order


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PostSubject: Re: A. Legend's Guides and Rules   A. Legend's Guides and Rules I_icon_minitimeSat May 11, 2019 9:01 pm

< Combat with Environment or Players >
A. Legend's Guides and Rules H3OWYDG

- Legends use both PvE and PvP on the site, it also has a variety of rules that must be followed for each one to keep things leveled and fair. Below shows the Player Commands and phases of a battle. Even formulas to use in battle to deal damage or even block against incoming damage.

< PvE Creatures >
- Natural - These are creatures that found to roam across the lands from small to big sizes from basic birds to bulls.
+ Ex. Types: Rabbits to Dogs or Bulls

- Su.Natural - These are creatures roaming in lands that have been forgotten.
+ Ex. Types: Angelic & Demonic

- Edenals - Beast that only came to exist after going through the years of the E-Plague in their systems. Now mastered they have blood skills that suit them. Fair to say death can come quickly to those that take them lightly.
+ Ex. Types: Dragons or Sacred Beasts

- Elder Edenals - Not much is known but they have existed a lot longer than most would have guessed. They seem to able to ignore certain rules that history shows about Edenals. If one sees a beast of this caliber...escape with your life
+ Ex. Types: Elder Dragons

< Encounter Types >
- Normal - These encounters are usually triggered by the creator of the RP. They must follow the location beast dex beast located in the area and their beast's card.

- Random - These encounters are usually triggered by a Support [Staff] Member that are rping with a group. They are allowed to bring a beast that is not from the location to the field for battle.

- Special - These encounters are usually solo based, they are created when the player posts on the Battle Rando Board [Click Here!]. These generate a beast that they must fight as it can be one that is from the location or from a different frame.

< Terms >
> Initial Damage - This is the damage the character/enemy generated before making contact.

> Total Damage - This is the damage the character/enemy did to the target after endurance is subtracted from initial Damage.

> Initial Roll - All parties roll to determine the order of battle / If tied both parties can agree to either flip a coin or dexterity.

+ Starting Position >
- All parties roll 1d20 to determine the order of battle. This is the initial roll if parties tie then it goes based upon dexterity or flip of a coin.
> Blood Skills trigger before the roll [If Stated]

+ Main Phase >
- Gives the player the actions to choose for them on the turn. Players only get 1 Action [Unless stated].

- Options -
- Melee - [Perform a basic Melee Attack]
- Art - [Perform a Warrior/Fate Art]
- Command - [Issue an order to Pet or Anima or Mercenary]
- Defend - [+15 END until next Turn]
- Transformation - [KFB or Special Form] [When Obtained]
- Item - [Use items form item slots.]
- Run - [If in danger escape with life. Must have at 15 more than the target to be a success. Failed Run moves to next in order.]

+ Battle Phase >
- Choosing the target, then selecting the command wanting to go with. Time for the initial part of damaging onto the target defending target now.

- Formulas -
- Melee =ATKP /2 = Initial Damage - [Enemy END] = Total Damage [HP]
- Art = ATKP or MATKP + Art Base Damage = Initial Damage - [Enemy END] = Total Damage [HP]
- Defend = +15 END while defending until [Player's] next turn.

>> Confirmation Phase >
- How to determine rather the target was hit or the attack missed.
- The attacker rolls 1d20, the results come up to be 12. The defender has a Hit Counter [HC] is 13, the attack missed]
Hit Counter: This is determined based upon the armor and shielding on the player at the time.

+ End Phase >
- After the action has been concluded this leads to the next player or target getting their turn which starts from Main Phase leading down to the End Phase unless a side effect was placed on the character previously.


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A. Legend's Guides and Rules Empty
PostSubject: Re: A. Legend's Guides and Rules   A. Legend's Guides and Rules I_icon_minitimeMon May 13, 2019 8:45 pm

+ Quest Summary +

A. Legend's Guides and Rules GWLIcJ4

- Welcome this is the Quest Summary Board, here you can review over how quests are accepted and completed for yourself or others. The rewards are shared evenly among those that join into the quest. There is a support team that also watches this section and determine rather they will unlock the hidden features of a quest. This should be noted that it can not be known what those features are but only to the support member.

To get started a summary of these quests are broken down as, Knight, High Knight, Paladin, Royal, Demi Forcer and finally Enforcer/Eraser. These cannot be taken without the proper Knight License Grade which after a certain time frame can be taken up.

Quests have colored code to show which are allowed to be taken up by certain groups or requirements under them.
+ Red - Locked until Event or Support Staff unlocks with permission.
+ White - All are can take up.
+ Orange - An Order is required to take up this.
+ Black - Quest that requires a bounty license to take up

Accepting/Turning in a Quest
Accepting a quest one chooses from the list and posts under it with a reply with words saying, "Taking Quest" as well as the date and time. After getting the quest completed to obtain the reward. The completion must have the link and the completion date and time under the quest that was taken up.

Abandoning Quest
This falls heavily on knights as they should not take up a quest they believe they cannot finish or will not able to finish. If they are unable to finish by the time allotted on the quest they will receive a penalty. Which decrease the Halo and Honor Points for when complete. As this is taken time from the client and from the Quest Board it will also cause a debt on the knight as they may have to pay out of pocket for wasting time on themselves and their client. This penalty varies on the quest that is taken so do not be alarmed by this.

< Ranks & Summary >

+ Knight - Grade: E +
- These are normal quests that are taken up by starter knights, usually to obtain easy Halo and Honor Points. They fall to performing simple chores or simple fights within a town or village that is among citizens. These sometimes take little to no effort to complete if its able to get done report back and obtain the reward.
> Time Consumption: Less than 1 hour
> Word Requirement: Usually 100 to 300 Words [Check Quest as it can vary]
> Quest Requirement: E - Tier Battle Power of 33 > 136 & Knight License: Grade E

+ High Knight - Grade: D +
- These expert quests are taken up by expert knights, usually to obtain Halo and Honor Points. They can a bit more challenging as it usually will require saving townsfolk or villagers from dangers of bandits, thieves or wild animals. This will cause a battle to break out within the quest but it takes some effort to complete. Once done report back and obtain the reward.
> Time Consumption: Less than 1 hour
> Word Requirement: Usually 100 to 450 Words [Check Quest as it can vary]
> Quest Requirement: D - Tier Battle Power of 137 > 200 & Knight License: Grade D

+ Paladin - Grade: C +
- These advance quests are taken up by the advance knights, usually to obtain Halo and Honor Points. They are set to be a challenge and can lead to death for some if not careful and taken seriously. The targets are usually wiping out a base of operations and defeating every target or saving a town that is overrun by bandits or thieves. Once done report back and obtain the reward.
> Time Consumption: 1 hour or more
> Word Requirement: Usually 250 to 600 Words [Check Quest as it can vary]
> Quest Requirement: C - Tier Battle Power of 201 > 272 & Knight License: Grade C

+ Royal - Grade: B +
- These advance quests are taken up by advance knights, usually to obtain Halo and Honor Points. They can a bit more challenging as it usually will require taking our leader for powerful organization or group. Though they will have a large number of allies its always best to plan and obtain as much information before running in blind. Once done report back and obtain the reward.
> Time Consumption: 1 hour or more
> Word Requirement: Usually 250 to 800 Words [Check Quest as it can vary]
> Quest Requirement: B - Tier Battle Power of 273 > 344 & Knight License: Grade B

+ Legend - Grade: A +
- These master quests are taken up by master knights, usually to obtain Halo and Honor Points. A challenge that will no matter give the ultimate sacrifice which will play once in a while. For the world to see what it means to be a legend sometimes you have to walk among the dead to be remembered.
> Time Consumption: 2 Day or More
> Word Requirement: Usually 400 to 1000 Words [Check Quest as it can vary]
> Quest Requirement: A - Tier Battle Power of 345 > 424 & Knight License: Grade A

+ Demi - Forcer - Grade: S +
- These quests are usually taken up by those that have survived becoming legends. They push their bodies to the utmost limits to never be rivaled by mortals. That includes their target's as not they will see what Grand targets can do in battles.
> Time Consumption: 1 Week or More
> Word Requirement: Usually 1250 to 1800 Words [Check Quest as it can vary]
> Quest Requirement: S - Tier Battle Power of 425 > 432 & Knight License: Grade S

+ Enforcer/Eraser - Grade: SS +
- The realm of the Deities that only a handful was able to obtain this power that was given. Once completed they will either return a being of peace or a being of devastation.
> Time Consumption: 3 Weeks
> Word Requirement: Usually 1800 to "X" Words [Check Quest as it can vary]
> Quest Requirement: SS - Tier Battle Power of 433 > Higher & Knight License: Grade SS
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