Post by William Alexander Von'Dire on Jul 5, 2011 22:48:48 GMT -5
RaS Book Book Of Questions & Answers
[/b][/size]Why hello! So glad to see you! I'm a big book of questions that have been spoken from time to time within RaS. I have a rare and unique ability.....anytime a question is spoken or written in RaS, it ends up here. Even if it is already someplace else! How handy is that? Well, I suppose you will want to look over my table of contents, then you'll want to scroll down my pages. Well have at it! It is why I'm here!!
*If you have a question to add, Email it to (feraiprince) or (haloofnoire)[/center]
Table Of Contents
Chapter 1: Questions about RaS
Chapter 2: Questions about Races
Chapter 3: Questions about Classes
Chapter 4: Questions about Skills
Chapter 5: Questions about Magic (Mage, Psion, Spells, & Casting)
Chapter 6: Questions about Items (Mundane, Magic, & Enchanted)
Chapter 7: Questions about Companions
Chapter 8: Questions about Business
Chapter 9: Questions about Clans, Guilds, Fellowships
Chapter 10: Questions about Other
Chapter 1: Questions about RaS
Chapter 2: Questions about Races
Chapter 3: Questions about Classes
Chapter 4: Questions about Skills
Chapter 5: Questions about Magic (Mage, Psion, Spells, & Casting)
Chapter 6: Questions about Items (Mundane, Magic, & Enchanted)
Chapter 7: Questions about Companions
Chapter 8: Questions about Business
Chapter 9: Questions about Clans, Guilds, Fellowships
Chapter 10: Questions about Other
Chapter 1: Questions about RaS
[/b][/u][/center]"What is RaS"
An online role playing forum for people to enjoy and give life to their characters.
"Why RaS?"
RaS was created first and foremost as a means to write stories and adventures with a group of friends that truly enjoy roleplaying together. At first, we met once a week to go on quests but we enjoyed it so much we started opening chats in between our adventures, having parties and gatherings, or just hanging around in various areas of the land. A point in time came when we decided that RaS could be more than just a once a week campaign if people wanted it to be, it could be a full-fledged AOL roleplaying game.
"What time period and genre is this game?"
Medieval time. Heavy fantasy with a tiny dash of steam-punk. This means: No cell phones, no cars, no guns, no Wrangler jeans, no Marlboro cigarettes, no Jack Daniels, nothing that you can go out...right now...and buy yourself.
"What makes this place fun to play in?"
Because it's about the story. Plain and simple. There aren't a ton of fancy rules and regulations for what you are allowed to play and where. We let you play your character however you want to play them - quiet, loud, rowdy, brawler, flirt, evil, lawful, chaotic - whatever. The only strict rule we have for our chat rooms is that you take all sexual activities between characters to private rooms.
"How would my character advance? I don't have to kiss ass or send in bullshit reports all the time do I?"
Rank is gained by activity, activity earns points (AP), points give you certain ranks and dice. It's not a guessing game, or dealing with favorites or who has kissed whose ass, or who can make the prettiest documents. You show up and participate, you gain points, you gain rank, you earn skills, you grow in power.
"If I want to leave, am I going to catch a bunch of shit? Or get the third degree?"
We aren't trying to control you, we aren't trying to guilt trip you into playing our game. You can play as long as you wish, and when you don't want to play anymore, then you are free to leave, no hard feelings, no veiled threats, no accusations of disloyalty.
"What if I'm the type of person that threatens to leave quite a bit?"
Our answer will remain the same. Stay. Go. Do as you like. If you want to stay, pull up a seat and kick back. You want to leave, don't let that doorknob catch you on the way out.
"My character is evil, I'm talking likes to make women scream and babies cry, is the type to tip over a cripple and then set him ablaze. Would he be welcome here?"
This is your character. Run he/she/it how YOU want them to be. So go ahead sport! Kick that puppy under a wagon! Knock Grandma down those flight of stairs! But, just remember, other characters are here too. Some of them may be batting for the good side.
"What do I do if I found something I did not like with the game, brought it up to one of the moderators, and after they talked about it, they said the ruling stands which makes me still unhappy?"
Well you have two choices. Suck it up, knowing not everyone will be 100% happy all the time with the game. Or two, leave.
"Should I keep track of my own gold and AP?"
We would suggest that you do. Either on a notebook, or right on your character sheet. We have your AP listed for all to see on the site (see roster), and we keep your gold on the site where only the moderators may see it.
"Are there laws in this game?"
There are places where laws are held to a higher standard than others. Keep in mind, you are free to do what you wish, but for every action there are consequences. Another player might react or perhaps an NPC. So play as you wish, just be aware that things often times come back around.
"If I have a suggestion, or maybe there is something I would like to see introduced, what should I do?"
Send an E-Mail to both (haloofnoire@aol.com) and (feraiprince@aol.com) one, if not both, will get in contact with you in short order.
"If I have a problem, who can I go to?"
You may come across something or someone that has caused you issues. If that is the case please send an E-Mail OR IM One if not both; (haloofnoire@aol.com) and (feraiprince@aol.com) and we will hash it out post haste.
"Can I go LOA (leave of absence)?"
Yes! If you need to take off, just let somebody know so we don't think you were sucked into the void.
"How can I earn more gold?"
Do more stuff. That simple. There are ways to do it, all you need do is read over the site. Why not check out that brand spanking new Business section?
"What happens if I ask a question, it gets denied, and I ask the same question again but in a different fashion?"
You'll get the same answer.
"What happens if one moderator says something and I ask another?"[/i]
Alright folks, I'll say it again. We talk. Pam & Jake talk just about every day. When it comes to this game....if one knows it...so does the other. If you comment about one, the other will get defensive. If you try to get one over on one, the other will hammer you. Stop thinking about those two as a "those two" and more about a "them".
"How many characters may I have in RaS?"
As many as you like, though please, we look for story not roster numbers. Only bring what you can play.
"What exactly happens if i ask a question?"
You get it answered. Either flat out, or you are told where to find it in the site.
"Who has the final say in matters?"
This question has several answers.
In a match (Spar/Mass Spar/ Etc): The Proctor
On an Adventure or Mission: The GM
Overall: The Moderators
"What if I don't agree with a current ruling within a match or on an adventure or mission I am on?"
You may suck it up and continue, to bring it up to a moderator later. Or you may leave the thing and give up any AP/Loot/Gold you may have been entitled to.
"Will there ever be more free weekends?"
Not unless we do another major overhaul.
"Who is needed to run things?"
Spar / MAss Spar / Match = Anybody
Mission = Anybody
Adventure = Official GM
Chapter 2: Questions about Races
[/b][/u][/center]"Why does my race have a weakness, and not another's?"
Because your race gets two free skills, and they only get one. The weakness is made to even out the strength. So we don;t walk around with just these overpowered monsters. We try to be as fair as possible.
Chapter 3: Questions about Classes
[/b][/u][/center]Chapter 4: Questions about Skills
[/b][/u][/center]"What are skills?"
Simply, things that are special about your character, things they can do that makes them unique creatures. These are skills and abilities that would come in useful during quests or that would make a difference in everyday roleplay. They are the building blocks of a character.
"How do I use a skill? Inside & Outside of combat."
Both are used the same way. You post the skill name and what it does. As follows:
(Skill: Thunderpunch +5 attack one time)
"Can I switch skills?"
Unless there was some drastic chnage to your skill, no. What you select is what you get.
"If I see a skill used incorrectly, what should I do?"
Be POLITE but inform the Proctor or GM. If that fails, inform a moderator. Because a misused skill could mean an entirely different outcome of a situation.
"If somebody uses a skill on my character, that makes my character act differently/desire something differently/respond differently than they normally would, do they know?"
No. Your character would assume what they felt, thought, or acted upon was their idea. An example is with the Aura of Lust skill. When it is used, you don't know somebody is doing something to you. You just become aware that suddenly, you think they are stunning, and you like them. You don't know why, but you just do.
"So you mentioned I can not stack skills, what can stack?"[/i]
In the cases of everything (Class, Skill, Magic/Enchanted Item) being allowed. You could stack the following:
Class Skill + Normal Skill + Item
"Can a defense skill counter the racial weakness?"
Nope. Only those specific weakness defense skills may.
"Why did Duelist get knocked down to only one time a combat?"
To make the game fair. Everyone else has only one chance to do such an effect, and most others require a save which would negate their ability all together.
"I have an Evade skill, that means I can dodge a fireball right?"[/i]
No. Your save against a spell would have saved you from that. Your evade has to be logical in use. You do not side step a spell. You can not duck behind a shield for a wall falling on you. You do not simply shrug off the effect of a dragon's tail swatting you like the gnat they see you as.
"When can I use an evade or reflect skill or spell?"[/i]
Anytime you take damage. You simply post something like:
(Skill: Evade skill name)
OR
(Spell: Name - Evade)
And then either right then, or on your next turns beginning part of post you RP out your maneuver or casting.
Chapter 5: Questions about Magic
[/b][/u][/center]"Who can be a spellcaster?"
If you choose mage, cleric or druid, you are automatically a spellcaster as you get Magical Affinity as a free skill! If you choose Magical Affinity for a skill, you are a spellcaster.
"What about Psions?"
Psions have Psionic Affinity as a free skill, or you can choose Psionic Affinity as a skill, but they still write "spells" that they cast using their mind. Same rules as magic.
"Who CANNOT be a spellcaster in RaS?"
If you do not have Magical Affinity, or Psionic Affinity you CANNOT write spells and use magic in RaS! Not even for combat, or roleplay, otherwise taking those skills are meaningless!
"What kind of spells can I use?"
Well all that would take to answer your question is a quick glance at the "Ranks & Their Limitations" section of this page. There it gives a full description of what your spells can and can not do.
"Do I have to tell you the spells?"
Yes. In order to ensure that your spells have been written correctly and may be used properly, we have to register them and approve them. Send your spells to feraiprince to look over, then when he approves them, you place them in your character sheet thread. Be sure to tell him your current dice rank.
"What do I put in my character sheet?"
If you are a spellcaster (have magical affinity or psionic affinity), you need to list out what spells your character knows. Any spell not posted, is simply not in your repertoire. You may choose to list them by name and type only if you wish, or the full descriptions - your call! Think of it like this, you would not go into a fight carrying only the scabbard and not the sword would you? When you use a spell in combat you need to IMMEDIATELY (or beforehand) c&p your FULL spell description into an IM to the GM. If you fail to give the GM the spell, then the GM has every right to disregard.
"How many spells do I get?"
That depends on your dice (which you gain through adventure points). The more adventure points you gain, the more spells you can add to your grimoire.
At d20 you can have 4 spells. Every dice rank you gain, you can add 2 spells. Do not fret, for some quests will give you access to scrolls or spells that you can learn above and beyond your limit!
"How do I write a spell?"
We could not have been more pleased that you asked! Wander over to How Magic Works to see the guide on how to accomplish such a thing. If you are ever in need, once again, ask the Instructors of the Academy, Melantha d'Syr, or William Alexander Von'Dire.
"Are there any penalties for magic usage?"
You know it! I truly believe that magic usage has to affect the spell caster at some point. So, you'll be asked to take on flaws or weaknesses as you go up in rank. You can take any weakness or flaw you like, I have a list of various types if you need help. I've got lists for psionic flaws, chronomancy flaws, and general magic flaws. Ask!
Rosha - 0 flaws
Abet'zi - Take 1 flaw
Mel'yn - Take another flaw
Grinja - Take another flaw
Gles'ni - Take another flaw
Sanguter or higher- Take another flaw (total: 5)
*NOTE: Joining the Academy of the Arcane Way enables you to only take 3 flaws total.. at Abet'zi, Grin'ja and Sanguter! It's a perk to being a member of the AAW. [Though if for the sake of depth and detail you wish to take more, simply add them as you would if you were not a member]
"Will magic always work?"
Nope. There are Null Magic Zones, Null Magic Planes, Weakened Magic Areas, Resistances and the like, you'll be told when this applies in an adventure or mission and what, if any magic works or doesn't work.
"How do I cast a spell outside combat?"[/i]
You role play out your character beginning to cast the spell. Right before you get to the spell's description, you stop your post, and ask for a save by posting this:
[Spell: (name) - Target: (target/s) - Spell Type: (attack / defense / heal / etc) - Save: +The Number]
If the spell save passes, you RP out the spell not working correctly.
If the spell save fails, you RP out the spell in it's complete fashion.
If the spell is negative, or the target wishes to try to resist the spell you MUST offer a saving throw.
That's it. Pretty simple.
"How do I cast a spell INSIDE combat?"[/i]
Once again, you role play out your character beginning to cast the spell. Right before you get to the spell's description, you stop your post, and ask for a save by posting this:
[Spell: (name) - Target: (target/s) - Spell Type: (attack / defense / heal / etc) - Save: +The Number]
If the spell save passes, you RP out the spell not working correctly.
If the spell save fails, you RP out the spell in it's complete fashion.
If the spell is negative, or the target wishes to try to resist the spell you MUST offer a saving throw.
The only variations now, are that dice or unique effects are involved. This is how it would work:
Attack: You roll your dice and add the number (+1, +2, +3, etc) according to rank. The total is the damage done.
Example: William casts "Mind Bend" on Melantha. Rolling a 10, adding his +3 = 13. Melantha rolls a save, and fails it. Thus, Melantha suffers 13 points of damage.
Defense: You roll your dice and add the number (+1, +2, +3, etc) according to rank. The total is the damage that will be negated from the next strike upon the target of your defensive spell.
Example: Melantha casts "Shield" upon William. She rolls a 10, adding her +3 = 13. The next time William is hit, 13 points are automatically reduced from the wounding strikes damage. No save was offered as William willingly took the spell from Melantha.
Heal: You roll your dice total is the damage healed. Only attack and defense spells use the boosted number. This is just a you heal what you roll. You must have Healing Affinity to write Heal Spells.
Example: William took an arrow in the thigh. Melantha casts a heal spell, rolling 10. William is healed by 10 points.
Evade: This spell can be done immediately upon being attacked in combat. It somehow (up to how you write the spell) negates the total damage done. You must be logical! If your spell says it makes swords bounce off your flesh an attack that uses acid will still hurt.
Example: Melantha slashes at William with a dagger dealing him 7 points of damage. William casts "Iron Hide" which turns his flesh to steel. Thus the attack was negated...or evaded. Thus the damage never truly happened.
Reflect 1/2 Damage: This spell allows you to turn back some of the damage done. Once again must be logical in the spell. It must fit the situation.
Example: William casts "Fireball" at Melantha dealing 10 damage. She casts "Blow Back" which uses wind to push the fire back. Since this is a 1/2 reflect the damage is split evenly. Half going to William, half to Melantha, making each take 5 points of damage.
Reflect Full Damage: The same as above, save the full damage is returned.
Example: Melantha casts "Spear" toward William doing 10 damage. He casts "Reverse Force" which returns missile objects. The spear turns around and strikes Melantha instead. William takes 0 damage, Melantha takes 10 damage.
1d Extra: This allows you when you roll a spell (attack, defense, or healing) to roll 1d more than you would.
Example: William uses 2d, but with this type of spell, he now rolls 3d.
"How many spells can I use?"
This answer is two fold with a slight hitch.
Out of Combat: As many as you like.
Inside of Combat: Only 1 registered spell.
*The Hitch: You may use only 1 registered spell inside of combat but you may do other magical attacks. They will not have the same effects/boosts as the registered spell, but you may cast them.
Example: Melantha uses "Phantom Punch" a registered spell, with boosts to her attack. She has to post it all out (Spell: Phantom Punch - Target: Bad Guy - Spell Type: Attack +3 at rank)
She rolls her dice gets a 12 adds the +3 = 15 damage. Bad guy is given a saving throw. And the fight continues.
Though the next round she wants to have an arcane attack, she just role plays out doing a generic fireball or other spell-type attack and rolls her normal dice. (There are no saving throws for the generic magical attacks, they are just like normal attacks and need no special posting. Melantha waggles he fingers and casts a bolt of energy. She rolls her dice as if she used a mundane attack. The combat continues as normal.)
"What are the arcane flaws I can choose from for my character?"
Exposure to arcane energy as you grow in magical strength, causes you to manifest certain flaws. Though you grow more powerful, the presence of magic can create serious repercussions. Please choose a flaw from the list below when directed to do so, or roll dice to determine the flaw. Remember, if you are in AAW you only take three total flaws, outside mages take five. You may take as many as you would like if you want more!
1. Bleached Pupils - An arcane backlash when casting one of your spells caused your pupils to become bleached out.
2. Rune-Scarred - To attain arcane secrets, you have undergone painful rituals that have left you scarred with runes on your body.
3. Haunted - You are unable to prevent the occurrence of strange noises in your immediate vicinity. These sounds cease when you are unconscious, sleeping or dead.
4. Magical Overload - You have difficulty controlling your most powerful magic, and sometimes odd things happen when you cast high level spells...such as the opposite effect.
5. Phantom Sparks - Your body occasionally emits bursts of bright colored light.
6. Allergy - You develop an allergy to one spell component you use regularly. You sneeze, or your eyes water, or you cough while using that spell component.
7. Visible Aura - Your aura spreads into the material plane often, causing a glowing array of colors around your body.
8. Insomnia - Sleepless nights spent studying have marred you for life. You find it difficult to sleep.
9. White Hair - No matter your age, something about your study of magic has turned the hair on your head stark white. This can be your whole head of hair, or only a section.
10. Lost in Thought - You often lose yourself in your mind, for minutes sometimes hours at a time.
11. Forgetful - You become very forgetful.
12. Phobia - You develop a phobia of some sort or another.
13. Addiction - You become addicted to something, it can be as simple as a morning walk that you have to take every morning.
14. Emotion Lost - You become emotionless, entering this state randomly.
15. Crippling Effect - The toll of magic has been rough on you, and you have arthritis or some other type of crippling effect. A staff or cane is usually in the possession of a magic caster with this flaw.
16. Arcane Blood - Your blood seems to shine, oddly colored veins trace a web of sickly glowing lines.
17. Stonebone - Small bone spurs appear on your body, like jagged stalagmites protruding from your body. This usually occurs from exposure to strong earth elemental energy.
18. Herbal Rot - Touching herbs with your bare hands causes them to rot.
19. Mood swings - One moment your happy, the next your sad.. five minutes later your screaming at the top of your lungs because someone brought you the wrong wine.
20. Living Shadow - Your shadow takes on a personality of it's own.
21. Superstitious - There is one superstition that you believe true.. breaking a mirror, crossing a cat, evil can't cross running water, a certain number is "evil". There is nothing that can change your mind about your superstition and you will adamantly avoid or use it to your benefit (or downfall).
22. Clock Failure - Anything related to the passage of time, including clockwork clocks, sand in hourglasses, candles all are effected.
23. Shattered Mirror - The mage has the unfortunate quirk that any mirror within twenty feet shatters. Anyone within 5 feet of the mirror takes damage as the force of the shattering is so great.
24. Animal Terror - Young children and mundane, non-magical animals will seek to avoid you at all costs. It is impossible to ride a horse, and if restrained in any way, their distress is obvious.
25. Light Sensitivity - The necromancer becomes sensitive to bright light or sunlight, it hurts their eyes, causing physical pain. However you gain low-light vision.
[We have other lists such as for chronomancers, and psions, or you can come up with your own and get it approved.]
"Can I switch/resubmit spells?"
No. What you submit, is what you get.
"If I see a spell used incorrectly, what should I do?"
Be POLITE but inform the Proctor or GM. If that fails, inform a moderator. Because a misused skill could mean an entirely different outcome of a situation.
"If somebody uses a spell on my character, that makes my character act differently/desire something differently/respond differently than they normally would, do they know?"
No. Your character would assume what they felt, thought, or acted upon was their idea. An example is with the Aura of Lust skill. When it is used, you don't know somebody is doing something to you. You just become aware that suddenly, you think they are stunning, and you like them. You don't know why, but you just do.
"If I rank up in dice, what happens to my spells?"
You can create more spells, maybe even stronger ones. The only thing that changes about the spells you have written, is the saving throw. Spells can only work as you wrote them.
Chapter 6: Questions about Items
[/b][/u][/center]"How many enchants or effects can an item have?"
As many as you like, so long as the total attack is no more than +5, the total defense no more than +5, and no more than one roller type.
"How many enchants or effects can an item have, that are NOT attack or defense?"
Only the imagination can truly limit you here. You can have a gem that offers darksight and heightened hearing as well as glows like a candle if you are willing to pay the right people, the right price.
"If I have items that already are above that +5 total rule what does that mean? For example, I have a +3 and a +3."[/i]
Well, you can do several things:
- Not take one of them.
- You can have the emporium knock down the enchantment upon one of the items by sending it to (feraiprince) and they will pay you back the difference
- You can buy another item so that your total for either Defense or Attack on items is only +5
So in the end you may have a total +5 attack and a total +5 defense.
"How many enchanted items can I use?"[/i]
You may use one or more items that boost your attack or defense so long as the total from the boost does not equal more than +5.
Meaning any of the combinations below:
+5
+4 and a +1
+3 and a +2
+2, +2, and a +1
+2, +1, +1, and a +1
+1, +1, +1, +1, and a +1
(You may also elect NOT to use up to the +5. Nobody says you have to even USE one of these things)
Chapter 7: Questions about Companions
[/b][/u][/center]"Will there be items able to be bought for your companion?"[/i]
Yes, there will be. Look to the Newsletter for when they hit.
Chapter 8: Questions about Business
[/b][/u][/center]"Why is the cost of a shop, more than a tavern?"
Because a shop can also sell things and turn a higher profit.
Chapter 9: Questions about Clans, Guilds, Fellowships
[/b][/u][/center]"What good is even being in a clan, guild, or fellowship?"
More people to help you, a wider base of knowledge, there will be guild only things run in the future, and it offers a chance to deepen your character's story within our game.
"Do Clans, Guilds, Fellowships get paid?"
They do! If a clan, guild, or fellowship throws a clan, guild, or fellowship mission or adventure, the organization gets an equal cut of the pay! And here shortly, tokens. Which can be used to buy things for the guild itself.
"What are tokens?"[/i]
We are working on it....please be patient.
Chapter 10: Questions about Other
[/b][/u][/center]"What should a Log header look like?"
Like this:
Log: (Type: Spar, Adventure, Race, etc)
Participants: Name & Screen Name
Date & Time:
Duration (if applies)
Loot: (if applies)
Winner: (if applies)
"Where do Logs go?"
Arcane Duel = feraiprince
Adventure & Mission = exaltedemerald
Everything Else = adarkorb
"What good is joining the Arcane Academy or the Warrior's Academy?"
Just like a guild, you join up, there are perks. But only for those inside.
"What can Evade or Reflect a spell?"
Another spell.
"If I use a Reflect on an attack that was not only going to deal me damage, but cause an effect, does that effect get turned back as well?"
No. Just the damage you would have taken.
"Why is gold hidden and not loot?"
GM's and those running Missions, need to see your loot list. If you want to know your gold, ask (feraiprince) or (haloofnoire) and we will give you your total to keep track of. But never fear if you lose your number, cause we are still keeping track.
"What happens when I die?"
You are dead. You can either stay that way, or come on back!
"Is there a penalty for dying?"
Yup, sure is! You go back one rank, losing all AP between, but retaining skills & spells. And before you ask, if you gained skills on one rank, died, lost rank, than gain that rank back that you were on before dying....no...you don't get new skills. You already have them for that rank.
"Is a Rezz automatic?"
Yes, there are healers and clerics (NPC) that bring your character back to life if you die. That is if you do not have a Rezz coin, or have a player use something of the same type.
"What if I don't want to be Rezzed?"
You may make a new character, that gets all your old toys, no AP, No gold, but all the items you had.
"What happened to the old +8 rule?"[/i]
It went the way of the dodo. The limits set by the specific types of combats dictate what may or may not be used.
"For a match, how do I keep score?"[/i]
Generally people use a proctor bot, or a dice counter that displays the total hit points from the roll before any bonuses apply. If nobody has one, you must do it the old school way. Math. You see what is rolled and use the chart listed above to find the total.
Example: Somebody rolls 2d60 getting a 36 and a 42.
The charts says that 35-39 = 5 and that 40-44 = 6.
5 + 6 = 11.
So the total score would be 11 BEFORE any other boosts were added.
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