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| − | '''ROLEPLAYTIPS''' | + | '''REPELSANCTUARY REPEL SANCTUARY''' |
| | [[Category:Help Files]] | | [[Category:Help Files]] |
| − | [[Category:RP]] | + | [[Category:Subskills Implimented]] |
| | + | RepelSanctuary is a subskill that allows you to break through someones sanctuary |
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| − | HERE ARE SOME TIPS FOR BACKGROUND STORIES AND RP DESCRIPTIONS
| + | aura now and then during combat. |
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| − | (Original ideas submitted by Kellindil)
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| − | The below is just meant as examples if what to start out from, not to curb
| + | At 100% ability in RepelSanc you gain a 66% chance per attack to bypass someones |
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| − | your own creative juices.
| + | sanctuary aura. Warriors and people with the warrior mastery can use it. |
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| − | # Char Characteristics
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| − | * Playing according to base stats:
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| − | ** E.g. A player with 18 INT and 18 WIS should preferably RP intelligently.
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| − | ** A player with fairly low DEX and CHA might roleplay an oaf.
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| − | * Alignment and behaviour
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| − | ** good/neutral/evil
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| − | ** Specifics of alignment
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| − | 2. Obeys laws or not?
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| − | - A lawabiding character could for instance roleplay a Judge in Old Yorke,
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| − | a Deputee Marshal in OldWest, or a Bountyhunter in Future
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| − | - the opposite could roleplay a member of Robin Hood's Merry Men in Med,
| + | In order to obtain the subskill, go find the Shaman in the Stone Age and try |
| − | a Pirate in Pre or a member of The Wild Bunch in OldWest
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| − | # Peculiar beliefs and prejudices
| + | to converse with him. |
| − | - Zsijn's fondness for female mages
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| − | - An elf having a particular distaste for ogres - particularly those in Rift
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| − | In Time
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| − | - An upright Old West Ranger who hates criminals (or the opposite)
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| − | # Specific quirks
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| − | - Only drinks beer - no stronger alcohol
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| − | - Always gives money to beggars
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| − | - Hates doves and dogs
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| − | # Character History, Race and Class
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| − | * Birth history
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| − | (Preferably linked to some part of 4D. Perhaps a zone).
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| − | - Dwarves from the mines, Elves from the Elven zones in the west.
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| − | - Martians and Spacewolves from future, Fauns and Centaurs from Pre
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| − | (Such histories allow players a basic behaviour base to draw from. E.g.
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| − | typical behaviours of dwarves include love for precious metals, gruff,
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| − | and generally aversive to talking much)
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| − | * Choice of Class and profession (players can now choose a personal Trade
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| − | - Motives for choosing their path (for instance a Warrior could have a
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| − | strong desire to join the Round Table of Camelot and become a Knight,
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| − | a Gypsy might have a preference for wandering and creative crafts)
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| − | # Genealogy
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| − | - Family tree; whether Royalty
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| − | - Blood relations with other players (i.e. Orsini or Alderisio Families etc.
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| − | RP children born to parents in the Game)
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| − | - Significant events - Like when you encounter an important personality,
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| − | achieve to get a significant item (i.e. the Osten Ard Swords)
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| − | # Social relations in the Game
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| − | - special friendships, marriages, divorces, children in the game
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| − | (Simple description of how good the relationship has been - or not)
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| − | see also [[ROLEPLAY]] [[AWARDPOINTS]] [[BACKGROUNDSTORY]] [[RPREWARDS]] [[IC]]
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aura now and then during combat.
sanctuary aura. Warriors and people with the warrior mastery can use it.
to converse with him.