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| Tweet Topic Started: Jan 19 2010, 09:55 AM (387 Views) | |
| Raphael | Jan 19 2010, 09:55 AM Post #1 |
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I Divided by Zero
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The following rules should be followed by all members at all times:
Failure to comply to any of these rules can and will result in warnings, suspensions, and even permanent bans. General Roleplaying Rules: 1. No god modding. This is defined as doing something your character can't do, roleplaying unrealistically, and trying to dictate the actions of others. 2. No Power Playing. This is either making too much out of your character's abilities, or downplaying those of your opponents. 3. No metagaming. If you don't know something in character, it doesn't matter whether or not you know it out of character. 4. Everyone starts at Beginner level. No Exceptions. 5. You may Roleplay in as many RP threads with a given character as you like. However, you cannot reference memories or experience from an RP thread until it has been fully completed. In the event of your death in any RP thread, you may finish the others as if they came first chronologically. 6. Outside of events, all RPing with other RPers is completely optional. If someone were to, for example, come pick a fight with you, you may roleplay leaving the area entirely and they cannot interfere. However, you MUST actually leave completely. Starting another thread that essentially continues the events of the prior thread to supercede this rule (Such as an evil character going on a massacre) will not be tolerated (Though if you are not disturbing anything and just want to pick up your RP where it left off, this is fine). If you feel someone is bullying you, or that someone is trying to abuse the system, contact a staff member for assistance. 7. The RP is closed kill outside of events, unless a thread is labeled otherwise in the title or first post. Responses to this thread are more specific rules that affect gameplay of the roleplaying world. Any rules that required more specific guides have their own threads, whose links can be found in the header and footer of the forum for quick reference. Edited by Raphael, Mar 10 2014, 03:13 PM.
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| Raphael | Jan 21 2010, 07:57 AM Post #2 |
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I Divided by Zero
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Attributes: Attributes are your character's physical characteristics, which determine their ability to interact with the world around them. All Conduits start with 5 of a given attribute. All Humans are considered to have 3 of a given attribute. Please note that these numbers are also relative to your rank. "Beginners" and normal humans are on the same tier. However, each rank a conduit gains (Other than Energy) is considered to be twice that of the previous rank for that value. In essence, they have an invisible/Hidden "x2" multiplier on their other attributes. That would mean a 5 in strength for a Thug is considered a 10 in strength for a Beginner, for example. Please note that all examples of our attributes system use the Beginner rank's value for a given attribute for the sake of simplicity. City of Heroes uses the following attributes for its game balance: Strength: Determines the power of your melee attacks, as well as your ability to lift and throw objects. Very heavy objects, such as cars and buses, are only able to be lifted and thrown if the user possesses very great strength. Without the aid of powers that explicitly let you do otherwise, a strength value of 100 will allow you to lift and throw cars, while a strength value of 1000 would let you lift and throw buses. Anything larger or in between these two, the staff will consult on in a "case-by-case" basis. Please note that the power list DOES have several powers that allow you to do this without the sufficient attribute value. In those cases, you can lift and throw those objects, but you do not have that level of strength for any other purpose (Being able to lift a car does not mean you can punch with the strength that would be necessary for one to do so). If you find any powers whose descriptions are inconsistent with this rule, please notify the staff so it can be corrected. Speed: Determines the velocity at which an RPC can move. This includes swimming, running, climbing, flying and all other forms of movement. This scales proportionately, so bare in mind that someone with a speed value of "30" for example would be able to move at ten times the speed of a normal human. Also, as with strength, effects listed in power descriptions related to speed should not be taken as what you can achieve with a comparable value of speed without that power (A power that doubles speed and has the user leave a blur behind them with base level speed, for instance, would not mean you leave a blur behind you at a speed value of 10) Endurance: This is the ability of the body to take physical punishment from attacks. In addition to this value, all Conduits are naturally resistant to certain types of damage. Specifically, bullets are very ineffectual against conduits and tend to leave shallow cuts and wounds, unless a very high caliber of weapon is used. Likewise, Conduits take very little damage from falling great heights, so much so that even falling from the tallest structure in the city will cause them only the most minor of discomfort. Agility: is the ability to change directions while moving, as well as perform acrobatic feats. This is directly weighed against accuracy, though only as a general rule. While someone with an agility of 5 will not be very capable of defending against attacks from someone with 100 accuracy, gaps of 10 or less in an attribute can allow the person to evade with some consistency, though it will become more difficult the more above their agility someone's accuracy is (Also please be realistic- just because you can technically evade attacks from someone with accuracy ten points above your agility does not mean you can evade them every time. To put it in perspective, if your agility and their accuracy are precisely the same number, their attacks would probably hit you about half of the time.) NOTE: This does not take into account other factors, such as the target being distracted or preoccupied. This is a GENERAL rule. Accuracy: This is how effective your RPC is in executing ranged attacks. This is directly weighed against Agility. If your accuracy is higher than a target's agility, they will be less likely to evade your attacks, with ten attribute points below your accuracy meaning they have only the slightest chance of evading, and anything lower meaning you are almost certainly going to hit your mark. Likewise, it is more difficult to hit someone with high agility, with someone ten points higher being able to evade your attacks almost all of the time, and someone above that being virtually impossible to hit. If the two values are even, your attacks should land about half of the time. NOTE: This does not take into account other factors, such as the target being distracted or preoccupied. This is a GENERAL rule. Energy: This determines the amount of energy you have available to use your powers. Typically, every point you have in this category will mean one use of a power of your rank. Alternatively, for the same amount of power, you can utilize a power of the rank below 5 times. This scale is consistent throughout (Meaning a power of the next highest rank is 5x more, etc.) Generally, any power that can be maintained for an indefinite period of time costs as much as a power of the next lowest rank to maintain per post (D ranked powers are considered to have negligible maintenance costs). More information on our Powers System can be found below. Gaining Attributes You can gain attributes in a number of ways. 1. Several powers grant a temporary increase in an attribute 2. Upon rank up, you are given a certain number of points to permanently distribute among your attributes. 3. Attribute points can be given promotionally for participation in events and OOC forum contests/promotions. Edited by Raphael, Mar 9 2014, 08:21 AM.
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| Raphael | Mar 4 2014, 01:02 PM Post #3 |
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I Divided by Zero
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The Power System So, you might be asking yourself, "How do our powers work?". That is an excellent question. All Conduits have within them an innate ability to utilize their given conduit powers that draws from a natural energy reserve. This directly draws on their body's core energy, unless otherwise stated (There are a few powers that are exceptions). Any exceptions to how our power system works for a specific power set can be found in the synopsis accompanying that power set in the Global Power List. With that being said, here are some more detailed rules about powers: Use and Maintenance As highlighted in the attribute rules, using your powers costs energy. 1 unit of energy is normally enough to use a power of your rank, or 5 of the rank below, while you will need 5 units of your power to use a power the rank above yours. Any power that can be maintained indefinitely costs as much to maintain per post as casting a power one rank below that power. Typically, when there are exceptions to these rules, you will see the following phrases: Strenuous to maintain or similar syntax implies that the maintenance cost is higher than normal, meaning it is the same rank as the technique being cast to keep active. Not very strenuous to maintain or similar syntax implies that the maintenance cost is even lower than normal, specifically a rank below what it normally would be. Does not cost energy is specifically how it sounds. These types of techniques are usually not combat related. Passive effects that are always active also do not have costs. Costs a great deal of energy or similar syntax means the actual casting cost of a power is a rank higher than would be expected. These powers are usually very high in power, but not quite enough to merit being the next rank up, or generally should cost more logically. Costs very little energy or similar syntax means that the power costs as much as the rank below. As before, this means the technique is probably on the weak side for other powers of its rank, or generally should not cost that much to use logically. It is possible to recover energy through a wide variety of powers across most power sets. Please note that the amount of energy recovered through these powers can vary due to a wide number of variables, so we have chosen not to clearly define how much energy you recover at a time in most circumstances. It is important to be reasonable with the discretion granted in this instance. Unless otherwise stated, most powers can be used as frequently as you have sufficient energy to use them. However, S ranked powers can only be used once per thread. Also note that you may not have more than 1 S ranked power from a given power set. Finally, it is important to note that these rules are meant to function as general guidelines. Unless there is a rule specifically stating otherwise, any power that contradicts the rules or does something the rules do not directly address takes precedent. Questions on such powers in the rare instances they occur should be brought to the staff, who can make rulings and adjust the RP rules as necessary. Power Types As you have probably noticed, there are a number of different power categories available. These are globally offered, but if there is a power set you feel should be made present, feel free to suggest it and the staff would be happy to entertain the discussion. Please note that while we are willing to discuss adding global powers, we will not be allowing custom power types for individual use; most powers should remain globally available unless they are your "Signature" powers. More information on Signature Powers can be found in the custom power rules. At Beginner rank, everyone is provided with a single power type. This is their "Main Power". Note that the terms "Power Type" and "Main Power" will be used interchangeably by staff and may be referenced interchangeably in rules and templates. Once you have achieved either Champion or Outlaw Rank, you get a second Power Type for your RPC if you so desire. At Hero or Infamous Rank, you will be eligible for a third. This is specific to Empire City, as Conduits do not typically develop powers beyond their first set. Due to the detonation of two Ray Spheres and the attack by the Beast that originally wiped the city off of the map, the city is saturated in Ray Field Energy, which has allowed more drastic mutations than are often seen in other areas. Edited by Raphael, Mar 4 2014, 01:48 PM.
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