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Custom Command Rune Rules, Guidelines, & Template
Topic Started: Oct 11 2008, 11:54 PM (38 Views)
Ferid Egan
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.:Special Command Rune Rules:.

1- You can not start with a Special Command Rune, however, you can create one after officially joining the board. Please read the Template below and post in the "SCR" discussion thread with your rune ideas.

2- The first move must be a Weak move, followed by a Medium, and finally a Strong. These moves can incorporate any elemental or status aliments you wish, but please try to follow a theme. It would be odd for example, if my character, Troy 'Son of the Sea God' used Fire based attacks. It is worth mentioning that these runes exist purely for attacking and assault reasons. Runes made as or with defensive or passive effects will be denied.

3- Now, you may only have one of these Special Runes per character. If you wish to change it later, you must provide a very convincing reason to the staff, and explain the change within the Role-Play by writing it out. You can acquire your rune in any manner possible, it could be given to you by an old master, found in a box of supplies, or obtained by defeating a strong monster. It is also important to note that if you have an "SRC" you can not have a different or regular command rune.

4- These runes are meant to act like evolved Command Runes. So they must involve your main weapon in some form of physical attack. A powerful sword strike, a blur of spear thrusts, or channeling inner runic power through their weapon, are all acceptable examples. The attacks must involve your character's weapon, and it must be used to attack the foe/s. These runes should not make their own purely magic attack, or some move that wouldn't involve their weapons. They should also not involve any form of summoning, transforming, or defensive move.

5- When the rune is created, be sure to post it in your Characters Profile. It's as much a part of you now as any other rune, any piece of equipment, and moment of the characters past. To make up for a seemingly useless rune slot, these runes shall be placed in your weapon's rune slot.

6- Each move will only cost you one point out of the total pool of runic power. In the long rune, not everyone utilizes their basic runic tiers, so instead of confusing anyone with another set of Tiers, your Special Command Runes moves will drain power from your main Runic Pool. To use a level 1 skill, it will cost you 1 magic point from your level 1 magic tier set. But remember, it will cost you a point from your main tier, so you must learn to balance your Magic and Command runes. You also can not divert points from one skill to another, or use a higher skill level on a lower skill to make it stronger.

7- You can use your moves as much as your limits allow. Do not go over your limit, it will result in an admin or mod taking action. Try to space out the moves between various posts you make. But please remember that these runes will cost you more then your magic tier, it will take a toll on your characters body as much as magic use will. Please refer below for ideas on what this means.

8- The only people that can accept Special Command Runes is the active staff. You can not use you Rune until it is accepted by the staff.



.:Command Rune Guidelines:.

When we think of Suikoden, one does not think of special abilities, but rather just runic spells and unites. The closest thing we can attribute special battle attacks to, would be a combination of runic power, skills, and command runes; and they are practically just that. However, since a skill system similar to the games would not fit into an RP for several reasons, we are just going to skip that step in a sense. The whole point of the Special Command Runes’ creation is to break the monotony of bland attacks or just blasting runic powers at enemies. This set of guidelines should help you understand and balance your runes, so please take care to read this to its entirety.



Physical Stress and Fatigue:

Obviously your characters won’t be in perfect health all the time, and when using both runes and special techs, their body will suffer both a physical and mental drain. Command Runes are similar to physical attacks in that they depend on the character's physical health and their health will be affected by usage, keep this in mind when making and using your moves. Consider your third and strongest move to have the most damaging physical effects, nausea, lightheaded, loss of breath. While your weakest move will have minimal if any, effects. Just be sure to consider your characters health and situation they are in and how they will be physically affected by such a physical feat at that time. If you push your character beyond their physical limit with some of your strongest moves, consider that your character may suffer long term damage such as broken bones and would be out of commission until their injures healed properly.


Damage Caused:

When the rune against an NPC, be sure to use a form of the original description you wrote for the damage and effects, but also be sure to tweak it to fit the different environments you use the rune within. It doesn’t have to kill them, it doesn’t even have to hit them, since the fights are completely in your hands.

When fighting a fellow RPer please be sure to talk to them extensively about how the fight will go about and work out how attacks will be handled, basically, just follow the normal RPing etiquette. Don’t say that your move hit for sure, leave that up to the person you are fighting to decide. Similarly the same goes for the other character, you can not dodge every and all attacks, be considerate and work with the other person/s you are RPing with to figure things out!

Using your moves constructively: If you can’t break down a door with other means, and you have a move that would seem to fit the job, feel free to use it, however, do not use your moves to block any attacks throw at you, that is not what they are for. Just be logical about it, you can’t bust through walls, fly, or jump huge gaps.



.:Special Command Rune Template:.

Quote:
 

Rune Name: Name of Rune

Background: Give a brief history of the rune here. How they obtained it or the history of the rune. At least two paragraphs please.

Level 1 - Move Name
Description - Describe the attack and all it encompasses.
Damage = .4x to 1.2x (Very Light to Light)
Effects on Target - Optional
Effects on Self - Optional
Range - Single, Column, Row, Cross, T-Pattern, L-Pattern, Small Circle, Medium Circle, or All

Level 2 - Move Name
Description - Describe the attack and all it encompasses.
Damage = 1x to 2x (Light to Moderate to Heavy)
Effects on Target - Optional
Effects on Self - Optional
Range - Single, Column, Row, Cross, T-Pattern, L-Pattern, Small Circle, Medium Circle, or All

Level 3 - Move Name
Description - Describe the attack and all it encompasses.
Damage = 2x to 3x (Heavy to Extreme)
Effects on Target - Optional
Effects on Self - Optional
Range - Single, Column, Row, Cross, T-Pattern, L-Pattern, Small Circle, Medium Circle, or All




Damage - Pick a number in the alloted range.

Effects are totally optional, but don't pile them up on every attack. Some might be a good idea for really really strong moves to work as a counter-balance.

Effects on Target - Knockdown/Unbalace, Unfriendly, Poison, Rune Sealing (Mute), Reduction in Accuracy (Blind), Instant Death, Sleep or Elemental damage are fine but shouldn't be overused.

Effects on Self - Unbalace self, Unfriendly self, Poisoned self, Rune Sealing (Mute) to self, Reduction in Accuracy (Blind) to self, Falling Asleep, or Backlash damage are fine but not necessary.




Code:
 
[b]Rune Name:[/b]

[b]Background:[/b]

[b]Level 1 - [i]Move Name[/i][/b]
[b]Description[/b] -
[b]Damage[/b] =
[b]Effects on Target[/b] -
[b]Effects on Self[/b] -
[b]Range[/b] -

[b]Level 2 - [i]Move Name[/i][/b]
[b]Description[/b] -
[b]Damage[/b] =
[b]Effects on Target[/b] -
[b]Effects on Self[/b] -
[b]Range[/b] -

[b]Level 3 - [i]Move Name[/i][/b]
[b]Description[/b] -
[b]Damage[/b] =
[b]Effects on Target[/b] -
[b]Effects on Self[/b] -
[b]Range[/b] -
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