Post by Blitz on Mar 16, 2007 10:59:14 GMT -5
Step 1: Determine your Lead Character Race.
The first thing you must do is pick one of the current five races for starting Leaders. Your choices are the Holy Empire, the Mountain Clans, the Undead Hordes, the Legion of the Damned, and the Elven Alliance. This will help you determine everything else about your character. Second and third characters are available after 2 months and 6 months respectively, and can select or create minor race units/leaders.
Step 2: Determine your playing style.
There are two types of styles in the Nevendaar RP. The first is governor-style characters. These are characters start with a city that they can develop and turn into a gleaming or desolate icon to their respective races. However they begin, bound by convention and tend to have weaker starting units and armies because they have to develop their cities as well as their units. However they tend to gain more resources quicker, and are able to make more direct choices on their units progressions since they can build their cities specifically to establish what they want. All governor-style characters start with 25 base points.
The second style is the adventurer-style. The adventurer-style gives you more control on how you start your units and you don’t have to allocate points into a city, so you have more to build a better party. Adventurer-style characters can also select a second race to pick units from. This style also has 25 base points, and it is easier to start with stronger units. The downside is that in order to upgrade your units, you’ll have to find other player or neutral cities to do it in. And dealing with other players can negatively affect your characters and your gold purse.
Keep in mind that this only affects how you start. Once you are playing, there is no rule that prevents an adventurer from taking control of a neutral city, or a governor to abandon theirs. This is just a way for you to have more control over how you start the game.
Step 3: Determine your Lead Character.
Now it’s time to create a lead character. Your lead character should be your main character and determines how you want to play the game. Select one of the nine leader characters for your selected race. Keep in mind that each leader has a different base cost that needs to be subtracted from your total. Once you have selected your leader type, come up with your leader’s name, description, and a brief background. It is important to know that just because you pick a specific leader, that doesn’t determine who or what that leader is or what they look like. Just because your lead character is an Archmage, doesn’t automatically mean they look like Gandalf. There is no reason that an Archmage can’t be a young man, a woman, a child, etc. The only restriction is that they have to be a member of their starting race. Other than that, the sky’s the limit.
Note what your character’s faction is and when you’re finished, start a thread in the appropriate character list with something that looks something like this:
Leader:
Name: Geoffrey
Style: Governor
Type: Imperial Ranger
Faction: Guild
Description: Tall, dark and handsome, with deep brooding eyes. He wears simple leather armor and is always seen with his bow slung over his shoulder.
Background: Geoffrey is one of King Emry’s loyal rangers, and was granted his own city to govern in payment for his services to the King. Geoffrey plans on fulfilling his vows to the Empire, and rid the land of the Legion scourge.
Level: 1
XP: 0
HP: 90
MP: 0
Strength: 40
Stamina: 0
Agility: 20
Initiative: 30
Wisdom: 0
Charisma: 0
Wards: N/A
Immunities: N/A
Leadership: 3
Spells:
N/A
Skills:
Archery
Pathfinding
This is a pretty generic idea, but it gives you, and any other players an idea of what your character is and what they will see if they run into them. When you start your lead character, they start on level 1 with 0 experience points (XP). This may change for your secondary units, but there is no way to start a lead character above level 1. All of the character stats should be given, except for MP with is double the character’s Wisdom.
Step 4: Purchase additional units and city structures.
This is the biggest differences between governors and adventurers. Governors may now purchase units and buildings to start. In order to purchase a unit, you must first purchase that units building in your city. So if you want a Squire, you have to buy a Blacksmith first. But once you have purchased the building, you can employ as many of those units as your city and leader can use (you still have to spend the base points to start with the units, but can purchase them with gold later). Your leader cannot have more units in their party that their Leadership allows, and your city cannot employ more that twice the city’s level. The city’s level is determined by the City Hall, Hill Fortress, Unholy Manor, etc, that is built in the city. So if you have a Giant Oak built in your Alliance city, then you can have up to four units to protect it. You cannot purchase units above the upgrade for level 5, and governors cannot hire units outside of their race.
Adventurers however can hire from their race, and one other race. They do not have to purchase any building prior to hiring their units, however they do have to hire the level 1 unit, and then spend the base points to upgrade the unit, adding the appropriate stats. You cannot start with upgraded units above level 5.
Both governors and adventurers need to pay particular attention to their additional faction costs. This is denoted by the (x/x/x) next to the cost of the units. The first number is additional costs for the Warrior faction, the second for the Guild, third for the Mages. A squire costs Warrior and Guild leaders 1 base point, but cost Mage leaders 2 base points. Standard leaders are exempt from faction costs. Also once you have created your party, you lose any unspent base points. But base points can also be spent on the following:
Governors:
1 bp - 50 gold
2 bp - 50 Mana (any type)
2 bp - 1 level for non-Leader characters (not over level 5)
6 bp - 1 level for Leader characters (not over level 3)
8 bp - 1 Mana Node location (adds 50 Mana per week)
Adventurers:
1 bp - 200 gold
1 bp - 100 Mana (any type)
1 bp - 1 level for non-Leader characters (not over level 5)
4 bp - 1 level for Leader characters (not over level 3)
7 bp - Leader starts with 2 additional Spells (cannot be above level 2)
8 bp - Leader can start with one of the following Artifacts, Banners, Tomes, etc:
- Sanguine Sword
- Pendant of Grace
- Thief's Leggings
- Banner of Strength
- Banner of Protection
- Tome of Knowledge
- Elven Boots
- Giant Wolf (Steed)
Step 5: Everything else.
This is where you fill in all of the gaps. Governors should pick out a name for their city, and maybe include a description. Likewise you may want to name your units, and include descriptions. Also you might want to flesh out your party goals, or you individual units’ goals, however this is only for your own purposes and isn’t a requirement, outside of city names. There also isn’t any reason why your units have to look like the official Disciples units. A squire can be a woman, and a giant can be a woman. Use your creativity, because these are your main characters allies. Once you have everything the way you want it, post it all in the Unapproved Profiles thread, and wait for that races mod’s approval. If you haven’t seen anyone for a day or so, bump it, or send a PM. We’ll get around as soon as we can. Once you have approval, you can get down to your RPing.
The first thing you must do is pick one of the current five races for starting Leaders. Your choices are the Holy Empire, the Mountain Clans, the Undead Hordes, the Legion of the Damned, and the Elven Alliance. This will help you determine everything else about your character. Second and third characters are available after 2 months and 6 months respectively, and can select or create minor race units/leaders.
Step 2: Determine your playing style.
There are two types of styles in the Nevendaar RP. The first is governor-style characters. These are characters start with a city that they can develop and turn into a gleaming or desolate icon to their respective races. However they begin, bound by convention and tend to have weaker starting units and armies because they have to develop their cities as well as their units. However they tend to gain more resources quicker, and are able to make more direct choices on their units progressions since they can build their cities specifically to establish what they want. All governor-style characters start with 25 base points.
The second style is the adventurer-style. The adventurer-style gives you more control on how you start your units and you don’t have to allocate points into a city, so you have more to build a better party. Adventurer-style characters can also select a second race to pick units from. This style also has 25 base points, and it is easier to start with stronger units. The downside is that in order to upgrade your units, you’ll have to find other player or neutral cities to do it in. And dealing with other players can negatively affect your characters and your gold purse.
Keep in mind that this only affects how you start. Once you are playing, there is no rule that prevents an adventurer from taking control of a neutral city, or a governor to abandon theirs. This is just a way for you to have more control over how you start the game.
Step 3: Determine your Lead Character.
Now it’s time to create a lead character. Your lead character should be your main character and determines how you want to play the game. Select one of the nine leader characters for your selected race. Keep in mind that each leader has a different base cost that needs to be subtracted from your total. Once you have selected your leader type, come up with your leader’s name, description, and a brief background. It is important to know that just because you pick a specific leader, that doesn’t determine who or what that leader is or what they look like. Just because your lead character is an Archmage, doesn’t automatically mean they look like Gandalf. There is no reason that an Archmage can’t be a young man, a woman, a child, etc. The only restriction is that they have to be a member of their starting race. Other than that, the sky’s the limit.
Note what your character’s faction is and when you’re finished, start a thread in the appropriate character list with something that looks something like this:
Leader:
Name: Geoffrey
Style: Governor
Type: Imperial Ranger
Faction: Guild
Description: Tall, dark and handsome, with deep brooding eyes. He wears simple leather armor and is always seen with his bow slung over his shoulder.
Background: Geoffrey is one of King Emry’s loyal rangers, and was granted his own city to govern in payment for his services to the King. Geoffrey plans on fulfilling his vows to the Empire, and rid the land of the Legion scourge.
Level: 1
XP: 0
HP: 90
MP: 0
Strength: 40
Stamina: 0
Agility: 20
Initiative: 30
Wisdom: 0
Charisma: 0
Wards: N/A
Immunities: N/A
Leadership: 3
Spells:
N/A
Skills:
Archery
Pathfinding
This is a pretty generic idea, but it gives you, and any other players an idea of what your character is and what they will see if they run into them. When you start your lead character, they start on level 1 with 0 experience points (XP). This may change for your secondary units, but there is no way to start a lead character above level 1. All of the character stats should be given, except for MP with is double the character’s Wisdom.
Step 4: Purchase additional units and city structures.
This is the biggest differences between governors and adventurers. Governors may now purchase units and buildings to start. In order to purchase a unit, you must first purchase that units building in your city. So if you want a Squire, you have to buy a Blacksmith first. But once you have purchased the building, you can employ as many of those units as your city and leader can use (you still have to spend the base points to start with the units, but can purchase them with gold later). Your leader cannot have more units in their party that their Leadership allows, and your city cannot employ more that twice the city’s level. The city’s level is determined by the City Hall, Hill Fortress, Unholy Manor, etc, that is built in the city. So if you have a Giant Oak built in your Alliance city, then you can have up to four units to protect it. You cannot purchase units above the upgrade for level 5, and governors cannot hire units outside of their race.
Adventurers however can hire from their race, and one other race. They do not have to purchase any building prior to hiring their units, however they do have to hire the level 1 unit, and then spend the base points to upgrade the unit, adding the appropriate stats. You cannot start with upgraded units above level 5.
Both governors and adventurers need to pay particular attention to their additional faction costs. This is denoted by the (x/x/x) next to the cost of the units. The first number is additional costs for the Warrior faction, the second for the Guild, third for the Mages. A squire costs Warrior and Guild leaders 1 base point, but cost Mage leaders 2 base points. Standard leaders are exempt from faction costs. Also once you have created your party, you lose any unspent base points. But base points can also be spent on the following:
Governors:
1 bp - 50 gold
2 bp - 50 Mana (any type)
2 bp - 1 level for non-Leader characters (not over level 5)
6 bp - 1 level for Leader characters (not over level 3)
8 bp - 1 Mana Node location (adds 50 Mana per week)
Adventurers:
1 bp - 200 gold
1 bp - 100 Mana (any type)
1 bp - 1 level for non-Leader characters (not over level 5)
4 bp - 1 level for Leader characters (not over level 3)
7 bp - Leader starts with 2 additional Spells (cannot be above level 2)
8 bp - Leader can start with one of the following Artifacts, Banners, Tomes, etc:
- Sanguine Sword
- Pendant of Grace
- Thief's Leggings
- Banner of Strength
- Banner of Protection
- Tome of Knowledge
- Elven Boots
- Giant Wolf (Steed)
Step 5: Everything else.
This is where you fill in all of the gaps. Governors should pick out a name for their city, and maybe include a description. Likewise you may want to name your units, and include descriptions. Also you might want to flesh out your party goals, or you individual units’ goals, however this is only for your own purposes and isn’t a requirement, outside of city names. There also isn’t any reason why your units have to look like the official Disciples units. A squire can be a woman, and a giant can be a woman. Use your creativity, because these are your main characters allies. Once you have everything the way you want it, post it all in the Unapproved Profiles thread, and wait for that races mod’s approval. If you haven’t seen anyone for a day or so, bump it, or send a PM. We’ll get around as soon as we can. Once you have approval, you can get down to your RPing.