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Handbook:
Accuracy Chart
This is your guide to the rules of Timespray. This includes the guide
to RPing, the system for fighting, and everything else.
Fighting:
AIM Rules:
- Try not to swear excessively, especially if the person you are fighting
doesn't like it.
- No cheating. If you are caught cheating, you will be deleted
from Timespray.
- You can do more of each kind of fight than allowed to help other characters
who need them, but the limits still apply, so you'll only get credit
for the first ones.
- When you're sending a fight, send it correctly. Make sure the subject
goes like this (with spars after the winner's race):
Name-Race-Class vs. Name-Race-Class,
# Type of Fight
Example: Ifnor-Human-Bladedancer** vs. Corl-Myrtan-Warrior, 2
Spars
- Then copy the fight from the chat and paste it into the email. At
the end, put a short description of the fight (it doesn't have to be
very detailed, it can be something like: Ifnor pounded Corl into the
ground in the first 2 turns.) and say whether each character wants Strength/Speed
(ask at the end of the fight.)
- Fights are sent to i_fear@hotmail.com
Message Board Rules:
- Once again, try not to swear excessively.
- There's no way to cheat, so don't even try it.
- You can do more of each kind of fight than allowed to help other characters
who need them, but the limits still apply, so you'll only get credit
for the first ones.
AIM
Guide:
- AIM battles must take place in AIM/AOL chatrooms. Using AIM is prefered,
for now.
- Use the bot! (IM TimesprayBot) Look at
the bot section for commands.
- roll dice sides [bonus] to roll dice with the bot.
- When you reach the damage limit, the fight is over. If you are doing
more than 1 fight in the chat room, please seperate it with ~~~~~~~~~~~~~~~
or something like that.
Talking
Out of Character (OOC): ((Talk within either parenthesis (()) or brackets
[[]]. ))
In Character (IC): Ifnor talks normally, without any brackets or parenthesis.
(You can also use other methods...*Punch* >Punch<
::Punch::)
Accuracy
For accuracy, you must roll dice suitable for your Skill. You roll, and
if any of the dice are above half of the total possible (2d40 rolls a
10 and a 20, the attack hits, even though the first die missed, because
20 is half of 40.) If the attacks misses, it does no damage and no effects
are performed, and the next round starts.
Accuracy also depends on Speed.
- If you have 70 more Speed than your opponent, all of your attacks
gain an extra roll for accuracy (2d80 to 3d80).
- If you have 120 more Speed than your opponent, all of his attacks
lose a roll from accuracy, down to one (2d80 to
1d80).
- These effects are cumulative.
Order of Battle
- Determine who goes first (whichever character's speed is higher).
If both character's have the same speed, roll 1d100. The highest roll
goes first. Also state stats.
- Perform the move you want to use. (Example:
Ifnor punches Corl's eye, aiming to blind him.)
- Roll accuracy.
- Your opponent can use a move of his if it can block the attack or
if it specifically says it can be used at this time, if he wants to.
- If your attack isn't blocked, roll damage now.
- Some moves can block the attack now, so if your opponent wants to
use one, he can.
- Your opponent subtracts the amount done from his HP.
- All end of round effects resolve.
- The next round begins, with the your opponent attacking.
AIM Fights
Spar-A training fight that goes
until either character gets down to 50% HP or less.
Bonuses: (Both) +3 HP, +3 Strength/Speed, +5 MP,
+1 Skill.
Limits: 4 per week.
Duel-A more serious
fight that involves a bet. The bet can be money or items, but they must
be even in worth. The minimum amount that can be bet is $50. This fight
goes until either character gets down to 10% HP or less.
Bonuses: (Winner) +2 HP, +2 Strength/Speed, +2
MP, +1 Skill, Whatever was bet.
Limits: 5 per week.
Honor Duel-A very
serious fight that goes to the death. This fight can only be done if the
staff approves it.
Bonuses: (Winner) +10 HP, +10 Strength/Speed,
+10 MP, +4 Skill, All of the loser's items, All of the loser's money.
Limits: No limits, but must be approved by all of the staff and/or
both characters to be done.
Battle Royale-A battle
involving 3 or more characters. Whenever a character in a Battle Royale
gets down to 10% HP or less, they are taken out of the battle. The winner
is the last character with more than 10% HP. With Battle Royales, money
is bet. The winner gets all of the money that was bet. All characters
must bet the same amount.
Bonuses: (Winner) +2 HP, +1 Strength/Speed, +2
MP, +1 Skill, Whatever was bet.
Limits: 1 per week.
at 250 HP: 14 HP, 14 Str/Spd, 4 Skill, 25
MP (If at least one MB spar is done, this limit
goes to 18 HP, 18 Spd/Str, 6 Skill, 30 MP)
at 400 HP: 10 HP, 10 Str/Spd, 2 Skill, 20
MP (If at least one MB spar is done, this limit
goes to 14 HP, 14 Spd/Str, 4 Skill, 25 MP)
at 550 HP: 7 HP, 7 Str/Spd, 1 Skill, 15 MP
(If at least one MB spar is done, this limit goes
to 10 HP, 10 Spd/Str, 2 Skill, 20 MP) (If
two MB spars are done, this limit goes to 14 HP, 14 Spd/Str, 4 Skill,
25 MP)
These are the maximum stats any non-Summon can gain per week, starting
at the specified HPs.
at 325 HP: 18 HP, 18 Str/Spd, 4 Skill,
25 MP (If two MB spars are done, this limit does
not apply to stats gained from Skill Levels for the week.)
at 450 HP: 14 HP, 14 Str/Spd, 4 Skill, 20
MP (If two MB spars are done, this limit does not
apply to stats gained from Skill Levels for the week.)
at 575 HP: 10 HP, 10 Str/Spd, 4 Skill, 15
MP (If two MB spars are done, this limit does not
apply to stats gained from Skill Levels for the week.)
These are the maximum stats Summons can gain per week, starting at the
specified HPs.
Message
Board Guide:
Message board battles, not surprisingly, must take place
on message boards. These battles don't involve physical strength or how
powerful you are, but on how well you can tell stories. These can take
as long as needed, but only a few of each kind can go on at once. When
a non-Practice message board battle ends, the staff will vote for who
wins. The stories must involve fighting the other person, and each post
must be at least 1 paragraph long (around 3-4 sentences) and more for
full points.
Message Board Fights
Practice-A simple training battle
that benefits both characters.
Bonuses: (Both) +4 HP, +4 Strength/Speed, +5 MP,
+2 Skill.
Minimum # of Posts: 14
Limits: 2 per week.
Casino Match-This
is a battle that is bet on by spectators and participants. The winner
and the winning betters get an evenly divided amount of the remainder
of the bets.
Bonuses: (Winner) +1 HP, +1 Strength/Speed, +1
MP, +1 Skill, a portion of the bets.
(Winning Betters) A portion of the bets.
Minimum # of Posts: 20
Limits: 1 per week.
Death Match-A very
serious fight that goes to the death. This fight can only be done if the
staff approves it. This match goes until either character is dead.
Bonuses: (Winner) +5 HP, +5 Strength, +5 MP,
+2 Skill, +5 Speed, All of the loser's items, All of the loser's money.
(Loser) +5 HP, +5 Strength/Speed, +5 MP, +2 Skill.
Minimum # of Posts: 26
Limits: No limits, but must be staff approved and/or it must
have both characters' consent.
Arena Battle-A battle
involving 3 or more characters. Every 16 posts after the fight begins,
one character will be voted out of the fight. The last remaining character
wins.
Bonuses: (Winner) +2 HP, +3 Strength/Speed, +2
MP, +1 Skill, Whatever was bet.
Minimum # of Posts: 10 per character.
Limits: 1 per week.
A
Sample Fight - Just check the forum, good examples will be stickied.
Races
and Classes:
Info on Races:
Timespray has 2 races: Myrtans and Humans.
Humans are very technologically advanced, and tend to adapt quickly. Myrtans
are bipeds and even the old and sick have stronger bodies than a Human
in his prime. Myrtans' legs bend backwards, allowing them to leap incredible
distances. They are extremely fast, often moving in a blur, especially
when fighting. Their bodies are covered in fur, like a cat. However, Myrtans
are not anywhere near as advanced as Humans, and are somewhat rigid in
their ways. Myrtans don't have an opposable thumb, making non-specialized
weapons impossible to use.
New Races:
At some times during Timespray, new playable
races will be introduced. Existing members will be allowed to switch to
them for a small stat and money reduction. Everybody is always welcome
to send ideas for new races/classes/items/moves/whatever.
Current Race Stats:
Myrtans:
| Class |
HP |
STR |
MP |
Skill |
Speed |
| Warrior |
22-27 |
24-29 |
0 |
0-2 |
25-30 |
| Wraith |
NA |
NA |
NA |
NA |
NA |
| Shaman |
18-23 |
17-22 |
18-23 |
0-2 |
20-25 |
Humans:
| Class |
HP |
STR |
MP |
Skill |
Speed |
| Warrior |
17-22 |
20-25 |
0 |
2-4 |
22-27 |
| Bladedancer |
15-20 |
19-24 |
0 |
4-6 |
24-29 |
| Shadow |
14-19 |
16-21 |
0 |
3-5 |
18-23 |
| Magi |
13-18 |
10-15 |
27-32 |
2-4 |
14-19 |
Info on Classes:
Timespray has a few classes for each race. Humans, due to their resourcefulness,
have 4 classes, and Myrtans have 3. Each class specializes in different
things and gets different abilities as they progress.
Class Data:
Myrtans:
| Class |
Description |
Specialties |
Special Rules |
| Warrior |
A Myrtan trained in fighting without weapons or magic. These Myrtans
tend to be very strong, even for a Myrtan. They are exceptional in
close combat; however, in long range combat, they are at a disadvantage. |
Major Damage
Hard to Block
|
None.
|
| Wraith |
A breed of Myrtan trained in Summoning. An accomplished Wraith can
summon mighty creatures to fight for them. However, the more powerful
the creature, the higher the chance of it turning on its controller. |
Summoning |
Wraiths can only be obtained if you currently
have a character with at least 70 skill. Your current character's
class will be switched to a Wraith, and it will lose all skills
and all Skill Levels will be reset. Wraiths use MP to summon creatures
to fight for them. (See Basic Wraith Dojo)
|
| Shaman |
Some Myrtans are trained in magic, rather than fighting. These Myrtans
are known as Shamans. Their magical prowess is amazing, but without
magic, they are almost defenceless. |
Damage
Various Effects |
Shamans use their MP to cast spells.
|
Humans:
| Class |
Description |
Specialties |
Special Rules |
| Warrior |
Humans that prefer fighting with their own bodies over weapons.
The best Warriors are unstoppable in close combat. Warriors have a
large advantage over most people in close combat. |
Close Combat
Multiple Attacks
± Accuracy
|
Cannot use weapons.
|
| Bladedancer |
Bladedancers are people who have perfected one weapon - the sword.
They tend to have a little bit of choice in their weapon, but not
as much as Shadows. However, they are also much better with a sword
than any Shadow is with their weapons. |
Multiplied Damage
Extra Damage
|
Bladedancers can only use swords.
|
| Shadow |
Shadows are Humans who don't like to specialize in any specific
weapon. They usually have a large arsenal of weapon and are good with
all of them. However, they are not as good with any weapon as a Bladedancer
is with his sword of choice. |
Multiple Shots
Long/Short Range
|
None.
|
| Magi |
Usually weak in body but strong in magic, Magi are Humans that specialize
in casting spells. Their spells have more effect than any other Human's
abilities, but they cost MP, quickly draining the caster. |
Damage
Various Effects
|
Magi use MP to cast spells.
|
Death:
When a character dies, he or she is sent to the Otherworld. From the
moment of death, the character will be subjected to a multitude of tests
over AIM and email. These tests will be used to help balance Timespray.
After death, a character will usually have to do 8-10 tests, with the
next one being sent after the one before is completed. Once all tests
are completed, the character may return to the world of the living. However,
he or she can also elect to stay and train with other dead characters.
When training in the Otherworld, there is a much higher chance of learning
unique or hard-to-learn moves. Also, moves that are normally impossible
to learn for the character's class/race might become possible.
- For every 8 times you spar and/or practice in
the Otherworld, you will get a chance to gain an extra
skill level. This will be rolled for by Buzzard2.
- For every 14 times you spar and/or practice,
you will get a chance to gain a skill bypass,
which allows you to get skills one Rank higher than you normally could.
(If you could get a Rank 1 Skill, you can get a Rank 2 Skill instead,
skipping the Rank 1 skill completely. If you could get a Rank 2 Skill,
you could get a Rank 3 Skill instead, skipping the Rank 2 Skill completely.)
However, you can only jump 1 rank with this. This will be rolled for
by Buzzard2.
- For every 25 times you spar and/or practice,
you will get a chance to gain a new, possibly
unique Skill. More likely, however, you will get a
new Skill from the next unreleased Dojo for your class (Advanced
Theory as of 12-06-02). This uses your Skill bypass, however.
This will be rolled for by Buzzard2.
- At the bottom of every spar/practice,
you must state how many spars/practices you have done. This will be
checked, so don't lie and add an extra 0 to the end.
Skills
and Spells:
- At every 12 skill points (10 for Magic-Users), you gain a Skill Level.
- Skill Levels can be used in Skills in the Dojo, to upgrade Signature
damage, or to upgrade a Skill.
- Using a Skill Level in a Signature move will
give it +2 to the dice roll (+3/+1.5 MP for Magic Users).
- To use a skill level, send in an email with this subject:
Your *CharacterName*-Your *CharacterRace*-Your
*CharacterClass*-Gaining a Skill Level in *Skill*
- In the body, put what the Effect of the Skill is, or what it will
be upgraded to.
Skill
Sellback :
If any non-Wraith is dissatisfied with a skill or spell
for any reason, you may sell it back for 1500 selats. This will remove
one skill level from the spell or skill and place it into the user's stats.
Any skills/spells that require the skill or spell you want to sell back
must also be sold back before it can be sold back.
Wraiths can sell back Summons at 1200 selats per level put
into the Summon. Any Summons that require the Summon you wish to sell
back must also be sold back before it can be sold back.
Status
Effects:
|
Name
|
Effect
|
Removed by
|
|
Burn
|
Affected character takes 5 damage per turn. (Physical)
|
Skipping a turn, Purify
|
|
Freeze
|
Affected character cannot perform any actions
against other characters. (Physical)
|
Doing more than 25 damage to the character, Purify
|
|
Stun
|
Affected character cannot perform any actions.
(Physical)
|
Purify
|
|
Blind
|
Affected character gets -15 to all accuracy rolls.
(Non-Physical)
|
Purify
|
|
Mute
|
Affected character cannot perform Skills/Magic.
(Non-Physical)
|
Doing more than 25 damage to the caster, Purify
|
Job
System:
- There are two types of Jobs that can be found in the Classifieds:
Character Jobs (jobs that
the poster will pay for. These are generally jobs such as "Assassinate
Voon -Ifnor" and such.) and Regular
Jobs (jobs that the poster posts and GETS paid
for. Originality counts for alot here, and can get bonus cash! A post
number must also be specified.)
- A post in a Regular Job must be 2 or
more paragraphs. (Approximately 8 sentences)
- Quality counts, and ingenuity in solving the problem can receive bonus
cash.
- For writing Regular jobs, the creator
gets 400 selats per topic, more if it is
out of the ordinary or very original. This money is paid after the job
is finished by another character.
- Character jobs are funded out of your
cash, and you name your own price.
- Character jobs are not done in the topic,
but instead the first to take the job will perform a task in Timespray.
- Character jobs must have a -(Your
Name) after it.
- You cannot perform jobs you created.
- You can only start 1 job every 2
days. (This is to prevent 1 person from taking all the jobs, and adds
more realism).
Character
Stats:
- HP: Health Points - How many hits you can take without dying.
These points are some of the most valuable, because they allow you to
survive strong attacks.
- MP: Magic Points - Energy that is used to power spells. Only
Magic users get these points, but without them, they are weak.
- Strength: Physical power. These points determine if you get
damage bonuses. At the end of every fight, choose between Strength and
Speed.
- For every 30 Strength points over
an opponent, you get +2 damage roll to every attack.
- Non-Magic users also get +2 damage roll to all of their Signature
moves for every 70 Strength. This is shown on your stats.
- Magic users get +2 damage roll and +1 MP to their Signature spell
for every 40 Strength. This is shown on your stats.
- Speed: Agility. These points determine if you get accuracy
bonuses or if your opponent gets accuracy minuses. At the end of every
fight, choose between Strength and Speed.
- For every 70 Speed points over an
opponent, you get +1 dice to accuracy (2d80
to 3d80).
- For every 120 Speed points over an
opponent, your opponent gets -1 dice to accuracy (2d80
to 1d80).
- Skill: Proficiency in weapons and attacks.
- Every 12 (10
for Magic-Users) Skill points, you gain another Skill Level.
- Skill Levels can be spent on buying new skills or upgrading existing
ones.
- They can also be spent on upgrading Signature moves, at the rate
of 1 Skill Level to +2 to the damage roll (+3/+1.5 MP for Magic
Users).
- This only upgrades one weapon/sword's Signature however. As you
get stronger, this rate will decrease. (When your signature gets
to 1d20 or 1d21, it turns to +1 damage roll per Skill Level.)
Sagas:
Sagas are interactive parts of Timespray's story. Although there is a
'preset' story that will be used as a mainstream thing, members can influence
the story and run their own side stories. Anything they do can influence
the story, whether they want it to or not. The more action packed of these
take place on AIM, while the ones with more thought take place on the
message boards. (Members can even run special fights
for Sagas, ones that actually count in the RPG, as long as they are fair,
and pre-approved. (Example: You wanna take over the world. You can try.)
For participating in a Saga, you will usually get some kind of a bonus,
usually a Skill Level or Selats.
The Bot:
The bot is ready! To use the bot, invite TimesprayBot to
the room where you are fighting.
Essential Commands:
- roll: Use 'roll
dice sides [bonus]' to roll dice with bonuses. Example: 'roll
3 6 2' would roll 3 6-sided dice and then add 2 to the total.
If no result appears, you either typed it in wrong or there were too
many numbers.
- shp: Use 'shp value'
to set your HP to value.
- vhp: Use 'vhp'
to view your HP.
- dmg: Use 'dmg value'
to decrease your HP by value.
- heal: Use 'heal
value' to increase your HP by value.
- hpfull: Use 'hpfull'
to restore HP to full.
- clearhp:Use 'clearhp'
to clear your HP variable.
- smp: Use 'smp value'
to set your MP to value.
- vmp: Use 'vmp'
to view your MP.
- cast: Use 'cast
value' to decrease your MP by value.
- draw: Use 'draw
value' to increase your MP by value.
- mpfull: Use 'mpfull'
to restore MP to full.
- clearmp:Use 'clearmp'
to clear your MP variable.
- unref: Use 'unref'
to make the bot leave the room.
Glossary:
- In effects:
- Damage Roll: 1d10+2
- Damage Dice: 1d10+2
- Damage: 1d10+2
- In upgrade rates:
- +1 MP = from 1d22+4 -30 MP to 1d22+4 -31 MP
- -1 MP = from 1d22+4 -30 MP to 1d22+4 -29 MP
- Other:
- Round = One Character's attack. (This cannot
be used for 3 rounds = the next 3 attacks, no matter who's.)
- Turn = Your attack. (This cannot be used
for 3 turns = you cannot use it until you have done 3 attacks.)
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