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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

  1. 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.
  2. Perform the move you want to use. (Example: Ifnor punches Corl's eye, aiming to blind him.)
  3. Roll accuracy.
  4. 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.
  5. If your attack isn't blocked, roll damage now.
  6. Some moves can block the attack now, so if your opponent wants to use one, he can.
  7. Your opponent subtracts the amount done from his HP.
  8. All end of round effects resolve.
  9. 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:

  1. 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.
  2. shp: Use 'shp value' to set your HP to value.
  3. vhp: Use 'vhp' to view your HP.
  4. dmg: Use 'dmg value' to decrease your HP by value.
  5. heal: Use 'heal value' to increase your HP by value.
  6. hpfull: Use 'hpfull' to restore HP to full.
  7. clearhp:Use 'clearhp' to clear your HP variable.
  8. smp: Use 'smp value' to set your MP to value.
  9. vmp: Use 'vmp' to view your MP.
  10. cast: Use 'cast value' to decrease your MP by value.
  11. draw: Use 'draw value' to increase your MP by value.
  12. mpfull: Use 'mpfull' to restore MP to full.
  13. clearmp:Use 'clearmp' to clear your MP variable.
  14. 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.)