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The Rules of the Third Junction
ver 1.0
The Third Junction is Free Form role-playing, meaning a place where any kind
of character can exist. However, how many of us role-players have been
frustrated by the battles between "God" characters who are entirely
undefeatable? Well, a small amount of reality, at least, has to reach the
Junction; people do die after they've been stabbed through the chest.
These rules are in the interest of allowing such tragedies to occur without
being out of control, and, conversely, to prevent even the Immortals from
being outrightly obnoxious.
Code of Conduct
1. No abusive language.
2. Clan Heads' decisions are final. If there is a dispute, issues can be
taken up with (currently) Shiliki. Any decisions reached must be abided by.
Deviation from such judgements may be grounds for banishment from the room.
3. All IRC rules apply (obviously).
4. These rules are subject to change! As the Junction is a new
room and the rules are still being hammered out, and as situations may also
change, the founders reserve the right to adapt these rules accordingly.
Races and Species Allowed in the Junction
Currently, there is no system to allow for more Walkers in the Junction.
This will be changed as the channel grows in size, but, for now, the Immortals
must turn their attentions elsewhere. We apologize to anyone who was hoping
to play such a character, but rules will eventually be set up to allow for
a controlled number of Walkers.
Aside from this restriction, any race is welcome. However, all
characters must be registered with Clan Leaders and/or Shiliki. The
Leader you clear your character with does not necissarily have to be part
of the clan you want to join. A small description of your character and a
list of his powers/skills should be part of the registration (in order to
prevent "random magics" just when they're the least convenient, i.e. "You
didn't kill me; I...uh...use my...um...magical energy shield that I've just
never actually used before anyways to block your sword.") Clan Leaders are
on an honor system not to divulge any "secret powers" you include on this
list.
To register, contact a Leader or Shiliki at the Junction.
Clans and Rank
This is probably the most expandable part of the rules, as there will be
more clans added constantly as the Junction grows. I've based the current
system off of a system I've played, myself, and liked. These rules are
designed to allow for character growth and development as well as to keep the
"God characters" under check.
Whenever a skill is used anywhere in the Junction that requires a die roll,
a character's number of dice shall be determined by the rank he holds in his
clan. Even the unaffiliated are considered part of a clan, although they
are not in any way responsible for other unaffiliated in the same manner clan
members may be (loyalty, etc.). There is more information in the
clans section.
In order for a character to earn rank, he must be registered with a clan
leader, who will then determine his rank at the beginning. Rank can be
given by clan leaders, although later expansion will allow for other upper
ranks in the clans to determine rank, as well. A character's rank will
determine the number of dice he rolls whenever he uses a skill. This
is in order to keep the dice system as simple as possible.
Rank |
# of Dice |
# in Clan |
Walker |
34 |
1 |
Leader |
30 |
1 |
Honor Guard |
27 |
2 |
Justice |
24 |
3 |
Keeper |
20 |
4 |
Dweller |
17 |
6 |
Guardian |
14 |
6 |
Apprentice |
12 |
Unlimited |
Initiate |
8 |
Unlimited |
All non-registered chars are considered Initiates. |
Position Descriptions
Third Junction Channels
#ThirdJunction |
The common room of the inn |
#TJ_Docks |
The docks and beach area north of town |
#TJ_Arena |
The giant arena for settling disputes |
#TJ_Garden |
The mystic Faerie garden in the northwestern part of town |
#TJ_Circle |
The mage's circle in a clearing to the east of town |
#TJ_Outside |
The outside area - anything not included in the other channels |
#TJ_Townhall |
The Town Hall where council meetings are held |
Combat
Once again, the combat rules are based on a system I have used, myself,
and found much more convenient than the somewhat haphazard systems used on
some channels. They are designed to be as simple and consise as possible.
Every combat must be witnessed by a Clan Leader or an Honor Guard (or
by Shiliki). Characters formally killed in combat are dead!
But, on the reverse, any character attacked outside of the combat rules is
not considered forfeit, and it is up to the player's discretion as to the
outcome of the battle.
All dice rolls are made at the difficulty of 6 (unless modified by clan skills).
Combat rounds are as follows:
1. The attacker declares his attack. Yes, this is where you get
to do your cool description of your daring attacks and flashy moves. In the
very least, it makes the combat more interesting.
2. The attacker rolls the number of dice determined by his rank
(listed above). In the off-chance that a character manages to slip by
registration before he gets into a fight, all unregistered characters are
considered the equivalent as Initiates and, therefore, receive 8 dice.
There will be some exceptions with Walker Powers when they are implemented,
but, currently, this is the system.
3. The defender declares his response. This is his chance to
describe his wonderfully showy defense against the attacker's defense.
No matter how devastating you think your magic may be, all attacks do have
the potential of being blocked or missing. After all, that's the number
one complaint against "God characters:" their attacks just don't seem to be
stoppable. Well, power-gamers, if you don't like it, the Junction isn't your
forte. Of course, the defender has the option of counter-attacking. In this
instance, it is likely that he will get hit unless the attacker critically-
fumbles (rolls a 2 or less), but the attacker will also have to take his next
round defending against this attack.
4. The defender rolls the number of dice determined by his rank.
A successful defense means that the character has managed to block or dodge
the attack. If the defense fails, the defender is injured. The defender may
also use this roll to escape combat, but if he flees, he cannot return to the
Third Junction for 24 hours to simulate his fleeing the area.
5. Damage is calculated. If a character loses
three defending rounds (and whatever else is accounted for by Clan abilities),
he loses the combat, and is considered incapacitated and at the mercy of the
victor.
6. Next combat round. The defender becomes the attacker, and the
next round is repeated as before.
The combat continues with these steps until one character is either dead
(loses THREE rounds) or acceptably surrenders (it's role-playing;
you figure it out!) The Leaders or Guards overseeing the match shall
declare when a character is officially dead, and, as always, their decision
is final. The player may start a new character which must be registered.
Group Combat
Group combat rules are used if a group of two or more attack a player or
group of players. There cannot be a ratio greater than 4:1 characters in each
group.
1. The attacking group declares its attack. Once again, cool
descriptions, flying kicks, flailing fists, and flaring weapons.
2. The attacking group rolls its cumulative dice pool. The highest
ranking character of the attacking group rolls all of his group's dice in one roll.
3. The defending group declares its responses. Spice it up!
4. The defending group rolls its cumulative dice pool. The highest
ranking character of the defending group rolls all of his group's dice in one roll.
If the total is higher than the attacking group's roll, then all of the attacks are
successfully blocked. If it is lower, the member of the defending group with the
smallest dice pool (lowest rank) is incapacitated.
5. Escape rolls. The defending group has a chance to roll for escape.
Roll each group's cumulative dice pool. If the defending group wins, the characters
flee for their lives under the hapless attacks of the agressors. They may not return
to the Third Junction for 24 hours to simulate their fleeing the area. If they lose this roll,
no damage is accounted for, but all members of this group must remain for the next
combat round.
6. Bodies are counted. Combat continues until all members of one group
are incapacitated. The victorious group may kill one member of the defeated
group (the rest crawl off the ground, wounded, but alive).
Current Town Council
Walkers:
Fountain of Light |
Shiliki |
Generations |
Brian_LeBlanc |
Army of the Nexus |
Position Open |
Night Followers |
Position Open |
Leaders:
Fountain of Light |
Position Open |
Generations |
Position Open |
Army of the Nexus |
Position Open |
Night Followers |
Position Open |
Contact Information
Shiliki (and mailing list): [email protected]
Brian_LeBlanc: [email protected]
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