Channel/NewHorizons

From Caelwiki

NewHorizons is a continuation of the Darkabode RP. Much of the original structure of DarkAbode was maintained in the creation of NewHorizons, though much has been added as well. For a brief introduction into some of the differences between this RP and its predecessor, you can view this log (please note, however, that this log is only a brief overview, and will thus not provide all the details about the RP).


Contents

Setting

In the DarkAbode RP, the war between the Seekers and Cerras resulted in Cerras's victory. In her fury, Cerras attacked the reality tree in an attempt to burn it to the ground and destroy all of reality. Through the help of a pair of young Dhe Emns, reality was essentially rewritten. The rewrite to reality resulted in many worlds merging with Caelestia to form a "super-world" of sorts, with each of the merged worlds represented by an island on this new world.

All of the individuals present for the previous setting have been transferred to an apartment in New York City, which is the starting setting for new characters. Characters are stripped of their weapons, armor, and skills/magic. In addition, the changes to reality have completely rewritten their character's current history, though characters retain their knowledge and their memories of their original history. Their new history, however, is completely unknown to them.


Rules

NewHorizons follows most of the same basic rules as the DarkAbode.

  1. This RP has a no tolerance policy for God Mode roleplaying. God Mode roleplaying is most simply defined as ownership of a character who is a God and/or a character which can perform God-like feats with no visible effort. The only Gods or God-like characters permitted are under the control of Caelestia.net, Artix Entertainment, or the NewHorizons staff. Players may not enter God-level characters into the RP.
  2. Do not bunny other characters. Bunnying typically consists of allowing your character to successfully control the movements of another player's character against that player's will. It's notable that this rule does not apply in reverse, if necessary the staff of NewHorizons reserve the right to bunny your characters at any time for any reason.
  3. Character consistency is a must. Your character's behavior, mannerisms, mood, etc should not change overnight.
  4. Violence against other player characters may be met with reprisals as deemed necessary by the NewHorizons staff.
  5. Do not disrupt the enjoyment of the other players.
  6. Any gains in power must be acquired in-character through the mechanics in place for such (see the Obtaining Equipment and Training section. Determining new powers for your characters on your own will be met with severe punishments.
  7. The staff of NewHorizons have the final say in all matters surrounding the RP. Players are welcome to appeal the decisions of the staff, but are granted no guarantee in the success of their appeals.
  8. Above all, respect your fellow players and the staff of NewHorizons. Failure to do so will not be tolerated.


Character Creation

There are twelve critical stats in NewHorizons.

  • Phyical Power - This stat is rolled for any physical attacks or efforts. This is normally a number between 0 and 50 for normal (non-God) characters.
  • Psychic Power - This stat is rolled for any psychic attacks or efforts. This is normally a number between 0 and 50 for normal (non-God) characters.
  • Magical Power - This stat is rolled for any magic attacks or efforts. This is normally a number between 0 and 50 for normal (non-God) characters.
  • Alteration Power - This stat is rolled for any attacks or efforts exerted through sheer willpower. It is a form of Dhe Ehm manipulation, quite simply, "willing forth" objects or changes to reality. This is normally a number between 0 and 50 for normal (non-God) characters.
  • Phyical Resistance - This stat is rolled for defense against physical attacks or effects. This is normally a number between 0 and 50 for normal (non-God) characters.
  • Psychic Resistance - This stat is rolled for defense against psychic attacks or effects. This is normally a number between 0 and 50 for normal (non-God) characters.
  • Magical Resistance - This stat is rolled for defense against magic attacks or effects. This is normally a number between 0 and 50 for normal (non-God) characters.
  • Alteration Resistance - This stat is rolled for defense against any attacks or attempts to alter reality. This is normally a number between -5 and 50 for normal (non-God) characters.
  • Baseline Physical Health - Represents your character's normal physical health when at full strength. This is normally 100% (though it may vary as necessary).
  • Current Physical Health - Represents your character's current physical health. This is normally between 0% and 100% (though it may vary as necessary).
  • Baseline Mental Health - Represents your character's normal mental health. For a normal individual, this number varies between 50% and 84%, with values of 85%+ representing a character which is approaching a nirvana-like state and values under 50% representing somewhat more unstable characters. Here is a full guide: 100% represents 'Pure Nirvana', 85-99% represents 'Approaching Nirvana', 50-84% represents 'Mentally Stable', 40-50% represents 'Minorly Unstable', 30-40% represents 'Unstable', 11-30% represents 'Psychosis', 0-11% represents 'Catatonic', and any value below 0% represents 'Profound Disturbance'.
  • Current Mental Health - Represents your character's current mental health. This value cannot be higher than the baseline mental health of the character.


When creating a character, you come up with your character's mental baseline and inform the staff (who will either approve it or not). If you wish for your character's baseline physical health to be below 100%, you may ask the staff and provide your reasoning for this (it is their decision whether to approve it or not). You then have a choice of these two options to determine the values of your Power and Resistance stats.

  1. You may create your own character build. You will be granted 75 points to assign between the four Power and four Resistances stats. Please note that all stats will have a baseline of zero if you choose this route (except Alteration Resistance, which starts at -5).
  2. You may roll to determine your character's stats in the mechanics channel for NewHorizons. The command for this roller is '#hscores'. Once you have rolled your stats, you are then given the option of removing 4 points from any stat (as many times as you wish) in order to obtain 2 points to allocate whereever you want.

Once you have decided on your stats, the staff will decide whether to grant your character final approval or not. Once granted final approval, you are permitted to enter the RP. Remember that, in accordance with the setting, your character is granted no weapons, armor, or magic/skills of any kind.


This RP uses the DarkAbode's questionnaire and follows the rules of the original RP in regards to character creation (you may have one character without a questionnaire at any given time, all others must have an approved questionnaire submitted to the staff), which you can find here. When you have finished it, you may submit it to abodecharsubmission@gmail.com for approval.


Sessions

Most of the time, the gameplay is continual (it is always running, 24 hours a day). However, at various times of day, the NewHorizon staff may deem to run the RP directly, in what is typically referred to as a 'session'. Sessions are the only opportunities (under normal circumstances) to obtain equipment or to gain experience points (XP).

Typically, sessions are staff-run. However, players can submit their own ideas for sessions. Player submissions for sessions must include as much detail as possible, including (but not limited to) the following:

  • A brief outline of the session.
  • A list of all the major locations visited during this session.
  • A list of all major NPCs and enemies. If the enemies are major/significant enough, a list of their abilities and a set of stats for them is a very good idea.
  • Any rewards obtained throughout the session (currency, equipment, XP, etc).

Once all the details of a session have been worked out, players may submit their session ideas to abodecharsubmission@gmail.com for the staff's approval.


Combat and Actions

Any action during combat or otherwise which requires sufficient interaction between two players (or a player and an enemy) will be rolled. This RP uses the following format for rolls: '#hz dice difficulty'.

  • Replace the word 'dice' with the number of dice being rolled. Typically you can determine this by dividing your Power/Resistance score by ten, and then rounding to the nearest whole number (exception: if you have less than 5 in a score, you are still given one die to roll).
  • Replace the word 'difficulty' with the difficulty of the task being performed. This is a number that will be assigned by the staff.


Obtaining Equipment and Training

All characters in this setting begin with no equipment or skills. Equipment must either be purchased or found during a session (at the discretion of the NewHorizons staff). Equipment will vary in its usefulness (again, subject to the discretion of the staff).

In order to improve your character's stats or teach your character skills, you will be required to train them in-character. The staff of NewHorizons will provide NPCs to train with. Training will have two major costs/requirements:

  1. An XP cost (see the XP Types section for the specific type of XP you'll need to train any particular stat or skill). For stat training, there is a baseline for training (though your requirements might be higher if the NPC so chooses). For skill training, it will vary based on the skill being trained.
  2. The character will have to train for a certain period of time in-character.

Your character will get 5 chances during that training period in which to learn the necessary information required to complete the training. During each chance, you will be asked to roll dice to determine if you have succeeded in completing your training (see the Combat and Actions section). Under normal conditions for stat training, you will be given a difficulty of seven to beat on your first roll, six on your next two, and five on your last two. This might vary if the NPC in question gives you a more/less difficult method of training (subject to the discretion of the staff). In the case of skill training, difficulty will vary based on previous knowledge (for example, you will struggle learning to drive a bus if you don't know how to drive at all, so your difficulty will be much higher).


XP Types

This RP uses a series of colors to identify experience points (or XP) obtained during the course of play. Some types of XP are character-based (meaning only the characters present during that RP obtain the rights to use that type of XP), others are player-based (meaning they are given to the player, and can be used on any character that player owns). What follows is a list of some of the many XP types available to obtain during gameplay. Please note this list is not complete and new colors may be added at any time (and that the staff needn't necessarily tell the players what that new color does).


Character-Based XP Types

  • Colorless = Generic XP that is used for a variety of things. Most notably, it is used for skill costs or exchanged to obtain character-based stat XP.
  • ? = Used to increase the Physical Power/Resistance of a character.
  • Charmauveochrepucia = Used to increase the Psychic Power/Resistance of a character.
  • ? = Used to increase the Magical Power/Resistance of a character.
  • Lime = Used to increase the Alteration Power/Resistance of a character.
  • Red = Red XP gives you wiiiiiings! No, seriously. For 10 minutes, the character grows a pair of absurdly small wings but can nonetheless fly with them. (NOTE: All players who have Red XP have until August 1, 2009 to distribute this XP to their characters, or lose it forever!)


Player-Based XP Types

  • Mauve = The player may re-roll one of their previous rolls at the cost of one mauve. They can also spend 2 (or more) to re-roll someone else's roll, provided they have that player's permission to do so. Use of mauve XP is subject to the discretion of the NewHorizons staff.
  • Chartreuse = For every point expended, one player character is revived from death. This effect can only be activated at the time of the character's death.
  • Magenta = For every point expended, this strips a hostile target's roll of one success. The hostile target cannot resist this effect.
  • Burnt Umber = For every point expended, one success is added to your roll. This only negates simple failure, it cannot negate a botched roll.
  • Super-Ochre = For every point expended, raises the stats of a character by two points. This effect is only permitted to be used during character creation. (NOTE: All Ochre points currently count as 'Super-Ochre', but this effect expires on July 1, 2009. After that point, all super-ochre becomes regular ochre.)
  • Ochre = For every point expended, raises the stats of a character by one point. This effect is only permitted to be used during character creation.


XP Conversion Rates

While in-character, chances will be offered for a player to exchange certain XP types into other XP types. Below is a list of some of the known exchange rates. Please note that these exchange rates are only loose figures. They will increase based on the NPC offering the exchange.

  • 10 Colorless XP = 1 Character-Based Colored Stat XP (this means either ?, Chartreuse, ?, or Lime only).
  • 1 ? = 10 Colorless XP
  • 1 Chartreuse = 10 Colorless XP
  • 1 ? = 10 Colorless XP
  • 1 Lime = 10 Colorless XP


Additional Resources

Personal tools