Send Turns to dackflare@hotmail.com

Bounea  

The Maywind  

Mitlan 
- Ryan
Arianna 
- Ashley
Dwendel 
- Catrina
Hedarum 
- James
Galamor 
- Jesse
Cidran 
- Sean
Gregory 
- Steve
Shops of Silton  
 
 
 
What have we got here...
World of Conquest Online is a roll playing, story driven game. It has rules to keep it balanced, as we will go over, but they are simple and few as possible. The goal is really to be part of a great story and to have fun... not necessarily to win. Though the two can go hand in hand.

How do I Play?
Updates will be posted on the main page by the GM on scheduled days (see your GM for the schedule). These updates will describe the latest events and challenges in story form, thus moving the main story forward. Your job is to simply read the update and decide how your character will respond. Shoot the GM an email detailing what your character will say or do and that's it. Then just sit back and wait to find out what the results will be in the next update. It's pretty simple.

What should my E-Mail look like?
First off, make sure your subject is labeled "My Turn". There will be a lot of emails going around and the GM will need to be able to sift through, to find your turns. Then write whatever you want your character to say or do. Keep in mind that your actions may not come out exactly as you plan, due to unforeseen events in the story. Example: You want to open a door and stab the monster on the other side... well as it turns out, the door may be locked and so your character's actions get cut off right there. This will happen from time to time but you can minimize its frequency by listing alternative actions or by adding on "and if that doesn't work I will..." and so on. It's really up to you.
Think of your turn as covering about 30 seconds. Adjust down when things are happening fast in a story (as a fight) and add some time when it's slow (as traveling along a road).
Sometimes character's turns will conflict. The GM will do his best to incorporate everyone's actions in the story. Don't be discouraged if every once in a while, your turn gets cut short. You can minimize this by emailing other players to stay "on the same page" to get the most out of your turns.

What about stats and skills and all that?
It is important to note that there are no effort points to use or dice to be rolled. The GM will roll dice when deciding outcomes. This is to speed things up while keeping it simple and will be further explained momentarily.
You can see you character sheet by clicking on the button by your name in the "View Party" menu. You have attributes (raw abilities), skills (learned abilities), and inventory (stuff you own). The GM will maintain these sheets to keep them up to date.

How does the dice rolling work?
You don't have to worry about it as the GM will be handling the rolling but so that you understand, here is an example: Let's say your character is swimming up a river, against the current. What the GM would do is roll a 6 sided dice for every skill point you have in that area (your swimming skill) and add a dice for every attribute point you have tired to that skill (swimming is linked to your stamina). So swimming + stamina > the current's strength number. You will succeed or fail based on the outcome of the roll. Obviously, the more points you have in a skill or attribute that you are trying to use, the better your chances of getting a high role.

How does combat work?
Combat is played out on a grid for the most part where you can move a number of spaces (up, down, left, and right) equal to your speed. In a combat situation, you are allowed also to make one attack or action per turn. Most weapons require you to be standing next to the monster you are trying to attack so check your weapon's range. 1 range reaches one space away (the space next to you). You may attack diagonally, you just can't walk diagonally. The player with the highest speed will move first and so on. The game will return to usual game play when all of the enemies are dead or have run away. Experience points will be awarded after every battle.
Important notes: The damage delivered = attack – defense. So the stronger your attack, the more spill over there will be and thus the more damage. With ranged weapons, there is no shooting through a friend to hit an enemy. Lastly, you can't occupy the same space as someone else. You my pass through a friendly (just don't end up stopping there) but you may not pass through an enemy. That about covers it.

How do I upgrade me hero?
You will get experience points after victorious battles and other achievements. You can level up any skill (5 being the cap) by spending points = to the skill's next level. Example: to level up swimming from 3 to 4, costs 4 experience points. You can spend your points at any time (even in the middle of combat). Attributes can not be upgraded. To buy a new skill to add to your list will costs 2 points. Important notes: Attempting to use a level 0 skill, regardless of the attached attribute number, will always be capped at 2. Thus, you must have a skill for a large, attached attribute to get it's full effect.
Example: 5 Strength + 0 Swimming = 2

Can I use the stores any time?
No. Only when your hero is at the store. Just tell the GM in your turn, what you want to buy and he will deduct the money and add the item to your sheet. For the sake of keeping the story moving, bartering has been dropped. Stores will sell at full price and buy at half price. The prices of some stores may fluctuate a little but not much. This is purely to keep things moving. Items valued with a '?' can not be sold to a shop

Well, that should about cover it! Remember to check the map from time to time to keep your bearings and to keep open communication with the other players. And have fun!

Some advanced rules:

Can I use a weapon in each hand?
Yes, as long as they are both one-handed weapons. You will only get the benefit of one weapon skill at a time so please specify which weapon will be your primary.