Outer Realm Requirements
Information for the Registration Form
The following guidelines for the Outer Realms have been provided by the owners of those rooms.
A character application must meet these basic guidelines or they will be rejected.
Wunderland
The stats are 20, 17, 14, 11, 8 and 5 like almost every other realm.
Starting stats cannot be below 11. A single stat may be lowered every five weeks. The stats do have caps: You are allowed a single 5, and two eights. The remainder may be 11 or greater. Exceptions to this are Luck, NPC, or the Agility/Strength choice where one is set at 14 and cannot be lowered.
The categories and stats are:
(BODY)
-Strength
-Agility
(LONG RANGE WEAPON)
- ?
(SKILL 1 pick one)
-Repair
-First Aid
-Traps and Locks
(SKILL 2 pick one)
-Stealth
-Luck
-Charisma
(SPECIAL pick one)
-Mutation
-NPC
Specifics about the the stats can be found in the realm page, and questions can be sent to the RK or RM. Memo Folgers or Mudd.
Andervaan
Character creation for Andervaan is slightly different than other realms, particularly Zatrikon realms as you not only have to select weapons and skill classes but you must also determine State Approval of your character and how this can affect their day to day life.
First let’s break down just a few rules.
When creating a character for Andervann the following information must be included. If you wish to expand or add more information that is entirely up to you, but the points below are required; we will start with basic biographical information.
The Basics
Name: Names are easy and there are no real rules, however in Andervaan the Surname is the formal name used in public greeting. Given names are a private matter, and while others would likely know this name it is not appropriate to greet someone with such familiarity publicly. A good example of this is our High Chancellor Bannick XII, his given name is Peter however unless you are a member of his household you will never hear him addressed as such.
Age: Make the age race and level appropriate. The common milestones in official life are the entry into school (age 5) the graduation from Primary School (age 17) the graduation from University (age 22) and the average retirement age (70).
Height/Weight/Eye and Hair color: Again, make these race and age appropriate.
Race: There are only three races. The most common is Human, Humans rule the world and it is nearly impossible to enter a city unless you are Human. Elves. Elves are very rare and live primarily in clans outside of the cities, avoiding detection and spending their lives being hunted down by the State, it is a capital offence to be an Elf. Halflings, Halflings are extremely rare and rumored to be extinct after the plague, it is also illegal to be a Halfling.
Detailed Biographical Information
Education: Please state the highest level of education your character received and what subject they excelled in. Not everyone attends the University however it can be very difficult to get a job of any standing without it.
State Approval: The State Approval is a scale from 1 – 100 and is the grade that shows your character’s standing with State officials. For instance, a well bred son of a core Party member who works in politics and has no hint of illegal or illicit activities associated with him may enjoy an approval rating in the high eighties or even the low nineties. This is an exceptional rating and he is clearly known as a friend of the State. However on the flip side a known subversive or criminal would be weighed down with a rating in the tens or teens. This would make life rather difficult as the State clearly does not trust you. The average citizen can expect to hold a rating in the sixties.
Career: The choice of careers are vast in Andervaan and could be vital to your character or completely meaningless. Someone with the desire to have strong skills in certain fields such as medicine or hacking should have a job that reflects this skill.
Official Aquantances: This is a place to list the social clubs or community clubs that your character is involved in. You can find a detailed list of clubs HERE.
Combat Information
Statistical Scoring: Unlike other realms which are based on the D20 system Andervaan is based on a D30 system. The same rules apply there are just more numbers involved. A primary statistic such as your primary weapons proficiency may hold a stat level of 10. A secondary skill or proficiency may hold a stat level of 18. Any other stats may not be above a 25.
Primary Proficiency: You may select one primary proficiency. This could be selected from the combat or non combat tiers but you may only have one. This proficiency may hold a stat level up to 10.
Secondary Proficiency: You may select two secondary proficiencies, again they could be from the combat or non combat tiers but you may only have two. These proficiencies may hold a stat level up to 18.
Non-Proficiencies: Anything not selected as a primary or secondary proficiency will be a Non-Proficiency and may hold a stat level up to 25.
COMBAT PROFICIENCIES
Hand to Hand
This stat represents the character’s ability in a brawl, wrestling or martial art application.
Blade
This stat represents the character’s ability with knives, daggers or swords melee or thrown.
Small Arms
This stat represents the character’s ability with stun guns, pistols, rifles and shotguns.
Specialized Weapons
This stat represents the character’s ability with specialized weapons such as RPGs, MMGs or Sniper Rifles.
Explosives
This stat represents the character’s ability with any local effect explosives (grenades, TNT, etc) .
Magic (Attack)
This stat represents the character’s ability to use offensive magic. (Magic is illegal)
NON-COMBAT PROFICIENCIES
Medic
This stat represent’s the character’s ability to heal or relieve pain.
Mechanic
This stat represent’s the character’s ability to build or repair mechanical things.
Hacking
This stat represents the character’s ability to hack into computers, locks or bio readers.
Magic (Benign)
This stat represents the character’s ability to use non attack magic such as divination. (Magic is illegal)
For a sample of a character chamber for Andervaan please CLICK HERE
Arborlon
Stats are MR basic. Magic/Mind/Body
20- Unskilled
17- Novice
14- Amateur
11-Adept
8- Expert
5- Master
Playable Races and Stat Caps:
Normal Non-Magic Human - 20 Mind/20 Magic/8 Body
Magic Human - 8 Body
Werewolf - 17 Mind/17 Magic
Vampire - 20 Magic
Fey - Body 11
Elf - Magic 8/Body 8
New Arborlon characters may have two 11 stats and one that is 14 or above, taking into account the stat caps for their race. For more detailed information, please read the Character Creation, Stat Rules, and Combat Rules for Arborlon.
London By Gaslight
Beginning character stats allow for one 11 (Expert) maximum. Every 5 weeks, a single stat may be raised or another skill added. Only one Grand Master stat is allowed between all Body and Skills stats. A maximum of two skills are allowed for beginning characters. New skills may be acquired one every 5 weeks if no advancement in stats is taken. Each new skill starts at 17 (Novice).
Stats are Body/Skills
20- Unskilled
17- Novice
14- Amateur
11-Adept
8- Expert
5- Master
New York City
All characters must be human. You may have a pet or a horse, but
your character must be human. Consider, when creating your character,
that villains and criminals are just as welcome as any other
character. These characters may require more strength than others.
While various nefarious characters may elect to break the law (and
may be imprisoned or tried for their crimes) in character, out of
character rule breaking is less appreciated. All role players are
expected to uphold the rules set forth for all of Mystical Realms.
The stats used in New York City are:
Strength,
Wealth,
Charisma,
Intelligence, and
Social Status
The first four (Strength, Wealth, Charisma and Intelligence) are
arranged on a scale of 1 to 20 with 20 being the weakest. Each
character is allowed any value between 1 and 20 for each of these
four stats. New characters cannot have stats below 8 for any of
these first four. In addition, new characters cannot start with more
than one of the first four stats at 8. As with the realm of
Zatrikion, one stat may be improved (by no more than three points)
every five weeks for each character.
The Strength stat is used simply for combat between characters or
against any Police characters or NPCs. (Police may be NPC’d by realm
moderator(s) or the RK only)
Wealth, Charisma and Intelligence determine one’s social status as
well as carrying their own influence. To determine Social Status,
one adds up the values for their stats for Wealth, Charisma and
Intelligence and uses the following scale to determine Social Status:
Wealth, Charisma and Intelligence equaling 1-10 is a Social Status
stat of 5.
Wealth, Charisma and Intelligence equaling 11-20 is a Social Status
stat of 8.
Wealth, Charisma and Intelligence equaling 21-30 is a Social Status
stat of 11.
Wealth, Charisma and Intelligence equaling 31-40 is a Social Status
stat of 14.
Wealth, Charisma and Intelligence equaling 41-50 is a Social Status
stat of 17.
Wealth, Charisma and Intelligence equaling 51-60 is a Social Status
stat of 20.
The Social Status stat is used as a master stat for all skirmishes
not involving physical strength (such as political or business
disputes) and its levels are designed to match the stats used for
characters of Zatrikion. This stat will change each five weeks only
if Wealth, Charisma and Intelligence are changed (as opposed to
Strength, which has no bearing on Social Status).
New characters may not start with a social status of 5.
Use Wealth, Charisma and Intelligence stats to design your
character’s strengths and weaknesses for certain areas of society.
For example, a politician might have the following stats:
Strength: 15
Wealth: 10
Charisma: 8
Intelligence: 14
Social Status: 14
A police officer may have stats similar to:
Strength: 8
Wealth: 17
Charisma: 18
Intelligence: 15
Social Status: 14
A man who works at the shipping yard might have the following stats:
Strength: 8
Wealth: 19
Charisma: 17
Intelligence: 15
Social Status: 20
The Wild West
Beginning character stats allow for one 11 (Expert) maximum. Every 5 weeks, a single stat may be raised or another skill added. Only one Grand Master stat is allowed between all Body and Skills stats. A maximum of two skills are allowed for beginning characters. New skills may be acquired one every 5 weeks if no advancement in stats is taken. Each new skill starts at 17 (Novice).
Stats are Body/Skills
20- Unskilled
17- Novice
14- Amateur
11-Adept
8- Expert
5- Master
Shange
Any character within the realm of Shange must read the notes on each race. These are the basic and minimum backgrounds and guidelines for creating character within the realm.
Vampires - Lessers/Mortals - Weres - Wraiths
The additional stats; Blood for Vampires, Wyld for Weres and Ectomis for Wraiths, should be included in the background section of the character request form, along with a reason behind why they are at that level. No character (other than NPCs or under acceptance from the room moderator) may have an additional stat at 5. 8 is rare, with most citizens of the city (alive or dead) having their special stats at 11. Lower powered characters are welcomed and encouraged as the frustrated wraith or youngling werewolf are great additions to the feel of the game.
Descriptions of the character, what they look like, what they are wearing, should be detailed, but not essay-length.
Pictures are preferred, regardless of style and look.
Combat is run in exactly the same way as Mystical Realms standard. Preferences within the room are as follows:
Rolling a 20 is a critical success. It cannot be blocked or avoided. You are hit and it is a GOOD hit. Injury is guaranteed in combat, success of a skill or spell etc is definite... possibly giving the character more than originally wanted.
Rolling a 1 is a critical failure. It will result in loss of balance, loss of weapon, perhaps injury to the character. Spells will backfire. If the roll if for a skill (Activating a vampire's power or a werewolf's change) then the rolling of a one will probably activate something else... if the vampire wanted to turn to mist, they may, instead, end up encasing just their feet in the floor. The were who wants to change into a wolf to escape from a hunting vampire may, instead, only change his forelegs, making it difficult.
On the subject of stats, as mentioned elsewhere, some characters have different stats in addition to the three usual ones.
Mind, Body and Magic stats should only specialize in one area.
The Blood stat: Used by vampires to determine their strength of will and power to do things usually associated with the children of the night. Regenerating wounds, changing forms, calling on mystical power to enhance their presence before a mind roll hypnotizing someone. A successful Blood roll may lower a stat for a turn, allowing the character to add their own strength to a spell or mental attack or even give them supernatural strength or agility.
The Wyld stat: Used by the were creatures to enable them to regenerate, change shape, use their abilities to increase their strength, dexterity and stamina before a body roll. Elder shifters will have a Wyld stat of 5... the greatest pack leaders... and only NPCs. Characters will be limited to a Wyld stat of 8.
The Ectomis stat: Wraith characters ALWAYS have a Body stat of N/A. They are incorporeal and, as such, if they wish to interact with the living (or undead) they must use the skills of their wraith type. These are activated by rolling on the Ectomis stat. The mind and magic stat can still be used in certain circumstances, but the Ectomis stat will usually be used for most things. Only the oldest wraiths will have an ectomis stat of 5. Characters are limited to a maximum of 8.
Celaeno Cantina
Stats are Mind/Body/Skills
20- Unskilled
17- Novice
14- Amateur
11-Adept
8- Expert
5- Master
Crinochus
6 Stats, a maximum of 20 points in each. 30 points allotted to new characters, new points will be earned/given depending on play.
Mysticism - Magical prowess or Faith
Psionics - The harnessing of the mind to control and manipulate ones reality
Might - Physical temperance, strength and capability of moving mountains with ones bare hands
Technowledgey - The harnessing of the way of the future, by understanding the cogs and clockwork machina, one can better know how to wield or command it
Will - Power to interpret people's body language and intentions, be it preparedness for danger or detecting lies
Logic - The examination of ones immediate surroundings, making sure one can easily detect out of place objects, traps, or secret doors
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