alliancecommand

 

Character Rules

Page history last edited by Richardson 3 yrs ago

These rules are the formation of characters. Some, are guidelines.

 

Others, usually noted in bolded, supersized script, are unbreakable, meaning you're powerplaying and need to quit.

 

These rules are for the sake of playing and writing in this universe, and I would rather not have to kick someone off for violating a major rule.

 

1) The character cannot be ultra-powerful, the best pilot, engineer, scientist, and a whole bunch of other things in the galaxy. For one thing, several of those titles are already claimed, second, not everyone is going to be able to be so powerful as the original few characters, because those few need to be powerful in order to bring the whole story arc through it's times. If you're powerful enough to defeat Richson, or Dominatus, despite their long-held wisdom, ancient powers, and other bits, I can guarentee you've powergamed. This is a DO NOT BREAK RULE!

 

An example of a breaker:

A human who can shift forms into anything, is better than Melony at engineering, can pilot better than Richson, throw fireballs one-handed while studying latin in the middle of a raging pitched battle and singing in the rain. Or, someone who can open dimensional portals at will and bug alternate universes, another big no-no.

 

2) A guideline, not a rule: if you want a more enjoyable time, the smaller a ship you go with, the more opportunities available.

The alliance is going to keep the big monsters close at hand, for protecting their fleets. It's the small ships that get to do everything now. Fighters are cool too, though that starts dipping towards too-small.

 

3)usually, without much dedication and practice, a character is really only going to master one skill. Even Richson is limited to Command, Piloting, Black Ops, and his mysterious power. A life-time of almost 150 years of conflict and strife, and he still has not learned much. Three and more skills that a character is proficient at or has mastered starts to push the bounds of credibility usually.

 

4) If it can blow up a city, and is not a ship, it had better be a Hyperlight Mrk 10-24, or it needs to go bye-bye.

Sorry guys, only one uber-rifle in this series, and it's reserved for assaults.

 

5) If you greate a new race, be sure to work it completely out, and try not to leave any details out. But... there is also in testing a single bastion of magical-type enchanting. The opposers of the Canis need people who can withstand their power, and have created something similar to the curse of Metamor Keep, but it is far more benevolent. Centered around a few nexuses in the Metamor, this one bit of magical type event is far quicker acting, often changing a person from human to one of about 10 diffrent basic types of creature.

1) Vulpins (The canid and vulpid type races)

2)Catans (All the feline type races)

3) Rodential Types

4) Mustalids (Wolverenes, Otters, skunks, etc)

5) Reptiliods (All the reptiles, amphibians, etc... not likely to get much use)

6) Avians (Birds, flying types)

7) Aquatic mammals (Of all types)

8) Hooved types (Can't remember the name)

9) Anything else to be thought of.

10)Anything else to be thought of.

The thing is, anyone changed can hide themselves completely as their previous form, though it can be tenous if they are not skilled with this one power. They also can change to a tauric form, thanks to the mis-adventure of Misha Brightleaf (You'll find out who he is soon.)

 

 

 

 

 

Format for Biography should be:

 

Name:

Species:

Age:

Gender:

Measurements:

Description:

Skills:

Mental Characteristics:

Biography:

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