Confusion takes it toll Sunday, and the Allsay was held a little early. So early that I wasn't there for it (I guess I can't take a day off ever, cause I will miss something important on the one day I decide to relax on the beach). That said, my good buddy Tom aka Stark, wrote up a nice synopsis of everything we have been working on over the last month.
Master Classes
-Can only be played four times a month
-Only needs eight points to level
-The sash for a master class will be two sashes of the original class
-To play a master level class you must have at least twelve points after level six
Alternative Classes
-Must have thirty-seven points in total to play an alternative class
-There is no limit to play the class
Changes to Marksman
-Force of will is changed to Bandage
-Frost Arrow is moved to level two
-Protection from projectiles is changed to Greater Missile Block
Changes to Elder Barbarian
-Toms and Garion's Version were melded
-Mob mentality is level four on last life, level six on last three lives (with Berserk)
Changes to Shadow Solider
-Secret society changes the 'crew' to be level one assassin.
Changes to Prophet
-Lives stay at five
-Meditation is once a life
-Communal sanctuary: only monks on your team can join in
-Reincarnate is changed to level two.
Legendary Warrior
-Level six isn't innate
-Flesh wound is gone
Misc Shit
-Jared is a bitch
Ranger
Finalized
Approved Alt Classes
1. Alchemist
2. Onion Knight
3. Pirate
Changes to Alt Classes(Only the approved ones, the others will be worked on at a later date)
1. Herbalist- Name changed to Alchemist
2. Onion Knight- Lv. 6 ability improve weapon reduced to 1/game.
Ability of Sanctuary changed to Missile block. Life reduction in level seven removed. Magical class abilities removed from Lv. 6
Bases will be used in most, if not all, class games from this point on. At base, you can mend items in a 100 count. (For armor one point at a time) but your base can be entered and attacked by the opposing team.
Nirvana Counts will, from this point on, during most games be a 180 count. Special battles, of cours,e may not use this standard count. But this will be the standard.
(The word Archer is used not as the class, but as a term for anyone that uses a bow)
Archery: From this point forward, because of the fact that the archers are fairly static, the archers will form a "group" that will deal with archery.
As per a ruling from several weeks ago, if you break an arrow you will pay for it, and a new arrow. This was a group vote and about 90% agreed. If you have an issue with this, bring it up at the Althing.
The archers will collect money to buy arrows and to make them battle ready. This will no longer involve group money. Also, all arrows will be considered "community items" within the group of archers. Meaning any archer may use any arrow. In that sense, any archer now "loses" his personal arrows, so that archer will be reimbursed with credit from the group fund.
Meaning we will attach a monetary value to the arrows he "donates" to the group. And that will be logged by (Treasurer? Prime Minister?). This credit can be used to "pay" for dues for voting, or for broken arrows; basically, anything that would require a monetary exchange. This will only count toward current arrows donated. Afterward the arrows will be required to play archer.
If you want to be an archer you will have to donate either money, materials, or time to the archery group. The group itself will determine how much of each to be fair, but any archer must donate an equal amount.
For people who occasionally use archery, like Assassins or even just people who want to "give it a try" they must be "sponsored" by an existing archer. In affect, if they break or lose an arrow, their sponsor must replace it. The sponsor/new archer may personally decide reimbursement, but in the technical sense, only the sponsor needs to pay the group and will not be allowed to use archery until the debt is payed.
You may only touch arrows if you have a legitimate reason to. For example you may if you are an archer or bringing them to your archer. But you may NOT take the arrows and hide them, they only way you can move arrows, aside from taking them to an archer is as such:
1. You are moving them out of a dangerous place. For example, they are lying scattered in an area that will be seeing a lot of foot traffic that may break the arrows. At this point you can remove them (reasonably guys no two mile walk to put them somewhere safely) from the area.
2. You may, even if you don't have an archer on your team, take the arrows and move them to your base. Bases may be entered by the opposing team. So at that point they can take the arrows back.
Arrows, personal magic balls, personal throwing weapons, and personal throwing rocks, will all be treated as the blue quoted rule in archery. You may take them to your base, but you may not use personal weapons without permission. Javelins, though also throw-able, should be treated as normal personals, and can only be moved to "get them out of the way".
From this point forward, if you want to have your weapon considered personal, (that means you made or paid for it and you don't want people touching it without your permission) then you must make it clearly marked as yours. Meaning, if it looks like a standard boffer then it might be picked up by another player and you cannot complain about them using it. You can also, not take it back while it's being used unless for safety reasons. This goes for all things considered personal.
You may use any style or idea to make an item personal as long as it is clear. For example, Carlos has velcro on his throwing weapons; they are clearly his. A simple writing your name in sharpie will also work.
Here is the Link to the Thread in the forums if you want to comment yourself.
Subscribe to:
Post Comments (Atom)
1 comment:
interesting stuff, everyone! i am looking forward to catching up with you all at metro and the next week at the park!
Caleb
Post a Comment