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Information

If you have found this website through Google and must join the Discord server, contact user 'londonbigcat'.

Roleplay Systems 

AddNewCha
Stats
Skills
Death & Revival

ADD NEW CHARACTER

Realm of Solace features a character roster with alphabetic categories and a search bar. To post your character on the website, you must first grab the template by clicking HERE

You can also find the template by accessing Characters and scrolling to the bottom.

Once you've copied the template, go to Characters, select the letter your character's name starts with, and hit the Add New Character button. Paste the template, fill it, and post your character.

You can start RPing as soon as you've posted your character. It is strongly advised you send it in #bio-reviews so the admins can approve the skills and items. Otherwise, you risk being asked to change something that may not have passed later down the line.

STATS

Stats are values used to measure the four attributes of your character: Strength, Speed, Defense, and Energy. In a battle between player characters, the values of these attributes are compared to determine who is more capable. Keep in mind, however, that stats are secondary to the actions performed in the roleplay's posts.

The numerical values of stats are officially called Attribute Points (AP). All characters start with a total of 30 AP that they can distribute between stats. Your total AP may increase to a maximum of 50. 1 Attribute Point is gifted to all players once a month.

Below are explanations of what each stat does.

Strength.

Strength determines your character's raw physical capability. Super-strength from powers or racial traits can also be specified in a passive ability to provide further information on the extent of your character's prowess. Strength caps at 20.

Speed.

Speed refers to your character's movement and reaction times. Super-speed from powers or racial traits can also be specified in a passive ability to provide further information on the extent of your character's prowess. Speed caps at 20.

Defense.

Defense determines how durable a character is by subtracting its value to an opponent's Strength and Energy stat in terms of intensity, without disregarding the inherently hazardous characteristics of a particular attack or magic type. This means, for example, that a 15 DEF character fighting a 20 STR opponent will receive the equivalent of 5 STR when taking hits, and so on. Immediately fatal acts such as decapitation or destruction of vital areas will bypass this stat. Defense caps at 20.

Energy.

Energy establishes the total potency of your magical abilities, such as spells, versus others' Defense. It may also provide an idea of how powerful an ability is, depending on how much energy is invested in its usage, or how much total energy the character has. Additionally, Energy serves as a resource that is consumed by using abilities, sort of like a mana bar. How much energy an ability consumes is entirely dependent on its mechanics: simple abilities can cost a minimum of 1, while an ultimate could cost a minimum of 10. Energy caps at 40.

SKILLS & ITEMS

Skills & Items are the powers, tools, strengths, weaknesses, traits and capabilities of your character. They provide crucial information that determine what your character can and can't do in a combat scenario in terms of powers, buffs & debuffs, special attacks, weaponry, armor, and so on.

Characters at 30 AP can have 8 skills or items. Every 2 AP unlocks a new skill or item slot, adding up to 18 skills/items at 50 AP. Once you reach 50 AP you cannot increase your stats, but you can continue getting new skills for 100 Crowns.

Skills & Items Rules.

1. Skills and items that automatically hit, kill, hinder, or generally affect characters without a specific means to reach them are forbidden.

2. Excluding passives, all skills or items that apply must have a cost duration, cooldown, or both. These are left to the criteria of the user, but fairness will be observed. An extremely powerful attack should take greater exertion than a simpler or weaker ability. To establish a duration or cooldown, use RP turns instead of real-time units.

3. All stat buffs and debuffs have a limit. Passives must start at +1, and can go up to a maximum of +5 through upgrades, while actives that have a cost or duration & cooldown can start at +2 and be increased to +10 through upgrades. Stat regeneration abilities must start at +1 and can be upgraded to +2. You can only have one buff for each stat.

NOTE: +10 is the hard cap of all stat buffs. This means you cannot have a +5 Passive with a +10 Active, which would add up to 15. Each individual stat can only be buffed to +10 regardless of whether the buff is passive or active.

4. Skills and items can have multiple additional functions. Starting characters can only have 4 extra functions for skills, and 4 extra functions for items—this limit is character-wide, so choose wisely. In order to add more extra functions to a skill, you must upgrade them.

5. Effects that grant automatic benefits by bypassing or modifying the rules and RP systems are not allowed.

6. Skills and items CAN bypass the rules if they are specified to be PvE or story-oriented only. You can also use skills or items that aren't in your bio if they're specifically for the aforementioned purposes, or if they're obtained through an RP, but you'll be expected to add them to your bio when you can.

7. Skills and items are required to be written in a concise and clear manner. Massive paragraphs and/or poorly written descriptions will be turned away. You must also number your abilities and items, separately.

8. The hard limit for skills and items (separately) is 18. Once a character has reached this limit, they may continue acquiring new abilities but ONLY through questing. They will no longer receive free abilities in AP Day past this point.

9. When you upgrade a skill for the first time, add a marker to indicate it's been upgraded. The default marker is ♦. You may copy-paste it, or type it on PC via ALT+4.

Below is an example of a simple skill:

Fire Manipulation

The user can create and manipulate magical flames at will. Creating fire spends 1 ENR per use, but the manipulation of flames existing in the environment is free of cost.

The guidelines below must be followed to ensure balance and fairness in combat. Such is the criteria updaters use to approve bios.

DEATH & REVIVAL

Should your character be killed during a Roleplay, you have the option of bringing them back if you don't want to permanently remove them.

 

This system is tied to Solace's lore through the Intangible Instance, which is an overlapping world where the dead continue living. There, you can continue RPing with your dead character, who will not be allowed to return to Solace until a week has passed. This means you can't start new roleplays with the dead character until after seven days.

In addition to this punishment, you will lose 2 AP from your total stats. Which stats suffer is up to you, but you will be required to make the change to your bio in order to return to Solace. You can get the AP back through questing or the monthly AP. You will not lose your skill or item slots.

Roleplay-wise, your character will have to consume enough stray souls to create a living physical vessel with which to return to the world of the living. Once back to life, they will remember their death, but all memories of the Intangible Instance will barely remain as vague recollections. Whatever happens then is up to you.

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