Information
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Roleplay Systems
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 (STR)
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 (SPD)
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 (DEF)
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 (ENR)
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.
Combat System Rules
1. Skills and items that promote any form Godmodding are forbidden. This includes skills or items with the following effects:
a) Effects that affect the target without a means of conveyance such as a weapon, a projectile, a specific area, etc.
b) Unavoidable attacks that guarantee a hit, no matter what the opponent does.
c) Effects that allow the acquisition of knowledge that may result in metagaming.
d) Effects that make a character absolutely undefeatable.
2. All skills such as special attacks and effects, or spells, must have a cost, or a 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.
3. Costs, buffs, regens, and anything involving stats, cannot have fractional values. The Combat System functions exclusively with whole numbers.
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 sheet-wide, so choose wisely. In order to add more extra functions to a skill, you must upgrade them. The additional function of a skill must be related to the base function of the skill itself; you cannot simply add an entirely different effect for the cost of an upgrade.
5. Skills and items that alter the way the system works are not allowed. This includes but is not limited to the following effects:
a) Effects that swap stat values, allowing a character to change their stats mid-RP.
b) Effects that surpass the stat and buff caps (duh).
c) Effects that reduce the price of abilities and upgrades in the server shop.
d) Effects that increase the number of skill and/or item slots a character sheet can have.
6. Skills and items CAN bypass the rules if they are specified to be PvE or story-oriented only. Nevertheless, even if they are story-oriented only, you MUST have them in your bio, as we do not allow powermodding.
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 is 40. You cannot add any more slots once you reach this number, be it through skills alone, or items only, or a combination of both.
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+Numpad 4.
10. Buff Abilities.
Your stats can be further enhanced through buffs that increase their values.
There are two types of buffs. Passive and Active. Passive buffs have a cap of +5; Active buffs have a cap of +10 and +5 (you can only have 2 Active buffs).
Passive Buffs
Passive buffs are constant and will always affect your stats, like extra AP. They have no cost, duration, or cooldown. You can only have one passive buff that starts at +1, and upgrade it to +5. However, you can split your passive buff between different stats.
For example. You may start with a buff of +1 STR, then upgrade it to +2 STR, or make it +1 STR +1 SPD. A fully upgraded passive buff would be like +5 STR—but it could be split like +2 STR +3 SPD, or even +1 STR +1 SPD +1 DEF +2 ENR. You can combine it however you wish, but it must never exceed +5.
Active Buffs
Active buffs have a set duration and a cooldown, and usually an ENR cost, too. The duration of an active buff is also determined by posts or turns, meaning each time it's your turn to post in the RP, the counter goes down. On average, active buffs last 3 posts and have a cooldown of 3 posts, but just like with any skill, the duration of a buff is up to the user as long as it's fair. Many times, the duration of an active buff is shared with a skill effect.
You can only have two Active buffs. These are your Primary and Secondary buffs.
Your Primary buff can go up to +10. It will start at +2, and you can upgrade it further.
Your Secondary buff can go up to +5, starting at +1.
The hard cap for any and all buffs is +10. A buffed attribute can never pass this cap, even if you're receiving a buff from a teammate. This means, for example, if you have a +10 STR buff in effect, and your teammate buffs your STR by +3, you will still only have +10—not +13. However, your teammate still could buff another of your stats, making support roles rather viable.
Active and Passive buffs CAN add up to each other as long as the +10 cap isn't surpassed. You could use your Secondary buff with your Passive buff on the same stat, or you could buff different stats. It depends on your preferred build and fighting style.
Regeneration & Leeching
Because Energy is also employed as a mana count or power source of sorts, it comes with its own simple regeneration mechanic. You may have a skill that allows you to regenerate +1 ENR per turn. You can upgrade this to +2, which is especially useful for magic-based builds.
You CAN create your own ENR mechanic as long as it is functionally the same. Unlimited ENR is not allowed; there has to be a tradeoff to using abilities, and there has to be a limit to how long you can fight at full power.
There are abilities that Leech stats from the victim. When it comes to leeching, taking STR, SPD, or DEF, WILL count as an Active buff and must be treated as such. However, this excludes ENR, since it is a power source.
The standard mechanic for Leeching is that you can absorb up to +5 ENR from your opponent. However, you CAN create your own mechanic that may even surpass the standard limit as long as there is a tradeoff, for example, losing points from another stat for every ENR point leeched beyond 5. This is up to the creativity of the user—balance, and fairness, will be observed.
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 three days have passed. This means you can't start new roleplays with the dead character until after three days.
You are also prohibited from returning to the same roleplay where your character was killed.
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.
END
You have reach the end of this guide. Thank you for reading! You are now more than ready to create your own character.
Feel free to ask questions to the administrators. We will happily answer them and guide you through the creation process. Remember that we review all your bios, so make sure to stick to the rules! Happy Roleplaying!