These are the only people in the guild that perform ceremonies, resurrections, and healing. They have many spell like abilities that can either harm or help their target. Paladins are classified under this section as it is a combat class with healing abilities. Healers may become a Priest when they reach level 30. Contact TheRaptor4 for questions or comments. |
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Ceremonies:
Ceremonies (such as weddings) may only be performed
by priest. XP's for all ceremonies, etc., will be determined by the GC
based on length, creativity, and level/dice of character/s involved unless
stated otherwise. Priest and healers may charge for the services that they
provide, but it may not exceed no more than 10,000 GP's. Do please use your
best judgment on this because you could lose business by over charging.
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Healing:
During combat, a cleric may opt to use their
healing powers to revive some lost hit points, unless it was stated at
the start of the match that no healing may be performed. Healers may heal only once in a match, while priests may
heal twice durring a match. Healing is
done by declaring OOC that you are attempting to heal, and then rolls 2d
of their AotMC dice. The roll is scored like a normal attack and then doubled.
Instead of instead of hurting the opponent, it heals the target of the heal.
The target of the heal may be anyone, including the cleric, but the target
must still be alive (with more then 0 hp) when the cleric's turn comes up.
That means if they were KOed before the cleric got a turn, then too bad.
Also, clerics may not heal once they have been KOed from a battle nor may
they heal the same target more than once during a battle. Clerics receive
10 XP's for each point healed. Healing, as with everything else, must be
logged to get the XP's and sent to the GC separate of the log of the match.
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Diseases:
A disease may be set or removed by a Healer or
a Priest.
A. Setting a disease:
To set a disease, the cleric must state OOC that
they are using an AotMC disease, whom they are targeting, and what disease
they are attempting to cast upon the target, and the number of hit points
the disease has (see below). After that, the cleric rolls what is called
a "disease check" using 2d of their normal AotMC dice. The cleric must score
equal to or over the number of hit points the disease is worth. If
it scores below this number, the cleric fails and the spell fizzles.
However, if the score is 0, then the cleric fails, and cannot attempt to
set a disease on anyone for the entire day. If cleric succeeds at casting
the spell, then the target is to roll 2d of their AotMC as a health check.
If the target beats or meets the amount originally rolled by the cleric,
then the disease does not take. If the target fails the check, then
they have been inflicted with the disease. The effects of the disease will
depend upon the hit points rolled on the hit points check roll. The duration
of a disease also depends on the hit points rolled, but it may be removed
at any time by a cleric (see below).
Disease (hp) --- Duration ---- Effects
2 - 9
1 day
Dice set to sides minus hp of disease
10 - 12
2 days Character
cannot enter combat situations* lose 1d
13 - 14
3 days Character
can only use dice in avoidance situations.**
15
5 days Character is contagious
and can only use dice in avoidance situations***
* Combat situations include anything a combat class
gives the character. Clerics may cure themselves, but that's it. If a
cleric attempts to cure themselves, then they must do so minus 1d of their
normal AotMC dice.
**Avoidance situations are situations in which
another attempts to harm the character. Such would be AA's, CA's, or TA's.
They may roll to defend, but only that.
***All AotMC characters in actual physical contact
with the character must make a health roll using their own dice against
a disease of 9 hp. This does apply to the cleric(s) who enter to try
to cure the character.
Healers are allow to have only one successful disease a day, and they get three chances (unless they score 0). Priests, on the other hand, are allowed two successful diseases a day, and they get six chances (unless they score 0). All clerics may not attempt to place a disease on the same character more then once a day, nor can they attempt to give a disease to someone that already has one.
The those with the disease, remember, this is role playing. If you get a disease, then play it out as though you really have it. The type of diseases can be found below. It's true that many races in RhyDin (and other parts of the multiverse) have immunities, but this is not a normal disease. It's a spell. So play it out and have fun. You may get XP's for a good performance.
B. Type of Diseases
Weak Muscle Ache - 2 hp
Muscle Ache - 3 hp
Bad Muscle Ache, soreness - 4 hp
Muscle Cramp - 5 hp
Small Head Ache, minor fatigue - 6 hp
Head Ache, tiredness - 7 hp
Bad Head Ache, dizziness - 8 hp
Migraine - 9 hp
Stomach Virus - 10 hp
Flu Symptoms - 11 hp
Minor Flu - 12 hp
Flu - 13 hp
Major Flu - 14 hp
Major Illness- 15 hp
C. Removing a disease:
In order to cure the disease, the cleric must
roll 2d of their AotMC and score the number of hit points of the disease
in that roll, or fail. Healers have two chances to cure a character
and priest have three. If the cleric misses completely (score 0)
then no more attempts may be made that day by that particular cleric to
anyone. The character may look for another cleric, but the cleric may not
attempt to cure another character. Clerics may attempt to remove a
disease from as many people as they want on that day (unless they score
0). A cleric may not set a disease and then attempt to remove it from that
same character.
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Curses:
A curse is done like a disease, but with a few exceptions. Only
a priest may set a curse.
A. Setting a Curse:
To set a curse,
the priest must state OOC that they are using an AotMC curse , whom they are targeting, and what curse they are attempting to cast upon the target, and the
number of hit points the curse has (see below).
After that, the priest rolls what is called
a "curse check" using 2d of their normal
AotMC dice. The priest must score equal to or over the number of hit points
the curse is worth. If it scores below
this number, the priest fails and the spell
fizzles. However, if the score is 0, then the priest cannot
curse (or disease) on anyone for the entire day.
If priest succeeds at casting the spell, then
the target is to roll 2d of their AotMC as a health check. If the target
beats or meets the amount originally rolled by the priest, then the curse does not
take. If the target fails the check, then they have been inflicted
with the curse . The effects of the curse will depend upon the hit points rolled on the hit points
check roll. The duration of a disease also depends on the hit points rolled,
but it may be removed at any time by a priest (see below).
Priests are allowed two successful curses a day, and they get six chances to set one (unless they score 0). Priest may not attempt to place a curse on the same character more then once a day, nor can they attempt to give a curse to someone that already has one.
As with the disease, remember that this is role playing. If you get a curse, then play it out as though you really have it. You may get XP's for a good performance.
B. Type of Curses
This is the fun part for the priest, because they will get to create
their own curses. Curses may range anywhere from 2 HP to 52 HP.
Curses may be anything from turning someone's hair blue for three days
to having arrows randomly hit them for a week. Curses may NOT kill
a character nor cause other characters around the target to die. They
may cause pain and suffering, but death is reserved for DM's, AA's, and
muns choice to kill their own character. Also, curses must be reversible,
cannot be given to other characters, and nor can it affect a character
dice to such a point that they are defenseless against an AA, TA, or CA.
The maximum number of days a curse may last is
the number of hit points it is worth (unless it is dispelled by a priest).
After that, the curse wears off. Only priests may make a curse book.
The curse book may be set up any way the priest wishes, but they need to
at least the name of the curse, the hit points it has, and a general idea
of what it does. These books are then to be sent to TheRaptor4. When
chances are additions are made to the book, the priest must again send the
FULL book to them. They will contact you if there is a problem with
a curse. A priest does not have to make just 50 curses. They
make different ones worth the same amount of HP. Remember, this is
role playing, have fun with it.
C. Removing a curse:
Only priest may remove a curse. In order to remove
a curse, the priest must roll 2d of their AotMC and score the number of
hit points of the curse in that roll, or fail. The priest has three
chances to lift the curse off that character for that day. If the priest
misses completely (score 0) then no more attempts may be made that day by
that particular priest to anyone. The character may look for another priest,
but the priest may not attempt to cure another character. Priests
may attempt to remove a curse from as many people as they want on that day
(unless they score 0). A priest may not set a curse and then attempt
to remove it from that same character.
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Temples:
When a healer becomes a priest, they get a temple
to sell their services in. These are protected by AotMC law, so no matches,
AA's, TA's, CA's, or other physical/mental harm may be done to a character
within that room (other then war AA's - Rouges
section A)
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Resurrections:
These are used after someone has been killed
in a DM, AA, or by other means. In fact, Rezzes are the exact opposite
rules as an AA. Only priests may perform
Rezzes. The way it works is that first the priest must state OOC that they
are attempting a rezz, who the target is, and what forum it is under (AotMC
of course). After that, the target will state their level in OOC, and then
role a 2d20, 3d20, or 4d20 depending on what the target's rank is.
(2d for combat or non combat, 3d for DC's or equal ranks, or forum registered
assassins, and 4d for GC's, SiC's, or TiC's) This is called the "Body Check"
roll. If the target scores a total of 2 points or more, then the rezz fails
right there for their body resisted. If they roll below a 2, then the rezz
continues. Now, the priest will roll his/her normal AotMC dice. They must
score a total that is equal to the skill level stated on the chart below.
If they do not, then the rezz has failed.
This is an example of a rezz:
KainFish: ::lays on a table, dead, having been stabbed in the back twice::
RoyalBird: ::walks over to the table, looking at the wounds. He
then starts to chant softly, calling the soul of the deceased back to his
body::
RoyalBird: ((Rezz on KainFish - priest RoyalBird- forum AotMC - state
level - roll body check))
KainFish: ((level 10))
OnlineHost: KainFish rolled 2 20-sided dice: 18 3
RoyalBird: ((1/2 pass))
RoyalBird: ::the chanting starts to become more intentise as the body
accepts the return of the soul. He lays his hands on the body, healing
the wounds and trying to bring life into the body::
OnlineHost: RoyalBird rolled 2 45-sided dice: 20 36
RoyalBird: ((7/4 success - target rezzed))
A rezz may only be attempted one time a day on the same body per priest. Also, Priests may only do three rezzes a day. If the target was a GC, a SiC, or a TiC, then the Priest will get double the XP's for a successful rezz. If the target was as assassin or DC, then the Priest will get 1.5 times the XP's for a successful rezz. If a character is not rezzed in 24 hours, the mun must delete the character and create a new one. Everyone in AotMC receives a total of three rezzes in their character's life time. There may be exceptions to this rule (like a character has been in the forum for 5 years and only used a rezz once ever one to two years) but this discrepancy will be up to TheRaptor4. When a character is Rezzed, there will be an XP penalty. The dice of a character will not be effected, but the XP's will be. The XP's of this character will be dropped to the minumual they need for the current dice they have, even if they are 5 XP's away from going up a dice. Thus, if someone had 10,763 XP's and 4d60 dice and were rezzed, then their XP's would drop down to 10,000 and they would still keep their dice of 4d60.
Level ~~~~~~~~~~ Skill Level ~~~~~~~~~XP's
for Rezz
0 - 4 --------------------- 2 -----------------------------
60
5 - 9 --------------------- 3 -----------------------------
120
10 - 14 ------------------ 4 -----------------------------
180
15 - 19 ------------------ 5 -----------------------------
240
20 - 24 ------------------ 6 -----------------------------
300
25 - 29 ------------------ 7 -----------------------------
360
30 - 34 ------------------ 8 -----------------------------
420
35 - 39 ------------------ 9 -----------------------------
480
40 - 44 ------------------ 10 ----------------------------
540
45 - 49 ------------------ 11 ---------------------------
600
50 - 54 ------------------ 12 ----------------------------
660
55 - 59 ------------------ 13 ----------------------------
720
60 - 64 ------------------ 14 ----------------------------
780
65 - 69 ------------------ 15 ----------------------------
840
70 - 74 ------------------ 17 ----------------------------
900
75 - 79 ------------------ 19 ----------------------------
960
80 ----------------------- 21 ----------------------------
1020
Thanks to TheRaptor4, we now have a program that will automatically score AA's, TA's, CA's and Resurrections. ( The download time shouldn't be more then a few seconds. If you have problems, please contact TheRaptor4. )
DL for AA, TA, CA, and Rezz ProgramOr, here is the full version of the AotMC Prog.
DL for AotMC ProgramBecause this file was made in VB, some computers may require another short DL for the matches program to work.
DL for VBRUN60 File
Cure
Vampirism:
To cure vampirism, the person wishing to be cured
must be laid down on an alter. The priest must place a hand on to the vampire
and say some holy things that makes it look like good RP. Here the priest
rolls his/her dice. After which the vampire rolls their own dice. If the
priest score is greater, then the vampire is considered in a type of hypnotic
slumber, else the ceremony is halted, and the vampire may not have anyone
attempt to cure him/her until the next day.
The ceremony continues, and the priest sips on a glass of holy water. Next, s/he pours the holy water along the body of the vampire, and then into the mouth of him/her. The priest must again roll dice against the vampire. If the priest scores successfully, then the ceremony continues, else it is ended and the vampire will remain in a coma for one IRL hour, and will not be able to have a priest attempt to cure him/her for two days.
In the final stage (and most dangerous) the priest
must take a cross and chant about the vampire. The priest must concentrate
so hard that s/he is oblivious to all else around them. At this point,
a third and final roll is made. If the priest wins, the vampire is cured,
and is no longer cursed with the blood craving demon ... or whatever,
but if the priest losses . . . then they are both out for one IRL hour,
and the vampire may not have any attempts to cure its vampirism for one
IRL week.
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