<~~~~~~~~~~~~~~:- New Council of Rhydin -:~~~~~~~~~~~~~~> |
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~* Gold and Weapon Rules *~ |
For Guilds joining NCoR each member starts
out with the amount of gold as they have in dice sides times 2
and adding a 0. This would only happen as they register with the
NCoR, and only for the purpose of giving everyone a starting gold
amount. For new recruits for the guild each new recruit would
receive their dice and 200 Gold, this is a suggestion but you can distribute as you see fit. If there is not enough
Gold in your allotment it will come out of the next months. Gold is to be listed in
the profiles. Players can look for jobs with the Guilds that pay
the best.
Guild Gold
Each month beginning at time of joining the
NCoR and on the first of each month each guild will receive 200 gold for each member to use for recruiting , opening shops and taverns.The
GC will be required to add this at the 1st of each month and
disperse it as he/she feels fit . All Guild payroll sheets must
be turned into the NCoR Treasurer , each month for record keeping
purposes in the NCoR archives. Due on the 30th of the month.
Guilds can buy a weapon to give to their champion or to offer as
a prize in a tournament etc. but they must send a notice to the
NCoR weapons supervisor saying who has the item.
Shops
Not everyone should be able to own a shop, so
to own a shop you must register it in NCoR so we can allot for
the Gold, etc., for your inventory and so no one can cheat
customers and sell unregistered items. The cost of buying one of
these shops from the NCoR being 1,500 gold. Individuals, groups
or guilds could combine Gold to purchase a shop.( See shop app)
Shops Can also be "leased to own" at a rate of 500 gold
a week paid to the NCoR. Purchased Magical
items/spells/weapons must be listed in your profile. Each
purchased item shall have a registration # . The item is invalid
if not listed within the profile.If an item is sold or trade the
person buying the item shall reregister the item for a new
registration #
Costs
Each item has a cost to make and a minimum
price to sell it you may sell the item for a higher price
increasing your profits but may not be sold below the minimum.
All Production cost money payable to the NCoR Treasurer upon
registering the item.
Spells
+ 1
spell costs 200gps to produce and 400gps minimum sale price
+2
spell costs 500gps to produce and 1000gps minimum sale price
+3
spell costs 700gps to produce and 1400gps minimum sale price
+4
spell costs 1500gps to produce and 3000gps minimum sale price
+5
spell costs 2500gps to produce and 5000gps minimum sale price
Weapons
+1 weapon costs 300gps to produce and 600gps
minimum sale price
+2
weapon costs 700gps to produce and 1400gps minimum sale price
+3
weapon costs 1400gps to produce and 2800gps minimum sale price
+4
weapon costs 2800gps to produce and 5600gps minimum sale price
+5
weapon costs 6000gps to produce and 10,000gps minimum sale price
Armour
+1 Armour costs 300gps to produce and
600gps minimum sale price
+2
Armour costs 700gps to produce and 1400gps minimum sale price
+3
Armour costs 1400gps to produce and 2800gps minimum sale price
+4
Armour costs 2800gps to produce and 5600gps minimum sale price
+5
Armour costs 6000gps to produce and 10,000gps minimum sale price
Magic Items (none over +4)
The pricing on these can get confusing
so i will try to explain it the best i can. Each power 100gps and
5gps per every side dice over d20. 50gps per each use
before it self-destructs Ex: You make an Dragon's Orb
of Escape it has only a teleport ability d90 sides and 5 uses it
would cost 100gps for the ability, 350gps for the dice sides, and
250gps for times it can be used, 100+350+250=700 cost of
production. Sale price would be 200gps for the ability, 700gps
for the dice sides, and 500gps for times it can be used, for a
total sale price of 1400gps.
Scrolls of Spells and potions
+1 100gps minimum to produce 200 minimum to
sell
+2
200gps minimum to produce 400 minimum to sell
+3
300gps minimum to produce 600 minimum to sell
+4
400gps minimum to produce 800 minimum to sell
+5
500gps minimum to produce 1000 minimum to sell
Clarification
on + items you can only add to damage, in the case of items meant
to damage opponents the + is to the SCORE of the dice rolled, or
subtract from your damage in the event it is a defensive item.
This does not give you extra dice or sides it is merely to add or
subtract from the scores after the roll has been made.
Creating
Magical Weapons, Armor and Spells
You may create 3 +1, +2, or +3 items OR 1 +4 0r +5 magical armors, weapons, spells or magic items per week. Shop owners would be required to send a weekly list of what weapons, armor, and/or spells that were created, who created it, what it does, and who it was sold to along with any gps required to register (Produce) the item If at any time that the magic weapon or armor is in use and the owner rolls a 1 the item is destroyed, it will cost 1/2 of the items worth to have it reforged by a person who owns a shop.
Once a combat starts the first item
used is the one that person uses for the rest of the combat
unless the item breaks (they roll a 1 while using it) in which
case they may pull out another item to use. This does not apply
to spells since any particular spell that has a + can only be
used as many times as they purchased it for. A "hit"
must be made in order for a magic item/spell to work. If you roll
an unscorable hit then that would not take away one of the
purchased uses. If you are caught using more than your purchased
uses you will be forbid from registering any other items.
There are limits as to the power level that one weilds. This is due to the fact that when one is unexperienced, they do not have the experience nor strength to handle the power of more powerful magical objects. The chart below gives the max strength of a magic object that one may use.
d20
+1
d40
+2
d60
+3
d75
+4
d90
+5
There is also a limit to what your enhancers can add up to, working towards either magic, attack, healing, defense, or whatever other associated attribute. This number is not the number of the total of all enhancers, just the ones associated to a particular attribute.
d20
+3
d40
+6
d60
+8
d75
+12
d90
No Limit
Sales
of items
For
any sale to be legal you must check profiles for valid gold, no
exceptions! For a sale to be legal you must send in the date of
sale, registration #,price of item, item name and +# and
the SN in which you sold it to. If the SN of the buyer ,
when it is checked, has no valid gold in profile or no profile at
all it will simply invalidate your sale, no exceptions, unless
you provide proof that this person had lost a DM. Then of course
the sale would be valid as you are not responsible for keeping
people alive. No sale will be final until ye receive a scroll
from the weapons supervisor.
You may also earn Gold by sparring... only
winning spars earn gold.
Earning
Gold
Spar:
10gps
SM: 70
gps
MS:
5gps per opponent (win only)
RM:
70gps
HM:
50gps
DM:
100gps
Your
guild gets 1000gps for each Guild recruited
Parts of the Charter |
| General Rules | Gold and Weapons | Story Line Coucil | War Council | Healing and the Other arts | Forum News | Regestered Weapons and Shops | Roster of NCoR | War Council Provisions | Story Line Council Provisions | Reigons of NCoR | Applications to NCoR | Guilds