From the NannyMUD documentation
2000-12-16
NAME
guild -DESCRIPTION
**** **** **** The guild of generics **** **** **** STATUS: Waiting for coding permission. MYTH/LEGEND/STORY: ----------------------------------------------------------------------------- (This could and should be a whole page or more in a real guild) Once, there was an adventurer who had played Nanny for quite some time, so long that she had become a wizard. Thinking back at all the guilds she had played in, she found that they were all too specialized. Thus, she set out to create the guild of generics, a guild for people who really had no personality whatsoever. She decided that they would not be experts at anything, instead being bad at a little bit of everything. Thus was born the guild of generics. OWNERS: ----------------------------------------------------------------------------- (Who's got permissions in the guild, and why. The () things are acl rights) Guild Master: Miss Generic wiz 1 (ALL) Helping with ideas and descs: Mr Generic wiz 2 (LURXW) Helping with code: Mr Generic wiz 3 (LURXW) JOINING/LEAVING: ----------------------------------------------------------------------------- (Describes how a player joins and leaves the guild) A player joins the guild by acting as generic as possible. There is an utterly plain room in the guild area, where a player who stands idle (fairly generic thing to do) for more than 5 minutes will be joined to the guild if he/she's not a member of another guild already. Leaving is done in an adjacent room, where a player who chooses the same favourite colour three times in a row when asked (a most non-generic thing to do) leaves the guild. PARAGONS: ----------------------------------------------------------------------------- (If there are any paragon specials, they should be described here) Paragons are special, which is a bad thing. Thus, all Paragons get the special title "the offender". ADVANCEMENT: ----------------------------------------------------------------------------- (How people advance in the guild, described in painstaking detail. This is an important part of the guild, and should thus be worked out carefully) All the other guilds use internal guild levels, skills, or something that takes time to train. But this guild wants to be generic, so it doesn't have any of that. It's just getting level the usual way. Had this been a real guild, however, this would not have been acceptable. Here would have gone things like: The Khornes' rank system, how many kills are needed, what rewards are given. The Vampires' ages, what's required to gain and lose an age, what's required to gain and lose potency. The Knights' skill system, how to gain skills, how to lose them, effect on titles, etc. The Monks' qp requirement for advancing. The Simyarin grade system (is a LONG text, that one...) TITLES: ----------------------------------------------------------------------------- (A list of the titles for guild members. Can vary with sex, guild level, game level, or just about anything you want) All generic guild members have the same title: NAME the generic adventurer DRAWBACKS: ----------------------------------------------------------------------------- (Real drawbacks should be more detailed, with numbers and all) Restricted kills. The players are supposed to be as generic as possible. Thus, they fight (after all, everyone does it). However, they may only attack generic monsters such as "An orc", "A dwarf", etc. Restricted armours. Since the player must be generic, to be able to wear armour, he/she must find a set that has the same class and weight, for ALL the pieces in the set. Ie, a ring weight 1 class 2 worn -> all other armours worn from then on must also be weight 1 class 2. Including body armour. Restricted weapons. The most common wc on Nanny has been divined to 18, among the most used equipment. Thus, guildmembers can only use weapons with wc 18. They may, of course, NOT have the property "special_item" set - a blasphemy to a guild member. Restricted topics. A guild member is always supposed to only make general conversation, so-called "small-talk". Things ok to discuss is the weather, how someone's family is doing, how are the kids, where someone is from, how old someone is, and another number of issues that will be detailed at a later stage. Strange healing. A guild member should always strive for a balance between hp and sp. Thus, each time slow_heal is called, the player will lose one point of the higher value, while gaining one of the lower. This only applies to slow_heal, no other forms of healing. ADVANTAGES: ----------------------------------------------------------------------------- (Things that are always in effect, one way or the other) Guild pub. There is a pub in the guild area, where the members can blend into the surroundings and have something to drink. Drinking is something that most people do, and thus quite generic. Nightvision. It's much more generic to be able to see everywhere than just in rooms that aren't dark. Thus, all members can see in all kinds of darkness. It is always in effect. POWERS: ----------------------------------------------------------------------------- (Commands the players have... well, "powers"... It's rather self-explanatory, isn't it? If the guild has an internal guild level system of some kind, the minimum guild level to use a power should also be given, as well as any changes in a power if the guildlevel rises. Also note that some of the powers given as examples here wouldn't be approved by even the most lunatic of guild coordinators... :) (COST: The cost to use the power. DUR.: The power's duration, if applicable. LEV.: Minimum level required to use the power. DAM.: Damage, if applicable. SYN.: Syntax for using the power. DESC: Description of the power.) Sphere of generic entropy. COST: 100 sp+special (see below). DUR.: Special, see below. LEV.: 19/15 (see below). DAM.: Special, see below. SYN.: 'cast/join casting of the sphere of generic entropy' DESC: If enough generic people get together, they can create the feared Sphere of generic entropy. This is a very alien object, appearing as a levitating hole in the fabric of space, utterly black, absorbing all light. The sphere is known to cause all kinds of weird things to happen, as its entropy spreads to the world around it. The generics are somehow immune to this, and are even able to control its movements, if many enough. To cast the sphere, a level 19 guild member is required. After that, a tiny sphere springs into being, too weak to affect anything. Each level 15+ member who 'joins' the casting after that adds size to the sphere. To make it move, 1 caster and 5 helpers are required. The caster controls the movements. Every move drains 10 sp from the caster, and 5 each from the helpers. The sphere lasts for 20 hb+2 hb extra per helper. The effects caused by the sphere: If commanded to move close to a living being, the sphere will have one of the following effects, at random: 1) Switching the target's hp and sp (50%). 2) Turn all the target's equipment into coins, that fall down at its feet (49.9%). 3) Swallowing the target, destroying it utterly (only a 1 in 1000 chance). After this effect, there's a 50% chance of the sphere vanishing. If left alone in the same room for more than 10 hb without being given a command, one of the following things might happen (10% cumulative per hb after the 10th): 1) The sphere vanishes, healing all the helpers fully, but slaying the caster (1%). 2) The sphere spews out a horde of generic monsters (orcs, dwarves, wolves, etc) that attack everyone in sight in a frenzy, then vanishes (20%) 3) The sphere starts drifting of its own accord, and resuming control is impossible. It will drift into other rooms until it finds a living being, when it will move close to it and have effect as above. If it still remains after dealing its effect, it will continue drifting in search of more living beings (50%). 4) The sphere will spew out a bug from the other side of the fabric of space, causing a random player in the room to lose a random autoloader (not guild objects or other 'required' autoloaders like the soul), and then vanish. (29%). While controlling the sphere, the caster can 'group move DIRECTION', making the entire group of caster+helpers to move in unison, thus maintaining control over the sphere. If any of the helpers, or the caster, leaves alone, the spell is broken and the sphere will act like it was left alone for too long, see above. Attack spell. COST: 5+int sp. DUR.: Instantaneous. LEV.: 10. DAM.: int. SYN.: 'cast attack spell [at opponent]' DESC: This is a generic attack spell. It does damage to the opponent. Had it been a creative and interesting spell, like the sphere of generic entropy above, much more could and should have been written about it. But, however, since it isn't, this is all info there is. Same goes for the three following spells. Heal spell. COST: 10+int sp. DUR.: Instantaneous. LEV.: 12. DAM.: - SYN.: 'cast heal spell [at someone]' DESC: This is a generic heal spell. It heals someone. Without argument, the target defaults to the player him/herself. Teleport spell. COST: 50 sp. DUR.: Instantaneous. LEV.: 18. DAM.: - SYN.: 'teleport' DESC: This is a generic teleport spell. It teleports the player back to the guild hall. Blending in. COST: 50 sp. DUR.: 5+level heartbeats. LEV.: 15. DAM.: - SYN.: 'blend in' DESC: At level 15, the player is so generic he/she can blend in so well into the surroundings, that others just won't see him/her. The effect is that the player turns invisible for the duration. If the player attacks something while invisible, the effect will end instantly. In effect, a generic invisibility spell.