THE MOMENT
Rules Highlights for the Exhibition match between Green Tornados and Skull Crushers::
A roller derby match is typically two halves; but, for this exhibition, the teams will only play for one half. Players will be given a handicap based on their experience in the AlterNet, with the newest players starting at a higher level once they log in. This game is scheduled for Sunday, September 5th, SST(Sharp Standard Time) and the Nexus Academy will be open to all high-school-aged Uniques Monday, September 6th, SST.
Roller derby is a flexible game that allows competitors to define their own ruleset when conducting private matches. However, the following ruleset will be used for this exhibition match:
Players will launch from the goal line in opposing pairs. All players will be required to complete a Zero lap before logging in to their characters.
The track for this match measures 1000 meters. 1/2 = 500 meters. 1/4 = 250 meters. 1/8 = 125 meters. 1/16 = 62.5 meters. Players have a H.U.D. that actively marks buff and debuff limits on the track for them. Players are allowed to stall an effect by slowing down or remaining in place. Traveling in any direction will wear out the effect. Players may be moved against their will to wear-out effects. Effects will not “tick” if there is no movement.
Characters may move between the Skate track and Dance track freely in their own White Zone.
The maximum character level for this game is 10, with tournament leveling rules:
One lap at Level 1 is required to gain Level 2.
Two laps at Level 2 are required to gain Level 3.
Three laps at level 3 are required to gain Level 4.
This pattern continues until Level 9.
Ten laps at Level 9 are required to gain Level 10.
Gaining a Level grants that many Ability Points to upgrade Abilities:
One point is rewarded at Level 1.
Two points are rewarded at Level 2.
Three points are rewarded at Level 3.
This pattern continues until Level 10.
If a character reaches Level 10, they have a total of 55 Ability points to invest. Characters may have up to 11 Abilities to upgrade, depending on the Ability.
1 Body racial Ability
1 Soul racial Ability
1 Class Ability
1 Spec Ability
6 Slotted Abilities: Agility; Charisma; Dexterity; Intelligence; Stamina; Strength
Flair slot - Flair is not typically upgradeable manually, though there are some exceptions.
-Pre-leveled characters will have their Flair upgraded to an appropriate Level for this match.
Characters are allowed to slot any racial Ability they have access to in an appropriate slot. They are not limited to the Body or Soul slot.
Slotted Abilities have a maximum level of 6 (Maximum), although there are exceptions like Human racial abilities that allow a maximum level of 7 (Mythical) for one Passive and/or Active ability. Ability Points are required to upgrade any slotted Ability. Characters may not upgrade an Ability beyond their current Character Level.
Level 1, Minor: Start
Level 2, Moderate: 1 AP
Level 3, Major: 1 AP
Level 4, Massive: 2 AP
Level 5, Monstrous: 2 AP
Level 6, Maximum: 3 AP
Level 7, Mythical: 4 AP
Upgrading an Ability to Maximum requires 9 Ability points. If a character changes their loadout during a pitstop, they receive a portion or all of the invested Ability points depending on the team makeup. A Librarian or Merchant on the team will recoup all invested points. Merchants may sell their services to the Opposing team. One lap on the Dance track is required after changing Abilities.
Completing a lap rewards a base amount of Gold per character. Additional Gold and equipment may be dropped from Zone NPCS, opposing beasts, or summoned units. Gold is used at the Merchant shop available at the goal line to purchase equipment, items, and crafting materials. The NPC shop offers a full selection of base crafting materials. Shops run by player Merchants are obligated to offer the same selection as the NPC shop; though they may add a maximum markup of 15%. Merchants are required to trade with both teams. NPC and/or player Merchant shops are upgraded through purchases from the shop. Level 6 (Maximum) shops have a chance to spawn legendary items in their inventory. Shop inventory refreshes once all players have reached the same minimum level.
Players will have a default cap of 3 Active auras, with a maximum of 5. Players may choose which 3 Auras generated by their team they wish to take advantage of. There is no limit to the number of single buffs or debuffs applied; however, they will not stack. Any buffs or debuffs reapplied refresh the duration.
This match will use a simplified Stat system for characters that differs from tournament games.
Players will begin with 200HP and 100MP at Level 1 and gain an additional 200 maxHP and 100 maxMP per level.
To give newcomers a better idea of what’s happening on the track, here is a list of some of the most common debuffs and their effects on the players.
Bleed - The character loses HP as they move along the track.
Blind - The character is only able to see the track and nothing else. No other characters or Zone obstacles will be visible.
Burn - The character loses HP as the caster travels. This effect cannot be stalled by the target remaining in place; the Caster must be stalled.
Confuse - All characters on the track look like the character that applied Confuse
Deaf - The character is unable to communicate with their team. The character may not gain new buffs while Deaf is applied. Though, they make use of Auras generated by teammates. Reduces incoming Sonic damage by a Moderate amount.
Poison - Character loses HP when using an Ability. HP lost is proportional to the Ability’s cost. Reduces resistances by a Moderate amount.
Shock - Major chance to fizzle Ability activation. Damage taken increased by a Moderate amount.
Silence - The Character is unable to activate any Abilities. The Character may not communicate to their team.
Sleep - The character drops on the spot and falls asleep. The Character may not communicate with their team. Any damage inflicted on a sleeping character gains Maximum bonus damage. Sleeping characters have 0 resistance.
Slow - The character’s Speed is reduced by a Major amount.
Stun - The character’s Speed is reduced by a Maximum amount. Outgoing damage is reduced by a Maximum amount. Character’s ‘Draw Distance’ is reduced. They will only be able to see within a ⅛ track radius.
Taunt - A taunted character will not be able to damage any other Character until they damage their Taunted target.