
Player Character Creation

In This Section-
you will find a step by step explanation of the process of making you heroic character. First you must choose to be a combatant or non-combatant, their differences are detailed in To Fight or not to Fight? That is followed by detailed descriptions of all 9 playable races in The MMA in the section titled Off to the Races! That is followed by The Experience of a Lifetime! with information that will progress you to the level of Novice and begin your career of adventure.
Step #1 'To fight or not to fight?'
So lets get down to the bread and butter of the game, your epic character.
One of the first choices to be made is, do you wish your character to be a True Non-Combatant ( not allowed to attack, or be attacked, by anyone ), a Guilded Non-Combatant ( not allowed physical melee combat with anyone, but may still affect others / be affected by missile fire, magic, etc. ), or a Guilded Combatant ( a character who could, if they wish, attack someone, and adversely be attacked by someone ).
True Non-Combatant
Races - Hu, Ha, El, Dw, Go, Or, Og, Gi, Tr.
Should you choose to participate in this game as a True Non-Combatant you must wear yellow arm bands upon both upper arms to designate to everyone that you do NOT wish to be hit. Examples of characters that would wish to be a True Non-Combatant would be any spectator or friend of a player who wishes to ' come and see it first ', parents, grandparents, spouses, children and people who just wish to spend some time experiencing the unique environment and medieval merriment that is us. A True Non-Combatant may, if they wish, choose a race, Elf, Ogre, Goblin etc. but should they do they must wear the racial requirements for the race they choose. For example, a True Non-Combatant who wishes to be a Dwarf must wear a beard, if they do not, it will be assumed that they are Human. It is the True Non-Combatants responsibility to keep themselves 25 feet ( 7.5 meters ) minimum distance from all combat. Should combat suddenly erupt around a True Non-Combatant it is their responsibility to as quickly and safely as possible leave the area of combat to that 25 foot minimum distance. True Non-Combatants must stay In Town, to avoid confusion in the shadows and woods Out Of Town. Should a True Non-Combatant wish to leave Town, they must be escorted by at least 1 Service Worker assigned by the Gate House, to direct the other Players they encounter elsewhere in their hunt for loot and legacy.
Rules for "Killing" a True Non-Combatant
An attacker has to be within striking range of a True Non-Combatant with any weapon they may have in hand. Then, the attacker will present the weapon and say "Non-Combatant, you are dead.". The True Non-Combatant is now dead and may choose to perform an epic Shakespearean death scene.
Hit Points - N.A.
Weapon skill - N.A.
Armour skill - N.A
Special abilities - Immune to all skills, abilities, prayers, psionics and magic. Non-combatants may see invisible people, will not be affected by rage, cannot take hit point damage with a fireball, may not be backstabbed, etc. Non-combatants may not loot or be looted from, can not be affected by any Spell, Skill, Prayer, Psionic, Rune, Circle, Ability, nothing, and they may not gain or collect experience coins ( XC ).
True Non-Combatants do not need to register a Permanent Character Sheet with the Gate House, but they do need to follow all safety procedures including waivers.
Guilded Non-Combatant ( Peasant Merchants )
Races - Hu, Ha, El, Dw, Go, Or, Og, Gi, Tr.
For those that wish a more measured dose of mayhem, there is the Non-Combatant. Non-Combatants are the regular townsfolk who are skilled crafts people and artisans, and who are NOT soldiers or adventurers. They are the gentle folk who choose the yolk of the nobles, and to be subject to all their laws and taxes, in return for peace and security and an honest chance to do an honest days work. Being Non-Combatants, just like True Non-Combatants, they must wear yellow arm band upon an upper arm to signal to all that they do not wish to be hit. Unlike True Non-Combatants though, Non-Combatants do not need to be 25 feet away from battle, in fact, they can be much closer than that! There are 9 different Guilds of Non-Combatants to offer a wide array of professions and services, all necessary in any medieval town!
Rules for "Killing" a Non-Combatant
An attacker has to be within striking range of a Non-Combatant with any weapon they may have in hand. Then, the attacker will present the weapon and say "Non-Combatant, you are dead.". The Non-Combatant is now dead and may choose to perform a death scene worthy of William Shatner.
When a Peasant Merchant is killed, they must wait a delay of 10 minutes where they died (and yes, they can haunt their own corpses), and then pick themselves up, dust themselves off, and start up all over again.
A Non-Combatant may carry any weapon they wish with them, as long as they never use it for defence, and it may never cause a Hit Point of damage
Non-Combatants do not advance their Characters by spending eXperience coins, as all other Guilds do. Rather, thyey advance by spending Gold. Any XC looted by a Non-Combatant will be converted into Gold at GateHouse at a rate of 3 Gold for every 1 XC.
When ever a Peasant Merchant wishes to take the next step in their career, they just need to declare to Gatehouse that they wish to become a full Merchant, and they also must declare which Guild from the Non Combatant list they choose to follow.
Combatant (Peasant)
Races - Hu, Ha, El, Dw, Go, Or, Og, Gi, Tr.
Anyone entering the game for the first time, with little or no role playing / live action role playing history, that DOES wish to experience combat, must start as a Peasant. This will be the lowest level of any character with minimal Hit Points, no abilities, no skills and no magic. This character will also be immune to all other characters skills, abilities, prayers, psionics and magic as well, with the exception of some Clerical healing magic. This time served as Peasant will allow new players of the game the opportunity to go Out Of Town to witness and experience how the game works, what the rules are, and what is expected of them when they advance their characters and join the game in full. No one is expected to show up the first day with all of the Master Manual memorized, so this allows a learning curve period of time, to watch other Players interacting with Skills and Spells, and get a hands on approach to learning how to survive and thrive in our world.
To start playing, a Player must register a Permanent Character Sheet at the Gate House. Do this and you will become a
Peasant
Races - Hu,Ha,El,Dw,Go,Or,Og,Gi,Tr
Hit Points - Arms - 1 each, Legs - 1 each, Body - 1
Weapon Skill - Knife OR One Handed Mace only.
Armour skill - Light or Small Shield only.
Special abilities - Immune to all Spell, Skill, Prayer, Psionic, Rune, Circle, Ability, with the exception of any version of Resurrection. Peasants may see invisible people, will not be affected by rage, cannot take hit point damage with a fireball, may not be backstabbed, etc. The only effective deterrent to peasants is weapons. Peasants must recognize damage dealt to them through physical combat with weapons and that is all. Peasants may not loot or be looted from, and they may not gain or collect Experience Coins ( XC ).
When a Peasant is killed, they must wait a delay of 10 minutes where they died (and yes, they can haunt their corpses), and then pick them selves up, dust themselves off, and start up all over again.
When ever a Peasant wishes to take the next step in their career, they just need to declare to Gatehouse that they wish to become a Novice, and they also must declare which Guild Tree they choose to follow, be that Warrior, Rogue, Cleric or Wizard.