Island Room Wards



Room wards on the Island can exist in two forms, one that has been done by someone in the room, the problem with these wards are anyone who can type can type how they over came the ward. Both need to be RP’D out. Do not get me wrong if someone has taken time and weaved a healthy ward and it is all drawn out the over comer will have to do the same. 

The second are done mainly on perm rooms but not always. (some people have rooms that they always play, they can turn in the wards and they will be added as a link to their top box so anyone can see them.) These wards are must be done by someone who has wards on their sheets, If you don’t have it and wish to learn you would have to go to someone who does and ask them to teach you. These wards remain in effect until someone breaks them. You can also weave more wards into the fabric of the wards standing if you desire. So that each one would have to be over come. Wards can be traps as well, causing damage, not killing of course but serious damage to one who fails to unravel it . 

Wards can be simple from a simple cast to help keep room protected from evil to elaborate and difficult wards. 

All wards can be over came, the more powerful and more difficult would of course require a lot more work since it took a lot of work to create.

Example, GEV casts a circle of protection that creates a a way that if your attacked by someone they would have it respond back to them. 

He rolls 2000 total points in 14 rolls with a three high rolls of 155, 156, and 166 . For someone to over come this they would have to do one of three ways. A scroll of the event must be turned in, it has to be rolled out no more then three rolls at one time with out at least a line of RP. To go along with it. 

First beat his 2000 points in under 14 rolls and beat at least two of his high three, this is the easiest way. If so the ward falls and the aggressor can over come the ward, A scroll of the event must be turned in, it has to be rolled out no more then three rolls at one time with out at least a line of RP. To go along with it. 


Second path Roll 2000 in 14 rolls , but you can’t beat the 2 of the 3 highs, in this case simply roll 20 rolls per each you can’t over come and the sheer amount of work will over come it. A scroll of the event must be turned in, it has to be rolled out no more then three rolls at one time with out at least a line of RP. To go along with it. 


Third and hardest, if you can’t out roll 2000 in 14 and you can’t over roll two of the three. Then you must out roll the total by ten times the amount, and you must out roll the three rolls by ten times the amount as well. Then after all that, it will drop