Champions: Champions are powerful NPC's that can be purchased through the market. Unlike the other NPC types they operate more like a second character and can generate their own xp. However, the champions Lord must provide all equipment, expenses, mounts, etc for the Champion. In theory there is no limit to the amount of champions a player can have. Though each champion has their own requirements that a lord must adhere to and maintain in order to keep the champion including a percentage of the Lords income.
Pros:
-Champions are by far the most powerful of the NPC types and can generate their own xp though income comes sole from the player.
-Champions may have their own mounts(up to rare) and their own companions (up to epic). They can have any armor there Lord wishes to grant them making them very powerful pawns to control.
-Chaimpions can travel anywhere independently and can even do missions to generate income for their Lord. They cannot generate income for themselves however.
-Champions can access all skills and Classes with the exception of those considered prestigeous or exclusive to PC characters. Legendary skills are always considered PC only.
Cons:
-Any equipment, mounts, and funds placed on the Champion are considered bound and cannot be swapped with any other character. Funds can be spent but never transferred from a champion. All other items must be used or can be sold back to the shop for half their original purchase price.
-Upon purchase Champions have requests that must be met and a monetary percentage that is taken directly from the Lords funds. Upon getting paid this percentage is taken out automatically by staff. The requests upon purchase can range from their own holdings or castle to a specific item or weapon. The requirements must be met before the purchase is made.
-If a Champion's requests are not met or if the House or group the Champion represents shifts sides IC then the conquering party can challenge for the Champion. This is settled with a loyalty roll in which the victor will recieve the Champion(s) and all items bound to them. The price and requirements remain the same.
Pros:
-Champions are by far the most powerful of the NPC types and can generate their own xp though income comes sole from the player.
-Champions may have their own mounts(up to rare) and their own companions (up to epic). They can have any armor there Lord wishes to grant them making them very powerful pawns to control.
-Chaimpions can travel anywhere independently and can even do missions to generate income for their Lord. They cannot generate income for themselves however.
-Champions can access all skills and Classes with the exception of those considered prestigeous or exclusive to PC characters. Legendary skills are always considered PC only.
Cons:
-Any equipment, mounts, and funds placed on the Champion are considered bound and cannot be swapped with any other character. Funds can be spent but never transferred from a champion. All other items must be used or can be sold back to the shop for half their original purchase price.
-Upon purchase Champions have requests that must be met and a monetary percentage that is taken directly from the Lords funds. Upon getting paid this percentage is taken out automatically by staff. The requests upon purchase can range from their own holdings or castle to a specific item or weapon. The requirements must be met before the purchase is made.
-If a Champion's requests are not met or if the House or group the Champion represents shifts sides IC then the conquering party can challenge for the Champion. This is settled with a loyalty roll in which the victor will recieve the Champion(s) and all items bound to them. The price and requirements remain the same.
Last edited by Aamen Targaryan on Mon Sep 28, 2015 11:24 am; edited 1 time in total