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Crimson Skies instruction manuel (REQUIRED READ!)

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Hellfire Champion
Captain

PostPosted: Sun Feb 24, 2008 3:49 pm


OVERVIEW: You are a survivor of the great apocalypse. Natural disasters have destroyed your home, and you are forced on the road to look for survivors. You join a group of survivors called the White Wolves, and together, you form a brotherhood commited to helping others in distress.


Okay, to create your character, you must look through the information here and decide what you want to be. In the end, you will have a profile skeleton that looks like this:

Gaia name: (If I have to explain this... just leave.)
Character name: (Read above)
Age: (Be reasonable. Don't have 3 years old. But don't make your age 899302 or something like that.)
Gender: (Either male or female. Obviously)
Class: (Read below)
Affinity: (Explained below)
Appearence: (Text or pictures. Pictures perferred, but text is more than welcomed)
Bio: (Make this good! An RP is as good as it characters. About a paragraph. Be descriptive, but don't write a novel.
Theme song: (Entirely optional, but it's good to have one!)

The above is your profile skeleton. That is information about your character. Then, you will be given 10 stat points to allocate them to your stats(mentioned below) to your characters. Then PM me your stats with New survivor (<-- Highlight, so I know you read this) and I'll fill in your equipment slots. So in the end, you should submit a profile that looks like this:

Gaia name:
Character name:
Age:
Gender:
Class:
Appearence:
Bio:
Theme song:

Level: (You will start off at level 0)
Strength:
Defense:
Health:
Speed:

Skills:
((You will have none so don't fill this out))

Weapon:
Offhand Item:
Armor:
Shield:
Item 1:
Item 2:
Item 3:


And that's it.

How to create a character

First up, you have to choose a class. Each class has unique stats. Here is a brief explanation of stats:

Strength: the amount of physical power a unit has. High strength means they can use heavier weapons, and it adds to the overall attack power of a unit.

Defense: The sturdiness of a unit. The higher the defense, the less damage it will take.

Health: The maximum health of a unit. 1 point is 10 HP.


Speed: This is how quick a character is. If a party's speed is greater than the enemy party's, the the first party can attack first. This also comes into play when the unit could dodge an attack.


CHARACTER CLASSES:

-FIGHTER:
BEGINNING STATS:
Strength: 5
Defense: 5
Health: 10
Speed: 3

DESCRIPTION: These characters need no explaination. They fight. That's all. They learn skills that allow them to use more powerful attacks. As such, their magic rating tends to suffer.

EQUIPS: Swords, axes, spears, Level two Armor.

SPECIAL ANDVANTAGES: Choose this class, and it comes with the skills: "Reinforced Blow", and: "Defenders Shield" automatically.

CHOOSE IT IF: You like to go face to face with an enemy, but don't mind not being able to use magic very well.

-Evolves Class into Warrior.

-LONG RANGE FIGHTER:

BEGINNING STATS:
Strength: 4
Defense: 0
Health: 8
Speed: 7

DESCRIPTION: These guys are like fighters. But they use long range weapons against foes.

EQUIPS: Bows, Guns, and throwing weapons. Level 1 Armor

SPECIAL ATTRIBUTES: They have no fear of counterattack, but can't counter themselves. When put behind a unit, they can fire arrows over the front and attack the people behind the enemy, meaning they can strike the vulnerable enemy. The downside is they have poor defense.


PICK IF: You don't want to be in the front line, but wish to support the units.

-Evolves Class into Sniper.


-PRIEST/CLERIC

BEGINNING STATS:
Strength: 0
Defense:0
Health: 6
Speed: 0



DESCRIPTION: This class is suitable for medic's only. They use the light of heaven to restore wounds and other injuries. Just starting out, they can only use minor healing magic, but when they level up and learn skills, they can become very helpful. The only difference between priest and Cleric is gender. Males are Priests, and females are Clerics.


EQUIPS: Staves, Level 1 Armor

SPECIAL ADVANTAGES: Comes with the Skills: "Heal" and "Ward" Automatically.

CHOOSE IT IF:You don't want to fight, but desire to help the battalion in healing.

Evolves class into Bishop/Mother

-SOL/LUNA MAGE


STATS:
Strength: 0
Defense: 0
Health: 7
Speed: 5


DESCRIPTION: Sol and Luna magic are two sides of the same coin. Sol magic deals with Earth, Fire, and Light spell. Sol magic is much stronger than Luna magic, but it costs more MP to use. and they mostly attack a single unit. Luna Magic is weaker, but you can dish out more spells, since they cost less MP, and they attack a wider radius. If you select a mage, you must choose form either Sol or Luna magic.


EQUIPS: Spell Books. Level 1 Armor.

CHOOSE IT IF: You like the idea of using the elements to do you bidding.


SPECIAL ADVANTAGES: They get a few extra Skill Points every time they level up. They can also fight well from the front or back line.

-Evolves class into Sol/Luna Sage


-Once you pick a class, with its starting set of stats, you are allowed 10 free stat points to allocate how you see fit.

-Next step is to give your character an elemental affinity. This will affect your magic power, resistance, and other such things. Try to match your characters personality wit han element. For example, and strong willed person will have a Fire affinity, while a person dedicated to serving others would have a light Affiinity.

-Finally, you name your character. It can be any name you want. Just name them.


CHARACTER DEVELOPMENT:

Okay, When you make a profile, you must first choose a class. Each class has its own advantages and disadvantages. Stat bonuses and penalties. You will be given 10 free stat points to upgrade your stats as you see fit, giving you options to customize your character even before you start fighting(Cool, huh?) Once you create your profile, then you send it in to me or a Judge.

Okay. So you make a Character, send the profile, okay. You're in. Now, how do you get stronger?

Well, Battle. That's all really. You participate in a battle, and depending on the outcome, you will get experience points. Accumulate enough, and you level up. You can level up to Level 9. Every level up you get nets you 4 stat points and 2 skill points. Stat points are used to increase your stats(Duh!) while skills points can be assigned to certain skills once you reach the level threshold. Skills will allow you to use multiple weapons, casts powerful spells, and even ride a mount into battle. Once you hit a ceartin level, you can rank up and change classes. Class evolutions will increase your power tenfold, and will allow you to do much more damage to an enemy.When you are strong, you can be placed in powerful positions and join armies with much strength. Use your skills and battle prowess to wipe the floor with your opponents.



RANK UP:

When you achieve level 10, you will automatically undergo a Class Change. When you have a Class Change, you're Character rises to an expert Class, and you gain a skill tree containing super powerful skills!


EQUIPMENT: (This is the space on your profile where you have all your equipment on. To edit this, edit your post on the profile page.)

Weapon:
Offhand item:
Armor:
Item 1:
Item 2:
Item 3:

Offhand items include shields, arrows, and other such things. The item label will have offhand item if it is one.
Regular items are things out would use during combat. Such as: Potions, spell runes, stat boosting items, and more.

ELEMENTAL AFFINITY:

This is an elemental starsign that you are affiliated with. You can chose between earth, fire, wind, water, light, or dark. Chose an affinity that matches your character's personality.

Earth means you are a simple person with a simple motive.

Fire would mean you are strong willed.

Wind means you are a free spirit, not letting anything drag you down.

Water means you are a serene person, full of grace and dignity.

Light means you are full of love and compassion for others, no matter if they love you or hate you.

Dark means you have unbridled hatred for all of mankind, and refuse to care for another.

WEAPON DESCRIPTIONS: Weapons are divided into four catagories: Close range, long range, magic, and other.

CLOSE RANGE WEAPONS:

SWORDS: These weapons are the most common weapons. They have an avarage rating on just about anything.

-Swords: This is the most basic weapon. Swords are one handed weapons, so you can use a shield or offhand item with them. They are avarage for all ratings, making them a good weapon for beginners. They will never lack in any stat, but won't excell at one either.

-Greatswords: They have more attack force than others of its type, but as a downside, they are very heavy, requiring a high strength to wield them. Greatswords are carried in two hands, making the use of a secondhand weapon impossible.

-Rapiers: These weapons are made for thrusting. They arn't too good for anything else. Since the attack area is really small, the hit rate suffers, therefore requiring a high skill to use. And since the swords have a thin size, they have little attack power. But what makes them shine is their incredible speed. If your fast enough, you might be able to strike multiple times for each turn. One handed.

-Longsword: These weapons have increased power when riding on a mount. They have good power and speed, but the drawback is that only mounted units can wield these. These weapons are one handed.

-Magic Swords: These use magic power to attack foes. A sword blessed with the power of wind would use the users magic power to unleash an indirect attack, or draw upon the strength of a user for a direct attack.

-AXES: *Note:Most axes are two handed weapons.

Axes posses much more strength than sword, but they suffer from incredible weight.

-Axes: The most basic of axes. They generally have the same stats as a Greatsword.

-Great axe: Possesses devastating strength, but due to the incredible weight, they limit consecutive attacks and have a low hit rate.

-Poleaxe: These weapons have increased power when riding on horseback. They have good power and speed, but the drawback is that only mounted units can wield these.

-Throwing axes: These axes are special. Their light weight allows them to be wielded in only one hand. These axes can be used for throwing, allowing the fighter to attack from the back sideline and without fear of most defensive skills. The downside is their poor attack rating.

-Magic Axes: These use magic power to attack foes. An axe blessed with magic would use the users magic power to unleash an indirect attack, or draw upon the strength of a user for a direct attack.

-LANCES:


Lances: Basic thrusting lance. has good, balanced stats. Two handed

Great Lances: Possesses devastating strength, but due to the incredible weight, they limit consecutive attacks and have a low hit rate. Two handed.

Spears: These weapons have increased power when riding on horseback. They have good power and speed, but the drawback is that only mounted units can wield these. These weapons are one handed.

Javelin: These spears are special. Their light weight allows them to be wielded in only one hand. These lances can be used for throwing, allowing the fighter to attack from the back sideline and without fear of most defensive skills. The downside is their poor attack rating.

-KNIVES:

-Jack knife: These weapons lack in strength, but make up in its speed.

-Dagger: These weapons have increased damage, but the drawback is that they are slow.

Throwing knife. You can use these weapons to throw at enemies from a distance. Throwing knives come in packs, so you can carry these as an offhand item.

Long range


-BOWS: *Note* All bows are one handed. Arrows are kept in Item slots.

-Bow: Most common kind of bows. These are neither strong nor weak. Good for beginners.

-Heavy bow: These require more strength to pull, but they cause more damage.

-Long bow: These bows are good for horseback. Only mounted units can carry these.

Magic Bows: These have elemental blessings on them. They use both the strength and magic of the user.


GUNS*Note: Ammunitaion for both types of guns will be carried in your item slot. To reload a gun, you must use one turn to reload, specifying the type of bullets your are using to reload.

-Pistol- these guns can be carried in one hand. Their stronger than shotguns, but they typically attack only one enemy.

-Shotguns- These guns are carried in two hands. Effecting multiple targets at once, the characters position is crucial to using shotguns effectivly.

MAGIC

-Staves: These weapons can be carried in two hands. Staves usually have a special effect attached to them, allowing mages to be more diverse in their elemental attacks.

-Tomes: Books. A turn is required to cast spells while a Tome is equipped, but the effects are more powerful than with a staff. Tomes are carried in one hand.
PostPosted: Sat Mar 01, 2008 2:23 pm


HOW TO BATTLE:




-COMBAT BASICS


-OVERVIEW:

This is a turn based battle system. The fighters will take turns battling each other. Once the party attacks, their turn ends. Then the second party takes its turn. This will continue until the battle is over. The battle ends once one party is defeated or they surrender.

Getting started:

There are a few ways to get a battle started:

1: Open ended: this means that you just announce that you want to fight, and someone will accept your challenge. To request for a fight for a party battle, just post the stats of everyone in your party. You may put in your request that you'll allow for a second party to join you, but there are a few conditions to be met:
1: There has to be someone who accepts your challenge.
2: There must be asecond party to join your opponents. Meaning that there are no odd numbers in the party. Two parties cannot fight one party.

Then, once the parties are set, a Judge will be assigned to your battle, and he or she will dictate a battlefield.

2: Calling someone out: You call on a user, and your parties will fight one on one. No one else may enter.



-DETAILS!

- The Judge(Neutral people who moderate the battle) will roll a dice as a post action to determine the first attacking party. The turn will then begin. All the soliders of the party will attack once. They attack by posting the following: "*Name of Solider* attacks *Name of unfortunate enemy* With *Name of Weapon or Skill.*"

For example: *Jake attacks Stephen with Iron Sword*

Once that happens, a Judge will roll two dice as a post action, an attack die and a defence die.

-For Offence: The number on the attack die will be added to the units overall strength, and that will be added to the weapon damage. The total number will become the attack strength of the attacker.

-For Defence: The number on the defence die will be added to the number of the defending units Defence rating. That will be added to the defence of the units armor. That will be the total defence of the unit.

Subtract the total defence from the total attack damage, and that is the total damage to the unit.

Okay. Heres an example using my previous Characters.

Post: *Jake attacks Stephen with Iron Sword*


Judge(First, a judge has to post rolling the dice. Then, he will go back and edit the post with the numbers.):

Jake Dice attack: 8
Jake Base attack: 15
Jake Weapon damage: 9
JAKE TOTAL: 32

Stephen Dice Defence: 2
Stephen Base Defense: 10
Stephen Armor Defence: 12
STEPHEN TOTAL: 24

Jake>Stephen

STEPHEN TAKES 8 DAMAGE!


This is for attackers. And this is just a basic attack.

-SPECIAL CASES:

-DEFLECTION:

Sometimes, the total defence of a unit will be higher than the total attack. When that happens, a Deflection will occur. In a deflection, the total damage that the defender reflected will be rebounded back onto the attacker. For example:

Jake Dice attack: 1
Jake Base attack: 15
Jake Weapon damage: 9
JAKE TOTAL: 25

Stephen Dice Defence: 6
Stephen Base Defense: 10
Stephen Armor Defence: 12
STEPHEN TOTAL: 28

DEFLECTION!!!

Jake
JAKE TAKES 3 DEFLECTION DAMAGE!


-SKILLS:

Most of the time, you will be using skills. Here is an example of a Trigger Skill(Skills you must manually activate during battle):

Post: *Jake attacks Stephen using the skill "Reinforced Blow*


The skill "Reinforced Blow" adds 10 bonus damage. The judges confirm that, and adds it to the battle post. Like so:


*Skill*
Jake Dice attack: 1
Jake Base attack: 15
Jake Weapon damage: 9
Jake Bonus Damage: 10
JAKE TOTAL: 35

Stephen Dice Defence: 6
Stephen Base Defense: 10
Stephen Armor Defence: 12
STEPHEN TOTAL: 28



Jake>Stephen

STEPHEN TAKES 7 DAMAGE!


-Sometimes, the defender will have a defence skill. If they choose to use it, then it will be as follows:

Post: *Jake attacks Stephen using the skill "Reinforced Blow*

Defender Post: *Stephen uses skill "Defenders shield'*


"Defenders shield" Adds 10 as Bonus defence.

Judge:

*Skill*
Jake Dice attack: 1
Jake Base attack: 15
Jake Weapon damage: 9
Jake Bonus Damage: 10
JAKE TOTAL: 35

*Skill*
Stephen Dice Defence: 6
Stephen Base Defense: 10
Stephen Armor Defence: 12
Stephen Bonus Defence: 10
STEPHEN TOTAL: 38

DEFLECTION!!!

Jake
JAKES TAKES 3 DEFLECTION DAMAGE!

Hellfire Champion
Captain


Hellfire Champion
Captain

PostPosted: Sat Jul 12, 2008 10:02 pm


Explanation of Aura Spheres, Aura Arts, and Aura Overdrives


Aura Spheres

Aura Sphere are specials items that you can use for many purposes. You can equip them to increase their stats, or you can break them and unleash a certain power. Once you've accumulated enough Aura on the Battlefield, you can unleash Aura Overdrives to devastate your opponent.

While it is just a sphere, however, you will hold it in your equipment slots. You can only have 3 Aura Sphere's at once. If you want more, you'll have to either sell the ones you have or use them. Equipped Aura Spheres will increase stats that are unique to each sphere. Some spheres iwll increase your max health, while others boost elemental resistance.

Aura Arts

You use an Aura Art, you'll have to break the Aura Sphere itself, meaning that each Aura Sphere has a one time use, and once it's used, it's gone for good. There are many duplicate Aura Spheres, however, so there are no unique ones. Some are rarer than other's however...

Aura Arts can have a random effect, from damaging your enemies to Healing you or your friends, or even boosting weapon strength for the whole battle!
Once an Aura Art is used, the energy from that sphere collects into the atmosphere, and ANYONE can use that energy for an Aura Overdrive.

Aura Overdrives

When enough Aura is collected on the battlefiend, any character who has learned an Overdrive can unleash it then. You can learn Overdrive attacks by completing quests with rewards to teach you Overdrive attacks. These attacks are INCREDIBLY powerful, but oftentimes require a lot of Aura to use. Each Aura has it's own element, so for Overdrives, you can use a certain amount of Aura on the battlefield from many different elemtents.

Confused yet? Perhaps a run through would be more helpful...


Isaac has a Stalagmite Aura Sphere equipped. While it's equipped, Isaac's Defense stat increases by 10. But if Isaac uses the Aura Art equipped with that Sphere, the sphere breaks, and Isaac loses that bonus.

So Isaac uses the Aura Art Stalagmite. All enemies take 30 earth damage.

The Aura Sphere Stalagmite has 15 points of Earth Aura in it, and when the Art was used, those 15 points are released into the battlefield, where ANYONE can use that Aura to use Overdrive attacks.

So Isaac has learned Gaia's Fury, an Earth Overdrive attack that consumes 15 earth Aura. Since there is 15 Earth Aura on the field, Isaac can use that Overdrive the next turn.

HOWEVER!! If the one Isaac is fighting also knows that Overdrive, he can turn the tables of the battle and use that Overdrive before Isaac can!

Aura Sphere's add a great depth of strategy to fighting, and proper planning will ensure victory on the battlefield!
PostPosted: Sun Dec 21, 2008 3:53 pm


EXPLANATION OF ELEMENTS:

Each Element has a strength and a weakness. I understand that Sol and Luna Mages have opposite elements, but details are worked out later. The cycle of elements will be placed here:


Wind-->Earth--> Water-->Fire--> Wind

Light--> Darkness


Affinity affects: When you chose your elemental affinity, you add in a little bonus to your weapons or armor.

Attack effects: elements attacking an element with a bonus adds 1.5 to the damage. Attacks elements with a penalty will decreased it by half.


ELEMENTS ON THE BATTLEFIELD:

Elements assosiated with a battlefield will add in to a weapons affinity depending on the Major and Minor Elements. Any spell cast will add onto one of three Minor Elements. The Major Element will never change, but each spell cast will add onto a Minor Element. Securing Minor Elements early in the battlefield will give you an advantage in the battle!

Hellfire Champion
Captain


Hellfire Champion
Captain

PostPosted: Sun Dec 28, 2008 7:39 pm


EXPLANATION OF MISSIONS


Okay. In this post, you'll understand how missions will work. There are two types of missions:

1: Story Missions.
2: Extra Missions.



1: STORY MISSIONS

These are missions that are vital to the progress of the story. Participate in the battle, win, and the story progresses.

Lose... and the story will take a different, less fortunate arc.

There are three parts to a Story Mission. 1: Story/RPing sequence. 2: Battle, 3: Story/ RPing aftermath.

This is an oppertunity to flex your RPing muscles and talk with the characters participating in this story mission. Once events are completed, a battle begins. Win, and the story can progress through an RP sequence. Lose, and you will have to RP accordingly.


2: EXTRA MISSIONS.

There will be no RP sequence, but a text setting up the sequence. Then the battle begins, and after that, a closing paragraph.
Reply
Crimson Skies (under contruction)

 
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